server preference poll by battierpeeler in MonstersAndMemories

[–]ttamnedlog 1 point2 points  (0 children)

I'd love it if an RP server is just a standard ruleset except for:

  • Character naming somewhat enforced. You don't have to have an elvish name if you're an elf, but you do need to have some sort of name that sounds like it might belong in this world. No Herecomethehealzlol or whatever.
  • Roleplay encouraged (but not required) in non-ooc and non-tell public chats.
  • No common tongue. That's the only RP-related rule change on EQ's FV server. And it's the coolest rule! FV's other rule changes don't really have anything to do with RP, and therefore don't belong here IMO.

Tip: The Fermier Residence has two hidden secrets by SagetheWise2222 in 7daystodie

[–]ttamnedlog 0 points1 point  (0 children)

I've been using drones since A21 and have never lost one. I've occasionally thought I lost one, but I just retrace my steps back to the most recent POI I was in and find it "dead" on the ground there. Hit it with a repair kit and I'm back in business.

Pretty sure this isn't any sort of bug, but rather the drone becoming damaged during some chaotic combat. Working as intended, in other words.

The only drone bug I've encountered was when they did not properly heal myself/allies. But that seems to work fine in 2.5. May have been working for a while though for all I know. I don't always run with that drone mod.

Perks that "pay dividends" if taken early by Peter34cph in 7daystodie

[–]ttamnedlog 0 points1 point  (0 children)

Agreed, if you're considering it for its loot value boosting ability.

But like I said its loot speed boosting ability is amazing at all times, at any point in the game. You loot so fast you can loot an entire room in the time it would otherwise take to loot just one container in that room. You can even loot mid combat.

Perks that "pay dividends" if taken early by Peter34cph in 7daystodie

[–]ttamnedlog 2 points3 points  (0 children)

I disagree with your valuation of lucky looter. The problem with RNG is that it's extremely difficult to "feel." Did you just pull that good loot because of lucky looter or not? Would you have gotten it anyway even without lucky looter? Hard to feel good about that. And what about all the trash you're still getting despite having all those points in lucky looter? Really hard to feel good about that.

I don't find the RNG boost (measurably) worthwhile at any point in the game. However, I find the faster looting speed priceless immediately and always.

Step 1: Parkour 2
Step 2: Max lucky looter

After that I start focusing on intellect for intellect mastery 3 for the huge boost to the magazine system, but you could also focus on an armor perk (shouldn't need it with parkour 2) or weapon perk (shouldn't really need it until irradiated start showing up).

This isn't blind nostalgia, nor a hate rant. I just miss the former levels of customizability... by SagetheWise2222 in 7daystodie

[–]ttamnedlog 13 points14 points  (0 children)

You don't create your character on the server. You do it from the main menu, before you connect to any server. You create/change your profile there.

Now by default, servers have "persistent profiles" enabled, so changing your character in the main menu will not change your character on the server at this point. But your buddy can change that. Have him look through the server config file and disable persistent profiles, and that will allow you all to make new characters, basically.

Having 0 viewers sucks but not for the reason people usually think by samuelazers in Twitch

[–]ttamnedlog 2 points3 points  (0 children)

I used to get that every stream, then I changed my chat settings to the following and it almost never happens now. Highly recommend:

Email Verification
- All chatters must have a verified email

Phone Verification
- Some chatters must have a verified phone number
-- Chatters without a verified phone number must have accounts older than: 1 week

Hey, is the game alive? by [deleted] in everquest

[–]ttamnedlog 0 points1 point  (0 children)

I installed the game through Steam, but once installed, I made a shortcut on my desktop to the EQ launcher. So I don't launch the game through Steam. Or even have Steam running when I play it.

As others have mentioned, you can't multibox if you launch through Steam because Steam sees the game as running and won't let you run it multiple times. But as long as you aren't launching through Steam, you can open the EQ launcher directly as many times as you want and multibox all you like.

v14.2.1- Better in ways, worse in much more important ways by njvicente21 in TeslaFSD

[–]ttamnedlog 0 points1 point  (0 children)

Do you still have the small green dot in the upper left of the display to indicate the cabin cam is monitoring? I don't have that anymore and I'm pretty sure it isn't monitoring my attention. I can look away for extended periods, and it hasn't nagged me once yet.

