One thing that not many people have realized is that changes to the en_US file via resource packs aren't read by Forge mods. That is, you can't change the default localized name for modded blocks and items.
I've played around trying to get ambient sounds (birds in a forest) to work in vanilla using resource packs, the sound plays but if you move away from its source it stops.
I've made a few vanilla style textures for mods, mostly downsizing HD textures (as I hate it when mod authors need to use an 32px texture when everything else is 16px), plus tweaking names to fix "conflicts" (I have three items called a chisel, so one is the carpenter's chisel, one the tinkers' chisel, and the last one is just plain chisel as that's the mod name)
Although, I have made some original textures for custom items. Specifically, a new nether ore and a pulverized version of quartz for making quartz glass (better known as fused glass). I'll post pictures if anyone is intrested, though I would hardly call them amazing as they are mostly default edits (like mod textures tend to be).
One thing that not many people have realized is that changes to the en_US file via resource packs aren't read by Forge mods. That is, you can't change the default localized name for modded blocks and items.
What do you mean by that? I have successfully changed the names for items in mods using a resource pack. It just needs to be in the right subfolder (I have heard some forge mods don't use the en_US file properly, but all the ones I have tested worked)
Well I have done tons of mod support for eleazzaar's Lithos texture packs. Some of my favorite mods to work on are Tinkers' Construct, Ender IO, Extra Utilities mod's Bedrockium Ingot & Nugget was fun to create, so was the Unstable Ingot & Nuggets.
I haven't done any 1.8 mods yet because I'm only, currently, working on mods that are in the modpacks that I play. I sometimes do other mods that I don't use, BUT that is only for a few mods. So far, all of modpacks are still in 1.7.10, BUT I am going to look into the updated (if they are updated) versions of some of the mods & try to edit those textures too.
I have not finished a full mod, but every mod support update, I do bits & piece of multiple mods. I only rehash some of the ore blocks so that all ores look the same, no matter the mod. Eleazzaar is the one who created "Universal Ore Color Scheme", & I use his base template. So that I can quickly update ores. Ores includes the ore block, the ingots, nuggets, dust, tools, liquid buckets & more. Neither me or eleazzaar have come up with a way to do this with the ore's liquid blocks. We are still working on that, but I still have a few ideas that I need to plan & test before I show eleazzaar about it.
What do you mean by that? I have successfully changed the names for items in mods using a resource pack. It just needs to be in the right subfolder (I have heard some forge mods don't use the en_US file properly, but all the ones I have tested worked)
Huh. What do you know, it worked when I put it in the mod's namespace, at least in 1.8. I remember that the mods I tried to change in 1.7 didn't work.
Sadly most of my favorite mods aren't being updated anymore. I've always favored small mods that do one thing and do it well rather than trying to reinvent the wheel or introduce massive tech trees. Mystcraft is one of the few long-standing mods of this type that's still being semi-actively updated.
- If you've done a full patch for a mod, how much of it was original? And how much was edited/recolored/rehashed?
Probably about 95% original work. I mainly re-used the planks textures and a few other things that logically should look similar... though even those will probably be made completely original if I decide to resume working on mod support at some point.
Mark, is your mod support integrated into the main Lithos pack? I don't see any add-ons for it.
Well, I will only be supporting 1.8 mods for Triton. Not something I'm entirely happy with, but Triton is fully built on 1.8. now, and I have no interest in downgrading and losing having to give up all my custom model work.
There's actually quite a few good mods for 1.8. out now. I've put together a personal pack with 20-25 mods, all in 1.8.
Some popular mods that have been updated (or ar at least in alpha/beta) for 1.8:
Well I have done tons of mod support for eleazzaar's Lithos texture packs. Some of my favorite mods to work on are Tinkers' Construct, Ender IO, Extra Utilities mod's Bedrockium Ingot & Nugget was fun to create, so was the Unstable Ingot & Nuggets.
