I have seen a category in Curseforge which is called "modpack". What is a modpack and how can I install them, how can I create one of them? I make mods for 1.7.10 but I do not know what is a modpack.
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To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
A modpack, whether pre-made (like the ones listed on CurseForge) or made by yourself, is a collection of otherwise independent mods; for example, at one time I used the following mods, which could be considered to be a modpack:
Improved First Person View (+ a dependent "library" mod, not really a separate mod but counted as such by Forge)
Amethyst Armor and Tools
Amethyst Ore (made by myself using MCreator, it dropped the numerical ID of the previous mod's "amethyst" item. which was otherwise crafted)
Backpacks
Rei's Minimap
My own world generation mod, installed as a jar mod (when I started making mods I modified the Forge source in MCP, possibly as I thought that was how you made Forge mods, either way, my modified classes included all the stuff Forge adds so it was compatible)
By contrast, TMCW is a single mod even if it has 100x more content than the aforementioned mods put together (the number of mods in a modpack is often used as a measure of its "size" but this has little to do with how much content it has; it seems the trend is to have many smaller mods instead of one or a few large mods, which does enable easier customization as you can pick which mods/features you want; at the same time, the possibility of conflicts increases, as does likely the startup time since each mod must be loaded separately, and they may add redundant items, e.g. 5 different copper ores and their respective items, which requires editing config files to sort out, which is why pre-made modpacks are so popular - just download and install it (launchers specially made for modpacks may even do so automatically).
A modpack, whether pre-made (like the ones listed on CurseForge) or made by yourself, is a collection of otherwise independent mods; for example, at one time I used the following mods, which could be considered to be a modpack:
By contrast, TMCW is a single mod even if it has 100x more content than the aforementioned mods put together (the number of mods in a modpack is often used as a measure of its "size" but this has little to do with how much content it has; it seems the trend is to have many smaller mods instead of one or a few large mods, which does enable easier customization as you can pick which mods/features you want; at the same time, the possibility of conflicts increases, as does likely the startup time since each mod must be loaded separately, and they may add redundant items, e.g. 5 different copper ores and their respective items, which requires editing config files to sort out, which is why pre-made modpacks are so popular - just download and install it (launchers specially made for modpacks may even do so automatically).
Will be a Forge and/or 1.7.2/1.7.10 update for TMCW? That would be great because anybody could use your mod with other mods.
For instance I ported my obtainable technical block ItemBlocks mod to Forge 1.7.10-10.13.4.1614 and now I can use that mod with any 1.7.10 mod.
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
Will be a Forge and/or 1.7.2/1.7.10 update for TMCW? That would be great because anybody could use your mod with other mods.
For instance I ported my obtainable technical block ItemBlocks mod to Forge 1.7.10-10.13.4.1614 and now I can use that mod with any 1.7.10 mod.
I have absolutely no interest in new versions, and as for Forge, I cannot begin to comprehend how much time it would take, considering that TMCW extremely extensively refactors most of the vanilla codebase (some examples; TMCW has a total of 7.5 MB of source code in 500+ files) and a lot of its features directly depend on it (fun fact: one reason why TMCWv5 took 5 years to make is because I refactored much of the vanilla codebase to effectively integrate "Optifine" (similar features, not its actual code) and many of my own fixes and optimizations (which I had previously added to a personal modified copy of Optifine).
The opening line on the thread for TMCW - "This is a mod that I made for my own use", which I wrote years ago but is still very true (I've never gotten around to rewriting the opening paragraph, which still mentions "new" features added 8 years ago) very heavily influences its development - there is absolutely no benefit for myself in taking the time to update to a newer version or Forge (another reason why TMCWv5 took 5 years - I either play or work on mods, not both, and playing eventually takes priority; even now I have some features I want to add but haven't done anything for the past couple weeks because I'm too engrossed in playing and don't want to take a break).
I also do not want to depend on 3rd party code/libraries/downloads; the 1.6.4 Forge version as-is is almost impossible to even set up the MDK for (as you know yourself) due to "link rot" and even the "normal" installation (as most players would install to run mods) requires 3rd party downloads which had proven problematic in the past (example). Even the vanilla launcher is almost too much, especially after a recent incident; for a few weeks I used MCP to play because a pointless update (I didn't have any issues) made it unable to launch any old version of the game (and why is the launcher so overcomplicated and bloated anyway (ever taken a look in "C:\Program Files (x86)\Minecraft\game"?) I've always wanted my own personal launcher which just logs you in and downloads the necessary files to run 1.6.4, and any modded instances derived from it, and doesn't constantly automatically update for no reason).
