One THOUSAND command blocks? Good GRIEF, do you have a super computer?
Can command block even change world generation (new biomes and all that) or change fundamental game mechanics? I don't think it is possible period - which is why there will always be mods, even when the plugin (the fact that they call it the plugin API indicates it isn't going to be very advanced at all since plugins are usually more limited than mods) API comes out; some of the stuff I do is difficult to do even in Forge since an API has to expose everything you want to modify (e.g. compare to the Customized world options - you can't change anything it doesn't give you access to unless you use a mod, such as changing the amount of caves or structures other than dungeons); for example, Optifine is really nothing more than directly edited base classes, even when loaded with Forge, which is somehow persuaded to inject the code into the game; you can also install Optifine by extracting the Optifine jar and dropping the files directly into the Minecraft jar, which the installer otherwise automates (if you do this with Forge it will complain of "critical tampering" of the jar and refuse to run).
Also, those simple mods that alter cave generation?
I was hoping to find something like TheMasterCaver's World Underground, but for forge though I can't find anything even remotely similar.
I wonder why... There were similar mods that made caves/ravines bigger and more interesting for older versions so I'm not the only one who has made mods like this; e.g. Crazy Ravines and Caves for 1.5.2; and I'd have expected an increased interest in these kind of mods after 1.7 nerfed caves.
Can command block even change world generation (new biomes and all that) or change fundamental game mechanics? I don't think it is possible period - which is why there will always be mods, even when the plugin (the fact that they call it the plugin API indicates it isn't going to be very advanced at all since plugins are usually more limited than mods) API comes out; some of the stuff I do is difficult to do even in Forge since an API has to expose everything you want to modify (e.g. compare to the Customized world options - you can't change anything it doesn't give you access to unless you use a mod, such as changing the amount of caves or structures other than dungeons); for example, Optifine is really nothing more than directly edited base classes, even when loaded with Forge, which is somehow persuaded to inject the code into the game; you can also install Optifine by extracting the Optifine jar and dropping the files directly into the Minecraft jar, which the installer otherwise automates (if you do this with Forge it will complain of "critical tampering" of the jar and refuse to run).
Also, those simple mods that alter cave generation?
I wonder why... There were similar mods that made caves/ravines bigger and more interesting for older versions so I'm not the only one who has made mods like this; e.g. Crazy Ravines and Caves for 1.5.2; and I'd have expected an increased interest in these kind of mods after 1.7 nerfed caves.
It probably can with hundreds of templates, though that would be very repetitive and cpu eating fast.
no... minecraft will be popular for yearsssssssssss to come modding will never end.. people will find a way to make modding work again.we cant give up hope...command block creations make the game lag,makes the game crash... sometimes and, yeah,... people like you could make command creations if mods do die...
Yay....another post showing yet more hate for Minecraft because of an update.... :| Where did I hear this before? Oh yeah 1.8,1.7,1.6,1.5,...
For my two cents, let show you the facts.
See, the change for the Block ID format (Such as ID:1=stone) to the name format was to make it so that ID's didn't conflict, so a mod could setblock something like: thuamcraft:cauldronthingy. instead of minecraft:cauldron. This made it so that the mods were seperated from the vanilla blocks. The same go for items, this made it more organized.
The problem currently is the most famous format that modders use: ".schematic", that file type is NOT supported by the Mojang company, however, it's been the standard for modders ever since the game came out. The ".schematic" file uses numbers inside it, not the named ID's (it also saves NBT data). This is why many modders don't want to update, it's because they don't want to go and name every. Single. Item. And. Block in their mod. You may call it lazy, but it's just the way it is. Some have gotten used to the conversion, it's just that mojang hasn't made an official plugin pack (or file type!) that you, and modders, can use.
Command blocks have been around since 1.5-ish, and the community has been evolving since the release. With 1.9, I can run about 400+ command blocks running simultaneously while in 1.8, I could only run 100 before it starts to effect the world. (This is with about 2G ram dedicated)
Command blocks, in many ways, shaped the way the MC modding community looks at it. (Not all people though) Some have loved the fact that you can fire a Halo rocket launcher. In vanilla, of course it's not perfect, but it can be tweak to nnneear perfect. A mod can be done to BE perfect.
