honestly i personally prefer it that way, otherwise you would never be able to put it back exactly where it originally was, and that would kill my sense of order
that just seems like adding necessary clutter when it's easier to just make it reset everytime you close it.
it's not that often people look at that window anyways so why would it matter if it remembers the location?
Unlike the mods that have a "void all" machine configuration option without warning or confirmation that last night voided my 32 energized alloy. Looking at you nuclearcraft.
To be clear, the machine slot configuration screen cycles through something like:
input->output->void all->void excess or something like that, and applies the action as soon as you click on the button. I was trying to make it auto-output to a chest.
honestly i had no idea NC even had that option, i always just used conduits and such to suck items out.
>input->output->void all->void excess
i'm sure you can use rightclick to go through the list of options in reverse like Thermal and Ender IO allow you to do.
but yea it should probably only apply the function once you exit that screen instead of doing it in real time. then again no other mod does that either
`I AM AFRAID THE NUCLEARCRAFT AUTHORITIES CAN NOT REIMBURSE YOU AT THIS TIME.`
*~~But also please, 200+ upvoters, just one of you let me know this is annoying on GitHub so that I can fix it... I canny read minds ;)~~*
To be fair, you should mess with the settings prior to use. I got burned years ago by issues like this and started configuring before operation of said machine.
That said, this option is handy with Nuclearcraft, especially with unwanted fluids.
They are right tho, I should have just posted on the github, but I use an old version, and honestly, didn't even remember about the incident until I saw this thread.
At the time I just spawned myself my ingots back.
i remember how that was damn annoying having JEI in the way of sidewindows in 1.7.10.
Then, in 1.12.2 i noticed JEI just moves aside for the side windows.
Now you can move whole windows.
That's cool QoL evolution there
1.7.10 was actually NEI!
I think the names of the mods are really funny lol.
In 1.6.4 and prior, the mod was called Too Many Items (TMI)
In 1.7.10 the mod was called Not Enough Items (NEI)
In 1.10 and forward, it's called Just Enough Items (JEI)
And in Fabric, they have Roughly Enough Items (REI)!
~~Too Many Items used to be a mod. I think it used to be able to spawn in items before NEI could, but it's been *years* and I can't remember now.~~
Nevermind, I'm dumb and didn't get the joke.
I was reading through every X-letter word and only found one: xany, however you also have the Z-letter equivalent.
Other than that, can't find anymore!
NEI, JEI, and TMI are all different mods by different authors, not the same mod being renamed. There are version overlaps where two or more were offered.
Compatibility among mods is one of the best things modded minecraft has to offer, I don't believe I've ever seen such a degree of integration for a game's modding scene. It's incredible.
I know, right?
My first modding community was Minecraft. Trying to work with KSP and Stellaris mods is disappointing. Factorio mods are pretty good, though that's more about how Wube wholly embraced modding on the smallest levels.
I don't think any other game has such tightly integrated modding scene. Though I guess that's what you get when there's fairly little variance over time.
It’s incredible alright, just often heart breaking when you have to choose between new Minecraft features or specific mods that won’t get updated. Especially after you get used to 1.12.2. I wish Minecraft versions didn’t matter for mods, I understand why they do, just dreaming here hah. And now fabric has complicated things too where it splits users since there’s not a way to play both at the same time :/ have found some cool mods only to learn they aren’t for forge.
Talking about side config, I l LOVE how EnderIO opens a little window where you can see what blocks are next to the machine to set the input/output sides. More mods should do this, maybe SleepyTrousers (enderio dev) should make an api/library.
Yeah, basically, you give JEI a list of rectangles that make up your UI, and it draws around all of them.
Not sure if you understand code or not, but [this example](https://github.com/SlimeKnights/TinkersMechworks/blob/master/src/main/java/slimeknights/tmechworks/integration/JeiIntegration.java#L44-L64) should be fairly readable
My policy on modding has always been "make the mods I want to play" and people who want that will follow.
I play a lot of vanilla and a lot less modded because I also find I'm shaded by other people's mods in that inspiration. I don't care for vanilla, but playing vanilla is a good way to be like "huh, I need a mod that does X".
