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Alas poor (insert mod name here), I knew it well...


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Posted

I was just lamenting the loss of some of my favorite mods from the Technic pack in the past iterations. I am jazzed beyond telling at the inclusion of Thaumcraft 2, and I'm happy to see a lot of my favorite mods are still around and kicking, but just the same...

When I first stumbled upon Technic, it was at version 5.9... or somesuch. It had at a stable (enough) state the Zeppelin, Millenaire, the old EE, and there was still wiggle room enough to go in there and add Power Converters myself with the proper tweaking.

I had spawned next to a house in a forest, full of bandits who attacked immediately, who I dispatched and knocked out the wall in their basement for instant loot and instant base. I tunneled and cleared out massive spaces underground to store water for my Buildcraft machines, built a Zeppelin with things in the right spot so that I could pop out a block in the bottom to lower a pipe to pump oil and drill for resources, and carry it all back and run the pumps to pull it all down into my subterranean base. I would fly over Millenaire villages and drill right through the roofs to find minerals if I wanted to.

I was around for when the launcher came out, and I was totally excited for the increase in stability and modularity it promised. But I missed my zeppelins.

Then come time the Millenaire mod was dropped. Now I couldn't even torment my pathetic nearby neighbors... or, you know, help them or whatever.

This all got me thinking... Where was the notification for these mods getting dropped? Did I miss the memo? Was there something somewhere that said why they were not in anymore?

This is more for my own curiosity and nostalgia than anything else. I really enjoy the Technic Pack as it is today, and I know I can load up the old version just fine.

But if anybody knows where I can find the message, on a board or email or youtube video anywhere that explains why these were dropped, I'd have some closure and be thankful.

Posted

Zeppelins was buggy as hell and didn't play nice with just about any other mods. Millenaire was very lag inducing for a lot and thus was removed. Millenaire can still be added back in to the latest 1.2.5 version, and zeppelins may be able to be added to.

/Closure

Posted

Most of the time, if a mod is dropped, it's because it's either no longer being updated, or wildly unstable. I know Millenaire was dropped due to instability, at least, but not the others. Before we got 4096 block IDs working, there was also the chance that a mod would be dropped because it was redundant with another mod and the space was needed for something different.

I don't know if the changelog lists the why of a mod's removal, but it does list it, I think.

Posted

Then come time the Millenaire mod was dropped. Now I couldn't even torment my pathetic nearby neighbors... or, you know, help them or whatever.

This all got me thinking... Where was the notification for these mods getting dropped? Did I miss the memo? Was there something somewhere that said why they were not in anymore?

The warning was all over the forum for the several weeks that Technic 7 was in dev version only.

Major mods that were removed and why:

Millenaire: Lag. can still be added manually just fine if your PC can handle it.

Better Dungeons: Lag. can still be added manually just fine if your PC can handle it.

Forestry: Mod author threw a fit about it being in the pack and added malicious code. Malicious code is no longer active. Can be added manually just fine.

Zepplins: Very buggy and unstable. can still be added manually, but is also still buggy and unstable.

BetterThanWolves: Not compatible with Forge. Will never be compatible with Forge. Cannot be added manually with any measurable amount of success.

Posted

/golfclap racingpro, MechaCrash, bwillb; thanks for the posts guys

Forestry: Mod author threw a fit about it being in the pack and added malicious code. Malicious code is no longer active. Can be added manually just fine.

LOL amazing!

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