players like stampylongnose and skydoesminecraft say modding is easy. Well to me it is like going to hell and back. WHAT IS JAR FOLDER? DAFUAQ IS % appdata% mods to me are nightmare especially installing ore spawn mod. Can someone pleeez show me how to install cape mod without any technical stuff. Just click the link and the mods installed. Y can't notch do that? It would make modding EZYER!
Firstly, I don't see anything relating to X360 modding in your comment, so it shouldn't really be in this thread. Also, you may get more help by making your own thread, anyways.
Next, now you no longer need to worry about the bin folder, or .jar file. Just download the Forge installer and your done, you can drag and drop your mods into the mods folder (if one doesn't exist, either create one or run the game once with Forge installed), and you have your mods installed. That easy.
I'll tackle why it has to be so complicated (or why it had to be). This is going to be a long and advanced topic, but interesting one, so only read ahead if you want to. Minecraft natively does not support modding, it has no official way to load mods into the game and allow mods to do all the stuff you see they do today, so mods had to be written over the top of the Minecraft source code, and then the existing source code had to be overwritten with the new one, that explains why you had to edit the .jar file. If you don't know, a.jar file is sort of like a .zip file. It's an archive, a file which stores other files. Except .jar files are executable, when launched (double clicked), a file within them can be ran. Now, .jar files are used to store the resources and assets of the application in question (Minecraft in this case), it is also what stores the files that contain the actual code of the application. Sure, the code can be unpacked into a normal folder, but 1 file is a heck of a lot easier to manage than an entire folder, or set of folders.
ModLoader (ML) came along and ML gave mods the ability to be loaded externally (outside of the .jar file), and perform certain things which would normally require the developer to edit the source code of Minecraft. ML was, really, the API that gave birth to modding as we know it. However, ML was not so powerful, at the time it was, but as Minecraft grew, and subsequently, the modding community grew, it's flaws started to show. Installations would run out of texture slots (back in those days, the game's and mod's textures were on 256x256 sprite sheets divided up into 256 16x16 squares, where within each square a single texture would sit), ML used a clever system to dynamically overlay a specific index within the spritesheet of the game with a custom texture, so mods could add there own items into the game without having to worry about other mods too much. Also, block and item IDs would run out (specifically blocks) (back in those days, there were only 256 block IDs you could use at a given time).
Then, another API came out, which you should be familiar with, Forge. Forge originally started as an expansion onto ML, it included a special mod which increased the block ID count to 4096, which was way past enough for modded games. Forge also expanded upon what ML gave developers access to, with special utilities which gave hooks into specific parts of the games code, and all that. However, as Forge grew, it couldn't stay on the shoulders of ML any longer as ML was holding it down, so Forge dropped ML as a dependency and implemented it's own mod loading system, known as the ForgeModLoader (FML). FML used ML as a template, however FML enhanced many things which ML was lacking in.
Now, right through from ML to FML, the only mod you had to install to the .jar file was ML / FML, then you could instead drag and drop other mods into the mods folder (ML / FML would generate one if one didn''t exist) (of course there are exceptions, but we'll overlook those). With ML, though, a lot of mods relied on other APIs, which also needed to be installed into the .jar file. Forge / FML broke this trend, as Forge / FML rolled up it's own variants of these APIs into itself, lowering the amount of dependencies and manual installs modding required. To this day, Forge is the only thing you really need to install.
Ever since the 1.6 update, the file structure and loading system for the game changed drastically. Changes included a new profile system, allowing multiple installs to be working at the same time, a brand new account and session system, increasing security and efficiency, and also, the ability for the launcher to detect any changes to the .jar file, and automatically download a new one if the old one was damaged, altered or edited in any way.
That last change pushed the modding community to new heights, no more editing of the .jar file, you can just download the Forge installer and run the installer, boom, Forge installed for you. Most mods which still require .jar editing work the same way, they have automated installers.
Rollback Post to RevisionRollBack
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
players like stampylongnose and skydoesminecraft say modding is easy. Well to me it is like going to hell and back. WHAT IS JAR FOLDER? DAFUAQ IS % appdata% mods to me are nightmare especially installing ore spawn mod. Can someone pleeez show me how to install cape mod without any technical stuff. Just click the link and the mods installed. Y can't notch do that? It would make modding EZYER!
Firstly, I don't see anything relating to X360 modding in your comment, so it shouldn't really be in this thread. Also, you may get more help by making your own thread, anyways.
