I used to, actually, back in BC era You *CLEARLY* have never tried to code a Mod if you can make this statement as anything other than a troll. You also clearly have no blinkin' clue of what is going on in the code, and the differences between purely aesthetic changes (WoW addons) and code which is nearly as large as the original game (Buildcraft). Even if you set up an API to smoothly interface between the two, the sheer amount of code inherent in a mod like Buildcraft is a whole 'nother scale.
I've yet to see a Computercraft program longer than a few hundred lines. Try decompiling and deobfuscating a Mod and see how many lines is involved. You are impressed by something like a DPS Meter Addon for WoW. Someone who has never lived on an ocean coast is probably impressed by a large lake.
Besides, it's rarely the raw code that is the framerate lag, so much as the items it produces. For example, the sound and lighting updates a Timer produces every time it ticks. Dynamic Lighting requires tree-traversing algorithms, updating the light level for every block near the timer as it lights up for one tick, then re-calculating them as it turns off is what makes the Timer a potential lag-beast. You wouldn't experience things like that in a WoW Addon because the code is explicitly designed to prevent such. Plus WoW isn't running on Java.
You understand you’re furthering my point that MC needs an mature official API surrounding a game designed for extensibility. Also you missed the point, it seems, about why I mentioned DPS addons. It was not due to complexity, it was due to work the code is doing in relation to performance lost in framerates. Youre confusing things and ranting. When idle, these things (need) do very little to interact with the world besides saying "im here and ready, i am possibly emitting light", yet the performance lost is very great. So you can go on about amount of lines of code all day, but you’re missing the point in that complexity doesn’t equate to better. It equates to the enduser developing Tourette’s. I fully understand and respect the work (in large part to struggle with the API and changes every patch that break shit) that goes into the larger mods, but you seem to be comparing it against things like computercraft, instead of things like TukUI. At the end of it, Minecraft modding could be made much more concise and better preforming while retaining all of individual mod ability while improving stability if/when Mojang starts to actively make the API public (and maybe give us some real tool ontop of it but thats too much to hope for I think, eclipse is pretty darn good anyway).
By the same token you’re arguing about mod, you could argue about textures and why they have such a negative performance impact on the game, when a game like skyrim I can install 4096 textures with little to no impact. Of course they are different, and of course Minecraft renders things in a whole new way to create a world where everything is able to be broken and built, but why should that be the reason for it to stay that way? Its not impossible to imagine that the game might evolve past its original code to accommodate for such things it never originally intended while keeping its core sandbox gameplay regardless of all the excuse why it cant.
Your snipe about wow not running on java is irrelevant.
Aye. Having an API would solve nothing. We already have an API, that is what Forge is, that is what it does. Yes, it isn't "official", but that really doesn't mean much. It allows a mod to interface with Minecraft without having to alter the base code, that is it, that is exactly what an API is. There is nothing magical about that, and an official API from Mojang would be little different, functionally, than what Forge is doing now.
And yes, check the size of your mods folder. Then compare that to the size of your Minecraft jar, notice that the former is somewhere between six to ten times the size of the latter? Trying to compare that type of complexity to WoW add ons is beyond silly.
Again, the root of the problem is that each mod adds a bit of overhead, more loaded into memory, more CPU load in game. On its own, that impact is trivial, but compounded across 80 mods or more, what are you expecting? Nothing in life is free, and there is no magic wand you can wave here. You want more content in game, you pay for it in more burden on your system. That is the way it works, and it is neither Mojang's fault, Forge's fault, nor the mods's fault.
I agree it wouldn't mean much alone, Thats what I said Minecraft itself needs to allow for it officially. Meaning they would make active changes (likely) to the game itself so code is more directly integrated and not just another layer. Compairing the size of the folders as some sort of point though ... lolwut?? Bigger is better I guess?
I'm definitely in the "WoW add-ons do a lot less than MC mods" camp, and not just because they have an API. WoW mods are all just UI. You can't add new items, spells, abilities, professions, races, classes, mobs, world gen, and dungeons in WoW.
Even if you could there would be zero performance impact. Most of that stuff is simply stored in a database and just read, it is static for the most part. Im talking about what the add/mod is actively doing that requires a great amount of CPU power. Complexity doesnt mean better.
You're all starting to sound like you have some form of Forge Stockholm Syndrome. FSS. a terrible blight