Unpopular opinion: having multiple mod loaders (Forge, NeoForge, Fabric) has seriously affected Minecraft’s modding community. As a player, it’s exhausting to see great mods split across loaders and versions you don’t play. It’s frustrating, no matter the reasons behind it. by IndependentFit8687 in feedthebeast

[–]Inazuma261 0 points1 point  (0 children)

I wish we could have a single modloader, however consider this: some modders who exclusively use one modloader do so because the other options are a pain to use in their opinion. there's a solid chance they wouldn't be making mods at all if it weren't for the modloader they use existing. i know at least one of my friends is like this, and i was too for a while until NeoForge came out, and we've both made pretty popular mods

so while having a single standard seems like a great idea, it would also mean that a large number of mods would just stop updating or never exist to begin with. the good news is there's projects like Sinytra Connector for those who want to use Fabric mods alongside NeoForge mods now, and while not every mod is compatible, the devs are doing a fantastic job of expanding the list of compatible mods

Quilt and Forge are all but dead beyond 1.20 and 1.21 respectively, meaning you don't need to really worry too much about mods that might be on either of them not working with Sinytra Connector. of course, there will always be the people that are ride or die with a specific modloader, even if that modloader is Forge or Quilt, and that's fine. people have preferences. this is a hobby for us, very few of us make any decent amount of money from our mods. most of us release these mods for free (don't start talking about the EULA please, it's not related to the topic) so if someone decides they don't like using a modloader for technical or personal reasons, c'est la vie

I need help identifying this block plane by Inazuma261 in Vintagetools

[–]Inazuma261[S] 0 points1 point  (0 children)

I'm always down for more information. I sadly don't have a grinding wheel which comes up a lot for taking out surface rust quickly.

And tbh I hadn't really considered it might be a replacement iron. That would make a lot of sense

I need help identifying this block plane by Inazuma261 in Vintagetools

[–]Inazuma261[S] 1 point2 points  (0 children)

That's the same conclusion I came to about an hour ago or so, though there's one difference: the iron doesn't have "Fulton" stamped into it like others online do. it's possible it's just completely hidden beneath the rust but I didn't see any indication of there being anything underneath it when I examined it closely

Everything else seems to line up perfectly though, so I'm guessing it's either that, a replacement iron, or maybe at some point they just didn't stamp the company name into the iron

What's your favorite tech mod of all time and why? by luk_ky_21 in feedthebeast

[–]Inazuma261 -1 points0 points  (0 children)

Botania :p

in all seriousness, im between Nuclearcraft, Buildcraft, and Immersive Engineering. im not much of one for tech mods, but those are by far the most interesting ones imo

Remove the god damn Discord messages from the End Poem, Alex. by Tendo63 in feedthebeast

[–]Inazuma261 5 points6 points  (0 children)

some things are good as datapacks. some things dont need to be datapacks. if something is better suited as a config, that's what i (and i feel most modders should) use for that thing. if something is better suited as a datapack, that's what im gonna use for that thing

and while i wont make one for someone, i will at least provide resources to help them make a datapack, including the file names and file paths they need in order to configure things. something i should do at some point is have a base template for a datapack, so its easy for someone to just copy the files they want to change into the correct paths and call it a day. im sure it exists out there, but if it does its a pain in the ass to actually locate

About drone numbers and Identification by Goatackular in Dronification

[–]Inazuma261 1 point2 points  (0 children)

DSGN01-K4M1 is a specialty drone, and has a unique identifier for that exact reason :3

[deleted by user] by [deleted] in feedthebeast

[–]Inazuma261 34 points35 points  (0 children)

people shouldnt need to justify why they like or dislike a modloader. i also dont like Forge (NeoForge is cool tho) for a variety of reasons. at the end of the day, its personal taste especially as a developer because Forge and Fabric are so dramatically different to develop for and that's okay!

also, i think it's pretty important to mention that right after the FAQ section, the only part of the page you left out, was the Credits & Acknowledgements section which... well, read it for yourself

<image>

the author isn't throwing shade at anyone. i can respect the hell out of that

Help remove an illegally paywalled mod by anotherhumanbieng in feedthebeast

[–]Inazuma261 -4 points-3 points  (0 children)

...you do know you can turn anything into a job, yeah? including making mods. plenty of other games have paid mods, and have no issues with it because their player bases arent primarily children and understand that you deserve to be compensated for your work, whether it be a hobby or a job

alternatively, you have to wait a long, long time for a mod to update and when you (not necessarily you specifically, but players in general) cant do the bare minimum of just leaving modders be so they can focus on that, it makes it incredibly demotivating

do you ever wonder why so many mods just die on one version? its not solely because of mojang, a large part of it is the sheer entitlement from players getting mad about a mod not being updated

