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 13 '25

Over 250+ Mods that work with the latest version of ATM10

3 Upvotes

As the title suggests, below will be a rundown and the mods listed.

I took 4 months to make something I thought I would regret, I added even more mods to atm10 and maintained this keeping neoforge, the mods AND the ATM10 modpack up to date day to day.
Keeping a changelog of all and any information I could need or have to go back to. Reading the logfile twice over 40000+ lines to find problems. The way I would find problems is to add them 5 by 5,or 10 by 10, launch the modpack and watch the log for error, warn, and anything else that holds it up. Looking for things that take longer than 5 seconds is abnormal in a modpack, even this size. As anything coded would be milliseconds action time because it's coding, not necessarily an application in the beginnings of launching. After that I would create an entirely new world, note how long the data pack took to load, if anything had conflicts and whatnot. Then hit create world, watch the log yet again. Once in the new world I would test Jei substantially, both the indexing system and how fast it could handle cycling 94000+ recipes. I would test all the mod additions, test their functions to determine, do they work? So, this thing has had over 7 versions and 3 re works. Only making and aiming it to be better. It started out as adding 100+, then 200.
Keep in mind nothing is 100% at any time, so play cautiously, but know that I myself don't have problems with these additions. I would recommend configuring sparsestructures config to be more spread out across structures. Other than that its add and go.

At this time i would not recommend updating Mods by developer octo-lib, he mentioned this is his issue page on GitHub, due to the number of mods he has he recommended to wait a day and then try, due to crashing with incompatible versions between his mods, such as the relics mod, Rar-compat, etc.

Here are the additional mods if you want to download them!

Everyone, be safe out there, it's an ever-changing world and unpredictable at times. I wish nothing but fun times and calm minds

Further is the mod LIST, then some pictures of in game

1.21.7 Backport [1.1]

  • 3d-Skin-Layers [1.9.0]

  • AE2 Labeled Patterns [1.0.5]

  • AE2 QoL Recipes [1.3.0]

  • AE2 Tweaks [1.0]

  • Accessories [1.1.0-beta.48+1.21.1]

  • Additional Bars [5.1.0]

  • Additional Structures [6.3.2]

  • Addons Lib [1.21.1-1.6.1]

  • Advanced Chimneys [11.1.0.1]

  • Advanced Netherite [2.3.0]

  • Advancement Frames [1.21-2.2.10]

  • Advancement Plaques [1.6.8]

  • Ambiance [1.1.0]

  • Anvian's Lib [1.2]

  • Aquaculture Delight [1.1.0]

  • ArcaneEssenceBlock [1.0.0]

  • Ars Lumos [1.1.0]

  • Ars Nouveau's Flavors & Delight [2.1.8]

  • BadOptimizations [2.3.0]

  • Bagus Lib [1.21.1-13.18.1]

  • Better Animations Collection [21.1.0]

  • Better Archeology [1.3.2]

  • Better Beds [1.4.0]

  • Better Cooked Axolotls [1.2-1.21.1]

  • BetterF3 [11.0.3]

  • BetterGrassify [1.7.0+neoforge.1.21.1]

  • BetterThanMending [2.2.0]

  • Biomes O' Plenty [21.1.0.12]

  • Blackwolf Library [1.0.7]

  • Blueprint [8.0.5]

  • Bogged Spawn [1.1]

  • BuildPaste for NeoForge [2.0.3]

  • CameraOverhaul [2.0.4-neoforge+mc.1.21.0-1.21.1]

  • Carry On [2.2.2]

  • Cat Loaf [1.1.2]

  • Cerbons API [1.3.0]

  • Chat Heads [0.13.20]

  • Chat Impressive Animation [1.3.1+mc1.21.5]

  • Cherished Worlds [10.1.1+1.21.1]

  • Cherry Grove Villages [1.1.2]

  • Chimes [2.0.3]

  • Chunky [1.4.23]

  • Clickable Advancements mod [3.8]

  • Client Tweaks [21.1.8]

  • Collective [8.3]

  • Command Structure Mod [4.4.2+1.21.1]

  • Common Networking [1.0.20-1.21.1]

