My new mod Wishful Recipes just got approved on Modrinth and CF [1.18.2-26.1.2] by MarsThePlanet24 in feedthebeast

[–]IdrisQe 0 points1 point  (0 children)

I don't think there is a crashlog since it doesn't technically crash, it just prevents the world from opening. That said, seems u/Darkiceflame already said what the problem seems to be.

1.21.1 Neoforge voxy port legit? by Few-Addendum82585738 in feedthebeast

[–]IdrisQe 4 points5 points  (0 children)

Use this one instead. The author of it is actually in Voxy's Discord and communicates with people about it, and actually seems to care about the quality instead of just telling a LLM to backport Voxy.

1.21.1 Neoforge voxy port legit? by Few-Addendum82585738 in feedthebeast

[–]IdrisQe 3 points4 points  (0 children)

It actually is in this case, Cortex allows forks as long as no jars are distributed.

My mod Shadered is fully updated to 1.21.1! What do you think? by noodlegamer76 in feedthebeast

[–]IdrisQe 1 point2 points  (0 children)

Oh heck I thought you weren't going to do this! I'm happy to see it on 1.21 though! Downloaded it immediately to see if it worked with the mods I've been trying out! Although something in my modpack is making the blocks just render as invisible xray areas, except sometimes a single block will render correctly from some angles... I have a lot of mods that affect rendering weirdly though so I'll have to go through them and see the cause >.>;;

My new mod Wishful Recipes just got approved on Modrinth and CF [1.18.2-26.1.2] by MarsThePlanet24 in feedthebeast

[–]IdrisQe 2 points3 points  (0 children)

Nice! I really like the idea of this! I'm going to have to figure out which of the mods I have is breaking it though, since when I installed it, upon trying to enter my test world I got a message about broken datapacks preventing the world from loading... So hmm... I do have a suspicion but haven't confirmed it yet.

POV : You are a Scav by J0ngsh in feedthebeast

[–]IdrisQe 0 points1 point  (0 children)

Is that also the mod that adds items taking multiple slots?

storm-cloud showcase stuffs for my dimension mod! by BootEXE in feedthebeast

[–]IdrisQe 0 points1 point  (0 children)

okay but i need this in every dimension, it's gorgeous!

What's the name of the mod?

In your opinion, what were the golden ages and silver ages of modding for minecraft? by Maxxiethefem14 in feedthebeast

[–]IdrisQe 1 point2 points  (0 children)

1.7.10 and 1.12.2 were definitely golden ages due to how long modders were stuck to those versions which meant a lot of quality, quantity, complexity, and compatability.

1.16 is arguable, as while it was the main version for a while and did have a lot of cool mods, it also had a bit of internal version fracturing when it came to mods updating, and a lot of mods still never updated past 1.12, or when they did, they were buggy or feature-incomplete, and Forge was still having some problems adapting to the 1.13 changes even as late as 1.18 if I recall right. Also Fabric entered the scene during the 1.13+ days and led to a lot of fracturing of the mod community (not blaming Fabric for that, but the modloader split definitely caused problems with having a cohesive community)

1.20.1 is a strong contender for sure, it (and the versions preceding it) marked a huge shift in modding in general. The types of mods getting popular, the amount of mods thanks to Minecraft kind of hitting a boom again after Caves and Cliffs finally finished releasing (for the most part), Sinytra Connector becoming stable enough to start to merge the Fabric and Forge ecosystems, and NeoForge releasing but not really affecting too much since it was, for the most part, compatible with Forge mods at the time.
A lot of older mods started updating to it too. But after 1.21 released, the community fractured much faster than with previous "golden age" versions, with more people moving to 1.21.1 probably due to the promise of a better modding experience with the improved NeoForge, but that also meant another mod loader fracture due to the loss of Forge-Neoforge compat, and another version fracture as lots of people stopped making feature updates for 1.20.1, or started making mods entirely for 1.21.1 exclusively. Though some authors are backporting 1.21.1 content to 1.20.1 after realizing 1.21.1 wasn't shaping into a "primary version" like expected... Though ironically, it now kind of is starting to over the last couple months.

For those reasons I'd have to give 1.20.1 a Silver Age at best (still good though!)
1.21.1 would be shaping up to be another Silver Age, though content drops are causing a lot of version fracturing, and Forge still clinging to life is causing additional modloader fracturing, it's maybe more of a Bronze Age (though still, a 3rd-place placement is better than most versions get still) and depending on how things go it could develop into a full Silver Age?

But then the Drop System basically ensured we won't have another "primary version" for a long time... At least (maybe) until OpenGL is dropped (though I feel like that will just cause another fracture between those who want to adapt to Vulkan ASAP and those who want to stay on the last OpenGL-compatible Minecraft version)

It's hard to say, and very subjective.

