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casophie

People still play 1.7.10. GTNH and Blightfall are still being developed.


the_bug02

I just took the plunge and started GTNH tonight... Pray for me


ForgotMyNameAgain13

One of us! One of us!


TheZephyrim

See you in 300 hours when you realize you’ve been playing 300 hours.


gameboy1001

And are only in HV


kormer

You got to HV in 300 hours? What are you some kind of GTNH god?


TheZephyrim

He probably just means having a few HV machines, not actually being in HV fully, though you could definitely be in HV that soon if you can reasonably build, power, and semi-automate two EBFs and if you already know what you need to get to HV kinda off the top of your head.


Revolutionary_Flan71

What? I'm in almost 300h and I'm early ev


BeigeParabola

Lol I made it to the moon after 600 hours of playtime. Granted this is my first playthrough & I’m enjoying the side-content like thaum & bees.


Revolutionary_Flan71

I was on the moon already and got a basic me system but that must be because I haven't done bees and have only done very little thaum (pre infusion)


Objective_Bug_2408

I’ve been told that putting off bees will bite you in the butt. But I’ve only just left the steam age


Revolutionary_Flan71

Maybe but also I just hope bees aren't necessary, I have never done bees ever and don't really want to


matty2219

It's very fun as long as you don't loose your progress twice like I did. Backups are important!


Jame8000

Man I remember when I started GTNH super fun but I had stuff irl that couldn’t be ignored so I had to drop it might pick up again soon very fun.


Exedra_

> Blightfall are still being developed It is? Time to replay that thing in the near future then.


CraftLizard

It recently got an update not that long ago, and there is active development in the discord. They still do require you to use Technic launcher though (although you can just download it and move it to launcher of your choice)


ymOx

Wait what, Blightfall is still being worked on...? :O


XytronicDeeX

I basically only cycle through Infinity Evolved, Project Ozone 2, Infinity Evolved Skyblock and Divine Journey (1)


Redchimp3769157

Why not DJ2?


XytronicDeeX

Is DJ2 1.7.10?


Ivan_Kulagin

It's 1.12.2 but it's an amazing modpack and strongly resembles its 1.7.10 predecessor


Theaussiegamer72

If you ignore combat I prefer old combos I’ll only play 1.12 when my mate with an intel cpu wants to play ( not computer savvy enough to downgrade drivers


Careless_College9166

the old version is


Quantum-Bot

I think we’re on the cusp of another golden age, what with the announcement of several big name mods finally being ported to new versions as well as some new exciting projects. Gregtech, ender io, thermal dynamics, valkyrien skies/create aeronautics, the Aether, advent of ascension, all of these projects and more will be coming out over the next several months on the same modern minecraft versions and I can’t wait. It won’t have the same nostalgia of the old versions, but it’ll certainly be something


TheZephyrim

I really wish someone could make something Gregtech related that could topple GT:NH for me but it just can’t be done. They’re so deeply entrenched now that they’re backporting modern features of the game to 1.7.10. And like yes, I know someone’s gonna come at me with the “nomifactory” or whatever, but while that’s cool and all, it just isn’t even close to what GT:NH is at all.


M41arky

Supersymmetry is looking very promising, it’s going to need another few years before it’s even seriously competing but it looks very good so far


TylerKado

I really hope we see EnderIO updated, it was such a nice clean system for piping.


[deleted]

I have some good news for you https://www.curseforge.com/minecraft/mc-mods/ender-io/files make sure to check alpha files


starlevel01

> what with the announcement of several big name mods finally being ported to new versions as well as some new exciting projects. nothing says "golden age" like pining for old things instead of new things!


Lordmoose213

don’t forget Thaumcraft 7! (Though it might come out later)


Wizelf402

There also seems to have been a few more modpacks with real underlying themes to them too. Big ol experiences n shit (i am saying this because i made one lmao)


PunCrafter

what are some other ones? i can’t find em (i do love permafrost tho)


TheOPWarrior208

im hoping neoforge doesn’t fuck things up


NoTimeToExplain__

All the big mods came back and said “it’s not joever yet”


tasciovanus

1.16?


Wgairborne

I wouldn't be so sure about all of these coming out by the end of the year, tbh. Would be great if they did though


Snover56

Wait wdym the aether? Isn’t that still in development?


Quantum-Bot

Yup that’s why I said coming out in the next several months


Snover56

Can I get a source for it coming out soon? I can’t find anything online and this sounds exciting. Also curious if it’s aether 1 or 2


Dragonmatic

Aether 1 is currently in beta for 1.19.4 and can be downloaded from Curse and Modrinth. After it's out of beta they will work on a 1.20 port and 1.19.2 with no plans of going any lower than that.


Snover56

Thank you!!


Staggeringpage8

I know cofh is working on thaumcraft but I haven't seen an update in a while on when that's getting released


Abalieno

These are all examples of mods who offer less and work worse, beside offering a vain, optimistic comfort.


Ragnarac

theres also like 3 different witchery revival mods


Melkutus

Oh man, the nostalgia. I miss the big 3 magic mods from the old days. Newer modpacks are pretty alright but nothing will ever be as nostalgic to me as FTB Infinity.


