I meant with mobGrefing off not useless in general. I edited my comment to better say roles and mobGriefing changes things than it being only hostile mobs that the command should effect. Because they can't farm otherwise. My bad it didn't come across that way.
Didn't mind the 1.14 village update with trading system changes having tiers and discounts I'm all for that. Prices and resources can be awkward at times still but it is better. I don't do raids but it's there as an option for sure.
Thinking again they have uses for trades and can do tasks like farmer which is true I just forget so I will backtrack on that so yes I agree. Whoops. I use mob griefing off too so I don't have them doing things, that's what happens when you want creepers to stop exploding blocks but restrict villagers too because it's assigned to the same command so in my worlds they can't. With the command on yes they can, off they can't.
But they aren't in the sense of they are assigned that job already you can't assign them whatever you want, one time a miner, a sword wielding guard, a woodcutter, a potion brewer, a fisherman.
They already are a farmer, librarian and such but not for certain other roles that modded machines or villagers serve.
They don't have to be though but give a sword be a guard, give a pick a miner and just that role already and the Rascal/Tuff Golem filling in two more or the Tuff Golem being the reassignable role the Rascal just a miner it's why I was fine with both of them.
Villagers also don't fit other roles like a miner, or something to place stuff in your chests. With a Tuff Golem it would be a Turtle/fake player block or pipes. The Rascal maybe a miner that gives good or bad rewards expanding other roles in the game meaning you wouldn't need a mod to get a quarry block or modded villager to do it for you. That's more what I was aiming for.
If I am unaware of it being possible to do that already have aminer villager and fisherman villager without mods then that is on me and I will own up to that for sure I don't use the villagers often besides trading so that's my lack of knowledge there.
I also don't use them because I have mob griefing command off which prevents them from interacting making them seem useless to me because it's all tied to the same command even though I turn it off for the sake of Enderman picking up blocks, creeper and ghast explosions as the main reason I am aware of villagers doing tasks I just forget. I ignore raids as I don't hate the feature I just suck at defending tbem and hero of the village isn't something I need but don't hate the feature.
So I forget you can so by that logic you are correct they are useful but I did mean they aren't reassignable for roles or we don't have other roles being filled with a miner villager or assisting inventory one. I'd need a mod that adds a walking luggage or villager that does interact with blocks or pipes like I said. Which is what I thought the Tuff Golden or Rascal could be of other roles not reassigned ones just a miner mob, or a lifting and placing mob or give it a sword/pick.
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Look at mods and themes your interested in. If you want lightweight ones if you don't have a powerful computer than narrow that down too. You could look into popular ones on Curseforge, you could look for FTB packs, you could look for youtuber ones that actually make them public.
You can look at some of the mods/normal or weird angles I went about modpacks if you want some inspiration and what I did with a few category types to bounce off ideas: https://www.curseforge.com/members/suntannedduck2/projects
I mostly covered newer versions in my modpacks (I just put whatever ones I reviewed at the time and thought were cool/flexible for modpacks) then 1.7.10 but I also have some mods for 1.7.10 you may want to look at covering different things maybe then just the usual mods people talk about. They are gameplay focused not popularity focused.
My playlist for 1.7.10 mods are here: https://www.youtube.com/playlist?list=PLbOPi5L7V78JuksyRiw-geAW3mSot1JCe
When I made my youtuber packs I'd put it on Curseforge/Google drive and in the video description but not every youtuber does that. Some may promote their pack though. But I also just made a bunch of un-let's play/non-youtuber related too and they were usually tech, gear, quality of life, lightweight performance, whatever mod content seems suitable to balance out, not always 'popular' mods because they didn't always have the content I wanted, the niche/alternatives sometimes had the key content I wanted to offer players, so it depends on the creator and what they make and what you want from the game.
If you like farming, animals and quality of life mechanics by all means, if you like building, if you like exploring, want to upgrade your gear, have new resources, dimensions, dungeons and fight mobs look for some like that, if you want magic and tech there is plenty out there.
