Mods in the future you'd most like to see
Poll: Pick what you would like mod makers to focus on.
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Pick what you would like mod makers to focus on. - Multiple Choice
- Transport mods(airships, teleports, boats,trains, wagons, vehicles) 35.7% of Users - 5 votes
- Food mods(pam's harvestcraft, agricraft, crops, food) 42.9% of Users - 6 votes
- Genetic manipulation(Bees, plants, animals) 21.4% of Users - 3 votes
- Farm animals(Cows, sheep, goats, chickens) 21.4% of Users - 3 votes
- NPC(better npcs, custom NPCs, etc) 50% of Users - 7 votes
- Textiles & rope(Ropes+, silk, wool, hemp, cotton) 14.3% of Users - 2 votes
- metals(metallurgy, and others) 21.4% of Users - 3 votes
- Melee Weapons(Tinkers construct, swords, maces, and more) 21.4% of Users - 3 votes
- Ranged Weapons(Bows plus, guns, rocket launchers) 14.3% of Users - 2 votes
- enchanting(enchanting, runes, buffs) 35.7% of Users - 5 votes
- Tech armor(modular armor, Gravarmor) 14.3% of Users - 2 votes
- Tech(Rotorycraft, industrialcraft, Steamcraft) 28.6% of Users - 4 votes
- Alchemey(brewcraft, witchery) 21.4% of Users - 3 votes
- Flying(jetpacks, wings, magic) 28.6% of Users - 4 votes
- Spells and arcane device(Thaumcraft, witchery, Psi, Ars Magica) 28.6% of Users - 4 votes
- Puzzle both tech and magic(Botania, Reactorcraft, Auracascade) 21.4% of Users - 3 votes
- Evil magic(Bloodcraft, Evilcraft) 14.3% of Users - 2 votes
- Dangerous mobs(lycanites, Special mobs) 35.7% of Users - 5 votes
- Spawn control(control count per person, or per server, what mobs, etc) 14.3% of Users - 2 votes
- pets(cats, dogs, pokemon) 28.6% of Users - 4 votes
- ocean life(mariculture, Fish, sharks, mermaids, seadragons) 42.9% of Users - 6 votes
- Biomes(Plenty of biomes, Biome o' plenty) 28.6% of Users - 4 votes
- Foliage(Natura, dye trees, forestry) 21.4% of Users - 3 votes
- visuals(dynamic lights, shaders, better foliage) 42.9% of Users - 6 votes
- More aesthetic blocks(ztones, xycraft) 28.6% of Users - 4 votes
- Furniture(Bibliocraft, sinks, chairs, lamps, showers) 42.9% of Users - 6 votes
- Doors(malisis doors, carpenter blocks) 42.9% of Users - 6 votes
- building tools(builder wand, cement from Better than wolves, turtle from CC) 21.4% of Users - 3 votes
- More building shapes(Chisel and bits, carpenter blocks, Micro blocks) 35.7% of Users - 5 votes
- Weather and Natural disasters(meteorcraft, tornadoes, earthquakes) 28.6% of Users - 4 votes
- Kingdom Building(Millionare, minecraft comes alive) 28.6% of Users - 4 votes
- World generation structures(ruins, Rougelike dungeons) 28.6% of Users - 4 votes
- World gen control(only one biome, islands, replace ocean with lava) 28.6% of Users - 4 votes
- Dimensions(Aether, deep dark, mystcraft, Twilight forest, dimension doors) 35.7% of Users - 5 votes
- Space(Galaticraft) 21.4% of Users - 3 votes
- Play as nonhuman(be a gaint, werewolf, cat, mermaid, a horse, lizards) 28.6% of Users - 4 votes
- Mechanics(Ecosystems, Block physics, enviromine, realistic fluids, smart moving) 42.9% of Users - 6 votes
- Redstone(Redstone paste, expanded redstone) 35.7% of Users - 5 votes
- inventory management(iron chests, Applied energistics) 21.4% of Users - 3 votes
- Bags(backpacks, enderbags, haversack) 28.6% of Users - 4 votes
- less mining(quarries, metal bees, metal bushes) 14.3% of Users - 2 votes
- racing(cars, horses, pods) 14.3% of Users - 2 votes
- Gambling(luck blocks, playing cards, dice, slots) 7.1% of Users - 1 votes
- PVP(Hunger games, spleef, call of duty, guilds) 14.3% of Users - 2 votes
- Hardcore(Terrafirmacraft, Harcore questing, Harder stone, food spoiling) 21.4% of Users - 3 votes
- Protection mods(Force Field, warded stone, Carpenter's safe, fire sprinklers) 28.6% of Users - 4 votes
- Better chat systems(Tabby chat) 21.4% of Users - 3 votes
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Vote for what you would like to see in 1.9.4, vote for as many as you want, describe your vision. Yes I probably missed a category or more. Yah some of them are pretty generic and can overlap but you can pick as many as you want.
