Breaking News - Modding API Updates!

  • #21
    The MOD API IS COMING! And I love what they are going to do. One question: Who is making the mod API? Dinnerbone, Evilseph, or Jeb?
  • #22
    Can you play it on Multiplayer though? If so I probably didn't understand most of the post
  • #23
    W00T.
    's too bad that client-side mods won't be supported, though.
    I'll miss my minimap mod.
    (|:
  • #24
    Quote from n3odymium

    is there any other source for this information, like a video of the talk? the gamespot guys didn't stream it, they rather streamed the minecraft documentary talk


    I wasn't able to get video footage, but I was there in person for the panel. :)

  • #25
    Quote from JLC5087

    Can you play it on Multiplayer though? If so I probably didn't understand most of the post
    And if it doesn't support client side mods, like Rei's minimap, will it still be out there?
  • #26
    Does anybody know if modders will need to pay anything to do modding job? Also, what will happen with MCP?
    My website: http://www.pylo.si
  • #27
    Quote from PyloDEV

    Does anybody know if modders will need to pay anything to do modding job? Also, what will happen with MCP?


    I'm fairly certain it's free to make mods, and I think MCP will stick around for a bit since the API isn't supporting client mods just yet...
  • #28
    Can you make a TNT throwing wand?
    Loading...
  • #29
    i have a feeling optifine is basically screwed
  • #30
    I can't wait for that update now :D
  • #31
    Optifine will probably be around for awhile still, to do 2 things:
    1. Clean up after performance mess-ups. (New Lighting System)
    2. Give "power users" all of those frickin buttons!

    I'm excited, but I don't think it will be done by January. At least not perfectly. (But I will be happy if proven wrong...)
  • #32
    I can see the mod API being really cool for a handful of mods but completely useless for the stuff most existing mod makers actually want to be able to edit. At least we won't have to use MCPatcher to use the 32x32 faithful texture pack. When they say that Bukkit and Optifine won't be needed anymore I would take it with a grain of salt. Time will tell I guess but I'm not as optimistic about the development direction of the game as I used to be... most especially the junk world generator. Please don't add anything else below ground... the world is hollow enough as it is. Took me 6 hours to find a spot actually big enough to build a fancy MINE in MINEcraft without having to backfill a crapload of caves. I doubt the devs have actually ever taken an x-ray pack like strongestcraft or something and actually LOOKED at what gets generated iunderground. It's a train wreck of generation stepping all over itself. If this will let us fix that I'll be super impressed. This hasn't been MINEcraft since b1.7ish.
    -- Kittani
  • #33
    They should add a ingame mod maker.
  • #34
    Quote from CupcakeRobber

    The MOD API IS COMING! And I love what they are going to do. One question: Who is making the mod API? Dinnerbone, Evilseph, or Jeb?

    EvilSeph is.
  • #35
    Val...err Mojang Time
    I am what I am. Nothing more and nothing less.
  • #36
    Great news, i was shocked to see such early release date.. (Or estimated date)
  • #37
    I hope it comes out on midnight at the end of the year! I really wanted to use the fireworks at midnight D=

    Also, with regards to the API, will texture packs that adds files and classes (Like Misa's realistic) which add other textures
    (like clouds, shooting stars, and other things that are only textures) work?

    Quote from JLC5087

    Can you play it on Multiplayer though? If so I probably didn't understand most of the post

    Multiplayer and Single player is now the same thing. Thats why they merged it way back then.


    Also, if bukkit will no longer matter about anything, how will I keep my server? I can't run a vanilla server, only the bukkit set-up one. How will I keep it going?
    Last edited by UnknownOne23: 11/25/2012 9:51:01 AM
  • #38
    There are a couple things that scare me about this post:

    "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."

    We need some clarification on whether this will prevent client side mods from working at all. I think that by preventing, say a minimap mod, will turn a good portion of users away from a server if it is not in their "provided" server mod. Some of us really like using certain mods that do not provide an edge over another player but more of a quality of life benefit. Some might say that MCP will stick around but who really knows? They put in so much work at every release and put up with so much grief that they might just say F it and tell us to use the API.

    "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."

    This concerns me that servers will have greater hardware requirements. Or am I reading this wrong? This might just put a lot of servers off line due to increasing server costs.

    Lastly, we all know that January 2013 really means another 6 months or so. Remember when we first heard about the mod API? Was that not about a year ago? I really can't remember, it has been that long. I do remember them promising something; documentation, a beta release, etc..., but that never materialized. Basically I am not holding my breath.
    Last edited by Teek5449: 11/25/2012 9:52:37 AM
  • #39
    Where is the January date coming from, it wasn't mentioned in the panel.
  • #40
    There's some misinformation being passed along here. According to Dinnerbone's twitter:


    "Nathan Adams ‏@Dinnerbone
    I'm not sure where people are getting this from, but we never said that the API is in 1.5 in either of our panels (1.5 one or API one)"
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