I thought Permutatio was transmutation.... But I was avoiding the transmutation recipes because in TC4, having them made it much harder to do ore purification with a crucible. If the iron duplication now needs Vitium, then it won't interfere with using nuggets for metallium. (For myself, my other mods give me a superior reclamation route through Blood Magic and Giacomo's Foundry.)
Vitium is actually fairly easy to get if you have any sort of secondary inventory. A donkey can serve, but the Travelling Trunk is sorely missed here. For now I'm using Blood Magic's "exalted crafter" and JustBackpacks, both of which work fine for "insulated storage". Fortunately in TC5 the automated alchemy system should solve all your recepie problems and should just make the process easier and faster in general.
Permutatio is the aspect of "exchanging and bartering" as stated by hovering over the aspect when researching. However I do agree, it is quite the misnomer. Thanks for the extra mods, this will make transportation much easier.
Even though I didn't play TC4, I would still love to see the return of the traveling trunk.
I thought Permutatio was transmutation.... But I was avoiding the transmutation recipes because in TC4, having them made it much harder to do ore purification with a crucible. If the iron duplication now needs Vitium, then it won't interfere with using nuggets for metallium. (For myself, my other mods give me a superior reclamation route through Blood Magic and Giacomo's Foundry.)
When I see Vitium in the metal recipes, I don't think "transmutation," I think "cancer." You're basically giving the metal some food and forcing it into a state of unnatural growth.
It was probably a practical solution at first, but it seems thematic too if you squint at it just right.
If you are so butthurt over something out of your control, why not simply play the 1.7.10 version?
Like it or not,this mod is Azanor's hobby, wether he "earns" something of it or not.
You can't really feel entitled because he earns something out of it,nor get mad at him for not planning around other people's mods,especially as there are no "partner mods" as you speak of.
No partner mods? Truly, have you ever played modpacks like Feed The beast? Here only to name a few partner mods...
Applied Energetics, together with Thaumic Energetics
Botania
Magic Bees / Forestry
Blood Magic, together with Forbidden Magic
Tinker's Construct
ProjectRed Exploration
Gregtech
The Elysium
Thaumic Tinkerer
Also, Yes, I am using the 1.7.10 version, because there's no modpack (that is confirmed balanced, stable or actually works....) that runs on 1.8. Guess why.
No partner mods? Truly, have you ever played modpacks like Feed The beast? Here only to name a few partner mods...
Applied Energetics, together with Thaumic Energetics
Botania
Magic Bees / Forestry
Blood Magic, together with Forbidden Magic
Tinker's Construct
ProjectRed Exploration
Gregtech
The Elysium
Thaumic Tinkerer
These are not partner mods, but compatible mods.
Azanor was so nice to let them be compatible.
He was also so nice to step forward and advance into 1.8
And we are so nice to "tolerate" that he's done with the "1.7 branch".
I believe Thaumcraft is such a great mod that other mods should adapt to it rather than the other way around.
Also,
Yes, I am using the 1.7.10 version, because there's no modpack (that is
confirmed balanced, stable or actually works....) that runs on 1.8.
Guess why.
This is because modloader, that little program that causes your game to handle mods without they have to deal with conflicting ID's or other problems, does not work with the new API they added in 1.8.
@haette, see that little "donate" button on the bottom of the post? This doesn't make it a hobby project anymore. He's earning money from it. Even though the payment is unconditional, it's still an income. And it's not exactly a hobby anymore if there's earnings involved ;). People who paid him were happy because of what it contained and how cooperative it was, and didn't pay for a slap in the face because the developper ditched their partner mods.
No partner mods? Truly, have you ever played modpacks like Feed The beast? Here only to name a few partner mods...
You seem to misunderstand just about everything about modding. Firstly, I've never heard any modders complaining about 1.8 due to some kind of Modloader incompatibility; unless I'm missing something, that seems completely unaffected (FTB manages to have a test pack for it too). The problem with 1.8 that I've been hearing complained about is the transition from .obj files to render blocks in 1.7 and previous, to .json files (to support "model packs" for whatever reason), which means pretty much every mod which has blocks needs to rewrite the entirety of their block code, and in addition to that not everything that was possible with .obj files is possible with the json files (which is why TC5 has cubic alembics instead of the neat looking ones of TC4).