Think about what you like about Minecraft and aim for a modpack that covers that, probably your best bet then something you have no interest in and downloading many not to your liking.
The more aspects of the game that stand out the more likely to recommend something to someone that may have the type of plants, mobs, blocks, mobs and more that can help them.
100 mods means nothing if the content in them isn't of interest to you. Substance not number inflating.
If want Fabric/Forge, see what you can find there.
If tech, magic, gear, fantasy, sci-fi, quality of life, mobs, whatever look more for those types.
I'd say look into the mods as modpacks are just 'packs of mods' at the end of the day.
If you aren't familiar with the content then sure, if you want to just blindly jump in by all means and see what ones appeal to you but eventually you notice mods you want and content you want in those mods and go hmm I don't need that, do want that, and can make your own using the Curseforge launcher or MultiMC third party launchers suitable for making your own.
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Some Legacy Fabric this time with Emoticons (emotes for players more suited to servers I think is the point of it). Most likely it's 1.8.9 support here I'd assume.
A port of a mod with features from the Badlion launcher (for context I know of Badlion, Lunar, never heard of Crystal, never used them myself and won't pretend to know about it or multiplayer server (assuming mostly PVP or minigame server) focused launchers).
So here is the GitHub page for the downloads/the description and there is a mod showcase from 3 years ago on it if you want more context, keybinds and how it works.
Downloads/Releases: https://github.com/refactorinqq/Emoticons/releases
Direct Download: https://github.com/refactorinqq/Emoticons/releases/download/d268b20/emoticons-1.0.0.jar
Description: https://github.com/refactorinqq/Emoticons?tab=readme-ov-file
Video: (playlist with versions 0.3, 0.4 and the video link is on 0.6 versions of the mod, may or may not be relevant but it's there so it's a start).
Wiki: https://modwiki.miraheze.org/wiki/Emoticons
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1.Latest.log and put it to pastebin or hastebin or other sites like that and save it, link it to a new post.
2.Move mods in and out of the mods folder (just make a new folder, add the mods in 1 by 1 out of that folder to the main 'mods' folder and see what the issue is. It could be maybe a library/api mod maybe you need, it could be a mod for a different minecraft version, it could be a mod for quilt or forge instead of fabric. Anything is possible.
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More up to date gameplay look at the game
Game's channel: https://www.youtube.com/@PlayNightingale
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Hello again for more Rift info. Wasn't expecting but then again it is due to me not finding this till now (or at the same time as Fabricated Modloader/Fabricated Forge either). At least posting it now than later.
While I"m late to this one here is Fabricated Rift a mod that allows Rift mods on Legacy Fabric (one of the other forums I make common updates for nowadays).
If you aren't familiar with my Legacy Fabric/Cursed Fabric forum and mostly been following Rift (not other Fabric 1.14-1.17 or LF 1.3.2-1.13.2 related and legacy Minecraft modding projects) you can visit it here:
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/mods-discussion/3028341-legacy-fabric-1-0-1-13-2-cursed-fabric-beta-1-7-3?comment=364 (latest post from that thread)
https://modwiki.miraheze.org/wiki/Legacy_Fabric_Mod_HUB#1.13.2 (HUB of LF mods, redirect to 1.13.2 mods)
https://modwiki.miraheze.org/wiki/Legacy_Fabric_Mod_HUB#To_get_started (Getting Started sources)
https://modwiki.miraheze.org/wiki/Mod_Installation_Instruction_Tutorials#Legacy_Fabric_on_Java_Edition (Install instructions for Legacy Fabric)
If you are familiar with it and do follow my other forums, interest in other legacy Minecraft mod projects hello, a Rift/LF connection post I was not expecting to happen.
(I haven't tested it but it says all should work, whether that's 1.13 and 1.13.2 not just 1.13.2 I don't know, as well many 1.13 mods of Rift don't work on 1.13.2 and many of the best ones IMO are on 1.13 Rift and it's mostly 1.13.2 Legacy Fabric supports so hmm on that one.
