So I was recently put on a modding team and found out that we are going to mod without modloader or forge (because we don't want anybody to install other mods with this one). I was wondering if anyone knows of any good guides to making a 1.4.6 mod without modloader or forge.
Nope, no guides or tutorials on "modding without Forge (or the outdated ModLoader). Use MinecraftForge, period. People should be able to use mods like THEY want, not like YOU want them to, however you can *SUGGEST* that it'll be best alone.
I have the same opinion, but the leader insists on not using either. But he can't mod, so he doesn't realize how hard it is without modloader
Just tell him that if you won't be using any of these API's you'll have to edit base classes = any mod with modloader or forge won't work :3 Not even some mods without the use of API's won't be able to be on at the same time :3
Just tell him that if you won't be using any of these API's you'll have to edit base classes = any mod with modloader or forge won't work :3 Not even some mods without the use of API's won't be able to be on at the same time :3
That's his point. The mod is basically like tekkit or voltz, in the sense of it completely redefines how you play, except it is all one mod. I asked him if we can make our own version of modloader.
That's his point. The mod is basically like tekkit or voltz, in the sense of it completely redefines how you play, except it is all one mod. I asked him if we can make our own version of modloader.
......tekkit and voltz are modpacks...they are just a group of mods. and plus they use forge lol and you can add more mods to them if u wanted to. tell him that.
Plus making a custom modloader aint gonna be that easy.
......tekkit and voltz are modpacks...they are just a group of mods. and plus they use forge lol and you can add more mods to them if u wanted to. tell him that.
Plus making a custom modloader aint gonna be that easy.
If you don't know what you're talking about, please don't say anything about the subject, okay?
If this so called "lelader" can't even code, and you guys are doing all the work, then just use MinecraftForge, because it'll be YOUR mod, not his.
I am faced with the following question - what is this so-called "leader" going to do if he cannot even supply basic code (yet sees no problem in forcing you into arbitrary and frankly stupid rules)?
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If you don't know what you're talking about, please don't say anything about the subject, okay?
If this so called "lelader" can't even code, and you guys are doing all the work, then just use MinecraftForge, because it'll be YOUR mod, not his.
So you think making a mod loader is easy? Even without coding one, even I know it will be hard lol.
Though, I agree with your second comment. You are probably going to do the most since he doesn't know how to code so you should have more power over the group's choices/decisions.
It is fully possible to make a mod without Forge or ModLoader (I did this before moving to ModLoader to get an idea of how Minecraft worked) and it is possible for you to make a mod loader but time consuming and pointless as both FML and ML will still be better.
I would recommend moving to forge but still here are some non modloader/forge tutorials but other than these you can just experiment:
There aren't a lot of general guides on this, that I've found. The best guide is Minecraft itself.
After modding with no APIs for a year, my best friend is the "Ctrl+H" shortcut in Eclipse: it lets you find what code uses what methods, and where. When in doubt, find something similar to the effect you want and imitate it. If you can't figure out how a system works, just use Ctrl+H to surf Minecraft until you find and understand its parts.
There are some parts of ModLoader / Forge that are easy to replicate yourself. Registering network packets, blocks, etc. can be done by reflection (and have I learned about reflection doing this). If you extend a block class, you can put code in its constructor that acts nearly the same as ModLoader's "onLoad()," and if you have that spawn a thread that checks for and places a dummy Entity in the World, its "update()" method is the same as ModLoader's "onTick()." Etc.
If you have any questions in particular, PM me and I can try to offer advice!
There aren't a lot of general guides on this, that I've found. The best guide is Minecraft itself.
After modding with no APIs for a year, my best friend is the "Ctrl+H" shortcut in Eclipse: it lets you find what code uses what methods, and where. When in doubt, find something similar to the effect you want and imitate it. If you can't figure out how a system works, just use Ctrl+H to surf Minecraft until you find and understand its parts.
There are some parts of ModLoader / Forge that are easy to replicate yourself. Registering network packets, blocks, etc. can be done by reflection (and have I learned about reflection doing this). If you extend a block class, you can put code in its constructor that acts nearly the same as ModLoader's "onLoad()," and if you have that spawn a thread that checks for and places a dummy Entity in the World, its "update()" method is the same as ModLoader's "onTick()." Etc.