Next, now you no longer need to worry about the bin folder, or .jar file. Just download the Forge installer and your done, you can drag and drop your mods into the mods folder (if one doesn't exist, either create one or run the game once with Forge installed), and you have your mods installed. That easy.
-snip-
Completely off-topic:
I really like the way Minecraft mods have evolved until today. I remember the first mods had to be installed in the jar and if you had more than one mod, your game would most probably break. A little bit of nostalgia here and there. Really love the way you explained the "moddivolution".
On topic:
XBOX Minecraft doesn't have game-changing mods like new blocks, items etc. It only has a few hexedited tweaks like speedhack and stuff. And also modding your XBOX is against Microsoft's TOS so yeah, it's a risk. You might get your ass banned for doing that. And if it's not clear already, PC Minecraft mods don't work for MCPE or other platforms like Xbox or PS.
Yeah, all that and the X360 version is programmed in a completely different language to the PC edition, so porting it over would be hard and time consuming. End of the line is, if you want to just play Minecraft and not care about mods and whatnot, go for a console edition, if you also want to play Minecraft but also want to adventure with mods, go for the PC edition.
Rollback Post to RevisionRollBack
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
It's most likely there isn't. In fact, I believe people would prefer keep their hands in Java programming than going in the XNA Game Libraries in either C++ or C# (most likely). I'm not sure if it is made using the basic XNA Framework, but I believe modding would be a complete waste of time. Editing simple text or data files is easier. Just edit the saves to get contents in the game, but if you want more content that is not from the Vanilla minecraft, you'll have to jump on the PC version.
YES you can get mods u need to download oPryzeLP's mod tool it is 100% legit and it not in breach with any contracts it has over 75,000 downloads and is totally legit. His Youtube channel is http://www.youtube.com/user/oPryzeLP
YES you can get mods u need to download oPryzeLP's mod tool it is 100% legit and it not in breach with any contracts it has over 75,000 downloads and is totally legit. His Youtube channel is http://www.youtube.com/user/oPryzeLP
how would this mod tool not be illegal? modding your xbox games breaks the microsoft TOS, so minecraft xbox mods, or tools that let you mod the game are in fact illegal.
YES you can get mods u need to download oPryzeLP's mod tool it is 100% legit and it not in breach with any contracts it has over 75,000 downloads and is totally legit. His Youtube channel is http://www.youtube.com/user/oPryzeLP
What emokid1999 said is true. Also, ThePyronium is also correct. I don't think any developers want to dabble in the X360 code too much, as it is worlds different from the Java code. I don't think modding in the sense of adding content to the game that is not in the game by default won't explode on the X360 market anyways. You need to hack into your X360 to gain access to the files you need to edit to install and develop mods, whereas the PC version is completely open. Don't think many users would compromise their console just for a single Minecraft mod.
Rollback Post to RevisionRollBack
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
What emokid1999 said is true. Also, ThePyronium is also correct. I don't think any developers want to dabble in the X360 code too much, as it is worlds different from the Java code. I don't think modding in the sense of adding content to the game that is not in the game by default won't explode on the X360 market anyways. You need to hack into your X360 to gain access to the files you need to edit to install and develop mods, whereas the PC version is completely open. Don't think many users would compromise their console just for a single Minecraft mod.
YES you can get mods u need to download oPryzeLP's mod tool it is 100% legit and it not in breach with any contracts it has over 75,000 downloads and is totally legit. His Youtube channel is http://www.youtube.com/user/oPryzeLP
That's 130,000 downloads actually
There are plenty of mods for Minecraft: Xbox 360 edition. They are just very different from mods you find on PC or PE. Think of them like COD singleplayer mods, changing some values like health, hunger, inventory, potion effects, maps, and more.
There are two different kinds of mods, retail mods, and RGH/JTAG mods. Retail mods can be done on any normal retail Xbox (The Xbox you have in your room right now). They include the things I mentioned above and are the "savegame" edits that my program is known for doing. RGH/JTAG mods are mods to the default.xex (the game itself) to change things like mob size, cloud color, and a few more. Those can only be run on modded consoles.
As for the whole "Breaking TOS" ********, technically, yes you shouldn't be doing it.
Both techniques break TOS, but RGH/JTAG mods are much more serious and result in immediate console banning and cannot be done online (at least not cheaply or easily).
HOWEVER
No one has EVER been banned or suspended for retail mods on Minecraft: Xbox 360 edition (To the best of my knowledge, and I've heard hundreds of thousands of success stories and not anyone has been banned, including me).