I always question particular situations not 'all' as 'all' but it isn't always that simple.
1.13.2 is probably easier too as they are more so quality of life, UI, command and other types of mods but eh the ones with blocks and items are more satisfying on 1.13 even if a bit more to them and I forget the status on those types of support of APIs on LF and also more let's play worthy those 1.13 RIft mods, but that aside, support is support and this is really cool).
Download/Description: https://modrinth.com/mod/fabricated-rift/versions
Wiki: https://modwiki.miraheze.org/wiki/Fabricated_Rift
Image for demonstration purposes (source modrinth download page for Fabricated Rift)
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Happy new year with some OptiFabric builds news. October-December 2023/Jan 2024 builds. Hadn't posted about OptiFabric in a while so seemed suitable to.
They support Legacy Fabric and ornithe (not familiar with myself, or forgot and probably seen it somewhere before, but if anyone does look for those builds I guess).
Changelogs will tell you a bit but just try them if you haven't been following them for additions/fixes.
They support 1.3.1 to 1.13.2 as listed on the site. But some listed 1.3.1-1.5.2, others 1.6.1-1.7.10, 1.0-1.2.5, they vary. See what works or not as maybe older builds may be more suitable. Who knows.
TD:LR Nothing more to say then OptiFabric updates basically or happy new year. XD
Description (how it works, installation details, background on it and what other OptiFine projects it's based on): https://modrinth.com/mod/legacy-optifabric
Downloads: https://modrinth.com/mod/legacy-optifabric/versions
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1.Java Edition not Bedrock forums.
2.Console mods like the one I saw for Wii U (legacy console edition) are those made by people that have modded their consoles so they aren't official. Not Bedrock Minecraft related.
3.Consoles mods aren't a thing and never will be, that's up to the console makers rules not Mojang, they don't want altering code mods can offer, so that's why only texturepacks, skins and worlds exist on the marketplace. Sure code of the sort could be in the others but are moderated pretty sure or have file templates to follow.
Get the mobile or Windows 10 store version and import some behaviourpacks from MCPEDL or Curseforge. Or otherwise get the Java Edition and learn how to mod the game...
(yes yes another version of the game but you got to do research when buying Minecraft between mobile, console and the two PC versions.
It's almost like getting a PS2, Wii, PSP version, a PS3/360/PC version and whatever DS had, or if there were unique Wii versions.
People go oh that's over now with Switch, PS4, Xbox One, etc. but i mean sometimes things happen like that old platforms example of version differences of content or graphical differences.
It's just one of those things only instead of graphics and old hardware it's rules for third party fan content or controls and controller support and so on details due to console maker rules.
Bethesda also has to be careful with Skyrim/Fallout mods on console too or however they handle that I don't know, but it's not just a Minecraft thing) those support mods aka Addons aka Behaviourpacks or resource packs.
You can get them from MCPEDL.com (be careful of download source some have annoying redirects) or Curseforge.
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Not that familiar with Fabric crash reports compared to Forge ones (some key details to read). (I do use both)
I'd say check any library mods, any versions, move mods out and back in 1 by 1 and see what complications they may have. While not likely item IDs I assume some complication between certain mods. I always do this. It's tedious but at least you know which is which if can't read crash reports right?
If not that maybe versions they support of Minecraft versions, or Fabric API versions? Mostly come across that with Forge but could be possible as I remember vaguely one time I had a Fabric API issue and had to update it for a certain mod maybe due to aspects the updated API version offered I think or bug or something.
It says about a Java argument and the payload, not something I fully understand but maybe it's due to memory allocation? It getting stuck due to a low limit so maybe increasing it.
When you add a lot of mods sometimes you need around 3-4GB+ maybe even more. If your computer has a lot that's fine if not don't bother and just down scale the amount of mods. If large content mods that need more RAM.
I know this having a weak computer (not so nowadays but at the time), 1.10.2 Forge I needed more than 2GB with many mods but on 1GB it was lagged but downscaled the game settings and few mods with content and quality of life to get by. Since then I consider what I 'need' then 'quantity' and things I barely use. So I get sometimes just 1 item mods that have what I need not 1 item in a mod with 100s of items I'll never use.
