Actually I'd much rather they send Notch, Jeb_ and some others back to Java programming school because lord almighty some of it is bad...
Rollback Post to RevisionRollBack
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Finally! I have been waiting for the release of the API. I heard it was coming out in one of the previous updates but I wasn't. Glad to hear it will be implemented into the client! Of course all modders will have to transition over to this new API Sounds like the internal server will be improved upon some too.
Overall, can't wait, but lots of modders depend on things like adfly to make money. Will the modding API work in a way where each mod is hosted by the modder in a way of their choice instead of by mojang, so the modders can still make money from it? Because lots of modders would stop modding if they weren't making money from it. Happy about the earlier than expected release date, sad about no smoothstone stairs or new mobs, guess I'll just have to make a mod for that.
I actually think that optifine and mojang not being able to work a deal out was a good thing. Instead of being able to do a quick hack on the engine and toss out a crap release with a quickly coded crap api it forced them to go back and rewrite the engine. Basically starting from scratch and trying to do it right. So yes it delayed the api release but in the long run I think it will be for the best.
I hope they keep this promise. Currently there are a ton of various things that are used to be modifiable, but because of how Jeb and the team have changed stuff aren't any longer. If they truly make it so that anything and everything is can be modified, I'll be extremely happy.
How will mods be distributed by modders, and downloaded by players?
Players will be able to download mods from the game client itself.
mean that you can't make money using adf.ly anymore?
Cause the only other way to make money would be donations but I seriously doubt that would happen and if it did it would be little or not happen at all.
Or would you have to go to the download link and then put it in the folder like texturepacks cause that would be cool.
I mean I know its not about making money but I think it would be nice.
Developer of the ControlPack mod here. I'm happy to finally see some real attention given to Minecraft's mod-ability. But I wouldn't expect rainbows and roses for a while. ControlPack is obviously a client-only mod, so, this doesn't sound like it's going to help me much. Even if it does, I really doubt the API is going to be open enough to allow ControlPack to have all the hooks it needs to support all the features it has. Very, very doubtful. Mods often need very subtle behavior to be changed in order to work. There's no way they're going have the dream of mods not modifying any game code, and be as nonrestrictive as they are today.
But -- even a little bit of effort into doing that is going to go a long way to making mods compatible with each other, even if we continue having to use things like MCP to do them.
All in all, this is great news for the long run, but in the meantime it will be a very bumpy ride.
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.
But for SSP it doesn't change a thing. In fact it makes it worse. Ever sense they "merged" the client with the server, it has run like crap.
At first they neglected the SMP players. Now it is reversed. The SSP players are now being neglected. It isn't/wans't fair or right to either party.
They really need to make a system that works before trying to add new content and features. It is great that they listen to the comunity in developing new content, but somtimes that needs to be put on hold. In the end they are creating more work for themselves, just like when they chose to ignore the SMP problems, and have now spent the last year or so trying to go through and fix them. If they had addressed the problems in the begining, as development went on, Minecraft would be in a much more polished and advanced state than it is now. When will they ever learn...
[For the inevitable smart --- who will say my computer is crap]
First:
lol... you dumb...
Second:
Before the change, I used to be able to run a server and a client at the same time on the same computer 10 time faster than the "new streamlined" SSP.
hope this doesn't ruin how open-ended modding minecraft is. The fact that you can't "modify the engine directly" might make it so that mods are more restricted to what they can do. And for tekkit... what are they gonna do? will it have to be updated to the current version of minecraft to be released?
How will mods be distributed by modders, and downloaded by players?
Players will be able to download mods from the game client itself.
mean that you can't make money using adf.ly anymore?
Cause the only other way to make money would be donations but I seriously doubt that would happen and if it did it would be little or not happen at all.
Or would you have to go to the download link and then put it in the folder like texturepacks cause that would be cool.
I mean I know its not about making money but I think it would be nice.
Jeb talked about that in the panel. He said he was open to the idea of linking paypal accounts to mods in the mod repository, but he made a statement that Mojang believes that mod developers should only be able to make money directly from downloads either from a personally owned website (which would actually disqualify Curse forums) or from youtube channel income. Apparently a new license being released soon will have more information on this.
