Nah, as there's no Modding API yet. Once that is in, then Forge will be replaced.
There likely never will be a "modding" API (which has never officially been called that) in the sense of an API like Forge - what it will be is what we already have to a large extent - ever seen what people can do with some command blocks (for example)? 1.13 is also adding data packs (basically like a "modpack" containing all the files used to change the game which is installed server-side and can be included with a world so they are automatically loaded when you open it - something that even Forge cannot do) and custom recipes; all we need is custom items and blocks (which are already possible to an extent).
Regardless of how much they let you customize the game it will almost certainly be far more limited than Forge or directly modifying the code like I do (even Forge does not provide API hooks for everything, especially if you want to alter vanilla behavior, making you do stuff like manipulating bytecode or just replacing base classes anyway using "coremods", causing the compatibility issues Forge was designed to avoid, if not as problematic as non-Forge mods; since I primarily make my own mods for my own use I don't care about this).
Nah. Data packs don't quite have the same versatility. It's likely safe to say that even Mojang knows at this point they won't be able to stand up to Forge, and this is largely acknowledged in the community.
Nah. Data packs don't quite have the same versatility. It's likely safe to say that even Mojang knows at this point they won't be able to stand up to Forge, and this is largely acknowledged in the community.
Yeah, the modding API isn't happening... so Mojang is giving us functions and such.
"On August 12, 2016, Searge tweeted: "There will be news about the API at Minecon [2016]. I'll talk about the things I'm working on and what our plans are. But no more details for now."[24][/sup] The next day it was confirmed by Grum to be for Pocket Edition[25][/sup] and at Minecon the plan and roadmap for the development of add-ons were outlined."
"On August 12, 2016, Searge tweeted: "There will be news about the API at Minecon [2016]. I'll talk about the things I'm working on and what our plans are. But no more details for now."[24] The next day it was confirmed by Grum to be for Pocket Edition[25] and at Minecon the plan and roadmap for the development of add-ons were outlined."
Not for Java Edition.
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The API is not as good as forge. Even if they add custom recipes, blocks, items, and more, they will not be able to simulate the unlimited interactivity that forge provides for us through java. For example doing something on an item right click is something that cannot be done with data packs (without command blocks). Even if they add something that will run a command on right click, the command will not be as powerful as plain java. If they make it so that you can insert your own code, then it will be just as complicated as forge and data packs will have no more use. There are many more examples.
The point is, forge is so powerful that anything that comes close to being as powerful will essentially just be a copy of forge.
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Remember those versions that minecraft pranked us with? Specifically:
Minecraft 2.0
Minecraft 1.VR-Pre1
Snapshot 15w14a
Minecraft 3D
Those are still downloadable! Watch this video for 2.0:
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
I think that is highly misleading - Java already has better "add-on" support, they just aren't calling them add-ons. In fact, the only thing that add-ons (resource packs, behavior packs, entity models) have that Java does not are entity models (behavior packs can be replicated with commands, as they just appear to change things like health and attack damage) - while Java has exclusive features like loot tables, structure blocks, functions, data packs, custom recipes (latter two in 1.13), and even a customized world type (which can be counted as a sort of add-on or a way to customize your game; better yet would be the ability for data packs to modify the settings).
I think that is highly misleading - Java already has better "add-on" support, they just aren't calling them add-ons. In fact, the only thing that add-ons (resource packs, behavior packs, entity models) have that Java does not are entity models (behavior packs can be replicated with commands, as they just appear to change things like health and attack damage) - while Java has exclusive features like loot tables, structure blocks, functions, data packs, custom recipes (latter two in 1.13), and even a customized world type (which can be counted as a sort of add-on or a way to customize your game; better yet would be the ability for data packs to modify the settings).
I just want a model tag for items/blocks/entities, as well as dummy items/blocks/entities to make it easier to add new features...
Nope.Minecraft still don´t have many features as forge and other mods.For examples,the Optifine,same that 1.13 is making a better performance,optifine still has many features,like CTM,CTI,shaders and others.Mojang,as other game companies,will never get a better result as the mods.
Mojang creates,the community improves.
(Note that i used optifine as an exemple instead of forge beacuse other posts already said what i would).
Java is officially unofficially not getting a modding API. While nobody at Mojang has come out to explicitly say yes or no on the matter, the actions and comments that Mojang has made so far seem to indicate a desire to promote Forge as the primary facilitator...basically for no better reason than that Forge is an outside entity that does not have to follow the same rules/jump through the same hoops that Mojang does. Mojang is doing stuff (ie, the Technically Updated Update reorganization of the Minecraft data structure that "broke all of Minecraft") specifically for the sake of facilitating mod authors.
