formerly known as MCPELauncher.
BlockLauncher is a custom Minecraft PE launcher that wraps around Minecraft PE and provides loading of patches, and (in the Pro version) texture packs, and server IPs.
Just choose Options on the main screen, then select mods. It is that easy!
This program loads libminecraftpe.so from the currently installed copy of Minecraft PE, so it should be compatible with the mod patching features of PocketTool and QuickPatch.
Known issues:
- Jelly Bean users cannot use original textures - they will get the standard demo texture pack
- You can't use the hidden Camera item
Download free: http://zhuowei.github.com/MCPELauncher/MCPELauncherApp-release-beta.apk
Get addons: My addons
For testing, please use an official unmodded copy of Minecraft PE.
Any ideas on how I can make this better than the official launcher?
Source code: https://github.com/zhuowei/MCPELauncher
This program uses aFileChooser by Paul Burke. See https://github.com/zhuowei/aFileChooser for licensing information.
This program contains code derived from 2of1's awesome Andhook library: https://github.com/2of1/andhook
This program contains the Rhino JavaScript interpreter from the Mozilla project. For license, see https://developer.mozilla.org/en-US/docs/Rhino/License
This program contains no Mojang-derived code. All methods are implemented based on the official APK's method names and preference files only.
Thanks to Snowbound for his PTPatch reading code, NathanX for the icon, and jiayong for the Chinese translation.
Version history:
Releases after 1.6 have changelogs documented on GitHub: https://github.com/zhuowei/MCPELauncher/releases
1.5.ultimate_answer_to_life_the_universe_and_everything: (December 9th, 2013)
- Experimental update for 0.8.0 build 8
- Available through the public beta channel only
1.5.5: (November 21th, 2013)
- Added support for HP Slate 7, Hisense Sero Lite 7, and other Rockchip devices
- ModPE scripts can now define custom blocks (thanks, MrARM and Byteandahalf)
- Item descriptions are now correctly shown in ModPE
- ModPE scripts can now control sneaking
- Added new translations by Kmcpe, PEmapmodder, MelomanCool, VasuZ, and Michal16
1.5.2: (November 11th, 2013)
-Added a new Croatian translation by QyMineAsap
-Added an updated Korean translation by KMCPE
-ModPE Script runtime can import longer scripts now
-Added experimental ModPE Script texture downloader to Pro
-Added support for coloured text in chat
-Fixed ModPE's Level.setTile not taking block data - thanks to CheesyFriedBacon
1.5.1: (October 20th, 2013)
- Added support for more ModPE Script methods, and experimental support for running ModPE scripts on the client in local Wi-Fi Multiplayer games
- Added a screenshot function
- Added an updated Korean translation by kmcpe
1.5: (October 12th, 2013)
- Support for Minecraft PE 0.7.6
- Removed support for Minecraft PE 0.7.5 and below
1.4.6: (October 8th, 2013)
- Even more ModPE script improvements: thanks to MrARM, KsyMC, CheesyFriedBacon, and InusualZ for their contributions
- Some changes may break ModPE Scripts that add custom items or switch gamemode. If a script stops working, please ask the developers to update it.
- Removed the Insert Text workaround and added a Manage ModPE Script button on the in-game patch manager
- Drop to a feature-limited mode when live patching cannot be enabled (for example, on Samsung Knox-equipped devices)
1.4.5 Release Candidate: (September 20, 2013)
- ditto
1.4.2-1.4.4: (Month of September, 2013)
- Mainly ModPE improvements. Thanks to MrARM, InusualZ, and a bunch more people
1.4.2 Beta 3: (September 7th, 2013)
- Fixed ModPE scripts methods: clientMessage, spawnCow/Chicken/PigZombie with textures
- added bl_spawnMob and bl_setMobTexture methods
1.4.2 Beta 2: (September 7th, 2013)
- Didn't upload correctly
1.4.2 Beta 1: (September 7th, 2013)
- Support for Amazon version of MCPE
1.4.1: (September 5th, 2013)
- Added support for Gingerbread version of MCPE
- Added mystery feature in Pro
1.4: (September 4th, 2013)
- Added updated Korean translation by Koongchi123
- reason for late updated explained with a mysterious change in the program.
