I never really played modded (other than OptiFine), but I always enjoyed mod showcases. I know there are still mod showcases, but not nearly as many as before. I have a lot of fond memories from those mod showcases, so, to me, the mod community is dying. It's not dead, though.
Some of the old mods/texture packs haven't updated due to some major changes in code (basically, they have to start the mod from scratch in some cases) but the mod community is far from dead. I would take a look at planet minecraft if you're looking for some interesting ones.
Some of the old mods/texture packs haven't updated due to some major changes in code (basically, they have to start the mod from scratch in some cases)
I think that's why so many of the amazing mods are discontinued, and why the mod community has been at a decline.
From what I have seen and heard, it is on a decline. But dying I feel is going too far.
The nice thing is with some of these large, popular mods that were discontinued by their original creators, they're being picked up and updated by their own users and volunteers, which I think is pretty good stuff. Traincraft is one example.
And getting bought out by Microsoft hasn't helped the issue. I know many modders were VERY unhappy about that. Honestly, most people are probably waiting for them to either add the API or waiting for Microsoft to change the code away from Java.
And getting bought out by Microsoft hasn't helped the issue. I know many modders were VERY unhappy about that. Honestly, most people are probably waiting for them to either add the API or waiting for Microsoft to change the code away from Java.
The "mod" API will be nothing at all like modding as we currently know it; it will involve json files, commands, functions, resource packs, data packs (upcoming in 1.13), custom loot tables, custom recipes (also upcoming in 1.13) and so on - or in other words, it is already largely in the game. Mojang is unlikely to ever add a true modding API, as in making mods that use actual code (Java or whatever). Also, if they do move away from Java you can be sure that mods as we know it will die; how many mods, particularly complex ones, are there for PE? The legality of modding even the PC versions of Bedrock is also questionable.
Here is an example of how easy it is to mod Java:
By simply changing the 15 on line 7 to 40 and the 7 on line 18 to 15 you can perfectly replicate 1.6.4 cave generation in any newer version; this only takes me a few minutes to do and I do not even know much about bytecode, I can just see the calls to Random and the numbers corresponding to decompiled source (Java Decompiler, not MCP; I find the class by searching for particular code which matches that in MCP 1.6.4, which even works for versions back to InfDev; yes, the cave generator has not changed much since then!):
Also, IMO when a mod makes significant changes to the game and adds features found in newer versions (either the same or equivalent) the exact version is irrelevant; can you guess what version this world was generated in?
Nope, not 1.7 or later - 1.6.4, and it can hardly be called that when the world generation is as different as 1.7-1.12's is - and if I ever updated this mod (which has had occasional updates for 3+ years) to a newer version of the game it would not be any different; I'd replace the 1.7+ world generator with my own, not adapt my mod to it (a few biomes would change a bit, like mesas, which do not have red sand or variants other than plateau in my mod, but the features they have that are unique to my mod would not change); I'd also replace the 1.9 combat system with my own version (which preserves the ability to rapidly attack multiple mobs and swords block 50% of damage), replace Mending and revert the anvil mechanics to pre-1.8 (my Mending enchantment replaces renaming to keep the prior work penalty down), and so on. I'd even revert a bugfix or two (prior to 1.7 weapons lost durability when hitting a mob while damage immune and the previous damage was not less, which was fixed in 1.7; I consider this to be a deterrent to spam-clicking since you can make swords wear out 10x faster by doing so).
Sure, you'd have many newer things that are not present in 1.6.4 but there are many mods which have added many of them, even mods designed to backport features to older versions (I have not added them mainly because I don't see much use for stained glass, or terracotta, etc and primarily make mods for my own use (for a mod of its complexity and lifetime TMCW is all but unknown; even mod-stealing sites have ignored it, nor it is listed on sites like modlist.mcf.li, and I know of only a few others who have used it); even the 1.8 stone types were just added for underground decoration and I made them require Silk Touch to drop themselves, otherwise they drop cobblestone (unpolished variants only) so they do not get in my way; this is another thing that would override vanilla mechanics if I updated it).
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MCreator hasn't ruined modding. First off, it's just a tool. Secondly, it's not used enough to make that much of an impact.
