This mod is plugin loader based on what Mojang said during the Plugin API panel at Minecon 2012. Everything is loaded when you load a world instead of when you open the game, and plugins never have to deal with number ids. In the future people will able to develop plugins for this mod. These plugins will be able to add, change, or remove features.
Just install it like any other vanilla mod. This doesn't require forge or any other mod loader.
Use:
In the create world menu, click the plugins button to enter the plugins menu. It works similarly to resource packs. To add a plugin, just click the arrow button to move it over selected plugins list.
The three plugins built in are: Green Blocks, No Explode Creepers, and Rotten Flesh Uses. Green Blocks adds three blocks: green wood, stone, and dirt. No Explode Creepers makes creepers no longer explode. Rotten Flesh Uses actually only adds one use for rotten flesh which is to cook it into cooked flesh. Cooked flesh doesn't give you the hunger effect, but it restores less hunger.
Questions you may have:
Q: Can I develop plugins? A: No, not yet. If I allowed plugins to be developed now, they would just break later.
Q: Does this work with multiplayer? A: Again, not yet. You can see that I disabled the multiplayer and realms buttons in the main menu.
Q: So, what can I do with this mod now? A: You can try out the 3 plugins built in to the mod right now. The point of this right now is to demonstrate how the official API may work if Mojang sticks with what they said at Minecon 2012.
Q: What will plugins for this mod be able to do in the future? A: Plugins will be able to add, change, or remove features. They will not be able to add menus or be able to change the base code in any way.
Q: What will be added to this mod in the near future? A: Multiplayer will be the next thing to be added, and after that, allowing people to develop plugins.
Eventually, you will be able to play minecraft without the minecraft plugin enabled.
This is a mod that allows you to add blocks from resource packs. Right now you can add simple blocks like stone but in the future you will be able to add more things like items and complex blocks.
-Install it like any other vanilla mod
-Drag the resource pack into the resource pack folder
-Launch the game and load the resource pack
1. Create an empty resource pack
2. In the directory where the textures folder goes, create a text file and name it blocks.json
3. In the same directory, create a folder named blocks
4. In the blocks folder create a .json for every block you want to add (I would add green_stone.json and green_wood.json)
5. In each .json file, specify the name, id, textureName, material, hardness, resistance, creativeTab, and stepSound. For example:
{
"name":"green_stone",
"id":"3000", "textureName":
"green_stone",
"material":"rock",
"hardness":"1.5",
"resistance":"10",
"creativeTab":"buildingBlocks",
"stepSound":"stone"
}
This would create a block like stone
-The name value is the name of the block in the code, not what appears in-game. It should be what the .json file's name is and cannot have spaces
-The id value is the block id in-game. Two blocks cannot share the same id, so it has to be unique.
-The textureName value is the name of the texture file minus the file extension (.png)
-The material value sets variables like if the block can burn or be pushed by a piston. It can be: air, grass, ground, wood, rock, iron, anvil, water, lava, leaves, plants, vine, sponge, cloth, fire, sand, circuits, carpet, glass, redstoneLight, tnt, coral, or ice (Keep in mind that setting the material to water does not make it a water block. It is setting the material not the block type)
-The hardness value is how long it takes to mine the block. (dirt is 0.5, stone is 1.5, diamond ore is 3.0)
-The resistance value is how resistant the block it to blasts from TNT and creepers (dirt is 0, stone is 10, obsidian is 2000)
-The creativeTab value is what creative tab the block is on. It can be: buildingBlocks, decorations, redstone, transportation, misc, food, tools, combat, brewing, or materials
-The stepSound sets the sounds the block makes. It can be: stone, wood, gravel, grass, piston, glass, cloth, sand, snow, ladder, anvil, or metal
6. After you are done with all of the .json files, Open the blocks.json and copy this into it:
{
"blocks":[
]
}
7. Add in all of the file names minus the .json extension in between the [ ] like this:
{
"blocks":[
"green_stone",
"green_wood"
]
}
8. Add in the texture file to the textures/blocks folder for each block you added making sure the name matches the textureName in each .json file
9. Create a folder named lang in the same directory the textures folder is in
10. In the lang folder create a text file named en_US.lang and copy this into it:
language.name=English
language.region=US
language.code=en_US
11. After those 3 lines, type tile.block_name.name=Block Name for each block replacing block_name the name value from each .json file, and Block Name with whatever you want the block's name to be in-game. Mine looks like this:
language.name=English
language.region=US language.code=en_US
tile.green_stone.name=Green Stone
tile.green_wood.name=Green Wood
Resource Pack Blocks is a mod that allows you to load blocks from resource packs. Right now it allows you to add basic blocks like stone, but in the future, you will be able to add items and more complex blocks.
