Let's make an extended mod alignment chart. JEI got to Lawful Good. Day 2: Social Good.
https://redd.it/1l3sw18
@MinecraftModded
https://redd.it/1l3sw18
@MinecraftModded
Reddit
From the feedthememes community on Reddit: Let's make an extended mod alignment chart. JEI got to Lawful Good. Day 2: Social Good.
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Best way to isolate an admin account?
I am planning on making a server for my friends and to keep everyone legitimate I was wondering if there was a way to have a admin account to setup everything however I don't want it to be my main account as I don't want to have admin perms on all the time and I'm worried it may mess up my achievements and such.
What's the best way to go about solving this? I was thinking about making a second Minecraft account that could play as admin however upon research it seems like I would have to buy another copy of Minecraft (which I don't want to do as that account would only be used every couple months at most). Does anyone have any advice or ideas?
https://redd.it/1l42aoo
@MinecraftModded
I am planning on making a server for my friends and to keep everyone legitimate I was wondering if there was a way to have a admin account to setup everything however I don't want it to be my main account as I don't want to have admin perms on all the time and I'm worried it may mess up my achievements and such.
What's the best way to go about solving this? I was thinking about making a second Minecraft account that could play as admin however upon research it seems like I would have to buy another copy of Minecraft (which I don't want to do as that account would only be used every couple months at most). Does anyone have any advice or ideas?
https://redd.it/1l42aoo
@MinecraftModded
Reddit
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Initial Concept for an Evolving Minecraft Server
I am currently in the process of figuring out the details for something that enables a minecraft to evolve in a sense.
Here are some initial ideas for how things would work:
1) A "research station" would be this mod's only addition in terms of content.
1.a) The research station allows for technology to be researched by providing the prerequisite materials and ample time for the research to occur.
2) Mod developers could add integration for this mod, and allow for a somewhat "partial loading" of the mod
2.a) This also has the benefit of being able to allow similar mods such as Create New Age and Create: TFMG to integrate better (e.g. New Age for nuclear fuel and power generation, TFMG for appliances and applications)
3) When the client first joins a server, the whole modpack becomes tuned to that server and will refuse to connect to another server.
I'm not quite sure how exactly would this work, especially during the early stages of a minecraft server where automation is not possible. I think a better term for "time" here would be "effort"
I am by no means a mod developer, but I assume that the process of adding content to a minecraft mod requires code to "register" an item/structure/biome/etc. Perhaps at this stage a mod could conditionally add an item once the "progression tracker mod" gives the go-ahead. I am purely assuming Neo/Forge and other modded servers work this way from my small experience as a server owner/admin
I have a rough idea on how this would work on paper, but I'm omitting it here.
Some potential use cases for such a mod would be a Create/tech server with more realistic progression, letting server members slowly usher in an industrial revolution once the prerequisite conditions have been met. Such a server would unlock the Steam and Rails addon mod when enough research has been done, or Create: New Age to be slowly unlocked in parts (e.g. researching using copper would unlock wires, then energy generation, then eventually nuclear fuel).
As mentioned before, this is still pure concept, and I would like to receive feedback and suggestions on how I can improve this before starting this project and assembling a team.
https://redd.it/1l42sjb
@MinecraftModded
I am currently in the process of figuring out the details for something that enables a minecraft to evolve in a sense.
Here are some initial ideas for how things would work:
1) A "research station" would be this mod's only addition in terms of content.
1.a) The research station allows for technology to be researched by providing the prerequisite materials and ample time for the research to occur.
2) Mod developers could add integration for this mod, and allow for a somewhat "partial loading" of the mod
2.a) This also has the benefit of being able to allow similar mods such as Create New Age and Create: TFMG to integrate better (e.g. New Age for nuclear fuel and power generation, TFMG for appliances and applications)
3) When the client first joins a server, the whole modpack becomes tuned to that server and will refuse to connect to another server.
