Simply, should the teams behind the Nether Expansion Mod and Aether Collaboration Mod team up and make an even larger singular (or partitioned) mod?
Personally, I see a lot of potential in doing so. I think it also makes sense, here we have a very nice looking Aether, why not have a just as nice looking Nether to pair it up with?
That is, firstly, each team work respectfully on what they started, just tie them in togather to make a more comprehensive experience. It'd also reduce conflicts in code, provide even more experience to draw upon between teams, provide a chance to make even larger story with a direction and shared design, etc.
Second, this could provide a gateway for other mods of this nature to be put in togather with this (For example: Titans, Tower Battles, More Life, Biosphere, Twilight Forest, etc. (I'll explain this more in depth later)
Lastly, I figure if a larger collaboration works, Notch himself may take notice and hire them on at the most (at least some of them). I'd think that'd be fitting for people who have such determination to make these level of detailed mods to begin with. (at least its a thought - a good one at that)
No. I think that they should remain as singular mods. I also think that they should remain as mods, so if we ever get mod support, *cough* *why hasn't this happened already* *cough* we can use them independent of each other if we want to use the new, updated nether, say.
I'm just assuming that Updated nether and Nether Update mod are incompatible, especially seeing as how Aether is for 1.7.3.
Rollback Post to RevisionRollBack
All I can tell you about zis next procedure is zat it will be...excruciating!
I figure given the nature of modding in itself, the teams could allow one to also turn off one or the other (or both for whatever reason) either through a config file, some sort of in-game GUI, or a segmented mod (though this doesn't rule out other issues one would encounter). I also doubt they wouldn't update the mod(s) for newer releases (namely when mod support happens). I was getting at a more unified approach given that both mods look very similar in style.
Clarified which mods I was talking about in the question and added links to the mods in the main post, as to reduce confusion (as I noticed other Nether "Updates" & "Upgrades").
I would have to disgree. Having been going through mod after mod, its obviously apparent that it has more to do with how it is coded, and how the modder choose to implement already popular APIs and Mod Loader, not simply its "size". As for "limited" IDs, yes, it can definitly become an issue after several large mods are installed, but not one (I also figure we could always use work arounds). I also see this issue going away as Mojang starts having to increase the block ID capacity themselves (just as they did with height - to a degree).