r/feedthebeast • u/DereChen • 21h ago
r/feedthebeast • u/404_GravitasNotFound • 5h ago
Question Are server settings bannable offenses?
Honest question, is a setting on a server a bannable offense in here?
Hosting an "online-mode = false" server, runs against the rules of the subreddit?
Not actually doing it, just asking.
r/feedthebeast • u/CowRepresentative700 • 23h ago
Discussion 🥳🎉 ANTARCHY AND CONFLUENCE: OTHERWORLD HAVE BEEN PORTED TO FORGE 1.20.1!!! 🎉🎊🥳
r/feedthebeast • u/Melodic-Document2550 • 23h ago
I made something interesting mod idea with many potential applications
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a mod I made for 1.21.1 neoforge that I plan on expanding into different worlds and maybe some horror aspects. it supports Spatial Audio and animated objects (the newton's cradle on the nightstand). hopefully someone can give me some more ideas of what to do with this.
the video is kind of low quality, it looks better in game.
r/feedthebeast • u/ItsFoxy87 • 7h ago
Question What is the significance of this structure?
I wasn't entirely sure of the best place to ask but this felt more mod related.
I've seen various horror mods (wonderland.jar, In Your World etc.) use this brick cube structure. It does feel familiar, and it's been used enough times that I'm wondering if it's actually based on something significant, or if it was just made up for one of these mods. In case of the former, I'm curious if anyone knows the origin of it. Tyia
r/feedthebeast • u/kake92 • 18h ago
Question (Tekkit 2) Would anyone have ideas for what I could do with all this solar power!? I'm really only familiar with IndustrialCraft and ProjectE so that's what I spent months working with but now I'm lost wondering what to do with all this EU lol. Anything in this modpack to make use of it?
r/feedthebeast • u/Top-Finish-1518 • 9h ago
I made something [Infected Grid: Every road leads back to where it began] A new zombie apocalypse ModPack with fully custom world generation. No broken roads, no random mountains, real cities that blend into suburbs and countryside
Hey everyone! I want to introduce the zombie apocalypse ModPack I’ve been building for Forge 1.20.1, called Infected Grid: Every road leads back to where it began. I’d also love your input on where the map should go next.
The world generation
Most zombie packs use Lost Cities, and you know the problems: highways that end in midair, roads chopped up by terrain, mountains crashing through buildings. I wanted something that actually feels like a real place, so I wrote my own world generation from scratch and replaced Minecraft’s normal terrain.
- No broken highways, no dead end roads, no random mountains messing up buildings.
- Flat, believable ground, with lakes and rivers that the cities are planned around.
- A full road network: interstates with interchanges, city streets, alleys, tree lined parkways and more.
- Underground there’s a subway and a sewer system, and above ground an elevated train line and rail between cities.
- Every building is designed in code and furnished room by room. No premade structure packs. Inside you’ll find blood, bodies, papers, broken glass, cobwebs and more, like months have passed since the outbreak.
- Real furniture, not vanilla-block hacks. Every building is furnished with furniture and decoration mods: real couches, stoves, fridges, beds and TVs in the homes, and the same goes for every other structure, from gun store counters to hospital beds to the popcorn machines at the theater. You won’t find a fridge made of an iron block and a button, or a table made of a fence post and a pressure plate.
As far as I know, nobody else has pulled off a full city to countryside generator like this for a zombie pack.
How the world is laid out
Each city grows outward in areas that blend into each other, so there are no hard lines:
- Downtown: skyscrapers, hotels, parking garages, City Hall, a courthouse, a police HQ, a hospital, a cathedral, plazas, construction sites with tower cranes, and more. There are also big landmarks like a full Field Museum, a Navy Pier style pier on the lake, and an AMC 12 movie theater with 12 auditoriums and its own parking lot.
- Mid rise apartments: apartment blocks, corner stores, bars, diners, etc.
- Suburbs: houses, strip malls, gas stations, gun stores, pharmacies, hardware stores, schools, supermarkets, big malls with a food court and a cinema, etc.
- Industry: works yards, warehouses, a prison, a military base, etc.
- Countryside: farms, barns, silos, small towns along the roads, etc.
None of the buildings are final
Everything in the pictures is still being worked on. I’m planning to heavily rework downtown so there aren’t many copy paste buildings and every block feels different. In the suburbs I’m adding a rich neighborhood with big houses. Shops already come in several designs each, so you shouldn’t find the same gun store or bar twice in a row.
Other things in the pack
- Cars, and fuel that’s actually scarce. There’s a vehicle mod, but you won’t find working cars lying around. You build them from parts you scavenge at auto repair shops and military areas. The only place to refuel is a gas station, so a road trip takes planning, like it would in real life.
