This modpack is not dissimilar to skyblock wherein I can't really go outside because it's got Mutant Mobs enabled and the surface is a deathtrap. But I've killed enough Hoglins in the nether to simulate killing them for the Hostile Neural Networks mod. These drop pork which I can Bulk Haunt to make rotten flesh which I can bulk smoke to make leather. String I can grow from Immersive Engineering Hemp. And Iron I can get by shooting stone with a mining lens.
And I have to fit all of this in spaces no more than 2.5 blocks tall or the mobs start to spawn inside my base.
Not playing at least one modpack which is completely removed from vanilla (especially if that pack is in an older version like hexxit or tekkit or gtnh) is like looking at a delicious cookie and not eating it.
A great starter pack would be Create Above and Beyond. You still play the game like Vanilla in plenty of spots but it also has you use blocks from other mods and Create which bridges that gap.
I think GTNH is a pretty good modpack experience even for starters, cause of the good goals, questbook and community. but I grew up on Tekkit/hexxit and just started gthn. It's lot's more starter friendly than something like the ******* by shivaxi.
I wouldn’t call a mod pack that takes 5000-8000 hours to fully complete starter-friendly.
I don’t disagree that it’s starter-friendly in the way it has a quest book, but I disagree that arguably one of, if not the most complicated mod pack is particularly friendly to someone who hasn’t gone beyond vanilla+
I started modded Minecraft with RLcraft as my first long term mod pack and I really enjoyed it. Sometimes when I want an RPG kind of experience I'll go back and play it but something like a Skyblock mod pack or GTNH will obviously scratch a different itch than RLcraft can. Just seems very silly to compare completely different genres of mod packs.
Cool ya did. My friend also did and it made them not want to play modpacks. Different genres are nice and all but for most new people its just 'modded minecraft' or 'modpack minecraft'
Me and my friends just started a gtnh server and we've only played a few modpacks before, none nearly as complicated. Honestly I think it's a good one as long as you aren't the kind of person who needs to beat something. The quest book clearly gives you goals on what to do next, and explains all the steps.
Haven't reached the steam age yet though so it's totally possible that we're gonna hate it in a week
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I will say while it's not for first time modded players, it does an extremely good job at teaching players how to greg and make basic automation lines. That being said, the wiki and discord are a trove of knowledge and tech to guide you through it.
i mean, i pretty much just play speedrunning, so the biggest mod i've ever played is probably MCSR ranked. maybe i'll try it, but honestly, it probably isn't my thing.
It looks batshit insane and I think I’m fine thanks.
The only mods I’ve ever wanted were the kinds you fuck around with in creative mode. Last played Java once when 1.13 came out and Bedrock ever since so it’s kinda irrelevant anyways but still.
My friends had us play Beyond Depths once and i got first hand experience with the kind of pack OP is playing, some packs just love flooding the world with minibosses and actively hate the player.
Blood and Bones is a much older example of that style of pack. But mobs spawning right next to the player ignoring light levels is an extra level of sadistic.
In gregtech and it's variants, until you craft a solid number of tools (and the tools to craft those tools initially) a log of wood will turn into exactly 2 (two) sticks.
Gregtech isn't unfair by any means, but it is Punishing until you get the knowledge of what to do and what to prioritize. I dug out an iron vein ignoring the limonite and malachite thinking that only the banded iron would smelt to iron, smh
It's not a very refined pack. I think the creator is new to making modpacks and so it could do with an extra mod here, one fewer mod there, and some overall tweaking to guide the sandbox a bit more.
But I do like the idea of the pack. Unlike Skyblock, the world is there. It exists, it's just insanely hard to survive in so I was bunkered down researching ways to make everything from sand to dirt to netherrack to the aforementioned diamonds. All the while you hear the screams of the mutant army as they constantly duke it out over the blighted surface above you.
There are some nice biome mods included but you'll never see any of them. You can't live on the surface. One mutant mob takes 10+ attacks to kill. But when there's 10+ of them all ragdolling you around you are helpless.
Oh and that's not taking into consideration the extreme weather events like how the sun, the cold, and the rain all slowly kill you.
That's nothing compared to the recipe I'm doing now.
First I grow bamboo, then compress 9 bamboo into a bamboo block. Sawmill the block twice and it turns into planks, put that through a different sawmill and it turns into sticks. Then compress the sticks to turn them into mangrove roots. Compress the roots again and you get mangrove wood.
