Why Minecraft Mods are Evolving Backwards
This is a list of some of the most iconic important mods of all time. Things like the Aether,Â
Industrial Craft, even Optifine. But you know what they all have in common? They’re old as hell! To me, Minecraft modding has felt stagnant for almost a decade with one exception. And I don’t think I’m alone. So to fully explain this, let me run through some history. The earliest mods were small, usually focused on one single feature. For example, Mo’ Creatures just added a couple more mobs. This is largely because up until this point, the only real mod loader was something called Risugami’s Modloader. But this had some heavy restrictions. And so a collective of modders, including the guys behind Buildcraft, actually came together to create Minecraft Forge. Forge made mods so much easier for both players and the modders themselves. And as the modding scene evolved, modders got much more ambitious. It stopped being about single features like elemental bows and started being about adding electricity and machines. The era of technology mods had begun. This era was characterized by mods like Buildcraft and Industrial Craft. These mods also really popularized modpacks like Tekkit and Feed The Beast. By combining mods together in the right way, suddenly you could make Minecraft feel like an entirely different game. [iBallisticSquid] Look, look, [iBallisticSquid] It’s going, look! [Stampy] What’s that? [Stampy] Aha!
Tekkit was probably the most popular mod pack for a while. The tech mods just fit so perfectly together. But these mods were also pretty complex and hard to learn. So after a couple years, people were ready for a change. By the way, these eras completely overlapped. I’m just lying for the video. Some of the earliestÂ
adventure mods were dimensions like the Aether and Twilight Forest. These were generally much easier to pick up than all the insanely complex tech modpacks, and as a result they became wildly popular. [PopularMMOs] Jen has lost for the day! [Jen] What is it? [PopularMMOs] It’s the naga!
[Kid] *Screams* It’s these two mods in particular that really laid the groundwork for everything that followed like OreSpawn. And since the overworld was feeling lackluster in comparison mods like Biomes O’ Plenty came around too. After all that exploration though, sometimes it’s nice to go back to your base and tinker around and craft things. But the tech mods didn’t entirelyÂ
thematically fit anymore. So mods like Tinker’s ConstructÂ
and Thaumcraft were made. Overall modding was booming, with new massive content mods coming out like every week, and the players loved it. Right up until it wasn’t. Since around 2018 or so, I feel like most of the modsÂ
coming out are pretty bland. And this is partially by design because of this new cultural emphasis on things being vanilla-friendly or vanilla-plus. Of course there’s exceptions to this, like a lot of these older content mods are still maintained. But scroll the most popular mods on Modrinth and they’re boring as [__]. How does this have 96 mods?! Let me play devil’s advocateÂ
here for a second,though. Some people really like these subtle deviations from vanilla. The point isn’t to completelyÂ
change the experience. It’s just to subtly improve it. But in that case where did all the huge mods go? We need to be honest. It’s nothing against the modders themselves. I mean, these mods are well-made. But we’ve literally regressed back to the beginning when mods just added like five new swords. So, what happened? I believe it boils down to five things. And because I’m a YouTuber at heart I’m going to save the main reason for last. Reason one: Mod reviews are less popular now. But to be fair that could just be because the mods themselves are less interesting. It’s hard to say. Reason two: Forge is nowhere near as dominant. It is far from the only modloader. The space is a lot more fragmented. And because not everyone is focused on the same thing, it makes it feel less exciting. Plus as it evolves more and more of the innovation has already happened. There’s still unlimited new mods to make but they’ve become increasingly derivative and hard to think of. Boom. That’s two reasons in one. Reason four: Obviously cultural shiftsÂ
do genuinely play a role. I mean some people just like vanilla-plus mods. And finally, reason five: This is the factor thatÂ
overwhelmingly stands out to me. The Bedrock Marketplace that’s existed since 2017. And why make content for free on Java when you could do it as aÂ
full-time job on Bedrock? I have a whole video on thatÂ
issue if you’re interested. That’ll be on the end screen. But essentially Microsoft is doing this soÂ
they can take their 62.5% cut. That pushes modders from Java over to their closed-off Bedrock ecosystem where unlike Java they’re at least allowed to charge for their work. One prominent example recently is YUNGNICKYOUNG who you may know for all of these mods totaling at over a billion downloads. He recently launched a Bedrock Marketplace content studio. Microsoft has also been known to personally reach out to different map makers to get them to switch to the Bedrock Marketplace. Like for example, Noxcrew. Not only has this mostly killed adventure maps on Java it seems to have mostly killed these huge content mods, too. Of course I’m not saying the impact on Java mods is intentional. Quite the opposite actually. It’s just a consequence of allowing people to charge money on Bedrock. And there really isn’t anÂ
