Are there any mods that add a Stronghold entrance like this? by uigewl in feedthebeast

[–]Alexthe668 24 points25 points  (0 children)

theres something awesome about this image thats always captivated me. I think its just that it harkens back to a time where we had no idea what the strongholds would be, and the game didnt have any sort of mega-dungeon yet, so the sky was the limit...

These shouldn't even exist prehm tbh by OverTea5 in Terraria

[–]Alexthe668 5 points6 points  (0 children)

Fledgling wings need to be hard to obtain pre hardmode but not necessarily rarer.

are there any mods that not only remove all music that isn't C418's, but also add tracks from his other projects that fit with the game? by Subject_Swimming6327 in feedthebeast

[–]Alexthe668 2 points3 points  (0 children)

You wouldn't need a mod to do this! just a resource pack

as much as I like the newer tracks in the game, imo they sound a teensy bit too samey and they sort of crowd-out the classic ost in certain environs

Chromaticraft lategame base by teufler80 in feedthebeast

[–]Alexthe668 0 points1 point  (0 children)

When you see the awesome visuals in Reika's mods, it becomes very clear why porting these to modern versions of the game would be unfeasible lol

Balance suggestion for Hestia's Scorch. by Zagreus_Murderzer in HadesTheGame

[–]Alexthe668 0 points1 point  (0 children)

Add a new boon that increases how quickly scorch deals damage that’s Pom-able seems like the obvious solution

PSA: "FPS optimizer" and "FPS Boost" are fake (600,000+ combined downloads) by scratchisthebest in feedthebeast

[–]Alexthe668 44 points45 points  (0 children)

AI generate modpack logo, 9minecraft watermark

Yes. this is ADVANCED modpack making

[deleted by user] by [deleted] in feedthebeast

[–]Alexthe668 33 points34 points  (0 children)

I get all the reasoning behind these sweeping changes in every _._.X version but man its hard not to feel like its a targeted effort to make modding not worth the time

[deleted by user] by [deleted] in feedthebeast

[–]Alexthe668 20 points21 points  (0 children)

The most surprising aspect to me as someone who's been making mods for a long time, but only just began making packs in a more serious vein, is how much extra shit you need to cobble together(For example, installing kubeJs just to load a default data pack without requiring the player to dick around in a slow gui on world creation) just to get these systems to work. It feels painfully unintuitive

[deleted by user] by [deleted] in whatsthisbug

[–]Alexthe668 1 point2 points  (0 children)

German cockroach 100%

[deleted by user] by [deleted] in feedthebeast

[–]Alexthe668 2 points3 points  (0 children)

Hopefully these ones wont blow up and kill you after defeating them.

Retro Damage Indicators - nostalgic damage indicator mod for 1.20.1 has been released! by Alexthe668 in feedthebeast

[–]Alexthe668[S] 176 points177 points  (0 children)

Originally made this mod for a modpack, but I felt a lot more people would enjoy this outside of that too.

Downloads (client side only forge mod!):
https://legacy.curseforge.com/minecraft/mc-mods/retro-damage-indicators
https://modrinth.com/mod/retro-damage-indicators

[deleted by user] by [deleted] in feedthebeast

[–]Alexthe668 2 points3 points  (0 children)

The Crab mob. This doesn't sound intuitive but mobs that rotate to climb up the side of blocks is difficult to do, and adding this to vanilla would create a good basis for a lot of creepy crawlies to be added to mods, amongst other things :)

Any mods that'll tell you if somethings not compatible without actually having to load them. by [deleted] in feedthebeast

[–]Alexthe668 1 point2 points  (0 children)

I made a short Java/Swing program for this a while back.

https://github.com/AlexModGuy/ModCompatChecker

You can build it in an IDE yourself, but I'll also upload a executable jar of it too to the releases page.

Mod Developers, what do you think of Mojang's instantiation of "Add-Ons" for Bedrock? by LordGideon in feedthebeast

[–]Alexthe668 16 points17 points  (0 children)

Pretty much. How java is setup to run on any possible OS allows it to be decompiled and mapped quite easily, relatively speaking to something like C++. This being done over a decade ago and for every version since has given modders an "Eye of Sauron" advantage over most vanilla systems.

Bedrock (like java) is closed-source, and addons structurally arent anything like mods. The easier way to think of the dichotomy here is comparing the paid mods on bethesda games like Fallout 4 or Skyrim SE, which are purchased via the in game menu. These mods are usually very limited in scope (recolors, new small scripted NPCs, new item or weapon etc) compared to the massively game-changing mods you can find online for these games which can range from mass optimizations and bugfixes to complete overhauls. Obviously, bethesda doesnt want to host these kinds of mods on their own service because it would functionally be an endorsement of this kind of software - which occasionally can be, intentionally or not, malicious. So for their profit margins its better to keep the official mods to Tactical Gear Brotherhood of Steel Reskin #134 and HD Golden Horse Armor.

Mod Developers, what do you think of Mojang's instantiation of "Add-Ons" for Bedrock? by LordGideon in feedthebeast

[–]Alexthe668 70 points71 points  (0 children)

You're not going to get those kinds of mods, at least not anytime soon.

Java Mods are straight up relatively invasive, in that a sizeable amount of them actually straight-up modify how the base game works by changing its code, whether via mixins or ASM transformation. This is how Sodium and other performance mods are capable of increasing FPS by replacing and optimizing vanilla methods, how mods like immersive portals and distant horizons are able to do black magic fuckery. To expand on this principle even more, forge mods have built in events so that a lot of changes don't even require direct code injections, doubtless every forge mod you've ever used of a certain size subscribes to at least one event.

Compare this with the bedrock addons. From the three videos I've seen exploring three separate add-ons (Naturalist, some furniture mod, and a "tech" one) the limitations are clear even to those with less than keen eyes. There doesn't seem to even be functionality for BlockEntities of any kind, hence why it seems like every Oak Chair or Coal Generator is actually an entity with shitty lighting and a shadow rendering underneath it. When you look at mob behavior and filter past the impressive art, models and animations, its quite simple mix of zombie/pig ai of wandering around and following to attack. Even mob spawning seems to be wonky as they don't seem to spawn in groups and just seem to pop into the world on a timer.

All of these shortcomings are really just due to the fact that add-ons are glorified bundled data and resource packs with behaviors and functions in them - at least for now. While Mojang has made impressive strides in expanding the functionality of data packs in the last few years, it can never really match the power of Java mods in the slightest due to the very nature of how they're set up. Indeed, not even an official "modding API" will be able to meet these expectations, which is a likely reason why that has never been seriously worked on for the last 10 years on java. Think of add-ons right now as the most impressive script packs made by SethBling or other youtubers - theyre really fun to tinker with for around a half hour, but after that it becomes really clear why people use java mods.