MCModMaker is a smart mod making tool. This program is made to be easy to use, and to generate smart and efficient code.
Starting a project is easy and just takes the click of a button. MCModMaker will download MinecraftForge and setup the modding environment all for you. After you have set up your workspace, creating mods is easy through the use of the built in plugin system.
This plugin system allows developers to create their own types of mods with MCModMaker. There are several ways to make plugins for MCModMaker including external DLL files that allow developers to create very intuitive and complicated plugins for my mod maker.
Also, do you know MCreator? It's kinda the same. What is this one going to do that mcreator does not have?
But, it's great to see that this works, the plugin creation is great as well.
I absolutely loved MCreator, but it did seem a bit limited to me. MCModMaker allows developers and designers to work together in much bigger ways. Since this program allows developers to make custom plugins to fit their needs, there is no need to wait for an update to add more content. People have the freedom to create content to be integrated with this program with almost no hassle. Also, project files are completely shareable and can be opened from any computer, so if you make a project that you really like, you can just send the project file to your friends and they can open it as well.
I believe that MCModMaker has more possibilities (including 3d rendering and 3d plugin integration) than MCreator at this time.
Please stay posted for the video coming later today.
awesome. I wish I was so good at C#. (I do have visual studio 2013, free as a student )
I love all the things that you've done. Once the projects gets further, I'll do a shoutout on my channel, because this is one of the most amazing programs i've ever seen.
(My channel only has almost 200 subs, but it might help )
Oh you changed the name to mcmodcrafter
Thank you =D any support will help.
I am working on a plugin to eliminate the schematic for random generation and be able to build structures in-application with DirectX.
Btw: the only way to get better at programming is to keep doing it. A year ago I was much less experienced than I am now. My advise to you is to use the tools you have available and keep working at it.
Please tell me this doesn't allow developers to create mods by clicking buttons; that's the thing that makes me dislike other mod generators like MCreator and such. If your mod generator actually uses programming in a simpler language, props to you!
Rollback Post to RevisionRollBack
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
Please tell me this doesn't allow developers to create mods by clicking buttons; that's the thing that makes me dislike other mod generators like MCreator and such. If your mod generator actually uses programming in a simpler language, props to you!
Yes, this is built to be a "mod generator", although I do not wish it to be that way. I am building tools to allow people to learn java and minecraft code from this application. I love code and live in code, therefore I wish that all people learn to code. The problem with starting to learn modding is that it seems so complex to beginners, so I am trying to make learning fun for people by giving them the tools to make great mods, and letting them understand the code at their own pace. The plugin system I have built in will also hopefully inspire developers to make their own creations and tutorials in the mod maker.
So yes, you probably won't like this application, but I know from experience that starting to program is a bit boring, so I want to make it fun.
Yes, this is built to be a "mod generator", although I do not wish it to be that way. I am building tools to allow people to learn java and minecraft code from this application. I love code and live in code, therefore I wish that all people learn to code. The problem with starting to learn modding is that it seems so complex to beginners, so I am trying to make learning fun for people by giving them the tools to make great mods, and letting them understand the code at their own pace. The plugin system I have built in will also hopefully inspire developers to make their own creations and tutorials in the mod maker.
So yes, you probably won't like this application, but I know from experience that starting to program is a bit boring, so I want to make it fun.
The problem I have with mod generators is that they literally teach nothing; the buttons do not teach a lick about programming except what's possible in modding. If generators used a graphical language, such as one with puzzle pieces you fit together, or maybe one like how Steve's Factory Manager works, or perhaps using a simpler language, then I'm all for it. But buttons teach absolutely nothing about modding.
And the truth is, if this turns out to be only a button-based generator, it's nothing special. There's at least three other programs like yours that serve the same purpose and allow more control over what they can do (although the control is nothing like actually writing the mods yourself).
This is where I turn closed-minded for a bit, but if someone doesn't like programming, they honestly should not be modding. Modding is designed to be done through programming, people have tried to come up with ways around it but there's always problems in the way which leads the developer back to programming; whether they want to update the mod without starting from scratch, do something the generator doesn't allow, or modify an existing object in their mod in a way that the generator doesn't allow, it always leads back to programming.
What I'd suggest for this is to drop button-based modding and instead introduce a simpler form of programming, whether it be in another language that you can translate via another Minecraft mod or translate and compile down to JVM bytecode (if possible), maybe in a graphical language that uses puzzle pieces but maintains the true aspects of programming (iteration, condition, sequence), or perhaps you combine buttons and programming to make it a little easier; have a button that creates a block but have the user write code out to apply properties to the block in a similar fashion to how Minecraft's code works. As I said, button-based generators teach nothing about programming, they abstract something in a way that makes it way too abstract, they're a waste of time IMO if someone wants to be a serious developer of mods.
