- I have updated a large section of the mods to 1.8, but by that time 1.10 already came out. And while working on 1.10, 1.12 came out (which I'll talk about later)-- there is just not enough time to possibly update all of some 40+ mods to the requested versions (I believe it was both 1.7.10 and the new one). Because of this (and simply because I am human), I will probably only be able to maintain one version of the mods.
But also I would like some feedback on which mods you guys actually are looking forward to. I'm thinking of discontinuing some of the less popular ones to cut back on the work load, and enable me to focus my energy on the more relevant ones. I know the pigeon mod is a favorite among a few (and myself), and that is close to being finished (of course, no release dates yet).
To any developer who is interested: (if not, skip this block)
Through the years of modding, I have developed an api I believe that really streamlines the boilerplate code and provides some very useful tools that I find myself using quite often. It's been refined and reworked continuously, and I believe on the next release of MC+, I will also release the api for public use. It auto-localizes, auto-generates model files, blockstates, lang files, etc. It also provides in-code generation of all resource files (since I'm not a resource pack maker, I'd rather program ;). with the exception of textures) and simplifies registration of most objects in game to single lines. And, to the best of my ability, enforces proper modding habits. I will give further information on this when it comes time for it.
On the flip side, I have decided to update to 1.9.4:
Now I can see why people would think this is strange.
"Why not maintain the 1.7.10 version? That's where most mods are."
- Well, dear sir / madam, 1.7.10, although a versatile and fun workspace to mod, it is getting outdated. Excluding the content updates, the performance optimizations alone should be a clear reason to move on. Of course, larger mods that depend on things like complex custom item renderers are still unable to update because of this. But perhaps it is for the better, since rendering in such a way can cause major performance issues down the line.
"Why not update to 1.12? If 1.8 is better optimized, 1.12 is far better."
- Although that may be true, but the last major optimization to performance was in 1.9. But beyond that, I believe 1.12 made a big mistake in its design choices: in particular, the crafting book. (Be prepared for some game design.)
The mystery of a crafting recipe is a well regarded feature that enforces the idea of creativity, of endless possibilities. I remember the first time I played Minecraft, with no knowledge of anything about it. I was amazed by the endless possibilities. The ability to build anything. With a nudge from the Achievements in the right direction, I was able to get the proper necessities to survive and explore. The achievements didn't tell me what I had to do, but only suggested what can be done. This new found freedom was exhilarating and further encouraged the idea of exploration. But what really compounded the effect (in addition to the voxel-based world), was the implications of a pattern-based empty crafting grid. There wasn't a tutorial or a blueprint to tell you EXACTLY how and with what to make a pickaxe, as neither would there be a blueprint to tell you EXACTLY how to build your home. You were just told that something like this exists. This allows experimentation, which is a core aspect of Minecraft (the crafting grid is even designed to be memorable, as patterns are easily recognizable, unlike the traditional list of items other game crafting system use). Many of Minecraft's systems were designed around this idea: including the infamous redstone. It taught computer logic to people all over the world, but didn't tell them that that was what they were doing. They let themselves experiment and discover new possibilities.
With the crafting book, gone are the days where one searches the web for recipes and/or talk to others about how something is made. Every possible combination, every mystery, is displayed in front of you, at a click of a button. Particularly in the early stages of gameplay, this mystery is essential. At a start of any game, it is essential to establish player knowledge of the limits and possibilities. In some games, it is to recognize the scarcity of health, or in others, it is to realize that clicking on objects reveals further information. Minecraft needs to enforce the idea of creative freedom to create something within a set of tools (creative restraints if you will). Such as building in Minecraft, which is restrained by block types, sizes, colors, etc (sometimes physics), but it is a system that interacts with one another, not a how-to guide. If recipes are given to the player, both the tools and the instructions are handed to the player, completely skipping the "create something" process. This notion then implies to the player of something not akin to the overall Minecraft experience: hand-holding. I am not saying that Minecraft needs to be hard, but it should not tell you HOW to do something. Minecraft is a sandbox game. And I believe, the crux of the genre. A sandbox game should be about exploration of the systems, not a designed path through one. And it is strange that Minecraft is starting to go down the road that it completely diverges from in the first place.
