So the #Minecraft #modpack I've been working on is seriously taking shape!

Tomorrow we'll be starting another
#test playthrough after I had to thoroughly rework the modlist and kick out some mods with stubborn/ignorant devs and incompatibilities, fine-tune some over- and underpowered recipes, introduce the #Rats! mod, adjust worldgen features etc.

It's still far from finished, I've probably missed a bunch of rough edges and the quest book also is lacking for the most part but I'm confident I've eventually managed a playable version that doesn't need any major changes anymore
😎

#WeirdMods #WeirdMods2 #skyblock #overworld #Create #Botania

RE:
https://social.simulacrum-emporium.eu/notes/9r243i2iea2pnqvy
SvenG (@SvenG)

As some of you might already know I'm working on stitching together a #Minecraft #modpack. It's sort of a crossover between #skyblock and overworld with an emphasis on skyblock characteristics. It's heavily based on the #Create mod with all the extensions and expansions that I could find (on #ModRinth, for ideological reasons) and that would work together and with the other mods - a current total of around 250. To give Create a proper chance to shine, no FE/RF related mods or similar are in the pack and the only other energy type in the pack is #Botania's mana system. I couldn't resist because it's just a very well polished mod and also it helped solve a couple headaches in regards of getting access to certain materials/items. I hope to be able to provide a server instance and an installable modpack for some proper #playtesting by the end of this week and I'd be overly happy if some of you would like to join in and help find the bugs, balance issues and rough corners that I didn't catch yet! At test launch, there will only be a handful of #quests available to hopefully point people in the right direction of the potential of possibilities, but it is planned to eventually provide a proper quest line that will guide through the main aspects and mods of the pack - unfortunately that is a hell of a lot of work, so you need to bear with me on that. As to the setting, everyone will start in an initial 3x3 chunks area and the intention is to get some basic stuff going there as a community resource and as a rudimentary basis to get everyone going a bit more easily when dashing out to find and build their home, in teams or individually. It is far from being an expert level modpack but it's advisable to have some experience with modpacks and not only some vanilla-firendly QoL mods. I'm glad to hear from anyone interested so I can provide more details if needed! 😽 📎

Simulacrum Emporium
So I've felt that itch again to have my own go at a #Minecraft #modpack. After having played a lot of vanilla and like well over a dozen packs since my last attempt, around half of those on a server with my little community I was able to gather, and now that #PrismLauncher recently received a massive boost in functionality and #Modrinth integration ( #FTB and #Curseforge being just a pain up the donkey on #Linux, the latter not even remotely showing any support for anything but #Windows), my self-set goal was to try and come up with a Modrinth exclusive #Fabric pack on 1.20.1 that doesn't feel unfinished and lacking at all ends like most of the Modrinth packs I tried do that aim for more than just enhancing the vanilla experience.
After the first week I can't say I've come overly far but I think at least worldgen should be pretty much feature complete by now and things aren't looking too bad. Or at least well enough that I felt confident to set up a test server without constantly having to delete and re-gen the world while massively changing things around. YAY! 🥳

Not gonna lie, there is some pain involved like #Quark neither being on 1.20 nor Fabric yet, #Pipez being absent from Modrinth and a lot of other stuff I'd have loved to see in the pack. The eagerly awaited massive #EnderIO update for one that's been lacking for any basegame version beyond 1.12 but finally got picked up again.

To lower the chances to yet again take a bite too large to chew I have limited myself to #ModernIndustrialization as the "hero mod" to build the pack around. The mod apparently is an attempt to reimagine the #Thermal series which is starting to age a bit while also taking inspirations from #Create and #Mekanism, and it conveniently covers the complete span of early to late game.
As magic mods and I just don't seem to get along well, I've spared out any of those but I do love myself some fancy building, world exploration, dungeons to explore, and gear/ability progression to cover up my #SkillIssues that inevitably arise from the latter few, so I added a lot of that to complement the tech section. And boy, those dungeons will be a challenge!
I've seen things like creepers riding on ravagers during quick tests in creative mode. Luckily these kinds of mobs are exclusive to the dungeons and don't roam free in the world... 🥴

In conclusion, should I be able to turn this pack into a generally playable thing I'm sure it deserves its current working title #WeirdMods2
Akkoma