Modded Minecraft

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The Blocky, Modded Side of Lemmy

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founded 2 years ago
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cross-posted from: https://lemmy.world/post/28078581

My kids and I have been using GDLauncher on the Steam Deck for a few years now to run Minecraft modpacks, to the point that they don't use the Deck for much else! I've tried a couple of other modpack managers, but GDLauncher is the one we keep coming back to - the UI design feels much more comfortable on the Deck's interface, and it's easy enough to use that I keep finding new modpacks my six year old just installed!

A few years ago GDLauncher jumped to a new version, GDLauncher Carbon. This no longer worked on the Deck out of the box, so we carried on with the older version for a while. The allure of newer Minecraft versions was finally strong enough for me to puzzle out how to get GDLauncher Carbon running, with just a little trial and error! The crucial steps I found here; here's the step-by-step process I used to get it running, with just the directions at the end:

First, download the GDLauncher Carbon installer for Linux. This should get you an .AppImage file (GDLauncher__2.0.24__linux__x64.AppImage at the time of this writing). I went ahead and made it executable as well, though I'm not clear if this is necessary or not.

A .AppImage file is essentially a self-contained Linux executable that can be run from any location without any external dependencies. The problem is, Steam doesn't seem to run these well - attempting to add this to the Steam launcher right now will result in Steam attempting to launch it, and nothing happening other than Steam reporting it's running (and having a lot of trouble closing it).

Fortunately, we're not the only ones who want to run an .AppImage on Steam! TheAssassin has created an AppImageLauncher program that can seamlessly handle .AppImage files for a variety of application managers, including Steam. The latest stable version is here.

To install it, first open the File Properties, go to the Permissions tab, and make sure "Is executable" is checked. Move it to your Home directory, open Konsole (or your preferred Terminal app) and cd to your home dir, and type: ./appimagelauncher-lite-2.2.0-travis995-0f91801-x86_64.AppImage install (Don't type that whole thing out! Copy and paste, or type "./ap" and press Tab to get the whole filename, and add the " install" argument to the end.)

This should spit out a few lines describing the installation process, and you should get a new "Applications" directory in your Home dir. Move your GDLauncher .AppImage into Applications, and double-click on it. Take a few moments to go ahead and do your initial GDLauncher Carbon setup, link it to your account, and pull in your existing Minecraft worlds if you like. Mostly, it seems like we need to run it once natively so it registers with appImageLauncher properly.

Now we're ready to add it to Steam! Launch Steam from the desktop (don't go back to Gaming Mode yet!), and click on Add a Game in the very bottom left corner. Select "Add a Non-Steam game..." from the popup. Click the "Browse..." button on the "Add Non-Steam Game" window, navigate to "/Home/Applications/", and select your GDLauncher .AppImage. You'll know it registered correctly if it reads "GDLauncher (2.0.24.794)" (or whatever) rather than "GDLauncher__2.0.24__linux__x64.AppImage" in Steam - in the latter case, remove the game from Steam, and try launching it from the Application dir again (double-click it from the file browser). Then try readding to Steam once it has run successfully.

At this point, you should be set! I like to verify it runs from Desktop Steam before switching the Deck back to Gaming mode - should just take a few seconds to launch and shut down! All that's left to do now is bring in your preferred control scheme!

Just the steps:

  1. Download GDLauncher and appImageLauncher
  2. Move both files to the Home dir
  3. Set the Executable permission on appImageLauncher (and possibly GDLauncher) - open the file properties, go to the Permissions tab, and check "Is executable"
  4. Open Konsole and navigate to the Home dir (should start there), and run the command: ./appimagelauncher-lite-2.2.0-travis995-0f91801-x86_64.AppImage install (copy and paste, or use tab completion and add " install"!)
  5. Move GDLauncher into the new Home/Applications dir
  6. Run GDLauncher (double-click it in Dolphin). Go ahead and link your account, import existing modpacks, etc.
  7. Open Steam in Desktop Mode and Add a Non-Steam Game, and Browse to Home/Applications/GDLauncher file
  8. Should show in Steam as "GDLauncher (2.0.currentversion)"; if not, remove it from Steam and go back to step 6. Otherwise, verify it launches from Steam, and you should be good to run it Gaming mode!
  9. Now that it runs in Gaming Mode, set up your controls so you can actually play!
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FTB Inf Evolved 1.7.10 is my favourite pack and I dont really want to go back and play it for the millionth time. So Instead im looking for a similar experience but with some mod updates.

