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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!

API Questions:
  • 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?
Yes.
  • Will there be official community resources (tutorials, forums, etc) for modders?
Yes.
  • 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?
Everything.
  • Can the physics be modded?
Yes.
  • Will the API be on the XBOX or Pocket Edition?
Not by us, but you can ask the developers of each game, respectively.

Minecraft Questions:
  • 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!
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Comments

#1

FinalSynFrey

Posted 26 November 2012 - 02:31 PM

[quote name='Kittani77' timestamp='1353856830' post='19345400']
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... [b]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.[/b]
[/quote]
I agree. I had to use the "Better World Generation" mod to start myself a new survival world because I find the default terrain generation in Minecraft to be a pain. I often spawn in Taiga biomes which I don't like. I spawn in locations where there's barely trees. Barely any caves like It used to be back in the old Beta days.

But my only issue with the "Better World Generation" mod is that It doesn't generate clays like It would on the default terrain generation. So I had to uninstall the mod and go to the new chunks to see It, but at least my world is good looking with that mod.

I hope Mojang will improve the world generator once they implemented this modding API.

#2

orgin_org
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Posted 26 November 2012 - 03:08 PM

How about giving a non ambiguous statement about bukkit server side plugin compability?
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World generator: http://dev.bukkit.or.../hothgenerator/

#3

v3912
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Posted 26 November 2012 - 03:27 PM

[quote name='FluffyDiscoSheep' timestamp='1353903172' post='19360404']
Well thats cool i want to become a mod i already help out alot of people maybe one day. :)
[/quote]What does helping people have to do with modding?
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#4

EnzerDeLeo

Posted 26 November 2012 - 03:48 PM

[quote name='orgin_org' timestamp='1353942503' post='19364789']
How about giving a non ambiguous statement about bukkit server side plugin compability?
[/quote]

What do you mean? They said that they didn't know if bukkit would still be around after the API launched. They stated that the API does all of bukkit's functionality plus a ton more. They stated that if bukkit continues development after the API is launched it would have to be based on top of the API to function. Yeah bukkit plugins would work with the new API, but just like every other mod, you'd have to do the conversion.

#5

Adrenalineq

Posted 26 November 2012 - 05:00 PM

[quote name='Schrikvis' timestamp='1353854182' post='19344820']
W00T.
's too bad that client-side mods won't be supported, though.
I'll miss my minimap mod.
[/quote]

GOOD, not bad :) [b]goodbye [/b]cheaters :)

#6

Kalker3
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Posted 26 November 2012 - 05:29 PM

[quote name='Adrenalineq' timestamp='1353949231' post='19366023']
GOOD, not bad [img]http://static.minecraftforum.net//public/style_emoticons/default/smile.png[/img] [b]goodbye [/b]cheaters [img]http://static.minecraftforum.net//public/style_emoticons/default/smile.png[/img]
[/quote]

WTH do you mean with cheater, in SMP the only thing it does is provide a minimap and waypont, no mob detection or anything, so how is that considered cheating?
Please quote me if you're talking to or mentioning me.

#7

RETRO_MPH

Posted 26 November 2012 - 07:55 PM

sorry if I seem like a noob but whats a API ?
Nothing here...

#8

EpicSwordMaster

Posted 26 November 2012 - 07:59 PM

OMG! Finally they did it! I just hope that they will actually make it.

#9

RETRO_MPH

Posted 26 November 2012 - 08:00 PM

[quote name='FinalSynFrey' timestamp='1353940291' post='19364458']
I agree. I had to use the "Better World Generation" mod to start myself a new survival world because I find the default terrain generation in Minecraft to be a pain. I often spawn in Taiga biomes which I don't like. I spawn in locations where there's barely trees. Barely any caves like It used to be back in the old Beta days.

But my only issue with the "Better World Generation" mod is that It doesn't generate clays like It would on the default terrain generation. So I had to uninstall the mod and go to the new chunks to see It, but at least my world is good looking with that mod.

