During minecrafts alpha and beta stages, tools such as Forge and Fabric were non-existent. The only way to get a hint of Minecrafts code at that time was using a decompiler and overwriting the class files within, while decompiling was incredibly easy - Minecrafts code obfuscation (obfuscation is the act of making code more time-consuming to decompile, Java is semi-interpreted which makes obfuscation the one way to keep code safe, but its only temporary) even now is pretty bad. With every update and new files added to the codebase, every file would get their names slightly altered due to the obfuscator never producing the same result twice, which made porting mods an absolute nightmare The reason why modders were so protective of their code was most likely because whether they open-sourced it or not didnt matter, for the code to make sense you would have to practically import every other class file that Minecraft has, which could have lead to legal issues. This has never happened though so we cant really know if Notch would mind all that much, especially considering you could only really play Minecraft with a Mojang account which is why the obfuscation is so poor, even today
You don't need a minecraft account to play. Never have. There's no DRM, the only check is on minecraft servers that does an auth checked if authentication is enabled. But it's a simply config file change to turn the server into a "cracked" server. Then anyone can join without an account.
@@SuperPickle15 do you think I don't know? Cracked versions of Minecraft back then weren't as popular,that's why I mentioned it I haven't even bought a mojang account myself
Under the EULA, you have full rights over your own mods and therefore creators can put whatever requirements for how they want their mods used. The only exception is selling or trying to make money off the mods. That's why you get some mod creators making silly requirements for their mods not to be used in packs. The old terms and conditions from around 2010 was even more lenient as it allowed you to sell them.
Thats not exactly right. The problem back then (and now too) is intellectual property laws. Redistributing others intellectual property without permission is a big shit storm and back then modpack meant that you uploaded a zip with the mod files somewhere. This isnt a problem now because of curseforge, which does get permission to redistribute.
@@EnderElohim It's a general standard in most games, that's because the owners don't want any sort of monetization for the mods/addons because they would be held responsible for it if the modder used manipulative marketing or accepted stolen credit cards money.
Kinda appreciate you making this video, as I was in the process of making a vid about Now That's What I Call Minecraft as the first ever "content" modpack! :D
I vaguely remember players using Zombe's to cheat fly a lot back in the day. It was a small problem. I seem to remember a server side anti-zombe plugin for hmod or maybe bukkit I was running on monosoho waaaay back in 2011. Alpha to Beta to early Modpacks all happened over only a few months, but because there was so much change back then it feels like it was a longer time.
This may be just me, but the background gameplay of him building into a cave with glass nostalgia tripped me so hard man... I remember some of my first bases I ever made when I had just started Minecraft looked just like that
Permission for adding mods is really stupid and far as I know, only started in MC. Most other games just want credit if you use something. I never understood "here's my mod, you can use it but don't package it with other ones!"
Before Curse, most Mods and Modpacks went from minecraftsix, minecraftforum, and many other sites through a link to adfly (or rarely a similar service) and from there to either Dropbox or Google Drive. Adfly gave the Modders a little money. If oneselfs mod was to be added into a modpack, the consumer would download the mod directly without going through an adfly link meant no modder got their cut of the pay, same thing when the Technic launcher rolled around(or other launchers of that time that downloaded mods directly). Other reason. Mod compatablility only really started when Forge dropped to the scene. So you'd have many incompatibilities. And what comes with that? Hundreds of users coming to you about your mod not working with other mods correctly, which may be fixable by you, maybe not. Doesn't matter, if you do fix it and the pack doesn't update(or more likely, the players, since updating modpacks only got really popular with the technic launcher), you'll get emails and forum posts about a fixed problem for months on end. Other reason. Many performance mods(think Optifine, FastCraft, McRegion, and so on) overwrite Minecrafts code which other mods may need for their own code(Example: Imagine Minecraft has a function that is 3 + n × x ÷ 9 and that function takes up a lot of computing power. Mod B comes around and simplifies that function, overwriting the old one. Then another mod comes in that needs this function. In standalone testing they can easily access that function, but in a Pack with Mod B, that function isn't what it used to be(simplified, imagine a mod needs to get the ID for a diamond shovel, but another mod removes the diamond shovel and replaces that ID with an Apple shovel)).
@@an2thea514 Another one is artistic vision. Not super common but it does exist. See the gregtech v tinkers construct dispute. You can have modpacks with gregtech. You can have modpacks with tinkers. But you can't have modpacks with gregtech and tinkers. The gregtech dev considers the interactions that come from mixing the two mods to be antithetical to his vision of the game. Is he right to do this? ymmv. But it makes sense given, well, gregtech.
Recently I have been experimenting with jar modding and one mod made the game unable to load worlds with SPC and TooManyItems. It was a bit frustrating because NBTExplorer wouldn’t work with the Beta save file that I had. Modloaders definitely made everything easier for situations like this where certain mods could be incompatible. Also I think that trying the first ever mod pack would be fun
Man, modloader with the messing with the jar file really screwed me over so bad during the old days. I deleted minecraft and re-installed it so many times because of fucking the .jar over xD I'm so glad fabric and forge exist today.
Randomly stumbled across this video and the reveal of "zombe's modpack" was like a slap to the face as someone playing back in the alpha builds. I remember that now but it was definitely a forgotten memory
Don't know about modpack, but I think the piston was originally added in a mod and was later added into the game proper. If you do another one of these, I think you should talk about the first Minecraft mod that ended up becoming part of Vanilla. If the piston is it then cool, but if not that would be most fascinating to learn about.
Iirc smooth lighting was the first mod ever added to minecraft, or it was the one that made world files a lot smaller in length due to chunk file optimizations
@@lucipo_ it's not really a mod, more an external map modding tool, but back in the Infdev era when the bigger variant of oak trees was first added, the code for it was actually ported from scripts made for Indev by Paul Spooner in terms of proper mods it should be two things at once in beta 1.3: smooth lighting by MrMessiah and Scaevolus' McRegion save format and only then do we get to pistons :D unless there is some obscure QoL feature that was first modded in way back and have been implemented into vanilla much later independent from said mod - i believe that's it
So I have no way to back it up, but when I first dug into the history of minecraft way back in 2010, there were multiple people saying that the Tree Sapling turning into a tree used to be a mod and Notch added that function in 7 days later. Looked for it, can't find any evidence of that being true, can't even find those forum posts and youtube comments claiming that.
I don't know which was first... but Pistons and Horses come to mind as notable features copied from mods... pretty sure most passive mobs since the Horse existed in some mod first.
