Minecraft

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If anyone's in need of shitty interface mods, I've found a good one for you
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Thank you, Kiwifarms Minecraft Thread, for forcing me to look through my abomination of a now-corrupted Fabric modpack. There's so much fucking bloat in it that I've only just gotten to cataloguing all mods starting with M... a week after beginning this project. While cataloguing 20-60 mods a day.:cryblood:

I had an entire series of strictly vanilla+ wood-related compatibility mods installed despite already having a mod that added wood variants for everything (modded wood included) added. I had four* different mods that added some kind of pizza. What the fuck was I doing when I made this? :story:

I'm definitely rebuilding this shit on NeoForge when I'm done. Half of the bloat is Fabric-exclusive and only adds to the excess through requiring Fabric API and a billion of its spin-offs. This pack is going on a DIET. I still want to make sure it's meaty enough to keep my attention-deficit ass entertained, but I'm not entirely sure what would do that at this point.

Have you guys got any decent recommendations for 1.21.1 NeoForge gameplay mods? I'm interested in basically anything at the moment.
I'm going to try and build the pack around Cobblemon, Farmer's Delight, Create (especially Aeronautics), MCA, and maybe some miscellaneous mob-taming stuff.
The general goal is sort of a circus train pack-- lots of focus on self-made vehicular autism and raising armies of killer monsters. Also maybe aquariums and zoos to go with it.
Expansions of vanilla features are appreciated, as are completely new types of gameplay (new biomes, new dimensions, new features, etc.), and as I've mentioned before I am super focused on exploration so anything that boosts that is cool.
"Hardcore" mods, stupid shit like "realistic" survival or thirst mods, pure automation mods just meant to make the game "more efficient" or easier, are not. Won't bother looking at those. There are so so many and they all suck balls.
I'm probably going to go mod-surfing myself once my cataloguing is all done, but I tend to fall down enormous rabbit holes that lead to lots of bloat so I'm asking here in advance to try and prevent that. I also want to know what other farmers like.

*five, found another after posting
 
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Saw this on X today and I've been playing on 1.21.1 using nostalgic tweaks + old MC textures + "cascades" mod which just makes beautiful sprawling mountains/jagged hills, and it's been a blast. The picture really shows that the textures in old MC had a feeling of dark fantasy, which was for men, as opposed to the farmville textures marketed toward women and troons nowadays:
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zoomer niggas will see this and call it frutiger aero

The picture really shows that the textures in old MC had a feeling of dark fantasy,
It's less dark fantasy and more like an arcade game in 3D. Notch was very obviously not an artist but I felt like he understood the "retro style" better than any classic or contemporary retro-style indie game:
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The heavy contrast between blocks helps to sell the chunky look of the game and it, combined with the lighting, means that any build can look good even if it makes heavy usage of a single block.

The lightning in modern is a lot flatter and the texture update palletization means that using any single block for anything is going to blend together and look like shit, so that's why you see so much of the "vomit palette" trend in builds these days.
 
It's less dark fantasy and more like an arcade game in 3D. Notch was very obviously not an artist but I felt like he understood the "retro style" better than any classic or contemporary retro-style indie game:
maybe, just maybe, it's because he actually fucking played these now "retro" games? while the current "indie" retro game has zero fucking idea of what retro aesthetic is...
still, i'd like to see if notch has actually cooked something or if he got bored with his new project, the problem i'd say he would have is precisely the point of your post: art, especially if he goes for the retro-ish art again for the very reason i said, artniggers don't seem to have any interest in playing old games to try and dissect the art style and go from there.
 
I did a lot of landscaping around the house, I'll eventually make a nice town.
View from the lighthouse.
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First we have the path to the railway. There's an unfinished mine as well.
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The part that took the most time and the most detail was the garden. But I love how it looks, it's a great view from the house and I enjoyed landscaping it. I made a basin on the hill so I could have some streams, I really like how that looks with everything.
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I like the more natural look, it's very chill.
 
