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Minecraft mod options - Jeff #9

Open Aaron-E-Walsh opened 10 years ago

Aaron-E-Walsh commented 10 years ago

Hi Jeff. Now that your Java IDE is ready to go let's investigate the best approach to modding Minecraft. Dan suggested that Bukkit might be a good way to go, and there are other Minecraft mod options that we can look at also. The main criteria for our work is that if we build on an existing mod package (something that jump-starts our coding, so a lot of the basic structures are in place) it must be an open source project that is available under an open license. If it's not fully open and we build on top of it we will not actually be able to distribute the code to the public in the way we want (under an open license).

There are both client-side and server-side mod optoins, meaning we need to consider where our code will go (in either the client side game that people play, or on the server, or a combination of both).

There's also the option of starting from scratch, using no pre-existing mod kits or code. This would be ideal in terms of our ability to ensure that our work can be made available under an open license (since we are the originators of the code), but it may be too much work to pull off.

With these points in mind would you do a little research into our options for modding Minecraft and let us know what you find? The first few searches you do will likely show you how to install an existing mod, not actually code (program) a mod yourself, so you can omit those from your research as we're focused entirely on programming (not installing the mod as an end user).

Cheers, Aaron

jcandrade21 commented 10 years ago

Sounds like a plan Prof. Walsh I'll go ahead and do some research and get back to everyone with hopefully some different options we can look at.

Aaron-E-Walsh commented 10 years ago

Perfect. Thanks, Jeff. I'm looking forward to it. Cheers, Aaron On Feb 9, 2014 7:11 PM, "jcandrade21" notifications@github.com wrote:

Sounds like a plan Prof. Walsh I'll go ahead and do some research and get back to everyone with hopefully some different options we can look at.

— Reply to this email directly or view it on GitHubhttps://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-34592408 .

jcandrade21 commented 10 years ago

Ok everyone, so I’ve gone ahead and took a look at some ways we could go about modding Minecraft...

First we need our mod loading API and as Dan suggested we could use bukkit, which is strictly a server side package/plugin manager with some neat features. Forge is another popular tool which is both client and server side. ModLoader is an option but is rarely used, it seems as though it's a bit dated.

Modders then utilize MCP (Minecraft Coder Pack), which is the decompiler and community standard for modding Minecraft's source code. From what I’ve found, it’s always used in conjunction with Forge/ModLoader. We could go this route to create a fresh mod, but of course it would take more time/effort.

With that being said, we could use a pre-existing mod as Prof. Walsh suggested but strangely many of them are not open source. Various blogs and forums have suggested that modding an existing mod is a big no-no. However, I did find a wiki page of open source Forge mods that we can perhaps base our work on. We could pull many of these open source mods from GitHub Repo’s http://www.minecraftforge.net/wiki/List_of_Open_Source_Forge_Mods

I’ll look deeper into this as I pull more info and make sense of all the options that we have at our disposal.

dangjavageek commented 10 years ago

Some suggestions, let me know if I can help:

1) setup a craftbukkit server build on strongbad.ath.cx for testing, default port is 25565, we have in the past used 2mn65 for ports for other servers, where m>5 or n>5 or both, as needed - simply a convention

2) setup a forge mod loader server build and client build on strongbad.ath.cx for testing, default port as above - vanilla minecraft clients from minecraft.net will not be able to run against this server, that gets you in the business of distribution of customize minecraft clients for those who would use minecraft for gravity coins

3) as an example of mods and enabling / disabling, the compatibility issues you will see, distribution and maintenance, as well as updatedness of client and server against the base minecraft product, I would suggest picking a "feed the beast" minecraft server set of mods such as "Horizons," drop that server on strongbad.ath.cx and try connecting to it - we have used technic mod pack collections and tekkit mod pack collections in the past, and the "feed the beast" framework seems to be more resilient and accommodating of managing servers and clients with different mod pack selections than technic / tekkit based on their selection of launcher framework on the client side

4) templates for craftbukkit mods can be found here: https://github.com/Bukkit/SamplePlugin/tree/master/src/main/java/com/dinnerbone/bukkit/sample

I can grab some weekend time on this as needed, maybe draft Isaac and Sam into testing or publishing what they've been whiteboarding but generally let me know what you think next steps are in terms of getting 1 or more of us working on mod code.

