I know that mod makers and users are active on this forum, and I was wondering if there were many others out there that just play vanilla like I do. -Jorg
I do know how to mod but have never been able how to figure out anything beyond base modding so they would have to teach us step by step how to make a mod into a plugin and since that will usually be very relative to what you're trying to accomplish, all the tutorials will be different are not very helpful (like forge tutorials).
I would use the API for realistic shaders, optifine/mcpatcher, and lumberjack mod. Maybe some combat improving plugins too. If I were to make any, it would all just be mob improvements (biome specifity, improved villagers and golems, stronger bosses).
I do know how to mod but have never been able how to figure out anything beyond base modding so they would have to teach us step by step how to make a mod into a plugin and since that will usually be very relative to what you're trying to accomplish, all the tutorials will be different are not very helpful (like forge tutorials).
API is to modding what order is to chaos. You will get a static interface that you can talk to and feel confident it will deliver as advertised, the plugin creation would as a result be more streamlined and not break between game versions (Even Mojang wouldn't change an interface element after its release and thus break all the plugins using it . . . right?). So even though a mod still needs to be translated into a plugin from scratch, at least (assuming the documentation is solid) you will know what features of the API to use to accomplish the behaviour of the mod.
Though I wouldn't expect the API to be "finished" right off the bat, they will probably add further extensions as they go to make plugins more powerful past what the starting package offers.
API is to modding what order is to chaos. You will get a static interface that you can talk to and feel confident it will deliver as advertised, the plugin creation would as a result be more streamlined and not break between game versions (Even Mojang wouldn't change an interface element after its release and thus break all the plugins using it . . . right?). So even though a mod still needs to be translated into a plugin from scratch, at least (assuming the documentation is solid) you will know what features of the API to use to accomplish the behaviour of the mod.
Though I wouldn't expect the API to be "finished" right off the bat, they will probably add further extensions as they go to make plugins more powerful past what the starting package offers.
I really hope they make it simple, some of the changes they already made preparing for the API have actually limited me. lol
Dinnerbone: Rewriting the inventory system. It's now unit testable, actually makes sense and is easy to work with! (Sorry modders, but I promise it brings us many months closer to the API)
It depends on how easy it is to use and how good the documentation is; for example, a while ago I asked how to use Forge to replace the vanilla cave generator with your own but from the responses I guess nobody else knows how, and I've since modded even more basic classes like Chunk and ChunkProviderGenerate (the former also has to be coded so that the Nether and End use the original code so they generate normally, which should also work for new/mod dimensions as long as they are 128 or 256 blocks high; that is to say, the data array used for terrain generation, not the height limit).
I'm sure that base class modding will still work in any case; the only advantage of using an API is to make it easier to make compatible mods but in my case that isn't a problem.
That said, when I wanted to add a custom ore, I used MCreator to make a simple mod for it (using my own vein generator in place of the call to WorldGenMinable), which is the closest I've come to actually writing a Forge mod (I also did some hacking to get the mod to drop an item from another mod; I used the item ID number as the drop, which may no longer be possible with the ID changes; also, I hacked the other mod using Java Bytecode Editor as I told the mod author, who didn't really mind).
Also, as I use Forge for other mods I use, I used the Forge source to make my own mods, so the patches that are normally added at runtime are already present (Forge doesn't patch modified classes), ensuring compatibility with other mods (if not all, but that applies to any mod; for example, can't have two mods that want to do different things to cave generation). Note - the versions I provide for download on this forum use the vanilla source, but are still compatible with mods that don't require anything from the classes I modified.
It depends on how easy it is to use and how good the documentation is; for example, a while ago I asked how to use Forge to replace the vanilla cave generator with your own but from the responses I guess nobody else knows how, and I've since modded even more basic classes like Chunk and ChunkProviderGenerate (the former also has to be coded so that the Nether and End use the original code so they generate normally, which should also work for new/mod dimensions as long as they are 128 or 256 blocks high; that is to say, the data array used for terrain generation, not the height limit).
I'm sure that base class modding will still work in any case; the only advantage of using an API is to make it easier to make compatible mods but in my case that isn't a problem.