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Sharing this because I tried making my own and kept having issues, so I found one that actually worked out of the gate (that had Create 6.0+) and wanted to share. Playing this in VR is fascinating, the water wheels are HUGE for example.

The name is Simple Vivecraft - Create Edition

Note: Not my modpack

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Oh Orespawn my beloved, it's times like these that I wish I cherished you a bit more

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It currently sits at under a thousand downloads, looks like there hasn't been an official announcement yet

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I wanted to play some modded MC again, but not alone. If you guys could recommend me a server I could join, I would be extraordinary grateful. Best would be 1.12.2 or lower... but I'll take my chances anywhere.

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Can't believe that GTNH is 10 years old! It has certainly came a long way from its humble beginnings! The 2.7 update is also one of the largest NH updates, adding many new machines (including more steam machines for earlygame QOL), new and rebalanced processing lines, new endgame content, new mechanics, new custom mods (including Sodium backport to 1.7.10 with shader support) and technical stuff, and much, much more! More details can be found in an update video by Aditya.

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genuinely cannot find a use for them

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I've always liked the fantasy concept of talking swords and similar things and in the last modpack I played I kinda wished for a way to make any piece of equipment better. Some weapons for example are really cool looking and have interesting mechanics but their base stats just can't compare to weapons from other mods. That's where I got the idea for this.

Available on Modrinth for NeoForge 1.21.1-1.21.3

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Playing Monifactory (Gregtech Modern for 1.20.1) and I couldn't help but notice how much bigger the veins are here. They are now so much thicker and the "in-between" ores now display a vertical pattern. In 1.12.2 CEu I remember the veins are usually only like 7 blocks thick (or I am having memory issues). I wonder if this is modpack settings or this is default GTM settings.

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I Repaired my first ever Laptop with which I used to play 1.7.10 on back in the day. While that version still runs at a buttery smooth 60 fps, trying the newest version barely manages 15 fps, if even that.

Since the days of Optifine, I've heard that there has been a bit of a Performance mod war going on, but since im out of the loop, I've wanted to ask whats the best performance mod for the job?

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He also said this on the other website, but we'll see if he actually follows through with third party launchers:

opinionI don't forgive them for locking their modpacks behind overwolf bloatware for 4 years, but I am glad that they are reopening them at least

though it feels like it'll be a matter of time before the enshittification starts again, they are a corporation after all

it kinda feels like what is going on with TF2 right now with the bots being gone but wondering how long it will last

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I'm always fascinated with the idea of a forever world, but I got always bored out with the vanilla options. Since my friend introcued me to Create, I have instantly became obsessed with a forever modded minecraft world.

If it's sorta possible, what type of mods should I avoid to include in a forever Create and Ad Astra modpack, aside from possibly inactive mods? Is Biomes O Plenty a no-go as an example since it's a world gen mod?

EDIT: By long-term I mean playing a world through release updates.

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submitted 8 months ago* (last edited 8 months ago) by [email protected] to c/[email protected]
 
 

this took me a total of 30 seconds to find the ingredients to make (nutmeg from a tree, 3 andesite, and a stick)

5/7 of the recipes using ground nutmeg give less saturation AND less hunger shanks also

this one is just funny

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The server I play on doesn't have much logistics options (apart from intergrated dynamics and refined storage), so many people are relying on massive setups with Pipez. I've heard many people complain about the bad performance of Pipez, but I was unable to verify. Does anyone encounter TPS issues when using Pipez?

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cross-posted from: https://lemmy.dbzer0.com/post/23993923

Post title says it all.

I already looked on Modrinth and other platforms, but was unable to find what I was looking for. They all seem to remove/disable the new soundtrack, but I'd prefer to have a different approach of just "balancing" the old soundtrack back into the mix by making the C418 tracks more frequent.

