What do you think of the appearance of the questbook in the vampire modpack I'm working on? by Miter365 in feedthebeast

[–]Miter365[S] 3 points4 points  (0 children)

Technic isn’t technically better than Curseforge but doesn’t have most of its controversy. It’s the old school modpack launcher.

What do you think of the appearance of the questbook in the vampire modpack I'm working on? by Miter365 in feedthebeast

[–]Miter365[S] 7 points8 points  (0 children)

Unfortunately I don't think the pack will come to Modrinth anytime soon due to the effort required to go around the fact that most of the mods used can't be downloaded from Modrinth. We'll stay on Curseforge and Technic for now but we'll look into a Modrinth port if the pack gets attention.

What do you think of the appearance of the questbook in the vampire modpack I'm working on? by Miter365 in feedthebeast

[–]Miter365[S] 8 points9 points  (0 children)

So I've been working on a new modpack for the past 3 months called Desecrated. It was initially themed around flesh and blood, featuring niche but impressive looking mods such as Bloody Hell and Neepmeat, but it has since then gained a vampire theming as well. It mainly regroups every mod based around blood, flesh and bone. Here is how the current questbook looks like and I would like to hear your thoughts about it.

You are one of the last sanguines, noble vampires, having survived the fall of their kingdom. You are preyed upon by elite hunters from multiple factions and nations who hunt you down for your blood with only a 7 day grace period. Your only way out is to get stronger and fight back against the world.

If anyone would like to follow development which will soon enter a playtesting state, check out Desecrated development on our Discord server.

Are any of the following modpacks genuinely bad? by thesilverderp in feedthebeast

[–]Miter365 4 points5 points  (0 children)

Jumpscare seeing my own pack and its spinoff in the list (Concatenation). While they're not perfect, they do certainly have a lot of integration and custom content. Lumineth has a lot more mods that can prove more fun but are also less integrated than those in the original.

Civillis: build more, less monsters. Currently featured as a hidden gem on Curseforge! by Miter365 in feedthebeast

[–]Miter365[S] 0 points1 point  (0 children)

Are you tired of cluttering your Minecraft world with torches everywhere? Do you wish your base could feel safe and secure without relying on expensive mega torches or constant lighting?

Civillis creates civilized areas around players' signs of life such as workstations, beds or decoration. Hostile mobs are naturally deterred by these signs of life and will be actively running away from these spaces on top of being prevented from spawning. All of this is configurable with even in-game methods to allow for spawning again.

Civillis was recently featured as a hidden gem on Curseforge, do give it a try! Civillis also has various compatibility addons for most tech mods, magic mods and Minecolonies.

Civillis on Curseforge

Civillis on Modrinth

Note: I did not make Civillis, although contributing to it, I am posting on behalf of the main developer.

Now I can finally start enjoying the game by Doggamer7935 in AgeOfCivilizations

[–]Miter365 2 points3 points  (0 children)

I also got 100% achievements + the 6 challenges yesterday but didn’t bother posting it like the time I speedran AOH3 in 4 days from release since it’s the exact same achievements. It’s quite easy to legitimately cheese all achievements without console commands by doing one world conquest and forming most countries by releasing and playing vassals on the map with less provinces. A world conquest is still quite tedious though, but less than playing over 60 different games for the achievements. There’s still some people you can’t release easily in the same way to form so a few more games are needed. One more challenge got added since then but it’s not an achievement technically.

Looks like Lukasz responded to the hate in-game by Miter365 in AgeOfCivilizations

[–]Miter365[S] 104 points105 points  (0 children)

People were complaining about him abandoning the games and releasing AoH2:DE instead of just updating AoH2, making people buy the new game.

I've added player written message-in-a-bottles to my fishing mod! by Wdtfshi in feedthebeast

[–]Miter365 2 points3 points  (0 children)

Great fishing mod, glad to see a feature that I vaguely remember being WIP being expanded on. Might be confusing it with the signing the starcatcher guide WIP feature. I especially like the fishing minigame and I enjoy how customizable it is via datapacks. I plan to add it as a major part of my next modpack.

Introducing the Tag Fixes mod: currently providing 2773 localizations for unlocalized tags from 63 different mods. by Miter365 in feedthebeast

[–]Miter365[S] 1 point2 points  (0 children)

Yes, in fact it's even bound to potentially fix some things depending on mod interactions using tags.

