So I was wondering, what is the difference between ModLoader and Forge? I've heard that Forge is more flexible and has more methods and such, but I've never used it in my mods. I've always used ModLoader, which seems like the standard for most mods.
So, to those people who have used both, what is your opinion on this? Why would one be more preferable than the other? What type of mods would be better suited for Forge over ModLoader?
“Most good programmers do programming not because they expect to get paid or get adulation by the public, but because it is fun to program.”
- Linus Torvalds (Finnish American, software engineer and hacker, principal force behind the development of the Linux kernel)
I used to make mods in ModLoader, but then ModLoader ran out of Sprite Indexes. People told me that Forge had infinite Sprite indexes, so I gave it a try. I'm modding in Forge atm, and so far, I like it.
In my opinion, if you are going to make a BIG Mod (lots of textures and such) or a SMP one, you should use Forge. It has a lot of useful hooks, like setBlockHarvestLevel.
In my opinion, if you are going to make a BIG Mod (lots of textures and such) or a SMP one, you should use Forge. It has a lot of useful hooks, like setBlockHarvestLevel.
Yeah, I agree with that. Buildcraft and Equivalent Exchange both use Forge.
Rollback Post to RevisionRollBack
“Most good programmers do programming not because they expect to get paid or get adulation by the public, but because it is fun to program.”
- Linus Torvalds (Finnish American, software engineer and hacker, principal force behind the development of the Linux kernel)
The majority of Mods still use ModLoader, simply because it's easier to use and there are more tutorials available around the web for it. I used ModLoader for the first 3 months of my modding, and switched to Forge originally for the Infinite sprite indexes. I now come to appreciate forge for what all it actually includes.
These include, but are not limited to, the availability of the EnumHelper.java to create new tool and armor materials without editing base classes or creating your own enums. This means that unlike editing the base class, all mods using forge will definitely be compatible with yours, and unlike when using your own enums, the tools and armor are still enchantable. Forge also includes the Ore Dictionary which lets you use Blocks and Items registered with the ore dictionary in your recipes, as well as allowing others to use your blocks or items in their recipes. Forge also allows for Advanced configuration files which are much easier for the end user to understand than MLProp configuration files. There are so many things available to you with forge, and now with the Addition of Forge ModLoader you are able to do everything that ModLoader could do, and more.
The majority of Mods still use ModLoader, simply because it's easier to use and there are more tutorials available around the web for it.
Wrong only new modders use modloader or mods thats edit base classes like Better than wolves, forge its better becuase:
1 - infinite sprites
2 - 4096 blocks ids
3 - a bunch of hooks like .setDungeonLoot (this make your item or block spawn on dungeon chest)
4 - client and server merged smp now its easy to do
5 - less buggy (npcs on modloader 1.3.2 still dont working)
6 - more compatibilite with mods
7 - makes your mod easier to port to bukkit (from mcpc builds)
8 - make a new dimension withour other api or editing base classes
9 - scot tools api merged so the vanila pickaxes will mine your new block with the correctly harvest level (in modloader all the vanila pickaxes mines with the same speed on new blocks)
10 - and have more, more u can see forge in action, like the buildcraft, before forge exists, spacetoad cant add the engines because the modloader dosent have animated textures
11 - idk , im newbie
12 - sorry for the bad english
13 - forge haves a lot of tutorials google it
14 - but, yes modloader is moar easyer but its buggy.
------ google tradutor rules ----
The majority of Mods still use ModLoader, simply because it's easier to use and there are more tutorials available around the web for it. I used ModLoader for the first 3 months of my modding, and switched to Forge originally for the Infinite sprite indexes. I now come to appreciate forge for what all it actually includes.
These include, but are not limited to, the availability of the EnumHelper.java to create new tool and armor materials without editing base classes or creating your own enums. This means that unlike editing the base class, all mods using forge will definitely be compatible with yours, and unlike when using your own enums, the tools and armor are still enchantable. Forge also includes the Ore Dictionary which lets you use Blocks and Items registered with the ore dictionary in your recipes, as well as allowing others to use your blocks or items in their recipes. Forge also allows for Advanced configuration files which are much easier for the end user to understand than MLProp configuration files. There are so many things available to you with forge, and now with the Addition of Forge ModLoader you are able to do everything that ModLoader could do, and more.
Wrong only new modders use modloader or mods thats edit base classes like Better than wolves
Whenever you give suggestions, please do not try to criticize others or make blind generalizations like "only new modders use modloader". I am not new to modding, and I have only used ModLoader up to this point.
Rollback Post to RevisionRollBack
“Most good programmers do programming not because they expect to get paid or get adulation by the public, but because it is fun to program.”
- Linus Torvalds (Finnish American, software engineer and hacker, principal force behind the development of the Linux kernel)
Forge is the next step I am going if that helps xWho.
