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Do you think this would be possible in forge/minecraft or should I go c++?


FlufffyDragon

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I plan on to make a very large mod and sadly it wasn't possible to do in Bedrock. Since this is where most developers for forge/minecraft seem to hang out it seems like the best place to ask. I'm asking since it would let me know if I should spend time learning java or c++.

  • A lot of the game's base content would be removed like most blocks, the nether, the end, the overworld and also most mobs.
  • Due to the amount of changes the mod no longer would follow minecraft's updates and wouldn't need to constantly update
  • Takes place in space and would have it's own atmospheric simulation. It would either be room based or block to block simulation.
  • Slightly more advanced AI than spawning them in and set to wander.

 

 

I'm hoping it would be since than a game engine wouldn't have to be made. If I get no response I'll just learn java anyways and see what happens.

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I would recommend learning Java. Modding Bedrock Edition is MUCH harder. I feel like the main purpose of Forge is to allow a lot of different mods to run together. If a lot of mods changed Minecraft's source and some of them changed the same files then they would be incompatible. Forge mostly fixes that issue. But if you don't want this mod to run with other mods and since you won't update the mod for newer versions of Minecraft and you are removing a lot of content I think you should just work with Minecraft's source itself. So you should use the Minecraft Coder Pack (MCP).

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5 minutes ago, ZephaniahNoah said:

I would recommend learning Java. Modding Bedrock Edition is MUCH harder. I feel like the main purpose of Forge is to allow a lot of different mods to run together. If a lot of mods changed Minecraft's source and some of them changed the same files then they would be incompatible. Forge mostly fixes that issue. But if you don't want this mod to run with other mods and since you won't update the mod for newer versions of Minecraft and you are removing a lot of content I think you should just work with Minecraft's source itself. So you should use the Minecraft Coder Pack (MCP).

I should clear up what I meant by c++ was the C++ code itself and not bedrock. All I meant by bedrock was that its impossible to do this in that edition.

 

Thanks for the response I will use mcp then!

 

 

Edited by FlufffyDragon
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Ah! Well it is possible to mod Bedrock Edition but would probably be a bad idea for a beginner. It kind of sounds like you want to make your own Minecraft like game. If you use Forge or MCP then when you share it you will have to call it a "Minecraft" mod since it uses Minecraft's source. But if you want to call it your own thing you should just make your own game/engine. In which case you could use Java, C++, or any other language. Just do your research about each language. I like C# with MonoGame!
Either way good luck

Edited by ZephaniahNoah
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I'll try java first than if nobody seems to have a problem with what I mentioned of doing. A beginner probably shouldn't be making a game engine.

Time to start the long process of learning java, or short but probably long. I'll make some small mods to practice before the real thing. Hibernation mode activated.

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If you want to make your own game I would suggest Unity (which uses C#) or Unreal (which uses C++ or their Blueprint/node-and-wire system).

Minecraft's engine is NOT made to be modded.

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

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7 hours ago, ZephaniahNoah said:

Modding Bedrock Edition is MUCH harder

Modding Bedrock Edition is not possible, or at least not the way how Java edition works.

Java allows dynamic loading of classes and code, as well as ASM and runtime injection. Without these assets, Minecraft cannot be modded.

If you would like to make a new game, make a new game. Minecraft isn't built to be modded.

 

1 hour ago, DaemonUmbra said:

I would suggest Unity (which uses C#)

Personally, according to the OP's description (which appears to be a block-based game), I would say maybe pre-made engines like Unity is not the way to go. Unity is not that flexible in that the user cannot control the rendering of mesh. AFAIK Unity does not support occlusion culling with dynamic components, which is crucial in a block-based game to prevent the rendering of unseen/obstructed faces. Better performance may be achieved with Unity's new entity component system, but I would still see the lack of rendering optimization as the major problem. Personally, I would recommend to write your own engine (with OpenGL or something) in this case.

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

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Minetest might be something to check out (http://www.minetest.net) for what you're trying to do. It's open source C++, with lua scripting for a lot of things. I don't think of it as a minecraft replacement or anything, as it has different features than minecraft, and being an open source project, in many ways is a lot less polished. But it's very moddable, and worth checking out. :)

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