PROS FOR COMMAND BLOCKS:
-No file download, usually, just a command to paste in your clipboard. So no virus or malware attacks
-No need to modify the Minecraft internal files.
-All vanilla
-compact (as of 1.9)
-Other players can jump in without needing to install a mod
CONS FOR COMMAND BLOCKS:
-to much=lag
-Modules need to be seperate in order to not break others
-breaking one can result into reinnstalling it
-Server plugins break it.
-Dont update frequently
PROS FOR MODS:
-More dimensions (Instead of the 3)
-More blocks
-More mobs (Debatable with command blocks)
-More tools (Debatable with command blocks)
-Multiworld
CONS FOR MODS:
-the file origin can have malware.
-All players require it for it to work on servers
-They don't update frequently.
-May not the orginal file, 3rd party distribution.
-Conflicts=Crashes
-Not compatable with command blocks most of the time (Spigot somewhat works)
Yay....another post showing yet more hate for Minecraft because of an update.... :| Where did I hear this before? Oh yeah 1.8,1.7,1.6,1.5,...
For my two cents, let show you the facts.
See, the change for the Block ID format (Such as ID:1=stone) to the name format was to make it so that ID's didn't conflict, so a mod could setblock something like: thuamcraft:cauldronthingy. instead of minecraft:cauldron. This made it so that the mods were seperated from the vanilla blocks. The same go for items, this made it more organized.
The problem currently is the most famous format that modders use: ".schematic", that file type is NOT supported by the Mojang company, however, it's been the standard for modders ever since the game came out. The ".schematic" file uses numbers inside it, not the named ID's (it also saves NBT data). This is why many modders don't want to update, it's because they don't want to go and name every. Single. Item. And. Block in their mod. You may call it lazy, but it's just the way it is. Some have gotten used to the conversion, it's just that mojang hasn't made an official plugin pack (or file type!) that you, and modders, can use.
Command blocks have been around since 1.5-ish, and the community has been evolving since the release. With 1.9, I can run about 400+ command blocks running simultaneously while in 1.8, I could only run 100 before it starts to effect the world. (This is with about 2G ram dedicated)
Command blocks, in many ways, shaped the way the MC modding community looks at it. (Not all people though) Some have loved the fact that you can fire a Halo rocket launcher. In vanilla, of course it's not perfect, but it can be tweak to nnneear perfect. A mod can be done to BE perfect.
PROS FOR COMMAND BLOCKS:
-No file download, usually, just a command to paste in your clipboard. So no virus or malware attacks
-No need to modify the Minecraft internal files.
-All vanilla
-compact (as of 1.9)
-Other players can jump in without needing to install a mod
CONS FOR COMMAND BLOCKS:
-to much=lag
-Modules need to be seperate in order to not break others
-breaking one can result into reinnstalling it
-Server plugins break it.
-Dont update frequently
PROS FOR MODS:
-More dimensions (Instead of the 3)
-More blocks
-More mobs (Debatable with command blocks)
-More tools (Debatable with command blocks)
-Multiworld
CONS FOR MODS:
-the file origin can have malware.
-All players require it for it to work on servers
-They don't update frequently.
-May not the orginal file, 3rd party distribution.
-Conflicts=Crashes
-Not compatable with command blocks most of the time (Spigot somewhat works)
"-the file origin can have malware."
....well I guess it's obvious that 1 guy with <10 posts with no screenshots for his mod and a random download site that nobody know will share malware or viruses..minecraftforum or curse are the only legit places..(planetminecraft as well..but I don't hang around there too much so I don't know much about it :P)
"-Conflicts=Crashes"
why does everybody thinks crash=bad thing ?...Crashes are there for a reason..would it be better if it didn't crash but it didn't work at the same time..and you would have no idea about why it doesn't work ?..I bet it wouldn't be nice..If you read the crash you can easily figure which mod causes the crash..and it also helps the dev fix the problem (if it can be fixed...)
"No file download, usually, just a command to paste in your clipboard. So no virus or malware attacks"
IF you want to make them...but if you want to use someone's project you'll obviously download his world..and again...if you download from a site like 8minecraft (which probably already have a 1.10 and a 1.11 minecraft version available) you're pretty much asking for a virus..just stay safe with curse or mincraftforum...and everything will be ok..
