Minecraft

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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.
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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...
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...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?
 
I love this! I feel like my building is really subpar seeing the builds on here. What version are you playing on?
Thanks! Despite playing since literally 2010 on Classic, I am wildly outclassed by children and *shudders* british people in the building/deco department, but I try.

And its running on 1.21.1. Still has the most mod support of the more recent updates, and I've added the Vanilla Backport mod for as much of the current content as possible.

Probably stuck at this version for a while I'd imagine. 1.7.10 was like that for ages, all the best mods were on that version so updating seemed kind of pointless until the new wave of mods found their grounding.
 
2026-05-14_22.36.47.png


Mostly finished the exterior of the brewery. Needs some bits and bobs to make it look a little less flat and bland, but it's coming along. I'm thinking maybe some signs in a line around the edges or some banners.

Not really sure about that trident looking thing above the door, I just stuck some brass fencing in there and because it's between some stairs it didn't connect properly but I thought it looked...different, so I haven't killed it yet.

Gonna wait for the roof to oxidize then clean off and wax the very edge parts to have some nice color separation so the roof isn't such an orange monolith. Just wish you didn't need a whole piece of wax for each block. My bees are gonna be working overtime.
 
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.
Yeah spoilering quotes break shit, I forgot.
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.
Most I ever do is check if it loads and if I can create a world, after that everything else that breaks is just something to ignore or remove the problem mod. Rarely happens thankfully since I just somewhat memorize what works and what doesn't after so long making my own packs.
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.
Setting up basic quests as a baseline (kill x number of enemies, kill x boss, craft y item, find z structure) would probably help a bunch since you can just build on top of that.
I never used it and every time I saw an item from it I just wondered "when am I ever going to do this?"
Average modding experience. Seriously I find sometimes myself going "well I'm never using this" and either dump it somewhere or remove the mod if I find it adds too little for me to want to interact with.
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.
Lol, glad to be of service. Yeah I saw what the mod added when looking for random mods and now it's practically a staple for my modpacks. I made a post about it...fuck me 2 years ago. Also mentioned Convivium but it's in 1.20.1.
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.
I mean, with how many community skins there are, there's probably loads already in the mod's skin browser. Anything else and Armourer's Workshop probably fills it in. Degenerates like them belong on a cross.
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.
1778827083503.png
1778827094262.png
Same team, just different names on Modrinth and someone manages the Modrinth page. Jahx is probably Tuchu given the dogs as their icons, CDA is there, Luke is Conczin (guess Luke is the new name since his Curseforge account is older).
...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.
Those are a rookie number of tabs.
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.
Yeah I remember Brutal Bosses (also forgot to mention the Champions port, oops), the difference is more randomized minibosses. Apotheosis also adds special random minibosses but also a bunch of other shit you may or may not want, personally I use it a lot for the enchanting and affixes.
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.
Ah now that's a classic combination. People made building generation overhauls over the years but most are either minor or pack exclusive due to needing all the mods said packs have (such as DeceasedCraft's). There's still ones like Modern Tweaks that adds some minor stuff (might have block vomit on some parts). There's also ChaosZ's preset for the modpack of the same name but I never got it to work right and it requires a bunch of shit that I may not want. It's 1.20 but I'm just throwing it out there. Wish Pomkot updated his with more shit but his mech mod is looking neat.
It's also stuck on version 1.20.1 with no NeoForge port, so I'll have to pass regardless.
I tend to link them anyway just in case they eventually do update for both 1.21 and NeoForge. I mostly use 1.20.1 and older these days so I tend not to check 1.21 as often.
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)_/¯
Chibi mods?
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.
Yeah I know, hard to when it's not really essential to living. I've been forced into a "need not want" lifestyle lately due to budget concerns.
Infuriates me how most people see "adding more shit no matter the impact" as the only way to make a biome mod good.
Tall grass my reviled. Semi-related, this is why I appreciate devs who have strict design philosophies. Updates might be limited but I rather something meaningful than throwing shit at the wall and see what sticks.
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?
Shit like that and Astrocraft stuck on Fagbric and q u i l t sucks so much. As for alternatives, aside from resource packs and shaders that pretty much just add a skybox of a bortle 1 sky. There's Caelum but that's just celestial body simulation. Only one I can think of is Stellar View and Celestial which is more a framework. Semi-related, reminds me of Astral Sorcery. Truly no other mods beat it or even emulate it (that I know of), astronomy is just not a thing in modding aside from-again resource packs and shaders.
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?
For the most part, that many performance mods is not needed. Sometimes you may even get demising returns. Recommend checking out this github for a list, also has some unrecommended mods. Personally suggestions and anyone can correct me if I'm wrong:
-Unless you're using lots of Redstone you don't need Alternate Current.
-Chunky does not work well with DH and may break DH, remove it unless in very specific circumstances that you definitely do not fall into.
-I've read and may have even experienced that BadOptimizations is both negligible and may fuck with some mixins, probably remove. Also lol they disabled comments which to me is a red flag, but they do have a github
-Clumps is fine, but unless you're mob farming I don't see much a reason to use it.
-Doesn't Sodium already do what DynamicFPS does? Even then unless you're alt-tabbing for long periods of time is it worth using? I don't see any problems with not using it at least.
-I believe paintings are still "entities" due to MC's code but Fast Paintings turns them into a specific type with a specific model or something. Not entirely sure.
-Ferrite core is pretty good, does less the better your system specs (mostly ram) of course.
-SomeAddon's (fix GPU leak in this case) stuff is usually pretty good, not sure how relevant it is in newer MC versions though
-Definitely check ModernFix's configs, some settings are turned off for some reason that make the most of this mod. The Github I linked thankfully states them directly (Dynamic Resources, mixin.perf.ingredient_item_deduplication, mixin.perf.faster_item_rendering). Good mod otherwise.
-I've heard mixed things about Noisium, mostly that it's largely unneeded, may break something rarely, or even cause performance issues (TPS, mostly MSPT). Mod author also archived the mod which prevents downloading it from the site directly and broke a lot of modpacks iirc. There's Noisium Forked but again, not needed.
-FastSuite I think takes over what Recipe Essential does
-Don't know much about how Redirected works but it has some mod incompatibilities judging by the github and once broke block placement, also hear it doesn't have much performance improvement. Probably remove.
-Replace Threadtweak with C2ME.
-Remove Sodium Leaf Culling, you have More Culling already.
There's a new mod that recently came out called GpuShift that may be pretty good, offloads some CPU calculations to the GPU.
GpuShift mainly affects client-side render overhead: distant living entity rendering and particle budgeting. It does not optimize server TPS, machines, worldgen, chunk loading, recipes, memory usage, or mod logic.