Thanks.

Best regards,

-- DanG

On 2/13/14, 8:10 PM, jcandrade21 wrote:

Ok everyone, so I’ve gone ahead and took a look at some ways we could go about modding Minecraft...

First we need our mod loading API and as Dan suggested we could use bukkit, which is strictly a server side package/plugin manager with some neat features. Forge is another popular tool which is both client and server side. ModLoader is an option but is rarely used, it seems as though it's a bit dated.

Modders then utilize MCP (Minecraft Coder Pack), which is the decompiler and community standard for modding Minecraft's source code. From what I’ve found, it’s always used in conjunction with Forge/ModLoader. We could go this route to create a fresh mod, but of course it would take more time/effort.

With that being said, we could use a pre-existing mod as Prof. Walsh suggested but strangely many of them are not open source. Various blogs and forums have suggested that modding an existing mod is a big no-no. However, I did find a wiki page of open source Forge mods that we can perhaps base our work on. We could pull many of these open source mods from GitHub Repo’s http://www.minecraftforge.net/wiki/List_of_Open_Source_Forge_Mods

I’ll look deeper into this as I pull more info and make sense of all the options that we have at our disposal.

— Reply to this email directly or view it on GitHub https://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35049190.

dangjavageek commented 10 years ago

BTW, note mention of continued minecraft code re-writes in anticipation of the public plugin API for later:

https://mojang.com/2014/02/minecraft-snapshot-14w07a/

We’ve still been working hard on rewriting internal stuff (such as how blocks are rendered, or how the entire inventory system works) in preparation for the Plugin API. Meanwhile, have another smaller snapshot with a bunch of bug fixes and some more adventure map related stuffs! Dinnerbone is Nathan Adams, lead developer from Bukkit hired in to Mojang, and he has been lead on minecraft updates, he also created the bukkit plugin templates from the previous post.

Best regards,

-- DanG

On 2/13/14, 8:10 PM, jcandrade21 wrote:

Ok everyone, so I’ve gone ahead and took a look at some ways we could go about modding Minecraft...

First we need our mod loading API and as Dan suggested we could use bukkit, which is strictly a server side package/plugin manager with some neat features. Forge is another popular tool which is both client and server side. ModLoader is an option but is rarely used, it seems as though it's a bit dated.

Modders then utilize MCP (Minecraft Coder Pack), which is the decompiler and community standard for modding Minecraft's source code. From what I’ve found, it’s always used in conjunction with Forge/ModLoader. We could go this route to create a fresh mod, but of course it would take more time/effort.

With that being said, we could use a pre-existing mod as Prof. Walsh suggested but strangely many of them are not open source. Various blogs and forums have suggested that modding an existing mod is a big no-no. However, I did find a wiki page of open source Forge mods that we can perhaps base our work on. We could pull many of these open source mods from GitHub Repo’s http://www.minecraftforge.net/wiki/List_of_Open_Source_Forge_Mods

I’ll look deeper into this as I pull more info and make sense of all the options that we have at our disposal.

— Reply to this email directly or view it on GitHub https://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35049190.

Aaron-E-Walsh commented 10 years ago

Hi guys. Ideally we would use the official Minecraft plugin API, which I believe would give us everything we need at this stage but I am nor 100 percent certain. I'm also not sure when they are scheduled to release the Minecraft plugin API. I've been keeping an eye on it for a while, but haven't looked at the reschedule.

Jeff, could you investigate when the Minecraft plugin API is supposed to ship if Dan does not already know when? Depending on when that becomes available we may be able to spare ourselves the effort of a traditional mod. Aaron BTW, note mention of continued minecraft code re-writes in anticipation of the public plugin API for later:

https://mojang.com/2014/02/minecraft-snapshot-14w07a/

We’ve still been working hard on rewriting internal stuff (such as how blocks are rendered, or how the entire inventory system works) in preparation for the Plugin API. Meanwhile, have another smaller snapshot with a bunch of bug fixes and some more adventure map related stuffs! Dinnerbone is Nathan Adams, lead developer from Bukkit hired in to Mojang, and he has been lead on minecraft updates, he also created the bukkit plugin templates from the previous post.

Best regards,

-- DanG

On 2/13/14, 8:10 PM, jcandrade21 wrote:

Ok everyone, so I’ve gone ahead and took a look at some ways we could go about modding Minecraft...

