/mcg/ - Minecraft General - cave streams edition

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hi

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Remember to come here if you want your Gregtech autism.

HAHA

TIME FOR MAGIC

Something on trainserb is burning me on netherrack, and I wanna know how I can fix before I go back online tomorrow. plz help

geez making modpacks is so much fun

>tfw it's more fun than actually playing them

Stop tripfagging

>Find a butterfly near my base
>Decide to capture it
>Build a small habitat for him
>Makes a perfect room decoration
>But somehow he isnt happy
>He keeps crashing into the window trying to free himself
>Feel guilty
>Decide to release him
>When I arrive to the tree where I found him there were other three
>Now there are six of them
>They are all together playing in the open of my industrial base
Feels good to have autism
Is the texture pack Unity? And what terrain generation is that? Looks really comfy...

What do you mean 'burning' you?

>Is the texture pack Unity? And what terrain generation is that? Looks really comfy...
i dunno user i just saved the images an user posted many, many threads back about his underground stream that crossed an entire highlands biome

i recognize biomes o' plenty and streams but that's about it

Anyone has a gt-like cofh ore gen config to share?
If some modpack has something like that too, it would be great so I would just copy and tweak it.

The generation seemed too good for BoP so it made me question it, but yeah I remember him posting the streams and some where great but some where retarded.

looks like unity, and the generation looks like RTG+biomes o' plenty+streams
i could be wrong

MAGIC?

Would you pay these costs for superior runic armour?

>Want to play with Animania on 1.10
>Can't play Animania since it causes lag spikes and entity lag
I give up. 1.10 is not very stable, I don't know why it's second popular.

despite being a thaumfag i've never actually used runic armor

Whats the best version for mods?

Whats good mods for more mobs, waepons, items and materials?

Does rtg work well with gog? Will streams screw up my boating adventures?

you should be fine

Any problems with structure generation?

Neat!
This works way better than my old wand charging room.

and the furnace just werks
FREE ENERGY CONSPIRACY THEORISTS WERE RIGHT ALL ALONG

>jrpgtemple.png

Are there any mods that do what the TiCon smeltery does without needing to build and use the smeltery? I know there's that one thermal expansion add on, but I would prefer not to use that either.

smelt metals into liquids?

mariculture has one

doubtful

Yes smelt metals into liquids but also with a drain to cast them too

>start new world after world
>something always feels "off"
>finally find some terrain I like
>feels too "lonely" so I continue rerolling

save me from this hell

I just read their page and the only ones I'm using that aren't confirmed compatible are ancient warfare and structpro, so I think I'll give it a go.

Install maids so you'll never be lonely

But won't that make me a degenerate?

>I continue rerolling
Use benis as the seed and post results.
Of course not user.

If you are over the age of 12 and still playing minecraft while discussing it on a chinese cartoon forum I think you might already be a little degenerate. Having some cute maids to keep you company isn't going to be the thing that sends you to hell.

>If you are over the age of 12 and still playing minecraft
>it used to be just engineering students and pc master race fags that played minecraft
>they slowly got replaced by cancerous neckbeards
>then they were replaced by hordes of children
>your old minecraft bros probably won't return to it

it can autoeject liquids and items but im sure you can drain them out if you have proper piping mods

>all that alienis
>all that praecantatio
kiiiiiill meeeeee

And a game for children is all it will ever be remembered as

well that looks worth playing around with at least

>old Minecraft bros keep talking about how they want to play modded again
>keep making small modpacks that they can play without getting overwhelmed so I can host whenever
>it just never happens because of something or other coming up

iktf. such is life.

people complain about mariculture and how half its content doesn't even fit within the theme of the mod but i can't help but love this thing

i love how you have the option to actually turn it off to save lava and how it takes time to heat up after you turn it on, how different items melt at different temperatures, and how you can choose to leave it on and consistently lose fuel, and also how you can install "modules" to have it heat up faster or be more efficient

feels much more immersive and rewarding than Tinker's MAWPConstruct's "just toss everything in there" smelter

I never had any 'minecraft bros'.

why isn't there an alternative to tinker's
the only viable thing I can think of is metallurgy, and that's it's own pile of bloaty shit.

surely, there must have been one other attempt at getting interesting tools into the game?

