There are so many mods I want to make. Most of them would basically wind up being resources for modpack makers
>ore processing mod that starts out with you grinding ores by hand and melting the metals in crude clay crucibles, eventually working your way up to high-tech mineral processing with built-in support for TCon
>mod that lets you create new TCon modifiers for tools using existing enchantments, so you could just define and enchantment idea, a item to use, etc. and have a working modifier
>early-game mechanical power mod sort of like cogs of the machine but without all the bloat, highly extensible, and with features that make sense, like windmill-driving grindstones
>mod that takes a bunch of Pam's crops and gives them to the Growthcraft treatment to make them actually interesting, but while still maintaining compatibility with things like Agricraft (e.g., they can work with the mutation system, unlike growthcraft)
>Cooking mod that takes the recipes from things like harvestcraft and integrates them with a bunch of pots and pans and shit that let you do in-world crafting to make dishes and things like large amounts of soup in big stock pots, and where meals would potentially give small benefits other than refilling hunger
>survival mod like the camping mod, but that actually works, with support for the cooking stuff above
>fishing mod where different bait can catch different fish in different biomes, but the fish you catch are all alive and you have the option to put them in a fish tank for display where they'd show up as entities, or you could butcher them and cook them, or smoke them, or hang them up on a /comfy/ line where they'd display while drying, which would integrate with things like enviromine and the dried fish wouldn't spoil and the fish could be used in the cooking mod
I'm a software developer and I know Java even though I hate it, but I don't know jack about graphics and rendering, plus I'm not sure I'd even have the time anyway.