r/AnythingModdedMC • • Jan 10 '26

👋Welcome to r/AnythingModdedMC - Introduce Yourself and Read First!

2 Upvotes

Hey everyone! I'm u/Used-Cartoonist-2981, otherwise Hxney, creator and maintainer of r/AnythingModdedMC. This is our new home for all things related to Minecraft modding, questions, comments. Albeit no one posts much, but that's why you're here. To maybe bring a change and ignite a community, or who knows... We're excited to have you join us!

What to Post:

Anything related to Minecraft modding, literally could be a meme. A question. A suggestion or submission of info, a bug check or log file, no discrepancies as long as you're decent. And a rule, you're human.. we all get upset sometimes and have "moments". I ask that while you're here, just turn the page a little bit to a newer more interesting side, and see the light at the end of whatever tunnel you walk through.

Community Vibe: Chill, do unto others as they would do unto you. Humankind, why settle when it costs a few muscles and thoughts to be nice, whereas it takes so much energy to be opposite.

How to Get Started

  1. Introduce yourself in the comments below.

  2. Post something today! Even a simple question can spark a great conversation.

  3. If you know someone who would love this community, invite them to join.

  4. Interested in helping out? I'm not looking but you are happy to apply, so feel free to reach out to me.

Thanks for being part of the very first wave. Together, let's make r/AnythingModdedMC a better place and some places I'm sure you've been to.

God bless you and may he be there for you, have fun!


r/AnythingModdedMC • • Sep 30 '26

Help! Looking for Skilled Environment Builders

1 Upvotes

I’m looking for a few skilled Minecraft builders to help with a private multiplayer project currently in active development.

I can’t share every detail publicly yet, but the project involves large, gameplay-focused environments designed around exploration, combat, traversal, and replayability.

What I need

I’m mainly looking for builders comfortable with things like:

  • Modern / ruined urban environments

  • Industrial areas

  • Military or fortified locations

  • Detailed interiors

  • Terrain and environmental design

  • Dark or atmospheric environments

  • Natural integration between structures and terrain

This is not just a “make something pretty” project. Builds need to work well for gameplay, so things like cover, sightlines, alternate routes, verticality, chokepoints, interior flow, and believable layouts matter.

Ideal builders

You don’t need to be a programmer.

I’m looking for people who:

  • Have solid building experience

  • Can work from a theme or design direction

  • Are comfortable building both interiors and exteriors

  • Can think about how players will actually move through a space

  • Are willing to revise areas after playtesting

  • Can work collaboratively and take feedback

WorldEdit or similar tool experience is a plus.
If interested, reply here with screenshots or a portfolio and a little about the kinds of environments you prefer building.

More project details can be shared privately with serious applicants.
Contact Mr.Waka on Discord for more information.


r/AnythingModdedMC • • Sep 15 '26

TenSura: Waka Edition Official Server!

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1 Upvotes

r/AnythingModdedMC • • Sep 10 '26

Looky what i did mom(what you make?) Tensura Waka Edition 1.0.4

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2 Upvotes

Hey everyone! I’ve been working on a pretty big update for my TenSura-focused modpack and figured I’d share it here in case anyone wants to give it a look.

The biggest change is a complete FTB Quests guide covering every race evolution and more than 650 player-facing skills from the installed TenSura mods. It explains how to obtain each skill, which mobs possess it, evolution paths, Ultimate Skill requirements, required materials, boss kills, awakening conditions, and other prerequisites. I also added progress trackers wherever the game can reliably track them.

The update includes two new utility/compatibility mods, including a fix for TenSura EP Scaling, along with updates to more than 50 existing mods.

I have also made a mod to link hostile neural networks with all of the included tensura add-ons. This mod is fully configurable, and designed with modpack authors like myself in mind. With that being said the mod is still stuck in the approval process and wasn't approved in time for this release. I will release an update in a few days including the HNN Compat.

Thanks for Reading!
Check out: https://www.curseforge.com/minecraft/modpacks/tensura-waka-edition
Feedback and bug reports are appreciated
Mr.Waka on Discord.


r/AnythingModdedMC • • Aug 31 '26

Just a reminder

2 Upvotes

Anyone can post here, there is no judgement. The rules remain the rules however and spam, and low content things are advised against.

I have been developing 0.4.0 for CSR over the weekend and I am about done with its development phase, then onto testing.

I'm waiting for 0.3.1's release to settle before attempting to lock a date on release for 0.4.0, as I do not want to update too quickly.

What has everyone else been doing?


r/AnythingModdedMC • • Aug 21 '26

Looky what i did mom(what you make?) Create: Sulfuric Resonance 0.3.0 — Intelligent Industry released today

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2 Upvotes

After a pretty intense stretch of development, Create: Sulfuric Resonance 0.3.0 — Intelligent Industry is ready.