Secondly, Thaumcraft has no "partner mods"; certainly not the ones you listed (which were mostly tech mods? I mean Gregtech a "partner mod" to Thaumcraft, seriously?). The addons like TT and FM are the closest you're gonna get, others like Botania and Blood Magic merely complement its theme -- it is designed to be a cohesive and complete experience in itself; the only "partner" it has is vanilla Minecraft. TC5 may currently not be as extensive an experience as TC4, and if you don't like that, then that's up to you, but it doesn't tailor its experience around the existence of other mods in the slightest, and never has (maybe a few compatibility things, but not its experience).
Lastly, the donate button. How would you expect modders to continue modding to the degree of quality of someone like Azanor if they had to work a full-time job on top of modding such a large mod? Modding takes time, and time not spent earning means money for food and home not earnt, so a donate button is the simplest way to ensure your favourite mod authors have more time to spend on what they enjoy. What is wrong with wanting what you enjoy to also provide your food and roof, or even just that really cool thing you've been wanting? Asking for money (as opposed to demanding it) doesn't suddenly turn a passion into a greed-enabler or whatever you're claiming, and I wouldn't expect him to have completely rewritten the mod for 1.8 with different (and interesting) mechanics and everything if money was his primary motivation. Have more faith in people.
And honestly, I can imagine who give him money would be more likely interested in seeing how it progresses, however it does; a mod's quality is not determined by how "cooperative" it is...that just makes for lame, "wet" mods.
@shiro they literally share content of each other. Cross-over content from both ends is a partner mod.
Example:
Blood Magic aids in research points and Vis gain. Thaumcraft offers a new blood orb. Both mods help each other in the same way, that's beyond "compatible".
Botania gives plants that give research points and new scribing tools. Thaumcraft gives an additional mana generation method (same to Blood Magic).
@tehFoxx0rz
It doesn't seem you've even been around from the 1.7 > 1.8 transition. It's not just the file transition they were having trouble with, the whole API system (the system that modders use to let their content actually being compatible with the game) had changed. This required all modders to completely overhaul their mod's integrety, not just file extension, effectively causing them to write it all the way from scratch. And on top of that; it had no gain. 1.8 didn't open up any new opportunities because modloader programs already open up literally everything possible (something to name; modloader enables modders to create items beyond item ID 255. Vanilla minecraft had a cap of 255 because the java engine simply didn't allow it to go further. This is one of the changes to name that Mojang did to v1.8) Basicly 1.8 did a few things to ensure their own future progression, but didn't think of player-created game enhancements.
For the reason above, this is why a lot of modders don't want it. It's literally rewriting their whole mod from scratch, for no gain, as modloader already does everything v1.8 intended to open (and more), all 1.8 content is already provided in countless mods (stone variants in Chisel, prismarine blocks in botania, etc. And on top of that, just like what you see right now, moving on towards 1.8 is ceasing development on the still-alive 1.7.10 version.
Or haven't you noticed for how long we're still playing modpacks on 1.7.10? If there was a gain, modders would've been on 1.8 almost a year ago. Thaumcraft only made this transition not as long ago.
Rollback Post to RevisionRollBack
You want to be a dragon? Well, then you need to have wings, a passion to hoard, and have a deadly breath.
Oh, and did I forgot to tell you dragons are extremely territorial? ROAWR >:)
WhenI see Vitium in the metal recipes, I don't think "transmutation," I think "cancer." You're basically giving the metal some food and forcing it into a state of unnatural growth.
It was probably a practical solution at first, but it seems thematic too if you squint at it just right.
I think my practical objection is that Thaumcraft used to give me a way to recycle mob armor and pigman swords with no additives, and now I not only need an additive, but one that I have to deliberately create a Superfund site in order to get.
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
Well it didn't start with why 1.8 is better than 1.7 (because, honestly, it's not...). All I started off with was that I was simply disappointed why Thaumcraft had to be the first big mod to ditch development the still-active minecrafting version (especially when it was already known many other grand mods like TiC, Blood Magic and Thermal Expansion said they'll still stay on 1.7.x, even TiC with the massive mod overhaul.), and thus excluding TC5 from all stable, balanced and populair modpacks. Nonetheless where the community was actually anticipated the most for more and balanced TC content.