Moreover, not only does this takes a step back from exploration and discovery, but also hinders the collaborative communication between players on forums and during play. With every recipe documented, it removes the joy of discovering new recipes and sharing this knowledge to newer players. One of the reasons for all of the nostalgic posts I've seen, berating the newer updates and glorifying older ones, was that this communication between players is slowly being diminished, or at least discouraged. The sense of mystery and exclusive knowledge is what brings together the Minecraft community, all the way from day one. A sense of belonging and, for the lack of a better term, community stems from these actions. It encourages teamwork and collaboration. The more experienced would share their knowledge to the newer players. And in turn, the newer players would tell the next players about what they have learned. Since there is no ingame source of this information, Minecraft becomes this secret that is cherished and shared between all Minecraft players, either through forums such as this, or youtube, or deviantart, or any other site.
But of course this seems to be stumbling into the problem of accessibility. Newer player would have a harder time getting into Minecraft, as it requires exclusive knowledge unattainable from the game. However, I do not believe this is a problem. For one, there exists too many resources, created by the community, that aid in easing in new players. But also, instead of giving in to the lack of accessible knowledge, Minecraft should encourage players to communicate, forming new relationships, sharing ideas, and encouraging cooperative play. In addition, this exclusive knowledge fosters a tighter community and connections on a personal level. And if the player wants to do independent play, then the player is playing Minecraft for the exploration, which brings us back to first argument. The crafting book pushes the idea of independence and accessibility a little too unnecessarily far.
Of course there exists mods that does this already, but they are optional. Also, their purpose is to efficiently organize hundreds of recipes, where the act of discovering and researching recipes (that may not be intuitive either) would take too long to be relevant. Whereas the crafting book simply reveals its contents like a dictionary or an instructional map. Minecraft has not yet reached the point where there exists too many recipes for newer players to learn (the difficulty curve is not even close to available mods or other games). And even if so, it should not be presented to the player from the get-go.
The crafting book does not reinforce and rather hinders the core Minecraft design of creativity, exploration, and community.
This is for the modders out there:
With that out of the way, let's talk about the modding community. Modders really don't like change (I, and probably you, can attest to this). Extra content is cool. New systems are great to play around with. But if you are telling me to rework my entire rendering setup that I've spent months building and refining, you better be joking. But of course, change is inevitable and often for the better. 1.7.10 is like the old 1.6.4, where a lot of old mods died and refused to update further. But I believe the difficulty to update shouldn't hold you back from updating. It helps you become a better programmer and even develop better skills in doing code maintenance (which I find lacking in the modding community), such as documentation, proper conventions, and error checking. Working with newer code may be less documented, but it will be better fine tuned and often optimized for smoother user experiences. The purpose of a mod is to share your play style, your ideas, with other players. Of course nostalgic mods can stay where they are, but if you don't have anything against the newer content (in other words, it doesn't contradict with your ideas), then you should always update (considering you have the time).
The above reasons are why I will not be updating to 1.12, nor maintaining 1.7.10. But to quickly explain why I chose 1.9.4, and why everyone else (who believes the above) should also, it is because:
1.9.4 is one of the last major optimizations. Future updates are more or less content updates.
It also retains most of what I believe is the look and feel (and ideology) of the original "vanilla" Minecraft.
1.9.4 is not 1.10, which is the beginning of the conflicting content ideas that diverge from the original. (Though there are good ideas, I'm thinking of porting back to 1.9.4)
1.9.4 is not 1.8, which is a bit underdeveloped in terms of code.
1.7.10 is getting dated, particularly in terms of optimizations.
It is also (relatively) easily update-able to future versions (which includes 1.10, 1.11, and 1.12 as of the time of this post) if there is a demand for it.
