CPdigital, if I give you the .zip of my texture pack (will be done by probably Tuesday night ) will you format the .plist file and make it come pre-installed with quick craft?
EDIT: if you haven't made the format of the textureinfo. Plist I could help
Mcloader is not very easy for the community to use since it uses raw ida code from the game's code, unlike modpe, blocklauncher, or quickcraft
That's true, but the mod launcher can't be made without using the raw bin. Though I see your point that its not so easy, the preparation for running modding tools takes quite some time.
Also, has anyone looked into the potential of using Testflight to mass distribute mods?
That's true, but the mod launcher can't be made without using the raw bin. Though I see your point that its not so easy, the preparation for running modding tools takes quite some time.
Also, has anyone looked into the potential of using Testflight to mass distribute mods?
Mcloader is still in its early stages and will probably have to be updated for 0.9.5, but I still think that it should be a lot easier to make mods than using theos, something that doesn't work very well for me. It should be as easy as modpe
another teaser for frecklemine, should be done around tomarow
75% done
If we could access x and y coordinates of the player , could we maybe manipulate chunks? That should make teleports possible . And if we access the damage values of the blocks we can destroy them too. As for mob s don't move, I would feel more comfortable programming new,unmovable mobs.
If you can make it so creating mods won't require theos, I cannot express my happiness. Theos is impossible to use. A script loaded that supports entity creation would be best.
If we could access x and y coordinates of the player , could we maybe manipulate chunks? That should make teleports possible . And if we access the damage values of the blocks we can destroy them too. As for mob s don't move, I would feel more comfortable programming new,unmovable mobs.
If you can make it so creating mods won't require theos, I cannot express my happiness. Theos is impossible to use. A script loaded that supports entity creation would be best.
Can't wait for this to be released
Subscribe: http://YouTube.com/user/ImperfectLion
Maybe that can help?
Remember he said it's not finished yet.
He still needs to beta test it.
If you make a modloading program in quick craft make I very simple to use
That would be awesome! Thanks for the reply!!!:)
EDIT: if you haven't made the format of the textureinfo. Plist I could help
The guys who made MCLoader have something similar to yours, maybe you guys can work together? I'm hoping to see the return of JS to MCPE.
Mcloader is not very easy for the community to use since it uses raw ida code from the game's code, unlike modpe, blocklauncher, or quickcraft
That's true, but the mod launcher can't be made without using the raw bin. Though I see your point that its not so easy, the preparation for running modding tools takes quite some time.
Also, has anyone looked into the potential of using Testflight to mass distribute mods?
Mcloader is still in its early stages and will probably have to be updated for 0.9.5, but I still think that it should be a lot easier to make mods than using theos, something that doesn't work very well for me. It should be as easy as modpe
75% done
Overall very well made tweak, as expected from you.
(IDEAS)
World Option: Teleportation, Destroy Blocks instantly in Survival, Mobs Don't Move.
If we could access x and y coordinates of the player , could we maybe manipulate chunks? That should make teleports possible . And if we access the damage values of the blocks we can destroy them too. As for mob s don't move, I would feel more comfortable programming new,unmovable mobs.
If you can make it so creating mods won't require theos, I cannot express my happiness. Theos is impossible to use. A script loaded that supports entity creation would be best.
You quoted the wrong post
but there are workin on a mod menu for script mods?? plz say yes!
Making it bold and big doesn't make you look important!
here