Ahem, you mean back when TE was an addon to Buildcraft? Or that 1.5 version where it cut the umbilical cord?
Thats not a fair count as the colloquial meaning of "mod" has changed significantly between then and now.
The original mod list doesn't mention the various library and API files needed to run the mods. (apart from Immibis core)
Where as the mod counter in our modern packs counts the above as "mods".
Running with just the default Forge package installed counts as 3 "mods".It also seems to count the various mod modules as individual mods- where as that 25 counts it as one.
Adding just Buildcraft to the pack brings the count up to 10 "mods" even though you're only playing 1 "mod".
If you define 'mod' by the same criteria for then and now- you'll get a similar mileage out of your 'content per number of mods'
I will certainly agree with the stability issues.
Far, far few crashes back then.
Epic performance with TPS and FPS.
And the pack booted in under a minute.
This obsession with modularizing mods into core and multiple components is damaging load performance for no purpose other than to inflate developer egos. No one cares about your core mod. Just build it in and stop making us chase after why the hell do I need 'mythical-beast-core.jar' in my mod list. And why does it always add half a dozen secret world gen altering features entirely unrelated to the mod that needs it.
So, do an experiment and realistically tell me how much the mods would be bloated if you just compiled the same core library into each one?Not all of those so-called library or core mods are really core mods. For example McJtyLib is not a core mod. It is in fact not even a mod. Just a collection of java tools that I find useful in most of my mods. So it helps with sharing code between multiple of my mods.
So, do an experiment and realistically tell me how much the mods would be bloated if you just compiled the same core library into each one?
McJty, you do realize that you can have your single library internally, and just have the build process lump it together with any mods using it, yes?
It's a little bit of setup to prevent issues with multiple conflicting copies, but not much, and you really only need to do that once.
When I dabbled with modding that's what I always did.
McJty, you do realize that you can have your single library internally, and just have the build process lump it together with any mods using it, yes?
It's a little bit of setup to prevent issues with multiple conflicting copies, but not much, and you really only need to do that once.
When I dabbled with modding that's what I always did.
It's called a mod packmodularization is a good thing, one thing however that I would like is a way to easily get all the dependencies/modules of a mod so I don't have to hunt them down. That is the only problem I have with it currently, the lack of one click download links to get everything needed for a mod.
yea if you like to not have all the mods you want and some you don't like at all then go ahead, I rather just throw mods together myself (and hope nothing breaks )It's called a mod pack
Most packs tend to be fairly customizable. If nothing else, you can use the pack as the basis for what you want to do, remove what you don't want, add what you do want.yea if you like to not have all the mods you want and some you don't like at all then go ahead, I rather just throw mods together myself (and hope nothing breaks )
I know, but if I do that being able to download all the dependencies of a mod + the mod I want at the same time would be niceMost packs tend to be fairly customizable. If nothing else, you can use the pack as the basis for what you want to do, remove what you don't want, add what you do want.
Reminds me of how RF replaced IC2 power - and as we all know, there's now no gameplay in power distribution beyond "connect A to B".It does seem like Storage Network is going to be replacing LP and possibly even AE for 1.8. Short, sweet, to the point, functional. Does what you want it to do.
modularization is a good thing, one thing however that I would like is a way to easily get all the dependencies/modules of a mod so I don't have to hunt them down. That is the only problem I have with it currently, the lack of one click download links to get everything needed for a mod.
Again, easily solvable if we had something like apt-get but then for mods.As it turns out, the @#$* core libraries have been updated since the mod was built. Of course, no one has documented which versions the mod was built against (and which version of Forge those were built against) so unresolvable errors. I guess I don't get to try Mowzies Mobs then.
Yay for mod dependencies.