We are thinking of redoing the mods list by instead having categories of approved mods, and if a mod does not fit in any of them or has features that cannot be disabled that do not fall into any, assume they are not allowed unless staff says otherwise. So far, we have the following categories:
- purely non-informational visual changes (capes, custom skins, hats, etc)
- optimization (optifine, lithium)
- information that is easily seen in vanilla client (i.e. armor, inventory, potion effects, item durability, light levels, measuring distances, coordinates, but no minimaps with underground mapping or mobs listed, xray, tracers, etc.).
- Having a mod that shows the health or inventory of mobs or other players is allowed.
- Information about game mechanics displayed in an easy-to-view format. May use information from the server that anyone can see in vanilla to show information (light levels, food in hand, etc) (AppleSkin, Crafting recipe list mods, visual spawning range overlays)
- Mods that do not run while in multiplayer (world edit, multiconnect, ReAuth, Mod Menu for fabric, custom world generation, etc)
- status info from your computer (fps, cpu usage, memory usage)
- building guides (litematica, Slot Locker, etc)
- recording mods used for the purpose of recording (replay mod)
- anything that can be replicated using stuff built into the vanilla client without modification (f3 + b, f3 + h, zoom, no fullbright because that’s going into gamefiles and manually editing the value to something crazy high)
- Mod loaders (forge, fabric, etc by themselves is fine)
If anyone has any questions or feedback before these policies are added to the rules officially, please say so here.