Minecraft

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I remember playing MC factions with MCMMO plugins. 2011 to 2015 was peak for factions but then got ruined by greed and meta chasing.

You would be hard-pressed to even find a factions server that's playable and doesn't have people flying around in creative because they spent 500 dollars for the diamond rank to fuck over everyone else.
Grinding Unarmed until i could punch someone to death in a couple hits through diamond was pretty funny, though.
 
It was either pay to win as fuck, or the admins were maldavius fagtree level of controlling. So you either had to cheat or the admins were stalking you non stop and you couldnt cheat.

I remember this one admin would fucking check all our inventories constantly and just delete shit. It was a fun skype call when one of our friends found all his socials.
Not to off-topic but it was also this way in GMOD & CSGO community servers back in the day too. I wonder if all these people just trooned out or what. It's too bad a lot of the old gaming "clans" are gone now like GamesForLife and TangoWorldWide.

I remember for the former, there was a TTT rotation and a TTT minecraft 24/7 server and the latter hated the former because it was one of the original servers, even though his had more total players daily. I forget what we even made the server manager mad about, but we were pulled into a teamspeak and got pushed around by him until a few years later he did something and got banned from the community yet I had already left at that point.
 
Isn't this just Valkryien Skies 2 via Create: Clockwork? Or was there some gay >discord drama i missed around that* that resulted in reinventing the wheel for the third fourth fifth time?
*context: i've been slowly slapping together a 1.20.1 Aether-start modpack over the past year and a half and had to actually pay attention to that kind of retarded shit to avoid Manifestations Of Thaumcraft 6 or worse, The Kraken, in it.
Also from what i recall, Create is ultra-popular with said millions of people compared to actual Random Autists projects, so it IS that embarrassing.
That's true, create is very popular. 350 million copies of Minecraft sold, Create has 180 million downloads on curseforge. Of course this doesn't account for repeated downloads or anything, but there are a lot of other plugins for it. At this point I'd say it's unreasonable to dismiss modding as a small section, unworthy of consideration.

I never heard of VS but I saw this comparison yesterday. Apparently the Create guys were working on this with a different physics engine, but tweaking it for Simulated specifically. Almost all features from simulation to performance look better on Create, except for render distance. I wonder how Distant Horizons would affect simulated machines.

Embed isn't working
https://www.youtube.com/watch/uy9MeyP135U
 
Apparently the Create guys were working on this with a different physics engine, but tweaking it for Simulated specifically. Almost all features from simulation to performance look better on Create, except for render distance. I wonder how Distant Horizons would affect simulated machines.
Do they have block destruction on assembled devices? If not then VS2 beats them out, even with the bugs still plaguing it. Distant Horizons would probably not affect it all too much, it only renders terrain and not Create devices without serious jank.
No successor to Archimedes' Ships will ever be bug-free, such is the curse.
 
Do they have block destruction on assembled devices? If not then VS2 beats them out, even with the bugs still plaguing it. Distant Horizons would probably not affect it all too much, it only renders terrain and not Create devices without serious jank.
No successor to Archimedes' Ships will ever be bug-free, such is the curse.
Yes. The video I linked before is an hour long deep dive into all mechanics of Create Simulated. Also that 1 minute long shorts comparison shows a wooden platform floating in water, getting altered by the weight of adding and destroying stone blocks on the corners.
 
Yes. The video I linked before is an hour long deep dive into all mechanics of Create Simulated. Also that 1 minute long shorts comparison shows a wooden platform floating in water, getting altered by the weight of adding and destroying stone blocks on the corners.
Just took a look at that, either VS broke something in a FinalFinalForReal patch to push people onto a newer version or there's some weird jank going on with Device splitting again.
The ice physics look smoother with Simulated though.
 
Lol
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it's quite embarrassing that a billion dollar company is mogged so hard by random autists
God help me, this looks awesome.

I've been holding off on Create for a long while, mainly due to my strong distaste for automation and everyone I know who likes it being super ultra mega pozzed to the point that I don't trust their taste, but this trailer actually made me feel things and I have to admit that I've been wanting something like it for ages.

Might as well ask, then: are there merits to downloading Create outside of just automating the shit out of the game (and pozloading every neghole imaginable in your custom pack)? I'm looking for something to shake up my Cobblemon pack (since I personally found 1.7 to be a disappointment, in that it barely changed the existing gameplay loop and rushed its main feature to market), and making machinery or more complex structures like this seems to be the way to go. I'm not 100% sure if Create offers that, but would like to know. I'm aware that Cobblemon compatibility exists, but given that it revolves entirely around automation I'm not super eager to touch it. Opinions on it would be nice if they exist, but I'm mainly looking for thoughts on the original mod + any recommended add-ons for it.

