#MCE2 Sneak Peek Discussion
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i forgot you made that joke
my fault og
someone else make a funny original joke before it starts
If you want to use the joke, just offer to buy the concept of the joke from Persius
fortnite event
Hype
mce2 yes
Nah fam, we're skipping 2, releasing 3 today
What was the announcement? I missed it.
we're still winding up, it's on right now
Oh perfect. Thank you
Switching to YT, discord was being bad and wouldnt allow screensharing past 300 peeps
MC Eternal 2 is an upcoming modpack with lots of unique content!
This project has been in development for years and I'm excited to show off this teaser project!
Conjure powerful spells or create wonderous factories, there is something for everyone!
Modpack Download: TBA
Join the Discord: https://discord.gg/ZS6FRR3
Credits:
Editor: Ben Cassidy...
Link from the stage in case anyone missed it
Thank you @flint egret β€οΈ π―
well it's on 1.20, so yeah
tinkers is on 1.20
Summer as in May?
Imagine building your beach house to have godzilla walk up on you out of the sea
call of cuthulu moment
yea omg that trailer was siiiiiiick
Crazy
Depending on server scope, I plan to host a public server. # of slots will be determined by how heavy the server end is and how much I can chunk pregen without it bloating my SSDs
Since it has been now confirmed to be in 1.20.1 are there any informations you guys can give us on Electroblobs Wizardy being in McE2???
PLEASSEEE JUST TELL ME IT HAS RATS IN 1.20 π π π
there were rats in the trailer
This is true... I was just a bit confused if the trailer was after the 1.20 port or if it had content from 1.16 still
@flint egret I saw more of a magic focus in the trailer. Will there be plenty of tech? Or just didnt make the trailer as a machine isnt as visual appealing?
wouldn't make sense for them to leave 1.16.5 content in it but who knows
Yes there is
@fiery jackal any knews on ElectroBlobs being in it, since iirc its getting a 1.20 port?
Slaps @fallow plinth
Don't know for sure
afaik EBs being on 1.20 is a relatively new development, so it's not in the current build (to my knowledge)
but I can imagine we'll take a look for sure
you mean you don't eat books?
have you eaten any?
yeah that's why I'm so smart 
one more question if y'all don't mind...are the builds from howester84 stil included?
but is there rats.
Where there is Barry, there will always be rats.
and what happened to my chubby jolly friend the sun chief...he changed a lot
nevermind I'm pleased :D
went on ozempic or smth idk 
how else am i gonna gain knowledge???
Would need to finish porting before it can be used
I assume MCE2 is planning on staying on 1.20.1 forge for the very long long term but is there any chance at all of a 1.21 neoforge port once it is more mature?
Completely unnecessary but it would be cool if MCE2 and cobblemon eternal were on the same minecraft version.
Most modpacks don't see a version shift iirc. At that point, they usually just make a new pack since a lot happens between versions
I feel bad for Adam he has had to endure people complaining while heβs been up to this. Sorry for complaining
Definitely unlikely, but if someone in the community made a port with Adams blessing then it could be possible
People will always complain, whether you're doing a good job or not.
not me :v
my best guess is that it'll be added in an update to the pack at some point
I wanted to "Complain" because it was Originally slated for 1.16.5 but I would've been fine with that
1.20.1 is epic poggies
because it makes total sense to include it, but the port isn't done yet, so getting it in the initial release seems unlikely
I also think they're starting with 1.19 on their port? I'd have to check their FAQ
They updated their post to say 1.20.1
lots of tech, all of the tech mods you would expect! just did not get around to getting footage for them outside of ad astra, plus the editing timeline was on a tight schedule!
Hey Adam, love what you do for us fans β€οΈ could you maybe tell me if Howesters builds / dungeon designs are still included?
they will be!
i have been porting them too
editing the nbt and changing the blocks to modern equivalents
π€ Adam, out of curiosity, did you ever use that one small desert POI I built?
dope, can't wait, honestly we don't deserve what you do for us π€© btw I am gonna blame you for not getting any tan this summer
i am surprised by the lack of.. complaining

will dimensions still be locked behind space travel?
i mean, 1.20.1 is way more popular than 1.16.5 at this point
Thanks Adam for all your hard work (and the team) π
Super hyped the trailer was awesome
The announcement also covered a lot of things people were complaining about. ETA, what mods, what version, etc
And it was pretty while doing it
It wouldnβt be MCE without the whiskers π
Adam and all dev team , you are all MVP π₯°
merci!!
Ooo curious, way back when we watched Ice v. Slime King, is Slime King still in the pack? π
will be ported eventually
My friends are on fire after i told them π
1.20.1 was so unexpected im so hyped
@flint egret I see lots of different awesome looking worlds. Will there be different ways to get there, like magic and tech as was planned for mce1 with the space mod
Better annoncement than last E3 π
Youβre not wrong LOL
Am I the only one whos cheeks hurt from smiling?
You have no idea 
Yeah, I was tempted to drop hints with everyone speculating about it
That's like knowing the ending to One Piece and being able to tell anyone
Especially with the discussion a few days ago over EBW porting
Yep... EBW is coming to 1.20 and not 1.16... no chance of it being in mce2... Nope no way...
I just reached out on their discord about assisting with the port! We'll see if I can be of any use with 8 years of hobbyist level knowledge
Lmfao that one got me too
Also I can second your comment before about the way adam gave us the news. It was so matter-of-fact for what a big deal it was
Sorry if this has already been said but; does 1.20 mce2 mean additional mods?
But yes!! Mce2 is on 1.20.1! This is huge!
Yes
Great!
Note the showcasing of Alex's caves in the trailer
The ost on the video trailer is so good , hype hype !
Was it not on 1.16.5?
No, Alex's caves was made on 1.20 and has no official backports afaik
My bad
I think there's an unofficial one for 1.19, but not earlier than that
Also, 1.20 means we have the warden and the deep dark, which is a big deal for a certain thing that was teased in the trailer...
May I ask what the dev teams reaction was to Adam announcing the change to 1.20 or was it a mutual decission?
Youβre right, didnβt even think about itπ
I wonder if ice and fire will be updated in this as well with the dread queen and the dreadlands biome being added
Thanks for your answer tho
The sentiment was fuck it give it a shot, see how well it goes, and if it looks feasible let's go for it
I don't think so. The mod has been picked up by another dev who seems to be focused more on porting than features. After all, the 1.18 port is kind of a disaster because they completely ignored all vanilla changes
(so they have redundant amethyst and copper, an amethyst dupe from crafting recipes, no deepslate ores, no raw ores...)
Those issues did get fixed for 1.20 afaik, but it doesn't exactly make me hopeful for the dread stuff being finished
^ he got it into a functional state before telling us so it was pretty much "if it works then absolutely let's do it!"
Oh wow really? So he kinda just went balls to the wall and semi-ported it before telling anyone ?
Pretty much, yeah. He just said this out of the blue and posted a screenshot of it successfully launching to the title screen
I believe working on CE played a great factor in that decision as well
And here we are
Damn that is really crazy...if that isn't the definition of having guts trying such a huge jump being so far in development
Y'all have my respect
Yeah, adam is crazy for that in the best way possible
Yeah 100%
Cobblemon eternal revived work on mce2
If it's 1.20.1 does that mean there will be distant horizons?
Is Forestry going to be in the pack? Did anyone see? I would personally donate for the time it would take to add it. I keep up with the forestry development and it is on this version!
