
Some mods did not just add assets or features… they changed how all mods are made today:
- Read the full article – Mods That Shaped Minecraft's Modding Today
Community senior helper & creator WereF0X breaks down 8 iconic mods on CurseForge that left a real mark: Dragon taming, massive tech systems, deep progression, boss fights, new dimensions & even full-on transformations!
Huge thanks to WereF0X for putting this article together!
by CptJonah
10 Comments
I think some are missing, like Tinkers construct as I think it made the idea of new tools and later Armour being more interesting then just a copy of vanilla tools
Mowzies mobs but no Alexs mobs?
I feel so old, because to me anything that didn’t shape Minecraft modding during the modloader Minecraft forum days is “new gen” modding.
Mo’ creatures walked so the dragons could soar
You know, as much as I know this is feeding corporate engagement, I do wanna take this opportunity to call a shot as to the future of this concept. Even if some people might say it’s obvious on its face.
I think it’s safe to say the Create Mod is going to have a massive, LASTING impact on Minecraft tech mods going forward. Mods like Thermal Expansion may have been seminal works, but they were also fundamentally limited in their aesthetics by their timing. “Magic box tech” as it is sometimes derisively called, was a product of NECESSITY, not choice. The game just didn’t *let* you do stuff that intense with the game world back in the day. I remember when IndustrialCraft 1 (which, by the way, HUGE miss on not mentioning it in the article) used FULL BLOCKS for the wires. When the quarry from BuildCraft (another OG I think should stand shoulder to shoulder with Thermal) was THE COOLEST thing you could visually make in the game.
We live in a GOLDEN AGE by contrast. With even Vanilla Minecraft letting things like Display Entities do wild visual nonsense once thought impossible in our classic Block Game, suddenly you can make mods we dreamed about on forums in the 2010s. Physical machines that visually hurl and crush items in front of you. Literal flying machines that move independent of the game world, not attainable only via obscure Japanese mod sites, but on the front pages of Curseforge and Modrinth, running like butter the whole way.
Create was, in my opinion, the starting pistol for a modding arms race we are only just beginning to see (with the likes of Oritech right on its heels, but this post is long enough already). The world ahead is one that breaks free of old convention, which is set to literally take on new shapes, and move in exciting new directions. And with the pro-modding/data-driven changes on the backend, and the on-the-horizon shift to Vulkan, with Sodium already ported, and the successor to Iris, Aperture, waiting in the wings… Genuinely, GENUINELY, I think it’s gonna be great.
…Oh! Also, Astral Sorcery. Come ON, guys. I know it’s not super old, but if Spectrum/Pastel and Halcyon are any indication, magic mods will look back on it as future tech mod makers will look back on Oritech and Create. This article REALLY deserves a Part 2/correction.
Where is thaumcraft, buildcraft, tinkers construct, archimeds ships (maybe i am remembering this ones name wrongly, but i am lazy) and a lot of old mods?
I think this list missing lots of important mods
AE2 over AE1? Mekanism and thermal expansion over Industrial Craft? Okay man.
I agree with most of these but find it very weird that mods like Tinker’s Construct, Thaumcraft, Orespawn, Mo’ Creatures, Morph and other classic mods somehow didn’t find their way onto this list.
The only thing that fits is twilight forest. Ae2 and thermal are very old and somewhat accurate, but no aether, no ic2, no tinkers or spartans weapons, no clay soldiers, risugami’s modloader? So many modding conventions that are carried forward by everyone and no mention of who started it all.
So many other incredible projects are being brought up here by everyone. I think we’ll need a part 2 ^^
The cave dweller unfortunately