Minecraft

  • 🏰 The Fediverse is up. If you know, you know.
  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
Started up a new world about a week ago with a custom modpack and have been plodding along. Got a nice little riverside starting area going.

Screenshot 2026-05-13 222730.png

Never been particularly great at building/decorating but I'm doing my best lol

The river in this area connects to like everything I could need. There's mesa/desert to the east, big ass mountains and plains to the west, and loads of tundra and ice to the south. Haven't explored north too much yet

Primary mods are Create and Ars Nouveau with some QOL and terrain generation mods and the usual food expansion stuff. Also have Twilight Forest and the Aether installed for when I need to scratch the exploring/boss killing itch.

Currently building a brewery behind the barn to house my cheesemaking setups.
 
Saving myself a lot of future suffering by cataloguing my mess so that I can clean it up? This is the fourth major overhaul I've made to this pack in the last year and a half and every single time it happens the bloat issue gets worse partly because I thought it'd be funny when I first started doing this. Hopefully, with this spreadsheet, I'll be able to properly keep track of what I have, what I need, and what must be removed to keep things reasonable.
You might as well go balls deep and add quests and shit, you're putting a good amount of work into this from what I'm reading.
but since PolyMC's mod menu is dubiously helpful at best (I think a good half/60% of my included mods just have no descriptions or proper links at all) it became a fool's errand rather fast.
I think that's a lot of launchers, probably a site issue as ATLauncher sometimes has this issue where a mod doesn't properly link to its origin, though it's very rare and usually links ALL the links.
1778744191108.png
this usually meant 2 hours of sitting there after spawning into the world, grabbing random free things and reading introductions to about 500 different mods that all have something interesting for you to do.
Sadly that is a lot of quest modpacks, even the old ones that used the hardcore questing book mod (though less so if my memory is correct). Still, I remember playing a few modpacks that had quests that were more meaningful rather than giving you tons of shit because you collected basic resources. I much prefer less quests but said quests are big achievements.
I'll load into a creative world once the modpack is finished, scroll through all available inventory in JEI, and favorite the building blocks to any especially interesting mods to pique my interest later if I'm bored. This also helps remind me of smaller additions that get overshadowed otherwise, and immediately gives me a way to start working towards the rest of the mod by handing me a recipe
Since you're making the pack, you can do both while also not making it dump rewards for existing.
There are also Fakemon additions, I guess, but those are universally bad since they mostly amount to a teenager's first modeling exercise
Most are, but there's some that are just pretty damn good. Though I understand the need to keep it to the official mons as some fakemons can be a bit meh even if the model is of high quality.
Still great, and I have a lot of these, they just can't sustain a modpack or even majorly contribute to it. I've added a few other farming mods to compensate (NiftyCarts and Farm & Charm mainly).
Maybe mods that would work with FD but add their own methods of cooking would work. I know some but they tend to add derivative items/blocks/cooking methods of each other that just adds more bloat. Overhauls that target specific methods or just add a completely new cooking system might do the trick. Brew'n Chew, some Let's Do mods other than Farm & Charm (Vinery and Herbal Tea), Caupona...fuck that's about it. I mean there's a lot of food mods but FD and Let's Do kind of covers everything other mods do to the point where there's tons of overlap, same with Kaleidoscope (which has the benefit of being modular).
Eh, FD and F&C add enough that it would take hours to complete so I think you're good on that front.
MCA doesn't seem to have any add-ons outside of Townstead and a few compatibility mods? Could be wrong, but I don't want to join their discord to find out.
Sadly yeah, for whatever reason there's only really a handful of small add-ons for that mod, most tend to be resource packs and maybe some data packs. Townstead is the only really notable one, and even that is relatively brand new...huh, I checked for some MCA addons and all the ones I could find that are actual mods (social expansion, Descendants, Romantic Expansion) all came out around similar times. Wonder what the deal with that is...
Create is a monster and scares me badly. It seems like most of its add-ons are automation focused, which I do not care for, but the ones that aren't automation focused are very very good. There are also quite a lot of them. Honestly, it could probably make up for the other mods' deficits if I really put emphasis on it, but I haven't even checked whether it's 100% my thing yet so I'm a bit cautious about doing that.