Hi Ryan, I never thought about the first modpack, I remember the first modpack I played was “era do futuro” a lot of TH-camrs in Brazil played on a server
jarmod compatibility is like, if mod 1 edits ag.class, and then mod 2 also edits ag.class, now there incompatible because you have two completley different ag.class files
Thanks for mention Arrrg's Minecraft Overhaul modpack. I remember I tried several mods in that modpack on beta 1.7.3. version. That was my first time to trying out modpack not long after I learned to control it. 😊 I tried out also Direwolf20's Minecraft beta 1.7.3. modpack which contained carefully selected technical mods such as Buildcraft, Industrialcraft2, RedPower, PortalGun and Equivalent Exchange.
If I remember correctly Direwolf20 didn't release a pack, but made a playthrough where he listed what mods he had loaded. Am I wrong or do you mean you recreated it?
@@hammerheadd Yeah, it's more likely that Direwolf20 just collected the few tech mods he found for beta 1.7.3 version and started a gameplay series with those mods.
Zombe's modpack was actually the first modpack I ever downloaded because the server I played on allowed people to use it to fly around. Surprisingly, even though the server always had a decent amount of people, nobody really used it for nefarious means. Wish I could find videos of the server nowadays but any trace of it is gone unfortunately.
Yes! I remember installing and playing with Zombes Modpack! I couldn't remember what it was called and was hoping one of these "first minecraft modpack" videos would show it. Finally.
I see those failed Aether portals at 10:03. You can see the disbelief and they started going mad building multiple ones descending into building random stuff of glowstone.
I feel it's worth explaining why modpacks really only took off once modloaders existed in more detail. As hinted at with your mention of removing the META_INF folder, each mod was manually adding and modifying code within Minecraft... so in addition to the mods having to touch compatible numeric block IDs, they had no way to play nice with one another if they needed to add a bit of code to the same class in the codebase... Modloaders solved this by making it so the mods didn't have to overwrite the code of the game itself, but instead just communicated with the modloader which code they wanted to interact with so the loader could extend or replace the code at launch. This of course didn't solve the numeric block ID problem, as mods had to not try to use the same block IDs as one another... so larger mods with more popular communities or just nicer developers would start adding config files which would allow you change what the block IDs were, so they wouldn't clash with other mods... I remember assembling a modpack for my server (private use only) and having to do this.
this is great info! Like I said in the video, I was nervous to talk about it too much because I’m such a modding noob haha. thanks for commenting all that and putting it in easy to understand terms.
Very cool video you made here. Honestly can't believe there were modpacks as earlier as you listed... My earliest memories of modpacks are the Yogscast Tekkit Classic or Direwolf20's packs.
this (zombe) was not the first modpack. there were ones on the well before halloween update even came out. we had to make them out of necessity since we were dealing with java class files directly in the jar. I remember the day risugami's modloader finally came out, it was like the rapture
In very layman terms, mods weren't compatible if they tried to edit the same file. Like you showed on video, the a.class, aa.class etc. There could only be one a.class file at a time, as such if two mods edited the a.class file, only the one installed later would work (as it would replace the previous a.class file) Imagine you have a file called "lyrics.txt" with lyrics of an "In the End" song. now, in that same folder, you put a file "lyrics.txt" with lyrics of a "Bring me Back to Life" song. The second file would replace the first cause they both have the same name. Modloaders fixed that by merging edited files together. So, going back to the lyrics allegory, what Modloader does is that instead of replacing the file, it instead edits the file so that after the "In the End" lyrics there would be pasted "Bring me Back to Life" lyrics. (It didn't straight-up copy contents of one file into another, but more like merged them together. Usually one class has multiple functions, and copying the same thing again would just make those functions be repeated in the code, which would not work.)
Remember when everything was based on a numeric id? Where you had to /give Honeydew 46 64? That was another reason modding wasn't as big as it was now. Some modders tried to work around that by adding their items with five or six digit IDs, but sometimes you'd get two unrelated mods accidentally using one or two overlapping numbers or recipes. So neither mod would work, and if you were unlucky it'd corrupt your world.
1:04 you actually still need permission to make a modpack, but a lot of mod creators already give permission by writing it in the decription of their mod. if they didnt give you permission, then probably you wont get sued, but its just not cool to put someone's mod in a modpack if they didn't wish for it to be in a modpack.
Lmao brings me back. When me and my friends had a server way back in the day, I realized I could install a mod that let me climb any block and it worked almost flawlessly except for causing some serious fall damage if I jumped from even 1 block high. Changed my skin to spiderman on Java (even though I'm not a spiderman fan) and it's stuck until this day, solely because I illegally climbed stuff on my friends server over 10 years ago. Good times!
Loved seeing the old Millenaire footage, new update to Millenaire is soon! Also ughhh I remember block IDs, those were the WORST. Also also you didn't TECHNICALLY need the mod creator's permission for a modpack, it just wasn't a nice thing to do... also in response to someone using Forestry without permission in a modpack, one time Forestry added a virus to their mod so that if it saw the player was using that modpack that didn't have permission, it deleted their world. This made a lot of players upset...
Man I remember this modpack, it was my first big introduction to modpacks and I remember seeing other things like Technic sprout up soon afterwards along with a short period of paranoia about modpacks and some modders rejecting them completely
Still can't get this memory of a modpack out of my head. It was from some youtube video of a guys letsplay and looked like an incredibly early version, like the grass was beta neon. But there were ores of all kinds everywhere underground, a plethora of absurd blocks and crystals that had my kid brain zooming thinking of one day getting it and collecting every single one.