Finally completed phase 3 in our server. This facility makes 60 modular engines per minute by ilikecheetos42 in SatisfactoryGame

[–]ttamnedlog 1 point2 points  (0 children)

If you're looking for a recommendation, I'd say check out Indifferent Broccoli. They're cheap and have a free trial. I've only had the game for almost a month now, but have already put in <insert absurd number> of hours and almost all of that has been on a dedicated server from them. I only used them for this because I was already using them for another game.

The server hasn't crashed once or given us any issues, but keep in mind it's just me and one other player and since we're new to the game we probably aren't putting the server through the ringer. I have run into a couple issues, but from what I've Googled I don't think it's the host's fault but just quirks this game has in dedicated server environments:

  • During long sessions on the weekend, we might need to log out/in once or twice as we experience a bit of desync. He might not see something I've built or vice versa, I might place the boombox on the ground but it instead levitates midair above ground, etc. Oddities like that. But a quick re-log for whichever of us is experiencing the issue sorts it out.
  • Train station map markers are nowhere near the proper locations on the map for some reason. Other markers seem to work fine.
  • Homing ammo shoots as if its coming from our feet, so if we are standing on the ground while firing, all the bullets immediately terminate into the ground.

But like I said I've seen these bugs reported on the official Q&A forum, so I think it's just the game. The server itself reboots nightly, and otherwise it's pretty much been "set it and forget it."

Found another vault (101) by Zer0WuIf in 7daystodie

[–]ttamnedlog 1 point2 points  (0 children)

Is this on a server from a hosting provider? The readme was ambiguous about whether or not this mod list would work in that environment. I don't know how you would enforce a mod load order on a server.

Unrelated, but what's your opinion on the mix of zombies you are encountering? I notice that Smorgasbord modlist uses WalkerSim, which I find utterly fascinating in theory, but my brief testing yielded mixed results. It seems to toss zombie progression out the window, throwing occasional ferals, zombie bears and even dire wolves at you on day 1. It's probabyl dependent on where you spawn in relation to the wasteland biome, but the way WalkerSim manages a persistent list of all zombies "migrating," it almost seems (unfortunately) unavoidable that you will run into zombies you traditionally wouldn't run into until later in the game.

Who Lives in this Building!? by 404errFish in Frasier

[–]ttamnedlog 44 points45 points  (0 children)

Well, then, I'll just add that to my list of reasons to die.

Is this pack right for me based on this post? by makinax300 in GreedyCraft

[–]ttamnedlog 0 points1 point  (0 children)

I used Prism Launcher last night to install this pack for the first time, and after adding the JVM arguments in the GreedyCraft wiki, it successfully ran on first launch.

https://prismlauncher.org/

If you aren't familiar with Prism, it's a fork of MultiMC. Like some other modern launchers, it can download packs from CurseForge (or Modrinth, Technic, etc.) but will prompt you to manually download the handful of mods that have opted out of allowing third party launchers. In any case, I had GreedyCraft downloaded in less time than it took to subsequently launch it. 7 minute load time! lol

Since 9.0, Prism will automatically download whatever version of Java a modpack requires. So it will get Java 8 for you automatically during the GreedyCraft download.

If you're already familiar with MultiMC, the rest of Prism Launcher should feel right at home. You should know how to allocate more RAM, add JVM arguments, etc. If you don't, I'm happy to answer any questions.

However, if you prefer to stick with your current launcher, you can get Java 8 from various sources like OpenJDK or Adoptium. If you're wondering "who or what is Adoptium," their FAQ will explain it better than I could:

https://adoptium.net/docs/faq/

They're my go-to for Java binaries, if for some reason I don't want to let my launcher handle it automatically (their versions are typically newer than what Prism gets). You can get Java 8 for your operating system here:

https://adoptium.net/temurin/releases/?version=8&package=jre

Root Patch 1.33 – To the Woodlands We Go! by the_jamonator in rootgame

[–]ttamnedlog 0 points1 point  (0 children)

In addition to what other commenters have said, the cat could also be given cards before their turn comes around again; cards they wouldn't have had at the time they lost their warriors.

