Minecraft

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Minecraft is at it's core about making cool shit. Survival autists with their progression based tech mods just want line/quest following busywork, because they can't be creative enough to build something new.
I disagree with this on principle. People have been building a lot of the same farms and experiencing a lot of the same content for years now. When people go on about wanting a new dimension or something similar, what they mean is "I've been playing this game for a while and I want to see something I haven't seen before" Compounding this is the fact that the game has gotten way, way easier to the point of hilarity. There are so many systems that have been overridden and undercut by new additions (mainly the new villager trading) that are equal parts unfun to engage with but basically the best way to do things now.

It's doubly frustrating because the April Fool's updates reveal that Mojang can do some crazy shit with their engine. I remember playing the vote update with a couple of friends and finding those bases on mars that self-build into giant space stations and thinking about how cool it was. The potato update stuff added a grappling hook, new boss with a new drop, and actual working multiblock airships(!!!) and none of that ever gets reflected in the real game. I don't know what they're so afraid of.

100% agree on modded Minecraft "lawn bases" though. Fucking puke. Building is one of the main ways you interact with the game and turning it into an ultra-meta multiblock checklist is so autistic.
 
I didn't see that these were links. Link text looks like normal text at a glance:
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Anyways, those ports are way behind the original in terms of features.
A port's a port, and half of those features are the garbage junk references locked behind the unironic Magic part of the mod.
Of course, the other half is actually good endgame content, so pick your poison i guess.
We are all retarded, as we post on the Farms.
Better to be retarded in good company than not.
 
It's doubly frustrating because the April Fool's updates reveal that Mojang can do some crazy shit with their engine. I remember playing the vote update with a couple of friends and finding those bases on mars that self-build into giant space stations and thinking about how cool it was. The potato update stuff added a grappling hook, new boss with a new drop, and actual working multiblock airships(!!!) and none of that ever gets reflected in the real game. I don't know what they're so afraid of.
these updates are buggy as fuck however, not to mention they don't serve for bugrock parity gayness.
 
these updates are buggy as fuck however
They're owned by Microsoft, they can work out it out. They literally have some of the best Java experts in the world working on the fucking game and are doing dick with them. The jank of the game is sort of a cultural cornerstone, especially with older versions in mind.

they don't serve for bugrock parity gayness.
I don't care. I'm a petulant Java oldfag. Melt bedrock niggers with a magnifying glass.
 
It's not. It completely trivializes logistics and makes the game infinitely less fun.
And that's a good thing. At some point with more complex mods and modpacks trying to do automation and logistics by any other means becomes a living hell, and AE2 alleviates a lot of it. Try beating any GregTech modpack without ever touching AE2 and only relying on it's item pipes, covers, crates and drums.

Besides, with AE2 you have to deal with it's own logistics as well.
-AE2 network requires energy to run.
-If the energy goes out, so does the access to your items and fluids.
-The bigger your network is, the more energy it needs.
-Cells have a hard type limit as well as a byte limit.
-The cells will get fragmented as time goes on.
-This leaves you with a lot of wasted space on the cells.
So you have to figure out how to maintain a steady power source to your network in a way where you won't be locked out of your items, and you'll have to manually defragment the network from time to time to maximize your cell capacity.

Then again, I'm talking to a turbo sperg that needs hyper realism in how industrial processes happen in a block game where the very first thing you do is punch trees to cut them into logs, then turn them into planks by hand, and in every tech modpack you inevitably create a portal to hell with blocks of obsidian that you light up with flint and steel which you create with an iron ingot. I'm impressed you've even bothered with playing modded Minecraft when your standards for realism are this high.
 
nigga, are you that autist from /egg/ who talked about making a game for metallurgical logistics
No, I don't touch 4nigger. Though I'm curious.
A horrible mod with shitass design.
your standards for realism are this high.
No, I don't much care for early primitivism nor most other forms of "realism" because they're either not fun (primitivism) or are a foolish attempt at realism. I never wanted "true" realism in the 'craft because it's just unattainable.
 
Guys, stop arguing about GTNH. Settle down. Take a breath. Play a 1.16 kitchen sink modpack that needs 16GB of RAM to launch that has five different types of copper ore. Live a little.
 
Anything newer than 1.12 is heresy.
five different types of copper ore
Then it's a shit tier modpack that didn't bother to do the most basic mod config. I'd expect that from me adding mods nilly-willy, not from a modpack that I expect to have some level of polish and ensured interoperability between the mods and a quest book to give me a proper incentive to play what it has to offer.
 
Anything newer than 1.12 is heresy.

Then it's a shit tier modpack that didn't bother to do the most basic mod config. I'd expect that from me adding mods nilly-willy, not from a modpack that I expect to have some level of polish and ensured interoperability between the mods and a quest book to give me a proper incentive to play what it has to offer.
I remember Tekkit having at least 2 different copper ores
 
I remember Tekkit having at least 2 different copper ores
Tekkit can be excused for coming from a different era of modding. Nowadays you have OreDict, all sorts of unifier mods and just about every mod that adds an ore generator can be configured to disable them. There is no excuse to not properly configure your modpack so that only one type of a given ore spawns in your worlds.
 
Terrafirmagreg is certainly a modpack. I can't believe it's the only timesink pack that truly integrates Create, given Monifactory's route for Create compatibility was to just outright gut it and make all the visual blocks a bitch to craft.

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Terrafirmagreg is certainly a modpack. I can't believe it's the only timesink pack that truly integrates Create, given Monifactory's route for Create compatibility was to just outright gut it and make all the visual blocks a bitch to craft.


Aye, TFG is definitely among the best integrations of Create out there. Usually it's just slapped on for the sake of it, which wouldn't matter if it wasn't annoying.
 
Was browsing the Cobblemon plebbit for news or whatever interesting thing I can find when I found a post of someone announcing their datapack they spent all summer working on.
It's pretty cool conceptually and I see a lot of potential in this. The cover art is AI generated while their friend makes official art for it. People's reaction?
>"REEEEE YOU'RE KILLING THE PLANET WITH AI!"
>"REEEEE YOU'RE LAZY FOR USING AI FOR THIS ONE INCONSEQUENTIAL THING!" *Ignores the work of the datapack in its entirety*
>Mass downvoting anyone not treating AI as the spawn of Satan

Laughed my ass off.
 
Wow, they added NPCs in the latest snapshot. That is certainly more ambitious and interesting than the usual slop from Mojag. Will this be the start of something incredibly autistic, or will it be completely abandoned? Stay tuned to find out...
 
Wow, they added NPCs in the latest snapshot. That is certainly more ambitious and interesting than the usual slop from Mojag. Will this be the start of something incredibly autistic, or will it be completely abandoned? Stay tuned to find out...
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Sharing some renders/pieces of artwork, because even a decade and a half later they're still Kino.
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Wow, they added NPCs in the latest snapshot. That is certainly more ambitious and interesting than the usual slop from Mojag. Will this be the start of something incredibly autistic, or will it be completely abandoned? Stay tuned to find out...
im pretty sure its just for datapackers to make custom NPC's. I sincerely doubt it'll be any more advanced than like an armorstand or something and you'll likely be expected to implement most functionality with datapacks and commands.

About the only thing I think they really need are ways to pose them/set animations for them they'd do everything I'd want them to. Custom Pathfinding would be nice but you can already achieve that with wandering traders so its not really necessary IMO.
 
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