Speaking of this, I have noticed in those mods you mentioned (in the modpack Skyfactory 2) there is a ton of glasses added with CTM-like textures.... the problem being they do it rather poorly (in practicality and taste at least), almost all of them having the 'middle' tile (like the middle tile of a 3x3 square for CTM) completely transparent meaning if you build large enough walls of glass at some point it won't visually be there.
I have peeked into the files, although I'm not exactly sure how they work. It looks as if they all do it differently... EnderIO seems like it does everything with hardcoded UVs (combine invisible centers, backface culling, and no inner seams and what do you get? floating gray squares.), Extrautilities does it with separate .pngs so should be easy to change, chisel seems to do some with centers and all seem to have inner seams.
To be honest I'm not very interested in doing this myself, but I'd really like a (16x) add-on pack that simply had a thin plus sign in the middle tiles and vertical/horizontal lines on the 1-sided ones, like this:
Although I think some of the CTM the mods use is dumbed down or possibly more hardcoded to use sections from certain images and overlay them a certain way. If full CTM like that was possible though, you could do some really cool designs to fit the style of glass (illuminated, blast resistant, ethereal, etc.).
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Speaking of this, I have noticed in those mods you mentioned (in the modpack Skyfactory 2) there is a ton of glasses added with CTM-like textures.... the problem being they do it rather poorly (in practicality and taste at least), almost all of them having the 'middle' tile (like the middle tile of a 3x3 square for CTM) completely transparent meaning if you build large enough walls of glass at some point it won't visually be there.
I have peeked into the files, although I'm not exactly sure how they work. It looks as if they all do it differently... EnderIO seems like it does everything with hardcoded UVs (combine invisible centers, backface culling, and no inner seams and what do you get? floating gray squares.), Extrautilities does it with separate .pngs so should be easy to change, chisel seems to do some with centers and all seem to have inner seams.
To be honest I'm not very interested in doing this myself, but I'd really like a (16x) add-on pack that simply had a thin plus sign in the middle tiles and vertical/horizontal lines on the 1-sided ones, like this:
~Image Snip~
Although I think some of the CTM the mods use is dumbed down or possibly more hardcoded to use sections from certain images and overlay them a certain way. If full CTM like that was possible though, you could do some really cool designs to fit the style of glass (illuminated, blast resistant, ethereal, etc.).
There is a way that you can do it (well last time I did it worked, which was a long time ago) but it would take some deep editing. You will have to VERY carefully edit the images to make the full CTM possible. I mean there will be a few images not possible, but it looks VERY close to full CTM.
You could also go the route of using MCPatcher or Optifine & use those to make it (kinda) easier to do, but it will be kinda hard to do that too, BUT not as hard for the 1st option.
There is a way that you can do it (well last time I did it worked, which was a long time ago) but it would take some deep editing. You will have to VERY carefully edit the images to make the full CTM possible. I mean there will be a few images not possible, but it looks VERY close to full CTM.
You could also go the route of using MCPatcher or Optifine & use those to make it (kinda) easier to do, but it will be kinda hard to do that too, BUT not as hard for the 1st option.
Yeah, I don't care about fanciness (although it'd be nice) so the middle tile being a 15x15 texture with a 1px plus in the middle and on the 1-sided tiles (the 'T' tiles in my image, so able make a 3x3 square like that which makes a big plus) is enough. Even if the inside corner pieces are non-existent I'm cool with that, considering I mainly want it for square windows anyways. Same with certain tiles being re-used by rotating (so flat-like shading) if that's how the mod does it. TL;DR fixing the invisible glass.
I don't really want to need to install optifine or MCpatcher (especially MCpatcher which would be better feature-wise for innerSeams and possibly removing backface culling, yet worse because difficulty with forge) although if all of the CTM was done with the same implementation it wouldn't be so hard to do this. Also, would CTM even work? I feel like you'd have to fully override the block which might not work right, but I suppose it depends on how the mod maker implemented it... though I guess MCpatcher could do metadata before so maybe ignoring it wouldn't be an issue.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Yeah, I don't care about fanciness (although it'd be nice) so the middle tile being a 15x15 texture with a 1px plus in the middle and on the 1-sided tiles (the 'T' tiles in my image, so able make a 3x3 square like that which makes a big plus) is enough. Even if the inside corner pieces are non-existent I'm cool with that, considering I mainly want it for square windows anyways. Same with certain tiles being re-used by rotating (so flat-like shading) if that's how the mod does it. TL;DR fixing the invisible glass.