It's certainly intimidating, but as someone who sucks at tech mods it's not that bad. The more add-ons you add the more complex it'll be of course. I recommend messing around with it in a creative world before deciding to go deep into it. And most Create add-ons are meh so don't worry about them.
Holy fuck, Minecraft mod reviewers still exist? I thought they all went extinct after the Adpocalypse. Thank you for recommending these guys!
Some left, some stays, some arrived, there's tons and they'll always be tons. Just pick the ones that aren't shit and have annoying voices and you'll be good. Pretty much the ones I mentioned are the best ones, don't know or care much beyond them. Though Karat Feng is pretty alright when he's not milking infection mods.
Hence the emphasis on tougher structures instead of singular bosses.
Makes sense, the classic Dungeon Crawl mod might work too. Damn I miss Chocolate Quest suddenly, perfect for "not too many bosses but tough structures." For the most part at least. Repurposed Structures might work too since it's just variations of vanilla MC structures, though you'd probably combine it with Champions or some scaling difficulty mod because vanilla MC is not really hard these days. Maybe The Lost Castle could also work if you don't want to overhaul the whole End portal process.
These structures seem to rely pretty heavily on block vomit, which I find somewhat repellant. It's just kind of noisy and unpleasant to look at when not viewed from very, very far away (which is the perspective almost all these screenshots are taken from, lol). I appreciate the recommendation, but I'll pass.
Fair, I don't tend to mind block vomit too much these days so maybe I just barely noticed them. Even then I found the structures themselves tend to outweigh whatever issues it may have. Tempted to recommend Undermod but it has some pretty destructive structures and too many rats sometimes. If it was just the sewers, maybe.
I don't know why. I think it was just incongruent with the blocks and player model.
Had to guess, probably too based on reality in a game with usually funky terrain generation?
especially since I used to have a bad habit of setting up shop in pre-made structures and never building anything myself.
I still do, I just get easily demoralized when I see my own work and stop. Goes with anything, not just building. Which sucks because I had a lot of ideas for decades but of course "putting it to paper" just kills me, even when praised.
Nature's Spirit
Didn't that mod have some fag shit in it? Don't recall, but it definitely was a mod that had "Nature" in it's name.
Haven't heard of this. When it comes to fishing, I have mostly been reliant on Aquaculture2 (which does not have a Fabric port), so this is appreciated. The fishing album especially is catching my eye. Thanks.
Aquaculture my beloved. Since you mentioned the fishing album, Starcatcher also has one, it's also mechanically more active. Compatible with Tide, Aquaculture, and a bunch of other shit. Was apart of a modjam iirc. Huh, has an add-on for FD. Shame he abandoned Laicaps, more interested in astronomy related mods than fishing.
I think it'll probably conflict with Serene Seasons,
Sure would, it's an alternative and I didn't know you had SS.
The regional agriculture has me a bit worried-- does that mean living on ice caps or in deserts is basically a no-go for farming? The gallery shows some sort of greenhouse that I assume would mitigate this, but I don't know how expensive that is.
Dunno about desert farming, but I think if there's a river it should be fine. For winter, greenhouses are mandatory but not terribly expensive. The mod author has made it so all these can be turned off if you want the mod to be more visual, or you can turn on more mechanics like seasonal breeding.
I also have a few snow mods specifically centered around making snow as nice as possible (Snow! Real Magic, SnowySpirit, Snowy Leaves Plus) because I really love winter, and this mod is claiming to completely overhaul the existing snow system to its own ends. I'm not sure it'll be compatible with those.
I also love winter, it's my favorite season right next to Autumn. Again, the snow stuff can be turned off I believe in Ecliptic Seasons, theoretically you can just have the biome change to winter but keep the mechanics from the three mods you listed...theoretically of course, I have no idea in practice.
how some mod called Essentials
Ah, Essentials. It's basically Lan hosting but with a ton of other useful and mostly useless shit. I try to avoid it when I can, also had some drama with it's auto-updater being on by default and I think some other stuff. Essential will probably still be updated for newer versions due to its many other features, but most might consider it...essential...for older versions.
 
@Tri-Tachyon'sClown
I can't quote you properly due to how you wrote your reply, so I will unfortunately have to greentext everything you've said. I apologize for cursing you with 4chanitis.