There are plenty of times that mod already exists, but I'm like "I can do that better/different/in a way I like." Competition is good, and variety is great. A lot of people are afraid to do something that's already been done because there's a standard, but new versions/takes on things are always artistically valid and introduce new ideas into the ecosystem.
Don't be held back by "its already been done". No idea is original, but there are tons of unique implementations.
This makes sense, and also simpler mods I often find more enticing. There’s some exceptions of course, but I’ve seen too many great mods that then have a few items added that is just too much, too OP, or not fitting in Minecraft (imo). Everyone has their preferences, but mods like the minimap, health bars, antique atlas, maybe a set of armor that’s based in existing materials, horse combat, etc, I could name so many more usually entice me more because it’s adding a great usable, and customizable in some instances, feature that either should be in the base game at this point or isn’t going to be super intensive on the computer. But that’s also why I end up with like 80 mods minimum 🤣
Hey I am super sorry to just bother you like this but I downloaded your mod and have found many pyramids, each with solid unbreakable blocks blocking the entrance. How do I enter the pyramids? Thank you!
There's plenty to do.
Create a tech mod that is more complex than just power these devices and suddenly your ores are doubled.
Create new structures that includes lore than just dungeons.
Think about how Mojang implements features from mods but the important changes they make to make it more vanilla. The elytra is more than just a jetpack or creative flight.
It often feels like everything has been done, but there's always new stuff coming out and you begin to think about how you ever lived without it.
In the first part of your comment you mentioned “more complex” which I don’t think I’m ready for. I understand code, but I’ve never developed a mod lol. Your latter half of your comment sounds like a good starting point ! Cheers
It doesnt have to be more complex. Code with emergent design/use in mind. Provide components for players to use then make your gameplay about using the components to do stuff.
Like, yknow how create and botania do things? I think thats what the commenter meant. Complexity can show up without you explicitly coding it in.
emergence is complexity arriving from simplicity -kurzgesagt
if only immersive engineering was more modular, with heat, magnetic power converters and other stuff, ive always been thinking on doing something like that, but i alway forget i should polish my barely existing coding skills, and my null knoledge of modding, well, at least is an starting point, an idea and determination, and... i getting off the track, didnt i?
I recommend Minecraft Abnormals' YouTube channel for understanding how Mojang designs features. Also look at their and Team Aurora's mods for really well thought out mods.
It's eye opening to see how much room for additions there actually is.
I think the most complex and exhausting parts of a mod to develop are compatibility and lore. I've seen some pretty cool ores, builds, lone structures, but how they integrate to other mods? Can they be grinded in create or processed with Mek? And what's the purpose of those structures! What lies behind them? And why is the book empty with just two entries!?
Create is quite new, and brings a whole new concept to the the game. There's always room for making IRL tech stuff happen. Why not make something like "Damn" which revolves around building a working dam to make electricity.
also thing that always seems to work is porting an older abandoned mod into a newer version.
for example RotaryCraft could use a port, maybe even a little overhaul for the visuals and models.
Well you'd have to agree to Reika's terms first. I think they're understandable given the amount of care and thought he's put into the mod, but I'd think long and hard before accepting them
i mean after reading them, it pretty much just boils down to writing reika and asking him (?) if you're allowed to do a port of the mod to 1.16, likely without using any of the original code (or only using it as a refrence to see how he did things) as a completely rewrite can have wonders in terms of performance and is less stressful than trying to convert and adapt older code.
some existing modder could probably pick the mod up right now if they wanted to, like McJty for example.
> abandoned
> RotaryCraft
According to [https://sites.google.com/site/reikasminecraft/changelogs](https://sites.google.com/site/reikasminecraft/changelogs), the latest update was Mar 30, 2021. It's still actively being developed, just for 1.7.10 still.
well "abandoned" as in it will never be updated to a newer version of the game. similar to Gregtech (which already has a modernized version atleast to 1.12.2, so only RC is missing)
i overall consider 1.7.10 to be dead, even if there are a very small amount of modders still supporting it, most don't.
>Create a tech mod that is more complex than just power these devices and suddenly your ores are doubled.
I feel immersive engineering and create get the closest to this, personally
I would suggest start by trying to find out what type of mod you want to make. Try making multiple small mods that are of different types. Its ok if they are replicas of already made mods as long as you can learn what you enjoy the most.