I have absolutely no interest in new versions, and as for Forge, I cannot begin to comprehend how much time it would take, considering that TMCW extremely extensively refactors most of the vanilla codebase (some examples; TMCW has a total of 7.5 MB of source code in 500+ files) and a lot of its features directly depend on it (fun fact: one reason why TMCWv5 took 5 years to make is because I refactored much of the vanilla codebase to effectively integrate "Optifine" (similar features, not its actual code) and many of my own fixes and optimizations (which I had previously added to a personal modified copy of Optifine).
The opening line on the thread for TMCW - "This is a mod that I made for my own use", which I wrote years ago but is still very true (I've never gotten around to rewriting the opening paragraph, which still mentions "new" features added 8 years ago) very heavily influences its development - there is absolutely no benefit for myself in taking the time to update to a newer version or Forge (another reason why TMCWv5 took 5 years - I either play or work on mods, not both, and playing eventually takes priority; even now I have some features I want to add but haven't done anything for the past couple weeks because I'm too engrossed in playing and don't want to take a break).
I also do not want to depend on 3rd party code/libraries/downloads; the 1.6.4 Forge version as-is is almost impossible to even set up the MDK for (as you know yourself) due to "link rot" and even the "normal" installation (as most players would install to run mods) requires 3rd party downloads which had proven problematic in the past (example). Even the vanilla launcher is almost too much, especially after a recent incident; for a few weeks I used MCP to play because a pointless update (I didn't have any issues) made it unable to launch any old version of the game (and why is the launcher so overcomplicated and bloated anyway (ever taken a look in "C:\Program Files (x86)\Minecraft\game"?) I've always wanted my own personal launcher which just logs you in and downloads the necessary files to run 1.6.4, and any modded instances derived from it, and doesn't constantly automatically update for no reason).
Yes, TMCW contains many tweaks to Java and OpenGL code of Minecraft, that can be done with only coremods in Forge, which is very challenging to make one of them (if there was a good tutorial for coremods, I would watch it for 100 times), especially when it is an attempt to port TMCW to Forge 1.6.4/1.7.10. All builds of Forge 1.6.4 are completely broken, 1.7.10 works like just normal with a little modification of build.gradle and gradle.wrapper files but there is differences between 1.6.x and 1.7.x, which makes harder to upgrade/downgrade mods between 1.6.4 and 1.7.10. Upgrading mods usually requires a rewrite of mod (for instance, if you are porting a Beta 1.7.3 mod to 1.6.4), same thing applies to downgrading (for instance, if you are porting a 1.12.2 mod to 1.7.10). Upgrading and downgrading mods requires rewrite of the mod and may be lossy in some circumstances.
*Unlike TMCW, my mod does not contain tweaks to original Minecraft code, just registers an ItemBlock for all technical blocks, which partially undoes 13w37a and 13w38c (because 13w37a added some good stuff, like alphabetical IDs for items and blocks, /setblock command, more permissive nether portal configuration etc. and I do not want to undo that stuff because they are useful for me).
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
I have absolutely no interest in new versions, and as for Forge, I cannot begin to comprehend how much time it would take, considering that TMCW extremely extensively refactors most of the vanilla codebase (some examples; TMCW has a total of 7.5 MB of source code in 500+ files) and a lot of its features directly depend on it (fun fact: one reason why TMCWv5 took 5 years to make is because I refactored much of the vanilla codebase to effectively integrate "Optifine" (similar features, not its actual code) and many of my own fixes and optimizations (which I had previously added to a personal modified copy of Optifine).
The opening line on the thread for TMCW - "This is a mod that I made for my own use", which I wrote years ago but is still very true (I've never gotten around to rewriting the opening paragraph, which still mentions "new" features added 8 years ago) very heavily influences its development - there is absolutely no benefit for myself in taking the time to update to a newer version or Forge (another reason why TMCWv5 took 5 years - I either play or work on mods, not both, and playing eventually takes priority; even now I have some features I want to add but haven't done anything for the past couple weeks because I'm too engrossed in playing and don't want to take a break).