It doesn't look like you have many though.
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Added to Other Power/Magic APIs spoiler:
(Intended for those that are isolated power apis for the individual mods themselves and don't have convertors or just magic power systems as the focus of the thread is more so on power APIs instead)
Cogs of the Machine (uses WE, 1.7.10)
https://legacy.curseforge.com/minecraft/mc-mods/cogs-of-the-machine
I have used this mod before I just forgot it had it's own as been a while.
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Added to forum and wiki page (still WIP have yet to dig through more of the spreadsheet closely like for Deep Resonance, Famous Energy, FoamFix and others listed in it):
Wiki page: https://modwiki.miraheze.org/wiki/Tesla_Power_API_Mods_HUB
*Applied Energistics 2 (supports multiple Power APIs),
*Big Fusion (supports Tesla as listed on Google spreadsheet) [link to mod itself http://www.bigfusionmod.com/],
*Open Transport (upcoming, so planned but "if it actually did" support it no idea when or which files it was supported in IF it ever was)
*OpenComputers (upcoming, so planned but "if it actually did" support it no idea when or which files it was supported in IF it ever was)
*Steam/Electric Advantage (upcoming, so planned but "if it actually did" support it no idea when or which files it was supported in IF it ever was)
*Tesla Additions to Tesla 1.11 spoiler
https://docs.google.com/spreadsheets/d/1cay91dfNXrell8swa43yk2L6JVOlzSD0Qo7AOxz3nGk/edit#gid=534173858 (where I got the 'upcoming' and definite ticks of support from)
I have looked at this spreadsheet before but didn't realise some of them had Tesla support so seemed worth adding for notes sake. I don't know which files say they support it though. IF they ever did support it and it was finalised in release builds. They may not have. I'd say look at each file and try for yourself or look at the github commits. Lot of files though.
But AE2 whichever this commit is for @ https://github.com/AppliedEnergistics/Applied-Energistics-2/commit/ec4bc8626668bd65f5f4a1b8b69d2ce53edd388e is some sign. Found it in the Teslafied comments. As a mod that allows RF/Tesla support it made sense to check there.
I'm making wikis for some Tesla related mods right now that's why I came across these.
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Merry Christmas/Happy Holiday/Boxing Day and so on (3-4 days later), soon New Year.
Came across a new Legacy Fabric project/update in the LF Discord:
Realms Button Remover for: 1.7.10, 1.8.9, 1.9.4, 1.10.2, 1.11.2, 1.12.2, 1.13.2,
Modern Versions: 1.14.4, 1.15.2, 1.16.5, 1.17.1, 1.18.2, 1.19.4, 1.20.4
The 2.0.0 update has been rewritten but users/players shouldn't notice any differences according to the changelog.
Links:
Download: https://modrinth.com/mod/realms-button-remover
Wiki: https://modwiki.miraheze.org/wiki/Realms_Button_Remover
Other Legacy Fabric Mods at the All Versions HUB: https://modwiki.miraheze.org/wiki/Legacy_Fabric_Mod_HUB
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bspkrsCore 1.8.9-1.12.2 has been unofficial and a continuation for years.
Just like CodeChickenCore/Lib/Not Enough Items/EnderStorage have by another creator.
Both ended in 1.7.10/1.8 officially so people stepped in to continue them.
Always look around for alternatives with the 'same name' or similar name. Aka Not Enough Items, Just Enough Items, etc even. Or just similar wording and similar features of armour status, tree felling/lumberjack and more mods that I remember under those (covered them years ago now when discovered them).
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Added Sinytra Connector, Forgified Fabric API and Patchwork 2 as new projects and similar to Patchwork/Forgeworks so it has been added to that spoiler.
Project pages and wikis.
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Glass Repo news (more beta mods info) (For Cursed Fabric, Base Edit, old Forge/Modloader/Bukkit)
1.Project Red World Remake
ProjectRed World remade for b1.7.3!
