Fallen Minecraft Mods.

1. Beginning Rant.
2. Thermal Expansion and Ender IO
3. Gregtech
4. End Notes

DbpGaming

1. Beginning Rant.

i guess we should begin with what started this story, there is going to be a port of tinker’s construct for fabric soon, which i am happy about, the fact is however, the port is obviously of 1.18 tinker’s. i haven’t used tinker’s since 1.12 so booted it up to take a look.

i was filled with immense disappointment, it’s even less like the tinker’s i know and love which is saying a lot after what happened with 1.8.9

they’ve removed drying racks, the tool forge, added a assload of slime items, and in general just generified the entire mod, this is on top of what was already removed in 1.8, oreberries, gravel ores, overworld ores in general, this isn’t even tinker’s anymore, it doesn’t have tinker’s soul

you might be thinking, well modders want to do something different, content changes, ok fair but you have to understand, this is making the mod more generic anvils instead of toolforges? no drying racks? a ton of items made in slime when they couldve had any new idea for a material, or reintroduced any old idea? no the mod is becoming more generic as time goes on.

now all that is gone for a overpowered tools mod.

and it won’t be the last.

the details anymore, gregtech2-4, thermal expansion, ender io, mekanism, forestry, railcraft, just to name a few, how about we go over some of these.

2. Thermal Expansion and Ender IO

Thermal Expansion in 1.4.7 was a essential, people used it for ore processing, gregtech users used it for automating their factories, and in 1.7.10, thermal grew, there was more machines, more ways to automate, more difficult crafting, long story short, it only got better until that point, and then 1.8 happened.

slow update times, basically 1.7.10 was the longest modded version of minecraft, and porting to later versions almost always required rewrites, or heavy refactoring this included thermal and ender io.

plus they removed their unqiue tiered machine frame crafting system, well more unique than what replaced it, for gregtech2 style plate crafting, in general, the mod had less content, was easier, and overlapped more with ic2, gt, and immersive, making it well, there isn’t anything here thats no other tech mod has in 1.12, and that sucks for one of the most inspiring tech mods this game has ever had, and a mod i used to love to play with.

glass blocks with a ton of block states that destroies memory usage, or adding stone machines that are just grindy to craft and are weaker versions of what already existed a little bit more QA would’ve went a long way.

3. Gregtech

gregtech is a progression based tech mod that is designed around building large factories, it took off in 1.4.7, and people slowly started liking it less in the mainstream as the mod got harder and larger over 1.5-1.7, however everything changed when the fire nation attacked, in 1.7.10 during the development of gt5, which to be fair even it had issues but it still hadn’t fallen as far as other mods we’ve talked about at this point, was discontinued.

the people who moved to the new versions, and the people who stayed with gt5, which lead to a fork of gt5 known as gt5u.

made it more generic and easier, gtce, well was incomplete and had a mix of the tech reborn and gt5u issues.

this is another case that we really need solved.

4. End Notes

tedious to read, i just really wish i didn’t have to play 1.7.10 to get thermal expansion like i remember it, or gt, or any arbitary mod, which is why, i plan to rewrite 1.7.10 thermal for modern fabric at some point, and i hope people start understanding what makes their mods unique and stop ruining them, and i fucking want redpower2 back :(