First we need our mod loading API and as Dan suggested we could use bukkit, which is strictly a server side package/plugin manager with some neat features. Forge is another popular tool which is both client and server side. ModLoader is an option but is rarely used, it seems as though it's a bit dated.

Modders then utilize MCP (Minecraft Coder Pack), which is the decompiler and community standard for modding Minecraft's source code. From what I’ve found, it’s always used in conjunction with Forge/ModLoader. We could go this route to create a fresh mod, but of course it would take more time/effort.

With that being said, we could use a pre-existing mod as Prof. Walsh suggested but strangely many of them are not open source. Various blogs and forums have suggested that modding an existing mod is a big no-no. However, I did find a wiki page of open source Forge mods that we can perhaps base our work on. We could pull many of these open source mods from GitHub Repo’s http://www.minecraftforge.net/wiki/List_of_Open_Source_Forge_Mods

I’ll look deeper into this as I pull more info and make sense of all the options that we have at our disposal.

— Reply to this email directly or view it on GitHub < https://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35049190 .

— Reply to this email directly or view it on GitHubhttps://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35093906 .

JJburke commented 10 years ago

Hi, I was wondering if we could get together and discuss our roles and goals and other details/issues. I have a Conference Center call # 877-226-9783 PC: 8939025, could we schedule some time for everyone to talk.

On Sat, Feb 15, 2014 at 2:46 PM, Aaron-E-Walsh notifications@github.comwrote:

Hi guys. Ideally we would use the official Minecraft plugin API, which I believe would give us everything we need at this stage but I am nor 100 percent certain. I'm also not sure when they are scheduled to release the Minecraft plugin API. I've been keeping an eye on it for a while, but haven't looked at the reschedule.

Jeff, could you investigate when the Minecraft plugin API is supposed to ship if Dan does not already know when? Depending on when that becomes available we may be able to spare ourselves the effort of a traditional mod. Aaron BTW, note mention of continued minecraft code re-writes in anticipation of the public plugin API for later:

https://mojang.com/2014/02/minecraft-snapshot-14w07a/

We've still been working hard on rewriting internal stuff (such as how blocks are rendered, or how the entire inventory system works) in preparation for the Plugin API. Meanwhile, have another smaller snapshot with a bunch of bug fixes and some more adventure map related stuffs! Dinnerbone is Nathan Adams, lead developer from Bukkit hired in to Mojang, and he has been lead on minecraft updates, he also created the bukkit plugin templates from the previous post.

Best regards,

-- DanG

On 2/13/14, 8:10 PM, jcandrade21 wrote:

Ok everyone, so I've gone ahead and took a look at some ways we could go about modding Minecraft...

First we need our mod loading API and as Dan suggested we could use bukkit, which is strictly a server side package/plugin manager with some neat features. Forge is another popular tool which is both client and server side. ModLoader is an option but is rarely used, it seems as though it's a bit dated.

Modders then utilize MCP (Minecraft Coder Pack), which is the decompiler and community standard for modding Minecraft's source code. From what I've found, it's always used in conjunction with Forge/ModLoader. We could go this route to create a fresh mod, but of course it would take more time/effort.

With that being said, we could use a pre-existing mod as Prof. Walsh suggested but strangely many of them are not open source. Various blogs and forums have suggested that modding an existing mod is a big no-no. However, I did find a wiki page of open source Forge mods that we can perhaps base our work on. We could pull many of these open source mods from GitHub Repo's http://www.minecraftforge.net/wiki/List_of_Open_Source_Forge_Mods

I'll look deeper into this as I pull more info and make sense of all the options that we have at our disposal.

Reply to this email directly or view it on GitHub < https://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35049190 .

Reply to this email directly or view it on GitHub< https://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35093906>

.

Reply to this email directly or view it on GitHubhttps://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35165774 .

JJburke commented 10 years ago

Should we use Beta build Craft Bukkit? its at risk for a plugin break, and minor bugs.

On Mon, Feb 17, 2014 at 11:47 AM, Jose J Burke burkehf@bc.edu wrote:

Hi, I was wondering if we could get together and discuss our roles and goals and other details/issues. I have a Conference Center call # 877-226-9783PC: 8939025, could we schedule some time for everyone to talk.