So “it doesn’t seem to change anything” can be normal if there are not many distant entities/particles, or if another mod is already handling the expensive part.
In response to a big modpack (ATM10).
 
Most I ever do is check if it loads and if I can create a world, after that everything else that breaks is just something to ignore or remove the problem mod. Rarely happens thankfully since I just somewhat memorize what works and what doesn't after so long making my own packs.
I tend to do the same, but I've had so many fucking mods in the last few packs that my crashes and gameplay errors have come more from odd combinations of things than specific problem children. The problem children still appear, and are quickly disposed of once they do, but they're rather minor in comparison to the version incompatibilities, outdated compatibility mods breaking with newer versions of their parent mods, and hyper-specific configurations having bloody bar brawls while I'm trying to generate a world.

There's another reason I hadn't played that last modpack for months. :suffering:

I mean, with how many community skins there are, there's probably loads already in the mod's skin browser. Anything else and Armourer's Workshop probably fills it in. Degenerates like them belong on a cross.
Crosses are too kind for such people, but I appreciate the enthusiasm.

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Same team, just different names on Modrinth and someone manages the Modrinth page. Jahx is probably Tuchu given the dogs as their icons, CDA is there, Luke is Conczin (guess Luke is the new name since his Curseforge account is older).
Whoops. This is what I get for doing modpack work on two hours of sleep. :lossmanjack:
Meh, it's a minor difference. Still, thank you for correcting me for any future readers.

