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Help us make Blue Vanilla Forge-compatible!


srj26

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Greetings,

 

My brother Dan and I have developed a pretty amazing mod called Blue Vanilla that is basically an XML interpreter that will read in xml code for structures to be spawned into your world, much like vanilla temples. We've got an asset library of hundreds of structures (towers, castles, dungeons, ships, etc...) and this past Fall my Dan set up the ability to set up custom mobs. We now have dozens of great new mobs in our mod with all kinds of bells and whistles including transparent skins, animated skins, transformations, custom AI path mapping and more.

 

Early on Dan asked me if we should make it forge-compatible or not. Thinking that it would limit our flexibility in modding, I said we should make it the best mod it can be, regardless of whether or not it's compatible with Forge.

 

It has turned out to be an amazing mod and a great experience but we are constantly told that it will never get a big audience if it isn't Forge compatible. In short, I'm starting to regret that decision...

 

Info on the mod is available at http://www.srjdesign.com/minecraft/

 

The mod source code is available at http://www.srjdesign.com/minecraft/bluevanilla2.4/BlueVanilla2.4.1Source.zip

 

I've been led to believe that it is either impossible or incredibly difficult to take what we have and make a version that is Forge compatible. That said - I'm guessing nobody knows Forge better than the folks on this forum.

 

I think this mod could be as big as other amazing mods like Twilight Forest and Ruins (if not bigger).

 

Is there anyone here who would be interested in looking over our source code (link above)? I'd love feedback on whether it's even possible. Help would be amazing but any feedback would be great.

 

Any questions about the code would have to be answered by Dan - he's our programmer. I'm just project lead... He can be reached through our reddit page at http://www.reddit.com/r/bluevanilla/

 

Thanks for your time and please comment if you have questions. I can probably answer general ones about the mod (just not questions about the source code...)

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Without a clean access to your source/setup all I can do is a preliminary.

Quick glance at your base edits tells us that a large bulk of your changes can be done in Forge in one way or another.

Also, FML has the CoreMod system which allows you to do edits to the Minecraft classes without actually editing the jar.

My suggestion to you, would be to open up your project on Github, and switch to Forge.

It will take some time to work through 'Forgifying' your mod, but it'll be worth it.

 

You have to do major re-writes in 1.7 anyways, bite the bullet and joint he club.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

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Yes, but thats crappy and hard to push pull requests for.

Having a repo setup with all the build system needed to start working on it would be the best use of your time for now.

Then porting over to Forge.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

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