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why is it lieing to me? (sons of sin mod)
https://redd.it/1n81mub
@MinecraftModded
Modpack idea: it beats itself because quest 1 gives you what you need for quest 2 which rewards you with what you need for quest 3 which gives you the quest 4 objective which rewards you with the item that beats quest 5....
https://redd.it/1n86t9x
@MinecraftModded
Rarely see this specific modpack criteria combo: (1) Questbook that's as linear as possible, (2) Teaches every item/mod, (3) Isn't a challenge (sky/stone/flat/etc) or expert pack. (Bonus: RPG/exploration in addition to full magitech automation.)

I've researched many modpack submissions/threads, but such research is why I have an entire list of reasons for why I'm having a hard time here (see below). Apologies if I've missed a bunch of super aligned options that exist and are commonly rec'd.

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Criteria emphasis order:

##### 1. So linear that it hurts!

I want handholding and "build X after building Y" without having many, if any, other choices.

##### 2. Noob friendly.

Ideally I will never have to open up a wiki or watch someone's videos.

##### 3. (Optional) RPG/Exploration as a bonus, not a primary focus

While I'm mainly looking to get into and learn about magic/tech/automation, it'd be kinda nice to not just be building at my base the entire game!

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##### Dealbreaker: No challenge packs

I.e. Skyblocks, Stoneblocks, Flatlands, etc. I want a mainly traditional-ish overworld experience.

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##### Why I'm having a hard time finding something.

- Most people like some choice or to see quests as optional. Makes sense, but I'm looking for a total handholding railroad dictating each step of progression.

- Packs like FTB Academy/University seem open--pick a mod and then it's linear, but you're still picking what to do and there doesn't seem like some grand overarching progression/objective. This makes sense, they're there to teach what you want to know, but this makes it not what I'm looking for.

- There're modpacks like Skyblocks, Stoneblocks, Cuboid Outpost, etc. which many seem to have great linear progressions and teach the mods, but you lose that standard overworld experience. (Regrowth, etc. also apply here.)

- Then you have expert modpacks, which aren't dealbreakers--I'll take it if I have to especially if they're good enough at everything else. But I'm not ideally looking to change crafting recipes right from the getgo of getting into modded minecraft.

- And other packs take away some classic elements, such as gathering resources. I'm fine with veinminer-esque mods, and maybe quarrying, but not infinite basic resource generation in early game.

- For reference, I started trying out The Lost Era, and while it does have a lot of gating, there're still too many open forks, and I'm feeling way too flustered with it. And not the best explanations for items/mods (though it's not too bad, still leaves some info to be desired).

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Super appreciate any recs and info about why I might like it, even if I have to compromise (which is fine!).

>edit: dang y'all are awesome. Thanks a ton for all the recs and especially the info about them! I already feel way better at knowing what to pick from now. But I'm still def gonna keep my eye on this post, so please feel free to add anything else!

https://redd.it/1n88tbw
@MinecraftModded
The Cosy Critters mod adds decorative and atmospheric creatures to Minecraft, such as birds, moths, and small spiders, which interact with the environment in a realistic way. It also includes the Hat Man, a mysterious figure that occasionally appears, adding an intriguing touch.

https://redd.it/1n8ehxs
@MinecraftModded
what you mean silver/lead/bronze/steel don't exist??!! this is a travesty!! (look, minecraft started it when they added c*pper, JUST gold and iron is an acceptable abstraction, but adding a third is just begging the question of where the rest are)
https://redd.it/1n8h906
@MinecraftModded
give me 1.7.10 technomagic modpacks pls
https://redd.it/1n8i5kv
@MinecraftModded
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I've built a tool for those tired of manually managing QoL modpacks across Minecraft versions. Define the modpack once, and it adapts to every version

https://redd.it/1n8is21
@MinecraftModded
Me: "Aw, I forgot to name my world! Well, I guess it doesn't matter that mu-"
https://redd.it/1n8kg52
@MinecraftModded
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Is this amount of lag in a new world normal? FTB Infinity Evolved 1.7

https://redd.it/1n8i5co
@MinecraftModded
Dwellers make for kinda cool early to mid game bosses
https://redd.it/1n8qfrh
@MinecraftModded
Sync (Forge) Finally been ported to Forge 1.20.1

After much work, The Old OG Sync mod has finally been ported to Forge 1.20.1!

# Additional New Features

Item Requirements for Shell Creation

Added config options to require specific items for shell construction
shellConstructionRequiredItem \- Set any item ID (e.g., "minecraft:ender_pearl")
`shellConstructionItemCount` \- Number of items required (1-64)
consumeItemInCreative \- Whether to consume items in creative mode
`missingItemMessage` \- Custom error message with %s and %d placeholders

# Quality of Life

Animation Control Options

Added enableShellSwitchAnimation config to disable camera transitions when switching shells
Added `enableDeathRespawnAnimation` config to disable animations when respawning after death
Instant shell switching now available for players who prefer it

The mod now supports requiring specific items for shell creation! Configure this in sync-common.toml to customize your gameplay experience. You can also disable the camera animations if you prefer instant shell switching.

Please message me with logs/modlist if you come across any issues <3

Download: [ https://www.curseforge.com/minecraft/mc-mods/sync-forge \]

https://i.redd.it/yevklpz6k7nf1.gif

https://redd.it/1n8lc53
@MinecraftModded