If anything, RTG will be better for structure generation because the terrain is way smoother.

Nor I. I always played the game by myself.

You can hook a seared faucet up to Ex Nihilo's crucible, but the crucible itself can only accept blocks of metal.

TCon is really nice with Iguana Tinker Tweaks, especially if you care to balance your game around TCon tools.

But the smeltery is still a hot steamy pile of garbage and I hate it.

sounds fair for endgame shit
but the fact that some of these aren't multiple of 8 bugs me

>it just never happens because of something or other coming up
>I know that feel all too well

>how different items melt at different temperatures
This is actually how TCon's smeltery works. All the metals have different melting points, and different fuels have different temperatures.

The problem is that lava is really the only fuel and all metals melt below the temperature of lava unless you minetweak it.

It's basically a feature that was added, and then never used.

Iguana definitely helps, I just can't help but wish there was something a little meatier, something that makes you work for your life-stealing sword or your superfast pickaxe.

ignoring the recent additions like throwing knives and 'muh shuriken', all the tools are actually pretty satisfying to use, and relatively easily balanced. it's like you said, it's the stupid smeltery that dumbs everything down to
"put material in slot A, receive tool from slot B"

That's good, I've been trying to have a ruined world theme for my pack so I'd like for the buildings or ruins not to randomly cut into a mountain.

>I just can't help but wish there was something a little meatier, something that makes you work for your life-stealing sword or your superfast pickaxe.
Honestly I really liked Minefantasy's system. You used the anvil to forge tools. Hit it with a hammer and stuff. It was a little pointless, I guess, but fun.

It'd be really neat if the smeltery was just used for making alloys and ingots, but you had a more involved system for producing tool parts.

What ruins mod are you using?

>Remove Animania
>Mobs still irresponsive and game is incredibly laggy
Can anyone tell me what I'm doing wrong? Here's my modlist.

>tfw minecraft bros have long since moved on and have no interest in coming back especially due to the game's current reputation as a kiddie game
>have to take the same amount of effort hiding minecraft from family as hiding porn from family because siblings/cousin's kids are all reaching the age where they get obsessed with the game and the only two possible scenarios that could come from the discovery is turning into a babysitter for screaming 6 year olds or becoming the family tard

BoP and Streams can cause lag.
And why the fuck do you have NEI installed?

Well I find the tool making to be fine. I even prefer being able to select the head, the shaft, and the binding (although I wish there were viable options other than paper). But I get tired of building the same old smeltery again and again. And the fact that you need lava for it pushes it back further than it should be. It's like you you make a b-line for the clay gravel and lava and then BOOM you have the best tools in the game.

I think it would be better if they let you start melting things down right away. Like maybe there were different tiers of smelteries. The first would be a single block smeltery that you make out of clay, it runs on wood or coal, and it only melts things up to tin and copper and you get to make bronze and can only hold enough cast 1 tool item (and limit to one of the basic ones like pickaxe and hatchet) before you have to melt stuff down again. Then there would be a second tier that which takes more fuel, has a higher capacity, and can melt a higher tier of ore. Then the final tier is a big smeltery like ticon uses now that runs on lava and can do everything. This way you could get the basics setup and have decent tools while you go and work on other stuff, then upgrade to a better smeltery later in the game after you've naturally accumulated the resources to build the next tier.

There's probably other interesting mechanics you could add to ore processing, but progression is the main thing I had been considering

>Trying to write minetweaker script for flaxbeard's steampower mod
>Every time I try to add a melting recipe to the crucible I get "ERROR: Error executing flaxbeard.zs: smeltThings"

send help

I'm literally using the example from the minetweaker wiki and it's not working.

your modpack seems very barebones even for 1.10 so im gonna assume your pc isn't cutting edge, in which case BoP and streams are likely to blame

This is exactly what I've been trying to nigger-rig in my modpack and it's extremely difficult.

huh, that's interesting
i feel like that feature would be more widely known, and even used, if TiCon's smeltery accepted solid fuels

Specifically for ruins?
I'm using structpro for that. I was using recurrent complex but I noticed that it started reusing structures. Other than that I have ancient warfare to simulate survivor settlements (walled thaumcraft villages help too) and I have techguns for the whole "bandits who found lost technology" thing.

