As you can see there aren't that many mods for 1.14, most are stuck at 1.12. There will be many reasons for this, some legit but mostly not, since 1.14 collections are already out to prove them wrong.
Is it time the Scene used some consolidation? Could there be a team to make a consolidation pack that stops the duplication and fragmentation?
1. Either, everything goes into a big pack that most mod makers wouldn't object to if each could be disabled from a UI within the game, or a configuration file, which also allows others to enable ones the consolidation mod would leave out.
2. Or, a group goes through all the mods that are good and streamlines them a bit, or not, with the cooperation of the mod maker originally. They are told to streamline it for integration if they can (biomes mods often have a lot of ignorable biomes, but some good ones like a mangrove one I saw once with huge roots in and above the water, or an autumn one, or a spooky, pale forest one). Example of consolidation: So there is now one item mod that includes inventions or new items, with a separate configuration file setting to include the more deemed garbage/or op items.
A consolidation mod for example would include:
Weather/Rain improvements
Animals consolidated (keep silly animals out - ie too many rare ones that are odd to have (ie kangaroo or 3 types of alligators when one crocodile will do, over more common ones -the MC team already screwed up with this with the dumb lama and pandas, rare 'stupid' animals that don't make sense when things like leopards, bears or lions are missing. Also, Fireflies go into here rather than the night sky part)
Biomes consolidated (others can be added slowly after being approved to be interesting) (would allow dungeon gens included with above ground biome ones).
Night sky/constallation consolidated (eg, constellations + aurora + shooting stars + milky way/planets + Effects like twinkling bightness)*
*items for viewing constellations or planets in high res go into the item mod part
dungeon creators (several aren't needed, make one good one bringing in ideas fom others)
-Building Aid mods (extra block placement + diagram ui tools (items go into the item mod))
-high res 3rd party Texture mods could not overwrite low res ones where it has no replacement (also leaving the low res ones without bumps or other types of maps for shaders). Then the Shader modders could then look at the mod and be handle both types of texture cases so that it integrates.
If seasons were in this then the high res texture modders could include seasonal textures where required since it's standardized, also same for biomes.
-ui mods
-fighting mechanics mods
-mob behaviour mods
mining archaelogy and bones.
necromancy and magic mods.
water that sometimes/mostly floods
castle
block effects like quicksand
etc.
sound damping behind walls and echoing in caves
etc.etc.
better foliage
farming, bees and growing tree mods
advanced technology mods separate and configurable to exclude
fey,mythical creatures separately configurable/includable in file
dragons separately configurable
undead separately configurable
demons separate to the others etc.
villager ai mods and breeding (could be external to avoid problem)
extra armour spares on player,extra armour pieces and trinket slots.
***Cross dependency may happen, but is easier to implement (excluding parts should be considered). Example: if a type of night flower blooms is included in the section relevant, it might be a spawning point for fireflies o faeries and may even have more or higher intensity if they are included)
**This also allows the consideration after everything is made for cross interactions. A faerie or firefly could be caught in an glass jar item that otherwise would not consider it making an extra item. A telescope normally for constellations could then be thought to be mounted on the hot air balloon, or a mountian peek, or observation deck to look at the world and reveal it better, or see other players. A fire burning/spreading mod could then spawn from situations with other items that have fires or then come out a dragon mouth when simply a dragon would be without it. Some items could be listed as accelerants such a as gunpowder item trail for this fire spreading mod (there was a mod that used recoloured redstone to lay gun powder). Etc. Another example is some demonic or ghostly creatures could then be spawned in the spooky forest biome much more because it's known about in the consolidation mod. Vampires could be spawned in a castle gen or spooky forest or mountain castle gen, mod.
This would also reduce the problem of modder flaking and fatigue as they will see the consolidation better. The modders could have access to a centralized online version control system (that is backed up) and be able to modify the parts they are interested in.
Required:
Main group with other modders interested in streamlining (any aren't then a mod can be recreated and streamlined).
VCS (vesion control) online and everyone able to easily use it. Permissions might work.
Auto-Backup system of the above because of bad changes by some.
Disclude dumb ones that are deemed ridiculous, that can be added on top by others if they want.
