Um...
WHAT?
Since when are there no mods for MCPE? Mods for MCPE have been developing over the years and current most powerful way to mod MCPE is with Native Mods. So called "addons" are really not mods in any way, and (as can be seen by this forum) have almost killed this community. If you want to code a good mod for MCPE you need to learn to program in C++, and learn about substrate hooking.
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", sans-serif">Want to get paid for uploading mods?
Um...
WHAT?
Since when are there no mods for MCPE? Mods for MCPE have been developing over the years and current most powerful way to mod MCPE is with Native Mods. So called "addons" are really not mods in any way, and (as can be seen by this forum) have almost killed this community. If you want to code a good mod for MCPE you need to learn to program in C++, and learn about substrate hooking.
Sure, you see apps on the Play Store bragging that they install this mod and that mod, but my experience, they don't work. Addons act as an alternative to mods that run the risk of being viruses
Well, technically, mods are C++. The Javascript is simply a bridge between us and the game to make modding easier.
But before I explain it, please note:
This post is in the wrong section. Seeing as you are a new member, it is excusable, but ignorance of the rules is not a free pass. I have asked for the post to be moved to the correct section, which is MCPE: Mod / Tool Help & Requests, but please make sure going forward that you post in the correct sections. Since you are new, I suggest you read over the Rules, it's about 3 minutes worth of reading and will benefit you on this forum. I look forward to seeing you around!
The Javascript type of modding is called ModPE, and was introduced mostly thanks to Treebl and Zhuowei back a few years ago. It was made because low level/assembly modding was very difficult for the types of users that Minecraft usually generated, (eg. a lot of young ones).
Modding in C++ is called Native Modding or Addons (no, not the lame system Microsoft brought into MC:PE), and requires you to know C or C++, and have some minor assembly knowledge, or at least that's how it was not too long ago.
The difference between the two types of modding can be explained in a somewhat simplistic (and mostly accurate) way:
ModPE:
System/Game
Modding Backbone written in C++, Java, and or C.
Java bridge to access Backbone
Blocklauncher/other utility for modding
Javascript
Native Mods:
System/Game
Modding Backbone Written in C++, Java, and or C.
Blocklauncher/other utility for modding
C++ addon
And it may not look a whole lot different, but the Java bridge adds limitations because instead of using C++ to access the backbone by hand, you're going through a library that has to implement functions by hand. Each ModPE function was implemented by Zhuowei to access the C++ backbone that modifies game files.
Anybody feel free to correct me on errors, but I feel this makes sense.
As for learning to make mods, you will need to decide which route you would like to take.
You can learn Javascript and make ModPE mods which is easier, but also much more limiting.
You can learn C++, Java, and/or C, and start developing Native Mods which is harder, but much more functional and rewarding.
A quick Google search will find you many resources, free and paid, for learning Javascript, Java, C, and C++. One example is CodeCademy.com.
I hope this helps!
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Willing to work on Android apps or multi-platform games, see profile bio for information.
Well, technically, mods are C++. The Javascript is simply a bridge between us and the game to make modding easier.
But before I explain it, please note:
This post is in the wrong section. Seeing as you are a new member, it is excusable, but ignorance of the rules is not a free pass. I have asked for the post to be moved to the correct section, which is MCPE: Mod / Tool Help & Requests, but please make sure going forward that you post in the correct sections. Since you are new, I suggest you read over the Rules, it's about 3 minutes worth of reading and will benefit you on this forum. I look forward to seeing you around!
The Javascript type of modding is called ModPE, and was introduced mostly thanks to Treebl and Zhuowei back a few years ago. It was made because low level/assembly modding was very difficult for the types of users that Minecraft usually generated, (eg. a lot of young ones).
Modding in C++ is called Native Modding or Addons (no, not the lame system Microsoft brought into MC:PE), and requires you to know C or C++, and have some minor assembly knowledge, or at least that's how it was not too long ago.