Just the step from Modloader to Forge is pretty big if you a custom to Modloader. The temple is different and client/common classes plus importing libraries takes a little getting used to.
Atm, for me client mods are easy to create with forge. But I am having problems with getting my SMP to work correctly using this "universal" feature. *My problem deals with not knowing what the server needs... I had/still trying to load up client only stuff and spiting errors out like watermelon seeds ( ) *
Forge is the next step I am going if that helps xWho.
Just the step from Modloader to Forge is pretty big if you a custom to Modloader. The temple is different and client/common classes plus importing libraries takes a little getting used to.
Atm, for me client mods are easy to create with forge. But I am having problems with getting my SMP to work correctly using this "universal" feature. *My problem deals with not knowing what the server needs... I had/still trying to load up client only stuff and spiting errors out like watermelon seeds ( ) *
Yeah, I heard Forge was more advanced. Thank you for your input
Rollback Post to RevisionRollBack
“Most good programmers do programming not because they expect to get paid or get adulation by the public, but because it is fun to program.”
- Linus Torvalds (Finnish American, software engineer and hacker, principal force behind the development of the Linux kernel)
Wrong only new modders use modloader or mods thats edit base classes like Better than wolves, forge its better becuase:
1 - infinite sprites
2 - 4096 blocks ids
3 - a bunch of hooks like .setDungeonLoot (this make your item or block spawn on dungeon chest)
4 - client and server merged smp now its easy to do
5 - less buggy (npcs on modloader 1.3.2 still dont working)
6 - more compatibilite with mods
7 - makes your mod easier to port to bukkit (from mcpc builds)
8 - make a new dimension withour other api or editing base classes
9 - scot tools api merged so the vanila pickaxes will mine your new block with the correctly harvest level (in modloader all the vanila pickaxes mines with the same speed on new blocks)
10 - and have more, more u can see forge in action, like the buildcraft, before forge exists, spacetoad cant add the engines because the modloader dosent have animated textures
11 - idk , im newbie
12 - sorry for the bad english
13 - forge haves a lot of tutorials google it
14 - but, yes modloader is moar easyer but its buggy.
------ google tradutor rules ----
I didn't say there weren't Forge tutorials, in fact I edited the Ore Dictionary tutorial on the MinecraftForge.net wiki in order for it to be up to date with 1.3.2. What I said was, there are far MORE tutorials available for ModLoader than there are for Forge. The majority of people who create simple mods would prefer to use ModLoader because all you have to do to register your mod is make a file that starts with mod_ and extend BaseMod and implement the needed abstract methods. With forge, you have to define instances of NetworkMod, Mod, an Actual @Instance of your mod file, Proxy's, both Client and Server, along with creating @PreInit, @Init, and/or @PostInit methods using the AnnotationInterfaces provided with ForgeModLoader which contain the corresponding arguments (such as FMLPreInitializationEvent, FMLInitializationEvent, and FMLPostInitializationEvent.
Obviously, the latter is more complicated and much harder to do, and therefore; is the less likely candidate to be used in instances of simple mods.
The majority of people who create simple mods would prefer to use ModLoader because all you have to do to register your mod is make a file that starts with mod_ and extend BaseMod and implement the needed abstract methods.
So true.
Rollback Post to RevisionRollBack
“Most good programmers do programming not because they expect to get paid or get adulation by the public, but because it is fun to program.”
- Linus Torvalds (Finnish American, software engineer and hacker, principal force behind the development of the Linux kernel)
I'm starting to like Forge now. At first I didn't use it because it's an API. I don't like to use them unless it's needed and most of the time I find another way without them, so I just stuck with ModLoader. Now I see the benefit of using Forge; less problems, more features, helper classes, and better support. Also ModLoader hasn't fixed the Entity problem which I made a thread on about 3 weeks ago. Forge has for the most part. I would list more features but it seems everyone else here already did. So yes I would use Forge.
Wow. This topic has helped me a lot. I'll switch over to Forge when I have the time. Thanks!
You're welcome
Rollback Post to RevisionRollBack
“Most good programmers do programming not because they expect to get paid or get adulation by the public, but because it is fun to program.”
- Linus Torvalds (Finnish American, software engineer and hacker, principal force behind the development of the Linux kernel)
I would like to extend upon what I had said earlier. Delving more into what Forge is capable of, the possiblilities are endless. Forge itself is amazing, but the fanbase of Forge Modders extends the capabilities of Forge to an unbelievable level. Whether it be through the availability of an Electricity API that anyone can use for their Forge mods (Universal Electricity by Calclavia), to the extension of Nitro Model Thingy (Successor of Turbo Model Thingy) which allows for more available shapes and other model-based items (Originally by GaryCXJk, Continued by OvermindDL1). We have mods that include API's of their own, such as BuildCraft or IndustrialCraft, which allow you to create a mod of your own, while simultaneously extending the two Goliath's of the Minecraft Community. The Forge community is a completely dedicated community to improving Modding overall, and helping others gain experience in the field as well.