Bedrock is unofficially officially getting a modding API, one that is not an "almost equivalent" system made up of various packs and addons. Mojang is currently in a joint venture with Microsoft to specifically set up the underlying system (the Bedrock equivalent to Forge). The main thrust of that work is simply in figuring out where to install the files/store the data and not in how to allow mods to gain access to Minecraft, however, so it might be a little while to hammer out a plan that works equally for Microsoft as well as Sony and Nintendo.
I think datapacks are fine for 1.13 for those that want them, I use them a lot and the options/content from that side of the community are great and I'm a modded player mostly not a Vanilla player, Vanilla is for people that want it, but Datapacks I think of as 1.13/1.14 (as of now) Vanilla focused mods, not typical mods have a lot to provide for players that don't want mods but want content that feels Vanilla or like mods but without the install instructions of modding and overhaul feeling of modding I guess I'd say. There coming along well, and the idea for them are really good right now. I wasn't sure about Datapacks at first but I've come around to them and like them as much as mods.
Resource packs are always great to have around for any version of the game, so no issues there.
And I can't not talk about the Rift 1.13 & 1.13.2 mods support situation as a good entry since 1.13 Forge isn't a thing yet and as I update the Rift Discussion Thread for information, clarity and otherwise I can't not mention it somewhere to put my thoughts on the 1.13 modding environment situation as I'm not forced to make it I just did it out of my own time and making a centralised thread for information giving for what the situation is, what's supported, how to do things which I never found out until I worked out vaguely how to do myself besides those that came across the Rift environment. 1.13 mods with Rift is a necessary thing to inform people about after all if no 1.13 Forge exists, what do people do and how do the questions get answered or the potential given to them if they choose to use it.
I use that thread to answer questions when people ask about Forge 1.13 or want 1.13/1.13.2 modded environments but don't know where to go and or safely where to go for 1.13 mods, how to install it, I have mod lists, Rift mods & Datapack conflicts, I update it often, but the safe place to get 1.13 Rift supported mods, is of course Curseforge or give or take in the Aether Legacy Rift Edition case GitHub due to its state and where I found it at least from another youtuber, but either way Curseforge really.
I update the thread often and focus solely on Curseforge's filtering systems for dependencies and find out what's updated by checking every day, or post other info that could be helpful like the 1.13.2 Rift install tutorial/1.13.2 mod lists or Rift & Datapack conflicts, just things I can think of that make sense to inform players about.
Anyways enough about Rift since I don't feel a need to talk about it much more since you've read enough and you get I know a fair amount about this area. So moving on. (I feel I sound cocky here, I hope it didn't come across that way, wasn't intentional)
But mostly Curseforge I use for my community content offerings hasn't been an issue unless I go back to Adventure Maps I find on the forums which I haven't done in a long while which aren't too bad I'd say for 1.13 offerings even if haven't in a long while so I can't really say for sure on that front obviously unlike the Rift modding situation which I do a lot of work on understanding myself and making sure I can inform it right as best I can besides what youtubers are doing with their Rift mod videos for spotlights and install tutorials.
Final words:
If you mean in a sense of Datapacks or Rift mods, I'd say not really, depends on what your looking for really. If you mean 1.13 for the Aquatic Update content and comparing to the mods that add fishing rods and aquatic focused content for prior Minecraft versions. I'd say they differ enough, at least to me anyways, 1.14's overhauling of blocks to craft with and the Village ambushes are a game chancer though, and are a lot to take in, but modded environments and Datapacks do a good job if people want the choice, resource packs and adventure are still around, the options are there, it is up to the player after all. I get bored with the game, but then I find something to do and I hang on the game a little bit longer. That's my thoughts anyways.
I think that is highly misleading - Java already has better "add-on" support, they just aren't calling them add-ons. In fact, the only thing that add-ons (resource packs, behavior packs, entity models) have that Java does not are entity models (behavior packs can be replicated with commands, as they just appear to change things like health and attack damage) - while Java has exclusive features like loot tables, structure blocks, functions, data packs, custom recipes (latter two in 1.13), and even a customized world type (which can be counted as a sort of add-on or a way to customize your game; better yet would be the ability for data packs to modify the settings).