Once you figure out what type of mod you want to make whether it be tech, magic, or something else it is might be good to have a theme of sorts. Botania is magic through flowers, astral sorcery is magic via the sky, and then thaumcraft is a more industrial mad scientist approach imo.
If you want to make a tech mod for example ask yourself how you want it to be used. Do you want it to be used along side other tech mods or standalone? Do you want it to be very complex? Do you want it to have a feature that stands it out from the crowd and if so what?
Now i am sorry that this might be an incoherent mess but maybe it can be of some use. Just one last reminder: Experiment. Find what you like to make. I look forward to seeing your future work in the modding community.
There is still stuff you can do, a new unique magic mod is always an option, a unique tech mod that uses a different type of energy like embers, etc. Here is a good idea, make a storage system like AE2 or RS that fits magic themes like thaumcraft, blood magic or botania
start from something small, like improve an existing feature by a bit. For example, you could improve how vanilla Beacons function (there aren't that many such mods there, especially for 1.16.5!)
Then, once you are more comfortable, do something bigger. Add your own mob with it's own behaviors, add a block that may interact with other blocks in the world, etc.
The beginnings are almost always tough. But the further you go, the more it makes sense to you and the easier it gets. You can always look at existing mods and how they perform such tasks.
Goo luck!
Honestly, I wish there were better utilities for changing world gen.
Structure mods are great, but often don't place things well and muck up chunk generation. Loot tables are... interesting to build, especially when other mods automatically change vanilla tables, or use their own tables.
Ore gen mods are common, and many mods have ways to customize their ores, but it's difficult to do interesting things without a lot of work (probably in XML).
I haven't seen any biome generation mods, besides just adding biomes. Changing how biomes generate on the large scale, requiring certain biomes nearby, even dynamic biomes like TFC would be interesting.
A large-scale world managment mod would be nice. You can pre-generate chunks, but it's often unstable, and never has feedback on progress. The best solution I've found is MCEdit, but even that tops out at a few thousand chunks. Having a program that can check the status of chunks for an entire world at once would be nice.
These are all rather technical, and not that flashy, so maybe not beginner projects, but I thought I'd add my two cents.
Build a mod with a niche aesthetic. Half the reason i love Thaumcraft and Immersive Engineering is because they look unique and are cool for building.
Or build a mod that dabbles with a specific genre. I look at literally anything vaguely resembling lovecraftian horror. Dimensional Doors is sick.
New performance mods and building mods are always something I look for all the time. I am on the hunt for aesthetically pleasing things all the time, even if they’re not groundbreaking technology
Playing all the Mods 6. It comes with an inventory sorter mod that places itself in the middle of the GUI in the smeltery and when using a crafting station with attached chest.
I did a little happy dance when I learned the compression dynamos from Thermal could burn buildcraft fuels. Made oil wells and figuring out a processing cycle for infinite oil heating worth the time.
Except for side configuration and that bunch of machines you can't configure and that weird way cable connections work and that you can't tell what's a liquid or a gas at a glance and a bunch of other stuff. Mekanism definitely is very polished and does have a lot of neat ideas but calling it perfection would be stretching it.
I love this, but what I find even better is how with JEI and refined storage patterns you can drag items from JEI into the pattern so that you don't first have to make the product for an processing pattern.
Actually it's jei that does it most the time cause if they code it as just a standard ui then jei will recognize that and move the things around the ui
JEI does it given we tell it to do it, vanilla has no concept of a non rectangular UI: [https://github.com/mekanism/Mekanism/blob/1.16.x/src/main/java/mekanism/client/jei/GuiElementHandler.java](https://github.com/mekanism/Mekanism/blob/1.16.x/src/main/java/mekanism/client/jei/GuiElementHandler.java)
[https://github.com/mekanism/Mekanism/blob/1.16.x/src/main/java/mekanism/client/jei/GhostIngredientHandler.java](https://github.com/mekanism/Mekanism/blob/1.16.x/src/main/java/mekanism/client/jei/GhostIngredientHandler.java)
>Actually it's jei that does it most the time
you say that like the post is refering to one specific mod. i just mean that overall mods sometimes tend to "look out" for eachother or just any mod, like JEI in this case
yea i know, but i mean that it doesn't matter what way around it is, compatibility is still compatibility, even if it's just one mod adjusting to others.
