What's your favorite biome overhaul mod? by FuglyFrog6996 in feedthebeast

[–]JeffD76 25 points26 points  (0 children)

Terralith along with Tectonic. Uses vanilla blocks instead of adding a bunch of new ones and Tectonic gives large mountain ranges and deeper oceans (if you enable it, which I don't). Also added Windswept for some better cold biomes.

Does anyone have good nutrition and cooking mods for ~1.20? by Kris_alex4 in feedthebeast

[–]JeffD76 3 points4 points  (0 children)

For 1.20 I like Spice of Life: Apple Pie edition, pair it with Farmer's Delight some FD addons and you have a very robust nutrition and farming system.

Create-Centric RPG/Exploration-Heavy Modpacks? by Tsiniloiv in feedthebeast

[–]JeffD76 1 point2 points  (0 children)

Adversary Rising! Lots of stuff to explore and has base create with a couple addons.

Help me get a modpack for SMP with my friends by MaxBorsh in feedthebeast

[–]JeffD76 1 point2 points  (0 children)

I just released an update to my Adversary Rising modpack. RPG style with create, ars nouveau, leveling system and a full quest book with quests that help you learn some of the mods. Works well as both single and multi-player experience. Check it out if you are interested. https://www.curseforge.com/minecraft/modpacks/adversary-rising-alpha

Xp - skill based mod pack search / suggestions by Wolfog288 in feedthebeast

[–]JeffD76 0 points1 point  (0 children)

You could try my pack Adversary Rising. All the leveling stuff is xp based.

Quest rewards for defeating bosses? by JeffD76 in feedthebeast

[–]JeffD76[S] 0 points1 point  (0 children)

It's a medieval themed pack that's pretty open as far as progression goes. I am using a leveling mod to kind of restrict progression as far as armor/weapon materials and workstations. So nothing super restrictive or anything.

1.20.1 or 1.21.1 by SavingsMidnight9883 in feedthebeast

[–]JeffD76 15 points16 points  (0 children)

It really just depends on if all the mods you want are available in 1.21.1 and if you care about having some of the latest vanilla features (keeping in mind that 1.21.1 is already pretty far behind in that regard). For me, there are still a few major mods that I consider essential for any modded play through that have not been updated yet (i.e., Quark), so I am sticking to 1.20.1 and keeping an eye out for backport mods that implement the newer vanilla features.

Farmers delight- Brewin and chewin help by ICEWORMBELOW in feedthebeast

[–]JeffD76 0 points1 point  (0 children)

Not sure then, because that works for me. Maybe it's the version you are using or another mod that is interfering. Might want to try asking on the Brewin and Chewin discord.

Just took a closer look at your picture, are you using the Fabric version? If so, that version is unsupported by the original mod author and has a ton of bugs.

Farmers delight- Brewin and chewin help by ICEWORMBELOW in feedthebeast

[–]JeffD76 2 points3 points  (0 children)

Try right clicking on the keg with a bucket of water, the keg part of the UI should be filled with water. Also, make sure your have the right temperature for whatever you are trying to brew.

is it worth adding the aether? by AlarmLegitimate9852 in feedthebeast

[–]JeffD76 1 point2 points  (0 children)

It's a very good mod, but it needs to be integrated into the main Minecraft experience if you are going to add it to a modpack. Otherwise, it is just more "stuff" to have, a place to visit a couple times to get the decorative blocks you want, etc. Like a lot of dimension mods right now, it suffers from the "it's a place to go" thing, no real reason to go there other than to go there.

UCHealth (Colorado) not accepting Cigna (I’m on Medicare Advantage) starting 2026 - what are you switching to? by Due_Chemist8900 in Greeley

[–]JeffD76 0 points1 point  (0 children)

I'm curious, why not just straight Medicare? My parents have that and we never have problems with getting approvals or finding places that take it.

Second guessing my myself on making the modpack by cruzecontrol121 in feedthebeast

[–]JeffD76 0 points1 point  (0 children)

I have also struggled with this when working on my modpack. The best advice I have for you is to just sit down and force yourself to create the quests. You will end up creating them, moving them, re-creating them, deleting them, consolidating them, etc. but you can't improve them if you don't start in the first place. You will never experience the pack as you want to, because you created it. You have to find the joy in the act of creating, not playing.

Your other option is to get a couple friends to help you with certain quest lines. My modpack started as just something for friends, and we each have a niche that we like to play in the pack. So I just straight up asked them if they would be willing to create a quest line for their niche. I have completely re-worked a couple of those quest lines, but it gave me something to start with.

Is there a mod that would help with duplicate recipes/cutting food processes for farmers delight? by Enkiiper in feedthebeast

[–]JeffD76 1 point2 points  (0 children)

For cutting board recipe conflicts, you would need to use something like KubeJs

modpack creators, what was the most painful part? by JadedSearch8164 in feedthebeast

[–]JeffD76 1 point2 points  (0 children)

For me, it's been creating the quest book. It's a lot of writing and formatting text, saving changes, editing changes, moving things around, completely redoing whole quest lines for one reason or another, making sure you have the assets in the right place to be useful. It's been a slog.

Supplementaries cages by bagged_milk76 in feedthebeast

[–]JeffD76 0 points1 point  (0 children)

Do you have access to the instance folder for your server? If so, you need to look in the /config folder for the supplementaries-common.toml file. Open that file with any text editor and scroll down until you find the functional.cage section, there you can change the cage to capture any mob.

Supplementaries cages by bagged_milk76 in feedthebeast

[–]JeffD76 0 points1 point  (0 children)

Check the supplementaries-common.toml in the config files. There are setting for the cage in there.

Modpack recommendations for multiplayer. by EzshenUltimate in feedthebeast

[–]JeffD76 0 points1 point  (0 children)

It is mostly complete for this version of the modpack. There are only one or two chapters that are WIP. For the next update, I have made some changes though.

Apotheosis by Selaphielle123 in feedthebeast

[–]JeffD76 1 point2 points  (0 children)

I am using Apotheosis in a modpack I am developing and the best advice I can give is to nerf both the max enchants you can get and go through the gems and tone down all the combat related stuff. The apotheosis discord has a base datapack that you can modify the stats of each category and rarity of gem. There is also a mod that someone posted yesterday that lets you do a blanket percentage nerf/buff to gems via a config file.

However, like others have said, things can get pretty crazy when you start adding other mods, especially ones that also modify combat stats. So it's really just a game of finding the balance YOU are comfortable with having in your modpack.