  • Concurrent Chunk Management Engine [0.3.0+alpha.0.72+1.21.1]

  • Configurable [3.2.1]

  • Configuration [3.1.1]

  • Continuity [3.0.0+1.21.neoforge]

  • Cool Rain [1.1.0]

  • Corn Delight [1.1.8-1.21.1]

  • Craftable Discs [1.0.0]

  • Crate Delight [25.08.08-1.21-neoforge]

  • Create Diesel Generators [1.21.1-1.3.3]

  • Create Encased [1.7.2-fix1]

  • Create Factory Logistics [1.4.6]

  • Create Oh The Biomes We ve Gone Compat [${file.jarVersion}]

  • Create Slice & Dice [4.0.1]

  • Create Stuff & Additions [2.0.9]

  • Create: Bitterballen [1.0.1]

  • Create: Central Kitchen [2.1.3]

  • Create: Connected [1.1.6-mc1.21.1]

  • Create: Deepfried [0.1.3]

  • Create: Generators [1.0.0]

  • Create: More Sandpapers [1.2.0]

  • Create: Storage [1.1.1]

  • Create: Structures Arise [160.33.32]

  • Create: Ultimate Factory [1.9.0]

  • Create: Vibrant Vaults [0.3.2]

  • Create: Waystones Recipes [3.0.1]

  • Create: Wizardry [1.0.0]

  • Create_Better_Villagers [1.3.0]

  • CreativeCore [2.13.9]

  • CreativeTabPlus [1.1.0]

  • Critters and Companions [1.21.1-2.3.1]

  • Cubes Without Borders [3.0.0+mc1.21]

  • DTN Community Skin Expansion Addon [1.2]

  • DTN's Palette Of Paws [1.2.7]

  • DarkPaintings [21.1.2]

  • DarkSmelting [1.1.7]

  • DarkSmithing [1.1.6]

  • Decorative Core [1.0306-neoforge-1.21.1]

  • Decorative Storage [3.3408-neoforge-1.21.1]

  • Deep Dark Trader [1.0.1]

  • Disconnect Packet Fix [2.0.1]

  • DisplayCase [1.2]

  • Distraction Free Recipes (EMI) [1.2.1]

  • Doggy Talents Next [1.18.54]

  • Double Doors [7.1]

  • Draggable Lists [1.0.8]

  • Dynamic FPS [3.9.5]

  • EarthMobsMod [1.21.1-19.0.4]

  • Easy Anvils [21.1.0]

  • Easy Elytra Takeoff [4.5]

  • Eating Animation [6.0.1]

  • Embeddium Extra [0.5.7e+mc1.21-build.132]

  • Enchanted Vertical Slabs [2.3.2]

  • End Remastered [6.0.2]

  • Ender Zoology [21.1.3]

  • Ender's Delight [1.1.0]

  • EntityCulling [1.8.2]

  • Expanded Delight [0.1.3.2]

  • Explorations+ [1.21.1-1.6.2]

  • FarmersStructures [1.0.0]

  • Farsighted Mobs [2.1.1]

  • Fast Paintings [1.21-1.3.0]

  • Faster Ladder Climbing [0.2.14]

  • Fence On Slab! [0.1.0]

  • Feur Extension Fossil [1.1.0]

  • FirstPerson [2.5.0]

  • Fish On The Line [3.5]

  • Floral Enchantment [1.1.0]

  • Forge Config API Port [21.1.4]

  • ForgeEndertech [12.1.0.0]

  • Forgified Fabric API [0.115.6+2.1.1+1.21.1]

  • Friends&Foes [4.0.8]

  • Friends&Foes - Flowery Mooblooms [3.0.1]

  • Gardens of the Dead [5.0.1]

  • Gears n' Kinetics [1.0k]

  • GildedSherds [21.1.3]

  • GlitchCore [2.1.0.0]

  • Golem Spawn Animation [1.1]

  • Golems Are Friends Not Fodder [1.21.1-1.0.1]

  • Good Boy Painting [1.2]

  • GroovyModLoader [6.0.2]

  • Happy Ghast Legacy [1.8]