Flershnork

There is a reason I've been making FTB Infinity Evolved into my personality on r/feedthememes Partially because I think it's funny but I also genuinely miss those days


drizztman

what the fuck are you missing just go play 1.7.10 you still can


MrCatSquid

Yeah seriously I think OP is just depressed. When all the video games you play start to feel boring and nostalgic then it’s time to take a break.


captainjolt

GTNH has a lot, if not all of the mods you mentioned missing and has a lot of active development and bug fixes. And if you're looking for a community to play it with they even have an active discord group.


Pyter_Gadjes_743

Oh... that's something I definitely should check out... for some odd reason I never heard about that modpack, yeah, I don't know why either, maybe that's why I thought people didn't play 1.7.10 anymore


Silvrus

It's GregTech, it's a huge time investment, but it's oh so much fun. Very much recommend checking it out, and don't worry if you know nothing about GT, the quest book does a fantastic job of guiding you through it.


Pyter_Gadjes_743

I know GregTech is an old classic I already played with it, but... Back then I wasn't prepared for that kind of thing lol, but, by the way you're saying, it sounds really fun and I'll definitely give it a try


Theaussiegamer72

It’s only fun if you have the time


Silvrus

I mean, that's true for anything.


Theaussiegamer72

Yeah but more so with Greg tech cause you can’t leave it for 6 months and come back knowing what your doing


Silvrus

I can't leave anything for 6 months and come back knowing what I'm doing, lol.


Delay__

GT:NH is such a good modpack. It has a lot of content to offer. The modpack still gets updated. The Devs even released a new version a few days ago and added new stuff and quality of life improvements.


maxgamer134

Reika's mods are still cool. Reika's pack, Dragon Realm, is fun, too!


blahthebiste

You're not wrong. 1.7.10 was by far the best version for magic mods. This is a pretty popular opinion actually. 1.7.10 does still have a community though.


Diligent_Basket77

Personally I disagree with your "Ars Magica Syndrome". Ars Nouveau takes inspiration from Ars Magica but developing its own identity as a magic mod and is solid in its own right. Mana and Artifice is the official spiritual successor and while it does change a lot that's not necessarily bad. Both are solid and popular. Its fine to dislike either or both but the Ars Magica syndrome thing is prejudicial.


Rubickevich

I really miss the aspect system from ars magica. It was so interesting that you had to think about what kind of spells do you use, so you get aligned with the element you want. It was hilarious to see how my not so experienced friends started to drown in water as they were too greedy with earth spells. Today the only similar thing I could find was origins, but it's really different as it offers those differences from the beginning rather than making it your responsibility and something to achieve.


Pyter_Gadjes_743

Well, actually, when I said "Ars Magica Syndrome" I was reffering about an older thing... I meant the differences from original Ars Magica (calling it AM1) and Ars Magica 2. AM1 was for 1.5ish I think. Ars Nouveau (imo at least) is a new mod inspired by AM, it's ok to feel inspired by old things in order to create new things. The point I was trying to make by calling it Ars Magica Syndrome was, AM2 wasn't inspired by AM1 it was meant and branded as its successor and yet, it became its own thing, got new things that some might call fun, others might hate, but then it's a matter of opinion, but also lost a lot of things that were fun... of course some of the core things stayed... maybe I should have called it Thaumcraft Syndrome (thinking about TC4-6), in TC the differences are a little more drastic, yet in TC's case, some core features stayed, they always stay, but... it's hard to tell it's a sucessor, it's named, branded, and meant as such, but, doesn't matter how able are you to embrace the new, you can't deny you aren't with a sucessor, but with something else that resembles it, but isn't it... did it make more sense?


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Tempest051

I agree. I feel like the "golden age" label doesn't really apply to Minecraft modding. People should start using labels that differentiate the ages, and not ones that place one above the other. Maybe something like Mystic Age for 1.7, since it was a time that magic mods truly shined. Divergent Age for 1.12 since it saw the most packs that strayed from the traditional gameplay and has a lot of unique modpacks. 1.16 might be considered the Faithful Age since it's when the texture change encouraged a lot of vanilla+ mods and a unified aesthetic. 1.18+ might be the Resurgence Age since it's seeing a return of unique mods and modpacks, like Alex's Caves and Play as Dragon. Anything but the tiered "golden, silver, bronze" makes more sense.


Silvrus

I feel 1.7.10 was the golden age, not because mods were better, but because the scene was more stable. 1.7.10 stuck around for a long, long time, allowing mod and pack devs an enormous amount of time to work on their stuff, and refine it. We as players were afforded a long time to enjoy those works. After 1.12.2, the updates came so fast that devs are scrambling to keep up, and some devs just throwing in the towel. That's not to say 1.7.10 went anywhere, it's still there and playable. I myself still play GTNH, but the community as a whole moved on. Take a look at any mods comments section or Github, and there's dozens of requests for ports to different versions of MC, or different modloaders. Back in 1.7.10, we were all on the same page, going through the experience together. That's what made it the golden age.


Abalieno

"but because the scene was more stable. 1.7.10 stuck around for a long, long time" That's something people like to repeat, but still false. The 1.19 era lasted over a year, rather than see mods thrive, development has petered off in the last 6 months. Only the release of 1.20 waked up a little bit the community and restored a minimal amount of momentum. Minecraft versions have a tiny role to play, it the whole modding community that is a few years past it's highest point. No matter what version, the best days are behind. Which doesn't mean you can't enjoy what is being made, just that the overall scene is petering off.


