Hello, my name is Nathan2055 and I’m here today to post about something me and a few friends have been working on. We call it Moddle. Moddleis an extensible launcher system that allows people to easily create their own modpacks. It also features a simple API for developers who wish to integrate it’s modpack building capabilities with their own Minecraft launchers. Here are some of the key features of the system:
A universal mod cache, which will contain most of the currently popular mods
Pack developers can build their own custom modpacks easily from the mods provided in the mod cache
If the developer wishes to use mods not provided in the global cache, they can add the unprovided mods into a cache exclusively for the modpack
Each entry in the cache will be required to provide evidence and details about existing permissions for the usage of the mod
Each version of every mod will be archived so people can use past versions if they want
A list of mods that may be included can be found here
Support for multiple versions of Minecraft (1.6.4 and 1.5.2 are working, future versions simply require a new entry in the cache)
Possible support for snapshot versions
Accessible builder API for launcher developers to use the Moddle pack builder in their launcher
Default modpacks of various types using the mods in the cache
The Moddle API is licensed under the Apache License and is written primarily in Python. This allows for easy integration with other programs that hook into Moddle’s modpack building functionality. All configuration files associated with Moddle are written in a special, easy-to-read markup language, which we have tentatively named Victory Notation, using the ‘.vn’ file format.
We really wanted to wait to publicly announce this until we had a working alpha release, but because of FTB’s recent announcement, we really felt like I needed to go ahead and publicize so that we won’t be accused of copying FTB’s latest developments. Proof of our past development before the FTB announcement can be found on our project’s commit history on GitHub, although we have been developing this for much longer than the GitHub history shows. I had really hoped to at least have an alpha build to show you guys, but the announcement has forced us to go public earlier that we wanted to.
Here are some FAQs:
Why aren’t you guys using FTB or Tekkit?
We really like FTB and actually have a private server with it going right now. However, it’s been taking way too long between updates and there are several mods that we want to see implemented that can’t/won’t be added to FTB anytime soon. Greenlock28 (my buddy and one of the coders on the project) plays Big Dig sometimes, but Tekkit has gotten a bad reputation due to reasons everybody who has played with mods in the last year knows.
What about server support?
We will have a system that will auto-build server JARs based on the modpack.
Bukkit?
This is something we’ve wanted from other mod pack developers, which is why we’re going to try and work on it. No promises, though!
Why can’t I have a test build?
Because the current version doesn’t have complete downloading of the Minecraft assets and natives yet, distribution of which would break the Prime Directive. We’ve gotten a basic pack (Buildcraft 4 and TE3 beta) to compile and run without crashing, which is a huge step.
Why isn’t the code on GitHub up to date?
Greenlock, who is doing much of the launcher code, doesn’t really ever push code to GitHub for reasons unknown to the rest of us. Besides, we’ve already had to rewrite several times. We’ll be updating this soon, though, so keep watching!
What mods will be available in the cache?
Everything in our default mod packs plus a bunch more. An automatically updating page with the latest planned list of mods to be included in the cache can be found here. I can’t stress the word planned enough. This list is subject to change drastically as we work on this project. If you’re favorite mod isn’t on the list, you can request it be added here. Don’t forget, you will be able to add your own mods using the local pack cache feature!
I’m a mod developer. What if people add my mod to a Moddle-powered pack without my permission?
All mods included in the global cache will have permission from the respective mod owner. However, I can’t control people using the local cache feature. If we start getting spammed with takedown requests for packs not controlled by us, we’ll have to shut Moddle down. Please direct takedown requests to the pack developer, not us.
That’s about it. Thanks for reading, and I hope you guys are as excited about Moddle as I am!
I've been trying to stream but I get about ten seconds into it before it throws an error saying I'm queuing more frames than it can handle. How can I resolve this?
I like the old system better. I went 1000 blocks and other than a forest and extreme hills near spawn, found nothing but savannas, deserts, plains, and oceans.
I'm not a fan of the new biome border algorithm (went 1000 blocks and found only a few biomes that wern't savanna, plains, or desert), but I ADORE the new commands!
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Well, in all honesty it took me a while to find the 1.6.4 builds. I have no clue why Pahimar hasn't updated the OP.
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We really wanted to wait to publicly announce this until we had a working alpha release, but because of FTB’s recent announcement, we really felt like I needed to go ahead and publicize so that we won’t be accused of copying FTB’s latest developments. Proof of our past development before the FTB announcement can be found on our project’s commit history on GitHub, although we have been developing this for much longer than the GitHub history shows. I had really hoped to at least have an alpha build to show you guys, but the announcement has forced us to go public earlier that we wanted to.
Here are some FAQs:
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0.42 mbps according to speedtest.net.
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It's a Windows 7 with a AMD Athlon II X4 630 (2.80 GHz) with 6 GB of RAM. Is that enough?
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