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While there's no reason this is fundamentally impossible, there are several difficulties: - Forge doesn't really have an API layer and expects devs to work dir
by SpaceManiac 9y ago
While there's no reason this is fundamentally impossible, there are several difficulties:
- Forge doesn't really have an API layer and expects devs to work directly against deobfuscated Minecraft code. Mods break every Minecraft version.
- Forge-level mods require cooperation from the client, beyond what the official client offers. Forge mods are structured so the same mod file runs on both clients and servers.
- Because of this, a server reimplementation providing Forge features must do one of three things: compromising on open-source by releasing a client mod, reimplementing the Minecraft client (hard, and hard to get people to use), or mods splitting in Forge-based client halves and new-API-based server halves (code duplication, hard to convince modders to not just use Forge).
- Filligree 9y agoI can address the first point, at least. Forge-equivalent wasn't meant to mean identical; I'd be absolutely delighted to see a better (that is, existent) API, it just needs to support about the same things. Which does not include coremod hackery. And yes, you'd need to create a client mod. Sure, it's a compromise, but it'd still be an improvement over the current state of affairs.
- mastercoms 9y agoWe're actually working on this, first with a rewrite of our item/block behavior system to be modular and moddable using lamdbas. Then we will be adding a way for plugins to provide new textures in resource packs. Once that's all done, we will create a client Forge mod to allow for plugins to add new blocks rather than reuse existing ones. We also have a pretty nice modular system for AI tasks, but it needs more stress testing with a pathfinding implementation before we start finalizing the API for it.