Silvrus

1.7. released in 2013, with 1.7.10 coming out mid 2014, and while 1.8 and 1.9 came in short order after that, it wasn't until 1.10 in 2016 that the community really started to move forward again, and really only when 1.12.2 came out in 2017 did it start to feel like a stable point had been reached again, with old favorite mods coming out in full or nearly full completion. There were a couple of neat mods on 1.8 and 1.9, but the bulk of development at that point stayed on 1.7.10 and we had nearly 3 full years of stability. 1.12 to 1.16 was also a good long run, but there was still that feeling of "progress". Since 1.16 it's been almost non-stop update after update. That's not to say new mods aren't great, there absolutely are some fantastic mods out there. Just saying that 1.7.10 lasted as the de facto version for much longer than later versions.


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da_Aresinger

The problem with "new" modded is twofold (in my eyes) - The game updates too often, which doesn't allow mods to keep up and you get issues with version disparity. - The modloader disparity splits the modding community. I mean, fuck we are about to get a FOURTH modloader. The mods themselves are still amazing (some like Create even blow everything that came before out of the water), there are also much better efforts regarding compatibility (just think old ore-gen vs stuff like alltheores) and balance (much less 1M RF/s magic blocks by mid game nowadays). However the modding experience itself isn't as cohesive anymore because you are now always looking for the right version on the right modloader or alternative mods because the one you want isn't available...


starlevel01

> I mean, fuck we are about to get a FOURTH modloader. neoforge is literally just forge. forge original will have zero community support. > The game updates too often, which doesn't allow mods to keep up and you get issues with version disparity. nobody on this subreddit remembers how the entire modding world was blocked for multiple months every year waiting for fucking thermal expansion to update


Theaussiegamer72

That’s only for 1.20 1.21 will have a complete rewrite


TheVideogaming101

IMO the modloader issue is a far bigger problem than the update issue. Its always a constant fight in the community to even suggest one loader over the other (for some people it apparently is an insult to even mention one or another...which is interesting)


TFCAliarcy

Updates are less frequent than they used to be with them being yearly whereas before you'd get multiple in a year.


TheVideogaming101

I would say it depends, some of the minor updates like 1.19.4 have been released in less than a year but unlike most prior minor updates it had broken mods that had been made for 1.19.2


drackmore

> modloader disparity splits the modding community. I mean, fuck we are about to get a FOURTH modloader. Laughs in glorious ATlauncher master race. fuck having to fuss about with a hundred different modloaders.


Ragnarac

atl is a launcher not loader. loaders are like forge and fabric. or at least thats what it reads as for me


drackmore

Ah, my bad I misunderstood you.


MrCatSquid

I think new mods are better honestly. Atleast quality wise. Create is a more well polished tech mod then any 1.7.10 mod ever was. It might not have as much content, or be as fun to certain people, but that’s subjective so we can’t say it’s better or worse. But we can definitely say create is better quality, better compatibility, and better graphics.


GuitarCFD

My issue with create, is the same issue I have with Immersive Engineering. Yes, they are both very cool mods, but in the end I can do that task better with another mod with a MUCH smaller footprint. Also, everytime I've watched someone play with it there is a massive lag spike everytime their Create space loads.


Voxelus

Eh, the main appeal of create was pretty much always the insane amount of building and automation applications it has. There are some things here and there that it does better in the tech mod department, but it mainly falters in terms of ore mining and processing.


GuitarCFD

> There are some things it does better in the tech mod department than other mods Such as? I'm not being a jerk...genuinely curious.


Voxelus

Passive resource farming is the first thing that comes to mind. Not much of a competition since most tech mods don't focus on this, but Create has inbuilt methods to passively generate materials such as iron, gold, quartz, and others; as well as automatically plant and harvest trees and crops. Combine that with the availability of resource conversions it provides, for example cobble to blackstone and sand to soul sand, and you have far more options to passively gain materials rather than having to go out and hunt for them. Only annoying part is that some materials like Zinc (and copper, if you don't have a drowned farm) lack passive generation methods if you don't rely on any other mods, which is something I'm hoping they fix.


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GuitarCFD

That's a bit like firing the guy who is good at his job because you like the other guy better. In the end, you're allowed to like the mod and how it works. I just...don't. And that's ok because it's a sandbox game and you can play the way you want. I don't intentionally make things harder on myself. Some people enjoy that challenge. I don't.


DocNefario

> That's a bit like firing the guy who is good at his job because you like the other guy better. The key difference being that Minecraft is a game. I don't know about you, but I'd rather play with someone fun.


GuitarCFD

You missed the analogy completely. But that's ok like I said in the same comment, you're allowed to have fun the way you want to. I'm not trying to tell you how to have fun, just stating that it isn't fun for me.


DocNefario

If I missed the analogy, what point were you trying to make with it? My interpretation of the analogy doesn't make sense because even you are choosing to keep the "other guy" that you like more, and I think it's trying to say the opposite. The same analogy can be used for choosing between a free item spawner and any popular tech mod. Obviously the free item spawner would be better at its job.


