I think i might need to clarify this as i did not make it entirely clear in the video: I do not "Hate" the create mod, I am annoyed that it killed interest in older tech mods but I dont hate it. I think its an amazing and very impressive mod I just think its wayyyy to vanilla friendly. (and Balenced) it reminds me more of redstone than a tech mod. dont start a flame war in the comments. (also apparently I was wrong when saying Minecraft was written in javascript that is entirely my bad.) (also Gregtech is gonna be in another video) also i didnt talk about thermal series because it wasnt worth mentioning. ALSO HOLY COW 20K VIEWS
@@koishicat2 And I personally do hate create, because I love mods like the Thermal series. It feels like busy work to make sub-par advancement until you've unlocked 90% of the mod and can make the fun stuff. I'd much rather set down my magma crucibles or an arburial extractor, and slowly expand power as I grow, instead of building 40 machines that I have to spend 50 hours making, just to make a few extra iron per mining trip. I get the appeal for Create, and I get the dislike of things like Mechanism, but give me machines over gaudy redstone upgrades any day.
@@anlog7java Applets are such a forgotten thing and for years there was no other scripts in the browser besides js. So it's only natural to assume it was written in Javascript when playable in the browser. But while making a history video a little check would have been a good idea. Otherwise great video keep going 😉
15:36 - Devs didn't just stop out of nowhere, 1.13 completely overhauled Block IDs and basically killed block metadata. Even Forge took months to update trying to fix compatibility. Once the dust had settled, there wasn't really much reason to push past the changes, because most tech packs were already sizable enough to have more new content than any update since, and many smaller developers just dropped their projects outright and called their 1.12.2 release the final version.
That was the saddest part. I loved IC2, even though IC2Exp was kinda trashy. Seeing it gone made me sad, since I played like hundreds of hours on minecraft 1.2.5 only using IC2 and additional buildcraft.
But we can all agree that all these changes to the Minecraft and Forge's codebases ever since 1.4 as I remember it - are a good thing. It was kind of annoying having to fix or rewrite a bunch of stuff every time, but we got much better APIs that are easier to understand and use :)
Fr The most popular type of mod in all versions of the game (including modern versions), is not exactly some weird little niche that nobody's heard about. Also, literally the most popular genre of minecraft mods is not "dead", any more than all modded minecraft is "dead"...
No kidding. The fastest growing genre of Minecraft RUclipsrs are centered around Create. MrBeardstone, Foxynotail, Shalz, ZloyXP, Batsy...the Create subreddit is growing fast as more and more people see Create popping up everywhere.
yeah, its fine to be its own thing? i get the frustraition though that the existing tech mod formula is basically not a thing anymore though, i feel like could have been convayed better tbh
The old format was outdated, lazy and at this point, just *boring.* It had been polished and optimised to a point where there was no fun left, just slap a few cubes next to each other and get infinite everything.
@@idontevenknow3529 He did. and he was right. "Magic blocks" was the worst part of old tech mods. Instead of a multi-step process you could be engaged in, it was just "tape magic block 54 to your AE2 system to get item 574"
@@Candlemancer gregtech has solved that problem and i mean the ones made by greg himself not gt5u or gt for 1.12+. you have to work for everything and there is no way to fully automate everything at peak efficiency at least until late game. this balance is the thing mods tend to ruin as you can just bypass entire progressions etc.
@@draftymamchak bruh, you might as well compare a single vacuum tube transistor and a whole ass computer, since it's "based on source or the more modern version of it"
It certainly has not friend. Gregtech is still in 1.7.10 and Gregtech Community Edition is still in 1.12 New Horizons is a meme. Nomni factory is the go-to greg experience. Interactions was never finished. GT 3/4 was my favorite mod when I started playing. They added the plate bender as I was playing FTB Ultimate. if it's just the new wave of people being turned onto greg that's cool for sure, If there's actually a new greg experience i'd be super surprised.
I wouldn't really call tech mods a "strange subgenre" about 70% of minecraft mods are tech mods, and have been for a good while also Create did not kill tech mods. As you said, the traditional (buildcraft style) model for tech mods has existed for over 10 years, and I don't think it's controversial to say that it hasn't changed much in a while. When was the last time Buildcraft got any major content updates? What about EnderIO, MineFactory and it's forks, even immersive engineering. These mods were stagnating well before Create came around, the model was already "dead", people were just waiting for something else.
@@kinfthaderp5045funny how botania actually meet all 3 requirements in this video for tech mod,it got machine(functional flower) it got power(mana)it got a way to transport power,and although it doesn’t have pipe to move item it got corporea spark to transport and even a whole system to manage item
Strange? Minecrafts tech mods launched an entire gerne. Some of the OG mods were influences for Factorio, and it's continued success has spun off TONNES of other games. I may be old.
Imagine making a video on tech Minecraft and not talking about the Thermal series, GregTech, EnderIO, Applied Energistics, Feed the Beast, the whole wave of skyblock packs based on Ex Nihilo, and instead deciding that tech Minecraft is basically "dead". Not to mention your statement that Create is not a tech mod, even though the mod meets all the criteria you introduced earlier to define what qualifies as such. It really sounds like the opinion of someone who played a lot of tech mods 10 years ago and thinks it qualifies them to speak as an authority on the history of this side of Minecraft modding in general. Normally when you make a "scripted video" that aims to teach things to viewers, you have the responsibility to do some research before making broad statements like you do.
also i knew about yogscast jaffa factory, but moonquest was around the time they were starting to loose popularity anyway. and i was way less familiar with it, but he made it out like it was a way bigger deal? maybe to you, but tekkit was way bigger for me tbh
Thermal is basically dead, never heard of Greg Tech, ender IO is dead, AE is barely hanging on, FTB is a modpack right? And even that is dead. All of these mods were at their peak a couple years ago. Botania is one modern tech mod but it doesn't have the aesthetic of a tech mod. Create... Well it is not the same as old tech mods. Create feels really Vanilla compared to the other stuff, as the video stated.
@@That_One_Kobold AE is literally in most modpacks that have "tech" as their tag lol (even for the newer version of Minecraft), how can you say that it is "barely hanging on"?
@@dawidklimek3371 because it is, the "tech" modpacks themselves aren't popular anymore, create being the most popular and create isn't exactly easily compatible with AE
@@That_One_Kobold recommend checking back. theres lots of bridge mods for AE to other mods including mekanism, botania, and namely create, all on the newer versions. Thermal is being actively worked on and revamped, Greg Tech has a thriving community, FTB is a group that makes lots of modpacks (not sure how they're doing), and enderIO is actively being ported and updated. I would argue that yeah these mods hit their peak a while ago, but they're not dead. and even if they were, there's other people to carry the torch and make new things to embrace that change. Eventually there will even be a new Minecraft, and that's okay, but for now you have every right to enjoy the mods as they are, or try new things, or both! its a game at the end of the day
As someone who never had the good connection or reliable mouse or reflexes for spam-clicking, the new pvp system is so much more accessible and strategic. It must have been pretty devastating for the specialist pvpers who didn't really engage much in the rest of the game, but the rest of us? The playing field is much more level now
Tech mods are not death at all, it just takes time for mods to update and settle at a new version, in the past this was 1.7.10 as mods needed to be almost fully rewritten for the big changes in 1.8, then the same happend between 1.12 and 1.13. This made mod development stall for a while. We have a few new tech mods like powah. In time we will have good new tech mods and modpack for modern minecraft versions
Create is a Tech Mod. Shafts are Cables, Belts are Pipes, there are both Single Block and Multiblock machines. There are multiple methods of generating power. Create is THE Tech Mod. The Create mod is basically built from the ground up for what I find the most fun about Modded Minecraft- the big, interconnected machines that do whatever you want. It's every Ore Processing System you've ever made, it's the Automated Resource Generators, the Tree Farms, the Crop Farms, it's everything you get a Tech Mod for. Including addons, it is even compatible with every other Tech Mod you mention that's updated for current versions of Minecraft. And the best thing is- it's not just pop a block down and win the game.
Indeed, Create is great for that reason - and it does all that older tech mods did in a *much* more visual fashion. It's factorio, but for Minecraft. Amazing. Meanwhile, Better than Wolves *used* to be good, and then seems to have gone off the deep end into extreme grindyness for no reason. Create handily fills that same nieche for spinny things while being everything you could ever want out of a tech mod short of going into high tech and reactors. Gears go spin :D
Honestly the main difference I understand from his PoV is more of a "vibe" thing. All tech mods allow you to automate your stuff and drown yourself in ressources But Create is basically the only one that really doesn't give you any overpowered gear to back it up. Mekanism & IC2 had insane armor and tools. Even the lower end of Immersive Engineering still gave you some really cool tools. Create without addon is very centered on just resource production
Bestie i don't know how to tell you but Oracle Corporation's product "Java" is completely unrelated to the website interactivity language of javascript. Easy mistake, but no relation
@@koolkrafter5 well done giving us a comparison that doesn't fit at all. Carpet does contain the word Car, yes, but carpet goes in most cars, a car will take me places, no amount of carpet will. J and JS are both considered languages, different as they may work or be. What you gave, wasn't an easy mistake to make, it was just nonsense.
This vid seems much less a history of tech MC and more a very self-focused opinion piece. First, you say that MC would have died out long ago without tech mods, even though the majority of SMP servers have always been vanilla, and still are. I've been playing since Infdev and I only this year (which is what? 13 years later?) started playing on a modded server. There are a ton of people out there that have still never played on a mod server. Second, you act like MC all but died off after the combat update, but all I remember seeing were a lot of children angry that they couldn't just spaz-out on the attack button anymore. I thought the combat changes were for the better, and forced you to use your brain instead of a rapid autoclicker. Even when the collective anti-update temper tantrum was in full swing there were plenty of players, plenty of servers. Game populations naturally ebb and flow, but I never got a feeling that MC was circling the drain. Third, the current server I'm on is a Create server and I think it's fantastic. Your passive-aggressive tone regarding it is reminiscent of a cranky old man complaining about "kids these days and their damned Create!" And I'd know as a cranky old man wanting all these damn kids off my grass blocks. Other than my slight irritation with your representation of MC's history, your video is fine, your voice is fine. No better than, but no worse than most. What will really make or break you will be the future quality of your research and writing. Pull the focus off your personal experiences and biases. Lastly, no one should give you any grief over the Java/Javascript thing. You are far from the first person to make that mistake, and there is no reason I would expect a non-programmer to know the difference.
i'm not really sure what kind of... comments or anything to say... i'm not really digging anything about what you say. tech mods are quite popular. there's a few and of course create is famous for what "vanilla" feels but what about it feels vanilla? moving machines is basically red power stuff, mining is a mix of buildcraft and industrial craft and aesthetics is just immersive engineering. i never, NEVER ONCE felt like create was vanilla at all. for the mechanism mod sure it's famous because how stupidly cheaty it is. it disguises OPness with tediousness of crafting (which can be automated by the mod itself so.. not really a challenge). you can get up to 5x more resources per ore than vanilla and most mods were okay with the 2x-2.1x resources per ore. the power gen is stupidly bloated and easily exploitable, you can literally power an entire 5x system with extras with a small potato farm.. and the same applies for draconic evolution which doesn't even hide anything.. they made ultra challenging bosses just to be able to justify the INSANE tools, armor and power gen the mod gives. for the tech mods it's not even close to die. there's EnderIO, there's GregTech that's coming back, there's even the Thermal Series and you could argue that Astral sorcery isn't a tech mod but it is.. and a massive more extra mods that are quite popular. the thing is people don't download single mods anymore and people instead download modpacks. they are quite popular and they pop out like mushrooms: they are everywhere... the only "damage" that the mods are suffering is the fact that mojang LOVES to update the game with small crap that does nothing more than correct 2 bugs and add 5 more and then one year latter add one single mod and a single building and that's it. that kind of stuff breaks the entire modding comunity, the bigger the mods the more damage it does.
