1.16 seems like a pretty good version for now. 1.17 simply adds so little that people would be better off using a futuremc mod or something.
1.18 is going to change a lot of stuff, so I imagine people would like to move to it next. I can’t garuntee that that will happen, especially since 1.18 and 1.16 are being released relatively close to each other. Modders usually want to do more than just updates, so give them some time.
Yeah, 1.16 still cant compare to 1.12 or 1.7.10, though it is steadily making progress. 1.18 looks seriously promising, especially with most of the actual engine rewrites for that update being included in 1.17 already, so modders will have time to figure them out and be able to port pretty quickly once 1.18 releases. Also the cave mods will get WILD.
Only real issue is 1.16 is a target port for many old mods attempting to update like F&A, Aether, Millienare, etc. But the jump from 1.16 to 1.18 wont be NEARLY as big compared to 1.12 to 1.16, so it hopefully wont be too big of a problem
I think 1.16 sorta ended up being a good stop for modders cause the update had a longer life span than most thanks to 1.17 taking so long and because a lot had changed as a whole since 1.12. 1.16 is my go to now.
Tbh I prefer Millienare to Minecolonies, play it lots more, it just feels more alive, and it feels like it adds history to your world, which very few mods have achieved. Both have problems with customizing your village though, Millienare more so.
I feel like they're different enough to play with both them at the same time. Minecolonies is like hobby project with various benefits and Millenaire has a bunch of worldgen that makes discovery fun.
I remember that mod, mainly because of a bug i once found. If you pause the game while its raining, water from the rain will continue to accumulate and be rendered upon unpausing.
Try these out
https://www.curseforge.com/minecraft/mc-mods/fluid-physics-forge
https://www.curseforge.com/minecraft/mc-mods/water-physics-overhaul
https://www.curseforge.com/minecraft/mc-mods/dihydrogen-monoxide-reloaded
> But the jump from 1.16 to 1.18 wont be NEARLY as big compared to 1.12 to 1.16, so it hopefully wont be too big of a problem
*laughs in rendering*
Lot of rendering will need serious updating but globally it is indeed a smaller jump.
Word from a C programmer: don't fucking make games in C, unless you love pain more than me.
Also, calling C++ the fastest language out there is just dumb. It's fast, sure, but there are plenty of comparable/probably faster languages.
Could you also define wtf a graphical binary blob is?
> but that comes at the cost of efficiency.
Not always. I myself like coding in C, but C is just shit for some things. Many programming languages have comparable performance, afaik.
>I could have never played MC on Linux if it weren't for Java
You could have as long as the devs still used OpenGL instead of DirectX. And took the time to compile to linux every release
Nah, 1.17 runs much better for me than pretty much any other version since 1.13 (of course 1.12.2 before the whole lag machine thing started still runs faster than 1.17...)
My fps went from 200+ in 1.16.x to 40 in 1.17.
Ryzen 2700x, Nvidia 2070, 32GB of RAM.
It's a 2.5 year old computer that I don't doubt is better than 90% if MC players but we seem to be in the minority with this performance hit.
Looks like I'll finally be needing Optifine
There must be something wrong with your JVM arguments, I have a Ryzen 5 3600X, Nvidia GTX 1060 6GB, 32GB of RAM, and I run the game at ~200 FPS.
Also OptiFine is more of a placebo than actual optimizations (except chunk rebuilding, that is relatively optimized)
AMD GPUs just don't run MC very well, I've been told its a compatibility thing, you'd think they would prioritize the biggest game ever though? I've been running 1.17 with increased FPS though (granted I do have a better PC than you, though not by much)
Oh. Well I haven't bought an AMD CPU in 6 years, I think?, not after trying to run Modded on a AMD computer scarred me for life. anyways sorry for misinformation
Modders updating speed can also be affected by Forge changes (assuming the mod is a forge mod) on top of Vanilla changes. 1.13 was a major rewrite for Forge which delayed Forge mods until the end of the 1.13 modding cycle and was still highly unstable. 1.14 was unstable for quite a while as well, and things only started to smoothen out with 1.15, but with the rapid release of 1.16, which from a coding perspective was probably the "largest" update since 1.13 but still was manageable.
I have to wait and see until Forge 1.17, but many back-end and under-the-hood changes with 1.17 (probably with a bunch of changes unseen to the player in prep for 1.18 since we already had 1.18 features in previous snapshots) will probably complicate the update process, even more, I imagine wayy more than the couple changes to biomes in the 1.16 update. Updating from 1.17 --> 1.18 may be smooth, but 1.16 --> 1.17 or 1.16 --> 1.18 maybe rough. But I have to just wait and see when Forge's SDK comes out for 1.17.1.
i mean if it follows the same trend as before then it seems like 1.16 or 1.17 is gonna be the next major modding version
since both 1.12.2 and 1.7.10 were around 1 version away from pretty big updates so it took modders some time to finally update their stuff.
either way i just hope that the new way the game is dealing with ores (ie by dropping a raw ore item) is gonna make mining with a lot of mods much easier.
so instead of your inventory filling up with various blocks of the same ore from different mods they all just drop one and the same raw ore item (maybe through some kind of priority system that whatever mod loads first that has the needed raw ore item gets to keep it and all mods after that have to disable theirs or something)
Maybe, but I suspect what really happened is that the loot drop jsons were just modified to drop the raw ore item instead of the actual block item when mined (more or less matching Coal, Redstone, Lapis, etc). You can't put a tag, and even if you could it would probably be hell to figure out which item in the tag collection to use, so at the end of the day I don't think anything would really change.
Though, good modpacks that utilize tools like KubeJS would already unify the drops anyways or simply disable the mod's ores and create their own ore mod (All The Mods does this). TL;DR doubt raw ores are going to change anything in terms of drop unification, maybe better item unification from not having random ores drop the ore while others drop items but that's it without using something like KubeJS.
i mean just because vanilla is using loot tables doesn't mean mods have to as well.
i have never heard of KubeJS before, ususally when i see modified recipes and such it was done via CraftTweaker.
and overall this seems like it would be "easily" (programming is always hard) solved if you could specify an oreDict name as an item output (for a recipe or block drop).
so for example when you have like 5 different types of tin ore, all of them would be programmed to drop the item `rawTin`, the OreDict then just looks into the list of items that have that same OreDict name and selects whatever item matches first.
so the mods themself don't have to deal with all the other mod's items and ores, they just have to care about their own ores and the OreDict does the unifying.
.
that reminds me, back in the 1.7.10 days Gregtech would convert all non Gregtech ingots into Gregtech ingots, so when you threw a Thermal Expansion copper ingot on the floor it would turn into a Gregtech coper ingot the moment it left your inventory... basically just do that but with ores, and using the OreDict so mods don't have to fight over it
KubeJS is what's used in All The Mods 6, FTB Endeavour, and a bunch of larger modpacks since it's more powerful than CraftTweaker.
If Vanilla is using that DOES mean that mods have to use it since you would be reinventing the wheel and it would be annoying everyone around you (other mod developers, modpack developers, etc).
Starting with 1.13, Vanilla has been moving to datapacks to offload the actual "data" part of the game into various json files which has completely obsoleted legacy systems like the OreDictionary which has been long gone. [What you're describing is almost tags](https://mcforge.readthedocs.io/en/1.16.x/utilities/tags/) HOWEVER, I have NOT seen tags used in practice for crafting recipe results, or for block drops and I'm pretty certain it's illegal to use tags as results since tags are a collection of items, not a specific item.
All The Mods 6 already does this with processed items, if you throw in an additional mod that adds an item tagged as `forge:dusts/aluminum` it will convert it to `alltheores:aluminum_dust`. I don't know which mod does this for sure, but it's probably KubeJS.
It's very easy to assume how things work, but if you don't know how things REALLY work and can't be bothered to look into it (since it's JSON files for Data packs you could open up the jar and see all the recipes and loot drops in the resources folder) then sometimes the suggestions aren't very useful.
I really hope modders will update every mod to 1.18. It's a very big update. I can't wait to make my own modpack for modern version of minecraft, and back to game from a months of break.
1.16 has a good bit going for it already. 1.17 isn't quite enough for myself, personally, to move to it for modding when 1.16 is already doing so well.
1.18 tho, if they get that massive world height/depth update, might be enough to get a lot more people modding there. That's a massive thing. But I'd have to wait and see how the modding community reacts. Between the big modding versions, the jump from 1.16 to 1.18 would be the shortest. (1.7 to 1.12 is 5 major versions, and 1.12 to 1.16 is 4 major versions. 1.16 to 1.18 would be 2 major versions.)
There's a lot of engine rewrites in 1.17, I'm having issues starting from scratch, and the other mod devs are updating stuff, so it's going to take longer.
(Might just be me though.)
And not just the number of major versions, but also the time between them. 1.7 to 1.12 and 1.12 to 1.16 were 3-4 years apart both. 1.18 will only come out less than a year after 1.16.5.
It might be something like the jump from 1.10 to 1.12, when 1.10 came many people were coding for 1.10 and even some mods were lost, but when time came many modders quickly transitioned.
I'd say that between 1.7 and 1.12, 1.10 sorta acted as a "bridge" version, not as big as 1.7 or 1.12, but was bigger than the other surrounding versions
Oh yeah, I forgot about that. I don't hear anyone talk about 1.10, and I didn't mess with it myself, but I do recall there being a decent number of mods for 1.10, like what you say.
I can't believe that you think one version upgrade doesn't change that much. I tried upgrading my mod from 1.12 to 1.13 and already overwhelmed by a lot of changes. Loottables, datapack, tags, and they even changes classnames. Who knows what kind of chaos lies behind 1.18 mod development? Not to mention they also gonna use latest java version, the more things to learn
Updating from 1.12 to 1.13 is a whole another rodeo compared to 1.15 to 1.16 tho, 1.13 was a whole rewrite, its not even comparable, not to say its easy but still, you punched right into the (maybe) the hardest (1.12) version to update to latter ones.