I switched to Forge recently and I'll admit it takes a little bit of getting used to, but the benefits of Forge definitely make it worth it. For starters, not wasting sprite indices is definitely a plus if you're adding a lot of blocks and items and want your mod to be able to work with other mods. Also, Forge includes many useful hooks for changing the game without having to edit base classes, so you can be more compatible with other mods. And, finally, the Forge Ore Dictionary makes it a lot easier to get your mod to play nice with other mods that include similar items.
Edit: Oh, and the new Universal version of Forge makes it significantly easier to make your mod SMP compatible once you get the hang of the @Sided annotations.
Forge is for script kiddies. Finally learn Java. Sorry for my statement, but I see it just so, and I see no advantage to the Forge Api.
PS: Sorry for my English
So you don't use any API's if you are making a mod? Would you rather write code to allow register custom blocks and other things in minecraft or use a library like Forge that already did it? At first I used to do that but I realized it was better to use ModLoader or Forge. When I was using ModLoader at the time I never thought about using Forge because it seemed to be an extension library that helped you with stuff were people don't know how to do themselves. Yes Forge has a lot of classes to help you make a mod but it isn't there because people don't know how to code, it's so so your mod will be compatible with other mods without editing base classes. So you think API's are for script kiddies?
Rollback Post to RevisionRollBack
Same ****, different day - Modification Development Section
Forge is for script kiddies. Finally learn Java. Sorry for my statement, but I see it just so, and I see no advantage to the Forge Api.
PS: Sorry for my English
I'm sorry? Do you know what Forge is? It's an API/Loader. You need to use a Loader and API for your mod to work without smashing into other mods. You definitely need to know Java to use Forge, and it has so many advantages. For example 4096 block IDs means people can use your mod with more mods (increasing its popularity), infinite sprite indexes mean you can have as many sprite indexes as you want. And besides, have you seen some of the mods that use Forge? They only have a single download, that just goes in the mods folder for the server or client. LAN mode works, the mods have many amazing things such as RedPower's bluetric engines with spinning gears and Railcraft's giant machines like the steam boiler and tanks.
APIs are used by any proper mod. Forge took this to the next step by making it possible for mods that do more than just adding blocks and items work together.
Also, correct me if I'm wrong but ModLoader mods work off the bat with Forge (providing they do not edit baseclasses) right? Wasn't that part of FML (Forge Mod Loader)? I know they're doing a lot of work to make it play very well with existing ModLoader mods.
Rollback Post to RevisionRollBack
"Terminator like robots may one day rule the world, as long as they don't run Windows Vista"
So, to those people who have used both, what is your opinion on this? Why would one be more preferable than the other? What type of mods would be better suited for Forge over ModLoader?
Thanks in advance.
- Linus Torvalds (Finnish American, software engineer and hacker, principal force behind the development of the Linux kernel)
It also has a larger feature library than ModLoader.
In my opinion, if you are going to make a BIG Mod (lots of textures and such) or a SMP one, you should use Forge. It has a lot of useful hooks, like setBlockHarvestLevel.
Hm... I thought that ModLoader was used more. Well, things change
I'll keep that in mind if I decide to port my mod to multiplayer
Yeah, I agree with that. Buildcraft and Equivalent Exchange both use Forge.
- Linus Torvalds (Finnish American, software engineer and hacker, principal force behind the development of the Linux kernel)
These include, but are not limited to, the availability of the EnumHelper.java to create new tool and armor materials without editing base classes or creating your own enums. This means that unlike editing the base class, all mods using forge will definitely be compatible with yours, and unlike when using your own enums, the tools and armor are still enchantable. Forge also includes the Ore Dictionary which lets you use Blocks and Items registered with the ore dictionary in your recipes, as well as allowing others to use your blocks or items in their recipes. Forge also allows for Advanced configuration files which are much easier for the end user to understand than MLProp configuration files. There are so many things available to you with forge, and now with the Addition of Forge ModLoader you are able to do everything that ModLoader could do, and more.
Wrong only new modders use modloader or mods thats edit base classes like Better than wolves, forge its better becuase:
1 - infinite sprites
2 - 4096 blocks ids
3 - a bunch of hooks like .setDungeonLoot (this make your item or block spawn on dungeon chest)
4 - client and server merged smp now its easy to do
5 - less buggy (npcs on modloader 1.3.2 still dont working)
6 - more compatibilite with mods
7 - makes your mod easier to port to bukkit (from mcpc builds)
8 - make a new dimension withour other api or editing base classes
9 - scot tools api merged so the vanila pickaxes will mine your new block with the correctly harvest level (in modloader all the vanila pickaxes mines with the same speed on new blocks)
10 - and have more, more u can see forge in action, like the buildcraft, before forge exists, spacetoad cant add the engines because the modloader dosent have animated textures
11 - idk , im newbie
12 - sorry for the bad english
13 - forge haves a lot of tutorials google it
14 - but, yes modloader is moar easyer but its buggy.