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While cataloguing 20-60 mods a day.
Jesus Christ what are you doing?
I had an entire series of strictly vanilla+ wood-related compatibility mods installed despite already having a mod that added wood variants for everything (modded wood included) added. I had four* different mods that added some kind of pizza.
I tend to do that in the "add whatever" phase before I clean it up, I'd argue most modpacks do that, I'd also argue most modpacks forget the clean up phase.
Have you guys got any decent recommendations for 1.21.1 NeoForge gameplay mods? I'm interested in basically anything at the moment.
What exactly are you trying to make, kitchen sinks tend to make me quit faster due to a lack of proper cohesion. Quests also help a lot if you tend to have a lot of mods and accidentally get overwhelmed into leaving early but that requires more effort and mod knowledge.
I'm going to try and build the pack around Cobblemon, Farmer's Delight, Create (especially Aeronautics), MCA, and maybe some miscellaneous mob-taming stuff.
Honestly, just stick with those mods and some addons (make sure to check the last update time of each addon, might break shit). There's enough addons that add tons of shit to do without adding so much that you just get tired of it all. Would also recommend people like AsianHalfSquat and Noxus who often do multi-mod reviews and themed videos so you can get a feel for what you might want to add specifically. Again, I don't know your tastes and I have a lot of mods I like that you may not like and vice versa. I don't recommend adding equipment mods beyond some cool items like Relics or something because unless you want to add boss monsters and turn it into a combat heavy modpack (which I would not recommend as that kind of conflicts with the main mods you listed).
Expansions of vanilla features are appreciated, as are completely new types of gameplay (new biomes, new dimensions, new features, etc.), and as I've mentioned before I am super focused on exploration so anything that boosts that is cool.
As stated, AHS and Noxus have compilations just for that. If you want you can also try poking around modpacks based off that such as Vanilla Perfected (don't know much about it but the guy has been working on it for 2 years. Making shit pretty (despite my distain for graphicfags) can go a long way. There's probably several studies on this but it's obvious otherwise, making a game that functionally is the same look prettier is known to make people at least subconsciously more willing to play it for longer periods of time. One of the content creators I watch semi-frequently made a modpack based on making the game pretty with animations. Vanilla perfected is fabric but I'm sure a lot of mods there have (neo)forge ports, same with Fresh and Smooth. Dima shared some too but it's a list of mods rather than a pack so pick and choose.
You also don't really need structure mods for exploration to feel pretty great, in fact a lot of structure mods tend to ruin this with unbalanced loot tables, spawning everywhere (get Sparse Structures), or just have clashing aesthetics so I recommend only a handful. I recommend Ati's suite of mods along with Dungeons and Taverns (or just parts of what they offer). Biomes of course help a lot and tend not to be too incompatible with each other but can cause issues with Cobblemon's spawn system, though a lot are patched already. Similar to terrain generators but those are far more incompatible with each other than biomes are, but they also add a lot to exploration. I recommend Lithosphere with it's addon Still Life and slap Distant Horizons on top of it. Worth noting that Still Life is incompatible with some mods, mostly other biome mods so if you want a lot of biomes you'll probably need to run something like Terralith and/or Tectonic or some more mod friendlier terrain generation. WilliamWyther's stuff is cool for that.
For more incentive, you can try Tide (2) which spawns new fish to...fish depending on the biome, along with this datapack for more compatibility and mod suggestions. You can also give Ecliptic Seasons a try but I'm not 100% sure of what it is and is not compatible with in your current setup nor afterwards if you mess around with any of my suggestions. This is getting long and surely you got the point, the main problem with all this is configuration lol.
 
Jesus Christ what are you doing?
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.

I tend to do that in the "add whatever" phase before I clean it up, I'd argue most modpacks do that, I'd also argue most modpacks forget the clean up phase.
Myself included, lol. I think I did a bit of clean-up the first time I made a pack, 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. Hence the spreadsheet.

What exactly are you trying to make, kitchen sinks tend to make me quit faster due to a lack of proper cohesion. Quests also help a lot if you tend to have a lot of mods and accidentally get overwhelmed into leaving early but that requires more effort and mod knowledge.
Quests are a good idea, but I tend to hold off on them just because of previous experience. When I used to play pre-made modpacks, the first thing I'd do in any quest modpack is go through and look at ALL of them. Every single available quest. Since a lot of modpack authors are about as room-temperature as your average FIFA player, 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. BroCraft Cobblemon Additions was especially bad about this, if I remember, to the point that I had more than a full inventory's worth of stuff after just sitting down and looking through the quest tree.

I realize that this is retarded, and I could just ignore the quests and their stupid notification badges until I'm past the "dirt hole for the first night" stage and play relatively normally. Unfortunately, doing that bothers me immensely and often amounts to handicapping myself. I'd rather just save myself the trouble by removing quests entirely and relying on favorite blocks to remind myself of other mods. (eg 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.)