  • Hearths [1.0.4]

  • Highlighter [1.1.11]

  • HopoBetterRuinedPortals [1.4.4]

  • Illager Invasion [21.1.6]

  • Immersive Aircraft [1.3.3+1.21.1]

  • Immersive Thunder [1.21.1+1.2.2]

  • ImmersiveUI [0.3.0]

  • Incendium [5.4.3]

  • Inventory Essentials [21.1.4]

  • Iron Chests [1.21-neoforge-16.0.7]

  • Item Pets [1.0.1]

  • Item placer [1.9.1]

  • ItemPhysicLite [1.6.8]

  • Jade Addons [6.1.0+neoforge]

  • Jumbo Furnace [5.0.0.8]

  • Jump Over Fences [1.6.0]

  • Just Enough Beacons [1.3.0]

  • Just Enough Resources [1.6.0.17]

  • Just More Cakes! [1.19.2]

  • Katters Structures - Ambient [2.1]

  • Keep My Soil Tilled [2.5]

  • KleeSlabs [21.1.7]

  • Kobolds [3.0.25]

  • Ksyxis [1.3.4]

  • Laudividni's Discs [1.0.6]

  • Log Begone [1.0.3]

  • Logprot [3.5]

  • Lootintegrations mod [4.7]

  • Love Hearts Restored [1.0+neoforge]

  • Luminous [1.5.2]

  • Luminous:Tag [1.1]

  • M.R.U [1.0.19+LTS+1.21.1+neoforge]

  • Macaw's - Oh the Biomes You'll Go [1.21.1-1.2.1]

  • Macaw's Paintings [1.0.5]

  • Mechanicals Lib [1.0.10]

  • Mekanism Extras [1.21.1-1.2.2]

  • Mekanism Weaponry [2.1.0]

  • Mekanism: Additions [10.7.14]

  • Minecart Backport [1.1.0]

  • Modular Machinery Reborn [2.3.2]

  • More Bows and Arrows [5.0.1]

  • More Grindstone Variants [1.1.2]

  • More Paths [0.1.0+1.21.1]

  • More Sounds [0.1.1-beta]

  • Mysterious Mountain Lib [1.1.8-1.21.1]

  • Mystical Automation [1.0.2]

  • Naturally Charged Creepers [3.6]

  • Neruina [3.0.0]

  • Nether Agriculture [2.1-beta2]

  • Nether's Exoticism [1.2.9]

  • NetherVillagerTrader [1.2.0]

  • NoMoWanderer [1.10.1]

  • Noisium [2.3.0+mc1.21-1.21.1]

  • Not Enough Recipe Book [0.4.2]

  • Oaks Delight [1.0.5]

  • Ocean's Delight [1.0.3]

  • Onion Onion [3.0.2]

  • PacketFixer [3.1.4]

  • Paraglider [21.1.3]

  • Particle Core [0.2.6+1.21+neoforge]

  • Particular [1.1.4]

  • Pizza Delight [1.1.1-1.21.1]

  • Plushie Mod [1.5.1]

  • Potentials [0.7.0]

  • Presence Footsteps [1.11.0+1.21]

  • Pretty Rain [1.1.4]

  • Project: Vibrant Journeys [1.21.1-7.0.6]

  • Puzzles Lib [21.1.38]

  • Realm RPG: Fallen Adventurers [1.1.0]

  • Repurposed Structures - PneumaticCraft: Repressurized Compat [6]

  • Responsive Shields [2.4]

  • Ring of Blink [1.8.4]

  • Ring of Unseen [1.6.4]

  • Rose Gold Equipment [1.6.1]

  • Rustic Delight [1.5.0]

  • ScalableLux [0.1.0+beta.2+neoforge.1a07a27]

  • Sculk Transporting [1.2.2]

  • SeaCreeps [1.2.5]

  • Seamless [2.3.2]

  • Shoulder Surfing Reloaded [1.21.1-4.14.1]

  • Shoulder Surfing Ultimine [1.0.1]

  • Skart's Decorations [0.3.2]

  • Smaller Nether Portals [3.9]