Can you make mods these advanced? If not, what's the point of this post?
EDIT: This is just as bad as your last one. You're just listing off mods that already exist... What the hell is this supposed to be
Fun fact : I loved the hannibal book series and TV show.
None of these exist for 1.9.4. Most of the mods you know will die off in the transition because the changes to the base code were enormous. Everyone is having to start virtually from scratch. So yes, a lot of this exists for 1.7 and older. The point of this is to get enough votes on the board so any modder can look at it and see what people are interested in, as in it doesn't matter what my modding skill is at all for these results of this to be useful. How ever if you plan to use 1.7 and older for the rest of the time you play minecraft then this is not intended for you.
I voted for you. a lot of these mods are already made. If you want to check out my thread 'best mods and mod packs' please feel free to post some mods.
Why would the entire coding be rewritten if it already works the way it is? makes no sense.
like a combat combo system?
Backpacks!
I'd like to see more aesthetic stuff added, honestly. Would love something like Matmos back when I started using mods. The ambient sounds were amazing, and made the game world seem more life like. Stuff like more wildlife, or random ruins would be nice, too. Would make exploring more interesting than it is now.
Otherwise, for gameplay related mods, I'd like to see more magic-themed stuff. I feel it'd fit in Minecraft a lot better than the tech mods.
When minecraft is updated, mods that use parts of the older versions of minecraft won't work anymore because that part of minecraft's libraries has changed. It makes alot of sense.
Fun fact : I loved the hannibal book series and TV show.
Stroam makes it sound like they are changing everything in the update. Why wouldn't the moders do what they do every update and just update their mods with minecraft? He makes it sound like they are changing the base code completely. Why would they change the base code if it would interfere with every mod? That's what makes no sense. As far as I know the base code is fine.
I looked up matmos, and while I do like the type of mods that add sound, often that sound gets played too loud, too often for me to enjoy. Sounds like a bird a few feet away chirping every few seconds nonstop. I prefer a more quiet forest, not silent but more like once every 10 to 15 minutes with some randomness thrown in so it doesn't sound like clockwork. Also with the wild life, again in my opinion, too many creatures to often. The occasional squirrel or bird, and rare deer or other animal. I'm am opposite with foliage though. Let it be over grown and bend in the wind, with the wind about 50 to 30% of the days. I think it would be awesome to have the forest/jungle constantly regrowing around my base that needs maintained once every minecraft week or two. Combine that with occasional over grown campsites with fire pit and small clearing with a log or two, a small rubble ruin near water every once in awhile, and the very rare lost city and I would call that immersive.
As for the tech, some of it seems like the only point of the tech is to build more tech. My favorite type of tech mods are those that teach me real life concepts of that tech. Too often the tech mods are almost carbon copies of each other, that allow you to stretch your resources so that you can build more advanced machines of the carbon copy basic ones, and build more advanced power generators to power those machines with nothing changing except number of times you use the crafting grid per machine. For instance basic wood pick you make planks, then some of those turn into sticks, which then are shaped for a complexity of 3. IC and gregtech complexities get to over 20 which means you did the same thing 20 times with different parts for one machine, added no new mechanics, and you'll have to do some of those again for the next machine. Feels kinda grindy and if it wasn't for automation would just be tedious. Reika's mods I like because they teach and don't feel like other tech mods, I actually need to think and use math, and there are a few others that are unique as well. But how many mods with furnaces, copper wire, solar panels, wind mills, and grinders do we need? Nuclear power plants tend to have different mechanics and setups so don't mind those as much.
Magic on the other hand like thaumcraft, you have infusions, essentia, nodes, and research. Botania(which I don't like) has brewery, trading portal, and complex systems made with flowers in different arrangements. Witchery again adds new mechanics and systems. They look and feel different, even if they each have a type of potion brewing and crafting via alter/circle magic type mechanic.