The features of the update affect the coding more than you might think; slight variations mean more changes to code lining. 1.9 would be difficult, 1.10 has new mechanics that wouldn't make it exactly easy. What people don't understand is that, yes, 1.8 was bad, but there is a minimum effort in each update that is especially bad for the developers of this mod that only do this as a hobby. It takes a lot of effort, and generally a lot of people wouldn't appreciate it right away.
But yeah I really do want to get across to people asking for the new update; this is a hobby, they will update it when they feel up to it.
The features of the update affect the coding more than you might think; slight variations mean more changes to code lining. 1.9 would be difficult, 1.10 has new mechanics that wouldn't make it exactly easy. What people don't understand is that, yes, 1.8 was bad, but there is a minimum effort in each update that is especially bad for the developers of this mod that only do this as a hobby. It takes a lot of effort, and generally a lot of people wouldn't appreciate it right away.
But yeah I really do want to get across to people asking for the new update; this is a hobby, they will update it when they feel up to it.
Not updating because of the code modification requirement isn't a really valid reason; I could probably update DRPG to 1.10 in 1-2 weeks if I put in a solid effort. The problem is that it's just a lose-lose scenario. If we stay on the current version, we don't get new Forge features and people are sad they can't use new versions of MC. If we move to a new version, people are sad they can't use other mods and Forge bugs cause enormous issues.
In my opinion, it's best for this mod to stay on 1.7.10 because people no longer are satisfied with 1-2 large mods. Back in 2013 when DRPG had its own Feed the Beast pack, it would have been best to stay up to date.
Not updating because of the code modification requirement isn't a really valid reason; I could probably update DRPG to 1.10 in 1-2 weeks if I put in a solid effort. The problem is that it's just a lose-lose scenario. If we stay on the current version, we don't get new Forge features and people are sad they can't use new versions of MC. If we move to a new version, people are sad they can't use other mods and Forge bugs cause enormous issues.
In my opinion, it's best for this mod to stay on 1.7.10 because people no longer are satisfied with 1-2 large mods. Back in 2013 when DRPG had its own Feed the Beast pack, it would have been best to stay up to date.
i agree with this. If people really want 1.10 mods, just get a mod that adds everything from 1.10 into 1.7.10
Hi! I would like to use the DivineRPG mod in my modpack Distant Realms. The modpack incorperates many adventure mods, tech mods, and magic mods to create a fun pack with a sense of purpose to it.
MegaMinecraft7
i agree with this. If people really want 1.10 mods, just get a mod that adds everything from 1.10 into 1.7.10
not everything from 1.10.2 as they have the 1.9 update in their. Just take the changes only from 1.10.2 such as the new mobs( remake new blocks and the current textures for the new blocks looks like a four year old made them). Get only the arrows and new potions/mobs from 1.9 not any of the changes. Remake shields code and your good to go.
Hi! I would like to use the DivineRPG mod in my modpack Distant Realms. The modpack incorperates many adventure mods, tech mods, and magic mods to create a fun pack with a sense of purpose to it.
Thanks!
Avid
Go ahead! Please just link back to the thread and give credit.
Hey is it alright that I use this in a modpack for an adventure map I'm going to make? This mod would really help in the diversity of weapons I have planned.
Hey is it alright that I use this in a modpack for an adventure map I'm going to make? This mod would really help in the diversity of weapons I have planned.
Sure! Please just link back to the thread and give credit.
Unite and thaumcraft divinrpg! but to make a unification can be disabled in the server config (not everyone likes thaumcraft and people go on to play on a server with only divinrpg)
The features of the update affect the coding more than you might think; slight variations mean more changes to code lining. 1.9 would be difficult, 1.10 has new mechanics that wouldn't make it exactly easy. What people don't understand is that, yes, 1.8 was bad, but there is a minimum effort in each update that is especially bad for the developers of this mod that only do this as a hobby. It takes a lot of effort, and generally a lot of people wouldn't appreciate it right away.
But yeah I really do want to get across to people asking for the new update; this is a hobby, they will update it when they feel up to it.
Mining and crafting since 1.2.5, baby. I'm such a pro that---Okay who put my noob test results in my signature?!
Why are you so fascinated with my description?
Not updating because of the code modification requirement isn't a really valid reason; I could probably update DRPG to 1.10 in 1-2 weeks if I put in a solid effort. The problem is that it's just a lose-lose scenario. If we stay on the current version, we don't get new Forge features and people are sad they can't use new versions of MC. If we move to a new version, people are sad they can't use other mods and Forge bugs cause enormous issues.
In my opinion, it's best for this mod to stay on 1.7.10 because people no longer are satisfied with 1-2 large mods. Back in 2013 when DRPG had its own Feed the Beast pack, it would have been best to stay up to date.
i agree with this. If people really want 1.10 mods, just get a mod that adds everything from 1.10 into 1.7.10
Hi! I would like to use the DivineRPG mod in my modpack Distant Realms. The modpack incorperates many adventure mods, tech mods, and magic mods to create a fun pack with a sense of purpose to it.
Thanks!
Avid
not everything from 1.10.2 as they have the 1.9 update in their. Just take the changes only from 1.10.2 such as the new mobs( remake new blocks and the current textures for the new blocks looks like a four year old made them). Get only the arrows and new potions/mobs from 1.9 not any of the changes. Remake shields code and your good to go.
Go ahead! Please just link back to the thread and give credit.
Hey is it alright that I use this in a modpack for an adventure map I'm going to make? This mod would really help in the diversity of weapons I have planned.
Sure! Please just link back to the thread and give credit.
Thank You.
So, how's the update progress?
Can I please use this mod in my private modpack with my friends?
Unite and thaumcraft divinrpg! but to make a unification can be disabled in the server config (not everyone likes thaumcraft and people go on to play on a server with only divinrpg)
Out of curiosity, will the glitch with the Vethea demon boss crashing the game be fixed in the next update?
To take the test, check out
https://minecraftnoobtest.com/test.php
Which boss do you speak of? We thought these had all been fixed.
Wait, so the bugs with the Raglok boss has been fixed?
Wiki for it:
http://divine-rpg.wikia.com/wiki/Raglok_Gog'dure
To take the test, check out
https://minecraftnoobtest.com/test.php
Sure. You don't need permission to use mods in a private modpack; people only want control over modpacks that are distributed to the public.
Parts of the unofficial wiki are out of date. Raglok was bugged back in 1.4.7, but should be fine in the latest version.
Really? Thanks for telling me. I've been working on a project and I thought I had to wait for the boss to be fixed : D
Chapter ???
Your Last Dream
To take the test, check out
https://minecraftnoobtest.com/test.php
the 1.4.7 had everything though and 1.7.10 has some removed features that I wish were either optional to bring back or all in 1.7.10.
add spinarus and reinforced wither boss?