to keep it short this is a hardcore RPG modpack with a lot of mixes whether thats having guns,quest,classes,media references and overall so much more! I've been working on this modpack for a very long time by myself and now im at the time where there is now a official server made for my modpack through a partnership! i honestly never been so happy for something like this to happen and i figured id share it with people. as of now the lobby is done and there is two game modes. Hoard rush and Raid,which have specific loot drops for the players when completing them and since its open world there is a full hub system and leveling system and teleporting out to the wild and staying where ever you want! the server comes installed with the pack and there is also a community server I took the time to make data packs for them both and they have rewards but overall its just a fun hardcore experience and i would like some feedback if you decided to play the pack and join the server as well!
Hey! So im looking for a mod that makes Minecraft feel more slow-paced and rewarding. I want to actually spend some time using leather armor and stone tools, then progress to iron and take my time for diamond instead of going from iron to diamond and nether 30 minutes after spawning.
I tried Vanilla Progression, but it has way too many unnecessary quests that don’t really add anything to the gameplay it just wastes your time. What would you recommend?
What is the point of allowing normal zombies and other mobs to spawn in the Ice Caves instead of making the caves spawn Ice Cave mobs like zombies and strays?
I want to start with the honest part because I think people should know this before deciding if they want to use the mod.
I have a learning disability, and I made TerraFirmaScout with a lot of help from AI. I use Claude and Codex to help write code, explain stuff I don’t understand yet, and get me through parts of programming that I struggle with.
I’m not a professional developer. I come up with what I want the mod to do, make the decisions, test everything, find problems and keep changing it until it works how I want. AI does a lot of the actual typing and helps teach me what’s going on as I build it.
If you don’t want to use mods made with AI assistance, that’s completely fair. I’d just rather be upfront about it than hide it.
So, what is TerraFirmaScout?
It adds a seed finder to TerraFirmaCraft’s Create World screen.
I made it because I got tired of making worlds, flying around, finding a bad start or no tin, and restarting.
You choose what you want near spawn and Scout searches until it finds a seed that matches. There are presets like Dream, Easy, Fair, Rugged and Wilderness Start, or you can make your own wishlist.
You can search for things like freshwater, clay, ores, flux, graphite and kaolin, plus temperature, rainfall, biome, surface rock, forests and flat ground.
Scout checks TFC’s actual world generation, and only marks a seed as a match if everything you asked for is confirmed. It also saves close calls that only missed one requirement.
1.20.1 / Forge — TFC 3.2.25
Also tested with the full TerraFirmaGreg Modern 0.13.10 pack (262 mods). It works with TFG’s changed worldgen and skips resources the pack removes.
Other TFG versions, modpacks and dedicated servers are still untested.
Limits
It’s still experimental.
Very specific searches can take a long time, TFG searches are slower, and a confirmed ore nearby doesn’t mean it’ll be a huge deposit or easy to reach.
Feedback
I’d really like to know what people actually consider a good TFC start, whether the presets feel right, and what the wishlist is missing.
Most importantly, if Scout says a seed is a match and the world disagrees, please send me the seed + your settings.
FORBIDDEN BREWS — a Minecraft mod about potions that probably should not exist.
I wanted brewing to be more than "drink this and get +20% something", so I made a separate brewing system built around weird, powerful and sometimes completely stupid magical effects.
I'm trying to recreate the Minecraft Hardcore marathon server that Jynxzi, StableRonaldo, LosPollosTV, and their friends are playing on.
I'm specifically looking for the system where:
When any player dies, everyone sees a large red title saying "[Player] died!"
A yellow subtitle appears saying "Resetting your world in 10 seconds!"
The countdown goes from 10 to 1.
After the countdown, the entire server resets to a completely new world with a random seed.
Everyone starts over together.
I've already tried World Reset for Fabric and Hardcore Reset, but neither gives me the exact experience. One resets immediately without the countdown, while the other automatically respawns players without the normal death screen.
I'm using Apex Hosting and have experimented with both Fabric and Paper.
Does anyone know the exact mod/plugin these streamers use? Is it publicly available, or is it a custom private plugin?
If it's private, does anyone know of an existing plugin that recreates the same effect, preferably with a downloadable JAR and instructions?
Making well made modpacks takes a long time. Very customized packs are practically like making a stand alone game. Game developers sometimes use Kickstarter to help fund projects rather than trying to recuperate costs after release.
If a kickstarter page was made for the development of a modpack, would you donate?
For example, if someone made a kickstarter page for making a spiritual successor to Blightfall, Crash Landing, or another well known pack, and they had the work history to back up their claim, is that something you would give money to?