About the ".schematic" problem...yeah I call it lazy...if you really want to make something you'll even use world.setBlock for each block individually to make it look amazing..I did it..and I'd still do it for large structures..but since most of the structures in my mod can be made with for loops why not do it ?..also you can ctrl+f I did that too when I changed from 1.6 to 1.7 I literally used ctrl+f for every number and changed it with it's name..
Sorry if I sound a bit rude...but this is about coding, there are like 10 ways to achieve 1 goal..true not all of them will be efficient or organized but most of them will work.(If it's stupid but it works, it isn't stupid - works in this case :D)
so 1.9 i liked it (not the reload times every thing else i liked) but now i saw that someone made a video of a super wepens world save that has stuff from all kinds of mods i have seen! 1.8 made a lot of youtubers stop showing off mods why am i up set about that? because there are such cool mods people make that no one sees any more. I have seen such cool mods but i dont know how to use them because it had a bad info page. and now 1.9 is going to make mods point less. what if orespawn or the lucky block mod was not a thing? you would get bord more and plus youtubers would not have stuff to post or not as good stuff meaning they would not have a job or maybe they would just not as good. i like 1.9 but i have to say this could kill mods. if you cant tell i really like mods...
This makes no sense at all. Just because no mods are coming out for 1.9 doesn't mean modding is dead. Most authors are waiting for 1.9 on hopes that Mojang might redo the whole model format to be less of a catastrophe as it is.
I think this is proof mods will die. also lag free with the recording software
How is this proof? Can command blocks create custom particles? Can they create energy networks between several different types of blocks? No, didn't think so. Look up ChromatiCraft on Youtube, or even Thaumcraft. Could command blocks create those? Modding won't die.
i know command block can make lag and lots of it. but minecraft is getting bigger and less laggyer and players getting smarter. some mods could maybe in posible to copy but that does not mean they could come close to copying it.
English, please.
Minecraft is getting bigger, but it's certainly not getting less unoptimised and laggy. Command blocks will always be inferior to modding, always. With command blocks, you're using code that Mojang exposed. With mods, you're writing entirely new code yourself. Modding will always be superior.
It's mostly because many modders are nothing but whiny babies that don't want to make the effort to update their mods to the latest version despite having all of the necessary tools to do so for almost a year now.
Let's see you update a mod as complex as ChromatiCraft or Thaumcraft when it comes to rendering. Rewriting potentially thousands, if not tens of thousands of lines of code. Then learning that your JSON files are causing your mod and only your mod to eat into 5GB of RAM upon launch.
Command blocks lag way less in 1.9, to the extent that they actually make decent mods. It's much easier to monitor what's causing the lag than it is with bukkit code, anyhow, and mojang doesn't break their own command blocks in future updates.
OP, if you want stable mods, you should play big servers like Mineplex. They update their mods in the blink of an eye. The mods don't look as cool because they can't do much about it in multiplayer, but they play much better than singleplayer mods. Most singleplayer mods add things that make the game too easy, or mobs that don't really fit in minecraft.
They don't make decent mods because they're not mods. With command blocks you're using code Mojang exposed through commands, with mods you're writing that code yourself. You have much more freedom, you're not tied down to what Mojang allows you to do. Can a command block create a custom particle with custom physics? Can it create a complex power system for use in industrial mods? No, it cannot. Modding is and always will be superior.
Rollback Post to RevisionRollBack
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
so 1.9 i liked it (not the reload times every thing else i liked) but now i saw that someone made a video of a super wepens world save that has stuff from all kinds of mods i have seen! 1.8 made a lot of youtubers stop showing off mods why am i up set about that? because there are such cool mods people make that no one sees any more. I have seen such cool mods but i dont know how to use them because it had a bad info page. and now 1.9 is going to make mods point less. what if orespawn or the lucky block mod was not a thing? you would get bord more and plus youtubers would not have stuff to post or not as good stuff meaning they would not have a job or maybe they would just not as good. i like 1.9 but i have to say this could kill mods. if you cant tell i really like mods...