If you think I should update to a different version than 1.9.4, please feel free to convince me. I would like feedback.
Of course, if you don't believe in this view and want to petition for an update to a particular version, I may consider it as well.
To Jamessss:
Just go in the jar folder and go into the java folder until you find a bunch of folders, which are each named after the mod. Just delete the ones you don't want. And taht's it.
To Jamessss:
If you put it next to a log block it would automatically turn to the block. (Unless you are using the dev version, which doesn't matter I believe.) Which version are you using?
Yep. Finally another dev pack for ya'll to test out. We are pretty close to updating all of them now (includes also a few new ones also).
Hope you guys can check these outs and tell me if you find any bugs, etc etc.
Things I remember:
MC+ Pigeon is finally complete. Just a few bug fixes and glitches to work out, but the mailing system should work now (and the accessories :3).
Also there is a throwable glowing slimeball to light your way while mining (I may change the name). Craft with a slimeball, glowstone dust, and gunpowder.
And MC+ Decay now is more robust and have color coded tooltips :D. And there is MC+ Ice Box for your refridgerating needs. You'll need lots of Ice Blocks. . .
Also MC+ Torch now makes all torches decayable. All torches must be replaced eventaually, particularly during a rainy day.
And . . . that is what I can remember.
NEXT:
MC+ Cart will return. Probably followed by MC+ FirePit, MC+ Lock, MC+ Soul Extractor, MC+ Skull Candle, MC+ Exposure, MC+ Berries, MC+ Balloon, MC+ Sit, MC+ Trapped . . . and beyond
Note:
If anyone have expertise on special rendering entities with tile entities, I would like to understand teh new json modeling system, or if someone can model in json, that would be awesome. Just pm me or email: [email protected]
Thanks guys :D. Merry Christmas peoples and stay awesome.
To LarrytheModder:
That option exists. There is a single modpack link that includes all mods. Just delete the mod in the folder you don't want in it. I do not plan to add a config for disabling other mods though.
To Seworian:
Nice I will definitely add it to the mod page when I update it.
To medsal15:
1. Though I agree, it will definitely take quite a while (may even be it's own separate compatibility mod) to include all those heads :P. However, player heads could be possible but may be tricky . . . .
2. As for the wooden buckets, I'll see what I can do about that. Can you give me some examples?
3. This is weird. It should use all seeds, no matter where it comes from. Can you show me the mods?
As for the crash. Seems like someone tried to access something they aren't suppose to. I'll look into that.
Thanks for the ideas and suggestions! (And the pastebin :D)
First, I have never seen that error. I'll look into it. Do you have the correct api version? (You seem to have 1.2, which is not the most recent. Are the mods also 1.2?)
Second, the clay swords are made of hardened clay. Well, the most recent versions are.
Third, I will probably try the sprite idea, but only if I can't figure out how to get rid of the black coloring error.
Fourth, you are probably right. Carrots and potatoes should drop like sweet potatoes. . . perhaps I'll add that in somewhere.
To SvEgiiVEteR:
MC+ Regions currently is a little buggy and does not support multiplayer. SORRY!
And to everyone:
I agree this should not be in the modpacks. Though I am not entirely sure how to get it back on the mods page.
Aaaaand .. . .. surprise! I'm not dead.
For those of you who've stuck around, I know I left you guys with no updates for about half a year (perhaps more) and I am very sorry. Been pretty busy with other things and probably will be again after a couple of weeks.
HOWEVER!
I am about 75% complete with the 1.8 update. (Right when 1.9 is coming out, lol). This took a while, since I basically rewrote the entire api (again) since the earlier version, though quick to implement, was not flexible enough. (And teh crazy 1.8 rendering that basically told me to relearn everything)
Now, however, I've made an api which people may want to use, since it will auto-generate all model and variant files based on a few specifications. Furthermore, unique files can also be made with relative ease straight from code, rather than editing another file off in your favorite text editor. Everything that can be automated is, without losing accuracy and uniqueness (if that made sense).