Itβs one of those nostalgia mods that just make the whole experience for myself and a few friends
FLIPPING FINALLY LESGO
!!
Just one question
Porting to 1.20 means he ported the project and took mods that are already available on 1.20
Or that he had whole project in 1.16 and to port it he ported also the single mods?
Like, can we have Astral in MCE2 1.20
unless astral ports itself to 1.20 I don't think we're getting it
the custom commissioned mods will eventually make it to 1.20 but we aren't porting stuff that otherwise got left behind on 1.16 afaik
Ok bro you are the goat
lmfao just got back on to ask if there is an astral port to 1.20...guess I got beat to it
While I am happy that things are moving along and we are moving in a great direction with 1.20.1, I am saddened at the loss at what I have seen for 1.16. As always adam does amazing work, and i hate to see all that disappear π
Sounds like it will be re-added as content updates through the beta, where possible
Ngl, I wasn't wanting to play MCE2 when it was in 1.16, so learning that it'll be in 1.20 makes it a pack I'll actually play!
from what I understand a decent amount of stuff was directly able to be used in 1.20 or ported over without too much issue, like the quest writing for instance which took a good chunk of time to do initially
obviously mods on 1.16 stay on 1.16 unless someone ports it tho
That's fair, Honestly I still play 1.7.10 packs, so age of mode doesnt bother me π
The expansiveness of mods on 1.20 really shows. Even playing the same mod in 1.16 vs 1.20 shows that the mod creators can do more with the game now, and their teams got bigger to support more features
gtnh players be like:
but they backport everything themselves so
like me because i'm powerful enough to do that now 
okay so when astral port 
Question, what's the difficulty in porting? Is it comparative to starting a mod from scratch?
depends on the scale of the mod mostly
astral is huge so porting that would be a mess
the changes between versions of the game and the nature of the mods is also a large factor
yeah that too
easier to port a mod adding like a HUD element or something than it is to port over a mod with actual items and stuff
I could port a baby easy small mod but there's little chance I could do astral without having a stroke halfway through
I know some I have looked at have.. code that makes me feel like I was back in my last CS project with my amazing(NOT) team for my final graduation project.
there's also the issue of legality, plenty of mod authors don't want to hand their assets around/make them public
yeah, that's a factor too
yeah this too, idk what hellfire's stance is for people porting astral
I don't read licenses π
if possible, it wouldn't hurt to ask
idk if we have anyone on the squad capable of porting astral in the first place
The asking wouldnt cause the pain, the pain would probably be in the permission XD
"Now I HAVE to do it" π
worst they could say is no
-# proceeds to get banned from even using the mod
How did you make that tiny green text?
you start the line with -#
okay but the text is gray not green right
I just thought mans uses 4chan too much
no I'm special grade color blind actually 
ew. I have never been on 4chan
I am also colorblind, RG colorblind, but I can tell grey from what I assume is green
tbf you wouldn't be in this server if you did
There's a GitHub request for 1.20 and someone replied with a couple of Discord posts from Hellfire. It looks like he wants to port to 1.20, but getting started is like standing at base camp and staring at Mt. Everest.
https://github.com/HellFirePvP/AstralSorcery/issues/1993
You guys should update as both things are wrong #π-faq message
Forestry? ...
also need this updated lol
maybe see if the person who made it wants to make a v2 version for the 1.20 update lol
can someone explain what coming summer is? Like what months
June 1 to August 31
Plottwist, *it didn't say what year *
plot twist one countries summer is another's winter, just keep moving the release date location around the world forever
Hemisphere flipping is a valid strategy for delaying eternal happiness
what about summer on mars or jupiter?
I remember there were some ultra impressive massive dungeons and such posted in sneak peek but initially planned for 1.16.5. Will they be present in 1.20 as well?
I found them rather stunning
Eventually
Everything that's custom will be ported. But not initially because it's a huge amount of work.
Content updates post release will be the strategy
That's actually a good way to make sure your modpack wont die anytime soon. No matter how good a game is, if it doesnt receive any content updates after it's release it will eventually die.
whatever music is in that trailer is SO good, makes it so exciting
i cannot confirm or deny if it was made just for MCE :3
aye if you made it amazing stuff, and if it was someone else still amazing stuff
i didn't make it nope
McE(1) will never die
We had it composed for MCE! there are other tracks that will make an appearance too π
ohh exciting!
eventually i will make a playlist with the entire ost
awesome thanks!
come to think of it, when was that beta poll posted again? i wonder if the secret 1.20.1 efforts were why that never happened
dont forget to take down the original discord event
hard to keep the version a secret if people are already downloading the pack
Ez, just add a mod that changes all the version numbers
Then gaslight the community
Ayo, new event for May 20th?
new banner too :)
You and me both have a deep craving for Electroblobs I see
I am crying at this amazing news thank you SO much for this
I had already come to terms with the loss of it before and now Im overjoyed
srry for asking since you made the pack obviously you would know π if you dont mind answering what kind of decor mods if any are in mce2? I tried getting my partner to play mce1 years ago but they only like post 1.19.2 and when you announced mce2 on 1.20.1 they agreed so I was wondering what decor you have if any
If electroblobs gets added would the iron spells be taken out or would it be double the magic?
I CAST CRASH SERVER!
Perfection
MY P-------C!!!!!!
the new banner is also very cool, but i gotta admit im gonna miss being invited to join in the never ending fun
For anyone that has hosted a mc1 server on their own, are there recommended specs anywhere? Do we think mc2 will have considerably higher recommended specs? Assume a server of 5 people
i don't think so, the newer versions are more optmized, well, i run ATM 10 with 8gb allocated for 5 friends
General rule of thumb:
4gb base, 500mb per player extra for RAM. Monitor and raise as needed.
Fastest single core speed CPU you can get your hands on comfortablely(CPUs with lots of cores are still good if they're fast)
Lots of storage for the world files if you are a group that explored a ton
Chunk pregen the server before you hop on and you can run it on a potato honestly since the most taxing part is generating chunks. Actually serving those chunks is quite simple relatively speaking
Stable Internet connection if you're hosting locally, preferably at decent speeds to prevent bandwidth issues
I run about 7 community style servers with very little complaints. One machine is 48gb ram with a Ryzen 5600x and the other is a micro PC with 64gb and a Ryzen 5800hs
For just 2 players you can get away with 3GB allocated to the server for the majority of packs that I have tested if you are looking to run a server just for yourself and one friend.
as I host the server and play on the server with the same pc I need to really stretch those 16GB as far as I can πΏ
one of the packs that I only need 3GB serverside with 2 players is FTB Evolution which has 380 mods in the server pack and 400+ mods on the client side.
although if you have more ram to spare than I do then allocating more is obviously a lot more ideal haha
Especially with 2 players and if you're teaming/base building together. Super low footprint and chunk loads
I used to do the ol host and play on the same machine too
Then it started getting to 4 or 5 players and people wanted to play while I was offline so I had to rig up something secondary
Now I'm just the server guy in my friends group lol luckily I also manage servers for a living so it works out
I do the samething. But I do not feel comfortable leaving my comp on without my supervision. So my only rule is that if I'm not home. The server isn't on
They can't really complain since my friends get free server to play on.
I went to school for server admin too so I'm a bit more inclined to leave my stuff run 24/7 without supervision
It's all pretty locked down, no remote access outside local network style stuff
Truly the best perk
"hey we wanna modpack"
"Sure gimme 15 minutes"
See i work in IT. So I see the bad of computer science too...
