Oh hey, look, stock achievements! But anyways, the largest mods I've seen are possibly OreSpawn & Mo' Creatures, along with Thamucraft a bit.
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Oh hey, look, stock achievements! But anyways, the largest mods I've seen are possibly OreSpawn & Mo' Creatures, along with Thamucraft a bit.
Turns out that Orespawn takes up 16.57 MB, which is basically gonna run you out of memory, even if you don't have other mods installed, but it works fine with Optifine.
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Yeah, don't mess with me. Pro in most games, especially Minecraft, CoC, and many more. Level 9001 skills.
Nah, if you want the biggest mod ever then your looking for Advent of Ascension also known as Nevermine 2. Its a huge mod, takes up 40 megabytes, it also has over 20 dimensions and over 20 bosses. over 300 mobs and over 400 items. Way bigger than Orespawn.
Surprised no-one has mentioned The Betweenlands... That's a darn good mod right there.
Oh. Another good one is reliquary. Good vanilla styled magic mod.
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Goodbye, Minecraft forums. If any of ya'll future people persons need to contact me for whatever dumb reason, my discord is EnderDude124#8340 as of 6/8/2019. Send me a message, I like a good chat.
It's not exactly the largest, given some of the mods listed here, but the quality is far above any other mods I have ever found, so I might as well mention the Lord of the Rings Minecraft mod. it currently sits at a file size of about 24.7 Mb, but it is far from complete, and updates can often add another half Mb to the file size. I can't recommend enough that you try out the mod if you haven't. Here is a link to the official wiki: https://lotrminecraftmod.fandom.com/wiki/The_Lord_of_the_Rings_Minecraft_Mod_Wiki
Don't be discouraged by the fact that the mod is in 1.7.10, either. The mod is very much alive, and has a lot of its own mechanics, so Minecraft version is really mostly arbitrary.
My mod Moar Minerals and Tools is 13 megabytes, but I am constantly working on it. It currently adds over 400 blocks, 100 tools, and I am working on several new dimensions and mobs.
There's no way a mod could be 200 MB unless it has an insane amount of HD textures; I find the size of modern mods to be impossible, for example, the download for the 1.18 version of Optifine is 6.2 MB, which is larger than the entire modded jar for TMCWv4.5 (this is the size after adding its files to the 1.6.4 jar and deleting META-INF) - just for a cosmetic mod, as opposed to one that adds hundreds of blocks, items, biomes, and more, even some of Optifine's features as it is incompatible with it, as well as much more extensive optimizations. Likewise, I've noticed an extreme increase in the size of the Minecraft jar since 1.8, which simply cannot be explained by more content (interestingly enough, the game actually got smaller between 1.5 and 1.6; in fact, even 1.7.10 is smaller than 1.5.1). Even TMCWv5 will probably be smaller than 1.8 despite adding over 300 new blocks alone over what TMCWv4.5 has, along with dozens of more biomes, items, and mobs (the source for TMCWv5 is currently 7.11 MB vs 4.47 MB for TMCWv4.5; assets are 892 KB and 223 KB respectively. The largest single source file in TMCWv5 is the block renderer (no block models in 1.6.4 so everything is hardcoded in, but there is a lot of code reuse; all cuboid blocks use a single method with different bounds, which is also used by e.g. stairs, which use a helper method which calls it it 2-3 times with different bounds for each cuboid part, and so on), at 717 KB, followed by the cave generator at 325 KB, which is about 15 times larger than the vanilla cave+ravine generators when combined into a single class but has many more cave variations).
Of course, seeing that modern mods also have absolutely insane resource requirements (I've seen upwards of 8 GB required) I can only imagine how poorly they are coded - even TMCWv5, with many features from versions as recent as 1.18, can run with only 256 MB allocated, an impossibility for modern vanilla versions, and is even more resource-efficient than vanilla 1.6.4 (I have no idea why they even need that much, using VisualVM shows that 80% of memory usage is by the byte arrays that store block and light data in chunks). For example, one of my more complex blocks is stalagmites/stalactites, which have a total of 168 variations (I count them as 21 distinct blocks, the number of base variants/item forms, and they use 3 block IDs), yet they require only 53 KB of source code and have 48 textures which take up 23 KB; stalactites flip the texture while hardened/stained clay variants use grayscale textures with the one of 17 colors applied). Most of the new blocks that I've added are also variants of existing blocks and I've even merged vanilla blocks, such as light-emitting blocks which formerly required two physical blocks, as I added support for metadata to determine the light level, which also allows for simpler code in many cases (for example, vanilla furnaces need to save the tile entity when switching blocks as otherwise it will be lost, but updating metadata does not cause this problem).
Yeah, don't mess with me. Pro in most games, especially Minecraft, CoC, and many more. Level 9001 skills.
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Click on this spoiler to see mods and ideas that I support!
Yeah, don't mess with me. Pro in most games, especially Minecraft, CoC, and many more. Level 9001 skills.
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Turns out that Orespawn takes up 16.57 MB, which is basically gonna run you out of memory, even if you don't have other mods installed, but it works fine with Optifine.
Yeah, don't mess with me. Pro in most games, especially Minecraft, CoC, and many more. Level 9001 skills.
