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!
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?
Will there be official community resources (tutorials, forums, etc) for modders?
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?
Can the physics be modded?
Will the API be on the XBOX or Pocket Edition?
Not by us, but you can ask the developers of each game, respectively.
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.
Check back for more updates soon, there is a LOT going on today!
And also, I'm happy this is finally closing in. I'm really sick of Forge and its domination of the modding community now. An official API will make everything so much better.
There's nothing odd about it - they were very unclear in the panel. They first said client side plugins aren't possible, then later said that mods such as Rei's minimap are possible.
My interpretation is that plugins can affect the client-side but must always be installed on the server. Therefore plugins such as Rei's minimap are possible, but can only be used if the server has them installed (or single-player). This is somewhat unfortunate, as it prevents you from using helpful client-side plugins if the server operator hasn't decided to install them, but perhaps it's for the best since it keeps all players on a level field.
Again, that's merely my interpretation of what was said during the panel.
I'm pretty sure that question was asked by a young child. Many (but not all) of the stupid and off-topic questions were asked by children. But what are you going to do, put down a child in front of a thousand people?
But yes, it was pretty funny to see the devs' reactions.
This has been answered - no, a plugin will not need to be updated with every game update. This is one of the key benefits of an official API.
It is possible that some updates will break compatibility. The Mojang folks stated they may do this from time to time, but they are aware of the problems it will cause so it will be avoided as much as possible.
They don't - they stated they are talking with the Forge team.
Sorry? It's November. November, December, January. Two months at most.
EDIT: Oh, sorry. Now I understand. You're saying Mojang will delay for six months, not that January is six months away.
He is technically right though since the "January release date" was falsely reported news, Dinnerbone has been trying to squash that rumor, it is why it has been removed from the OP. Unfortunately we got a few pages of people quoting that part of the OP before it was removed so people reading the thread are still going to get the wrong assumption. I'm actually glad that they haven't announced a release date outside of Dinnerbone's "A few months" quote from that recent interview, let them take the time they need to do it right the first time through.
They clarified in the API panel that they think they personally define "client side plugins" as things like texture packs or rendering mods like Optifine. That is why they said that Rei's minimap could be done. The only restriction I can see on mods is that it wouldn't allow you to load anything that added new items/blocks, etc onto a server that does not have those mods. Though that doesn't seem to be an issue since it looks like they are partitioning mods by world save.
The biggest issue I think is that the modding community has their own definition for "client side mods" because of the old SSP/SMP split and how client side mods were rather different in scope from SMP mods that were usually bukkit based. Just a matter of Mojang using their own terminology.
Nether lags will lag no more? Going to the nether right now with 1 player uses about the same load as 10. If they offload the main source of the nether lag, they basically crash any server whenever you go onto the nether.
Also, I have a sneaking suspicion that this will be a load of crap that will just be a pain in the neck for the forge team to work around.
With a mod like the Aether, which is still in 1.0.0, would the API be able to make that compatible with the newest version?
If someone took the time to move the Aether mod to function with the API, then it would work. And for the most part, if not entirely, it would continue working even after Minecraft received another patch.
Oh and a couple of questians:
What about the laggy rain from space?
Is it ever going to rain under the cloudes in the nere future?
SSP now runs a local server, even without it being opened to LAN.
Absolutely. This is the same junk-speak Microsoft uses after they buy out a company and kill it, or delete a key feature that people liked. "Trust us, what we're doing is better than that thing so many people found necessary and loved."
It's like Steve Ballmer is writing copy for Mojang now.
They have a LOT to do to make the game run the way it does with OptiFine, and I have no trust in their ability to do it. Jeesh, the last update hosed up minecarts, a feature that's been in the game since day one. They can't even get that right.
So he's a typical smug programmer who loathes the people who pay for his Lambo. Got it.
Because Mojang rewriting and optimizing their render sequence is totally egregious now, right? It's not as if the optifine developer can't just further optimize the new build or anything, or had Mojang forbid them from doing so. And besides, I always found Optifine to run worse or barely increase the framerate, depending on the pc. I'm starting to think it's usually more of a placebo effect.
Some of you guys try too hard. It's kinda silly.
Yes, and calling one of the most popular mods in all of MC a "placebo" isn't trying too hard.
Smug defends smug.