Honestly, just stick with those mods and some addons (make sure to check the last update time of each addon, might break shit).
This is mostly the plan so far, but I can't rely solely on them for a variety of reasons:
  • The vast majority of Cobblemon's add-ons fall into the same few categories. They add missing mechanics from the main series (raids, trainers, etc.), only add extremely small QOL things (more tooltip information, the ability to pet your Pokemon, cosmetic changes, etc.), or actually add new features (these are my favorite, but often made outdated very quickly because mod owners consider them too much work to keep up ;-; ). There are also Fakemon additions, I guess, but those are universally bad since they mostly amount to a teenager's first modeling exercise. I am also something of a purist about designs in general, so adding bad fan designs isn't appealing to me. Most add-ons are good enough, just not enough to sustain a whole pack.

  • Farmer's Delight mostly has minor add-ons. There are a few very very good ones that expand on a lot or offer something interesting, like Storage Delight or Extra/More Delight, but the vast majority are "add ~10 new food items from x culture/with x ingredient." 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).

  • 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.

  • 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.
I don't mean to shut you down, just explain why I'm trying to add variety outside of these four. I think I have a few minor focuses as well that are less important and basically add-onless; Better Archeology, Exposure, and a lot of the [Let's Do] series are the main ones that come to mind. Almost everything else is just building blocks, add-ons, performance, or sentimental shit like Immersive Paintings because if I don't add pictures of all my old worlds to my new one I will cry.

Would also recommend people like AsianHalfSquat and Noxus who often do multi-mod reviews and themed videos so you can get a feel for what you might want to add specifically.
Holy fuck, Minecraft mod reviewers still exist? I thought they all went extinct after the Adpocalypse. Thank you for recommending these guys!

Again, I don't know your tastes and I have a lot of mods I like that you may not like and vice versa. I don't recommend adding equipment mods beyond some cool items like Relics or something because unless you want to add boss monsters and turn it into a combat heavy modpack (which I would not recommend as that kind of conflicts with the main mods you listed).
Honestly, equipment is mostly boring. Advanced Netherite is the only one I've ever considered, and that's just because it looks really pretty with trims and provides a balanced incentive to play past earning Netherite.

I do want the pack to be a little combat-heavy, so I have a mini-boss mod in there and lots of tougher structures, but that's mostly so that I have an excuse to use my aforementioned giant army of monsters to fight; not because I actually want to place emphasis on combat. Hence the emphasis on tougher structures instead of singular bosses.

Making shit pretty (despite my distain for graphicfags) can go a long way. There's probably several studies on this but it's obvious otherwise, making a game that functionally is the same look prettier is known to make people at least subconsciously more willing to play it for longer periods of time.
True; this is why I play with shaders and added so many smaller graphics mods. It's also why I have like 20 resource packs in here despite only using 3-5 at a time on average. I've got some holiday-specific ones for when I'm feeling spooky/jolly/etc.

One of the content creators I watch semi-frequently made a modpack based on making the game pretty with animations. Vanilla perfected is fabric but I'm sure a lot of mods there have (neo)forge ports, same with Fresh and Smooth. Dima shared some too but it's a list of mods rather than a pack so pick and choose.
I'll give it a shot. Thanks man.

You also don't really need structure mods for exploration to feel pretty great, in fact a lot of structure mods tend to ruin this with unbalanced loot tables, spawning everywhere (get Sparse Structures), or just have clashing aesthetics so I recommend only a handful.
Fucking hell, yeah, tell me about it. I think I've gone through something like 40 or 50 structure mods and narrowed it down to just the very few that I enjoyed (most of which were recommended to another user upthread). I also have Sparse Structures config'd to fuck so that I rarely see structures in general, especially since I used to have a bad habit of setting up shop in pre-made structures and never building anything myself.

I recommend Ati's suite of mods
I've never heard of these until now, but looking through them I can see why. All of these mods were published after I'd finished this modpack and sworn myself not to adding any more.

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.

along with Dungeons and Taverns (or just parts of what they offer).
Ooh, this one's great. I've already been using it for years.