I guess my philosophy is that I can always clean up the issue if something goes awry. I keep my network segmented so if someone gained control of that server, they'd see that server only with nothing but Minecraft worlds on it
Definitely does not hurt to be cautious though
I just would rather not deal with it. Which is why I also use a white list too
Exactly. I find a lot of joy in tinkering at the lower level but I know it's not for everyone. Sometimes you just wanna game and call it a day, not work a second job
#π¨mce2-dev-sneak-peek it flying through the air is wild
||the mysterious object is even cooler! ||
that place looks sick as hell, never seen any of that before :o
jaden's nether expansion is a pretty recently released mod and the wither heart and mysterious object are both custom items, so i'm not exactly surprised
@flint egretcool trailer! Did you made pixel arts in quest book by yourself? I need that!
I fully understand the porting struggle as my pack went through 1.18.2 -> 1.19.2 and now sitting on 1.20.1 and someone is already asking if it will be available on 1.21 
Wish you good luck with release!
the pixel arts were made by arcanepigeon
thanks, i appreciate it! as toastr said, a lot of the art was done by arcanepigeon who is on the team. some of the art was also done by other artists i have commissioned over the years.
the art and dedication by the MCE team is nothing short of awe inspiring. The effort taken with the KubeJS is an entire mod pack in itself.
there never has been a modpack that came close to the enjoyment I had as with MCE1. Hyped for MCE2 to bring the same
Definitely same but it was also the first modpack I played with a group of 10 and we played for about 6 straight months. Really elevated the experience seeing everyone choose different routes to explore the game
Looking forward to walking out of my base and getting one shot by a random mob
720 no scoped by a skeleton with a max enchanted bow and 37 new buffs
Oh boy eldritch horrors beyond my comprehension! That aspect was always what I found fun about thaumcraft's asthetic
Is it better to buy a server online or just host it on the same computer?
Depends. If your PC can handle it, it's cheaper to host yourself and you'll get to learn how to manage servers, which I personally find fun.
A host is an easier experience but you'll pay monthly, good for people that don't enjoy the extra work/want to guarantee 24/7 access/not good enough PC to run the pack and server together
Usually RAM is the limiting factor for a lot of people
That's why I have 64gb of ram. Because I do run servers for friends on my rig. But they know my only rule is that the server will be on while I'm home to watch my computer. I don't leave it running 24/7
Also CPU makes a big difference too
ah ok cool, so you think 32gb of ram is good enough for that?
because im tired of getting online hosts and when i download the world the world is all corrupted
32gb would be a good amount. Gives you like 10-12 for you and 10-12 for your server(if necessary) with enough overhead for Windows/YouTube on second monitor/discord comfortably
thats what Im talking about
ya i do this as well. As for the cpu, is minecraft still a single core process? I know older versions were bottlenecked by the inability for multicore handeling.
1.15.1 introduced special multi core. Entities and some other things get offloaded to 2 sub threads which can be handled by other cores. Chunk gen and serving operate on the main core
Missed the announcement on the day, but glad to see that thereβs been a ton of progress made towards MCE2 π
1.2 port is so worth
Will dragons destroying claimed chunks still be a thing?
In mce 1, my buddy didn't realize a. How fast tamed dragons grow from eggs and b. That they can break blocks in claimed chunks.
Was a fun time cleaning up our ae2 super structure for 3 days afterwards
oh i never knew that. i was playing DDSS and it runs like shit. so glad that MCE has never (in my experience) had performance issues.
DDSS is also 1.12 based iirc
And is horribly optimized comparatively to mce. Lots of custom recipes but even my client cries when I play that one in a way that other modpacks don't
1.20 modpacks are generally really nice server side, which is why I feel decent about running a pre-genned mce2 community server
how do you pregen wrlds
There's a popular mod that you slap into the server files, run a few commands, wait a couple days, and away you go
Called chunk-pregenerator, tons of MC versions are supported
Most use a radius system. So don't put anything over 150 for chunk radius as anything more than that gets really freaking long
Depending on the size.
I did a 250 chunk radius on my really beefy machine and it still took hours
I did like 500 chunks because it was going to be a large server for my last project and it took a day and a half or so on a 5600x
I did try a 1000 chunk job. Would not recommend. Disk size becomes an issue at that point
I'm pretty sure generation is more cpu heavy than gpu
5600x is a cpu tho
Ryzen 5600x
Oooh sorry thought that was amd gpu naming
It doesn't use the GPU at all, although games like core keeper can do GPU accelerated chunk gen and it's pretty cool
Yea sorry. I know Intel naming scheme better than amd
I knew Intel better until the latest refresh. Everyone making their naming just the worst thing to ever exist
The Ryzen AI line of CPUs is the worst thing my eyeballs have seen since USB pre gen4
I remember I saw the naming once and thought it was the stupidest thing. Almost as bad as nvidias new fake frame gen... because you know god forbid companies optimize anything
I think there can be a place for that kind of tech, but it should never take the front seat
crazy take
The naming scheme***
Is there a reason for that Iβve always just kept it up essentially 24/7
because if you start having cascading world lag, it can crash the server and thats how you get corruption. It also helps clear out any old cached data
Me with my infinite reboot loop in case it crashes because yolo or something
I wonder if there's any automated tools for checking for world corruption I could insert into the loop between restarts
There are indeed a few. Time to make my stack a little more unnecessarily complex
I dont know for sure, but i doubt it
I found a few that are used by places like shockbyte
haven't checked this in a few months, any news regarding the release?
YEEEEEEEEEEEY thanks
ye np 
I love that reaction. Bet it will happen a bunch over the next few weeks
not sure if this is MCE-related but for 1.20 (whatever version MCE2 is going to take place) does anyone know if AE2 addons will be present?
quantum computer and assembler matrix
We don't have a list of mods yet
many mods from the 1.16 version will be ported over, if available, but I don't believe anything AE2 has been shown yet
i don't think something like AE2 would be necessary.... this probably isn't going to be some insane 400 mod tech pack
i mean, mce1 was 
I most definitely want an insane bajilion mod pack, with as many optimization mods as possible 
AE2 is never not necessary
unironically the greatest mod of all time
AE2 superiority gang gang
The 1.20 version is very nice too. Tons and tons of QoL compared to 1.12 and everything looks nice and fresh
I'm more of a simple storage fan, why do all that fancy science when you can just have a hidden room of barrels. Takes less time to get set up
massive simple storage network into 0 fps and 0 tps true combo
refined storage would be better if we're going that route, yea?