I don't think the modding community is dying, but it's clearly not as popular as it use to be. And I think there's several reasons for that.
1-Naggy, demanding players telling modders what to do. I imagine that's far from being encouraging.
2-Minecraft's code changes more than it use to. I don't think that's a fault though. (Mojang's not obligated to continue to use the same code just because fans are using it to modify their game.)
3-Lack of ideas. Honestly, what else is there to add to the game? Almost everyone's had a crack at it and has added something to the modding community, to the point where people are making the same kind of mod. It's gotten to a point where it's just people making something for their own preferences. (Ex-I wanna make a goat mod. That's not needed by anyone, but it's something I wanna make for my own enjoyment.)
To be brutally honest, I think people are better off learning how to code so they can make their own games, rather than modding an already existing game.
Sometimes yes, sometimes no. I started in 1.4.5 and knew nothing about modding until really 1.6.2 to be honest. And hearing the modding communities of 1.2.5 to 1.4.7/1.5.2 was awesome to me, it was amazing the amount of things to do and see from players. Until I play those mods myself. The scene is here and there now since either the same are being continued and not much exploring new mods or other people's interests/choices have changed which isn't a bad, thing, its just slightly sad.
In a believeable sense though, either the modding api, JSON changes, power apis (MJ/RF, FE, Tesla) and more have changed or arisen so its been going many ways, the way authors go about things just to get their recipes/items in the game has changed a lot. Spotlighting either is or isn't really as exciting to see features (depending on the mod) or its just getting stale depending on the modding areas you look into.
But mods like Adventure Craft especially for that Legend of Zelda 'thing', or fantasy mods, game based on mods, sci-fi mods and RPG mods are here and there but either not being shown as often or just not here and more. RPG mods are still, and Custom NPCs, modpack making mods for questlines and otherwise are a thing.
But the impact of hey this new mod or this new feature or just ideas to come up with might or might not be a feeling still there for some players/modders I guess? The time authors have. The big ones are good but I have used them to death and have less skill, understanding of things or ideas compared to most big youtubers or people in the community itself so I rarely get any good ideas for contraptions going I can make for hours or feel like adventuring anymore personally.
I look for niche mods, and mainstream just to find something to do in the game nowadays because I don't know much else to do and I have not many ideas for mods. Tech, RPG or NPC quest Modpacks I never end up releasing. The 1.7.10+ continuation of new mods is nice but a bit much due to people moving on and 1.7.10 being sort of useless to make for besides happy people around it like it was with other versions, especially 1.6.4 to 1.7.10 jump which I at one point didn't want to do but got used to it and now play on any version I find good enough mods to play with.
I created a youtube channel for niche mods with lightning power tech api/adventure ideas (Lightning Craft) quality of life or similarities to other big mods that don't have certain features with WAILA like ideas, storage like bibliocraft but somewhat different approaches, and yes a lot of what seem like clones I know, but small things are appearing, just not really anymore due to lack of any new ideas besides clones, similarities or the closest to a new idea.
I do though have less spotlight watching or even Minecraft 'experience' feelings though anymore. As in watching people build, play survival and adventure maps I have seen enough of. But modding is good and bad depending on each person's experience. I got really into mod survivals around 1.6.4, didn't care for 1.7.10's changes, then moved to it for a while, then just went anywhere on curse for niche mods like Neotech, TSON Craft, Planttech, LightningCraft, Lord Craft, Omega Craft, WIT, TUMAT and more around the 1.8-1.9 modding period.
And from 1.10.2+ I have sort of stuck with the authors I supported for a while like the Lord/TSON/Omega Craft author, and Giant Tools here and there as well as a few others. But my love for modding has died with mainstream mods due to looking for more ideas and creativity more or just author's time. But don't think I have the mainstream 'this' sucks theory as I do play them alongside my niche mods or even go back to 1.2.5-1.5.2 at times for more ideas or mods I never fully played through due to not sure what ideas I'd come up with/ever started in the first place. Just that finding something to do with them I have less I can do with them due to my ideas/skill and understanding of certain concepts more so than the mods being bad. So its myself not using things I don't understand completely being the issue rather than the mod itself. Modding is a mixed bag for me personally.