Biomes of course help a lot and tend not to be too incompatible with each other but can cause issues with Cobblemon's spawn system, though a lot are patched already. Similar to terrain generators but those are far more incompatible with each other than biomes are, but they also add a lot to exploration. I recommend Lithosphere with it's addon Still Life and slap Distant Horizons on top of it. Worth noting that Still Life is incompatible with some mods, mostly other biome mods so if you want a lot of biomes you'll probably need to run something like Terralith and/or Tectonic or some more mod friendlier terrain generation. WilliamWyther's stuff is cool for that.
Yeah, Terralith/Tectonic is what I'm maining atm. WilliamWythers and Still Life used to appeal to me, but I tried playing a world with them rather recently and fell off of it very very quickly. I don't know why. I think it was just incongruent with the blocks and player model. Something about it made the game feel very off with the rest of my pack. I'm saving them for a separate modpack I might make in the future based solely around village development/tower defense stuff.

Used to also have Nature's Spirit, Biomes O' Plenty, and Geophilic, but I'm removing them all for adding way too much fucking tall grass to my world. Oh The Biomes You'll Go just isn't my thing.

For more incentive, you can try Tide (2) which spawns new fish to...fish depending on the biome, along with this datapack for more compatibility and mod suggestions.
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.

You can also give Ecliptic Seasons a try but I'm not 100% sure of what it is and is not compatible with in your current setup nor afterwards if you mess around with any of my suggestions.
I think it'll probably conflict with Serene Seasons, which I've been using for years (through Fabric Seasons for the Fabric modpack), but it does seem interesting. 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.

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.

This is getting long and surely you got the point, the main problem with all this is configuration lol.
Yes, pretty much. I appreciate the effort regardless.

EDIT: just finished, almost exactly 9 hours after posting this
423 mods, at least 50 of which were redundant or otherwise unneeded
Jesus christ I am a dullard
 
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Guude, leader of the Mindcrack group (a formerly very popular SMP community of various Minecraft YouTubers) has been arrested. Mindcrack formally released a statement about an hour ago on X:
View attachment 8971715

According to the subreddit this is his booking. Jason Ray Korpulinski, ten counts of second degree sexual exploitation of a minor (trading CP over Telegram groupchats is my guess):
View attachment 8971765
(website blocks archive)
I used to watch this guy 15 years ago god damn. I am considering archiving his entire channel (https://www.youtube.com/@guude/videos) but there are almost 10000 videos and even at 480p it'd easily be 2-3TB. I'm going to do it and let it go in the background, but it'll take a hot minute. There were some good times, like Etho and the gang destroying his house with a mushroom cloud or Zisteau teaching Guude you can eat spider eyes (hey Guude did you know you can eat spider eyes?). For the most part his videos were him rambling about whatever the fuck for 20-30 minutes while doing completely benign stuff like creating the worst wheat farms in existence. Really enjoyed his super hardcore CTM (Capture the Monument, challenge maps) videos back in the day with Bdoubleo (OOG) and later on Etho (OOGE) (both of whom still make videos and to the best of my knowledge are not sharing CSAM on Telegram). The entire Mindcrack community in general was the golden age of Minecraft YouTube in my opinion, as gay as that does sound. Them, The Creatures, Shadow of Israphel. IIRC they were also the first to do group ultra hardcore, where the only way to regenerate health was via golden apples (which at that time cost 8 gold ingots) or regeneration potions. I believe only the first UHC was PvE where the goal was to defeat the Ender Dragon, whereas the rest of the UHC competitions were PvP focused. Guess I'm dating myself a bit with this, huh.
What a shame.
 
So I just found out someone's doing a fan continuation of the painterly pack (that old customizable texture pack from the alpha days) that seems like it's still being updated.
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Unfortunately, it's all mainly operated through a shitcord. the only way I found out about it was this post on the Minecraft forums, but I think they host their downloads separately.
I've been nostalgic about this texture pack, and I've been trying to see if anyone's made an updated version of it. I figure someone else here may be interested, too.
(direct link to DL page)
 
Guess I'm dating myself a bit with this, huh.
Not necessarily. Sometimes you've just gotta have some shit on in the background at work as noise to not go insane, and that group playing minecraft was SFW if anyone ever caught a glance on a monitor.
 
Unfortunately, it's all mainly operated through a shitcord.
The whole point of Painterly is that it was freely available through the website, which let you use the web GUI/Customizer to mix and match different parts to "make your own" texture pack. Having it be random disparate file downloads in a trooncord makes no sense and not even having the decency to attach a mediafire link to the OP of the thread is extra sinful.

Just get a cheap VPS and vibecode the web GUI on a new site. Shouldn't even be hard especially since the resource pack format is way more modular now.
 
