Minecraft

Can you elaborate on that? I'm a bit confused as I'm a brainlet.
Mojang doesn’t have much in the way of extensibility and many of the ways they do things (or did things) are batshit if pushed too far like how blocks are encoded and such. Works great when you have dirt, stone, and air but can fall apart when you have fifty thousand possible blocks.

But that’s not even half of it - the rendering code is absolute ass most of the time, and made to barely work for blocks. Many MANY mods just don’t know how to render and they tried stuff until it works and you can end up with a block that tanks your FPS just by looking at it.

Combine the above with continual churn in versions forcing mod authors to scramble just to keep up, and you have a recipe for disaster.

The faghots at GregTech New Horizons keep finding major noticeable significant performance upgrades in mods that are ten years old - that’s how bad it is.

And to top it off until recently it was all stuck in an ass-old version of Java (8) so you couldn’t even get good garbage collection.

What a wonderful hilarious shitshow of a game; no wonder it took over the world.
 
Combine the above with continual churn in versions forcing mod authors to scramble just to keep up, and you have a recipe for disaster.
Thing about this statement, modders aren't forced to be version chasers. They just do that so they stay "relevant." Everything else, thank you for the information, I have some ideas as to how scuffed the code is but didn't think it was that scuffed.
The faghots at GregTech New Horizons keep finding major noticeable significant performance upgrades in mods that are ten years old - that’s how bad it is
Any significant examples?
 
Thing about this statement, modders aren't forced to be version chasers. They just do that so they stay "relevant." Everything else, thank you for the information, I have some ideas as to how scuffed the code is but didn't think it was that scuffed.

Any significant examples?
You’d need to dig through patch notes but there were things like a mod scanning every single loaded block every tic and similar stuff.

Things like that surprisingly work until you put them under endgame GTNH stress, where you might have thousands of chunks loaded on a server simultaneously.

Many mods do finally stop updating versions, but they usually “die off” because the vast majority of mod users are version chasing. There are more and more GTNH-like groups that continue modding around a particular version (1.7.10, and the 12.2 or whatever, and that pvp release, and even some of beta now).
 
Thing about this statement, modders aren't forced to be version chasers. They just do that so they stay "relevant."
It's a real shame. And all these modern optimization mods are all made for versions 1.16 and above as far as I can tell. Meanwhile Optifine has apparently become bloated and redundant for newer versions over the years and (as far as I'm aware) is the only real optimization mod that older versions like 1.12.2, arguably the most popular version in terms of modding, really have.

Minecraft's community is chock-full of complete fucking imbeciles who can't agree on a single goddamn thing and don't know what they want; whether it's mob vote fiascos like the phantom and all the gimmicky shit afterward, the mod API tribalism with things like Forge vs Fabric vs etc spreading everything thin, or custom client drama like with PolyMC and Prism Launcher, it's anyone's guess how these lot even know how to operate a computer.
 
It's a real shame. And all these modern optimization mods are all made for versions 1.16 and above as far as I can tell. Meanwhile Optifine has apparently become bloated and redundant for newer versions over the years and (as far as I'm aware) is the only real optimization mod that older versions like 1.12.2, arguably the most popular version in terms of modding, really have.
Well there's stuff like Vanillafix, Texfix, various java arguments, and some other stuff you may want to look at.
because the vast majority of mod users are version chasing.
Sadly you're very much correct. The amount of mods that are dropped and forgotten immediately if they aren't updated to the newest versions immediately is silly. So much work to do being a modder just to stay relevant because the masses are asses and dry heave at the thought of something not being all new and sparkly. This goes for everything really, have an friend that refuses to play anything that came out more than a year ago, to the point he was get visibly uncomfortable and confused when me and the other boys (and that one tranny I can't get rid off) would set up LAN parties for Quake and such. Would play it games once and never touch it again. Could probably make most of his money back selling the games he stopped playing if he bought anything physical.
Minecraft's community is chock-full of complete fucking imbeciles who can't agree on a single goddamn thing and don't know what they want; whether it's mob vote fiascos like the phantom and all the gimmicky shit afterward, the mod API tribalism with things like Forge vs Fabric vs etc spreading everything thin, or custom client drama like with PolyMC and Prism Launcher, it's anyone's guess how these lot even know how to operate a computer.
That's basically any modding community, it sucks because everyone has an ego and superiority complex. Look at that faggot Jellysquid or whatever. API tribalism is a hell of a term but it's very much real, people would get upset if you ask for a port of a mod to another mod loader, some mod authors even denying the right to do so. And then when more mod loaders come out the problem is even worse as the community is fractured more. Now we have Neoforge which at the very least looks promising in its compatibility, unlike Fabric with Forge. The client surrounding PolyMC will never not put a smile on my face. Troons were kicked out when they tried to politicize the client and proceed to spread lies and defamation on the now single dev and anyone who used it. "IT'S TRANSPHOBIC, IT'S A VIRUS, IT STEALS YOUR INFORMATION" etc. /mcg/ and /mmcg/ had a field day laughing at them. Atlauncher and MultiMC is where it's at anyway.
 