I don't really want to need to install optifine or MCpatcher (especially MCpatcher which would be better feature-wise for innerSeams and possibly removing backface culling, yet worse because difficulty with forge) although if all of the CTM was done with the same implementation it wouldn't be so hard to do this. Also, would CTM even work? I feel like you'd have to fully override the block which might not work right, but I suppose it depends on how the mod maker implemented it... though I guess MCpatcher could do metadata before so maybe ignoring it wouldn't be an issue.
The invisible glass can be kinda easier than the other textures, but knowledge of how the mod works with those textures is needed.
Optifine can work, because the invisible glass can help with the invisible by using CTM on the invisible glass. You would just need to retexture the textures that are in the mod & use CTM only for the invisible glass part.
Now for Vertical, Horizontal, or a mixture of both would a different thing, & something that I haven't not looked into.
(I never really have tested anything of CTM in any mod, so I might be completely wrong about this, BUT my knowledge of CTM helps me think of ways to do do CTM. I have texted it in a few mods, but that was long ago & I don't even remember what the mods were.)
Mark, is your mod support integrated into the main Lithos pack? I don't see any add-ons for it.
Well, I will only be supporting 1.8 mods for Triton. Not something I'm entirely happy with, but Triton is fully built on 1.8. now, and I have no interest in downgrading and losing having to give up all my custom model work.
There's actually quite a few good mods for 1.8. out now. I've put together a personal pack with 20-25 mods, all in 1.8.
Some popular mods that have been updated (or ar at least in alpha/beta) for 1.8:
I believe there is also a very early version of Chisel for 1.8.
(I know this is 4 days late, but I was looking if there was anything that people needed help with & I JUST saw this post)
I do mod support for Lithos & it goes into the Lithos:Core pack. It is integrated into the main pack. Eleazzaar has not done any mod support add-ons for Lithos, or at least not yet.
I just simply do textures for Lithos & send those textures to eleazzaar over PM.
NOW, how I make them & organize the textures for each update looks different. Here is an example:
I call each update that I'm working on "My Lithos Addon #", & when he adds that update to the pack, I just get rid of that folder & delete it. Then after I delete it, I work on the next update.
When I have a folder named "My Lithos Addon (mod name or something)" it means that I will work on that mod over time & may or may not give him my progress with that mod or those mods.
Now if eleazzaar ever wants to make a mod addon for Lithos & just wants mod updates to that addon pack & have Lithos:Core be ONLY be Vanilla stuff (with Mcpatcher stuff too). Then I can do that.
Lithos is his pack, his child so to speack, so that means what he wants goes. He can add any textures that he wants to the pack. If he doesn't like some of the textures I gave him, then he wont add them.
(I'm ranting to much) So to answer your question, yes it is integrated into the main Lithos pack.
Now I do want to say that for some reason, I love doing mod support for Lithos. I did it at first to add some textures to somethings in SkyFactory 2 modpack (I first made the textures for the Extra Utilies spikes to match the Lithos textures). I asked him if I could & he said yes (he also told me about he decides whether or not a certain texture will be added, blah blah, which I already knew about. (Fun fact: every mod support update I give him still says "Lithos SkyFactory Add-on" in the pack.mcmeta file). But I slowly started to add more & more textures for mod support for Lithos all the way to the point that I kinda feel obligated to make textures for Lithos. I mean I will stop making textures whenever I want to, or I will release as many mod support textures that I want (whether that be 1 texture or 100 textures). I do it because I do it for fun & voluntarily.
(I also feel like I'm his Mod Support person, like his secretary in a way). (I don't know if anyone else has give him mod support too, or I'm his only one).
I have loved doing mod support so much that I'm willing to do mod support for anyone else's pack.
