1.2.5 was special, wasn't it?

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DZCreeper

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Jul 29, 2019
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1.2.5 was the last version that had mods that had versions for clients, servers, and Bukkit servers. I prefer the post 1.3.2 system where all mods are universal.

Because of that one change, we now have Buildcraft gates in muliplayer and Steves Carts 2.
 

matpower123

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Jul 29, 2019
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1.2.5 was the last version that had mods that had versions for clients, servers, and Bukkit servers. I prefer the post 1.3.2 system where all mods are universal.

Because of that one change, we now have Buildcraft gates in muliplayer and Steves Carts 2.
But 1.2.5 freeze gave modders time to figure bug,add new features and rest after doing this.
I know 1.3 system is the best(And I love the change),but right now Mojang is releasing a non-stop wave of updates,1.6 got released and we got a 1.7 snapshot already,it's too hard to keep up with this.
Basically,in 1.2.5 we had time to features to mature.
 

SatanicSanta

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Jul 29, 2019
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You people and your ''EE2 is ruination!". So what if I could fly, be invincible, kill everything and tear apart the world for the cost of a few diamond blocks? Also useful Lava/Water amulets were available. Now I sit in dirt and make wood into obsidian because apparently that is balanced but cobble -> bricks isn't. Transmutation table was truly the best feature. Best mod. Yeah Collectors were dumb, but AE + IC2 + Compact Solars is pretty much the same thing.


As for Mojang tyranny, ha ha. Any form of DRM to prevent more APIs will, like all DRM ever made, fail miserably. Really the best thing to do would to eat Forge using vague legal arguments and implement that. I mean Mojang is trying to eat Bukkit.
EE2 was a great mod. If that's all you played. Once you got IC2, and all the other mods in there it became very unbalanced and gamebreaking.
 

matpower123

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Jul 29, 2019
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EE2 was a great mod. If that's all you played. Once you got IC2, and all the other mods in there it became very unbalanced and gamebreaking.
Actually,I still think EE2 was the best thing in 1.2.5,the amount of endgame content was amazing,I agree it could be unbalanced with other mods,but the idea himself and the content was good :)
 
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SatanicSanta

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Jul 29, 2019
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Actually,I still think EE2 was the best thing in 1.2.5,the amount of endgame content was amazing,I agree it could be unbalanced with other mods,but the idea himself and the content was good :)
Due to the flowers the end game content was super easy to get, especially if you had a Macerator, or a cobble generator.
 

PierceSG

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Jul 29, 2019
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End game? What is this obssession with "end-game" these days? This is a sand box game based around crafting and building, mining as a side job. Getting to the point where you're finally generating infinite resources and unlimited power, that is when you start the next phase of the game. Building projects. Material accumulation and power generation is just one phase of many.
 

matpower123

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Jul 29, 2019
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End game? What is this obssession with "end-game" these days? This is a sand box game based around crafting and building, mining as a side job. Getting to the point where you're finally generating infinite resources and unlimited power, that is when you start the next phase of the game. Building projects. Material accumulation and power generation is just one phase of many.
The obssession with end-game it's because I ran out of things to do in TS2 atm
I like to see things to do after I build my super base with the ultimate power gen and with infinite resources,else I would die in boriness >:|
 

GPuzzle

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Jul 29, 2019
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I separate Minecraft and Modded Minecraft in Ages (after Beta) in terms of Game Design (I will try to separate based on Technology later on):
Beta 1.0 to Beta 1.4: First Minecraft Age: people often played vanilla and toyed around with redstone, which was fun - we had redstone computers back then, no fancy CC things or RP2. Also some mods that weren't really fancy (pistons).
Beta 1.5 to Beta 1.7.3: Second Minecraft Age, First Modded Minecraft Age: we had IC, TC1, BC... They all were the first "great" mods. It was something new, with features people hadn't seen yet. It was something that started separating the community.
Beta 1.8 to 1.0: Second Modded Minecraft Age: The mods were rebooted - IC2, BC2, TC2 and EE2 were born, and so was Forestry (which was turning into a powerful addon), CC and Railcraft, RP2 was starting to take shape.
1.0 to 1.2.5: Third Modded Minecraft Age: Maturation of the reboots. Most mods were interestingly growing, and you could automate essentially ANYTHING. RP2 was an almost essential mod, and BC released BC3! That was impressive back then.
Beta 1.8 to 1.2.5: Third Minecraft Age: Hunger - fighting enemies was an engaging experience. People were focused on "what can I do now", since the game of diggy holes was ending sooner. From railways to arenas, everything had a function because mining wasn't as interesting as it once was.
1.3 to 1.7 (possibly): Fourth Minecraft Age: Exploration, exploration, exploration. Almost everything is based on "what is out there in the world that I haven't seen yet". Horses, new dungeons, witches, new ores... 1.5 was the odd one out, and it went to allow less exploration-based players to do something new and interesting.
1.4.6 to 1.5.2: Fourth Modded Minecraft Age: REBOOTS PART 3! TC3, EE3, Forestry 2.0, boilers, touchscreens, Tinker's Construct and Natura, SC2... This was interesting because mods were branching to everywhere and started covering eachother's functions - we could choose something different every time, there was no need for "just this mod".
1.6 to...: Fifth Modded Minecraft Age: Reboots and nerfs. It seems people are slowly running out of ideas now, to be honest.
 