Can command block even change world generation (new biomes and all that) or change fundamental game mechanics? I don't think it is possible period - which is why there will always be mods, even when the plugin (the fact that they call it the plugin API indicates it isn't going to be very advanced at all since plugins are usually more limited than mods) API comes out; some of the stuff I do is difficult to do even in Forge since an API has to expose everything you want to modify (e.g. compare to the Customized world options - you can't change anything it doesn't give you access to unless you use a mod, such as changing the amount of caves or structures other than dungeons); for example, Optifine is really nothing more than directly edited base classes, even when loaded with Forge, which is somehow persuaded to inject the code into the game; you can also install Optifine by extracting the Optifine jar and dropping the files directly into the Minecraft jar, which the installer otherwise automates (if you do this with Forge it will complain of "critical tampering" of the jar and refuse to run).
Also, those simple mods that alter cave generation?
The cave generation could be possible, with an entity filling a 6 block radius with air (preferably a bat)
The Main reason that Mods started slowing down is because of the 1.8 update. Mojang Re-wrote 100's of thousands of lines of code and most modders would not put the kind of effort it takes into their mod to update it to 1.8. But no, Mods will not be killed by the 1.9 update. The kind of contraptions people are making are using command blocks which will never be as efficient as a mod... So, mods will continue being made! Dont need to worry about it.
the biggest change in my opinion that threw a lot of people - including myself - off is that every single held item has its render code in its own JSON file. It doesn't matter if you're holding cobblestone, a sword, blaze powder or a shield from 1.9, the holding render is based on a JSON file that is way more confusing than it should be. I have plans to start working on a mod for 1.8+ that uses 1.7.10 render code. (and, just for spoilers sake, I'm also working on one that brings 1.8+ features to 1.7.10, namely sprinting while flying, the water-walking-ice-making enchantment, and the boat overhaul)
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Current avatar: Ichiyon, Upotte!
GENERATION 19: The first time you see this line, copy it into your signature and add 1 to the generation.
If people are really trying to claim that in-game commands are more powerful or better than modifying/overriding core game files, then call me truly astonished.
If people are really trying to claim that in-game commands are more powerful or better than modifying/overriding core game files, then call me truly astonished.
Its almost like saying all consoles will get better performance than PCs. (I'm not saying anything bad about consoles, just stating an obvious truth.)
If people are really trying to claim that in-game commands are more powerful or better than modifying/overriding core game files, then call me truly astonished.
Think of it like this; mods improve upon a potentially already amazing product.
Like butter on bread
oh, and this isn't "new", its been around a while. i've seen plenty of 1.8 (even some 1.7) worlds using this feature. 1.9 just makes it easier.
Also, modding will never die. if i am the last person on this doomed planet to use mods, than so be it. But so long as I am alive, and minecraft exists modding will never die.
I'll just throw my two cents along with the pile of pennies all over.
Now lets illustrate command blocks vs mods
Intel Integrated graphics vs Nvidia graphic processing units
CPU=Minecraft
Integrated Graphics=Command blocks
GPU= Mods
The intel integrated graphics is a tack on to the main component the CPU (Core Processing Unit) and can run a few lighter applications before its completely taxed due to its limitations and that its only able to do certain amount of functions but the selling point to it is not the integrated graphics but the CPU. The integrated graphics is not designed to be super powerful since its only meant to run smaller jobs.
A GPU (Graphics Processing Unit) is designed for one thing: run heavier applications and bigger jobs than your integrated graphics however it also relies on the CPU to help it as well. It is designed to go deeper than the integrated graphics giving more power and flexibility.
So TLDR:
Command blocks are limited by so many factors and Mods are able to go deeper than a command and able to do more.
Now why is there really no 1.8 mods?
Simple
1.8 isn't really worth it and everyone is waiting for 1.9 to be officially released as it gives a bit more room for the modders to work with.
Simple
1.8 isn't really worth it and everyone is waiting for 1.9 to be officially released as it gives a bit more room for the modders to work with.
Nice analogy.
I wouldn't say 1.8 isn't worth it, 1.8.1+ isn't worth it considering it's just security updates from that point on and there's not really any big changes to code. But mods haven't moved to 1.8 as much as people would like due to how big of an update it was.
Rollback Post to RevisionRollBack
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
They don't make decent mods because they're not mods. With command blocks you're using code Mojang exposed through commands, with mods you're writing that code yourself. You have much more freedom, you're not tied down to what Mojang allows you to do. Can a command block create a custom particle with custom physics? Can it create a complex power system for use in industrial mods? No, it cannot. Modding is and always will be superior.
