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May the Forge be with you.

19 Oct

Hello everyone, Well, I’m turning to the dark side and using the Forge.
Just wanted to let you know I’m currently working on making Sim-U-kraft a forge mod. Eg. it will use ForgeModLoader instead of Risugami’s Modloader, but also be written specifically to use the features that “Minecraft forge” has to offer. Now it may not work out, I may have to abandon it, but I certainly want to give it a go, and no worries, I have the current Sim-U-Kraft that I can go back to if it doesn’t work out with Forge. So no guarantees, it may not even happen, but just wanted to let you know.

So why the change? There’s certain problems with Sim-U-Kraft causing crashes that I feel I can’t fix using the current system, Forge will help me fix them or not even cause them to happen in the first place. It helps the mod maker to organize and structure the mod a lot better, it even fixes a BIG bug still present in Risugami’s modloader.

I’ve been undecided about switching over to forge for some time, but I think the pros outweigh the cons..

Cons:

  • Block IDs will change causing your current SUK worlds not to work, all SUK blocks will disappear, so you’ll have to rebuild or start a new world.
  • You’ll have to remove Risugami’s modloader and install ForgeModloader instead. (FML will load BOTH kinds of mods, so if you have a mixture of forge and non-forge mods, FML will load them all up)

Pros:

  • Stability. All these crashes in SUK 0.8.x version will either be easily fixable or non-existant in the first place.
  • Compatibility with more mods, With modloader block Ids are 0 to 255 with very few spare now days, with Forge, they are 0 to 4096…ample, so no more clashes with other mods.
  • Multiplayer will probably work just fine, maybe not at first, but after adding a few new bits of program code
  • Due to the nice way it structures my program code, less programming code is needed and adding new features is easier.
  • Block IDs no longer scarce will mean I could add 100s of “Decoration blocks” to add a vast amount of variety to your buildings and you can share them with other players as they will have these blocks too.

Anyway, still early days, currently I have the 6 SUK blocks mostly working, and the folks are spawning correctly, you can even push them and hit them just like in MC 1.2.5 versions, but still a lot to do to get everything fully functional. When MC 1.4 comes out (around halloween) I shall release 0.8.4 (using risugami’s modloader) to run with it, which will simply be a few fixes and then re-compiled to work with this new version of MC. So I’ll be working with 2 versions of SUK for a bit, but if it works out, I really think it will be worth the change.

UPDATE (27 oct 2012): Conversion is going very well indeed, the next update of Sim-U-Kraft will be using Forge and will run with Minecraft 1.4.2 and above. No more ‘crashiness’, well, if it does, it will be easily fixed based on debugging so far.

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Posted by on October 19, 2012 in Sim-U-Kraft

 

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