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Suggestions for someone who hasn't played a pack since FTB Infinity: Evolved, way back when they first introduced expert mode?

I haven't played a pack in FOREVER and I'm a bit overwhelmed with choice at the moment. Would really love some suggestions/input.

If at all possible I think I'd love something with a quest book, just to help guide me to/through some of the newer mods. In no way is that a requirement, though.

https://redd.it/1ky2nn8
@MinecraftModded
Any 1.7.10 magic servers still exist?

I've been wanting to get back into 1.7.10 magic mods and I'm nostalgic for the days when there would be several servers running kitchen sink packs with 40+ active people online at one time.

I doubt there is any server modpack running those player numbers anymore but wondering if there's still any 1.7.10 magic servers out there with some active people, even if it's a very low amount.

Prefer kitchen sink over quest, but can still do quest packs. Also fine with packs that also have tech or other mods. (Love me AE system)

If 1.7.10 magic mod multi-player is dead, I'm willing to learn ars nouveau if there's any more modern packs with active servers running it.

Magic mods I love:

* Thaumcraft
* Botania (it's a tech mod joke here)
* Blood magic
* Ars magica (favorite mod ever, but can live without)
* Witchery

Thaum addons:

* Thaumic tinkerer
* Witching gadgets
* Thaumic bases
* Thaumic exploration
* Thaumic horizons
* Forbidden magic
* Tainted magic
* Thaumic dyes
* Automagy
* Technomancy

(Magic bees, thaumic energistics when the other mods exist)

I realize all of said mods existing in one server pack are unlikely but wanted to give an idea of the sort of mods I'm looking for!

Sorry ahead of time if posting to the wrong place. I have so much nostalgia and look forward to thaum 7! Though in my heart I know the old days of heavily populated servers with all sorts of wizards and such will likely never be relived. :(

https://redd.it/1ky3fw3
@MinecraftModded
What happens if I post about GT:NH here?
https://redd.it/1ky9nav
@MinecraftModded
What do y'all like and dislike in skyblock/sky factory style modpacks?

Post body for automod gods.

Jokes aside -- I was debating making a sly factory/skyblock pack recently but it's occurred to me that, while I've played a fair bit of C:AaB and Cave Factory, I've never meshed with Sky Factory in the past. I need hot takes!

https://redd.it/1kyag62
@MinecraftModded
The funniest way to deal with a dragon in Ice and Fire/ Ars Nouveau modpacks

Recently, i had an EXTREMELY dumb idea on a whim. While using Ars Nouveau to collect mobs in containment jars for a farm, i had the thought to try a Ritual of Containment…on a wild, stage 3 dragon from Ice and Fire.

You know, those hyper-aggressive monsters that dot the overworld, have an effective agro radius of sixty something blocks, can annihilate a early-mid game player in at most a few minutes, have a variety of dangerous attacks, a ton of health, and that can potentially count as a mini-boss?

Yeah. They are hilariously susceptible to being put in a jar and effectively turned into either a prisoner or an assist trophy. No this isn’t a cheat or an exploit, it is the inherent function of the Ars Nouveau Containment Jar to be able to capture and store basically any mob in vanilla or ars nouveau, including illagers, villagers, and even the ender dragon. But i never would have guessed it worked on other modded mobs too, and especially not ice and fire’s dragons.

So if you really wanted, it is entirely possible in 1.20.1 to Collect a bunch of them by baiting them into the Ritual of Containment’s radius, trapping them in containment jars, and then looting their roosts. Or better yet, unleashing them on another enemy or boss that is even more dangerous.

Is it extremely stupid to put multiple wild Ice and Fire dragons in one place? Yes. Is it over-over-overkill for beating something like Jean Enddragon or the Wither? Absolutely. Will you have significantly more problems cleaning the mess of highly dangerous mobs up and preventing too much collateral? Most likely. And will you loose the boss’s unique loot to the cluster of ticked off dragons? Probably.

But would it be EXTREMELY funny to do this to get back at a trolling server friend that has personally wronged you? By inviting them to kill a boss and then unleashing complete chaos with them at the epicenter? For certain.

Or, ya know, just stick your imprisoned dragons on a shelf and display them like the world’s most unstable and potentially base-destroying action figure collection. Because the former option isn’t exactly very kind…. So you probably shouldn’t do that. That’s potentially going to be how server faction wars start.

https://redd.it/1kyl8ni
@MinecraftModded
Actually expanding the game mechanics meaningfully

I’d refer to most modpacks as adding breadth to the game, expanding it horizontally. They pad out the experience, shifting it a bit, but ultimately they’re just adding alternate paths to reach the same inevitable 'end'. I'm sure you've seen it enough times, new mobs, more tools, and extra blocks different flavors of what already exists, leading to same destination.

I'm referring to the actual end of Minecraft, the point where the ambition fades. You’ve killed the dragon, got your Elytra, built your farms, set up your infrastructure, and built everything you wanted. Then. that’s it. Time to move on or start from scratch.

People like to chalk this up as the natural course of sandbox games. “You’ll just run out of ideas eventually", yes but it doesn't have to be that way. Survival has progression, even with all its flaws. Yet current modpacks just pad it out, making it longer and more tedious, as if that’s real meaningful expansion. Judging by their download numbers, maybe they’re right. But I think otherwise.

I don’t want to endlessly refactor vanilla. That’s what Microsoft and most mods keep doing, just horizontal expansion, tacking on new paths, hitting the same ceiling. What I want (and possibly you too) is vertical expansion. Content that goes beyond the end, adding meaningful mechanics and systems that don’t just make us repeat the same cycle, but truly push forward.

The Minecraft community is incredible at taking any new addition exploiting, pushing, and wringing out every last bit of functionality. We should be adding more mechanics that feed this discovery and mastery.

Here's a rough idea, let's say a post end dimension, large scale mobs. I know it’s tricky. Minecraft’s smalls blocks limits how bigger entities can interact. The Wither and the Ender Dragon are exceptions, being able to destroy the terrain. But imagine a post End dimension, something that expects you to already be geared, with Elytra for mobility, fully enchanted weapons and armor.

In a grand, open landscape that dwarfs you, makes you feels small with truly massive mobs that can actually keep up with you. Not just in scale, but in AI and movement. Not just harder versions of the same old mobs, they're new challenges, new ways to think about combat and survival. The drops and resources providing new redstone mechanics, qol improvement, tool system expansion and new endgame systems that actually move the ceiling higher. Along with providing actual goals within the game that players can feel excited about attempting to explore and tackle.

Of all the modding I’ve tried, nothing’s ever scratched that itch of pushing beyond the current limits, not just reshuffling the road to them. We're told as soon as we enter the nether 'We need to go deeper' soon to be hit with rolling credits shortly after with 'Free the end'. I want more. Feel free to berate, contest, or build on these ramblings, I'm open to criticism and discussion.

https://redd.it/1kypfvs
@MinecraftModded