Our 147 world was moving into story mode; our plotline was going to where we saw that 15x had quartz blocks, mystcraft had done a major upgrade/change to how it dealt with getting pages for writing books (changed from spamming random books to actually having to explore) and how it handled writing books in the first place (nb: All of those were good changes), and a few other things were being improved in other mods. And, we were hearing that 16x would include a way to keep mobs around, so we could have an "ambassador" enemy mob for "peace negotiations".
I never expected upgrading to be any sort of issues/difficult/etc. If I had known, we would have stayed.
Instead? 15x came with only some mods updated. Different versions of 15x with different mods. I kept my biggest eye on Mystcraft, and was not going to begin to update until it was at least "ready". Then, it was "Oh, mod X doesn't work, try to get mod Y to be a substitute", "mod Z is just gone", etc. While testing out 151, 152 came out, and it was another round of mod updates. Then, 16x. Again, improvements to Mystcraft kept being "Must have" -- during all this, Mystcraft was getting to be almost as good as the older 147 system (with new improvements/enhancements -- the 147 writing system could not really be improved/enhanced), and now different mods were updated/not updated/needed to be tested. CO, UBC, and mystcraft went from working together to breaking to working together, etc.
It wasn't until 164 that things were "mostly stable". With hindsight: 125, 147, 164 -- just like every other Windows.
Then 1.7.x And more and more.
What drove me to keep trying to upgrade? Mystcraft. And then it was "what mods would work with the latest Mystcraft". Originally in the name of "Keep the overworld vanilla, all mod-specials in ages", all to prevent issues with changing mods destroying the overworld.
So then Mojang changes the overworld.
With perfect hindsight, something could have been done to make persistent mobs in 147. Iron blocks could have been used instead of Marble/quartz blocks. Etc. With perfect hindsight, all the changes could have been skipped, and our story continued, until things became stable.
Well, in 1.7.10, things are stable. There's even a "run your 1.2.5 mods in 1.7.10", and I think that same group is working on a "run your 147 mods in 1.7.10" version. I, as a player, have _ZERO_ desire to go through this again; as long as Et Futurum keeps back-porting, I may not upgrade at all. I'm certainly not going to 1.8.anything, and won't even look at 1.9 as long as I don't have to.
What is new in 1.7.10 that makes me say "Gee, I'm glad I wanted to update"? Well, believe it or not, there are a few. Not nearly as valuable as having stayed back longer.
There's now, for the overworld: ATG, RTG, CC, (and vanilla).
There's now, for underground: Geologica, BetterGeo (both of which change ore layouts to be different versions of realistic, and add decorative stones), HarderOres (which makes a better game), and UBC (decorative stone only). There's also GeoCraft, which I've looked at, and did not like.
There's cave biomes (designed to enhance UBC).
So with 4 different terrain layouts, and 4 different undergrounds, there's two different multi-world control mods (MultiWorld, and DimensionControl), and then there's a need to have a way to get between worlds (Mystcraft, again :-).
For someone who wants a world that is a combination of exploration and plot? I'm finally seeing payout/payoff for trying to upgrade. But at a cost in time that was not worth it.
I won't do that again.
Mods that want to keep updating in 1.7.10? Good.
Mods that basically say "Toss your old world out, and start fresh with the new world and new version"? Much less willing to go for that.
===
Quick summary (TL;DR):
1. Overworld, and primary play world, both need to have no mod blocks generating in a way that dominates the world, unless there's a way to replace/convert them. Et Futurum's blocks are a direct 1:1 map to new vanilla blocks, so I could upgrade and just have those blocks become the new vanilla blocks. Any other decorative stone / new underground ores mod doesn't go in the overworld.
2. The timecost of updating a modded world to a new version of minecraft is extremely high.
3. Updating before the mods you need are available is no longer even a starter for me. Maintaining my world is more valuable than a full restart. Sectioning is possible, but something needs to be done/solved to avoid the "dual boot" operating system problem (you almost always use one of the systems, and the other is an afterthought at best).
4. Updating when there is no need to is a zero.
5. Right now, there is no need in vanilla, no "must-have" updates to mods,
6. So I'm staying on 1.7.10, and would rather see mods continue to support 1.7.10.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I don't think I'll go any farther in this one. I do have an idea for another journal I'm planning to start as soon as I get all my mods settled down, which is actually looking to be "soon". I'd originally planned to start my next journal much sooner, but RTG came along (but it's great!)
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.