Say that someone wanted to make a little mob arena rogue-like campaign, maybe throw on some special item system with right-click-able spells and stuff.
Command blocks would be superior for that purpose, right? Since you can very easily monitor lag. In fact, pretty much all command block lag boils down to "How many loops do you have always-active?" Meanwhile with bukkit/whatever-single-player-mod-program-there-is it's difficult to determine what won't and will cause lag. What's more, command blocks are insanely efficient in 1.9. You can have command blocks literally /say hi 2000 times a second and the game won't crash.
I'm definitely not trying to argue that command blocks can do more than mods. But I do think that now they play a bigger role in 1.9. They're good for complicated map minigames like the one stated above, not just silly minigames where you try to parkour to a timelimit or something.
Say that someone wanted to make a little mob arena rogue-like campaign, maybe throw on some special item system with right-click-able spells and stuff.
Command blocks would be superior for that purpose, right? Since you can very easily monitor lag. In fact, pretty much all command block lag boils down to "How many loops do you have always-active?" Meanwhile with bukkit/whatever-single-player-mod-program-there-is it's difficult to determine what won't and will cause lag. What's more, command blocks are insanely efficient in 1.9. You can have command blocks literally /say hi 2000 times a second and the game won't crash.
I'm definitely not trying to argue that command blocks can do more than mods. But I do think that now they play a bigger role in 1.9. They're good for complicated map minigames like the one stated above, not just silly minigames where you try to parkour to a timelimit or something.
Minigames and mob arenas are not mods. Two completely different things, so arguing about command blocks being used for mods by using minigames and complex command block contraptions is not a good argument.
Command blocks can be superior for that purpose, depends on how you go about it. And not all lag boils down to loops.
Lag between mods and command blocks are actually fairly similar, it comes down to how you build the logic. Loops will cause the "flow of execution" to get stuck for a short amount of time until the loop is finished executing, potentially causing lag. This is true for both mods and command blocks, as it is for any programming really. The other thing you have to watch out for is how complex what you're doing is.
Now, this is where mods and command blocks separate. Some logic you write is pre-written, such as the code for setting a block at a location is code Mojang already wrote in the World class, you simply call that function and pass some parameters to use it in your logic. However, a lot of the logic you write such as setting blocks in a volume (in a 3D space, so setting a 5x5x5 space of blocks to stone or whatever) is custom written, you write it yourself, so optimising code and minimising lag is on you there. The difference is for command blocks, absolutely everything is written by Mojang, you simply tie all the functionality together yourself through the commands.
Because of this, how costly individual things are becomes an issue for command blocks, and this is why lag isn't just how many loops are running. Setting a block is quite inefficient for both modding and command blocks, so you generally want to set blocks only when you really need to (in other words, try to be smart about how you do things, if you just need to set a couple specific blocks within a 21x21x21 block radius, try to minimise how many function calls you make to set blocks).
Loops are a big issue with that rule. In mods, looping is a primitive function of the JVM, so the compiler will optimise all the code it can for you. Most of the optimisation is done by the JVM which is very efficient at optimising the code. The looping behaviour for command blocks is the equivalent of a function; Mojang has already wrote a lot of the logic for you that controls looping, you simply pass some values through to change it to your specific need. Because of this, looping in command blocks could be more expensive than looping in mods due to the fact that Mojang has wrote the code and optimised it, not the compiler. Same thing is applied for every other command at your disposal for command blocks.
Rollback Post to RevisionRollBack
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
I wouldn't say 1.8 isn't worth it, 1.8.1+ isn't worth it considering it's just security updates from that point on and there's not really any big changes to code. But mods haven't moved to 1.8 as much as people would like due to how big of an update it was.
Well not to mention 1.8 does not seem like a real upgrade as it adds so few new features that mods already backported (Fastcraft optimization for one along with botania backporting quite a few features).
I used to be a guru in command blocks however I left it to presue modding/mods. I mean people dont seem to understand that command blocks are a middle man!
Side note: Are you hyped for Thaumcraft 5? I'm really interested in seeing the updates!