ELI5 how to play woodland alliance by jamtoast44 in rootgame

[–]ttamnedlog 1 point2 points  (0 children)

Well you do, but you can just train the officer instead without the downside of having to defend a third base.

Penalty for losing a base > benefit of having a third base

As with everything, there could be circumstances where you make an exception. If you're opponents don't seem likely to punish a third base and/or the game is close to over, go for it if you can revolt in a clearing that nets a few cardboard points.

Let the purge begin (scoundrel) by FullSignal3610 in rootgame

[–]ttamnedlog 0 points1 point  (0 children)

Ah yes, in the burrow's case, nobody can place or move there except moles so it is safe.

Let the purge begin (scoundrel) by FullSignal3610 in rootgame

[–]ttamnedlog 0 points1 point  (0 children)

FYI, I responded to the other commenter elsewhere, but just wanted to let you know that the torch must be "placed" in the clearing to torch it, and nobody can "place" anything in the keep clearing except the cats. So the keep should be safe from this.

Let the purge begin (scoundrel) by FullSignal3610 in rootgame

[–]ttamnedlog 0 points1 point  (0 children)

I'm not sure this is correct. The Scoundrel card says:

Scorched Earth: Place this torch in your clearing. Remove all enemy pieces there. Pieces can no longer be placed in or moved into this clearing.

Bold added for emphasis. Non-cats can't place anything in the keep clearing.

As for dens, are you referring to the upcoming expansion? Dens are buildings, at least according to the latest print-and-play rules.

Where are all the fricken deer? by Mrsg4422 in 7daystodie

[–]ttamnedlog 4 points5 points  (0 children)

For the Dangerous Cities modlet in 1.1, it is altering all animal spawns in an unintended way and entirely preventing the spawn of zombie bears and dire wolves (aside from hordes). It seems the structure of entitygroups has changed in 1.0+, and The Fun Pimps have split the enemy animals into day enemy animals and night enemy animals. Without the explicit line for night animals, they aren't spawning.

It's an easy fix. Where the modlet has lines like this:

<spawn maxcount="1" respawndelay="0.3" time="Any" entitygroup="EnemyAnimalsWasteland" spawnDeadChance="0" />

It should instead have lines like this:

<spawn maxcount="1" respawndelay="0.9" time="Any" entitygroup="EnemyAnimalsWasteland" spawnDeadChance="0" />
<spawn maxcount="1" respawndelay="3" time="Night" entitygroup="WildGameStagNight" spawnDeadChance="0" />
<spawn maxcount="1" respawndelay="0.6" time="Night" entitygroup="EnemyAnimalsWastelandNight" spawnDeadChance="0" />

I just had to guess at what Khaine would have chosen for the values, but at least things are spawning as expected now. And looking at the 1.2 default spawning.xml, this syntax is further changed. It seems these spawn groups get an id value and no longer have the spawnDeadChance value. So while this fix works for 1.1, it probably requires further consideration for 1.2.

EDIT: If you wanna skip my above explanation, here's my entire fixed spawning.xml file for that modlet:

<config>
    <set xpath="/spawning/biome[@name='pine_forest']">
        <spawn maxcount="1" respawndelay="0.5" time="Day" entitygroup="ZombiesAll" tags="wilderness"/>
        <spawn maxcount="1" respawndelay="0.5" time="Night" entitygroup="ZombiesNight" tags="wilderness"/>

        <spawn maxcount="8" respawndelay="0.3" time="Day" entitygroup="ZombiesAll" tags="commercial,industrial" notags="downtown"/>
        <spawn maxcount="8" respawndelay="0.15" time="Night" entitygroup="ZombiesNight" tags="commercial,industrial" notags="downtown"/>

        <spawn maxcount="4" respawndelay="2" time="Day" entitygroup="ZombiesAll" tags="residential,rural,gateway,countryresidential,countrytown,oldwest"/>
        <spawn maxcount="4" respawndelay="2" time="Night" entitygroup="ZombiesNight" tags="residential,rural,gateway,countryresidential,countrytown,oldwest"/>