Made for Modloader, Modloader MP, Bukkit, Forge
Description with a lot of details on it: https://glass-repo.net/repo/mod/projectred
Latest build: https://glass-repo.net/repo/mod/projectred/versions/v0.4.14
Dependencies:
-Modloader
-ModloaderMp
-Reforged
-OverrideAPI
Optional Dependencies:
-Aether
-ModMenu
-Cosmetic Blocks
-Nether Ores
-MoreICTools
2.Station API 2.0 Alpha 1.1 (Cursed Fabric)
Newest to Oldest build numbers:
-2.0 Alpha 1.1
-2.0 Alpha 1
-2.0 Pre 2
-2.0 Pre 1
-1.3.1
-1.3
-1.2
-1.1
(latest is 2.0 alpha 1.1, I mostly remember it around 2.0 Pre 1 and 2.0 Pre 2 but has since had 2.0 Alpha 1 now 2.0 Alpha 1.1 with more changes)
Latest Build: https://glass-repo.net/repo/mod/stationapi/versions/2.0_alpha.1.1
Changelog highlights:
-Fix for grass in fluids
-Fix for underwater fog
Full Changelog: https://github.com/ModificationStation/StationAPI/compare/2.0-alpha.1...2.0-alpha.1.1
2.0 Alpha 1 (build before 2.0 Alpha 1.1 large changelog worth reading with many changes):
https://glass-repo.net/repo/mod/stationapi/versions/2.0_alpha.1
3.Balkon's Weapon Mod Remake for Base Edit
Dependencies:
-ModLoader
-ModLoaderMP
-PlayerAPI
-Mixtures
-SarcASM
-ASM
Build/Large Description about it: https://glass-repo.net/repo/mod/balkonremaster
Two big old noteable mods getting remakes and support is cool to see, and some changes to StationAPI on the Cursed Fabric side.
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Legacy Fabric news. 2 mods: 1.Freemetics 2.Mop Menu both 1.7.x-1.8.x (as much as I know)
Note: You want the jar files. Not, the source/zip files. Mop Menu is needed to for aspects of/alongside Freemetics though.
1.Freemetics quote/details.
"Custom cape mod, allows you to categorize your capes into sections.
DL: https://codeberg.org/fineless71/Freemetics/releases (Freemetics)
To change your cape, you need my mod menu: https://codeberg.org/fineless71/MopMenu/releases (Mop Menu),
which also requires Legacy Fabric API. The default cape is the Minecon 2012 cape."
Preview Images (Freemetics):
Mod Author Video showcasing on a server:
https://cdn.discordapp.com/attachments/1175123590677540904/1175124303172350112/Freemetics_Showcase.mp4?ex=656a16ca&is=6557a1ca&hm=6dc9f87f582641f236bafdfa8325dd5187e9707a0eea048770d4ce56e45f0acd& (leads to an MP4 download, in discord plays fine)
Quote of other details:
"Delete this message if I can't put this link here, base mod does not use any ripped textures.
Instructions to get mantle, badlion, lunar, etc. capes:
Download assets from https://codeberg.org/fineless71/FreemeticsAssets
Launch game at least once with the mod
Copy capes folder into .minecraft/config/Freemetics
Lunar status: All capes ripped & named
Badlion status: All capes ripped. They are currently unnamed
Mantle status: All capes ripped & named
Cloaks+ status: All capes ripped & named
Added support for animated capes.
I have all of Badlion's animated capes ready but it's 1.3 GiB in size.
Added all animated lunar & badlion capes"
2.Preview image (Mop Menu):
Wikis (images weren't working so delaying uploads of them):
https://modwiki.miraheze.org/wiki/Freemetics
https://modwiki.miraheze.org/wiki/Mop_Menu
Bottom of post.
Reddit: https://www.reddit.com/r/legacyfabricmc/comments/17zd8pi/release_freemetics_cosmeticscustom_cape_mod_mop/