- Working trains. I’m adding real train stations using the Create mod. The underground subway and the trains above ground will run actual routes between places, not just randomly placed track.
- Loot that makes sense. Every building gets loot that fits what it was: food and snacks in the theater, meds in pharmacies, guns and ammo at gun stores and the police HQ, tools at hardware stores, etc. Guns come from TACZ.
- Real places to explore. The landmarks are modeled on real buildings, and their interiors follow real floor plans, from the museum’s exhibit halls to the theater’s projection booth.
Where should the map go? I honestly can’t decide.
Option A: an infinite state map, with updates. The world stays how it is: a state where downtown blends into the mid rise apartments, then the suburbs, then the countryside. Go far enough past the countryside and you end up in another state, forever. Future updates would add Arizona, a desert state where patient zero was and where the virus started. It would be one big quarantine zone, maybe sealed off entirely. I’m still working out how to build it. You could even take the train there.
Option B: a Project Zomboid style map, but infinite. Instead of repeating cities, you’d get a Project Zomboid kind of layout: roads leading out to towns, those towns leading to a downtown, and so on, with the world generating forever like option A. Somewhere on the map there would still be a big area where it all started, so you can go find out what happened.
Option C: one state that grows with every update. Instead of infinite generation, the world starts as one complete state. Each update adds a new one: Arizona as the first update, where the virus started, then more states after that. Over time it slowly builds out into a full country you can travel across.
Option D: everything in a normal Minecraft world. All the cities, towns and landmarks I’ve built get scattered through regular random world generation. You’d find them as you travel and explore, instead of the whole world being one connected map.
What I’d love to hear
- Option A, B, C or D, and why?
- Would a story and a place where it all started make you want to explore farther from spawn?
- Which buildings or places would you most want to loot?
- Any other ideas for the pack? Drop them in the comments. I read everything, and nothing’s locked in yet.
Thanks for reading! I’ll keep posting pictures and updates here as the pack comes together.
r/feedthebeast • u/R8Konijn • 8h ago
I made something SporeBlock - A Create modpack about growing and containing an evolving fungal infection in a StoneBlock world. Can you keep it under control?
modrinth.comWhat if you had to turn an aggressive fungal infestation into a factory?
SporeBlock is a StoneBlock modpack where you will grow and control a hostile infection in order to gather resources and progress through the pack and eventually build a fully automated Create system to keep it under control and extract resources from it.
This modpack is made with custom recipes and a custom behavior of the Fungal Infection: Spore mod: progression is tied to how advanced the infestation is, and your capacity to keep it under control. Custom advancements alongside a guide book is also included in this modpack to guide you through everything you need to know!
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Yeah this is just the same description than on modrinth xd to that i'll add that i'm also looking for feedback, as this modpack is still in early and active development, so feel free to post a comment here or shoot me a dm if you have any feedback after playing!
r/feedthebeast • u/fabulousmarco • 15h ago
Question Beginner here: struggling to understand when to use KubeJS vs datapacks when creating a custom modpack
I need to preface that I'm almost a complete noob with modding but also with coding in general. I know some Python and am familiar with JSON files, but only now I'm trying to learn JS as I go.
I feel like I'm having trouble understanding when it's better to modify stuff via KubeJS scripts, or when it's better to use datapacks. Of course KubeJS also has a "data" folder which works, from my understanding, just like a vanilla datapack, but loads automatically and is always active. In essence, I don't get which is "best practice".
For example, say I decide that a beacon pyramid can only be made with sponge blocks. I could modify the "beacon_base" tag (can't remember the exact name) via KubeJS server scripts to remove everything and add sponge. Or, I could create a beacon_base.json, only containing sponge and with Replace set to True, and place it in KubeJS' data folder to override the vanilla tag.
Both achieve the same effect, but is one better than the other?
r/feedthebeast • u/kevinbutkevin • 22h ago
Question Thinking about starting a playthrough of 1.7.10 Blightfall.
Whats a texture pack for 1.7.10 that can make the game bit more consistent with thaumcraft and the rock textures the game has. Its probably some sort of x32 pack used back then.
r/feedthebeast • u/Bones_the_SkeletonOG • 5h ago
I made something RimCraft teasers!
Hello again everybody!
Sorry it has been so long since I last posted. As it so turns out trying to make a good trailer for the early release of a mod is MUCH more difficult than making the mod itself, so I'm here with some early teasers showcasing a lot of what you can expect from the initial playtest I intend to release soon!
I hope these screenshots prove to be much more satisfying than the low quality raw textures I posted last time. Feel free to ask me anything, I'll try to respond as quickly as I can!
r/feedthebeast • u/Dj23OG • 13h ago
Looking for mod(s) Are there any modpacks with the quest system style of stoneblock 4?