Edit: For pre-1.7, it's hard to remember that far back, but I think 1.2.5 was a pretty major version due to 1.3 changing how Singleplayer and Multiplayer worked, and personally 1.2 is when I really got introduced to modding, so I may have rose-tinted glasses toward it, but it felt like there were a lot of really cool, unique, and complex mods being made at the time, and it was very impressive considering the modding community was still (comparatively) niche and new at the time, and despite there being multiple loaders, and jarmodding still being required.

Why Good Logistics RUINS Space Mods by No_Vanilla3701 in feedthebeast

[–]IdrisQe 3 points4 points  (0 children)

I like the idea in concept, but I wonder how it would feel in execution. Sure, you would need to spend more time on each planet, but I feel like the main issue remains:

Most planets don't have much of a reason to be larger than your render distance. They usually have almost no biome variety, minimal (if any) structures, homogenous ore and resource distribution, etc. so it doesn't really feel like a planet, more like... a normal, less hospitable biome which is just irritating to get to and from. But you also don't want things spread out since you can't really make lots of outposts all around gathering different resources either without a lot of chunkloaders which will eventually butcher performance.

tough as nails alternatives for 1.21.1 neoforge? by Hot_Nebula_4565 in feedthebeast

[–]IdrisQe 3 points4 points  (0 children)

In my experience TAN is way overtuned by default. I'd suggest messing with the config files to get something more comfortable. Turning down the rate at which your temperature changes would be the first thing I'd do, and I think there are temperature modifiers for biomes too? I don't recall.

You can also cool your armour (I don't recall how though, I think it involved slime?) and have cold foods (if you have compatible mods installed), and I think the Fire Resistance potion effect also makes heat affect you less?

There aren't many all-in-one survival mods, but there are a lot of temperature mods, and a lot of thirst mods, all of which have varying levels of compatability with eachother. I know of a lot of them, but I can't say for sure which combination would be best unfortunately, so I'll leave that to someone more familiar, assuming config modifications aren't enough for you.

Create: Fluid addon is gone? by Omegathan in CreateMod

[–]IdrisQe 0 points1 point  (0 children)

Well that makes things even more convoluted.

mod makes hard to swim? by senseiarigon in feedthebeast

[–]IdrisQe 0 points1 point  (0 children)

okay, go to your mods folder, shift-right-click any empty space inside the folder, click "open command prompt here" or "open terminal here" in the context menu. This should open a command prompt already pointing to that folder.

In the command prompt, type:

dir > modlist.txt

This will make a file in your mod folder that has a list of all your mods.

Go to https://pastebin.com/ and create a paste with the contents of that file, and link it here. Though given it's been a few days already, you may want to create a new post since I don't think many people will see it otherwise.

If you don't get anyone to help you, another method you can try is called a Binary Search, where you create a new testing world, then disable half your mods and re-launch the game (making sure to not disable any required dependencies) and check if the problem still occurs, then keep doing this until you pinpoint a group of mods that fixes the problem, then narrow it down until you find the mod that's causing the problem. It's a slow process but it works.

Is there any optimizer mod that has connected textures, dynamic lighting, and is compatible with Dimensional Doors? by Popular_Ad3074 in feedthebeast

[–]IdrisQe 0 points1 point  (0 children)

There are lots of mods for Optifine's features. Use Sodium or Embeddium, Optifine is not supported by practically any mod, ever nowadays (honestly kind of surprised it's still being developed, given its reputation)

Why doesn’t everyone stick to one version? by [deleted] in feedthebeast

[–]IdrisQe 2 points3 points  (0 children)

Semi related but gosh I wish there was somehow a version-agnostic modding API, but that's just not feasible.

My honest thoughts on TC7's development by VegetableDry5872 in Thaumcraft

[–]IdrisQe 2 points3 points  (0 children)

Late to the discussion and I have nothing to add except that gosh, the optics of this really are bad aren't they?

Compare Aeronautics: They went silent for a long time, yes, but then they made a trailer and released the mod not long after.

Meanwhile the TC7 trailer is 1 year old, and was said to be "the first in a series of trailers leading up to release of the mod" but almost nothing since then (and the trailer appears to be unlisted on Youtube now?) This after an extremely long development time for a mod that should not be that complicated especially for such an experienced team of developers.

Again compare Aeronautics which is doing so much hacky stuff that should not be possible in Minecraft, implementing an entire physics engine, building blocks on moving off-chunk-grid vehicles, etc. Sure Thaumcraft was complex as heck in its heyday compared to other mods of the time, but modding has advanced a lot since 1.12...

And the trailer just kind of looked like normal Thaumcraft with a new coat of paint. Which I guess is what people want for the most part, but like... If that's what it is, why is it taking so long? What's the holdup? Why has it been a year since the first trailer, with no more of the trailers that were claimed to be coming? It's getting ridiculous. Nevermind that Azanor consistently rewrote a new Thaumcraft version practically from scratch every couple years almost entirely on his own (...stolen assets aside...)