Blood Magic has an Alpha 1.8 build. Buildcraft has a 1.8 port. Boni has stated that TiC will be for 1.8. TE might be for 1.9. They're coming, just very slowly. Azanor has taken that step and opened the door for others to follow.
Boni's first on the big TiC overhaul/rebalance (including armours) where the previous developper, mDiyo, left off. AFTER that he's going to focus on 1.8. But we haven't heard anything about the rework since august...
Rollback Post to RevisionRollBack
You want to be a dragon? Well, then you need to have wings, a passion to hoard, and have a deadly breath.
Oh, and did I forgot to tell you dragons are extremely territorial? ROAWR >:)
I've been around since Beta 1.7. What you're describing is how modding used to be, and I've not heard any modders complaining about things having gone back to that state, which I'm sure I would have. Sure, 1.8 did break Forge initially; that always happens with new MC versions, and then Forge had just as much to catch up with in terms of technical changes to Minecraft as modders still do (the block changes and such) which stalled things, but there is still a fully functioning Forge for 1.8 (and I believe even 1.8.8 now). I'm not sure what you're referring to by "Modloader", but Risugami's Modloader (which was always the one referred to simply as "Modloader") died out in something like 1.5 or 1.6. And Minecraft itself had IDs over 255, with the records (which were like 2000-ish, even back in 1.6 when they were fixed numbers).
The sole stickler that I've been hearing about constantly is the move from .obj files to JSONs (which was "intended" to make things easier, but hasn't for people already doing things the old way), which has prevented everything from Chisel to Bibliocraft to Carpenter's Blocks from updating full-stop, owing to not having the hooks they need in the new block rendering code (though it sounds like there may be workarounds soon). Even if there were butterflies and rainbows in 1.8, it won't help modders update if they're lacking the things they'd been relying on (you're not wrong about them having to rewrite their mod, but not for the right reasons), and that is why all the big things are still on 1.7.10. It probably also helps that the wait between 1.7.10 and 1.8 was pretty long by Minecraft standards too, so things had more time to get settled in the first place.
I for one want to know why everyone is still complaining about 1.8. If no one ever updates to 1.8, the problem of updating your code to the next version will be just as hard when you want to update to 1.9+ because minecraft is never going back whether modders want them to or not. So unless you want to just never use any version besides 1.7 ever again, things need to progress.
I myself don't have problems with 1.8 (I do have a problem with 1.9 though.....). The only problem is that modders have a lot of problem with the transition from 1.7 > 1.8, because this is not the same as every other transition has been. There's a lot of work no gain, because minecraft doesn't 'need' to be updated for your mod to work better.
There used to be the problem prior to 1.5 where you always had to be udpated because the Launcher didn't exist then (and so, you had to manually get every single version up and running), but right now we can simply choose what version. Modders didn't have much of a problem by updating because 1.5 > 1.7 wasn't as complicated. 1.8 however made much bigger changes by their API, file extensions, etc, effectively requiring modders to rewrite their entire mod will they ever commit to 1.8-compatibility.
But there the question remains; "For what gain?" What does 1.8 have for modders and mod-users that 1.7 does not have? A couple more blocks. That's it. But 1 year ago those blocks are already filled in by a lot of mods because they knew what core changes 1.8 was going to do. Without the blocks, transitioning 1.7 to 1.8 is nothing but a lot of work, and submitting to cries of people who don't know how to switch MC versions. So unless 1.7 has a very big game bug, or 1.8 does in fact open up a big potential that benefits modders and mod users, I dare to bet a lot of money that those mod developpers do not feel encouraged to do all that work just to get to 1.8.
I am really interested into hearing what good reason Azanor had to step away from 1.7.10 and all the modpacks, committing himself to significantly more work and a much, much smaller group that will actually use TC5 compared to TC4.2 has as of this day.
