Fun and Pickaxes!
Pickaxe world and more - Minecraft Mods - CurseForge
I added a lot of pickaxes, fun and wood additions!
Pickaxe world and more - Minecraft Mods - CurseForge
I added a lot of pickaxes, fun and wood additions!
In the latest update for Create Evo Era, I've integrated full Punchy mod compatibility across almost the entire modpack.
-It includes:
• Full compatibility with Create and its main Addons.
◦ Extended support for many other mods in the modpack.
About Create Evo Era:
- It is an optimized tech modpack featuring:
You can check out the Modpack here:
https://www.curseforge.com/minecraft/modpacks/create-evo-era
I greatly dislike 10xp quest rewards. I think they never add anything to any type of modpack and are frankly not even worth the effort of clicking.
In theory xp or level rewards can be cool quest rewards, especially if related to the quest (like an echanting type quest). But 10xp is so little that its a meaningless amount.
From the minecraft wiki: "Getting from level 0 to level 30 requires 1395 experience."
This translates to about ~140 of these quest rewards.
It annoys me to see them because instead of this there could either be no quest reward (which to be fair, isn't that much better) or an actually interesting quest reward that makes the quest worth doing.
I feel like quests are generally undervalued in how much they can add to a modpack and how creative you can get with them. Quests can be a lot more than a guidebook and should be, completing a quest shouldn't feel like doing a menial task but like working towards an accomplishment.
Naturally this can't be done with every quest, but every quest (short of maybe pure informative quests) should have some kind of more interesting quest reward. At worst just give some more of what the player crafted or refund some resources if you can't think of anything else, at least that way the quest reward has some value. (Or if you're dead set on giving xp then give a greater amount or just give levels)
What do you all think about that? Do you actually like 10xp quest rewards?
Createch 2 is an expert Minecraft modpack I’ve been building around one idea: take TerraFirmaCraft’s survival and realism, then see how far you can push that same world without ever throwing those foundations away.
You start out basically prehistoric. making stone tools, dealing with seasons and food, prospecting for copper, learning metallurgy. Then that same save slowly turns into railways, oil refineries, electrical grids, chemical plants, aircraft, rockets, nuclear engineering, quantum tech and eventually Stargates.
The part I’m probably most excited about is space, because I really didn’t want it to be “go to Mars, grab the special item, come home.”
So the geology follows you.
You can actually end up standing on Mars prospecting for something your factory back on Earth needs. The Moon, Venus, Mercury, the End and Stargate worlds all become parts of the same industrial economy.
Transportation grows with you too. Walking turns into railways, then aircraft, then rockets, then Stargates. The idea is that new technology expands what you can do instead of just deleting everything that came before it.
Eventually you stop thinking about building a base and start thinking about building infrastructure across worlds.
And somehow underneath all of that, it’s still TerraFirmaCraft.
8.1b is the first version where I feel like I can finally say it:
I made a mod that lets compatible blocks share the same block space.
Each block is still stored as a separate part with its own block state. You can aim at one part to interact with it or break it without affecting the others.
When you place a new block, the mod checks its shape against everything already in that space. If it fits, it gets added. If it overlaps something, you can't place it.
So you can put snow under plants, carpets under torches, stack lanterns, put things inside cauldrons, put anyblocks on slabs, stack up carpet...
It currently works with non-block-entity blocks and supports up to 64 parts in the same block space.
It's mostly an experiment there is probably still a lot of bugs put it's fun to play around with.
The mod is No More Gap if anyone wants to try it or break it:
Was it a specific mod that started it or did everyone go with it intuitively?
Why does it say "CP" on prismlauncher lmao
Essentially I'm looking for modpack suggestions to give me a similar feeling to old Tekkit, Resonant Rise, FTB Ultimate, Yogscast Complete Pack. I haven't played in years and these were what I've always played the most back in the day.
Something with a lot of varied content in terms of tech, magic, some exploration, with a lot of playtime but maybe not as hardcore as GTNH.
Alternatively I'm also a bit curious about skyblock/stoneblock modpacks.
Edit: Forgot to add, ideally I'd love to also have some of the awesome newer mods like Create.