The difference between the two types of modding can be explained in a somewhat simplistic (and mostly accurate) way:
ModPE:
System/Game
Modding Backbone written in C++, Java, and or C. Java bridge to access Backbone Blocklauncher/other utility for modding Javascript
Native Mods:
System/Game
Modding Backbone Written in C++, Java, and or C. Blocklauncher/other utility for modding C++ addon
And it may not look a whole lot different, but the Java bridge adds limitations because instead of using C++ to access the backbone by hand, you're going through a library that has to implement functions by hand. Each ModPE function was implemented by Zhuowei to access the C++ backbone that modifies game files.
Anybody feel free to correct me on errors, but I feel this makes sense.
As for learning to make mods, you will need to decide which route you would like to take.
You can learn Javascript and make ModPE mods which is easier, but also much more limiting.
You can learn C++, Java, and/or C, and start developing Native Mods which is harder, but much more functional and rewarding.
A quick Google search will find you many resources, free and paid, for learning Javascript, Java, C, and C++. One example is CodeCademy.com.
Another big way to learn ModPE is to look at code that people have already written and experiment. Also, you need to learn how to debug, this is a whole other subject that will have to be covered separately... Hope this helps!
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Willing to work on Android apps or multi-platform games, see profile bio for information.
Another big way to learn ModPE is to look at code that people have already written and experiment. Also, you need to learn how to debug, this is a whole other subject that will have to be covered separately... Hope this helps!
Another big way to learn ModPE is to look at code that people have already written and experiment. Also, you need to learn how to debug, this is a whole other subject that will have to be covered separately... Hope this helps!
I haven't done ModPE in a while, but here is a basic overview. You can find out how to do all of the stuff I explain on Connors wiki.
First, you need to create a new block, and a new item. This is your ore block and the ore itself. Then, you need a block destroyed hook (it's called everytime a block in the world is destroyed), use an "if" statement to see if it's the block you made. Lastly, if it is, drop your new ore. You can also take it further and make weapons. There are a lot of mods like this too if you do a search in this forum. There were a lot of new ore and new ore weapon mods.
Note: unless you use existing textures, you'll need to create some. This part, I can't help you with. Do any experienced modders want to explain this subject better and how to import textures?
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Willing to work on Android apps or multi-platform games, see profile bio for information.
I haven't done ModPE in a while, but here is a basic overview. You can find out how to do all of the stuff I explain on Connors wiki.
First, you need to create a new block, and a new item. This is your ore block and the ore itself. Then, you need a block destroyed hook (it's called everytime a block in the world is destroyed), use an "if" statement to see if it's the block you made. Lastly, if it is, drop your new ore. You can also take it further and make weapons. There are a lot of mods like this too if you do a search in this forum. There were a lot of new ore and new ore weapon mods.
Note: unless you use existing textures, you'll need to create some. This part, I can't help you with. Do any experienced modders want to explain this subject better and how to import textures?
Definitely a good guide so far. However, this really only applies to defining an ore block and it dropped item. I think the question was referring to how to make the ore generate in the world like it does in MCPE. Although something similar to the ore generation mechanics of MCPE can be reproduced in ModPE, it is nonetheless not a good solution and the only way to really add fully function ore generation is through Native Mods. Surprisingly, this is a comparatively easy process as far as native mods go. If you are at all interested I could explain how you could do this.
Rollback Post to RevisionRollBack
", sans-serif">Want to get paid for uploading mods?
Definitely a good guide so far. However, this really only applies to defining an ore block and it dropped item. I think the question was referring to how to make the ore generate in the world like it does in MCPE. Although something similar to the ore generation mechanics of MCPE can be reproduced in ModPE, it is nonetheless not a good solution and the only way to really add fully function ore generation is through Native Mods. Surprisingly, this is a comparatively easy process as far as native mods go. If you are at all interested I could explain how you could do this.
I don't see why it wouldn't be a good solution; back before native modding was made available through Blocklauncher all we had was ModPE. Sure there may be a better way but there aren't huge downsides to it. The only reason I could see it being a problem is working with certain phones and their lack of power. But as long as it's being run on a somewhat ok device, performance would be fine, and even on slow devices the mod would be passable. Also, I understand that you wouldn't be implementing natural ore generation if you used ModPE, you could create an algorithm that mimics natural generation to the point of you not noticing a difference.
