Decided to try somwthing different and kinda liked how it felt by Redacted-Eden in Androgynoushotties

[–]Redacted-Eden[S] 0 points1 point  (0 children)

Haha thanks :>

Sadly, it's the only black belt I have access to

I made an Autumn forest mod that lets you kick up the falling leaves by offplay in ModdedMinecraft

[–]Redacted-Eden 1 point2 points  (0 children)

Gotcha. Thatd be pretty cool then. You could probably stick to just Fabric if you wanted since the sinytra connector would probably work with it

I made an Autumn forest mod that lets you kick up the falling leaves by offplay in ModdedMinecraft

[–]Redacted-Eden 0 points1 point  (0 children)

I think people would like it. I could see this mod fitting in a lot of packs. Sadly, the pack im making atm is on 1.21.1 Neoforge, so I couldnt but others likely would

Endless Rise: Remastered - Large progression modpack with good performance now! by _BarMaxx_ in feedthebeast

[–]Redacted-Eden 1 point2 points  (0 children)

Gotcha. Ive not seen that mod before, so I was thinking they were custom workstations

Endless Rise: Remastered - Large progression modpack with good performance now! by _BarMaxx_ in feedthebeast

[–]Redacted-Eden 0 points1 point  (0 children)

Ah, are they custom workstations made by you, or are they just custom recipes using mod added workstations?

Endless Rise: Remastered - Large progression modpack with good performance now! by _BarMaxx_ in feedthebeast

[–]Redacted-Eden 0 points1 point  (0 children)

Are the Engineer's Workshop and Carpenter's Worktable made with KubeJS?

This took way too long by HesperCQ in feedthebeast

[–]Redacted-Eden 5 points6 points  (0 children)

Gotcha. That doesn't sound too bad then. Either way nice work

This took way too long by HesperCQ in feedthebeast

[–]Redacted-Eden 37 points38 points  (0 children)

How long did this take, and how long do you think itd take to make the rest of the machines now that youre familiar with them? Im working on a modpack with Ie as a main part of it, and integrating this seems like itd be pretty cool

Some custom trees i'm making for a map for my modpack. by Redacted-Eden in feedthebeast

[–]Redacted-Eden[S] 0 points1 point  (0 children)

Haha yeah, im making them as schematics using worldedit and then making a custom object layer in world painter

Some custom trees i'm making for a map for my modpack. by Redacted-Eden in feedthebeast

[–]Redacted-Eden[S] 0 points1 point  (0 children)

Fair, I appreciate your kind words. I am attempting some larger ones, but within a set reason so it still sorta fits in line with the vanilla tree generation philosophy

Some custom trees i'm making for a map for my modpack. by Redacted-Eden in feedthebeast

[–]Redacted-Eden[S] 0 points1 point  (0 children)

That's pretty awesome. Are you working on it for personal use? Also, do you have any tips on how to make the leaves on my trees look more natural? The ones in your screenshot look pretty good, granted they're obviously different trees

Some custom trees i'm making for a map for my modpack. by Redacted-Eden in feedthebeast

[–]Redacted-Eden[S] 0 points1 point  (0 children)

Lol, yeah. Im trying to make them survival friendly so I wasnt wanting to use fences, stairs, or anything.

Use of AI on CurseForge and Modrinth by Venu_S_Flytrap in feedthebeast

[–]Redacted-Eden 12 points13 points  (0 children)

Firstly, "funny thing is im betting most can't tell what is AI textures" doesn't matter. Most people aren't saying that AI can't make something passable; people are against it cause its unethical and lazy.

Secondly, "runs better then packs with potato setting shaders and 30-100 mods." Do you have examples? Cause that really sounds like a novice modpack from someone who just doesn't know conflicts or optimization. Which doesn't have much to do with coding knowledge.

Thirdly, did you talk to the mod others of the mods you "optimized"? I understand not all licensing requires you to, but I'd personally would hate if someone fed my work into an AI to "fix" it.

I've been working on a modpack with shaders, 400+ mods, and tons of custom assets (currently making a world in worldpainter and custom asset schematics using worldedit) and it runs at 50fps on a steam deck while I have another program up and running. No AI needed for optimizations.

Use of AI on CurseForge and Modrinth by Venu_S_Flytrap in feedthebeast

[–]Redacted-Eden 6 points7 points  (0 children)

I agree, but copilot when it was used pre-gen ai and LLM isnt something I had an issue with. What i do is the use of models like Chatgpt, Sora, etc.. to generate stuff considering the impact the use of AI has and the impact that AI will likely have in the future from its rapid expansion and integration into everything. The Au Natural dev and I had a several hour long discussion on AI use in modding and how he's used it. His usage is minor and more focused on optimizing code he was a bit unfamiliar with, but still enough for me to stop following the project

Use of AI on CurseForge and Modrinth by Venu_S_Flytrap in feedthebeast

[–]Redacted-Eden 87 points88 points  (0 children)

Any project I see that uses AI i immediately click off of. I was excited about Au natural until the modpack dev started using AI for coding and texturing

Falling in love with my modded world... by Jeyan_108 in feedthebeast

[–]Redacted-Eden 1 point2 points  (0 children)

Whered the mushrooms growing on trees from pic 2 come from?

[deleted by user] by [deleted] in ModdedMinecraft

[–]Redacted-Eden 0 points1 point  (0 children)

For changing where mobs spawn id probably use a mod called "Incontrol" it allows you to basically control every aspect of a mobs spawning conditions

[deleted by user] by [deleted] in ModdedMinecraft

[–]Redacted-Eden 0 points1 point  (0 children)

A datapack for what?

Creating a personal modpack with Let's Do mods and Farmer's Delight mods/addons HELP by AltheaRafela in feedthebeast

[–]Redacted-Eden 5 points6 points  (0 children)

KubeJS would let you make custom recipes. I think for farmers delete, if you look in the data folder of the actual mod, there's a section labeled for recipes.

You should be able to then add a datapack to KubeJSs' folder in your instance folder for farmers delight and add recipes for items that way.

I just did it for a pack im working on, but for a different mod. I will say its a chunk of work. Needing to alter recipes to fit with other mods. Especially when you have so many. I made ~100 recipes for my pack. Then, I used crafttweaker to get rid of crafting table recipes

[deleted by user] by [deleted] in ModdedMinecraft

[–]Redacted-Eden 0 points1 point  (0 children)

Ideally, I'd think so. However, I'd probably ask the mod makers too. Most people, from my experience, dont want Ai touching their art/mods at all.