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Why I want a difficult create 6 modpack without other logistics mods, and maybe how.

I'm a GTNH player. I'm going to be expanded my gtnh ae2 system and processes for maybe the next few years. Sometimes I want a change of pace, but I still want to automate, and I don't want that to mean AE2. It always seemed antithetical to create to mix in other logistics mods. The whole point to me has been to have a giant, visual factory, and that seems to go away the second you even add modern storage drawers with its free short range item teleportation. Then create just becomes a really bad generic mod with inexplicably infinite liquids and inconvenient crafting machines.

Seeing the endgame in a create pack include ae2 is always a massive turnoff. This includes liminal industries, and arcane engineering. Arcane engineering also negates all of its fluid drilling train mechanics by letting you make infinite liquids by just stockpiling them. Switching to AE2 instantly antiquates your chain drives, and makes any task that needs to be done less frequently than constantly achievable with parallel arrays of each crafting machine attached to crafting me interfaces. That's boring. I want chain drives.


There's a couple reasons this happens. The first of which is just that create 6 came out recently, do no packs incorporating its new logistics could possibly have been made yet.

Second is that create has a scaling issue, whereby doubling the speed of a factory doesn't double its throughput due to startup and shutdown animations clogging everything. Robot arms are extremely guilty of this. Honestly the robot arm is an incredible letdown because of how much time it spends doing literally nothing.


I propose the ability to bundle items into stacks, and create upgraded versions of create processing machines that can take in a proportionally increased multiple of stress units, and process bundles of items. This should allow create factories to scale outside of rote parallelization, and maybe even give you a good reason to use addon power, such as nuclear add-ons and other, to fully outclass the steam boiler.


Create also has a few critical balancing issues of its own. Minecart contraptions can include giant windmills that clip through everything and generate a ton of power in no space. Contraptions in general inexplicably teleport items with no cost or thought required. Why ever use that one shaft contraption to lift up items when you can just have a pole jiggle for a second and teleport whatever wherever it touches. Honestly the item ports on some contraptions need to be greatly rethought. Maybe rebalanced to have range limitations.


I want a factory that grows as you progress, not shrinks by way of AE2 and others.

Also there reasonably should be a reason to always be using trains to retrieve distant ore vein outputs etc. By default they are merely cool.

https://redd.it/1mch3bs
@MinecraftModded
Official Release: Dying Sol



https://preview.redd.it/8i2al62szwff1.png?width=1024&format=png&auto=webp&s=4254623d64517a5b2e2470a71d778980d8f2d07f

https://preview.redd.it/r8aucgaszwff1.png?width=2036&format=png&auto=webp&s=b1e0ee0062962c8815facaf9b97ca262d56a2fb7

~~--------------------------------------------------------------------------------------~~

# "The Sun is approaching the end of its lifespan, and time is limited. Resist certain doom and survive the improbable, as you're pitted against a dying star."

~~--------------------------------------------------------------------------------------~~

Dying Sol is a challenge-oriented modpack, placing the player in a race for survival against a dying Sun. Given a mere week before the apocalypse begins, it is your goal to collect what resources you can, before you're pushed to live permanently underground.

Will you survive and thrive, or are you destined to be baked alive in the unrelenting heat of the Sun?

~~--------------------------------------------------------------------------------------~~

# Features:

A deathly Solar Apocalypse, and the main "star" of Dying Sol. Thanks to none other than the [Solar Apocalypse](https://modrinth.com/mod/solar-apocalypse) mod by [SmushyTaco](https://modrinth.com/user/SmushyTaco)!
Terrain quality is greatly improved through Tectonic, with added atmospheric immersion through Sound Physics Remastered and Effectual!
Tons of QOL enhancements and performance boosts. Performance boosts are attributed to [Sodium](https://modrinth.com/mod/sodium) whilst QOL content is provided through a handful of mods made by [Serilum](https://modrinth.com/user/Serilum)!
A small handful of original content and heavily fine-tuned configurations, done by EpicEbic (me!) exclusively for the Dying Sol modpack. Currently, there's a custom noscript screen, a custom guidebook, as well as custom in-game dialogue that dynamically reacts to how long you survived before dying! It also has a handful of custom splash texts, and a few easter eggs!

~~--------------------------------------------------------------------------------------~~

# "Where can I play Dying Sol?":

Dying Sol is available now on Modrinth! A link to play the mod can be found here!

~~--------------------------------------------------------------------------------------~~

Nature will make way for the unrelenting heat, reduced to ash when faced with the Sun.

https://redd.it/1mctlpo
@MinecraftModded
Mod that forces you to create realistic buildings?

As noscript says, is there a mod that forces you to build in a realistic way, otherwise your build will colapse in on itself?

Would be fun to have a world were infrastructure must be planned out beforehand.

https://redd.it/1mcy2qf
@MinecraftModded
What does it mean "Additional files"? I've been stuck on 0 for an hour (GT New Horizons)
https://redd.it/1md3r33
@MinecraftModded
What can make food mods appealing to you?

What could make a mod like Pam's harvestcraft really appealing? Like, I adore the complexity and the amount of content it brings, but the problem is just that at the end you'll just be eating golden carrots anyways. It all kinds just... Is there for a minute and then disappears.
Multiple mods tried doing something with it, the original SoL mod made food less effective the more you eat the same one, which sounds interesting in theory, but in effect you'll just be carrying a ton of food around at any time, or have stacks of a food that's fast to eat. SoL Carrot Edition then tried making it that you get health boosts from eating different things, but that just resulted in you crafting a bunch of things once and then never thinking about it again.
What would be a way to make it more appealing? A sort of temporary boost for a balanced diet?

https://redd.it/1mda81h
@MinecraftModded
GTQU Update

Hi! I'm a modpack dev for 1.12.2 working on a large pack called Gregtech: Quantum. this post will be a display of a few features ive added as of late, to possibly keep the project within public view. I'm the only dev, so don't expect much!

Custom gem types for all thaumcraft gems.

Elements with symbols!

Alloys based on materialized thaumcraft aspects!

Thermal and Thaumcraft integration!

Blood Magic x Thaumcraft x Gregtech!

\(WIP Due to time constraint\) Blood Magic x Thaumcraft Research!

Fallout GUIs!

Psi x Thaumcraft Integration!

Lag-Free Post-Apocalypse Wasteland, Courtesy of ApocalypseCraft!

Hope you all enjoyed this dump. Have a nice day!

https://redd.it/1mdazka
@MinecraftModded
From which mods are these tooltips? (Mod list in the denoscription)
https://redd.it/1mdbeyz
@MinecraftModded