>You might as well go balls deep and add quests and shit, you're putting a good amount of work into this from what I'm reading.
Maybe, maybe. I spent about 30 hours just bug-testing the last pack, and that one didn't even have any fancy hotbars or loading screens to mess with.

>I much prefer less quests but said quests are big achievements.
Agreed. I think that, if I want to do this, I'll have to figure out a balance between making quests rare enough to work as an incentive vs. plentiful enough to work as a deterrent vs. accessible enough to actually do. It'll probably require quite a lot of finagling and (very likely) multiple playthroughs. I tend to make one or two worlds per pack, so I'm not sure how that'll work (especially since this next version of the pack is going to have two new major components that I haven't ever tested before). I might just stick to achievement-chasing through playtesting and then set up some quests much later on when I'm more sure of gameplay? Unsure. I'll consider it, though. I feel a bit dumb for forgetting I'm just as in-charge of the quests as I am the mods themselves.

>Maybe mods that would work with FD but add their own methods of cooking would work. I know some but they tend to add derivative items/blocks/cooking methods of each other that just adds more bloat.
Yeah, this is mostly what I was talking about. I've got lots of these, just because Farmer's Delight does have some noticeable holes that I like filled, but far fewer than I used to have and they're mostly to do with compatibility, dimension-specific recipes, and/or historical/seasonal foods because they make me happy. I think the sole exception is a Trails & Tales-focused expansion, just because that stupid pitcher plant it added has no use otherwise and its color scheme always fucks up my attempts to use it in any builds.

>Overhauls that target specific methods or just add a completely new cooking system might do the trick. Brew'n Chew, some Let's Do mods other than Farm & Charm (Vinery and Herbal Tea), Caupona...fuck that's about it. I mean there's a lot of food mods but FD and Let's Do kind of covers everything other mods do to the point where there's tons of overlap, same with Kaleidoscope (which has the benefit of being modular).
I've already got Brewin' and Chewin', as well as the Let's Do mods (I have the entire series, pretty much), though I recently removed Herbal Tea because I never used it and every time I saw an item from it I just wondered "when am I ever going to do this?"

Caupona is a new one, but I audibly squeaked when I saw it. Roman shit!! Greco-Roman shit!! Greco-Roman shit WITH PILLARS (all three orders, even if only Ionic ones really look like recognizable lol)! Greco-Roman shit with ANCIENT KITCHEN BLOCKS!!! I'm going to kiss you dude, this looks like 200% my thing and I can't thank you enough.


>Eh, FD and F&C add enough that it would take hours to complete so I think you're good on that front.
NOT GOOD ENOUGH! But, after I add Caupona, you'll probably be right.

>Sadly yeah, for whatever reason there's only really a handful of small add-ons for that mod, most tend to be resource packs and maybe some data packs.
Well, it is rather extensive. It also seems to cover most of the things add-ons could add-- marriage, children, reputation, townbuilding, it's all in the base mod already and seems very fleshed out. I can't imagine what more might be added beyond that. Homesteading, maybe? But that's hardly related to the villagers and arguably part of the townbuilding. Compatibility with other mods? Yeah, that's an obvious one, but the most that really needs to be done is different attire to distinguish different careers since villagers are otherwise, functionally, the same.

I do wish some more packs did exist, though. I'm honestly surprised that nobody's made a furry overlay or some other kind of degenerate overhaul.

>Townstead is the only really notable one, and even that is relatively brand new...huh, I checked for some MCA addons and all the ones I could find that are actual mods (social expansion, Descendants, Romantic Expansion) all came out around similar times. Wonder what the deal with that is...
They're all very very recent, too. The oldest one seems to hardly be 6 months old. I have no idea why. Maybe the mod author was throwing fits over add-ons and was recently replaced? Or there was some difficulty with cracking its code that was just figured out? Who knows! It probably relates to Discord drama somehow.

It might be worth noting that there seem to be two separate MCA Reborns. This is the Curseforge version, but the Modrinth version seems to be different. It's maintained by a totally different team (the Curseforge version only has one person on it), its description isn't the same, and it supports fewer versions than CurseForge. They might just be the same-- they share screenshots and logos, after all-- but they seem oddly different in ways I can't reconcile and that might have to do with this. Dunno.