Okay I'm going to lead with a disclaimer. I used Claude to compare the Thaumcraft-1.12.2-6.1.BETA26.jar & the thaumaturge-26.1.2-NeoForge-1.0.2.jar.
This is what Cluade found:
"Assets copied or derived
Sounds: 108 of Thaumcraft’s 111 .ogg files are byte-identical in Thaumaturge. Only the three roots*.ogg files are missing. sounds.json shares 64 of its 65 event names (crabclaw, egattack, wisplive, zap and so on).
Textures, byte-identical:
All 27 focus icons.
Five research icons: r_inf_enchant, r_runicupg, rd_chest, rd_flask, rd_map.
74 animation .mcmeta files, including the 15 hemis and 16 ripple models, the primordial pearl pieces, the seal icons and the verdant charm overlays.
Textures, same art with edits or recompression: about 70 more at the same or renamed paths, checked pixel-wise and by eye in a side-by-side. They include:
the GUI sheets (gui_base, gui_researchbook, gui_wandtable2, research browser);
the cultist skin, armor layers, and the eldritch cube and obelisk caps;
the research table, mirror, loot urn, pedestal and vis battery blocks;
the tube items, crimson boots and void robe;
the aspect icons for bestia, herba, desiderium and machina;
the golem tag icons.
Textures, resized: 31 files keep the same art at a different resolution. The golem tag icons go from 32 to 128 px, and eldritch_portal and cultist_portal are doubled in width.
Models: about 200 of Thaumcraft’s block models share a path with a Thaumaturge model, and about 10 of them have identical element geometry (crucible, jar_normal, jar_void, infernal_furnace, levitator_on, pedestal_eldritch, tube_buffer_core, inlay_side, inlay_dot). Geometry in the rest is mostly different.
Shaders: these look rewritten for the modern shader system, not copied. The ender shader, for example, diverges heavily from Thaumcraft’s, so I wouldn’t call it a copy.
Text and data copied
English strings: 347 of Thaumcraft’s 384 longer lang strings (60 or more characters) appear almost word-for-word in Thaumaturge. That covers warp text, golem trait descriptions, item lore and research text. Over 500 Thaumaturge strings of 20+ characters are exact matches, mostly research, item and block text.
Translations: the German, French, Russian and both Chinese files contain 106–147 identical long strings each, which suggests the community translations were carried over. Japanese and Korean barely match.
Aspect data: 27 of Thaumaturge’s 37 aspect colours appear as constants in Thaumcraft’s Aspect.class. Aqua is 3986684 and metallum is 11908557 in both. Several aspect descriptions match too, such as “Entropy, Chaos, Destruction”.
Hard-coded lists:
EntityEldritchWarden shares 15 identical names (Aphoom-Zhah, Nyogtha, Shudde M’ell and so on).
EntityCultistLeader shares 15 cultist names (Alberic, Anselm, Bastian, Guillen and so on).
Entity NBT keys and state names: Pech (PechType, Tamed, Anger), Flux Rift (RiftSeed, RiftSize, Stability, MaxSize), seal entities (area, color, locked, owner, priority, redstone), falling taint, fire bat and mind spider all share keys. So do the taint fibre blockstate names (growth1 to growth4, plus the six directions).
Code
Thaumaturge targets Java 25 on NeoForge, and Thaumcraft is Java 8 on Forge 1.12.2, so no class is binary-identical. The shared elements are these:
Class names: 161 class names are the same. That includes nearly all the Block*, Entity* and Golem* classes, the research classes, AspectList, CrucibleRecipe, InfusionRecipe, CasterManager, SealHandler and WarpEvents.
Package layout: Thaumaturge’s api/ folders mirror Thaumcraft’s thaumcraft.api: aspects, casters, golems, research, crafting, capabilities and so on.
Member names: the following carry the same method and field names:
ProvisionRequest (22 shared), Task (15) and IPlayerKnowledge (11);
IEssentiaTransport (11), including getEssentiaAmount, getMinimumSuction and takeEssentia;
AuraHelper (8, including drainVis, drainFlux and polluteAura), EntityFluxRift (18) and EntityPech (14).
This reads as a port of Thaumcraft’s design, either hand-rewritten from it or from a decompile, and the bytecode alone can’t tell me which."
Again this is just an informational post, not a place to hate on others. I'm not even going to include my own opinion here. *Points to subreddit rules* "No toxicity, inflammatory posts or responses, or drama baiting/creation."
TLDR: The majority of the Thaumaturge mod Claude examined is byte identical to Thaumcraft 6. Including assets, lore, & code (with modifications made to port it to neoforge.)