Honestly, people really should not be getting into modding to make money, that is a stupid reason and is not a very smart way of making a living, modding started as a hobby and has always been just that, a hobby. Not wanting this to get into another ad.fly debate, but you have to remember that a single unique download using ad.fly earns you a fraction of a penny. We are talking about 250 unique downloads to make $1, 1,000 unique downloads to make $4. Now here is the thing, the minimum payout for ad.fly is $5.00, so you have to get 1,250 unique users to download your mod to make five bucks. Minimum wage for most places is usually at least $7.00 an hour (in the US). So here is the thing, you can download a mod using ad.fly and give that developer your .004 cents or you could donate Five dollars and give the developer 1,250 downloads worth of cash. Which do you think is really supporting the mod developers? .004 cents or less cash than it costs to order fast food at some places.
This really should not come to a surprise to anyone as well, 3/4ths of the MC development team are from Bukkit, and if everyone remembers, Bukkit prohibited the use of ad.fly and the like on their site for bukkit plugins because they felt it moved the focus of modding from something you did for fun and the good feelings you get for people saying they appreciate your work to squabbling for money, they also didn't like the fact that ad.fly and the like open users to hostile viruses. Heck, the sound composers for TerraFirmaCraft had his computer destroyed by a virus he got attempting to download a mod that used ad.fly.
There was a lot of statements made by the dev team at the API panel that is going to cause a little bit of drama for sure. Jeb also stated that ideas are not unique and are not owned by mod developers, he stated that Mojang (as well as other modders) are free to use ideas already implemented in other mods and that copy right really only extends to things like textures. So for example, say a mod comes out with a very unique way of doing windmills, normally what you would see happen on these forums if another mod comes along and does windmills the same exact way is fans whiteknighting, flame wars, maybe even developers bickering back and forth, now lets say Mojang adds those windmills into vanilla, there would be an even greater storm. Well, the dev team has decided that no, they are in the right and other modders are in the right to use ideas in their own mods, but if it was a thing where the textures were all taken from the first developer's mod, THEN it is an issue.
They seem to be steering MC modding in the direction Bethesda has done (which is a good idea, Bethesda has had years of experience now on this) where mod developers are free to get donations from paypal, but are not allowed to monetize the mod (see the Nexus only allowing paypal links) and Bethesda has the right to implement anything into the game.
hope this doesn't ruin how open-ended modding minecraft is. The fact that you can't "modify the engine directly" might make it so that mods are more restricted to what they can do. And for tekkit... what are they gonna do? will it have to be updated to the current version of minecraft to be released?
Mods should be able to do everything they are able to do now, it is just that they will be contained in their own little .jar file. A lot of mods do this already, namely a lot of the Forge mods function this way. What they mean by this is that mods will not directly touch the main minecraft.jar.
This may be an outdated example as I haven't used the mod in a while, so Flowerchild please forgive me if I am wrong, but back in the day BetterThanWolves modified the minecraft jar file, specifically one part I remember being an issue with compatibility with other mods was that it modified the .class file for fire. So other mods that called on the fire class file would end up not working right since it was changed. What the API is aiming to do is that each mod can change those files, without actually touching them. So if one mod needs a class file to be reworked in a certain way, they provide their modified version, but if a second mod requires the original non-modified class file, the API is able to provide it to them.
I hope that is understandable. Basically it allows for mods to be a little more compatible by not running into any issues with parts being overwritten by other mods.
As for Tekkit or FTB or any mod packs in general. The systems they are bringing to the table will more or less make them no longer needed. I remember Kakermix saying once a while back that one of the reasons he started Technic was because MC lacked the vanilla systems that made modding easy, Tekkit was branch of that idea that server modding was even more of a nightmare, what with keeping both the server and clients up to date and making sure clients were not having any installation issues. With the API I can see Technic/Tekkit closing down, who knows though.
great... i am the creator of the adventure time mod so now all mods will become incompatibe with the game. just great. LEAVE IT HOW IT IS... do you know how hard it will be for everybody to redo all their mods. i mean come on really.
great... i am the creator of the adventure time mod so now all mods will become incompatibe with the game. just great. LEAVE IT HOW IT IS... do you know how hard it will be for everybody to redo all their mods. i mean come on really.
great... i am the creator of the adventure time mod so now all mods will become incompatibe with the game. just great. LEAVE IT HOW IT IS... do you know how hard it will be for everybody to redo all their mods. i mean come on really.
