I have no clue. I have never programmed for 1.12.2 but, the modding community discords I am in say, it's a huge difference between the 2 versions. Updating, or back porting, requires a complete rewrite as most of the classes received a complete overhaul.
I have no clue. I have never programmed for 1.12.2 but, the modding community discords I am in say, it's a huge difference between the 2 versions. Updating, or back porting, requires a complete rewrite as most of the classes received a complete overhaul.
It would be a major re-write to port to 1.12.2 from 1.15
Can't agree with you on that, I've re-written one of my 1.12 mods for 1.15 in just over a week, they aren't as different as people make them out to be.
I have no experience with newer versions (I actually still develop mods for 1.6.4) but I know that they completely changed the way blocks work; instead of using metadata to define the variants of a single block every block (or block state) is now a separate block, even states which were previously only determined at render time, such as whether a fence connects to adjacent blocks or whether grass should appear as snowy (in 1.6.4 fences don't use metadata at all, their appearance is entirely determined at render time. The side effect of the change in 1.13 means it is now possible to force blocks to render in a particular way regardless of neighboring blocks, though this also means there is a greater potential for bugs, such as snowy grass not being reverted to normal grass when the snow is removed, which is due to block changes during world generation not notifying neighbors).
World generation is likely also completely different, though I don't know exactly how much this changed the basic code or interfaces, but I know that at least the biome generator was completely rewritten. It also depends on how much you interact with the core Minecraft code, as opposed to relying on Forge hooks (I have no experience with Forge either but I know enough that it provides indirect means to access the game, which also means that mods can be compatible across a range of updates instead of having to be recompiled every time the obfuscation mappings or vanilla code change), which is likely also a major factor in how difficult it would be to update a mod (I know that it would be a total nightmare for my to try to update my own mods to a newer version since they extensively change vanilla code, even down to fundamental changes to how world generation, blocks, and rendering work).
So here is the story. I have this one mod (1.15.2) that I want to backport to 1.12.2 (Personal use).
What are the differences in the code used for modding in 1.15.2 compared to 1.12.2?
Should seem like a big difference since Forge took so long to update to 1.13.2 and above.
It would be a major re-write to port to 1.12.2 from 1.15
Thanks for the reply, but i know that the differences are huge, I just want to know what they are.
I have no clue. I have never programmed for 1.12.2 but, the modding community discords I am in say, it's a huge difference between the 2 versions. Updating, or back porting, requires a complete rewrite as most of the classes received a complete overhaul.
Shoot, nevermind then.
Can't agree with you on that, I've re-written one of my 1.12 mods for 1.15 in just over a week, they aren't as different as people make them out to be.
You use MCreator? Don't.
I have no experience with newer versions (I actually still develop mods for 1.6.4) but I know that they completely changed the way blocks work; instead of using metadata to define the variants of a single block every block (or block state) is now a separate block, even states which were previously only determined at render time, such as whether a fence connects to adjacent blocks or whether grass should appear as snowy (in 1.6.4 fences don't use metadata at all, their appearance is entirely determined at render time. The side effect of the change in 1.13 means it is now possible to force blocks to render in a particular way regardless of neighboring blocks, though this also means there is a greater potential for bugs, such as snowy grass not being reverted to normal grass when the snow is removed, which is due to block changes during world generation not notifying neighbors).
World generation is likely also completely different, though I don't know exactly how much this changed the basic code or interfaces, but I know that at least the biome generator was completely rewritten. It also depends on how much you interact with the core Minecraft code, as opposed to relying on Forge hooks (I have no experience with Forge either but I know enough that it provides indirect means to access the game, which also means that mods can be compatible across a range of updates instead of having to be recompiled every time the obfuscation mappings or vanilla code change), which is likely also a major factor in how difficult it would be to update a mod (I know that it would be a total nightmare for my to try to update my own mods to a newer version since they extensively change vanilla code, even down to fundamental changes to how world generation, blocks, and rendering work).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
can somone pleasssse tell me what heck mojang did with the Scale thing for mobs?? was so easy to do on 1.12 now i cant do nothing on 1.15...
how you create a mob that breeds a smaller, growing baby mob, how you scale a mob???