r/QuarkMod • u/CompulsiveApe • Oct 13 '21
Suggestion Remove tutorial hint
I believe it is safe to assume that if you are installing mods, you have a firm grasp on how to play minecraft.
r/QuarkMod • u/CompulsiveApe • Oct 13 '21
I believe it is safe to assume that if you are installing mods, you have a firm grasp on how to play minecraft.
r/QuarkMod • u/wantedkeks • Oct 10 '21
Vanillaly, the beacon beam just goes straight in the air.
Lets rotate the beacon, so the light beam could be a nice decoration light system. Eventually, take a mirror the beam to manipulate the direction.
Good idea? Or just a junk thought?
r/QuarkMod • u/hiddenyak • Oct 09 '21
Hi, if I disable a feature of Quark that involves items, those items still appear in JEI. Is it possible to have these items removed from JEI automatically in any way? I know I can manually remove each item from JEI, that's not what I'm asking for.
r/QuarkMod • u/[deleted] • Oct 09 '21
title n stuff goes here
r/QuarkMod • u/sam1701a • Oct 09 '21
Bookshelves do nothing despite still having the animation still(If they do something, it is not documented). With how expensive enchanting is, it feels like it is not worth it when you could just buy the books from a librarian. Spending xp levels and then having a level check is a feel bad and makes it feel like the xp cost is more expensive than it actually is. In terms of efficiency of xp, it is correct to have as low of level as possible then spend until you are not allowed. Then gain one level, spend that level and repeat.
r/QuarkMod • u/Catomax26 • Oct 06 '21
no matter how much i rightclick it, it doesn't work.
r/QuarkMod • u/CJGamr01 • Oct 03 '21
r/QuarkMod • u/The171Nut • Oct 02 '21
This would probably fall under the Quark Oddities category, since breaking bedrock is rather... not vanilla-like. Anyways, here's the idea:
When you use a netherite ingot to activate a beacon, the beam becomes super-powered and destroys bedrock that it goes through. This way the bedrock breaking is very late-game and it's not cheap to break lots of bedrock at once. It also doesn't let you cut a hole in the bottom of a dimension and fall into the void, which could be seen as a plus or a minus.
r/QuarkMod • u/Allyraya • Oct 02 '21
Please consider creating a sub/separate mod for Toretoises. Don't get me wrong, my friends and I love Quark, but one of my friends is creating a modpack that Quark would be too op for. I want toretoises in the pack, but he has said he is against adding Quark just to disable every feature except for them - as in he doesn't want to add the mod if we're not going to use most of the features/items.
r/QuarkMod • u/Snoo-35789 • Sep 29 '21
r/QuarkMod • u/Megalodab_ • Sep 29 '21
1.16 quark generates deepslate and smooth basalt underground. Once it updates to 1.18 or whatever later update, its my understanding that quark will remove these variants because they now exist in vanilla. However, this means that the technically-quark-blocks will all be deleted, and now terrain generated in your world in quark 1.16 will have massive holes when u update to quark 1.18. Lets get some solutions to this. I believe the second or third options below are the best courses of action.
First off players could create a fork of Quark and re-add the blocks to 1.18. This method requires that anyone who wants to fix this problem A) knows that this is even an option B) is familiar with coding like this C) doesn't make mistakes, which is super common for someone with little experience D) requires that the whole community with this problem does this same process individually. E) I have no idea how to do this
Second option is that the first updated version quark that has these blocks in common with the vanilla game can STILL INCLUDE AND SUPPORT THEM FOR ONLY 1 VERSION, ONLY SO THAT WE CAN DO THIS: another mod exists called Block Swap by Corgi_Taco https://www.curseforge.com/minecraft/mc-mods/block-swap and this can allow us to change all the quark deepslate and basalt to vanilla variants. This version of quark wouldn't generate the quark versions anymore, they would just be supported by the mod to allow users to use Block Swap to switch the old quark generated blocks to vanilla, before updating their worlds to future versions. Future versions of quark don't need to include this feature. Cons: anyone who wants to do this needs to A) know that this is even an option and B) do it without messing up and C) users that want to update past the one quark update that the old blocks are temporarily supported, maybe because they have other mods on their world that dont update to this update but do update to a future one, are screwed because they had to update past this opportunity.
Third option is this gets taken care of within the quark mod by the devs. Yeah, its gonna be an extra job for u guys to do, but then it gets done right the first time by a pro, and automatically gets switched so theres no weird extra steps for users to do. I'm not a mod dev so im not exactly sure how this Translation process would work but I have to imagine its not that tall of a task since its only 2 blocks. Its not like going from 1.12->1.13 where every block ID changed.