I also do not want to depend on 3rd party code/libraries/downloads; the 1.6.4 Forge version as-is is almost impossible to even set up the MDK for (as you know yourself) due to "link rot" and even the "normal" installation (as most players would install to run mods) requires 3rd party downloads which had proven problematic in the past (example). Even the vanilla launcher is almost too much, especially after a recent incident; for a few weeks I used MCP to play because a pointless update (I didn't have any issues) made it unable to launch any old version of the game (and why is the launcher so overcomplicated and bloated anyway (ever taken a look in "C:\Program Files (x86)\Minecraft\game"?) I've always wanted my own personal launcher which just logs you in and downloads the necessary files to run 1.6.4, and any modded instances derived from it, and doesn't constantly automatically update for no reason).
Using Forge code in MCP? That is genius! Do I need to put the source code patches of Forge or something else for using Forge code in MCP environment?
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
Using Forge code in MCP? That is genius! Do I need to put the source code patches of Forge or something else for using Forge code in MCP environment?
I was using a very old version of the Forge MDK, for 1.6.2, which was basically just MCP modified with the patches Forge applies*. IIRC, the Forge version I used was 882 for 1.6.2 (I'd initially used it to run the handful of mods I previously mentioned, then I got into making my own mods; I tried updating to 1.6.4 but I had no idea how to use the new "gradle" system (MCP has "recompile", "startclient", etc which are all very self-explanatory) so I basically just gave up on Forge and went to pure MCP, more or less modding in my equivalent for most of the mods; Backpacks = large ender chests (54 slots, later split into a separate variant for a total of 81 slots); Rei's Minimap = cave maps and "death point"; amethyst armor/tools/ore = directly added to TMCW, etc).
It also doesn't help that Forge had very little documentation, which is why I never got into making actual Forge mods; for example:
*Partial example of one of the source files with stuff added by Forge (from my own mod, I no longer have the MDK as this was 9+ years ago); referring to the thread above, it is definitely possible to use your own cave generator, yet nobody seemed to know how to do it, and most of the online documentation for Forge only list the parameters for methods, not what they actually do, or how to override them/the class (example):
I've heard it is still possible to view the Minecraft source in newer versions of Forge but you can't edit it and recompile/reobfuscate as you could before (no idea if this is true).
I was using a very old version of the Forge MDK, for 1.6.2, which was basically just MCP modified with the patches Forge applies*. IIRC, the Forge version I used was 882 for 1.6.2 (I'd initially used it to run the handful of mods I previously mentioned, then I got into making my own mods; I tried updating to 1.6.4 but I had no idea how to use the new "gradle" system (MCP has "recompile", "startclient", etc which are all very self-explanatory) so I basically just gave up on Forge and went to pure MCP, more or less modding in my equivalent for most of the mods; Backpacks = large ender chests (54 slots, later split into a separate variant for a total of 81 slots); Rei's Minimap = cave maps and "death point"; amethyst armor/tools/ore = directly added to TMCW, etc).
It also doesn't help that Forge had very little documentation, which is why I never got into making actual Forge mods; for example:
*Partial example of one of the source files with stuff added by Forge (from my own mod, I no longer have the MDK as this was 9+ years ago); referring to the thread above, it is definitely possible to use your own cave generator, yet nobody seemed to know how to do it, and most of the online documentation for Forge only list the parameters for methods, not what they actually do, or how to override them/the class (example):
I've heard it is still possible to view the Minecraft source in newer versions of Forge but you can't edit it and recompile/reobfuscate as you could before (no idea if this is true).
There is a more crazy way to modify Minecraft Forge base classes:
-Decompile the Forge modified client
-Extract decompiled classes to a folder
-Look for the class which you plan to modify
-Modify classes with IntelliJ/Eclipse
-Compile modified classes with required libraries
-Zip the compiled classes
-Install the zipped classes as a jar mod
I did not try to do that with Forge, but I modified vanilla 14w25b to obtain technical blocks with that way and I succeded.