not as complex as AE2 with setting stuff up
i dont think so
ae2 is just miles better
ae2 isnt complex to set up the basics either
and the 1.20 addons are just absurd, quantum computer is goated
they're pretty similar, the only difference is the complexity
you can get pretty insane with AE2, but not so much with refined
great UIs, great newly added blocks, gameplay feels just complex-enough
i think the thign is that you can do sick stuff with AE2 but you can also get by with the simple things. its just more open to complexity than refined
doesnt require that complexity tho
superfactory manager is a must as well
i've seen a bunch of packs add both refined and AE2 for whatever reason
probably so you can choose tbh
i always go to ae2
probably
its a pain to set up the first few resources but when u get it going feels so nice
ae2 + MA is great though, you just do quartz seeds and ur set
yea i like AE2 for the fast crop harvesting
also the (new ?? ) AE2 growers are so much better than whatever else until late game, and again, looks GREAT
I like RS for letting me store a bunch of weapons and armor
(even though that likely kills performance and probably makes a chunk get corrupted easily)
Both are fine choices though, did take me awhile to figure out AE2
I somewhat dislike AE2 if I donβt have an option to move the flawless crystal buds block
mekanism's cardboard box if you have that
with MA seeds you dont really need that
in my ATM10 run i just went to enough meteorites to get quartz seeds and thats it
for tech-side of things in 1.20 i think extendedAE, advancedAE and SuperFactoryManager just essentially beat everything else logistics wise
sfm is specially powerful
after playing atm10 with those mods i think anything before/without those is just rubbish
Yeah but I donβt think MCE 2 will have MA
I think Adam confirmed no MA during the special event
Ooh
even if it wasn't confirmed don't be surprised if it isn't in, since overall sentiment for MA on the dev and staff team is that we didn't want it and even thought about removing it from mce1
he's confirmed it multiple times before as well
MA and apotheosis
I hope no Apotheosis isnβt a deal breaker for my friends
No apotheosis
Oh wait do I not have image perms
Jokes aside apotheosis is so lame, fun to scale with, but hella lame
how come?
It adds a bunch of stuff thats fun to tinker with but really creates a miserable late game
Where you kinda just get really grossly overtuned
So any combat just turns into a joke
Per some of the questions that Adam has asked the community and snippets we've seen, combat plays a big role this time around and will probably be custom. Apotheosis likes to break that stuff over it's knee
Couldnt you just pick and choose which parts of the mod are in? I know theres modules like gardening, spawners, aventure, enchanting and what have you
Normally yes, but the crux that the entire mod revolves around is the gems which are egregious
the two things that I ever remember using from apoth are the enchanting system and the affix system which includes the gems, and both get pretty crazy very easily
I also just don't really like it
It also just doubles down on a cruddy system, there are other mods that replace the normal enchanting with something that isn't just RNG (and they often conflict with Apoth)
I feel like apotheosis is great like the first time and then it just makes every other tool feel obsolete. Why make a dope modded pickaxe when I can just add efficiency 100000 to my diamond one
same goes with silent gear, but at least that has some involvement and requires compat mods
There's a reason I continually bang the drum for Botania's enchanting system. Being able to pay with sources other than XP and you get to keep your books makes for a compelling method.
botania's enchanting system would be the best if it wasn't tied to botania
Based
I think if apotheosis had a system with curios it could be cool
But atp youre just bridging mods
Exactly, I'm not really a fan of mods that add over-enchanting or % based stat increases to specific tools unless its a once off rare item or something. The way apotheosis works contridicts how I enjoy playing Minecraft
Apotheosis works in ATM mostly bc those modpacks focus on lategame godmode
Most packa dont
I wouldn't mind curios that you can put gems in sockets to boost their stats or give them abilities
just not all tools
Yea kinda what I meant
i disagree. apoth just plain doesn't work with any reasonable balance because it provides an insane amount of extra potential
I mean more like gems that ONLY affect curious
Like how apoth has hard built in integration with tf for example
βFits in any Curio adorned on the Backβ etc
That kinda thing
The way I think about power scaling mods is on a push and pull system
Apotheosis pushes really hard with little pulll
The βpullβ being max number of slots on a single item
But even with just 1 decently statted out item it turns off difficulty
Like I played a pack a while ago by a friend of mine, thats the pack I learned apotheosis in
My sword, which base dmg was 4 mind you
Was hitting for around 44-48 dmg
And I didnt even have a perfect gem in it
The only mods like that I like (at least rn) is Iron's Gems 'n Jewelry, because it's only rings and amulets, you're limited to 3 items that will provide 1 or 2 small buffs each, you have to go exploring/trading to get the more unique stuff, and you still have to decide if you want one of those buffs or a different curio in that slot
i don't think it will happen unless someone else makes it happen
as far as im aware they work full time and barely have enough time to maintain one version
doesn't help that they're developing that one while maintaining their spell mod
if it ever appears on 1.20 i would very likely use it
also, I didn't realize his spell mod has native support for tetra
I don't think I've played a pack that has the two together
I hope it doesnβt have to do with storing mana, I remember having Tetra, using Ars Nouveua addon with it and crashing the server because the create deployer doesnβt have mana storage 
Thats cool though, didnβt realize there was native support from Ironβs too
From what I remember, there is no mana storing in Iron's. It's all in the player themselves, but it has been a little bit since I played a pack with it
I dont know if its in the newest version, if not, i wish tetra dealt with armor
Like i loved tinkers in 1.12 having such customizability in thier armor. Silent gear is the best thing i can think of that is a close cousin to this
Tinkers has a 1.20.1 beta variant now as of the start of this month
So maybe when it matures
I hope. I didnt feel much of the magic in 1.16
Yeah I tried all the mods modpack and apotheosis gets insane in there. I got to 1000+hp and deal insane amounts of dmg per hit pretty easily
this is why tetra was the greatest
tetra planned armor very long ago but I don't think it got finished
Do we know if tinkers will be in? I thought it was confirmed for the old version, but if it is just a beta rn? Or if not what will take its place? Always loved tinkering with custom materials in mce1
Tinkers is confirmed.
Plus i believe Tetra has like... A lot more material compatability than silent does
Ayoo
Tinkers has the advantage of letting you easily turn useless metal equipment into ingots.
It lets me make a giant tube of death that I melt mobs in for fun
Tinkers is the mod that lets you basically make any weapon with specific bases and hilts right?
There's a set of weapons and tools but it lets you melt down and make tools modularly. So you can mix and match metals to make tools for specific jobs
Or do metallurgy to make new metals that are more durable or faster
And, if mod creators are inclined, melt down metals from other mods and make crazy combos
one of them, yes
there are several
tinkers, tetra, silent gear
but tinkers is the "classic" one that's present in mce1
Definitely the most hands on feeling
but i like tc more
i like tinkers because melting things is fun 
tc seems to have gotten some nice development since mce1. Have not played it, but the wiki page sounds fun
yeah, tinkers got overhauled in 1.16. a lot of people don't like it, but it's honestly better now, a lot of not liking it is just not wanting to have to re-learn mechanics
As is tradition
I suspect it might be a bit annoying, given it seems to basically require a blaze spawner in your forge midgame. I just hope it is the fun annoying
I like when the devs get creative and change stuff up. Else it feels like I'm just playing the old mod again
Luckily in large modpacks there is an abundance of ways to obtain spawners
Which wonΒ΄t be gated by said mid game progression?:D
I have never used that block, so I canΒ΄t speak to it
not in base tinkers. you don't actually need much blaze blood to do all of the melting and alloying you'd need by default. you could even use the melter and alloyer blocks to use less fuel if you were really that concerned. the spawner only becomes necessary if you intend to mass produce things
sounds OP
Literally right click a block with the box and break it. Then place it down and shift click it. Moved with inventory
and you can use the melting modifier on tools to gather blaze blood without putting blazes in the smeltery
That too^^ to both messages
It's up to the modpack creator's discretion if they gate metals by heat or not
Idk I somehow suspect it might not be that easy, but we will see
modpack creators can add their own fuels too
Witherblood?
