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Supporting mods: Mineways has a little support, but not a lot #44
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In case someone somewhere actually wants to take on the task, here's my task list for adding a single block to the code. How to add new blocks to Mineways:
You have now added the new image(s) for a block to terrainExt.png. Now the real work begins. In Mineways itself:
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New info from AvatarKage: If you use MC Edit you can replace the modded blocks with vanilla blocks then replace the texture. Unfortunately, this seems to work only for 1.12 and before. |
Also, one option is to give jmc2obj a try - you never know, they might handle your non-vanilla world data. |
Fun fact: CurseForge hosts over 100,000 mods for Minecraft: https://en.wikipedia.org/wiki/Minecraft_modding#Mod_content |
New experimental feature (which will appear in 11.03): modded block translation. It's quite limited, but might help you if you really want to read in a modded world: https://www.realtimerendering.com/erich/minecraft/public/mineways/downloads/mineways1103_beta1.zip (removed if 11.03 is out) and see the scripting.html file in it for how to use it. |
Version 11.03 of Mineways has a "Translate" script command that lets you change from a modded block to a standard block. See release notes. |
I get this about once a season: "Could you please add support for the BlargMaster Super Deluxe Mod?"
As far as mods go, I won't be adding support for those - my time's soaked up by plenty of other things at this point.
Update: however, I've added a "Translate" feature you can use to help read in mods. See video here. MCPrep's meshswap feature can also help. More info.
Before you ask "why can't you just substitute all blocks with custom meshes?", here's my long-winded semi-whiny answer:
Mineways is a hobby (one I still carry on mostly out of enjoying helping people who use the program - I haven't played Minecraft for about 7 years now), so I do whatever I think sounds like a feature a lot of people would like or is just a fun puzzle to figure out. I don't add anything having to do with mods to the code (other than turning unknown block types into bedrock), as doing so feels too specialized and helps only a few. Mineways gets about 300 downloads a day at this point.
I do hope someone somewhere does make such a program that deals with "cubes in general" someday. Starting from scratch, Minecraft's new data description allows more flexibility and extensibility, and JSON block descriptions makes new blocks easier to add. The properties and built-in behaviors of each modded block will affect it and its neighbors' appearance have been trimmed down. However, I suspect there are a few left that affect rendering. For example, does the block affect water's height? That's not in the JSON, AFAIK. And does the modded block use non-standard properties that affect their appearance? Having the user specify that sounds No Fun. There are plenty of other little oddities, like does a block "chop" a redstone wire going from the side to the top of another block, if the blocks touch along the edge the redstone travels across?
Mineways is backwards compatible, working for worlds back to Minecraft 1.2, so there's a lot depending on block IDs and on neighbors, such as whether the object connects with redstone dust, fences, walls, etc. That legacy means Mineways is kind of stuck, short of a major hollowing out and leaving 1.12 and earlier versions behind.
Anyway, interesting to think about, but I'm hoping someone else writes it ;) I believe Minutor can read in modded blocks, and it has multithreading to read blocks much faster. So. to whoever's interested, re-branching from Minutor might be an option. Adding back all the texture reading and polygon and texture writing wouldn't be a lot of fun, though - quite a slog.
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