Good video, but I agree with other comments that Thermal Expansion should get a mention. While it brought alot of useful machines and additions, IMO Thermal is the mod that more-or-less unified power under a single banner in the form of Redstone Flux (RF), we would later get Forge Energy (FE) but RF was, for the longest time, the "Euro" of energy currency in tech mod MC. If not for RF we may have had to have so many power-adaptor mods just to convert power between different mods! EDIT: Also I would disagree with Create VS other tech mods. There's *alot* of stuff you can synergize with Create when it comes to tech mods, and it's perfectly understandable that Stress Units (SU) wouldn't 'connect' to the power grid of other tech mods; as its such a different, yet realistic take on power. (remember: at the end of the day, a nuclear reactor is just a glorified steam generator that turns a turbine to generator power from rotational force). Tech mods are a "puzzle" in my opinion, and Create is less ridged and more... creative, it makes you think more outside the box when it comes to finding functional solutions to problems that not even Mekanism can solve.
@@midnightwafflez1526 Technically, create crafts and additions did that first via the Alternator, but New Age is a much more realistic and create-like take on the idea.
@@IDGCaptainRussia Oh I see, I didn't know about crafts and additions adding it as well. Been a hot minute since I've played or made a mod pack. Only recently started making one again which is how I discovered New Age.
@@midnightwafflez1526 Yup, can't blame you there, that's how I discovered it too! New Age thou I just found out about on youtube and was like "oh, cool, actual practical energy generation!"
Also: I have been in the tech mod scene for quite a long time (since 1.6.4) and I have never heard of HBM's nuclearcraft before. Out of all the overly-complicated progression tech mods: Your giving a somewhat obscure mod that title instead of Gregtech, which wasn't even mentioned in this video. My guy, Gregtech is the Grandfather of those kinds of overly complicated and difficult tech mods. That being said, I do like the more realistic approuch HBM shows off, I googled what that Reactor shown in the video was (rbmk), and it's a Soviet reactor! Can't say I've seen an MC mod go that far before!
Acktually Botania is tech mod too, but with magical taste. flowers are thier "machine", mana pool and spreader is "powerline", we already has pipes in vanilla.
There were a few more mods I feel like you could've mentioned. Obviously gregtech is a huge one, but that was already mentioned in a comment. Besides it, I think Immersive engineering, and the thermal series deserve more recognition
@@anlog7I always wanted Immersive Engineering to catch on more than it did. I get a similar feeling playing with it as in Create, but a bit more technical, it just never hit that critical point of polish to become a centerpiece mod for any major packs (that I'm aware of)
@@that_fluff completely fair. while i never published them, I loved basing lots of my modpacks around immersive engineering! while maybe not super polished, I think my goal was just to make a pretty looking factory lol. love its addons on 1.12.2, just wish they'd get ported because I think they'd be great in the Jappa art style.
I don't see how you think tech mods are dead? Gregtech has made a big comeback (the most over the top version of these tech mods) and my friends and I threw together a pretty decent tech modpack for 1.19 not too long ago. They're as alive as ever. However I would say they've changed some in modern times. Create is like the natural evolution of tech mods, going from the single block factorio-esque gameplay to the more physicalized technology that actively compliements the world it inhabits. And with the greater prevalence of dedicated factory games modpacks have begun evolving to provide more unique gameplay experiences. A lot of these packs include more magic and exploration, more goals that play off of minecradts sandbox nature. Tech mods certainly aren't dead but they're contexualized differently now than they used to be
"Create feels too vanilla" is complaining for the sake of complaining. I understand that people enjoy stuff that others don't but saying it killed it is just a lie to a whole new degree, plus the "I want too get lost in a spaghetti of wires and pipes" its called shafts and conveyor belts, and the funniest part is that the 90 billion addon add much more complexity yet they went under the rug
i really feel like "mods are what has kept minecraft alive" is an extremely narrowminded view of things, sure its a very modded game, and yes mods can do quite a lot, but its not like garry's mod, which is entirely dependant on mods there are tons of aspects of minecraft that people enjoy that dont rely on mods and give reason for them to play the game multiplayer servers, both minigame kind and the more specific experience or the simple SMPs, speedrunning, building, technical/redstone engineering, etc theres probably more that i dont know of or dont know how to name, the game has an extremely large playerbase with tons of "niche" communities, and modding is only one of them i get that its very easy to lose track of that and think your community is what keeps the game alive because its all that you interact with, but it's still a ridiculous thing to say regardless especially because of how popular the base game is in itself, i mean, bedrock is the most played version by far and that barely has a modding scene (but it exists) and the marketplace isnt all too popular. personally i think the game is just an extremely good casual surival/building game to the point that it will never have real rivals to the common person, which is why it sticks around regardless
There are a lot of tech mods. The thing now is that most of them are more focused onto sub aspects to serve together to make a modpack. Logistic mods, Power mods, and Machine mods tend to stay focused. Though some add in additional aspects. Though most are still young enough that they are slowly expanding into the other aspects.
To be honest Create does achieve the same as older mods, I remember when I played with IC2 and BuildCraft for the first time, was a whole new experience and seemed cool at first, but then after some playthroughs I got bored and basically got to other mods that were more interesting, Create on the other hand has infinite possibilities, combining other mods like Mekanism, Applied Energistics 2 and even ComputerCraft for that mater, Create is different from the others because it's visual, you can see everything the machines are doing, you can make your custom machines, pair with other mods to get a better visibility of what is doing where and how, it's simply more intuitive for the novice.
i completly disagree with what your saying. tech mods are not dead they simply moved beyond single block machines. i'd rather build a system of pipes wires and components in immersive engineering or create then just slap a bunch of gears in a crafing table and get a one and done solution
While I do like some of the older tech mods (especially BuildCraft, I grew up on that mod) I also like Create. Not only because moving stuff is cool, but because it's balanced with vanilla. It also works with Immersive Engineering, which is another "small numbers" (relatively) tech mod. They give you all of the automation and engineering fun without being stupendously overpowered. Mechanism is actually one of my less liked tech mods because it's overpowered compared to other mods that I liked. Especially the digital miner. It just magically get you any block you want, no matter how rare it is, extremely fast, as long as it is in the area, and it's extremely cheap to create and maintain compared to similar stuff in other mods.
As someone who mostly only plays these old mods because I think they are infinitely better and nicer to play than create, I think that the reasons that "killed" (I put killed like this because even if those versions are old, there are mods that are being still actively developed for these old versions like HBM nuclear tech mod which see regular updates in both 1.12.2 and 1.7.10 versions) is not only people in modern versions wanting more to play this vanilla friendly Minecraft (I really don't like it, that's why I still play the old versions) and none of those mods are nearly vanilla friendly, and those older versions are way lighter to run large amounts of mods, combine this with the difficulties that modders have to port their work into modern versions that take a lot of time to port and sometimes needing almost an entire rewriting of the mod in order to make it work into modern versions. I can just hope that someday those mods can be ported by fans or something like that because I would start to play modern versions if they got those mods that I love to play with. Edit: the only time I used create was in a gameplay that I did with a modpack I made with mostly tech related mods and mekanism and I just used that to build trains and nothing more
I once played a server with pneumaticcraft, which was fun because the owner was so confident in the pneumaticcraft protection system to keep his base secure. What he didn't account for was that it doesn't extend infinitely up, so I just built a bridge above his base and rained down obsidian tnt from mekanism to break in. then he got mad and moved his base to the end and destroyed the portal so nobody could go there but him, and that basically killed the server. he then did this again on another server but since he wasn't the owner the staff intervened and made a /warp end.
oh yeah, i forgot about that one! I remember being so confused on how to make that pressurized iron (or whatever it's called, probably not that), because you needed a pressure chamber thing to make it, but the pressure chamber required the special iron. I found out later that you need tnt
@@jan5558 yeah ik, the server owner even showed me how to do it lmao. I said fuck that, imma just delete his whole mountain. The server actually started breaking from all the explosions, there was this crazy graphical glitch where it looked like the water was in the sky. I miss 1.7.10 spaghetti code.
the reason create is dominanting is because it is working with minecraft, you cant really do create without minecraft, it relys on people wanting to be well, creative, to play it. it plays into minecrafts sandbox, these older tech mods dont, those older mods werent made for to complement minecraft the were made to basically replace it. minecraft is a sandbox, create plays in it, while these older tech mods try to turn it into glass. The older tech mods dont fit the game, and thats why these talented developers are not making their own games
don't know if tech mods are really more or less strange than magic mods, magic mods have that layer of complexity about just being a decent magic mod or being a tech mod with particles
I don't quite get the hate of newer Minecraft, and I don't get how you can say the Create mod isn't a tech mod; it has everything you listed that's needed; it has machines that can build and automate things; it has pipes in the form of conveyer belts; and it has generators such as waterwheels. Also, to consider that tech mods are in a dying state is pretty shortsighted since there are still millions of downloads per update for Mechanism even today, and technology mods are still being made every couple days, and lots of people are also just focused on making add-ons to existing tech mods.
i must not have made it entirely clear but i can explain a bit here, create has rotary power, not actual electricity or things of that nature such as RF FE or KJ ect.. create also focuses on smaller parts of larger machines. meaning to make something like the buildcraft quarry its not just one block its a bunch of gears drills minecarts and chests. previous tech mods such as the ones mentioned focused mostly on small one block machines that are used to process small things for crafting recipes. create also uses conveyor belts instead of item transport pipes. All of that, to me seems to steer very far from the original formula and gameplay loop, and while your correct in saying techmods are still around after 1.12.2 they arnt nearly as combatable as they used to be and there arnt nearly as many. that combined with create being immensely popular gives me the impression that someone's whos first experience with modded minecraft is create will not be super inclined to use mods like mekanism. which are much more overpowered than create and wayy less flashy. and as for new minecraft, Im gonna hold off on talking about my thoughts on it as the discussion can go on forever. alot of people have alot of thoughts about this game and i have a boatload of research to do if I ever want to get into that. especially since alot of thoughts regarding new minecraft (mine included) are highly opinionated. Im glad you watched all of the video and i appreciate your criticism, it would not be nearly as rewarding to make these if the conversation stopped after the video ended.
@@anlog7 Rotary power is as far as I know, nearly functionally identical to other forms of power. You put power units in the machine, the machine works. Theres even two types of energy that can go in the machine, clockwise and anti-clockwise. I could totally see a similar thing being integrated with electricity in another tech mod with "alternating" vs "direct" current electricity (probably wouldn't be very realistic but hey what can you do). The closest analog to create power I can think of would actually be gregtech power. Create power is like gregtech power locked at one tier's amp size. Rotation speed = voltage (or eu/t), and stress units = amps. The higher you raise the former, the faster the process goes, but the more the latter it takes to sustain it. Conveyors too, are just pipes but with even more steps. Also I'm not quite sure what you mean by Create focuses on smaller parts of larger machines, could it be that you don't like that create doesn't have multiblocks / upgraded machine parts? I think that might be the crux of what you are saying here. Side note: I think old tech mods are flashier than Create :P
Microsoft bought it and now the game is leaning toward buying mods, skins, textures.. its greedy. The foundation this game sits upon now is by name not a good one, people are gonna have an issue with it the moment you say M$. Honestly tho, as someone who has never wanted to change MC that much, someone who has only ever installed a few QOL mods, i think i should be the one being like omg whats wrong with MC guys. those tek mods are so over the top.