Rollback Post to RevisionRollBack
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
I was using a very old version of the Forge MDK, for 1.6.2, which was basically just MCP modified with the patches Forge applies*. IIRC, the Forge version I used was 882 for 1.6.2 (I'd initially used it to run the handful of mods I previously mentioned, then I got into making my own mods; I tried updating to 1.6.4 but I had no idea how to use the new "gradle" system (MCP has "recompile", "startclient", etc which are all very self-explanatory) so I basically just gave up on Forge and went to pure MCP, more or less modding in my equivalent for most of the mods; Backpacks = large ender chests (54 slots, later split into a separate variant for a total of 81 slots); Rei's Minimap = cave maps and "death point"; amethyst armor/tools/ore = directly added to TMCW, etc).
It also doesn't help that Forge had very little documentation, which is why I never got into making actual Forge mods; for example:
*Partial example of one of the source files with stuff added by Forge (from my own mod, I no longer have the MDK as this was 9+ years ago); referring to the thread above, it is definitely possible to use your own cave generator, yet nobody seemed to know how to do it, and most of the online documentation for Forge only list the parameters for methods, not what they actually do, or how to override them/the class (example):
I've heard it is still possible to view the Minecraft source in newer versions of Forge but you can't edit it and recompile/reobfuscate as you could before (no idea if this is true).
If you do not know ForgeGradle, I can help:
-gradlew (without any sub command) -> Setup Gradle Wrapper
-gradlew setupDecompWorkspace -> Setup Workspace
-gradlew cleanCache -> Clears Gradle cache
-gradlew runClient -> Tests the mod as client side / runs client
-gradlew runServer -> Tests the mod as server side / runs server
-gradlew build -> Compiles and obfuscates the mod
Those are the main commands in a Forge 1.7.2+ environment (I have no idea how does it work in 1.13+)
Rollback Post to RevisionRollBack
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
I have seen a category in Curseforge which is called "modpack". What is a modpack and how can I install them, how can I create one of them? I make mods for 1.7.10 but I do not know what is a modpack.
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
What the hell happened to minecraft?#Post6 - My opinions about new up(!)dates since 15w33c.
By contrast, TMCW is a single mod even if it has 100x more content than the aforementioned mods put together (the number of mods in a modpack is often used as a measure of its "size" but this has little to do with how much content it has; it seems the trend is to have many smaller mods instead of one or a few large mods, which does enable easier customization as you can pick which mods/features you want; at the same time, the possibility of conflicts increases, as does likely the startup time since each mod must be loaded separately, and they may add redundant items, e.g. 5 different copper ores and their respective items, which requires editing config files to sort out, which is why pre-made modpacks are so popular - just download and install it (launchers specially made for modpacks may even do so automatically).
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?
Will be a Forge and/or 1.7.2/1.7.10 update for TMCW? That would be great because anybody could use your mod with other mods.
For instance I ported my obtainable technical block ItemBlocks mod to Forge 1.7.10-10.13.4.1614 and now I can use that mod with any 1.7.10 mod.
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
What the hell happened to minecraft?#Post6 - My opinions about new up(!)dates since 15w33c.
I have absolutely no interest in new versions, and as for Forge, I cannot begin to comprehend how much time it would take, considering that TMCW extremely extensively refactors most of the vanilla codebase (some examples; TMCW has a total of 7.5 MB of source code in 500+ files) and a lot of its features directly depend on it (fun fact: one reason why TMCWv5 took 5 years to make is because I refactored much of the vanilla codebase to effectively integrate "Optifine" (similar features, not its actual code) and many of my own fixes and optimizations (which I had previously added to a personal modified copy of Optifine).
The opening line on the thread for TMCW - "This is a mod that I made for my own use", which I wrote years ago but is still very true (I've never gotten around to rewriting the opening paragraph, which still mentions "new" features added 8 years ago) very heavily influences its development - there is absolutely no benefit for myself in taking the time to update to a newer version or Forge (another reason why TMCWv5 took 5 years - I either play or work on mods, not both, and playing eventually takes priority; even now I have some features I want to add but haven't done anything for the past couple weeks because I'm too engrossed in playing and don't want to take a break).
I also do not want to depend on 3rd party code/libraries/downloads; the 1.6.4 Forge version as-is is almost impossible to even set up the MDK for (as you know yourself) due to "link rot" and even the "normal" installation (as most players would install to run mods) requires 3rd party downloads which had proven problematic in the past (example). Even the vanilla launcher is almost too much, especially after a recent incident; for a few weeks I used MCP to play because a pointless update (I didn't have any issues) made it unable to launch any old version of the game (and why is the launcher so overcomplicated and bloated anyway (ever taken a look in "C:\Program Files (x86)\Minecraft\game"?) I've always wanted my own personal launcher which just logs you in and downloads the necessary files to run 1.6.4, and any modded instances derived from it, and doesn't constantly automatically update for no reason).