Can command block even change world generation (new biomes and all that) or change fundamental game mechanics? I don't think it is possible period - which is why there will always be mods, even when the plugin (the fact that they call it the plugin API indicates it isn't going to be very advanced at all since plugins are usually more limited than mods) API comes out; some of the stuff I do is difficult to do even in Forge since an API has to expose everything you want to modify (e.g. compare to the Customized world options - you can't change anything it doesn't give you access to unless you use a mod, such as changing the amount of caves or structures other than dungeons); for example, Optifine is really nothing more than directly edited base classes, even when loaded with Forge, which is somehow persuaded to inject the code into the game; you can also install Optifine by extracting the Optifine jar and dropping the files directly into the Minecraft jar, which the installer otherwise automates (if you do this with Forge it will complain of "critical tampering" of the jar and refuse to run).
Also, those simple mods that alter cave generation?
I wonder why... There were similar mods that made caves/ravines bigger and more interesting for older versions so I'm not the only one who has made mods like this; e.g. Crazy Ravines and Caves for 1.5.2; and I'd have expected an increased interest in these kind of mods after 1.7 nerfed caves.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
It probably can with hundreds of templates, though that would be very repetitive and cpu eating fast.
modding will never END.. hopfully
no... minecraft will be popular for yearsssssssssss to come modding will never end.. people will find a way to make modding work again.we cant give up hope...command block creations make the game lag,makes the game crash... sometimes and, yeah,... people like you could make command creations if mods do die...
Yay....another post showing yet more hate for Minecraft because of an update.... :| Where did I hear this before? Oh yeah 1.8,1.7,1.6,1.5,...
For my two cents, let show you the facts.
See, the change for the Block ID format (Such as ID:1=stone) to the name format was to make it so that ID's didn't conflict, so a mod could setblock something like: thuamcraft:cauldronthingy. instead of minecraft:cauldron. This made it so that the mods were seperated from the vanilla blocks. The same go for items, this made it more organized.
The problem currently is the most famous format that modders use: ".schematic", that file type is NOT supported by the Mojang company, however, it's been the standard for modders ever since the game came out. The ".schematic" file uses numbers inside it, not the named ID's (it also saves NBT data). This is why many modders don't want to update, it's because they don't want to go and name every. Single. Item. And. Block in their mod. You may call it lazy, but it's just the way it is. Some have gotten used to the conversion, it's just that mojang hasn't made an official plugin pack (or file type!) that you, and modders, can use.
Command blocks have been around since 1.5-ish, and the community has been evolving since the release. With 1.9, I can run about 400+ command blocks running simultaneously while in 1.8, I could only run 100 before it starts to effect the world. (This is with about 2G ram dedicated)
Command blocks, in many ways, shaped the way the MC modding community looks at it. (Not all people though) Some have loved the fact that you can fire a Halo rocket launcher. In vanilla, of course it's not perfect, but it can be tweak to nnneear perfect. A mod can be done to BE perfect.
PROS FOR COMMAND BLOCKS:
-No file download, usually, just a command to paste in your clipboard. So no virus or malware attacks
-No need to modify the Minecraft internal files.
-All vanilla
-compact (as of 1.9)
-Other players can jump in without needing to install a mod
CONS FOR COMMAND BLOCKS:
-to much=lag
-Modules need to be seperate in order to not break others
-breaking one can result into reinnstalling it
-Server plugins break it.
-Dont update frequently
PROS FOR MODS:
-More dimensions (Instead of the 3)
-More blocks
-More mobs (Debatable with command blocks)
-More tools (Debatable with command blocks)
-Multiworld
CONS FOR MODS:
-the file origin can have malware.
-All players require it for it to work on servers
-They don't update frequently.
-May not the orginal file, 3rd party distribution.
-Conflicts=Crashes
-Not compatable with command blocks most of the time (Spigot somewhat works)
Mewtwo is the best pokemon!
"-the file origin can have malware."
....well I guess it's obvious that 1 guy with <10 posts with no screenshots for his mod and a random download site that nobody know will share malware or viruses..minecraftforum or curse are the only legit places..(planetminecraft as well..but I don't hang around there too much so I don't know much about it :P)
"-Conflicts=Crashes"
why does everybody thinks crash=bad thing ?...Crashes are there for a reason..would it be better if it didn't crash but it didn't work at the same time..and you would have no idea about why it doesn't work ?..I bet it wouldn't be nice..If you read the crash you can easily figure which mod causes the crash..and it also helps the dev fix the problem (if it can be fixed...)