Anywho. Not sure if all of you would want to hear me ramble on about the api, but hopefully an update will come around in a few weeks. If not, will be by the end of next month.
And after that, I will have to seriously clean up the mod page and add all the new content (hopefully I can automate this too :D).
Thank you for all who stuck around!
(And it seems like they fixed the post editor. WOO!)
MC+ API v1.5 along with the new dev version! All bugs should be fixed, however some mods have been removed, but will return in the future. This includes: MC+ Lock, MC+ Region, and MC+ Rotten. And there are a few new mods in there too. I'll let you guys figure it out.
It has been a long time since a release and hopefully after testing this build out it should be fit for release soon and I could finally get to clean up this too-long/messy thread that's been gathering dust. I will also try to get the names of everyone who helped out with the bugs and features into the special thanks upon public release. And the collection of pictures you guys have given me will be up on that day too (that should have been done so long ago :P).
Also, an update to 1.8 may be some ways away due to the dramatic change to minecraft source code. But if you guys would prefer an update than new mods, than I will try my best to overcome that monstrous beast. But until then, I'd rather explore new features.
Other than that, Have fun, and thank you for all you've done and for those of you who've been here from the start!
To glaciatexiii & izbenngo-next:
The problem there is MC+ Region, which is sadly the only mod not smp compatible (besides Loom/Cart/Berries which are fixed in the dev versions). You have to remove them manually from the pack, which in hindsight I should have made two versions, or give a warning of some sort. I am sorry for the inconvenience. When I update the mod page, I will definitely keep this in mind.
1
Hey everyone, it's Andy. I am back.
Previously, on MC+ Mods:
- I have updated a large section of the mods to 1.8, but by that time 1.10 already came out. And while working on 1.10, 1.12 came out (which I'll talk about later)-- there is just not enough time to possibly update all of some 40+ mods to the requested versions (I believe it was both 1.7.10 and the new one). Because of this (and simply because I am human), I will probably only be able to maintain one version of the mods.
But also I would like some feedback on which mods you guys actually are looking forward to. I'm thinking of discontinuing some of the less popular ones to cut back on the work load, and enable me to focus my energy on the more relevant ones. I know the pigeon mod is a favorite among a few (and myself), and that is close to being finished (of course, no release dates yet).
To any developer who is interested: (if not, skip this block)
Through the years of modding, I have developed an api I believe that really streamlines the boilerplate code and provides some very useful tools that I find myself using quite often. It's been refined and reworked continuously, and I believe on the next release of MC+, I will also release the api for public use. It auto-localizes, auto-generates model files, blockstates, lang files, etc. It also provides in-code generation of all resource files (since I'm not a resource pack maker, I'd rather program ;). with the exception of textures) and simplifies registration of most objects in game to single lines. And, to the best of my ability, enforces proper modding habits. I will give further information on this when it comes time for it.
On the flip side, I have decided to update to 1.9.4:
Now I can see why people would think this is strange.
"Why not maintain the 1.7.10 version? That's where most mods are."
- Well, dear sir / madam, 1.7.10, although a versatile and fun workspace to mod, it is getting outdated. Excluding the content updates, the performance optimizations alone should be a clear reason to move on. Of course, larger mods that depend on things like complex custom item renderers are still unable to update because of this. But perhaps it is for the better, since rendering in such a way can cause major performance issues down the line.
"Why not update to 1.12? If 1.8 is better optimized, 1.12 is far better."
- Although that may be true, but the last major optimization to performance was in 1.9. But beyond that, I believe 1.12 made a big mistake in its design choices: in particular, the crafting book. (Be prepared for some game design.)