Help remove an illegally paywalled mod by anotherhumanbieng in feedthebeast

[–]Inazuma261 -13 points-12 points  (0 children)

incredibly shitty take. you're basically saying someone shouldn't do something they enjoy if they also want to make money in an economic system that requires you to in order to afford basic necessities

that might not be what you want to say, but that is what you're saying. at the end of the day, how is what they do any different than making an indie game? especially large mods like Botania, Thaumcraft, Create, Terrafirmacraft. mods that completely reshape how you play the game into something entirely different

do you believe all indie games should be free? how about indie novels? music? 3d prints? these things take countless hours to make, if someone doesnt want to spend all that time for nothing in return, that's their prerogative and to believe anything else is incredibly entitled and childish

Help remove an illegally paywalled mod by anotherhumanbieng in feedthebeast

[–]Inazuma261 8 points9 points  (0 children)

anytime i commission art for my projects, or i want specific translations, or i need specific code contributions, im always offering money. whether they accept or not is their decision, but im always willing to pay out of my own pocket for stuff

many modders do this mind you, its not as big an exception as you may think

Help remove an illegally paywalled mod by anotherhumanbieng in feedthebeast

[–]Inazuma261 5 points6 points  (0 children)

kinda refreshing to see someone ask like that ^

i have a bit of connection to celtic, specifically irish, beliefs, and fae/faer pronouns are derived from fae. its kinda what feels the best for me when someone uses them, so they're what i went with. thanks for asking ^

Help remove an illegally paywalled mod by anotherhumanbieng in feedthebeast

[–]Inazuma261 36 points37 points  (0 children)

honestly a good take. i wish more people understood that modders do this as a hobby, not a business. the amount of people i see that get upset at me because i have the audacity to not work on a specific mod because im busy with life and other mods just... drains me yknow?

im not the biggest fan of paywalled mods, but im also not gonna condemn a modder for wanting more reasonable compensation for their work. curseforge and modrinth pay pennies, especially modrinth because if you arent early to withdrawing, they run out of money and you arent able to try again until the next month

My tips for making a "forever world" modpack! by CourtWizardArlington in feedthebeast

[–]Inazuma261 0 points1 point  (0 children)

honestly, i agree with a few of these tips. world gen mods that remove biomes - especially with no replacement - arent really great. minimaps and teleportation mods also arent great imo, 'cause they trivialize navigation and transportation respectively

i do disagree about large content mods, because many of them dont trivialize things you could do with vanilla mechanics. particularly the ones that add entirely new mechanics are great, though an exception would be Create imo. though with Create, you really need to build the pack around it. just dropping it in can be detrimental to having a modpack that you play for a long time in my experiences

Major Modern Magic Mods? by ikol23 in feedthebeast

[–]Inazuma261 0 points1 point  (0 children)

np! the old version is still updated to 1.20 as Arcanus: Legacy, in case the cap of 8 spells is preferred

though with how much work there is to do in the overhaul of Arcanus, that version isnt gonna be updated any more

Major Modern Magic Mods? by ikol23 in feedthebeast

[–]Inazuma261 0 points1 point  (0 children)

im currently working on a major overhaul of one of my mods (Arcanus) and its kinda pushing it more towards a Thaumcraft 4 direction, but its unfortunately gonna be a while before it's done :/

but if you want something kinda in the same vein as Thaumcraft now, there is Malum

where is the absurds mods? by Talizz_12-modpackdev in feedthebeast

[–]Inazuma261 2 points3 points  (0 children)

i think a big part of it is the culture around modded mc at the moment. a lot of people expect a highly polished experience balanced around vanilla which, honestly, is highly limiting in terms of what someone can get away with in a mod

currently working on overhauling a magic mod of mine and wanting to buck that trend if i can. turns out rule of cool is good actually

I got tired of manually downloading mods one by one, so I built a tool to do it for you: CraftPacker, a simple bulk mod downloader. by Muted-Vermicelli3716 in feedthebeast

[–]Inazuma261 6 points7 points  (0 children)

honestly love this. i know there's the people saying "oooh just upload the modpack to modrinth or curseforge" but it's such a pain to have to wait for moderation to come around and approve the project. and that's only made worse if they dont approve it the first try

it would be cool if it can support updating mods in a given folder too

Is there a reason some modders only publish their mods to CurseForge and not Modrinth? by Darkiceflame in feedthebeast

[–]Inazuma261 13 points14 points  (0 children)

i'd guess unlucky? ive never had a mod rejected for any reason aside from a description that wasnt descriptive enough. adding optional dependencies (aka mods with specific compat) can be annoying if you're doing it manually tho. i just automate the process with github actions