I am also considering adding MCA Reborn because I was obsessed with the original version of this mod when I was like 8 but never got to play it to make the world feel more lived-in, so I'd appreciate some opinions on that too (if you have any). The pixelated tits and masculine/feminine thing have me cautious, but I can't imagine there are too many changes from the original mod otherwise... right? Either way, would like opinions on it too. There exists Cobblemon compatibility and I'm thinking of using it either in place of or in tandem with existing trainer mods to try and make the world feel less like I'm the only one in it. (And to give my party members a chance to get above level 40 without grinding wild encounters for hours.)
My main concern is that it might be hilariously parasocial, instead of a way to add proper NPCs, since a large chunk of the premise has to do with settling down and lineages. I'm way more interested in the "improve your village and become a king" part of the mod, but there doesn't seem to be anything standalone that does that (Minecolonies excluded since it has weird issues with my pack in particular) so I'm relying on MCA for this. If anyone knows an NPC mod that does not involve pixelated tiddies and really revolves around that "build up a village as its ruler" aspect, that'd be nice and I'd appreciate hearing about it. Curious as to what the balance in MCA is between "minecraft waifu" and "minecraft feudalism" too, interested in hearing about both. Opinions on the original mod are also good. Again, I never got to play it. This stupid mod has been my white whale for like thirteen years and I want to put it down already.
 
are there merits to downloading Create outside of just automating
it's a good alternative to redstone for a more interactive base (elevators, dynamic rooms, giant doors, etc...)
you can move blocks around, rotate them and so on, it even has proper redstone integration and a few redstone specific blocks
the automation/ore gathering stuff can be easily exploited but if you stay on the path it's very balanced
 