I really enjoyed stoenblock 4 as there is a clear (for me challenging) way to beat the pack, as i tend to get bored when playing stuff like atm etc. Do you guys have any recommendations?
r/feedthebeast • u/Whole-Cow8552 • 14h ago
Mod Identification Mod that makes every creature attack on random nights?
I am in a modded server with friends with a custom modpack with about 350 mods.
Randomly during the Minecraft day a chat appears in a different language in yellow, then at evening red text appears in the same language.
Every mob in Minecraft and Alex's Mobs become hostile, even passive ones.
It even spawns random mobs like a kangaroo and a grizzly bear out of no where.
I am currently waiting for the chat to appear again to get a screenshot but any help would be amazing.
r/feedthebeast • u/Tada_no_ahiru • 21h ago
I made something Working on a skeleton faction mod: shield guards, predictive archers, and dodgeable attacks. What do you think? Forge 1.20.1, release on Halloween
Hey r/feedthebeast!
I'm a solo modder working on a Soulslikes-inspired skeleton faction mod for Forge 1.20.1. I've been sitting on this project for a while and finally feel ready to show what I've got. Planned release: Halloween.
What's already done:
I have three skeleton types fully implemented with custom models, animations, and AI:
• Skeleton Warrior - 5 stat variants, 4 unique attack animations, walk/run/idle/death animations. Fast, aggressive, punishes greedy players.
• Skeleton Heavy Guard - Blocks all frontal attacks. Hit his shield 5 times and he enrages, performing a devastating charge. If you dodge the charge and he hits a wall, he gets stunned for 2 seconds. His mace slams have a long recovery time, giving you a window to strike.
• Skeleton Archer - Predicts your movement and shoots where you will be, not where you are. If you get too close, he stabs you with a knife, applies Slowness, and retreats. Arrows have a 70% chance to pass through allied skeletons.
Combat design philosophy:
Every attack is telegraphed. Animations last some time, with damage applied at middle of animation. That gives you a fair reaction window to dodge. Attacks are dodgeable, but you have to earn it.
Faction AI:
All skeletons belong to one faction. They don't damage each other with AoE attacks, and they'll retaliate if you attack one of their own. No friendly fire, no cheesing.
What's coming after release:
• New armor and tools - A new tier of gear that's slightly weaker than diamond but with unique situational effects on each piece. Upgradeable through a ritual at an altar.
• Crypts and dungeons - Small atmospheric crypts in the overworld, built from my custom block library (FrogiLib).
• Bosses and new mechanics - Mini-bosses with unique AI, new skeleton variants, and combat mechanics that build on what's already there. I don't want to spoil everything yet.
Background:
I'm the author of Dungeon Conquest: Stormborn Tomb (~250k downloads) and Dungeon Conquest API, so I have experience with structure generation and instanced dungeons. This mod is the next step in building out that world.
I'd love your feedback:
• Does the combat design sound fair? Too hard? Too easy?
• Any ideas for the armor effects?
• Would you want to see more skeleton variants or different enemy types?
Thanks for reading. I'll be in the comments answering questions.
r/feedthebeast • u/Ejvent • 15h ago
Looking for mod(s) Looking for a tech modpack in the "sweet spot" between ATM10 (too fast) and GTNH (too slow)
Hey everyone, looking for a tech modpack that hits the sweet spot between ATM10 and GTNH.
I had fun with ATM10 recently, but I breezed through the tech mods way too fast. I wanted more depth and automation, so I tried GTNH. Whole idea of ths pack is amazing, the progression speed was way too slow and burnt me out by the steam age.
What I'm looking for:
- Something quite modern
- Heavy focus on automation and machines (create too!)
- Deeper progression than standard kitchen sinks, but without the multi-year GTNH grind (but still with linear progression)
Any recommendations?
r/feedthebeast • u/krtwastaken • 16h ago
Looking for mod(s) Are there any alternatives to AE2 or RS that also offer on-demand autocrafting?
I'm bored of using AE2 in every modpack that I play. I know about other storage solutions like Occultism or Ars Nouveau's lectern thing and they're great for storage itself but don't offer anything else really. I think Integrated Dynamics also has some sort of auto-crafting but I don't know if it's any good when compared to AE2.
r/feedthebeast • u/Chance_Debt_1184 • 19h ago
Question What are best quest driven somewhat scifi modpacks?
I am getting back into minecraft after some time and id like some modpack thats quest driven, mainly because it just always gives me goal and something to built towards.
