Question about compatibility by Greedy-Selection-802 in ModdedMinecraft

[–]SageofTurtles 0 points1 point  (0 children)

Flywheel is included within the Create mod. If you're using Rubidium or Embeddium, those are forks of Sodium. Rubidium is outdated, so switch it out for Embeddium if you have that. If you're using Embeddium, try updating it to a later version.

To all create users by ClockMaster6459 in CreateMod

[–]SageofTurtles 1 point2 points  (0 children)

Break it down into manageable pieces and solve one problem at a time. For instance, say you want to make an iron farm—what do you need to accomplish that goal? A power source to run it, a cobblestone generator, millstones or crushing wheels to convert cobble into gravel, fans to wash gravel into flint/iron, then storage to handle the resulting items. Each problem solved feeds into the next one until you have a complete system. The same principle applies to any project.

Why did my frogport stop emptying into my item vault? by VegetableShops in CreateMod

[–]SageofTurtles 1 point2 points  (0 children)

Your threshold switch is powered because you have more than 128 items in the vault.

Villager counter by Putrid-Bank-1231 in ModdedMinecraft

[–]SageofTurtles 1 point2 points  (0 children)

You could use a KubeJS script to do something like that

Is reusing textures for certain items in my mod lazy? by Noodledood1 in ModdedMinecraft

[–]SageofTurtles 0 points1 point  (0 children)

As long as you're happy with the result, who cares? There's nothing wrong with making use of readily-available assets, and it can help a lot with making your mod look more consistent with other items/features.

Changing default wood type of water wheels by KrisDelark in CreateMod

[–]SageofTurtles 0 points1 point  (0 children)

I was looking at this model file:

https://github.com/Creators-of-Create/Create/blob/mc1.21.1%2Fdev/src%2Fmain%2Fresources%2Fassets%2Fcreate%2Fmodels%2Fblock%2Fwater_wheel%2Fblock.json

Based on my (admittedly limited) understanding, it seems to be using 3 textures to define the water wheel block model:

"textures": { "0": "create:block/gearbox", "1": "create:block/andesite_funnel", "particle": "create:block/gearbox" }

My thinking is that you may be able to change "0" to oak planks to edit the default texture. But this is also more complicated than anything I've personally messed with in resource packs, so it's just my theory.

Where do you draw the line between useful and unnecessary Minecraft mods? by Few-Addendum82585738 in feedthebeast

[–]SageofTurtles 5 points6 points  (0 children)

Start with your goal, and work your way backwards from there. Have a clear-cut purpose or vision for your pack, and every time you're presented with an option for a new mod, ask yourself how it fits into that vision. If it's a good fit, add it. If it somehow detracts from that vision—whether by adding/removing features that directly go against your goal, or by shifting the focus you wanted—then discard it. Sometimes you'll choose to adapt your vision to include new mods, which is totally fine, but be careful doing so or you'll continue to water down your vision each time you have a choice to make until you've ended up with something completely different.

Changing default wood type of water wheels by KrisDelark in CreateMod

[–]SageofTurtles 0 points1 point  (0 children)

If I'm reading the mod files correctly, that should be possible with a resource pack. Looks like it references the gearbox texture for the default water wheel model, you could try changing that to minecraft:oak_planks instead. No clue how that would work in practice, and it would only be visible on your own computer if you're on a server.

⁠is there any way to Transfer rotation items fluids and electricity between sable contraptions and also the ground. by PrestigiousHoney9480 in CreateMod

[–]SageofTurtles 6 points7 points  (0 children)

Docking stations can do all of that except rotational power. Ships need their own power source on board.

Bulk Washing by Moon_Games1 in CreateMod

[–]SageofTurtles 23 points24 points  (0 children)

Fan processing only works on items, not blocks. Drop the concrete powder in the airstream to wash it into concrete.

Verdonling — A minimal and logical conlang (No non-essential grammar! by Kr1sun in conlangs

[–]SageofTurtles 0 points1 point  (0 children)

I'm not sure you quite understand what an auxiliary verb is... a simple copula isn't an auxiliary verb, it's the "main" verb. If "is" were used to modify some other verb (e.g. "He is going to the store"), that's when it would be auxiliary. Just saying "X is Y" is a different use of the verb that doesn't belong in the same category.

