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.
TheDomanator526 says oPryzeLP knows his *bleep* ,but really, Jcm2606 knows what he's talking about, though MulMod was released for McPe.
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.
STOP!
When entering a battle field that requires facts, proof, non-stupidity.
You must never ever use the words "I think"
You will lose the battle and the war.
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.
That would be for maps.
In order to install a mod into the game, you need to inject the mod into the game's binaries, through one way or another. Forge does this for mods on the PC (imports the classes and resources into the local classpath when it discovers a .jar file within the mods folder, then acts upon the mod's code when all mods are imported), and Forge itself is injected into the vanilla .jar file (automatically handled for the user when they use the installer). The same thing needs to happen on consoles, unless the developers of those versions implement a mod loading API on the console versions, which I don't see happening.
You can already do this with some mods (Call of Duty mods, and other mods, take advantage of this) (this form of modding is known as soft modding, and always requires a modded console), but those mods generally edit the source code of the game itself, not add onto the source code with new code, as what PC mods do. I don't think there is modding in that form on console Minecraft yet (I may be wrong though, correct me if I am), however I do know there is save editing, in which a user takes the save data and modifies it. Save editing can produce a lot of different things, you can mod your save so that you have infinite health, you can change your position in the world, you can give yourself infinite experience, and if you really know what you're doing and the possible consequences, even change the region data to change the actual world itself, make your home made out of diamonds when it was originally stone. These aren't the type of mods people are asking about though (AFAIK), the type of mods people are asking about are the type of mods available to players on PC, the one's that add content to the game. And for a variety of reasons, these just aren't possible if a developer doesn't know what they're doing and if they don't want to put the effort in.
As I've explained a few times in this thread already, the code bases consoles use are completely different to the code bases the PC Minecraft uses. The PC Minecraft uses open-source public libraries which are flexible, expandable, and easy to plug into. The console Minecraft releases use closed-source closed-system (that is, the libraries and frameworks are unique to the system they are shipped with) frameworks which are bulky, less easy to plug into, but on the other hand, much more powerful and have greater potential than the open-source libraries the PC Minecraft uses (open-system libraries need to worry about things like abstraction, making sure the one library release works on all platforms, etc, but the closed-system frameworks don't need to worry about that, they are always on the same system, so these frameworks can push the boundaries of the frameworks past the boundaries that the open-system libraries are within). Because of this, it takes a lot of time, effort, knowledge, and patience to port a mod over to the console version. PE is a different story, because that is more open than the consoles, but still not as open as the PC.
In order for modding to be the way it is on PC, to be on the console, console developers and manufacturers really need to open the system up a bit.
Rollback Post to RevisionRollBack
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
TheDomanator526 says oPryzeLP knows his *bleep* ,but really, Jcm2606 knows what he's talking about, though MulMod was released for McPe.
Well you would need mods that are in Xbox360's type of code
STOP!
When entering a battle field that requires facts, proof, non-stupidity.
You must never ever use the words "I think"
You will lose the battle and the war.
That would be for maps.
In order to install a mod into the game, you need to inject the mod into the game's binaries, through one way or another. Forge does this for mods on the PC (imports the classes and resources into the local classpath when it discovers a .jar file within the mods folder, then acts upon the mod's code when all mods are imported), and Forge itself is injected into the vanilla .jar file (automatically handled for the user when they use the installer). The same thing needs to happen on consoles, unless the developers of those versions implement a mod loading API on the console versions, which I don't see happening.
You can already do this with some mods (Call of Duty mods, and other mods, take advantage of this) (this form of modding is known as soft modding, and always requires a modded console), but those mods generally edit the source code of the game itself, not add onto the source code with new code, as what PC mods do. I don't think there is modding in that form on console Minecraft yet (I may be wrong though, correct me if I am), however I do know there is save editing, in which a user takes the save data and modifies it. Save editing can produce a lot of different things, you can mod your save so that you have infinite health, you can change your position in the world, you can give yourself infinite experience, and if you really know what you're doing and the possible consequences, even change the region data to change the actual world itself, make your home made out of diamonds when it was originally stone. These aren't the type of mods people are asking about though (AFAIK), the type of mods people are asking about are the type of mods available to players on PC, the one's that add content to the game. And for a variety of reasons, these just aren't possible if a developer doesn't know what they're doing and if they don't want to put the effort in.
As I've explained a few times in this thread already, the code bases consoles use are completely different to the code bases the PC Minecraft uses. The PC Minecraft uses open-source public libraries which are flexible, expandable, and easy to plug into. The console Minecraft releases use closed-source closed-system (that is, the libraries and frameworks are unique to the system they are shipped with) frameworks which are bulky, less easy to plug into, but on the other hand, much more powerful and have greater potential than the open-source libraries the PC Minecraft uses (open-system libraries need to worry about things like abstraction, making sure the one library release works on all platforms, etc, but the closed-system frameworks don't need to worry about that, they are always on the same system, so these frameworks can push the boundaries of the frameworks past the boundaries that the open-system libraries are within). Because of this, it takes a lot of time, effort, knowledge, and patience to port a mod over to the console version. PE is a different story, because that is more open than the consoles, but still not as open as the PC.
In order for modding to be the way it is on PC, to be on the console, console developers and manufacturers really need to open the system up a bit.
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!
just download
some are paid
That attached image is irrelevant to the point of this post. You can see in the top right hand corner the taskbar.
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!