ALSO
4J Studios themselves have acknowledged the retail mods existence. They retweet videos showcasing mods, they call my program a "level editor," they have even told me how to do certain mods like the adventure mode mod. I think 4J is totally cool with it as long as it doesn't affect leaderboard stats.
On top of that, 4J can EASILY prevent retail mods. When the game was first released, leaderboard mods where easy and rampant. They sent out a patch that encrypted those files in the GPD and to this day we haven't been able to decrypt it, yet they leave the savegame.dat completely open for people to edit?
Always mod with caution on any game, but if there is one game I would say is 99.9999% safe to mod, that is Minecraft: Xbox 360 edition.
There is a way to mod u need horizon then a youtubers mod tool u can downlode maps and enchant to lvl 255
As said in a few posts above, the mods people are wanting on X360 are not those types of mods. I would call those mods hacks more than anything. The mods people talk about wanting are ones that do things like add content to the game. Which, is not happening as I don't see mod authors requiring X360 users to compromise the security of their system in order to just install a mod. If you just want to play Minecraft and have fun playing it, X360 is an option. If you're looking for a Minecraft game that you can modify and introduce new content to any time you wish, X360 is not a good option, best to go for the PC game.
Rollback Post to RevisionRollBack
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
No it is not it is only bringing stuff that 4j studios hasn't implemented into the game. its all ready in the game just not accesible and this makes it accesible.
No it is not it is only bringing stuff that 4j studios hasn't implemented into the game. its all ready in the game just not accesible and this makes it accesible.
A feature being added into the game but not accessible is still implemented into the game, just not accessible. Horizon probably does do that, but that's not what people mean by modding X360 Minecraft. People don't want to access things that are not accessible, what they mean by mod is a mod like IC2, Thaumcraft, Thermal Expansion, BuildCraft, mods that add content into the game that is not implemented, accessible or not. This level of modding is not possible, at least currently.
X360 Minecraft is coded in a different language to what the PC edition is (a form of C (don't know precisely which one) vs Java). The X360 edition is likely not coded with modability in mind, so it won't have the features the PC has (even though many of the modding features are possible through derivative works like Forge, still counts) such as being able to add custom items into the game, or add custom entities, etc.
Not only that, but I don't see mod authors moving to a language that is more complicated, on a system that is locked down. Most mods you see nowadays would require you to hack the X360 to install them, because of how much they change.
Horizon is a form of modding, but not the form the OP is looking for, I assume.
Again, read above. He provides tutorials for editing what's in the game, which is a form of modding known more so as hacking. What the OP wants is a form of modding which adds content into the game that is not already implemented (again, accessible or not).
Also, linking a Youtube channel proves nothing.
Rollback Post to RevisionRollBack
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
Some mods were recently brought to pocket edition though, if you guys have tablets/phones
Again, these mods are most likely the hacky sort of mods. In Minecraft, when talking about mods, most people are asking for the mods that add content, add things the game does not have, not change things already in the game, or make them accessible. The only mods I've seen on PE are script mods, where you can edit how the game behaves through scripts, which IMO are the hacky sort of mods. I will admit though, the PE Minecraft may be less of a hassle to mod (not counting iOS, that's a b***h to play around with without Cydia, and anyways I doubt most mod authors probably won't force their users to hack their devices JUST to play their mod, so they probably won't bother), as mobile devices AFAIK aren't as locked down as consoles (again, not counting iOS).
Rollback Post to RevisionRollBack
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
Well, no. The morph mod was brought to pocket edition and is probably not a hack.
I'd class that as a borderline hacky sort of mod, but more so on the content-adding mod side. While it is cool, PE is getting more mainstream mods (it is not iChun's Morph, it doesn't have a selector menu or anything like that), Morph being what looks like among the first set, IMO it's still borderline hacky. What I class as hacky mods are mods which add logic to existing items and blocks, that already exists and just needs to be played with (Bukkit is similar to this, but I class that as the more mod side of hacky mods. I have a funny way to classify mods). From how I'd assume it works, it's just a simple edit to insert a call into the Slimeball code so when the player right clicks on a mob, the player's model and subsequent model data (height, etc) are changed. And the reverse, when the player right clicks a block, the player's model and model data are reverted to their defaults.
Rollback Post to RevisionRollBack
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
Firstly, I don't see anything relating to X360 modding in your comment, so it shouldn't really be in this thread. Also, you may get more help by making your own thread, anyways.
Next, now you no longer need to worry about the bin folder, or .jar file. Just download the Forge installer and your done, you can drag and drop your mods into the mods folder (if one doesn't exist, either create one or run the game once with Forge installed), and you have your mods installed. That easy.
