But in all seriousness... No mods can be ported to 1.8 WITHOUT MCP/Forge. Once they have been updated, wait for some mods to begin updating...
Incorrect. Some developers can and do work without MCP, AFAIK using their own deobfuscaters. Not saying it's happened in 1.8's case, but it has happened. Immibis IIRC made a mod for 1.6 (I think?) before MCP and Forge were released, Podzol > Diamonds IIRC.
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Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
Incorrect. Some developers can and do work without MCP, AFAIK using their own deobfuscaters. Not saying it's happened in 1.8's case, but it has happened. Immibis IIRC made a mod for 1.6 (I think?) before MCP and Forge were released, Podzol > Diamonds IIRC.
True, but every known Minimap mod there is uses MCP/Forge. I'm not saying you have to have MCP/Forge.
I do know that the TMI mod for 1.8 came out fairly quickly, and does not rely on modloaders of any kind.
I rather miss the days when people didn't rely on modloading crutches, and people just included a quick "how to install manually" walkthrough / checklist with their mods. I mean, really, is it so hard to manually change a few lines in a .txt file, and remember to delete a folder?
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"Primus is Alpha and Omega, the First and the Last; the Beginning and the End. But we are the Zeta, and we traverse the roads of ruin in the wake of the Omega. We are Zeta, and where we walk, let none survive."
Lot's of things changed in 1.8, but also a lot of them remained the same when compared to 1.7.10. This inludes Inventory handling code. So TMI's dev, one of the very few dev that actually knows how to work with raw Minecraft code without MCP, was able to quickly port TMI since he did not have to make many changes.
And you call modloaders crutches? You really want to go back to the days when you had an even chance of a complete and random game crash from installing 2 mods at once? There is a reason we can run hundreds of mods at once these days.
Yea, I do call them crutches. Because I still have those same issues, and thus don't try to run "hundreds of mods" at once. Although if you are running that many mods, simultaniously, I have to wonder if you can even call it playing Minecraft anymore.
Myself, I am a player of simple, refined tastes; a minimap with waypoint capabilities, TMI, and a version of WorldEdit for MP and SP. Not a sufferer of ADHD, I don't need "hundreds of mods" to turn Minecraft from what it is into something else entirely. If I want an FPS with explosions and ragequitting preteens, I can pop any Halo game into my XBOX and not have to worry about hoping someone is using MCP to develop buggy mods that might be refined and eventually perfected - roughly seven months after MC updates to the next version. If I want an RPG with interactive villagers, I can easily enjoy ROMS from any console generation, without worrying about not being able to play, oh, say, Wynncraft, because they ****ed up their NPCs and made it impossible to even start some quests.
My point? People rely on Modloaders, and rely on MCP so much that it's become impossible to update or make even simple mods in a timely manner. So yes, I call them crutches. And I applaud the Dev of TMI for not jumping on the bandwagon.
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"Primus is Alpha and Omega, the First and the Last; the Beginning and the End. But we are the Zeta, and we traverse the roads of ruin in the wake of the Omega. We are Zeta, and where we walk, let none survive."
Yea, I do call them crutches. Because I still have those same issues, and thus don't try to run "hundreds of mods" at once. Although if you are running that many mods, simultaniously, I have to wonder if you can even call it playing Minecraft anymore.
Myself, I am a player of simple, refined tastes; a minimap with waypoint capabilities, TMI, and a version of WorldEdit for MP and SP. Not a sufferer of ADHD, I don't need "hundreds of mods" to turn Minecraft from what it is into something else entirely. If I want an FPS with explosions and ragequitting preteens, I can pop any Halo game into my XBOX and not have to worry about hoping someone is using MCP to develop buggy mods that might be refined and eventually perfected - roughly seven months after MC updates to the next version. If I want an RPG with interactive villagers, I can easily enjoy ROMS from any console generation, without worrying about not being able to play, oh, say, Wynncraft, because they ****ed up their NPCs and made it impossible to even start some quests.
My point? People rely on Modloaders, and rely on MCP so much that it's become impossible to update or make even simple mods in a timely manner. So yes, I call them crutches. And I applaud the Dev of TMI for not jumping on the bandwagon.