Liquid uranium incoming
new tinkers also has a more divided modifier system and one-time slotless additions
Ice and Fire is in IIRC. We could use fire dragon blood.
the levelling addon is way more overpowered than in 1.12 tinkers (even though it takes an ability slot now) and it's honestly better to just add a bunch of slotless modifiers with various progression-gated items, but if adam prefers levelling then that's up to him
I haven't used tinkers outside of 1.12. I'm torn between reading up on the changes or just experiencing them when mc2 releases.
there's a lot of them
as you might hear in the tinkers construct server, throw away your 1.12 knowledge
Hot. I love the wonder that comes with learning new things
I'm going in blind the best I can
Same !
tinkers is legit one of my top 5 mods of all time im really glad we are getting it for mce 2
I was ready to try a new tool making mod but honestly i was also worried it wasnt going to match up to tinkers so this is better
i guess with how much tinkers has supposedly changed, i might be getting the best of both worlds
will tinkers have a quest book chapter? it might make the changes less painful if theyre explained ingame
tinkers has its own guidebooks
and they even got split into 6 different books so that not too much stuff is explained at once (though the 6th is the encyclopedia, which is pretty much like 1.12's materials and you, except you need to gather the other books to unlock the sections)
six?? damn they must have added a ton over the years
Where do I buy rat coin ?
they've separated the smelter into like 3 different tiers in recent versions... there's the basic melter, the OG smeltery, and then one higher that supports higher temperatures and stuff iirc
bunch more materials too i think
i hear if you ping @fallow plinth you will get some
Slaps @fiery jackal
584323
make me
should be muted for no reason
there will be at least 2
realistically there should be a solid like 3-4
so based
||there have already been hints regarding it too! ||
That dinosaur looking one seemed really interesting, that and the eldritch depths
I just wanna see the aurorian
mce I played with my friends on a server when I was in college and it was by far th most fun I have ever had
and the aurorian introduced me to the idea of different dimensions
not possible unfortunately, the mod never got ported
honestly as long as there is a way to instantly break cobblestone on early mid game, im good
if no MA and no productive bees, what mod for resource generation
im not sure if there is a good one that isnt either of those
im not a huge fan of the bees though to be honest
one thing that really excites me is how mce will play on 1.20.1 because what made 1.12.1 special WAS mce's integration
adam since ur online right now i really hope you add AE2 addons
LMAO
extended and advanced AE are goated
they look so good
mine
its minecraft, or automate mining with one of the many tech mods. i really don't care for infinite resource generation these days, it trivialises a huge part of the game in favour of convenience which i fundamentally disagree with
i half agree with you
half because some resources are way too tiring and required in such a big amount that it just kind of requires automation
like ae2 quartz
i can confirm ae2 but i cannot confirm any addons at the minute
have you considered them?
i mean, just the multiblock quantum computer and the multiblock pattern provider from extended/advanced are what i think is goated, anything else im not really familiar
but i also think that having some resources that are needed in ok quantities not being automatable is fun
for you to hunt for
like what netherite is for vanilla
addons are being considered, its just subject to change right now
Most modpacks end up becoming same-y in the mid to end game because of resource gen. It'll be interesting to see how servers evolve when people have to make contraptions to get their goods. Or how they'll creatively use what they have instead of going ham and breaking my TPS
can you confirm the end?
yes but the dragon was replaced
lmfao
Giant enemy rat
wearing the mage hat
my playthrough of ATM10 didnt really have that vibe though, to be fair. it felt like once I got M.A going i actually had enough of a foundation to start doing the weird stuf
doing the quantum computer from advancedAE was a big part of this
having a super autocrafting machine just made it so i could try the weird stuff from mods i had never played with
Barry's insane aunt, she just couldn't handle the power like Barry can.
therell probably be a crapload of things to discover underground, so i dont mind the loss Too much even tho im normally an MA addict
my ME system when i need money in mce1:
https://youtu.be/-83d5Lx4m4Q
#fish #error #overload #factory #memes #meme #memesvideo #fypγ·γ
Mine was tomatoes and bread
Curious if anyone knows from sneak peaks or previous talks what kind of enchanting we should expect in Mce2
Will it be the same as mce or will it be something like Zenith being used?
Admittedly i never got into enchanting using the table in mce 1 because I didn't understand it so I opted for just using books of disenchanting and anvils
this
the thing im most excited for though is definetively the inclusion of NPCs
i really hope that there are big cities as well rather than vanilla-sized villages
playing solo in a beautiful place and having to craft the mekanism robot so you have some company is weird
Anyone else had an army of enchanting rats being fed books that were automatically sorted into the ender shelves?
I wonder if the mod that had ender bookshelves in it will return. Was that cyclic?
Will there be a magic way for inventory management like occultism?
So perhaps this has already been discussed, but if it has I haven't seen it recently -
What would people like to see regarding endgame stuff for MCE2?
My personal opinion is that MCE1 had a weak endgame and I didn't find it super enjoyable. In some packs you build draconic reactors and that's pretty much the end, in others you can craft creative mode items (like the ATM packs), in others you defeat giant overpowered bosses (think OreSpawn or Nevermine), but in MCE1 it was basically build the Mekanism fusion reactor and after that it's kinda hard to say where to go from there. So what is it looking like for MCE2 and what are some ideas for it?
Perhaps your experience was different than my own, so another relevant question: What did you do for endgame stuff in MCE1?
I don't really believe in an endgame in the traditional sense
I think the player should be able to feel powerful but not invincible and be able to ramp up resource production but not have access to unlimited resources etc. I don't think the player should ever have creative items or creative flight.
These are a few things that I've felt have become shoehorned into a pack for the sake of longevity but instead actually it usually does the opposite. When you have everything and can't be killed, you might as well just be in creative mode.
So my philosophy for the endgame has at its core become something that you achieve naturally by playing rather than something you seek out for the sake of completing the pack. You get access to better gear and you fight difficult bosses that can always kill you no matter how strong you are, you also get access to better tech and can get creative in unique ways.
I do personally think that in Minecraft the most fun happens when you have the ability to be creative with the tools you have and reaching the later stages of gameplay just unlocks more tools.
agreed
People will still break it down into early game, mid game and late game I'm aware of that but I've been trying to encourage a playstyle that avoids a clear cut path or meta
I think endgames only really work in themed modpacks anyways
Eternalβs whole shtick is being βfor everyoneβ somewhat
I dont like endgame, basically forcing you to play a handful of mods. Rather have it like MCE1 where you can go different paths with different mods to get to a similar state
so no gas burning mekanism generator
kekw
agree with you here. I think that having close to creative flight but not creative flight itself is great
but most of modpacks you can get near invicible without ever facing big threats. which is a problem I had with atm10, once i had mekanism armor
I want the fear of losing all my stuff to always be there
I agree
Typically on my servers I either give 1 home point or none so that people have to work to get around safely too. Go see all the pretty biomes
There are a few things in Mce1 that I saw were pretty exploitable very early on, but it was mostly based on luck
It feels like everytime I start a server with a new group to introduce them to mce they find a way to either become unkillable rather quickly or how to kill the wither within a day
becoming vampire day 1 be like
with sol-carrot you can just eat everything in sight and because vampire, no hunger bar. Health stonks go up
My friend learned about the power of the shield totem and the infinte fire
He got VERY angry everytime he died far away while playing like a nomad because with that combination he thought he was unkillable, which he was to most things but like there were a few REALLY heavy hitting things like Faros and Abyss Walker King
I don't agree. Genuinely one of the worst mechanics in the game right there
Not as like a constant top level fear (like RLCraft) but if I am going into a boss battle, the fear of loss should be there
Or at least the fear of dying
Gravestones are powerful and make dying much more manageable
But I do agree, the player should be at risk of dying at any point. Even while geared up
Especially in a boss fight
this i can get behind
but losing gear that you spent a lot of time getting just makes me not want to play the game
Unfortunately we were using the mod flash's npcs with some custom stuff to make it work but the mod isn't on 1.20 and this would be considered low priority as it's not essential to the pack. But when/if the mod gets ported I'll begin porting all the npc work I did too.
