Minecraft

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Started up a new world about a week ago with a custom modpack and have been plodding along. Got a nice little riverside starting area going.

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Never been particularly great at building/decorating but I'm doing my best lol

The river in this area connects to like everything I could need. There's mesa/desert to the east, big ass mountains and plains to the west, and loads of tundra and ice to the south. Haven't explored north too much yet

Primary mods are Create and Ars Nouveau with some QOL and terrain generation mods and the usual food expansion stuff. Also have Twilight Forest and the Aether installed for when I need to scratch the exploring/boss killing itch.

Currently building a brewery behind the barn to house my cheesemaking setups.
 
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.
You might as well go balls deep and add quests and shit, you're putting a good amount of work into this from what I'm reading.
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.
I think that's a lot of launchers, probably a site issue as ATLauncher sometimes has this issue where a mod doesn't properly link to its origin, though it's very rare and usually links ALL the links.
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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.
Sadly that is a lot of quest modpacks, even the old ones that used the hardcore questing book mod (though less so if my memory is correct). Still, I remember playing a few modpacks that had quests that were more meaningful rather than giving you tons of shit because you collected basic resources. I much prefer less quests but said quests are big achievements.
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
Since you're making the pack, you can do both while also not making it dump rewards for existing.
There are also Fakemon additions, I guess, but those are universally bad since they mostly amount to a teenager's first modeling exercise
Most are, but there's some that are just pretty damn good. Though I understand the need to keep it to the official mons as some fakemons can be a bit meh even if the model is of high quality.
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).
Maybe mods that would work with FD but add their own methods of cooking would work. I know some but they tend to add derivative items/blocks/cooking methods of each other that just adds more bloat. Overhauls that target specific methods or just add a completely new cooking system might do the trick. Brew'n Chew, some Let's Do mods other than Farm & Charm (Vinery and Herbal Tea), Caupona...fuck that's about it. I mean there's a lot of food mods but FD and Let's Do kind of covers everything other mods do to the point where there's tons of overlap, same with Kaleidoscope (which has the benefit of being modular).
Eh, FD and F&C add enough that it would take hours to complete so I think you're good on that front.
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.
Sadly yeah, for whatever reason there's only really a handful of small add-ons for that mod, most tend to be resource packs and maybe some data packs. Townstead is the only really notable one, and even that is relatively brand new...huh, I checked for some MCA addons and all the ones I could find that are actual mods (social expansion, Descendants, Romantic Expansion) all came out around similar times. Wonder what the deal with that is...
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.
It's certainly intimidating, but as someone who sucks at tech mods it's not that bad. The more add-ons you add the more complex it'll be of course. I recommend messing around with it in a creative world before deciding to go deep into it. And most Create add-ons are meh so don't worry about them.
Holy fuck, Minecraft mod reviewers still exist? I thought they all went extinct after the Adpocalypse. Thank you for recommending these guys!
Some left, some stays, some arrived, there's tons and they'll always be tons. Just pick the ones that aren't shit and have annoying voices and you'll be good. Pretty much the ones I mentioned are the best ones, don't know or care much beyond them. Though Karat Feng is pretty alright when he's not milking infection mods.
Hence the emphasis on tougher structures instead of singular bosses.
Makes sense, the classic Dungeon Crawl mod might work too. Damn I miss Chocolate Quest suddenly, perfect for "not too many bosses but tough structures." For the most part at least. Repurposed Structures might work too since it's just variations of vanilla MC structures, though you'd probably combine it with Champions or some scaling difficulty mod because vanilla MC is not really hard these days. Maybe The Lost Castle could also work if you don't want to overhaul the whole End portal process.
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.
Fair, I don't tend to mind block vomit too much these days so maybe I just barely noticed them. Even then I found the structures themselves tend to outweigh whatever issues it may have. Tempted to recommend Undermod but it has some pretty destructive structures and too many rats sometimes. If it was just the sewers, maybe.
I don't know why. I think it was just incongruent with the blocks and player model.
Had to guess, probably too based on reality in a game with usually funky terrain generation?
especially since I used to have a bad habit of setting up shop in pre-made structures and never building anything myself.
I still do, I just get easily demoralized when I see my own work and stop. Goes with anything, not just building. Which sucks because I had a lot of ideas for decades but of course "putting it to paper" just kills me, even when praised.
Nature's Spirit
Didn't that mod have some fag shit in it? Don't recall, but it definitely was a mod that had "Nature" in it's name.
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.
Aquaculture my beloved. Since you mentioned the fishing album, Starcatcher also has one, it's also mechanically more active. Compatible with Tide, Aquaculture, and a bunch of other shit. Was apart of a modjam iirc. Huh, has an add-on for FD. Shame he abandoned Laicaps, more interested in astronomy related mods than fishing.
I think it'll probably conflict with Serene Seasons,
Sure would, it's an alternative and I didn't know you had SS.
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.
Dunno about desert farming, but I think if there's a river it should be fine. For winter, greenhouses are mandatory but not terribly expensive. The mod author has made it so all these can be turned off if you want the mod to be more visual, or you can turn on more mechanics like seasonal breeding.
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.
I also love winter, it's my favorite season right next to Autumn. Again, the snow stuff can be turned off I believe in Ecliptic Seasons, theoretically you can just have the biome change to winter but keep the mechanics from the three mods you listed...theoretically of course, I have no idea in practice.
how some mod called Essentials
Ah, Essentials. It's basically Lan hosting but with a ton of other useful and mostly useless shit. I try to avoid it when I can, also had some drama with it's auto-updater being on by default and I think some other stuff. Essential will probably still be updated for newer versions due to its many other features, but most might consider it...essential...for older versions.
 
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