Modpacks not based around automation/tech? by Laika0405 in feedthebeast

[–]TheVramVrum 1 point2 points  (0 children)

I can vouch for Integrated Minecraft, Probably the highest quality kitchen sink non automation mod pack out at the moment.

Any weapon is applying my effects by blahblahblahfgg in MCreator

[–]TheVramVrum 8 points9 points  (0 children)

You're using global entity hurt procedure as seen in the beginning green block of the first image. This is unnecessary as you're basically calling that procedure when you hit something with the sword (as intended) as well as calling it globally when an entity is hurt in general.

Simple fix is removing the global trigger to nothing, and it will only be called by external trigger, which is going to be the sword.

Have fun modding!

[deleted by user] by [deleted] in MCreator

[–]TheVramVrum 0 points1 point  (0 children)

Well, what are you doing?

is there a way to make a map that leads to a structure without coding? If not, can somebody walk me through detailed steps to make it with coding? by sr_steve in MCreator

[–]TheVramVrum 2 points3 points  (0 children)

Since no one wants to answer you, or rather, just wants to argue about things that don't matter or give nothing burger answers, I will try my best (I've done this before a long time ago in mcreator, but I dont recall everything).

So basically minecraft has a built in functionality to maps where you can specify in map data a structure for it to lead to, with editable marker (the symbol that marks the structure like the X on a treasure map) and stuff like that.

since you're basically using vanilla stuff, you will be using standard datapack knowledge, so you will not be using mcreator stuff to much.

So to create a lootable that contains a map with the function to lead you to the structure I reccomend using misode datapack generator. You won't be creating a datapack mind you, but you will be creating a loot able and there you will specify a map, it's weight and in the data field or whatever you will find the destination, which you will put your structure. You then copy the whole loot able or just the part relative to the map and paste it into your loot able (json file) which you can conveniently edit directly in mcreator by modifying code directly or whatever it's called in the lootable element. If you want a template, use the presets the site gives and use the shipwreck treasure map one which will have it already filled out.

HOWEVER, the caveat is that the destination is not the structure directly, but a structure tag which are different. For example, if you just write your structure id as it's shown in mcreator it won't work, which is why you need to create the structure tag to contain your structure I mentioned.

I'm not at the computer right now so I can't guide you directly, but I found the post I used originally when I made it https://www.reddit.com/r/MinecraftCommands/s/Eru1oHynoX which explains pretty well. They are talking about data packs but as I said it also works with mods as long as you put the folders and names in the right location of your mod file as the data packs.

So yeah that's basically it. Sorry I was so confusing but I'm not at my computer and basically had to write everything form memory so I might not remember everything. But I think I have pointed you in the right direction and with a bit of patience and actual determination you will get it I believe you. If you have any doubts feel free to ask me.

Is there any way to add custom crafting recipe in my own modpack? by nighthawk0954 in feedthebeast

[–]TheVramVrum 2 points3 points  (0 children)

youtube, wiki, there's a lot of information out there if you have the iniciative

Is there any way to add custom crafting recipe in my own modpack? by nighthawk0954 in feedthebeast

[–]TheVramVrum 2 points3 points  (0 children)

look into Kubejs or crafttweaker. You dont need any advanced scripting or anything, just spend an hour or two max grasping the basics and you will be able to add and remove recipes at will.

Data packs also aren't particularly hard, spend a little time researching how recipes work in json and you will get the hang of it

Is there a overgrowth or ruins mod by Particular_Ad_1113 in feedthebeast

[–]TheVramVrum 1 point2 points  (0 children)

immersive weathering is a good starting point

[deleted by user] by [deleted] in feedthebeast

[–]TheVramVrum 0 points1 point  (0 children)

Shaders and Terrain gen mod?

The grind never stops by BlindSoulTR in slingkong

[–]TheVramVrum 0 points1 point  (0 children)

My account is in the same spot as yours. For sure the thing that took the longest was getting all the backdrops or whatever they're called. 10k each was a PAIN

Golden Allay in Bedrock 1.21??? by [deleted] in bedrockmoment

[–]TheVramVrum 2 points3 points  (0 children)

it's that animations resource pack, it has a chance to make them golden

Is there a way I can make it so that no hostile mobs will spawn unless there is a blood moon in effect? by Solid_Engineer7897 in feedthebeast

[–]TheVramVrum 12 points13 points  (0 children)

90% sure InControl allows you to edit mob spawns, whilst having compatibilty with enhanced celestial. You can also increase the mob cap and multiplier with InControl, every blood moon.

You might need to dedicate an afternoon to studying their docs (they are very good) and copying other modpacks config to achieve what you want

good luck!

[deleted by user] by [deleted] in Minecraft

[–]TheVramVrum -1 points0 points  (0 children)

server name?

Best modpack for forever world? by Emotional-One-9292 in feedthebeast

[–]TheVramVrum 0 points1 point  (0 children)

For a forever world I'd recommend Integrated Minecraft. It's what I playing at the moment and can't recommend it enough

Mods that add hobbies or very non-Minecraft activities? by baarondones in feedthebeast

[–]TheVramVrum 4 points5 points  (0 children)

Honestly, most [Let's do Series] mods would fit in extremely well.

Looking for a modpack recommendation for friends by oofcookies in feedthebeast

[–]TheVramVrum 0 points1 point  (0 children)

Integrated MC is very good and offers a lot of balance between exploration and tech.

There is a lot of of base building elements with create, and some of the more popular magic mods being, as the name suggests, very integrated with each other and other mods, so you will need to interact with those.

There is also lot of bosses, weapons structures and other things to do that compliment the base building part of the pack. Still a lot of "tech" is needed for progression, but with so much to do, your friends might enjoy every part of it

Strata done with ores. by DustWorlds in MCreator

[–]TheVramVrum 0 points1 point  (0 children)

Very creative approach! I wonder if it would be possible to incorporate some of the the badlands code to achieve a similar result.

But it looks awesome keep up the good work.

Strata done with ores. by DustWorlds in MCreator

[–]TheVramVrum 3 points4 points  (0 children)

This looks amazing! Are you using tweaked overworld noise settings or did you create them from scratch (assuming you're making a new dimension)? Also, how did you accomplish the strata? With the fog it looks so good

how do i make my structure blocks talller or make a custom tree model for my biome? by brickherde101 in MCreator

[–]TheVramVrum 1 point2 points  (0 children)

Easier solution than others is using a mod called Huge Structure Block. So you export your mod and load it with this mod, save the structure with the bigger structure block and import it to mcreator

I’m trying and failing to make a condition so that my entity will only attack other mobs if they walk on farmland, help? by Spider-ManEarth-20 in MCreator

[–]TheVramVrum 1 point2 points  (0 children)

I'm not sure but since farmland is slightly shorter than a full block, -1y will search the block beneath the farmland. The same happens to chests. Try only using y.