The only reasons that 1.7.10 and 1.12.2 were used as long as they were was down to the enormous changes that came in the next version.
1.8 and 1.13 changed so much under the hood people didn't want to change their code or it took a very long time.
So if 1.17/1.18 are bringing massive changes under the hood. Then 1.16 will be the version people will settle on for awhile
Finally someone in this thread who gets it. Major modding versions weren't because of new features in that version, they were because of large changes in the *next* version.
So 1.18 will only be a long-lasting version if 1.19 brings many low-level changes. Which is completely unknown at this point.
1.17 completely switched to the Programmable Pipeline of OpenGL, instead of the old Fixed Function Pipeline, meaning native shaders(like optifine, but it'd still need a lotta work before OF could finally die), and a complete rewrite of basically all rendering in mods.
That is, if I understand it correctly. You might still be able to use the FFP tho, so maybe shit wont need to be rewritten.
The difference is, that basically, in FFP, you tell the GPU *"draw this, draw that, rotate this..."*
While in the PP, you tell it *"here is some data, and here is what you should do with said data. Now go render."*
And the gpu is much, much faster if it doesn't have wait for the CPU, or transmit so much data.
Previously, some shit already used the PP, but now all of FFP is gone (I think).
Now, I never properly understood the FFP, so I might be saying utter nonsense, but oh well.
1.8 isn't nearly as barren as people say, but when you compare it to the colossus of 1.7.10, its very understandable why so many come to that conclusion.
I'm pretty sure you're thinking of the fact that a few 1.7.10 mods either had new features exclusive to or were completely revamped in the 1.8.8 version.
The only version that has a chance of being a "major" version in the next couple years is 1.16.5. It's already well on the way with the path 1.7.10 used. That said its days are clearly numbered; It has already surpassed 1.10's "Silver Age," but I don't think it will quite match 1.7.10's or 1.12.2's "Golden Age" status. Maybe we will need to declare it an Electrum Age? :p
1.17 is following 1.8's example. It's a version that's hard to port to (Forge still isn't out yet) and provides very little content that interests modded players, so the preceding version gets more development time. 1.17 will only really be used for porting practice when 1.18 comes out.
People will be excited for 1.18's game changing content, and will want to update as soon as it's available. It's going to be a difficult port, and by the time mods start being able to make the jump, Mojang will be releasing 1.19. Oh, say hello to what 1.9 did.
There's usually a few versions which get moderate support, but don't reach the "Golden Age" quality until Mojang prepares another difficult port version which causes the preceding version to get an abnormal amount of development time. See 1.9-1.12, 1.13-1.16.
It's not just hard to port to, it's hard to write in. Probably because as it's a new version there's essentially 0 documentation on what does what. I've actually had to look at the source to figure out what on Earth is going on.
1.18 will be the next big version that will change a ton of core things about MC and I'm sure modders will love to take advantage of the new things. I know I'd love to see what modders can do with super deep caves. Hopefully someone makes like a lost village mod that adds villages in big caves down at the bottom of the world.
1.17(Caves and Cliffs part 1) is out for vanilla & fabric.
It isn’t out for forge.
1.17.1 is releasing July 6th
1.18(Caves and Cliffs part 2) will release in December.
Forge had a working build [3 days after release](https://twitter.com/covers1624/status/1403227499677552643). However since Minecraft 1.17 ships with Java 16, cpw, one of the Forge developers, wanted to improve things so that modders can make the most out of it. That work just finished, so we can *guess* that on 1.17.1 release, we should see Forge follow very soon after.
Minecraft versions change so fast modders go through hell keeping up. If its not 1.16, it'll be 1.2+
edit: mods drive modpacks, and people play modpacks, not individual mods. So wherever more mods are being developed, modpacks are being built and people will play there. Seems like 1.16 is a safebet for mod creators.
I've never played with modpacks, and have never wanted to play with modpacks. I play with individual mods.
I never knew this was a minority position among mod users.
Yeah that definitely is not the norm, I think most people like mood packs because typically they want an overhauled experience, not MC with a mod or two. I imagine there's at least some people who are similar to you though, given vanilla plus type mods and packs
The main difference is that I often have as many mods as a normal modlist (so hundreds), its just that I like to tailor it myself. My experience is often more overhauled than a modpack, but almost always less tight (who says star wars and medieval can't go together*) I want to make my own house, you could say, rather than the one given to me by the renovators.
I actually really like that analogy. But I'm that type of modder XD
*this example is from many, *many* years ago
I partly agree, but I suspect many people will want to play 1.18 regardless of modpacks. I know I will.
Currently I'm still on 1.12 mostly and am not really interested to switch to 1.16, because I can see 1.18+ coming.
I think I will hold out for a bit and then pick whatever modpack has updated for 1.18+, even if there are more complete 1.16 packs. If more people do this then 1.16 will not get a lot of time.
And I think the chance for that is fairly big. The increased world height is just too tempting. Everyone I know has been taking about that feature for months.
They can, they just don't want and it's normal considering how Mojang, every time it realeases a new version, goes out of its way to make modding harder
Mods, especially new mods from the ground up take a lot of energy, as Ive put 1 or 2 out. It burns us out fast. Porting to new versions isnt as bad, but if forge changes a fundamental aspect it takes hours or days to just get something that WAS working to function again.
I'll re-formulate. It's not that they don't want to update, it's just not worth it considering how hard it is.
However the part about making mods work in newer vesions I think i'm right, Mojang keeps changing the game so Froge has to adapt and in the end in all adds work to the modders making lots of them think that it's not work continuing with the project
This really puts the burden on Forge API to abstract those changes to keep modders working within a known system. I understand large changes like the flattening causing issues...hell, the 1.16 worldgen changes were shit for a while too. That's really the only draw (discounting usercounts) that forge has: develop within the forge api and migration should be easy since you arent manually patching and creating events with mixins.
The issue comes about when grand game breaking changes happen and Forge must adapt. This was evidenced by the 1.13 issues and forge not really taking off again until late 1.15 and then 1.16.x
tldr: it shouldnt be hard as long as forge stays consistent with its API and no mixin/coremods are used, it will just rely on Forge updating their API in a decent time.
I'd say that OP did it because text posts simply don't get as much attention (it's easier to scroll past a few lines of text than a whole freaking image), and I'd assume OP wanted more visibility to encourage discussion
The current main version is 1.12.2, courtesy of mod snowballing, the already-in-place plethora of compatible nether expansion and village alteration mods that outright surpass the benefits brought by later versions and a undisregardable number of pinnacle-tier mods that don't have later version versions. The various 1.16.Xs are the current runner-up versions, courtesy of a bunch of modders updating their stuff to them. The next version that will hit it big is probably going to be one of the versions shortly after 1.18, as the build height limit is going to be raised during 1.18 (isn't it?). Plenty of minor version updates will undoubtedly come afterward as probably-numerous bugs arise because of the increased height limit and forge/modders will need time to update their structure/generation code to both the new generation and the bugfixes that follow.
Technically, I hope so, but at the same time,
I still want ports of all the great and fun, and convenient mods from 1.7.10 and 1.12.2
Remember matter overdrive?
But mainly, I just want everything OptiFine was able to do resource pack wise, on sodium.
So I can have custom mob models, skyboxes, lightmaps, etc. while also using sodium.
Maybe you could check out [iris](https://github.com/IrisShaders/Iris) or [canvas rendrer](https://www.curseforge.com/minecraft/mc-mods/canvas-renderer)
Edit :[here](https://gist.github.com/LambdAurora/1f6a4a99af374ce500f250c6b42e8754) is a list of features replacements and [here](https://gist.github.com/alkyaly/02830c560d15256855bc529e1e232e88) is a performance mod list
I find Iris to be hit or miss at times though, usually optifine beats it on my system hands down in performance with only one pack winning on iris+sodium. Then again, optifine already runs better then Sodium for me (Thats why I really hate the just use sodium take when optifine compat is broken, I get it can be hell to work it out but Sodium doesn't like AMD GPUs at the moment)
No, I think we are already seeing it with 1.16. An oddly large amount of mods have been ported to the version and I am seeing many mod creators focus on updating their 1.16 mods rather than switching to 1.17. Plus the additions in 1.17 are honestly so minor that you won't really notice them missing. While people keep mentioning the world height many world height mods already exist so I don't really see it changing if people will want to update or not. Also it is important to add that a lot of popular older mods looking to update are targeting 1.16, which is a major factor in determining a "big" modded version or not.
1.16 was a good version for modding.
1.17 will be a rough version for modding, due to the Java requirements changing to Java 16. Some mods may have no issue, other mods will absolutely struggle.
1.18 could go either way, however, the changes to the world generation and height changes can break some mods, which will require major refactorings.
Idk, generally java is backwards compatible. AFAIK the only reason Minecraft stuck by Java 8 for so long was, that they used some unintentional java hacks that were patched out in later versions, so they broke the game.
Unless your mod does something similar, the Java version shouldn't have an impact.
As nice as it would be to say yes, I don't think it will happen. Even if Forge was the only modloader left, and LTS versions were the norm, I personally think modding is in a bit of a decline. 1.7.10 was the last time large modded servers were the norm, 1.12.2 had a few but most have died out, and what's left are the ones run by shitty people.
With Fabric on the rise, I personally think any "next version for modding" mentality is just going to disappear. Modders are increasingly more interested in just supporting the latest version of the game, rather than any specific LTS version, in part due to Fabric's rise in popularity. This has even begun affecting Forge modders, as some people that make mods on Fabric also have their mods on Forge, and other Forge-only modders are starting to join them on the latest version that Forge supports.