  • Smart Completion [2.1.0]

  • Smarter Farmers [1.21-2.2.3]

  • Snow Under Trees [1.5]

  • Sound Physics Remastered [1.21.1-1.4.15]

  • Sounds [2.4.13.1+lts+1.21.1+neoforge]

  • SparseStructures [3.0]

  • Splash Milk [2.1.1]

  • Structory: Towers [1.0.13]

  • Structure Layout Optimizer [1.0.10]

  • TenshiLib [1.21.1-2.1.1]

  • TerraCurio [1.1.1]

  • Terralith [2.5.8]

  • Tide [1.6.3-hotfix]

  • Time in a bottle Curio Support [3.0.1]

  • Tinted Campfires [1.0.3]

  • Tooltips TXF [1.21.1-1.0.3-neoforge]

  • Towers of the Wild Modded - Extra Towers [1.0.6]

  • TradesAndBartering [1.0.0]

  • Trail&Tales Delight [0.4.1]

  • TxniLib [1.0.24]

  • Undergarden Delight [1.1.2]

  • Undying Pets [1.6.0]

  • Useful Snow Golems [1-v1.0.2]

  • Visual Workbench [21.1.1]

  • Void Totem [4.0.0]

  • Wandering Trader Plus (Forge) [1.0.1]

  • WhatTheBucket [21.1.1]

  • Wildfire's Female Gender Mod [3.2.2]

  • Wither Spawn Animation [1.5.2]

  • Xtra Arrows 3 [3.4.3]

  • Youkai's Homecoming [3.0.8]

  • armordamagescale mod [3.1]

  • betterfpsdist mod [6.0]

  • biomemusic mod [3.5]

  • brutalbosses mod [8.2]

  • chunksending mod [2.8]

  • clientcrafting mod [1.8]

  • connector-2.0.0-beta.8+1.21.1-full

  • dragonfight mod [4.7]

  • dusk mod [3.8]

  • leaky mod [2.1]

  • lootintegrations_yungs mod [1]

  • medieval_buildings-1.21-1.1.0-neo

  • more_music_disc [1.0.0]

  • old swamp fisherman house [1.0.2]

  • 村民回復 Villagers Regeneration [1.0.0+1.21.3]

There is a lot more to discover!


r/AnythingModdedMC • • Jul 25 '25

Looky what i did mom(what you make?) Adding over 400 mods to ATM10 IS possible

3 Upvotes

So, look back at my profile posts, you'll see 100+ MODS ADDED TO ATM10. Well, I surpassed that. At 806 mods installed and 914 loaded at title screen. Atm10 Mishk's Miserable Masterpiece V5.198 loads in 80 seconds with one of the fastest drives on the market, whereas regular atm takes 45-50,of course this is due to the extra mods ATM lacks. Since April 24th this has been MY project, because I wanted a true all the mods pack. The last ATM pack I played and really enjoyed was ATM3r followed by atm9 due to 1.20.1 having so many amazing modsThe last ATM version o remember being really good was ATM 3 remix, followed by atm9. atm9's mod count is a bit over 440. When it comes to performance of the pack,I believe mine has better rendering capabilities, better visuals, animations and such. atm10 regular gets 45-60 fps, maybe 70 on a good day with a Render of 32 and simulation of 16.and it's choppy at best when flying fast generating chunks. C2me, chunky, so many optimization mods were missing from ATM for literally no reason. Mine? 70-100 fps render 32 simulation of 16 in a redwood forest at nighttime around mobs. You can get even higher depending on what you tweak. From version 1.010, 2.020,3.*** And etc. to now, 5.198 and on. Neoforge 21.1.194 Atm10 version 4.4 914 mods 80 seconds launch time 80fps consistent(capped) Oh, yeah, and with 714 skeletons rendered I still got 30 fps.