On Sat, Feb 15, 2014 at 2:46 PM, Aaron-E-Walsh notifications@github.comwrote:

Hi guys. Ideally we would use the official Minecraft plugin API, which I believe would give us everything we need at this stage but I am nor 100 percent certain. I'm also not sure when they are scheduled to release the Minecraft plugin API. I've been keeping an eye on it for a while, but haven't looked at the reschedule.

Jeff, could you investigate when the Minecraft plugin API is supposed to ship if Dan does not already know when? Depending on when that becomes available we may be able to spare ourselves the effort of a traditional mod. Aaron BTW, note mention of continued minecraft code re-writes in anticipation of the public plugin API for later:

https://mojang.com/2014/02/minecraft-snapshot-14w07a/

We've still been working hard on rewriting internal stuff (such as how blocks are rendered, or how the entire inventory system works) in preparation for the Plugin API. Meanwhile, have another smaller snapshot with a bunch of bug fixes and some more adventure map related stuffs! Dinnerbone is Nathan Adams, lead developer from Bukkit hired in to Mojang, and he has been lead on minecraft updates, he also created the bukkit plugin templates from the previous post.

Best regards,

-- DanG

On 2/13/14, 8:10 PM, jcandrade21 wrote:

Ok everyone, so I've gone ahead and took a look at some ways we could go about modding Minecraft...

First we need our mod loading API and as Dan suggested we could use bukkit, which is strictly a server side package/plugin manager with some neat features. Forge is another popular tool which is both client and server side. ModLoader is an option but is rarely used, it seems as though it's a bit dated.

Modders then utilize MCP (Minecraft Coder Pack), which is the decompiler and community standard for modding Minecraft's source code. From what I've found, it's always used in conjunction with Forge/ModLoader. We could go this route to create a fresh mod, but of course it would take more time/effort.

With that being said, we could use a pre-existing mod as Prof. Walsh suggested but strangely many of them are not open source. Various blogs and forums have suggested that modding an existing mod is a big no-no. However, I did find a wiki page of open source Forge mods that we can perhaps base our work on. We could pull many of these open source mods from GitHub Repo's http://www.minecraftforge.net/wiki/List_of_Open_Source_Forge_Mods

I'll look deeper into this as I pull more info and make sense of all the options that we have at our disposal.

Reply to this email directly or view it on GitHub <

https://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35049190

.

Reply to this email directly or view it on GitHub< https://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35093906>

.

Reply to this email directly or view it on GitHubhttps://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35165774 .

Aaron-E-Walsh commented 10 years ago

Hi Jeff, a call would be good. Chris and Dan are all set but I can explain their part of this work when you, José, Andrew and I have our call. We can also discuss the best approach to starting the mod then, as voice can advance that discussion quickly.

This week I am free in the afternoons and early even all week except Friday. What days & times work best for you? How about for you, José and Andrew?

Aaron Hi, I was wondering if we could get together and discuss our roles and goals and other details/issues. I have a Conference Center call # 877-226-9783 PC: 8939025, could we schedule some time for everyone to talk.

On Sat, Feb 15, 2014 at 2:46 PM, Aaron-E-Walsh <notifications@github.com

wrote:

Hi guys. Ideally we would use the official Minecraft plugin API, which I believe would give us everything we need at this stage but I am nor 100 percent certain. I'm also not sure when they are scheduled to release the Minecraft plugin API. I've been keeping an eye on it for a while, but haven't looked at the reschedule.

Jeff, could you investigate when the Minecraft plugin API is supposed to ship if Dan does not already know when? Depending on when that becomes available we may be able to spare ourselves the effort of a traditional mod. Aaron BTW, note mention of continued minecraft code re-writes in anticipation of the public plugin API for later:

https://mojang.com/2014/02/minecraft-snapshot-14w07a/

We've still been working hard on rewriting internal stuff (such as how blocks are rendered, or how the entire inventory system works) in preparation for the Plugin API. Meanwhile, have another smaller snapshot with a bunch of bug fixes and some more adventure map related stuffs! Dinnerbone is Nathan Adams, lead developer from Bukkit hired in to Mojang, and he has been lead on minecraft updates, he also created the bukkit plugin templates from the previous post.