Your going to have to make a way for people to pay for Java/ PC mods or else their just going to go too bedrock's store and sell their "mods" there, Also why did you msg me for no reason
Hello Modders,
As you can see there aren't that many mods for 1.14, most are stuck at 1.12. There will be many reasons for this, some legit but mostly not, since 1.14 collections are already out to prove them wrong.
Is it time the Scene used some consolidation? Could there be a team to make a consolidation pack that stops the duplication and fragmentation?
1. Either, everything goes into a big pack that most mod makers wouldn't object to if each could be disabled from a UI within the game, or a configuration file, which also allows others to enable ones the consolidation mod would leave out.
2. Or, a group goes through all the mods that are good and streamlines them a bit, or not, with the cooperation of the mod maker originally. They are told to streamline it for integration if they can (biomes mods often have a lot of ignorable biomes, but some good ones like a mangrove one I saw once with huge roots in and above the water, or an autumn one, or a spooky, pale forest one). Example of consolidation: So there is now one item mod that includes inventions or new items, with a separate configuration file setting to include the more deemed garbage/or op items.
A consolidation mod for example would include:
Weather/Rain improvements
Animals consolidated (keep silly animals out - ie too many rare ones that are odd to have (ie kangaroo or 3 types of alligators when one crocodile will do, over more common ones -the MC team already screwed up with this with the dumb lama and pandas, rare 'stupid' animals that don't make sense when things like leopards, bears or lions are missing. Also, Fireflies go into here rather than the night sky part)
Biomes consolidated (others can be added slowly after being approved to be interesting) (would allow dungeon gens included with above ground biome ones).
Night sky/constallation consolidated (eg, constellations + aurora + shooting stars + milky way/planets + Effects like twinkling bightness)*
*items for viewing constellations or planets in high res go into the item mod part
dungeon creators (several aren't needed, make one good one bringing in ideas fom others)
-Building Aid mods (extra block placement + diagram ui tools (items go into the item mod))
-high res 3rd party Texture mods could not overwrite low res ones where it has no replacement (also leaving the low res ones without bumps or other types of maps for shaders). Then the Shader modders could then look at the mod and be handle both types of texture cases so that it integrates.
If seasons were in this then the high res texture modders could include seasonal textures where required since it's standardized, also same for biomes.
-ui mods
-fighting mechanics mods
-mob behaviour mods
mining archaelogy and bones.
necromancy and magic mods.
water that sometimes/mostly floods
castle
block effects like quicksand
etc.
sound damping behind walls and echoing in caves
etc.etc.
better foliage
farming, bees and growing tree mods
advanced technology mods separate and configurable to exclude
fey,mythical creatures separately configurable/includable in file
dragons separately configurable
undead separately configurable
demons separate to the others etc.
villager ai mods and breeding (could be external to avoid problem)
extra armour spares on player,extra armour pieces and trinket slots.
***Cross dependency may happen, but is easier to implement (excluding parts should be considered). Example: if a type of night flower blooms is included in the section relevant, it might be a spawning point for fireflies o faeries and may even have more or higher intensity if they are included)
**This also allows the consideration after everything is made for cross interactions. A faerie or firefly could be caught in an glass jar item that otherwise would not consider it making an extra item. A telescope normally for constellations could then be thought to be mounted on the hot air balloon, or a mountian peek, or observation deck to look at the world and reveal it better, or see other players. A fire burning/spreading mod could then spawn from situations with other items that have fires or then come out a dragon mouth when simply a dragon would be without it. Some items could be listed as accelerants such a as gunpowder item trail for this fire spreading mod (there was a mod that used recoloured redstone to lay gun powder). Etc. Another example is some demonic or ghostly creatures could then be spawned in the spooky forest biome much more because it's known about in the consolidation mod. Vampires could be spawned in a castle gen or spooky forest or mountain castle gen, mod.
This would also reduce the problem of modder flaking and fatigue as they will see the consolidation better. The modders could have access to a centralized online version control system (that is backed up) and be able to modify the parts they are interested in.
Required:
Main group with other modders interested in streamlining (any aren't then a mod can be recreated and streamlined).
VCS (vesion control) online and everyone able to easily use it. Permissions might work.
Auto-Backup system of the above because of bad changes by some.
Disclude dumb ones that are deemed ridiculous, that can be added on top by others if they want.
Your going to have to make a way for people to pay for Java/ PC mods or else their just going to go too bedrock's store and sell their "mods" there, Also why did you msg me for no reason