Without mod loaders we wouldn't have the amount of mods we have today. Take a look at the decompiled, but not deobuscated, code of the game and try to make sense of it. As a developer without relying on MCP or a mod loader, you would need to make your own deobf maps and scripts for this, which can take ages and is a lot of work. MCP and mod loaders make the job easier on the modders and players, and for that fact they can be referred to as "crutches", but having the whole community rely on making their own deobf mappings and scripts is unrealistic and would lead to a community not even a quarter the size of what we have today.
Also, if you have a crash issue with mods, it is not the same issue grimallq was describing. When you manually install two mods (that is add them to the .jar), you overwrite the existing code with the new code, and as such, the last mod you add in gets the code, the rest don't, so to speak. To circumvent this some developers made compatibility patches, that tried to combine the code for two mods into the one class, so that they work together without conflict. Mod loaders come into play and give mods a stable environment to work on, so that mods no longer have this issue, mods don't edit the base classes so there is no possible way to get this issue. If you have a mod conflict, it is not the same issue grimallq was describing, and if it is the author of one of the mods is doing something very wrong.
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Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
I do know that the TMI mod for 1.8 came out fairly quickly, and does not rely on modloaders of any kind.
I rather miss the days when people didn't rely on modloading crutches, and people just included a quick "how to install manually" walkthrough / checklist with their mods. I mean, really, is it so hard to manually change a few lines in a .txt file, and remember to delete a folder?
Never under estimate human imbecility otherwise you will be very disappointed.
lol
But in all seriousness... No mods can be ported to 1.8 WITHOUT MCP/Forge. Once they have been updated, wait for some mods to begin updating...
Incorrect. Some developers can and do work without MCP, AFAIK using their own deobfuscaters. Not saying it's happened in 1.8's case, but it has happened. Immibis IIRC made a mod for 1.6 (I think?) before MCP and Forge were released, Podzol > Diamonds IIRC.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
True, but every known Minimap mod there is uses MCP/Forge. I'm not saying you have to have MCP/Forge.
Sorry, we both got that impression because you said
No mods can be ported to 1.8 WITHOUT MCP/Forge
I rather miss the days when people didn't rely on modloading crutches, and people just included a quick "how to install manually" walkthrough / checklist with their mods. I mean, really, is it so hard to manually change a few lines in a .txt file, and remember to delete a folder?
Yea, I do call them crutches. Because I still have those same issues, and thus don't try to run "hundreds of mods" at once. Although if you are running that many mods, simultaniously, I have to wonder if you can even call it playing Minecraft anymore.
Myself, I am a player of simple, refined tastes; a minimap with waypoint capabilities, TMI, and a version of WorldEdit for MP and SP. Not a sufferer of ADHD, I don't need "hundreds of mods" to turn Minecraft from what it is into something else entirely. If I want an FPS with explosions and ragequitting preteens, I can pop any Halo game into my XBOX and not have to worry about hoping someone is using MCP to develop buggy mods that might be refined and eventually perfected - roughly seven months after MC updates to the next version. If I want an RPG with interactive villagers, I can easily enjoy ROMS from any console generation, without worrying about not being able to play, oh, say, Wynncraft, because they ****ed up their NPCs and made it impossible to even start some quests.
My point? People rely on Modloaders, and rely on MCP so much that it's become impossible to update or make even simple mods in a timely manner. So yes, I call them crutches. And I applaud the Dev of TMI for not jumping on the bandwagon.
Without mod loaders we wouldn't have the amount of mods we have today. Take a look at the decompiled, but not deobuscated, code of the game and try to make sense of it. As a developer without relying on MCP or a mod loader, you would need to make your own deobf maps and scripts for this, which can take ages and is a lot of work. MCP and mod loaders make the job easier on the modders and players, and for that fact they can be referred to as "crutches", but having the whole community rely on making their own deobf mappings and scripts is unrealistic and would lead to a community not even a quarter the size of what we have today.
Also, if you have a crash issue with mods, it is not the same issue grimallq was describing. When you manually install two mods (that is add them to the .jar), you overwrite the existing code with the new code, and as such, the last mod you add in gets the code, the rest don't, so to speak. To circumvent this some developers made compatibility patches, that tried to combine the code for two mods into the one class, so that they work together without conflict. Mod loaders come into play and give mods a stable environment to work on, so that mods no longer have this issue, mods don't edit the base classes so there is no possible way to get this issue. If you have a mod conflict, it is not the same issue grimallq was describing, and if it is the author of one of the mods is doing something very wrong.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
Never under estimate human imbecility otherwise you will be very disappointed.