I'll tackle why it has to be so complicated (or why it had to be). This is going to be a long and advanced topic, but interesting one, so only read ahead if you want to. Minecraft natively does not support modding, it has no official way to load mods into the game and allow mods to do all the stuff you see they do today, so mods had to be written over the top of the Minecraft source code, and then the existing source code had to be overwritten with the new one, that explains why you had to edit the .jar file. If you don't know, a.jar file is sort of like a .zip file. It's an archive, a file which stores other files. Except .jar files are executable, when launched (double clicked), a file within them can be ran. Now, .jar files are used to store the resources and assets of the application in question (Minecraft in this case), it is also what stores the files that contain the actual code of the application. Sure, the code can be unpacked into a normal folder, but 1 file is a heck of a lot easier to manage than an entire folder, or set of folders.
ModLoader (ML) came along and ML gave mods the ability to be loaded externally (outside of the .jar file), and perform certain things which would normally require the developer to edit the source code of Minecraft. ML was, really, the API that gave birth to modding as we know it. However, ML was not so powerful, at the time it was, but as Minecraft grew, and subsequently, the modding community grew, it's flaws started to show. Installations would run out of texture slots (back in those days, the game's and mod's textures were on 256x256 sprite sheets divided up into 256 16x16 squares, where within each square a single texture would sit), ML used a clever system to dynamically overlay a specific index within the spritesheet of the game with a custom texture, so mods could add there own items into the game without having to worry about other mods too much. Also, block and item IDs would run out (specifically blocks) (back in those days, there were only 256 block IDs you could use at a given time).
Then, another API came out, which you should be familiar with, Forge. Forge originally started as an expansion onto ML, it included a special mod which increased the block ID count to 4096, which was way past enough for modded games. Forge also expanded upon what ML gave developers access to, with special utilities which gave hooks into specific parts of the games code, and all that. However, as Forge grew, it couldn't stay on the shoulders of ML any longer as ML was holding it down, so Forge dropped ML as a dependency and implemented it's own mod loading system, known as the ForgeModLoader (FML). FML used ML as a template, however FML enhanced many things which ML was lacking in.
Now, right through from ML to FML, the only mod you had to install to the .jar file was ML / FML, then you could instead drag and drop other mods into the mods folder (ML / FML would generate one if one didn''t exist) (of course there are exceptions, but we'll overlook those). With ML, though, a lot of mods relied on other APIs, which also needed to be installed into the .jar file. Forge / FML broke this trend, as Forge / FML rolled up it's own variants of these APIs into itself, lowering the amount of dependencies and manual installs modding required. To this day, Forge is the only thing you really need to install.
Ever since the 1.6 update, the file structure and loading system for the game changed drastically. Changes included a new profile system, allowing multiple installs to be working at the same time, a brand new account and session system, increasing security and efficiency, and also, the ability for the launcher to detect any changes to the .jar file, and automatically download a new one if the old one was damaged, altered or edited in any way.
That last change pushed the modding community to new heights, no more editing of the .jar file, you can just download the Forge installer and run the installer, boom, Forge installed for you. Most mods which still require .jar editing work the same way, they have automated installers.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
Yeah, all that and the X360 version is programmed in a completely different language to the PC edition, so porting it over would be hard and time consuming. End of the line is, if you want to just play Minecraft and not care about mods and whatnot, go for a console edition, if you also want to play Minecraft but also want to adventure with mods, go for the PC edition.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
Which are 'illegal' technically.
how would this mod tool not be illegal? modding your xbox games breaks the microsoft TOS, so minecraft xbox mods, or tools that let you mod the game are in fact illegal.
What emokid1999 said is true. Also, ThePyronium is also correct. I don't think any developers want to dabble in the X360 code too much, as it is worlds different from the Java code. I don't think modding in the sense of adding content to the game that is not in the game by default won't explode on the X360 market anyways. You need to hack into your X360 to gain access to the files you need to edit to install and develop mods, whereas the PC version is completely open. Don't think many users would compromise their console just for a single Minecraft mod.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
That and it's against Microsoft's T.O.S. s.
That's 130,000 downloads actually
There are plenty of mods for Minecraft: Xbox 360 edition. They are just very different from mods you find on PC or PE. Think of them like COD singleplayer mods, changing some values like health, hunger, inventory, potion effects, maps, and more.
