As I (and others) said before, if you think about XNA, we could get some more popular mods released as DLC, but they'd take credit for your ****.
-EDIT-
Mods are what make the game fun after you beat it.
If you beat the game but don't have any mods, you probably won't play it again because there'll be no variation.
I don't think mods will appear, but if it was possible to convert java code to the Xbox game coding, microsoft would proabably have to let them mod because nobody will be playing minecraft on the xbox once they beat it. Plus, I'm not even sure if SMP is confirmed for Xbox.
So far all we know is that the xbox version WILL have multiplayer and it will be cross-platform compatible. As to how that will work is anyone's guess at this point.
Users lack the mental capacity to have intelligent discussion, and mods lack the mental capacity to make intellegent decisions... I give up trying to share my intelligence with the world.
While, it depends on if the xbox version comes out before or after the mod api because its cross compatible with the Pc version so mods for one would work for the other.
If there are any mods it will either be DLC, which makes it content instead of a mod, or something that requires an XDK or a JTAG. USB mods would still require some type of modding support, and Microsoft doesn't allow that.
EDIT: I suppose that depending on how your single player worlds are saved there may be simple ways to alter your game experience (i.e. changing your inventory and infinite health on survival) but nothing to the scale of mods like Mo' Creatures or Millienaire.
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GENERATION 28: The first time you see this, copy it into your sig on any forum and add 1 to the
generation. Social experiment.
That'd be more like a DLC, and I don't believe a XBLA game has EVER had a DLC before.. but it is Minecraft. It's probable, but highly unlikely. The modding community will always be and always stay PC.
It can be very difficult to mod a console, and trying to get mass amounts of people to do it would be digital armageddon, so I put my vote as no.
I believe those who put "yes" simply have a lack of knowledge about how these mods actually work.
Exactly because Mods are short for modifications for people that don't know that. It CHANGES THE GAME, and considering its in xbox where you can not change code in the middle of your xbox
Nope. There hasn't been a single game that has mods in the way you are probably thinking. Microsoft and Sony won't allow it. You see, if anyone could say, make a mod that adds extra missions for a game, then the maker of the game wouldn't be able to sell DLC quite as much.
There will be mods because in the description it said there will be downloadable content which means you will be able to download mods or they could make it so you put in a code or make it were you have to download an add-on
Nope. There hasn't been a single game that has mods in the way you are probably thinking. Microsoft and Sony won't allow it. You see, if anyone could say, make a mod that adds extra missions for a game, then the maker of the game wouldn't be able to sell DLC quite as much.
You are partly wright there had been a game for the PS3 that had mod support BTW the only version of the game that did not have mod support was the Xbox
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DAMN, DOUBLE POST ALL THE WAY, CROSS THE PAGE! YEAH, YEAH YEAH YEAH YEAH! SO INTENSE!
There will be mods because in the description it said there will be downloadable content which means you will be able to download mods or they could make it so you put in a code or make it were you have to download an add-on
downloadable content is not the same as Mods most likely the downloadable content there talking about is DLC which may or may not be free
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DAMN, DOUBLE POST ALL THE WAY, CROSS THE PAGE! YEAH, YEAH YEAH YEAH YEAH! SO INTENSE!
While, it depends on if the xbox version comes out before or after the mod api because its cross compatible with the Pc version so mods for one would work for the other.
No. THE MOD API IS FOR THE PC VERSION. And not just that, the xbox version will NOT be using Java, making all mods for the PC version void.
I doubt it, but since Notch is a Java God... Maybe he will make a in game dictionary with all the mods / Best mods, also since the new update you can go on internet sites, how about this site will develop mods for Xbox version of MC
Soo... WOOT!
The xbox version will NOT be using Java, as that does not work on the xbox. And not only that, 4J Studios is making the xbox version, NOT Notch, Jeb, or anyone from Mojang.
Users lack the mental capacity to have intelligent discussion, and mods lack the mental capacity to make intellegent decisions... I give up trying to share my intelligence with the world.
I give up repeating myself to these idiots who have the brain of a wall. *Sigh*
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Users lack the mental capacity to have intelligent discussion, and mods lack the mental capacity to make intellegent decisions... I give up trying to share my intelligence with the world.
That'd be more like a DLC, and I don't believe a XBLA game has EVER had a DLC before.. but it is Minecraft. It's probable, but highly unlikely. The modding community will always be and always stay PC.
It can be very difficult to mod a console, and trying to get mass amounts of people to do it would be digital armageddon, so I put my vote as no.
I believe those who put "yes" simply have a lack of knowledge about how these mods actually work.
Any mods, if any at all, will be very simple, changing few game aspects at best.
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Users lack the mental capacity to have intelligent discussion, and mods lack the mental capacity to make intellegent decisions... I give up trying to share my intelligence with the world.
I retract my previous assertions. I was thinking about the original XBox. My mistake. The point remains, however, that the game will be in compiled C#.
If the games not obfuscated, the game can easily be decompiled with a reflector. It'd be simple. You move the game over to a USB flash drive thats been formatted for the xbox. Put the USB and explore it with a FATX explorer. You'll then want to extract the package which contains the game. Then you use something like .NET Reflector or Salamander to reflect the code.