Vanilla Minecraft is moving on and new players will naturally gravitate towards it. The modding community has largely stuck with 1.7.10, but over the long term it's going to be cut off from its source of new players and new modders. Right now most people would move back from 1.8 as the changes aren't that drastic. But after the combat changes in 1.9 I think very few will new players will be willing to move back.
So every modder will eventually need to move on, if they want to have a lively user community. Azanor is the first "big modder" who decided to move on but I don't think he'll be the last. Yes, Azanor moving on means that 1.7.10 players won't have TC5; but otherwise 1.8 and eventually 1.9 players won't have *any* TC at all.
There's an advertising advantage to moving on; being one of the first mods to update gets you noticed and gets you users. This is particularly significant for somebody who can actually get a nontrivial amount of money from Patreon, like Azanor. I would love for him to make enough to do this fulltime; if you estimate his "value created" for players he really *should* be able to make a fairly comfortable living. If any modder wants to do that, I think they'll have to keep up with Forge as much as possible. General expectations are that moving from 1.8 to 1.9 will not be as bad as 1.7->1.8 so keeping up won't be so fearsome in the future.
As an example of why moving on makes a difference, possibly the only reason Underground Biomes has a 1.7 version is that GromPE was an early updater. I joined right before the move to 1.6 and when I started looking at mods I wanted to stay with 1.6 and UB was one of the few mods which had updated. So I started playing with it, and then when Grom stopped modding I took over maintaining it. Maybe if he hadn't updated and I hadn't picked it up somebody else would have taken over, but I suspect not because it sat around for months first. So when 1.7 came around there was a modder to update it.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
If the things that make you happy aren't a priority, you need to r-examine your life. Just sayin'.
except people are saying how much tc5 not being for 1.7.10 made them not happy.
besides, being happy and appearing happy are two very different things.
I'll be honest I'm a HUUGE Lurker, I don't post or comment much, and work far more than I would like trying to make a living than doing fun things like mod making. [and I did make one little mod a few years back.] But for everyone complaining about TC5 not being for 1.7.10 I'm sorry your being left behind, BUT, here's an Idea, just hear me out. Minecraft doesn't take up too much space, hard drives are affordable even if it did. You can Install another instance of Minecraft to try TC5, and stay current, and still enjoy 1.7.10 and all the mods it currently has.
Others have pointed out the Necessity, and overall the GREAT amount of work going in to REWRITING the mod to work with the new rendering engine and all that fun stuff. I'm personally Enthused to see Azanor bring TC5 to 1.8. I'm happy to see any of the modders out there bringing things to 1.8 Forge especially because the team behind forge makes all these mods able to work together with minimal conflict.
I've still got my 1.7.10 TC4 world and all the mods that are installed with it for when I want to play with that. But I also have this new install of 1.8 and TC5 to stay current with one of my favorite mods. And I'm enjoying it, there's not a WHOLE LOT of things I can do yet, but that all is going to come with time. New Golem Mechanics are going to make automation interesting.
Over all, 1.8 is performing better than 1.7.10 did on my machine, and that's a big plus as well. Enjoy a nice game of Vanilla Thaumcraft 5, if you've never played JUST Thaumcraft and really dig deep into what you can do with the new Autocaster and flux/taint mechanics.[I made one hell of a tainted mess of a large area in the name of science. and taint shards.]
For giggles I put a Balanced Shard into the Dioptre It shows the Highest Vis types in the surrounding areas. So that's nifty.
Permutatio is the aspect of "exchanging and bartering" as stated by hovering over the aspect when researching. However I do agree, it is quite the misnomer. Thanks for the extra mods, this will make transportation much easier.
Even though I didn't play TC4, I would still love to see the return of the traveling trunk.
When I see Vitium in the metal recipes, I don't think "transmutation," I think "cancer." You're basically giving the metal some food and forcing it into a state of unnatural growth.
It was probably a practical solution at first, but it seems thematic too if you squint at it just right.
No partner mods? Truly, have you ever played modpacks like Feed The beast? Here only to name a few partner mods...
Applied Energetics, together with Thaumic Energetics
Botania
Magic Bees / Forestry
Blood Magic, together with Forbidden Magic
Tinker's Construct
ProjectRed Exploration
Gregtech
The Elysium
Thaumic Tinkerer
Also, Yes, I am using the 1.7.10 version, because there's no modpack (that is confirmed balanced, stable or actually works....) that runs on 1.8. Guess why.