The mystery of a crafting recipe is a well regarded feature that enforces the idea of creativity, of endless possibilities. I remember the first time I played Minecraft, with no knowledge of anything about it. I was amazed by the endless possibilities. The ability to build anything. With a nudge from the Achievements in the right direction, I was able to get the proper necessities to survive and explore. The achievements didn't tell me what I had to do, but only suggested what can be done. This new found freedom was exhilarating and further encouraged the idea of exploration. But what really compounded the effect (in addition to the voxel-based world), was the implications of a pattern-based empty crafting grid. There wasn't a tutorial or a blueprint to tell you EXACTLY how and with what to make a pickaxe, as neither would there be a blueprint to tell you EXACTLY how to build your home. You were just told that something like this exists. This allows experimentation, which is a core aspect of Minecraft (the crafting grid is even designed to be memorable, as patterns are easily recognizable, unlike the traditional list of items other game crafting system use). Many of Minecraft's systems were designed around this idea: including the infamous redstone. It taught computer logic to people all over the world, but didn't tell them that that was what they were doing. They let themselves experiment and discover new possibilities.
With the crafting book, gone are the days where one searches the web for recipes and/or talk to others about how something is made. Every possible combination, every mystery, is displayed in front of you, at a click of a button. Particularly in the early stages of gameplay, this mystery is essential. At a start of any game, it is essential to establish player knowledge of the limits and possibilities. In some games, it is to recognize the scarcity of health, or in others, it is to realize that clicking on objects reveals further information. Minecraft needs to enforce the idea of creative freedom to create something within a set of tools (creative restraints if you will). Such as building in Minecraft, which is restrained by block types, sizes, colors, etc (sometimes physics), but it is a system that interacts with one another, not a how-to guide. If recipes are given to the player, both the tools and the instructions are handed to the player, completely skipping the "create something" process. This notion then implies to the player of something not akin to the overall Minecraft experience: hand-holding. I am not saying that Minecraft needs to be hard, but it should not tell you HOW to do something. Minecraft is a sandbox game. And I believe, the crux of the genre. A sandbox game should be about exploration of the systems, not a designed path through one. And it is strange that Minecraft is starting to go down the road that it completely diverges from in the first place.
Moreover, not only does this takes a step back from exploration and discovery, but also hinders the collaborative communication between players on forums and during play. With every recipe documented, it removes the joy of discovering new recipes and sharing this knowledge to newer players. One of the reasons for all of the nostalgic posts I've seen, berating the newer updates and glorifying older ones, was that this communication between players is slowly being diminished, or at least discouraged. The sense of mystery and exclusive knowledge is what brings together the Minecraft community, all the way from day one. A sense of belonging and, for the lack of a better term, community stems from these actions. It encourages teamwork and collaboration. The more experienced would share their knowledge to the newer players. And in turn, the newer players would tell the next players about what they have learned. Since there is no ingame source of this information, Minecraft becomes this secret that is cherished and shared between all Minecraft players, either through forums such as this, or youtube, or deviantart, or any other site.
But of course this seems to be stumbling into the problem of accessibility. Newer player would have a harder time getting into Minecraft, as it requires exclusive knowledge unattainable from the game. However, I do not believe this is a problem. For one, there exists too many resources, created by the community, that aid in easing in new players. But also, instead of giving in to the lack of accessible knowledge, Minecraft should encourage players to communicate, forming new relationships, sharing ideas, and encouraging cooperative play. In addition, this exclusive knowledge fosters a tighter community and connections on a personal level. And if the player wants to do independent play, then the player is playing Minecraft for the exploration, which brings us back to first argument. The crafting book pushes the idea of independence and accessibility a little too unnecessarily far.
Of course there exists mods that does this already, but they are optional. Also, their purpose is to efficiently organize hundreds of recipes, where the act of discovering and researching recipes (that may not be intuitive either) would take too long to be relevant. Whereas the crafting book simply reveals its contents like a dictionary or an instructional map. Minecraft has not yet reached the point where there exists too many recipes for newer players to learn (the difficulty curve is not even close to available mods or other games). And even if so, it should not be presented to the player from the get-go.
The crafting book does not reinforce and rather hinders the core Minecraft design of creativity, exploration, and community.