Well, I am the creator of the Super Foods mod, and I am upset (like you) about how I'll have to learn a new tutorial for modding. I've just learned how to utilize the ModLoader API as well!
But, I am looking forward to this new API because of the fact that it simplifies the game engine and enables easier support for our mods! Imagine, no more fiascoes about "Update the mod pl0x or I will start a flame warzzz." when a new MineCraft update comes out! Because, the dedicated modders out there will be able to update their mod whenever they can, without waiting for APIs like Forge or Modloader to update! Even after the mod API launch, Mojang says to support the feature that allows mods to be "unbreakable!"
great... i am the creator of the adventure time mod so now all mods will become incompatibe with the game. just great. LEAVE IT HOW IT IS... do you know how hard it will be for everybody to redo all their mods. i mean come on really.
Yes, let us abandoned a system that MC has needed for a long time that will greatly benefit not only the modding community, but the player base that uses said mods, opening up modding and mods to a larger audience, because of a one time change you will have to do. Let us instead stay with the current broken system where every patch still breaks your mod, surely having to fix your mod every time Mojang pushes a patch and having to wait for MCP to work through the code obfuscation or Forge to update is better. It is a wonder how we all survived the SSP-SMP merge. :/
I was thinking the same thing.
I hope they keep this promise. Currently there are a ton of various things that are used to be modifiable, but because of how Jeb and the team have changed stuff aren't any longer. If they truly make it so that anything and everything is can be modified, I'll be extremely happy.
Cause the only other way to make money would be donations but I seriously doubt that would happen and if it did it would be little or not happen at all.
Or would you have to go to the download link and then put it in the folder like texturepacks cause that would be cool.
I mean I know its not about making money but I think it would be nice.
But -- even a little bit of effort into doing that is going to go a long way to making mods compatible with each other, even if we continue having to use things like MCP to do them.
All in all, this is great news for the long run, but in the meantime it will be a very bumpy ride.
Cant wait!
But for SSP it doesn't change a thing. In fact it makes it worse. Ever sense they "merged" the client with the server, it has run like crap.
At first they neglected the SMP players. Now it is reversed. The SSP players are now being neglected. It isn't/wans't fair or right to either party.
They really need to make a system that works before trying to add new content and features. It is great that they listen to the comunity in developing new content, but somtimes that needs to be put on hold. In the end they are creating more work for themselves, just like when they chose to ignore the SMP problems, and have now spent the last year or so trying to go through and fix them. If they had addressed the problems in the begining, as development went on, Minecraft would be in a much more polished and advanced state than it is now. When will they ever learn...
[For the inevitable smart --- who will say my computer is crap]
First:
lol... you dumb...
Second:
Before the change, I used to be able to run a server and a client at the same time on the same computer 10 time faster than the "new streamlined" SSP.
Jeb talked about that in the panel. He said he was open to the idea of linking paypal accounts to mods in the mod repository, but he made a statement that Mojang believes that mod developers should only be able to make money directly from downloads either from a personally owned website (which would actually disqualify Curse forums) or from youtube channel income. Apparently a new license being released soon will have more information on this.
Honestly, people really should not be getting into modding to make money, that is a stupid reason and is not a very smart way of making a living, modding started as a hobby and has always been just that, a hobby. Not wanting this to get into another ad.fly debate, but you have to remember that a single unique download using ad.fly earns you a fraction of a penny. We are talking about 250 unique downloads to make $1, 1,000 unique downloads to make $4. Now here is the thing, the minimum payout for ad.fly is $5.00, so you have to get 1,250 unique users to download your mod to make five bucks. Minimum wage for most places is usually at least $7.00 an hour (in the US). So here is the thing, you can download a mod using ad.fly and give that developer your .004 cents or you could donate Five dollars and give the developer 1,250 downloads worth of cash. Which do you think is really supporting the mod developers? .004 cents or less cash than it costs to order fast food at some places.