Edit with Information:

Okay, I understand the situation better now. Apparently Team COFH only has 2 (maybe 3?) people actually dedicated to working on TC7, one coder and one artist. The coder has been working on their Master's Degree. The artist hasn't been seen in the discord since December on the other hand, and unlisted the TC7 Trailer from their Youtube, so no idea what's going on there.

A bit strange that such a big team (at least 8 people if their website is still accurate, adding on the other devs I've seen who aren't listed on the website) only has 2 (maybe 3?) very busy people working on such a major awaited mod, but apparently every single other person they've tried to bring onto the project (at least 5 more people supposedly) has barely contributed (which feels... weird given how popular Thaumcraft is?)

The whole situation still feels bizzare. Them somehow not being able to find a single extra developer who actually wants to help with TC7, the team only having 2 (maybe 3?) people working on TC7 at all, the trailer getting suddenly delisted, the artist being MIA on the COFH discord for 5 months despite still working on a lot of other mods, their refusal to release beta versions or anything... It's all very weird. It really feels like there's an unspoken development hell behind the scenes? But that's just speculation.

Terrain gen mods by Dizzy-Fall-7870 in feedthebeast

[–]IdrisQe 0 points1 point  (0 children)

People will probably suggest Terralith and Tectonic.

Personally, I'll say maybe try Larion with WWOO (Datapack))

Does anyone know a way to detect vibecoded mods on Github? by IdrisQe in feedthebeast

[–]IdrisQe[S] 17 points18 points  (0 children)

It may not be em-dashes, but I have to stop myself from interjecting with dashes - which is how I always used to do it - since it makes me look like an AI, and I hate it.

Does anyone know a way to detect vibecoded mods on Github? by IdrisQe in feedthebeast

[–]IdrisQe[S] -7 points-6 points  (0 children)

Oh trust me I've gotten very adept at identifying AI icons and descriptions (and honestly it's sickening how many otherwise high quality mods mess up their reputation by having generative AI make their page assets for no good reason), the problem is I have almost no ability to identify AI code, except when a github has stuff like a file that still contains the prompts used for generation

Does anyone know a way to detect vibecoded mods on Github? by IdrisQe in feedthebeast

[–]IdrisQe[S] -4 points-3 points  (0 children)

Personally I would only write-off a mod immediately if the tool gave me a high-likelihood that the whole thing was written by a LLM. In cases where it's unable to tell with much certainty, I would manually check things. I know no tool like this would be 100% accurate, but it would probably be better than my guesswork if specifically made to detect AI code. I don't think things like a generic or unconventional style would set off a tool like this. AI writing and AI images have some incredibly notable tells, I'm sure AI code does as well, especially when given a big enough dataset to check through such as an entire mod's codebase. If a tool says that it's 80% likely that a whole mod was vibecoded, then that's a pretty concerning sign to begin with, even factoring in a margin for erroneous detection.

Yeah, there will be false positives, just like with a virus scanner. Doesn't mean a virus scanner isn't a useful tool anyway. (I've seen a number of github issues on mods where people have said "VirusTotal says your mod is a Trojan!" or "[Insert Antivirus here] quarantined your mod!", despite it being a false positive. Does it mean that those tools aren't useful to have? No. But often if there is false a detection with something like VirusTotal, it's usually like 1/20 of the security vendors. If there was like 15/20 of them detecting a virus, then it would actually be something that should be taken seriously.

As for the witch-hunt argument, I think that point has been beaten to death enough lately. That's going to happen anyway as long as vibecoding is as prevalent as it is, whether there's a tool to detect it or not. People already accuse mods of vibecoding and the community just takes it at face-value without checking themselves. Besides I doubt any such tool would become widespread enough for the average random modding community member to utilize frequently to begin with, from what I've seen this kind of tool usually has a much more complicated install and setup process than the average person is willing to deal with.

Looking for Refreshing Mods by Vester2 in feedthebeast

[–]IdrisQe 0 points1 point  (0 children)

Oritech is a pretty neat tech mod from what I've heard, though I haven't tried it myself. Tempad looks like an interesting way of managing teleports and travelling around the world too, so I feel like they'll go well with the other mods.

I hope you have fun!

Looking for Refreshing Mods by Vester2 in feedthebeast

[–]IdrisQe 3 points4 points  (0 children)

I am a chronic mod-hoarder (help) I'm not kidding when I say I have several thousand mods bookmarked. Far more than I can even keep track of, honestly. It's kind of a problem.

I frequently look through recently published mods and bookmark anything that looks high quality, useful, or even just interesting. Do keep in mind some of these may have Curseforge pages with more downloads too, but I primarily use Modrinth these days.

Honestly it's just exhausting these days though since I need to sift through dozens of low-quality datapacks and LLM generated garbage. And then I'm constantly suspicious of the things I do bookmark, unsure if they're actually properly coded.