And you can have mods for a compiled C# game. Some sort of modding API would need to be in place. But its simple. You create a library with two interfaces.
public interface IPlugin;
public interface IPluginHost;
The plugin host would have several methods that the plugin class could use. Could even go with an event based API.
public class Plugin : IPlugin
{
IPluginHost Host { get; set;}
// When the plugin is loaded from the plugin host
public onLoad()
{
Host.addBlock(new MyBlock(args));
}
}
public class MyBlock : Block
{
public MyBlock(args)
{
// initialize all data here
}
}
// pretend this is the class that is running minecraft and that its using XNA
public class Game1 : Game, IPluginHost
{
public void LoadContent()
{
// Here's where all the dll files would be loaded
}
public void addBlock(Block block)
{
// or however they manage the list of usable blocks
blockList.Add(block);
}
}
You would throw this code into your own C# project. The C# project would have to be a library (.dll) And the game would load the assembly with Assembly.FromFile("file name"); Which you then call upon the plugin class. Load the plugin, call upon the plugin's update method (if it exists). Creating a plugin system for C# isn't hard.
You just need to create a simple interface for plugins and an interface for the plugin host so plugins can interact with the actual game itself. Maybe have the plugins have an "onUpdate" "onDraw" methods and whatnot. However, going with this way, you're still limited as you wouldn't be able to change any aspect of the game you'd like. You're limited to how much the developers would expose to this API.
Mods are possible, but only if the developer allows it. And even then its not a mod, more of a plugin. Just because you have a compiled language, doesn't mean you can't expose it to 3rd parties. However, if there isn't a modding API of some sort then you'd have to go out of your way to get the source code as decompiling Xbox games running C# is very tedious. Most reflectors out there for .NET languages don't even export the source code into working code. You have to go in yourself and fix all of the errors. And thats assuming they didn't obfuscate the code.
That'd be more like a DLC, and I don't believe a XBLA game has EVER had a DLC before.. but it is Minecraft. It's probable, but highly unlikely. The modding community will always be and always stay PC.
It can be very difficult to mod a console, and trying to get mass amounts of people to do it would be digital armageddon, so I put my vote as no.
I believe those who put "yes" simply have a lack of knowledge about how these mods actually work.
Ummm Ever heard of Castle Crashers? There's about 4 or 5 dlcs for it
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-EDIT-
So far all we know is that the xbox version WILL have multiplayer and it will be cross-platform compatible. As to how that will work is anyone's guess at this point.
While, it depends on if the xbox version comes out before or after the mod api because its cross compatible with the Pc version so mods for one would work for the other.
EDIT: I suppose that depending on how your single player worlds are saved there may be simple ways to alter your game experience (i.e. changing your inventory and infinite health on survival) but nothing to the scale of mods like Mo' Creatures or Millienaire.
generation. Social experiment.
Exactly because Mods are short for modifications for people that don't know that. It CHANGES THE GAME, and considering its in xbox where you can not change code in the middle of your xbox
You are partly wright there had been a game for the PS3 that had mod support BTW the only version of the game that did not have mod support was the Xbox
downloadable content is not the same as Mods most likely the downloadable content there talking about is DLC which may or may not be free
Are you retarded, stupid or both?
DLC stands for Downloadable Content :dry.gif: .
Downloadable Content(DLC) could be ANYTHING a mod or texture pack ect.
All it mean is it's content that you download what that content is we do not know.
No. THE MOD API IS FOR THE PC VERSION. And not just that, the xbox version will NOT be using Java, making all mods for the PC version void.
The xbox version will NOT be using Java, as that does not work on the xbox. And not only that, 4J Studios is making the xbox version, NOT Notch, Jeb, or anyone from Mojang.
Castle crashers got two DLCs.
Why not making them free?
If the games not obfuscated, the game can easily be decompiled with a reflector. It'd be simple. You move the game over to a USB flash drive thats been formatted for the xbox. Put the USB and explore it with a FATX explorer. You'll then want to extract the package which contains the game. Then you use something like .NET Reflector or Salamander to reflect the code.
And you can have mods for a compiled C# game. Some sort of modding API would need to be in place. But its simple. You create a library with two interfaces.
The plugin host would have several methods that the plugin class could use. Could even go with an event based API.
public class Plugin : IPlugin { IPluginHost Host { get; set;} // When the plugin is loaded from the plugin host public onLoad() { Host.addBlock(new MyBlock(args)); } } public class MyBlock : Block { public MyBlock(args) { // initialize all data here } } // pretend this is the class that is running minecraft and that its using XNA public class Game1 : Game, IPluginHost { public void LoadContent() { // Here's where all the dll files would be loaded } public void addBlock(Block block) { // or however they manage the list of usable blocks blockList.Add(block); } }You would throw this code into your own C# project. The C# project would have to be a library (.dll) And the game would load the assembly with Assembly.FromFile("file name"); Which you then call upon the plugin class. Load the plugin, call upon the plugin's update method (if it exists). Creating a plugin system for C# isn't hard.
You just need to create a simple interface for plugins and an interface for the plugin host so plugins can interact with the actual game itself. Maybe have the plugins have an "onUpdate" "onDraw" methods and whatnot. However, going with this way, you're still limited as you wouldn't be able to change any aspect of the game you'd like. You're limited to how much the developers would expose to this API.
Mods are possible, but only if the developer allows it. And even then its not a mod, more of a plugin. Just because you have a compiled language, doesn't mean you can't expose it to 3rd parties. However, if there isn't a modding API of some sort then you'd have to go out of your way to get the source code as decompiling Xbox games running C# is very tedious. Most reflectors out there for .NET languages don't even export the source code into working code. You have to go in yourself and fix all of the errors. And thats assuming they didn't obfuscate the code.
Ummm Ever heard of Castle Crashers? There's about 4 or 5 dlcs for it