Please try and make your program the odd one out; introduce a way of developing that isn't too simplistic and abstracted that it ceases to teach programming.
Rollback Post to RevisionRollBack
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
The problem I have with mod generators is that they literally teach nothing; the buttons do not teach a lick about programming except what's possible in modding. If generators used a graphical language, such as one with puzzle pieces you fit together, or maybe one like how Steve's Factory Manager works, or perhaps using a simpler language, then I'm all for it. But buttons teach absolutely nothing about modding.
And the truth is, if this turns out to be only a button-based generator, it's nothing special. There's at least three other programs like yours that serve the same purpose and allow more control over what they can do (although the control is nothing like actually writing the mods yourself).
This is where I turn closed-minded for a bit, but if someone doesn't like programming, they honestly should not be modding. Modding is designed to be done through programming, people have tried to come up with ways around it but there's always problems in the way which leads the developer back to programming; whether they want to update the mod without starting from scratch, do something the generator doesn't allow, or modify an existing object in their mod in a way that the generator doesn't allow, it always leads back to programming.
What I'd suggest for this is to drop button-based modding and instead introduce a simpler form of programming, whether it be in another language that you can translate via another Minecraft mod or translate and compile down to JVM bytecode (if possible), maybe in a graphical language that uses puzzle pieces but maintains the true aspects of programming (iteration, condition, sequence), or perhaps you combine buttons and programming to make it a little easier; have a button that creates a block but have the user write code out to apply properties to the block in a similar fashion to how Minecraft's code works. As I said, button-based generators teach nothing about programming, they abstract something in a way that makes it way too abstract, they're a waste of time IMO if someone wants to be a serious developer of mods.
Please try and make your program the odd one out; introduce a way of developing that isn't too simplistic and abstracted that it ceases to teach programming.
Firstly, Id like to say that I appreciate the concern you are showing... I am currently trying to work on a better way to have a learning system.
I agree with jcm2606. I used to browse PlanetMinecraft daily, and I found it absolutely horrifying how many button-made mods there are. The worse part was that most people that browse PMC actually praised the mod, saying that it was good and asking "Can I make a mod showcase?". Anyways, how many famous mods do you know of that are made with a mod generator? Mod generators, like jcm said, teach nothing, and are for the laziest of people.
Take all your comments, turn the clock back 15 years and we'd be talking about HTML. When Microsoft released Frontpage, people said the same thing. I'm glad there are programs for all users for all levels of expertise.
Rollback Post to RevisionRollBack
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Take all your comments, turn the clock back 15 years and we'd be talking about HTML. When Microsoft released Frontpage, people said the same thing. I'm glad there are programs for all users for all levels of expertise.
Totally agree, bigotry is everywhere. What is wrong if someone makes a mod by simply clicking buttons? If it is good, it is good, if it is not, it is not.
Totally agree, bigotry is everywhere. What is wrong if someone makes a mod by simply clicking buttons? If it is good, it is good, if it is not, it is not.
The problem is it teaches absolutely nothing, the point of a program that makes it easy is to teach something while dulling the challenge down, clicking buttons teaches absolutely zilch except how to operate a mouse. Plus, clicking buttons is stupidly limited in capability, nothing good comes from something with limited functionality.
Rollback Post to RevisionRollBack
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
The problem is it teaches absolutely nothing, the point of a program that makes it easy is to teach something while dulling the challenge down, clicking buttons teaches absolutely zilch except how to operate a mouse. Plus, clicking buttons is stupidly limited in capability, nothing good comes from something with limited functionality.
Welcome to technology jcm, I mean look at game engines now, you no longer have to code everything by yourself. Now you have engines that can make some pretty amazing games with almost no code required. Look at Hotline Miami, that game made millions of dollers and was made in GameMaker, which requires almost no code whatsoever. This is what technology does, this is why we have programmers.
Welcome to technology jcm, I mean look at game engines now, you no longer have to code everything by yourself. Now you have engines that can make some pretty amazing games with almost no code required. Look at Hotline Miami, that game made millions of dollers and was made in GameMaker, which requires almost no code whatsoever. This is what technology does, this is why we have programmers.
