These are native C++ mods for both Android and iOS Minecraft Pocket Edition. Load these mods in BlockLauncher under the "manage addons" section.
What are native mods?
Native mods are real mods. They're how MCPE mods really work. MCPE is written in C++, and therefore MUST be modded in C/C++/Obj-C. Every mod you've ever used in MCPE is a native mod. ModPE scripts run on native mod code underneath a JavaScript wrapper for simplicity, contrary to the widespread misconception that MCPE is written in JavaScript and that's why ModPE works; it's not even close to true. Really it's unfortunate, because the only thing everyone knows is ModPE, and with ModPE currently being the main style of modding, mods are extremely limited and simple. ModPE can only use functions that are added to BlockLauncher, and because of this ModPE can do about 0.001% of what real native coded mods can do (native mods can mod almost any code in the game). These mods are installed with custom dynamic libraries, but BlockLauncher allows an easy way to install them.
My native mods:
Here are my native mods for MCPE. More coming soon:
Currently in MCPE you have to hold down on a hotbar slot for ~4 seconds, and then the whole stack drops. This is a basic example to make it easier to drop items. If you hold on a hotbar slot, you can drop one item at a time, and the speed at which items are dropped gradually increases. Here is a video:
Thanks for explaining this information could be very useful. So do native mods have to be compiled like an addon? or do you just name the c++ code as a .mod file? C++ isn't my strong point but neither is going through and having to learn JavaScript. maube this will be worth the time to learn. Js mods were easy, anyone will agree to that, yet their limitations are unbearable, so I agree that they are terrible. I will have to look into this
EDIT: 0.0 just looked at the source. im confused. But I will Learn! for the good of mcpe modding '-'
But java scripts are pretty good too and easiest to learn, so stop to criticize j.s. because it's like you're criticizing people's work!
But mods aren't supposed to be easy to make, that's how you get a million noobs making the same terrible mods over and over. Now I agree there are a handful of good ModPE scripters, but ModPE still teaches everyone the wrong thing. People actually think they are good programmers because they can make tiny scripts in JS, and they think they have the knowledge to go and make a game. When really, MCPE is all C++, and people think it's just written in JS! It's really unfortunate.
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Thanks for explaining this information could be very useful. So do native mods have to be compiled like an addon? or do you just name the c++ code as a .mod file? C++ isn't my strong point but neither is going through and having to learn JavaScript. maube this will be worth the time to learn. Js mods were easy, anyone will agree to that, yet their limitations are unbearable, so I agree that they are terrible. I will have to look into this
EDIT: 0.0 just looked at the source. im confused. But I will Learn! for the good of mcpe modding '-'
LOL DUDE, IT'S C++, OF COURSE IT HAS TO BE COMPILED :DD (Welcome to the world of real modding )
And well, native mods are really how mods work, it just means C++ mods really, but addons are just an implementation of native mods, addons themselves aren't exactly their own type of modding.
Do you have a Twitter? I'd love to help you learn how to make native mods.
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But java scripts are pretty good too and easiest to learn, so stop to criticize j.s. because it's like you're criticizing people's work!
The truth is that ModPE is just for 10 year olds that want to be called "Professional Modders" or "Experienced Coders" by just defining a block.
People call mods to scripts of one line. The worst part is that they only define a block, at least they should define properties of it, for at least to be called a "script".
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Java, JavaScript, Lua, HTML, CSS, C++ | Nooby MCPE Modder | Author of many addons | Learning PHP | Half-time penguin | Christian
True but with modpe you can do anything you could make amazing mods true people get distracted with other stuff like me with sports and making a 3d game for pc and mac.
True but with modpe you can do anything you could make amazing mods true people get distracted with other stuff like me with sports and making a 3d game for pc and mac.
Well that's just it, you *can't* do anything with a Modscript. Not even close. You can't even make a valid block, you can only set basic properties and then everything you want the block to do is just some makeshift workaround. How do you tell when you step on a block in ModPE? You make a constant modTick loop and check for the block under you 20 times a second, which is a horrible idea and causes a massive amount of overhead for the CPU. How do you do it in a native mod? You hook the game's Tile::wasSteppedOn and make it do your own stuff. How do rewrite rendering of things in ModPE? You don't. How do you do it in native mods? You use GLES functions. The list goes on and on. You can do anything in native mods, not with ModPE.
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If one makes the master of ceremonies addon then you can certainly basicly port the complete mod may possibly bemwith several characteristic omitted simply because thier tend to be limations in order to addons however this is why itt is indeed greater so if your own likely to dislike atay of this web page.
Hm I learned something today. I did not know MCPE was C++, I just assumed that it would be Java like the computer version. Also that people think that MCPE is written in JS. Why would they think that? JS isn't designed for full games, it works better for websites. I must know, is ModPE/BlockLauncher a JS API written in C++? Or does it only supports certain function?
Hm I learned something today. I did not know MCPE was C++, I just assumed that it would be Java like the computer version. Also that people think that MCPE is written in JS. Why would they think that? JS isn't designed for full games, it works better for websites. I must know, is ModPE/BlockLauncher a JS API written in C++? Or does it only supports certain function?
