I didn't put this into the mod discussions since, well, it was just mostly "Help something is broken," forum than a actual discussion forum.
I call 1.7.10 the death of mods and so do a few others.
The reason being is that so many mods were abandoned after that updated (developers quitting) leaving the community to continue them. A lot of mods if not most had to be rewritten from scratch due to the amount of changes made.
First of all why exactly? I've heard from some people it's due to command blocks and how moddable they were was causing issues. Secondly I've heard that modding in the newer versions was away more tedious which got some developers to quit. Lastly I've heard that there were some kind of optimizations in the game code which changed a lot of stuff around and it started in 1.7 -1.8?
Now that that's answered, i'm asking now is it actually harder or more tedious?
I'm learning java code right now and planning to make some mods in the future. The mod I'm going to make is going to be independent from minecraft updates meaning it won't ever update to the latest minecraft version because it will not matter to it. and for this reason I want to pick a version that's the easiest to work with. That's all the details I can give.
Also no, I won't change my mind on this. I know what I'm doing for the mod.
I'm no developer but have had past conversations with some developers (one in particular I follow still)/heard somewhere that 1.9 was tough, more so than 1.8, otherwise 1.9 and 1.10 do go good together for compatibility (specifically 1.9.4 & 1.10) (I only heard of/some assumptions are in there of course), I don't know the difficulty much of mod developing for anything past these (or at all with coding in Java from a good enough level) but I'd assume the more that changed like 1.13 or 1.9's dramatic changes would seem to be the most tedious due to it's updates by Mojang, I don't know by how much that was changed or cleaned up or so between Mojang or Forge for example (1.9 since was the last big update while 1.10, 1.11 were small, 1.12 was bit big, and I'm assuming from not just content but background stuff also. 1.13 is also a major workaround for Forge at least but may not so for developers. Rift & Fabric are limited but also methods to go for with mixins if you'd like to try those and the discords for those are pretty good (since I follow them and follow Rift & Fabric mods daily these days hence my signature section). Not sure for certain of many details unfortunately but maybe those working on mod updates for 1.13/had been doing so while Forge for 1.13 versions were still in the works and got used to the code or Forge 1.13 was worked out well).
I'd try the Forge forums and see what they have to say on the matter since more of them might know if you can't get in touch with developers that currently do update their mods still for the game or have been around since 1.7.10/1.8 to 1.12.2 or prior than 1.7.10. That's just my guess. They could also state a bit more about Forge/Minecraft Coder Pack and so on maybe of what may or may not have changed there depending on features you might consider for mods. Who knows. I'm just theorising/giving ideas really.
According to Forge developers themselves, apparently 1.13 (the update that broke all of Minecraft) wasn't that big of a deal to update to. The reason for the long delay in 1.13's release was because Forge decided to rewrite parts of itself to become faster and more efficient.
I'm no developer but have had past conversations with some developers (one in particular I follow still)/heard somewhere that 1.9 was tough, more so than 1.8, otherwise 1.9 and 1.10 do go good together for compatibility (specifically 1.9.4 & 1.10) (I only heard of/some assumptions are in there of course), I don't know the difficulty much of mod developing for anything past these (or at all with coding in Java from a good enough level) but I'd assume the more that changed like 1.13 or 1.9's dramatic changes would seem to be the most tedious due to it's updates by Mojang, I don't know by how much that was changed or cleaned up or so between Mojang or Forge for example (1.9 since was the last big update while 1.10, 1.11 were small, 1.12 was bit big, and I'm assuming from not just content but background stuff also. 1.13 is also a major workaround for Forge at least but may not so for developers. Rift & Fabric are limited but also methods to go for with mixins if you'd like to try those and the discords for those are pretty good (since I follow them and follow Rift & Fabric mods daily these days hence my signature section). Not sure for certain of many details unfortunately but maybe those working on mod updates for 1.13/had been doing so while Forge for 1.13 versions were still in the works and got used to the code or Forge 1.13 was worked out well).
I'd try the Forge forums and see what they have to say on the matter since more of them might know if you can't get in touch with developers that currently do update their mods still for the game or have been around since 1.7.10/1.8 to 1.12.2 or prior than 1.7.10. That's just my guess. They could also state a bit more about Forge/Minecraft Coder Pack and so on maybe of what may or may not have changed there depending on features you might consider for mods. Who knows. I'm just theorising/giving ideas really.
I'll try the forge forums later then. thanks for the suggestion.
I've done a fair amount of programming (but not in JAVA or modding MC, so take with a grain of salt).
In one sense modding newer versions will be more complex simply bexause the game has become more complex. [When one adds or changes a 'thing', one needs to account for how that 'thing' will interact; the more existing things there are to interact with, the effort this requires.]
The declining program performance of the vanilla versions is another factor. [Adding things involves a performance hit (albeit possibly a trivial one if the addition is small/simple). Highly complex mods are likely to impose somewhat higher processing requirements and the less 'space' left in the performance of the typical box – after accounting for vanilla – the less 'room' there is for the mod. ]
A countervailing factor is that the modding community (in terms of bothe the whole and individual members) will have gained experience and thus be more capable. (That the various resources needed to write mods are also more available may be seen as falling into this case.)
