Jeb, Dinnerbone, Grum, and EvilSeph have been discussing the upcoming Mod API in detail! This is only a small look at the massive amount of information provided about the Mod API, so let's dive right in!
Will mods have the ability to modify text?
Mods can have config files that, when initialized, will be able to dynamically print text in a variety of ways.
Will mods like Optifine (which modify the engine directly) be supported?
The API will eliminate the need to write to the engine directly, allowing modifications that affect the game (as any mod will), without altering the game code itself. Among other things, this will greatly simplify mod installation.
Can vanilla block behavior be modified?
Will there be official community resources (tutorials, forums, etc) for modders?
How will mods be distributed by modders, and downloaded by players?
Players will be able to download mods from the game client itself.
Will the API be able to add new mobs to the game through mods?
Yes. Additionally, it will be possible to modify animated blocks (water, lava) as well as custom animated blocks.
Will the API be like Bukkit (an outside resource)?
No, the API will be integrated into the vanilla game, hopefully bypassing the need for exernal APIs.
Will client-only mods be supported by the API?
Not at this time, but as the biggest client-only modifications are already covered (texture packs, splash screen text etc), it didn't seem necessary.
Will the API remove the issue of mods being rendered inoperable when the game updates?
It is a target we want to hit for certain, but it won't really have that capability at launch, we don't believe.
Will mods need to be re-written from the ground up with the API's release?
While mods will need to be changed to accommodate the API, total overhauls shouldn't be necessary. Even if a mod requires an overhaul for the API, it would only be a one-time occurrance.
Will there be any sort of content filter?
By and large, the community will police its own mods as it does now, but we are working to put a system in place to prevent malicious mods from being distributed.
What can be modified in the game using the API?
Can the physics be modded?
Will the API be on the XBOX or Pocket Edition?
Not by us, but you can ask the developers of each game, respectively.
Will mods like Optifine be added to vanilla?
Something even better. Overall, the game engine is being simplified, taking most of the load off of the client, and having the server doing the heavy work, greatly improving SMP.
Smoothstone stairs are not planned.
No new mobs are planned.
Check back for more updates soon, there is a LOT going on today!
Because we are! Day two of Minecon is now underway, and there is so much to do, so many events to attend! Check back frequently for your Minecon fix! In the meantime, enjoy a sit-down chat with David, Toby and Lindsay:
If you are at Minecon, your brand new, shiny Minecon 2012 cape should now be available! Attendeess who purchased tickets and registered their in-game names should have received an email with details on activating their new cape.
This year's cape offers an interesting contrast to Minecon '11's Red Creeper cape, with a blue and gold pickaxe motif. Pretty awesome!
Learning all about mod creation, the ups and downs of modding, and making a great mod - featuring Austin "lazertester" Smith and Matt "HighlifeTTU" Sundberg (MineZ), Daniel "dan200" Ratcliffe (ComputerCraft), Michael "Searge" Stoyke and Thomas "ProfMobius" Guimbretiere (Minecraft Coder Pack); with special guest Erik "Grum" Broes (Mojang), and a super-surprise visit from Jens "Jeb" Bergensten, and moderated by your favorite forum admin, Sacheverell!
Server Safety For Your Children
For parents - keeping your kids safe on multiplayer servers, with speaker Danny Vogler
Other awesome goings-on
Craft Studio presents - how to make a game
Running Your Server "Mindcrack" style: How the Mindcrack team does it
A special "Scrolls" panel, featuring the Scrolls development team (Jakob Porser, Henrik Pettersson, Jon Kagstrom, Mans Olson, and Mattis Grahm)
Tons of awesome meet-ups for players, modders, video makers, and more
Today also saw my unveiling of SethBling's brand new 2fort TF2 Map!
Phew - that's just day one of Minecon, too! Day two will see a massive wave of activities all its own, and we will continue showing you all kinds of great pics, videos and more from every day at Minecon!
As we speak, a number of exciting panels are underway! Recently completed panels include: The Voxel Box presentation (with special guest, SethBling), which covered the many challenges of map-making, modelling and more. Also recently completed, an in-depth Q&A session with Markus "Notch" Persson. Additionally, I recently moderated the Modding Pro Panel, with secret special guest and Mojangster, Erik "Grum" Broes, and a surprise appearance by Jens "Jeb" Bergensten! The gurus of modding touched on a number of topics, such as the challenges, pitfalls, and rewards of big-time modding, as well as an insider's perspective on the upcoming Mod API and how it will interact with current and future mods, and a lot more - videos coming soon!
In the meantime, enjoy an insider's view on their travels to Minecon: