Modded Minecraft Multiplayer Server

Oddrune wrote:

I like the way you installed "All of Fabric" but still listed it as "All of Forge 4". A programmer is crying somewhere.

Fixed! Thanks for letting me know.

I think this modpack is not up to what I’ve been playing or want to play in the future. I'm quitting. I’ll miss you, Q. See y'all next time.

I will say that I REALLY want to be able to use warp points in my future games. I would also like to have input to the choice of modpacks. ‘Bye.

I haven't had a chance to play with it much yet. It arrived sooner than I expected. I should be able to go in about three weeks.

What don't you like about it?

The warp points thing is problematic -- a lot of these packs have teleportation mechanics built in, and I think the packs are better when that's respected. I don't mind using console to help people troubleshoot problems, but I don't like it for everyday trips to and from the mines.

The pack does have Waystones, which naturally rely on Ender Pearls.

I'd say the major issue with this pack is that none of the tech mods are all that exciting. Tech Reborn is one I'm familiar with but it's more or less a reskinned Industrial Craft 2 which is a pretty clunky old system. Tech Reborn isn't bad but adds way too many proprietary ores, dusts, and fluids.

Industrial Revolution and Modern Industrialization I'm still learning. I keep forgetting which is which because of the similarity in names. (Can we stop putting "Industrial" in the names of tech mods, please?!?) ModInd requires a ton of resources to do but once you build the Steam Quarry you can actually get a ton of resources. The annoying thing is crafting all the fiddly bits. Even crafting basic item pipes is a real pain the ass. Which Applied Energistics 2 will help me with if I ever start it. Help some anyway.

I don't think the 3 tech mods share a power system, though I can't say that for sure yet.

Of the 3, Tech Reborn and Modern Industrialization has NEI. The ModInd instruction manual isn't great. Industrial Revolution is kind of a black box.

There are a few magic systems I haven't started with yet.

Is it worth checking out, as a "toe in the water" exploration of what Fabric offers, or should we dump the pack and switch over to something that's baked a bit more?

I don't mind switching to something else, as I've nothing yet invested in this pack. Your call, boss.

I got hit with a critical issue at work which has seen me dump 70 hours of OT in the past two weeks.. So, nothing invested here either (but also maybe nothing to invest if a pack is changed.. yet).

Plus, 1.18 releases on the 30th Nov I believe, so I may just tool around in Vanilla to see what's what.

merphle wrote:

Is it worth checking out, as a "toe in the water" exploration of what Fabric offers, or should we dump the pack and switch over to something that's baked a bit more?

The tech mods seem to be pretty basic with not a whole lot of exciting endgame machines. And I really miss Storage Drawers.

The 2 magic systems require certain objects I haven't found so I can't even dabble in them yet.

Based on interest, I think it might be best to switch to another mod pack. Maybe I could get a copy of the world to continue trying out Modern Industrialization?

I'm inclined to stick with All of Fabric 4; it has quite a bit of new stuff, and seems to perform a lot better than large Forge packs tend to run. That said, I'll be updating the pack to version 1.1.0 tonight/tomorrow, which should, as a side benefit, let us use the DiscordIntegration mod.

I've put a ton of time into searching the nether and still haven't found a fortress yet. I haven't even found any basalt!

Slimes and Magma Slimes also seem super rare. Several machines require sticky pistons which I can't make because I have no slimeballs. I spent several days hanging out at a swamp and not a single slime spawned.

Okay, I'm done with Modern Industrialization. Once you hit electricity, it expects you to go full on into recipe automation to build all the fiddly bits that build all the slightly bigger fiddly bits to build the even larger fiddly bits to build the machines. I'm just not committed enough to this pack to do this.

Structurally it has a lot of similarities to Industrial Engineering, which probably explains the name. It has a lot of multiblock machines, including a coke oven (that produces creosote) and a blast furnace and mining rigs that produce ore out of nothing. It adds a tier of machines that run on steam that doesn't exist in IE, and adds a nuclear tier of power generation. But everything is a whole lot more complex. Just so very complex.

I can imagine it integrating well with Applied Energistics 2, which is also included in this pack, if one is feeling dedicated enough.

Alright, well then it sounds like there's no attachments to this pack remaining. Any requests?

Benchmark seems to be similar to All of Fabric but has even more mods. Still, I don't recognize any big tech mods beyond what All of Fabric already has.

None of the really popular tech mods have been ported to 1.17 yet so people are trying to make do with what's available. Ender IO is still 1.12. Mekanism, Thermal Foundation, Industrial Foregoing, and Immersive Engineering are all 1.16. So if we go with 1.17, we're pretty limited.