Well, if you look at most engines they incorporate some form of programming; Unity uses JS and Python to script the logic behind the game, GameMaker does the same, and GameSalad (another game creation program) simplifies coding down heaps, but still includes the core concepts of programming; iteration, condition, sequence. MCreator is literally "click this button to add a block that does next to nothing", and even then when MCreator does add code, it's either stupidly limited (compared to Unity, GameMaker or GameSalad where it allows you to do anything you want to the game through scripts) or it removes one or several of the core concepts of programming.
Almost no code != literally no code.
Rollback Post to RevisionRollBack
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
Well, if you look at most engines they incorporate some form of programming; Unity uses JS and Python to script the logic behind the game, GameMaker does the same, and GameSalad (another game creation program) simplifies coding down heaps, but still includes the core concepts of programming; iteration, condition, sequence. MCreator is literally "click this button to add a block that does next to nothing", and even then when MCreator does add code, it's either stupidly limited (compared to Unity, GameMaker or GameSalad where it allows you to do anything you want to the game through scripts) or it removes one or several of the core concepts of programming.
Almost no code != literally no code.
Yes but if you're talking about "nobody should be able to mod if they don't know the code behind it" then nobody should be able to create games if they don't know the rendering libraries, the compilers, the audio libraries, and the math behind the engines. By these engines taking the work out of learning these things, people do not actually know what goes into games behind the engines.
And for that matter, programmers should not be allowed to program with an IDE because it takes the effort out of formatting code and learning the commandline compiler.
Yes but if you're talking about "nobody should be able to mod if they don't know the code behind it" then nobody should be able to create games if they don't know the rendering libraries, the compilers, the audio libraries, and the math behind the engines. By these engines taking the work out of learning these things, people do not actually know what goes into games behind the engines.
And for that matter, programmers should not be allowed to program with an IDE because it takes the effort out of formatting code and learning the commandline compiler.
That's taking it to an extreme. By that logic, nobody should use a software-based system if they don't know the underlying circuitry. See? It's taking it to an extreme.
And I'm not saying people shouldn't mod if they don't know the underlying code, you can mod perfectly fine if you don't know the intricacies of Forge, I never said otherwise. I stated that people shouldn't mod if they don't know how to code their own mod and use the tools provided by Forge. There's a big difference there. There's a difference between knowing how FML can read your mod's code without needing direct references to said code through libraries / APIs such as ASM and the internal reflection API (hence allowing you as a developer to have much more flexibility with your code) and knowing how to build a development environment using the Gradle scripts included with the Forge source package (which are literally two simple commands of "gradlew setupDecompWorkspace" and "gradlew setupDevWorkspace eclipse --refresh-dependencies") and how to set up a simple base mod class using Forge.
Rollback Post to RevisionRollBack
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
Take all your comments, turn the clock back 15 years and we'd be talking about HTML. When Microsoft released Frontpage, people said the same thing. I'm glad there are programs for all users for all levels of expertise.
Ditto!
And if we want Minecraft to survive and thrive and not be lost to video game oblivion, we'll want this too!
... There's a difference between knowing how FML can read your mod's code without needing direct references to said code through libraries / APIs such as ASM and the internal reflection API (hence allowing you as a developer to have much more flexibility with your code) and knowing how to build a development environment using the Gradle scripts included with the Forge source package (which are literally two simple commands of "gradlew setupDecompWorkspace" and "gradlew setupDevWorkspace eclipse --refresh-dependencies") and how to set up a simple base mod class using Forge. ...
And there is a huge problem with Forge now. It's called Lack of Documentation. Currently the only way to get into coding if you don't have a knack for reading source and understanding java deeper than is required to actually mod is to find tutorials that explain what you need to do to get started. Not just get started with your development setup, but to get started with your base interface classes and base actual useable objects in Minecraft. Forge stopped having documentation back in 1.7.2 releases. Lex Manos said the Documentation was taking up 80% of the build and therefore removed it. So unless someone or a group of someones is willing to create a true, vibrant and constantly update source of information to help new and experienced coders both to have access to documentation on Forge and or to help in a timely manner with problems one might have ...
Well, in as much as I would like to support your stance and at one time in my life I did, I no longer do due in part to wisdom.
And yes I saw where you were getting on the other guy in almost this exact same way, except that you are unwilling to accept a certain level of abstraction on the part of newbie coder.
Now, let me ask you something. Let's not bother with the fact that you might know personally the answer to it. Instead, where on the Internet publically where one might find all of the details that explain the float getCelestialAngle(long, float) function provided in the worldprovider.class? All the comment says it's computed against time. However, there is no explanation what to stick into the float parameter or the long parameter. You might argue that the long parameter is where in game time goes formatted as long value because in the code they use modulo 20L on it. But still. Without proper documentation or decent repository of which the Minecraft Forge Wiki is not you are stuck.