>It's certainly intimidating, but as someone who sucks at tech mods it's not that bad. The more add-ons you add the more complex it'll be of course. I recommend messing around with it in a creative world before deciding to go deep into it. And most Create add-ons are meh so don't worry about them.
I'm trying to stick to this advice. I've added some more fun things-- you can't just give me the option to build a giant organ on a blimp and expect me to ignore it-- but otherwise, Create's add-ons so far are mostly just compatibility and decor-related (I was offered industrial-age decor and couldn't decline sorry). That, alone, is still pretty hefty...
1778765872605.png
...but it should be noted that these tabs also include Create and its dependencies, so that bloats the tab count a tiny bit. Tiny bit.

Still. Probably not a good idea to try looking through the 60 pages worth of Create add-ons for the best of the best... just yet.

>Makes sense, the classic Dungeon Crawl mod might work too.
Ooh, definitely. Thank you. I'll grab that right away.

>For the most part at least. Repurposed Structures might work too since it's just variations of vanilla MC structures, though you'd probably combine it with Champions or some scaling difficulty mod because vanilla MC is not really hard these days.
True, true. I've got Repurposed Structures and have for a while, as well as lots of compatibility on its end (I've used Yung's religiously for years, I can't live without his mineshafts especially), but those structures have never been much of a challenge-- more of a cool addition to ogle and sweep out when I'm feeling bored.

Looking up Champions-- there isn't an official version for 1.21.1, only a port. Nbd, just worth noting. I also already have a similar mod that I think I might've linked you before-- Brutal Bosses, which does essentially the same thing with some differences-- but I might add Champions alongside it since those minibosses are sort of rare and only come in so many varieties.

>Maybe The Lost Castle could also work if you don't want to overhaul the whole End portal process.
More block vomit; not to my liking. I should also mention that I'm planning on playing with The Lost Cities, which sort of covers the same purpose but with a much greater scope and more modern architecture, and that mod has an add-on to specifically make its structures harder that I also plan on using.

>Fair, I don't tend to mind block vomit too much these days so maybe I just barely noticed them. Even then I found the structures themselves tend to outweigh whatever issues it may have. Tempted to recommend Undermod but it has some pretty destructive structures and too many rats sometimes. If it was just the sewers, maybe.
It's also stuck on version 1.20.1 with no NeoForge port, so I'll have to pass regardless. :P

>Had to guess, probably too based on reality in a game with usually funky terrain generation?
Yeah, probably. I have similar problems with "chibi" mods or other hyper-stylized things that clash with the base game. It's just incongruent in a way that irks me. ¯\_(ツ)_/¯

>I still do, I just get easily demoralized when I see my own work and stop. Goes with anything, not just building. Which sucks because I had a lot of ideas for decades but of course "putting it to paper" just kills me, even when praised.
Same here. It's hard not to feel like you're dogshit when you look up anything Minecraft-related and get presented with a new Colosseum every time you dare look at an image. :story:
You just have to force yourself to keep doing it. Even if it looks like shit, even if you accidentally made your suburban house's roof twice as tall as the house itself, even if you managed to make Mojang's shitty pre-mades look like the Mona Lisa, you've just got to keep going. Otherwise you'll never get better.

>Didn't that mod have some fag shit in it? Don't recall, but it definitely was a mod that had "Nature" in it's name.
No idea. I didn't see much while playing with it. I will say, though, that adding as much tall grass as it does is a faggy move. Infuriates me how most people see "adding more shit no matter the impact" as the only way to make a biome mod good.

>Aquaculture my beloved. Since you mentioned the fishing album, Starcatcher also has one, it's also mechanically more active. Compatible with Tide, Aquaculture, and a bunch of other shit. Was apart of a modjam iirc. Huh, has an add-on for FD.
Ooh, okay, I've seen this one. I was considering adding it before you brought up Tide. I'm not a huge fan of the minigames, which is a large reason why I didn't add it, but everything else about the mod seems neat. The FD compatibility is especially appreciated.

>Shame he abandoned Laicaps, more interested in astronomy related mods than fishing.
Man, this mod looks really cool. I'm also curious about Astronomy, especially for NeoForge since the mod I was using before (Spyglass Astronomy) is Fabric-exclusive. Do you know any good alternatives?