------ google tradutor rules ----
+1. Thank you for going into such detail
Whenever you give suggestions, please do not try to criticize others or make blind generalizations like "only new modders use modloader". I am not new to modding, and I have only used ModLoader up to this point.
- Linus Torvalds (Finnish American, software engineer and hacker, principal force behind the development of the Linux kernel)
Just the step from Modloader to Forge is pretty big if you a custom to Modloader. The temple is different and client/common classes plus importing libraries takes a little getting used to.
Atm, for me client mods are easy to create with forge. But I am having problems with getting my SMP to work correctly using this "universal" feature. *My problem deals with not knowing what the server needs... I had/still trying to load up client only stuff and spiting errors out like watermelon seeds ( ) *
Yeah, I heard Forge was more advanced. Thank you for your input
- Linus Torvalds (Finnish American, software engineer and hacker, principal force behind the development of the Linux kernel)
I didn't say there weren't Forge tutorials, in fact I edited the Ore Dictionary tutorial on the MinecraftForge.net wiki in order for it to be up to date with 1.3.2. What I said was, there are far MORE tutorials available for ModLoader than there are for Forge. The majority of people who create simple mods would prefer to use ModLoader because all you have to do to register your mod is make a file that starts with mod_ and extend BaseMod and implement the needed abstract methods. With forge, you have to define instances of NetworkMod, Mod, an Actual @Instance of your mod file, Proxy's, both Client and Server, along with creating @PreInit, @Init, and/or @PostInit methods using the AnnotationInterfaces provided with ForgeModLoader which contain the corresponding arguments (such as FMLPreInitializationEvent, FMLInitializationEvent, and FMLPostInitializationEvent.
Obviously, the latter is more complicated and much harder to do, and therefore; is the less likely candidate to be used in instances of simple mods.
Modloader is dead, as it cannot do anything with entities, packets, GUI's or just about anything else
If you wan't to do anything more than add a block or recipe you need forge
So true.
- Linus Torvalds (Finnish American, software engineer and hacker, principal force behind the development of the Linux kernel)
You're welcome
- Linus Torvalds (Finnish American, software engineer and hacker, principal force behind the development of the Linux kernel)
I would like to extend upon what I had said earlier. Delving more into what Forge is capable of, the possiblilities are endless. Forge itself is amazing, but the fanbase of Forge Modders extends the capabilities of Forge to an unbelievable level. Whether it be through the availability of an Electricity API that anyone can use for their Forge mods (Universal Electricity by Calclavia), to the extension of Nitro Model Thingy (Successor of Turbo Model Thingy) which allows for more available shapes and other model-based items (Originally by GaryCXJk, Continued by OvermindDL1). We have mods that include API's of their own, such as BuildCraft or IndustrialCraft, which allow you to create a mod of your own, while simultaneously extending the two Goliath's of the Minecraft Community. The Forge community is a completely dedicated community to improving Modding overall, and helping others gain experience in the field as well.
Edit: Oh, and the new Universal version of Forge makes it significantly easier to make your mod SMP compatible once you get the hang of the @Sided annotations.
So you don't use any API's if you are making a mod? Would you rather write code to allow register custom blocks and other things in minecraft or use a library like Forge that already did it? At first I used to do that but I realized it was better to use ModLoader or Forge. When I was using ModLoader at the time I never thought about using Forge because it seemed to be an extension library that helped you with stuff were people don't know how to do themselves. Yes Forge has a lot of classes to help you make a mod but it isn't there because people don't know how to code, it's so so your mod will be compatible with other mods without editing base classes. So you think API's are for script kiddies?
I'm sorry? Do you know what Forge is? It's an API/Loader. You need to use a Loader and API for your mod to work without smashing into other mods. You definitely need to know Java to use Forge, and it has so many advantages. For example 4096 block IDs means people can use your mod with more mods (increasing its popularity), infinite sprite indexes mean you can have as many sprite indexes as you want. And besides, have you seen some of the mods that use Forge? They only have a single download, that just goes in the mods folder for the server or client. LAN mode works, the mods have many amazing things such as RedPower's bluetric engines with spinning gears and Railcraft's giant machines like the steam boiler and tanks.
APIs are used by any proper mod. Forge took this to the next step by making it possible for mods that do more than just adding blocks and items work together.
Also, correct me if I'm wrong but ModLoader mods work off the bat with Forge (providing they do not edit baseclasses) right? Wasn't that part of FML (Forge Mod Loader)? I know they're doing a lot of work to make it play very well with existing ModLoader mods.