@Tri-Tachyon'sClown
I can't quote you properly due to how you wrote your reply, so I will unfortunately have to greentext everything you've said. I apologize for cursing you with 4chanitis.
>You might as well go balls deep and add quests and shit, you're putting a good amount of work into this from what I'm reading.
Maybe, maybe. I spent about 30 hours just
bug-testing the last pack, and that one didn't even have any fancy hotbars or loading screens to mess with.
>I much prefer less quests but said quests are big achievements.
Agreed. I think that, if I want to do this, I'll have to figure out a balance between making quests rare enough to work as an incentive vs. plentiful enough to work as a deterrent vs. accessible enough to actually
do. It'll probably require quite a lot of finagling and (very likely) multiple playthroughs. I tend to make one or two worlds per pack, so I'm not sure how that'll work (especially since this next version of the pack is going to have two new major components that I haven't ever tested before). I might just stick to achievement-chasing through playtesting and then set up some quests much later on when I'm more sure of gameplay? Unsure. I'll consider it, though.
I feel a bit dumb for forgetting I'm just as in-charge of the quests as I am the mods themselves.
>Maybe mods that would work with FD but add their own methods of cooking would work. I know some but they tend to add derivative items/blocks/cooking methods of each other that just adds more bloat.
Yeah, this is mostly what I was talking about. I've got lots of these, just because Farmer's Delight does have some noticeable holes that I like filled, but far fewer than I used to have and they're mostly to do with compatibility, dimension-specific recipes, and/or historical/seasonal foods
because they make me happy. I think the sole exception is a Trails & Tales-focused expansion, just because that stupid pitcher plant it added has no use otherwise and its color scheme always fucks up my attempts to use it in any builds.
>Overhauls that target specific methods or just add a completely new cooking system might do the trick. Brew'n Chew, some Let's Do mods other than Farm & Charm (Vinery and Herbal Tea), Caupona...fuck that's about it. I mean there's a lot of food mods but FD and Let's Do kind of covers everything other mods do to the point where there's tons of overlap, same with Kaleidoscope (which has the benefit of being modular).
I've already got Brewin' and Chewin', as well as the Let's Do mods (I have the entire series, pretty much), though I recently removed Herbal Tea because I never used it and every time I saw an item from it I just wondered "when am I ever going to do this?"
Caupona is a new one, but I audibly squeaked when I saw it. Roman shit!! Greco-Roman shit!! Greco-Roman shit WITH PILLARS (all three orders, even if only Ionic ones really look like recognizable lol)! Greco-Roman shit with ANCIENT KITCHEN BLOCKS!!! I'm going to kiss you dude, this looks like 200% my thing and I can't thank you enough.
>Eh, FD and F&C add enough that it would take hours to complete so I think you're good on that front.
NOT GOOD ENOUGH! But, after I add Caupona, you'll probably be right.
>Sadly yeah, for whatever reason there's only really a handful of small add-ons for that mod, most tend to be resource packs and maybe some data packs.
Well, it is rather extensive. It also seems to cover most of the things add-ons could add-- marriage, children, reputation, townbuilding, it's all in the base mod already and seems very fleshed out. I can't imagine what more might be added beyond that. Homesteading, maybe? But that's hardly related to the villagers and arguably part of the townbuilding. Compatibility with other mods? Yeah, that's an obvious one, but the most that really needs to be done is different attire to distinguish different careers since villagers are otherwise, functionally, the same.
I do wish some more packs did exist, though.
I'm honestly surprised that nobody's made a furry overlay or some other kind of degenerate overhaul.
>Townstead is the only really notable one, and even that is relatively brand new...huh, I checked for some MCA addons and all the ones I could find that are actual mods (social expansion, Descendants, Romantic Expansion) all came out around similar times. Wonder what the deal with that is...
They're all very very recent, too. The oldest one seems to hardly be 6 months old. I have no idea why. Maybe the mod author was throwing fits over add-ons and was recently replaced? Or there was some difficulty with cracking its code that was just figured out? Who knows! It probably relates to Discord drama somehow.
It might be worth noting that there seem to be two separate MCA Reborns. This is the Curseforge version, but the Modrinth version seems to be different. It's maintained by a totally different team (the Curseforge version only has one person on it), its description isn't the same, and it supports fewer versions than CurseForge. They might just be the same-- they share screenshots and logos, after all-- but they seem oddly different in ways I can't reconcile and that might have to do with this. Dunno.