Video looks neat, just a guy playing 1.7.3 and building cool structures.
I've been holding off on Create for a long while, mainly due to my strong distaste for automation and everyone I know who likes it being super ultra mega pozzed to the point that I don't trust their taste
Same. I mean, I play Create a few times (usually because everyone wants to include it in their modpack) but I'll be damned if I talk to anyone who's even mildly apart of their communities. They're often...well, like you said. And I was never a fan of automation either, which I don't use Create for. Only automation I liked was AE2 which is mostly because I've used it in the older days. Honestly tech mods don't often gel with me period unless someone implements it in a fun way.
I'm aware that Cobblemon compatibility exists, but given that it revolves entirely around automation I'm not super eager to touch it. Opinions on it would be nice if they exist, but I'm mainly looking for thoughts on the original mod + any recommended add-ons for it.
That's pretty much the only thing Create+Cobblemon patches exist to do. Only thing I can recommend is just not use Create or don't bother with automation, which cuts out a big chunk of the mod's purpose outside of contraptions that just cut down some of the busy work without fully automating everything, like farm and mining contraptions. Now you can at least make some funky vehicles with Aeronautics along with stuff like Trackworks.
Unrelated but some maniac made a Cobblemon patch for TerraFirmaCraft that makes them interact with some of that mod's features though, which is cool.
I am also considering adding MCA Reborn because I was obsessed with the original version of this mod when I was like 8 but never got to play it to make the world feel more lived-in, so I'd appreciate some opinions on that too (if you have any).
I use it sometimes in various modpacks. It's simple to use and has a bunch of features. Still, it's an overhaul so if you wanted just a few enhancements to villages here and there you're better off with other villager addons. They're not too smart either and also tick a lot so try not to use big village overhauls unless you have a good cpu and decent ram or nothing else is going on. It's hell on tech heavy modpacks I'd imagine.
It's a nice and fun mod but only install it if you're going to engage with it a lot, otherwise deeply consider if you want to use it or not.
The pixelated tits and masculine/feminine thing have me cautious, but I can't imagine there are too many changes from the original mod otherwise... right?
Not really, no. At least from my knowledge, it's largely the same mod with a few new/changes features here and there. The most pozzed thing is homosexuality (and I think bisexuality) being a trait but I only ever found 2 fags in all my time using the mod. As far as I remember there's no trannies or nonbinary mystery meats.
I'm thinking of using it either in place of or in tandem with existing trainer mods to try and make the world feel less like I'm the only one in it.
Probably in tandem, not like there's wandering villagers away from villages, aside from some mod added structures. Radical Cobblemon Trainers is pretty much the only trainer mod (at least with that many features) out there but I find it tedious if you're trying to do the traditional gym run because not only are your pokemon's level capped by default and prevents capturing and using overleveled Pokemon, finding the gym leaders themselves is a PAIN in the ASS.
Using a trainer spawner is pretty much mandatory and even then you need specific items to spawn them. Not to mention that if you lose you need to wait a while (don't recall how long, it's not too long I believe), Some mods and modpacks add structures to these gym leaders thankfully but (in the case of Cobbleverse) they can either spawn decently close or unreasonably far away. YMMV.
There also addons for RCT which is pretty cool but they mostly just change trainers or add gym leaders from other regions.
My main concern is that it might be hilariously parasocial
Might be using that word wrong. There's also nothing wrong with adding NPCs into a mod which needs them nor doing the whole family mechanic with MCA, it entirely revolves around you and whether you're autistic enough to get super attached them.
I'm way more interested in the "improve your village and become a king" part of the mod, but there doesn't seem to be anything standalone that does that (Minecolonies excluded since it has weird issues with my pack in particular) so I'm relying on MCA for this.
MCA's village building mechanic is player built as opposed to NPC built I think. You make the building then designate it as whatever you need it to be so long as it has the appropriate blocks (like lecterns for churches) Also Minecolonies is just...not really worth it unless it's going to be the absolute focus of the modpack like I said with MCA. there's a simplified fork of the mod though, as a bonus it doesn't rape your TPS as much when used with other tick heavy mods. Might be a blessing in disguise that you're having issues with it, not sure what they are and they're probably a mod incompatibility or user error but eh, not worth it.
If anyone knows an NPC mod that does not involve pixelated tiddies and really revolves around that "build up a village as its ruler" aspect, that'd be nice and I'd appreciate hearing about it.
Custom NPCs can help with that, allows a lot more control but because of that you'll really need to get involved in creating NPCs and their schedules because they're blank slates. I once made a small mansion with servants and various dialogues back in 1.7.10, guards with patrols, outside merchants, etc. You can do some kino stuff with it. The original developer stopped modding entirely I believe and whoever picked up the mod and it's addons is focusing on 1.7.10 (based) but someone picked it up for newer versions.
For some...ungodly reason a lot of trannies are attracted to Custom NPCs, but it doesn't affect the mod itself at least. There's also EasyNPCs but I never used it and it's probably not as in-depth given the name Easynpcs. There's probably more mods for "villager building and ruling" I don't know of or probably don't quite fit what you're looking for (like that Recruits mod and it's addons, reminds me of ancient warfare).
There's also Minefortress which-again-could either be a bit much for what you're asking or exactly what you need, though it's not for 1.21 so that might be a wrench in your plans as Cobblemon has abandoned 1.20 to version chase.

Unrelated to all that, starting to get Nuclear Tech and it's space fork. Man...I'm lost.

EDIT: Just learned of a mod for MCA called Townstead that might help if you go down the MCA route, but looks like a bit more busywork.
 
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I've been holding off on Create for a long while, mainly due to my strong distaste for automation and everyone I know who likes it being super ultra mega pozzed to the point that I don't trust their taste, but this trailer actually made me feel things and I have to admit that I've been wanting something like it for ages.
Yes, Create is mega tranny, but it's technically impressive. Create Simulated is a lot more impressive. Just don't try talking to any Create people without realizing this
 
I've been holding off on Create for a long while, mainly due to my strong distaste for automation and everyone I know who likes it being super ultra mega pozzed to the point that I don't trust their taste, but this trailer actually made me feel things and I have to admit that I've been wanting something like it for ages.
The create mod is the only mod I use consistently because I like redstone and it feels the most like redstone to me. I prefer it for the same reasons I prefer zachtronics games over games like factorio or satisfactory. Simulated looks pretty cool but I haven't touched it, nor VS for that matter, so I can't really comment on it
I don't think it's going to make you like automation mods though, because the mod makes automation trivially easy even compared to other tech mods.

I don't interact with the community because I find modding communities in general to be a fester of retarded drama and autistic troonery that I want nothing to deal with, and Minecraft is no exception. I've consistently thought about making a thread about general modding drama on this site to the point where I may need to stop procrastinating on it.
 