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?
Yes, TMCW contains many tweaks to Java and OpenGL code of Minecraft, that can be done with only coremods in Forge, which is very challenging to make one of them (if there was a good tutorial for coremods, I would watch it for 100 times), especially when it is an attempt to port TMCW to Forge 1.6.4/1.7.10. All builds of Forge 1.6.4 are completely broken, 1.7.10 works like just normal with a little modification of build.gradle and gradle.wrapper files but there is differences between 1.6.x and 1.7.x, which makes harder to upgrade/downgrade mods between 1.6.4 and 1.7.10. Upgrading mods usually requires a rewrite of mod (for instance, if you are porting a Beta 1.7.3 mod to 1.6.4), same thing applies to downgrading (for instance, if you are porting a 1.12.2 mod to 1.7.10). Upgrading and downgrading mods requires rewrite of the mod and may be lossy in some circumstances.
*Unlike TMCW, my mod does not contain tweaks to original Minecraft code, just registers an ItemBlock for all technical blocks, which partially undoes 13w37a and 13w38c (because 13w37a added some good stuff, like alphabetical IDs for items and blocks, /setblock command, more permissive nether portal configuration etc. and I do not want to undo that stuff because they are useful for me).
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
What the hell happened to minecraft?#Post6 - My opinions about new up(!)dates since 15w33c.
Using Forge code in MCP? That is genius! Do I need to put the source code patches of Forge or something else for using Forge code in MCP environment?
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
What the hell happened to minecraft?#Post6 - My opinions about new up(!)dates since 15w33c.
I was using a very old version of the Forge MDK, for 1.6.2, which was basically just MCP modified with the patches Forge applies*. IIRC, the Forge version I used was 882 for 1.6.2 (I'd initially used it to run the handful of mods I previously mentioned, then I got into making my own mods; I tried updating to 1.6.4 but I had no idea how to use the new "gradle" system (MCP has "recompile", "startclient", etc which are all very self-explanatory) so I basically just gave up on Forge and went to pure MCP, more or less modding in my equivalent for most of the mods; Backpacks = large ender chests (54 slots, later split into a separate variant for a total of 81 slots); Rei's Minimap = cave maps and "death point"; amethyst armor/tools/ore = directly added to TMCW, etc).
It also doesn't help that Forge had very little documentation, which is why I never got into making actual Forge mods; for example:
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/modification-development/1435224-replace-cave-generator-in-forge
*Partial example of one of the source files with stuff added by Forge (from my own mod, I no longer have the MDK as this was 9+ years ago); referring to the thread above, it is definitely possible to use your own cave generator, yet nobody seemed to know how to do it, and most of the online documentation for Forge only list the parameters for methods, not what they actually do, or how to override them/the class (example):
I've heard it is still possible to view the Minecraft source in newer versions of Forge but you can't edit it and recompile/reobfuscate as you could before (no idea if this is true).
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?
There is a more crazy way to modify Minecraft Forge base classes:
-Decompile the Forge modified client
-Extract decompiled classes to a folder
-Look for the class which you plan to modify
-Modify classes with IntelliJ/Eclipse
-Compile modified classes with required libraries
-Zip the compiled classes
-Install the zipped classes as a jar mod
I did not try to do that with Forge, but I modified vanilla 14w25b to obtain technical blocks with that way and I succeded.
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
What the hell happened to minecraft?#Post6 - My opinions about new up(!)dates since 15w33c.
If you do not know ForgeGradle, I can help:
-gradlew (without any sub command) -> Setup Gradle Wrapper
-gradlew setupDecompWorkspace -> Setup Workspace
-gradlew cleanCache -> Clears Gradle cache
-gradlew runClient -> Tests the mod as client side / runs client
-gradlew runServer -> Tests the mod as server side / runs server
-gradlew build -> Compiles and obfuscates the mod
Those are the main commands in a Forge 1.7.2+ environment (I have no idea how does it work in 1.13+)
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
What the hell happened to minecraft?#Post6 - My opinions about new up(!)dates since 15w33c.