What do you mean by "doesn't directly affect the server"?
I mean that it doesn't directly affect the server. It affects you, but not the server.
How can I be any clearer than that?
All mods that you can run that can be run on any server, regardless of what mods the server has, are client-side mods. All mods that involve new entities, blocks, or items are never client-side mods.
Rollback Post to RevisionRollBack
It's hard criticizing ideas when one is tired, so you'd better appreciate it when I criticize yours.
If a server owner installs mods to his server, clients will be given the option to automatically download them when they join. If they refuse they will not be able to join the server. Mods that the clients have installed for themselves will be more or less restricted to their own worlds and will not effect the server. I assume that things like inventory tweaks however, since they do not affect the world, will still work for the client however, even if the server does not have it installed.
So if a sever admin loads up RP2, clients must download it and will enjoy RP2 on the world, if a server does NOT have RP2 and a player joins the server with it, RP2 will not be accessible, just like it is right now.
I mean that it doesn't directly affect the server. It affects you, but not the server.
How can I be any clearer than that?
All mods that you can run that can be run on any server, regardless of what mods the server has, are client-side mods. All mods that involve new entities, blocks, or items are never client-side mods.
Thanks for the clarification people. I still wonder though, how would you mod a server with like opti-fine for everybody if that's even possible since you run the server as a program that is external from Minecraft?
Thanks for the clarification people. I still wonder though, how would you mod a server with like opti-fine for everybody if that's even possible since you run the server as a program that is external from Minecraft?
Simple. You don't. It's impossible. Cannot be done.
If a server owner installs mods to his server, clients will be given the option to automatically download them when they join. If they refuse they will not be able to join the server. Mods that the clients have installed for themselves will be more or less restricted to their own worlds and will not effect the server. I assume that things like inventory tweaks however, since they do not affect the world, will still work for the client however, even if the server does not have it installed.
So if a sever admin loads up RP2, clients must download it and will enjoy RP2 on the world, if a server does NOT have RP2 and a player joins the server with it, RP2 will not be accessible, just like it is right now.
my hope is that buildcraft/industrialcraft will be avaliable this way- really the only reason i havent gotten them (or any other mod for that matter) is i dont like downloading 2-5 different things just to be able to run the mod.
also theres a few texpacks im looking foward to seeing.
Forge will be missed when the API renders it obsolete, but the modder drama certainly won't.
I hope the API lives up to our expectations, I would love nothing more than being able to keep my game updated and still use mods. Aether will come back into my life. -w-
Derp, only took a year over the original plans to actually get something rolling out...
Still, sounds like a seriously sweet engine, look forward to seeing how it turns out! LOVE the idea of getting mods straight from the client!!
*approves*
Rollback Post to RevisionRollBack
Define Cute (choose 1): A) Creepers Aerbunnies C) Herobrine. If you chose A): You appeal to destruction and to stereotypes. If you chose B): You are a perfectly normal person, and enjoy the Aether Mod. If you chose C): Please leave the planet now before you set off a nuclear warhead--no one enjoys mass murders, however nice they might seem to you.
Why not? The client has to do less, the server does more. You won't notice this in singleplayer, since it's just a server with a client. In total, it will do the same as before, just in a different way.
When you run a server for multiple people, yes, that's a bit heavier. But I'm sure they will code it properly.
You're referring to FPS. I'm talking about lag as in breaking a block 5 times before the server decides that you *actually* broke it. Further, even if the streamlining of code makes it so that servers don't have any more trouble than they do no, there's still on major issue: Lag will be more visible. For example, instead of just block lag and derpy inventory behavior, we'll enjoy sound lag (oh wait, we had that one for a while), lighting lag, etc...
If the server decides when x happens, and said server is particularly laggy, then the client will have to wait before it can see x. While this might block speedhack and the like, it's going to be horrid on servers that have less than optimal capabilities. Of course, it could be much less significant things that the server has to handle, or perhaps it could be dynamic. Only time will tell.
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.
Can we get rid of the totally ass-backward behaviour of the server telling the client which sound to play? That'd be an improvement...
Rollback Post to RevisionRollBack
Looking for a friendly community? Look no further, and join the BlockStackers! We run a Vanilla whitelisted server, a Feed The Beast server, and a Survival server with some twists.
How about automatic mod installation when joining a modded server?
I mean that it doesn't directly affect the server. It affects you, but not the server.
How can I be any clearer than that?
All mods that you can run that can be run on any server, regardless of what mods the server has, are client-side mods. All mods that involve new entities, blocks, or items are never client-side mods.
Thanks for the clarification people. I still wonder though, how would you mod a server with like opti-fine for everybody if that's even possible since you run the server as a program that is external from Minecraft?
Simple. You don't. It's impossible. Cannot be done.
Incorrect. It's coming out in 1.5.
Which quote is correct then?
Nope.
Check here:
https://twitter.com/Dinnerbone/status/272733076738682881
Or here:
https://twitter.com/Dinnerbone/statuses/272771516406587392
also theres a few texpacks im looking foward to seeing.
I hope the API lives up to our expectations, I would love nothing more than being able to keep my game updated and still use mods. Aether will come back into my life. -w-
Then you make it again!
Still, sounds like a seriously sweet engine, look forward to seeing how it turns out! LOVE the idea of getting mods straight from the client!!
*approves*
You're referring to FPS. I'm talking about lag as in breaking a block 5 times before the server decides that you *actually* broke it. Further, even if the streamlining of code makes it so that servers don't have any more trouble than they do no, there's still on major issue: Lag will be more visible. For example, instead of just block lag and derpy inventory behavior, we'll enjoy sound lag (oh wait, we had that one for a while), lighting lag, etc...
If the server decides when x happens, and said server is particularly laggy, then the client will have to wait before it can see x. While this might block speedhack and the like, it's going to be horrid on servers that have less than optimal capabilities. Of course, it could be much less significant things that the server has to handle, or perhaps it could be dynamic. Only time will tell.
edit: Better.
Can we get rid of the totally ass-backward behaviour of the server telling the client which sound to play? That'd be an improvement...
Now I don't have to completely close Minecraft to install new mods!