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Jesus christ, I am fucking stupid. Why did I write up a whole post asking for opinions on a mod I can't even play? :lossmanjack:
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Create is apparently NeoForge exclusive, as is the Aeronautics thing. I dropped Forge like a hot rock once NeoForge came around, and NeoForge having so many issues and so few mods to its name at the time just made me transition over to Fabric completely, so I'm out of luck for my main pack. There is technically a Fabric-compatible version of Create, but it's strictly for 1.20.1 and does not seem to be porting up. Aeronautics is similarly restricted to NeoForge only. I'm not sure if this mod is a Sinytra Connector sort of deal, and will let me play NeoForge crap on Fabric, but the description seems to suggest that it's just a library for porting and won't help at all, so the entire reason I made that post is completely moot. Sorry.

I appreciate the info regardless. MCA is still compatible with my pack, so it wasn't completely for naught. I'll try my best to reply to everyone as thanks.

it's a good alternative to redstone for a more interactive base (elevators, dynamic rooms, giant doors, etc...)
you can move blocks around, rotate them and so on, it even has proper redstone integration and a few redstone specific blocks
the automation/ore gathering stuff can be easily exploited but if you stay on the path it's very balanced
Giant doors and elevators sound very appealing, but what do you mean by "dynamic rooms?" Stuff like rotating hallways or moving staircases? If so, that sounds neat.

I'm really not enough of a redstone autist to ever get close to this kind of stuff in base minecraft, but I have to admit that this seems less like an alternative and more like a reskin of what's already there. Is it just more palatable because it has to do with putting blocks together instead of trailing red dust throughout basements?

Same. I mean, I play Create a few times (usually because everyone wants to include it in their modpack) but I'll be damned if I talk to anyone who's even mildly apart of their communities. They're often...well, like you said. And I was never a fan of automation either, which I don't use Create for. Only automation I liked was AE2 which is mostly because I've used it in the older days. Honestly tech mods don't often gel with me period unless someone implements it in a fun way.
Same, I'm really not a huge tech autist. This may be because I have a uterus, it may be because I am simply too impatient, I'm really not sure. And even then, I have to put an asterisk on that statement: I don't like tech mods focused around automation. If it's shit like building vehicles (especially boats/planes/trains) or transplanting more modern appliances into Minecraft, I'm all for it. But 99% of tech mods I've seen are instead focused on optimizing the fun out of the gameplay loop and/or making Minecraft into a discount Satisfactory/Factorio, which is not what I'm playing Minecraft for and completely disinterests me.

Create: Aeronautics looks like one of the rare tech mods I'd be all for adding to my pack, but alas...

That's pretty much the only thing Create+Cobblemon patches exist to do.
:felted:
What a shame. I was dreaming of things like using legions of Slugma to power train engines or putting some random Tinkaton to work on crafting stuff while I go exploring. Oh well!

Only thing I can recommend is just not use Create
Looks like I'll be doing that whether I want to or not. :story:

funky vehicles with Aeronautics along with stuff like Trackworks.
Fuuuuck, that latter one looks super cool. Unfortunately, it's not an option either!
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God, I hate this shit. I wish Cobblemon just backported to 1.12 or something so I didn't have to deal with all this retarded version-hopping and loader-messing.

Unrelated but some maniac made a Cobblemon patch for TerraFirmaCraft that makes them interact with some of that mod's features though, which is cool.
Yeah, I think it was one of the earlier add-ons for the mod. Looks cool, but I'm not insane enough to play TFC so I haven't considered it haha. "Survival (outside of base Minecraft)" to me is just code for "tedious busywork: the genre," even moreso than cozy shit like Animal Crossing. No idea what the appeal is.

I use it sometimes in various modpacks. It's simple to use and has a bunch of features. Still, it's an overhaul so if you wanted just a few enhancements to villages here and there you're better off with other villager addons. They're not too smart either and also tick a lot so try not to use big village overhauls unless you have a good cpu and decent ram or nothing else is going on.
I think I'm good on the CPU/RAM front? My mod pack's got a few hundred heavy-duty mods and still works just fine, usually sticking around 60FPS unless something really drastic happens. I used some heavy-duty shaders, too (photon), and was mostly fine save for some frame drops here and there. So constant ticking shouldn't be too bad. Worst-case scenario I'll just get rid of the mod.

(As I was writing this, I went to check on my existing mod pack to post a screenshot. It turns out that it's just... gone. The entire thing has vanished from PolyMC's menu. It still exists, the folder is where it should be: by all means, it should be completely accessible and functional. But it won't show up in PolyMC's menu, at all, and trying to re-add it through a .zip just crashes the entire launcher. Wtf? How did this even happen? I haven't played it in a few months, but that shouldn't impact things-- I still have packs from years ago sitting there, completely fine and dandy, able to be launched and recognized as normal. I doubt this has anything to do with the pack's size, seeing as it's only ~7 gigs, but I can't think of anything else that might be screwing it over.