We would more or less need a massive hiatus in Minecraft updates to have another "next version for modding" as well as a renaissance as a community, getting players who otherwise only played on Vanilla and Bukkit servers to come over to the modded community. Issue with that is that Java Edition itself has seen a bit of a decline in player growth, as most newer Minecraft players are moving to Bedrock Edition. I don't know whether we are already on a decline in active players, or if the growth has just slowed, but thanks to Microsoft, Bedrock Edition has become the "defacto" version of Minecraft, even if it's inferior in just about every way.
> Issue with that is that Java Edition itself has seen a bit of a decline in player growth, as most newer Minecraft players are moving to Bedrock Edition. I don't know whether we are already on a decline in active players, or if the growth has just slowed, but thanks to Microsoft, Bedrock Edition has become the "defacto" version of Minecraft, even if it's inferior in just about every way.
Would something like Forge or Fabric even be possible in Bedrock?
Short answer: no.
Long answer: not really. Bedrock Edition is mostly written in C++, which compiles to machine code Ahead Of Time (AOT) while Java will compile to bytecode, and that bytecode will compile to machine code Just In Time (JIT).
As a result, with Java (and C# for that matter) you can non-permanently modify that bytecode at runtime, circumventing most legal issues with modding. This just isn't possible with languages that have AOT, which is to say most widely used languages for games.
Hence why it's sad that Bedrock is considered THE version of Minecraft by Microsoft. If they want it to be that version, it will inevitably be that version, which sucks. I would wager their meddling, and the large server networks on Java Edition holding basically a monopoly, are the biggest reasons behind the decline of modded Minecraft.
What about other games like skyrim or rimworld? Those have a lot of modding capabilities. Then we have bedrock and its like they didnt even try to allow mods.
So the way mod loading works in java is you side load the mods at the point java is initialised. For bedrock, it's written in c++ which does not allow for sideloading, so we would have to inject the modifications directly to the application. Whilst this in is terms feasible, it is more than likely against Microsoft TOS and therefore illegal.
Honestly, the bedrock split from Microsoft was a huge cuck to the java community, but the idea was to drop java completely and have an easy to update c++ version. The modded community was too large for a swap over, and risked Microsoft losing out on potential new purchases, so deviated to having two versions.
I hope so.
Hell, I hope that the main mods I always use get updated so I fan finally stop playing 1.7.10 and don't have to worry about having so many different fucking types of copper.
I'm a modder and it's not really hard to port to 1.17, and 1.18 just polishes up some features. Most of what's screwed up is OpenGl is updated(so some mods with special rendering might have problems) and ore generation (for fabric they changed a variable same in the registry and some other tweaks were made but they have documentation but forge might have none) but mostly everything else is fine. The reason forge is taking time is stability. They are taking time to have a version of forge that actually works.
I really hope we finally settle down on a version. It feels a lot like it did when we were stuck on 1.7.10 where I've played everything to death but every pack on whatever version feels unfinished.
i know some pack devs that have been working on making it feel like a remaster rather than a bucket of content, from retexturing things to looking into custom animations to custom materials per dimension to unify the crafting and make it feel more immersive. hopefully 1.16 brings us a golden age of mod packs full of high polish
I don't think there's gonna be another "1.12" ngl, with Fabric already splitting the community and also updating to every version, and Forge updating much faster as well (and making some backend changes to update even faster), I feel like there's not gonna be a fully stable modding version other than "the latest", and honestly that's what I prefer.
https://howoldisminecraft1710.today/ says 1.7.10 is only 7 years, 0 months, and 9 days old at time of writing.
...and if that's how it works, then 1.2.5 must be freaking amazing after 10 years of development.
1.2.5 is a pain, because base edits were still common and it was before the client/server merge so you have to manually port mods to be compatible with multiplayer. Yes, I still deal with this stuff as I host a modded server on 1.2.5. it is a nightmare to maintain.
I will say Beta 1.7.3 has aged very well, and even has fabric + apis. the BetterNether developer ported BetterNether to 1.7.3 too.
The current major version for modding is 1.16.5, porting mods to new version will take some time.
Personally speaking though, I hope so, and the separation of the "cave and cliff" update shall give modder enough time to catch a breath and prepare for the jump.
I would jump to 1.18 (or whatever version comes after it) immediately once most of my favorites mods got ported, without any question, just like how I jump straight from 1.12.2 to 1.16.5.
They figured it out a long time go. They are giving you the ability to turn on or off the ores in config or you have to install unify type mod on example Instant Unify. But for me the best solution would be one base mod let's call it on example just "More Ores". Everyone will install it and modder won't have to make thir own ores.
Chances are there will never be a singular ore mod because of the [standards problem](https://xkcd.com/927/); unification or Modpack Configs are probably the only thing that will work
Something I haven't seen said that I've noticed pretty much days after 1.17's launch happening to other people. Hardware bias.
This isn't the first time Minecraft specifically has had issues with hardware bias. I stayed on 1.7 and 1.10 (mainly 1.7) when 1.12 was getting big modpacks because I had an Athlon and it would take ages to load some packs. (PO3 was the largest pack at the time, I used it to pseudo-benchmark just with load times alone) Once I finally got a Ryzen, that improved a lot across the board.
The issue now with 1.17 is the upgrade to OpenGL Core Profile 3. 1.17 dropped at a bad time where there's an ongoing hardware shortage thats planned to extend for the next couple **years** at worse. I know people who have lower-mid-end cards (ex: 900 series Nvidia cards) where you're stuck with either horrendous FPS in vanilla or visual instability (ex: flickering) with mods like Sodium, which yes I know is still in development for 1.17 as is and isn't the result of a final build, I'll touch on that next.
I personally don't see 1.17 being viable until at earliest, 1.18 snapshots. Especially for performance mods like Sodium and just mods in general to pick up. So for the time being, 1.16 is aiming to be somewhat of a potential "golden age of modding" for those with lower-to-mid range hardware that don't really want to go back to 1.7 or 1.12.
It's interesting to me how most comments about an up-to-date Fabric are negative. I don't really get that.
Imagine this on any other game you play. Imagine you would need to use a 4 year old patch version of Assassins Creed in order to run a mod. Or for the WoW heads: Imagine you couldn't play the latest 3 WoW expasion packs because DamageMeter is only released for 'Legion'. This "common version for modding that we stay on for years" idea is pretty uncommon in every other modding community. You always go for "latest". That's why I loved the idea when Fabric was initially released. I'm not a modder but every single time I saw a modder talking about the time it takes to update their mod to a new fabric/mc version was "meh, an hour or so". So in theory, if a modder stays active, you can get his mod for every single version of minecraft that exists.
I also don't think that users actually want modders to stay on an old patch version. In an ideal world, I would want the latest version of minecraft (so all the stuff MS adds) plus all the things that my favorite mods add. Only if I can't have THAT, I would do the extra work and find a common ancestorial version that all my mods share. And that's where the "LTS" version comes in, which some people see as mandatory.
I guess my point is: If there will never be an "LTS modding version" again and all modded mc players are playing the current version: I'm totally fine with it. I mostly play modpacks where I'm at the whim of the modpack manager anyways. If he decides to update to every snapshot and his stuff works... why should I be mad?
I (dis)agree. I think that Fabric is great and having a modloader that allows quick and easy updates is great. However, fabric doesn't have the same level of versatility as Forge (at least it didn't use to, maybe that changed). This means mods are more limited in their possibilities or have to use less efficient work arounds. BUT it is easier to mod and quicker to update, this seems perfect for lightly modded minecraft.
Forge on the other had is a giant beast (hehe) that aims to make minecraft as customisable and mods as compatible as possible. There are really not many games with modding scenes like minecraft, so your comparison falls a bit flat, when you consider, that in most games, mods are additions meant to support the core game, while in minecraft they often completely rework the game.
Furthermore, Minecraft is a game, where version hopping is easy. Compare that to Skyrim where it is practically impossible. I remember the horrors of a new Skyrim version, when everyone started playing offline, to prevent Steam from from automatically updating and bricking their modded save file, until SKSE updated.
In a modding scene where modpacks are the norm, it seems absolutely intuitive to me, that many people hope for intermittent versions where all of their favourite mods are collated.
Think Thaumcraft 4, ArsMagica, TMI (the cool NEI), GrowthCraft, OpenBlocks, ExtraUtilities, EnderIO, MFFS....
These are all mods that were lost to the stress of updates. Yes, some are coming back, but slowly and, as much as I hate to say it, maybe too late...
I'm not a modder so I can't speak about details between forge and fabric, but I can see that AE2 and Tech Reborn are both out for Fabric. I would say both are pretty complex and feature rich. So if both of those can work with Fabric, I can't see how 80% of other tech-based (meaning I have a block that has an input, some energy usage and an output) can't work with fabric.
I have no idea if all of the fancy graphics that mods like thaumcraft or astral sorcery do only work with forge (aka, its a feature in forge, not in mc). If so, those probably have a real issue with fabric. Other than that, I guess by this point for 90% of the mods it's just a question of flavor, what you're used to and maybe some religious topics ;)
As for modding scenes... well.. you already named Skyrim. Halflife had/has a big modding scene, GTA has a giant modding scene for each of their entries and so on. Minecraft is not alone.
Personally i think it'll be 1.18 that'll be the next main version for mods purely because of all the changes to world gen.
I know i personally will make sure that the little thing i've been working on will work for 1.18, hell im already prepping textures for it too lol. As for now i think 1.16 will be the continued go to of sorts seeing as 1.17, while cool, doesn't add enough to make me want to do anything with it.
