Jeb, Dinnerbone, Grum, and EvilSeph have been discussing the upcoming Mod API in detail! This is only a small look at the massive amount of information provided about the Mod API, so let's dive right in!
API Questions:
Will mods have the ability to modify text?
Mods can have config files that, when initialized, will be able to dynamically print text in a variety of ways.
Will mods like Optifine (which modify the engine directly) be supported?
The API will eliminate the need to write to the engine directly, allowing modifications that affect the game (as any mod will), without altering the game code itself. Among other things, this will greatly simplify mod installation.
Can vanilla block behavior be modified?
Yes.
Will there be official community resources (tutorials, forums, etc) for modders?
Yes.
How will mods be distributed by modders, and downloaded by players?
Players will be able to download mods from the game client itself.
Will the API be able to add new mobs to the game through mods?
Yes. Additionally, it will be possible to modify animated blocks (water, lava) as well as custom animated blocks.
Will the API be like Bukkit (an outside resource)?
No, the API will be integrated into the vanilla game, hopefully bypassing the need for exernal APIs.
Will client-only mods be supported by the API?
Not at this time, but as the biggest client-only modifications are already covered (texture packs, splash screen text etc), it didn't seem necessary.
Will the API remove the issue of mods being rendered inoperable when the game updates?
It is a target we want to hit for certain, but it won't really have that capability at launch, we don't believe.
Will mods need to be re-written from the ground up with the API's release?
While mods will need to be changed to accommodate the API, total overhauls shouldn't be necessary. Even if a mod requires an overhaul for the API, it would only be a one-time occurrance.
Will there be any sort of content filter?
By and large, the community will police its own mods as it does now, but we are working to put a system in place to prevent malicious mods from being distributed.
What can be modified in the game using the API?
Everything.
Can the physics be modded?
Yes.
Will the API be on the XBOX or Pocket Edition?
Not by us, but you can ask the developers of each game, respectively.
Minecraft Questions:
Will mods like Optifine be added to vanilla?
Something even better. Overall, the game engine is being simplified, taking most of the load off of the client, and having the server doing the heavy work, greatly improving SMP.
Smoothstone stairs are not planned.
No new mobs are planned.
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Check back for more updates soon, there is a LOT going on today!
I'm worried about simplifying the game engine too,
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[color=#282828][font=Verdana, Geneva, Tahoma, sans-serif][size=small][background=rgb(232, 239, 244)]Optifine isn't just meant to boost FPS, I use it for more customability with my video settings for a better looking game. For example, I hate the opaque leaves and vingette of fancy graphics, but I love fancy grass, so I can turn that on without the leaves or vingette of fancy graphics[/background][/size][/font][/color]
sweet, as for updates i don't mind so much the mod not running so much as loading the game with an outdated mod can completely wreak my save file thing. even big games i have suffer this, not as often. fallout 3 and dao are the worst, a few mods change the game so much that removing them can cause the game to panic.
thankfully in fo3 mods being outdated is highly unlikely as the game hasn't been updated since i got it. skyrim however <_<.
mostly it is mods that add objects almost no interface mods or things like optifine ever have that effect. if nothing else i would like to be sure that i can remove any mod with less damage then now. right now i hardly bother with anything that adds physical objects or that change the terrain generator. or anything i can't safely remove without the dread of save file corruption.
I can't wait either. I've been sitting on my code now for almost 6 months with the initial idea that API was coming out sometime this fall. I have no want to go back to using MCForge.
I am so glad that this is finally coming out, although I would prefer a system where you download files separate from the game and drag the files into a folder somewhere in the .minecraft, but I'm just looking forward to increased compatibility among mods and the better game engine ^^
With this new API, my concern is not only the mods and how they will be applied which launching the game, but if there will be a feature that will allow us to download updates to mods
What? Why do you even ask that? Mod API isn't even related to 1.5. No one said it would be a part of it, don't know why did you think it would be out with 1.5. It will be out whenever it's ready, maybe late this year, maybe next one.
What? Why do you even ask that? Mod API isn't even related to 1.5. No one said it would be a part of it, don't know why did you think it would be out with 1.5. It will be out whenever it's ready, maybe late this year, maybe next one.
Its release date is suspected to be around the same time Half-life 2: episode 3 will be released
it would be cool if you just dragged the mod into a mod file just like texture packs.....that would be awesome
But downloading it in-game is much easier and automatically puts the mod in the mod folder, without having to go to a thread and download it, then add Forge/Modloader and put in in /mods yourself.
Yeah, getting a bit impatient, but that just means it'll be all the better when it's released. I'm mostly looking forward to not have to update mods every time a new version comes out.
What? Why do you even ask that? Mod API isn't even related to 1.5. No one said it would be a part of it, don't know why did you think it would be out with 1.5. It will be out whenever it's ready, maybe late this year, maybe next one.
Yes it actually was meant to come with the 1.5 update if you watched the stream announcing 1.5 and the Mod API at Minecon.
Mojang really is taking a huge dump on OptiFine.
thankfully in fo3 mods being outdated is highly unlikely as the game hasn't been updated since i got it. skyrim however <_<.
mostly it is mods that add objects almost no interface mods or things like optifine ever have that effect. if nothing else i would like to be sure that i can remove any mod with less damage then now. right now i hardly bother with anything that adds physical objects or that change the terrain generator. or anything i can't safely remove without the dread of save file corruption.
Usually means you haven't deleted META-INF or Installed Modloader/Forge
Its release date is suspected to be around the same time Half-life 2: episode 3 will be released
I can understand it taking a while to make an API with such insane compatibility between mods as they are planning, but this is a bit insane.
But downloading it in-game is much easier and automatically puts the mod in the mod folder, without having to go to a thread and download it, then add Forge/Modloader and put in in /mods yourself.