From my memory 1.5.2 was the massive boom era for modpacks with the technic launcher exploding into success and various youtubers pushing packs it was wild everyone wanted there own pack
Actually even with the old mod loader, there could still be incompatibility’s, for example if an entity or a block or item shared the same Id as another mod, you would have to change the id in the config, some of wich didn’t have a config, also if class files were called the same for example you had two aag.class files you’d not get the mod properly, and optifine had a tone of incompatibility’s because it rewrote core code and added, this was a problem with better sprint and optifine, both mod loader and forge compatible but still didn’t work correctly, tho a fix was made
i wish they still updated crazycraft 3... it was my first true playthrough of a modpack but then my computer got bricked and i lost years and years of multiple saves. both vanilla and mod save files gone now.... creative world I've had since 2018 went away too but there is no modpack like CC 3, it's like bieng sleep deprived and doing acid with anticholinergics and then snoting some coca idk other mods where i can use iron's man suit to fight godzilla with a blocky girlfriend mod and there is so many options to build . more blocks and customization and the terrain/world generation is amazing. plenty of biomes if you haven't playee CC3, do it but beware it's very weird there is so much content and stuff to do. it's amazing
"i didnt realize you needed full written permission..." (from mod authors/texture artists) "...to make a modpack" you don't - at least not just to make and play one. at the time, before the days of minecraft mod libraries and installers, when you were distributing your modpack for others to download and play, you're actually directly redistributing other people's content - which is what you needed the permission to do. these days modpacks are typically just lists of mods something like curseforge or modrinth will read and download each mod individually from their actual publishers for you and automatically bundle them together in one installation - meaning no redistribution, so generally speaking; no permission needed - which is probably why you hadn't heard if it before now.
this reminds me of one time when I had a parkour mod installed and went to play on a server with my friends and found out that it worked client-side. I was zooming all over the place and getting into a ton of places I shouldn't have until eventually I got caught. This was sometime between beta 1.8 and release 1.2
Tekkit and Tekkit Classic are two different packs, Tekkit Classic only starting in release 1.6.4 and Tekkit starting in release 1.0. Tekkit started out as the Technic Pack edited to be Multiplayer compatible, so it can't even be older than technic.
We had a script kiddie in computer class who used something like Zombe's that allowed him to grief and cheat in our classroom server. Got himself diamond gear from sticks, flew around with TNT made from dirt, and used X-Rays to find hidden chests to booby trap or break. Teacher thought it was funny, though, and allowed him to wreak havoc on our stuff. Especially mine for some reason. I wouldn't be surprized if it turns out he gave it to the student simply to torment me. This was a teacher who had a massive superiority complex, and didn't like the fact I was taking the class for game design reasons.
These days most mods have licences that let you use them freely in modpacks, but back then this wasn't really the case, so you had to ask for permission. Technic Pack (and Tekkit) also didn't have permission to use the great majority of the mods included. I think one notable exception was ComputerCraft, which had a licence that allowed people to redistribute it freely.
Wow, "META-INF", there's something I havent heard of in who knows how long. I got into Minecraft before they invented chickens. And of course I had to try all the big cool mods like the Aether as soon as those were showing up. The installation process at the time was just horrid. Freaking hated doing it. Hated it. Over and over, always with deleting that one folder, among the millions of other problems and errors that'd happen during the process. Now though? Just have Forge ready, find a cool mod, and then plop it into the right folder, and boom, it's done. Amazing how much easier it is now.
I vaguely remember Zombe's. It felt more like a "cheat engine" than a mod pack; still does. Heard of it when ppl started causing trouble with it in servers.
@@PaladinRyan Hell yeah, btw, love your content. Old Minecraft means so much to me and so having a content creator who really focuses on the stuff I grew up with brings so much nostalgia to my day.
i absolutly love to see these alpha minecraft shots! That was the real deal! I remember days and days spend only on the task to made my favorite mods work together by carefully go through the diffrent files in the .minecraft folder and the incredible joy felt, when I finelly maneged to open the game without crashing and being able to enjoy the mods combined! I wonder if I should have uploaded my own modpack back in the day... but unfurtunitly i lost everything from that time, by breaking contact with my mom and loosing axcess to the pc we had. now its trash and probably enden up somewhere in asia or africa to be recycled by childrem without work protection.........
Zombes is not the oldest, perhaps for survival. But there were hack clients available for classic minecraft. Iirc one being called the WoM client, aka World of Minecraft. They were nessecary because the creative in classic was borderline unplayable in comparison to morden day creative.
At the time, classic mods were mostly jar modifications, and usually it gave access to normally inaccessible blocks, fly and noclip. Hard to call those modpacks. I also don't think WoM was the first modified client either.
@animowany111 until modloaders were created, that's how all mods were installed. In fact I'm pretty sure that's how zombes was installed. And I never said wom was the oldest but it is among the oldest. And personally wouldn't call cheats a modpack either... but the video author claimed zombes is the oldest... which is just a collection of cheats. So it was only a fair comparison.
I can tell you why people were so protective of their code back then. It was because of a service such as it were called Adfly. Instead of getting a link to download the mod files you would be given an Adfly link and it would sent you to the most crusty adware infested crudhole you could imagine make you wait there for 5-15seconds and then redirect you to the actual file downloads. They then paid out a small portion of the ad revenue they got to the people who directed them there by links. In order to actually get any payout tho you had to direct a lot of traffic across your adfly links, so there was a monetary incentive to strike down any redistribution of your mods (re: mod packs) so you would be the sole distributor. So much drama around these links, and adblocking, and skipping them by browser addons.
I don't think this really counts as a modpack, as it's just one mod with a bunch of features that just happens to be NAMED a modpack Feels like it was named a modpack since it was a pack of a bunch of features from other mods, whereas modpacks nowadays are ACTUALLY multiple mods
I'm actually using this modpack still until this day as one of my to-go mods for Beta 1.7.3 and there's a github collection for every Version until release 1.6.4
Man I saw this and was like Oh Zombe's mod pack isn't the oldest? then felt old. I still stand by Zombes fly mode as far better than creatives slippery flying, though I have gotten use to it. I would use the fly hack all the time on the old Mojang community server. good times!
i totally feel you on the less-informed player that thinks it’s magic… honestly hats off to all the people out there working magic to make the game more fun!