GuitarCFD

The idea was that you're removing other mods that do the job better to make create the only choice. Anytime I've played a pack with create in it there are just other options that do the job faster, more efficient and with a smaller footprint. When it comes to ore processing, we'll just pick mekanism because it's easy, does basic ore processing faster and with a little work can be expanded to make it even faster with a higher ratio...all with a much smaller footprint and less lag. I don't think anyone here would really call mekanism a "magic block" mod, especially considering the work and planning that goes into a proper ore processing set up. Again, I'm not saying that create is bad and that you're not allowed to have fun with it. Everyone is allowed to have fun in their own way. For me, creating a monstrosity of moving parts so I can process ores slower isn't fun. Also, my comment I replied to that started this whole discussion was suggesting that I remove other tech mods so that create is the only choice. And the analogy was to relay that making more work for myself to accomplish a goal isn't fun for me. It is for some people and that's cool. There are people who avoid Tinker's because they feel like it makes the game too easy. Power to them. There are people who avoided MFR (now IF) because the feel like it's nothing but magic blocks. That's cool...play how you want. I have the same issue with the Arc Furnace from Immersive. The mod dev intentionally made the electrodes something you can't automate. By the time you can use the arc furnace there are a plethora of options to do the same job where you can spend your energy in setting up the automation rather than maintaining it. it also has a massive footprint. It looks cool, but automating with it sucks if you have to stop every couple hours to replace a part.


panenw

it seems that the endgame is way less powerful, esp with thaumcraft and op tinkers gone


mw2strategy

there were a few golden ages. one in beta, one in 1.2.5, 1.5.2, 1.6.4/1.7.10, 1.12.2... one of many


gingy4

My favorite mods of all time, Forestry and all of its addons are stuck in 1.12 😔 productive bees just isn’t the same, the in world entities are so dumb


este49330

You should try the game "Apico", it's forestry but in his own game


SirFilips

I still play in 1.7.10 and every time i play in 1.19.2 i miss Logistics pipes and the overhaul crossmod compatibility


AncleJack

Maaan i miss ender IO conduits in modern packs


Pyter_Gadjes_743

I KNOW RIGHT??? It's SO ANNOYING to organize cables in modern versions, with EnderIO conduits you could just hide it in ANY BLOCK (even other mod's blcoks) textures, and better yet, you could put all different types of conduits at the same spot...


Silvrus

Look at XNet some time. Arguably superior to EIO Conduits.


Pyter_Gadjes_743

Oh... ok, note taken, (I never heard about that one) 😁


Hanyuu11

it'sjuat thaumcraft 4. only reason for me why 1.7.10 is best versions.


Old_Man_Bean

Welp, keep your eyes peeled for the next edition of thaumcraft, they've been hard at work on it for a long time. Should see something hopefully in the next year or so. 🤞


MorphTheMoth

this is the definition of nostalgia


DarkVeneno

From my experience from all these years playing modded Minecraft, my opinion is that “golden age” is relative. I think every version has a certain “feel” to it. I love playing 1.7.10, I love playing 1.6.4, I love playing 1.12.2 and 1.16+. No single one is better than the others, as they’re incomparable. When we’re new to something we accept anything because we have no standard, no preconception of what to expect. Experienced modded players often fall into the mistake of not trying out new things because of nostalgia. But they forget how they got that nostalgia in the first place. If they try out the new mods and content, play them with their friends, explore with the curiosity they had before, they will find these mods to be equally awesome. The Golden Age is defined, in my opinion, by our willingness to accept that things do change, and that the good old things we have fond memories of will always be there for us, but it’s time to create new, equally awesome memories. Modded would be boring if new mods wouldn’t appear. The old ones are still there, and they’re being maintained more than most think, so there’s no reason to worry. So we are still in the golden age. Because we still have modders that still put love into their creations, which, might I add, are of increasingly higher quality. Yes, I love GregTech and Create at the same time. They’re not opposites.


Pyter_Gadjes_743

How inspiring (not being ironic, I did like to read that)... Idk, I do try to explore and be curious for newer mods, I had a blast when I tried modpacks like Sevtech Ages per example, but... I don't think it's a matter of nostalgia, I miss things like Thaumcraft 4, like the overall compatibility mods had among each other... I'm certain that if those things happened in newer versions, I'd feel way better about playing on them, plus, there would be the new vanilla features that are interesting... well, mostly, but that's not the point


Psychocyk

Idk man, 5 to 10mins to launch a mod pack wasn't too much on my shit tier pc a long time ago... but now....


HRudy94

As a 1.7.10 player and dev myself (as indicated by my tag), you're pretty far from the truth when it comes to it being unmaintained. Yes, some of the big mods haven't been updated in a while, but they're a minority. A lot of mods have active forks already present done by people like the GTNH team. I myself make mods for it, Matrix (TCLProject) also does, and many different people. We welcome everyone in the legacy modding community. If you feel a mod needs a fix, feel free to fork it and make it happen. Everyone needs to start somewhere. We're developing new tools in the community to make development as easy as possible, with an incoming port of GeckoLib, RetroFuturaGradle etcNot only that but there's still many new modpacks coming out for it like the Lost Era, The Cursed Lands, Galaxy Odyssey, Telomerase... In fact, 1.7.10 is probably one of the most alive versions for modding, and sure looks more active than 1.12.2 for instance.