@@anlog7 if they dont want mekanism, they wont download it. the people who want mekanism will still play mekanism. create I think is a great gateway into tech mods, and mods as a whole. Create is the basis of a lot of new ExNihilio, skyblock, tech-progression type packs, even wriggling its way into TFC. It used in a lot of places now, and especially with all its integrations and addons, it nearly seamlessly fits in with other mods in the modern modded environment, and even with vanilla Minecraft. its an extension of the game that people who play Minecraft will most likely enjoy. old tech mods have been the backbone of Minecraft modding for so long, but all had such a high barrier to entry, which Create stomps. while not as powerful on the surface, it clearly explains itself and gives the player an opportunity to automate with a low skill floor and almost limitless skill ceiling. while simple and underpowered on the surface, the thing that gives create its edge is the mind and creativity of the player, contrasted with the very formulaic, set progression path, a lot of old tech mods tended to go with. while I don't disagree with you about the state of the old tech mods in the modern modding environment, a lot are still kicking and working to integrate themselves more with vanilla, while still keeping their overpowered and overly complex charm, like thermal series, AE, gregtech, computercraft, pnuematicraft, and of course mekanism. new mods don't have to stick to the old formula, just like how old mods don't have to conform to the new formula. also take into account that maybe these mod creators (who mod in their free time) got tired of modding and moved on. there will always be a place for old tech mods as long as Minecraft and its possibilities for the player remain "limitless" Create and other mods like it arent taking away from old tech's appeal, they're inspiring lots of new players to mod and build upon the 12 year old block game we all love, and that's beautiful.
Your title is misleading, if not outright wrong. There's nothing "strange" about tech mods as a subgenre, and I'd argue that tech mods and automation is a logical next step for Minecraft that Mojang even embraced in some capacity (hoppers, observers, etc.). Create and BTW are not related, and I don't think anyone can reasonably make the connection between the two. You didn't dive into what made BTW and Create distinct, only what similarities they had and assumed that BTW was a Create predecessor, which is definitely not the case. Your prescriptivist ideas about what a Minecraft tech mod "should be" is ridiculous. There is no "original format" that tech mods MUST always follow. Create, for example, is a tech mod simply by virtue of it adding technology to the game that aids the player in some way by using energy to power machines. Rotational force powers gears, which powers crushing wheels, which can be further processed by washing, smelting, etc. Sure, it takes more blocks to do it, but I don't see that as a problem. It's certainly better than a one-block solution that you brainlessly pump items into and out of, in my opinion. "Create dominates in an open market that doesn't contain any other tech mods." What about Immersive Engineering? Thermal series? Mekanism? FTB Industrial Contraptions (which is basically an IC2 Clone)? GregTech? Applied Energistics/Refined Storage? Industrial Foregoing? Botania (magic tech, but still counts)? RFTools? Integrated Dynamics? Powah? Ender IO? PneumaticCraft? None of these other tech mods even got so much as a mention, despite being some of the most popular tech mods on Curseforge TODAY. This entire video is based around your point of view and your opinions, which would be fine if it didn't come across as gospel. It reads more like the ramblings of a Minecraft Beta fanboy who's longing for the old days, which is further proven by your comment about Create in the comments, saying "I do not "Hate" the create mod, I am annoyed that it killed interest in older tech mods...", which all but proves that you don't like it BECAUSE it's new. If you're going to make a "documentary" style video about historical trends that are not only well documented but also very contentious, don't put your personal opinions in everywhere. Do more research and stick to the facts as much as possible.
Tech mods being called "strange" is mind-boggling to me when they're largely a expansion of redstone. To me both have the same primary goal of automation (which was mentioned in the video). When I see a hyper complex redstone mobfarm, I don't see a difference compared to Tech mods. They just make it simple enough that everyone can do it. I'd say while this video in general is mid in all aspects still good job for a first "attempt". You should come back to this in like 2y just to see how much you you improve.
Tekkit never had ProjectE, they had Equivalent Exchange 2, which ProjectE is a port of for Minecraft versions 1.7.10 and up, with some missing features. IndustrialCraft was a thing from beta 1.3 to beta 1.7, it got replaced by IC2 after that.
*"The tech mod is the friends we make along the way"* is new standard created by Create I hope this will be the definition of these "Neotech mods", is like new life, is like that thing you didn't knew you needed now you cant live without it
Neotech mods are interesting (I define neotech as every single mod that was developed during or after 1.15) I find that a lot of tech mods like GregTech or Draconic Evolution like to take the spotlight in Modpacks (heavy on GregTech cus that's one of the biggest mods I've ever seen) Create on the other hand doesn't feel like a mod, it's more in the background. When I played Create: Above & Beyond I really couldn't feel like Create is the main mod since it just blends into the vanilla minecraft so much. The only time I could notice is when I suddenly started using Thermal Series' Machines. When i play with mods like Immersive Engineering, EnderIO, Thaumcraft (which is in my opinion a tech mod) or BuildCraft i can see it not being a part of the game, it clashes with minecraft a lot but it's not a bad thing, those are just different approaches. Although now that GregTech is ported to 1.19.2 with GregTech Modern im scared what crazy contraptions people will do using the create mod
@@ghoust592 i agree although i can't really relate to issues like "it's too vanilla and too balanced, i wanted those overpowered messy[wich i like to interpret as 'cleary modded'] stuff etc" mentioned in the video or "it doesn't feel like an mod" i don't understand why that would be an issue. Imo something that is clearly not vanilla is just as good as something that blends very well, im really interested on what the mod do, the special part on create is that instead of choosing anesthetics or immersion or functionality, it hits 5 starts km everything I suppose thats just the way each one of us enjoy the microcosm of the game with our tastes like when he said that he considered concrete useless. but could you elaborate on this? I'm curious
I think the real problem is that magic mods doesn't have a Create type of thing, no one mod that did what create did for tech mods, and that could possibly result in its eventual death as a genre of minecraft mods
Yeah really, when he said "something that would kill the game" I thought he was talking about the acquisition by Microsoft, not another combat update complainer.
@@DarkYuanWith the focus on tech mods i was expecting complaints on how minecraft changed how block textures worked after 1.12. Not combat update complaining.
@@DarkYuan"Another" Usually when more than 1 person agrees on something subjective, whether it's good or bad, usually majority of outcry is caused by an actual worsening of the situation, if 30 people told you, A is better than B, chances are, A IS better than B, not the other way around. Thinking your version or preferred way of thinking or perspective is superior to that of what the majority agrees upon, some call it an opinion, some would also call it Delusion. I'm in the latter camp.
@@TreasureHoardingDungeonDwarf It's delusion to say that while a vocal minority say something loudly because those that like the update... simply don't say anything. Sure
How I see it, the tech mods are wonderful but they have an old look. For newer versions I prefer mods like create that are very good looking and combine perfectly with the new style of the game
i think disliking create for being vanilla friendly misses the point - create was not targeting the players who, like you mentioned, have been playing buildcraft and IC2 in older versions for years. but create absolutely enhances and improves the base game, and i can't tell you how many create-modpacks have made me optimize miles of machine around one single block or crafting process
As a Mindustry modder I do really enjoy that the game's been brought up here, cause it's not far off from just a mess of wires and conveyors I've been trying to transform it into a roguelike and im glad that minecraft mopacks are there to help me take breaks from that, cause I don't think i'd have survived this long without modded. I never play the basegame anymore cause modded is just more fun and varied. Tech mods especially :D
Tech isn't dead *yet!* EnderIO is starting to come back, another great complex tech mod, AE2 still goes on, as does Mekanism even with new mechanics, Refined Storage always good for an alternative to AE2, etc
And so much more Immersive engineering, thermal expansion, Industrial foregoing, Flux network, powah and so much more I'm playing a lot of modpack of 1.16.+ and new tech mods are still coming
This must be a joke. You cannot say tech mods are dead and then also claim "well acktshually, Create isn't a tech mod because tech mods are actually this and that." Tech mods aren't what you fucking want them to be. Tech mods are tech mods. They add automation. Some are overpowered, some are not. Some add tools and some do not. Tech mods are tech mods and Create is a tech mod. As is the current iteration of Tinker's Construct. You preferring the old one doesn't invalidate the new one. AE2 and Refined Storage are still out there as well as many other alternatives such as Tom's Simple Storage. Sophisticated Storage is my current favourite of all the "drawer" mods. Tetra is a new tool mod that is set to compete with TC3. ComputerCraft has never left and is still updated to this day. There are a good handful of space mods still which could definitely be argued whether they are tech or dimension/adventure mods. I personally think they are both. You don't have to like the current tech space. But you cannot change the definition of a tech mod to say none exist anymore. You don't have to enjoy what is out there now. As you say, you can go back to old mods ANYTIME. So just go do that IG.
I agree, this video is wrong about create. Create is absolutely a tech mod and in my opinion, it should be considered the gold standard for tech mods. Every component has some diverse function and the contraption system adds so much depth that other mods just don't offer. Also, create integrates really well with vanilla mechanics such that things like concrete makers, cobblestone farms and other block interactions can actually be used in machines. Before create, you would pipe items from one machine into another which doesn't feel as dynamic as creates items on belts that can be treated like items that are just sitting on the ground. Also it let's you make cool trains
As an immersive engineering fan I'm sad that there's nothing about that mod in this video. But overall it's good job 👍 Keep making videos about modded Minecraft!
I have to disagree. Create is a breath of fresh air in the tech mod community. I was getting kinda annoyed about having 3 different electric furnaces, crafters and crushers that all do the exact same thing. You also usually didn't have any good interoperability with vanilla mechanics in those older tech mods. Intead of building a cobblestone generator and then using a machine to harvest it, you'd get a cobblestone gereator machine block that just produces cobblestone in item form, sidestepping the vanilla mechanic. Same goes for wood/kelp/bamboo/wheat farms. You get a machine-that-does-the-thing-block and then you place it and it does the thing. In create you get a few components, and you have to make them fulfill their purpose. For your tree farm you have to place the sapling and then cut the tree down. For your wheat farm you have to move a harvester over a grown plant to harvest it there is no direct solution, but one hell of a lot of vanilla interactions. It also lets you make better use of minecarts by linking them, which is one of the most industrial things to make use of. To me create lets you build machines that don't use any shortcuts and it makes you think of ways to interact with the world, rather than placing a one block solution. Most of the older tech mods did the same stuff. There were some unique things but the ways of doing anything with then was to wire up machines that just did whatever was intended to happen. Mekanism has its ore multiplication which is always the exact same array of machines, whereas create has you come up with an actual machine and how well it works depends on your understanding of the mod and the vanilla mechanics.
You put it much more eloquently than I did in my post but that's exactly the vibe difference I felt that makes me love Create so much. In Create you build the machines in the world and watch them do their stuff. there's no magic box you craft that does all the things.
@@tjcross2 yesss and even further i think the grind and challenge of create is that creative design portion, as opposed to magic box mods where the grind comes from the magic boxes costing 1000s of processed iron ingots lol. i just cant think of anything more Minecraft than designing a system or machine to do what you want by using knowledge of small components and how they interact with the world.
Idk I think your timeline is off, mekanism came way later than a lot of the mods you listed, the weird myopia for mekanism in general, lots of influential tech mods ignored or only barely mentioned
I mostly went with explaining the techmods im familiar with, and ones that ive seen that are popular. If i went through every cool tech mod the video would be far too long. Sorry i could not get to all of them.
I completely disagree; Create is the spark of a brand new technology mod paradigm, with the seeds of high tech create mods being planted at this moment, including new kinds of nuclear reactors
I'd say Create should be considered the new standard. We've had enough "special boxes that do one thing" and "the power is stored in the block", customizable and multifunctional machinery with actively managed power systems and deliberate placement of machinery framework is the new kid on the block here to make factories more interesting than something that looks like a block of cables. Create is what Immersive Engineering and Better Than Wolves paved the way for. The "old way" is boring and there are now games to specifically cater to those that enjoyed them.
>Tech mods are fun because they turn Minecraft into an endless sea of wires and cables modification and optimization. Tech mods are about making systems finding all the ways you can automate every single thing in the game. They are about walls dedicated to one block machines and overpowered armor and tech that you get over hours of crafting. Besides the final sentence it sounds almost exactly like create. Why is that that when a prior tech mods takes hundreds of hours it's great but create takes too long. and even then that has nothing to do with the combat update. > It created a new standard for technology mods that has most certainly killed them off entirely. You don't have to make up up nonsense to justify hating a mod, if you don't want to play it don't play it. Parts of the vid just seem like circlejerk tropes about modern mc bad old mc good.