These are not partner mods, but compatible mods.
Azanor was so nice to let them be compatible.
He was also so nice to step forward and advance into 1.8
And we are so nice to "tolerate" that he's done with the "1.7 branch".
I believe Thaumcraft is such a great mod that other mods should adapt to it rather than the other way around.
Well, not enough mods to make packs.
I made a D flip-flop!
You seem to misunderstand just about everything about modding. Firstly, I've never heard any modders complaining about 1.8 due to some kind of Modloader incompatibility; unless I'm missing something, that seems completely unaffected (FTB manages to have a test pack for it too). The problem with 1.8 that I've been hearing complained about is the transition from .obj files to render blocks in 1.7 and previous, to .json files (to support "model packs" for whatever reason), which means pretty much every mod which has blocks needs to rewrite the entirety of their block code, and in addition to that not everything that was possible with .obj files is possible with the json files (which is why TC5 has cubic alembics instead of the neat looking ones of TC4).
Secondly, Thaumcraft has no "partner mods"; certainly not the ones you listed (which were mostly tech mods? I mean Gregtech a "partner mod" to Thaumcraft, seriously?). The addons like TT and FM are the closest you're gonna get, others like Botania and Blood Magic merely complement its theme -- it is designed to be a cohesive and complete experience in itself; the only "partner" it has is vanilla Minecraft. TC5 may currently not be as extensive an experience as TC4, and if you don't like that, then that's up to you, but it doesn't tailor its experience around the existence of other mods in the slightest, and never has (maybe a few compatibility things, but not its experience).
Lastly, the donate button. How would you expect modders to continue modding to the degree of quality of someone like Azanor if they had to work a full-time job on top of modding such a large mod? Modding takes time, and time not spent earning means money for food and home not earnt, so a donate button is the simplest way to ensure your favourite mod authors have more time to spend on what they enjoy. What is wrong with wanting what you enjoy to also provide your food and roof, or even just that really cool thing you've been wanting? Asking for money (as opposed to demanding it) doesn't suddenly turn a passion into a greed-enabler or whatever you're claiming, and I wouldn't expect him to have completely rewritten the mod for 1.8 with different (and interesting) mechanics and everything if money was his primary motivation. Have more faith in people.
And honestly, I can imagine who give him money would be more likely interested in seeing how it progresses, however it does; a mod's quality is not determined by how "cooperative" it is...that just makes for lame, "wet" mods.
@shiro they literally share content of each other. Cross-over content from both ends is a partner mod.
Example:
Blood Magic aids in research points and Vis gain. Thaumcraft offers a new blood orb. Both mods help each other in the same way, that's beyond "compatible".
Botania gives plants that give research points and new scribing tools. Thaumcraft gives an additional mana generation method (same to Blood Magic).
@tehFoxx0rz
It doesn't seem you've even been around from the 1.7 > 1.8 transition. It's not just the file transition they were having trouble with, the whole API system (the system that modders use to let their content actually being compatible with the game) had changed. This required all modders to completely overhaul their mod's integrety, not just file extension, effectively causing them to write it all the way from scratch. And on top of that; it had no gain. 1.8 didn't open up any new opportunities because modloader programs already open up literally everything possible (something to name; modloader enables modders to create items beyond item ID 255. Vanilla minecraft had a cap of 255 because the java engine simply didn't allow it to go further. This is one of the changes to name that Mojang did to v1.8) Basicly 1.8 did a few things to ensure their own future progression, but didn't think of player-created game enhancements.
For the reason above, this is why a lot of modders don't want it. It's literally rewriting their whole mod from scratch, for no gain, as modloader already does everything v1.8 intended to open (and more), all 1.8 content is already provided in countless mods (stone variants in Chisel, prismarine blocks in botania, etc. And on top of that, just like what you see right now, moving on towards 1.8 is ceasing development on the still-alive 1.7.10 version.
Or haven't you noticed for how long we're still playing modpacks on 1.7.10? If there was a gain, modders would've been on 1.8 almost a year ago. Thaumcraft only made this transition not as long ago.
