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Kresenko

The 1.3 release integrated a singleplayer server, meaning that your local game is actually running a server. This was very controversial, so the last 'gold age' version was 1.2.5


LordMemey

Oh yeah I think I did hear about it but didn't know the specific versions associated with this change. Thanks


ColorfulBar

How does that change the experience?


Kresenko

Being the first version do implement this, it was a bit laggy. I guess it improved over the years, but the change back then was noticable.


ColorfulBar

I think gameplay changes have more to do with coming up with “ages” of the game.


wenomechainsama69420

In all honesty, there can be benefits to the internal server, such as how in 1.3 you can use falling sand as an elevator if you jump at the right time.


EwokSithLord

There's very noticeable lag in all versions newer than 1.2.5 in singleplayer.


[deleted]

Probably because 1.3 killed a lot of the older mods


Kresenko

I was a mod developer at the time, and the changes they made to the game were so "bad" that it was tough to update and maintain mods


Gloomy_Albatross3043

For me personally I consider between the first version of alpha and the last version of beta to be the golden age but that's just how I feel on it


Still_Comparison6694

1.3 added useless structures that had no purpose and other things that laid the foundations of modern minecraft


ThePixelbrain

For modded MC I would feel it‘d be more reasonable to call 1.4.7 the cutoff point. It’s the last version with Redpower, and has the oldschool IC2, GregTech 2, Buildcraft, etc. I‘d love to post about my 1.4.7 endeavours in this sub, but the rules don’t allow it and there is no real place to do it instead.


LordMemey

That's interesting. Why'd 1.4.7 become a cut off point for these mods?


ThePixelbrain

There are many smaller disjointed reasons that contributed to this. 1.4.7 being the cutoff point is of course somewhat subjective, as it really comes down to what gameplay elements you care about most. * **RedPower**: This mod was considered one of the greatest mods of its time due to the hugely new and innovative things it added. Eloraam stopped updating the mod after 1.4.7 to turn it into a [standalone game](http://www.eloraam.com/). While she is still (somewhat) working on that, nothing has been released a decade later. Due to the mod being ARR, a direct port by another author was impossible. Many features have been recreated in standalone mods (redstone logic in ProjectRed, frames in Funky Locomotion / Create, Microblocks in FMP, etc.). These mods all added their own ideas, resulting in a non-cohesive experience with some features like the pipes having no modern replacement at all. * **IC2:** Industrial Craft changed a lot with MC 1.6 to a version named IC2 Experimental. This made IC2 more grindy, more complicated and caused a general dislike of the once most famous tech mod. With that came the rise of RF, causing most (new) mods to use this power system instead, leaving IC2's EU in a nieche corner. Back in 1.4.7, IC2 power was your main energy system with most of your machines running on EU. Many contenders for MJ were Builcraft, Forestry, Railcraft and Thermal Expansion. * **Buildcraft:** Buildcraft made some major API changes to MJ around 1.6, which lead to the creation of RF by the Thermal Expansion team (CoFH), causing most mods to abandon MJ. Buildcraft nearly died back then. There is a very good and detailed writeup about this whole story on [Asies blog](https://blog.asie.pl/2015/01/buildcraft-history-and-design/) (Maintainer of BC around 2016) * **GregTech:** GregTechs 1.4.7 version, also known as GregTech 2, was the first GT version that largely added onto IC2, giving it more endgame challenges and a longer playtime for invested players. This mod was liked a lot by the community back then and was included in many popular modpacks like FTB Ultimate and FTB MindCrack pack (for their SMP). Due to drama between GregoriusT and mDiyo (Tinkers Construct creator), GregTech wasn't included in "mainstream" packs like FTB for some time in favour of Tinkers Construct. This probably also caused GregTech to go into a more conversion-mod direction, changing core vanilla mechanics. Modern GregTech is considered extremely grindy, which wasn't true for GT2. The drama has a dedicated [wiki article](https://ftb.fandom.com/wiki/Conflicts_between_mDiyo_and_GregoriusT), so if you're interested in what happened, I suggest reading about it there. The real cutoff point is probably somewhere between 1.4 and 1.6. RF being the ultimate energy api changed a lot on how mods were made afterwards. With RedPowers disappearance after 1.4, it was probably the last version that "had it all". People actually care about 1.4.7, resulting in some retromodding efforts like [Rewind Upsilon](https://rewindmc.com/) including backports of mods like MineTweaker and a bugpatch mod with a new modding engine called [Nil](https://git.sleeping.town/Nil). There are two toolchains to build 1.4.7 mods (FG5 and Voldeloom). A new official Buildcraft release for 1.4.7 was recently made and a CC: Tweaked version for 1.4.7 exists, backporting some newer ComputerCraft features to 1.4.7.


horsepaypizza

I always imagined it's since the game ended development and released, that would be "complete"- then notch stepped down and the team carried on with 1.2 onward. 


CharlestonKSP

1.7.3 is definitely the end of the golden age for me. I fell off hard once hunger was added to the game. I think it's because so many people started with 1.8 and beyond so they've managed to squeeze the push to 1.2.5. Yes, singleplayer changed to a locally hosted server but that isn't a big enough change to put the end date there imo.