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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!
Posted in: News MinecraftCon

Comments

#1

JLC5087
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Posted 25 November 2012 - 02:36 PM

Can you play it on Multiplayer though? If so I probably didn't understand most of the  post
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#2

Schrikvis

Posted 25 November 2012 - 02:36 PM

W00T.
's too bad that client-side mods won't be supported, though.
I'll miss my minimap mod.

(|:


#3

Sacheverell

Posted 25 November 2012 - 02:36 PM

View Postn3odymium, on 25 November 2012 - 12:55 PM, said:

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. :)

#4

JLC5087
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Posted 25 November 2012 - 02:37 PM

View PostJLC5087, on 25 November 2012 - 02:36 PM, said:

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?
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#5

PyloDEV
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Posted 25 November 2012 - 02:43 PM

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

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My website: http://www.pylo.si


#6

Chipmunk9998
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Posted 25 November 2012 - 02:51 PM

View PostPyloDEV, on 25 November 2012 - 02:43 PM, said:

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...

#7

peterdetmig

Posted 25 November 2012 - 02:56 PM

Can you make a TNT throwing wand?
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#8

foxnuts
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Posted 25 November 2012 - 03:12 PM

i have a feeling optifine is basically screwed

#9

DogBoy52
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Posted 25 November 2012 - 03:13 PM

I can't wait for that update now Posted Image

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#10

caspar347_

Posted 25 November 2012 - 03:20 PM

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...)

#11

Kittani77

Posted 25 November 2012 - 03:20 PM

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

#12

Korside
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Posted 25 November 2012 - 03:24 PM

They should add a ingame mod maker.

#13

Moranic
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Posted 25 November 2012 - 03:27 PM

View PostCupcakeRobber, on 25 November 2012 - 02:31 PM, said:

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.
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#14

holydragonknight

Posted 25 November 2012 - 03:32 PM

Val...err Mojang Time
I am what I am. Nothing more and nothing less.

#15

xGrimReaperzZ

Posted 25 November 2012 - 03:33 PM

Great news, i was shocked to see such early release date.. (Or estimated date)
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#16

UnknownOne23

Posted 25 November 2012 - 03:47 PM

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?

View PostJLC5087, on 25 November 2012 - 02:36 PM, said:

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?

#17

Teek5449
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Posted 25 November 2012 - 03:52 PM

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.


#18

EnzerDeLeo

Posted 25 November 2012 - 04:10 PM

Where is the January date coming from, it wasn't mentioned in the panel.

#19

ChibiSheDevil

Posted 25 November 2012 - 04:15 PM

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)"

#20

Terradominik

Posted 25 November 2012 - 04:15 PM

please change this before everybody is flaming about it:

Nobody ever said that the Minecraft API is in 1.5!
https://twitter.com/...733076738682881