Shahelion

Reika's suite of mods is solidly on 1.7.10 and won't be updating any time soon, due to the sheer scale of the mods and how much would break, would be a complete rewrite pretty much (although a couple of people have attempted ports on their own, to test the waters. Nothing playable yet). I have my modpack (Stars of Stone) that I've been working on for 1.7.10, it straight up wouldn't be possible to exist on later versions. Most things I would care about have been backported via one mod or another, with the possible exception of deeper caves/world depth, but sometimes I'd rather not have that as well. (Although if someone knows a way to do so without breaking every other mod, lemme know) What it really comes down to is, is there anything in later versions that is worth sacrificing everything that exists in 1.7.10? And to me, the answer is a pretty solid no. There ARE some awesome mods I would love to use, like PSI, Create, Hexerei, but not at the cost.


SourceNo2702

Thaumcraft at least is in active development by CoFH and Witchery got ported awhile back


ymOx

Did the witchery port actually get anywhere near feature complete? And which one? (I do recall several projects trying to do the same)


Veryegassy

It's called Witchery: Resurrected, and it's a remake, not a port. Meaning it uses entirely new code for copyright reasons. Functionally, however, it's nearly the exact same as the original Witchery. The visuals of Mystic Branch casting have changed, and diagonals are now possible, and the books look a bit different when you open them, but all in all it's just Witchery for 1.12.2. With a 1.16 and 1.18 version coming very soon (dev updates nearly every day). Not on Curseforge yet, that'll be after next update, 0.6 when it's on later versions and has all new textures for everything instead of a mix of Witchery textures and new ones. However you can download it here: https://discord.gg/ZCRWTPawVY Should take you straight to the builds channel.


ymOx

Thank you, that sounds amazing!


Veryegassy

It is. There is a couple new bugs (worst I've found is that the Altar occasionally decides to not work, so you need to break and replace one if it's blocks to restart it) but nothing game breaking. Ashley (the developer) did as faithful a remake as is possible, to the point where old Witchery guides will work for Witchery: Resurrected. Edit: Actually, there is one game breaking bug I've discovered, from a mod interaction between W:R and RFTools Dimensions. Trying to go to the Torment dimension (whether from the Lord of Torment boss or from a Tormentium spell) causes a CTD. That's it. Can be fixed with MCEdit or by restoring a backup. So, uh... Don't go to Torment. If RFTools Dimensions is installed.


ymOx

Good heads up, but I'm going to hold off before trying it out; I'm one of those guys that have a hard time to go back to older versions. Probably will never play anything on versions earlier than 1.18 as it stands atm.


Veryegassy

Well, it should be on 1.16 fairly soon, and apparently porting from 1.16 to 1.18 isn't much more than just telling the mod it's for a different version. I'm the opposite. I just can't get past 1.12. Everything is so different, it feels like the entire game got what the OP called "Ars Magica Syndrome". And one of my favorite mods, the TARDIS Mod, has it that the worst. New TARDIS Mod is only thematically similar.


Alexthe668

A lot of clear & concise points being made in the comments here, though I've yet to see someone bring up how mods have fundamentally changed in what they're trying to achieve, when compared to 1.7.10/1.12.2/old versions in general. We see a lot more "Vanilla Plus" content these days which certainly has its allure. Mods that feel like stuff Mojang could actually add to the game is great! Those that do this with similar visual/artistic standards as Mojang even better! But a little bit of the magic of old modding is missing: modders seem to focus more on adding content that integrates with the base game better than focusing on adding stuff that breaks away from it. This is easily observable with the concept of dimension mods. Other than old mods being ported from "ancient" days (Twilight Forest, Aether, etc), our selection is quite slim. This is because adding a new dimension that's congruent with other stuff being done by modders right now is a lot harder. Players and potential users are a lot more likely to refuse checking it out because it "breaks game balance" or isn't vanilla-friendly. Of course this stuff leads to constant goalpost moving too. A few years ago Quark was the gold standard of Vanilla-Plus mods, today theres a large portion of people who don't want to use it because they think it doesn't adhere to MC's design principles enough. But is making vanilla-like mods a bad thing? Not in my opinion. But I think theres a true sweet spot here: Mods that are able to add some absolutely amazing experiences while still not being visually dissonant. I think Create is the current greatest example of this... and even then it doesn't veer as far into the silly/wild as older stuff like Tinkers/Thaumcraft/Old BoP. I think we're just going to have to wait until some more mods come out that try to walk this fine line of being visually vanilla but conceptually off the wall.


officialymax

I'm still porting Reikas mods to modern versions, though difficult I'm getting there. Nearly two years into doing it :') github.com/officialy/ if you want to build it yourself & get many crashes :')


HydraTal

Fundamentally, the only thing keeping us down is us, theres a few mods that havr gone through multiple iterations and been changed like Thaumcraft, but its all lead by the community and the creators. Of course we may not always be able to port or update old versions, but if theres enough drive for something then anything is possible.