I'm not quite sure how exactly would this work, especially during the early stages of a minecraft server where automation is not possible. I think a better term for "time" here would be "effort"
I am by no means a mod developer, but I assume that the process of adding content to a minecraft mod requires code to "register" an item/structure/biome/etc. Perhaps at this stage a mod could conditionally add an item once the "progression tracker mod" gives the go-ahead. I am purely assuming Neo/Forge and other modded servers work this way from my small experience as a server owner/admin
I have a rough idea on how this would work on paper, but I'm omitting it here.
Some potential use cases for such a mod would be a Create/tech server with more realistic progression, letting server members slowly usher in an industrial revolution once the prerequisite conditions have been met. Such a server would unlock the Steam and Rails addon mod when enough research has been done, or Create: New Age to be slowly unlocked in parts (e.g. researching using copper would unlock wires, then energy generation, then eventually nuclear fuel).
As mentioned before, this is still pure concept, and I would like to receive feedback and suggestions on how I can improve this before starting this project and assembling a team.
https://redd.it/1l42sjb
@MinecraftModded
Reddit
From the feedthebeast community on Reddit
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Just one alloy. Or two. Or twelve. — Sneak Peek #1 from an expert-style modpack
https://redd.it/1l44l6n
@MinecraftModded
https://redd.it/1l44l6n
@MinecraftModded
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I recreated ExtraUtils Item Transfer Nodes completly from scratch on Neoforge!
https://redd.it/1l4bau1
@MinecraftModded
https://redd.it/1l4bau1
@MinecraftModded
Let's talk about: Things that we think mods do wrong (and how mod devs could avoid them)
This thought spawned in my head as a result of me delving into the world of dweller and other horror mods through YouTube, while, at the same time, building my "test world" for my personal modpack and doing research on it.
Let's start by addressing the dragon in the cave:
Destructive features: I love Ice and Fire, and I really, really want to dig Alex's caves but at the same time, I acknowledge that they can be a little bit too destructive. Ice and fire has some mobs that are way too dangerous especially early on, and while this can be sorta softened down by generating them far away from 0,0, the main attractive of the mod is the dragons, who can be VERY destructive, especially the larger ones. Of course, their size would make them very cheesable if it weren't because of their block breaking abilities, but still, if I have a dragon pet, the last thing I want it to do is flatten my walls every other minute it is outside of its "pokeball". In the same vein, I have opted out of Alex's caves basically because of the rad caves. I don't mind the biome itself... But everything surrounding the nuclear bomb is just too much destruction for my tastes, not to mention detonating one is basically mandatory to "complete" the mod. Now, I think destructive features, when well thought or in specific mods, has a place to be. But I'm not quite comfortable with the place destruction has gotten In this two mods. I can let ice and fire pass because... Dragons. But that doesn't mean It's my only concern with that mod. More on it later. Tldr: destruction should be, largely, the player's agency and fault.
Properly tag your blocks and items: If you name an item "something-stone" or "log of something", please, properly tag it as such. I've seen my fair share of mods for which I have had to go out of my way to at least fix the EMC value. On other cases I've deemed it too much effort. (God thank Resourceful Trees did this properly). Properly tagging your items makes it easier to include in modpacks, where there may be quests or recipes that may ask for "any wood" or "any stone". Like... Sticks, chests, and crafting tables. It also essentially automatizes such recipes. Out of the tip of my tongue, Feywild and, again, ice and fire, have this problem. Though in Feywild it's way more egregious because it adds this very large biomes that are everywhere, and are filled with trees whose planks are essentially useless.
The next ones are especially directed toward horror mods:
Keep in mind player agency.
Don't punish the player just for having your mod.
Defenselessness is at the heart of horror. But games are meant to be fun.
Let the player have countermeasures.
Instakills should be sparse and avoidable.
https://redd.it/1l4fb8t
@MinecraftModded
This thought spawned in my head as a result of me delving into the world of dweller and other horror mods through YouTube, while, at the same time, building my "test world" for my personal modpack and doing research on it.