I'm not entirely sure I agree with the end point. I'm no minecraft expert, I've played around with a few tech mods and Create has a very different feel. With older tech mods it always felt like the systems were more or less plug and play. Put together X components get a quarry, now you don't have to mine. With Create I had to physically puzzle out how to make a quarry from individual parts, how to move it to start a new mine rather than just pick up one block, I had to power the systems. Part of why you like tech mods is the weird entanglement and having to think about rotational speed, stress, if you need to swap rotations ect. fits that tangle of mess for me. It just feels odd that the main point at the end is that Create is too low power to be a tech mod. Either way it was a good video on a number of older mods I hadn't heard about and might boot up and older version to try out. And hopefully someone sees this and starts work one some older style tech mods to fill that niche for people and we'll all be able to quintuple our ore by crushing, then pulverizing, then enriching, then melting, then pouring out the resulting metal, alloying it into precise rations and using that to make obscure end game tools dominate the world. Because those are a ton of fun too.
"But unknown to me and anyone else, this was the last version a tech modpack would be entirely achievable." LMFAO WTF (also coloured concrete is not useless because you don't appreciate it, my dude)
@@frndrmn Gregtech isent for everyone. So its understandable why some people like yourself arent interested in a modpack that is a bit complex and repetitive at certain times.
I agree with OP about Gregtech being left out, but Avaritia was just a joke mod you only installed to try and find out what entities you can/can't kill with the shiny "Kills players in creative mode" sword.
@@s1dnb @ghoust592 I'm specifically comparing it to Ic2, not gregtech. I personally am a fan of Ic2 classic (which is actually available for 1.19.2 if you want to try it out)
I would not say that tech mods are dead per say, more that the current most popular mods (when excluding quality of life mods) are Cobblemon on modrinth and Farmer's Delight on curseforge, you can see what kind of mods are currently popular. Mods that either add a huge amount of stuff from some other popular media or very vanilla friendly mods. I think most of it can be credited to Create yes, but I would add RLCraft to that too. It's still one of the most prominent modpacks on curseforge after SIX years since release. Eventually Create will have the same drop in popularity that older tech mods have had.
I think mods like Create and Industrial Craft 2 may be in same category "Tech" but in different subcategory, mods like Create in for example newTech subcategory, mods like Industrial Craft 2 in for example oldTech. It's can make problem a bit less.
@@CyPhaSaRin gregification is term used for how much dedication and persistentness you put into the mod known as "Gregtech" it can also be seen as a sort of progression in learning and becoming better in the mod.
I'm playing the create mod in a custom pack with some other bits, and I'm absolutely loving it. I played a bunch of the old technical mods and modpacks and they'll always hold a special place but the stuff that's around at the moment is really impressive. I don't really understand what you have against combat on java either, you just kinda said it was bad and other people thought it was bad but you never said why, I mean, yeah, a lot of the functionality they added just wouldn't work on touch screen which is why it wasn't ported fully to bedrock, but that doesn't inherently make it bad. I don't mind it at all, I've been playing with it for years, if it was that bad I'd have stopped.
Thank you so much for this video! As someone who witnessed the dawn of modding in general in Alpha days, and being amazed when Industrialcraft, and later buildcraft made an entrance, i'm applauding. So much nostalgia coming over me... Tekkit was one of our big modpacks later down too. And even the mention of better than wolves. all my friends today never heard of BTW, yet i remember so many summerdays in our stuffy attic where i'd play through BTW at nights. a sense of novelty yet so close to vanilla. It made me prefer it over the likes of industrialcraft, buikdcraft, redpower and many many more... when i got back into minecraft around 2018 many many mods of old were no longer around, difficult to find, least of all known to those around me. But when create made its debut, oh the joy. It reminded me so much of Better Than Wolves! AND NOBODY KNEW WHAT I WAS TALKING ABOUT. Such a bittersweet heartache... To see my memory and sentiments validated, it moves me to tears. I feel you captured this all just too well. i will say though, the big mod drought was felt across the entire board. Many old players stopped, until the resurgence and many new players and modders! found their way to the blocky haven that is minecraft. And Create encompasses something a lot of players seem to desire: an immersive modded experience. while keeping that trusty old technical aspect as a refreshening flavor. Offering an easier to understand way to automate things than redstone or some tech mods ever did. At that point, i'd have loved an honorable mention to Immersive Engineering. As it too tried to gap that bridge. I always found it an adequate bridge and now i feel confirmed that it could very well been an attempt to combine basically Industrialcraft and Better Than Wolves. But looking at Industrialcraft and Buildcraft? it just seems they failed to go with the times. Didnt manage to adapt to modern minecraft and all its extras. Stale mechanics and just noticably outdated in a time of 4k texturepacks, custom entity models for machines and such. It feels... like i installed a beta version mod onto the newest branch... offering no visual reward anymore other than "a different looking furnace" Another possible honorable mention would be that the units to measure power in various tech mods used to not be universal. many converter mods were a thing back before they decided on one standard. (with exception of mentioned mods) leading to better adaptability into modpacks, leading to yet another easy way to play these mods. Modding used to be more difficult if you werent using modpacks, and especially a launcher having those integrated with auto updates. Which also has become huge with the Tekkit Launcher as one of the first pioneers. But i start to digress. I loved this video and i hope it does well. And i'm for sure looking forward to more! P.S. a possible branch could be magical mods? The likes of Thaumcraft, Witchery and co probably deserve a peek too!
"minecrafts Identity has been defaced 4 years earlier" not really. this might be a hot take but whilst there was/is a pretty sizeable pvp community the majority didn't really care about the combat changes. It had literally two (2) bad changes, that didn't even matter if you weren't into pvp and suddenly minecraft is ruined? even though some of the other changes were fucking great? yeah ok. and I am not even mentioning that pvp/combat pre 1.9 wasn't good to begin with I just get annoyed when people bash 1.9 for making a bad, pretty unskilled combat system... "different" but more skill oriented lmao. I won't say bad because I truly think the new system IS better than the old "who can click fastest"
@@grinmace4834 GTNH team is developing Angelica mod (basically, replacement for Optifine and Fastcraft), give it a try - it increased my fps literally from 80 to 800 in GTNH. It's still in alpha, but already is stable enough. Also running a server separately can decrease stutters as 1.7.10 minecraft can't multithread client and server
Mods are by far one of my favorite parts of Minecraft. Take a game that's already about making your own adventure and add thousands of mods with all sorts of different themes and you can *_REALLY_* make it whatever you want. Like an hour or so of mod hunting later and boom, I have a post apocalyptic survival theme going, complete with zombies that spawn in hordes and don't burn in the sun, guns, tanks, machines, and naturally generating cities. 13:03 how did I know you were gonna say HBM NTM before you even said it? Such an amazing mod and a must have for any personal pack I throw together, which is why I only play 1.7.10 and 1.12.2. There's a still maintained port for 1.12.2 that's keeping up quite well with the original, which is STILL actively being added to despite being for such an old version. Your friend described it quite well. It's massive and expansive and has a massive level of progression. Understanding some of it damn near requires a degree in nuclear physics. You could prob have a solid modded experience with just this mod alone simply because of how much it adds. I've gotten quite far into it myself tbh. Tbh i really do like create tho because of some of the insane things you can do. It's got compatibility with a bunch of other mods and apparently has add ons too that can let you make some arguably very not vanilla things. There's a guy who makes fully functional _tanks_ with it. I honestly wish I could have it on 1.12.2.
I definantly feel like some of the all be it not origonal or founding mods, but some of the biggest and very influential mods, such as RFTools/Thermal Expantion/Thermal Dymanics, aswell as EnderIO and maybe Gregtech.
to toss my own coin in on this. I love mekanism and all tech mods kinda shocked AE did not get more involved in the story. but also as someone who has been playing for almost 12 years and most exclusively tech related stuff. I have my most fun when using the complicated bits to automate. I find the struggle of automating things the fun part. i will agree that create has a steep learning curve but once i got into it i actually really enjoy it and using it in combination with other technical mods.
I think i might need to clarify this as i did not make it entirely clear in the video:
I do not "Hate" the create mod, I am annoyed that it killed interest in older tech mods but I dont hate it. I think its an amazing and very impressive mod I just think its wayyyy to vanilla friendly. (and Balenced) it reminds me more of redstone than a tech mod. dont start a flame war in the comments.
(also apparently I was wrong when saying Minecraft was written in javascript that is entirely my bad.)
(also Gregtech is gonna be in another video)
also i didnt talk about thermal series because it wasnt worth mentioning.
ALSO HOLY COW 20K VIEWS
to be fair im pretty sure thats entirely the point lol
@@sardines7436 your right, thats the appeal of it.
Don't worry about the JavaScript thing. It was literally only named that too leech off of the popularity of Java at the time it was being made
that is the entire POINT of the create mod, because NOT EVERYONE LIKES STUFF LIKE MEKANISM.
@@koishicat2
And I personally do hate create, because I love mods like the Thermal series. It feels like busy work to make sub-par advancement until you've unlocked 90% of the mod and can make the fun stuff.
I'd much rather set down my magma crucibles or an arburial extractor, and slowly expand power as I grow, instead of building 40 machines that I have to spend 50 hours making, just to make a few extra iron per mining trip.
I get the appeal for Create, and I get the dislike of things like Mechanism, but give me machines over gaudy redstone upgrades any day.
1:18 "Minecraft was originally written in Javascript"
Where was the trigger warning?
yeah i got that wrong lol.
@@anlog7java Applets are such a forgotten thing and for years there was no other scripts in the browser besides js. So it's only natural to assume it was written in Javascript when playable in the browser. But while making a history video a little check would have been a good idea.
Otherwise great video keep going 😉
@@anlog7 I wasn't prepared for the JS jumpscare
REAL lol
The real question is would Minecraft be written better or worse in JS than in Java?
15:36 - Devs didn't just stop out of nowhere, 1.13 completely overhauled Block IDs and basically killed block metadata. Even Forge took months to update trying to fix compatibility.
Once the dust had settled, there wasn't really much reason to push past the changes, because most tech packs were already sizable enough to have more new content than any update since, and many smaller developers just dropped their projects outright and called their 1.12.2 release the final version.
That was the saddest part. I loved IC2, even though IC2Exp was kinda trashy. Seeing it gone made me sad, since I played like hundreds of hours on minecraft 1.2.5 only using IC2 and additional buildcraft.
But we can all agree that all these changes to the Minecraft and Forge's codebases ever since 1.4 as I remember it - are a good thing. It was kind of annoying having to fix or rewrite a bunch of stuff every time, but we got much better APIs that are easier to understand and use :)
completely understandable for mod creators to stop there.
@@assetaden6662 Bro, have you heard of IC2 "update" on 1.19.2? You would be suprized. . .
Except plenty of mods have pushed past those changes.
I think those devs just wanted an excuse to stop.
My mans, i think you must be the one living under a rock to believe that tech mods are dead
Fr
The most popular type of mod in all versions of the game (including modern versions), is not exactly some weird little niche that nobody's heard about. Also, literally the most popular genre of minecraft mods is not "dead", any more than all modded minecraft is "dead"...
No kidding. The fastest growing genre of Minecraft RUclipsrs are centered around Create. MrBeardstone, Foxynotail, Shalz, ZloyXP, Batsy...the Create subreddit is growing fast as more and more people see Create popping up everywhere.
@@claytonsteckel is create even a tech mod?
@@wooftubeyt clearly it's a building and exploration mod
@woofanimations3181 clearly create is a decoration mod
"but it does not follow the original format created over 10 years ago" that's actually good thing about it
yeah, its fine to be its own thing? i get the frustraition though that the existing tech mod formula is basically not a thing anymore though, i feel like could have been convayed better tbh
The old format was outdated, lazy and at this point, just *boring.* It had been polished and optimised to a point where there was no fun left, just slap a few cubes next to each other and get infinite everything.
@@Candlemancer I know you did *not* just diss the best mods of all time here.