Has anybody else run into this issue? If so, have you found a cause/solution? I've tried deleting and re-adding the pack multiple times now, re-adding through both the launcher and simply copy-pasting the folder back into PolyMC's instances path, but nothing seems to work and I'm getting concerned. The pack itself seems fine-- I just can't play it, because I can't launch it through PolyMC at all. It's just not recognized. Very odd.)

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It's a nice and fun mod but only install it if you're going to engage with it a lot, otherwise deeply consider if you want to use it or not.
I'll likely make heavy use of it in at least one save. I've been wanting to do something with villages for a very long time now, and I'm running out of ideas for standalone builds as-is. Next save will probably revolve around the village. I'll probably add it.

Not really, no. At least from my knowledge, it's largely the same mod with a few new/changes features here and there. The most pozzed thing is homosexuality (and I think bisexuality) being a trait but I only ever found 2 fags in all my time using the mod. As far as I remember there's no trannies or nonbinary mystery meats.
Oh, thank god. That was my one of my biggest concerns. This seems like the kind of mod that would heavily appeal to those kinds of freaks, so I was bracing myself for jiggle physics and trans-flag t-shirts. Glad to hear those seem to be absent.

Probably in tandem, not like there's wandering villagers away from villages, aside from some mod added structures.
Yes, I'll likely end up going that route. For some reason, I thought it also added wandering trainers as a replacement for wandering traders. I have no idea where I got that from.

Radical Cobblemon Trainers
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pretty much the only trainer mod (at least with that many features) out there but I find it tedious if you're trying to do the traditional gym run because not only are your pokemon's level capped by default and prevents capturing and using overleveled Pokemon, finding the gym leaders themselves is a PAIN in the ASS.
Yeah, it's the definition of reddit tryhard garbage. There are zero good reasons to draw from those awful hacks for the trainer pool in a Minecraft mod, and it pisses me off to no end that they are the only option. Even the only other trainer mod for 1.21.1 Cobblemon draws from that piece of shit:
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Just awful. I'd ask why modding autists can't resist the urge to ruin the combat by adding sweaty competitive teams to their fucking Minecraft mod packs, but I already know the answer to that question. :mad:
I just want main-series teams in my game. I can't believe that's too much to ask for. I mean, I can-- I just wish it weren't so.

There also addons for RCT which is pretty cool but they mostly just change trainers or add gym leaders from other regions.
From what I can tell, they don't change the trainers so much as they add new ones that the base mod is "missing." I am highly autistic and specific in my tastes, so none of them appeal to me in the slightest.

Fuck, I might actually have to rely on that MCA compatibility for trainer battles. I can live with that, probably. Makes the wilderness feel more uncharted, and the villages more alive...

Might be using that word wrong.
Correct, I'm sick and ineloquent. What I meant was just that it seemed specifically made in such a way that you'd want to get attached to your fictional pixel people in a way that messed with the brain, Giffany-style. Or at least seemed like it was made by someone who had that kind of very specific loneliness and needed to plug a hole.

There's also nothing wrong with adding NPCs into a mod which needs them nor doing the whole family mechanic with MCA, it entirely revolves around you and whether you're autistic enough to get super attached them.
I am definitely not that autistic (even if my previous posts about Smartie might suggest otherwise), so I guess I'll be fine. Worst-case scenario I'll coddle them and make stupid comments about their shenanigans like I do any other virtual pets. And also maybe subject this thread to them if I get really bored.

MCA's village building mechanic is player built as opposed to NPC built I think.
Oh thank fucking god. That was honestly my biggest gripe with Minecolonies. Yeah, here's this whole big village you're in charge of... have fun doing nothing but waiting around while your villagers very slowly put together premade structures out of materials you gathered. What's the fun in that?? Let me use my own hands for more than chopping trees, damn it. The villagers can fart around doing my farming for me and pretending to socialize while I do the hard work. That's the way I want it.

You make the building then designate it as whatever you need it to be so long as it has the appropriate blocks (like lecterns for churches)
This is pretty much exactly what I wanted. I am a happy farmer. :biggrin::biggrin::biggrin:

Also Minecolonies is just...not really worth it unless it's going to be the absolute focus of the modpack like I said with MCA. there's a simplified fork of the mod though, as a bonus it doesn't rape your TPS as much when used with other tick heavy mods.
This also seems interesting, but once again:
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Grr.