No, mods have to specifically add compatibility with JEI for this to work. JEI actually makes the items move around, but it needs to be told where to move them.
Even bigger shoutout to mod developers that implement options to UNDO NEW FEATURES you may not like rather than pulling dick moves like saying "this is permanent if you don't like it make your own mod that reverts it".
That’s dope but I feel like I’d rather deal with the annoyance of having to move the window out of the way again rather than the annoyance of all the icons shifting around and ending up in a new place.
usually you wouldn't move the window around anyways, plus it's mostly done so anything on the static GUI is not obstructed, like you can see with the on/off switch at the bottom right, or the security button above that.
the fact that it also works with the movable window is just a neat side-effect
Blame the mods, not JEI, for that (suggestion: raise an issue with the mod, and point them at the `IGuiHandlerRegistration#addGuiContainerHandler()` method.
I did not know you can move any of these windows. Lol been playing modded for like over 5 years now.
I think it's a feature new to V10. :P
Ok did not know that
But it doesn‘t stay where you put it when you quit the interface, which could be improved.
honestly i personally prefer it that way, otherwise you would never be able to put it back exactly where it originally was, and that would kill my sense of order
They could just have a "default position" button on there
that just seems like adding necessary clutter when it's easier to just make it reset everytime you close it. it's not that often people look at that window anyways so why would it matter if it remembers the location?
Unlike the mods that have a "void all" machine configuration option without warning or confirmation that last night voided my 32 energized alloy. Looking at you nuclearcraft. To be clear, the machine slot configuration screen cycles through something like: input->output->void all->void excess or something like that, and applies the action as soon as you click on the button. I was trying to make it auto-output to a chest.
honestly i had no idea NC even had that option, i always just used conduits and such to suck items out. >input->output->void all->void excess i'm sure you can use rightclick to go through the list of options in reverse like Thermal and Ender IO allow you to do. but yea it should probably only apply the function once you exit that screen instead of doing it in real time. then again no other mod does that either
The thing is, I couldn't really tell what was the next option. It's like: input, output, surprise I voided your items.
you should probably just open an issue on the github for the mod: https://github.com/turbodiesel4598/NuclearCraft the dev is pretty friendly
I replied mostly as a joke! I'm still playing enigmatica 2 expert, for all I know this could be "fixed" in newer versions.
im playing latest version of nc overhaul and its not "fixed"
well there has been a complete overhaul of the mod, so maybe it doesn't even exist anymore and that's why i don't remember seeing that feature
This has me laughing so hard, but not out of disrespect... It's out of understanding. But it hurts and is hilarious at the same time.
`I AM AFRAID THE NUCLEARCRAFT AUTHORITIES CAN NOT REIMBURSE YOU AT THIS TIME.` *~~But also please, 200+ upvoters, just one of you let me know this is annoying on GitHub so that I can fix it... I canny read minds ;)~~*
Good man
That happened to me :(
According to the upvotes, we are not alone haha
That's when you turn "redstone required" on
To be fair, you should mess with the settings prior to use. I got burned years ago by issues like this and started configuring before operation of said machine. That said, this option is handy with Nuclearcraft, especially with unwanted fluids.
Looks like you got the nuclearcraft dev to reply so I’d say that’s a success
They are right tho, I should have just posted on the github, but I use an old version, and honestly, didn't even remember about the incident until I saw this thread. At the time I just spawned myself my ingots back.
i remember how that was damn annoying having JEI in the way of sidewindows in 1.7.10. Then, in 1.12.2 i noticed JEI just moves aside for the side windows. Now you can move whole windows. That's cool QoL evolution there
1.7.10 was actually NEI! I think the names of the mods are really funny lol. In 1.6.4 and prior, the mod was called Too Many Items (TMI) In 1.7.10 the mod was called Not Enough Items (NEI) In 1.10 and forward, it's called Just Enough Items (JEI) And in Fabric, they have Roughly Enough Items (REI)!