I already said that in an earlier post.
This debate about 1.7 vs 1.8 is getting acrimonious and nobody seems about to convince anyone. Just saying.
I think my practical objection is that Thaumcraft used to give me a way to recycle mob armor and pigman swords with no additives, and now I not only need an additive, but one that I have to deliberately create a Superfund site in order to get.
Well it didn't start with why 1.8 is better than 1.7 (because, honestly, it's not...). All I started off with was that I was simply disappointed why Thaumcraft had to be the first big mod to ditch development the still-active minecrafting version (especially when it was already known many other grand mods like TiC, Blood Magic and Thermal Expansion said they'll still stay on 1.7.x, even TiC with the massive mod overhaul.), and thus excluding TC5 from all stable, balanced and populair modpacks. Nonetheless where the community was actually anticipated the most for more and balanced TC content.
azanor. i have to thank you for this thread as well as the mod.
the 'discussions' are almost as good as the mod
@everyone: if a game changing this much disrupts your life
that much you need to examine your
lack ofpriorities.Blood Magic has an Alpha 1.8 build. Buildcraft has a 1.8 port. Boni has stated that TiC will be for 1.8. TE might be for 1.9. They're coming, just very slowly. Azanor has taken that step and opened the door for others to follow.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Boni's first on the big TiC overhaul/rebalance (including armours) where the previous developper, mDiyo, left off. AFTER that he's going to focus on 1.8. But we haven't heard anything about the rework since august...
I've been around since Beta 1.7. What you're describing is how modding used to be, and I've not heard any modders complaining about things having gone back to that state, which I'm sure I would have. Sure, 1.8 did break Forge initially; that always happens with new MC versions, and then Forge had just as much to catch up with in terms of technical changes to Minecraft as modders still do (the block changes and such) which stalled things, but there is still a fully functioning Forge for 1.8 (and I believe even 1.8.8 now). I'm not sure what you're referring to by "Modloader", but Risugami's Modloader (which was always the one referred to simply as "Modloader") died out in something like 1.5 or 1.6. And Minecraft itself had IDs over 255, with the records (which were like 2000-ish, even back in 1.6 when they were fixed numbers).
The sole stickler that I've been hearing about constantly is the move from .obj files to JSONs (which was "intended" to make things easier, but hasn't for people already doing things the old way), which has prevented everything from Chisel to Bibliocraft to Carpenter's Blocks from updating full-stop, owing to not having the hooks they need in the new block rendering code (though it sounds like there may be workarounds soon). Even if there were butterflies and rainbows in 1.8, it won't help modders update if they're lacking the things they'd been relying on (you're not wrong about them having to rewrite their mod, but not for the right reasons), and that is why all the big things are still on 1.7.10. It probably also helps that the wait between 1.7.10 and 1.8 was pretty long by Minecraft standards too, so things had more time to get settled in the first place.
@tehFoxx0rz
No I'm not talking about Risugami's modloader. Risugami's Modloader and Forge did the exact same purpose.
Forge, as well as Risugami's Modloader, never had any big hiccups with adapting the code with any other versions compared to 1.8.
I for one want to know why everyone is still complaining about 1.8. If no one ever updates to 1.8, the problem of updating your code to the next version will be just as hard when you want to update to 1.9+ because minecraft is never going back whether modders want them to or not. So unless you want to just never use any version besides 1.7 ever again, things need to progress.
I myself don't have problems with 1.8 (I do have a problem with 1.9 though.....). The only problem is that modders have a lot of problem with the transition from 1.7 > 1.8, because this is not the same as every other transition has been. There's a lot of work no gain, because minecraft doesn't 'need' to be updated for your mod to work better.
There used to be the problem prior to 1.5 where you always had to be udpated because the Launcher didn't exist then (and so, you had to manually get every single version up and running), but right now we can simply choose what version. Modders didn't have much of a problem by updating because 1.5 > 1.7 wasn't as complicated. 1.8 however made much bigger changes by their API, file extensions, etc, effectively requiring modders to rewrite their entire mod will they ever commit to 1.8-compatibility.