As a 1.4.5 a little bit, 1.6.4-1.10.2 mainstream mod player I find that either forge/modding has been either good, bad, messy or changing for either way for us to do with vanilla updates being ideas to expand off of like advancements, recipe book for 1.12 (TechReborn has used this for its auto crafting table), old mod ideas brought back like Lost Thaumaturgy as a Thaumcraft 2 semi-bring back, Project E, IC2 Classic, Build Craft, Teckle as a Redpower sorting system type, Xycraft continued as Project X 2 still around here and there. But it depends on if the mainstream betters were still around. Factorization, Redpower/Project Red/Blue Power, Ars Magicka, Witchery, and many others are gone, continued by other modders or just who knows what the case of them are. Certain ones I know of like the continuations I mentioned and I know many more, but they are more so similarity mods, clones or just only like 1/4 to 1/16 the actual mod. Like teckle for example being the sorting and other useful blocks from redpower, no world gen, no tools, no other great features. I know its a lot of work, or that aspect was good to many people but what alternatives for say a gem tool mod or otherwise world gen and power system are preferred instead or not at all. Depends on the player or creator really. Who knows. Just observation, nothing more. I know really nothing about the mod community besides say 1.7.10+ so I can only say what I think more so than what I should know.
So 1.2.5-1.7.10 mods being the highlights of many good mods whether tech, RPG/adventure, TNT mods (not a fan of TNT mods), recipes, enchantments, potions, food, farming, minimaps, mod pack making, and much more are good, but its sort of reached its point for either ideas, creativity, or just other things we can think of creating/playing next.
I'm not saying its a true fact, just an observation, I don't disagree that a comment like anything I have said is fact as I'm just saying what I know or see, not that it is completely true.
But the desire to play the game or other things to do with the game is more so that tough part. If it gets 10 years I will say its done well, but even for 7 its sort of done well as it has.
There is a lot of things to do with the game to go back to your favourite time of modding, or use similarities/the real original mods, but the code changes and the creator's care for the mods is a different story. There are many reasons, more so than what I'm saying that is all observation not fact going on in this community.
If said a lot of nonsense I'm not surprised.
Also making their own games I see is more so beneficial than most do for fan projects or other means.
Also meme or useless mods I do agree are pointless, I hate them a lot. Those, some game based on mods and TNT mods. Terrible mods that do nothing but fill in people with nothing better to do or stupid minds.
Something more interesting to be like extra DLC content for hours is way more worth it to me and obviously a lot more people in this community, logically, creatively or length.
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Well, why I think the real reason Minecraft modding is dying is, there are so many mods out there that attempt to reform Minecraft into a real game. And since they're doing that, the modder(s) have to reach the standards of a real good game, and that's where I think most Minecraft mods fall flat on there face.
It does seem that way, for reasons others have already mentioned. For me, the golden age of modding was when that one modder was developing the "cubic chunks" mod, and popularity for optifine and realistic lighting mods was high due to those mods being relatively new. The cubic chunks mod is a great example of a mod that simply cannot be kept up to date with the rate new versions of the game come out. That mod required so much fundamental restructuring of the game code that rewriting it now, a new version would come and the modder would have to start all over before evening finishing the mod for the previous version.
It's ironic, because IMO, the need for modding is greater now than ever before. I know this is probably just my opinion, but I feel that now the official updates are overwhelmingly loaded with fluff. New animals, new trees that are barely discernible from existing trees, some new blocks that either look ugly or look almost exactly like existing blocks (the Andesite block, for example... looks like a cross between gravel and smooth stone and hard to tell apart from either... it offers virtually no new creative option in the game for players looking to building interesting buildings, which is why in my own game I re-textured it as a mostly-black stone speckled with gold pixels). It just feels like most of the updates have less to do with the developers wanting to add great new ideas to the game and more to do with trying to keep players hooked.
It bugs me that there are mods that players have loved for years, and these things haven't yet become part of the core game. Take the lighting mods that add in realistic shadows (basically the lighting becomes ray-traced). The crazy thing is that many of the screenshots on the launcher for the game use this lighting, yet you can't get it in the game without a mod. Why haven't they added it as a graphics option yet? If people can add this stuff as a mod, surely the developers working with the game's source code can do it better.