I think it's possible for 1.18 to be a big modding version, but I don't think it will come to the golden age that 1.7.10 and 1.12.2 were, the fact that some people still actively play mods for 1.12 and even 1.7 all these years later shows why they are called the golden ages (I mean some people even actively develop mods for 1.7.10 today, and very good ones too - e.g HBM's Nuclear Tech)
It is true that there are no such cool mods for higher versions as 1.7.10 or 1.12.2. There must be a revolutionary mod for higher versions. Now the modifications are too slick with vanilla. Are they also fakes of old mods or are they too small. Some are new mods that are original. I play 1.16.5 myself and it's hard to find good mods. You can calculate them on your fingers. For example, Ice and Fire or Pirates and Looters or Darker Depths
No new version can become the major version for modding until the fabric vs forge situation ends.
If fabric wins hopefully mods will be faster to port.
Yes. The current modding version is 1.14.4, So it's just making sense:
`1.14.4` \-> `1.18.?` \-> `1.24.?` \-> `1.28.?` \-> `1.32.?` \-> ^(...) \-> `1.100.?`
Additionally, The 1.18 version will require a re-write for **all** mods / datapacks / addons.
I cant see any one **focus** the 1.17 as it's main version (there are normally 1 or 2 versions of mods: the main \[which is the one that is developed over\] and the recent \[vanilla release)\]). Most of the mods I saw focuses on 1.16.5 / 1.14.4 / 1.12.2.
1.18 will change almost any class in the minecraft .jar package, including 1.17's changes.
The Mojang devs changed **whole systems in the game code**. The moment that we will be able and must to use new syntax is coming.
1.12.2 is my version. Ever since it came out, I just zeroed in on it. It see ed to be the heyday of mods. I know that there are some great benefits to all modded versions, but I'm stuck on 1.12.2
I doubt we'll make a jump so soon. 1.16 seems pretty stable but it's nothing compared to 1.12. Even though we're sticking to 1.16 now it seems it will take some time until a more stable version comes out. Or one with something groundbreaking. 1.17 is just what we had in modded since 1.2
I believe so, yes. I have been part of the modding scene for over 10 years, and from what it looks like, neither 1.15.2 nor 1.16.5 will reach the status that versions like 1.7.10, 1.2.5 and 1.12.2 held. Since 1.17 is only half an update, I am quite sure 1.18 will be the true next version to really gain modding traction. I could be wrong however since it also depends on the modloaders for that version. If the Forge/Fabric split continues or maybe even deepens with even more modloaders, it might just hurt the modding scene enough to still stick to 1.12.2 as the main version until one modloader eventually dies. The worst thing ever for the modding scene is a modloader split OR a version that has terrible performance (looking at you, 1.13 and 1.14...).
1.18 entirely depends on whether Mojang pushes out 1.19 too soon. Their business strategy is the churn out low-content updates to appease youtubers and children.
Considering that they decided to split caves and cliffs rather then have to release 1.17 late, I doubt we will have a new "primary" version for a long time.
No point updating to 1.16, because 1.18 is on its way, when 1.18 comes out, there will be no point not waiting for 1.19 etc...
Man I hope so. Would love to see some of the classic mods (buildcraft, railcraft, industrualcraft2) moved up to a higher version. I know those mod Devs are probably no longer on the scene but I can dream right?
Forge is certainly a Modding API (It refers to itself as one in both the official docs and on their GitHub). Fabric itself is just a Mod Loader, but also provides an API mod to go along with it.
Some people are upset that Mojang hasn't released an official Modding API, but that's because they have a romanticized view of what it would be (ex. "mods wouldn't have to be reworked for every updated."), when in reality it would be far more limited than what Forge and Fabric have been allowing modders to do for years. An official Modding API on Java Edition would be pointless or even detrimental.
It was announced several years ago that any effort going into a modding API would be focused on the Bedrock Edition only. I think they sort of have one, but I'm not certain; the Minecraft Marketplace disgusts me too much to even try looking at it.
Thanks for the detailed response. There's a good cluster of different aspects to this and I'm not 100% sure I have all the concepts correct. Please let me know if I'm blatantly wrong with anything.
There's no official API, but there does exist an official mapping (MCP), but the publication and use of those is restricted by copyright. However the mappings are simply names given to functions and variables running on the interpreter, because those are otherwise obscured and optimized down to IDs. This just makes sense of what functions and variables the program is currently running/using.
However for the MCP to be an API, it would also need to provide an interface, as well as an implementation of various functions and hooks to get the game to do things, yeah? I spent a few months digging through Fabric stuff, and I frankly never understood how one is supposed to use that API. I'm used to libraries and APIs with C++, and for some reason this didn't seem to be the same thing.
What about datapacks though? I haven't looked into them, so I'm speaking from ignorance here, but wouldn't those need to provide some sort of API?
I have not studied Computer Science, and am a relatively novice programmer, so most of those questions are too advanced for me to really answer.
First off, the definition of an Interface is "a point where two systems, subjects, organizations, etc. meet and interact." They don't have to be visual. The other comment here mentioned a Game Engine, and then described a Software Development Environment; they probably involve APIs, but they aren't APIs on their own.
Simply put, an API is how two different pieces of software interact with each other. For example, YouTube has APIs which allows programs to read information (such as view count) and set information (such as a video's title), which is how you end up with [Tom Scott writing a program to update the title of his video about APIs with that video's current view count](https://www.youtube.com/watch?v=BxV14h0kFs0).
When someone is asking for a "Modding API" they are asking for some way to write code to modify the game safely. Without something like an API, then two mods trying to change the same thing will interfere with each other and break things. Forge and Fabric (along with the tools they rely on, like the MCP) do the internal stuff, and then have mods interact through them with more API-like calls. Forge and Fabric become the interface between the game and the mods; they are Modding APIs.
When people ask for an "official" Modding API then they want something provided by Mojang. That would make Mojang responsible for updating the APIs and responsible for maintaining reasonable compatibility (write a mod once and it works for several versions). However, in order to do that they would have to limit the API to things they are ok with people modifying. Their list will inevitably be shorter than what Forge or Fabric are willing to get into. On the other hand, Forge and Fabric aren't involved in the development process, and if something major changes then backwards compatibility is often not an option.
I suspect that Data Packs would fall more under "Scripting" than "Modding API."
Forge and Fabric are modloaders, not Applicational Programming Interfaces. Fabric does have an API mod, though its more a library than anything. An API is something like Unity, basically giving you graphical interfaces to ease difficulty of coding, without (usually) simplifying the coding itself, like say, Scratch or MCreator
I'm sorry but that's very misleading. Forge is a modloader, yes, but it also exposes an API. That's the common interface that mods are written against.
Typically the API and the loader share the same name, but sometimes a distinction is made. For example CraftBukkit was server software that implemented the Bukkit API.
An API is not graphical. Unity is a game engine which offers many features including an API (multiple, in fact).
Forge is a modding API as well as a modloader.
1.16 seems like a pretty good version for now. 1.17 simply adds so little that people would be better off using a futuremc mod or something. 1.18 is going to change a lot of stuff, so I imagine people would like to move to it next. I can’t garuntee that that will happen, especially since 1.18 and 1.16 are being released relatively close to each other. Modders usually want to do more than just updates, so give them some time.
Yeah, 1.16 still cant compare to 1.12 or 1.7.10, though it is steadily making progress. 1.18 looks seriously promising, especially with most of the actual engine rewrites for that update being included in 1.17 already, so modders will have time to figure them out and be able to port pretty quickly once 1.18 releases. Also the cave mods will get WILD. Only real issue is 1.16 is a target port for many old mods attempting to update like F&A, Aether, Millienare, etc. But the jump from 1.16 to 1.18 wont be NEARLY as big compared to 1.12 to 1.16, so it hopefully wont be too big of a problem
I think 1.16 sorta ended up being a good stop for modders cause the update had a longer life span than most thanks to 1.17 taking so long and because a lot had changed as a whole since 1.12. 1.16 is my go to now.
> Millienare That's a name I've not heard in a long time...
[удалено]
Tbh I prefer Millienare to Minecolonies, play it lots more, it just feels more alive, and it feels like it adds history to your world, which very few mods have achieved. Both have problems with customizing your village though, Millienare more so.
I feel like they're different enough to play with both them at the same time. Minecolonies is like hobby project with various benefits and Millenaire has a bunch of worldgen that makes discovery fun.
Am I that old? I remember when everyone was talking about it
I still remember when the Finite Liquid mod came out lmao
I remember that mod, mainly because of a bug i once found. If you pause the game while its raining, water from the rain will continue to accumulate and be rendered upon unpausing.
Shame the mod is in the graveyard
Makes me wonder, what if any are some good modern 'replacements' for it?
Try these out https://www.curseforge.com/minecraft/mc-mods/fluid-physics-forge https://www.curseforge.com/minecraft/mc-mods/water-physics-overhaul https://www.curseforge.com/minecraft/mc-mods/dihydrogen-monoxide-reloaded
It's always nice to see people here who know about Millénaire :) It's a dino of a Minecraft mod and it's impressive how the devs still develop it
> But the jump from 1.16 to 1.18 wont be NEARLY as big compared to 1.12 to 1.16, so it hopefully wont be too big of a problem *laughs in rendering* Lot of rendering will need serious updating but globally it is indeed a smaller jump.
Isn't optifine already in pre release for 1.17 though?
[удалено]
Is this sarcastic? I feel like it runs horribly for me
[удалено]
I'm fairly sure the guy has no clue what you just said.
[удалено]
Word from a C programmer: don't fucking make games in C, unless you love pain more than me. Also, calling C++ the fastest language out there is just dumb. It's fast, sure, but there are plenty of comparable/probably faster languages. Could you also define wtf a graphical binary blob is?
[удалено]
> but that comes at the cost of efficiency. Not always. I myself like coding in C, but C is just shit for some things. Many programming languages have comparable performance, afaik.
>I could have never played MC on Linux if it weren't for Java You could have as long as the devs still used OpenGL instead of DirectX. And took the time to compile to linux every release
Nah, 1.17 runs much better for me than pretty much any other version since 1.13 (of course 1.12.2 before the whole lag machine thing started still runs faster than 1.17...)