@@idontevenknow3529 He did. and he was right. "Magic blocks" was the worst part of old tech mods. Instead of a multi-step process you could be engaged in, it was just "tape magic block 54 to your AE2 system to get item 574"
@@Candlemancer gregtech has solved that problem and i mean the ones made by greg himself not gt5u or gt for 1.12+. you have to work for everything and there is no way to fully automate everything at peak efficiency at least until late game. this balance is the thing mods tend to ruin as you can just bypass entire progressions etc.
I can't believe you forgot GregTech, which has had a HUGE resurgence here recently
GregTech is either based on IndustrialCraft² or the modern version of it.
@@draftymamchak bruh, you might as well compare a single vacuum tube transistor and a whole ass computer, since it's "based on source or the more modern version of it"
@@draftymamchakYou have never played it, have you?
It certainly has not friend. Gregtech is still in 1.7.10 and Gregtech Community Edition is still in 1.12 New Horizons is a meme. Nomni factory is the go-to greg experience. Interactions was never finished. GT 3/4 was my favorite mod when I started playing. They added the plate bender as I was playing FTB Ultimate. if it's just the new wave of people being turned onto greg that's cool for sure, If there's actually a new greg experience i'd be super surprised.
@@toolittletoolate ATM9 (on 1.20.1) has GregTech on it
I wouldn't really call tech mods a "strange subgenre"
about 70% of minecraft mods are tech mods, and have been for a good while
also Create did not kill tech mods.
As you said, the traditional (buildcraft style) model for tech mods has existed for over 10 years, and I don't think it's controversial to say that it hasn't changed much in a while.
When was the last time Buildcraft got any major content updates? What about EnderIO, MineFactory and it's forks, even immersive engineering.
These mods were stagnating well before Create came around, the model was already "dead", people were just waiting for something else.
something something, botania is a tech mod
i wish botania would fucking die already. its so boring.@@kinfthaderp5045
@@kinfthaderp5045 BOTANIA IS NOT AN TECH MOD botania is just a mod for pacifist hippies that do not understand the concept of mass production
@@kinfthaderp5045funny how botania actually meet all 3 requirements in this video for tech mod,it got machine(functional flower) it got power(mana)it got a way to transport power,and although it doesn’t have pipe to move item it got corporea spark to transport and even a whole system to manage item
gregtech
Strange? Minecrafts tech mods launched an entire gerne. Some of the OG mods were influences for Factorio, and it's continued success has spun off TONNES of other games.
I may be old.
The create section just sounds very passive aggressive
"Strangest subgenre" as though tech mods haven't been the backbone of Minecraft modding since Minecraft modding became a thing people did.
"over 10,000 mods on curseforge"
well thats technically right..? theres 160,000+
site says over 10,000+ projects were found. I just went with that.
@@anlog7 Curseforge says 162k.
Imagine making a video on tech Minecraft and not talking about the Thermal series, GregTech, EnderIO, Applied Energistics, Feed the Beast, the whole wave of skyblock packs based on Ex Nihilo, and instead deciding that tech Minecraft is basically "dead".
Not to mention your statement that Create is not a tech mod, even though the mod meets all the criteria you introduced earlier to define what qualifies as such.
It really sounds like the opinion of someone who played a lot of tech mods 10 years ago and thinks it qualifies them to speak as an authority on the history of this side of Minecraft modding in general. Normally when you make a "scripted video" that aims to teach things to viewers, you have the responsibility to do some research before making broad statements like you do.
also i knew about yogscast jaffa factory, but moonquest was around the time they were starting to loose popularity anyway. and i was way less familiar with it, but he made it out like it was a way bigger deal? maybe to you, but tekkit was way bigger for me tbh
Thermal is basically dead, never heard of Greg Tech, ender IO is dead, AE is barely hanging on, FTB is a modpack right? And even that is dead. All of these mods were at their peak a couple years ago.
Botania is one modern tech mod but it doesn't have the aesthetic of a tech mod.
Create... Well it is not the same as old tech mods. Create feels really Vanilla compared to the other stuff, as the video stated.
@@That_One_Kobold AE is literally in most modpacks that have "tech" as their tag lol (even for the newer version of Minecraft), how can you say that it is "barely hanging on"?
@@dawidklimek3371 because it is, the "tech" modpacks themselves aren't popular anymore, create being the most popular and create isn't exactly easily compatible with AE
@@That_One_Kobold recommend checking back. theres lots of bridge mods for AE to other mods including mekanism, botania, and namely create, all on the newer versions. Thermal is being actively worked on and revamped, Greg Tech has a thriving community, FTB is a group that makes lots of modpacks (not sure how they're doing), and enderIO is actively being ported and updated. I would argue that yeah these mods hit their peak a while ago, but they're not dead. and even if they were, there's other people to carry the torch and make new things to embrace that change. Eventually there will even be a new Minecraft, and that's okay, but for now you have every right to enjoy the mods as they are, or try new things, or both! its a game at the end of the day
As someone who never had the good connection or reliable mouse or reflexes for spam-clicking, the new pvp system is so much more accessible and strategic. It must have been pretty devastating for the specialist pvpers who didn't really engage much in the rest of the game, but the rest of us? The playing field is much more level now
Damn, this one only took about half the video to devolve into old man ramblings.
this video is fire if i pretend it's an april fools joke
I'm still really hoping it is because I hate the takes but I like the channel's effort and editing. I'm probably huffing on copium hard rn.
So true
Tech mods are not death at all, it just takes time for mods to update and settle at a new version, in the past this was 1.7.10 as mods needed to be almost fully rewritten for the big changes in 1.8, then the same happend between 1.12 and 1.13. This made mod development stall for a while. We have a few new tech mods like powah. In time we will have good new tech mods and modpack for modern minecraft versions
Create is a Tech Mod. Shafts are Cables, Belts are Pipes, there are both Single Block and Multiblock machines. There are multiple methods of generating power.
Create is THE Tech Mod. The Create mod is basically built from the ground up for what I find the most fun about Modded Minecraft- the big, interconnected machines that do whatever you want. It's every Ore Processing System you've ever made, it's the Automated Resource Generators, the Tree Farms, the Crop Farms, it's everything you get a Tech Mod for. Including addons, it is even compatible with every other Tech Mod you mention that's updated for current versions of Minecraft.
And the best thing is- it's not just pop a block down and win the game.
Indeed, Create is great for that reason - and it does all that older tech mods did in a *much* more visual fashion. It's factorio, but for Minecraft. Amazing.
Meanwhile, Better than Wolves *used* to be good, and then seems to have gone off the deep end into extreme grindyness for no reason. Create handily fills that same nieche for spinny things while being everything you could ever want out of a tech mod short of going into high tech and reactors. Gears go spin :D
@@citatus_lingua2351 And if you care about high tech reactors and such, well, there are always addons for that. XP
Honestly the main difference I understand from his PoV is more of a "vibe" thing.
All tech mods allow you to automate your stuff and drown yourself in ressources
But Create is basically the only one that really doesn't give you any overpowered gear to back it up. Mekanism & IC2 had insane armor and tools. Even the lower end of Immersive Engineering still gave you some really cool tools.
Create without addon is very centered on just resource production
This just sounds like you stopped playing after the 1.7 update, and now you refuse to acknowledge that new minecraft is just as good.
Bestie i don't know how to tell you but Oracle Corporation's product "Java" is completely unrelated to the website interactivity language of javascript. Easy mistake, but no relation
I was unaware of this, thank you for telling me.
It's like the difference between car and carpet.
@@koolkrafter5 well done giving us a comparison that doesn't fit at all.
Carpet does contain the word Car, yes, but carpet goes in most cars, a car will take me places, no amount of carpet will. J and JS are both considered languages, different as they may work or be.
What you gave, wasn't an easy mistake to make, it was just nonsense.
@@CyPhaSaRin How often do you get called a pedant?
@@jazzyjswift well considering I've never heard that word in my life.. 🤣
I think you're underplaying modern modding, it's really catching up surprisingly fast
Yeah, we're getting remakes or returns of old classics all the time.
@@VelaiciaCreator yess and the new ones are cool too. i like especially when they integrate the old and the new ones!
This vid seems much less a history of tech MC and more a very self-focused opinion piece. First, you say that MC would have died out long ago without tech mods, even though the majority of SMP servers have always been vanilla, and still are. I've been playing since Infdev and I only this year (which is what? 13 years later?) started playing on a modded server. There are a ton of people out there that have still never played on a mod server.
Second, you act like MC all but died off after the combat update, but all I remember seeing were a lot of children angry that they couldn't just spaz-out on the attack button anymore. I thought the combat changes were for the better, and forced you to use your brain instead of a rapid autoclicker. Even when the collective anti-update temper tantrum was in full swing there were plenty of players, plenty of servers. Game populations naturally ebb and flow, but I never got a feeling that MC was circling the drain.
Third, the current server I'm on is a Create server and I think it's fantastic. Your passive-aggressive tone regarding it is reminiscent of a cranky old man complaining about "kids these days and their damned Create!" And I'd know as a cranky old man wanting all these damn kids off my grass blocks.
Other than my slight irritation with your representation of MC's history, your video is fine, your voice is fine. No better than, but no worse than most. What will really make or break you will be the future quality of your research and writing. Pull the focus off your personal experiences and biases. Lastly, no one should give you any grief over the Java/Javascript thing. You are far from the first person to make that mistake, and there is no reason I would expect a non-programmer to know the difference.
"There are a ton of people out there that have still never played on a mod server".
There are a ton of people out there that is dumb.
i'm not really sure what kind of... comments or anything to say... i'm not really digging anything about what you say. tech mods are quite popular. there's a few and of course create is famous for what "vanilla" feels but what about it feels vanilla? moving machines is basically red power stuff, mining is a mix of buildcraft and industrial craft and aesthetics is just immersive engineering. i never, NEVER ONCE felt like create was vanilla at all. for the mechanism mod sure it's famous because how stupidly cheaty it is. it disguises OPness with tediousness of crafting (which can be automated by the mod itself so.. not really a challenge). you can get up to 5x more resources per ore than vanilla and most mods were okay with the 2x-2.1x resources per ore. the power gen is stupidly bloated and easily exploitable, you can literally power an entire 5x system with extras with a small potato farm.. and the same applies for draconic evolution which doesn't even hide anything.. they made ultra challenging bosses just to be able to justify the INSANE tools, armor and power gen the mod gives. for the tech mods it's not even close to die. there's EnderIO, there's GregTech that's coming back, there's even the Thermal Series and you could argue that Astral sorcery isn't a tech mod but it is.. and a massive more extra mods that are quite popular. the thing is people don't download single mods anymore and people instead download modpacks. they are quite popular and they pop out like mushrooms: they are everywhere...
the only "damage" that the mods are suffering is the fact that mojang LOVES to update the game with small crap that does nothing more than correct 2 bugs and add 5 more and then one year latter add one single mod and a single building and that's it. that kind of stuff breaks the entire modding comunity, the bigger the mods the more damage it does.
Mechanism was also popular because the cables where compatible with the other tech mods and could works as a bridge between them.
I really wish Astral Sorcery would update, it was my favorite magic mod.
Kinda crazy to think that minecraft mods started the whole automation genre
Good video, but I agree with other comments that Thermal Expansion should get a mention. While it brought alot of useful machines and additions, IMO Thermal is the mod that more-or-less unified power under a single banner in the form of Redstone Flux (RF), we would later get Forge Energy (FE) but RF was, for the longest time, the "Euro" of energy currency in tech mod MC. If not for RF we may have had to have so many power-adaptor mods just to convert power between different mods!
EDIT: Also I would disagree with Create VS other tech mods. There's *alot* of stuff you can synergize with Create when it comes to tech mods, and it's perfectly understandable that Stress Units (SU) wouldn't 'connect' to the power grid of other tech mods; as its such a different, yet realistic take on power. (remember: at the end of the day, a nuclear reactor is just a glorified steam generator that turns a turbine to generator power from rotational force). Tech mods are a "puzzle" in my opinion, and Create is less ridged and more... creative, it makes you think more outside the box when it comes to finding functional solutions to problems that not even Mekanism can solve.
I'd like to add in that Create: New Age allows stress conversion into RF.
