Best version for modding

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jdog1408

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Jul 29, 2019
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I am new to the mod creating system but know alot about mods and was wondering the advantages of midding in 1.5, 1.6.4, 1.7.2, 1.7.10, or even 1.8 I know there was something in 1.7 that people didn't like about for the nodding system
 

Strikingwolf

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Jul 29, 2019
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I am new to the mod creating system but know alot about mods and was wondering the advantages of midding in 1.5, 1.6.4, 1.7.2, 1.7.10, or even 1.8 I know there was something in 1.7 that people didn't like about for the nodding system
I would go with 1.7.10 or 1.8 (experimental) as they are latest
 

SatanicSanta

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Jul 29, 2019
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Meh if he is starting now I doubt he will have something good by the time 1.8 becomes the new 1.7 without some help
The 1.8 forge builds are experimental, and there will definitely be at least a few more 1.8 Vanilla builds. I don't think it's really worth it until 1.8 becomes stable.
 

FyberOptic

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Jul 29, 2019
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No point in trying to learn 1.8 yet. There's nothing really released and probably only a handful or two of people know the internal changes at this point, so you'd have a hard time getting any questions answered. I'm still trawling through it myself and only just now think I'm at a point where I could make babby's first API.

There's nothing particularly wrong with starting with 1.7, because you'll be familiarizing yourself with the Gradle build system, which I assume is here to stay. And there's the whole lack of block and item IDs to have to worry about, which could potentially save you from needing to learn config files altogether for a while. I guess it mostly depends on whether you're one of those individuals who has performance problems with 1.7, which might make it less enjoyable to work with.

1.5 offers no real advantage over 1.6 that I can think of, unless you really hate horses or the newer resource pack format. 1.6 and below still use the MCP build system rather than Gradle, which honestly might be easier to learn on, especially if you've already played with MCP itself before. You can also still edit the base classes to help you figure out how things in the game work along the way, which is locked down in 1.7 unfortunately.

I also recommend just getting MCP and playing with the game directly, especially with 1.7 (and probably up) where Forge won't let you. This way you can get a feel for how the game is laid out without worrying about Forge, and change basically anything you want to see how it affects the game. But if you really want to add your own blocks or items into the game right away, then this probably wouldn't be the best route to focus on.
 
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FyberOptic

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Jul 29, 2019
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ForgeGradle exists for 1.6.4, but it's in v9.11.1.964 rather than v9.11.1.965 (don't ask me why).

Holy cow it really is there. I coulda sworn before that 1.6 had gone to Gradle towards the end, but since I've used 965 since then I figured I must have been imagining things. This might have made things a bit easier to keep maintaining older mod versions with.

There's no changelog entry for 965 though so I don't know what it added.


EDIT: I just now remembered that 965 is broken. The previous pre-Gradle one, 953, is as well, so I'm assuming this is true farther back, too. The server JAR md5 is incorrect so the process fails. You can update the md5 yourself in the config file, or just edit the Python build script to ignore it, I've done it both ways (just ask if you need to know how, I just don't remember specifics off the top of my head). The Gradle 964 one works though.
 
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jdog1408

New Member
Jul 29, 2019
958
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No point in trying to learn 1.8 yet. There's nothing really released and probably only a handful or two of people know the internal changes at this point, so you'd have a hard time getting any questions answered. I'm still trawling through it myself and only just now think I'm at a point where I could make babby's first API.

There's nothing particularly wrong with starting with 1.7, because you'll be familiarizing yourself with the Gradle build system, which I assume is here to stay. And there's the whole lack of block and item IDs to have to worry about, which could potentially save you from needing to learn config files altogether for a while. I guess it mostly depends on whether you're one of those individuals who has performance problems with 1.7, which might make it less enjoyable to work with.

1.5 offers no real advantage over 1.6 that I can think of, unless you really hate horses or the newer resource pack format. 1.6 and below still use the MCP build system rather than Gradle, which honestly might be easier to learn on, especially if you've already played with MCP itself before. You can also still edit the base classes to help you figure out how things in the game work along the way, which is locked down in 1.7 unfortunately.

I also recommend just getting MCP and playing with the game directly, especially with 1.7 (and probably up) where Forge won't let you. This way you can get a feel for how the game is laid out without worrying about Forge, and change basically anything you want to see how it affects the game. But if you really want to add your own blocks or items into the game right away, then this probably wouldn't be the best route to focus on.
based on your info I'll start my simple mods in 1.6 and as I get better quickly transverse to 1.8 when my builds get more complicated. This is so I'm ready for the versions ahead instead of getting to in depth with MCP so the GRADLE is easy to transition to.