Alvoria has given me his Sanity pack .psd file for ores. Although I still have to get use to his pack's feel. Although he has told me what direction the pack is suppose to go in, I still am trying to get adjusted to it.
I can even tell you what the textures for a certain mod is used for. (Well for most mods, but STILL).
Is there anywhere I can get a file of images to edit for popular mods similar to the way resource pack folders are formatted?
Well yeah, just like you do with default, but out of the mods themselves (the .JARs) and they should have their own namespace inside (for examples, instead of /assets/minecraft, /assets/enderio or /assets/openblocks), then go in the texture folders and those are what you'd use the path/name of to edit the textures.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Mark, is your mod support integrated into the main Lithos pack? I don't see any add-ons for it.
Currently with Mod support Lithos is only 25 MB-- that the size of many 64x packs without any mods, so I don't see any reason for separate downloads, until people start complaining about the filesize.
Actually a few people have complained, and I provide a "No Mod" alternate download, and it gets less than 10 DLs per release.
Now I do want to say that for some reason, I love doing mod support for Lithos.
And I love having you do it. Most of my MC-playing these days is with the young, distant members of my family, and the server (for now) is vanilla, and my focuse is on snapshot content, so I'm really out of touch with the world of Modding.
And I love having you do it. Most of my MC-playing these days is with the young, distant members of my family, and the server (for now) is vanilla, and my focuse is on snapshot content, so I'm really out of touch with the world of Modding.
It's totally fine. People usually don't play with mods. So if you don't ever play with mods that is fine. But if you ever make your server modded &/or want to know how a mod works then tell me & I can help you.
I'll start the discussion off with some questions:
- Have you textured anything from a mod? And was it for your own pack or someone else's?
- What are some of your favorite mods?
- Are you working with 1.8. mods yet?
- If you've done a full patch for a mod, how much of it was original? And how much was edited/recolored/rehashed?
One thing that not many people have realized is that changes to the en_US file via resource packs aren't read by Forge mods. That is, you can't change the default localized name for modded blocks and items.
edit: I hear that this is fixed in 1.8 Forge.
Putting the CENDENT back in transcendent!
I've played around trying to get ambient sounds (birds in a forest) to work in vanilla using resource packs, the sound plays but if you move away from its source it stops.
Servers Rules|Support Forum Rules|Show Your Creation Rules|Off Topic Rules
I've made a few vanilla style textures for mods, mostly downsizing HD textures (as I hate it when mod authors need to use an 32px texture when everything else is 16px), plus tweaking names to fix "conflicts" (I have three items called a chisel, so one is the carpenter's chisel, one the tinkers' chisel, and the last one is just plain chisel as that's the mod name)
Although, I have made some original textures for custom items. Specifically, a new nether ore and a pulverized version of quartz for making quartz glass (better known as fused glass). I'll post pictures if anyone is intrested, though I would hardly call them amazing as they are mostly default edits (like mod textures tend to be).
What do you mean by that? I have successfully changed the names for items in mods using a resource pack. It just needs to be in the right subfolder (I have heard some forge mods don't use the en_US file properly, but all the ones I have tested worked)
Well I have done tons of mod support for eleazzaar's Lithos texture packs. Some of my favorite mods to work on are Tinkers' Construct, Ender IO, Extra Utilities mod's Bedrockium Ingot & Nugget was fun to create, so was the Unstable Ingot & Nuggets.
I haven't done any 1.8 mods yet because I'm only, currently, working on mods that are in the modpacks that I play. I sometimes do other mods that I don't use, BUT that is only for a few mods. So far, all of modpacks are still in 1.7.10, BUT I am going to look into the updated (if they are updated) versions of some of the mods & try to edit those textures too.
I have not finished a full mod, but every mod support update, I do bits & piece of multiple mods. I only rehash some of the ore blocks so that all ores look the same, no matter the mod. Eleazzaar is the one who created "Universal Ore Color Scheme", & I use his base template. So that I can quickly update ores. Ores includes the ore block, the ingots, nuggets, dust, tools, liquid buckets & more. Neither me or eleazzaar have come up with a way to do this with the ore's liquid blocks. We are still working on that, but I still have a few ideas that I need to plan & test before I show eleazzaar about it.