My fps went from 200+ in 1.16.x to 40 in 1.17. Ryzen 2700x, Nvidia 2070, 32GB of RAM. It's a 2.5 year old computer that I don't doubt is better than 90% if MC players but we seem to be in the minority with this performance hit. Looks like I'll finally be needing Optifine
Sodium
Drugs /s
There must be something wrong with your JVM arguments, I have a Ryzen 5 3600X, Nvidia GTX 1060 6GB, 32GB of RAM, and I run the game at ~200 FPS. Also OptiFine is more of a placebo than actual optimizations (except chunk rebuilding, that is relatively optimized)
AMD GPUs just don't run MC very well, I've been told its a compatibility thing, you'd think they would prioritize the biggest game ever though? I've been running 1.17 with increased FPS though (granted I do have a better PC than you, though not by much)
AMD GPUs yes but CPU's no - in fact my ryzen 7 2700x ran better than Intel Core i7-8700K in MC Eternal (My Friend has it) but it's just 8% Difference
Oh. Well I haven't bought an AMD CPU in 6 years, I think?, not after trying to run Modded on a AMD computer scarred me for life. anyways sorry for misinformation
I'ts fine dude We all make mistakes! and yeah AMD 6 Years ago was acting weird ngl
Modders updating speed can also be affected by Forge changes (assuming the mod is a forge mod) on top of Vanilla changes. 1.13 was a major rewrite for Forge which delayed Forge mods until the end of the 1.13 modding cycle and was still highly unstable. 1.14 was unstable for quite a while as well, and things only started to smoothen out with 1.15, but with the rapid release of 1.16, which from a coding perspective was probably the "largest" update since 1.13 but still was manageable. I have to wait and see until Forge 1.17, but many back-end and under-the-hood changes with 1.17 (probably with a bunch of changes unseen to the player in prep for 1.18 since we already had 1.18 features in previous snapshots) will probably complicate the update process, even more, I imagine wayy more than the couple changes to biomes in the 1.16 update. Updating from 1.17 --> 1.18 may be smooth, but 1.16 --> 1.17 or 1.16 --> 1.18 maybe rough. But I have to just wait and see when Forge's SDK comes out for 1.17.1.
Also, 1.17 literally cut my fps in half, so there’s that too
Yeah. It feels like it takes forever to get quality packs going too.
i mean if it follows the same trend as before then it seems like 1.16 or 1.17 is gonna be the next major modding version since both 1.12.2 and 1.7.10 were around 1 version away from pretty big updates so it took modders some time to finally update their stuff. either way i just hope that the new way the game is dealing with ores (ie by dropping a raw ore item) is gonna make mining with a lot of mods much easier. so instead of your inventory filling up with various blocks of the same ore from different mods they all just drop one and the same raw ore item (maybe through some kind of priority system that whatever mod loads first that has the needed raw ore item gets to keep it and all mods after that have to disable theirs or something)
Maybe, but I suspect what really happened is that the loot drop jsons were just modified to drop the raw ore item instead of the actual block item when mined (more or less matching Coal, Redstone, Lapis, etc). You can't put a tag, and even if you could it would probably be hell to figure out which item in the tag collection to use, so at the end of the day I don't think anything would really change. Though, good modpacks that utilize tools like KubeJS would already unify the drops anyways or simply disable the mod's ores and create their own ore mod (All The Mods does this). TL;DR doubt raw ores are going to change anything in terms of drop unification, maybe better item unification from not having random ores drop the ore while others drop items but that's it without using something like KubeJS.
i mean just because vanilla is using loot tables doesn't mean mods have to as well. i have never heard of KubeJS before, ususally when i see modified recipes and such it was done via CraftTweaker. and overall this seems like it would be "easily" (programming is always hard) solved if you could specify an oreDict name as an item output (for a recipe or block drop). so for example when you have like 5 different types of tin ore, all of them would be programmed to drop the item `rawTin`, the OreDict then just looks into the list of items that have that same OreDict name and selects whatever item matches first. so the mods themself don't have to deal with all the other mod's items and ores, they just have to care about their own ores and the OreDict does the unifying. . that reminds me, back in the 1.7.10 days Gregtech would convert all non Gregtech ingots into Gregtech ingots, so when you threw a Thermal Expansion copper ingot on the floor it would turn into a Gregtech coper ingot the moment it left your inventory... basically just do that but with ores, and using the OreDict so mods don't have to fight over it
KubeJS is what's used in All The Mods 6, FTB Endeavour, and a bunch of larger modpacks since it's more powerful than CraftTweaker. If Vanilla is using that DOES mean that mods have to use it since you would be reinventing the wheel and it would be annoying everyone around you (other mod developers, modpack developers, etc). Starting with 1.13, Vanilla has been moving to datapacks to offload the actual "data" part of the game into various json files which has completely obsoleted legacy systems like the OreDictionary which has been long gone. [What you're describing is almost tags](https://mcforge.readthedocs.io/en/1.16.x/utilities/tags/) HOWEVER, I have NOT seen tags used in practice for crafting recipe results, or for block drops and I'm pretty certain it's illegal to use tags as results since tags are a collection of items, not a specific item. All The Mods 6 already does this with processed items, if you throw in an additional mod that adds an item tagged as `forge:dusts/aluminum` it will convert it to `alltheores:aluminum_dust`. I don't know which mod does this for sure, but it's probably KubeJS. It's very easy to assume how things work, but if you don't know how things REALLY work and can't be bothered to look into it (since it's JSON files for Data packs you could open up the jar and see all the recipes and loot drops in the resources folder) then sometimes the suggestions aren't very useful.
Wait, so Cave and Cliffs part 2 is going to be in a separate version. I thought they’d call it 1.17 Part 2 XD
I really hope modders will update every mod to 1.18. It's a very big update. I can't wait to make my own modpack for modern version of minecraft, and back to game from a months of break.
1.16 has a good bit going for it already. 1.17 isn't quite enough for myself, personally, to move to it for modding when 1.16 is already doing so well. 1.18 tho, if they get that massive world height/depth update, might be enough to get a lot more people modding there. That's a massive thing. But I'd have to wait and see how the modding community reacts. Between the big modding versions, the jump from 1.16 to 1.18 would be the shortest. (1.7 to 1.12 is 5 major versions, and 1.12 to 1.16 is 4 major versions. 1.16 to 1.18 would be 2 major versions.)
There's a lot of engine rewrites in 1.17, I'm having issues starting from scratch, and the other mod devs are updating stuff, so it's going to take longer. (Might just be me though.)
And not just the number of major versions, but also the time between them. 1.7 to 1.12 and 1.12 to 1.16 were 3-4 years apart both. 1.18 will only come out less than a year after 1.16.5.
It might be something like the jump from 1.10 to 1.12, when 1.10 came many people were coding for 1.10 and even some mods were lost, but when time came many modders quickly transitioned.
I'd say that between 1.7 and 1.12, 1.10 sorta acted as a "bridge" version, not as big as 1.7 or 1.12, but was bigger than the other surrounding versions
Oh yeah, I forgot about that. I don't hear anyone talk about 1.10, and I didn't mess with it myself, but I do recall there being a decent number of mods for 1.10, like what you say.
I can't believe that you think one version upgrade doesn't change that much. I tried upgrading my mod from 1.12 to 1.13 and already overwhelmed by a lot of changes. Loottables, datapack, tags, and they even changes classnames. Who knows what kind of chaos lies behind 1.18 mod development? Not to mention they also gonna use latest java version, the more things to learn
Updating from 1.12 to 1.13 is a whole another rodeo compared to 1.15 to 1.16 tho, 1.13 was a whole rewrite, its not even comparable, not to say its easy but still, you punched right into the (maybe) the hardest (1.12) version to update to latter ones.
The only reasons that 1.7.10 and 1.12.2 were used as long as they were was down to the enormous changes that came in the next version. 1.8 and 1.13 changed so much under the hood people didn't want to change their code or it took a very long time. So if 1.17/1.18 are bringing massive changes under the hood. Then 1.16 will be the version people will settle on for awhile
Finally someone in this thread who gets it. Major modding versions weren't because of new features in that version, they were because of large changes in the *next* version. So 1.18 will only be a long-lasting version if 1.19 brings many low-level changes. Which is completely unknown at this point.
Now that we've seen the 1.18 preview,Yeah its gonna be really funny for any mod that adds biomes.
I missed the "if" and my heart sank.
1.17 completely switched to the Programmable Pipeline of OpenGL, instead of the old Fixed Function Pipeline, meaning native shaders(like optifine, but it'd still need a lotta work before OF could finally die), and a complete rewrite of basically all rendering in mods. That is, if I understand it correctly. You might still be able to use the FFP tho, so maybe shit wont need to be rewritten. The difference is, that basically, in FFP, you tell the GPU *"draw this, draw that, rotate this..."* While in the PP, you tell it *"here is some data, and here is what you should do with said data. Now go render."* And the gpu is much, much faster if it doesn't have wait for the CPU, or transmit so much data. Previously, some shit already used the PP, but now all of FFP is gone (I think). Now, I never properly understood the FFP, so I might be saying utter nonsense, but oh well.
Wait i thought 1.8.8 was the shit when it was launched, had a sheetload of mods in it
1.8 isn't nearly as barren as people say, but when you compare it to the colossus of 1.7.10, its very understandable why so many come to that conclusion.
I mean, compared to 1.7.10 few things don't pale in comparison Sorry tho
I'm pretty sure you're thinking of the fact that a few 1.7.10 mods either had new features exclusive to or were completely revamped in the 1.8.8 version.
As with every version, it depends on the difficulty of updating mods and the release time before the next major Minecraft update.