Best regards,

-- DanG

On 2/13/14, 8:10 PM, jcandrade21 wrote:

Ok everyone, so I've gone ahead and took a look at some ways we could go about modding Minecraft...

First we need our mod loading API and as Dan suggested we could use bukkit, which is strictly a server side package/plugin manager with some neat features. Forge is another popular tool which is both client and server side. ModLoader is an option but is rarely used, it seems as though it's a bit dated.

Modders then utilize MCP (Minecraft Coder Pack), which is the decompiler and community standard for modding Minecraft's source code. From what I've found, it's always used in conjunction with Forge/ModLoader. We could go this route to create a fresh mod, but of course it would take more time/effort.

With that being said, we could use a pre-existing mod as Prof. Walsh suggested but strangely many of them are not open source. Various blogs and forums have suggested that modding an existing mod is a big no-no. However, I did find a wiki page of open source Forge mods that we can perhaps base our work on. We could pull many of these open source mods from GitHub Repo's http://www.minecraftforge.net/wiki/List_of_Open_Source_Forge_Mods

I'll look deeper into this as I pull more info and make sense of all the options that we have at our disposal.

Reply to this email directly or view it on GitHub <

https://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35049190

.

Reply to this email directly or view it on GitHub<

https://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35093906>

.

Reply to this email directly or view it on GitHub< https://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35165774> .

— Reply to this email directly or view it on GitHubhttps://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35301326 .

jcandrade21 commented 10 years ago

The Minecraft plugin API, "Workbench", was slated to be released years ago but it keeps getting delayed as you all know. I've yet to see a concrete release date out there for it....

jcandrade21 commented 10 years ago

Getting together for a phone call sounds good to me. Jose I believe you're in my wednesday night DBM class, so maybe we could get together and connect with Prof. Walsh before class? Let me know if this is do-able, if not we could figure something else out.

JJburke commented 10 years ago

I could be 10 - 20 minutes early, depending on traffic.

andrewprince commented 10 years ago

I think we are all in the same class on Wednesday. So are we meeting between 6:40 and 6:50?

On Tue, Feb 18, 2014 at 9:06 AM, JJburke notifications@github.com wrote:

I could be 10 - 20 minutes early, depending on traffic.

Reply to this email directly or view it on GitHubhttps://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35386743 .

Aaron-E-Walsh commented 10 years ago

Tomorrow (Wed) works well for me; was the time set for 6:40 or thereabouts? That's just fine with me, but if you guys have classes at that time we can talk before then or after classes if that's better. Aaron

iED Summits: http://summit.ImmersiveEducation.org Immersive Education Initiative: http://ImmersiveEducation.org Personal (bio & contact): http://ImmersiveEducation.org/people/aew

On Tue, Feb 18, 2014 at 10:25 AM, andrewprince notifications@github.comwrote:

I think we are all in the same class on Wednesday. So are we meeting between 6:40 and 6:50?

On Tue, Feb 18, 2014 at 9:06 AM, JJburke notifications@github.com wrote:

I could be 10 - 20 minutes early, depending on traffic.

Reply to this email directly or view it on GitHub< https://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35386743

.

— Reply to this email directly or view it on GitHubhttps://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35394805 .

dangjavageek commented 10 years ago

On 2/17/14, 9:25 PM, jcandrade21 wrote:

The Minecraft plugin API, "Workbench", was slated to be released years ago but it keeps getting delayed as you all know. I've yet to see a concrete release date out there for it....

As the saying goes, "allow for success, but do not depend on it." The CraftBukkit team hired on to Mojang has been rewriting / refactoring Minecraft a little over time, so that a public mod-ing API is still a target but don't hold off any anything waiting for it, nobody has a date, a road map or a timeline. At the last MINECON conference, they also hired programming leads for the Minecraft Coding Pack (MCP), the piece that allows for de-obfuscation of the byte code of the commercial product. If you track updates on http://mojang.com, the lead bukkit developer, Nathan Adams, (a.k.a. dinnerbone) typically announces the updates, patches and new development in Minecraft. Notably this month, he is working on rewriting the inventory system, and they have also been working on skins, block rendering, etc. These are things that will make a cleaner mod API, but there's no info on date or timeline for it.

Best regards,

--DanG

— Reply to this email directly or view it on GitHub https://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35349189.