Those are a rookie number of tabs.
You should've seen the rest of the mods I had opened. After culling ~110 redundant and unneeded mods from my old pack, I proceeded to add about 60 new ones... :story:
The vast majority revolve around gameplay, without overlap, and have a purpose. I've checked.

Yeah I remember Brutal Bosses (also forgot to mention the Champions port, oops), the difference is more randomized minibosses. Apotheosis also adds special random minibosses but also a bunch of other shit you may or may not want, personally I use it a lot for the enchanting and affixes.
I've considered Apotheosis, but I think ultimately decided against it. It's just too much; the kind of mod you need to build a pack around instead of appending to some existing thing. It being magic doesn't help, since I've been avoiding that for this pack specifically (fucking love magic, to be clear, but almost every decent magic mod would sort of render building armies obsolete).

I tend to link them anyway just in case they eventually do update for both 1.21 and NeoForge. I mostly use 1.20.1 and older these days so I tend not to check 1.21 as often.
Makes sense. Thanks.

Chibi mods?
I don't know how to explain this properly. You know those really cutesy mob mods that add stuff like frog villagers and friendly ghosts? Stuff like that. (That specific mod author is my foremost example of this, but there are plenty of other examples of this sort of style if you poke around in a few cozy/wholesome modpacks.)
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This is the same kind of incongruent to me as Still Life. It's a completely different style to base Minecraft being jammed in and trying to fit the original design philosophy, but failing noticeably enough to border on uncanny. Where SL goes too big, these mods go too small.

Look at these screenshots. Try to picture yourself playing the game and stumbling upon these biomes. You are looking to build a base on flat ground with approximately two stacks of wood. You would use more, but it's day 4 and you haven't found enough trees of your chosen wood type to mine yet.

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How will you manage to build a decent-looking house in that desert without terraforming? There are barely any 10-block stretches without an elevation change. Ditto for the river, though replace terraforming with tall-grass cutting. If you want to build anything in these places, you will need to significantly alter the terrain in ways that make your creation stick out. If what you make isn't as impressive as the terrain, too, it'll stick out all the more and possibly embarrass you if you're self-conscious enough. Imagine plopping a 12 x 12 birch hut on that riverbed-- it'd look ridiculous. There's this great big sloped canyon right behind you, acting as a stellar backdrop, and the place you're going to be spending the most time in (your tiny makeshift house) is easily the ugliest thing around.

I can see these mods working for the seasoned Minecraft architects whose day-one houses make Gaudí cum with ecstasy. I can also see it working for laxer people who're too busy going "wow cool realism" to bother caring how their own builds factor into the world. I am neither of these people, so these mods aren't for me.

I understand that this nitpick is highly autistic. I have been trying to get over it by adding some very obviously non-Vanilla+ stuff to my pack (eg NiftyCarts). Ironically, that stuff is actually less grating because I can obviously tell that it's modded. Still, you asked for some elaboration. I hope this was sufficient.

Yeah I know, hard to when it's not really essential to living. I've been forced into a "need not want" lifestyle lately due to budget concerns.
Same, though i've had that mindset for a long while now. I really have to force myself; when you get into Minecraft, it can be very very relaxing. I would give anything to experience some of the zen I got out of building that hacienda I shared a while back, for instance, and if I could actually be proud of the end result I'm sure I'd be all the happier. Trust me, even if it doesn't seem "essential to living" this stuff can really make or break your mood. As corny as it is to say, and as much as I despise using the term, if you learn to enjoy building it will be a great boon to your mental health.

Shit like that and Astrocraft stuck on Fagbric and q u i l t sucks so much. As for alternatives, aside from resource packs and shaders that pretty much just add a skybox of a bortle 1 sky. There's Caelum but that's just celestial body simulation. Only one I can think of is Stellar View and Celestial which is more a framework. Semi-related, reminds me of Astral Sorcery. Truly no other mods beat it or even emulate it (that I know of), astronomy is just not a thing in modding aside from-again resource packs and shaders.
Aw, man, that sucks! I'm glad to know any alternatives at all, but having this few in number to choose from is a shame. :(
Hopefully some astro-enthusiast starts work on a suitable NeoForge replacement for Spyglass soon, or someone ports Astral Sorcery to 1.21.1.