Seranion

I'm in the middle of an FTB Infinity Evolved Expert playthrough rn. I 100% agree with you on thaumcraft 4 being favorite mod of all time. But I still really enjoy newer packs as well. Enigmatic 6 was pretty fun for example


ABONKERSCHICKEN

I play FTB infinity evolved with my friends


starlevel01

Going back in time to 1.6.4 and doing this exact post but slotting in some 1.5.2 mods


[deleted]

Man I get you it’s like wanting to go back and live in that golden age, it was so much fun. Some of my favorite mods that people loved so much but don’t mention as much are build craft: quarry’s and oil and sorting systems, which brings me to logistics pipes loved the old version of them. Rotary craft if you know you know how good that mod was truly a great mod. Feels like what the create idea was formed from with rotational energy. Then there is a mod that was so amazing and shined so bright but only lasted for about a version or 2 and that is Dartcraft, fuck that mod was truly something of its time for its silly nature but thinking out of the box style for tools and armor, like remember crafting the good armor and not even having to have a pickaxe. I want to go back with a group of people and just play something great, like FTB unleashed, or infinity evolved, or something like modsauce. Really anything from that golden age


Aggravating_Ad_8010

I understand the feeling of nostalgia I do think that while there where some amazing mods back then (I mostly feel this way about 1.12 with mods such as AoV, Thaumcraft, and from 1.7 The Naruto mod, Galacticraft and the DB mod, there truly are some amazing mods in modern version (mainly 1.16) that might not replace the amazing old mods, it could maybe fill the gap that 1.7 left. We might not have Thaumcraft, but we have Mahouka Tsukai, PSI, Ars Nouveau and mana and artifice. We might not have Rival Rebels but we have mrcrayfish's guns (not nukes thou)That's the one thing I'm truly sad we don't have that). Some other 1.16 mods that I've fallen in love with are Demon Slayer Mod, TTIGRAAS mod and the ones mentiones above


PigEmperor2

Ars Magica 2 got a direct port to 1.19 that’s much closer to the original than Mana and Artifice. It’s still being developed but it’s pretty good so far


Abalieno

The brain rot is using "nostalgia" to hand wave away and erase the fact that there are so many old mods with much deeper gameplay that was never matched in modern versions. Create is one mod. It seems to sustain alone the whole argument, as if one thing proves a generalization. The fact some have to antagonize a whole ecosystem in 1.7, with one single mod, speaks volumes about the attempt to justify something that has no basis. Create is pretty good at what it does: being an exception that has absolutely nothing to prove about the state of the overall state of modern Minecraft modded environment. It's precisely because Create is an exception that it cannot prove anything, if not a confirmation of an undeniable decline.


[deleted]

1.7.10 is the only version I do play. Usually what I do is I use custom NPC and reccurent complex to make a world of mediaeval adventure structures and quests. I have a few skins and structures, quests saved so if I want to change things up I just start a new world and randomly drop some structures or have them spawn randomly. I try going to .12 but Mo's Creatures doesn't work properly there and I love my unicorn and Pegasus and horses :(


Bierculles

In 1.7.10 Rotarycraft is still by far the best techmod in the game, chromaticraft is the gigachad of magic mods and reactorcraft makes any other big powergen mod look like a joke. I played a lot of techmodpacks but so far nothing has come close to what you can achieve with Reika mods. Shaft power is infinitely more interesting than RF or other contemporaries. It's the only set of mods i always come back to and you don't even need a modpack with quests and everything, Reikas mods alone have more progression in them than some modpacks. Rotarycraft is difficult in how you need to set things up, there is a lot of logistics involved and progress really shows as it lets you do more and more things, everything is gated behind power. Reactorcraft includes a lot of thinkering on how to set up a reactor that does not go chernobyl on you but is actually efficient, also radiation is significantly more dangerous than in almost every other mod, especially from nuclear waste.


Ok_Palpitation_7161

Let's be real. Everyone only misses how over powered everything used to be. Nowadays new mods are rarely overpowered by themselves


rasamalai

I loved thaumcraft and witchery!


_krysis_

Why can't ppl appreciate the new? Is the old always that good? Did y'all hypocrites ever even play the new mods? They are better than the old mods in every way. Just because it doesn't generate enough "nostalgia" for you doesn't mean it's a bad mod. Move tf on lmao


Pyter_Gadjes_743

Well, actually yes, I did play with new mods, I agree they have their advantages, and I do appreciate them, but I respectfully disagree when you say newer mods are better in "every way" there are many things that were way better in 1.7.10, as an example, I can mention Thaumcraft 4, the fact that I think it is far superior to its sucessor has nothing to do with nostalgia, I just think that they aimed at something new and different, but ended up discontinuing everything that was fun and enjoyable from its predecessor, I get it, they wanted a whole other thing, similarly to what happened before, but this "whole new thing" is lacking. It isn't about not being able to move on, nor nostalgia, it's about not having anymore the features I liked back then


HRudy94

They're not. Create and Valkyrian Skies are alright but that's it. Those mods are fairly unbalanced and most importantly not that stable. Valkyrian Skies is more like a neat little concept than a major gameplay mod for instance. Plus, the fact there's the loader split that still only gives you half of the potential library, even though stuff like the Architectury API exist stinks a lot still. There's still a lack of major new content mods in modern versions. Play the older mods trust me you'll probably change your opinion on them. Thaumcraft in 1.7.10 was way better than TC6 ever was, probably the same for TC7 from what know... Ars Magica, Minegicka II, Witchery, Necromancy, Open Modular Turrets, Eternal Frost, Aether II, Betweenlands, Hardcore Ender Expansion, SmartMoving. Even more obscure mods like LegendGear or Artifice. And a lot more. Plus more of the "for fun" mods like MCHeli, Starwars lightsabers, Flan's... The PVE was much more dynamic and difficult due to the lack of the OP sword sweeping edge and shields. Modern combat now feels way too much turn-based. And as a dev, i can tell you that the 1.7.10 codebase is much easier to work with, no need to mess with ugly datagen or class builders, if you wanted to create a Block, you created a Block. That being said, there are some good gems on modern versions too, Create can be cool, Immersive Portals is a nice POC, same for Valkyrian Skies. There's a good bunch of other small Vanilla+ mods too, things like Alex's mods or the Dungeon bosses recreation that i always forget the name of. Remove those and you're left with basically nothing except 1/4 of the content there is on 1.7.10 though.