I hope Mojang will improve the world generator once they implemented this modding API.
[/quote]
If you dont like all the caves you can now just spawn a flat world "Mines dream" and your all set that has almost no caves. And for the tree's you can just get a seed with alot of tree's. Man people.
Nothing here...

#10

Laskeri
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Posted 26 November 2012 - 08:18 PM

[quote name='Kalker3' timestamp='1353950999' post='19366426']
WTH do you mean with cheater, in SMP the only thing it does is provide a minimap and waypont, no mob detection or anything, so how is that considered cheating?
[/quote]

Because it defeats the purpose of the regular (item) map.
Iunno.

#11

Kalker3
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Posted 26 November 2012 - 08:22 PM

[quote name='Laskeri' timestamp='1353961117' post='19369039']
Because it defeats the purpose of the regular (item) map.
Iunno.
[/quote]

Meh, I'd rather call it a Map v2, I've used a map ONCE, on 1.3.2 and didn't like it at all, 'sides I would get lost on my expeditions anyway, the regular map is just too limited for me (Haven't used a 1.4 map, I probably won't anyway).
Please quote me if you're talking to or mentioning me.

#12

kamild1996

Posted 26 November 2012 - 10:06 PM

[quote]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[/quote]
I'm positively ("taking most of the load off of the client") and negatively ("having the server doing the heavy work") surprised. Minecraft servers are already VERY requiring hardware. It's good to optimize a client, but what about server?
English to Polish mod translator. Translated by me: Macro/Keybind Mod, Zyin's HUD (request another one here!)
Do you maintain a mod and you would like me to translate it? Contact me at [email protected]! :)

#13

AwesomeBoy03

Posted 26 November 2012 - 10:15 PM

they are FINALLY putting this out! YES! im so exited!

i have no idea what im talking about TROLOLOLOLOL

lol

#14

buster_the_dog

Posted 26 November 2012 - 10:45 PM

when should the API come out?
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#15

Shourin
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Posted 26 November 2012 - 11:02 PM

I think 1 question was missed

I want to know if a mod needs to be updated with every game update like they do today?
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#16

pepsi_kid

Posted 26 November 2012 - 11:19 PM

I can't wait!
:)

[quote name='Shourin' timestamp='1353970921' post='19372109']
I think 1 question was missed

I want to know if a mod needs to be updated with every game update like they do today?
[/quote]
I don't think so, but I'm not sure.
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#17

samdawghomie

Posted 26 November 2012 - 11:21 PM

Why do they keep ignoring the people who've already created a modding API for them, and will probably be better still in the end. And if you don't know what I'm talking about, it's a great little thing called Forge.

#18

JLC5087
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Posted 26 November 2012 - 11:26 PM

Ok some mods such as the Shurtugal mod and Rei's minimap and TMI, will that still be able to be used because I don't get what this API stuff is... my 1.2.5. has about 26-27 mods (don't judge me) and I wonder if most will be able to work if they get updated. At the moment my 1.4.2. has 9 mods so that went down by A LOT and I'm waiting for the others to update but the rest won't so idk. Basically, even if you have this, is it still possible for modders to add their mods such as reis minimap?
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#19

mcnerdy101

Posted 26 November 2012 - 11:59 PM

So this is a bit like Garrys's mod ( you can download ressources from in the game right? I cant wait though!

Check out my youtube channel!!!

http://www.youtube.c...00?feature=mhee


#20

Nerevar
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Posted 27 November 2012 - 12:43 AM

I don't understand why people are saying client mods won't be supported. It's says client-only mods will not be supported. Alright. You know what you do with the extremely few mods that are client-only (how many are there? Rei's and xray-cheating scum are the one ones I can think of)? You install them with an undoubtedly created external plugin mod, or just wait for Rei to find a way around.

And also, I'm happy this is finally closing in. I'm really sick of Forge and its domination of the modding community now. An official API will make everything so much better.

-The Power to Destroy-