Programs for creating a mod for minecraft. How to create a mod for Minecraft in different ways

Many computer games have mods - special programs that are written using the code of the original game. It would seem, why does Minecraft need this - a game with a completely open world in which you can interact with absolutely all objects and entities? But gamers will never be completely satisfied. And even in such a world, they manage to expand opportunities. Therefore, in this article you will learn about the mods in this game as such, and most importantly - how to make a mod for Minecraft.

Mods for Minecraft

Before you deal with that, with your own hands, you should dive a little into this mysterious world. So you can understand what exactly can be modified and how it will affect the game. So, first of all, you should take a look at the well-known existing mods that are recognized everywhere. A great example is Industrial Craft, a modification that adds a huge number of blocks, recipes for creating items in the game, and much more. Thus, this mod is a titanic work that completely transformed the world of Minecraft. However, you should not immediately swindle at this, as this will require many months of work, especially if you are going to do it alone. It’s better to look at small modifications that add a few blocks and objects, slightly change one or two aspects of the game. Such a mod can be made much simpler and faster. This will be a great practice for you and a way to understand whether you want to modify the game further on a larger scale. But how to make a mod for Minecraft? Naturally, you will need material that you will work with, as well as appropriate tools.

Training

If you want to learn how to make a mod for Minecraft, then you should first prepare your own And the most important point here is to download a special program called Minecraft Forge, in which you can do a lot for Minecraft. You can show your imagination without any restrictions, create new blocks, characters, while you can immediately import them into the game. You will also need textures that you will work with - you can either create them yourself, but for this you will need some knowledge about what textures are attached to which object, or download from thematic sites, and then change them yourself to transform yours externally. " Minecraft. " How to make mods 1. 7. 5, as well as other versions of the game, because so far you have only prepared for the process?

Modification Creation

If you are interested in the question of how to make Minecraft 1. 5. 2 mods and other versions, then you will need to spend a lot of time in Forge, since you will need to separately work out each block that you are going to add to the game, set its purpose, interaction with other blocks and objects. In general, the volume of work will be huge - even to create one new block with any basic functions, you will need several hours of painstaking work. What can we say about the modification - even the simplest of them will take you several tens of hours. Now you have to imagine how much time it took the creators of the same Industrial Craft to launch a similar project.

Build Assembly

When you make a few modifications that you like and seem worthy, and are also approved by several people in order to avoid bias, you can try to promote them online. Naturally, you will not get profit for this, because the mods for Minecraft are free. But you can get a lot of pleasure from the positive reviews from gamers who will try and appreciate your creation. You have several options - for example, you can upload your modifications to thematic sites separately so that gamers can choose what interests them more and download. But there is another option - you can build Minecraft with mods, and then users can download the version of the game in which your modifications will already be installed. This method has its advantages, as it gives you access to all your mods at once.

What is enthusiasm, and with what to eat it or how to create MODs.

Hello! Someone knows me, someone does not, so I will introduce myself first. My name is Alexander (aka a [x] el), I am the leader of the team that is working on the modification of Resident evil: Antidote, for almost 2 years now. In this article I would like to talk a little about how mods are created, what they consist of and what role the team leader plays in the process of creating a mod.

Enthusiasm.
  Let's start by defining the word Enthusiasm. Enthusiasm   - spiritual enthusiasm, a strong passion. After an idea comes up, it is he who makes us beat ourselves in the chest, invent a plot, start making the first map, create a new topic on the forum: “We need mappers, coders, modelers ... to the new SUPER mod”. Does this sound familiar to many? We all saw such posts on the forums, and some of us created them. Now tell me, how many such "Super" projects have reached release? Beta version?
  I will answer this question.
  According to statistics from the well-known mod portal MODDB:

2,500 - remained at the idea stage
   500 - did not reach alpha / beta version
   250 - made 1 release
   120 - Continuous updates and patches
6 - became a boxed version

The numbers speak for themselves. In total, it turns out that only 12.5% \u200b\u200bof the mods saw the light ...
  What am I saying, you ask. And I am inclining to the fact that not everyone is able to complete the work begun, and few people imagine the process of creating a mod. Many people stop working as soon as they encounter the first difficulties “How to do this”, “Doesn’t work”, “I’m too lazy”, “So what's next?” Everyone faces this.