ill tell ya h'whhat (if you know, you know), craftland is probably the oldest modded server still running to this day in minecraft. I really think its gonna shut down soon, cause the server barely gets any players, but I built a base in 3rd grade at my dads carlot on this server, and like end of senior year in college I remember this server existed, search it up, and lose my shit because its still up, I join and im literally in the same base I was in 3rd grade. shit was one of the biggest nostalgia bombs lmao. but it was a really fun minecraft experience, it ran on modified beta 1.7.3, had aether 1 multiplayer support before the actual aether 1 mod implemented multiplayer, a lot of custom made bosses just for this modpack, etc. very very chill community too. you had the ability to put links to images on paintings, so a lot of people back in the day when I was in 3rd grade had like rage comics around their bases or troll faces and shit lmao
The relationship between modders, mods, and modpacks is a storied one and different for every community. At a general level, mods come in two forms: first-party and third-party mods. First-party mods are mods made using a game's inbuilt modding API / packages, think of the skyrim creation kit for example; These are definitely LEGAL so long as you follow their licenses. Third-party mods can be a mix of two things: edited source/binary of the original game VS. injectable patches into the game before or at runtime. Legally speaking, the former kind of third-party mod is generally ILLEGAL unless explicitly permitted by the licence of the original game, since by default intellectual property is 'all rights reserved'. The latter kind of third-party mod however, is debatable. In Australia, courts decided that if an injected patch causes a violation of the terms of service of a game that invalidates the license on the game, being in-effect an unlicensed redistribution of the game in-memory (this is absurd tbh), so in at least one case, that is also illegal by default, but in most cases it is not illegal by default. There is a debate about the 'spirit of modding', which is about freedom from these legal concerns, embracing the creative spirit instead of respecting ego and red tape. If you believe in the 'spirit of modding', then you definitely should NOT accept mods that are paywalled, or attempt to inject monetisation that harms the experience and natural growth and health of the modding ecosystem. Things such as mods disabling themselves if they detect certain other mods, mods having a paid superior version, mods that telemetrise their users etc. are generally not allowed in most modding communities, so they can preserve the 'spirit of modding' to justify their continued breach of the intellectual property laws in order to have their modifications work on the games they support. Not to mention all the benefits the community gets from the open-source mindset similar to the linux ecosystem. Modpacks also come in two forms: redistributions and subscriptions. Redistributions are modpacks where some part of it is copied wholesale from the files of the game or mods it applies to, while subscriptions are formats that allow users to download the game or mod files independently of the modpack maker, so they are 'subscribed' to the original game or mod makers' content upstreams for those files. The former case is also generally ILLEGAL because you can copyright some part of a mod, and the game is itself copyrighted of which the code for the mods is partly based. The latter case is generally legal, because all you are doing is redirecting the user to download from multiple places, then putting the pieces together locally on their computer. Modpacks can be sometimes be a problem for the ecosystem: distributions are a problem for the health of the ecosystem because they can cause signficant forks in the most well-established version of key modules used by mods, since they get redistributed without getting a chance to be updated or hotfixed by their original authors. Subscriptions are also a problem for the health of the ecosystem, because they rely on centralised servers to retrieve the content from, that may have limitations when used together or have technical issues for different users. However, the time saved and popularity gained by sharing modpacks as curated modded experiences may indeed make that worth it in the long term. I see the 'spirit of modding' misunderstood in many places, arguments like "people shouldn't be able to ruin my creative vision" or "I should be able to make money from my work" are attempted justifications for preventing your mod from being included in modpacks, but these severely hurt the userspace and modding community, and disrespects people who want to remix their experience to craft their own vision of the game, and share that with others so the community maintains momentum and your mods can grow in popularity and compatability, AND if profit is involved, you risk gaining the ire of the legal departments of the games you are modding, and that ire can hit many in the crossfire. Of course, people need to make ends-meet, and if they would be unable to contribute to the community at all if they couldn't sustain themselves, then that is of course a shame, it is simply that it is not worth sacrificing the long-term health of the modding ecosystem to satisfy the goals of individual members of it.
BTW if you're wondering why I bothered to write all that, it's because minecraft mods at the time where the modpacks in the video came about were at the verge of being paywalled because people wouldn't allow redistributions due to requiring people to go through adfly links from the original authors. Someone replied to another comment on this video saying they don't get why people had a problem with montetising mods, and I wanted to give context to explain that in a way that applies to other games too.
Man the first modpack ever has most just most the features we have in Modern Minecraft.
Just most the most?
@@foodafen7406 Must just the most.
@@foodafen7406the
@@foodafen7406 Yeah
@@qoxgnsuch1997yeah
During minecrafts alpha and beta stages, tools such as Forge and Fabric were non-existent. The only way to get a hint of Minecrafts code at that time was using a decompiler and overwriting the class files within, while decompiling was incredibly easy - Minecrafts code obfuscation (obfuscation is the act of making code more time-consuming to decompile, Java is semi-interpreted which makes obfuscation the one way to keep code safe, but its only temporary) even now is pretty bad. With every update and new files added to the codebase, every file would get their names slightly altered due to the obfuscator never producing the same result twice, which made porting mods an absolute nightmare
The reason why modders were so protective of their code was most likely because whether they open-sourced it or not didnt matter, for the code to make sense you would have to practically import every other class file that Minecraft has, which could have lead to legal issues. This has never happened though so we cant really know if Notch would mind all that much, especially considering you could only really play Minecraft with a Mojang account which is why the obfuscation is so poor, even today
Forge actually exist in beta 1.7.3 . Well it not a modloader just api that require risugami 's modloader and modloadermp
No apostrophes, bad comment
Jokes aside, this is really cool, I've always been fascinated by coding and plan to become a game dev!
You don't need a minecraft account to play. Never have. There's no DRM, the only check is on minecraft servers that does an auth checked if authentication is enabled. But it's a simply config file change to turn the server into a "cracked" server. Then anyone can join without an account.
@@SuperPickle15 do you think I don't know? Cracked versions of Minecraft back then weren't as popular,that's why I mentioned it
I haven't even bought a mojang account myself
@@liminalityy_ cracked servers were popular back then.
My first modpack I ever played was Tekkit Classic. I miss those simpler times.
I do too. I want to play it again tbh, but the lack of QOL features and weirder controls makes it not worth trying imo.
@@Gandhi_Physiquetekkit 2 came out recently! It scratches the itch you’re talking about
@@Artemis25 Thanks, maybe I'll look into it. Been liking the ATM packs a lot though
then go back? it's not hard to download everything needed.
agreed, hexxit was really fun too
Under the EULA, you have full rights over your own mods and therefore creators can put whatever requirements for how they want their mods used. The only exception is selling or trying to make money off the mods. That's why you get some mod creators making silly requirements for their mods not to be used in packs. The old terms and conditions from around 2010 was even more lenient as it allowed you to sell them.
i don't like the mentality of "you should not make money from modding" that is bullshit
Thats not exactly right. The problem back then (and now too) is intellectual property laws. Redistributing others intellectual property without permission is a big shit storm and back then modpack meant that you uploaded a zip with the mod files somewhere. This isnt a problem now because of curseforge, which does get permission to redistribute.
@@EnderElohim It's a general standard in most games, that's because the owners don't want any sort of monetization for the mods/addons because they would be held responsible for it if the modder used manipulative marketing or accepted stolen credit cards money.
@@EnderElohim True. You should be allowed to sell original code but I understand if people are selling original Minecraft code.
@@EnderElohim I made my own comment addressing this and also giving more context.