There are some things that we lost from 1.16 but what we gained from moving to 1.20 eclipses the losses.
One example of a casualty of the port but it's not a huge deal in my opinion
just do keepInventory
its a big thing to me personally but i can understand it
afaik 1.20 is a lot more manageable with shaders as well, which is really important imo
I do enjoy gravestones because you do still have to get back and get the stuff. It isn't 'free' in a sense
Fair enough
A realisation I had in the dev room 
would have been pretty efficient as a new player to steal some base chunks from a player a lot further along. kind of like black market crate+. Nab their storage and see what you've won
While it might be controversial and maybe hard to implement/only effects gear in certain ways but I remeber a pack... i think it was dawncraft but maybe another that your gear took a % damage every time you died and when you died over and over again you lost more and more xp and gear durability, so while death isnt loosing everything it does stack up, and can be very bad if you try to keep fighting the same boss over and over unprepared after dieing many times. Could also be a hardcore option or maybe demension based like vaultcraft where if you died in a certain 'endgame' demension you lost everything, could make for a fun alternative way of balancing demensions bosses and death
Oooo also just throwing it out there, maybe something like how the beneath did but a step further where you can bring any items into the demension from outside (maybe debuffed too) but if you die only tools and items from inside the demension wont be destroyed and/or significantly damaged, while ofc exploring a demension mod with your own gear is cool ive kind been getting into trying to use whatever is inside the demension to surive and progress within that demension (works well in twilight forest as an example)
could also make it where specific items work in other demensions Like imagine bumblezone using ice and fire myrmex gear, (same goes for erbus i would imagine if that exists), or the nether with that burning iron i forgot the name of from twighlight forest, ad astra (or if there is a 'moon' can use like cheese armour), might even be a stretch but the end can useing ice and fire dragon scaled armour since, dragon and all, and if there are magic robes from the magic mod thats being used each different elemental robe that is like, on theme with the demension like red robe (fire magic) for nether, green one (healing/nature?) for twilight, maybe black (necromancy?) for that new spooky skulk demension in the trailer, idk kinda gives uses for different armours depending on location, and yea you could use an endgame armourset anywhere but having that sort of limitation makes it fun to collect different sets for different demensions and actually use them
that mod/function was also in RoTN for some time, dawncrap didn't invent it but that's off topic 
This sounds very interesting
I honestly love this take. Whenever I seem to have a creative item in a pack I sort of lose interest.
It's a fun final goal for something like RagnaMod but getting them in the mid game is wild
i think that its all about how hard it is to get
i don't think the difficulty is the problem, if its possible, someone will do it and once they've done it, they have no reason to continue playing and if its multiplayer its likely no one else does either
Hey adam
creative items in survival is busted
consider including SFM in the pack plz
π
idk what must be looked at in a mod for it to be or not included but in any case
its just a logistics mod
makes everything easier though
honestly, most of my multiplayer experience never gets to that point
i think that creative items is a good way to say that u are finished with the pack
i like the ATM Star way as well
just having something to complete is nice
lowkey i wish there was a nice trains mod
idk i think having one specific point defeats the point of minecraft
when i play i just make stuff
i understand the points you have made though
its a large part of why i make so many quests is because having extra stuff to do and tick off a list is enjoyable
the create in the corner:
The quests are like a little dose of dopamine when I check off a quest
create isnt my architectural style i think
i wanted there to be a maglev type of thing
i like futurism in minecraft ngl
dont like it IRL but like it in minecraft, i guess its just reminiscent of 12yo me
for me its the random item to feed the gambling addiction
can always apply a bit of imagination and hiding things in the floor
if that's not sufficient for you, maybe there's an addon with something like that. if there's not, you can try becoming powerful enough to do it yourself ||aka make an addon mod||
nah i cant
too much stuff to do already π
honestly my overall wish in Minecraft is that there were more multi-block structure in tech mods, more particles, more moving pieces etc.
even though I cant use create if my life dependend on it to build big original stuff, its a nice thing to have. love fusion and spss from mekanism for those reasons as well
i would learn create because you can do basically all of that with it 
with a bit of creativity
yeah you pretty much can
if you mean literal moving pieces especially, that's like, the entire point of the contraption system
oh yeah create definetively fills a lot of the gaps that I always felt existed in modded MC
but i wish more mods would do create-like machines
not necesarilly as freely as create though, but something like mekanism SPSS/Fusion
i think its a crime that mekanism generators and SPSS dont emit light
specially with other architecture styles
GregTechEternal when
I hate modpacks that have that kind of endgame. If I really want to become OP I much rather find some weird combiniation between mods that do that. Also makes it more interesting what everyone does instead of the whole server making those mekanism suits
one thing i have done for the mek suit is make them very vulnerable towards magic damage
they also are not as strong and you can still take damage
I always try to go online magic and kind of compete with the tech guys in the server
having magic automisation like rats or ars nevou helps XD
as long as the wearer can generate power right?
Oh, that's fun
Even the best of modern technology can't handle magic
depends what modpack you play XD. most modpacks favour tech
Most modpack creators don't take the time to make every mod act the way they envision
question: will there be a way to get creative flight? itd obv need to be gated pretty hard, but i think its helpfulness in building and slow speed otherwise doesnt kill the experience
if anything, creative flight encourages you to keep playing so you can build stuff that was super annoying with jetpacks lol
in building you can use ars nevau
creative flight in an area
ah true, then as long as that doesnt get disabled im set
Im pretty sure adam said no creative flight
your base is the exception
I think the ars one is pretty balanced. Idk if there are more mods that do smt like that
Iβm dum and always just use the slime slingshot to go fast then the server crashes 
For the entire time i played mc1 i used player launcher it was so cheap and so good for trveling and negating fall dmg
i also used it to get out of the giant quarry i made in my previous wrlds
buildcraft π₯ π
yess
pretty sure its been like a decade since it got discontinued
it might be an april 1st release but there's literally too many changes here for it to be a joke release 
thats what i was thinking XD
frankly if it is an april fools release they put in way too much effort
mojang update
and also screwed up by marking as a release as opposed to a beta or something
so there's not really any way it is
there is also the GTNH fork of buildcraft which fairly regularly gets updated
cough apotheosis
i hate it for this specific reason. yes it's fun i don't disagree but it trivializes quite literally anything and everything. i won't name drop specific packs because this isn't the place for that but it definitely does not have any business making the player near-immportal
isn't the default max enchant lvl for apotheosis 13 or 14?
i don't remember the actual max but i know most enchants have a max limit of 8-9
on top of the actual enchant system, you have the tables that add more stats plus the gems that add even more on top of that
it's an insanely broken stat system, and i don't like packs that use it when it's not required but when is it ever actually needed? and if it is needed, it breaks the entire power scaling completely
It's a fun thing to tinker with in kitchen sink packs that don't have a true end game beyond creative items
That lighting looks so good!! And an awesome way to chose difficulty level
more screenshots from the vampire dimension
Also i was thinking, can u change the difficulty in MCE2 or is it like once you set it its THAT difficulty for that world for good? Mr Adam
its not working yet but it will be per client / per server so when you change the mode it will apply to any world you create / enter and same for servers that change the config option.
would just need to restart the client to take effect
question, is the vampire dimension the custom one?
one of them
I hope we still have that thing where eating different foods is how you get more hearts
I never really cared for farmers delight in any other modpack except mce because it gave me a tangible reason to cook different stuff
we do!