easy fix to this, either. Most Java players would have a very hard time accepting that modders can suddenly charge money if Mojang changed the rules. I think it’s worth looking at Roblox though because they’re in a much better spot. Roblox is another platform that relies heavily on user-generated content for their players. And while Roblox doesn’t payÂ
their creators very fairly at least they pay at all. You are literally unilaterally banned from making money on Java modding. In practice they really only enforce it when you’re charging money directly. But even so at best modders who make any sort of money are in a legal gray area. So, it really shouldn’t be a surprise that so many of them just want to mod on Bedrock and make money from it. There is one mod though that’s a complete exception to this. Back at the start of the video I left one mod off the list. A mod that came out in 2019 and absolutely took the scene by storm. It flipped every format on its head and revolutionized everything. I am of course talking aboutâ I don’t know how to use this mod although it does look sick as hell. So instead I’m going to give someone who does a chance to do this section right. This is shalz. He’s a full-time Create YouTuber. [shalz] Four years ago, [shalz] I booted up Minecraft [shalz] with Create for the first time [shalz] and I’m still playing it. [shalz] Now, that’s no coincidence. [shalz] Create adds an entireÂ
mechanical system to Minecraft. [shalz] We have rotation, stress, RPM. [shalz] It sounds complicated [shalz] but it’s actually really easy to get into. [shalz] You build a windmill, [shalz] hook it up to some saws, [shalz] and boom, you’ve got a tree farm. [shalz] All the different components [shalz] work together in a really satisfying way. [shalz] What’s wild is how far that can take you. [shalz] I’ve basically built [shalz] my whole YouTube channel around it. [shalz] That’s not normal for a Minecraft mod. [shalz] It’s even become its own genre of mods. [shalz] Create has an insane amount of add-ons. [shalz] That is, mods being made for the mod. [shalz] And even without the add-ons, [shalz] base Create receivesÂ
really polished updates. [shalz] The team behind itÂ
never adds things at random. E[shalz] verything they make [shalz] fits perfectly into what’s already there. [shalz] It connects to your existing farms, [shalz] transportation systems, [shalz] and storage, [shalz] which makes updates toÂ
the mod highly anticipated events. [shalz] It reminds me of the old tech mods, too. [shalz] Buildcraft, Industrial Craft, [shalz] all the classics that definedÂ
what modded Minecraft was for years. [shalz] And you know [shalz] some people say Create [shalz] is just recycling those old ideas, [shalz] that it’s nothing new. [shalz] But I think that misses the point. [shalz] Create doesn’t justÂ
bring those ideas back. [shalz] It makes them really fun to build [shalz] in an incredibly intuitive way. [shalz] And the implementation of everythingâ [shalz] it’s just perfection. [shalz] To me, it’s all proof thatÂ
big creative mods can still exist. [shalz] Modding doesn’t have to be [shalz] just slightly improving vanilla [shalz] to be good or get popular. [shalz] But the fact that me and many others [shalz] keep pointing to Create [shalz] as the only mod doing this thing [shalz] kind of says it all. While Create is a wonderful exception to this vanilla-plus recycled pattern we keep seeing over and over again, it’s definitely not a solution to it. And honestly, I don’t know what is. But what I do know is this: When I play mods, oftentimes I literally go back to 1.12.2 or even 1.7.10. I should not have to go back to a version of Minecraft that came out in [__] 2014 to get a better experience than playing something modern. The popular mod packs on CurseForge seem to agree with me here. A lot of them are still stuck on 1.12.2. There’s even plenty of new mod packs being made on this 7-year-old version. This slump has got to be pushing people away from Minecraft mods in general. We need more wacky [__]. The kind of mods that make you go, “No, surely I can’t make that.” And then you do it anyway. Those are always the best ideas. You hear that, modders? I’m not the first person to say this, But I am hoping to do it the best. Something, whether it’s the Bedrock MarketplaceÂ
or just cultural shifts, has thrown everything out of whack. As promised, here’s thatÂ
Bedrock Marketplace video. I’d also really appreciate it if you subscribed. And have a great rest of your day.
1 SUBSCRIBE = 1 fix minecraft mods â
W!!!!
WATCH ANOTHER DOCUMENTARY: https://www.youtube.com/watch?v=FlkgW1AOHoo
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SPECIAL THANKS: @Shalz
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MUSIC CREDITS:
Minecraft mods have declined, and now they’re mostly vanilla+ quality of life nothing burgers. But Create Mod is a massive exception.
