I personally really like the idea of decoupeling mods from minecraft, that's why I have high hopes and low expectations when it comes to adoption:
First of all most major mods use bytecode manipulation in one way or another and that propably won't change.
This isn't the first abstraction layer proposed, there has been (and still are) NOVA and the QuantumAPI and both haven't seen a lot of love.
I only really see one way for this to work, FAIL has to integrate with FML and Forge, not replace them so that you can write specific parts of your mod withh FAIL but not others so that you don't have to update these parts that often, if ever.
If FAIL does this and gets some love from major people in the modding scene there is a chance it gets adopted, the best thing that could happen to it is that it gets included in forge so mod developers don't see it as another dependency they have to worry about and so that it just presents itself as what it is, a wrapper around existing forge features.
This is just my opinion and it's biased from my personal experiences in software development.
I believe this will integrate with MinecraftForge and FML in the future. Since, it is called the Forge AIL. Right now, the NOVA team has been summoned on the block and item definition proposal.
I hope FAIL will similarly orientated like Bukkit, which has one central point of access from the implementation to the API.
Swatcommander6 you are accepted for Developer. Please note that developers wage only goes by plugins developed and installed on the server. MarshallCat94 I need more proof or a redirectory to any plugins that you have done. Developers in my eyes are not someone who edits already made plugins.
I don't need a wage. And, have you added me on Skype?
I believe I can create performant and quality programs for your server to allocate more resources on a better experience for the players. Having prior experiences with server networks; I can perform these improvements to improve the development of the server:
Development Framework
Bytecode Utilities
Abstract Classes for lessening the code of plugins
Additional hooks for NMS
Additional API for more reliability and lessen the breaking of plugins
Optimization Patches (networking patches and improvements to the pipeline, internal plugin API implementation improvements to allow better threading)
I have more ideas, but haven't completely flushed them out completely to make sense.
Prior experience in developing?
I have worked on Icebound, and several other servers; I don't recall.
I haven't developed plugins recently, but you can see my latest projects in the JVM and other languages at:
It's actually against Sony and MS TOS.
Neither of them will allow them in the future either.
I've mentioned this in several PS3/4 Suggestions threads several times.
People need to read the forum's 'Guidelines For Good Suggestions' thread as it also explains this in some detail.
Not even sure why you posted this in this Forum to be honest.
mods are fine.
If you've bought the Game, you may play around with it and modify it by adding modifications, tools, or plugins, which we will refer to collectively as "Mods." By "Mods," we mean something original that you
or someone else created that doesn't contain a substantial part of our
copyrightable code or content. When you combine your Mod with the
Minecraft software, we will call that combination a "Modded Version" of
the Game. We have the final say on what constitutes a Mod and what
doesn't. You may not distribute any Modded Versions of our Game or
software, and we'd appreciate it if you didn't use Mods for griefing.
Basically, Mods are okay to distribute, hacked versions or Modded
Versions of the Game client or server software are not okay to
distribute.
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I haven't stopped playing since the time I got Minecraft.
ROBLOX had potential, it's community is worse now.
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FAIL is a new AIL, (abstract interface layer), which seems to be being 'proposed' right now. It looks like cpw is developing it mainly right now.
(stands for Forge Abstract Interface Layer)
Github: search for 'MinecraftForge/FAIL' or for lazy people here.
What do you think?
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It taught me to program better.
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I don't need a wage. And, have you added me on Skype?
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What are you applying for?
Developer.
What is your in-game name?
Swatcommader6
What is your age?
Disclosed.
What do you want this position?
I believe I can create performant and quality programs for your server to allocate more resources on a better experience for the players. Having prior experiences with server networks; I can perform these improvements to improve the development of the server:
I have more ideas, but haven't completely flushed them out completely to make sense.
Prior experience in developing?
I have worked on Icebound, and several other servers; I don't recall.
I haven't developed plugins recently, but you can see my latest projects in the JVM and other languages at:
What is your contact information?
Skype: swatrblx
How much time can you dedicate?
24+ hours per a week
What you can bring?
Proof of work?
I provided that in the 'Prior experience in developing?' section.
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the problem is Custom Npcs. (got it from the crash report)
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Mine overheated to death.
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too lazy to create syntax and modify the parser for variables
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Really? It applies to MC:PE.
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https://account.mojang.com/documents/minecraft_eula
applies for all versions of minecraft
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mods are fine.
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i have a custom mcp modified thing that allows me to use 1.8.8 mappings on a 1.8.9 thing, so MCP maximum for 1.8 is 1.8.9.
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you'd have to compare the differences between both versions and create mappings for them
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mcp 1.9.3 (snapshots) are out by converting 1.9.2's mapping.