This really should not come to a surprise to anyone as well, 3/4ths of the MC development team are from Bukkit, and if everyone remembers, Bukkit prohibited the use of ad.fly and the like on their site for bukkit plugins because they felt it moved the focus of modding from something you did for fun and the good feelings you get for people saying they appreciate your work to squabbling for money, they also didn't like the fact that ad.fly and the like open users to hostile viruses. Heck, the sound composers for TerraFirmaCraft had his computer destroyed by a virus he got attempting to download a mod that used ad.fly.
There was a lot of statements made by the dev team at the API panel that is going to cause a little bit of drama for sure. Jeb also stated that ideas are not unique and are not owned by mod developers, he stated that Mojang (as well as other modders) are free to use ideas already implemented in other mods and that copy right really only extends to things like textures. So for example, say a mod comes out with a very unique way of doing windmills, normally what you would see happen on these forums if another mod comes along and does windmills the same exact way is fans whiteknighting, flame wars, maybe even developers bickering back and forth, now lets say Mojang adds those windmills into vanilla, there would be an even greater storm. Well, the dev team has decided that no, they are in the right and other modders are in the right to use ideas in their own mods, but if it was a thing where the textures were all taken from the first developer's mod, THEN it is an issue.
They seem to be steering MC modding in the direction Bethesda has done (which is a good idea, Bethesda has had years of experience now on this) where mod developers are free to get donations from paypal, but are not allowed to monetize the mod (see the Nexus only allowing paypal links) and Bethesda has the right to implement anything into the game.
Mods should be able to do everything they are able to do now, it is just that they will be contained in their own little .jar file. A lot of mods do this already, namely a lot of the Forge mods function this way. What they mean by this is that mods will not directly touch the main minecraft.jar.
This may be an outdated example as I haven't used the mod in a while, so Flowerchild please forgive me if I am wrong, but back in the day BetterThanWolves modified the minecraft jar file, specifically one part I remember being an issue with compatibility with other mods was that it modified the .class file for fire. So other mods that called on the fire class file would end up not working right since it was changed. What the API is aiming to do is that each mod can change those files, without actually touching them. So if one mod needs a class file to be reworked in a certain way, they provide their modified version, but if a second mod requires the original non-modified class file, the API is able to provide it to them.
I hope that is understandable. Basically it allows for mods to be a little more compatible by not running into any issues with parts being overwritten by other mods.
As for Tekkit or FTB or any mod packs in general. The systems they are bringing to the table will more or less make them no longer needed. I remember Kakermix saying once a while back that one of the reasons he started Technic was because MC lacked the vanilla systems that made modding easy, Tekkit was branch of that idea that server modding was even more of a nightmare, what with keeping both the server and clients up to date and making sure clients were not having any installation issues. With the API I can see Technic/Tekkit closing down, who knows though.
Okay, let's cancel it because you don't like it.
Well, I am the creator of the Super Foods mod, and I am upset (like you) about how I'll have to learn a new tutorial for modding. I've just learned how to utilize the ModLoader API as well!
But, I am looking forward to this new API because of the fact that it simplifies the game engine and enables easier support for our mods! Imagine, no more fiascoes about "Update the mod pl0x or I will start a flame warzzz." when a new MineCraft update comes out! Because, the dedicated modders out there will be able to update their mod whenever they can, without waiting for APIs like Forge or Modloader to update! Even after the mod API launch, Mojang says to support the feature that allows mods to be "unbreakable!"
Yes, let us abandoned a system that MC has needed for a long time that will greatly benefit not only the modding community, but the player base that uses said mods, opening up modding and mods to a larger audience, because of a one time change you will have to do. Let us instead stay with the current broken system where every patch still breaks your mod, surely having to fix your mod every time Mojang pushes a patch and having to wait for MCP to work through the code obfuscation or Forge to update is better. It is a wonder how we all survived the SSP-SMP merge. :/