1.4 Beta 1: (September 4th, 2013)
- Support for MCPE 0.7.5
- View source of ModPE Scripts
1.3.3:
- (Unchanged Amazon-only release)
1.3.3 Beta 3: (August 23th, 2013)
- Support for ModPE Script spawn mob methods in Amazon copy of MCPE 0.7.3
1.3.3 Beta 2: (August 22th, 2013)
- Support for the Amazon copy of MCPE 0.7.3
1.3.3 Beta 1: (August 18th, 2013)
- New splash screen
- support for spawning Zombie Pigmen in ModPE Scripts
1.3.2: (August 17th, 2013)
- Added partial support for new ModPE script methods
- Added updated translation by KsyMC
1.3.1: (August 15th, 2013)
- Experimental support for Minecraft PE 0.7.3
- Removed support for Minecraft PE 0.7.2 and below
1.3: (August 15th, 2013)
- Pulled due to chat crash
1.2.10 Beta 1: (August 7th, 2013)
- Switched to a built-in version of Saurik's Substrate hooking framework for BlockLauncher addons
- Added procCmd callback to ModPE Script runtime
1.2.9: (August 7th, 2013)
- Added updated translations by MelomanCool and Mine_Nick95
- Scripts can now access player before any events are fired
1.2.9 Beta 1: (August 6th, 2013)
- ModPE Script: Refer to entities internally with entity IDs to prevent crashes when accessing a dead entity
- Disable player-related ModPE Script methods before a player clicks an animal/block to prevent crashes
1.2.8: (August 5th, 2013)
- Support for ModPE Script 0.3
- Import from clipboard
1.2.7: (August 4th, 2013)
- Show warning message when importing scripts on Minecraft 0.7.1
1.2.7 Release Candidate 1: (August 3rd, 2013)
- Disable ModPE scripts in a multiplayer world to prevent crashing
1.2.7 Beta 9: (August 2nd, 2013)
- Support for some future ModPE Script methods: tick hook (calls bl_tickHook), and passing in a side parameter on interaction.
1.2.7 Beta 8.1: (August 2nd, 2013)
- Support for Mod PE Script 0.2
- Support for setVel* methods
- One crapton more logging
1.2.7 Beta 8: (August 2nd, 2013)
- Pulled due to crashes
1.2.7 Beta 7: (August 1st, 2013)
- Pass in the proper blockId in the ModPE right click hook1.2.7 Beta 6: (August 1st, 2013)
- Added ability to import script from any URL
- print() calls from ModPE now displayed as Toasts
1.2.7 Beta 5: (August 1st, 2013)
- Fixed crash when tapping a block with bare hands
1.2.7 Beta 4: (August 1st, 2013)
- One MOAR method implemented in the ModPE script runtime
- Added logging to track down a crash
1.2.7 Beta 3: (August 1st, 2013)
- Ever moar methods implemented in the ModPE Script runtime
1.2.7 Beta 2: (August 1st, 2013)
- Implemented more methods and callbacks from the released version of Treebl's ModPE script runtime
1.2.7 Beta 1: (July 31th, 2013)
- Preliminary ModPE Script support
- Turned off the incomplete ModScript stuff as it crashes on Gingerbread
- Added new Russian translation by MelomanCool
1.2.6 Beta 1: (July 29th, 2013)
- Support for Android 4.3
- Some work on ModScript support
1.2.5: (July 22th, Pro only)
- Added ability to patch servers running on an alternate port
- Removed parts of the anti-backup code, which is malfunctioning on Gingerbread
1.2.4 (July 21th, Pro only)
- Replaced built-in texture pack with a modified version of NathanX's Slickcraft
- Server List to keep track of common servers
- Added support for mcpe-server URIs to add servers to the list by clicking on a link in webpages.
1.2.3: (July 8th)
- Added Minecraft 0.7.1 support again due to popular demand
- Enable large heap in Pro
1.2.2: (July 8th)
- Release pulled within an hour due to a bug
1.2.1: (July 7th)
- Hide the keyboard when exiting
1.2.1 Beta 2: (July 7th, 2013)
- Keyboard Fix: Electric Boogaloo. Use the SHOW_FORCED flag to force the keyboard to show.
- Realms login fix on Gingerbread devices.
1.2.1 Beta 1: (July 5th, 2013)
- Attempted fix to the keyboard problem. Didn't work.