He doesn't take ANY criticism and his mod is literally just using AI to combine multiple mods into one, oh and for the transphobic comments (not against him but just to point out the people who are defending him)
I decided to give Prominence II a try after hearing that it had been updated to version 4.0.0.
I played the modpack for about three days before deciding to uninstall it. Honestly, the fact that an RPG modpack includes several tech mods doesn’t bother me that much. I can accept them as quality-of-life additions.
The problem is that the actual RPG experience—the supposed core of the modpack—is a mess. It has all the usual RPG elements you’d expect, such as skill books, spell systems, and character stats, but they are all cluttered and unintuitive. On top of that, the quest book’s tutorial progression is anything but linear. My friends, who are relatively new to Minecraft modpacks, got lost constantly.
For example, when there are multiple ways to locate a boss, the main quest only explains one of them. If you want to learn about the other methods, you have to dig through completely different tabs in the quest book yourself.
But the worst part was a bug that literally prevented us from progressing past the first boss.
The structure where the Nether boss, The Decaying King, is supposed to spawn overlapped with a Nether City from the BetterNether mod, causing the boss structure to generate underneath the lava sea.
To work around this, I deleted only the Nether dimension and tried replacing it with a newly generated Nether from a different seed. I generated the Nether roughly four separate times, and every single time, the Nether City overlapped with the boss structure and caused the exact same problem.
That frequency is far too high to dismiss as bad luck.
This is an extremely serious progression-breaking bug, yet the developers apparently still haven’t identified it. At that point, it genuinely makes me wonder whether this part of the modpack was tested at all.
In the end, Prominence II just feels like yet another generic, mass-produced kitchen-sink modpack.
so... it sucks.
"lightning in a bottle" instead of "potion of lightning" seems like a no-brainer, no?
(nekoma and greenjab's showcase video here)
I made a resource pack that adds bunk beds (and makes you sleep under the bed sheets)
It's called Cozy Beds and it's available to download on Modrinth and CurseForge
(the custom bed sheets are from Fancy Beds resource pack, also made by me)
I want to make a modpack for a solo world in 1.20.1 forge and i am looking for the best mod to add in it
if i play any modpack with sm like complimentary shaders i get like 30-60 fps
i was playing rl craft with complimentary and averaged 35 fps
i have a 5070ti(laptop)
ryzen 9 8940HX
16 gigs of ram
idk what is wrong
and yes i am using dgpu only
edit : The game never uses more than 30%gpu and 10% cpu
Hey guys, i wanted to showcase what the next update of my modpack will be including. I found this cool mod called radio tower which allows you to call airdrops which become harder to obtain depending on what you choose. I added 5 different vouchers in which you can get a random vehicle , aircraft , tacz rifle , smg or pistol.
My goal with this update is to completely remove the need to go underground and mine for materials. You might still wanna do it if you want to make something specific faster than relying on luck but in this update im greatily reducing the need to that! Which brings me to the biggest overhaul ive done for this pack..
A LOT of lootpool changes. I cant upload other screenshots sadly due to the video but i have added over 15 new structures in which you can find different types of loot from materials to ammo and even guns!
Additionally i changed the loot found in underground bunkers as it was too vanilla-like and split it into 3 categories. Supplies , Normal , and Treasure. Each has their own type of loot with the treasure obviously being the best but also least common. Now raiding them is actually worth it.
I have also completely revamped the starting bunker to be more fun and gore.
There are a couple other additions / bug fixes which will all be listed in the changelog!
What do you think? Does this look cool?
For anyone interested here's a link to the modpack https://www.curseforge.com/minecraft/modpacks/runngun
And a link to a goofy trailer i made a while ago
https://youtu.be/U7hUPuQeBU0?si=ZE_frtq1SW_EUou1
While im still tweaking the airdrops a bit this update will be up later this week.
With this update the mod has been rebuilt from the ground up allowing for significantly more possibilities than before. For example, instead of being restricted to 45 degree angles, users can now create lines from any corner to any other corner. Building is also significantly easier, you now simply draw the line on the blocks using the Broad Knife and it appears.
House based on build by guuis_official
These are still heavily WIP: I'm planning to add additional things around volcanoes like beaches and jungles.