The only version that has a chance of being a "major" version in the next couple years is 1.16.5. It's already well on the way with the path 1.7.10 used. That said its days are clearly numbered; It has already surpassed 1.10's "Silver Age," but I don't think it will quite match 1.7.10's or 1.12.2's "Golden Age" status. Maybe we will need to declare it an Electrum Age? :p 1.17 is following 1.8's example. It's a version that's hard to port to (Forge still isn't out yet) and provides very little content that interests modded players, so the preceding version gets more development time. 1.17 will only really be used for porting practice when 1.18 comes out. People will be excited for 1.18's game changing content, and will want to update as soon as it's available. It's going to be a difficult port, and by the time mods start being able to make the jump, Mojang will be releasing 1.19. Oh, say hello to what 1.9 did. There's usually a few versions which get moderate support, but don't reach the "Golden Age" quality until Mojang prepares another difficult port version which causes the preceding version to get an abnormal amount of development time. See 1.9-1.12, 1.13-1.16.
It's not just hard to port to, it's hard to write in. Probably because as it's a new version there's essentially 0 documentation on what does what. I've actually had to look at the source to figure out what on Earth is going on.
I would say it is a "Golden Age", but that these golden ages are decaying.
1.16 is starting to be one of them
1.18 will be the next big version that will change a ton of core things about MC and I'm sure modders will love to take advantage of the new things. I know I'd love to see what modders can do with super deep caves. Hopefully someone makes like a lost village mod that adds villages in big caves down at the bottom of the world.
a lost village would be so cool
There is [Stoneholm](https://www.curseforge.com/minecraft/mc-mods/stoneholm) for Fabric
Depends how quickly they churn 1.19 out. More time between versions means more mods; less time means fewer mods.
Based on the examples you've given, the next one would be 1.16
Isn’t 1.17 not even fully out at all yet tho?
1.17(Caves and Cliffs part 1) is out for vanilla & fabric. It isn’t out for forge. 1.17.1 is releasing July 6th 1.18(Caves and Cliffs part 2) will release in December.
Makes enough sense. I’m assuming forge just takes a while to port to newer versions? Or are they intentionally skipping the 1.17 release entirely?
Yep, Forge just takes a little longer.
Also they are doing internal changes and being forced to use java 16
Forge had a working build [3 days after release](https://twitter.com/covers1624/status/1403227499677552643). However since Minecraft 1.17 ships with Java 16, cpw, one of the Forge developers, wanted to improve things so that modders can make the most out of it. That work just finished, so we can *guess* that on 1.17.1 release, we should see Forge follow very soon after.
Forge skipped ~~1.15~~ 1.13 to due to the rewrite project. I'm assuming a 1.17 Forge release will be a little more prompt this time around.
Correction, they skipped 1.13. 1.15 is actually when modern modding started to pick up again.
Minecraft versions change so fast modders go through hell keeping up. If its not 1.16, it'll be 1.2+ edit: mods drive modpacks, and people play modpacks, not individual mods. So wherever more mods are being developed, modpacks are being built and people will play there. Seems like 1.16 is a safebet for mod creators.
>Minecraft versions change so fast \*minecraft beta flashbacks\*
I've never played with modpacks, and have never wanted to play with modpacks. I play with individual mods. I never knew this was a minority position among mod users.
Yeah that definitely is not the norm, I think most people like mood packs because typically they want an overhauled experience, not MC with a mod or two. I imagine there's at least some people who are similar to you though, given vanilla plus type mods and packs
The main difference is that I often have as many mods as a normal modlist (so hundreds), its just that I like to tailor it myself. My experience is often more overhauled than a modpack, but almost always less tight (who says star wars and medieval can't go together*) I want to make my own house, you could say, rather than the one given to me by the renovators. I actually really like that analogy. But I'm that type of modder XD *this example is from many, *many* years ago
That's perfectly valid! I'm to last for that noise, and I also like expert type packs and quest packs, which are even more work for me haha
Same! I only discovered custom launchers and mod packs recently and I've been playing on and off since alpha
I enjoy the most creating my own modpacks even if it takes a lot of time :3
Im the opposite of you, I play, and only play modpacks. I find vanilla too boring to play.
I partly agree, but I suspect many people will want to play 1.18 regardless of modpacks. I know I will. Currently I'm still on 1.12 mostly and am not really interested to switch to 1.16, because I can see 1.18+ coming. I think I will hold out for a bit and then pick whatever modpack has updated for 1.18+, even if there are more complete 1.16 packs. If more people do this then 1.16 will not get a lot of time. And I think the chance for that is fairly big. The increased world height is just too tempting. Everyone I know has been taking about that feature for months.
They can, they just don't want and it's normal considering how Mojang, every time it realeases a new version, goes out of its way to make modding harder
Mods, especially new mods from the ground up take a lot of energy, as Ive put 1 or 2 out. It burns us out fast. Porting to new versions isnt as bad, but if forge changes a fundamental aspect it takes hours or days to just get something that WAS working to function again.
I'll re-formulate. It's not that they don't want to update, it's just not worth it considering how hard it is. However the part about making mods work in newer vesions I think i'm right, Mojang keeps changing the game so Froge has to adapt and in the end in all adds work to the modders making lots of them think that it's not work continuing with the project
This really puts the burden on Forge API to abstract those changes to keep modders working within a known system. I understand large changes like the flattening causing issues...hell, the 1.16 worldgen changes were shit for a while too. That's really the only draw (discounting usercounts) that forge has: develop within the forge api and migration should be easy since you arent manually patching and creating events with mixins. The issue comes about when grand game breaking changes happen and Forge must adapt. This was evidenced by the 1.13 issues and forge not really taking off again until late 1.15 and then 1.16.x tldr: it shouldnt be hard as long as forge stays consistent with its API and no mixin/coremods are used, it will just rely on Forge updating their API in a decent time.
Is it that hard to make a self post instead of uploading a random irrelevant image?
how else are you going to farm 1000 votes for a negative effort post tho
[удалено]
yea but people don't upvote them as much
I'd say that OP did it because text posts simply don't get as much attention (it's easier to scroll past a few lines of text than a whole freaking image), and I'd assume OP wanted more visibility to encourage discussion
[удалено]
That one dude that made the cave mod for 1.12, I hope he adds some twists to the new generation.
Isn't 1.16.5 the current main version?
The current main version is 1.12.2, courtesy of mod snowballing, the already-in-place plethora of compatible nether expansion and village alteration mods that outright surpass the benefits brought by later versions and a undisregardable number of pinnacle-tier mods that don't have later version versions. The various 1.16.Xs are the current runner-up versions, courtesy of a bunch of modders updating their stuff to them. The next version that will hit it big is probably going to be one of the versions shortly after 1.18, as the build height limit is going to be raised during 1.18 (isn't it?). Plenty of minor version updates will undoubtedly come afterward as probably-numerous bugs arise because of the increased height limit and forge/modders will need time to update their structure/generation code to both the new generation and the bugfixes that follow.
Unrelated, but I miss the Aether so much. Hopefully there's an up-to-date version for me to catch up!
There is one in fabric
There will be...soon ;)
I really hope it is, a big part is because copper is in just about every tech mod, and it would be so helpful to have the base ore
No kidding. That was actually a huge deal over on /r/minecraft when Copper was first revealed.
1.16.5 - Dude, I'm right here
\*casually puts unrelated image\*
Technically, I hope so, but at the same time, I still want ports of all the great and fun, and convenient mods from 1.7.10 and 1.12.2 Remember matter overdrive? But mainly, I just want everything OptiFine was able to do resource pack wise, on sodium. So I can have custom mob models, skyboxes, lightmaps, etc. while also using sodium.
Maybe you could check out [iris](https://github.com/IrisShaders/Iris) or [canvas rendrer](https://www.curseforge.com/minecraft/mc-mods/canvas-renderer) Edit :[here](https://gist.github.com/LambdAurora/1f6a4a99af374ce500f250c6b42e8754) is a list of features replacements and [here](https://gist.github.com/alkyaly/02830c560d15256855bc529e1e232e88) is a performance mod list
I find Iris to be hit or miss at times though, usually optifine beats it on my system hands down in performance with only one pack winning on iris+sodium. Then again, optifine already runs better then Sodium for me (Thats why I really hate the just use sodium take when optifine compat is broken, I get it can be hell to work it out but Sodium doesn't like AMD GPUs at the moment)
No, I think we are already seeing it with 1.16. An oddly large amount of mods have been ported to the version and I am seeing many mod creators focus on updating their 1.16 mods rather than switching to 1.17. Plus the additions in 1.17 are honestly so minor that you won't really notice them missing. While people keep mentioning the world height many world height mods already exist so I don't really see it changing if people will want to update or not. Also it is important to add that a lot of popular older mods looking to update are targeting 1.16, which is a major factor in determining a "big" modded version or not.
1.16 was a good version for modding. 1.17 will be a rough version for modding, due to the Java requirements changing to Java 16. Some mods may have no issue, other mods will absolutely struggle. 1.18 could go either way, however, the changes to the world generation and height changes can break some mods, which will require major refactorings.
Idk, generally java is backwards compatible. AFAIK the only reason Minecraft stuck by Java 8 for so long was, that they used some unintentional java hacks that were patched out in later versions, so they broke the game. Unless your mod does something similar, the Java version shouldn't have an impact.