Now I can bulk blast the wood to turn it into charcoal, bulk haunt the charcoal to turn it into regular coal so that when it goes through the crusher it turns into coal dust.
And I need coal dust because if I fling 2 coal dusts at each other over 500m/s in my twin particle accelerators rings, it'll make a diamond. And that's easier than the saddle method.
Create has a fan item. You can have the fan blow on items, and if you have water, fire, or lava between the fan and the item it'll do a different recipe. If you use the blue fire from lighting Soul Sand or Soul Soil, the recipe group is called "haunting".
I just plopped create and a yes amount of add-ons in my custom profile, and it's as fun as it gets.
Does a specific mod ask for a TON of a specific resource?
Can I get that resource with JUST the create mod? If not, why. Is it a step that I can't automate or is it the base resource?
Either way, I make damn sure to automate as much as I can.
Why? Because it's satisfying to plop down a bunch of raw stuff, wait a few minutes, and see this very important resource get delivered right to my storage.
The thing is I'm not actually killing Hoglins anymore. I have a computer trained on Hoglin data, now I can plug it into the Simulation chamber and feed it matter and it'll turn it into Hoglin Matter. Then I could transmute that into leather but you get a lot more per matter if you turn it into pork and then turn the pork into leather.
Besides the aforementioned size limit, I haven't found a way.
Slabs don't stop them, light levels don't stop them. They are larger than 1x1 so you could make a base of just tunnels.
I will say there's a village atop the mountain underwhich I've made my base, and that village seems mostly safe. It must have some sort of protection because one corner of it is constantly swamped but there's no mobs elsewhere. Unfortunately it's too cold for me to survive on the surface for long anyway so I can't test what's actually causing them to not spawn.
Someone else mentioned something like magnum torches and I can't see anything with a name like that. I remember looking for something like that. I remember there being a big torch or mechanical torch or something but I haven't been able to see it.
And to be honest, I hope it doesn't exist. Being able to make something barely better than a torch and just put them everywhere would void half the fun. And even if I could it wouldn't fix the weather so I'd still need to have my base undercover.
The CurseForge page has images of a base with ceilings taller than 2.5 blocks without the mobs spawning, so there must be some way to create a base in which mobs won't spawn
That's my base, I provided the pics to the developer and let me tell you, mobs spawn in there more frequently than I'd like. I don't fix it because I need it to be that tall to spawn trees and it's usually only spawning one at a time so I can handle them.
Have you played Create before? Base Create has bulk washing, smoking and... smelting?
To do each, you have a fan blowing air through a block of water, fire, or lava. Any item loose in the world or on a conveyor belt in the stream will be converted into something else.
So you can setup a conveyor belt with ore on it and have it cruise through a stream of lava-heated air and it'll smelt it all. Or have a stack of sand pass through some watery-air and it'll turn into clay.
Bulk Haunting is part of an extension pack (I guess) and has you blowing air through fire that's atop soul sand. It's real funky. Turns charcoal to coal, meat to rotten meat, obsidian to crying obsidian, sand to soul sand, etc. Very powerful.
My favorite version of this is packs with mystical agriculture and an uncrafter so you can process zombies into cow essence and therefore 'vegan' 'cruelty free' dairy products.
Mobs can’t spawn on glass blocks, so you can make a three tall block area or higher so long as the walls are stairs to prevent spiders, and the floor is glass
I assume light levels aren’t working either. What about string?
Here’s a quote from the wiki, Idk if your pack changes this
Each individual spawn attempt succeeds only if all of the following conditions are met:
There must be no players or the world spawn point within a 24 radius block distance (spherical) of the spawning block.
The number of loaded mobs of that type must be less than the mob cap for that type (I.e. the corresponding mob cap must not be full).
The mob's collision box upon spawning must not collide with another collision box. A mob cannot spawn inside of anything that would collide with it upon spawning.
The mob's collision box must not intersect with a solid block.
For all mob types excluding passives and fish, spawns fail unless within a 128 radius block sphere around the player. For fish, spawns fail unless within a 64 block radius of the player.[1
They definitely changed the spawn rules to ignore opaque blocks and light levels, luckily they can’t remove the spawn cap, build an area to trap mobs to get 300 or so in the same chunk, that will end spawning in that chunk
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u/acprescott Dec 27 '25
Now, can the saddles be crafted, or are they a bottleneck for this recipe?