Aaron-E-Walsh commented 10 years ago

Thanks Dan and Jeff. It sounds like we had better press ahead without the official plug-in API, otherwise we could be in a holding pattern forever.

Jeff, José & Andrew, are we set for our call tomorrowv (Wednesday) in the early evening?

Aaron On Feb 18, 2014 3:46 PM, "dangjavageek" notifications@github.com wrote:

On 2/17/14, 9:25 PM, jcandrade21 wrote:

The Minecraft plugin API, "Workbench", was slated to be released years ago but it keeps getting delayed as you all know. I've yet to see a concrete release date out there for it....

As the saying goes, "allow for success, but do not depend on it." The CraftBukkit team hired on to Mojang has been rewriting / refactoring Minecraft a little over time, so that a public mod-ing API is still a target but don't hold off any anything waiting for it, nobody has a date, a road map or a timeline. At the last MINECON conference, they also hired programming leads for the Minecraft Coding Pack (MCP), the piece that allows for de-obfuscation of the byte code of the commercial product. If you track updates on http://mojang.com, the lead bukkit developer, Nathan Adams, (a.k.a. dinnerbone) typically announces the updates, patches and new development in Minecraft. Notably this month, he is working on rewriting the inventory system, and they have also been working on skins, block rendering, etc. These are things that will make a cleaner mod API, but there's no info on date or timeline for it.

Best regards,

--DanG

— Reply to this email directly or view it on GitHub < https://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35349189 .

— Reply to this email directly or view it on GitHubhttps://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35431492 .

jcandrade21 commented 10 years ago

Yes that sounds like a plan for 6:40-ish barring any unforeseen circumstances

On Feb 18, 2014, at 7:20 PM, "Aaron-E-Walsh" notifications@github.com<mailto:notifications@github.com> wrote:

Thanks Dan and Jeff. It sounds like we had better press ahead without the official plug-in API, otherwise we could be in a holding pattern forever.

Jeff, José & Andrew, are we set for our call tomorrowv (Wednesday) in the early evening?

Aaron On Feb 18, 2014 3:46 PM, "dangjavageek" notifications@github.com<mailto:notifications@github.com> wrote:

On 2/17/14, 9:25 PM, jcandrade21 wrote:

The Minecraft plugin API, "Workbench", was slated to be released years ago but it keeps getting delayed as you all know. I've yet to see a concrete release date out there for it....

As the saying goes, "allow for success, but do not depend on it." The CraftBukkit team hired on to Mojang has been rewriting / refactoring Minecraft a little over time, so that a public mod-ing API is still a target but don't hold off any anything waiting for it, nobody has a date, a road map or a timeline. At the last MINECON conference, they also hired programming leads for the Minecraft Coding Pack (MCP), the piece that allows for de-obfuscation of the byte code of the commercial product. If you track updates on http://mojang.com, the lead bukkit developer, Nathan Adams, (a.k.a. dinnerbone) typically announces the updates, patches and new development in Minecraft. Notably this month, he is working on rewriting the inventory system, and they have also been working on skins, block rendering, etc. These are things that will make a cleaner mod API, but there's no info on date or timeline for it.

Best regards,

--DanG

— Reply to this email directly or view it on GitHub < https://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35349189 .

— Reply to this email directly or view it on GitHubhttps://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35431492 .

— Reply to this email directly or view it on GitHubhttps://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35452269.

Aaron-E-Walsh commented 10 years ago

Sounds good. I'll talk with you guys then . Aaron

dangjavageek commented 10 years ago

On 2/18/14, 6:20 PM, Aaron-E-Walsh wrote:

Thanks Dan and Jeff. It sounds like we had better press ahead without the official plug-in API, otherwise we could be in a holding pattern forever.

Jeff, José & Andrew, are we set for our call tomorrowv (Wednesday) in the early evening?

Was there a dial-in for the call?

Best regards,

-- DanG

Aaron

Aaron-E-Walsh commented 10 years ago

Hi Dan. Jeff set one up for us (# 877-226-9783 PC: 8939025) and so unless he changed or canceled that we should be good to go. The time we've set is 6:40 Boston time, so I'll dial in then. Cheers, Aaron

iED Summits: http://summit.ImmersiveEducation.org Immersive Education Initiative: http://ImmersiveEducation.org Personal (bio & contact): http://ImmersiveEducation.org/people/aew

On Wed, Feb 19, 2014 at 1:01 PM, dangjavageek notifications@github.comwrote:

On 2/18/14, 6:20 PM, Aaron-E-Walsh wrote:

Thanks Dan and Jeff. It sounds like we had better press ahead without the official plug-in API, otherwise we could be in a holding pattern forever.