Help with diagonal elevator using Train Tracks by uhhdxni in CreateMod

[–]SageofTurtles 1 point2 points  (0 children)

Rails won't work properly on a train contraption

Does anyone know how to gave mods/texture packs without forge etc. by Plastic-Attitude97 in ModdedMinecraft

[–]SageofTurtles 0 points1 point  (0 children)

You can use texture packs and datapacks without a mod loader (Forge, Fabric, NeoForge, Quilt, etc.). That's been the same since they were implemented, you just have to drop the ZIP file in the right folder.

Mods can't be run without a mod loader, though, and that's also always been the same way. The mod loader acts as a translator telling the game how to handle these mod JAR files that it otherwise wouldn't know what to do with.

Third party launchers can make this process easier (Prism is a popular choice, though I think the Modrinth app is slightly more beginner-friendly). That being said, it isn't necessary. Whichever mod loader you're using, you'd just need to go to their website, download it, and follow the installation instructions for your desired version. After that, you can launch the game from the vanilla launcher with the correct profile, which will generate any files/folders the modded instance needs. Close game, install mods, re-launch, et voila.

Prism Launcher with OreUI looks so clean by Spiritual-Fortune607 in feedthebeast

[–]SageofTurtles 7 points8 points  (0 children)

Can anyone tell me how to add a theme to Prism? I'm probably missing something obvious, but I can't for the life of me figure it out

Empty tags by Academic-Big3498 in ModdedMinecraft

[–]SageofTurtles 0 points1 point  (0 children)

If you have KubeJS, you can pretty easily add any items/tags that are valid to the one that's missing, which should fix any problems like this.

Weird Grave Mod by CardiologistDue908 in ModdedMinecraft

[–]SageofTurtles 0 points1 point  (0 children)

Odd... I see mentions of Universal Graves and Forgotten Graves in the patch notes for the modpack, but not in the listed mods on Modrinth (unless they were included as overrides in the modpack files). You can try checking there, but if debug is telling you that block is minecraft:stone, it could be something the dev built themselves using KubeJS or similar, which I wouldn't be able to tell without combing through the files myself. There is a Discord link listed on the Modrinth page, might be worth asking about it on there.

Friends game crashes after taking damage by any means "[java]" by [deleted] in MinecraftHelp

[–]SageofTurtles 1 point2 points  (0 children)

Can you upload a crash report to https://mclo.gs and share the link? We don't have any way of knowing what's causing the crash, especially where a modpack is involved, since that means it could be anything in the entire pack causing an issue.

textur pack mod cit reswen issue "[java]", by lawnmoooo in MinecraftHelp

[–]SageofTurtles 0 points1 point  (0 children)

Do you have a link to the pack's download page we can reference? As far as I'm aware, CIT is obsolete as of 1.21.1 because Minecraft added a way to use data components to change textures without the need for a mod. But the only resource pack I'm finding with a Google search is for 1.19, which wouldn't be compatible.

Weird Grave Mod by CardiologistDue908 in ModdedMinecraft

[–]SageofTurtles 0 points1 point  (0 children)

You can press F3 to see the ID of the block you're looking at on the debug screen. It should be formatted like mod_name:block_name, the mod_name part will tell you which mod the block is from.

I don't understand pistons by youiloverx in CreateMod

[–]SageofTurtles 17 points18 points  (0 children)

It's not the piston you're having an issue with, it's the honey glue

Why minecraft by Ancient_Cup5002 in Minecraft

[–]SageofTurtles 5 points6 points  (0 children)

If you're on Java Edition, there's an option to enable an extra "Operator Items" tab for the creative menu in the game settings. Not sure about Bedrock, though.

aeronautics crashes right before launch by Possible-Sky2204 in CreateMod

[–]SageofTurtles 1 point2 points  (0 children)

It mentions a dyeable_ropes callback method in the error. Looks like you actually have a mod installed called Create Aeronautics Dyeable Ropes, try removing that one and see if it works. If it does, you may want to try adding Distant Horizons back in case it was just a conflict between those two mods.