I'm not trying to be rude or anything, a friend of my friend's has jungle biomes, cats, and bunch of other features and it only took him 2 months to mod.
One guy two months? I'm to understand the 4j team is pretty large, so it is just a lot of working out bugs and such?
I'm just wondering what the process is...maybe you should hire this guy haha...
the reason is simple. its due to Microsoft restrictions. Also what you don't take into consideration is that testing takes 95% of the time to do something with developing. They most def had tu9 done a while ago but testing and then bug squashing prolly took them 2 months. In development or moding like on pc the reason its so simple is cause of all the thgouth that is in the api they utilize. without that they couldn't mod. with using another texture pack its easy switch but in doing this publicly it would make the game unstable or not at their 60 fps like they want to always be at. Mod actuall mods like worldedit on the other hand are like impossible to do cause they most likely changed code around from what mojang did and this prolly broke a lot of api features and stuff. Its not like the 2 languages use the same code. if they did they wouldn't be 2 different languages... blah... to answer tho its time of testing and garenteed smooth gameplay is why they don't enable it. and terms of service from MS...
Have you ever considered that your friend may be actually playing PC version? If you flash the disc drive, you can play any game you want. And if you've already went that far, you might as well upgrade the hardware and turn it into a legit PC. I highly doubt your friend has implemented all of that through his own mods. I have played with mods, and they are very buggy 90% of the time, and 99% when it comes to console mods. They also wouldn't develop mods for upcoming features... that just makes absolutely no sense.
Somebody is fibbing somebody. I just don't quite know who.
Modders don't get paid so they can just do the work and do it as quickly as possible. Developers do get paid so they have to pretend everything is much more difficult and takes longer than it really does.
Then why does Mojang crank so many updates and snapshots out almost every week or every other week?
4J is bound by Microsoft to work at a specific pace.
Generally modders only need to worry that a mod works for them. They don't need to test it on 6 console variants using different variants of storage, in online and offline mode, with up to 8 people at once, in split screen, on a small CRT TV and a large plasma TV.
And they don't need to make tutorials for them either.
There's a hell of a lot of difference between getting a professional, stable product out and just modding someone else's product.
If you noticed mods are often full of bugs once they're finished. Developers have to play around with this kind of stuff to make the final product work correctly. Also, they're creating their own code, modders just alter someone elses code.
Modders don't get paid so they can just do the work and do it as quickly as possible. Developers do get paid so they have to pretend everything is much more difficult and takes longer than it really does.
It's like how people who make roads always stand around doing nothing, getting paid. Basic economics.
This is completely an aside but everyone who complains about road crews have no idea what it takes to actually build a road. Without knowing for sure I'd say those guys were waiting on materials.
Generally modders only need to worry that a mod works for them. They don't need to test it on 6 console variants using different variants of storage, in online and offline mode, with up to 8 people at once, in split screen, on a small CRT TV and a large plasma TV.
And they don't need to make tutorials for them either.
There's a hell of a lot of difference between getting a professional, stable product out and just modding someone else's product.
One dev to spend five minutes implementing [some requested "easy" feature].
One program manager to write the specification.
One localization expert to review the specification for localizability issues.
One usability expert to review the specification for accessibility and usability issues.
At least one dev, tester and PM to brainstorm security vulnerabilities.
One PM to add the security model to the specification.
One tester to write the test plan.
One test lead to update the test schedule.
One tester to write the test cases and add them to the nightly automation.
Three or four testers to participate in an ad hoc bug bash.
One technical writer to write the documentation.
One technical reviewer to proofread the documentation.
One copy editor to proofread the documentation.
One documentation manager to integrate the new documentation into the existing body of text, update tables of contents, indexes, etc.
Twenty-five translators to translate the documentation and error messages into all the languages supported by Windows.The managers for the translators live in Ireland (European languages) and Japan (Asian languages), which are both severely time-shifted from Redmond, so dealing with them can be a fairly complex logistical problem.
A team of senior managers to coordinate all these people, write the cheques, and justify the costs to their Vice President.
So while creating the next version of Minecraft isn't quite the same as creating the next version of Windows or Excel or Visual Basic, a lot of the same concepts apply.
Consistent, regular and slow progress isn't the same thing as working hard.
Except when that is done by a company who only has a handful of beta testers. On the other hand, Mojang has access to probably a million volunteers in the community. 4J is writing the game in C++, an intermediate-level language where the programmer must actually know something about computing systems. Mojang is writing in Java, a high-level language that is very abstract, one of the easiest languages to learn unless you count scripting languages like Python or Lua. By the way, I'm pretty positive that the mods stated in the OP don't even exist. Oh, and don't forget Microsoft's cert testing, that takes a good bit of time. Combine this all and I would go as far as to say I would believe 4J is working harder than Mojang, if their team wasn't all that much larger.
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One guy two months? I'm to understand the 4j team is pretty large, so it is just a lot of working out bugs and such?
I'm just wondering what the process is...maybe you should hire this guy haha...
He made them himself...thats why its called moding. Hes going to school to become a game developer.
Microsoft has rules and schedules. 4J must follow them.
This, and the fact that they're implementing pretty much everything up to 1.2.3 so they're not making a beeline for jungles and cats.
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Retired StaffSomebody is fibbing somebody. I just don't quite know who.
modding*
So your saying he "made it himself"? As in he didn't port forward it from the PC or nothing?
Post pictures and i'll believe you...
Stay fluffy~
I prefer
"Pics or it didn't happen"
4J is bound by Microsoft to work at a specific pace.
And they don't need to make tutorials for them either.
There's a hell of a lot of difference between getting a professional, stable product out and just modding someone else's product.
This is completely an aside but everyone who complains about road crews have no idea what it takes to actually build a road. Without knowing for sure I'd say those guys were waiting on materials.
Quoted for truth.
This article seems applicable here:
How many Microsoft employees does it take to change a lightbulb?
- One dev to spend five minutes implementing [some requested "easy" feature].
- One program manager to write the specification.
- One localization expert to review the specification for localizability issues.
- One usability expert to review the specification for accessibility and usability issues.
- At least one dev, tester and PM to brainstorm security vulnerabilities.
- One PM to add the security model to the specification.
- One tester to write the test plan.
- One test lead to update the test schedule.
- One tester to write the test cases and add them to the nightly automation.
- Three or four testers to participate in an ad hoc bug bash.
- One technical writer to write the documentation.
- One technical reviewer to proofread the documentation.
- One copy editor to proofread the documentation.
- One documentation manager to integrate the new documentation into the existing body of text, update tables of contents, indexes, etc.
- Twenty-five translators to translate the documentation and error messages into all the languages supported by Windows.The managers for the translators live in Ireland (European languages) and Japan (Asian languages), which are both severely time-shifted from Redmond, so dealing with them can be a fairly complex logistical problem.
- A team of senior managers to coordinate all these people, write the cheques, and justify the costs to their Vice President.
So while creating the next version of Minecraft isn't quite the same as creating the next version of Windows or Excel or Visual Basic, a lot of the same concepts apply.-
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Retired StaffExcept when that is done by a company who only has a handful of beta testers. On the other hand, Mojang has access to probably a million volunteers in the community. 4J is writing the game in C++, an intermediate-level language where the programmer must actually know something about computing systems. Mojang is writing in Java, a high-level language that is very abstract, one of the easiest languages to learn unless you count scripting languages like Python or Lua. By the way, I'm pretty positive that the mods stated in the OP don't even exist. Oh, and don't forget Microsoft's cert testing, that takes a good bit of time. Combine this all and I would go as far as to say I would believe 4J is working harder than Mojang, if their team wasn't all that much larger.