If you have any questions in particular, PM me and I can try to offer advice!
Soon people will be asking how to make mods without the new API coming out. Why reinvent the wheel? Only reason I would do it would be for fun and learning purpose, but when it comes down to using it, you need to think about the users.
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Same ****, different day - Modification Development Section
As a matter of fact, it is easier to do any mod without Forge or ModLoader, just editing the base vanilla code.
It will be a mess to maintain, but it will be easier to do.
However it is a bad, bad idea, because your mod would not be compatible with anything and you would be breaking Mojang ToU (you would be sharing THEIR code with yours). Also, if you find any problems, you would have no one to ask for help. Pretty pointless IMO.
Non-techinical people should have no saying in techinical issues, if your leader is not a coder, he have no saying in how you will code the idea.
One other thing, people have the right to play wathever they want, so if I want mod X and mod Y on my game, that is my decision, not the mod developers. You may say "To enjoy the full experience, don't use other mods", but it's my decision to follow that or not.
Good luck!
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Custom paintings! My latest project, still in BETA.
A small mod to improve your game, but keeping the vanilla flavour. For Minecraft 1.8.
Also check out my Redstone Jukebox mod, now updated to Minecraft 1.7.10!
Thanks in advance!
Art by me: MrPancakeWolfie@DeviantArt
That's his point. The mod is basically like tekkit or voltz, in the sense of it completely redefines how you play, except it is all one mod. I asked him if we can make our own version of modloader.
......tekkit and voltz are modpacks...they are just a group of mods. and plus they use forge lol and you can add more mods to them if u wanted to. tell him that.
Plus making a custom modloader aint gonna be that easy.
My $200* rig - http://pcpartpicker.com/b/IsU
If you don't know what you're talking about, please don't say anything about the subject, okay?
If this so called "lelader" can't even code, and you guys are doing all the work, then just use MinecraftForge, because it'll be YOUR mod, not his.
So you think making a mod loader is easy? Even without coding one, even I know it will be hard lol.
Though, I agree with your second comment. You are probably going to do the most since he doesn't know how to code so you should have more power over the group's choices/decisions.
My $200* rig - http://pcpartpicker.com/b/IsU
Like I stated before. Your code meas your mod, no one else should have any say in the matter.
I will only believe that statement when you actually make one.
My $200* rig - http://pcpartpicker.com/b/IsU
I think he meant making a version of the mod for ModLoader. If I'm wrong and it wasn't a typo... Oh well.
I would recommend moving to forge but still here are some non modloader/forge tutorials but other than these you can just experiment:
Please give me a if this was useful.
Making a ModLoader. Hack a baseclass, make a new class that extends ClassLoader.
Boom. a crap ModLoader.
After modding with no APIs for a year, my best friend is the "Ctrl+H" shortcut in Eclipse: it lets you find what code uses what methods, and where. When in doubt, find something similar to the effect you want and imitate it. If you can't figure out how a system works, just use Ctrl+H to surf Minecraft until you find and understand its parts.
There are some parts of ModLoader / Forge that are easy to replicate yourself. Registering network packets, blocks, etc. can be done by reflection (and have I learned about reflection doing this). If you extend a block class, you can put code in its constructor that acts nearly the same as ModLoader's "onLoad()," and if you have that spawn a thread that checks for and places a dummy Entity in the World, its "update()" method is the same as ModLoader's "onTick()." Etc.
If you have any questions in particular, PM me and I can try to offer advice!
It can be done, BUT it's a very bad idea.
It will be a mess to maintain, but it will be easier to do.
However it is a bad, bad idea, because your mod would not be compatible with anything and you would be breaking Mojang ToU (you would be sharing THEIR code with yours). Also, if you find any problems, you would have no one to ask for help. Pretty pointless IMO.
Non-techinical people should have no saying in techinical issues, if your leader is not a coder, he have no saying in how you will code the idea.
One other thing, people have the right to play wathever they want, so if I want mod X and mod Y on my game, that is my decision, not the mod developers. You may say "To enjoy the full experience, don't use other mods", but it's my decision to follow that or not.
Good luck!
Custom paintings! My latest project, still in BETA.
A small mod to improve your game, but keeping the vanilla flavour. For Minecraft 1.8.
Also check out my Redstone Jukebox mod, now updated to Minecraft 1.7.10!