I had hope that TFC on Rails would deliver, but since NOBODY FUCKING PLAYED IT, the autistic user that spent hundreds of hours putting it all together and making shit work with TFC via minetweaker an-hero'd

so now I'm pretty sure the closest we're ever going to get is greg-tier microcrafting

you do have minetweaker AND modtweaker installed, right?

I was experiencing lagging mobs too. It seemed to happen after I generated a bunch of chunks. As far as I can tell 1.10 will prioritize chunk generation over things like making sure mobs behave normally. The solution for me was to wait for chunks to stop generating and turn my render distance down from 20+ to around 10 (something higher might be tolerable if I was in a space that had chunks already generated)

There's a small handful of modpacks that that use blazing pyrotheum from thermal foundation as a high-tier fuel, but that's literally it afaik.

TFC on Rails?

Yep. The fact that the error is "smeltThings" is evidence enough that minetweaker/modtweaker is doing *something*. From what I can gather from FSP's github, smeltThings is an internal dictionary for smelting recipes for the crucible.

But this error is dog shit and I have no idea what's causing it or how to fix it.

It helps me figure out crafting recipes, unless I should get rid of NEI and just use JEI instead.
My PC isn't the best, even with my card upgrade. It handles my 1.7 pack pretty well. It's mostly a server side lag issue, not a graphical one, since mobs are lagging in response.
I enjoy BOP and Streams too much, maybe streams is conflicting with RTG? When I do just a BOP map mobs seem to respond just fine.
Another thing I should bring up that Minecraft and Java tend to lag whenever I create a new world or load it, or even load the game. My java is up to date.

I keep my render distance a 8 always, and it still happens

it was a TFC-centered modpack that an user called user setup a discord for and slaved over for months, probably working on it like he would a full-time job. he singlehandedly managed to string together a bunch of mob, dungeon, and a couple tech mods iirc together so that they'd work with TFC, all using minetweaker shit. the poor son of a bitch got maybe 2 semi-regular players for his serb for all his trouble, and then one day he just left the discord and never came back.
I heard from someone who knew him that he's doing fine and whatever, just quit because nobody gave a fuck that he'd more or less dedicated months of his life to a thankless, titanic undertaking.

He should have know that there's is no audience for good packs, only yourself and your maids

what the fuck
when did this happen
i'd play the everloving shit out of that pack

i hope at least the pack is still available for download, even if just for singleplayer

I went out of my way to get the last version of the pack he made for posterity. I'll post it sometime this evening, if nobody else does

Since TC4 doesn't have the aura/flux system that TC5 has, how would you feel about converting this to basically be an ignis cV powered external heater like IE has? I've been wanting one for a while, but might switch to a full block model so it can support multiple devices

Yeah, me too. I'll probably go through and fix that before next update.

>external heater
explain?

There are so many mods I want to make. Most of them would basically wind up being resources for modpack makers

>ore processing mod that starts out with you grinding ores by hand and melting the metals in crude clay crucibles, eventually working your way up to high-tech mineral processing with built-in support for TCon

>mod that lets you create new TCon modifiers for tools using existing enchantments, so you could just define and enchantment idea, a item to use, etc. and have a working modifier

>early-game mechanical power mod sort of like cogs of the machine but without all the bloat, highly extensible, and with features that make sense, like windmill-driving grindstones

>mod that takes a bunch of Pam's crops and gives them to the Growthcraft treatment to make them actually interesting, but while still maintaining compatibility with things like Agricraft (e.g., they can work with the mutation system, unlike growthcraft)

>Cooking mod that takes the recipes from things like harvestcraft and integrates them with a bunch of pots and pans and shit that let you do in-world crafting to make dishes and things like large amounts of soup in big stock pots, and where meals would potentially give small benefits other than refilling hunger