Now all this said, I'm sure mcmodcrafter won't provide this level of functionality, but if the author is right, if one were to develop a plugin for it that allowed the coder to go this deep, well, all I can say is more kudos!
MCModMaker is a smart mod making tool. This program is made to be easy to use, and to generate smart and efficient code.
Starting a project is easy and just takes the click of a button. MCModMaker will download MinecraftForge and setup the modding environment all for you. After you have set up your workspace, creating mods is easy through the use of the built in plugin system.
This plugin system allows developers to create their own types of mods with MCModMaker. There are several ways to make plugins for MCModMaker including external DLL files that allow developers to create very intuitive and complicated plugins for my mod maker.
Example Video (sorry that it is very poorly done)
_
I absolutely loved MCreator, but it did seem a bit limited to me. MCModMaker allows developers and designers to work together in much bigger ways. Since this program allows developers to make custom plugins to fit their needs, there is no need to wait for an update to add more content. People have the freedom to create content to be integrated with this program with almost no hassle. Also, project files are completely shareable and can be opened from any computer, so if you make a project that you really like, you can just send the project file to your friends and they can open it as well.
I believe that MCModMaker has more possibilities (including 3d rendering and 3d plugin integration) than MCreator at this time.
Please stay posted for the video coming later today.
Yeah I figured there would be. The name is just temporary, I am still thinking of better names
This is written in C# (which is my preference with languages) but I will write a wrapper for mac/linux
Well I used Visual Studio Ultimate 2013. I did write it from scratch though, ive spent about a month working on it.
Thank you =D any support will help.
I am working on a plugin to eliminate the schematic for random generation and be able to build structures in-application with DirectX.
Btw: the only way to get better at programming is to keep doing it. A year ago I was much less experienced than I am now. My advise to you is to use the tools you have available and keep working at it.
Please tell me this doesn't allow developers to create mods by clicking buttons; that's the thing that makes me dislike other mod generators like MCreator and such. If your mod generator actually uses programming in a simpler language, props to you!
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
Yes, this is built to be a "mod generator", although I do not wish it to be that way. I am building tools to allow people to learn java and minecraft code from this application. I love code and live in code, therefore I wish that all people learn to code. The problem with starting to learn modding is that it seems so complex to beginners, so I am trying to make learning fun for people by giving them the tools to make great mods, and letting them understand the code at their own pace. The plugin system I have built in will also hopefully inspire developers to make their own creations and tutorials in the mod maker.
So yes, you probably won't like this application, but I know from experience that starting to program is a bit boring, so I want to make it fun.
The problem I have with mod generators is that they literally teach nothing; the buttons do not teach a lick about programming except what's possible in modding. If generators used a graphical language, such as one with puzzle pieces you fit together, or maybe one like how Steve's Factory Manager works, or perhaps using a simpler language, then I'm all for it. But buttons teach absolutely nothing about modding.
And the truth is, if this turns out to be only a button-based generator, it's nothing special. There's at least three other programs like yours that serve the same purpose and allow more control over what they can do (although the control is nothing like actually writing the mods yourself).
This is where I turn closed-minded for a bit, but if someone doesn't like programming, they honestly should not be modding. Modding is designed to be done through programming, people have tried to come up with ways around it but there's always problems in the way which leads the developer back to programming; whether they want to update the mod without starting from scratch, do something the generator doesn't allow, or modify an existing object in their mod in a way that the generator doesn't allow, it always leads back to programming.
What I'd suggest for this is to drop button-based modding and instead introduce a simpler form of programming, whether it be in another language that you can translate via another Minecraft mod or translate and compile down to JVM bytecode (if possible), maybe in a graphical language that uses puzzle pieces but maintains the true aspects of programming (iteration, condition, sequence), or perhaps you combine buttons and programming to make it a little easier; have a button that creates a block but have the user write code out to apply properties to the block in a similar fashion to how Minecraft's code works. As I said, button-based generators teach nothing about programming, they abstract something in a way that makes it way too abstract, they're a waste of time IMO if someone wants to be a serious developer of mods.
Please try and make your program the odd one out; introduce a way of developing that isn't too simplistic and abstracted that it ceases to teach programming.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
Firstly, Id like to say that I appreciate the concern you are showing... I am currently trying to work on a better way to have a learning system.