"No file download, usually, just a command to paste in your clipboard. So no virus or malware attacks"
IF you want to make them...but if you want to use someone's project you'll obviously download his world..and again...if you download from a site like 8minecraft (which probably already have a 1.10 and a 1.11 minecraft version available) you're pretty much asking for a virus..just stay safe with curse or mincraftforum...and everything will be ok..
About the ".schematic" problem...yeah I call it lazy...if you really want to make something you'll even use world.setBlock for each block individually to make it look amazing..I did it..and I'd still do it for large structures..but since most of the structures in my mod can be made with for loops why not do it ?..also you can ctrl+f I did that too when I changed from 1.6 to 1.7 I literally used ctrl+f for every number and changed it with it's name..
Sorry if I sound a bit rude...but this is about coding, there are like 10 ways to achieve 1 goal..true not all of them will be efficient or organized but most of them will work.(If it's stupid but it works, it isn't stupid - works in this case :D)
command blocks can't do terrain generation. even if they could, it would be WAY too laggy. honestly, who plays vanilla? mods ftw
Not even a tenth.
This makes no sense at all. Just because no mods are coming out for 1.9 doesn't mean modding is dead. Most authors are waiting for 1.9 on hopes that Mojang might redo the whole model format to be less of a catastrophe as it is.
How is this proof? Can command blocks create custom particles? Can they create energy networks between several different types of blocks? No, didn't think so. Look up ChromatiCraft on Youtube, or even Thaumcraft. Could command blocks create those? Modding won't die.
Think of it like this; mods improve upon a potentially already amazing product.
English, please.
Minecraft is getting bigger, but it's certainly not getting less unoptimised and laggy. Command blocks will always be inferior to modding, always. With command blocks, you're using code that Mojang exposed. With mods, you're writing entirely new code yourself. Modding will always be superior.
Let's see you update a mod as complex as ChromatiCraft or Thaumcraft when it comes to rendering. Rewriting potentially thousands, if not tens of thousands of lines of code. Then learning that your JSON files are causing your mod and only your mod to eat into 5GB of RAM upon launch.
They don't make decent mods because they're not mods. With command blocks you're using code Mojang exposed through commands, with mods you're writing that code yourself. You have much more freedom, you're not tied down to what Mojang allows you to do. Can a command block create a custom particle with custom physics? Can it create a complex power system for use in industrial mods? No, it cannot. Modding is and always will be superior.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
I wouldn't and others probably wouldn't either!
The cave generation could be possible, with an entity filling a 6 block radius with air (preferably a bat)
http://www.gm4.co/gamemode4/#viewModule40
http://www.gm4.co/gamemode4/#viewModule42
with these, this shows that it is possible.
User: Hey! I can read this!
the biggest change in my opinion that threw a lot of people - including myself - off is that every single held item has its render code in its own JSON file. It doesn't matter if you're holding cobblestone, a sword, blaze powder or a shield from 1.9, the holding render is based on a JSON file that is way more confusing than it should be. I have plans to start working on a mod for 1.8+ that uses 1.7.10 render code. (and, just for spoilers sake, I'm also working on one that brings 1.8+ features to 1.7.10, namely sprinting while flying, the water-walking-ice-making enchantment, and the boat overhaul)
If people are really trying to claim that in-game commands are more powerful or better than modifying/overriding core game files, then call me truly astonished.
Its almost like saying all consoles will get better performance than PCs. (I'm not saying anything bad about consoles, just stating an obvious truth.)
You are truly astonished then, as am I.
Believe it or not, I had someone try to convince me that a PS4 outperformed a GTX 970...
... I linked him an article stating that the 970 outperforms a PS4 4 fold, he then blocked me.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
Like butter on bread
oh, and this isn't "new", its been around a while. i've seen plenty of 1.8 (even some 1.7) worlds using this feature. 1.9 just makes it easier.
Also, modding will never die. if i am the last person on this doomed planet to use mods, than so be it. But so long as I am alive, and minecraft exists modding will never die.
I'll just throw my two cents along with the pile of pennies all over.