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1.Orespawn
2.Railcraft
3.Mine And Battlegear
4.ICBM
5.Coloful Armor
There Is My Top Five, Cheers!
url=http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2361125-mowzies-mobs-fantastical-mobs-for-your-mc-world]
Nah, if you want the biggest mod ever then your looking for Advent of Ascension also known as Nevermine 2. Its a huge mod, takes up 40 megabytes, it also has over 20 dimensions and over 20 bosses. over 300 mobs and over 400 items. Way bigger than Orespawn.
Pixelmon , 300MB+
MY MODPACK! ~300 MODS! 1.10.2-1.12.2, 1.15.2!
I'm too lazy to look up how much memory they use, but what about Galacticraft or Millenaire?
my game freezes trying to load it even if it is the only mod i have and i play another world with 50 mods and no problem lol
Actually Orespawn is only 5 megabytes and there are many other mods bigger than that like Orespawn Pixelmon or the well known Aether II
Mine's probably TerraFirmaCraft
Surprised no-one has mentioned The Betweenlands... That's a darn good mod right there.
Oh. Another good one is reliquary. Good vanilla styled magic mod.
Goodbye, Minecraft forums. If any of ya'll future people persons need to contact me for whatever dumb reason, my discord is EnderDude124#8340 as of 6/8/2019. Send me a message, I like a good chat.
It's not exactly the largest, given some of the mods listed here, but the quality is far above any other mods I have ever found, so I might as well mention the Lord of the Rings Minecraft mod. it currently sits at a file size of about 24.7 Mb, but it is far from complete, and updates can often add another half Mb to the file size. I can't recommend enough that you try out the mod if you haven't. Here is a link to the official wiki: https://lotrminecraftmod.fandom.com/wiki/The_Lord_of_the_Rings_Minecraft_Mod_Wiki
Don't be discouraged by the fact that the mod is in 1.7.10, either. The mod is very much alive, and has a lot of its own mechanics, so Minecraft version is really mostly arbitrary.
Pixelmon, in terms of file size. probably Pixelmon.
Lord of the Rings mod is definitely second.
The biggest mod is definitely Conquest Reforged
My mod Moar Minerals and Tools is 13 megabytes, but I am constantly working on it. It currently adds over 400 blocks, 100 tools, and I am working on several new dimensions and mobs.
immersive railroading taking:
101 megabytes
it's so large that my computer can't even run it
Here's mine
1. The Betweenlands
2. Immersive Railroading
3. Lycanites Mobs
4. Aether II
5. Advent Of Ascension
6. Lord of the Rings
Biggest Mods Content-Wise
1. Advent Of Ascension
2. Mo' Creatures
3. Lord of the Rings
4. Aether II
5. Aether
6. The Betweenlands
That's all
Apparently rewriting and updating a mod to 1.16.5 makes the file size even bigger, so that could mean The Betweenlands could reach 200MB.
There's no way a mod could be 200 MB unless it has an insane amount of HD textures; I find the size of modern mods to be impossible, for example, the download for the 1.18 version of Optifine is 6.2 MB, which is larger than the entire modded jar for TMCWv4.5 (this is the size after adding its files to the 1.6.4 jar and deleting META-INF) - just for a cosmetic mod, as opposed to one that adds hundreds of blocks, items, biomes, and more, even some of Optifine's features as it is incompatible with it, as well as much more extensive optimizations. Likewise, I've noticed an extreme increase in the size of the Minecraft jar since 1.8, which simply cannot be explained by more content (interestingly enough, the game actually got smaller between 1.5 and 1.6; in fact, even 1.7.10 is smaller than 1.5.1). Even TMCWv5 will probably be smaller than 1.8 despite adding over 300 new blocks alone over what TMCWv4.5 has, along with dozens of more biomes, items, and mobs (the source for TMCWv5 is currently 7.11 MB vs 4.47 MB for TMCWv4.5; assets are 892 KB and 223 KB respectively. The largest single source file in TMCWv5 is the block renderer (no block models in 1.6.4 so everything is hardcoded in, but there is a lot of code reuse; all cuboid blocks use a single method with different bounds, which is also used by e.g. stairs, which use a helper method which calls it it 2-3 times with different bounds for each cuboid part, and so on), at 717 KB, followed by the cave generator at 325 KB, which is about 15 times larger than the vanilla cave+ravine generators when combined into a single class but has many more cave variations).
Of course, seeing that modern mods also have absolutely insane resource requirements (I've seen upwards of 8 GB required) I can only imagine how poorly they are coded - even TMCWv5, with many features from versions as recent as 1.18, can run with only 256 MB allocated, an impossibility for modern vanilla versions, and is even more resource-efficient than vanilla 1.6.4 (I have no idea why they even need that much, using VisualVM shows that 80% of memory usage is by the byte arrays that store block and light data in chunks). For example, one of my more complex blocks is stalagmites/stalactites, which have a total of 168 variations (I count them as 21 distinct blocks, the number of base variants/item forms, and they use 3 block IDs), yet they require only 53 KB of source code and have 48 textures which take up 23 KB; stalactites flip the texture while hardened/stained clay variants use grayscale textures with the one of 17 colors applied). Most of the new blocks that I've added are also variants of existing blocks and I've even merged vanilla blocks, such as light-emitting blocks which formerly required two physical blocks, as I added support for metadata to determine the light level, which also allows for simpler code in many cases (for example, vanilla furnaces need to save the tile entity when switching blocks as otherwise it will be lost, but updating metadata does not cause this problem).
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?