1.2: (July 4th, 2013)
- Minecraft PE 0.7.2 support
1.1.3: (June 19th, 2013)
- Amazon support
- Don't crash when patching a zero-length invalid patch
- For the Play Pro release: ability to redirect Realms to Shoghicp's server list
1.1.3 Beta 1: (June 16th, 2013)
- HIGHLY experimental Amazon support
1.1.2: (June 12th, 2013)
- Added new translations by Mine_Nick95 and Koongchi
- Added option to hide in-game patch manager button
- Added experimental Minecraft Realms support
1.1.1: (June 7th, 2013)
- Updated for Minecraft PE 0.7.1
1.1: (June 5th, 2013)
- Misc. fixes
1.1 Beta 1: (June 5th, 2013)
- In the last release, I accidentally some code, so I fixed that.
- Updated language file in the built-in texture pack
- Better hovercar
- Notice for people who need to re-extract texture pack and for the currently not working Realms page
1.1 Beta 0: (June 5th, 2013)
- The first beta that barely works with 0.7.0
- patching features moved into the Hovercar
1.0.8 beta 1: (May 12, 2013)
- Enabled reverse landscape mode. Thanks, snowbound!
- Added an updated Korean translation by Koongchi123
1.0.7: (April 29, 2013)
- Added a new Spanish translation by Mine_Nick95
- Virtual menu key support enabled again
- detect Minecraft version changes and go into safe mode or repatch - now fully compatible with PocketTool and QuickPatch
1.0.7 beta 1: (April 28, 2013)
- Fixed "Quit and Copy Worlds" button in Multiplayer not working
- Added icon to Hovercar
- hopefully fixed the change skin intent
- Added new translations by jiayong and Insane96MCP
- deleting mods in Live Patching works now
- Enable/disabling texture packs now 10x faster
1.0.6: (April 11, 2013)
- Added an intro screen for first-time users
- Added a "show information" button to the patch management screen
- Added new translations by MineeFann and @minecrafting_er
- Reorganized the options menu
1.0.5: (April 1, 2013)
- FINALLY! a screen to uninstall addons
- Fixed Jelly Bean devices unable to erase text in sign edit screen
- Added new translation by @minecrafting_er
1.0.5 Beta 1: (March 31, 2013)
- Added manage addons screen
1.0.4: (March 31, 2013)
- Added new translation by Koongchi
1.0.4 Release Candidate: (March 27, 2013)
- Skin support
- sensitivity option added
- Finished transition to BlockLauncher name
1.0.4 Beta 2: (March 25, 2013)
- Experimental in-game patch manager: enable the hovercar via Options -> enable in game patch manager
- Trying Snowbound's suggestion of using BlockLauncher for the name
1.0.4 Beta 1: (March 23, 2013)
- Enable/disable option in patch screen
- automatically pulls in patches from PocketTool's patches dir
- Added new translation by Koongchi
- App now targets API 17 (Jelly Bean), and now gets the Holo theme
1.0.3: (March 20, 2013)
- Peaceful mode toggle
- organized settings panel
- Fixed settings not saving sometimes
- added a notice screen if your device does not have Minecraft installed
- Added new translations by pedronc1 and Koongchi
1.0.2: This release was pulled.
1.0.2 Beta 1: (March 18, 2013)
- Support for importing patches from file managers - just tap on a .mod file to import it!
- Automatically restart MCPELauncher after installing/removing an addon
- Added a new translation by jiayong620
- Fix texture issue when using built-in textures on Jelly Bean
1.0.1: (March 10, 2013)
- actually load the fallback textures on Jelly Bean
- Added a "enable experimental addon support" option for native addons
1.0.1 Beta 1 + (1/infinity): (March 3, 2013)
- Fixed live patching on Gingerbread
1.0.1 Beta 1: (March 2, 2013)
- Proof-of-concept addon loading
1.0: (February 21, 2013)
- Added a new awesome icon by NathanX
- First Google Play release
1.0 Release Candidate 1: (February 19, 2013)
- About screen added
- Less Out of Memory crashes when loading really large texture packs
1.0 Beta 8: (February 17, 2013)
- Only re-patch if required
- automatically patch the Gui_blocks patch if the texture pack doesn't have the file
1.0 Beta 7: (February 17, 2013)
- Built-in RepetiCraft texture pack to demo the texture pack changing feature and to give Jelly Bean users some textures
- Added two Mojang files - font/default8.png and lang/en_US.lang for interoperability on Jelly Bean. Please don't sue me.