Now lets illustrate command blocks vs mods
Intel Integrated graphics vs Nvidia graphic processing units
CPU=Minecraft
Integrated Graphics=Command blocks
GPU= Mods
The intel integrated graphics is a tack on to the main component the CPU (Core Processing Unit) and can run a few lighter applications before its completely taxed due to its limitations and that its only able to do certain amount of functions but the selling point to it is not the integrated graphics but the CPU. The integrated graphics is not designed to be super powerful since its only meant to run smaller jobs.
A GPU (Graphics Processing Unit) is designed for one thing: run heavier applications and bigger jobs than your integrated graphics however it also relies on the CPU to help it as well. It is designed to go deeper than the integrated graphics giving more power and flexibility.
So TLDR:
Command blocks are limited by so many factors and Mods are able to go deeper than a command and able to do more.
Now why is there really no 1.8 mods?
Simple
1.8 isn't really worth it and everyone is waiting for 1.9 to be officially released as it gives a bit more room for the modders to work with.
Nice analogy.
I wouldn't say 1.8 isn't worth it, 1.8.1+ isn't worth it considering it's just security updates from that point on and there's not really any big changes to code. But mods haven't moved to 1.8 as much as people would like due to how big of an update it was.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
Say that someone wanted to make a little mob arena rogue-like campaign, maybe throw on some special item system with right-click-able spells and stuff.
Command blocks would be superior for that purpose, right? Since you can very easily monitor lag. In fact, pretty much all command block lag boils down to "How many loops do you have always-active?" Meanwhile with bukkit/whatever-single-player-mod-program-there-is it's difficult to determine what won't and will cause lag. What's more, command blocks are insanely efficient in 1.9. You can have command blocks literally /say hi 2000 times a second and the game won't crash.
I'm definitely not trying to argue that command blocks can do more than mods. But I do think that now they play a bigger role in 1.9. They're good for complicated map minigames like the one stated above, not just silly minigames where you try to parkour to a timelimit or something.
Spears, Daggers, and Hammers for 1.9
Minigames and mob arenas are not mods. Two completely different things, so arguing about command blocks being used for mods by using minigames and complex command block contraptions is not a good argument.
Command blocks can be superior for that purpose, depends on how you go about it. And not all lag boils down to loops.
Lag between mods and command blocks are actually fairly similar, it comes down to how you build the logic. Loops will cause the "flow of execution" to get stuck for a short amount of time until the loop is finished executing, potentially causing lag. This is true for both mods and command blocks, as it is for any programming really. The other thing you have to watch out for is how complex what you're doing is.
Now, this is where mods and command blocks separate. Some logic you write is pre-written, such as the code for setting a block at a location is code Mojang already wrote in the World class, you simply call that function and pass some parameters to use it in your logic. However, a lot of the logic you write such as setting blocks in a volume (in a 3D space, so setting a 5x5x5 space of blocks to stone or whatever) is custom written, you write it yourself, so optimising code and minimising lag is on you there. The difference is for command blocks, absolutely everything is written by Mojang, you simply tie all the functionality together yourself through the commands.
Because of this, how costly individual things are becomes an issue for command blocks, and this is why lag isn't just how many loops are running. Setting a block is quite inefficient for both modding and command blocks, so you generally want to set blocks only when you really need to (in other words, try to be smart about how you do things, if you just need to set a couple specific blocks within a 21x21x21 block radius, try to minimise how many function calls you make to set blocks).
Loops are a big issue with that rule. In mods, looping is a primitive function of the JVM, so the compiler will optimise all the code it can for you. Most of the optimisation is done by the JVM which is very efficient at optimising the code. The looping behaviour for command blocks is the equivalent of a function; Mojang has already wrote a lot of the logic for you that controls looping, you simply pass some values through to change it to your specific need. Because of this, looping in command blocks could be more expensive than looping in mods due to the fact that Mojang has wrote the code and optimised it, not the compiler. Same thing is applied for every other command at your disposal for command blocks.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
Well not to mention 1.8 does not seem like a real upgrade as it adds so few new features that mods already backported (Fastcraft optimization for one along with botania backporting quite a few features).
I used to be a guru in command blocks however I left it to presue modding/mods. I mean people dont seem to understand that command blocks are a middle man!
Side note: Are you hyped for Thaumcraft 5? I'm really interested in seeing the updates!