I'll keep an eye out for a 1.21.1 port. Thanks.

Might be a blessing in disguise that you're having issues with it, not sure what they are and they're probably a mod incompatibility or user error but eh, not worth it.
I think it's an incompatibility, yeah. Don't remember which. I just know that my pack crashes upon trying to play with it added. I'd replicate it for this post, but, alas, I can't even access my pack now. God knows why. :/

Custom NPCs can help with that, allows a lot more control but because of that you'll really need to get involved in creating NPCs and their schedules because they're blank slates. I once made a small mansion with servants and various dialogues back in 1.7.10, guards with patrols, outside merchants, etc. You can do some kino stuff with it. The original developer stopped modding entirely I believe and whoever picked up the mod and it's addons is focusing on 1.7.10 (based) but someone picked it up for newer versions.
For some...ungodly reason a lot of trannies are attracted to Custom NPCs, but it doesn't affect the mod itself at least. There's also EasyNPCs but I never used it and it's probably not as in-depth given the name Easynpcs. There's probably more mods for "villager building and ruling" I don't know of or probably don't quite fit what you're looking for (like that Recruits mod and it's addons, reminds me of ancient warfare).
Hmm, I'll consider Custom NPCs for when I have a more solid concept of what I want to build. I have to admit that something like what you mentioned (mansion with servants) has crossed my mind before, but I doubt i'd have the energy to pull that off right now. The tranny infestation is noted and will hopefully be avoidable.

Villager Recruits is another cool one, but again:
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It'll have to wait. :/

There's also Minefortress

a bit much for what you're asking
This one seems to go too far in the other direction. If it's going so far as to get rid of the first-person perspective, there's no real point to it being Minecraft anymore. I'll pass, but thank you for letting me know about it.

Cobblemon has abandoned 1.20 to version chase.
The dev team wants to upgrade to 1.26, apparently. The version with the stupid baby overhaul. Literally nobody is a fan of this, myself included, and I'll probably stop playing the mod if/when they go that far. They keep assuring people that it's a post 1.9-thing at the earliest, but given how they keep stretching out their updates (once promised that 1.8 would have TMs, breeding, and all non-legendaries included-- it's since been reduced down to just TMs and ~60 new pokemon with some questionable remodels of old ones, with breeding being shoved off to 1.9 despite being "basically done" for at least 7 months now) that's not much comfort. The entire dev team seems to be slowly descending into feature creep and a mess of disorganized cooks in the kitchen, but I'll stop there. No need to rant about this shit when it's kind of standard for Minecraft mods and nowhere near as bad as it could be.

Unrelated to all that, starting to get Nuclear Tech and it's space fork. Man...I'm lost.
Fucks me up to see this on the page for a 1.7 mod.
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EDIT: Just learned of a mod for MCA called Townstead that might help if you go down the MCA route, but looks like a bit more busywork.
:(
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This is definitely interesting... but not for Fabric at all. Port soon, I hope...

Yes, Create is mega tranny, but it's technically impressive. Create Simulated is a lot more impressive. Just don't try talking to any Create people without realizing this
I'd never dream of interacting with them directly. Not even for bug fixes. I'd probably try to take that shit to Fabric directly first lol.

Is Simulated planning on porting to Fabric making more mods? They've definitely got my attention.

The create mod is the only mod I use consistently because I like redstone and it feels the most like redstone to me. I prefer it for the same reasons I prefer zachtronics games over games like factorio or satisfactory.
This means nothing to me, unfortunately. Why exactly do you prefer Zachtronics games to Factorio? Is it because it's more self-contained/smaller? More puzzle-y? I've only barely dabbled in both.

Simulated looks pretty cool but I haven't touched it, nor VS for that matter, so I can't really comment on it
I don't think it's going to make you like automation mods though, because the mod makes automation trivially easy even compared to other tech mods.
But there are ways to avoid the automation entirely, right? Like, I can just make use of the elevators/dynamic rooms/non-automative things and leave it at that?

I don't interact with the community because I find modding communities in general to be a fester of retarded drama and autistic troonery that I want nothing to deal with, and Minecraft is no exception.
Agreed, but they're sometimes necessary for bug-fixing and general troubleshooting so it's good to keep in mind. :/

I think that's everyone. I'm going to go see if I can make my pack work again.
 
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