For me, as a player, the big issues are, roughly:
1. Time to update/upgrade/reconfigure.
2. Getting a stable base to play on.
3. Getting my mods to all work together nicely.
Our 147 world was moving into story mode; our plotline was going to where we saw that 15x had quartz blocks, mystcraft had done a major upgrade/change to how it dealt with getting pages for writing books (changed from spamming random books to actually having to explore) and how it handled writing books in the first place (nb: All of those were good changes), and a few other things were being improved in other mods. And, we were hearing that 16x would include a way to keep mobs around, so we could have an "ambassador" enemy mob for "peace negotiations".
I never expected upgrading to be any sort of issues/difficult/etc. If I had known, we would have stayed.
Instead? 15x came with only some mods updated. Different versions of 15x with different mods. I kept my biggest eye on Mystcraft, and was not going to begin to update until it was at least "ready". Then, it was "Oh, mod X doesn't work, try to get mod Y to be a substitute", "mod Z is just gone", etc. While testing out 151, 152 came out, and it was another round of mod updates. Then, 16x. Again, improvements to Mystcraft kept being "Must have" -- during all this, Mystcraft was getting to be almost as good as the older 147 system (with new improvements/enhancements -- the 147 writing system could not really be improved/enhanced), and now different mods were updated/not updated/needed to be tested. CO, UBC, and mystcraft went from working together to breaking to working together, etc.
It wasn't until 164 that things were "mostly stable". With hindsight: 125, 147, 164 -- just like every other Windows.
Then 1.7.x And more and more.
What drove me to keep trying to upgrade? Mystcraft. And then it was "what mods would work with the latest Mystcraft". Originally in the name of "Keep the overworld vanilla, all mod-specials in ages", all to prevent issues with changing mods destroying the overworld.
So then Mojang changes the overworld.
With perfect hindsight, something could have been done to make persistent mobs in 147. Iron blocks could have been used instead of Marble/quartz blocks. Etc. With perfect hindsight, all the changes could have been skipped, and our story continued, until things became stable.
Well, in 1.7.10, things are stable. There's even a "run your 1.2.5 mods in 1.7.10", and I think that same group is working on a "run your 147 mods in 1.7.10" version. I, as a player, have _ZERO_ desire to go through this again; as long as Et Futurum keeps back-porting, I may not upgrade at all. I'm certainly not going to 1.8.anything, and won't even look at 1.9 as long as I don't have to.
What is new in 1.7.10 that makes me say "Gee, I'm glad I wanted to update"? Well, believe it or not, there are a few. Not nearly as valuable as having stayed back longer.
There's now, for the overworld: ATG, RTG, CC, (and vanilla).
There's now, for underground: Geologica, BetterGeo (both of which change ore layouts to be different versions of realistic, and add decorative stones), HarderOres (which makes a better game), and UBC (decorative stone only). There's also GeoCraft, which I've looked at, and did not like.
There's cave biomes (designed to enhance UBC).
So with 4 different terrain layouts, and 4 different undergrounds, there's two different multi-world control mods (MultiWorld, and DimensionControl), and then there's a need to have a way to get between worlds (Mystcraft, again :-).
For someone who wants a world that is a combination of exploration and plot? I'm finally seeing payout/payoff for trying to upgrade. But at a cost in time that was not worth it.
I won't do that again.
Mods that want to keep updating in 1.7.10? Good.
Mods that basically say "Toss your old world out, and start fresh with the new world and new version"? Much less willing to go for that.
===
Quick summary (TL;DR):
1. Overworld, and primary play world, both need to have no mod blocks generating in a way that dominates the world, unless there's a way to replace/convert them. Et Futurum's blocks are a direct 1:1 map to new vanilla blocks, so I could upgrade and just have those blocks become the new vanilla blocks. Any other decorative stone / new underground ores mod doesn't go in the overworld.
2. The timecost of updating a modded world to a new version of minecraft is extremely high.
3. Updating before the mods you need are available is no longer even a starter for me. Maintaining my world is more valuable than a full restart. Sectioning is possible, but something needs to be done/solved to avoid the "dual boot" operating system problem (you almost always use one of the systems, and the other is an afterthought at best).
4. Updating when there is no need to is a zero.
5. Right now, there is no need in vanilla, no "must-have" updates to mods,
6. So I'm staying on 1.7.10, and would rather see mods continue to support 1.7.10.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Can't wait I think the modding community will pick up with 1.9
We also need to get the word out there and more things like the curse launcher, (to make things nice and easy.)
There are too many virus sites, or sites with installers that just eat up memory
Um... Have you abandoned this or are you planning to update?
I don't think I'll go any farther in this one. I do have an idea for another journal I'm planning to start as soon as I get all my mods settled down, which is actually looking to be "soon". I'd originally planned to start my next journal much sooner, but RTG came along (but it's great!)
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.
And, if anybody is interested, I've started my new journal.
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.