- Change the reported DPI of your screen to change D-PAD size
1.0 Beta 6: (February 16, 2013)
- Patches! Yay!
- Proper Free version that limits patches to 3 and doesn't have texture pack or IP patching support
1.0.0 Beta 5: (February 9, 2013)
- Added a new Simplified Chinese translation by jiayong620
- Patches the version number of Minecraft to read ">9000!" for teh lolz
- Added a Nerdy Stuff page with a button to dump libminecraftpe.so from RAM to compare differences against the copy stored on disk. Not useful for anybody except for debugging.
1.0.0 Beta 4: (February 3, 2013)
- Added ALL the options (except for sensitivity)
- App now runs in fullscreen mode
- Added notice when people try to create a world
1.0.0 Beta 3: (February 3, 2013)
- Added Options support - intentionally remade the options screen so that translations would be easier
- As a side effect, Xperia Play support
- Lock orientation to landscape
1.0.0 Beta 2: (February 3, 2013)
- Added Vibrate support
1.0.0 Beta 1: (February 3, 2013)
- Initial release of the fixed version
1.0.0 Beta 0: (January 6th, 2013)
- Epic fail proof of concept version that didn't work.
1
I don't see why it wouldn't be a good solution; back before native modding was made available through Blocklauncher all we had was ModPE. Sure there may be a better way but there aren't huge downsides to it. The only reason I could see it being a problem is working with certain phones and their lack of power. But as long as it's being run on a somewhat ok device, performance would be fine, and even on slow devices the mod would be passable. Also, I understand that you wouldn't be implementing natural ore generation if you used ModPE, you could create an algorithm that mimics natural generation to the point of you not noticing a difference.
Though, HopBop, if you are willing (and MrAndyPE willing to help) I would say you should try learning and least a basic understanding of native mods. It would help you in the long run for modding and general programming knowledge.
1
From what I've seen, block manipulation is not available with official addons (yet?), all I've seen is mob modification. However, you are more likely be able to execute these ideas with native mods (a.k.a. BL Addons), it will just be harder. I don't know exactly what can and can't be manipulated using BL Addons but I'm sure you could ask some people who have experience with them.
1
I haven't done ModPE in a while, but here is a basic overview. You can find out how to do all of the stuff I explain on Connors wiki.
First, you need to create a new block, and a new item. This is your ore block and the ore itself. Then, you need a block destroyed hook (it's called everytime a block in the world is destroyed), use an "if" statement to see if it's the block you made. Lastly, if it is, drop your new ore. You can also take it further and make weapons. There are a lot of mods like this too if you do a search in this forum. There were a lot of new ore and new ore weapon mods.
Note: unless you use existing textures, you'll need to create some. This part, I can't help you with. Do any experienced modders want to explain this subject better and how to import textures?
1
That's ok, you can do it all on Android. So here is a basic tutorial of how to start developing ModPE on Android:
Connor4898 also has some ModPE mod templates for some simple functions:
https://github.com/Connor4898/ModPE-Scripts/wiki/ModPE-Script-Templates
Another big way to learn ModPE is to look at code that people have already written and experiment. Also, you need to learn how to debug, this is a whole other subject that will have to be covered separately... Hope this helps!
1
Ok, so then your first step is to start learning Javascript. After that, there are multiple steps you can take here to learn the ModPE API:
2
Well, technically, mods are C++. The Javascript is simply a bridge between us and the game to make modding easier.
But before I explain it, please note:
This post is in the wrong section. Seeing as you are a new member, it is excusable, but ignorance of the rules is not a free pass. I have asked for the post to be moved to the correct section, which is MCPE: Mod / Tool Help & Requests, but please make sure going forward that you post in the correct sections. Since you are new, I suggest you read over the Rules, it's about 3 minutes worth of reading and will benefit you on this forum. I look forward to seeing you around!
The Javascript type of modding is called ModPE, and was introduced mostly thanks to Treebl and Zhuowei back a few years ago. It was made because low level/assembly modding was very difficult for the types of users that Minecraft usually generated, (eg. a lot of young ones).