Let's start by addressing the dragon in the cave:
Destructive features: I love Ice and Fire, and I really, really want to dig Alex's caves but at the same time, I acknowledge that they can be a little bit too destructive. Ice and fire has some mobs that are way too dangerous especially early on, and while this can be sorta softened down by generating them far away from 0,0, the main attractive of the mod is the dragons, who can be VERY destructive, especially the larger ones. Of course, their size would make them very cheesable if it weren't because of their block breaking abilities, but still, if I have a dragon pet, the last thing I want it to do is flatten my walls every other minute it is outside of its "pokeball". In the same vein, I have opted out of Alex's caves basically because of the rad caves. I don't mind the biome itself... But everything surrounding the nuclear bomb is just too much destruction for my tastes, not to mention detonating one is basically mandatory to "complete" the mod. Now, I think destructive features, when well thought or in specific mods, has a place to be. But I'm not quite comfortable with the place destruction has gotten In this two mods. I can let ice and fire pass because... Dragons. But that doesn't mean It's my only concern with that mod. More on it later. Tldr: destruction should be, largely, the player's agency and fault.
Properly tag your blocks and items: If you name an item "something-stone" or "log of something", please, properly tag it as such. I've seen my fair share of mods for which I have had to go out of my way to at least fix the EMC value. On other cases I've deemed it too much effort. (God thank Resourceful Trees did this properly). Properly tagging your items makes it easier to include in modpacks, where there may be quests or recipes that may ask for "any wood" or "any stone". Like... Sticks, chests, and crafting tables. It also essentially automatizes such recipes. Out of the tip of my tongue, Feywild and, again, ice and fire, have this problem. Though in Feywild it's way more egregious because it adds this very large biomes that are everywhere, and are filled with trees whose planks are essentially useless.
The next ones are especially directed toward horror mods:
Keep in mind player agency.
Don't punish the player just for having your mod.
Defenselessness is at the heart of horror. But games are meant to be fun.
Let the player have countermeasures.
Instakills should be sparse and avoidable.
https://redd.it/1l4fb8t
@MinecraftModded
Reddit
From the feedthebeast community on Reddit
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What mod are these buttons from? And, also, check body, please!
https://redd.it/1l4fay8
@MinecraftModded
https://redd.it/1l4fay8
@MinecraftModded
I made a mod that adds all national anthems as music discs
https://modrinth.com/mod/anthem-discs
https://redd.it/1l4c857
@MinecraftModded
https://modrinth.com/mod/anthem-discs
https://redd.it/1l4c857
@MinecraftModded
Modrinth
Anthem Discs - Minecraft Mod
A mod that adds over 200 national anthems to minecraft in the form of music discs.
Let's make an extended mod alignment chart. AppleSkin got to Social Good. Day 3: Neutral Good.
https://redd.it/1l4m7o7
@MinecraftModded
https://redd.it/1l4m7o7
@MinecraftModded
Reddit
From the feedthememes community on Reddit: Let's make an extended mod alignment chart. AppleSkin got to Social Good. Day 3: Neutral…
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What's better?
In your opinion, what is the best infection mod around, and why?
https://redd.it/1l4o6x7
@MinecraftModded
In your opinion, what is the best infection mod around, and why?
https://redd.it/1l4o6x7
@MinecraftModded
Reddit
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how do i create a decent progression modpack?
recently i have been creating some modpacks to play with friends, but thy were basically just some mods we liked put together with some configs changed to make them work.
i want to make a modpack with actual progression, using Forge 1.20.1.
no machines that make other useless,
no duplicated things that do the same thing, making tinkers construct the default for tool and disabling the armor that won't be used,
no getting OP in the first 2 hours with apotheosis, making the bossfights actually difficult, possibly forcing an order in which to do them,
and other things that don't come to mind right now.
how can i do this, first time actually trying to make something like this
https://redd.it/1l4p76a
@MinecraftModded
recently i have been creating some modpacks to play with friends, but thy were basically just some mods we liked put together with some configs changed to make them work.
i want to make a modpack with actual progression, using Forge 1.20.1.
no machines that make other useless,
no duplicated things that do the same thing, making tinkers construct the default for tool and disabling the armor that won't be used,
no getting OP in the first 2 hours with apotheosis, making the bossfights actually difficult, possibly forcing an order in which to do them,
and other things that don't come to mind right now.
how can i do this, first time actually trying to make something like this
https://redd.it/1l4p76a
@MinecraftModded
Reddit
From the feedthebeast community on Reddit
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