Huh. What do you know, it worked when I put it in the mod's namespace, at least in 1.8. I remember that the mods I tried to change in 1.7 didn't work.
Putting the CENDENT back in transcendent!
I've done a bit of my support for my own pack, Sanity.
Sadly most of my favorite mods aren't being updated anymore. I've always favored small mods that do one thing and do it well rather than trying to reinvent the wheel or introduce massive tech trees. Mystcraft is one of the few long-standing mods of this type that's still being semi-actively updated.
If anything I liked had updated to 1.8 I'd consider it.
Probably about 95% original work. I mainly re-used the planks textures and a few other things that logically should look similar... though even those will probably be made completely original if I decide to resume working on mod support at some point.
Mark, is your mod support integrated into the main Lithos pack? I don't see any add-ons for it.
Well, I will only be supporting 1.8 mods for Triton. Not something I'm entirely happy with, but Triton is fully built on 1.8. now, and I have no interest in downgrading and losing having to give up all my custom model work.
There's actually quite a few good mods for 1.8. out now. I've put together a personal pack with 20-25 mods, all in 1.8.
Some popular mods that have been updated (or ar at least in alpha/beta) for 1.8:
Iron Chests
Biomes-O-Plenty
Equivalent Exchange
Blood Magic
iChun's mods (gravity gun, attachable grinder, etc.)
'Mo Creatures
Progressive Automation
Custom NPCs
AtomicStryker's mods
I believe there is also a very early version of Chisel for 1.8.
Speaking of this, I have noticed in those mods you mentioned (in the modpack Skyfactory 2) there is a ton of glasses added with CTM-like textures.... the problem being they do it rather poorly (in practicality and taste at least), almost all of them having the 'middle' tile (like the middle tile of a 3x3 square for CTM) completely transparent meaning if you build large enough walls of glass at some point it won't visually be there.

I have peeked into the files, although I'm not exactly sure how they work. It looks as if they all do it differently... EnderIO seems like it does everything with hardcoded UVs (combine invisible centers, backface culling, and no inner seams and what do you get? floating gray squares.), Extrautilities does it with separate .pngs so should be easy to change, chisel seems to do some with centers and all seem to have inner seams.
To be honest I'm not very interested in doing this myself, but I'd really like a (16x) add-on pack that simply had a thin plus sign in the middle tiles and vertical/horizontal lines on the 1-sided ones, like this:
Although I think some of the CTM the mods use is dumbed down or possibly more hardcoded to use sections from certain images and overlay them a certain way. If full CTM like that was possible though, you could do some really cool designs to fit the style of glass (illuminated, blast resistant, ethereal, etc.).
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
There is a way that you can do it (well last time I did it worked, which was a long time ago) but it would take some deep editing. You will have to VERY carefully edit the images to make the full CTM possible. I mean there will be a few images not possible, but it looks VERY close to full CTM.
You could also go the route of using MCPatcher or Optifine & use those to make it (kinda) easier to do, but it will be kinda hard to do that too, BUT not as hard for the 1st option.
Yeah, I don't care about fanciness (although it'd be nice) so the middle tile being a 15x15 texture with a 1px plus in the middle and on the 1-sided tiles (the 'T' tiles in my image, so able make a 3x3 square like that which makes a big plus) is enough. Even if the inside corner pieces are non-existent I'm cool with that, considering I mainly want it for square windows anyways. Same with certain tiles being re-used by rotating (so flat-like shading) if that's how the mod does it. TL;DR fixing the invisible glass.
I don't really want to need to install optifine or MCpatcher (especially MCpatcher which would be better feature-wise for innerSeams and possibly removing backface culling, yet worse because difficulty with forge) although if all of the CTM was done with the same implementation it wouldn't be so hard to do this. Also, would CTM even work? I feel like you'd have to fully override the block which might not work right, but I suppose it depends on how the mod maker implemented it... though I guess MCpatcher could do metadata before so maybe ignoring it wouldn't be an issue.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
The invisible glass can be kinda easier than the other textures, but knowledge of how the mod works with those textures is needed.