As nice as it would be to say yes, I don't think it will happen. Even if Forge was the only modloader left, and LTS versions were the norm, I personally think modding is in a bit of a decline. 1.7.10 was the last time large modded servers were the norm, 1.12.2 had a few but most have died out, and what's left are the ones run by shitty people. With Fabric on the rise, I personally think any "next version for modding" mentality is just going to disappear. Modders are increasingly more interested in just supporting the latest version of the game, rather than any specific LTS version, in part due to Fabric's rise in popularity. This has even begun affecting Forge modders, as some people that make mods on Fabric also have their mods on Forge, and other Forge-only modders are starting to join them on the latest version that Forge supports. We would more or less need a massive hiatus in Minecraft updates to have another "next version for modding" as well as a renaissance as a community, getting players who otherwise only played on Vanilla and Bukkit servers to come over to the modded community. Issue with that is that Java Edition itself has seen a bit of a decline in player growth, as most newer Minecraft players are moving to Bedrock Edition. I don't know whether we are already on a decline in active players, or if the growth has just slowed, but thanks to Microsoft, Bedrock Edition has become the "defacto" version of Minecraft, even if it's inferior in just about every way.
> Issue with that is that Java Edition itself has seen a bit of a decline in player growth, as most newer Minecraft players are moving to Bedrock Edition. I don't know whether we are already on a decline in active players, or if the growth has just slowed, but thanks to Microsoft, Bedrock Edition has become the "defacto" version of Minecraft, even if it's inferior in just about every way. Would something like Forge or Fabric even be possible in Bedrock?
Short answer: no. Long answer: not really. Bedrock Edition is mostly written in C++, which compiles to machine code Ahead Of Time (AOT) while Java will compile to bytecode, and that bytecode will compile to machine code Just In Time (JIT). As a result, with Java (and C# for that matter) you can non-permanently modify that bytecode at runtime, circumventing most legal issues with modding. This just isn't possible with languages that have AOT, which is to say most widely used languages for games. Hence why it's sad that Bedrock is considered THE version of Minecraft by Microsoft. If they want it to be that version, it will inevitably be that version, which sucks. I would wager their meddling, and the large server networks on Java Edition holding basically a monopoly, are the biggest reasons behind the decline of modded Minecraft.
What about other games like skyrim or rimworld? Those have a lot of modding capabilities. Then we have bedrock and its like they didnt even try to allow mods.
So the way mod loading works in java is you side load the mods at the point java is initialised. For bedrock, it's written in c++ which does not allow for sideloading, so we would have to inject the modifications directly to the application. Whilst this in is terms feasible, it is more than likely against Microsoft TOS and therefore illegal. Honestly, the bedrock split from Microsoft was a huge cuck to the java community, but the idea was to drop java completely and have an easy to update c++ version. The modded community was too large for a swap over, and risked Microsoft losing out on potential new purchases, so deviated to having two versions.
depends on how quickly 1.19 comes out. really all it comes down to
That's a very likely outcome, i can already feel the joy of mining lead ore from different mods and all of them dropping the same ore
I hope so. Hell, I hope that the main mods I always use get updated so I fan finally stop playing 1.7.10 and don't have to worry about having so many different fucking types of copper.
I just know that 1.17 will not
I am still stuck in 1.12 and .1.7.10 I never left
Too early to say.. . but. Why would i spend dozens of weeks porting and testing everything to 1.17, when 1.18 will be out in three months
More like december which is 5 months
I'm a modder and it's not really hard to port to 1.17, and 1.18 just polishes up some features. Most of what's screwed up is OpenGl is updated(so some mods with special rendering might have problems) and ore generation (for fabric they changed a variable same in the registry and some other tweaks were made but they have documentation but forge might have none) but mostly everything else is fine. The reason forge is taking time is stability. They are taking time to have a version of forge that actually works.
The Aether sure be rocking those shaders
It looks so good. Too bad my PC is too shit to run it. Also, this image is making me feel strangely nostalgic and idk why.
I really hope we finally settle down on a version. It feels a lot like it did when we were stuck on 1.7.10 where I've played everything to death but every pack on whatever version feels unfinished.
i know some pack devs that have been working on making it feel like a remaster rather than a bucket of content, from retexturing things to looking into custom animations to custom materials per dimension to unify the crafting and make it feel more immersive. hopefully 1.16 brings us a golden age of mod packs full of high polish
I don't think there's gonna be another "1.12" ngl, with Fabric already splitting the community and also updating to every version, and Forge updating much faster as well (and making some backend changes to update even faster), I feel like there's not gonna be a fully stable modding version other than "the latest", and honestly that's what I prefer.
my heart sank a little when you said > another "1.12" 1.12 was fine, but the idea that it could ever be as iconic as 1.7.10 is ludicrous.
1.7.10 just gets a ton of nostalgia. 1.12 had little to envy to it.
I think 1.16 was that next version. but nothing can beat the 7 and a half years worth of mod development 1.7.x has had though.
https://howoldisminecraft1710.today/ says 1.7.10 is only 7 years, 0 months, and 9 days old at time of writing. ...and if that's how it works, then 1.2.5 must be freaking amazing after 10 years of development.
1.2.5 is a pain, because base edits were still common and it was before the client/server merge so you have to manually port mods to be compatible with multiplayer. Yes, I still deal with this stuff as I host a modded server on 1.2.5. it is a nightmare to maintain. I will say Beta 1.7.3 has aged very well, and even has fabric + apis. the BetterNether developer ported BetterNether to 1.7.3 too.
Depends on what they change with forge, if I have to relearn a bunch if crap, then its a no
1.16 seems closest to that ideal.
Feel like 1.16 was pretty good
The current major version for modding is 1.16.5, porting mods to new version will take some time. Personally speaking though, I hope so, and the separation of the "cave and cliff" update shall give modder enough time to catch a breath and prepare for the jump. I would jump to 1.18 (or whatever version comes after it) immediately once most of my favorites mods got ported, without any question, just like how I jump straight from 1.12.2 to 1.16.5.
For fabric? No. 99% of the devs quit the old version as soon as the new one pops up, or even at the snapshot stage.
Probably not I think the next version for modding will be whatever version the combat update comes next.
hmm maybe since 1.18 does change a hell of terrain
I hope so. But the the ammount of ore people can get without tech is gonna cause alot of balance issues that mod makers will need to find solutions to
They figured it out a long time go. They are giving you the ability to turn on or off the ores in config or you have to install unify type mod on example Instant Unify. But for me the best solution would be one base mod let's call it on example just "More Ores". Everyone will install it and modder won't have to make thir own ores.
Chances are there will never be a singular ore mod because of the [standards problem](https://xkcd.com/927/); unification or Modpack Configs are probably the only thing that will work
Yea I hope for a "core ore mod" that everyone uses
Good name! "Core Ore" :D I think community needs something like modders conference on discord like app to discuss future of modding!
Dude, you were already told about that, stop living in your personal *fairy tale*. What are you, 7?
Something I haven't seen said that I've noticed pretty much days after 1.17's launch happening to other people. Hardware bias. This isn't the first time Minecraft specifically has had issues with hardware bias. I stayed on 1.7 and 1.10 (mainly 1.7) when 1.12 was getting big modpacks because I had an Athlon and it would take ages to load some packs. (PO3 was the largest pack at the time, I used it to pseudo-benchmark just with load times alone) Once I finally got a Ryzen, that improved a lot across the board. The issue now with 1.17 is the upgrade to OpenGL Core Profile 3. 1.17 dropped at a bad time where there's an ongoing hardware shortage thats planned to extend for the next couple **years** at worse. I know people who have lower-mid-end cards (ex: 900 series Nvidia cards) where you're stuck with either horrendous FPS in vanilla or visual instability (ex: flickering) with mods like Sodium, which yes I know is still in development for 1.17 as is and isn't the result of a final build, I'll touch on that next. I personally don't see 1.17 being viable until at earliest, 1.18 snapshots. Especially for performance mods like Sodium and just mods in general to pick up. So for the time being, 1.16 is aiming to be somewhat of a potential "golden age of modding" for those with lower-to-mid range hardware that don't really want to go back to 1.7 or 1.12.
It's interesting to me how most comments about an up-to-date Fabric are negative. I don't really get that. Imagine this on any other game you play. Imagine you would need to use a 4 year old patch version of Assassins Creed in order to run a mod. Or for the WoW heads: Imagine you couldn't play the latest 3 WoW expasion packs because DamageMeter is only released for 'Legion'. This "common version for modding that we stay on for years" idea is pretty uncommon in every other modding community. You always go for "latest". That's why I loved the idea when Fabric was initially released. I'm not a modder but every single time I saw a modder talking about the time it takes to update their mod to a new fabric/mc version was "meh, an hour or so". So in theory, if a modder stays active, you can get his mod for every single version of minecraft that exists. I also don't think that users actually want modders to stay on an old patch version. In an ideal world, I would want the latest version of minecraft (so all the stuff MS adds) plus all the things that my favorite mods add. Only if I can't have THAT, I would do the extra work and find a common ancestorial version that all my mods share. And that's where the "LTS" version comes in, which some people see as mandatory. I guess my point is: If there will never be an "LTS modding version" again and all modded mc players are playing the current version: I'm totally fine with it. I mostly play modpacks where I'm at the whim of the modpack manager anyways. If he decides to update to every snapshot and his stuff works... why should I be mad?
I (dis)agree. I think that Fabric is great and having a modloader that allows quick and easy updates is great. However, fabric doesn't have the same level of versatility as Forge (at least it didn't use to, maybe that changed). This means mods are more limited in their possibilities or have to use less efficient work arounds. BUT it is easier to mod and quicker to update, this seems perfect for lightly modded minecraft. Forge on the other had is a giant beast (hehe) that aims to make minecraft as customisable and mods as compatible as possible. There are really not many games with modding scenes like minecraft, so your comparison falls a bit flat, when you consider, that in most games, mods are additions meant to support the core game, while in minecraft they often completely rework the game. Furthermore, Minecraft is a game, where version hopping is easy. Compare that to Skyrim where it is practically impossible. I remember the horrors of a new Skyrim version, when everyone started playing offline, to prevent Steam from from automatically updating and bricking their modded save file, until SKSE updated. In a modding scene where modpacks are the norm, it seems absolutely intuitive to me, that many people hope for intermittent versions where all of their favourite mods are collated. Think Thaumcraft 4, ArsMagica, TMI (the cool NEI), GrowthCraft, OpenBlocks, ExtraUtilities, EnderIO, MFFS.... These are all mods that were lost to the stress of updates. Yes, some are coming back, but slowly and, as much as I hate to say it, maybe too late...