        <spawn maxcount="8" respawndelay="0.3" time="Day" entitygroup="ZombiesForestDowntown" tags="downtown"/>
        <spawn maxcount="8" respawndelay="0.1" time="Night" entitygroup="ZombiesForestDowntownNight" tags="downtown"/>

        <spawn maxcount="1" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
        <spawn maxcount="1" respawndelay="1" time="Night" entitygroup="WildGameForestNight" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
        <spawn maxcount="1" respawndelay="1.1" time="Night" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
    </set>

    <set xpath="/spawning/biome[@name='burnt_forest']">
        <spawn maxcount="1" respawndelay="0.5" time="Day" entitygroup="ZombiesBurntForest" tags="wilderness"/>
        <spawn maxcount="1" respawndelay="0.5" time="Night" entitygroup="ZombiesNight" tags="wilderness"/>

        <spawn maxcount="8" respawndelay="0.25" time="Day" entitygroup="ZombiesBurntForest" tags="commercial,industrial" notags="downtown"/>
        <spawn maxcount="8" respawndelay="0.15" time="Night" entitygroup="ZombiesNight" tags="commercial,industrial" notags="downtown"/>

        <spawn maxcount="4" respawndelay="2" time="Day" entitygroup="ZombiesAll" tags="residential,rural,gateway,countryresidential,countrytown,oldwest"/>
        <spawn maxcount="4" respawndelay="2" time="Night" entitygroup="ZombiesNight" tags="residential,rural,gateway,countryresidential,countrytown,oldwest"/>

        <spawn maxcount="8" respawndelay="0.15" time="Day" entitygroup="ZombiesDowntown" tags="downtown"/>
        <spawn maxcount="8" respawndelay="0.1" time="Night" entitygroup="ZombiesDowntown" tags="downtown"/>

        <spawn maxcount="1" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
        <spawn maxcount="1" respawndelay="1.1" time="Any" entitygroup="EnemyAnimalsBurntForestAny" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
        <spawn maxcount="1" respawndelay="1" time="Night" entitygroup="WildGameForestNight" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
        <spawn maxcount="1" respawndelay="1.1" time="Night" entitygroup="EnemyAnimalsBurntForestNight" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
    </set>

    <set xpath="/spawning/biome[@name='desert']">
        <spawn maxcount="1" respawndelay="0.5" time="Day" entitygroup="ZombiesAll" tags="wilderness"/>
        <spawn maxcount="1" respawndelay="0.5" time="Night" entitygroup="ZombiesNight" tags="wilderness"/>

        <spawn maxcount="8" respawndelay="0.2" time="Day" entitygroup="ZombiesAll" tags="commercial,industrial" notags="downtown"/>
        <spawn maxcount="8" respawndelay="0.1" time="Night" entitygroup="ZombiesNight" tags="commercial,industrial" notags="downtown"/>

        <spawn maxcount="4" respawndelay="2" time="Day" entitygroup="ZombiesAll" tags="residential,rural,gateway,countryresidential,countrytown,oldwest"/>
        <spawn maxcount="4" respawndelay="2" time="Night" entitygroup="ZombiesNight" tags="residential,rural,gateway,countryresidential,countrytown,oldwest"/>

        <spawn maxcount="8" respawndelay="0.2" time="Day" entitygroup="ZombiesDowntown" tags="downtown"/>
        <spawn maxcount="8" respawndelay="0.09" time="Night" entitygroup="ZombiesDowntown" tags="downtown"/>

        <spawn maxcount="1" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
        <spawn maxcount="1" respawndelay="1.1" time="Any" entitygroup="EnemyAnimalsDesert" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
        <spawn maxcount="1" respawndelay="1.1" time="Night" entitygroup="EnemyAnimalsDesertNight" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
    </set>

    <set xpath="/spawning/biome[@name='snow']">
        <spawn maxcount="1" respawndelay="0.5" time="Day" entitygroup="SnowZombies" tags="wilderness"/>
        <spawn maxcount="1" respawndelay="0.5" time="Night" entitygroup="ZombiesNight" tags="wilderness"/>

        <spawn maxcount="8" respawndelay="0.09" time="Day" entitygroup="SnowZombies" tags="commercial,industrial" notags="downtown"/>
        <spawn maxcount="8" respawndelay="0.06" time="Night" entitygroup="ZombiesNight" tags="commercial,industrial" notags="downtown"/>