Benchmark is fine by me. The hosting provider doesn't currently offer it, but they usually turn those requests around in a day or two.

Any other suggestions? Open to anything, any MC version, whatever.

Looking at 1.16....

Enimagtica 6 has all our old favorites combined with dungeons to explore. Uses Tinker's Construct.

Mineshafts & Monsters focuses on adventuring, quests, and magic. The only tech mod I recognize is Create, which is still pretty powerful. This pack seems to center around villager interaction as they appear to be the source of most quests.

Valhelsia 3 is another kitchen sink tech/magic mod with dungeons to explorer. Uses Tetra.

All in One is a "One Block" variant. I've never played a One Block mod, it looks like it's similar to Sky Block in that you start out on a tiny island. It has a bunch of magic mods and a few tech like Create. Custom equipment can be made with the Silent Gear mod or with Tetra.

Does anyone make medium-weight modpacks any more?

Here's the search parameters I've been using:

https://www.curseforge.com/minecraft...

We did Valhelsia once, right? Which one was that?

Q, looking at your list now.

We did Valhelsia 2 before.

Huh, I don't remember that one. I may not have played it?

Quintin_Stone wrote:

Huh, I don't remember that one. I may not have played it?

Maybe? June 2020, page 83 of this thread.

I think I was playing something else at the time.

I wonder if Lucy would like All in One or another skyblock...

I appreciate Merphle's asking for input on the choice of packs. My other issues were initial creative flight and warps. It's great that some packs have other mechanisms like waystones, but if they require nether stars that's a stretch for me.

omni wrote:

I got hit with a critical issue at work ... .

Omni, it's good to hear from you again!

Odd, I understand you that want to play medium weight packs with Lucy, but being old and cranky I find I want to play heavyweights. After all, I'm going to die soon! Maybe you would be willing to play two packs.

One thing I’m feeling these days is that the quality of mods we’re playing is not what it got to by v.1.12. None of the newer mods I’ve seen seems up to the quality of Tinkers plus EnderIO plus Thaumcraft plus … Maybe the best days of modded M/C are past, maybe a new cycle of brilliant authors will come along. What do you think?

I think we are in a new minecraft version. I feel like it was like this when we first moved to 1.12 as well until all the good mods got updated and patched. I bet we will get back there again. It is kinda like a new console generation. The first games are not always the best but as developer get better with the hardware they get better. Maybe. But if Mojang keeps pumping out the major updates to vanilla and modded tries to keep up it maybe hard for mod developers to keep up. Donno.

I don't personally have time to jump in to a pack right now, but some that I have enjoyed lately and highly recommend are:

Compact Claustrophobia (1.12) - I loved this one. It is a very technical quest driven pack where you start in a compact machine and have to work in that space to get the resources to expand to larger and larger compact machines. It was a very interesting way to force you to think about space management. It felt like a more technical version of Break Out which I also loved.

Seaopolis (1.16) - My kids and I have been enjoying this one. Neat to start a "skyblock" under water.

Cuboid Outpost (1.16) - You start with a bunch but have to get rid of it to make progression and I thought it was really neat. I am not sure there is a multi-player version yet.

Equivalent Skies (1.12) - A interesting take on EE where from the gate you can make anything that can be made but it is limited to mostly only starting resources.

mastrude wrote:

One thing I’m feeling these days is that the quality of mods we’re playing is not what it got to by v.1.12. None of the newer mods I’ve seen seems up to the quality of Tinkers plus EnderIO plus Thaumcraft plus … Maybe the best days of modded M/C are past, maybe a new cycle of brilliant authors will come along. What do you think?

I think the Minecraft versions are incrementing faster than mod pack authors are keeping up with. And doing maintenance on a mod for years and years, while doing new versions/ports that introduce their own new issues, is very draining and time consuming and can be demoralizing. I've made a few very small, completely unpopular mods over the years and even those were frustrating at times.

MonoCheli wrote:

Seaopolis (1.16) - My kids and I have been enjoying this one. Neat to start a "skyblock" under water.

We actually just finished Seaopolis. I really understood the mod more after I played Subnautica.

MonoCheli wrote:

Equivalent Skies (1.12) - A interesting take on EE where from the gate you can make anything that can be made but it is limited to mostly only starting resources.

I loved EE back in the day - would be very interested in this one.

UMOarsman wrote:
MonoCheli wrote:

Equivalent Skies (1.12) - A interesting take on EE where from the gate you can make anything that can be made but it is limited to mostly only starting resources.

I loved EE back in the day - would be very interested in this one.

This is a fun pack. I'd be interested if we start this pack up.