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Mods that improves the behavior of passive mobs
https://redd.it/1n9eh79
@MinecraftModded
ALEX MOBS MOSQUITOS ARE A PARASITE!!!!!!!!!
https://redd.it/1n9ikv8
@MinecraftModded
Any tips on finding the EYE among the endless books?
https://redd.it/1n9hzpu
@MinecraftModded
ModFest: Toybox is live! Come check out ingame demos for 64 mods created in just 2 weeks!
https://redd.it/1n9lqbe
@MinecraftModded
"what's your least favorite mod" "anyone else hate this mod" "what's your modding pet peeve" "what's the most overused mod" AaaaaaaaaaaaAAAAAaaa

How about you Enjoy something for once!!!! Have some LOVE in your heart instead of scorn and ironic detachment !!! This isn't even a meme fuck you

https://redd.it/1n9q803
@MinecraftModded
Total conversions can be made in Minecraft with just a few mods and a lot of configurations and I’m surprised I can't find any examples of what I'm talking about

I play around with modded Minecraft and stretching the limits a lot but I can’t code in Java. However, I can code in JavaScript and mess around with JSONs which is where KubeJS and whatever data driven mods I can get my hands on come in, except, the more I messed around with this, I found that I needed less and less mods to actually achieve what I want.

I've always wanted to try and make an RPG in minecraft. I do gamedev in Godot a lot but I don't always have the resources to achieve what I want. However, Minecraft provides a good base and I always wondered how flexible it could be with configurable mods to add extra functionality. Spoiler alert: a lot more than I thought.

After many failed projects and prototypes, I found the exact recipe of mods to make what I want. The only problem is, it's still a huge undertaking.

Origins for Forge and KubeJS are mostly what I found is useful. However, with a combination of Origins, KubeJS, Armourer's Workshop, Pufferfish Skills, DC Classes, Better Combat, Sword Blocking Mechanics, and CustomNPCs 1.20.1 port, I've slowly found that this is all that I actually need to make a full RPG in minecraft if I was willing to build a map. With just those mods alone + datapacks, I could create character classes, character appearance customization, a heavily modified combat system that is fun to play (without having to drop in something heavy like Epic Fight), custom enemies/mobs and bosses, quests, dialogue, dynamic traders, a custom magic system, custom weapons and items with their own appearance, custom armor with its own appearance, and so much more. This could be a full total conversion RPG within minecraft. There are also very doable ways of combining the functionality of these mods to make whatever you need to make for a potential RPG or even action adventure or shooter. Even if it is a big undertaking, it's so much more doable The problem is that I'm often impatient and can sometimes have difficulties with work ethic.

For example, my combat system. I’ve used KubeJS and scoreboards to create stamina functionality, and then used origins to allow sprinting to drain stamina. Additionally, I’ve added heavy attacks to swords and axes that deal extra damage and trigger when the player attacks while sneaking. These heavy attacks also drain stamina. There’s an additional cooldown between heavy attacks, and until it’s over, not only can the player not heavy attack, but they also cannot regen stamina (which regens at 1 per two seconds). Once stamina runs out, it does not regenerate for six seconds and you can neither sprint nor heavy attack. The heavy attack and stamina draining functionality is handled entirely through origins. Finally, sword blocking mechanics is a configurable mod that adds blocking and parrying to swords. I made it so blocking doesn’t decrease damage but parrying decreases all damage through that mod’s configuration. I’ve also created custom Minotaur and Dark Elf mobs through custom NPCs and created their appearances using Armorer’s Workshop.

I don't think people understand how much Origins alone could be used to create custom mechanics. It's so useful for more than just sets of origins.

I did end up cutting some corners and creating a prototype for what could become a fantasy rpg server. I just also dropped in Bountiful and Dimensional Dungeons so that dungeons could generate procedurally.

The reason I'm bringing this up is because, I think minecraft modding has reached a place where you can do so much with it without even making mods yourself. I didn't need to make a single mod to test out any of the functionality I mentioned. Furthermore, as I've gotten more and more into game design, I've started to appreciate bloat a lot less which modpacks have a lot of. I think there's a lot of room for curated experiences akin to adventure maps or even total conversion survival experiences, only with mods to add
extra functionality for what you can make. Modpacks right now are mostly just heavily configured extra content packs that sometimes veer into the realm of total conversion but even when they do, they’re often way too bloated. I understand the appeal of the modpacks that come out now. But I'd love to see creators use existing mods as a basis for creating their own stuff. I hope one day, I'll have the patience to do it myself.

https://redd.it/1n9k4va
@MinecraftModded
Gorillas 🤝 Chimpanzees 🍌🍌🍌
https://redd.it/1n9vm2m
@MinecraftModded
Does anyone recognize the mods used in this picture?
https://redd.it/1n9xyx4
@MinecraftModded
Centralized vs Decentralized Create factories : is my Tom's Simple Storage setup efficient or a lag trap?

I am using tom's simple storage and I have a main storage with all my items. I wonder if it's best to import/export from my storage or to build sub-factories when I have multi-step production. For exemple if I want to make quartz i need cobble > gravel > sand > soul sand > quartz.

I am currently using inventory cable and connectors in order to import/export my items to/from remote places.

I have a single cobblestone farm which will output to my storage and will feed every farm that need cobblestone (gravel, andesite, stone...)
I have a line of crushers that simply import an item from my storage and export the result (cobble>gravel, gravel>sand...) all in the same place
I have a line of haunters/washers/smelters/smokers that do the same...

in the end my quartz production is using different modules at different places which are all going through the storage network. That way I can avoid building the same machines at different places (cobble/gravel/sand are also used elsewhere)

My question is : Is it a good idea, or is it actually a false good idea that creates more problem (maybe with lags or things like that?)

Note: create is the only big mod on my server

https://redd.it/1n9zz4z
@MinecraftModded
Is Mojang actually Advertising RLcraft?
https://redd.it/1na2ppo
@MinecraftModded