This is for the modders out there:
With that out of the way, let's talk about the modding community. Modders really don't like change (I, and probably you, can attest to this). Extra content is cool. New systems are great to play around with. But if you are telling me to rework my entire rendering setup that I've spent months building and refining, you better be joking. But of course, change is inevitable and often for the better. 1.7.10 is like the old 1.6.4, where a lot of old mods died and refused to update further. But I believe the difficulty to update shouldn't hold you back from updating. It helps you become a better programmer and even develop better skills in doing code maintenance (which I find lacking in the modding community), such as documentation, proper conventions, and error checking. Working with newer code may be less documented, but it will be better fine tuned and often optimized for smoother user experiences. The purpose of a mod is to share your play style, your ideas, with other players. Of course nostalgic mods can stay where they are, but if you don't have anything against the newer content (in other words, it doesn't contradict with your ideas), then you should always update (considering you have the time).
The above reasons are why I will not be updating to 1.12, nor maintaining 1.7.10. But to quickly explain why I chose 1.9.4, and why everyone else (who believes the above) should also, it is because:
1.9.4 is one of the last major optimizations. Future updates are more or less content updates.
It also retains most of what I believe is the look and feel (and ideology) of the original "vanilla" Minecraft.
1.9.4 is not 1.10, which is the beginning of the conflicting content ideas that diverge from the original. (Though there are good ideas, I'm thinking of porting back to 1.9.4)
1.9.4 is not 1.8, which is a bit underdeveloped in terms of code.
1.7.10 is getting dated, particularly in terms of optimizations.
It is also (relatively) easily update-able to future versions (which includes 1.10, 1.11, and 1.12 as of the time of this post) if there is a demand for it.
If you think I should update to a different version than 1.9.4, please feel free to convince me. I would like feedback.
Of course, if you don't believe in this view and want to petition for an update to a particular version, I may consider it as well.
Thanks for sticking around,
Andy
1
The page is a bit outdated. . . but it will be fixed sooooooon!
To Wulfie03: And sure, modpack away.
0
To Jamessss:
Just go in the jar folder and go into the java folder until you find a bunch of folders, which are each named after the mod. Just delete the ones you don't want. And taht's it.
0
To Jamessss:
If you put it next to a log block it would automatically turn to the block. (Unless you are using the dev version, which doesn't matter I believe.) Which version are you using?
0
To blackcid:
Uh, sneak + right click at a distance. Did you tame it? Maybe put a chest on it first? What version are you using?
1
> [1.8][1.6] MC+ DevPack III
Yep. Finally another dev pack for ya'll to test out. We are pretty close to updating all of them now (includes also a few new ones also).
Hope you guys can check these outs and tell me if you find any bugs, etc etc.
Things I remember:
MC+ Pigeon is finally complete. Just a few bug fixes and glitches to work out, but the mailing system should work now (and the accessories :3).
Also there is a throwable glowing slimeball to light your way while mining (I may change the name). Craft with a slimeball, glowstone dust, and gunpowder.
And MC+ Decay now is more robust and have color coded tooltips :D. And there is MC+ Ice Box for your refridgerating needs. You'll need lots of Ice Blocks. . .
Also MC+ Torch now makes all torches decayable. All torches must be replaced eventaually, particularly during a rainy day.
And . . . that is what I can remember.
NEXT:
MC+ Cart will return. Probably followed by MC+ FirePit, MC+ Lock, MC+ Soul Extractor, MC+ Skull Candle, MC+ Exposure, MC+ Berries, MC+ Balloon, MC+ Sit, MC+ Trapped . . . and beyond
Note:
If anyone have expertise on special rendering entities with tile entities, I would like to understand teh new json modeling system, or if someone can model in json, that would be awesome. Just pm me or email: [email protected]
Thanks guys :D. Merry Christmas peoples and stay awesome.
0
To NinjaRayhan:
You need MC+ API 1.2 to run any of the [1.7.10][1.2] MC+ mods.
0
To LarrytheModder:
I will definitely add it to the mod page when I update it.