0:00 – Origin
0:56 – Eras of Mods
2:14 – Flop Era… đ
5:23 – Create Mod
7:24 – Conclusion
37 Comments
CORRECTIONS:
– Didn't make it clear that there obviously ARE still some big mods, and they're awesome. Just a lot less of them
– I am SURE you can point to other reasons for the vanilla+ meta (ID flattening for example) that I didn't mention. This video wasn't meant to be exhaustive, although going a bit deeper would've probably made this video better in hindsight
I was literally about to mention create mod but you brought it up so i have no counter argument. You win
0:16 It's Create modđŁđŁđĽđĽđĽđĽđĽ
Along with create, Alex's Caves is another really amazing adventure mod thats new, and receiving major and polished updates.
0:55 skyboi next time we need a congregation jumpscare
lootr
1.7.10 is my favort
I can proudly say that Axiom is my favorite mod, and its quite new!
Title: mods are evolving backwards.
*CWSM, Photomanly's Weather, Alex Mobs/Caves and RTS Mod would like to have a word*.
good video but do you have any idea of why JEI hasn't updated for fabric since the 1.21.1 update?
There's still many good mods, such as tacz gregtech, most mods today are usually bring nothing to the table, that's why I dont like some of them
1.7.10 mods were soooo cool. And im playing a 1.12.2 modpack rn đ. Good video
Blocksworld OST spotted, also great video on this topic. I believe that the moment the marketplace was made, MCPE/BE modding rather changed where instead of using websites like MCPEDL to get addons like Actual Guns. People are more dependent on the Marketplace since it's there but also the content made for MCPE is just there
You have no idea how bad it is over here! 4:55
Moderation, actually entertaining games, what's that?!
0:11 (One ,two ,three go)
There's a zombie on your lawn
There's a zombie on your lawn (Yeah)
There's a zombie on your lawn
We don't want zombies on the lawn (Yeah)
I know your type: tall, dark, and dead
You want to bite all the petals off of my head
And then eat the brains of the one who planted me here
Now we see old minecraft versions getting modified through forking and those forks getting their own modding scenes that are evolving separately with some "can I copy your homework?" related to 2011-ish mods. Sort of alternative timeline where everything is both similar and different from that old times
My garbage computer can't even handle mods. I need a new pc đ
Nothing beats applied energetics
While i agree we need more big content mods, the issue isnt the abundance of small change mods and vanilla+ additions. its just that its really hard to make a big mod in the modern modding scene.
Fundamentally, the more content a mod adds, the higher the chances someone dislikes a part of it, and wont download it for that reason. Mods are almost always played with other mods, so if they change too many aspects of the game, they may become practically incompatible, diminish the value of another mod due to balance, or become just entirely separate from everything else creating a content island, like twilight forest. Sticking close to what vanilla offers is a great way to avoid all of these risks.
Theres also the problem of computer resources, minecraft is an incredibly unoptimized game, and performance is always a concern if you have experience with mods. suppose i wanted to add a kind of small change to minecraft, just a little tweak to a mechanic, if the only mod that offers that is a gigantic content mod for a genre i dont like, im obviously not going to download the mod, as id be wasting performance and load times on content i wont enjoy (thermal did a really good move here by making itself modular so u can pick and choose features)
So we aren't going t to talk about the Minecraft horror mod epidemic? Did all of you just suddenly forget about the cave dweller? from the fog? and all the other monsters that were created because of it?
Four Words: Timeless and Classics Zero
Another reason is that there are already so many mods in the older versions that you mentioned at the end. This makes it so that if you make a mod/modpack for that version there is a lot of support for it already through other mods/api and library code stuff
â Roblox is in a better state â
cuts to 1000 steal a games and grow a games
SHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAALZ
1.20.1 is the new 1.12.1, I was able to make a modpack that has Create with addons, TaCZ with addons, Farmers delight with addons and difficulty increasing mods all in one modpack that made minecraft feel like an entirely new game while still feeling like its Vanilla
Day 354 of asking skyboi to make a documentary on div_y
I disagree, You just gotta pick the right mods. Obviously you aren't gonna see much of a difference if you only install a bunch of QOL mods. I have a modpack with only 26 mods and I'm having a blast.
The following was overlooked by Blud: Mowzies Mobs, Alex's Caves, Alex's Mobs, and Lenders Cataclysm With iron spells and spelbooks, farmers are delighted. Eeeabs and epicfight mobs
The War of The Worlds Mod is very good and recent and still updated. The same thing is true for The Dalek Mod but that's far older, War of The Worlds started development in current form in 2019.
Both mods are also moving to 1.20.1 soon.