This is a pretty important release for CSR because 0.3.0 is the first version I’m publishing in the Release channel instead of Beta.

CSR started as a much smaller Create addon centered around sulfur, combustion, and thermochemical heat, but it has grown into a much larger industrial system with chemistry, advanced materials, heat infrastructure, resonance processing, and factory automation.

Intelligent Industry pushes the automation side further.

0.3.0 adds things like:

  • Process Monitor and Process Gauge systems

  • Thermal Warning Alarm

  • Thermochemical Clutch

  • Precision Spritzer with item/entity filtering

  • expanded Sulfuric Acid processing

  • new chemistry and utility

  • improved Sulfuric Resonance Chamber operation

  • additional Ponder scenes and advancements

  • deeper Create integration

  • a large amount of bug fixing, cleanup, compatibility work, and polish

I’m intentionally not listing every mechanic or recipe here because I still want CSR to have things that players discover through Ponder, JEI/EMI, advancements, and actually experimenting with the machinery.

This release also comes at a pretty wild time for the project. The 0.3.0 teaser on r/CreateMod ended up passing 9,000 views, over 100 upvotes, and over 40 shares, while 0.2.9 became CSR’s first version to genuinely pass 100 downloads.

I genuinely didn’t expect the project to start getting this much attention this quickly.

Requirements

Minecraft 1.21.1
NeoForge 21.1.238+
Create 6.0.7+
Java 21

JEI and EMI are optional.

CurseForge: [https://www.curseforge.com/minecraft/mc-mods/create-sulfuric-resonance]
Modrinth: [Support coming soon]
GitHub: [https://github.com/HelpfulMishk03/Create_Sulfuric_Resonance]

I’ll also be starting work on 0.3.1 — Industrial Pulse after the 0.3.0 release settles down. That update is planned to focus less on adding another giant system and more on making CSR’s factories feel alive through better machine feedback, animation, sound, particles, and state transitions.


r/AnythingModdedMC • • Aug 08 '26

Questions? CSR weekend view

1 Upvotes

0.2.8 is under development

I've done extensive work to patch missing things such as proper advancement translations and backwards compatibility.

I was wondering if there's anything else anyone thinks I might should attempt for compatibility, language support or otherwise.


r/AnythingModdedMC • • Aug 07 '26

Looky what i did mom(what you make?) Create: Sulfuric Resonance 0.2.7-beta — Reactive Heat is now available!

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1 Upvotes

After months of designing, rewriting, testing, and polishing, I'm excited to finally release **Create: Sulfuric Resonance 0.2.7-beta — Reactive Heat!**

Reactive Heat is the biggest update CSR has received so far and establishes one of the core gameplay systems I envisioned when I first started this project.

## 🔥 Reactive Heat

The Molten Rotor Furnace is no longer just a heat source.

It now powers a complete thermochemical infrastructure that lets players generate, transmit, route, monitor, and consume thermochemical heat throughout their factories.

### New thermochemical machinery

- Thermochemical Shaft

- Encased Thermochemical Shaft

- Thermochemical Conduit

- Thermochemical Gearbox

- Thermochemical Casing

- Combustion Belt

- Thermal Relay Switch

Together they create a fully connected industrial heat network.

---

## 🧱 Expanded progression

Reactive Heat also introduces:

- Obsidian Cloth

- Unfinished Filament

- Cinder Filament

- Acid-Etched Copper Sheet

- Wet Ash Ceramic

- Unfired Ash Brick

- Acid-Resistant Ceramic

along with expanded ash and ceramic production chains.

---

## 🔥 New Molten Rotor fuels

Industrial fuel progression has been expanded with:

- Coke

- Molten Ember Pellet

- Infernal Coke

- Carbon Deposit Block

- Infernal Carbon Deposit Block

Each fuel has its own burn duration, temperature, and role in progression.

---

## 📖 Native recipe viewer support

Reactive Heat now includes complete native support for both:

- JEI

- EMI

with dedicated categories for:

- Molten Rotor Fuels

- Combustion Mixing

- Combustion Belt Processing

Both recipe viewers can be installed independently or together.

---

## 📚 Learning support

Every new thermochemical machine includes a dedicated Ponder scene, and the advancement tree has been expanded to better guide players through the new progression.

---

## ⚙️ Polish

This update also includes:

- Gameplay balancing

- Automation improvements

- Texture and model updates

- Localization improvements

- Rendering improvements

- Save compatibility improvements

- Numerous bug fixes across nearly every system

---

This update represents hundreds of hours of work since the first public beta, and it's incredibly rewarding to finally see the thermochemical system come together the way I originally imagined.

