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MineCraft Modding


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#21 ApOcOlYpS

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Posted 17 April 2012 - 04:34 AM

In minecraft we can decompile the source code and work with it directly. There's pretty much no limit to what you can make. Even if the game engine doesn't support it, that's OK, just edit the game engine.


Stop tempting me! I'm learning java this quarter, which isn't too different from c++ anyway. I've been told that minecraft modding is a fantastic place to work, and if you can work with the engine directly....You can edit the monsters as well too then right? Make your own set of ai....dammit I don't have time as it is! But that would be such good experience.

I'll think about it this weekend or something!

#22 Pendaelose

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Posted 17 April 2012 - 01:39 PM

You can directly edit the core AI. You can create completely new behaviors from scratch.

ZeroHour modding is limited to using the Ini files and the pre-built API that EA used to read them in.

MineCraft modding is raw Java. I like wolves as protectors, but I want to use a different model and change some behaviors?? Create a new class, inherit EntityWolf. Make changes. Now I have mercenaries that I can hire with gold nuggets.

It goes even further... I've played with mods (played with the code) where workers can be assigned tasks such as mining and farming. One guy added Zeppelins to the game... as in you build your airship out of blocks and place a control panel... now you can fly it. No shit.

Minecraft modding is raw game development at the source code level.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#23 ApOcOlYpS

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Posted 17 April 2012 - 02:29 PM

Although why make a minecraft mod instead of a full game in something like Unity? I suppose the mod would take less time, and you're building off of something that exists rather than having to do all the background stuff yourself.

#24 Pasidon

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Posted 17 April 2012 - 03:53 PM

We won't see Minecraft being that developed until we get a decent modding API, which is coming... soon. That way, people can just simply switch on and off certain mods and integrate them appropriatly. But people have been making full sized games regardless... mostly PvP stuff like the massive Middle Earth server and Call of Duty simulators that people play an obscene amount. Also saw a Left 4 Dead recreation that seems... interesting.

#25 Pendaelose

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Posted 17 April 2012 - 08:19 PM

The mod API will help a lot, but I think it will be several releases until it can replace modloader. Right now I see it as more of a Bukkit/Spout replacement, and in it's infancy will probably still be less developed than the current Bukkit community. The API will make modding much easier, but it won't add capability. In fact, people who use only the API will initially find themselves very restricted if they are used to editing the root classes via the MCP and Modloader.

Even after the API is released though Modloader will still give direct access to the inner code and we have pretty much unlimited power to change the game. The only problem right now is that Bukkit and ModloaderMP aren't very compatible, but after the API replaces Bukkit I don't think that will be a problem anymore. We'll see Bukkit phase out, a new API that plays friendly with custom classes, and a new version of ModLoader/ModloaderMP designed to support the API plugins. Win-Win. Easy plugins for quick development, but with support for full scale mods like Zeppelins and Aether.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#26 Pasidon

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Posted 17 April 2012 - 09:31 PM

What I think Minecraft really needs right now is a mod that benefits puzzle type maps... like a mod that sets specific restrictions and rules. That's what Ap and I are wanting to work on right now, and it should be a simple enough start into modding if ya' care to help.




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