Though, HopBop, if you are willing (and MrAndyPE willing to help) I would say you should try learning and least a basic understanding of native mods. It would help you in the long run for modding and general programming knowledge.
Rollback Post to RevisionRollBack
Willing to work on Android apps or multi-platform games, see profile bio for information.
I don't see why it wouldn't be a good solution; back before native modding was made available through Blocklauncher all we had was ModPE. Sure there may be a better way but there aren't huge downsides to it. The only reason I could see it being a problem is working with certain phones and their lack of power. But as long as it's being run on a somewhat ok device, performance would be fine, and even on slow devices the mod would be passable. Also, I understand that you wouldn't be implementing natural ore generation if you used ModPE, you could create an algorithm that mimics natural generation to the point of you not noticing a difference.
Though, HopBop, if you are willing (and MrAndyPE willing to help) I would say you should try learning and least a basic understanding of native mods. It would help you in the long run for modding and general programming knowledge.
lol yeah that's basically what I was trying to say. Actually, I could reverse engineer the code back to ModPE and make it exactly the same too, which might be cool to try.
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", sans-serif">Want to get paid for uploading mods?
For anyone interested, here is my reverse engineered ModPE generator code (note this is only the code to generate an ore patch at a given x y z coordinate, not the code to actually place each of the patches in the world):
For anyone interested, here is my reverse engineered ModPE generator code (note this is only the code to generate an ore patch at a given x y z coordinate, not the code to actually place each of the patches in the world):
Can one of you can help me how to code mod, that will be thank you.
There really aren't any mods for MCPE. Instead, they are called addons. For more information, check the page below:
https://minecraft.net/en-us/addons/
Um...
WHAT?
Since when are there no mods for MCPE? Mods for MCPE have been developing over the years and current most powerful way to mod MCPE is with Native Mods. So called "addons" are really not mods in any way, and (as can be seen by this forum) have almost killed this community. If you want to code a good mod for MCPE you need to learn to program in C++, and learn about substrate hooking.
", sans-serif">Want to get paid for uploading mods?
", sans-serif">Click here
For free Bitcoins, click here!
Sure, you see apps on the Play Store bragging that they install this mod and that mod, but my experience, they don't work. Addons act as an alternative to mods that run the risk of being viruses
Not c++, it JavaScript, that how you make mod.
Well, technically, mods are C++. The Javascript is simply a bridge between us and the game to make modding easier.
But before I explain it, please note:
This post is in the wrong section. Seeing as you are a new member, it is excusable, but ignorance of the rules is not a free pass. I have asked for the post to be moved to the correct section, which is MCPE: Mod / Tool Help & Requests, but please make sure going forward that you post in the correct sections. Since you are new, I suggest you read over the Rules, it's about 3 minutes worth of reading and will benefit you on this forum. I look forward to seeing you around!
The Javascript type of modding is called ModPE, and was introduced mostly thanks to Treebl and Zhuowei back a few years ago. It was made because low level/assembly modding was very difficult for the types of users that Minecraft usually generated, (eg. a lot of young ones).
Modding in C++ is called Native Modding or Addons (no, not the lame system Microsoft brought into MC:PE), and requires you to know C or C++, and have some minor assembly knowledge, or at least that's how it was not too long ago.
The difference between the two types of modding can be explained in a somewhat simplistic (and mostly accurate) way:
ModPE:
System/Game
Native Mods:
System/Game
And it may not look a whole lot different, but the Java bridge adds limitations because instead of using C++ to access the backbone by hand, you're going through a library that has to implement functions by hand. Each ModPE function was implemented by Zhuowei to access the C++ backbone that modifies game files.
Anybody feel free to correct me on errors, but I feel this makes sense.
As for learning to make mods, you will need to decide which route you would like to take.
A quick Google search will find you many resources, free and paid, for learning Javascript, Java, C, and C++. One example is CodeCademy.com.
I hope this helps!
Willing to work on Android apps or multi-platform games, see profile bio for information.
Founder and CEO of Temena Development
Twitter: @TemenaPE
Instagram: @ItsLiterallyMath
I prefer ModPE...
