The Modding API will a very nice addition when it is done. I would just like to make some suggestions as to how to implement it.
There will be 5 types of ‘mod’.
– Texture Packs
– Normal Mods
– Sound and Language Packs
– Engines/Loaders
– TMS&L Packs
Texture Packs are what a Texture Pack is currently; a mod that changes the game’s textures. Normal Mods are what they are currently; mods that change and influence game behaviours and characteristics. Sound and Language Packs change the game’s sounds and language. Engines and Loaders are base frameworks on which mods, texture packs and S&L packs may be developed, eg. Modloader, Forge, MCPatcher. TMS&L Packs are ‘complete gameplay altering mods’ which basically combine Textures, Mods and S&L into a complete and coherent package. This is great for custom maps and servers.
Implementation
There will be a new button in Minecraft,’ Customise your Game’ on the Title screen, on the right hand side, similar to the language button. This will lead to a ‘marketplace’ for all the mods to be downloaded with the download links separate in the creator’s personal downloading site such as Mediafire, Dropbox, Github etc. This is to minimise server costs and hosting. You may comment up to 100 words and rate the mod out of 5 stars.
These mods will be categorised as such:
Texture Packs
– Realistic
– Cartoon
– Default
– Simple
– Themed
– Fantasy
– Other
Mods
– Graphical
– Gameplay
- Mobs
- Blocks
- Items
- Exploration
- Other
– Other Genres
Sound & Language
– Sound
– Language
– Both
Engines/Loaders
– Texture Packs
– Mods
– Complete
TMS&L Packs
– Fantasy
– Realism
– Adventure
– Maps
– Other
Installation
A player will click on install, get sent to the creator’s preferred download site and install it, all in the Minecraft window. Minecraft will automatically send the file to the proper folder in the .minecraft folder.
The user can view all the currently installed mods. This will be separated into type. You can uninstall, disable and enable mods in this menu.
The game will then apply the mods into memory and you can start playing, bypassing the need for reopening. A server may request a mod to be installed before entering, similar to the texture pack function. They may also request that no mods be used in the server. A server can specify what mod to allow or not allow and thus help prevent x-ray mods and such.
A mod can specify what it requires as well. Texture Packs may require the Engine/Loader, MCPatcher to function whereas mods may need Modloader or Forge. The game will check if you hack it and if not, ask you if you wish to download them as well.
Safety
Mods can do bad things to your computer. They can crash, hang and install viruses. I propose that each mod runs in its own sandbox, thus reducing the damage it can do. Of course, if a mod crashes, its blocks will not disappear because Minecraft will automatically close the world like currently. Mods cannot contain .exe, .bat, .dmg, .py etc.executable files.
Your world will also have specific tags. A world that requires a specific world will, if you open it without the mod, pop up saying
'This world requires modname. Would you like to enable/download the mod? If you click no, irreversible damage may occur to your world.'
. A world file can also contain a mod. Simply put the mod inside /mods in the .zip and Minecraft will copy it into the mods folder.
That's more of a Minecraft Forum esque thing but sure, maps could be implemented. It will not make the forums redundant because you can't chat and talk about it easily and you can only rate things.
They could use a system similar to the nexus mod manager if you've ever used that (mostly for skyrim).
It's linked to the website so you can download things from the website and it will automatically be added to the mod manager but you can also add things in manually. It lets you rate stuff up but if you want to leave a comment you have to go to the website (although when you select a mod it shows a preview of the main page on the right hand side of the screen so you can easily get the the page specific to that particular mod). Overall I think it's a pretty clever system!
That's probably similar to how the curse client works although I've never actually used it.
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Curse PremiumThe Modding API will a very nice addition when it is done. I would just like to make some suggestions as to how to implement it.
There will be 5 types of ‘mod’.
– Texture Packs
– Normal Mods
– Sound and Language Packs
– Engines/Loaders
– TMS&L Packs
Texture Packs are what a Texture Pack is currently; a mod that changes the game’s textures.
Normal Mods are what they are currently; mods that change and influence game behaviours and characteristics.
Sound and Language Packs change the game’s sounds and language.
Engines and Loaders are base frameworks on which mods, texture packs and S&L packs may be developed, eg. Modloader, Forge, MCPatcher.
TMS&L Packs are ‘complete gameplay altering mods’ which basically combine Textures, Mods and S&L into a complete and coherent package. This is great for custom maps and servers.
Implementation
There will be a new button in Minecraft,’ Customise your Game’ on the Title screen, on the right hand side, similar to the language button. This will lead to a ‘marketplace’ for all the mods to be downloaded with the download links separate in the creator’s personal downloading site such as Mediafire, Dropbox, Github etc. This is to minimise server costs and hosting. You may comment up to 100 words and rate the mod out of 5 stars.
These mods will be categorised as such:
Texture Packs
– Realistic
– Cartoon
– Default
– Simple
– Themed
– Fantasy
– Other
Mods
– Graphical
– Gameplay
Sound & Language
– Sound
– Language
– Both
Engines/Loaders
– Texture Packs
– Mods
– Complete
TMS&L Packs
– Fantasy
– Realism
– Adventure
– Maps
– Other
Installation
A player will click on install, get sent to the creator’s preferred download site and install it, all in the Minecraft window. Minecraft will automatically send the file to the proper folder in the .minecraft folder.
The user can view all the currently installed mods. This will be separated into type. You can uninstall, disable and enable mods in this menu.
The game will then apply the mods into memory and you can start playing, bypassing the need for reopening. A server may request a mod to be installed before entering, similar to the texture pack function. They may also request that no mods be used in the server. A server can specify what mod to allow or not allow and thus help prevent x-ray mods and such.
A mod can specify what it requires as well. Texture Packs may require the Engine/Loader, MCPatcher to function whereas mods may need Modloader or Forge. The game will check if you hack it and if not, ask you if you wish to download them as well.
Safety
Mods can do bad things to your computer. They can crash, hang and install viruses. I propose that each mod runs in its own sandbox, thus reducing the damage it can do. Of course, if a mod crashes, its blocks will not disappear because Minecraft will automatically close the world like currently. Mods cannot contain .exe, .bat, .dmg, .py etc.executable files.
Your world will also have specific tags. A world that requires a specific world will, if you open it without the mod, pop up saying . A world file can also contain a mod. Simply put the mod inside /mods in the .zip and Minecraft will copy it into the mods folder.
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Curse PremiumIt's linked to the website so you can download things from the website and it will automatically be added to the mod manager but you can also add things in manually. It lets you rate stuff up but if you want to leave a comment you have to go to the website (although when you select a mod it shows a preview of the main page on the right hand side of the screen so you can easily get the the page specific to that particular mod). Overall I think it's a pretty clever system!
That's probably similar to how the curse client works although I've never actually used it.