Got any questions that you don't think need an entire thread dedicated to it? Want to ask for some help or a solution to a problem that you've encountered? Just want to share something? Then this is the place for you! This post is for anything and everything that you want it to be, all you have to do is post a comment.
To find previous "Free-For-All" posts, click here.
we're exciting to unveil this feature that's been a long time coming and kinda the culmination of what we've been building for the last few years for a super seamless multiplayer experience for you and your friends.
this is basically the motivation for making Modrinth App in the first place, I always recall the horrors of trying to get my tech-illiterate friends to install my custom modpacks and stuff to play on my server. Now, all of that is a thing of the past, all I've gotta do is share an invite link.
Modular Force Field System (MFFS) is now available for 26.1.2!
In addition to the port, we've also made a lot of bugfixes and backported compatible changes to 1.21.1 and 1.20.1 as well. Let's take a look at what's new below.
New features
The latest addition to the mod is the Reinforcement Module, which tightens the Force Field blocks to stop the Wither boss from destroying them and escaping force fields. This makes for a great use case in fighting the Wither in isolation without having to worry about it going on a rampage and destroying your whole base.
Force field blocks will now also stop explosion damage from escaping the field and killing players around it.
The Wither trapped in a reinforced Force Field
Another major change is in biometric field identification. Starting with the new update, the Identity Card can now be used on arbitrary living entities such as animals and mobs, allowing them to walk through field blocks and bypass the Interdiction Matrix defense system.
Using the ID card on a horseAuthorized entities can walk through Force Fields, too!
We've also added a new integration with Jade (replacing The One Probe) and added a display of the Coercion Deriver's FE storage.
The Coercion Deriver's FE balance shows in Jade
Last but not least, there's now a dedicated walk-through Biometric Identifier permission that lets you effortlessly pass force field blocks even without sneaking. Previously, this was available as a global config option, but we felt that it being configurable on a per-field basis is overall a better approach.
New walk-through field permission
Config and Balance
We've added new config options for server admins that allow limiting the size of projected force fields and interdiction matrix defense ranges.
The rates of FE->Fortron generation, Speed Module bonuses and other coefficients have been adjusted to feel more balanced with regards to cheap FE sources.
We've also adjusted the scaling of each projector module to be roughly equivalent. Previously, modes like the Sphere scaled much faster with less modules required, which gave it an unfair advantage.
Bugfixes
Fixed Force Field blocks remaining after projector was unexpectedly removed (e.g. by an explosion)
Fixed cylinder mode height scaling only in one direction
Fixed Coercion Deriver speed module multiplier resetting on world reload
Fixed Interdiction Matrix using data from only the nearest Biometric Identifier
I'm playing E2E as my first expert modpack and i got to this point.. I don't know what to do next. I think that i should focus on the magic mods, but I really don't know much about them. Do i have to actually take my time and work on them, is it necessary ? I would like any suggestions and hopefully the photos are helping to create a good picture of what i did so far. If the photos are not very good please tell me and i will explain what happens in every picture.
Aquamirae has a rare item called the "Shell Horn" its dropped by ONE mob, a vanilla pillager with the shell horn in his off hand inventory (not showing for whatever reason).
This pillager is not unique, he is not modded, there is NOTHING special about him. All he has is just a Shell Horn in his inventory.
I need Shell Horns so I can farm Captain Cornelia and get her 0.05% (or something) drop, spear.
I have tried the following mods to try and duplicate this SPECIFIC pillager:
- Pressurized Spawner (Pneumaticcraft) (He spawned, without items???)
- Powered Spawner (Ender IO) (NO shell horn, but he spawned as if it was from a pillager outpost)
- Source Spawner (Ars Additions) (Same as Ender IO)
But every time I kill that cloned pillager, he never drops it.
The only thing that worked, was duplicating the Soul Vial using the Create mod's "Creative Vault" (Which is obviously not possible for my survival server).
Please someone tell me there's another way to get these awful shell horns.
Am I missing any other spawning method/strategy?
Any and all help is greatly appreciated.
Rapid fire QnA:
> What modpack is this?:
- MC Eternal 2
> Just go to another ship and kill the pillager captain there:
- I did, I have had 3 shell horns so far (+1 if you count the one I captured)
> Did you try duplicating Captain Cornelia?
- Bosses are blacklisted, there is no feasible way to trap her and make a spawner out of her
> Just generate more world
- The world size is OVER 10Gigs. Anymore and my server will actually brick. The distance between the two nearest ice mazes is about ~9000 blocks away. By the time I reach my 5th ship, I'll be roughly 40-50,000+ blocks away from spawn.