It seems like we do not have mods like before and MCreator has ruined the art of creating mods.
What do you guys think? Am I wrong?
I never really played modded (other than OptiFine), but I always enjoyed mod showcases. I know there are still mod showcases, but not nearly as many as before. I have a lot of fond memories from those mod showcases, so, to me, the mod community is dying. It's not dead, though.
Check out my suggestions! Here is one of them:
I do not believe it is. I think it gives people a chance to start making mods and then moving on to learn the real way.
I would say not. It has slowed down a lot but it will never die.
Nothing can go here but time itself.
Some of the old mods/texture packs haven't updated due to some major changes in code (basically, they have to start the mod from scratch in some cases) but the mod community is far from dead. I would take a look at planet minecraft if you're looking for some interesting ones.
"swooping is bad"
I think that's why so many of the amazing mods are discontinued, and why the mod community has been at a decline.
Check out my suggestions! Here is one of them:
From what I have seen and heard, it is on a decline. But dying I feel is going too far.
The nice thing is with some of these large, popular mods that were discontinued by their original creators, they're being picked up and updated by their own users and volunteers, which I think is pretty good stuff. Traincraft is one example.
Figured it was time for a change.
And getting bought out by Microsoft hasn't helped the issue. I know many modders were VERY unhappy about that. Honestly, most people are probably waiting for them to either add the API or waiting for Microsoft to change the code away from Java.
"swooping is bad"
The "mod" API will be nothing at all like modding as we currently know it; it will involve json files, commands, functions, resource packs, data packs (upcoming in 1.13), custom loot tables, custom recipes (also upcoming in 1.13) and so on - or in other words, it is already largely in the game. Mojang is unlikely to ever add a true modding API, as in making mods that use actual code (Java or whatever). Also, if they do move away from Java you can be sure that mods as we know it will die; how many mods, particularly complex ones, are there for PE? The legality of modding even the PC versions of Bedrock is also questionable.
Here is an example of how easy it is to mod Java:
Also, IMO when a mod makes significant changes to the game and adds features found in newer versions (either the same or equivalent) the exact version is irrelevant; can you guess what version this world was generated in?
Nope, not 1.7 or later - 1.6.4, and it can hardly be called that when the world generation is as different as 1.7-1.12's is - and if I ever updated this mod (which has had occasional updates for 3+ years) to a newer version of the game it would not be any different; I'd replace the 1.7+ world generator with my own, not adapt my mod to it (a few biomes would change a bit, like mesas, which do not have red sand or variants other than plateau in my mod, but the features they have that are unique to my mod would not change); I'd also replace the 1.9 combat system with my own version (which preserves the ability to rapidly attack multiple mobs and swords block 50% of damage), replace Mending and revert the anvil mechanics to pre-1.8 (my Mending enchantment replaces renaming to keep the prior work penalty down), and so on. I'd even revert a bugfix or two (prior to 1.7 weapons lost durability when hitting a mob while damage immune and the previous damage was not less, which was fixed in 1.7; I consider this to be a deterrent to spam-clicking since you can make swords wear out 10x faster by doing so).
Sure, you'd have many newer things that are not present in 1.6.4 but there are many mods which have added many of them, even mods designed to backport features to older versions (I have not added them mainly because I don't see much use for stained glass, or terracotta, etc and primarily make mods for my own use (for a mod of its complexity and lifetime TMCW is all but unknown; even mod-stealing sites have ignored it, nor it is listed on sites like modlist.mcf.li, and I know of only a few others who have used it); even the 1.8 stone types were just added for underground decoration and I made them require Silk Touch to drop themselves, otherwise they drop cobblestone (unpolished variants only) so they do not get in my way; this is another thing that would override vanilla mechanics if I updated it).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
MCreator hasn't ruined modding. First off, it's just a tool. Secondly, it's not used enough to make that much of an impact.
I don't think the modding community is dying, but it's clearly not as popular as it use to be. And I think there's several reasons for that.
1-Naggy, demanding players telling modders what to do. I imagine that's far from being encouraging.