Kinda appreciate you making this video, as I was in the process of making a vid about Now That's What I Call Minecraft as the first ever "content" modpack! :D
I vaguely remember players using Zombe's to cheat fly a lot back in the day. It was a small problem. I seem to remember a server side anti-zombe plugin for hmod or maybe bukkit I was running on monosoho waaaay back in 2011. Alpha to Beta to early Modpacks all happened over only a few months, but because there was so much change back then it feels like it was a longer time.
haha i remember that mod too, i used it in 1.7.3
This may be just me, but the background gameplay of him building into a cave with glass nostalgia tripped me so hard man... I remember some of my first bases I ever made when I had just started Minecraft looked just like that
Permission for adding mods is really stupid and far as I know, only started in MC. Most other games just want credit if you use something. I never understood "here's my mod, you can use it but don't package it with other ones!"
I fully agree
so weird that many minecraft modders have ego problems.
It was redistribution that most mod makers objected to. Because their only source of income back then was AdFly on their mod downloads.
Before Curse, most Mods and Modpacks went from minecraftsix, minecraftforum, and many other sites through a link to adfly (or rarely a similar service) and from there to either Dropbox or Google Drive. Adfly gave the Modders a little money.
If oneselfs mod was to be added into a modpack, the consumer would download the mod directly without going through an adfly link meant no modder got their cut of the pay, same thing when the Technic launcher rolled around(or other launchers of that time that downloaded mods directly).
Other reason. Mod compatablility only really started when Forge dropped to the scene. So you'd have many incompatibilities. And what comes with that?
Hundreds of users coming to you about your mod not working with other mods correctly, which may be fixable by you, maybe not. Doesn't matter, if you do fix it and the pack doesn't update(or more likely, the players, since updating modpacks only got really popular with the technic launcher), you'll get emails and forum posts about a fixed problem for months on end.
Other reason. Many performance mods(think Optifine, FastCraft, McRegion, and so on) overwrite Minecrafts code which other mods may need for their own code(Example: Imagine Minecraft has a function that is 3 + n × x ÷ 9 and that function takes up a lot of computing power. Mod B comes around and simplifies that function, overwriting the old one. Then another mod comes in that needs this function. In standalone testing they can easily access that function, but in a Pack with Mod B, that function isn't what it used to be(simplified, imagine a mod needs to get the ID for a diamond shovel, but another mod removes the diamond shovel and replaces that ID with an Apple shovel)).
@@an2thea514 Another one is artistic vision. Not super common but it does exist. See the gregtech v tinkers construct dispute. You can have modpacks with gregtech. You can have modpacks with tinkers. But you can't have modpacks with gregtech and tinkers. The gregtech dev considers the interactions that come from mixing the two mods to be antithetical to his vision of the game. Is he right to do this? ymmv. But it makes sense given, well, gregtech.
Recently I have been experimenting with jar modding and one mod made the game unable to load worlds with SPC and TooManyItems. It was a bit frustrating because NBTExplorer wouldn’t work with the Beta save file that I had. Modloaders definitely made everything easier for situations like this where certain mods could be incompatible. Also I think that trying the first ever mod pack would be fun
TMI always gave me issues too!
Man, modloader with the messing with the jar file really screwed me over so bad during the old days. I deleted minecraft and re-installed it so many times because of fucking the .jar over xD
I'm so glad fabric and forge exist today.
2:49 oh a ice T-ea...
Just came across your channel and already fell in love with your content that gives me just that nostalgic vibe we all need some times :)
yeah bro
Randomly stumbled across this video and the reveal of "zombe's modpack" was like a slap to the face as someone playing back in the alpha builds. I remember that now but it was definitely a forgotten memory
Don't know about modpack, but I think the piston was originally added in a mod and was later added into the game proper. If you do another one of these, I think you should talk about the first Minecraft mod that ended up becoming part of Vanilla. If the piston is it then cool, but if not that would be most fascinating to learn about.
that is an excellent idea. I’d be super curious to find that out as well!
Iirc smooth lighting was the first mod ever added to minecraft, or it was the one that made world files a lot smaller in length due to chunk file optimizations
@@lucipo_ it's not really a mod, more an external map modding tool, but back in the Infdev era when the bigger variant of oak trees was first added, the code for it was actually ported from scripts made for Indev by Paul Spooner
in terms of proper mods it should be two things at once in beta 1.3: smooth lighting by MrMessiah and Scaevolus' McRegion save format
and only then do we get to pistons :D
unless there is some obscure QoL feature that was first modded in way back and have been implemented into vanilla much later independent from said mod - i believe that's it
So I have no way to back it up, but when I first dug into the history of minecraft way back in 2010, there were multiple people saying that the Tree Sapling turning into a tree used to be a mod and Notch added that function in 7 days later.
Looked for it, can't find any evidence of that being true, can't even find those forum posts and youtube comments claiming that.
I don't know which was first... but Pistons and Horses come to mind as notable features copied from mods... pretty sure most passive mobs since the Horse existed in some mod first.
Hi Ryan, I never thought about the first modpack, I remember the first modpack I played was “era do futuro” a lot of TH-camrs in Brazil played on a server
Era de ouro
jarmod compatibility is like, if mod 1 edits ag.class, and then mod 2 also edits ag.class, now there incompatible because you have two completley different ag.class files
Thanks for mention Arrrg's Minecraft Overhaul modpack. I remember I tried several mods in that modpack on beta 1.7.3. version. That was my first time to trying out modpack not long after I learned to control it. 😊
I tried out also Direwolf20's Minecraft beta 1.7.3. modpack which contained carefully selected technical mods such as Buildcraft, Industrialcraft2, RedPower, PortalGun and Equivalent Exchange.
If I remember correctly Direwolf20 didn't release a pack, but made a playthrough where he listed what mods he had loaded. Am I wrong or do you mean you recreated it?
@@hammerheadd Yeah, it's more likely that Direwolf20 just collected the few tech mods he found for beta 1.7.3 version and started a gameplay series with those mods.
Zombe's modpack was actually the first modpack I ever downloaded because the server I played on allowed people to use it to fly around. Surprisingly, even though the server always had a decent amount of people, nobody really used it for nefarious means. Wish I could find videos of the server nowadays but any trace of it is gone unfortunately.
Great vid! I remember toying around with this like... YEARS ago lol, completely spaced it from my mind
Yes! I remember installing and playing with Zombes Modpack! I couldn't remember what it was called and was hoping one of these "first minecraft modpack" videos would show it. Finally.