That said, when I wanted to add a custom ore, I used MCreator to make a simple mod for it (using my own vein generator in place of the call to WorldGenMinable), which is the closest I've come to actually writing a Forge mod (I also did some hacking to get the mod to drop an item from another mod; I used the item ID number as the drop, which may no longer be possible with the ID changes; also, I hacked the other mod using Java Bytecode Editor as I told the mod author, who didn't really mind).
Also, as I use Forge for other mods I use, I used the Forge source to make my own mods, so the patches that are normally added at runtime are already present (Forge doesn't patch modified classes), ensuring compatibility with other mods (if not all, but that applies to any mod; for example, can't have two mods that want to do different things to cave generation). Note - the versions I provide for download on this forum use the vanilla source, but are still compatible with mods that don't require anything from the classes I modified.
Well, when the API actually comes out I'll ask you for help. lol
You are correct, but once plug-ins are supported, MODS will not be. That means that there will be no more Mojang help for MCP which means that modders will only have the obfuscated code to work with.
It will depend on what this Plugin API (if it ever gets done) will offer modders.
1. Will it expose all of the required Minecraft objects and methods? I won't be able to use it, if they forgot to implement access to the world generator and I want to create a new biome.
2. Will it be bug-free? I won't be able to use it, if bugs are many and varied, take years to be fixed and will invariably affect the quality of my own work. Mojang track record in this area isn't particularly good.
3. Will it be performant? I won't be able to use it, if my mod ends up resulting in a poor performance experience because the Plugin API adds an unacceptable overhead to vanilla Minecraft.
4. Will it be transparent and easy to use? I may refuse to use it, if modding for Minecraft ends up forcing me to write spaghetti code that makes my mod hard to maintain.
5. Will it be consistent across versions? I may not want to use it if I end up being forced to constantly update my mod to keep up with new versions of the Plugin API that break the old ones. It's enough already (but understandable) I may have to update my mod because of game changes. I don't need the aggravation of having to change it because Mojang keeps changing classes or methods names, or introducing deprecated flags all the time. Backwards compatibility is another area where Mojang doesn't have a stellar track record.
Rollback Post to RevisionRollBack
I was trying to think of a signature and this is what came up.
You are correct, but once plug-ins are supported, MODS will not be. That means that there will be no more Mojang help for MCP which means that modders will only have the obfuscated code to work with.
The plug-in API is meant to replaced mods.
Good point, but then will mod's code be limited to what plugins can do?
Good point, but then will mod's code be limited to what plugins can do?
No. Modders who don't want to use the Plugin API, will keep modding outside of it. It's only modders who want to use the Plugin API that will have to be restricted to what it offers.
EDIT: I probably also advise you to drop the mod-slash-plugin distinction. It's not only pedantic, but unnecessary. It's not because the API is called Plugin API that we now have to call our mods plugins. And very likely, because of the traditional use of the word, we will keep calling mods to all but the simplest of plugins. A vast number of games offer modding APIs just like Minecraft is planned to offer. And in all those communities they keep being called mods.
Dinnerbone: Rewriting the inventory system. It's now unit testable, actually makes sense and is easy to work with! (Sorry modders, but I promise it brings us many months closer to the API)
Oh goody! Where's the nearest cliff?
He never said it brings us many months closer to the API, unless I'm missing something in his twitter feed. Actually post the twitter link next time.
Rollback Post to RevisionRollBack
XP Guide Regardless of what change you do, no matter how small, someone will complain. - Jens Bergensten If you want me to see your reply, make sure to quote my post in your reply.
XP Guide Regardless of what change you do, no matter how small, someone will complain. - Jens Bergensten If you want me to see your reply, make sure to quote my post in your reply.
Um....no it hasn't. The only link to that tweet in this thread was made by Themastercaver.
Rollback Post to RevisionRollBack
XP Guide Regardless of what change you do, no matter how small, someone will complain. - Jens Bergensten If you want me to see your reply, make sure to quote my post in your reply.
I've been waiting for the API since it was first mentioned (who hasn't really?), so any news to me is good news. IIRC they had some code or documentation on Github before they took it down, which kind of saddens me. And the chances that this will be out in 2014 I think are kind of low to be honest.
In short, no.