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If vintage story can make it so that I can use mods that are out of date with the concurrent version of the game and they still work why can't the forage and fabric tards do it
 
If vintage story can make it so that I can use mods that are out of date with the concurrent version of the game and they still work why can't the forage and fabric tards do it
Because forge years ago set a precedent of “fuck you I got mine” and absolutely shat all over anyone who dared ask a question about a forge version that was more than the bleeding edge.

If you dig through old forge code and some mods you find evidence of multi version support attempts but they all basically got dropped.

Mojang never had a stable mod API and the closest we got was Forge and that itself was a clusterfuck. It doesn’t help that mojang gives zero fucks and rewrites the rendering engine and other major game components apparently every year or so, for no fucking good reason.

As for performance, some autists are trying to backport newer optimization mods to 1.7.10 (yes it’s the GTNH retards): https://github.com/GTNewHorizons/Angelica

Minecraft mods are basically a case study in all the ways to do it wrong. Compare factorio mods or other games where the developers care, and it’s insanely different.

Even fucking stardew valley has better mod support.
 
Scale how? In size? In difficulty? I'm willing to agree partly on both accounts.
Scale in performance. Place 5 machines, fine. Place 15, not fine. Sometimes it's just mobs spawning or structures generating.
Can you elaborate on that? I'm a bit confused as I'm a brainlet.
Their code is kinda shit, but modern hardware makes up for it, at leas in vanilla. Often when people use existing mechanisms to add content or behavior, it's slow.
 
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Minecraft mods are basically a case study in all the ways to do it wrong. Compare factorio mods or other games where the developers care, and it’s insanely different.
"Drop a Lua interpreter in and make a good chunk of your game as Lua mods, then let people load more mods on top of that" (which is what Factorio and a lot of these other games do) is quite possibly the best way to make easily moddable games.
 
What's the bedrock mod api like anyway?
I'm assuming it has some horrible blizzard style eula?
 
What's the bedrock mod api like anyway?
I'm assuming it has some horrible blizzard style eula?
Fucking nonexistent. They get gaytapacks that basically let them tweak some JSON shit and can add new recipes and change some minor things.

Bedrock sucks donkey dick; there’s a reason 99% of Minecraft content comes from Java.
 
Bedrock sucks donkey dick; there’s a reason 99% of Minecraft content comes from Java.
Bedrock does everything possible to discourage you from using your own skins/textures/whatever and instead break out the credit card for Minecoins to buy jpegs from MicroSuck.
 
"Drop a Lua interpreter in and make a good chunk of your game as Lua mods, then let people load more mods on top of that" (which is what Factorio and a lot of these other games do) is quite possibly the best way to make easily moddable games.
I remember when CDDA had lua, good times. I feel lua is underappreciated.
Fucking nonexistent. They get gaytapacks that basically let them tweak some JSON shit and can add new recipes and change some minor things.

Bedrock sucks donkey dick; there’s a reason 99% of Minecraft content comes from Java.
To be fair, I've seen some great datapacks. That being said, I'm not sure how scuffed Bedrock's datapacks are from java. Even then datapacks are supposed to be complementary to both vanilla and modded, not a replacement.
Bedrock does everything possible to discourage you from using your own skins/textures/whatever and instead break out the credit card for Minecoins to buy jpegs from MicroSuck.
It was always hilarious that they expect you to shill out money for skins that you can get off the internet for free.
 
You’d need to dig through patch notes but there were things like a mod scanning every single loaded block every tic and similar stuff.

Things like that surprisingly work until you put them under endgame GTNH stress, where you might have thousands of chunks loaded on a server simultaneously.

Many mods do finally stop updating versions, but they usually “die off” because the vast majority of mod users are version chasing. There are more and more GTNH-like groups that continue modding around a particular version (1.7.10, and the 12.2 or whatever, and that pvp release, and even some of beta now).
I think part of that is because Mojang will add stuff that could be the basis of a cool idea, but the only way it can properly come to term is with modders working it into their own gameplay mechanics, because Mojang continuously shoots themselves in the foot with their shitty development bible that demands everything has to be as basic as possible. Frankly I'm amazed they haven't cut redstone entirely because 5 year olds can't understand it.

It was always hilarious that they expect you to shill out money for skins that you can get off the internet for free.
To be fair, a lot of those skins have different models/elements that can't be achieved with regular skin files. However, the Customizable Player Models mod has a robust modeling and animation system, and said models are viewable by anyone else with the mod—all without a proprietary currency.

Javasisters keep winning
 
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Customizable Player Models mod has a robust modeling and animation system, and said models are viewable by anyone else with the mod—all without a proprietary currency.
Never heard of it, I do know of another one I've used called Armourer's Workshop that's pretty good. Has a database for anyone to upload/download from in game.
 
Never heard of it, I do know of another one I've used called Armourer's Workshop that's pretty good. Has a database for anyone to upload/download from in game.
I believe that was a sort of in-game implementation if I remember correctly, whereas CPM has a separate editor divorced from gameplay (but still in the game engine).
 
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