DoctorOr

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Jul 29, 2019
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But 1.2.5 freeze gave modders time to figure bug,add new features and rest after doing this.
I know 1.3 system is the best(And I love the change),but right now Mojang is releasing a non-stop wave of updates,1.6 got released and we got a 1.7 snapshot already,it's too hard to keep up with this.
Basically,in 1.2.5 we had time to features to mature.

So the solution is to get modders (not modded players) in general agreement to skip a Mojang update. People don't want to update to 1.6 and didn't want to update to 1.5 because of the Mojang content, they want to because all the new modded content is strictly in the newer version.

Unfortunately, 1.7 will be a poor choice to skip because it actually has interesting new biome content. 1.6 would have been a good choice for mods to skip.
 

matpower123

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Jul 29, 2019
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So the solution is to get modders (not modded players) in general agreement to skip a Mojang update. People don't want to update to 1.6 and didn't want to update to 1.5 because of the Mojang content, they want to because all the new modded content is strictly in the newer version.

Unfortunately, 1.7 will be a poor choice to skip because it actually has interesting new biome content. 1.6 would have been a good choice for mods to skip.
Worst Case scenario would be doing a quick update to the newest version and wait for 1.8.
Everyone waited for 1.6 to update stuff and add new features(Cough*XYCraft*Cough) and Mojang kicked everyone with interesting new stuff for 1.7,I wonder how much time Mojang will take to release 1.7:
1.6 took from April 18, 2013 to July 5, 2013 for a pre-release
1.5 took from January 3, 2013 to April 25, 2013 for a pre-release
1.4 took from August 9, 2012 to December 28, 2012 for a pre-release
1.3 took from April 12, 2012 to August 14, 2012 for a pre-release
and 1.2 took from January 19, 2012 to March 30, 2012 for a pre-release
 

SonOfABirch

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Jul 29, 2019
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I forget what version I started playing vanilla in, but my first experience with any mods whatsoever was 1.2.5
I played technic for a while in SSP, built the power flower, stayed on it for a while before becoming utterly bored with it... then I played some tekkit, found a great public server that had EE2 disabled and spent around 250 hours on it before moving to FTB this January.
Yeah, 1.2.5 was special in that it introduced me to mods, and yeah I suppose having a freeze on updating would be super helpful for modders..
Let's be honest, how many of you updated to 1.4.x because of something Mojang implemented? Or was it because of the cool new features of suchandsuch mod?
Sthey want to because all the new modded content is strictly in the newer version.
exactly.


The last content change (not backend stuff, cause tbh I got 0 clue bout that) that I was excited about was the ability to get experience from mining... now ain't that sad?
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
3,728
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Lost as always
I forget what version I started playing vanilla in, but my first experience with any mods whatsoever was 1.2.5
I played technic for a while in SSP, built the power flower, stayed on it for a while before becoming utterly bored with it... then I played some tekkit, found a great public server that had EE2 disabled and spent around 250 hours on it before moving to FTB this January.
Yeah, 1.2.5 was special in that it introduced me to mods, and yeah I suppose having a freeze on updating would be super helpful for modders..
Let's be honest, how many of you updated to 1.4.x because of something Mojang implemented? Or was it because of the cool new features of suchandsuch mod?

exactly.


The last content change (not backend stuff, cause tbh I got 0 clue bout that) that I was excited about was the ability to get experience from mining... now ain't that sad?
Actually, I really liked the horses that were added in vanilla. That way, I didn't have to install the horridly buggy, laggy, and ID-hogging Mo' Creatures for the ONE creature I actually wanted from the whole mod.
 
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SatanicSanta

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Jul 29, 2019
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Actually, I really liked the horses that were added in vanilla. That way, I didn't have to install the horridly buggy, laggy, and ID-hogging Mo' Creatures for the ONE creature I actually wanted from the whole mod.
Same here. I tried adding Mo Creatures to my modpack and my lord was it laggy. Also if you spawn in a desert-like biome you cannot get a decent start due to those damn lions!

Anyways, I hate how frequent Mojang has been updating Minecraft. It's getting ridiculous. Once I finally publish my mod, I'll need to immediately begin working on a 1.7 version, and once that's out, I'll need to get started on a 1.8 version et cetera et cetera. I'll never be able to actually play with my damn mod by these update speeds. Christ!
 

Celestialphoenix

Too Much Free Time
Nov 9, 2012
3,741
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Tartarus.. I mean at work. Same thing really.
Beta 1.7.3 is probably the strongest vanilla milestone- it marks the beginning of the end for true survival.

1.2.5, probably strongest for gameplay; one or 2 really hacky 'features' added, but things like doubled height seems to pay off.

1.5+ yeah, the best thing added is the option of not updating.
 

SatanicSanta

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Jul 29, 2019
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Beta 1.7.3 is probably the strongest vanilla milestone- it marks the beginning of the end for true survival.

1.2.5, probably strongest for gameplay; one or 2 really hacky 'features' added, but things like doubled height seems to pay off.

1.5+ yeah, the best thing added is the option of not updating.
I also seemed to have the best fps in 1.2.5. 1.7 snapshot I've had better, 1.4/1.5 is the worst.
 

SonOfABirch

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Jul 29, 2019
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Actually, I really liked the horses that were added in vanilla. That way, I didn't have to install the horridly buggy, laggy, and ID-hogging Mo' Creatures for the ONE creature I actually wanted from the whole mod.

to get horses you're giving up Thermal Expansion and MineFactory Reloaded. Dunno bout you, but that tradeoff is not one that I'd ever take up.