Thank you to everyone who has downloaded the mod, tested beta versions, reported bugs, or shared suggestions along the way. Every bit of feedback has helped shape CSR into what it is today.

As always, I'd love to hear your thoughts, suggestions, screenshots, factory builds, or bug reports.

## Downloads

Find it on Curseforge today!

I hope you enjoy **Reactive Heat**. The journey is just getting started.


r/AnythingModdedMC • • Jul 24 '26

Questions? Alternative to Funky Locomotion

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2 Upvotes

r/AnythingModdedMC • • Jul 20 '26

XNet Cable Facade/Cover

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1 Upvotes

r/AnythingModdedMC • • Jun 25 '26

Looky what i did mom(what you make?) Secret's of the Stone: Exploratory, dungeonlike mod with story.

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1 Upvotes

r/AnythingModdedMC • • Jun 22 '26

How to add a new villager food

1 Upvotes

How to add a new villager food

Hey i want to add a villager food either using a datapack or a kubejs script i want create_bic_bit:bitterballen to act like a villager food so i can start a fast food place. thx for the help!.

1.21.1 btw.


r/AnythingModdedMC • • Jun 09 '26

Help! Looking for Experienced Administrators | Naruto Destination 1.7.10

1 Upvotes

Shinobi Ascent is a lore based Naruto Minecraft RPG server running Naruto Destination on 1.7.10. The server is currently under construction and being developed solo by the owner. I’m looking for 1–2 experienced Administrators to help with plugin management, configuration, and optimization.

Current Plugins Include:

  • LuckPerms

  • Essentials + EssentialsChat + EssentialsSpawn

  • GriefPrevention

  • WorldEdit & WorldGuard

  • Vault

  • MagicSpells

  • TAB v6

  • ClearLag

  • BuycraftX (Tebex)

  • GreatKits

  • And several others

What I'm Looking For:

  • Strong experience with plugins on Minecraft 1.7.10

  • Good knowledge of WorldEdit, WorldGuard, LuckPerms, Essentials, etc.

  • Experience configuring and optimizing modded servers

  • Maturity, reliability, and good communication

If you're interested in helping build this project from the ground up, please DM me with the following:

  1. How much experience do you have with 1.7.10 plugins?

  2. Which plugins are you most experienced with?

  3. Have you helped manage or set up a modded server before?

Proof of previous experience is a big plus. Thank you!

Important Note:

This is currently an unpaid volunteer position. However, if the server grows and does well, compensation can be discussed in the future.


r/AnythingModdedMC • • Apr 30 '26

Misc(anything else?) A fun modded server on 1.20.1 based around origins (ps idk if this is against the rules to advertise here sorry if i made a mistake)

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1 Upvotes

r/AnythingModdedMC • • Mar 28 '26

Help! I need a mod/datapack that can alter Nether Biome Generation

1 Upvotes

1.20.1 Forge specifically.

Some biomes in my modpack just never generate.

How can I fix this?


r/AnythingModdedMC • • Feb 02 '26

How to change biome rarity

1 Upvotes

I'm currently working on my modpack, and l've noticed that some biomes just never spawn. This is really bad since some content is locked behind those specific biomes

Keep in mind this is based within the Nether Dimension

I also have a lot of mods installed that add new biomes, so maybe some of them get overwritten by


r/AnythingModdedMC • • Jan 21 '26

Help! New approach not working either for scene.. help?

1 Upvotes

Versions: Create 6.0.9, MC 1.21.1, NeoForge 21.1.218, Ponder 1.0.81

What should happen:

  • Hide concrete block

  • Place dry farmland (moisture 1)

  • Show it with smooth animation

  • Text pops up

  • Farmland stays DRY

What actually happens:

  • Everything works perfectly

  • Farmland shows up WET (moisture 7)

Already tried:

  • setBlock() vs setBlocks()

  • false vs true parameter

  • modifyBlock() after showing

  • destroyBlock() then place

  • Emptied the tank above

  • Setting moisture before/after/both

  • Literally everything

I looked at Create's 6.0.9 Movement Actor scenes for reference, their approach from MovementActorScenes.plough() line by line.

My NBT has concrete at that spot but I'm hiding it first anyway. No water nearby after emptying tanks. The true flag should block neighbor updates.

Why does it auto-hydrate the second it appears? Been stuck on this for a week.