I'm almost past the spreadsheet phase of this modpack overhaul. I'm currently working on the last sheet (of 4) and will soon start building an actual pack out of it. I've found out, maybe a bit too late, that my old config folder is extremely bloated with residue from mods I used to have but no longer do... it's likely I'll either have to redo my configs one-by-one or go through and copy files individually for mods I know that I configured. Not a huge deal, especially since I'll have several new and prominent mods to do configs for when I first load in to begin with, but a bit of a road bump that will probably make this take even longer.

There's no way this modpack is going to end up being less than 300 mods at this rate, but I know for sure that the new version will mostly be gameplay-focused and not largely fluff like it once was. A significant amount of the mod count is being bloated by libraries and especially optimization-- FerriteCore, ModernFix, Sodium, stuff like that. I know basically nothing about optimization, so I just have a bunch of random mods in there hoping it'll help. They definitely help, to a significant degree, but I can't tell which mod is helping with what and I don't want to remove any of these just in case they make my performance worse. :story:

If anyone knows a thing or two about Minecraft optimization and the mods that boost it, can you help a retard out and explain what these things might do and if I need all of them? Many thanks if so.

Alternate Current - supposedly improves redstone
BadOptimizations - "collection of micro-optimizations"
Chunky - pre-generates world chunks. I'm considering removing this since it's giving me difficulties when paired with Distant Horizons.
Clumps - clumps exp together to prevent lag
Dynamic FPS - included because it's the only mod that I actually understand. This thing's invaluable, it stays
Enhanced Block Entities - claims to improve FPS. Also makes block entities customizable
Entity Culling - culls what's not within your line of sight?
Fast Paintings - supposedly makes paintings into blocks instead of entities to improve performance, but I really don't trust this since paintings still show up on my minimap as entities with this installed.
FerriteCore - reduces memory usage. It's got a technical explanation of how it does this linked on its page, but that does not help a plebian like me
fix GPU memory link - does what it says on the tin? I think this one actually works too, since I haven't experienced any leakage with it installed, but I really can't confirm beyond vague feelings and having played packs with this installed for hours without issue
Let Me Despawn - lets mobs holding items despawn
Lithium - significantly improves "server" performance. Claims to also help single-player since single-player worlds are just servers for one person...
ModernFix - improves performance, fixes bugs, reduces memory usage?
More Culling - changes how different types of culling are handled to improve performance
Noisium - optimizes worldgen for better performance
Recipe Essentials - caches recipe lookups, reduces packet sizes, and more technical jargon I don't entirely understand
Redirected - optimizes memory by preventing duplication of "enum values"
Save Loot Tables - forces Minecraft to load loot tables with invalid names in them. This is basically mandatory for Lootr in my pack, so it stays, and I do have some idea of how it works.
Sodium - optimizes rendering?
Sodium Leaf Culling - optimizes leaf culling?
Structure Layout Optimizer - optimizes the generation of "jigsaw structures and NBT pieces"
ThreadTweak - improves and tweaks CPU scheduling?

And a NeoForge exclusive I'm planning on using for the new pack:
FastSuite - upgrades json recipe performance?

All of these mods (save one, clarified at the bottom) are in my pack and have allowed me to play the now-corrupted original at 60 fps with heavy-duty shaders. They're clearly doing something right, but I don't know who's doing what and if there's any overlap. Any help on this front would be greatly appreciated.
 
Started up a new world about a week ago with a custom modpack and have been plodding along. Got a nice little riverside starting area going.

View attachment 9003136

Never been particularly great at building/decorating but I'm doing my best lol

The river in this area connects to like everything I could need. There's mesa/desert to the east, big ass mountains and plains to the west, and loads of tundra and ice to the south. Haven't explored north too much yet

Primary mods are Create and Ars Nouveau with some QOL and terrain generation mods and the usual food expansion stuff. Also have Twilight Forest and the Aether installed for when I need to scratch the exploring/boss killing itch.

Currently building a brewery behind the barn to house my cheesemaking setups.
I love this! I feel like my building is really subpar seeing the builds on here. What version are you playing on?
 
Back
Top Bottom