I see those failed Aether portals at 10:03. You can see the disbelief and they started going mad building multiple ones descending into building random stuff of glowstone.
LMAO! the Aether wasn’t loaded into the server so we were messin around
I feel it's worth explaining why modpacks really only took off once modloaders existed in more detail.
As hinted at with your mention of removing the META_INF folder, each mod was manually adding and modifying code within Minecraft... so in addition to the mods having to touch compatible numeric block IDs, they had no way to play nice with one another if they needed to add a bit of code to the same class in the codebase...
Modloaders solved this by making it so the mods didn't have to overwrite the code of the game itself, but instead just communicated with the modloader which code they wanted to interact with so the loader could extend or replace the code at launch.
This of course didn't solve the numeric block ID problem, as mods had to not try to use the same block IDs as one another... so larger mods with more popular communities or just nicer developers would start adding config files which would allow you change what the block IDs were, so they wouldn't clash with other mods... I remember assembling a modpack for my server (private use only) and having to do this.
this is great info! Like I said in the video, I was nervous to talk about it too much because I’m such a modding noob haha. thanks for commenting all that and putting it in easy to understand terms.
I still have to do my config bimonthly if I want more mods, or to switch things up.
Very cool video you made here. Honestly can't believe there were modpacks as earlier as you listed... My earliest memories of modpacks are the Yogscast Tekkit Classic or Direwolf20's packs.
The NOW pack also had the same issues where mods were used without the mod creators permission
this (zombe) was not the first modpack. there were ones on the well before halloween update even came out. we had to make them out of necessity since we were dealing with java class files directly in the jar.
I remember the day risugami's modloader finally came out, it was like the rapture
In very layman terms, mods weren't compatible if they tried to edit the same file.
Like you showed on video, the a.class, aa.class etc.
There could only be one a.class file at a time, as such if two mods edited the a.class file, only the one installed later would work (as it would replace the previous a.class file)
Imagine you have a file called "lyrics.txt" with lyrics of an "In the End" song. now, in that same folder, you put a file "lyrics.txt" with lyrics of a "Bring me Back to Life" song. The second file would replace the first cause they both have the same name.
Modloaders fixed that by merging edited files together. So, going back to the lyrics allegory, what Modloader does is that instead of replacing the file, it instead edits the file so that after the "In the End" lyrics there would be pasted "Bring me Back to Life" lyrics.
(It didn't straight-up copy contents of one file into another, but more like merged them together. Usually one class has multiple functions, and copying the same thing again would just make those functions be repeated in the code, which would not work.)
From what I was told when I first used technic was that it was basically a combination of a bunch of mods
Well yes, that' more or less what a modpack is.
More Ryan content, absolutely splendid as always
thank you so much for the tip, I would’ve never known otherwise!
I still remember using a mod that gave you a load of planes years and years ago
Crazy good video quality. You’re gonna blow up dude
tysm!!
Man this just makes me remember how common mod showcases were, good times
I have played many but one I still love to this day is Called Blightfall has lot of dedication behind it
Remember when everything was based on a numeric id? Where you had to /give Honeydew 46 64?
That was another reason modding wasn't as big as it was now. Some modders tried to work around that by adding their items with five or six digit IDs, but sometimes you'd get two unrelated mods accidentally using one or two overlapping numbers or recipes. So neither mod would work, and if you were unlucky it'd corrupt your world.
Yogscast reference
You usually could solve the issue by editing the mods conifg file and change the ids of one of the mods.
1:04 you actually still need permission to make a modpack, but a lot of mod creators already give permission by writing it in the decription of their mod.
if they didnt give you permission, then probably you wont get sued, but its just not cool to put someone's mod in a modpack if they didn't wish for it to be in a modpack.
Lmao brings me back. When me and my friends had a server way back in the day, I realized I could install a mod that let me climb any block and it worked almost flawlessly except for causing some serious fall damage if I jumped from even 1 block high.
Changed my skin to spiderman on Java (even though I'm not a spiderman fan) and it's stuck until this day, solely because I illegally climbed stuff on my friends server over 10 years ago. Good times!
Loved seeing the old Millenaire footage, new update to Millenaire is soon!
Also ughhh I remember block IDs, those were the WORST.
Also also you didn't TECHNICALLY need the mod creator's permission for a modpack, it just wasn't a nice thing to do... also in response to someone using Forestry without permission in a modpack, one time Forestry added a virus to their mod so that if it saw the player was using that modpack that didn't have permission, it deleted their world. This made a lot of players upset...
Man I remember this modpack, it was my first big introduction to modpacks and I remember seeing other things like Technic sprout up soon afterwards along with a short period of paranoia about modpacks and some modders rejecting them completely
Still can't get this memory of a modpack out of my head. It was from some youtube video of a guys letsplay and looked like an incredibly early version, like the grass was beta neon. But there were ores of all kinds everywhere underground, a plethora of absurd blocks and crystals that had my kid brain zooming thinking of one day getting it and collecting every single one.
DivineRPG?
@@thisislame2207 Damn this might be it, regardless it definitely looks like it'd fill that hole. Thanks a lot!
@@hairyballbastic8943 Np, was thinking about DivineRPG myself throughout this video because of how much it ate item ids lol.
0:58 usually mod creators have the info about permission for mod pack listed in their mod page, that's the thing I see a lot no matter where I go
Your videos are always so relaxing and entertaining! Great video!
i'd like to shoutout winrar for always being there for me in the dark ages of modded minecraft.
Since there's so much CurseForge being thrown around, I'd like to briefly bring up Modrinth as an amazing alternative that's ridiculously better
New CF website is pretty good
3:47 why does the way he says "ore" make me laugh so much
From my memory 1.5.2 was the massive boom era for modpacks with the technic launcher exploding into success and various youtubers pushing packs it was wild everyone wanted there own pack
Actually even with the old mod loader, there could still be incompatibility’s, for example if an entity or a block or item shared the same Id as another mod, you would have to change the id in the config, some of wich didn’t have a config, also if class files were called the same for example you had two aag.class files you’d not get the mod properly, and optifine had a tone of incompatibility’s because it rewrote core code and added, this was a problem with better sprint and optifine, both mod loader and forge compatible but still didn’t work correctly, tho a fix was made
alpha minecraft has client side inventory .. .
so youd be able to litterally spawn in any item in the game ..
I never realized how old the technic pack was, but then I have never really played it
The name META-INF just brought back so many memories
5:22 "This isn't Beta 1.8 smh" Whatt??