2-Minecraft's code changes more than it use to. I don't think that's a fault though. (Mojang's not obligated to continue to use the same code just because fans are using it to modify their game.)
3-Lack of ideas. Honestly, what else is there to add to the game? Almost everyone's had a crack at it and has added something to the modding community, to the point where people are making the same kind of mod. It's gotten to a point where it's just people making something for their own preferences. (Ex-I wanna make a goat mod. That's not needed by anyone, but it's something I wanna make for my own enjoyment.)
To be brutally honest, I think people are better off learning how to code so they can make their own games, rather than modding an already existing game.
That's just my opinion though.
Sometimes yes, sometimes no. I started in 1.4.5 and knew nothing about modding until really 1.6.2 to be honest. And hearing the modding communities of 1.2.5 to 1.4.7/1.5.2 was awesome to me, it was amazing the amount of things to do and see from players. Until I play those mods myself. The scene is here and there now since either the same are being continued and not much exploring new mods or other people's interests/choices have changed which isn't a bad, thing, its just slightly sad.
In a believeable sense though, either the modding api, JSON changes, power apis (MJ/RF, FE, Tesla) and more have changed or arisen so its been going many ways, the way authors go about things just to get their recipes/items in the game has changed a lot. Spotlighting either is or isn't really as exciting to see features (depending on the mod) or its just getting stale depending on the modding areas you look into.
But mods like Adventure Craft especially for that Legend of Zelda 'thing', or fantasy mods, game based on mods, sci-fi mods and RPG mods are here and there but either not being shown as often or just not here and more. RPG mods are still, and Custom NPCs, modpack making mods for questlines and otherwise are a thing.
But the impact of hey this new mod or this new feature or just ideas to come up with might or might not be a feeling still there for some players/modders I guess? The time authors have. The big ones are good but I have used them to death and have less skill, understanding of things or ideas compared to most big youtubers or people in the community itself so I rarely get any good ideas for contraptions going I can make for hours or feel like adventuring anymore personally.
I look for niche mods, and mainstream just to find something to do in the game nowadays because I don't know much else to do and I have not many ideas for mods. Tech, RPG or NPC quest Modpacks I never end up releasing. The 1.7.10+ continuation of new mods is nice but a bit much due to people moving on and 1.7.10 being sort of useless to make for besides happy people around it like it was with other versions, especially 1.6.4 to 1.7.10 jump which I at one point didn't want to do but got used to it and now play on any version I find good enough mods to play with.
I created a youtube channel for niche mods with lightning power tech api/adventure ideas (Lightning Craft) quality of life or similarities to other big mods that don't have certain features with WAILA like ideas, storage like bibliocraft but somewhat different approaches, and yes a lot of what seem like clones I know, but small things are appearing, just not really anymore due to lack of any new ideas besides clones, similarities or the closest to a new idea.
I do though have less spotlight watching or even Minecraft 'experience' feelings though anymore. As in watching people build, play survival and adventure maps I have seen enough of. But modding is good and bad depending on each person's experience. I got really into mod survivals around 1.6.4, didn't care for 1.7.10's changes, then moved to it for a while, then just went anywhere on curse for niche mods like Neotech, TSON Craft, Planttech, LightningCraft, Lord Craft, Omega Craft, WIT, TUMAT and more around the 1.8-1.9 modding period.
And from 1.10.2+ I have sort of stuck with the authors I supported for a while like the Lord/TSON/Omega Craft author, and Giant Tools here and there as well as a few others. But my love for modding has died with mainstream mods due to looking for more ideas and creativity more or just author's time. But don't think I have the mainstream 'this' sucks theory as I do play them alongside my niche mods or even go back to 1.2.5-1.5.2 at times for more ideas or mods I never fully played through due to not sure what ideas I'd come up with/ever started in the first place. Just that finding something to do with them I have less I can do with them due to my ideas/skill and understanding of certain concepts more so than the mods being bad. So its myself not using things I don't understand completely being the issue rather than the mod itself. Modding is a mixed bag for me personally.
