No.59556
>>59555Which version?
>try "Thaumium Rogue" if you still like 1.7.10 No.59557
>>595561.19 maybe or one of the newer versions, almost anything is fine for me.
I rarely play modded Minecraft but if I do i play with my IC2/BC modpack
No.59558
>>59557I tried 1.16.5 recently, with a fine mod called Create.
The trailer speaks loud enough about it as a peak mod
No.59559
>>59558I've yet to try it but I saw the trailer when it released and was blown away, reminds me of Factorio just slightly less frustrating and spaghetti inducing
No.59596
>>59557>>59556I still play 1.11/12, I really dont like all of the new weird stuff that got added after notch got booted.
1.9 was the last truly great update, none of the new mobs fit minecraft, the underground city is poorly executed, the new nether sucks and destroyed the atmosphere completely.
They are trying to turn minecraft into something which it wasnt meant to be, they should limit the the experimental shit to minecraft dungeons
No.60369
Minecraft is a piece of shit!
No.61804
>>61800Best update in over a decade
No.62002
>>61948There are many open source launchers.
Example:
https://github.com/fn2006/PollyMC No.62018
>>61948I too lost my account.
>>62002Thank you anon, I'll try it out. Good to know it's available in the AUR.
No.62052
>>62051waho is this minecraft new version? this is beautiful. ladt time I played minecraft, there was only green and water and sand and snow and that was all
No.62053
>>62019Terribly efficient, using the cheapest available resource. You could earn a living designing houses for slaves lol
No.62054
>>62052No, it's a handful of mods (like Terralith and Oh The Biomes You'll Go To) which add 100s of biomes.
No.62055
>>62054oh I see I got tricked haha. so…minecraft is still green water snow and desert?
No.62180
>>59555wizard level 3 here, could someone explain to me the appeal of minecraft? i did play it a few times, when i tried to expand my house to underground, suddenly creepers began to spawn down there, exploding my little home. needless to say, i was quite bummed about it.
No.62278
Can someone recommend me some nice minecraft servers to play? I have pirated version (PollyMC like anon from here recommended)
>>62180Creative mode is like playing with Legos. Survival mode is nice because you try to survive, explore and you never know what will happen. It's a nice feeling of freedom.
No.62279
>>62180it's strategy. following step by step every needed requirement without dying until kiling the dragon or the wither. It's planning but also being patient…
Quite annoying quests. Even more patience is needed after the updates, but mods help quite a bit. If mods were professionally taken care of by Mojang, they could outclass every other single genre of game: it can imitate any.
No.62282
>>62281aahhh, yeah. That worst than stupid update…
No.62285
>>62278Pikanetwork, Jartexnetwork, you might have fun on UltimisMC
No.63182
>>63181Also another cool mod to play around with for more random and less handcrafted dungeons is Doomlike Dungeons, which you can basically edit the parameters of and make dungeon templates for extremely easily. Some I have now are:
>Undergrowth, a dungeon found in mostly forests at relatively high Y levels that is populated with shamblers, shriekers, rust monsters, spiders, wisps, spriggans, and ents, and the block palette is mostly just grass, dirt, logs, and leaves.>Elemental Nexus, a dungeon that is filled with elementals of almost every variety mainly from Ars Magica 2 and Lycanite's. Some of the Lycanite's elementals will kill each other and cause chaos. There are pools of frostfire, ethereum, water, and lava all over the dungeon which is mostly a palette of quartz.>Warg den, a narrow dirt den full of rats, barghests, wargs, and hellhounds.>Ogre cave, a sprawling labyrinth of stone full of rats, kobolds, trolls, ettins, and ogres.>Tomb, a large dungeon of mossy stone brick full of ghouls, wraiths, zombies, skeletons, and occasionally necromancers.Of course they are all randomly generated and nonsensical and are just rooms tied together with a rough theme but they're still fun to go through.
No.63467
>>63466Oh man this brings me back. I would spend hours on this mod roleplaying with all the fictional scenarios I'd come up with whilst daydreaming about Tolkienist literature. I remember using the conquest feature and raising massive armies to conquer foreign lands and fortresses which was was arguably the most fun part about the mod. I haven't taken a look at it in years but from I remember the community was relatively active so I can only imagine that it's still receiving updates.
No.63468
>>63467Unfortunately I don't believe it's updated anymore and the developer seems to have gone AWOL. There appear to be a few attempts at resurrecting it or adding onto the original mod but it's just not the same. The conquest feature is really good, and there is a submod that adds onto it a bit that allows enemy factions to gain conquest as well which can make things a bit more interesting as well as adding a few other features/bugfixes, MiddleEarth Tweaks I believe it's called.
I also like playing it along with a few other mods like Astikoor's Carts for horse-drawn carts and plows and Cuchaz ships for actual boats. You were probably already aware but there is also an excellent submod that uses the original mod as a base and replaces the map/factions with First Age Beleirand.
No.63470
>Unfortunately I don't believe it's updated anymore and the developer seems to have gone AWOL.
That's a bit disheartening to hear but thankfully the mod has so much content that even if it never updated again there is enough replay value to sustain it for years. And as you said I'm sure that there will be others willing to continue the project.
>there is a submod that adds onto it a bit that allows enemy factions to gain conquest as well which can make things a bit more interesting
It would be interesting if the conquest system could somehow alternate from merely having the player attack (and conquer) foreign lands to having the player defend some of their already established territory. I understand that minecraft's limitations don't really help with this but maybe the submod you mentioned could somewhat create that feeling.
>there is also an excellent submod that uses the original mod as a base and replaces the map/factions with First Age Beleirand.
I am aware of its existence but I haven't tried it. Do you think it's as good as the original? I feel as if Beleriand might be too restrictive due to its comparatively small size but that could potentially be remedied if the map scale was smaller. Using the Valar (or just Morgoth if you join one of the evil factions) as a sort of game mechanic might be a good way to create an original system to differentiate it from the original mod.