API is to modding what order is to chaos. You will get a static interface that you can talk to and feel confident it will deliver as advertised, the plugin creation would as a result be more streamlined and not break between game versions (Even Mojang wouldn't change an interface element after its release and thus break all the plugins using it . . . right?). So even though a mod still needs to be translated into a plugin from scratch, at least (assuming the documentation is solid) you will know what features of the API to use to accomplish the behaviour of the mod.
Though I wouldn't expect the API to be "finished" right off the bat, they will probably add further extensions as they go to make plugins more powerful past what the starting package offers.
Rewriting the inventory system. It's now unit testable, actually makes sense and is easy to work with!
(Sorry modders, but I promise it brings us many months closer to the API)
Oh goody! Where's the nearest cliff?
I'm sure that base class modding will still work in any case; the only advantage of using an API is to make it easier to make compatible mods but in my case that isn't a problem.
That said, when I wanted to add a custom ore, I used MCreator to make a simple mod for it (using my own vein generator in place of the call to WorldGenMinable), which is the closest I've come to actually writing a Forge mod (I also did some hacking to get the mod to drop an item from another mod; I used the item ID number as the drop, which may no longer be possible with the ID changes; also, I hacked the other mod using Java Bytecode Editor as I told the mod author, who didn't really mind).
Also, as I use Forge for other mods I use, I used the Forge source to make my own mods, so the patches that are normally added at runtime are already present (Forge doesn't patch modified classes), ensuring compatibility with other mods (if not all, but that applies to any mod; for example, can't have two mods that want to do different things to cave generation). Note - the versions I provide for download on this forum use the vanilla source, but are still compatible with mods that don't require anything from the classes I modified.
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?
You are correct, but once plug-ins are supported, MODS will not be. That means that there will be no more Mojang help for MCP which means that modders will only have the obfuscated code to work with.
The plug-in API is meant to replaced mods.
1. Will it expose all of the required Minecraft objects and methods? I won't be able to use it, if they forgot to implement access to the world generator and I want to create a new biome.
2. Will it be bug-free? I won't be able to use it, if bugs are many and varied, take years to be fixed and will invariably affect the quality of my own work. Mojang track record in this area isn't particularly good.
3. Will it be performant? I won't be able to use it, if my mod ends up resulting in a poor performance experience because the Plugin API adds an unacceptable overhead to vanilla Minecraft.
4. Will it be transparent and easy to use? I may refuse to use it, if modding for Minecraft ends up forcing me to write spaghetti code that makes my mod hard to maintain.
5. Will it be consistent across versions? I may not want to use it if I end up being forced to constantly update my mod to keep up with new versions of the Plugin API that break the old ones. It's enough already (but understandable) I may have to update my mod because of game changes. I don't need the aggravation of having to change it because Mojang keeps changing classes or methods names, or introducing deprecated flags all the time. Backwards compatibility is another area where Mojang doesn't have a stellar track record.
Good point, but then will mod's code be limited to what plugins can do?
No. Modders who don't want to use the Plugin API, will keep modding outside of it. It's only modders who want to use the Plugin API that will have to be restricted to what it offers.
EDIT: I probably also advise you to drop the mod-slash-plugin distinction. It's not only pedantic, but unnecessary. It's not because the API is called Plugin API that we now have to call our mods plugins. And very likely, because of the traditional use of the word, we will keep calling mods to all but the simplest of plugins. A vast number of games offer modding APIs just like Minecraft is planned to offer. And in all those communities they keep being called mods.
He never said it brings us many months closer to the API, unless I'm missing something in his twitter feed. Actually post the twitter link next time.
Regardless of what change you do, no matter how small, someone will complain. - Jens Bergensten
If you want me to see your reply, make sure to quote my post in your reply.
Actually, he did say that.
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?
Ah, there we are.
See the benefits of citing your sources?
Regardless of what change you do, no matter how small, someone will complain. - Jens Bergensten
If you want me to see your reply, make sure to quote my post in your reply.
Um....no it hasn't. The only link to that tweet in this thread was made by Themastercaver.
Regardless of what change you do, no matter how small, someone will complain. - Jens Bergensten
If you want me to see your reply, make sure to quote my post in your reply.
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!
I'm sorry, is being anxious waiting for a feature announced 4 years ago wrong?