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Looking for stoneblock style pack recommendations

Been in a bit of a pack slump since completing subterra tech. I'm a huge fan of stoneblock style packs but not all of them. I'm okay with skyblock style packs but not oceanblock style.


What I'm specifically looking for is progression based packs that push you to at least try every quest line with a fun early game. I don't mind grinds for late game as by then, I'm usually doing the grind in the background while upgrading the rest of the system.

For packs I've already played and enjoyed, all 4 stoneblocks, subterra tech, compact claustrophobia, universio (enjoyed is a strong word for this one), and antimatter chemistry.


Feel free to ask clarifying questions or suggest packs that don't quite fit but still might be a fun pack.

https://redd.it/1slrkzn
@MinecraftModded
Hardcore-style revive mod

Instead of dying and instantly respawning with no repercussion, your teammates have to go out, find where you died, and recover your "soul" (playerhead). From there, they need to craft specific items to bring you back. Made the mod to punish players for dying and make life more meaningful. Meant to emulate hardcore but not really.

TL;DR: Dying isn't instant respawn, teammates have to revive you with modded items.

Still actively working on it, so feedback/suggestions would be really helpful. Would you use something like this in a modpack?

Curseforge: here
(Fabric: 1.2.11/1.20.6/1.20.5/1.20.4/1.20.3/1.20.2/1.20.1. Forge: 1.20.6/1.20.5/1.20.4/1.20.3/1.20.2/1.20.1)

https://redd.it/1slxvp8
@MinecraftModded
Any good space modpacks?

I'm looking any well made recent/updated modpacks that involve some kind of space exploration?

I mean modpacks that have some kind of space mod that's either a big goal in the pack or an important part of the gameplay.

I am specifically not searching for any kitchensink modpack unless it's really good.

~~Also not GTNH.~~

Thanks for any responses.

https://redd.it/1slyjdc
@MinecraftModded
Which version is better for tech mods : 1.12.2 vs 1.20.1

Hey there, i am making a private kitchen sink modpack but confused between those two versions.

1.20.1 has create
1.12.2 has Old classic tech mods

Which version is better for tech mods variety and more "features" offered by mods.

And more importantly what are some tech mods that are exclusive to 1.12.2 and for 1.20.1

https://redd.it/1sm3snp
@MinecraftModded
Are there any modpacks that focus on community progression instead of personal progression?

My friends and I (around 8-12 of us) have tried several modpacks throughout the years but what always ends up happening is that those who dive heavy into the modpacks always outstrips those who don't (be it due to time, general knowledge, or just plain skill), generally making some feel very left behind. Those people would then just slowly stop playing as they'd get more and more behind. We tried having everyone in lock-step for progress but that has the reverse problem where those who enjoy going all in get frustrated because they're being held back.

We'd like to play another modpack again, but we'd like to try and find a modpack that focuses on community progression instead of personal. Like modpacks kinda have that already by people being able to make create or other automation things for resource gathering, but we're looking for something that heavily focuses on the community aspect of progression. That way no one can get left behind. People will still miss stuff if they're not online that often, but that isn't the issue we are trying to solve.

https://redd.it/1sm4xyt
@MinecraftModded
Blood Magic 3.3.6 has been released for 1.20.1!

Hi all - another big batch of bugfixes, some new content, and even the addition of fan-made language packs! We've just pushed the new version to Modrinth and Curseforge.

Changelog below:

#Version 3.3.6

##Added:
- Upgrade Tomes holding the same Upgrade or Downgrade can now be combined in a crafting grid to add their points together
- Commands to manipulate a players soul network
- Currently "bloodmagic network <username> <add/query/reset/set> amount" to read or write a player's LP.
- Add adds a given amount, Query returns the current value, Reset sets it to 0, Set sets it to a given amount.
- ARC input tank can be emptied by putting buckets or other fluid handler items into the input bucket slot. It will also try to transfer as much as possible instead of only ever 1 bucket at a time
- ARC tanks can be interacted with from in-world now. Order of operations tried is Fill input tank > Empty output tank > Empty input tank > Open GUI
- Sigil of the Frozen Lake is now craftable
- By default, this tier-3 recipe takes packed ice, a snow block, a snowball, and water to make Frost Reagent, and an infused slate to make the Sigil itself.
- Acts as a Frostwalker enchantment when active.
- Weak and Saturated Tau now count towards tranquility when building the incense altar
- Froglight variants are now valid in place of glowstone for the altar
- Configuration options in bloodmagic-common.toml for the LP cost of all sigils
- Fan translations! Currently we've deployed Simplified Chinese (zhCN), thanks to Rain-Flying. If you'd like to help contribute a language to the pack, or improve an existing language, come join our Discord (link on github/modrinth/curseforge)
- Block protection compatibility (i.e. ftbchunks et al). Mining charges, the ritual of magnetism, and other things that affect or modify blocks should now respect teams and claims. Server owners, rejoice!
- added waterlogging support to the Water Sigil, and prevented the Water and Lava Sigils from deleting blocks in certain corner cases