As a 1.4.5 a little bit, 1.6.4-1.10.2 mainstream mod player I find that either forge/modding has been either good, bad, messy or changing for either way for us to do with vanilla updates being ideas to expand off of like advancements, recipe book for 1.12 (TechReborn has used this for its auto crafting table), old mod ideas brought back like Lost Thaumaturgy as a Thaumcraft 2 semi-bring back, Project E, IC2 Classic, Build Craft, Teckle as a Redpower sorting system type, Xycraft continued as Project X 2 still around here and there. But it depends on if the mainstream betters were still around. Factorization, Redpower/Project Red/Blue Power, Ars Magicka, Witchery, and many others are gone, continued by other modders or just who knows what the case of them are. Certain ones I know of like the continuations I mentioned and I know many more, but they are more so similarity mods, clones or just only like 1/4 to 1/16 the actual mod. Like teckle for example being the sorting and other useful blocks from redpower, no world gen, no tools, no other great features. I know its a lot of work, or that aspect was good to many people but what alternatives for say a gem tool mod or otherwise world gen and power system are preferred instead or not at all. Depends on the player or creator really. Who knows. Just observation, nothing more. I know really nothing about the mod community besides say 1.7.10+ so I can only say what I think more so than what I should know.
So 1.2.5-1.7.10 mods being the highlights of many good mods whether tech, RPG/adventure, TNT mods (not a fan of TNT mods), recipes, enchantments, potions, food, farming, minimaps, mod pack making, and much more are good, but its sort of reached its point for either ideas, creativity, or just other things we can think of creating/playing next.
I'm not saying its a true fact, just an observation, I don't disagree that a comment like anything I have said is fact as I'm just saying what I know or see, not that it is completely true.
But the desire to play the game or other things to do with the game is more so that tough part. If it gets 10 years I will say its done well, but even for 7 its sort of done well as it has.
There is a lot of things to do with the game to go back to your favourite time of modding, or use similarities/the real original mods, but the code changes and the creator's care for the mods is a different story. There are many reasons, more so than what I'm saying that is all observation not fact going on in this community.
If said a lot of nonsense I'm not surprised.
Also making their own games I see is more so beneficial than most do for fan projects or other means.
Also meme or useless mods I do agree are pointless, I hate them a lot. Those, some game based on mods and TNT mods. Terrible mods that do nothing but fill in people with nothing better to do or stupid minds.
Something more interesting to be like extra DLC content for hours is way more worth it to me and obviously a lot more people in this community, logically, creatively or length.
Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
Wikis I Maintain: https://modwiki.miraheze.org/wiki/User:SuntannedDuck2
Well, why I think the real reason Minecraft modding is dying is, there are so many mods out there that attempt to reform Minecraft into a real game. And since they're doing that, the modder(s) have to reach the standards of a real good game, and that's where I think most Minecraft mods fall flat on there face.
It does seem that way, for reasons others have already mentioned. For me, the golden age of modding was when that one modder was developing the "cubic chunks" mod, and popularity for optifine and realistic lighting mods was high due to those mods being relatively new. The cubic chunks mod is a great example of a mod that simply cannot be kept up to date with the rate new versions of the game come out. That mod required so much fundamental restructuring of the game code that rewriting it now, a new version would come and the modder would have to start all over before evening finishing the mod for the previous version.
It's ironic, because IMO, the need for modding is greater now than ever before. I know this is probably just my opinion, but I feel that now the official updates are overwhelmingly loaded with fluff. New animals, new trees that are barely discernible from existing trees, some new blocks that either look ugly or look almost exactly like existing blocks (the Andesite block, for example... looks like a cross between gravel and smooth stone and hard to tell apart from either... it offers virtually no new creative option in the game for players looking to building interesting buildings, which is why in my own game I re-textured it as a mostly-black stone speckled with gold pixels). It just feels like most of the updates have less to do with the developers wanting to add great new ideas to the game and more to do with trying to keep players hooked.
It bugs me that there are mods that players have loved for years, and these things haven't yet become part of the core game. Take the lighting mods that add in realistic shadows (basically the lighting becomes ray-traced). The crazy thing is that many of the screenshots on the launcher for the game use this lighting, yet you can't get it in the game without a mod. Why haven't they added it as a graphics option yet? If people can add this stuff as a mod, surely the developers working with the game's source code can do it better.