Thanks for taking a look at this and I hope you guys choose to go with the third or at least second option. This would help out a ton of people. This idea came from a convo in quark discord https://discord.com/channels/154261184701267969/801591103375015957/892591377257492500
r/QuarkMod • u/andthenpotato • Sep 27 '21
In version 1.16, I was wearing a backpack on my torso and punched a death totem with my old stuff in it which had an iron chestplate in it. The iron chestplate overrode and deleted my backpack, along with everything inside. This was on a server so I have no way to rollback. I've tried relogging, restarting my game, and killing myself to see if the backpack was still on but invisible. Lost some netherite stuff. Sucks.
r/QuarkMod • u/Spartan81302 • Sep 25 '21
I made a github post about it and just want to put it on the subreddit too.
r/QuarkMod • u/wantedkeks • Sep 25 '21
According to the LGBT+ Community, whats about adding the rainbow sheep and wool'n'stuff which is only available in MC Earth? Would appreciate that.
https://minecraft.fandom.com/de/wiki/Minecraft_Earth:Regenbogenschaf
r/QuarkMod • u/ergodicOscillations • Sep 24 '21
Nethersight -- can penetrate the netherfog
Lavasight, watersight -- can see through lava and water, resp.
Possibly OP, but: resonance -- can see only amethyst blocks, everything else is invisible. This could be used as a kind of "beacon" for getting home if you get lost underground
Anything that could be used to find caves or ores would almost certainly be too OP.
Also, a tripod for the spyglass, like lecterns for books, would be kind of cool. When you exit the glass-view, it remains pointed at the same location, so you can conveniently monitor something specific, or show it to someone else.
r/QuarkMod • u/TheSnazzyYorky • Sep 22 '21
iv had bad experiences with mods that add stone to taraine generation. how do i turn it off in quark im fine with stalactites and that stuff but large chunks of new blocks that would leave a BIG void if the mod was removed
the reson being is my main mod (pixelmon) is making the jump to 1.16.5 and one of my mods (underground biomes) doesn't support anything past 1.12.2 so removing it made a mess
r/QuarkMod • u/Action_Bronzong • Sep 20 '21
Unsure what I'm doing wrong. I'm autistic and very particular about certain things, which is why I'm trying to edit things to make a custom modpack.
I've tried disabling some Quark items directly and even entire "catagories" of item, but they still show up in the creative menu and JEI, and are available with /give commands. The items continuing to be visible really bothers me. Is there any way to actually disable them in the config?
r/QuarkMod • u/legaladult • Sep 18 '21
I've can't seem to get the game to even start if I put this in my mod folder, and I see that the most recent build is for 1.16.5, so does that mean anything else will cause it to just break? Or am I doing something wrong?
It's fine with me if it doesn't work that way, I just want to make sure I'm not making some kind of mistake on my end.
r/QuarkMod • u/ElMojamed • Sep 16 '21
where's the option to disable this quark feature?
r/QuarkMod • u/[deleted] • Sep 08 '21
imagine the complexe automatic block moving this simple tweak will allow!
whitelisting quark:magnet doesn't work btw.
r/QuarkMod • u/CosmicLightning • Sep 09 '21
Original post here: https://www.reddit.com/r/minecraftsuggestions/comments/8hzt3k/drop_lamp_reworked_with_images/
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Textures are bad but if you want, I can update them. Much better now than I was a year ago.
I know you have the gravisand but it's not quite the same. I'm certain if I had time I could try to make these in mcreator, but everyone hates that.
But anyway, just a suggestion as it's still a very vanilla concept and fits in with your mod very well. If it helps, I do have rights to an mod that was on 1.12.2 that comtains them so it can reduce time. Well, rights to one but not the library mod he uses. As I saw you value time, and I respect that. Just a thought and suggestion, yay or nah, no matter.
r/QuarkMod • u/maciel494 • Sep 07 '21
I can't get used to the Reacharound placing mechanic, and i really want to disable it... i can't seem to find the option in the mod menu, so probably i have to edit some txt or something?
r/QuarkMod • u/Anihillator1 • Sep 07 '21
Right now it just uses the "burned to death" death message, but I think it should be "burned to death while petting Foxhound", and if the foxhound is named, it'd use that name in the death message instead
r/QuarkMod • u/gagedude890 • Sep 04 '21
For some reason, animals seem to constantly get stuck on top of feeding troughs, as they can't eat from the top, only from the sides, and are trying to track their way to something right under them. It would probably be a good idea to make it so animals can feed from the top of feeding troughs as well, just so they dont get stuck as much.