(And only have one version that contains all the features in their most playable states, I personally think but that's true for most of these "top mods" you mention.)
i think the reason is the same as terraria, terraria has like 3 big content mods being calamity thorium and fargo souls there might be more but idk anyways these are usually the center point of any modded playthrough of the game so that then asks the question why make a big content mod of my own when theres already like three that everyone loves and knows best there isnt really any room for competition nobody wants to make big content mods cause nobody will play them but if you make a mod that is easy to just add and then use then everyone will love it
Gregtech is really fun- I really suggest it to a lot of people to try out
I've noticed the same thing, mods used to be as big, clunky, unrefined, and apathetic to theme as possible, just to do what they wanted, Buildcraft and industrial craft couldn't care less about fitting in the pseudo fantasy theme of Minecraft, Forestry and Railcraft were less minecraft mods, and moreso Buildcraft mods, they usually had fairly strict and clear progression as well.
Modern mods seem too intent on "sidegrades" instead of upgrades, there's usually not a real upgrade path, and if there is, it's something more simple like crafting upgrade modules you click onto a conveyorbelt or similar.
I have a dirty secret, I don't like Minecraft, I like Mods, I appreciate vanilla, I appreciate what Minecraft is and does, but I don't play vanilla because I prefer mods, now that so many mods are attempting to meld seamlessly into vanilla, it blurs those lines I so much preferred crisp and bold.
I don't play minecraft much anymore, but when I do I play one of 2 things, my 1.7.10 kitchensink modpack, or my 1.19 kitchensink modpack with as many oldschool mods as possible, while I lament the fact I can't use distant horizions and Minecolonies in 1.7.10
Plus the worldheight changes in caves&cliffs makes up 50% of my reason to start making the switch to newer versions.
Plus I miss my GUIs, I don't like the way so many mods are built now without clickable GUIs, I want to click my furnaces and see what they're doing instead of putting iron ore infront of a pool of lava with a fan to smelt it, I am constantly impressed with how Create works, but I miss my old ways, I usually mix Create and Mekanism.
0:56 the musicđŁđĽđĽ
Talking' about that… You made me have inspiration to continue One Of my Ideas. The so called "The End Update". No. I'm not goin' to do some simple adds to It. It's somethin', again, complex. I gave up on doin' cuz' I Lost a Lot Of my free time to study and this stuff, and so, got tired Of doin' It. Cuz' I didn't even finish 1% Of It in 1 month.
Well, for ya guys thinkin' Of what It is… Basically an entire overhaul Of Minecraft. My First plan was to release The Alpha version as The First version to show what I was doin', and this Alpha would consist on changin' The End. Entirely. Not Just killin' The Dragon. No. After killin' em, a New enemy would come from the portal, openin' It with his own hands and gettin' out Of It. And with that, he would start talkin'. After These two things, The Boss fight would start. The Knight Of The Void, 2100 HP, a great brain (ir AI) and Attacks that would make you Truly try to Get enchantments and netherite Just to survive a few hits (and this considerin' that you have 100 HP). The Idea was to make This fight have some cutscenes, like one for The entrance, one for The monologue and one for The End.
This Boss would have newer combat mechanics, like focusin' on some parts Of yar body to Apply different debuffs. If he hote yar leg, yar legs would Get infected and ya would lose your walkin' speed. It evolves with The level and start aplying different debuffs.
Not goin' to give too much details, cuz' I don't wanna ruin The experience Of y'all and to protect my project from being stolen, cuz' there's Way more. Way more. And even for The Alpha. New systems and stuff. I'll try to continue It as a passion project for my free time and do It alone. I still don't have a good amount Of free time to have a team Of members and this stuff, to say for them about The project and everythin'. I'm still really busy. But I'll try.
i feel like the boom of random lucky block mods is what started the downfall
Improving Vanilla Minecraft already stagnant features with mods has it allure and I this trend is also reinforced by the fact even casual minecraft players have also joked at Mojang inability to seemingly work more than a few minutes to improve minecraft. Also there is an underlying issue seemingly with the loaders than none speaks about. Forge and all the drama surrounding it during its split to Forge and NeoForge highlights an aspect that is important to the modding scene, the underlying tools to make mods possible need to be a well running machine with zero to no hassle in order to help mod creation.
I recently began playing RLcraft in bedrock and to be honest than highlights a possibility of the marketplace surpassing Java modding in a few years if Mojang and Microsoft decide to help marketplace creators with more tools.
i have been playing modded since before 1.12.2, and after reaching i still play on 1.12.2 to this day. i do want to play on 1.21, but all i have is create. i wish there were some adventure mods tbh