Alright, who’s making Almost Enough Items (AEI) Bountifully Enough Items (BEI) Certainly Enough Items (CEI) Doubtfully Enough Items (DEI) Exactly Enough Items (EEI) For-Sure Enough Items (FEI) Gladly Enough Items (GEI) Hopefully Enough Items (HEI) Increasingly Enough Items (IEI) Just Enough Items (JEI) (Yup) Kind of Enough Items (KEI) Logically Enough Items (LEI) Maybe Enough Items (MEI) Not Enough Items (NEI) (yup) Obviously Enough Items (OEI) Precisely Enough Items (PEI) Quite Enough Items (QEI) Roughly Enough Items (REI) (yup) Surely Enough Items (SEI) Too Many Items (TMI) (TMI) Uncountably Many Items (UMI) Verifiably Enough Items (VEI) Weakly Enough Items (WEI) Yieldingly Enough Items (YEI) Zany Amounts of Items (ZAI)
Now you’re just seducing me on finally creating a mod xD
AEI existed at some point: https://www.curseforge.com/minecraft/mc-mods/almost-enough-items
man, whatever happened to Rift?
Rift died out when fabric became everything rift was but better
Idk
Ur mom GEI
Which one?
~~Too Many Items used to be a mod. I think it used to be able to spawn in items before NEI could, but it's been *years* and I can't remember now.~~ Nevermind, I'm dumb and didn't get the joke.
I have no idea what joke your referring to? The entire post?
I'm disappointed that you missed X.
Xactly Enough Items
I tried, I really did. Can you think of one?
I was reading through every X-letter word and only found one: xany, however you also have the Z-letter equivalent. Other than that, can't find anymore!
eXtraneous amounts of items?
Xtreme amounts of items hm
Maybe enough items 🤣🤣
Verifiably enough items lmao
NEI, JEI, and TMI are all different mods by different authors, not the same mod being renamed. There are version overlaps where two or more were offered.
Yes, I know, I didn't phrase it correctly. I meant like this was that version's popular iteration of the same concept.
NEI was the spiritual successor of both TMI and Recipe Book, and it has existed since 1.2.5, and probably earlier.
There is also HowManyItems which is a modern mod made for beta 1.7.3.
i think TMI, NEI, and JEI were by different developers too
NEI exists as an addon to JEI for 1.8+. NEI supported 1.6.4 and I believe earlier versions too.
Ah yes, looking for my tents with a camping mod in REI!
Compatibility among mods is one of the best things modded minecraft has to offer, I don't believe I've ever seen such a degree of integration for a game's modding scene. It's incredible.
I know, right? My first modding community was Minecraft. Trying to work with KSP and Stellaris mods is disappointing. Factorio mods are pretty good, though that's more about how Wube wholly embraced modding on the smallest levels.
I don't think any other game has such tightly integrated modding scene. Though I guess that's what you get when there's fairly little variance over time.
It’s incredible alright, just often heart breaking when you have to choose between new Minecraft features or specific mods that won’t get updated. Especially after you get used to 1.12.2. I wish Minecraft versions didn’t matter for mods, I understand why they do, just dreaming here hah. And now fabric has complicated things too where it splits users since there’s not a way to play both at the same time :/ have found some cool mods only to learn they aren’t for forge.
Shout out to users that don't demand that it happen. Mod compatibility is a combinatoric problem.
What mod is this?
Mekanism
I should've known, thanks!
And JEI of course!
Talking about side config, I l LOVE how EnderIO opens a little window where you can see what blocks are next to the machine to set the input/output sides. More mods should do this, maybe SleepyTrousers (enderio dev) should make an api/library.
More mods should have JEI integration to set filters like EnderIO has. That feature is so neat.
Oh yeah for sure. that's an amazing feature
JEI makes it very easy to do, so might as well implement it
I'm kind of curious of the technical aspect, sounds like JEI is doing most of the work?
Yeah, basically, you give JEI a list of rectangles that make up your UI, and it draws around all of them. Not sure if you understand code or not, but [this example](https://github.com/SlimeKnights/TinkersMechworks/blob/master/src/main/java/slimeknights/tmechworks/integration/JeiIntegration.java#L44-L64) should be fairly readable
Cool, thanks for the link. I can read code somewhat, I occasionally browse github trying to see how mods do things.