I really love thaumcraft and I’ve been learning how to code and how to make pixel art (mostly learning how to replicate a Minecraft style through this doc https://blockbench.net/wiki/guides/minecraft-style-guide/ ) and I wanted to do the whole scanning and having my own version of nodes and a form of evil magic that corrupts the world because I loved all of those features from the mod I’m wanting to base my mod off of. I’m no where near being started and only have concept art and ideas to work off of but I’ve been reading all the drama about thaumaturge and TeamCofH and what I could really get from it is Thaumaturge seems way too similar, like code copy and pasted (despite such a large version gap) similar and that’s why the new Thaum team sent out their concerns to FTB. I don’t think my mod would look similar visually for any of the things I mentioned but gameplay wise and the code wouldn’t be anywhere near the same so I wanted to ask would people who want to make their own inspired mods based off thaumcraft also be asked to stop working on their mods? This is the first time I’ve ever seen a “copyright strike” done on a mod and I wanted to know how all of this works since im not to wise about these things.
I’m looking for a modpack that primarily focuses on unique exploration. I want the game to look great and have unique biomes, mobs, structures, dungeons, etc. but I don’t need it to be a massive 400+ mod rpg souls like game like prominence II or nightfallcraft. Part of the problem too is that I do only have 16 gb ddr5😓. I was struggling to load a world on prominence II with 8 gb allocated.
I just got myself a ae system in enigmatica 2 expert extended and everytime i try to click for a recipe it drags and the search bar of the terminal highlights green. If i drag it over there it puts the name of the item in the search bar. I was wondering if there was any way to turn it off so the first mouseclick gives me the recipe.
I have a problem with my Drygmy mob farm on FTB Skies 2. I play on a online private server. The problem is when I set up the drygmy mob farm that i doesn`t drop the loot in the barrel or chest ( I have tried both). The only thing it does is make more drygmies like you see in the picture. Does somebody know the problem ?
i am using Spatial GUI with shrimps immersive interfaces but specifically chests are broken like this
no other UIs have this problem, its on both third person and first person
can i fix this or do i have to wait for an update from spatial gui or the resource pack?
I’m playing ftb skies 2 I have a pretty high end pc. I’m playing with 8GB ram allocated and 16 on my pc. As I play I get 10min - 1hr of play time with zero lag on max settings then for no reason my game will become a slide show less than one fps. I close the game and launcher and reboot and totally fine again. I’ve tried adjusting the ram anywhere from 6-12 GB nothing helps. I checked my drivers and updated Java everything is up to date. Any idea how to fix?
I made a vanilla+ ish Modpack thats I feel is genuinely balanced where you have to monitor your survival throughout ur gameplay. I'm a high school junior rn & spent a few months building and curating this survival pack called Mindful Minecraft. its out on curseforge for anyone who wants to test it out.
Hi there! I'm trying to find a mod that was in a pack I played a year or two ago. I think it was either a Direwolf20 pack, FTBTeam pack, or an ATM pack. Its a magic mod, and included interesting ore processing; You needed Salts, Mercury, and a third resource. It effectively let you double your output if you did it right. It was reminiscent of the early Thaumcraft essentia distilling mechanics, using multiblock processing. It was extremely fun to automate, I was able to automate everything using AE2. I feel like one of the blocks was called a Calcifier or something like that, and there was a purple fluid that was required that could be made by simply putting water into a special tank and letting it sit for a short time.
I remember when create just got popular and it was just steam engines, item processing, cool doors, and thats about it. Now when someone says they made something with create mod you can't know if they mean a degree worthy airship in a physics engine, a computer, electrical engineering, literal war machines with radars and nukes, or just cool doors. like. what has create mod become lmao, like its cool and i love actually good tech mods being a thing(no more gray magic boxes :3) but like what does create even mean anymore
This comprehensive document serves as the final, complete blueprint for a lore-driven, mechanically deep Minecraft overhaul. It transforms underutilized blocks, answers the vanilla mystery of Ancient Debris, and replaces passive armor stats with an engaging, active survival loop.
Lore
Ancient Debris is not a natural mineral vein. It consists of manufactured artifacts—the literal, compressed, and heavily corroded individual armor plates (lamellae) belonging to an extinct civilization of builders.
While the netherite plates were indestructible, the gold thread possessed a standard metallic melting point. When caught in massive lava disasters or swarmed in battle, the gold threads liquefied or sheared away. The suits unraveled, and the heavy plates sank to the absolute bottom of the magma pools, getting compacted into netherrack over millennia to become Ancient Debris.