That mod always leads me to make a giant orchard and farm for my kitchen. In any other modpack I just eat 300 bread
guys the custom dimension is deep dark but dont tell adam i told you
||"The gret below"||
Yeah uh the "a" isn't in the trailer, it's only 4 letters
guess it didn't render properly o well
have to change it to ||the gret below now ||i guess 
Perfect opportunity for an Easter egg
||the greg below||
in all seriousness, yeah. imagine if it was like minceraft where it had a very small chance to show
Wait is the Great Below gonna be a better version of the Deep Dark dimension
Thatd be W
Will diving into a pool of blood be required to get into the dimension?
yes iirc
custom
||you build a portal frame in the ground made of blood stained stone and click it with a bottle of blood||
okay so real shit adam
no leaks bc surprises are awesome
how many dimensions total
custom and premodded
also genuine question about the difficulty, hows that work for a server?
if the pack mode mod works anything like how it is in mce1 then both client and server would need to be on the same difficulty
Server would know all the changes but if the client isnβt on the same mode it wouldnβt show the changes for the player
modern versions sync recipes and other datapack things to the client
most changes should sync from server, it should end up being a 100% per-world or per-server option
Gotcha
No more trolling your friends and telling them Minecraft got harder in the recent years
imagine Just changing the server configs in the middle of the night to chaos mode and tell them they are just bad at the game, then change it back the next night
good april fools prank for being sinister 
In the quest book the custom recipes for buildings or stuff like that they will be displayed there ? a picture, a step by step tutorial etc ?
Did I miss something? Has there been a mention of legendary eyes before?
Or when all the mod stars align....allowing you to use negative enchanting to reach max integer underflow.....and u get this
lots of MMMMMMMM
Weaz12 walks into a cactus
The cactus dies
Weaz12 falls over and kills the server.
RIP, MCE forever lost 
Not me testing out vampirism for the fist time in another modpack 2 weeks ago and wanting to write here, that I hope it's not included, as it felt really underwhelming and not worth the hassel....and once again my flabbers have been gasted. You've already exceeded my expectations for McE2. I don't know what more to say...
So, as Adam advised I wanted to suggest implementing "Better Clouds" or "Better Clouds Reforged" in the pack, not many people care about the clouds in the game but I think when you plan on spending a lot of time on modpack it should look the way you want (shaders textures etc)
oh wow vamp /dimension/ I wonder if that means no more searching fruitlessly for the pure blood vamps in vamp forests
The entire dimension is classified as a vampire forest so it's easier to find advanced vampires and barons / whatever else.
I did however prevent vampire forests from naturally spawning in the Overworld.
Because they are rare and annoying to find. So now it can be found when you want to! By making a portal and having your own vampire dimension.
Another thing is because its all vampire forest you never burn or take vampire debuffs
Since Vampirism is in, may I ask if the werewolf addon is also in McE2?
it currently is not
i had some problems with it
but maybe later i can make it work
well I suppose there are more important things rn π
yep its low priority
wish you guys best of luck with the pack ^^
I'll check it out
i gave it a go but it was causing a bit of lag
and i can't really sacrifice performance for visuals at this point
so anyone who wants to use it can just install it themselves since its client side ( i think )
Crying
Jokes aside I just really love doing different gimmick setups using the unique effects
Had one server where I used both daggers and every time I hit someone I stacked dmg buffs on them and if I got hit Iβd just Enderman myself away
It was really funny
Heyo Adam, don't want to ping but rather ask:
Will there be something of like scaling difficulty, or like a big rpg skill tree?
I have been playing a certain rpg focused modpack with custom progression for bosses and I loved the fact that even though I became op, there was something like "endless" boss challenges with custom rewards which I personally loved, as it actually required not only me but also a mage or a support to come along and help me.
I wanted also to say big thanks for porting to newer version of Minecraft as I love anything 1.19.2+
Have a good cup of coffee,
Cheers
yea this one is client side. I think this one works fine with 1 more mod that bdubs was using (cannot remember name now), but still thanks a lot for checking π
π¦
I think im familiar with this mod from another pack, was it the pack that included some league of legends based weapons
Maybe?
Simply Swords focuses on adding swords with large amounts of durability and unique effects
Like one gives you a backdash one inflicts a debuff on hit etc
People be adding that mod in and making the chances for finding anything 0.1% π«
I think it should be set to 0% and instead they should be quest rewards
I think theyre perfect quest rewards
i installed it and i don't really like it all that much if im honest :> i don't think it does anything that any of the other weapons already in the pack already do
I mean yea its a very niche mod
I just enjoy it because it incentivizes me to try more quests
The documentation book is also AI generated if I recall π
I do love that idea
Well this makes me even more excited to see what's already in the pack 
My apologies for the ping π
I need to remember to turn the notification off
Hey Adam, just wanted to say thanks for all the work you and your team are putting in. Loved the trailer and am patiently waiting for the big release. Cheers Boss.
Why Godzilla
cuz its awesome
You know what's better than a Godzilla?
Two Godzillas
so much hype!
ofc
So remember that poll you had about fighting bosses. I saw it was scaled health with more nearby players. But you don't think it should be like shared lives or a respawn timer?
for.......the boss? or the players?
I was wondering, since i haven't been absolutely up to date, do we know if you can become a vampire in MCE2, like you could in MCE1?
It was one of my favourite parts of MCE1, and i hope theres some way to become one.
I would assume that since vampirism is in, and there is a dim to hunt the barons, that you can become one. See some of the recent #π¨mce2-dev-sneak-peek
at the time i was essentially just suggesting it to be like terraria bosses but for you know minecraft, ill just be quiet XD_(γ)_/Β―
Like Cataclysm?
Like nearby players = More boss health
If you die you get a respawn timer
if everyone near the boss dies, the boss despawns/Goes back to full hp
only suggested it because you can just cheese some bosses by chipping away health and respawning
I'm curious Adam, were there whole mods being created from scratch for mce2?
Also Happy Easter everybody
there are, if you check the recent sneak peak, "The Great Below" one, you can get a quick look at one of the mods being created for the pack,
I also found the curseforge page for it which I cant link but if you look up "The Great Below" it should be your first result
its a sculk themed mining dim. should be pretty cool!
Oulala
I wonder, will wardens despawn there?
I had my first experiences with wardens in Chocolate Edition pack, where they did NOT despawn. So exploring an ancient city plus another dungeon where I had them spawn was AWFUL.
Like, by awful I mean extreme stress/anxiety inducing because of how careful and strategic I had to play
Then, I played ATM10 recently and discovered that wardens there despawned, which was disappointing.