But there the question remains; "For what gain?" What does 1.8 have for modders and mod-users that 1.7 does not have? A couple more blocks. That's it. But 1 year ago those blocks are already filled in by a lot of mods because they knew what core changes 1.8 was going to do. Without the blocks, transitioning 1.7 to 1.8 is nothing but a lot of work, and submitting to cries of people who don't know how to switch MC versions. So unless 1.7 has a very big game bug, or 1.8 does in fact open up a big potential that benefits modders and mod users, I dare to bet a lot of money that those mod developpers do not feel encouraged to do all that work just to get to 1.8.
I am really interested into hearing what good reason Azanor had to step away from 1.7.10 and all the modpacks, committing himself to significantly more work and a much, much smaller group that will actually use TC5 compared to TC4.2 has as of this day.
Vanilla Minecraft is moving on and new players will naturally gravitate towards it. The modding community has largely stuck with 1.7.10, but over the long term it's going to be cut off from its source of new players and new modders. Right now most people would move back from 1.8 as the changes aren't that drastic. But after the combat changes in 1.9 I think very few will new players will be willing to move back.
So every modder will eventually need to move on, if they want to have a lively user community. Azanor is the first "big modder" who decided to move on but I don't think he'll be the last. Yes, Azanor moving on means that 1.7.10 players won't have TC5; but otherwise 1.8 and eventually 1.9 players won't have *any* TC at all.
There's an advertising advantage to moving on; being one of the first mods to update gets you noticed and gets you users. This is particularly significant for somebody who can actually get a nontrivial amount of money from Patreon, like Azanor. I would love for him to make enough to do this fulltime; if you estimate his "value created" for players he really *should* be able to make a fairly comfortable living. If any modder wants to do that, I think they'll have to keep up with Forge as much as possible. General expectations are that moving from 1.8 to 1.9 will not be as bad as 1.7->1.8 so keeping up won't be so fearsome in the future.
As an example of why moving on makes a difference, possibly the only reason Underground Biomes has a 1.7 version is that GromPE was an early updater. I joined right before the move to 1.6 and when I started looking at mods I wanted to stay with 1.6 and UB was one of the few mods which had updated. So I started playing with it, and then when Grom stopped modding I took over maintaining it. Maybe if he hadn't updated and I hadn't picked it up somebody else would have taken over, but I suspect not because it sat around for months first. So when 1.7 came around there was a modder to update it.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
If the things that make you happy aren't a priority, you need to r-examine your life. Just sayin'.
except people are saying how much tc5 not being for 1.7.10 made them not happy.
besides, being happy and appearing happy are two very different things.
I'll be honest I'm a HUUGE Lurker, I don't post or comment much, and work far more than I would like trying to make a living than doing fun things like mod making. [and I did make one little mod a few years back.] But for everyone complaining about TC5 not being for 1.7.10 I'm sorry your being left behind, BUT, here's an Idea, just hear me out. Minecraft doesn't take up too much space, hard drives are affordable even if it did. You can Install another instance of Minecraft to try TC5, and stay current, and still enjoy 1.7.10 and all the mods it currently has.
Others have pointed out the Necessity, and overall the GREAT amount of work going in to REWRITING the mod to work with the new rendering engine and all that fun stuff. I'm personally Enthused to see Azanor bring TC5 to 1.8. I'm happy to see any of the modders out there bringing things to 1.8 Forge especially because the team behind forge makes all these mods able to work together with minimal conflict.
I've still got my 1.7.10 TC4 world and all the mods that are installed with it for when I want to play with that. But I also have this new install of 1.8 and TC5 to stay current with one of my favorite mods. And I'm enjoying it, there's not a WHOLE LOT of things I can do yet, but that all is going to come with time. New Golem Mechanics are going to make automation interesting.
Over all, 1.8 is performing better than 1.7.10 did on my machine, and that's a big plus as well. Enjoy a nice game of Vanilla Thaumcraft 5, if you've never played JUST Thaumcraft and really dig deep into what you can do with the new Autocaster and flux/taint mechanics.[I made one hell of a tainted mess of a large area in the name of science. and taint shards.]
For giggles I put a Balanced Shard into the Dioptre It shows the Highest Vis types in the surrounding areas. So that's nifty.