@@midnightwafflez1526 Technically, create crafts and additions did that first via the Alternator, but New Age is a much more realistic and create-like take on the idea.
@@IDGCaptainRussia Oh I see, I didn't know about crafts and additions adding it as well. Been a hot minute since I've played or made a mod pack. Only recently started making one again which is how I discovered New Age.
@@midnightwafflez1526 Yup, can't blame you there, that's how I discovered it too! New Age thou I just found out about on youtube and was like "oh, cool, actual practical energy generation!"
Also: I have been in the tech mod scene for quite a long time (since 1.6.4) and I have never heard of HBM's nuclearcraft before. Out of all the overly-complicated progression tech mods: Your giving a somewhat obscure mod that title instead of Gregtech, which wasn't even mentioned in this video. My guy, Gregtech is the Grandfather of those kinds of overly complicated and difficult tech mods.
That being said, I do like the more realistic approuch HBM shows off, I googled what that Reactor shown in the video was (rbmk), and it's a Soviet reactor! Can't say I've seen an MC mod go that far before!
Acktually Botania is tech mod too, but with magical taste.
flowers are thier "machine", mana pool and spreader is "powerline", we already has pipes in vanilla.
There were a few more mods I feel like you could've mentioned. Obviously gregtech is a huge one, but that was already mentioned in a comment. Besides it, I think Immersive engineering, and the thermal series deserve more recognition
completely forgot about those, ive even been using thermal expansion recently, must have slipped my mind.
@@anlog7I always wanted Immersive Engineering to catch on more than it did. I get a similar feeling playing with it as in Create, but a bit more technical, it just never hit that critical point of polish to become a centerpiece mod for any major packs (that I'm aware of)
@@that_fluff completely fair. while i never published them, I loved basing lots of my modpacks around immersive engineering! while maybe not super polished, I think my goal was just to make a pretty looking factory lol. love its addons on 1.12.2, just wish they'd get ported because I think they'd be great in the Jappa art style.
I don't see how you think tech mods are dead? Gregtech has made a big comeback (the most over the top version of these tech mods) and my friends and I threw together a pretty decent tech modpack for 1.19 not too long ago. They're as alive as ever.
However I would say they've changed some in modern times. Create is like the natural evolution of tech mods, going from the single block factorio-esque gameplay to the more physicalized technology that actively compliements the world it inhabits. And with the greater prevalence of dedicated factory games modpacks have begun evolving to provide more unique gameplay experiences. A lot of these packs include more magic and exploration, more goals that play off of minecradts sandbox nature. Tech mods certainly aren't dead but they're contexualized differently now than they used to be
"Create feels too vanilla" is complaining for the sake of complaining.
I understand that people enjoy stuff that others don't but saying it killed it is just a lie to a whole new degree, plus the "I want too get lost in a spaghetti of wires and pipes" its called shafts and conveyor belts, and the funniest part is that the 90 billion addon add much more complexity yet they went under the rug
To be honest, that's its best strength. Less of a learning curve if you understand redstone.
@@VelaiciaCreator I know next to 0 about redstone, and even then, the INGAME TUTORIALS have helped me make some magnificent stuff
@@FluffyAngelUwU Way better than dated wiki pages that don't work, or still images and a text wall.
Lmao and if they made it different people will say its not Minecrafty
Tinker's construct literally having to remove an ore because netherite just basically stole what it was:
i really feel like "mods are what has kept minecraft alive" is an extremely narrowminded view of things, sure its a very modded game, and yes mods can do quite a lot, but its not like garry's mod, which is entirely dependant on mods
there are tons of aspects of minecraft that people enjoy that dont rely on mods and give reason for them to play the game
multiplayer servers, both minigame kind and the more specific experience or the simple SMPs, speedrunning, building, technical/redstone engineering, etc
theres probably more that i dont know of or dont know how to name, the game has an extremely large playerbase with tons of "niche" communities, and modding is only one of them
i get that its very easy to lose track of that and think your community is what keeps the game alive because its all that you interact with, but it's still a ridiculous thing to say regardless
especially because of how popular the base game is in itself, i mean, bedrock is the most played version by far and that barely has a modding scene (but it exists) and the marketplace isnt all too popular.
personally i think the game is just an extremely good casual surival/building game to the point that it will never have real rivals to the common person, which is why it sticks around regardless
There are a lot of tech mods. The thing now is that most of them are more focused onto sub aspects to serve together to make a modpack.
Logistic mods, Power mods, and Machine mods tend to stay focused. Though some add in additional aspects.
Though most are still young enough that they are slowly expanding into the other aspects.
To be honest Create does achieve the same as older mods, I remember when I played with IC2 and BuildCraft for the first time, was a whole new experience and seemed cool at first, but then after some playthroughs I got bored and basically got to other mods that were more interesting, Create on the other hand has infinite possibilities, combining other mods like Mekanism, Applied Energistics 2 and even ComputerCraft for that mater, Create is different from the others because it's visual, you can see everything the machines are doing, you can make your custom machines, pair with other mods to get a better visibility of what is doing where and how, it's simply more intuitive for the novice.
i completly disagree with what your saying. tech mods are not dead they simply moved beyond single block machines. i'd rather build a system of pipes wires and components in immersive engineering or create then just slap a bunch of gears in a crafing table and get a one and done solution
While I do like some of the older tech mods (especially BuildCraft, I grew up on that mod) I also like Create. Not only because moving stuff is cool, but because it's balanced with vanilla. It also works with Immersive Engineering, which is another "small numbers" (relatively) tech mod. They give you all of the automation and engineering fun without being stupendously overpowered. Mechanism is actually one of my less liked tech mods because it's overpowered compared to other mods that I liked. Especially the digital miner. It just magically get you any block you want, no matter how rare it is, extremely fast, as long as it is in the area, and it's extremely cheap to create and maintain compared to similar stuff in other mods.
TL:DR I like to actually work for the strong stuff, and not have them available early game.
As someone who mostly only plays these old mods because I think they are infinitely better and nicer to play than create, I think that the reasons that "killed" (I put killed like this because even if those versions are old, there are mods that are being still actively developed for these old versions like HBM nuclear tech mod which see regular updates in both 1.12.2 and 1.7.10 versions) is not only people in modern versions wanting more to play this vanilla friendly Minecraft (I really don't like it, that's why I still play the old versions) and none of those mods are nearly vanilla friendly, and those older versions are way lighter to run large amounts of mods, combine this with the difficulties that modders have to port their work into modern versions that take a lot of time to port and sometimes needing almost an entire rewriting of the mod in order to make it work into modern versions. I can just hope that someday those mods can be ported by fans or something like that because I would start to play modern versions if they got those mods that I love to play with.
Edit: the only time I used create was in a gameplay that I did with a modpack I made with mostly tech related mods and mekanism and I just used that to build trains and nothing more
My favorite is a controversial one : Pneumatic craft it was just too fun and it was a shame no one understood it
I once played a server with pneumaticcraft, which was fun because the owner was so confident in the pneumaticcraft protection system to keep his base secure. What he didn't account for was that it doesn't extend infinitely up, so I just built a bridge above his base and rained down obsidian tnt from mekanism to break in. then he got mad and moved his base to the end and destroyed the portal so nobody could go there but him, and that basically killed the server.
he then did this again on another server but since he wasn't the owner the staff intervened and made a /warp end.
oh yeah, i forgot about that one! I remember being so confused on how to make that pressurized iron (or whatever it's called, probably not that), because you needed a pressure chamber thing to make it, but the pressure chamber required the special iron. I found out later that you need tnt
@@Foxyrobo on some versions creepers will do guess how I found that out
@@shrilleth sooo you can hack the terminals actually, stole someone's base once
@@jan5558 yeah ik, the server owner even showed me how to do it lmao. I said fuck that, imma just delete his whole mountain. The server actually started breaking from all the explosions, there was this crazy graphical glitch where it looked like the water was in the sky. I miss 1.7.10 spaghetti code.
the reason create is dominanting is because it is working with minecraft, you cant really do create without minecraft, it relys on people wanting to be well, creative, to play it. it plays into minecrafts sandbox, these older tech mods dont, those older mods werent made for to complement minecraft the were made to basically replace it. minecraft is a sandbox, create plays in it, while these older tech mods try to turn it into glass. The older tech mods dont fit the game, and thats why these talented developers are not making their own games
don't know if tech mods are really more or less strange than magic mods, magic mods have that layer of complexity about just being a decent magic mod or being a tech mod with particles
I don't quite get the hate of newer Minecraft, and I don't get how you can say the Create mod isn't a tech mod; it has everything you listed that's needed; it has machines that can build and automate things; it has pipes in the form of conveyer belts; and it has generators such as waterwheels. Also, to consider that tech mods are in a dying state is pretty shortsighted since there are still millions of downloads per update for Mechanism even today, and technology mods are still being made every couple days, and lots of people are also just focused on making add-ons to existing tech mods.
i must not have made it entirely clear but i can explain a bit here, create has rotary power, not actual electricity or things of that nature such as RF FE or KJ ect.. create also focuses on smaller parts of larger machines. meaning to make something like the buildcraft quarry its not just one block its a bunch of gears drills minecarts and chests. previous tech mods such as the ones mentioned focused mostly on small one block machines that are used to process small things for crafting recipes. create also uses conveyor belts instead of item transport pipes. All of that, to me seems to steer very far from the original formula and gameplay loop, and while your correct in saying techmods are still around after 1.12.2 they arnt nearly as combatable as they used to be and there arnt nearly as many. that combined with create being immensely popular gives me the impression that someone's whos first experience with modded minecraft is create will not be super inclined to use mods like mekanism. which are much more overpowered than create and wayy less flashy. and as for new minecraft, Im gonna hold off on talking about my thoughts on it as the discussion can go on forever. alot of people have alot of thoughts about this game and i have a boatload of research to do if I ever want to get into that. especially since alot of thoughts regarding new minecraft (mine included) are highly opinionated. Im glad you watched all of the video and i appreciate your criticism, it would not be nearly as rewarding to make these if the conversation stopped after the video ended.
@@anlog7 Rotary power is as far as I know, nearly functionally identical to other forms of power. You put power units in the machine, the machine works. Theres even two types of energy that can go in the machine, clockwise and anti-clockwise. I could totally see a similar thing being integrated with electricity in another tech mod with "alternating" vs "direct" current electricity (probably wouldn't be very realistic but hey what can you do).
The closest analog to create power I can think of would actually be gregtech power. Create power is like gregtech power locked at one tier's amp size. Rotation speed = voltage (or eu/t), and stress units = amps. The higher you raise the former, the faster the process goes, but the more the latter it takes to sustain it. Conveyors too, are just pipes but with even more steps. Also I'm not quite sure what you mean by Create focuses on smaller parts of larger machines, could it be that you don't like that create doesn't have multiblocks / upgraded machine parts?
I think that might be the crux of what you are saying here.
Side note: I think old tech mods are flashier than Create :P
Microsoft bought it and now the game is leaning toward buying mods, skins, textures.. its greedy. The foundation this game sits upon now is by name not a good one, people are gonna have an issue with it the moment you say M$.
Honestly tho, as someone who has never wanted to change MC that much, someone who has only ever installed a few QOL mods, i think i should be the one being like omg whats wrong with MC guys. those tek mods are so over the top.
@@anlog7 Create: New Age. Create now does FE and can integrate into those other mods if so desired.