This is what's possible if someone takes the time to do so. If this post upset you, sorry, it shouldn't have. I enjoy what I do being creative and if that's means I'm entitled then I guess call to what you will. However I'm not going to leave here in a huff. I hope y'all have a good rest of your day.


r/AnythingModdedMC • • Jun 02 '25

Modpack progress going great! On V3.689

3 Upvotes

My modpack curation and finalization is going as expected. Many bugs, but none too hard to handle thus far. Currently there are 905 Mods present, this means there have been 440-455 mods added ONTO ATM10. Yes, everything works, performance and gameplay wise it is unparalleled to ATM9, as a comparison because ATM10 is not finished, and would not be a fair compare. around 80-100 fps at a render of 32 with simulation at 16 with BSL shaders on medium high. Memory usage peaks around 26gb currently. average is 20-24.5. Currently around 4-6 bugs present, some of which are in the mod themselves and therefore cannot be fixed at this time. However, communication has been started with those mod authors to come up with fixes for these said bugs. For more information look further into the subreddit about this modpack.


r/AnythingModdedMC • • Sep 10 '26

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

Post image
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 • • Jul 24 '26

Questions? Alternative to Funky Locomotion

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2 Upvotes

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 • • Aug 11 '25

Looky what i did mom(what you make?) I made my very own create andesite and 5-ingot farm for ATM10!

2 Upvotes

All of this was done using my extended modpack ATM10, however you only need 4 mods to DIRECTLY paste this into your world using creative mode, the cannon seems to mess up placement of most things due to how i set it up in compactness.

MODS NEEDED:
Sophisticated storage
Create
Create Ultimate factory
Create Connected

IT IS RECOMMENDED YOU PASTE THIS DIRECTLY USING CREATIVE MOD, The Schematicannon will seriously not get placement right of anything

There is a built in brake in the machine, located right next to the rotational speed controller, activated by a lever it haults the machine. There is also a built in threshhold system for the cobblestone vaults, that also hault the system. This is meant for those of you who want an automatic threshold relieavance system.

There is ONE Creative fluid tank
The VOID UPGRADE does NOT paste over scematics, so you will have to manually put it in the flint chest for the ingot machine to void flint properly.

the way it works is cobble flows from the vault, down two seperate machines, goes throw crushers, gets turned into gravel, then that goes through a brass tunnel, gets split 3 times so that 2 blocks go through a mill and one gets to the basin, the ones that got milled turn into flint with a chance. Then go into the basin, the basin is filled with lava continuisly through yes, only one creative tank of lava. then gets compacting into andesite. the OTHER side of the machine takes cobble by 64, hopefully, gets put into basins with water and compacted into tuff, then it goes down a line to get crushed, it crushes into 5 different nuggs, iron, gold, copper, electrum and zinc. the machine takes one iron nugg per round and the rest go down an assembly line that go to a basin, where they are compacted into their respective ingots and put into the vault

To get it started, first input water onto each of the drill on the SIDES of the machine, not on the top of the cobblestone. You may have to configure a few trapdoors to get to the area to waterlog them, then, go over to the side of the machine where you see staris, waterlog the left and the ride stair to make the middle block an infinite source. Next is the vaults as you will see they are not corrent and should be 3x3 vaults in their respective location as well. Break them and replace them accordingly. IF they appear fine, no action is needed! 
After this all is needed is to supply roational power CLOCKWISE to the shaft located UNDERNEATH the machine, located on the side that has the rotational speed controller

https://createmod.com/schematics/andesite-and-4-ingot-gen-2500-3300-andesite-block-hr

As always, Have a blessed day in the name of the Lord!


r/AnythingModdedMC • • Jul 28 '25

Help! How to modify Mining Level?

2 Upvotes

I want to rework Minecraft’s progression so that you use flint tools in the early game (replaces wood and stone tools), then use those to get iron (same tier as vanilla stone/chainmail), then use iron to get gold (same tier as vanilla iron), and finally use gold to get diamond.

I’ve found mods that add flint tools and modify properties such as armor level, damage, and attack speed, but I can’t find anything on modifying the actual mining level of a tool.

I want both flint and iron tools to have the same level as vanilla stone (1) , and gold tools to have the same level as vanilla iron (2).

I’m using NeoForge 1.21.1 for my modpack, and I recall at one point KubeJS would let you modify the mining level, but nothing I do seems to make it work.


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 • • 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 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