No, Java can't emulate behavior packs with commands. They let you do things like cause one in a hundred zombie pigman that spawn be tameable with a gold block and then follow you around and attack your enemies like a wolf; or make creepers unable to explode if you're carrying an emerald in your off-hand. Or make strays afraid of rabbits.
The Village and Pillage update will even let Bedrock users add entirely new mobs using only JSON files.
Do you think Minecraft 1.13 is trying to replace forge?
Nah, as there's no Modding API yet. Once that is in, then Forge will be replaced.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
There likely never will be a "modding" API (which has never officially been called that) in the sense of an API like Forge - what it will be is what we already have to a large extent - ever seen what people can do with some command blocks (for example)? 1.13 is also adding data packs (basically like a "modpack" containing all the files used to change the game which is installed server-side and can be included with a world so they are automatically loaded when you open it - something that even Forge cannot do) and custom recipes; all we need is custom items and blocks (which are already possible to an extent).
Regardless of how much they let you customize the game it will almost certainly be far more limited than Forge or directly modifying the code like I do (even Forge does not provide API hooks for everything, especially if you want to alter vanilla behavior, making you do stuff like manipulating bytecode or just replacing base classes anyway using "coremods", causing the compatibility issues Forge was designed to avoid, if not as problematic as non-Forge mods; since I primarily make my own mods for my own use I don't care about this).
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?
Nah. Data packs don't quite have the same versatility. It's likely safe to say that even Mojang knows at this point they won't be able to stand up to Forge, and this is largely acknowledged in the community.
Figured it was time for a change.
Yeah, the modding API isn't happening... so Mojang is giving us functions and such.
Check out my suggestions! Here is one of them:
The Modding API exists. It is called addons.
https://minecraft.gamepedia.com/Add-on
"On August 12, 2016, Searge tweeted: "There will be news about the API at Minecon [2016]. I'll talk about the things I'm working on and what our plans are. But no more details for now."[24][/sup] The next day it was confirmed by Grum to be for Pocket Edition[25][/sup] and at Minecon the plan and roadmap for the development of add-ons were outlined."
Not for Java Edition.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
Where exactly did you get the idea 1.13 is going to add modding API support? it's just bug fixes.
The API is not as good as forge. Even if they add custom recipes, blocks, items, and more, they will not be able to simulate the unlimited interactivity that forge provides for us through java. For example doing something on an item right click is something that cannot be done with data packs (without command blocks). Even if they add something that will run a command on right click, the command will not be as powerful as plain java. If they make it so that you can insert your own code, then it will be just as complicated as forge and data packs will have no more use. There are many more examples.
The point is, forge is so powerful that anything that comes close to being as powerful will essentially just be a copy of forge.
Remember those versions that minecraft pranked us with? Specifically:
Those are still downloadable! Watch this video for 2.0:
https://www.youtube.com/watch?v=PQdu9LKAdIU
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
15w14a is on this link:
http://minecraft.gamepedia.com/15w14a
1.RV-Pre1 is here:
http://minecraft.gamepedia.com/1.RV-Pre1
Minecraft 3D is here:
https://minecraft.gamepedia.com/Java_Edition_3D_Shareware_v1.34
I think that is highly misleading - Java already has better "add-on" support, they just aren't calling them add-ons. In fact, the only thing that add-ons (resource packs, behavior packs, entity models) have that Java does not are entity models (behavior packs can be replicated with commands, as they just appear to change things like health and attack damage) - while Java has exclusive features like loot tables, structure blocks, functions, data packs, custom recipes (latter two in 1.13), and even a customized world type (which can be counted as a sort of add-on or a way to customize your game; better yet would be the ability for data packs to modify the settings).
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?
I just want a model tag for items/blocks/entities, as well as dummy items/blocks/entities to make it easier to add new features...
Check out my suggestions! Here is one of them:
Nope.Minecraft still don´t have many features as forge and other mods.For examples,the Optifine,same that 1.13 is making a better performance,optifine still has many features,like CTM,CTI,shaders and others.Mojang,as other game companies,will never get a better result as the mods.
Mojang creates,the community improves.
(Note that i used optifine as an exemple instead of forge beacuse other posts already said what i would).
Maybe if the Folder works outside of when you use forge. then yes. but until then no
I voted "No" for the simple reason that Forge is a modding API and Minecraft doesn't have a modding API so how could that be a replacement.
