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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
I made a mod called Yttrium

Hello everyone, I just made my first mod called Yttrium (Core). It boosts your performance by offloading matrix-heavy calculations from the CPU to the GPU, such as animal movement calculations, lightning calculations, and much more. It’s built to work together with popular performance mods like sodium, lithium, phosphor, ferrite core, etc. Anyways, if you’re up to a performance boost, then you might wanna consider trying this mod. Right now there are versions for 1.21.4 (Forge/Fabric), and 1.21.5 (Forge only). You can check them out with the links below. Big love to anyone who maybe looks into it/tries it out!

Edit: I didn’t mention this before, but it follows this naming scheme: v1.0.x for 1.21.4 and upward until the last 1.21 version, and v1.1.x for the 1.22 update

CurseForge:

https://curseforge.com/minecraft/mc-mods/yttrium-mod

Modrinth:

<Coming soon>


GitHub:

https://github.com/FruTeXx121/Yttrium-Core

https://redd.it/1owpqqg
@MinecraftModded
What is the best modded weapon and why is it the Skillet?
https://redd.it/1owxjzc
@MinecraftModded
Must Play Modpacks

No specific minecraft update in mind, what is the modpack you believe that people must experience and why? Was it your first? Was it a trend setting first of its kind? Did it change the way we view modpacks? Do you just want to push an under represented pack into the spotlight?

I ask this because as I've played more and more modpacks, I began figuring out my preferences in regards to cross compatibility and theming. However, I also started looking at packs from different perspectives. I used to detest packs like ATM until I realized the shared goal made the pack more of a mod show case experience rather than a jumbled mess. I also want to hear what people think are the cream of the crop, revolutionary packs, or underrated gems that deserve some more playthroughs.

https://redd.it/1owxhyi
@MinecraftModded
Why do modpack creators never make ender dragon and wither strong?

Every RPG modpack I see always ignores the ender Dragon and Wither and always buffs bosses from generic mods, or makes a custom boss for the super generic modpack. But they never add mods that make the Wither or Ender Dragon stronger, and they do this on purpose since we currently have very good mods for that, such as Wither reincarnated, Ender trigon, Savage ender Dragon, True Ending and others. If you combine these last 3 mods that I mentioned, the Ender Dragon looks like a final Boss of Hollow Knight, it's super mega difficult to kill but it's fun, but I never understood why modpack creators never add these mods

https://redd.it/1owzwgh
@MinecraftModded
Yeah this may be the beginning of the slopification
https://redd.it/1ox4kaw
@MinecraftModded