[Liminal Industries] My nether is completely empty besides my portal and the floor. Does anyone know what could have caused this?
https://redd.it/1ovhsk0
@MinecraftModded
https://redd.it/1ovhsk0
@MinecraftModded
Stoneblock 4: Particle Accelerator(>15kj)
https://preview.redd.it/splqv482uz0g1.png?width=1105&format=png&auto=webp&s=887fcdd29b521b457cbe25521a693ec9b2be9c69
This setup makes around 22kj with tier 8 addons but i would probably stop it before then. There's a capacitor addon below the magnetic field. There's probably a better/more efficient way out there but this is good enough for me. You can replace the linear motors with guide rings it'll just make the process slower. Also for some reason the product gets put into the second particle accelerator? I have been struggling with a setup for hours so I figured I'd post it here in case other people are just as confused as I was.
https://redd.it/1ovwoxf
@MinecraftModded
https://preview.redd.it/splqv482uz0g1.png?width=1105&format=png&auto=webp&s=887fcdd29b521b457cbe25521a693ec9b2be9c69
This setup makes around 22kj with tier 8 addons but i would probably stop it before then. There's a capacitor addon below the magnetic field. There's probably a better/more efficient way out there but this is good enough for me. You can replace the linear motors with guide rings it'll just make the process slower. Also for some reason the product gets put into the second particle accelerator? I have been struggling with a setup for hours so I figured I'd post it here in case other people are just as confused as I was.
https://redd.it/1ovwoxf
@MinecraftModded
What's a forgotten niche mod that you wish would come back to new version?, for me its this.
https://redd.it/1ow2q3v
@MinecraftModded
https://redd.it/1ow2q3v
@MinecraftModded
Is mod development really worth getting into at this point?
Title. Recently, I've been feeling more and more motivated to finally commit to learning MC modding, but at the same time, several recent developments and trends in the MC/modding sphere now have me doubting if that's actually something worth committing to.
Like, for one, there's the increased pace of updates to the base game with the whole "drops" thing, which in turn results in some devs quickly jumping to newer versions, splitting the modding ecosystem across multiple game versions. And in addition to that, I've noticed a shift in the modding zeitgeist towards smaller tweak-focused and "vanilla+" style mods, and away from larger content mods and more "out-there" concepts.
So all this makes it seem like we can't really expect to see another deep, interconnected modding ecosystem like we did in 1.12.2 or 1.7.10, for the foreseeable future. Which then goes back to the initial question; is mod development really something worth pursuing, especially if one's aim is to eventually create mods that are more large-scale and complex?
https://redd.it/1ow9c31
@MinecraftModded
Title. Recently, I've been feeling more and more motivated to finally commit to learning MC modding, but at the same time, several recent developments and trends in the MC/modding sphere now have me doubting if that's actually something worth committing to.
Like, for one, there's the increased pace of updates to the base game with the whole "drops" thing, which in turn results in some devs quickly jumping to newer versions, splitting the modding ecosystem across multiple game versions. And in addition to that, I've noticed a shift in the modding zeitgeist towards smaller tweak-focused and "vanilla+" style mods, and away from larger content mods and more "out-there" concepts.
So all this makes it seem like we can't really expect to see another deep, interconnected modding ecosystem like we did in 1.12.2 or 1.7.10, for the foreseeable future. Which then goes back to the initial question; is mod development really something worth pursuing, especially if one's aim is to eventually create mods that are more large-scale and complex?
https://redd.it/1ow9c31
@MinecraftModded
Reddit
From the feedthebeast community on Reddit
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Looking for a clean, universal way to gamestage ALL recipes in a 1.20.1 expert modpack
Hi everyone!
I’ve been developing a technical expert modpack for over 6 months now( yep, a lot of work already ), and I’ve reached a point where I really need help from people who understand recipe systems and progression gating deeply.
I’m implementing a custom research / discovery system, and I need a way to lock or unlock **ANY** recipe at runtime based on the player’s stages and flags, similar in spirit to how GTNH handles redundant/alternate recipes across tiers, or even closer to *Factorio's* approach for research.
And this is where I’m stuck.
**What I actually need? A system that allows me to:**
* Hide or disable any recipe that comes from a datapack (vanilla or modded)
* Show/enable that recipe only when the player reaches a given research stage
* Affect JEI visibility per-player, not globally
* Be runtime-reactive (unlock happens immediately when a research is completed, no /reload)
* Cover everything:
* modded crafting
* machine recipes
* rituals
* fluids
* multiblocks
* custom machinery
* anything that resolves to a datapack recipe
*In short:*
Full, per-player control over JEI visibility and recipe availability through custom research flags.