Ok, so then your first step is to start learning Javascript. After that, there are multiple steps you can take here to learn the ModPE API:
Willing to work on Android apps or multi-platform games, see profile bio for information.
Founder and CEO of Temena Development
Twitter: @TemenaPE
Instagram: @ItsLiterallyMath
Umm, I don't have computer, just android.
That's ok, you can do it all on Android. So here is a basic tutorial of how to start developing ModPE on Android:
Connor4898 also has some ModPE mod templates for some simple functions:
https://github.com/Connor4898/ModPE-Scripts/wiki/ModPE-Script-Templates
Another big way to learn ModPE is to look at code that people have already written and experiment. Also, you need to learn how to debug, this is a whole other subject that will have to be covered separately... Hope this helps!
Willing to work on Android apps or multi-platform games, see profile bio for information.
Founder and CEO of Temena Development
Twitter: @TemenaPE
Instagram: @ItsLiterallyMath
Thank you!
One More Things: How you generate ores?
I haven't done ModPE in a while, but here is a basic overview. You can find out how to do all of the stuff I explain on Connors wiki.
First, you need to create a new block, and a new item. This is your ore block and the ore itself. Then, you need a block destroyed hook (it's called everytime a block in the world is destroyed), use an "if" statement to see if it's the block you made. Lastly, if it is, drop your new ore. You can also take it further and make weapons. There are a lot of mods like this too if you do a search in this forum. There were a lot of new ore and new ore weapon mods.
Note: unless you use existing textures, you'll need to create some. This part, I can't help you with. Do any experienced modders want to explain this subject better and how to import textures?
Willing to work on Android apps or multi-platform games, see profile bio for information.
Founder and CEO of Temena Development
Twitter: @TemenaPE
Instagram: @ItsLiterallyMath
Definitely a good guide so far. However, this really only applies to defining an ore block and it dropped item. I think the question was referring to how to make the ore generate in the world like it does in MCPE. Although something similar to the ore generation mechanics of MCPE can be reproduced in ModPE, it is nonetheless not a good solution and the only way to really add fully function ore generation is through Native Mods. Surprisingly, this is a comparatively easy process as far as native mods go. If you are at all interested I could explain how you could do this.
", sans-serif">Want to get paid for uploading mods?
", sans-serif">Click here
For free Bitcoins, click here!
I don't see why it wouldn't be a good solution; back before native modding was made available through Blocklauncher all we had was ModPE. Sure there may be a better way but there aren't huge downsides to it. The only reason I could see it being a problem is working with certain phones and their lack of power. But as long as it's being run on a somewhat ok device, performance would be fine, and even on slow devices the mod would be passable. Also, I understand that you wouldn't be implementing natural ore generation if you used ModPE, you could create an algorithm that mimics natural generation to the point of you not noticing a difference.
Though, HopBop, if you are willing (and MrAndyPE willing to help) I would say you should try learning and least a basic understanding of native mods. It would help you in the long run for modding and general programming knowledge.
Willing to work on Android apps or multi-platform games, see profile bio for information.
Founder and CEO of Temena Development
Twitter: @TemenaPE
Instagram: @ItsLiterallyMath
lol yeah that's basically what I was trying to say. Actually, I could reverse engineer the code back to ModPE and make it exactly the same too, which might be cool to try.
", sans-serif">Want to get paid for uploading mods?
", sans-serif">Click here
For free Bitcoins, click here!
For anyone interested, here is my reverse engineered ModPE generator code (note this is only the code to generate an ore patch at a given x y z coordinate, not the code to actually place each of the patches in the world):
", sans-serif">Want to get paid for uploading mods?
", sans-serif">Click here
For free Bitcoins, click here!
Thank you, but I have 1.2.0.2 (1.2.0 Build 1), so I have to wait until Blocklaucher updates.
just redownload 1.1.4 by leaving the beta, 1.2 is trash anyway...
", sans-serif">Want to get paid for uploading mods?
", sans-serif">Click here
For free Bitcoins, click here!
I don't have Wi-Fi yet