Jeff, José & Andrew, are we set for our call tomorrowv (Wednesday) in the early evening?

Was there a dial-in for the call?

Best regards,

-- DanG

Aaron

— Reply to this email directly or view it on GitHubhttps://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35528161 .

jcandrade21 commented 10 years ago

Yes, we should be good to go for 6:40 unless traffic or some other factor prevents us. Just an FYI, that number we are connecting with is Jose's

On Feb 19, 2014, at 1:28 PM, "Aaron-E-Walsh" notifications@github.com<mailto:notifications@github.com> wrote:

Hi Dan. Jeff set one up for us (# 877-226-9783 PC: 8939025) and so unless he changed or canceled that we should be good to go. The time we've set is 6:40 Boston time, so I'll dial in then. Cheers, Aaron

iED Summits: http://summit.ImmersiveEducation.org Immersive Education Initiative: http://ImmersiveEducation.org Personal (bio & contact): http://ImmersiveEducation.org/people/aew

On Wed, Feb 19, 2014 at 1:01 PM, dangjavageek notifications@github.com<mailto:notifications@github.com>wrote:

On 2/18/14, 6:20 PM, Aaron-E-Walsh wrote:

Thanks Dan and Jeff. It sounds like we had better press ahead without the official plug-in API, otherwise we could be in a holding pattern forever.

Jeff, José & Andrew, are we set for our call tomorrowv (Wednesday) in the early evening?

Was there a dial-in for the call?

Best regards,

-- DanG

Aaron

— Reply to this email directly or view it on GitHubhttps://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35528161 .

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Aaron-E-Walsh commented 10 years ago

Got it. Thanks, Jeff (and Jose) -- I thought you'd posted the con-call #, Jeff. Jose, if the # 877-226-9783 (PC: 8939025) is good to go for today we'll all dial in on that? See you soon, Aaron

Aaron-E-Walsh commented 10 years ago

Hi guys. We haven't heard back from Jose to confirm the con-call he initiated. I'll dial in at 6:40 in any case, and will talk with you then. In the event that he hasn't actually set up that con-call number for today at 6:40 we can always reschedule. Aaron

jcandrade21 commented 10 years ago

I'm here waiting for him but he hasn't arrived just yet.

On Feb 19, 2014, at 6:27 PM, "Aaron-E-Walsh" notifications@github.com<mailto:notifications@github.com> wrote:

Hi guys. We haven't heard back from Jose to confirm the con-call he initiated. I'll dial in at 6:40 in any case, and will talk with you then. In the event that he hasn't actually set up that con-call number for today at 6:40 we can always reschedule. Aaron

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andrewprince commented 10 years ago

Something came up for me I won't be able to dial in until 650

Sent from my iPhone

On Feb 19, 2014, at 6:27 PM, Aaron-E-Walsh notifications@github.com wrote:

Hi guys. We haven't heard back from Jose to confirm the con-call he initiated. I'll dial in at 6:40 in any case, and will talk with you then. In the event that he hasn't actually set up that con-call number for today at 6:40 we can always reschedule. Aaron

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Aaron-E-Walsh commented 10 years ago

Thanks for the headsup, Andrew. Jeff, I'm on hold waiting for Jose to come in and admin/host the call as well.

Dan, is there a chance you could set up a fresh con-call in case Jose doesn't make it?

Aaron

dangjavageek commented 10 years ago

Sure:

866-682-4770 access code: 8962486 security code: 0000#

On 2/19/14, 5:43 PM, Aaron-E-Walsh wrote:

Thanks for the headsup, Andrew. Jeff, I'm on hold waiting for Jose to come in and admin/host the call as well.

Dan, is there a chance you could set up a fresh con-call in case Jose doesn't make it?

Aaron

— Reply to this email directly or view it on GitHub https://github.com/GravityCoins/GravityCraft/issues/9#issuecomment-35565131.