Because as awful as it was dealing with them NOT despawning, it was still a difficult and memorable challenge for me and felt 100% like the natural/correct way they should work
Does anyone know the vanilla mechanic? Wardens despawn or nah?
no clue
however id imagine wardens dont despawn
and you need to be quiet and careful
They despawn after a minute if theyβre not angry/nothing happening
and if they are angry, youβll just have to run away from them without making noise and wait a bit longer(?)
since any noise, touching them or finding you out by sniffing will keep them mad
and he has to be chunkloaded by you, canβt run far and expect him to burrow back down or despawn
I think the issue in chocolate edition is that some mobs can spawn in the deep dark and re-aggro the wardens, resetting their timer
Dang
Ohhhh, damn. Ok that makes sense
I do recall there being like 10 inside of 1 ancient city though, and I don't remember mobs everywhere getting blasted
Oh, if you're playing on the 1.9 update then they spawn naturally, so it might not be the same ones
sounds like a scythe
nah thats to basic
gotta make it something unique
kinda like a custom greatsword
I see what you mean by abundance of swords
so you should install better combat
based asf mod
(literally just makes the animations better)
using it already, we actually did the original forge port 
holy based
||and had some drama with the mod dev, but thats all ancient history ||
wait why is its animation like that 
what animation?
because what he showed is a right click ability, not an attack
||had a friend who modded rr2 get crashed out on because he refused to allow ai into his mod||
oh okay
makes sense
the hand swing when you use it
ah
tdlr:|| the mod was licensed to allow for ports and forks, we backported it to forge 1.16 and by extension modern forge when previously it was only on fabric, the author did not want our fork existing because they personally disliked forge. we had an argument about it and despite it being allowed to exist, we did not upload our fork to curseforge and they were allowed to use any of our progress from the port in the main mod instead. a lot of the work was already done but it was a silly drama so we've all moved past it. also the mod is now licensed as ARR (all rights reserved) which i cant help but feel like is a direct response to us
||
||their license at the time permitted everything we did and they were still unhappy ||
||but its a cool mod and it was years ago, so water under the bridge ||
||so better combat mce2 confirmed?||
yeah you can see it in the teaser trailer
oh no, iirc i hate that mod D: It completely ruins axe pvp for me in the early game
You can just disable it very easily
What does it do to axes that you don't like? Maybe I can make a change.
i feel like the cleave animation plays so low that you end up vulnerable after a swing
i also cant consistently hit crits with the mob but i might not be used to the new timing of it
i know the bcg cobblemon pack had the mod and it made me not want to do any pvp or pve. Which is a stark contrast to my enjoyment of vanilla combat
ik axe + shield felt bad because of the delay from the animations
hold on, ima boot up a pack with it to make sure im not misinformationing
i mean, that's by design
slow and powerful weapons should leave you vulnerable
it's the trade-off for using them
and this is just up to practicing timing because all attacks have a delay that isn't normally present, so you have to start the attack earlier to crit
the combo moves also just make crits generally less viable in my experience
okay after some testing ive realized all my personal reasons why i dislike it:
1.Every weapon ive used(vanilla + simply swords) has had a negative feeling for some reason or another. Two handed weapons? cant used offhand for torches or blocks or food or a shield. Axes? super slow and have about half the range as in vanilla. Other one handed weapons? low damage, low range, or both.
2. The slowness applied to the player in an animations hurt mobility so much. For example, when fighting a creeper, i have to be at the perfect distance away, get good knockback, and then turn around and sprint away with most weapons. In vanilla i just crit and hold s. So much better.
3. Range and knockback nerfs. Most of the weapons have a cleave on the first hit that has significantly less knockback than in vanilla. The 3rd swing of a sword is the only hit that has good kb.
4. Crit timing feels clunky and weird.
yeah i understand why the developer chose to design the weapons the way they did. And I understand that some people like the mod for the reasons that I dislike it. Personally I just dislike the mod for the reasons mentioned above.
oh another thing, a lot of times I would end up doing an attacking animation with an axe or sword when i just wanted to break a block like a log with the axe or a cobweb with the sword
for example
There is a config for that I think
Priority on breaking blocks
I was also thinking of increasing the generic weapon knockback
So you have more reaction time
would you find axes less punishing if they had a % of armor piercing damage?
i wanted to give each weapon type a passive ability at some point
Do we know how the fast travel/teleportation system is working? I think I saw waystones? On that note is there astral sorcery? Always liked their fast travel, just for the coolness.
astral is not on 1.20 sadly
||waystones are in but they are expensive, early - mid game create trains and immersive aircraft are encouraged, post end you get access to more fast travel options like teleporters ||
i like the idea of having to setup some sort of travel network for places you need to visit more than once
makes the world feel vast and alive
is this gonna be something you can get easily?
yeah its really powerful, thats why i made it 3% so everything dies in 33 hits which feels more reasonable than say 5% or 10%
also its hard to get
so with the new combat mod will this weapon have animations?
yeah it'll have axe animations, it'll look pretty cool
In mce1 the % hp damage still went off if you didnt fully charge the weapon so you could just spam it
i'll showcase it when its working
ive never used animation combat mods, are there ways to animation cancel like other games?
change weapons ig?
I mean, stopping the animation just after it hits
We talkin good daggers
so you dont need to finish the whole animation
are you asking if you could spam the attack?
yes. yes. yes. that sounds very intriguing.
lets say the animation takes 1 sec but the damage applies at 0.5 sec. Can I for exampe, cancel it by swiching to another item and then back again?
after 0.5 sec
not sure if I ecplained it well? π
assuming you're talking about the bone sword, that's why it got capped to 30 extra damage
I have a quick question about the great below, since its made out of shulk will wardens be a problem?
oh yeah big time 
||you can't kill them either, so best be quiet ||

I'll look into it!
I'm not fully sure, I can test it though
that is jsut evil....
warden was always meant to be an unstoppable force of nature
mojang just never fully committed
Yo if axe can pierce armor can daggers inflict a bleeding dot
If you cant tell I like daggers
ok that looks really good.......love that it's an axe
no, there's no animation canceling with better combat afaik
poor chicken : (
poor chicken, he'll be happier being turned into a nice dinner
I get muted for way less
But there is deleted it
Damn if goat was online I was gonna ping him
I'll see myself out
R.I.P. that is really cool though. I love how similar it looks and feels the deep dark.
||The idea was to create a dimension that feels like the deep dark. Basically my head cannon is The Great Below exists beneath the bedrock level in the Overworld and the sculk in the deep dark is what's managed to escape through the cracks||
I love the depth of thought you have put into every single aspect of this pack. ||That is such a cool concept (giving meaning to deep dark besides just a mining dimension) and im looking forward to finally having to deal with a warden, even all i can do is run...||
||I think it would be cool to add a warden boss that is killable but not through damage||
i can look into that, thats actually an interesting idea
maybe disorientate them for a few seconds
Fireworks? As a component maybe
but aren't wardens......blind
that could work
a grenade looking item that explodes similarly to a firework
give the player about 5 seconds at most to get away
maybe the intensity of the sound determines how long the warden is stunned for?
another possible implementation is an item that emits a lot of noise when thrown for like 5 seconds, it investigates that instead of murdering you and giving you time to flee.
Can the player be deafened too lol
yea, but it shouldn't work if the warden is already aggro on the player
it wouldn't make sense
Then you find out there is 5 more around the corner lol

i mean why wouldn't it? it investigates noise and it cannot see, maybe the sound emulates player noises like block breaking or eating 
distracting it and letting you leg it
Just loud munching noises