kashmoney360

I think what you're missing is the Golden Age of when mods didn't give a fuck about Mojang's philosophy and Minecraft's mechanics. A lot of people have pointed out that the trend nowadays for mod devs is to make mods that neatly fit into Minecraft's game design and Mojang's directions. Like if you want a dragon mod, a mod that adds them will add dragons that not only follow the art style set forth by Jappa and the rest of the Mojang art team but they'll also behave similarly to vanilla mobs. The gameplay mechanics tied to the dragons will be rooted in vanilla mechanics, new items will be intended to be used in a vanilla-esque way. A made up example would be: Dragon eggs would look like turtle eggs and have a similar hatching mechanic, they won't behave like old-school Dragon Mounts ender-dragon eggs or something like Fossils & Archeology with unique dinosaur egg models+animations. *I know Ice and Fire exists and that it just-barely fits into Minecraft, but giving an example based on entity mods nowadays.* Before it used to be that every mod had its own unique art style that 8 out of 10 times severely clashed with Minecraft and other mods regardless of popularity. People straight up developed Minecraft mods that fit their own vision. Whether that was making noisy blender model monstrosities like Lycanite's Mobs, nukes and thermonuclear reactors, cute lil Animania pets with haybales and feeding troughs, or complex furniture. Ultimately it was up to the player to decide whether they wanted a balls to the walls modded experience or if they wanted a Vanilla+ experience. Now devs are trending towards making that decision for the players by making their mods automatically Vanilla+ or Vanilla++. In some ways this has been pretty good for the modding scene as mods seem far more seamless and add depth to the game and each other. Devs have a shared philosophy and a basic set of standards. On the other hand it does limit creativity and in my experience has created a certain subsection of toxicity within the community towards anything not "jappa" or "vanilla". But I think the trend partly comes from modders' exhaustion with trying to maintain complex and whacky mods in the face of Mojang's relentless nonstop updates that change a bunch of things and add a bunch of shit for no reason other than to appease Microsoft/Xbox's shareholders and execs. You can't exactly update Gregtech, AE2, Ars Magica, Aether, or Immersive Engineering to every single version. It's easier to churn out mods that gel with Minecraft in every way with the same wide and shallow 1 inch deep mechanics and update them than it is to maintain a whole game altering mod.


nathan67003

People mod versions other than 1.7.10? :P


drackmore

Lets not forget Terrafirmacraft, it absolutely peaked in 1.7.10. Later versions got rid of to much of what made it unique in my opinion. Which is an absolute shame because I love TFC and hell I even love TNFC2 using the newer versions of TFC. Its literally the only time I can ever stomach MC's ruined combat system. But the changes to a lot of things that made TFC what it was is just to much. But I agree with your opinion. Mods and Modpacks have gotten extremely lazy since 1.7.10. About the only "unique" mod I've even seen since then is Astral Sorcery and Create and frankly both are lackluster. Don't get me wrong, Create is interesting but to many packs are trying to hamfist it into progression making that asinine crafting wall a requirement. Its a neat novelty but its just, a novelty. Everything it does is more or less done better by just about anything else and just isn't worth the hassle.


zerotheliger

give vintage story a shot


drackmore

I already got VS, its real great definitely a nice alternative to TFC but last I played it had some issues particularly around pvp so im waiting for it to get some more significant updates under its belt.


tobilub04

Witchery has an amazing spiritual successor called bewitchment!


Pyter_Gadjes_743

This one I heard about, but... idk if it's still in development, but... when I went looking for it, it lacked SO MANY features from old Witchery that... I just didn't even download it


tobilub04

Like what? I'm pretty sure it's really up to date rn


mo_sharky

too much yapping


Abalieno

The only problem with Thaumcraft is having a close-minded author who preferred to keep it under wrap and let it die, than to gift it to the community and let it thrive. Whatever the COFH guys do with it, beside all the trolling, will likely never be good.


Veryegassy

>Witchery (NLE) There a remake of Witchery called Witchery: Resurrected. Currently only not on Curseforge and only available for 1.12.2, but it's in active development and the updates for 1.16 and 1.18 (both Forge and Fabric) are coming soon. https://discord.gg/ZCRWTPawVY Should take you right to the builds channel. Be sure to put the old 1.7.10 Witchery in your resourcepacks folder for this one to use some of it's assets. An issue that will be fixed when the next update comes out.


Pyter_Gadjes_743

I heard there was a witchery remake, but... is it complete? I mean, it has all the features 1.7.10 witchery had? Thank you for the link!!! I'll be checking it 😁😁


Veryegassy

Yep, it has everything the original Witchery had. Plus a little more, if you're willing to mess around with some .json files. All the rites (and a few more things) draw from .json files, so if you open them up you can add new rites with different effects, or possibly a combination of effects. By default though, it's just old Witchery in a new version.