Ideally, it would also retain the weighted functionality that adjust the music to the situation/biome you are in.
Another bonus point would be incorporating the tracks of the C418 MC albums which were not included even in the old soundtrack

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1.7.10 is 10 years old! (howoldisminecraft1710.today)
submitted 9 months ago by [email protected] to c/[email protected]
 
 

I can't believe 1710 is already 10 years old. I can't believe 2014 is 10 years ago. I can't believe I've been playing Minecraft for 10 years now (I joined around the 1.7.X era). I can't believe I entered primary school 10 years ago.

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finaly set up an ae2 sytem in nomifactory ceu. you can create it in early in game but 4k cells and me drive are gated behind mv tech. ae2 system has 10 4k cells and types of 3 of them full currently this hopefully make it easier to move to void world.

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... or not, it's really hard to tell on servers that sees relativelly little action.

(the base in the image above is confirmed to be abandoned, it used to be a farm that supplies vegetables)

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Some locos "escaped" (it was still powered on) from a station because the driver (totally not me) got ran over. I managed to find two of the same locos (not sure where the second came from) several km away from the station , and I managed to return them with~~out~~ incident (trust me totally nothing went wrong)

everything normal...

(don't mind me just some uninsulated IC2 wires)

aaaand the trains ran away again (managed to break the track at the next station, which coincidentally was the station where I'm supposed to return these rainbow locos)

Finally, after an hour of "very smooth progress", I finally accomplished the task of moving 2 locomotives from one place to another! With~~(out)~~ incident, of course

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submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 
 

I guess this is kind of asking for direction, but also just airing out my grievances.

I have tried multiple times to play skyfactory 4 and have stopped every time. I just started a new skyfactory 3 and am starting to realize why I don’t like skyfactory 4. 4 feels very linear to me. Everything is centered on bonsai trees. Maybe later with huge mega farms mystical agriculture could take over but it’s way too far away and I lose interest far before then. 3 keeps helping you move forward because there are so many things to try even in early game that makes you want to push into new mods.

The second reason I stopped might just be preference, but i feel like 3 is easier to scale making the grind feel shorter. Things like extreme reactors and tinkers construct can start small and then grow with you as your production increases. I also do like that there are some mods that help a ton (some would say broken) that help move things if you know about them e.g. cloches in immersive engineering. I just feel like 4 has been optimized to draw out the grind in one mod at a time.

4 seems great and I want to love it, but I just run out of steam too early. The last time I even let myself move through some grind by using creative to fill in things once I had made a couple of something.

I am open to suggestions and people telling me I am wrong. I would just like to know how everyone addresses my issues.

Thank you all in advance!

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cross-posted from: https://biglemmowski.win/post/698732

I wanted to reminisce a bit and play something that has Forestry (for the bees) and while I am not new to technic modpacks (Tekkit mainly) I don't have that much time to sink into automation now.

I choose E2 because I heard good things about Enigmatica in general so if I wanted Forestry it seemed like a good "latest and somewhat up-to-date" choice.

Though, after breezing thru early game, going straight for dia pickaxe and making CC Turtle then excavate a bit to get a some ores, I found out I have no idea how to make some early-ish game generation and to top it of it looks like there is tons of different mods doing same thing, power generation, grinding, furnaces, pipes - so many different pipes and obviously three or four different energy units where I don't know what works with what.

I guess I am asking if this is normal (or maybe E2 is too old?), also any tips for a "dusted-off" tekkit like experience? Or maybe something more streamlined.
I would love something with forestry as my mid/end game plan is just bees.

Thanks for any tips!

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Both saves are on mc 1.20.1 and not all the mods line up but im happy to manually fix the things that are broken. And lose things from mods not in my new modpack.

Currently it complains about corrupted save file.

Since a majority of what i actually want to transfer is located within a small area i have considered making a schematic and using world edit to drop it in woukd this work?

I assume most if not all items will be lost in this proccess but im not sure if perhaps i could export/transfer things via ME?

Any help would greatly be appreciated

EDIT: I did it all i had to do was create a new world in the new mc instance then manually copy over world and player files and it just worked.

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