I agree with jcm2606. I used to browse PlanetMinecraft daily, and I found it absolutely horrifying how many button-made mods there are. The worse part was that most people that browse PMC actually praised the mod, saying that it was good and asking "Can I make a mod showcase?". Anyways, how many famous mods do you know of that are made with a mod generator? Mod generators, like jcm said, teach nothing, and are for the laziest of people.
Take all your comments, turn the clock back 15 years and we'd be talking about HTML. When Microsoft released Frontpage, people said the same thing. I'm glad there are programs for all users for all levels of expertise.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Totally agree, bigotry is everywhere. What is wrong if someone makes a mod by simply clicking buttons? If it is good, it is good, if it is not, it is not.
MINECRAFT needs World-edit like tools in the creative mode.
The problem is it teaches absolutely nothing, the point of a program that makes it easy is to teach something while dulling the challenge down, clicking buttons teaches absolutely zilch except how to operate a mouse. Plus, clicking buttons is stupidly limited in capability, nothing good comes from something with limited functionality.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
Welcome to technology jcm, I mean look at game engines now, you no longer have to code everything by yourself. Now you have engines that can make some pretty amazing games with almost no code required. Look at Hotline Miami, that game made millions of dollers and was made in GameMaker, which requires almost no code whatsoever. This is what technology does, this is why we have programmers.
Well, if you look at most engines they incorporate some form of programming; Unity uses JS and Python to script the logic behind the game, GameMaker does the same, and GameSalad (another game creation program) simplifies coding down heaps, but still includes the core concepts of programming; iteration, condition, sequence. MCreator is literally "click this button to add a block that does next to nothing", and even then when MCreator does add code, it's either stupidly limited (compared to Unity, GameMaker or GameSalad where it allows you to do anything you want to the game through scripts) or it removes one or several of the core concepts of programming.
Almost no code != literally no code.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
Yes but if you're talking about "nobody should be able to mod if they don't know the code behind it" then nobody should be able to create games if they don't know the rendering libraries, the compilers, the audio libraries, and the math behind the engines. By these engines taking the work out of learning these things, people do not actually know what goes into games behind the engines.
And for that matter, programmers should not be allowed to program with an IDE because it takes the effort out of formatting code and learning the commandline compiler.
That's taking it to an extreme. By that logic, nobody should use a software-based system if they don't know the underlying circuitry. See? It's taking it to an extreme.
And I'm not saying people shouldn't mod if they don't know the underlying code, you can mod perfectly fine if you don't know the intricacies of Forge, I never said otherwise. I stated that people shouldn't mod if they don't know how to code their own mod and use the tools provided by Forge. There's a big difference there. There's a difference between knowing how FML can read your mod's code without needing direct references to said code through libraries / APIs such as ASM and the internal reflection API (hence allowing you as a developer to have much more flexibility with your code) and knowing how to build a development environment using the Gradle scripts included with the Forge source package (which are literally two simple commands of "gradlew setupDecompWorkspace" and "gradlew setupDevWorkspace eclipse --refresh-dependencies") and how to set up a simple base mod class using Forge.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
Ditto!
And if we want Minecraft to survive and thrive and not be lost to video game oblivion, we'll want this too!
And there is a huge problem with Forge now. It's called Lack of Documentation. Currently the only way to get into coding if you don't have a knack for reading source and understanding java deeper than is required to actually mod is to find tutorials that explain what you need to do to get started. Not just get started with your development setup, but to get started with your base interface classes and base actual useable objects in Minecraft. Forge stopped having documentation back in 1.7.2 releases. Lex Manos said the Documentation was taking up 80% of the build and therefore removed it. So unless someone or a group of someones is willing to create a true, vibrant and constantly update source of information to help new and experienced coders both to have access to documentation on Forge and or to help in a timely manner with problems one might have ...
Well, in as much as I would like to support your stance and at one time in my life I did, I no longer do due in part to wisdom.
And yes I saw where you were getting on the other guy in almost this exact same way, except that you are unwilling to accept a certain level of abstraction on the part of newbie coder.
Now, let me ask you something. Let's not bother with the fact that you might know personally the answer to it. Instead, where on the Internet publically where one might find all of the details that explain the float getCelestialAngle(long, float) function provided in the worldprovider.class? All the comment says it's computed against time. However, there is no explanation what to stick into the float parameter or the long parameter. You might argue that the long parameter is where in game time goes formatted as long value because in the code they use modulo 20L on it. But still. Without proper documentation or decent repository of which the Minecraft Forge Wiki is not you are stuck.
Now all this said, I'm sure mcmodcrafter won't provide this level of functionality, but if the author is right, if one were to develop a plugin for it that allowed the coder to go this deep, well, all I can say is more kudos!