@@anlog7 if they dont want mekanism, they wont download it. the people who want mekanism will still play mekanism. create I think is a great gateway into tech mods, and mods as a whole. Create is the basis of a lot of new ExNihilio, skyblock, tech-progression type packs, even wriggling its way into TFC. It used in a lot of places now, and especially with all its integrations and addons, it nearly seamlessly fits in with other mods in the modern modded environment, and even with vanilla Minecraft. its an extension of the game that people who play Minecraft will most likely enjoy. old tech mods have been the backbone of Minecraft modding for so long, but all had such a high barrier to entry, which Create stomps. while not as powerful on the surface, it clearly explains itself and gives the player an opportunity to automate with a low skill floor and almost limitless skill ceiling. while simple and underpowered on the surface, the thing that gives create its edge is the mind and creativity of the player, contrasted with the very formulaic, set progression path, a lot of old tech mods tended to go with. while I don't disagree with you about the state of the old tech mods in the modern modding environment, a lot are still kicking and working to integrate themselves more with vanilla, while still keeping their overpowered and overly complex charm, like thermal series, AE, gregtech, computercraft, pnuematicraft, and of course mekanism. new mods don't have to stick to the old formula, just like how old mods don't have to conform to the new formula. also take into account that maybe these mod creators (who mod in their free time) got tired of modding and moved on. there will always be a place for old tech mods as long as Minecraft and its possibilities for the player remain "limitless" Create and other mods like it arent taking away from old tech's appeal, they're inspiring lots of new players to mod and build upon the 12 year old block game we all love, and that's beautiful.
Your title is misleading, if not outright wrong. There's nothing "strange" about tech mods as a subgenre, and I'd argue that tech mods and automation is a logical next step for Minecraft that Mojang even embraced in some capacity (hoppers, observers, etc.).
Create and BTW are not related, and I don't think anyone can reasonably make the connection between the two. You didn't dive into what made BTW and Create distinct, only what similarities they had and assumed that BTW was a Create predecessor, which is definitely not the case.
Your prescriptivist ideas about what a Minecraft tech mod "should be" is ridiculous. There is no "original format" that tech mods MUST always follow. Create, for example, is a tech mod simply by virtue of it adding technology to the game that aids the player in some way by using energy to power machines. Rotational force powers gears, which powers crushing wheels, which can be further processed by washing, smelting, etc. Sure, it takes more blocks to do it, but I don't see that as a problem. It's certainly better than a one-block solution that you brainlessly pump items into and out of, in my opinion.
"Create dominates in an open market that doesn't contain any other tech mods." What about Immersive Engineering? Thermal series? Mekanism? FTB Industrial Contraptions (which is basically an IC2 Clone)? GregTech? Applied Energistics/Refined Storage? Industrial Foregoing? Botania (magic tech, but still counts)? RFTools? Integrated Dynamics? Powah? Ender IO? PneumaticCraft? None of these other tech mods even got so much as a mention, despite being some of the most popular tech mods on Curseforge TODAY.
This entire video is based around your point of view and your opinions, which would be fine if it didn't come across as gospel. It reads more like the ramblings of a Minecraft Beta fanboy who's longing for the old days, which is further proven by your comment about Create in the comments, saying "I do not "Hate" the create mod, I am annoyed that it killed interest in older tech mods...", which all but proves that you don't like it BECAUSE it's new. If you're going to make a "documentary" style video about historical trends that are not only well documented but also very contentious, don't put your personal opinions in everywhere. Do more research and stick to the facts as much as possible.
Tech mods being called "strange" is mind-boggling to me when they're largely a expansion of redstone. To me both have the same primary goal of automation (which was mentioned in the video). When I see a hyper complex redstone mobfarm, I don't see a difference compared to Tech mods. They just make it simple enough that everyone can do it.
I'd say while this video in general is mid in all aspects still good job for a first "attempt". You should come back to this in like 2y just to see how much you you improve.
Tekkit never had ProjectE, they had Equivalent Exchange 2, which ProjectE is a port of for Minecraft versions 1.7.10 and up, with some missing features.
IndustrialCraft was a thing from beta 1.3 to beta 1.7, it got replaced by IC2 after that.
Do not let bro cook again🙊
*"The tech mod is the friends we make along the way"* is new standard created by Create
I hope this will be the definition of these "Neotech mods", is like new life, is like that thing you didn't knew you needed now you cant live without it
Neotech mods are interesting (I define neotech as every single mod that was developed during or after 1.15)
I find that a lot of tech mods like GregTech or Draconic Evolution like to take the spotlight in Modpacks (heavy on GregTech cus that's one of the biggest mods I've ever seen) Create on the other hand doesn't feel like a mod, it's more in the background. When I played Create: Above & Beyond I really couldn't feel like Create is the main mod since it just blends into the vanilla minecraft so much. The only time I could notice is when I suddenly started using Thermal Series' Machines. When i play with mods like Immersive Engineering, EnderIO, Thaumcraft (which is in my opinion a tech mod) or BuildCraft i can see it not being a part of the game, it clashes with minecraft a lot but it's not a bad thing, those are just different approaches.
Although now that GregTech is ported to 1.19.2 with GregTech Modern im scared what crazy contraptions people will do using the create mod
@@ghoust592 i agree
although i can't really relate to issues like "it's too vanilla and too balanced, i wanted those overpowered messy[wich i like to interpret as 'cleary modded'] stuff etc" mentioned in the video or "it doesn't feel like an mod"
i don't understand why that would be an issue. Imo something that is clearly not vanilla is just as good as something that blends very well, im really interested on what the mod do, the special part on create is that instead of choosing anesthetics or immersion or functionality, it hits 5 starts km everything
I suppose thats just the way each one of us enjoy the microcosm of the game with our tastes like when he said that he considered concrete useless. but could you elaborate on this? I'm curious
I think the real problem is that magic mods doesn't have a Create type of thing, no one mod that did what create did for tech mods, and that could possibly result in its eventual death as a genre of minecraft mods
I was just about to comment "The magic, and the mystery, of potato knishes" and then the mad lad put it in the video and my plans were ruined.
Factually uniformed and pushing a narrative that things were better in the old days.
Yeah really, when he said "something that would kill the game" I thought he was talking about the acquisition by Microsoft, not another combat update complainer.
@@DarkYuanWith the focus on tech mods i was expecting complaints on how minecraft changed how block textures worked after 1.12. Not combat update complaining.
@@DarkYuan"Another" Usually when more than 1 person agrees on something subjective, whether it's good or bad, usually majority of outcry is caused by an actual worsening of the situation, if 30 people told you, A is better than B, chances are, A IS better than B, not the other way around. Thinking your version or preferred way of thinking or perspective is superior to that of what the majority agrees upon, some call it an opinion, some would also call it Delusion. I'm in the latter camp.
@@TreasureHoardingDungeonDwarf It's delusion to say that while a vocal minority say something loudly because those that like the update... simply don't say anything. Sure
Gotta love Military Precision, gave me flashbacks to Freeman's Mind
it was the most industrial sounding music i could think of. and i do love freemans mind.
One word: factorio,
That game was made because of these mods and is absolutely a distillation of what is great about them
immediately starting this video with a tally hall reference was a bold move...
How I see it, the tech mods are wonderful but they have an old look. For newer versions I prefer mods like create that are very good looking and combine perfectly with the new style of the game
I appreciate the Hawaii Part II reference!
i think disliking create for being vanilla friendly misses the point - create was not targeting the players who, like you mentioned, have been playing buildcraft and IC2 in older versions for years. but create absolutely enhances and improves the base game, and i can't tell you how many create-modpacks have made me optimize miles of machine around one single block or crafting process
you forgot 1 major tech mod/pack... gregtech
It’s kinda weird you didn’t mention feed the beast
This video is "wrong" but I just can't help that it's so well made
As a Mindustry modder I do really enjoy that the game's been brought up here, cause it's not far off from just a mess of wires and conveyors
I've been trying to transform it into a roguelike and im glad that minecraft mopacks are there to help me take breaks from that, cause I don't think i'd have survived this long without modded. I never play the basegame anymore cause modded is just more fun and varied. Tech mods especially :D
Tech isn't dead *yet!* EnderIO is starting to come back, another great complex tech mod, AE2 still goes on, as does Mekanism even with new mechanics, Refined Storage always good for an alternative to AE2, etc
And so much more Immersive engineering, thermal expansion, Industrial foregoing, Flux network, powah and so much more
I'm playing a lot of modpack of 1.16.+ and new tech mods are still coming
@@uiytt8497 Eh I don't care for modern thermal
@@SoicAngellis You don't 🤷♂, lot of people like it. Just to say that modern mod still exist !
10k Mods? You forgot a zero there
And left out a few zeroes when referring to other sites.
yep, just a few…
14:19 Ah yes, we did it boys, we achieved WAR in Minecraft.
This must be a joke. You cannot say tech mods are dead and then also claim "well acktshually, Create isn't a tech mod because tech mods are actually this and that."
Tech mods aren't what you fucking want them to be. Tech mods are tech mods. They add automation. Some are overpowered, some are not. Some add tools and some do not. Tech mods are tech mods and Create is a tech mod. As is the current iteration of Tinker's Construct. You preferring the old one doesn't invalidate the new one. AE2 and Refined Storage are still out there as well as many other alternatives such as Tom's Simple Storage. Sophisticated Storage is my current favourite of all the "drawer" mods. Tetra is a new tool mod that is set to compete with TC3. ComputerCraft has never left and is still updated to this day. There are a good handful of space mods still which could definitely be argued whether they are tech or dimension/adventure mods. I personally think they are both.
You don't have to like the current tech space. But you cannot change the definition of a tech mod to say none exist anymore. You don't have to enjoy what is out there now. As you say, you can go back to old mods ANYTIME. So just go do that IG.
I agree, this video is wrong about create.
Create is absolutely a tech mod and in my opinion, it should be considered the gold standard for tech mods. Every component has some diverse function and the contraption system adds so much depth that other mods just don't offer. Also, create integrates really well with vanilla mechanics such that things like concrete makers, cobblestone farms and other block interactions can actually be used in machines. Before create, you would pipe items from one machine into another which doesn't feel as dynamic as creates items on belts that can be treated like items that are just sitting on the ground. Also it let's you make cool trains
i really enjoyed this video and watched it till the end but I still don't understand what your exact definition of a tech mod would be
As an immersive engineering fan I'm sad that there's nothing about that mod in this video. But overall it's good job 👍 Keep making videos about modded Minecraft!
i couldnt get to every tech mod unfortunatly.
I have to disagree.
Create is a breath of fresh air in the tech mod community. I was getting kinda annoyed about having 3 different electric furnaces, crafters and crushers that all do the exact same thing. You also usually didn't have any good interoperability with vanilla mechanics in those older tech mods.
Intead of building a cobblestone generator and then using a machine to harvest it, you'd get a cobblestone gereator machine block that just produces cobblestone in item form, sidestepping the vanilla mechanic. Same goes for wood/kelp/bamboo/wheat farms. You get a machine-that-does-the-thing-block and then you place it and it does the thing. In create you get a few components, and you have to make them fulfill their purpose. For your tree farm you have to place the sapling and then cut the tree down. For your wheat farm you have to move a harvester over a grown plant to harvest it there is no direct solution, but one hell of a lot of vanilla interactions.
It also lets you make better use of minecarts by linking them, which is one of the most industrial things to make use of.
To me create lets you build machines that don't use any shortcuts and it makes you think of ways to interact with the world, rather than placing a one block solution.
Most of the older tech mods did the same stuff. There were some unique things but the ways of doing anything with then was to wire up machines that just did whatever was intended to happen. Mekanism has its ore multiplication which is always the exact same array of machines, whereas create has you come up with an actual machine and how well it works depends on your understanding of the mod and the vanilla mechanics.
You put it much more eloquently than I did in my post but that's exactly the vibe difference I felt that makes me love Create so much. In Create you build the machines in the world and watch them do their stuff. there's no magic box you craft that does all the things.
@@tjcross2 yesss and even further i think the grind and challenge of create is that creative design portion, as opposed to magic box mods where the grind comes from the magic boxes costing 1000s of processed iron ingots lol. i just cant think of anything more Minecraft than designing a system or machine to do what you want by using knowledge of small components and how they interact with the world.
The create mod is great on its own it doesn't need sci fi stuff that doesn't even look like it should be in Minecraft at all
Idk I think your timeline is off, mekanism came way later than a lot of the mods you listed, the weird myopia for mekanism in general, lots of influential tech mods ignored or only barely mentioned
I mostly went with explaining the techmods im familiar with, and ones that ive seen that are popular. If i went through every cool tech mod the video would be far too long. Sorry i could not get to all of them.