There are two different kinds of mods, retail mods, and RGH/JTAG mods. Retail mods can be done on any normal retail Xbox (The Xbox you have in your room right now). They include the things I mentioned above and are the "savegame" edits that my program is known for doing. RGH/JTAG mods are mods to the default.xex (the game itself) to change things like mob size, cloud color, and a few more. Those can only be run on modded consoles.
As for the whole "Breaking TOS" ********, technically, yes you shouldn't be doing it.
Both techniques break TOS, but RGH/JTAG mods are much more serious and result in immediate console banning and cannot be done online (at least not cheaply or easily).
HOWEVER
No one has EVER been banned or suspended for retail mods on Minecraft: Xbox 360 edition (To the best of my knowledge, and I've heard hundreds of thousands of success stories and not anyone has been banned, including me).
ALSO
4J Studios themselves have acknowledged the retail mods existence. They retweet videos showcasing mods, they call my program a "level editor," they have even told me how to do certain mods like the adventure mode mod. I think 4J is totally cool with it as long as it doesn't affect leaderboard stats.
On top of that, 4J can EASILY prevent retail mods. When the game was first released, leaderboard mods where easy and rampant. They sent out a patch that encrypted those files in the GPD and to this day we haven't been able to decrypt it, yet they leave the savegame.dat completely open for people to edit?
Always mod with caution on any game, but if there is one game I would say is 99.9999% safe to mod, that is Minecraft: Xbox 360 edition.
Universal Minecraft Editor
LEARN MORE: MCMODTOOL.COM
As said in a few posts above, the mods people are wanting on X360 are not those types of mods. I would call those mods hacks more than anything. The mods people talk about wanting are ones that do things like add content to the game. Which, is not happening as I don't see mod authors requiring X360 users to compromise the security of their system in order to just install a mod. If you just want to play Minecraft and have fun playing it, X360 is an option. If you're looking for a Minecraft game that you can modify and introduce new content to any time you wish, X360 is not a good option, best to go for the PC game.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
A feature being added into the game but not accessible is still implemented into the game, just not accessible. Horizon probably does do that, but that's not what people mean by modding X360 Minecraft. People don't want to access things that are not accessible, what they mean by mod is a mod like IC2, Thaumcraft, Thermal Expansion, BuildCraft, mods that add content into the game that is not implemented, accessible or not. This level of modding is not possible, at least currently.
X360 Minecraft is coded in a different language to what the PC edition is (a form of C (don't know precisely which one) vs Java). The X360 edition is likely not coded with modability in mind, so it won't have the features the PC has (even though many of the modding features are possible through derivative works like Forge, still counts) such as being able to add custom items into the game, or add custom entities, etc.
Not only that, but I don't see mod authors moving to a language that is more complicated, on a system that is locked down. Most mods you see nowadays would require you to hack the X360 to install them, because of how much they change.
Horizon is a form of modding, but not the form the OP is looking for, I assume.
Again, read above. He provides tutorials for editing what's in the game, which is a form of modding known more so as hacking. What the OP wants is a form of modding which adds content into the game that is not already implemented (again, accessible or not).
Also, linking a Youtube channel proves nothing.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
Again, these mods are most likely the hacky sort of mods. In Minecraft, when talking about mods, most people are asking for the mods that add content, add things the game does not have, not change things already in the game, or make them accessible. The only mods I've seen on PE are script mods, where you can edit how the game behaves through scripts, which IMO are the hacky sort of mods. I will admit though, the PE Minecraft may be less of a hassle to mod (not counting iOS, that's a b***h to play around with without Cydia, and anyways I doubt most mod authors probably won't force their users to hack their devices JUST to play their mod, so they probably won't bother), as mobile devices AFAIK aren't as locked down as consoles (again, not counting iOS).
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
I'd class that as a borderline hacky sort of mod, but more so on the content-adding mod side. While it is cool, PE is getting more mainstream mods (it is not iChun's Morph, it doesn't have a selector menu or anything like that), Morph being what looks like among the first set, IMO it's still borderline hacky. What I class as hacky mods are mods which add logic to existing items and blocks, that already exists and just needs to be played with (Bukkit is similar to this, but I class that as the more mod side of hacky mods. I have a funny way to classify mods). From how I'd assume it works, it's just a simple edit to insert a call into the Slimeball code so when the player right clicks on a mob, the player's model and subsequent model data (height, etc) are changed. And the reverse, when the player right clicks a block, the player's model and model data are reverted to their defaults.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
get a usb, convert it half way, put mods on your usb, put in Xbox, move all in to mu/HDD, there you go...
might only work with maps, idk.