Please dont reccomend any of the of "2000 hours+ to complete modpacks" i dont have patience to complete those
it would also be nice if you didnt need to have some huge mod farm for it to work cuz my computer isnt exacly the strongest
idealy it should have some scifi bits, be it some sort of space travel or automatisations stuff
If its some kind of skyblock i dont mind that.
Thanks anyone for any reccomendation, have a nice day
r/feedthebeast • u/Pleasant-Rhubarb-283 • 21h ago
Looking for mod(s) Is there a mod that adds the Hollowed ane the Stalker on 1.20.1?
I love adding scrapped content to my mod packs, most notably the mod "Friends&Foes", but I've been searching for one that adds early concepts of the Warden in minecraft on modern versions.
If anyone knows of such a mod, or one that's in development it would be very much appreciated, thank youu!
r/feedthebeast • u/a_random_car_guy • 6h ago
I made something I missed the days of Tekkit Classic from my childhood, so I made an updated modpack in 1.19.2.
Went on a nostalgia trip and decided to try and build my own modpack that encompassed ~90% of what Tekkit Classic did, with a few updates.
I also built out a dedicated server that comes with the pack, survival/PVP oriented.
Current mod list:
Industry & Automation
- IndustrialCraft 2 Classic
- BuildCraft Community Edition
- ProjectE
- ProjectRed
- CC: Tweaked
Weapons & Combat
- Timeless and Classics Zero (TaCZ)
- Balkon's Weapon Mod
Exploration & Transportation
- Biomes O' Plenty
- Minecraft Transit Railway
- Xaero's Minimap
- Vein Mining
Building & Decoration
- Macaw's building mods (doors, windows, bridges, furniture, etc.)
Quality of Life & Performance
- Just Enough Items (JEI)
- Jade
- Inventory Profiles Next
- Iron Chests
- Oculus
- Rubidium
- FerriteCore
I built this for me, not begging for people to come and play it, but if you'd like to, it's on Curseforge: https://www.curseforge.com/minecraft/modpacks/machina-legacy
r/feedthebeast • u/Live_Ad2078 • 7h ago
Problem Why is my pump not filling up my Crystallizer?
I'm playing Liminal Industries and need to fill ym Crystallizer with Redstone Acid. The pump is working, but my Crystallizer isn't being filled. I've tried breaking and replacing a few times. Any ideas?
r/feedthebeast • u/SpoonyRobin1582 • 10h ago
Problem Level 5 Dragon wont breathe on dragon Forge. (Ice and Fire Dragons 1.20.1)
Ive tried a lot of solutions and methods and ive frankly exhausted all the ideas i had. Ive made whole obsidian walls. Ive raised and lowered the dragon forge. Moved it to wherever i could. Made walls of dragon bone even. And no matter what i try my level 5 fire dragon will not breathe fire onto my dragon forge automatically. All it does is sit in front of it and play the animation without at all breathing fire even if there is nothing between it and the forge. The materials are all correct.
Ive tried having it breathe on it manually via riding it but all that ended up doing is that the fireballs is shot absolutely ravaged the surrounding area no matter what i tried. And im just out of ideas so ive come here for help. At least i wasted no materials because i did all of this in creative to test ideas i had.
TlDr. Dragon is playing breath animation but will not actually breathe on the dragon forge. Just stand in front of it.
Mod version is iceandfire-2.1.13-1.20.1-beta-5.jar. launched on Forge 47.4.26.
Would really appreciate some help with this. Even if the suggestions fail id still be thankful for them. Whether its how to fix it not breathing or how to prevent it from ravaging everything in a remotely survival friendly manner.
r/feedthebeast • u/bunny9120 • 3h ago
Discussion BLUEEEEEEEEEEE!!!!!!!!!!! any new ideas to add to this?
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r/feedthebeast • u/CherryHillDragon • 6h ago
Problem Why is my Connected glass this way?
Hey guys, sorry if this is an easy fix since I'm not active at all with this texture pack stuff.
Followed a YT tutorial, I got Fabric loader and the Connected Glass, it works nicely on rows but there's the weird line between them. How do I fix this? I'm playing on 26.3.
r/feedthebeast • u/Physical_Ticket8651 • 9h ago
Problem Craftoria issues
I’m at the ascent stage of apotheosis and I have the brand equipped but I have like 90 hp and two rows of armor and I get consistently one shot, especially by the mages that spawn in, is this just a skill issue ?
r/feedthebeast • u/CaliferMau • 18h ago
Problem Help with 3D skin layers
Hoping for some help on using 3D skin layers and potential compatibility issues. When sitting with Sitting+ mod, the 3D skin layers render in properly (pic 1) but when I am up and about, They vanish and appear floating and 2D.
Shaders are complementary reimagined.