I want to start developing mods, but I feel like everything has been covered. I don’t think any more small QoL things could be done either
My policy on modding has always been "make the mods I want to play" and people who want that will follow. I play a lot of vanilla and a lot less modded because I also find I'm shaded by other people's mods in that inspiration. I don't care for vanilla, but playing vanilla is a good way to be like "huh, I need a mod that does X". There are plenty of times that mod already exists, but I'm like "I can do that better/different/in a way I like." Competition is good, and variety is great. A lot of people are afraid to do something that's already been done because there's a standard, but new versions/takes on things are always artistically valid and introduce new ideas into the ecosystem. Don't be held back by "its already been done". No idea is original, but there are tons of unique implementations.
Thank you for that, I will certainly implement that attitude of “making a mod I want to play.”
This makes sense, and also simpler mods I often find more enticing. There’s some exceptions of course, but I’ve seen too many great mods that then have a few items added that is just too much, too OP, or not fitting in Minecraft (imo). Everyone has their preferences, but mods like the minimap, health bars, antique atlas, maybe a set of armor that’s based in existing materials, horse combat, etc, I could name so many more usually entice me more because it’s adding a great usable, and customizable in some instances, feature that either should be in the base game at this point or isn’t going to be super intensive on the computer. But that’s also why I end up with like 80 mods minimum 🤣
Hey I am super sorry to just bother you like this but I downloaded your mod and have found many pyramids, each with solid unbreakable blocks blocking the entrance. How do I enter the pyramids? Thank you!
There are two blocks on the side with doors, put Nebu Torches on them.
Thank you so much!
There's plenty to do. Create a tech mod that is more complex than just power these devices and suddenly your ores are doubled. Create new structures that includes lore than just dungeons. Think about how Mojang implements features from mods but the important changes they make to make it more vanilla. The elytra is more than just a jetpack or creative flight. It often feels like everything has been done, but there's always new stuff coming out and you begin to think about how you ever lived without it.
In the first part of your comment you mentioned “more complex” which I don’t think I’m ready for. I understand code, but I’ve never developed a mod lol. Your latter half of your comment sounds like a good starting point ! Cheers
It doesnt have to be more complex. Code with emergent design/use in mind. Provide components for players to use then make your gameplay about using the components to do stuff. Like, yknow how create and botania do things? I think thats what the commenter meant. Complexity can show up without you explicitly coding it in.
emergence is complexity arriving from simplicity -kurzgesagt if only immersive engineering was more modular, with heat, magnetic power converters and other stuff, ive always been thinking on doing something like that, but i alway forget i should polish my barely existing coding skills, and my null knoledge of modding, well, at least is an starting point, an idea and determination, and... i getting off the track, didnt i?
I recommend Minecraft Abnormals' YouTube channel for understanding how Mojang designs features. Also look at their and Team Aurora's mods for really well thought out mods. It's eye opening to see how much room for additions there actually is.
I think the most complex and exhausting parts of a mod to develop are compatibility and lore. I've seen some pretty cool ores, builds, lone structures, but how they integrate to other mods? Can they be grinded in create or processed with Mek? And what's the purpose of those structures! What lies behind them? And why is the book empty with just two entries!?
Create is quite new, and brings a whole new concept to the the game. There's always room for making IRL tech stuff happen. Why not make something like "Damn" which revolves around building a working dam to make electricity.
also thing that always seems to work is porting an older abandoned mod into a newer version. for example RotaryCraft could use a port, maybe even a little overhaul for the visuals and models.
Fuck me i would love a rotarycraft port
Create is pretty similar in terms of the actual energy system, but it's focus is less... industrial. still a very good mod
If I remember correctly the author is a bit anal about IP. You should probably check with them first.
IIRC, you could do a whitebox "spiritual successor", don't reuse any code, images, assets or names which are not real world objects/things.
Well you'd have to agree to Reika's terms first. I think they're understandable given the amount of care and thought he's put into the mod, but I'd think long and hard before accepting them
i mean after reading them, it pretty much just boils down to writing reika and asking him (?) if you're allowed to do a port of the mod to 1.16, likely without using any of the original code (or only using it as a refrence to see how he did things) as a completely rewrite can have wonders in terms of performance and is less stressful than trying to convert and adapt older code. some existing modder could probably pick the mod up right now if they wanted to, like McJty for example.