It may be referring to the fact that Beta 1.8 added sprinting and made a couple other combat changes.
he wasn’t wrong!
Great vid as always!! Love these so much, always makes me smile when you upload!
i wish they still updated crazycraft 3... it was my first true playthrough of a modpack but then my computer got bricked and i lost years and years of multiple saves. both vanilla and mod save files gone now.... creative world I've had since 2018 went away too
but there is no modpack like CC 3, it's like bieng sleep deprived and doing acid with anticholinergics and then snoting some coca
idk other mods where i can use iron's man suit to fight godzilla with a blocky girlfriend mod and there is so many options to build . more blocks and customization
and the terrain/world generation is amazing. plenty of biomes
if you haven't playee CC3, do it but beware it's very weird
there is so much content and stuff to do. it's amazing
"i didnt realize you needed full written permission..." (from mod authors/texture artists) "...to make a modpack"
you don't - at least not just to make and play one. at the time, before the days of minecraft mod libraries and installers, when you were distributing your modpack for others to download and play, you're actually directly redistributing other people's content - which is what you needed the permission to do.
these days modpacks are typically just lists of mods something like curseforge or modrinth will read and download each mod individually from their actual publishers for you and automatically bundle them together in one installation - meaning no redistribution, so generally speaking; no permission needed - which is probably why you hadn't heard if it before now.
Amazing work! A channel to support you guys, real in depth content here
This taking me back to Fycraft for A 1.2.6. Links are dead for it now, but it fixed a lot of things and barely added anything new. Fun time.
this reminds me of one time when I had a parkour mod installed and went to play on a server with my friends and found out that it worked client-side. I was zooming all over the place and getting into a ton of places I shouldn't have until eventually I got caught. This was sometime between beta 1.8 and release 1.2
Ah yes, great video. I love mods and modded history.
I’d say it’s the tekkit pack. (Now tekkit classic?) It’s the first modpack I’ve ever played anyways
Tekkit and Tekkit Classic are two different packs, Tekkit Classic only starting in release 1.6.4 and Tekkit starting in release 1.0.
Tekkit started out as the Technic Pack edited to be Multiplayer compatible, so it can't even be older than technic.
Great research Ryan! Also great content & editing, keep it up
We had a script kiddie in computer class who used something like Zombe's that allowed him to grief and cheat in our classroom server. Got himself diamond gear from sticks, flew around with TNT made from dirt, and used X-Rays to find hidden chests to booby trap or break.
Teacher thought it was funny, though, and allowed him to wreak havoc on our stuff. Especially mine for some reason.
I wouldn't be surprized if it turns out he gave it to the student simply to torment me. This was a teacher who had a massive superiority complex, and didn't like the fact I was taking the class for game design reasons.
These days most mods have licences that let you use them freely in modpacks, but back then this wasn't really the case, so you had to ask for permission. Technic Pack (and Tekkit) also didn't have permission to use the great majority of the mods included. I think one notable exception was ComputerCraft, which had a licence that allowed people to redistribute it freely.
first mod I ever played was tinker construct, friend showed it to me and it blew my mind!
Man millenaire brings fucking memories. Gotta be my favorite mod
So
Every tweak is a mod
But not every mod is a tweak
Wow, "META-INF", there's something I havent heard of in who knows how long. I got into Minecraft before they invented chickens. And of course I had to try all the big cool mods like the Aether as soon as those were showing up. The installation process at the time was just horrid. Freaking hated doing it. Hated it. Over and over, always with deleting that one folder, among the millions of other problems and errors that'd happen during the process. Now though? Just have Forge ready, find a cool mod, and then plop it into the right folder, and boom, it's done. Amazing how much easier it is now.
5:52 no way real aether portal!!!
I vaguely remember Zombe's. It felt more like a "cheat engine" than a mod pack; still does. Heard of it when ppl started causing trouble with it in servers.
My favorite modpack ever and the one I’m actually playing on a nostalgic trip nowadays is Yogbox for Beta 1.7.3 and even today is so so much fun!
i really like the castle at the end, is there a map link or something?
Been waiting for a new upload.
Man, I wish Paladin Ryan had an old Vanilla Beta 1.4 Server or something. I would play the hell out of that.
someday :)
@@PaladinRyan Hell yeah, btw, love your content. Old Minecraft means so much to me and so having a content creator who really focuses on the stuff I grew up with brings so much nostalgia to my day.
Those times were different back then.
Wouldn’t the first modpack be something like a Minecraft Classic client? Like the stuff that gave you flying and hyperspeed and stuff
Yeah something like Minecraft: xyz, wouldn’t something like that be a modpack?
I think the yogbox and tekkit were the first modpacks I ever played around with. And Hexxit. God I miss playing around with Hexxit.
i absolutly love to see these alpha minecraft shots! That was the real deal! I remember days and days spend only on the task to made my favorite mods work together by carefully go through the diffrent files in the .minecraft folder and the incredible joy felt, when I finelly maneged to open the game without crashing and being able to enjoy the mods combined! I wonder if I should have uploaded my own modpack back in the day... but unfurtunitly i lost everything from that time, by breaking contact with my mom and loosing axcess to the pc we had. now its trash and probably enden up somewhere in asia or africa to be recycled by childrem without work protection.........
oh my goodness- i remember trying to install AMCO, but i was too young to figure out all the technical stuff
Have you tried checking the "way back machine" ?
Zombes is not the oldest, perhaps for survival. But there were hack clients available for classic minecraft. Iirc one being called the WoM client, aka World of Minecraft. They were nessecary because the creative in classic was borderline unplayable in comparison to morden day creative.
At the time, classic mods were mostly jar modifications, and usually it gave access to normally inaccessible blocks, fly and noclip. Hard to call those modpacks. I also don't think WoM was the first modified client either.
@animowany111 until modloaders were created, that's how all mods were installed. In fact I'm pretty sure that's how zombes was installed.
And I never said wom was the oldest but it is among the oldest. And personally wouldn't call cheats a modpack either... but the video author claimed zombes is the oldest... which is just a collection of cheats. So it was only a fair comparison.
This makes me feel old...
Lore of Minecraft's FIRST Modpack is Not What You Think... Momentum 100
Ah I remember the old META-INF folder. Anyone remember the Single Player Commands mod?