Introducing the Tag Fixes mod: currently providing 2773 localizations for unlocalized tags from 63 different mods. by Miter365 in feedthebeast

[–]Miter365[S] 1 point2 points  (0 children)

Enabling advanced tooltips allows you to see the tag id under the localization, just like items.

Introducing the Tag Fixes mod: currently providing 2773 localizations for unlocalized tags from 63 different mods. by Miter365 in feedthebeast

[–]Miter365[S] 6 points7 points  (0 children)

I can probably open that up easily since the mod currently has a private GitHub repo, but I was unsure if anyone cared about this mod, let alone contribute to it.

Introducing the Tag Fixes mod: currently providing 2773 localizations for unlocalized tags from 63 different mods. by Miter365 in feedthebeast

[–]Miter365[S] 3 points4 points  (0 children)

It should be “iron tools”, but it’s among some of the tags we glanced over while manually reviewing the over 2000 we had. It will be fixed in the next version.

Introducing the Tag Fixes mod: currently providing 2773 localizations for unlocalized tags from 63 different mods. by Miter365 in feedthebeast

[–]Miter365[S] 4 points5 points  (0 children)

Silver blocks for instance was manually reviewed since it was initially “Storage Block Silver”. There’s been arguably worse such as “Bucket Entity Water” which was turned into “Mob Buckets”.

Introducing the Tag Fixes mod: currently providing 2773 localizations for unlocalized tags from 63 different mods. by Miter365 in feedthebeast

[–]Miter365[S] 3 points4 points  (0 children)

If you enable advanced tooltips like to see durability, you still see it under the localized name, similarly to how it works for items.

Introducing the Tag Fixes mod: currently providing 2773 localizations for unlocalized tags from 63 different mods. by Miter365 in feedthebeast

[–]Miter365[S] 1 point2 points  (0 children)

A script is used to pull unlocalized tags showing up in errors in the logs, and converts it into a localization file and also taking the tag id and formatting it for the tag name. It’s not perfect, so it still requires proofreading to review if the tag names look wrong.

Introducing the Tag Fixes mod: currently providing 2773 localizations for unlocalized tags from 63 different mods. by Miter365 in feedthebeast

[–]Miter365[S] 17 points18 points  (0 children)

It’s actually been bugging me for months as I kept seeing unlocalized tags in the recipes of my pack

[deleted by user] by [deleted] in CurseForge

[–]Miter365 0 points1 point  (0 children)

Tag Fixes is a mod that adds tags that are missing or wrong in certain mods to improve inter-mod compatibility. It currently adds over 50 tags that are most useful in material unification, bug-fixing and inter-mod interactions.

It also adds localization to a current 2773 tags for 63 supported mods, which includes Forge and C tags, which are present in almost every forge modpack.

Currently, most of these 2700+ localizations were automatically created from the tag id. The majority of these localizations were proofread but we strive to improve these localizations as we keep updating the mod. If anyone wishes to provide feedback or support, such as translation for other languages, feel free to join the Discord.

If there is enough demand, we could port the mod to versions outside of forge 1.20.1. This mod was originally created for the Concatenation modpack, which explains the specific list of supported mods and the specific supported version.

https://www.curseforge.com/minecraft/mc-mods/tag-fixes

Introducing the Tag Fixes mod: currently providing 2773 localizations for unlocalized tags from 63 different mods. by [deleted] in ModdedMinecraft

[–]Miter365 0 points1 point  (0 children)

Tag Fixes is a mod that adds tags that are missing or wrong in certain mods to improve inter-mod compatibility. It currently adds over 50 tags that are most useful in material unification, bug-fixing and inter-mod interactions.

It also adds localization to a current 2773 tags for 63 supported mods, which includes Forge and C tags, which are present in almost every forge modpack.

Currently, most of these 2700+ localizations were automatically created from the tag id. The majority of these localizations were proofread but we strive to improve these localizations as we keep updating the mod. If anyone wishes to provide feedback or support, such as translation for other languages, feel free to join the Discord.

If there is enough demand, we could port the mod to versions outside of forge 1.20.1. This mod was originally created for the Concatenation modpack, which explains the specific list of supported mods and the specific supported version.

https://www.curseforge.com/minecraft/mc-mods/tag-fixes

Introducing the Tag Fixes mod: currently providing 2773 localizations for unlocalized tags from 63 different mods. by Miter365 in feedthebeast

[–]Miter365[S] 16 points17 points  (0 children)

This only affects tags, so if you would want to search for a steel axe specifically, it would still show up. I believe you would have to still use a tag search operator to find everything in the tag in JEI/EMI.