New to modding (as developer)

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Niels Henriksen

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Jul 29, 2019
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I have been a software developer for 15 years and I have now started to learn MC modding (I base my code on 1.7.2) but the biggest problem I have is idea. What kind of mod should I make and how to balance it?

If you are mod-dev how do you get your ideas?

One of the things i'm doing now to learn it and to see whats possible is that I take a mod and are looking in the code to see how they do the funny stuff.

There are so many good mods and sometimes I feel bad when I read about a dev who dont want to continue their famous mod. This gives me the power to learn modding even that I havent used Java for many years :)
 

Pokefenn

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Jul 29, 2019
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The basic Idea should come from what you want to play, so if you love tech mods, why not make another? Etc
Then think what should be fun, gameplay wise.

And depending on what kind of mod it is, research is a great thing, in Totemic, I'm always looking up things from lots of different cultures and religions for ideas for the mod.
 

SynysterBear

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Jul 29, 2019
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I believe that to make a good lasting mod you have to ask yourself what would you like to see in modded MC.

That furnace is to slow
- new fue?
- new type of furnace?
- new way of smelting?

Basic questions are the best start.
What is annoying me?
What would improve my game?

Lots of 'ME' first of all.

It's important as a modder to make sure you like it first.
 

Niels Henriksen

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Jul 29, 2019
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Both of you are right "make a mod you would love to play". The funny thing is that I love Forestry, Thaumcraft and Buildcraft (just to mention a few) and there are maybe things I want to change in them.

I have also played Terra Firmacraft where its the entire mod that makes the game. This is one of my ideas so instead of using a lot of different mods I only make ONE (to rule them all) :D
 

Sidorion

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Jul 29, 2019
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Make a toolbelt. We have far too much tools in modded MC and no way to switch them in a convenient way.
This could be a leg armor with its own inventory capable of holding any tool that can be assigned to a certain quickbar-slot. Pressing a configurable key shows up a ring-menu in which you can select the tool you wanna use. The selected tool is then swapped with the item on the assigned quickslot.
The original belt would have no armor on it, but maybe it would be possible to add plates of leather, iron or diamond.
Maybe it could be extended by a sheath, too, so you can add a weapon to the ring menu.
 
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Democretes

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Jul 29, 2019
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Write every idea you have down. Do it. Just get a cheap $1 paper notebook from your nearby dollar store and write down every idea you have in it. It really helps to keep things to gether so you don't forget something you came up with at an earlier time.

Also, the Suggest Mods for Creation has a ton of mod ideas just floating around in it waiting to be used. Skim through it. You might see something you like and that you can build off of.
 

King Lemming

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Jul 29, 2019
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Think of something you want in the game. Make it happen. :)

Yeah, that's vague, but what's something quirky that you feel MC could use and currently doesn't have?

Make use of the great APIs out there. CoFHLib and Core aren't ready for 1.7, or I'd definitely recommend them.

Start small, and be prepared to refactor and rewrite constantly.
 

Pokefenn

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Jul 29, 2019
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What about copyright, open source and licenses? Any suggestions?
Now thats a hard question, generally, it just depends on what you want to do.
Personally, i went open source for a few reasons:
If i ever suddenly leave, i dont want to leave a mod dead.
I want a easy backup of my code.
Git is a great tool for tracking bugs ;)
PRs are always welcome.
And other people can learn how not to code from my mod
And i went with MIT, because i just want to help others, and i dont care about things.

Some people feel nervous about having open source code, and fair enough.
And sometimes people think that we are all going to steal their mod <,<
Generally, just go with what feels right ;)
 
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KurShedir

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Jul 29, 2019
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Some people feel nervous about having open source code, and fair enough.

I am a Java developer and I'm always nervous about people reading my code, just because reading other people's stuff drives me crazy and I assume it's the same for them. But it's also a necessary step when you try to learn something new, especially if said people can help you to improve your code. I'll consider the open source, if I ever find the time to create something.
 

immibis

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Jul 29, 2019
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Make a toolbelt. We have far too much tools in modded MC and no way to switch them in a convenient way.
This could be a leg armor with its own inventory capable of holding any tool that can be assigned to a certain quickbar-slot. Pressing a configurable key shows up a ring-menu in which you can select the tool you wanna use. The selected tool is then swapped with the item on the assigned quickslot.
The original belt would have no armor on it, but maybe it would be possible to add plates of leather, iron or diamond.
Maybe it could be extended by a sheath, too, so you can add a weapon to the ring menu.
Even better, make an omnitool that intelligently guesses which tool you want to use (based on what you'r clicking on and which button you're using)
 
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Sidorion

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Jul 29, 2019
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Nay, that wouldn't be good. In the omnitool you cannot have your favourite behaviour. E.g. some like the excavator better and some prefer the flux infused shovel or the earthmover. Also custom enchantments would be impossible.
And I'm not only refering to the standard tools like the vanilla ones and the wrench. The belt should be able to carry the taumometer, wands, tools from AM2, safari net launcher, scoop and so on, too.
Automatic switching wouldn't be good either. E.g. when you have a pickaxe AND a hammer in your belt - which one is to use?
 

PierceSG

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Jul 29, 2019
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Regarding the multitool, don't MPS's Power Fist work that way once you have all the 3 modules installed? IIRC you do not have to switch to a pickaxe/axe/shovel to do the corresponding job.
 

Zeeth_Kyrah

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Jul 29, 2019
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And depending on what kind of mod it is, research is a great thing, in Totemic, I'm always looking up things from lots of different cultures and religions for ideas for the mod.
Thank you. Just for saying that, now I'm going to try out Totemic and possibly add it to my personal modpack.
 

Pokefenn

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Jul 29, 2019
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Thank you. Just for saying that, now I'm going to try out Totemic and possibly add it to my personal modpack.
Meh, i dont suggest it, I'm working on a major content (and code) rework now, that changes the mod.
I'm not happy with it in its current state, i refuse to play it even :p
 

Zeeth_Kyrah

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Jul 29, 2019
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Meh, i dont suggest it, I'm working on a major content (and code) rework now, that changes the mod.
I'm not happy with it in its current state, i refuse to play it even :p
Every great artist is dissatisfied with their work, you know. ;)
That said, maybe it'll give me some ideas to work on even in its current state.
 
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