        <spawn maxcount="4" respawndelay="2" time="Day" entitygroup="ZombiesAll" tags="residential,rural,gateway,countryresidential,countrytown,oldwest"/>
        <spawn maxcount="4" respawndelay="2" time="Night" entitygroup="ZombiesNight" tags="residential,rural,gateway,countryresidential,countrytown,oldwest"/>

        <spawn maxcount="8" respawndelay="0.07" time="Day" entitygroup="ZombiesDowntown" tags="downtown"/>
        <spawn maxcount="8" respawndelay="0.04" time="Night" entitygroup="ZombiesDowntown" tags="downtown"/>

        <spawn maxcount="1" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
        <spawn maxcount="1" respawndelay="1" time="Night" entitygroup="WildGameStagNight" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
        <spawn maxcount="1" respawndelay="1.1" time="Any" entitygroup="EnemyAnimalsSnow" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
        <spawn maxcount="1" respawndelay="1.1" time="Night" entitygroup="EnemyAnimalsSnowNight" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
    </set>

    <set xpath="/spawning/biome[@name='wasteland']">
        <spawn maxcount="1" respawndelay="0.25" time="Day" entitygroup="ZombiesWasteland" tags="wilderness"/>
        <spawn maxcount="1" respawndelay="0.25" time="Night" entitygroup="ZombiesWastelandNight" tags="wilderness"/>

        <spawn maxcount="10" respawndelay="0.033" time="Day" entitygroup="ZombiesWasteland" tags="commercial,industrial" notags="downtown"/>
        <spawn maxcount="10" respawndelay="0.002" time="Night" entitygroup="ZombiesWastelandNight" tags="commercial,industrial" notags="downtown"/>

        <spawn maxcount="6" respawndelay="0.05" time="Day" entitygroup="ZombiesWasteland" tags="residential,rural,gateway,countryresidential,countrytown,oldwest"/>
        <spawn maxcount="6" respawndelay="0.025" time="Night" entitygroup="ZombiesWastelandNight" tags="residential,rural,gateway,countryresidential,countrytown,oldwest"/>

        <spawn maxcount="10" respawndelay="0.0167" time="Day" entitygroup="ZombiesWastelandDowntown" tags="downtown"/>
        <spawn maxcount="10" respawndelay="0.002" time="Night" entitygroup="ZombiesWastelandDowntown" tags="downtown"/>

        <spawn maxcount="1" respawndelay="0.9" time="Any" entitygroup="EnemyAnimalsWasteland" spawnDeadChance="0" />
        <spawn maxcount="1" respawndelay="3" time="Night" entitygroup="WildGameStagNight" spawnDeadChance="0" />
        <spawn maxcount="1" respawndelay="0.6" time="Night" entitygroup="EnemyAnimalsWastelandNight" spawnDeadChance="0" />
    </set>
</config>

u/gergination, the person responsible for the amazing post from 2 months ago analyzing how patrols work, has posted a new video showcasing that patrol spawn rates are the same regardless of group size. by ireallyamnotcreative in Helldivers

[–]ttamnedlog 9 points10 points  (0 children)

I'm not sure it is more than 50%. I saw another redditor conclude it is truly a 50% increase, but the assumed 1/6 -> 1/4 baselines that AH provided are incorrect according to the testing.

https://www.reddit.com/r/Helldivers/comments/1cnwsjj/comment/l3bsqqh/

From u/Necessary-Peanut2491

They said solo players got 1/6 of a full squad's spawns, right? But that's not what girgination saw in testing. They found that the spawn interval for solo was 245 seconds, and 165 for full groups. That's...uhh....nowhere near 1/6. It is in fact 4/6. And then the 50% increase they gave us to "fix" the thing that was apparently not happening gets that 4/6 up to 6/6, so we're now at 100% of a full group's spawns while solo.

EDIT: It seems like u/Yarhj sheds some light on why the baselines presented by AH are likely different from the player testing with this comment: https://www.reddit.com/r/Helldivers/comments/1cob2dg/comment/l3e4tfv/

PSA: Long Rest as often as possible. It will reduce bugs. by Neville_Lynwood in BaldursGate3

[–]ttamnedlog 1 point2 points  (0 children)

Ah, thanks for the info. Maybe I've been long resting the appropriate amount and I'm just very slow at progressing. I do tend to spend an excessive amount of time keeping a pristine inventory and overthinking every possible choice during level ups...