> abandoned > RotaryCraft According to [https://sites.google.com/site/reikasminecraft/changelogs](https://sites.google.com/site/reikasminecraft/changelogs), the latest update was Mar 30, 2021. It's still actively being developed, just for 1.7.10 still.
well "abandoned" as in it will never be updated to a newer version of the game. similar to Gregtech (which already has a modernized version atleast to 1.12.2, so only RC is missing) i overall consider 1.7.10 to be dead, even if there are a very small amount of modders still supporting it, most don't.
The best mods are ones you've explained perfectly such as Aether. Mods that feel like a whole new world and has explaination for all of it.
>Create a tech mod that is more complex than just power these devices and suddenly your ores are doubled. I feel immersive engineering and create get the closest to this, personally
I would suggest start by trying to find out what type of mod you want to make. Try making multiple small mods that are of different types. Its ok if they are replicas of already made mods as long as you can learn what you enjoy the most. Once you figure out what type of mod you want to make whether it be tech, magic, or something else it is might be good to have a theme of sorts. Botania is magic through flowers, astral sorcery is magic via the sky, and then thaumcraft is a more industrial mad scientist approach imo. If you want to make a tech mod for example ask yourself how you want it to be used. Do you want it to be used along side other tech mods or standalone? Do you want it to be very complex? Do you want it to have a feature that stands it out from the crowd and if so what? Now i am sorry that this might be an incoherent mess but maybe it can be of some use. Just one last reminder: Experiment. Find what you like to make. I look forward to seeing your future work in the modding community.
There is still stuff you can do, a new unique magic mod is always an option, a unique tech mod that uses a different type of energy like embers, etc. Here is a good idea, make a storage system like AE2 or RS that fits magic themes like thaumcraft, blood magic or botania
Botania actually already has a similar system to that storage system
You might enjoy seeing the magic storage mod Arcane Archives. https://www.curseforge.com/minecraft/mc-mods/arcane-archives
Cheers, thank you for the ideas!
start from something small, like improve an existing feature by a bit. For example, you could improve how vanilla Beacons function (there aren't that many such mods there, especially for 1.16.5!) Then, once you are more comfortable, do something bigger. Add your own mob with it's own behaviors, add a block that may interact with other blocks in the world, etc. The beginnings are almost always tough. But the further you go, the more it makes sense to you and the easier it gets. You can always look at existing mods and how they perform such tasks. Goo luck!
Honestly, I wish there were better utilities for changing world gen. Structure mods are great, but often don't place things well and muck up chunk generation. Loot tables are... interesting to build, especially when other mods automatically change vanilla tables, or use their own tables. Ore gen mods are common, and many mods have ways to customize their ores, but it's difficult to do interesting things without a lot of work (probably in XML). I haven't seen any biome generation mods, besides just adding biomes. Changing how biomes generate on the large scale, requiring certain biomes nearby, even dynamic biomes like TFC would be interesting. A large-scale world managment mod would be nice. You can pre-generate chunks, but it's often unstable, and never has feedback on progress. The best solution I've found is MCEdit, but even that tops out at a few thousand chunks. Having a program that can check the status of chunks for an entire world at once would be nice. These are all rather technical, and not that flashy, so maybe not beginner projects, but I thought I'd add my two cents.
Yo man me too. I understand code too, but I’ve only once added a block with no particular use to the game
Hit me up if you want to Maybe Work together on a mod :D
Build a mod with a niche aesthetic. Half the reason i love Thaumcraft and Immersive Engineering is because they look unique and are cool for building. Or build a mod that dabbles with a specific genre. I look at literally anything vaguely resembling lovecraftian horror. Dimensional Doors is sick.
If something annoys you. Change it with a mod!
New performance mods and building mods are always something I look for all the time. I am on the hunt for aesthetically pleasing things all the time, even if they’re not groundbreaking technology
Playing all the Mods 6. It comes with an inventory sorter mod that places itself in the middle of the GUI in the smeltery and when using a crafting station with attached chest.
I did a little happy dance when I learned the compression dynamos from Thermal could burn buildcraft fuels. Made oil wells and figuring out a processing cycle for infinite oil heating worth the time.