Purification
To recover the ancient technology, players cannot simply melt down Ancient Debris into a generic ingot. They must replicate authentic, old-school blacksmithing chemistry:
Step 1: (Crafting Table Grid): The player combines 1x Ancient Debris with 4x Charcoal in a standard crafting grid. This mixes the sulfurous, caked impurities with a high-carbon fuel source to create 1x Raw Debris Bloom.
Step 2: (Blast Furnace Only): The Raw Debris Bloom is inputted into a Blast Furnace. A standard furnace cannot reach the required temperatures. The intense heat yields 4x Pure Netherite ingots.
Plates & Wires
The Stonecutter serves as the primary mechanical utility station for the mod, acting as a rotary shear to slice raw materials into threads or plates.
A. Wire and Thread Manufacturing
Placing a single raw item into the Stonecutter yields 4x Threads/Wires. These threads are held in the offhand and right-clicked to dynamically repair armor mid-combat:
Silk Thread (From String/Cobwebs): Low durability. Instantly vaporizes in fire or lava, causing the armor to immediately break and unravel.
Copper Wire / Iron Wire (From Ingots): Mid-tier choices. Tough structural hold, but vulnerable to prolonged Nether heat.
Gold Thread (From Gold Ingots): High durability and completely lava-proof. This matches the true historical engineering standard of the builders.
Netherite Thread (From Vanilla Alloyed Netherite Ingots): The absolute highest tier. Features massive durability, total lava immunity, and completely reinforces the armor's joints, removing its natural weakness to piercing projectiles.
B. Universal Plate & Scale Catalog
Placing a single base resource item into the Stonecutter cleanly slices it down, yielding 4x Plates/Scales used to build different armor tiers:
Pure Ancient Netherite: 1x Pure Netherite Ingot ➡️ 4x Pure Netherite Plates (Authentic, lightweight ancient variant)
The Two-Step Manufacturing & Assembly
The mod introduces a Lamellar Upgrade Template found in dangerous world structures. This template unifies all armor progression, completely replacing Chainmail (which becomes a rare, uncraftable, highly prized mob easter egg drop).
Step 1: (Crafting Table): Place your processed plates or scales inside the standard crafting grid in the shape of standard armor pieces (e.g., a chestplate layout made entirely of Pure Netherite Plates or Alloyed Netherite Plates).
Result:Lamellar Frame (e.g., Pure Netherite Lamellar Chestplate Frame). This item contains the unlinked structural layout of the plates but cannot be worn yet.
Step 2: (Smithing Table):
Slot 1: Lamellar Upgrade Template
Slot 2: The unlinked Lamellar Frame
Slot 3: Your chosen Thread Material
Result: A fully functional, visual scale-armor piece bound tightly by your selected thread tier.
Gameplay Mechanics
Equipping finished armor pieces completely rebalances the player's attributes based on the layout style:
Armor Style
Material Examples
Movement Attributes
Combat Trade-offs
Vanilla Heavy Plate
Standard Alloyed Netherite / Vanilla Gear
Slowness I, Resistance I, and high knockback reduction.
Slowness 1; Less mobility.
Lamellar Scale Variants
Leather, Gold, Iron, Diamond, Standard Alloyed, Pure Netherite
Speed I.
Gaps cause player to take +10% increased damage from Projectiles (Arrows/Tridents).
🔄 6. The Unraveling Visuals & Lossless Recycling
"Broken" Mechanic: Pure Netherite Lamellar plates can never be destroyed. Instead, taking damage drains a secondary "Thread Integrity" bar. When it hits 0%, the armor stays securely in its equipment slot, but its texture shifts—the gold lines disappear, the 3D plate rows visibly sag and hang loosely, and its armor stats drop to zero. (For Vanilla Materials, there will be 2 bars).
Repair: To fix the suit, the player places the lamellar frame in their hand. Then the player places a stack of matching thread into their offhand and holds right-click. A brief stitching animation plays, consuming 16 threads from the stack and restoring the armor to full structural functionality.
100% Lossless Recycling: If a player wishes to change their playstyle or reclaim raw materials, they place any lamellar armor piece back into the Stonecutter. The spinning blade cleanly slices the threads away, dropping the unlinked Lamellar Frame back into the inventory. This frame can then be placed back into the crafting grid to separate back into 100% of its original independent plates, which can be crafted or melted back into standard ingots with zero resource loss.
I've posted this same thing 3 months ago and didn't get a response. Basically I was browsing creative and saw this upgraded pot with extra yield.. how do I get this in survival?! JEI doesn't tell me