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?
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.

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.
funky vehicles with Aeronautics along with stuff like Trackworks.
Fuuuuck, that latter one looks super cool. Unfortunately, it's not an option either!
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.)

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
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:
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.

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.


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:
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:
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.
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.
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.