>survival mod like the camping mod, but that actually works, with support for the cooking stuff above

>fishing mod where different bait can catch different fish in different biomes, but the fish you catch are all alive and you have the option to put them in a fish tank for display where they'd show up as entities, or you could butcher them and cook them, or smoke them, or hang them up on a /comfy/ line where they'd display while drying, which would integrate with things like enviromine and the dried fish wouldn't spoil and the fish could be used in the cooking mod

I'm a software developer and I know Java even though I hate it, but I don't know jack about graphics and rendering, plus I'm not sure I'd even have the time anyway.

he probably means like a furnace heater

>define and enchantment idea
define an enchantment ID*

>windmill-driving grindstones
Better with mods has that

>memeversions

but BWM isn't for 1.7.10, user

why do you tempt us, user. there's such dire need all around, and you tell us that you COULD do these things, but will not

can I throw money at you to get you to do this, or what

idk man give it a try. if you started with just a mod that makes a grinder and a clay crucible produces molten metal that can be drained into a ticon tool cast i would use it. i don't know much about mods myself, but something like that sounds pretty simple for testing the waters. with something like that if you found you LOVE modding then you could always expand on it

It is, actually. Not the few latest versions, but there some of them for 1.7.10.

A furnace addon that makes the furnace run on power instead of burning fuel, but in anons case with ignis.

oh.
well, i guess it could be an alternative to Steam Power, cool

Wouldn't that kind of clash with the infernal furnace though?

Oh, and reminded me, I would suck a man's grimy dick for a fork of Thaumic Horizons that's compatible with Grimoire of Gaia. I'd love to be able to capture a succubus, shove her in the infusion vat, and then get a follower out that isn't a dog.

Well, that's the thing. All my ideas would require a lot of graphics work and I know fuckall.

I'm seriously considering it desu

I'm not the one developing the mod, but from the sounds of it it would be a pretty early-game tech as far as TC goes.

Then again, you don't really have cV early-game, so idk.

Sorry, poor choice of words. I should say damaging me. It doesn't happen on obsidian or cobblestone, which made me assume I stumbled upon a bee farm until it happened elsewhere.

I believe that a way to make it early game-ish would be making that vent use ignis essentia directly, instead of CV, just like the infernal furnace used to operate before the whole CV thing was introduced. One essentia point per x seconds or smelted items while the furnace operates at a higher speed could be nice, even more so if the vent was smart enough to only suck essentia when needed.

i'd rather have a fork/expansion of Horizons that lets you put golem cores (as collars or something?) on the mobs you brainwash to make them smarter than dogs

yeah cV is mid/late game stuff, using directly essentia could be a good alternative
(and having a jar just jammed into this thing could look pretty fun)

>i'd rather have a fork/expansion of Horizons that lets you put golem cores (as collars or something?) on the mobs you brainwash to make them smarter than dogs
Eh, that'd be a little janky. They're not artificial constructs.

Using the golem upgrades might be neat as a way to augment them, though.

Obv. I'd want the "not a dog" AI to be an extra research because why not.

well, when you think about it advanced golems do have a brain, so...

Why would it be janky? Brainwashing collars/crowns is a pretty common concept.

I just mean using the golem animation cores. The core are used to give life to the inanimate. It doesn't fit thematically with the loyalty infusion.

They've still got "lifeless" bodies from a magical perspective.

well, you're creating new paths, so the sky is the only limit.
you've got a working body with a weak mind, so with some small modification a core usually used to animate for a task would be used to just force the weak mind to focus on the task

>Decide to get back into MC after years
>Get FTB, install SkyFactory 3
>tfw just made a farm with animals, automated dirt generator, cobble gen, figured out how to use transfer nodes and shit
Aw hell yeah
I may be going at a snails pace and missing a ton of stuff I should be doing
But this is hella fun

Glad you're having fun, user. Experiencing all the possibilities of modded minecraft after a long absence is a blast.

inb4 everyone gives him shit for ftb

The important thing to do is to have fun, and if you found skypacks fun then play with them.

Maids/MCA

It's weird to see /mcg/ being this friendly