-I believe paintings are still "entities" due to MC's code but Fast Paintings turns them into a specific type with a specific model or something. Not entirely sure.
lol, thank you for clearing that up. I was really convinced Fast Paintings just didn't do anything and was on my way to removing it.

-SomeAddon's (fix GPU leak in this case) stuff is usually pretty good, not sure how relevant it is in newer MC versions though
Yeah, his mods have been very helpful for the most part. Glad to hear that's a shared opinion.

-I've heard mixed things about Noisium, mostly that it's largely unneeded, may break something rarely, or even cause performance issues (TPS, mostly MSPT). Mod author also archived the mod which prevents downloading it from the site directly and broke a lot of modpacks iirc. There's Noisium Forked but again, not needed.
Damn, that explains why it wasn't showing up on the downloader. Thank you.
 
Whatever happened to Yogscast? I specifically remember watching them play Tekkit and Voltz and getting into modded Minecraft from those YouTube series.

Also pretty sure Captain Sparkles was the only guy who have no controversies compared to creators asking to see fan's penises or show them their own.
 
Whatever happened to Yogscast? I specifically remember watching them play Tekkit and Voltz and getting into modded Minecraft from those YouTube series.
Between the trannies and sex pests they kinda exist. Nothing special.
 
Whatever happened to Yogscast? I specifically remember watching them play Tekkit and Voltz and getting into modded Minecraft from those YouTube series.

Also pretty sure Captain Sparkles was the only guy who have no controversies compared to creators asking to see fan's penises or show them their own.

Theyre still around, but they've entirely lost whatever mojo they once had.

Between all the controversies and cast members rotating like a Lazy Susan, I think their public perception just kinda fell off.

I also think they just tried to do too much and spread themselves too thin, which is likely what caused that health scare with Simon a few years back.

Its funny to think that they basically got their start on SomethingAwful, posting WoW "tutorials" on the forum. It shouldn't have been that surprising that a bunch of SA goons would go on to be weird sex pests and further go on to poorly manage their internet businesses.

Not unlike Lowtax himself.
 
They finally took down the minecraft LCE leaks lmao. How terrible is Microsoft mismanaged that it takes months to get leaked source code of your own game off your own platform. I'm sad I stopped pulling the updates a week or so ago, I probably missed a few merges.
That's a bit sad. I hadn't updated in a while either, but it's nice to have it at least. Is there actually a way to play it multi-player yet or not?
 