#
#Fixed:
- Fixed a world-breaking crash with the Reap of the Harvest Moon ritual if it found a TileEntity in its range when
AgriCraft is *not* installed.
- If your world has been affected by this, go to 'forge-server.toml' and set 'removeErroringBlockEntities' to 'true'. Launch your world and confirm that it's running, then set this back to false. (see the warning in the .toml for more info)
- The 'flight' potion effect now properly clears when players drink a bucket of milk (or otherwise end it prematurely)
- Rhythm of the Beating Anvil didn't check to see if the recipe was valid and just produced the result. Recipe checking has been added, so you do now actually need the correct inputs
- MagiChem's fully grown clusters have been added to the geode
harvestable tag to work out of the box rather than requiring a datapack. The budding blocks are already in the forge:budding tag which is already part of geodeacceleratable
- Apparently Oculus takes
s to mean 'shader' and helpfully removes such instances from the texture map. Unfortunately all our steadfast variant blocks ended in s. We've renamed them to steadfast as a result
- Blood Orbs could be used without getting damaged while spawn protection lasts. It now does the same thing the rest of the sacrifice stuff does and first gets rid of invulnerability
- The Hellfire Forge does not let item automation stuff place items into the output slot anymore. Its also learned some other handy things like prioritizing a different input slot for each of the different sides as well as targeting the gem slot first from above and only ever taking from the output slot from below
- Composite Item Filters didn't work, now they do
- forge:storageblocks/hellforged block and item tags have been added to the respective forge:storageblocks tag
- prevent a crash when opening the Edit HUD position screen while looking at an entity
- soft
Blood Magic 3.3.6 has been released for 1.20.1!

Hi all - another big batch of bugfixes, some new content, and even the addition of fan-made language packs! We've just pushed the new version to [Modrinth](https://modrinth.com/mod/blood-magic/version/Z2LN0tSB) and [Curseforge](https://www.curseforge.com/minecraft/mc-mods/blood-magic).

Changelog below:

#Version 3.3.6

##Added:
- Upgrade Tomes holding the same Upgrade or Downgrade can now be combined in a crafting grid to add their points together
- Commands to manipulate a players soul network
- Currently "bloodmagic network <username> <add/query/reset/set> [amount]" to read or write a player's LP.
- Add adds a given amount, Query returns the current value, Reset sets it to 0, Set sets it to a given amount.
- ARC input tank can be emptied by putting buckets or other fluid handler items into the input bucket slot. It will also try to transfer as much as possible instead of only ever 1 bucket at a time
- ARC tanks can be interacted with from in-world now. Order of operations tried is Fill input tank > Empty output tank > Empty input tank > Open GUI
- Sigil of the Frozen Lake is now craftable
- By default, this tier-3 recipe takes packed ice, a snow block, a snowball, and water to make Frost Reagent, and an infused slate to make the Sigil itself.
- Acts as a Frostwalker enchantment when active.
- Weak and Saturated Tau now count towards tranquility when building the incense altar
- Froglight variants are now valid in place of glowstone for the altar
- Configuration options in bloodmagic-common.toml for the LP cost of all sigils
- Fan translations! Currently we've deployed Simplified Chinese (zh_CN), thanks to Rain-Flying. If you'd like to help contribute a language to the pack, or improve an existing language, come join our Discord (link on github/modrinth/curseforge)
- Block protection compatibility (i.e. ftbchunks et al). Mining charges, the ritual of magnetism, and other things that affect or modify blocks should now respect teams and claims. Server owners, rejoice!
- added waterlogging support to the Water Sigil, and prevented the Water and Lava Sigils from deleting blocks in certain corner cases

##Fixed:
- Fixed a world-breaking crash with the Reap of the Harvest Moon ritual if it found a TileEntity in its range when
AgriCraft is *not* installed.
- If your world has been affected by this, go to 'forge-server.toml' and set 'removeErroringBlockEntities' to 'true'. Launch your world and confirm that it's running, then set this back to false. (see the warning in the .toml for more info)
- The 'flight' potion effect now properly clears when players drink a bucket of milk (or otherwise end it prematurely)
- Rhythm of the Beating Anvil didn't check to see if the recipe was valid and just produced the result. Recipe checking has been added, so you do now actually need the correct inputs
- MagiChem's fully grown clusters have been added to the geode_harvestable tag to work out of the box rather than requiring a datapack. The budding blocks are already in the forge:budding tag which is already part of geode_acceleratable
- Apparently Oculus takes _s to mean 'shader' and helpfully removes such instances from the texture map. Unfortunately all our steadfast variant blocks ended in _s. We've renamed them to _steadfast as a result
- Blood Orbs could be used without getting damaged while spawn protection lasts. It now does the same thing the rest of the sacrifice stuff does and first gets rid of invulnerability
- The Hellfire Forge does not let item automation stuff place items into the output slot anymore. Its also learned some other handy things like prioritizing a different input slot for each of the different sides as well as targeting the gem slot first from above and only ever taking from the output slot from below
- Composite Item Filters didn't work, now they do
- forge:storage_blocks/hellforged block and item tags have been added to the respective forge:storage_blocks tag
- prevent a crash when opening the Edit HUD position screen while looking at an entity
- soft
coating no longer voids the contents of shulker boxes (or other tile-entities)
- bloodmagic:geode_harvestable now adds forge:clusters as a tag instead of a block, meaning it'll actually work with them
- teleposition sigil now teleports you when clicking on a non-teleposer block as well. it also now checks itself for a destination when inside a sigil of holding
- ritual diviner and tinkerer can now be cycled even when looking at a (non master ritual stone) block
- Ritual of the Geode's Bounty now uses a fake player so certus quartz now actually drops, instead of getting voided because there was no entity passed to the drop generation
- Added a check to prevent alchemy arrays from duplicating items

p.s. 1.21 is coming, we're still working on it, don't worry. (Well, mostly the magnificent StellaNera is working on it and i'm doing my best to maintain the github and do the paperwork..!)

We're planning on taking the time to do a full top-down rewrite, dusting out some old cobwebs from 1.7.10 and making use of all of NeoForge's nifty new features. Updates soon

https://redd.it/1smagvh
@MinecraftModded
Origins++ how do I remove the green overlay from my character (troll origin)?
https://redd.it/1smbrv6
@MinecraftModded
[Modpack teaser] Cryogenic Simulation is a new progression modpack, which will be released on May 8
https://redd.it/1smbg31
@MinecraftModded