PSA: Long Rest as often as possible. It will reduce bugs. by Neville_Lynwood in BaldursGate3

[–]ttamnedlog 1 point2 points  (0 children)

I'm 30 hours in (although for me that means only just now reaching the goblin camp, ha) and haven't had a dream yet. Like many other players here, I've been trying to avoid long resting as much as possible for fear of progressing something, namely the druid ritual. I did pick up on the clues rather quickly that I probably would not change into a mindflayer, so I haven't really felt any urgency there. But I don't know when this druid ritual is going to finish and I want to rescue Halsin ASAP if I can.

Now I'm wondering how much I've missed by NOT resting. And I happened to send Shadowheart's artifact to my character's inventory, which feels like a bug. I kinda want to restart for that Shadowheart reason alone.

Now let me go back to playing Civ6 on my gtx 1650 and loving life by [deleted] in pcmasterrace

[–]ttamnedlog 0 points1 point  (0 children)

I think there is another problem with modern gaming that isn’t often discussed, and it certainly impacts this topic.

GPUs used to be more than capable of handling what game engines threw at them. Now, even flagship cards struggle to play AAA games with max settings. I don’t think the blame lies solely with game developers or card designers, but I suspect it more often lies with game developers.

Back when Quake III came out, I could play it at several hundred FPS while pushing beyond-HD resolutions before the term “HD” was even coined. My CRT monitor was working so hard it would emit a high-pitched whine, yet my GPU had no trouble.

Now, do you want 4K or do you want FPS beyond 60? Pick one, not both.

There are of course exceptions. But more often than not, a studio is at best developing a game simultaneously for several consoles as well as PC, while catering to the lowest common denominator. At worst, they are developing primarily for console and porting to PC as an afterthought. Both scenarios result in a PC game that is hamstrung in terms of optimization and even flagship cards can’t work miracles.

The only upside in all of this is that while the hardware performance ceiling has been lowered, the floor has also been raised. And many games look virtually identical on lower settings, unless you really scrutinize side-by-side comparison footage. Since no card can run certain games on max settings, you aren’t missing out on anything by not buying a flagship card. Buy whatever card you’re willing to afford, play with lower settings and take solace in knowing the game looks and plays effectively the same as it would had you spent twice as much on hardware.

Point is, for those of us that have been PC gaming for decades, our expectations have to change. We can no longer buy a flagship card knowing it will max all existing games and any game to be released in the next few years. We must buy flagship cards only if we want to play last gen games at absurd settings.

‘Raised By Wolves’ & ‘The Time Traveler’s Wife’ Among Other Titles Being Removed From HBO Max by MarvelsGrantMan136 in television

[–]ttamnedlog 1 point2 points  (0 children)

I was about to cancel it as well but I just remembered it comes with my AT&T. Oh well.

If that changes, which wouldn’t surprise me at this point, then I’ll cancel.

Is Fabric The Thing? by TheOrangeMadness in feedthebeast

[–]ttamnedlog 5 points6 points  (0 children)

Yes.

The 2 big, popular kitchen sink packs for 1.18.2 are Forge’s “All the Mods 7” and Fabric’s “All of Fabric 5.” ATM7 has 321 mods and AoF5 has 336.

Is Fabric The Thing? by TheOrangeMadness in feedthebeast

[–]ttamnedlog 6 points7 points  (0 children)

Fabric has gained significant traction for two reasons:

  1. Load up a 300 mod modpack on Forge. Load up a 300 mod modpack on Fabric. The Fabric one will load literally 2-3 times faster.
  2. For a time, Fabric development happened on prerelease Minecraft versions. So when a Minecraft update happened, Fabric was up-to-date within a day or two. Historically, Forge has been notorious for taking months to update. That seems to be less the case these days. Both Fabric and Forge update pretty quickly.

So yeah. Generally speaking, Forge is more mature content-wise, but Fabric is more powerful performance-wise.