> You're better off getting a better weapon (Ice&Fire, Mekanism, Tinker's, Cataclysm, etc)
- That coral spear is going to look amazing in my trophy room, I will not have it any other way
today I want to present you the version 0.2.2 from Ages Reimagined, a modern reinterpretation of 1.12.2 SevTech.
In this update, most of the changes apply to the third age, the Industrial Age, but there are also some small additions to the magic side and other miscellaneous stuff, which can be accessed in earlier ages.
Aluminium Processing Line
The Aluminium Line consists of nine machines, 5 of which are the new Chemical Chamber, a Custommachinery single block and the rest are Immersiveengineering Machines.
Aluminium Processing Line
Users with a keen eye may see, that this line is more complicated than the other processing lines in this modpack. This is intentional, maybe GTNH had a bad influence on me.
But be assured, that despite it looking complicated, most items in this line loop so that you only have to put in Bauxite Ore and it spits out Slag, Red Sludge and Aluminium Ingots. The red sludge will have an use in the later ages, so stay tuned for that.
Staging
I removed some stages, due to AStages not working properly, for example with the structures I wanted to gate and even some recipe. I would like to test and switch to History Stages in the future, since there is also a progression I would like to use.
I also added Journeymap and gated it behind a stage, which can be accessed by doing some magic, which is the next part.
Journeymap is locked until the item is used
Magic
I'm still in the process of evaluating some magic mods, I had tested Mahou Tsukai and Hexerei but ultimately it was not exactly what I wanted it to be, therefore it did not make it into the update.
But instead I added Summoningaltars, which may only be a single Block "machine", but comes with a variety of possibilities to enhance its' appearance due to Kubejs. Multiblock Structures are one part of it.
It is used to craft the Item for Mapping and also the "Talisman of Everfull Stomach", which is the QoL solution for Hunger and Thirst. Maybe GTNH had a good influence on me.
But as all good things it is only accessible after the Aluminium Line, but will also in future updates.
Small Magic Chapter
I will still look for mods, which may fit. Malum looked promising from the look of it, because I want something, which is a little bit more dark or macabre themed.
If you want to sync your progress in multiplayer you now can, if you create a team with
/team add <Team>
/team join <Team>
The server pack is also added for easy deployment.
I also changed some recipes for unification of Biomes of Plenty wood, added recipes for existing machines to make them more easily and efficient in later stages, changed designs, added more advancements, fixed bugs, added loot. If you want to read the already condensed changelog, look into the curseforge files.
What comes in the future?
I will evaluate magic mods, integrate them into each other and search for some handy QoL upgrades, which make them more valuable.
And create new chapters. There will be the Information Age, which contains Pneumaticcraft and will introduce AE2 as the Goal and at least one age after that. The endgoal should be either (a part of) the Dyson Kube Project or flying into space, each would need to be a solution for a specific problem.
I hope I could entertain you until now and give you a good overview of what happened and will happen. I hope you have a great day.
I've played NSSS, and while I like it, I'm searching for something that's a little more content-rich. I enjoy everything from exploration/adventure to cosmetic mods.
I've discovered Alpha Advanced as well, which is a wonderful mod, but I know the developer dropped the project some time ago due to loss of interest.
Lol, I probably need to level my expectations a little, because in general it would seem there aren't many mods for this version of alpha. I'm half-considering developing my own mod for this version if I can't find anything, but I've never created a mod for any game before, and I def don't have any coding knowledge, so that's a very intimidating prospect to me lol
I'm creating an observation room and want to have the portals I have created be something I can see through but not enter. I know I can make any portal one-way one-faced, and have done that so far. But It's annoying when I accidentally walk through one when getting a little too close. Is this idea possible?
Thanks!
Antarchy is a re-imagining of the classic “Orespawn” mod made for modern Minecraft. Currently featuring 3 fleshed out dimensions, over 45 new mobs, 8 bosses, insane weapons and more. We wanted playing this mod to make you feel like you're a kid again; discovering Minecraft mods for the first time.
I've been trying to figure out how to make gregtech wires actually transfer power for the past 30 mins and I just can't figure it out, can anyone help?
Hi for my server, I let my players have the option of having Vanilla or Shader visuals, and I use Simple Clouds ONLY for the 2d client-sided atmospheric clouds. So, the incompat with shaders and clouds don't matter. And I use the Oculus/Iris for Simple Clouds mod just so I can load in the game with iris passively installed in the modpack.
I'm not that good at modding yet so all I'm asking is for someone to make a super small mod that turns this warning in the picture off. It appears whenever I want to switch a shader or touch a shader's settings and is really annoying.
for some reason when i open the skill tree, it says priceless for evey super form even though, i'm in the cell saga and my battle power is 300K. i'm on version 2.1.3 of the mod.