>It's certainly intimidating, but as someone who sucks at tech mods it's not that bad. The more add-ons you add the more complex it'll be of course. I recommend messing around with it in a creative world before deciding to go deep into it. And most Create add-ons are meh so don't worry about them.
I'm trying to stick to this advice. I've added some more fun things-- you can't just give me the option to build a giant organ on a blimp and expect me to ignore it-- but otherwise, Create's add-ons so far are mostly just compatibility and decor-related (I was offered industrial-age decor and couldn't decline sorry). That, alone, is still pretty hefty...

...but it should be noted that these tabs also include Create and its dependencies, so that bloats the tab count a tiny bit.
Tiny bit.
Still. Probably not a good idea to try looking through the 60 pages worth of Create add-ons for the best of the best... just yet.
>Makes sense, the classic Dungeon Crawl mod might work too.
Ooh, definitely. Thank you. I'll grab that right away.
>For the most part at least. Repurposed Structures might work too since it's just variations of vanilla MC structures, though you'd probably combine it with Champions or some scaling difficulty mod because vanilla MC is not really hard these days.
True, true. I've got Repurposed Structures and have for a while, as well as lots of compatibility on its end (I've used Yung's religiously for years, I can't live without his mineshafts especially), but those structures have never been much of a challenge-- more of a cool addition to ogle and sweep out when I'm feeling bored.
Looking up Champions-- there isn't an official version for 1.21.1, only a
port. Nbd, just worth noting. I also already have a similar mod that I think I might've linked you before--
Brutal Bosses, which does essentially the same thing with some differences-- but I might add Champions alongside it since those minibosses are sort of rare and only come in so many varieties.
>Maybe The Lost Castle could also work if you don't want to overhaul the whole End portal process.
More block vomit; not to my liking. I should also mention that I'm planning on playing with The Lost Cities, which sort of covers the same purpose but with a much greater scope and more modern architecture, and that mod has an add-on to specifically make its structures harder that I also plan on using.
>Fair, I don't tend to mind block vomit too much these days so maybe I just barely noticed them. Even then I found the structures themselves tend to outweigh whatever issues it may have. Tempted to recommend Undermod but it has some pretty destructive structures and too many rats sometimes. If it was just the sewers, maybe.
It's also stuck on version 1.20.1 with no NeoForge port, so I'll have to pass regardless.
>Had to guess, probably too based on reality in a game with usually funky terrain generation?
Yeah, probably. I have similar problems with "chibi" mods or other hyper-stylized things that clash with the base game. It's just incongruent in a way that irks me. ¯\_(ツ)_/¯
>I still do, I just get easily demoralized when I see my own work and stop. Goes with anything, not just building. Which sucks because I had a lot of ideas for decades but of course "putting it to paper" just kills me, even when praised.
Same here. It's hard not to feel like you're dogshit when you look up
anything Minecraft-related and get presented with a new Colosseum every time you dare look at an image.

You just have to force yourself to keep doing it. Even if it looks like shit, even if you accidentally made your suburban house's roof twice as tall as the house itself, even if you managed to make Mojang's shitty pre-mades look like the Mona Lisa, you've just got to keep going. Otherwise you'll never get better.
>Didn't that mod have some fag shit in it? Don't recall, but it definitely was a mod that had "Nature" in it's name.
No idea. I didn't see much while playing with it. I will say, though, that adding as much tall grass as it does is a faggy move. Infuriates me how most people see "adding more shit no matter the impact" as the only way to make a biome mod good.
>Aquaculture my beloved. Since you mentioned the fishing album, Starcatcher also has one, it's also mechanically more active. Compatible with Tide, Aquaculture, and a bunch of other shit. Was apart of a modjam iirc. Huh, has an add-on for FD.
Ooh, okay, I've seen this one. I was considering adding it before you brought up Tide. I'm not a huge fan of the minigames, which is a large reason why I didn't add it, but everything else about the mod seems neat. The FD compatibility is especially appreciated.
>Shame he abandoned Laicaps, more interested in astronomy related mods than fishing.
Man, this mod looks really cool. I'm also curious about Astronomy, especially for NeoForge since the mod I was using before (
Spyglass Astronomy) is Fabric-exclusive. Do you know any good alternatives?