That option exists. There is a single modpack link that includes all mods. Just delete the mod in the folder you don't want in it. I do not plan to add a config for disabling other mods though.
To Seworian:
Nice
0
To medsal15:
Which versions are you using? API, MC+ mod, Minecraft, Forge, etc.
0
To medsal15:
1. Though I agree, it will definitely take quite a while (may even be it's own separate compatibility mod) to include all those heads :P. However, player heads could be possible but may be tricky . . . .
2. As for the wooden buckets, I'll see what I can do about that. Can you give me some examples?
3. This is weird. It should use all seeds, no matter where it comes from. Can you show me the mods?
As for the crash. Seems like someone tried to access something they aren't suppose to. I'll look into that.
Thanks for the ideas and suggestions! (And the pastebin :D)
0
To ace362:
Just download each individual mod and the mc+ api.
To 64M3_4DD1C7:
First, I have never seen that error. I'll look into it. Do you have the correct api version? (You seem to have 1.2, which is not the most recent. Are the mods also 1.2?)
Second, the clay swords are made of hardened clay. Well, the most recent versions are.
Third, I will probably try the sprite idea, but only if I can't figure out how to get rid of the black coloring error.
Fourth, you are probably right. Carrots and potatoes should drop like sweet potatoes. . . perhaps I'll add that in somewhere.
Fifth, I have never heard of sweet potato pie.
To Dizzlepop12:
Thank you for the help. I'll try to find an admin. . . . . Anyone know one?
To Everyone:
Alright, so I am almost complete with the update to 1.8. Anyone want to be a tester?
pm me, and I'll send you a link. I'll probably reply within a day. Just expect bugs!
4
To SvEgiiVEteR:

MC+ Regions currently is a little buggy and does not support multiplayer. SORRY!
And to everyone:
I agree this should not be in the modpacks. Though I am not entirely sure how to get it back on the mods page.
Aaaaand .. . .. surprise! I'm not dead.
For those of you who've stuck around, I know I left you guys with no updates for about half a year (perhaps more) and I am very sorry. Been pretty busy with other things and probably will be again after a couple of weeks.
HOWEVER!
I am about 75% complete with the 1.8 update. (Right when 1.9 is coming out, lol). This took a while, since I basically rewrote the entire api (again) since the earlier version, though quick to implement, was not flexible enough. (And teh crazy 1.8 rendering that basically told me to relearn everything)
Now, however, I've made an api which people may want to use, since it will auto-generate all model and variant files based on a few specifications. Furthermore, unique files can also be made with relative ease straight from code, rather than editing another file off in your favorite text editor. Everything that can be automated is, without losing accuracy and uniqueness (if that made sense).
Anywho. Not sure if all of you would want to hear me ramble on about the api, but hopefully an update will come around in a few weeks. If not, will be by the end of next month.
And after that, I will have to seriously clean up the mod page and add all the new content (hopefully I can automate this too :D).
Thank you for all who stuck around!
(And it seems like they fixed the post editor. WOO!)
1
[1.7.10][1.5] MC+ ModPack - Dev I
It has been a long time since a release and hopefully after testing this build out it should be fit for release soon and I could finally get to clean up this too-long/messy thread that's been gathering dust. I will also try to get the names of everyone who helped out with the bugs and features into the special thanks upon public release. And the collection of pictures you guys have given me will be up on that day too (that should have been done so long ago :P).
Also, an update to 1.8 may be some ways away due to the dramatic change to minecraft source code. But if you guys would prefer an update than new mods, than I will try my best to overcome that monstrous beast. But until then, I'd rather explore new features.
Other than that, Have fun, and thank you for all you've done and for those of you who've been here from the start!
0
1.6.4, does not need an api.
0
The problem there is MC+ Region, which is sadly the only mod not smp compatible (besides Loom/Cart/Berries which are fixed in the dev versions). You have to remove them manually from the pack, which in hindsight I should have made two versions, or give a warning of some sort. I am sorry for the inconvenience. When I update the mod page, I will definitely keep this in mind.