1.7.10 may have been the zenith for many mods simply because of the extent to which 1.8 changed things: there is a very human propensity to prefer the making of something new over the revising of something old. [Hence the long recognized tendency of programmers to prefer the composition over debugging phases of a project – something all too evident in teh behavior of even the paid MC developers…]
WRT: "The mod I'm going to make is going to be independent from minecraft updates meaning it won't ever update to the latest minecraft version because it will not matter to it"
Good luck, but I'd be surprised if this is possible.... [That any mod could have avoided needing revision through The Flattening and the rewite of the command structure seems unlikely.]
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
I didn't put this into the mod discussions since, well, it was just mostly "Help something is broken," forum than a actual discussion forum.
I call 1.7.10 the death of mods and so do a few others.
The reason being is that so many mods were abandoned after that updated (developers quitting) leaving the community to continue them. A lot of mods if not most had to be rewritten from scratch due to the amount of changes made.
First of all why exactly? I've heard from some people it's due to command blocks and how moddable they were was causing issues. Secondly I've heard that modding in the newer versions was away more tedious which got some developers to quit. Lastly I've heard that there were some kind of optimizations in the game code which changed a lot of stuff around and it started in 1.7 -1.8?
Now that that's answered, i'm asking now is it actually harder or more tedious?
I'm learning java code right now and planning to make some mods in the future. The mod I'm going to make is going to be independent from minecraft updates meaning it won't ever update to the latest minecraft version because it will not matter to it. and for this reason I want to pick a version that's the easiest to work with. That's all the details I can give.
Also no, I won't change my mind on this. I know what I'm doing for the mod.
I'm no developer but have had past conversations with some developers (one in particular I follow still)/heard somewhere that 1.9 was tough, more so than 1.8, otherwise 1.9 and 1.10 do go good together for compatibility (specifically 1.9.4 & 1.10) (I only heard of/some assumptions are in there of course), I don't know the difficulty much of mod developing for anything past these (or at all with coding in Java from a good enough level) but I'd assume the more that changed like 1.13 or 1.9's dramatic changes would seem to be the most tedious due to it's updates by Mojang, I don't know by how much that was changed or cleaned up or so between Mojang or Forge for example (1.9 since was the last big update while 1.10, 1.11 were small, 1.12 was bit big, and I'm assuming from not just content but background stuff also. 1.13 is also a major workaround for Forge at least but may not so for developers. Rift & Fabric are limited but also methods to go for with mixins if you'd like to try those and the discords for those are pretty good (since I follow them and follow Rift & Fabric mods daily these days hence my signature section). Not sure for certain of many details unfortunately but maybe those working on mod updates for 1.13/had been doing so while Forge for 1.13 versions were still in the works and got used to the code or Forge 1.13 was worked out well).
I'd try the Forge forums and see what they have to say on the matter since more of them might know if you can't get in touch with developers that currently do update their mods still for the game or have been around since 1.7.10/1.8 to 1.12.2 or prior than 1.7.10. That's just my guess. They could also state a bit more about Forge/Minecraft Coder Pack and so on maybe of what may or may not have changed there depending on features you might consider for mods. Who knows. I'm just theorising/giving ideas really.
Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
Wikis I Maintain: https://modwiki.miraheze.org/wiki/User:SuntannedDuck2
According to Forge developers themselves, apparently 1.13 (the update that broke all of Minecraft) wasn't that big of a deal to update to. The reason for the long delay in 1.13's release was because Forge decided to rewrite parts of itself to become faster and more efficient.
I'll try the forge forums later then. thanks for the suggestion.
Your welcome, hopefully things go well.
Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
Wikis I Maintain: https://modwiki.miraheze.org/wiki/User:SuntannedDuck2
I've done a fair amount of programming (but not in JAVA or modding MC, so take with a grain of salt).
In one sense modding newer versions will be more complex simply bexause the game has become more complex. [When one adds or changes a 'thing', one needs to account for how that 'thing' will interact; the more existing things there are to interact with, the effort this requires.]
The declining program performance of the vanilla versions is another factor. [Adding things involves a performance hit (albeit possibly a trivial one if the addition is small/simple). Highly complex mods are likely to impose somewhat higher processing requirements and the less 'space' left in the performance of the typical box – after accounting for vanilla – the less 'room' there is for the mod. ]
A countervailing factor is that the modding community (in terms of bothe the whole and individual members) will have gained experience and thus be more capable. (That the various resources needed to write mods are also more available may be seen as falling into this case.)
1.7.10 may have been the zenith for many mods simply because of the extent to which 1.8 changed things: there is a very human propensity to prefer the making of something new over the revising of something old. [Hence the long recognized tendency of programmers to prefer the composition over debugging phases of a project – something all too evident in teh behavior of even the paid MC developers…]
WRT: "The mod I'm going to make is going to be independent from minecraft updates meaning it won't ever update to the latest minecraft version because it will not matter to it"
Good luck, but I'd be surprised if this is possible.... [That any mod could have avoided needing revision through The Flattening and the rewite of the command structure seems unlikely.]