hyper-specific configurations having bloody bar brawls while I'm trying to generate a world.
This one in particular fucks with me more often than other errors. Crashes are eh, if I can't immediately find it in the logs I'll just half my mod list until the problem starts and add a handful until it starts to crash again until I find the culprit. Worldgen errors are my kryptonite, they're just retarded over the tiniest things.
You should've seen the rest of the mods I had opened. After culling ~110 redundant and unneeded mods from my old pack, I proceeded to add about 60 new ones...
>He doesn't have 300+ tabs at any given moment until the whole process is done
I've considered Apotheosis, but I think ultimately decided against it. It's just too much; the kind of mod you need to build a pack around instead of appending to some existing thing.
Kind of, it takes a while to get to the really OP stuff and by then you're probably done with most of the pack. It does add a lot though. Then again I am biased towards it.
I don't know how to explain this properly. You know those really cutesy mob mods that add stuff like frog villagers and friendly ghosts? Stuff like that. (That specific mod author is my foremost example of this, but there are plenty of other examples of this sort of style if you poke around in a few cozy/wholesome modpacks.)
Ahh, yeah now I get you. I honestly never used mods that add these cute things, not out of distaste but I just end up not finding them or needing to. I do recognize that mod author but only because of his Enderman/Creeper overhauls.
This is the same kind of incongruent to me as Still Life. It's a completely different style to base Minecraft being jammed in and trying to fit the original design philosophy, but failing noticeably enough to border on uncanny. Where SL goes too big, these mods go too small.
I can see it, while terraforming the land tends to be what a lot of people do, the land surrounding your builds will be a sore thumb given how much the terrain changes elevation like you said. And structures already tend to ruin terrain so imagine those two together.
There's this great big sloped canyon right behind you, acting as a stellar backdrop, and the place you're going to be spending the most time in (your tiny makeshift house) is easily the ugliest thing around.
I mean, if you get the right blocks and try to balance out how much terraforming you need to do, it can work. Not sure how well since I'm not great at building and I doubt I'll be able to do much good. Yeah it takes certain types of builders to make it work well (I mean, look at real life).
I can see these mods working for the seasoned Minecraft architects whose day-one houses make Gaudí cum with ecstasy.
:story:
Still, you asked for some elaboration. I hope this was sufficient.
Yeah it's like two different design philosophies clashing with base MC. While I can tolerate it quite well I can see people having issues with them as they're quite the departure to how MC looks and feels. The only thing that's really "chibi" was the allay and later the new baby mobs if you stretch it enough, while MC's terrain is unique in its generation so mods like Still Life can make it seem more mundane. While I still like Still Life it's not for everyone, hell it might not be for most modders looking for a terrain overhaul for both my and your reasons.
As corny as it is to say, and as much as I despise using the term, if you learn to enjoy building it will be a great boon to your mental health.
Definitely, I've felt pride and joy from some of what I've made over the years unrelated to MC, but with building in MC it's not something I can physically spend hours learning due to various reasons, mostly time and responsibilities. By the time I do get to sit down and go back to building I'd have probably lost any motivation or ideas I had at the time as it has been days or even weeks since I had enough free time to really get into it.
Living takes your life away.
Its funny to think that they basically got their start on SomethingAwful, posting WoW "tutorials" on the forum. It shouldn't have been that surprising that a bunch of SA goons would go on to be weird sex pests and further go on to poorly manage their internet businesses.
Autists and social...anything rarely ever last, at least in a good state.
 
Randomly appeared in my recommended, some tranny is making a Deltarune mod. I couldn't find any socials beyond a curseforge page and their Steam but I'm 100% certain they trooned out within a year.
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One year ago. Generic vampireish clearly male skin. Voice was of a normal man with...some accent I can't recognize.

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Now. Need I say more. His voice is about the same but there's...like a tiny lisp that makes me think "lol HRTing up."
 
I installed a new GPU in my computer,now Poly MC is not works .What a pity!
Multi-MC still works but it hasn't the download-direct-from-the-mod-website-feature that was very convenient :-/

EDIT: maybe it does work? I don't even know
EDIT2: Just as I started kvetching here, it decided to start working. WAT
 
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Started filling up the inside of the brewery. Probably a little too busy, but it's getting there. Had a small issue with the Kegs from Brewin' and Chewin'
Went to place one down next to the chiller block and it crashed the whole server and wouldn't let me load back into the world. Did some tinkering and updated Farmers Delight and CfB and it works again!

Though now I'm dealing with a less interruptive but equally irritating bug.
When I assembled this pack I stupidly installed two mods (Vanilla Backport and one called Pale Garden Update, to be specific) that add Pale Garden content and they seem to be conflicting with each other.
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The firefly bush textures are all kinds of fucked up.
I removed Pale Garden Update and loaded up a new creative world and it fixed the texture bug, but because there's pale garden content from the bungus mod already loaded in my main world, removing the mod wont allow the world to load.

Is there any way to fix this in my current world beyond the mod author applying a fix?

It's not game breaking by any means, but occasionally running into a glowing white thing in the middle of the night is slightly immersion killing.

I don't think Vanilla Packport had the PG content yet when I installed it so it wasn't an issue at the time, but it must have updated at some point and now it's not playing nice.
 
Whatever happened to Yogscast?
They basically only exist to do Jingle Jam at this point. Only good things after they fired Sjin and Turps were the Ben & Tom Warhammer streams ( which stopped) and a short Yogslab series. They still do other stuff, but I rarely feel like checking it out.
 
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