**What I’ve tried so far:**
**AStages + KubeJS + SDM Recipe Machine Stages**
* Great for vanilla crafting and some item restrictions
* But RecipeRestrictions only work for vanilla recipe types
* SDM covers only a small subset of machines
I needed a fully generalized solution that can handle PneumaticCraft, EnderIO, Create, Mekanism, Thermal, Custom Machinery, etc.
**GameStages + ItemStages + JStages**
* Only lets me block items, not the recipes themselves
* I need to stage alternative recipes for items that are already unlocked by default
So this doesn't solve the “alt-recipe unlock” problem either.
**Gameplay-only methods (no hard gating)**
* Adding stage-gated catalysts works for some machines but not all
* Gating machines themselves doesn’t help with retroactive alt recipes for machines already unlocked, nor new recipes for already existing machines.
* Gating items/fluids directly doesn’t remove the recipes from JEI, and fluid-only recipes (oil refining etc.) become impossible to stage cleanly.
* Using a custom item to gate said recipes, just breaks de immersion of researching and understanding new tech.
**The big question:**
Is there any modern 1.20.1-compatible solution that can universally stage/hide **ANY** recipe from **ANY** mod at runtime, per-player?
I’m absolutely willing to write glue code if needed. I just want to be sure I’m not missing an existing clean tool before reinventing something.
This is probably the biggest design blocker I’ve had since starting the pack, so I’d love to hear suggestions or just "bro, there is no workaround, nor solution for it."
Any help appreciated!
https://redd.it/1owgrlj
@MinecraftModded
Hi everyone!
I’ve been developing a technical expert modpack for over 6 months now( yep, a lot of work already ), and I’ve reached a point where I really need help from people who understand recipe systems and progression gating deeply.
I’m implementing a custom research / discovery system, and I need a way to lock or unlock **ANY** recipe at runtime based on the player’s stages and flags, similar in spirit to how GTNH handles redundant/alternate recipes across tiers, or even closer to *Factorio's* approach for research.
And this is where I’m stuck.
**What I actually need? A system that allows me to:**
* Hide or disable any recipe that comes from a datapack (vanilla or modded)
* Show/enable that recipe only when the player reaches a given research stage
* Affect JEI visibility per-player, not globally
* Be runtime-reactive (unlock happens immediately when a research is completed, no /reload)
* Cover everything:
* modded crafting
* machine recipes
* rituals
* fluids
* multiblocks
* custom machinery
* anything that resolves to a datapack recipe
*In short:*
Full, per-player control over JEI visibility and recipe availability through custom research flags.
**What I’ve tried so far:**
**AStages + KubeJS + SDM Recipe Machine Stages**
* Great for vanilla crafting and some item restrictions
* But RecipeRestrictions only work for vanilla recipe types
* SDM covers only a small subset of machines
I needed a fully generalized solution that can handle PneumaticCraft, EnderIO, Create, Mekanism, Thermal, Custom Machinery, etc.
**GameStages + ItemStages + JStages**
* Only lets me block items, not the recipes themselves
* I need to stage alternative recipes for items that are already unlocked by default
So this doesn't solve the “alt-recipe unlock” problem either.
**Gameplay-only methods (no hard gating)**
* Adding stage-gated catalysts works for some machines but not all
* Gating machines themselves doesn’t help with retroactive alt recipes for machines already unlocked, nor new recipes for already existing machines.
* Gating items/fluids directly doesn’t remove the recipes from JEI, and fluid-only recipes (oil refining etc.) become impossible to stage cleanly.
* Using a custom item to gate said recipes, just breaks de immersion of researching and understanding new tech.
**The big question:**
Is there any modern 1.20.1-compatible solution that can universally stage/hide **ANY** recipe from **ANY** mod at runtime, per-player?
I’m absolutely willing to write glue code if needed. I just want to be sure I’m not missing an existing clean tool before reinventing something.
This is probably the biggest design blocker I’ve had since starting the pack, so I’d love to hear suggestions or just "bro, there is no workaround, nor solution for it."
Any help appreciated!
https://redd.it/1owgrlj
@MinecraftModded
Reddit
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Logo ideas for my mod. What version do you like the most ? (Ignore the cat)
https://redd.it/1owp755
@MinecraftModded
https://redd.it/1owp755
@MinecraftModded
Reddit
From the feedthebeast community on Reddit: Logo ideas for my mod. What version do you like the most ? (Ignore the cat)
Explore this post and more from the feedthebeast community