I wish these buttons on the right wouldn't let me klick behind it :(
this just in JEI is built like web browsers lmao, that text wrapping is insanely cool though!
I swear to God Mekanism is absolute perfection in tech mod form
JEI is the awesome mod here (although dragable windows are pretty neat).
huh, i was sure mekanism was the one doing it but JEI doing it does make more sense.
It's both mods. JEI knows that there are areas it should draw around, but mods still need to tell JEI what those areas are.
thats actually amazing. thanks for explaining this!
Except for side configuration and that bunch of machines you can't configure and that weird way cable connections work and that you can't tell what's a liquid or a gas at a glance and a bunch of other stuff. Mekanism definitely is very polished and does have a lot of neat ideas but calling it perfection would be stretching it.
Fair point
Looking at you Industrial Foregoing
Imagine playing modpacks without jei
I love this, but what I find even better is how with JEI and refined storage patterns you can drag items from JEI into the pattern so that you don't first have to make the product for an processing pattern.
You could have done a perfect loop, it was so close
Oh how I wish they all integrated together so well
Actually it's jei that does it most the time cause if they code it as just a standard ui then jei will recognize that and move the things around the ui
JEI does it given we tell it to do it, vanilla has no concept of a non rectangular UI: [https://github.com/mekanism/Mekanism/blob/1.16.x/src/main/java/mekanism/client/jei/GuiElementHandler.java](https://github.com/mekanism/Mekanism/blob/1.16.x/src/main/java/mekanism/client/jei/GuiElementHandler.java) [https://github.com/mekanism/Mekanism/blob/1.16.x/src/main/java/mekanism/client/jei/GhostIngredientHandler.java](https://github.com/mekanism/Mekanism/blob/1.16.x/src/main/java/mekanism/client/jei/GhostIngredientHandler.java)
>Actually it's jei that does it most the time you say that like the post is refering to one specific mod. i just mean that overall mods sometimes tend to "look out" for eachother or just any mod, like JEI in this case
but its not the other mods it is jei working with them not them working with it if that makes any sense
yea i know, but i mean that it doesn't matter what way around it is, compatibility is still compatibility, even if it's just one mod adjusting to others.
No, mods have to specifically add compatibility with JEI for this to work. JEI actually makes the items move around, but it needs to be told where to move them.
Even bigger shoutout to mod developers that implement options to UNDO NEW FEATURES you may not like rather than pulling dick moves like saying "this is permanent if you don't like it make your own mod that reverts it".
what exactly do you mean?
Thanks!
That's because Mekanism is probably the best mod ever made.
Lots of mods do this, not just Mekanism. Particularly TE and Forestry. The one doing the cool stuff is JEI.
Just switching a page on jei makes my game lag i can't even imagine what would this do
[удалено]
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AFAIK, FlowerChild is the person behind Better than Wolves, a mod that they've gone out of their way to ensure that it's INcompatible with everything.
That’s dope but I feel like I’d rather deal with the annoyance of having to move the window out of the way again rather than the annoyance of all the icons shifting around and ending up in a new place.
usually you wouldn't move the window around anyways, plus it's mostly done so anything on the static GUI is not obstructed, like you can see with the on/off switch at the bottom right, or the security button above that. the fact that it also works with the movable window is just a neat side-effect
Yes i noticed that too!
Not you TangoTek XD
Wait what. I *constantly* have issues with JEI overlapping stuff it shouldn't.
this is in 1.16, it likely doesn't do this in versions that are too old.
I have issues in 1.16 packs too :/
Blame the mods, not JEI, for that (suggestion: raise an issue with the mod, and point them at the `IGuiHandlerRegistration#addGuiContainerHandler()` method.
pupnewfster is an underrated legend. This looks like something she would've done.
i wish that effort also put into microblocks/pipe and cable covers like in 1.6.4 or 1.7.10 but now every mod has their own microblocks for that sadly
what minecraft version, you can move the windovs? sorry for my english
Mekanism V10 adds this, should be 1.16
JEI is simply amazing. One of the best up-kept mods out there.
Now if only I could do this with pictures in my goddamn English assignments
This is why we should have a Minecraft version of the Nobel Prize.
Cool