Java is officially unofficially not getting a modding API. While nobody at Mojang has come out to explicitly say yes or no on the matter, the actions and comments that Mojang has made so far seem to indicate a desire to promote Forge as the primary facilitator...basically for no better reason than that Forge is an outside entity that does not have to follow the same rules/jump through the same hoops that Mojang does. Mojang is doing stuff (ie, the Technically Updated Update reorganization of the Minecraft data structure that "broke all of Minecraft") specifically for the sake of facilitating mod authors.
Bedrock is unofficially officially getting a modding API, one that is not an "almost equivalent" system made up of various packs and addons. Mojang is currently in a joint venture with Microsoft to specifically set up the underlying system (the Bedrock equivalent to Forge). The main thrust of that work is simply in figuring out where to install the files/store the data and not in how to allow mods to gain access to Minecraft, however, so it might be a little while to hammer out a plan that works equally for Microsoft as well as Sony and Nintendo.
I think datapacks are fine for 1.13 for those that want them, I use them a lot and the options/content from that side of the community are great and I'm a modded player mostly not a Vanilla player, Vanilla is for people that want it, but Datapacks I think of as 1.13/1.14 (as of now) Vanilla focused mods, not typical mods have a lot to provide for players that don't want mods but want content that feels Vanilla or like mods but without the install instructions of modding and overhaul feeling of modding I guess I'd say. There coming along well, and the idea for them are really good right now. I wasn't sure about Datapacks at first but I've come around to them and like them as much as mods.
Resource packs are always great to have around for any version of the game, so no issues there.
And I can't not talk about the Rift 1.13 & 1.13.2 mods support situation as a good entry since 1.13 Forge isn't a thing yet and as I update the Rift Discussion Thread for information, clarity and otherwise I can't not mention it somewhere to put my thoughts on the 1.13 modding environment situation as I'm not forced to make it I just did it out of my own time and making a centralised thread for information giving for what the situation is, what's supported, how to do things which I never found out until I worked out vaguely how to do myself besides those that came across the Rift environment. 1.13 mods with Rift is a necessary thing to inform people about after all if no 1.13 Forge exists, what do people do and how do the questions get answered or the potential given to them if they choose to use it.
I use that thread to answer questions when people ask about Forge 1.13 or want 1.13/1.13.2 modded environments but don't know where to go and or safely where to go for 1.13 mods, how to install it, I have mod lists, Rift mods & Datapack conflicts, I update it often, but the safe place to get 1.13 Rift supported mods, is of course Curseforge or give or take in the Aether Legacy Rift Edition case GitHub due to its state and where I found it at least from another youtuber, but either way Curseforge really.
I update the thread often and focus solely on Curseforge's filtering systems for dependencies and find out what's updated by checking every day, or post other info that could be helpful like the 1.13.2 Rift install tutorial/1.13.2 mod lists or Rift & Datapack conflicts, just things I can think of that make sense to inform players about.
Anyways enough about Rift since I don't feel a need to talk about it much more since you've read enough and you get I know a fair amount about this area. So moving on. (I feel I sound cocky here, I hope it didn't come across that way, wasn't intentional)
But mostly Curseforge I use for my community content offerings hasn't been an issue unless I go back to Adventure Maps I find on the forums which I haven't done in a long while which aren't too bad I'd say for 1.13 offerings even if haven't in a long while so I can't really say for sure on that front obviously unlike the Rift modding situation which I do a lot of work on understanding myself and making sure I can inform it right as best I can besides what youtubers are doing with their Rift mod videos for spotlights and install tutorials.
Final words:
If you mean in a sense of Datapacks or Rift mods, I'd say not really, depends on what your looking for really. If you mean 1.13 for the Aquatic Update content and comparing to the mods that add fishing rods and aquatic focused content for prior Minecraft versions. I'd say they differ enough, at least to me anyways, 1.14's overhauling of blocks to craft with and the Village ambushes are a game chancer though, and are a lot to take in, but modded environments and Datapacks do a good job if people want the choice, resource packs and adventure are still around, the options are there, it is up to the player after all. I get bored with the game, but then I find something to do and I hang on the game a little bit longer. That's my thoughts anyways.
Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
Wikis I Maintain: https://modwiki.miraheze.org/wiki/User:SuntannedDuck2
No, Java can't emulate behavior packs with commands. They let you do things like cause one in a hundred zombie pigman that spawn be tameable with a gold block and then follow you around and attack your enemies like a wolf; or make creepers unable to explode if you're carrying an emerald in your off-hand. Or make strays afraid of rabbits.
The Village and Pillage update will even let Bedrock users add entirely new mobs using only JSON files.