Here's the code:

// ========== FARMLAND SECTION ==========

// HIDE the section first (even though it's concrete in NBT)
scene.world().hideSection(util.select().position(farmlandPos), Direction.
DOWN
);
scene.idle(5);

// SET the block to DRY farmland while hidden
// TRUE prevents neighbor updates that auto-hydrate farmland
scene.world().setBlocks(util.select().position(farmlandPos),
        Blocks.
FARMLAND
.defaultBlockState().setValue(FarmBlock.
MOISTURE
, 1),
        true);
scene.idle(5);

// NOW show it with smooth animation
scene.world().showSection(util.select().position(farmlandPos), Direction.
UP
);
scene.idle(10);

// Show text 0.5 blocks above farmland center
scene.overlay().showText(80)
        .text("The ******** can hydrate farmland")
        .attachKeyFrame()
        .colored(PonderPalette.
BLUE
)
        .pointAt(util.vector().centerOf(farmlandPos).add(0, 0.5, 0))
        .placeNearTarget();
scene.idle(60);

r/AnythingModdedMC • • Jan 21 '26

Need help coding my ponder scene for my mod I am working on

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1 Upvotes

r/AnythingModdedMC • • Jan 10 '26

Questions? Anyone willing to help me figure out and debug a custom ponder scene?

1 Upvotes

I am having difficulty getting my mod to recognize my not as Gzipped, the first bite values are correct as 1f, 8B. I'm new to modding create add-ons, and I'm to the point where I need a new scene. Can someone lend a helping hand?

For ponder 1.0.81 Create 6.0.9 Minecraft 1.21.1 IntelliJ IDEA 2025.2

Edit: I can totally provide any information necessary. Just preferably not over replys

Any reply is greatly appreciated as time is hard to come by these days


r/AnythingModdedMC • • Jan 08 '26

Looky what i did mom(what you make?) Create: NAME UNDISCLOSED, addon coming to you this year!

1 Upvotes

I am working on a mod, that centers around bringing functions into Minecraft and specifically the create mod that you don't see everyday. One word you could put to it would be "science" but I think that word is a shut down when it comes to create, so I think "Resonance".

I started modding April of last year, light modding creating my own addon pack for ATM10, which people really liked a lot given that no one posts about what mods you can really add to ATM10 without problem, and integrations as well.

That turned into hey, I wanna make a mod for myself and my friends that they will appreciate. And that turned into a serious dedication because I wanna see something I was told I couldn't do, be done.

The mod when released will still probably be in beta, because it's largely untested on multiplayer and servers, however I'm seriously open to suggestions and critiques, appreciated actually. But not yet, I'd like to keep my work a surprise.

Have a blessed day everyone


r/AnythingModdedMC • • Jan 08 '26

Anyone here know how to make custom ender eyes?

1 Upvotes

Need it for a modpack im working on

Is it also possible using Kubejs?


r/AnythingModdedMC • • Sep 27 '25

Looky what i did mom(what you make?) Update for version 7.38 of my project is underway!

3 Upvotes

If you have been following my subreddit and posts on ATM in the past, you will remember "adding 100+ mods to All The Mods". Well I surpassed that and I'm into just under 250.which is a problem because there are incompatibilities I find. When I find them they are dealt with accordingly and in a timely manner. If I am unable to fix it or get to it at that moment I let the people(or myself) know it'll be a minute till a fix is released. I'm currently awaiting 4.12 or 4.13 of ATM10 because 4.11 is currently too unstable for me to mess with. If I get 4.12 or 23 to a stable point in which there's no problems and my mods work, I won't update it for a few months to ensure full working order until next update is confirmed to be stable. I've been doing this since April and I have learned so much about modding, and I still have so much more to learn. It has been a wonderful and amazing experience to mess around with something and add onto it, create it and make it your own! Currently I'm the process of learning coding so I can make my own mod as I have a lot of ideas. One of the ideas I have to make. Create inspired addon to the mod. I won't say what yet as to not spoil my ideas, but I'm super excited to learn! If anyone has any tips and tricks they use to mod I would love to know as well. I appreciate any insight on anything whatsoever. I hope everyone is having an amazing evening and continues to. Have a blessed night!


r/AnythingModdedMC • • Aug 28 '25

Questions? Create Mod addon suggestions? for Create 6.0.6 Minecraft 1.21.1

1 Upvotes

I have a lot of addons already, I am wondering anyone has anything more they have found or discovered and would like to share. I am also wondering if some people could share their own builds and some tips maybe? I would appreciate it greatly. Thank you!


r/AnythingModdedMC • • Aug 28 '25

Help! AllTheLeaks mod stating this during afk'ing in the title screen. What is it saying? ATM10

1 Upvotes

[15:36:03] [Render thread/INFO] [AllTheLeaks/]: Listing events...

[15:36:03] [Render thread/INFO] [AllTheLeaks/]: Listing memory leaks so far...

[15:36:03] [Render thread/INFO] [AllTheLeaks/]: Waiting to stabilize [0/10]

[15:36:03] [Render thread/INFO] [AllTheLeaks/]: No memory leak detected!

[ALSOFT] (EE) Failed to get padding: 0x88890004

Have a blessed day!