10. After those 3 lines, type tile.block_name.name=Block Name for each block replacing block_name the name value from each .json file, and Block Name with whatever you want the block's name to be in-game. Mine looks like this:
language.name=English
language.region=US
language.code=en_US
tile.green_stone.name=Green Stone
tile.green_wood.name=Green Wood
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Void Plugin Loader
Download:
Install:
Just install it like any other vanilla mod. This doesn't require forge or any other mod loader.Use:
In the create world menu, click the plugins button to enter the plugins menu. It works similarly to resource packs. To add a plugin, just click the arrow button to move it over selected plugins list.The three plugins built in are: Green Blocks, No Explode Creepers, and Rotten Flesh Uses. Green Blocks adds three blocks: green wood, stone, and dirt. No Explode Creepers makes creepers no longer explode. Rotten Flesh Uses actually only adds one use for rotten flesh which is to cook it into cooked flesh. Cooked flesh doesn't give you the hunger effect, but it restores less hunger.
Questions you may have:
Q: Can I develop plugins? A: No, not yet. If I allowed plugins to be developed now, they would just break later.Q: Does this work with multiplayer? A: Again, not yet. You can see that I disabled the multiplayer and realms buttons in the main menu.
Q: So, what can I do with this mod now? A: You can try out the 3 plugins built in to the mod right now. The point of this right now is to demonstrate how the official API may work if Mojang sticks with what they said at Minecon 2012.
Q: What will plugins for this mod be able to do in the future? A: Plugins will be able to add, change, or remove features. They will not be able to add menus or be able to change the base code in any way.
Q: What will be added to this mod in the near future? A: Multiplayer will be the next thing to be added, and after that, allowing people to develop plugins.
Eventually, you will be able to play minecraft without the minecraft plugin enabled.
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Download:
Version 1.0: https://copy.com/ngEB9RH7IKTbtTIN
Sample Resource Pack: https://copy.com/svufLRGhNzrEkrW1
Install:
This does not use Forge or any other mod loader.-Install it like any other vanilla mod
-Drag the resource pack into the resource pack folder
-Launch the game and load the resource pack
2. In the directory where the textures folder goes, create a text file and name it blocks.json
3. In the same directory, create a folder named blocks
4. In the blocks folder create a .json for every block you want to add (I would add green_stone.json and green_wood.json)
5. In each .json file, specify the name, id, textureName, material, hardness, resistance, creativeTab, and stepSound. For example:
{
"name":"green_stone",
"id":"3000", "textureName":
"green_stone",
"material":"rock",
"hardness":"1.5",
"resistance":"10",
"creativeTab":"buildingBlocks",
"stepSound":"stone"
}
This would create a block like stone
-The name value is the name of the block in the code, not what appears in-game. It should be what the .json file's name is and cannot have spaces
-The id value is the block id in-game. Two blocks cannot share the same id, so it has to be unique.
-The textureName value is the name of the texture file minus the file extension (.png)
-The material value sets variables like if the block can burn or be pushed by a piston. It can be: air, grass, ground, wood, rock, iron, anvil, water, lava, leaves, plants, vine, sponge, cloth, fire, sand, circuits, carpet, glass, redstoneLight, tnt, coral, or ice (Keep in mind that setting the material to water does not make it a water block. It is setting the material not the block type)
-The hardness value is how long it takes to mine the block. (dirt is 0.5, stone is 1.5, diamond ore is 3.0)
-The resistance value is how resistant the block it to blasts from TNT and creepers (dirt is 0, stone is 10, obsidian is 2000)
-The creativeTab value is what creative tab the block is on. It can be: buildingBlocks, decorations, redstone, transportation, misc, food, tools, combat, brewing, or materials
-The stepSound sets the sounds the block makes. It can be: stone, wood, gravel, grass, piston, glass, cloth, sand, snow, ladder, anvil, or metal
6. After you are done with all of the .json files, Open the blocks.json and copy this into it:
{
"blocks":[
]
}
7. Add in all of the file names minus the .json extension in between the [ ] like this:
{
"blocks":[
"green_stone",
"green_wood"
]
}
8. Add in the texture file to the textures/blocks folder for each block you added making sure the name matches the textureName in each .json file
9. Create a folder named lang in the same directory the textures folder is in
10. In the lang folder create a text file named en_US.lang and copy this into it:
language.name=English
language.region=US
language.code=en_US
11. After those 3 lines, type tile.block_name.name=Block Name for each block replacing block_name the name value from each .json file, and Block Name with whatever you want the block's name to be in-game. Mine looks like this:
language.name=English
language.region=US language.code=en_US
tile.green_stone.name=Green Stone
tile.green_wood.name=Green Wood
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