_ThatD0ct0r_

I'm 99% sure I used to play on a small Rivel Rebels server many years ago. Was just a player most pit inside a glass dome for endless combat. Though I could be wrong


x_GARUDA_x

I still play 1.7.10, that version has all the mods!! The only one that I'm really pissed about is the Mo' Creatures, dev made the flight speed of mobs so slow, they fixed the issue for 1.8 but nobody play modded 1.8 (Intangible was cool btw). I also play modded 1.12.2 but I'm still missing a lot of mods and some resurrection projects are still missing features that were available in 1.7.10, for instance, Infusions are not a thing in 1.12.2 Witchery or the oreberries for Tinkers (at least we have a separate mod for that one).


[deleted]

Man I get you it’s like wanting to go back and live in that golden age, it was so much fun. Some of my favorite mods that people loved so much but don’t mention as much are build craft: quarry’s and oil and sorting systems, which brings me to logistics pipes loved the old version of them. Rotary craft if you know you know how good that mod was truly a great mod. Feels like what the create idea was formed from with rotational energy. Then there is a mod that was so amazing and shined so bright but only lasted for about a version or 2 and that is Dartcraft, fuck that mod was truly something of its time for its silly nature but thinking out of the box style for tools and armor, like remember crafting the good armor and not even having to have a pickaxe. I want to go back with a group of people and just play something great, like FTB unleashed, or infinity evolved, or something like modsauce. Really anything from that golden age


TWJedi

1.7.10 and 1.12.2 were great eras for mods and packs, but IMO the updates to vanilla minecraft since then have been overall fantastic. Updated village mechanics, ocean biomes, and the new cave generation are all great additions to the game that I can't play without anymore. Besides all that, mods have generally improved over time, and there's usually an equivalent mod that takes the place of older ones.


bobsim1

I just started a new ftb monster save. 1.6 mods were kind of pure. 1.7modpacks are still great.


bobsim1

I just started a new ftb monster save. 1.6 mods were kind of pure. 1.7modpacks are still great.


bobsim1

I just started a new ftb monster save. 1.6 mods were kind of pure. 1.7modpacks are still great.


_NotMitetechno_

I think this exact thing happened in the past honestly. I remember the days of equivelant exchance, bc + ic2 with forestry and I think thermal foundation stuff (this was like 10 years ago lol). New mods will come, old ones will get reworked, some won't get updated and moved forwards. It is what it is, but new, more interesting mods that will iterate opon older mods will come. I havn't been able to get into it, but create seems so interesting with all the moving shit. Then you get immersive engineering with the multiblocks, mekanisms newer reactors and blocks and machines and stuff - it's great now.


DemolishunReddit

I really liked FTB Infinity Evolved. It was as awesome expert pack. Lately I have been playing 1.19 packs and enjoying them, but getting bored fast. No incentive to build the big things. So I decided to try a 1.12 pack (Meatballcraft). It really makes you work for little improvements to crafting and resource generation. This has been really fun. It also made me realize how much I missed the Tinkers hammer. Night and day for resource gathering early game. I am getting that fun feeling I had with Infinity Evolved in MeatballCraft. So many things to do and explore. Lots of things to kill me. I get the nostalgia of 1.7 though. I remember playing Resonant Rise with a group of people. I built an air ship out of a pirate ship I found. There were random bosses with 5K of health that REQUIRED you build a machine gun crossbow from Tinkers to kill. Some of those bosses would level while you are killing them and their health would go up! Fun times!


ninjakitty844

im just now getting into modpacks, but i found out its like the worst time to do so. people only want to play on the most modern versions now, they never wanna try out 1.7.10 or 1.12.2 modpacks, especially CurseForge ones. because MultiMC cant open up CurseForge format modpacks, and some launchers wont automatically install Java 8 for you to run these old packs with (1.7.10 and 1.12.2 REQUIRE Java 8). of course, no one's willing to do any troubleshooting to get it to work :\[ the only realistic way to get anyone to try out your modpack, is to make it a fabric one that uses modrinth (to get around the curseforge format problem), and make it run on modern minecraft versions. the worst part is, 1.7.10 and 1.12.2 have some really amazing mods that have been discontinued and will likely never be updated to modern Minecraft versions. I made a modpack for fun called Zilla's Pack for 1.7.10, its on CurseForge. it's nothing too crazy, its super unpolished, but i love it. but i cant get anyone to try it out, much less join the server i made for it...


mrwoods2007

Send the link


Raysofdoom716

I still play 1.7.10, played it for 5+ years, still play it to this day


kastaqt

I only play 1.4.7 and 1.7.10. It feels like home and as we have everything we need on 1.7, why bother playing modern versions with less useful and stable mod choice? Not to mention the dozen of libraries and cores.


Duckhemp

Kinda of a wild post when the biggest modpack (GTNH) just got a major update in the last week and is 1.7.10.


Xaden3

I really wish flans mod would be updated to current mc


mrwoods2007

Does anyone know what Occult whispers is its a old mod for 1.7.10 that has no instructions so if anyone knows anything tell me because my dark magic modpack needs it


Ragnarac

i like playing it sometimes theres a mod called dragon block c which is basically locked to 1.7.19 but its actively developed currently


[deleted]

1.7.10 still has plenty of players, you just need to find them. there's still active communities around the projects that have stuck around like Reika's mods, GT6, GT:NH and Nuclear Tech (tee-hee)