I completely disagree; Create is the spark of a brand new technology mod paradigm, with the seeds of high tech create mods being planted at this moment, including new kinds of nuclear reactors
I'd say Create should be considered the new standard. We've had enough "special boxes that do one thing" and "the power is stored in the block", customizable and multifunctional machinery with actively managed power systems and deliberate placement of machinery framework is the new kid on the block here to make factories more interesting than something that looks like a block of cables. Create is what Immersive Engineering and Better Than Wolves paved the way for. The "old way" is boring and there are now games to specifically cater to those that enjoyed them.
>Tech mods are fun because they turn Minecraft into an endless sea of wires and cables modification and optimization. Tech mods are about making systems finding all the ways you can automate every single thing in the game. They are about walls dedicated to one block machines and overpowered armor and tech that you get over hours of crafting.
Besides the final sentence it sounds almost exactly like create. Why is that that when a prior tech mods takes hundreds of hours it's great but create takes too long. and even then that has nothing to do with the combat update.
> It created a new standard for technology mods that has most certainly killed them off entirely.
You don't have to make up up nonsense to justify hating a mod, if you don't want to play it don't play it. Parts of the vid just seem like circlejerk tropes about modern mc bad old mc good.
I do like the editing though, its well done and shows off the topics well.
7:10 projectE was called Equivalent Exchange at the time
Good video, don’t end it all just yet
I'm not entirely sure I agree with the end point. I'm no minecraft expert, I've played around with a few tech mods and Create has a very different feel. With older tech mods it always felt like the systems were more or less plug and play. Put together X components get a quarry, now you don't have to mine. With Create I had to physically puzzle out how to make a quarry from individual parts, how to move it to start a new mine rather than just pick up one block, I had to power the systems.
Part of why you like tech mods is the weird entanglement and having to think about rotational speed, stress, if you need to swap rotations ect. fits that tangle of mess for me. It just feels odd that the main point at the end is that Create is too low power to be a tech mod.
Either way it was a good video on a number of older mods I hadn't heard about and might boot up and older version to try out. And hopefully someone sees this and starts work one some older style tech mods to fill that niche for people and we'll all be able to quintuple our ore by crushing, then pulverizing, then enriching, then melting, then pouring out the resulting metal, alloying it into precise rations and using that to make obscure end game tools dominate the world. Because those are a ton of fun too.
2:06 TechGuns, my beloved.
"But unknown to me and anyone else, this was the last version a tech modpack would be entirely achievable."
LMFAO WTF
(also coloured concrete is not useless because you don't appreciate it, my dude)
tech mods is like the biggest genre of Minecraft mods wym strange
i can't believe you left out gregtech and avaritia
Gregtech kind of sucks... and Avaritia was mostly created as a parody of other time-wasting mods.
@@frndrmn Gregtech isent for everyone. So its understandable why some people like yourself arent interested in a modpack that is a bit complex and repetitive at certain times.
@@frndrmnit doesn't suck, it just isn't for everyone
I agree with OP about Gregtech being left out, but Avaritia was just a joke mod you only installed to try and find out what entities you can/can't kill with the shiny
"Kills players in creative mode" sword.
I see Create and Mekanism as the new Buildcraft and Ic2
I don't like mekanism but maybe it's just that you can't pair it with gregtech without heavily nerfing mekanism
Bruh don't compare mekanism to the original Gregic Mod, mekanism is a fisher price baby's first tech mod
@@s1dnb @ghoust592
I'm specifically comparing it to Ic2, not gregtech.
I personally am a fan of Ic2 classic (which is actually available for 1.19.2 if you want to try it out)
@@s1dnb Well i dont mean to say it's bad, it's a very nice mod but i need suffering alright?
@@ghoust592 i wasn't talking to u haha i am a greg fan
No RedPower2, No RailCraft, No Immersive Engineering, No many 1.12.2 Mods and Modpacks, just say NTM mod? lol
Tekkit? Now that's soul.
With this production quality I'm surprised you don't have more subs.
I would not say that tech mods are dead per say, more that the current most popular mods (when excluding quality of life mods) are Cobblemon on modrinth and Farmer's Delight on curseforge, you can see what kind of mods are currently popular. Mods that either add a huge amount of stuff from some other popular media or very vanilla friendly mods. I think most of it can be credited to Create yes, but I would add RLCraft to that too. It's still one of the most prominent modpacks on curseforge after SIX years since release. Eventually Create will have the same drop in popularity that older tech mods have had.
I can confirm Jaffa cakes are indeed very tasty
I think mods like Create and Industrial Craft 2 may be in same category "Tech" but in different subcategory, mods like Create in for example newTech subcategory, mods like Industrial Craft 2 in for example oldTech. It's can make problem a bit less.
Phenominal Video, im suprised your channel wan't bigger, felt like a video from a channel with at least 200k subs.
Making a things to do a certain thing or type of things, doesn't mean it have to be like every other thing in that category.
"Minecraft's Strangest Subgenre"
A whole horde of these technology mods keep appearing in 90% of mod packs I play... at this point it's standard fare.
Imagine not being a part of the Gregification ☹️☹️☹️
i cant as i have nfi what you're talking about, no fomo here ahah
@@CyPhaSaRin gregification is term used for how much dedication and persistentness you put into the mod known as "Gregtech" it can also be seen as a sort of progression in learning and becoming better in the mod.
@@grinmace4834 ahh okay, thanks bro
I'm playing the create mod in a custom pack with some other bits, and I'm absolutely loving it. I played a bunch of the old technical mods and modpacks and they'll always hold a special place but the stuff that's around at the moment is really impressive. I don't really understand what you have against combat on java either, you just kinda said it was bad and other people thought it was bad but you never said why, I mean, yeah, a lot of the functionality they added just wouldn't work on touch screen which is why it wasn't ported fully to bedrock, but that doesn't inherently make it bad. I don't mind it at all, I've been playing with it for years, if it was that bad I'd have stopped.
I also have no clue how the combat update is linked to the "death" of tech mods... 1.12.2 was this golden age of modding and it was after 1.9
Thank you so much for this video!
As someone who witnessed the dawn of modding in general in Alpha days, and being amazed when Industrialcraft, and later buildcraft made an entrance, i'm applauding.
So much nostalgia coming over me...
Tekkit was one of our big modpacks later down too.
And even the mention of better than wolves.
all my friends today never heard of BTW, yet i remember so many summerdays in our stuffy attic where i'd play through BTW at nights. a sense of novelty yet so close to vanilla. It made me prefer it over the likes of industrialcraft, buikdcraft, redpower and many many more...
when i got back into minecraft around 2018 many many mods of old were no longer around, difficult to find, least of all known to those around me.
But when create made its debut, oh the joy. It reminded me so much of Better Than Wolves! AND NOBODY KNEW WHAT I WAS TALKING ABOUT. Such a bittersweet heartache...
To see my memory and sentiments validated, it moves me to tears.
I feel you captured this all just too well.
i will say though, the big mod drought was felt across the entire board. Many old players stopped, until the resurgence and many new players and modders! found their way to the blocky haven that is minecraft.
And Create encompasses something a lot of players seem to desire: an immersive modded experience. while keeping that trusty old technical aspect as a refreshening flavor. Offering an easier to understand way to automate things than redstone or some tech mods ever did.
At that point, i'd have loved an honorable mention to Immersive Engineering. As it too tried to gap that bridge. I always found it an adequate bridge and now i feel confirmed that it could very well been an attempt to combine basically Industrialcraft and Better Than Wolves.
But looking at Industrialcraft and Buildcraft?
it just seems they failed to go with the times. Didnt manage to adapt to modern minecraft and all its extras. Stale mechanics and just noticably outdated in a time of 4k texturepacks, custom entity models for machines and such.
It feels... like i installed a beta version mod onto the newest branch... offering no visual reward anymore other than "a different looking furnace"
Another possible honorable mention would be that the units to measure power in various tech mods used to not be universal. many converter mods were a thing back before they decided on one standard. (with exception of mentioned mods) leading to better adaptability into modpacks, leading to yet another easy way to play these mods.
Modding used to be more difficult if you werent using modpacks, and especially a launcher having those integrated with auto updates. Which also has become huge with the Tekkit Launcher as one of the first pioneers.
But i start to digress.
I loved this video and i hope it does well. And i'm for sure looking forward to more!
P.S. a possible branch could be magical mods? The likes of Thaumcraft, Witchery and co probably deserve a peek too!
I'm sorry, but this was way higher quality than I was expecting form a guy with 739 subs. How has this not blown up yet.
Tech mods are still popular. I wish more youtubers would play them, but they are otherwise still very popular.
bro forgot thermal series
i LOVE your editing style its so terrifying for no reason 10/10 new fav channel
"minecrafts Identity has been defaced 4 years earlier" not really. this might be a hot take but whilst there was/is a pretty sizeable pvp community the majority didn't really care about the combat changes. It had literally two (2) bad changes, that didn't even matter if you weren't into pvp and suddenly minecraft is ruined? even though some of the other changes were fucking great? yeah ok. and I am not even mentioning that pvp/combat pre 1.9 wasn't good to begin with
I just get annoyed when people bash 1.9 for making a bad, pretty unskilled combat system... "different" but more skill oriented lmao. I won't say bad because I truly think the new system IS better than the old "who can click fastest"
What about GTNH? That's like the most ambitious tech modpack ever
I love GTNH. Too bad my computer is dog at running it. but when i get a new pc. I will be playing day and night. GREGTECH FOREVER!!!!!
@@grinmace4834 GTNH team is developing Angelica mod (basically, replacement for Optifine and Fastcraft), give it a try - it increased my fps literally from 80 to 800 in GTNH. It's still in alpha, but already is stable enough. Also running a server separately can decrease stutters as 1.7.10 minecraft can't multithread client and server
Imo Technological Journey is better, doesn't mean i like GTNH it's just that Technological Journey uses a more modern version of GregTech
@@grinmace4834 my computer is old and runs terribly but i'm playing nomifactory which has gregtech mods in it and it's great
Good job on the video, nice to see RUclips recommend me a good video from a small channel.
Mods are by far one of my favorite parts of Minecraft. Take a game that's already about making your own adventure and add thousands of mods with all sorts of different themes and you can *_REALLY_* make it whatever you want. Like an hour or so of mod hunting later and boom, I have a post apocalyptic survival theme going, complete with zombies that spawn in hordes and don't burn in the sun, guns, tanks, machines, and naturally generating cities.
13:03 how did I know you were gonna say HBM NTM before you even said it? Such an amazing mod and a must have for any personal pack I throw together, which is why I only play 1.7.10 and 1.12.2. There's a still maintained port for 1.12.2 that's keeping up quite well with the original, which is STILL actively being added to despite being for such an old version. Your friend described it quite well. It's massive and expansive and has a massive level of progression. Understanding some of it damn near requires a degree in nuclear physics. You could prob have a solid modded experience with just this mod alone simply because of how much it adds. I've gotten quite far into it myself tbh.
Tbh i really do like create tho because of some of the insane things you can do. It's got compatibility with a bunch of other mods and apparently has add ons too that can let you make some arguably very not vanilla things. There's a guy who makes fully functional _tanks_ with it. I honestly wish I could have it on 1.12.2.
tekkit gives me sooo much nostalgia. i should probably play it again
I recommend Aternos for playing Tekkit with your friends!
I definantly feel like some of the all be it not origonal or founding mods, but some of the biggest and very influential mods, such as RFTools/Thermal Expantion/Thermal Dymanics, aswell as EnderIO and maybe Gregtech.
to toss my own coin in on this. I love mekanism and all tech mods kinda shocked AE did not get more involved in the story. but also as someone who has been playing for almost 12 years and most exclusively tech related stuff. I have my most fun when using the complicated bits to automate. I find the struggle of automating things the fun part. i will agree that create has a steep learning curve but once i got into it i actually really enjoy it and using it in combination with other technical mods.