Modding in C++ is called Native Modding or Addons (no, not the lame system Microsoft brought into MC:PE), and requires you to know C or C++, and have some minor assembly knowledge, or at least that's how it was not too long ago.
The difference between the two types of modding can be explained in a somewhat simplistic (and mostly accurate) way:
ModPE:
System/Game
Native Mods:
System/Game
And it may not look a whole lot different, but the Java bridge adds limitations because instead of using C++ to access the backbone by hand, you're going through a library that has to implement functions by hand. Each ModPE function was implemented by Zhuowei to access the C++ backbone that modifies game files.
Anybody feel free to correct me on errors, but I feel this makes sense.
As for learning to make mods, you will need to decide which route you would like to take.
A quick Google search will find you many resources, free and paid, for learning Javascript, Java, C, and C++. One example is CodeCademy.com.
I hope this helps!
1
Sad to see people go at any time, but I'm afraid that you were never here for the right reason. Back when I was active in this forums, (in the time of ModPE first being released w/ my buddies expir3dcow, MrNoahz, BeATz_UnKNoWN, and a few others), we made mods simply because we loved the game and the environment. It was never about the money. Sure, after a while, we all tried, but it was never about that. What drove us was the fun of sharing our projects and seeing people enjoy and crave updates.
I am not trying to bash you, at all. But a little advice: You can't start by being in it for the fame and the money. Programming is something that, in my opinion, needs to be loved. You need to have a passion for it. And yes, it is a very big area for money and fame but getting to that point takes a lot of work. Also, if you're looking for money, programming game mods isn't the biggest market, especially Minecraft: Pocket Edition. I wish you the best on your adventures but seriously encourage you to keep working towards it by constantly learning and striving to be better, not striving to constantly make more money.
1
Ok, thanks! If you know any other devices that do or don't work, can you please PM them to me? It has to be something with the devices that's causing this.
1
MC:PE is written in C++ with OpenGL ES to run smoothly on mobile devices.
The way BlockLauncher works, to my understanding, is like this: It uses Java to input the JavaScript code using the Mozilla scripting engine for Java. Then, it takes that code and patches it to MC:PE using C++ and/or C (with MobileSubstrate). I could be wrong, but I'm pretty sure this is how it works. It is not a JavaScript API, it is a native API for patching MC:PE. Zhuowei decided to add a JavaScript engine to access this API. The API can also be accessed by Native code such as C and C++ using native addons in APK form through BlockLauncher. However, this is a mod thread, not a general discussion thread. If you would like to continue this conversation I feel as if the staff would appreciate if we moved it to http://www.minecraftforum.net/forums/minecraft-pocket-edition/mcpe-mods-tools/mcpe-mod-tool-discussion
EDIT: I never saw Byteandahalf's post. It explains it all.
4
Easily make MCPE mods without any programming whatsoever.
With this app, you can make as many Minecraft: Pocket Edition mods as you want! It's very simple.
You simply give your mod a name, pick what you want to mod (you can pick more than one!) and then use the simple GUI to mod.
You can do so may things such as
There is also a prank section* where you can make people blow-up or leave the game right when they join.
Here is a full list of what you can do:
Also, ModEz has a security feature: you can set your name from the main menu and it will be put into the file-name of your mod and it will be put in the mod to help stop people from taking credit for something they didn't make.
It also has some hidden features such as making mods with a URL. When you go to this URL: modez://custom.item?id=1&texture=wood_plank&name=BEST%20ITEM%20EVER it will launch ModEz and make a custom item with an id of 1, the texture set to wood_planks and the name is BEST ITEM EVER. Pretty cool, right? This is so that people can make items and then share them with others. All URL templates:
Red = what you need to change
Custom item = modez://custom.item?id=NUMBER&texture=STRING&name=STRING
Custom tool = modez://custom.tool?id=NUMBER&texture=STRING&name=STRING&damage=NUMBER
Custom food = modez://custom.food?id=NUMBER&texture=STRING&name=STRING&hearts=NUMBER
Set Player Health = modez://set.player.health?hearts=NUMBER
So, what are you waiting for? Get the app!
*Pranks can be dangerous. Use with Caution
Google Play: https://play.google.com/store/apps/details?id=com.temena.modez
Google Play - Adfly Link: http://adf.ly/qlYCC
Amazon Appstore: http://www.amazon.com/gp/product/B00MKCVY6A