Anybody knows whats up with newest version ? I randomly got reccomended a bunch of posts on twitter how some mod called Essentials will now be obsolete and people were dunking on it from what little i saw MC maybe FINALLY added ability to "host" your lan server and add frends with O key
Iris shaders that uses O as default keybind asked to which button they should move the key

And official update

Friends List​

  • Added a Friends List, accessible from a new Friends button on the Title Screen and the Pause Menu
  • The Friends list can be opened with a new key bind (default: "O")
  • The Friends button shows a notification badge with the number of incoming friend requests, up to 5 (a "more" indicator is shown beyond that)
  • The Friends List is presented as an overlay with two tabs:
    • Friends: shows your current friends, lets you remove them, and lets you send a new friend request by Profile Name
    • Pending: shows incoming friend requests (which can be accepted or declined) and outgoing friend requests (which can be canceled)
  • The presence of your friends is shown under their name in the Friends List as one of the following:
    • "Offline"
    • "Online"
    • "In a world"
    • "In a joinable world"
  • Sending, accepting, declining, cancelling, and removing actions are confirmed in the UI and show a clear error message when the service is unreachable, rate limited, or the requested Profile Name does not exist
  • Friend changes that happen while the game is running are shown through toast notifications:
    • When a friend request is sent
    • When a friend request is received
    • When an outgoing friend request is accepted by the other player
  • Toasts show the other player's face when the skin is available
  • The Friends List checks for updates once per minute while the Friends List is open, or every 5 minutes otherwise
  • The first time the Friends button is shown on the Title Screen, a confirmation dialog is presented to opt in to the Friends List
  • The Friends List, friend request privacy, and the Microsoft account safety settings link are managed from the new "Friends List" section in Online Options
  • Players that have their chat settings set to "Friends Only" on their XBox profile will only see chat messages from other players if they are friends
  • Peer-to-Peer​

    • Added the ability to open singleplayer worlds to online multiplayer from the new Multiplayer Options screen
    • There are two paths to play with your friends
      • Invite to world: the host can invite friends to their world, and the invited players can accept or deny the invitation
      • Request to join world: players can request to join a friend's world (if it's open to online multiplayer), and the friend can accept or deny the request
    • Added new p2p_connection opt-in telemetry event
 
Bedrock has had p2p for a while, but bedrock's multiplayer is also a buggy pice of shit that doesn't work at least half of the time. Hopefully Java's implementation of this actually works unlike bugrock's.
 
I used to watch this guy 15 years ago god damn. I am considering archiving his entire channel (https://www.youtube.com/@guude/videos) but there are almost 10000 videos and even at 480p it'd easily be 2-3TB. I'm going to do it and let it go in the background, but it'll take a hot minute. There were some good times, like Etho and the gang destroying his house with a mushroom cloud or Zisteau teaching Guude you can eat spider eyes (hey Guude did you know you can eat spider eyes?). For the most part his videos were him rambling about whatever the fuck for 20-30 minutes while doing completely benign stuff like creating the worst wheat farms in existence. Really enjoyed his super hardcore CTM (Capture the Monument, challenge maps) videos back in the day with Bdoubleo (OOG) and later on Etho (OOGE) (both of whom still make videos and to the best of my knowledge are not sharing CSAM on Telegram). The entire Mindcrack community in general was the golden age of Minecraft YouTube in my opinion, as gay as that does sound. Them, The Creatures, Shadow of Israphel. IIRC they were also the first to do group ultra hardcore, where the only way to regenerate health was via golden apples (which at that time cost 8 gold ingots) or regeneration potions. I believe only the first UHC was PvE where the goal was to defeat the Ender Dragon, whereas the rest of the UHC competitions were PvP focused. Guess I'm dating myself a bit with this, huh.
What a shame.
My son and I watched the UHC competitions as they were coming out, and we'd discuss who we think would win as the videos trickled in - they weren't released all at once and that was half the fun. Sometimes it was days between them. Felt like a real tv show. I still remember some of the wild endings when shit would really hit the fan and everyone pulled out all the stops to win, but there was also lots of fun at the beginning when they would get paired up and have to strategize quickly. Also Guude and BDubs playing Saints Row 3 - some of the funniest shit in there, though most of it being from BDubs whose voice was made for radio. So sad to hear about Guude. Seems to be an epidemic lately - is it just the ease of access to this kind of thing or is it something deeper, more fundamental about our society?
 
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