Optifine can work, because the invisible glass can help with the invisible by using CTM on the invisible glass. You would just need to retexture the textures that are in the mod & use CTM only for the invisible glass part.
Now for Vertical, Horizontal, or a mixture of both would a different thing, & something that I haven't not looked into.
(I never really have tested anything of CTM in any mod, so I might be completely wrong about this, BUT my knowledge of CTM helps me think of ways to do do CTM. I have texted it in a few mods, but that was long ago & I don't even remember what the mods were.)
(I know this is 4 days late, but I was looking if there was anything that people needed help with & I JUST saw this post)
I do mod support for Lithos & it goes into the Lithos:Core pack. It is integrated into the main pack. Eleazzaar has not done any mod support add-ons for Lithos, or at least not yet.
I just simply do textures for Lithos & send those textures to eleazzaar over PM.
NOW, how I make them & organize the textures for each update looks different. Here is an example:
I call each update that I'm working on "My Lithos Addon #", & when he adds that update to the pack, I just get rid of that folder & delete it. Then after I delete it, I work on the next update.
When I have a folder named "My Lithos Addon (mod name or something)" it means that I will work on that mod over time & may or may not give him my progress with that mod or those mods.
Now if eleazzaar ever wants to make a mod addon for Lithos & just wants mod updates to that addon pack & have Lithos:Core be ONLY be Vanilla stuff (with Mcpatcher stuff too). Then I can do that.
Lithos is his pack, his child so to speack, so that means what he wants goes. He can add any textures that he wants to the pack. If he doesn't like some of the textures I gave him, then he wont add them.
(I'm ranting to much) So to answer your question, yes it is integrated into the main Lithos pack.
Now I do want to say that for some reason, I love doing mod support for Lithos. I did it at first to add some textures to somethings in SkyFactory 2 modpack (I first made the textures for the Extra Utilies spikes to match the Lithos textures). I asked him if I could & he said yes (he also told me about he decides whether or not a certain texture will be added, blah blah, which I already knew about. (Fun fact: every mod support update I give him still says "Lithos SkyFactory Add-on" in the pack.mcmeta file). But I slowly started to add more & more textures for mod support for Lithos all the way to the point that I kinda feel obligated to make textures for Lithos. I mean I will stop making textures whenever I want to, or I will release as many mod support textures that I want (whether that be 1 texture or 100 textures). I do it because I do it for fun & voluntarily.
(I also feel like I'm his Mod Support person, like his secretary in a way). (I don't know if anyone else has give him mod support too, or I'm his only one).
I have loved doing mod support so much that I'm willing to do mod support for anyone else's pack.
Alvoria has given me his Sanity pack .psd file for ores. Although I still have to get use to his pack's feel. Although he has told me what direction the pack is suppose to go in, I still am trying to get adjusted to it.
I can even tell you what the textures for a certain mod is used for. (Well for most mods, but STILL).
Is there anywhere I can get a file of images to edit for popular mods similar to the way resource pack folders are formatted?
Well yeah, just like you do with default, but out of the mods themselves (the .JARs) and they should have their own namespace inside (for examples, instead of /assets/minecraft, /assets/enderio or /assets/openblocks), then go in the texture folders and those are what you'd use the path/name of to edit the textures.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Thanks!
Currently with Mod support Lithos is only 25 MB-- that the size of many 64x packs without any mods, so I don't see any reason for separate downloads, until people start complaining about the filesize.
Actually a few people have complained, and I provide a "No Mod" alternate download, and it gets less than 10 DLs per release.
And I love having you do it. Most of my MC-playing these days is with the young, distant members of my family, and the server (for now) is vanilla, and my focuse is on snapshot content, so I'm really out of touch with the world of Modding.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
It's totally fine. People usually don't play with mods. So if you don't ever play with mods that is fine. But if you ever make your server modded &/or want to know how a mod works then tell me & I can help you.