I can tell you why people were so protective of their code back then. It was because of a service such as it were called Adfly. Instead of getting a link to download the mod files you would be given an Adfly link and it would sent you to the most crusty adware infested crudhole you could imagine make you wait there for 5-15seconds and then redirect you to the actual file downloads. They then paid out a small portion of the ad revenue they got to the people who directed them there by links. In order to actually get any payout tho you had to direct a lot of traffic across your adfly links, so there was a monetary incentive to strike down any redistribution of your mods (re: mod packs) so you would be the sole distributor.
So much drama around these links, and adblocking, and skipping them by browser addons.
Ah yes, be prepared to be lawyered by Minecraft mod creators lmao
but what first add-on
I don't think this really counts as a modpack, as it's just one mod with a bunch of features that just happens to be NAMED a modpack
Feels like it was named a modpack since it was a pack of a bunch of features from other mods, whereas modpacks nowadays are ACTUALLY multiple mods
I'm actually using this modpack still until this day as one of my to-go mods for Beta 1.7.3 and there's a github collection for every Version until release 1.6.4
What was the second?
But it is what you not think 3:29 its the glare feature! They were Ahead of their time
Man I saw this and was like Oh Zombe's mod pack isn't the oldest? then felt old. I still stand by Zombes fly mode as far better than creatives slippery flying, though I have gotten use to it. I would use the fly hack all the time on the old Mojang community server. good times!
man the first "modpack" (in your definition) ever is a hacked client lmao.
the first i modpack i remember is a Dangens and Ultimet fist and thing like that alpha 1.0.12 if i am not wrong but it was for minecraft alpha 100%
I'm really struggling to download this modpack
i know this is like completely random, but whats the seed you used in your server to show how you exploited? just curious.
when was it the bigdig came out? was it 1.6?
i totally feel you on the less-informed player that thinks it’s magic… honestly hats off to all the people out there working magic to make the game more fun!
ill tell ya h'whhat (if you know, you know), craftland is probably the oldest modded server still running to this day in minecraft. I really think its gonna shut down soon, cause the server barely gets any players, but I built a base in 3rd grade at my dads carlot on this server, and like end of senior year in college I remember this server existed, search it up, and lose my shit because its still up, I join and im literally in the same base I was in 3rd grade. shit was one of the biggest nostalgia bombs lmao. but it was a really fun minecraft experience, it ran on modified beta 1.7.3, had aether 1 multiplayer support before the actual aether 1 mod implemented multiplayer, a lot of custom made bosses just for this modpack, etc. very very chill community too. you had the ability to put links to images on paintings, so a lot of people back in the day when I was in 3rd grade had like rage comics around their bases or troll faces and shit lmao
how can you think that a tweak is not a mod one of the most popular mods is mouse tweaks
My first Minecraft mod was buildcraft.
Look up the one from pause unpause, finbarhawkes, or Minecraft Mike
Shame today its imposible to find modded minecraft server
The age of modded minecraft ended unfortunatly
The relationship between modders, mods, and modpacks is a storied one and different for every community.
At a general level, mods come in two forms: first-party and third-party mods. First-party mods are mods made using a game's inbuilt modding API / packages, think of the skyrim creation kit for example; These are definitely LEGAL so long as you follow their licenses. Third-party mods can be a mix of two things: edited source/binary of the original game VS. injectable patches into the game before or at runtime.
Legally speaking, the former kind of third-party mod is generally ILLEGAL unless explicitly permitted by the licence of the original game, since by default intellectual property is 'all rights reserved'.
The latter kind of third-party mod however, is debatable. In Australia, courts decided that if an injected patch causes a violation of the terms of service of a game that invalidates the license on the game, being in-effect an unlicensed redistribution of the game in-memory (this is absurd tbh), so in at least one case, that is also illegal by default, but in most cases it is not illegal by default.
There is a debate about the 'spirit of modding', which is about freedom from these legal concerns, embracing the creative spirit instead of respecting ego and red tape.
If you believe in the 'spirit of modding', then you definitely should NOT accept mods that are paywalled, or attempt to inject monetisation that harms the experience and natural growth and health of the modding ecosystem. Things such as mods disabling themselves if they detect certain other mods, mods having a paid superior version, mods that telemetrise their users etc. are generally not allowed in most modding communities, so they can preserve the 'spirit of modding' to justify their continued breach of the intellectual property laws in order to have their modifications work on the games they support. Not to mention all the benefits the community gets from the open-source mindset similar to the linux ecosystem.
Modpacks also come in two forms: redistributions and subscriptions. Redistributions are modpacks where some part of it is copied wholesale from the files of the game or mods it applies to, while subscriptions are formats that allow users to download the game or mod files independently of the modpack maker, so they are 'subscribed' to the original game or mod makers' content upstreams for those files. The former case is also generally ILLEGAL because you can copyright some part of a mod, and the game is itself copyrighted of which the code for the mods is partly based. The latter case is generally legal, because all you are doing is redirecting the user to download from multiple places, then putting the pieces together locally on their computer.
Modpacks can be sometimes be a problem for the ecosystem: distributions are a problem for the health of the ecosystem because they can cause signficant forks in the most well-established version of key modules used by mods, since they get redistributed without getting a chance to be updated or hotfixed by their original authors. Subscriptions are also a problem for the health of the ecosystem, because they rely on centralised servers to retrieve the content from, that may have limitations when used together or have technical issues for different users. However, the time saved and popularity gained by sharing modpacks as curated modded experiences may indeed make that worth it in the long term.
I see the 'spirit of modding' misunderstood in many places, arguments like "people shouldn't be able to ruin my creative vision" or "I should be able to make money from my work" are attempted justifications for preventing your mod from being included in modpacks, but these severely hurt the userspace and modding community, and disrespects people who want to remix their experience to craft their own vision of the game, and share that with others so the community maintains momentum and your mods can grow in popularity and compatability, AND if profit is involved, you risk gaining the ire of the legal departments of the games you are modding, and that ire can hit many in the crossfire. Of course, people need to make ends-meet, and if they would be unable to contribute to the community at all if they couldn't sustain themselves, then that is of course a shame, it is simply that it is not worth sacrificing the long-term health of the modding ecosystem to satisfy the goals of individual members of it.
BTW if you're wondering why I bothered to write all that, it's because minecraft mods at the time where the modpacks in the video came about were at the verge of being paywalled because people wouldn't allow redistributions due to requiring people to go through adfly links from the original authors. Someone replied to another comment on this video saying they don't get why people had a problem with montetising mods, and I wanted to give context to explain that in a way that applies to other games too.
its not linked in the description :(
Oops! One sec!