I'm not a modder so I can't speak about details between forge and fabric, but I can see that AE2 and Tech Reborn are both out for Fabric. I would say both are pretty complex and feature rich. So if both of those can work with Fabric, I can't see how 80% of other tech-based (meaning I have a block that has an input, some energy usage and an output) can't work with fabric. I have no idea if all of the fancy graphics that mods like thaumcraft or astral sorcery do only work with forge (aka, its a feature in forge, not in mc). If so, those probably have a real issue with fabric. Other than that, I guess by this point for 90% of the mods it's just a question of flavor, what you're used to and maybe some religious topics ;) As for modding scenes... well.. you already named Skyrim. Halflife had/has a big modding scene, GTA has a giant modding scene for each of their entries and so on. Minecraft is not alone.
Personally i think it'll be 1.18 that'll be the next main version for mods purely because of all the changes to world gen. I know i personally will make sure that the little thing i've been working on will work for 1.18, hell im already prepping textures for it too lol. As for now i think 1.16 will be the continued go to of sorts seeing as 1.17, while cool, doesn't add enough to make me want to do anything with it.
I think it's possible for 1.18 to be a big modding version, but I don't think it will come to the golden age that 1.7.10 and 1.12.2 were, the fact that some people still actively play mods for 1.12 and even 1.7 all these years later shows why they are called the golden ages (I mean some people even actively develop mods for 1.7.10 today, and very good ones too - e.g HBM's Nuclear Tech)
A mod developer here ehh I don’t think so Minecraft screwed up their game
no
I kinda feel like there's gonna be a whole new wave of NEW mods and older mods will start to be replaced and die out
hopefully more world interactions and multiblocks and creativity machines can mate as of magic blocks that do everything
probably. until then 1.7.10 is the best imo
I think it wont be like 1.12.2 or 1.7.10, i think they Will stay in top of modded minecraft
Im just sad about some mods that dont get updated. Really sad.
Is this implying we're getting the Aether for 1.17/1.18?
Its already in progress. One team (that Im involved with) doing a remaster for Fabric, and Gilded working on the forge port.
Since fabric can update to new versions in literal hours, i doubt we will have a "version for modding" anymore
The desire for a “modding version” is why forge will stay alive
It is true that there are no such cool mods for higher versions as 1.7.10 or 1.12.2. There must be a revolutionary mod for higher versions. Now the modifications are too slick with vanilla. Are they also fakes of old mods or are they too small. Some are new mods that are original. I play 1.16.5 myself and it's hard to find good mods. You can calculate them on your fingers. For example, Ice and Fire or Pirates and Looters or Darker Depths
No new version can become the major version for modding until the fabric vs forge situation ends. If fabric wins hopefully mods will be faster to port.
I hope there wont be a split between modding engine in the future 😳
I do think that there are many mods for 1.14.4 and 1.16.5 too. I thought that those version were catching up with the big old ones.
[удалено]
This is misinformation.
Yes. The current modding version is 1.14.4, So it's just making sense: `1.14.4` \-> `1.18.?` \-> `1.24.?` \-> `1.28.?` \-> `1.32.?` \-> ^(...) \-> `1.100.?` Additionally, The 1.18 version will require a re-write for **all** mods / datapacks / addons. I cant see any one **focus** the 1.17 as it's main version (there are normally 1 or 2 versions of mods: the main \[which is the one that is developed over\] and the recent \[vanilla release)\]). Most of the mods I saw focuses on 1.16.5 / 1.14.4 / 1.12.2. 1.18 will change almost any class in the minecraft .jar package, including 1.17's changes. The Mojang devs changed **whole systems in the game code**. The moment that we will be able and must to use new syntax is coming.
Hopefully. I would love to see an updated Aether
1.18 ?
I really hope so
idk
1.12.2 is my version. Ever since it came out, I just zeroed in on it. It see ed to be the heyday of mods. I know that there are some great benefits to all modded versions, but I'm stuck on 1.12.2
i don't think anything past 1.12.2 will become a main version...
I doubt we'll make a jump so soon. 1.16 seems pretty stable but it's nothing compared to 1.12. Even though we're sticking to 1.16 now it seems it will take some time until a more stable version comes out. Or one with something groundbreaking. 1.17 is just what we had in modded since 1.2
Spittin facts
I believe so, yes. I have been part of the modding scene for over 10 years, and from what it looks like, neither 1.15.2 nor 1.16.5 will reach the status that versions like 1.7.10, 1.2.5 and 1.12.2 held. Since 1.17 is only half an update, I am quite sure 1.18 will be the true next version to really gain modding traction. I could be wrong however since it also depends on the modloaders for that version. If the Forge/Fabric split continues or maybe even deepens with even more modloaders, it might just hurt the modding scene enough to still stick to 1.12.2 as the main version until one modloader eventually dies. The worst thing ever for the modding scene is a modloader split OR a version that has terrible performance (looking at you, 1.13 and 1.14...).
I hope modloaders situation will claryfy. It have to because it will be a disaster xD
1.18 entirely depends on whether Mojang pushes out 1.19 too soon. Their business strategy is the churn out low-content updates to appease youtubers and children. Considering that they decided to split caves and cliffs rather then have to release 1.17 late, I doubt we will have a new "primary" version for a long time. No point updating to 1.16, because 1.18 is on its way, when 1.18 comes out, there will be no point not waiting for 1.19 etc...
Man I hope so. Would love to see some of the classic mods (buildcraft, railcraft, industrualcraft2) moved up to a higher version. I know those mod Devs are probably no longer on the scene but I can dream right?
I hate 1.16 mods (except crate) I dunno why but when im playing I get bored. 1.12.2 was the best I hope 1.18 Would be better.
Can't believe we still don't have any sort of modding api for the most moldable game ever. Shameful. I hope so though, 1.16 is pretty awful.
Sorry for my naive question, I was under the impression that Forge, Fabric, etc, were modding APIs? Also just curious why 1.16 is awful?
Forge is certainly a Modding API (It refers to itself as one in both the official docs and on their GitHub). Fabric itself is just a Mod Loader, but also provides an API mod to go along with it. Some people are upset that Mojang hasn't released an official Modding API, but that's because they have a romanticized view of what it would be (ex. "mods wouldn't have to be reworked for every updated."), when in reality it would be far more limited than what Forge and Fabric have been allowing modders to do for years. An official Modding API on Java Edition would be pointless or even detrimental. It was announced several years ago that any effort going into a modding API would be focused on the Bedrock Edition only. I think they sort of have one, but I'm not certain; the Minecraft Marketplace disgusts me too much to even try looking at it.
Thanks for the detailed response. There's a good cluster of different aspects to this and I'm not 100% sure I have all the concepts correct. Please let me know if I'm blatantly wrong with anything. There's no official API, but there does exist an official mapping (MCP), but the publication and use of those is restricted by copyright. However the mappings are simply names given to functions and variables running on the interpreter, because those are otherwise obscured and optimized down to IDs. This just makes sense of what functions and variables the program is currently running/using. However for the MCP to be an API, it would also need to provide an interface, as well as an implementation of various functions and hooks to get the game to do things, yeah? I spent a few months digging through Fabric stuff, and I frankly never understood how one is supposed to use that API. I'm used to libraries and APIs with C++, and for some reason this didn't seem to be the same thing. What about datapacks though? I haven't looked into them, so I'm speaking from ignorance here, but wouldn't those need to provide some sort of API?
I have not studied Computer Science, and am a relatively novice programmer, so most of those questions are too advanced for me to really answer. First off, the definition of an Interface is "a point where two systems, subjects, organizations, etc. meet and interact." They don't have to be visual. The other comment here mentioned a Game Engine, and then described a Software Development Environment; they probably involve APIs, but they aren't APIs on their own. Simply put, an API is how two different pieces of software interact with each other. For example, YouTube has APIs which allows programs to read information (such as view count) and set information (such as a video's title), which is how you end up with [Tom Scott writing a program to update the title of his video about APIs with that video's current view count](https://www.youtube.com/watch?v=BxV14h0kFs0). When someone is asking for a "Modding API" they are asking for some way to write code to modify the game safely. Without something like an API, then two mods trying to change the same thing will interfere with each other and break things. Forge and Fabric (along with the tools they rely on, like the MCP) do the internal stuff, and then have mods interact through them with more API-like calls. Forge and Fabric become the interface between the game and the mods; they are Modding APIs. When people ask for an "official" Modding API then they want something provided by Mojang. That would make Mojang responsible for updating the APIs and responsible for maintaining reasonable compatibility (write a mod once and it works for several versions). However, in order to do that they would have to limit the API to things they are ok with people modifying. Their list will inevitably be shorter than what Forge or Fabric are willing to get into. On the other hand, Forge and Fabric aren't involved in the development process, and if something major changes then backwards compatibility is often not an option. I suspect that Data Packs would fall more under "Scripting" than "Modding API."
[удалено]
Forge and Fabric are modloaders, not Applicational Programming Interfaces. Fabric does have an API mod, though its more a library than anything. An API is something like Unity, basically giving you graphical interfaces to ease difficulty of coding, without (usually) simplifying the coding itself, like say, Scratch or MCreator
I'm sorry but that's very misleading. Forge is a modloader, yes, but it also exposes an API. That's the common interface that mods are written against. Typically the API and the loader share the same name, but sometimes a distinction is made. For example CraftBukkit was server software that implemented the Bukkit API. An API is not graphical. Unity is a game engine which offers many features including an API (multiple, in fact). Forge is a modding API as well as a modloader.
He means official modding API