Haha, yes. In fact, one of the splash messages in the game even says "C++11!" The reason it's in C++ and not Java is because it's supposed to be for Android and iOS, but iOS doesn't have any sort of Java Virtual Machine like Android's dalvik VM, so iOS can't even run Java code. The way BlockLauncher works is that it hooks MCPE functions with normal C++ code, and then has a JavaScript interpreter built in(written in Java) and it connects them, so the JS interpreter reads your script and then calls MCPE's functions from BlockLauncher's C++ side. It's really a bad system.
Rollback Post to RevisionRollBack
Back to modding! Follow me on Twitter @byteandahalf
Native mods are real mods. They're how MCPE mods really work. MCPE is written in C++, and therefore MUST be modded in C/C++/Obj-C. Every mod you've ever used in MCPE is a native mod. ModPE scripts run on native mod code underneath a JavaScript wrapper for simplicity, contrary to the widespread misconception that MCPE is written in JavaScript and that's why ModPE works; it's not even close to true. Really it's unfortunate, because the only thing everyone knows is ModPE, and with ModPE currently being the main style of modding, mods are extremely limited and simple. ModPE can only use functions that are added to BlockLauncher, and because of this ModPE can do about 0.001% of what real native coded mods can do (native mods can mod almost any code in the game). These mods are installed with custom dynamic libraries, but BlockLauncher allows an easy way to install them.
Here are my native mods for MCPE. More coming soon:
Currently in MCPE you have to hold down on a hotbar slot for ~4 seconds, and then the whole stack drops. This is a basic example to make it easier to drop items. If you hold on a hotbar slot, you can drop one item at a time, and the speed at which items are dropped gradually increases. Here is a video:
Here is the link to the mod, currently for Android only (I'm working on an iOS release): https://www.dropbox.com/s/b422xe3x6hna9q4/Better Drops by Byteandahalf.zip?dl=0
Here is the source code, for anyone interested in how the mods works: https://github.com/byteandahalf/MCPE-NativeMods/tree/master/BetterDrops
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That's all the mods for now. More to come soon. You can follow me on Twitter, that's usually where all the magic is spoken of: @byteandahalf
Back to modding! Follow me on Twitter @byteandahalf
Java, JavaScript, Lua, HTML, CSS, C++ | Nooby MCPE Modder | Author of many addons | Learning PHP | Half-time penguin | Christian
But yes, scripts are poo.
Back to modding! Follow me on Twitter @byteandahalf
I support:
EDIT: 0.0 just looked at the source. im confused. But I will Learn! for the good of mcpe modding '-'
Want Custom ModPE functions? Look here -> WolfyPE ModPE functions
But mods aren't supposed to be easy to make, that's how you get a million noobs making the same terrible mods over and over. Now I agree there are a handful of good ModPE scripters, but ModPE still teaches everyone the wrong thing. People actually think they are good programmers because they can make tiny scripts in JS, and they think they have the knowledge to go and make a game. When really, MCPE is all C++, and people think it's just written in JS! It's really unfortunate.
Back to modding! Follow me on Twitter @byteandahalf
Sure.
Back to modding! Follow me on Twitter @byteandahalf
LOL DUDE, IT'S C++, OF COURSE IT HAS TO BE COMPILED :DD (Welcome to the world of real modding )
And well, native mods are really how mods work, it just means C++ mods really, but addons are just an implementation of native mods, addons themselves aren't exactly their own type of modding.
Do you have a Twitter? I'd love to help you learn how to make native mods.
Back to modding! Follow me on Twitter @byteandahalf
15 minutes into coding and chill and it gives you this look:
The truth is that ModPE is just for 10 year olds that want to be called "Professional Modders" or "Experienced Coders" by just defining a block.
People call mods to scripts of one line. The worst part is that they only define a block, at least they should define properties of it, for at least to be called a "script".
Java, JavaScript, Lua, HTML, CSS, C++ | Nooby MCPE Modder | Author of many addons | Learning PHP | Half-time penguin | Christian
i typed :
Function MakeBlock(Magic Block)
Well that's just it, you *can't* do anything with a Modscript. Not even close. You can't even make a valid block, you can only set basic properties and then everything you want the block to do is just some makeshift workaround. How do you tell when you step on a block in ModPE? You make a constant modTick loop and check for the block under you 20 times a second, which is a horrible idea and causes a massive amount of overhead for the CPU. How do you do it in a native mod? You hook the game's Tile::wasSteppedOn and make it do your own stuff. How do rewrite rendering of things in ModPE? You don't. How do you do it in native mods? You use GLES functions. The list goes on and on. You can do anything in native mods, not with ModPE.
Back to modding! Follow me on Twitter @byteandahalf
Back to modding! Follow me on Twitter @byteandahalf
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Haha, yes. In fact, one of the splash messages in the game even says "C++11!" The reason it's in C++ and not Java is because it's supposed to be for Android and iOS, but iOS doesn't have any sort of Java Virtual Machine like Android's dalvik VM, so iOS can't even run Java code. The way BlockLauncher works is that it hooks MCPE functions with normal C++ code, and then has a JavaScript interpreter built in(written in Java) and it connects them, so the JS interpreter reads your script and then calls MCPE's functions from BlockLauncher's C++ side. It's really a bad system.
Back to modding! Follow me on Twitter @byteandahalf