What is MOD?
  Mod (Eng. MOD) is an abbreviation for Modification. A mod is like a complete change in all elements of the gameplay (total conversion) and just adding a new model, texture, or script to the game. The developers of Half-life 2 released the Source SDK providing ample opportunities for creating modifications.

What fashion are fashioned from?
The first and main thing that a mod consists of is an idea. But not everything that you can think of on paper can be implemented in the game engine. Sometimes the implementation costs are too high. The first thing to do after the idea to make a mod comes up is to do virtual development. We break the idea into parts: Script, maps, textures, models, code. Now you need to imagine in what sequence you need to develop the mod so that there are no downtime (* 1). It is necessary to clearly present the amount of work that needs to be done in order to achieve the intended goal. Take a pen, paper and write down all the key points of your future mod.

For example:

... It is necessary to paint all the tasks in all categories (mapping, programming, modeling, etc.) depending on the needs of the mod. Now you need to select from this list the most priority and complex tasks that form the basis of the mod. If you create a mod in which the player has some unique abilities (for example, telekinesis), then the implementation of this function is key and priority, because until this function is implemented, everything else makes no sense. Making a list of tasks and setting priorities is a VERY important step in the development of the mod.

A leader is a great boss.
Do you know what word the word Director came from? This word comes from the English. words Director - literally directing (direction - direction). The word guide is very well suited to the position of team leader. The team leader must have a clear idea of \u200b\u200ball the tasks, and be able to establish effective interaction between all team members. You need to know as much information as possible about all areas of development in order to understand what you need to require from the team. For example, the team has a modeler, it works fine in 3D Max, but does not understand anything in compiling models for the source engine. The task of the team leader is to find articles on compiling models, and explain to the modeler the model requirements for the Source engine. It is possible that the best way out is to deal with compilation yourself and compile models for the mod. Try to understand all the issues that arise when creating a mod. Two years ago, when I decided to create our mod, for the first time in my life I installed and opened 3D Max. Now I am free to navigate in this editor, I can create prop models and weapons, make animations, apply textures and compile models for the Source engine. In addition, I did a lot of work on code and level design in the Hammer editor. You should understand that the more you know and know how, the better you will be able to set goals and guide other team members in the right direction. If the Leader disappears, or he is not active enough, then the mod disappears. Sometimes the quality work of a 3D modeler, who spent a month developing a good model for a mod, disappears because the team leader just scored on the mod. Keep in mind that the development of the mod is in your hands, and it is you who are responsible for it before the team by putting together all the bricks of the Source engine to create the MOD.

Epilogue:
  Summarizing this article, I would like to say that before you start creating a mod and organizing a team, think carefully and evaluate your strengths. Perhaps the best solution would be to participate in another mod team, as a mapper, modeler, artist, etc. But if you still decided to create a team, and start developing a mod, then approach this process correctly. Do not be afraid of difficulties, do not rest on our laurels, because in fact - this is damn interesting and exciting! ;)

On this I put an end, but I do not say goodbye. I hope that the article seemed interesting to you, and perhaps will help to avoid my mistakes. In the future I plan to write several more articles in which I will talk about solving various problems and issues that the team leader faces, such as: writing a document design, recruiting a team, coordinating the work of all project participants, creating the right tasks, organizing a source code repository for version control and others.

I look forward to your feedback and comments in the "Discussion" section or to my email: tonkadogmail.com Thank you!

Many players dreamed of a program that could create modifications. Thanks to the Pilo developer, anyone can download MCreator for Minecraft 1.7.2 and 1.7.10 and start creating their own mods without deep programming knowledge. Create new blocks, things, achievements, new types of existing blocks, mobs, biomes, food, tools, plants, cars and more. Any idea is easily implemented using the program MCreator 1.7.10 / 1.7.2.

Create different types of mods


This program allows you to create various types of modifications, including overlays (as in fashion on a mini card), machines, structures, measurements, tool kits, weapons (swords, guns) and more.

Intuitive interface


MCreator offers a convenient way to place items on the menu. It is enough for the developer to move things and elements to the work surface with the mouse.

Recipes for crafting and drop


Prescribe recipes, drops are as easy as crafting in a game. Use filters to search through the huge list of things in Minecraft. MCreator can export recipes pictures so they can be posted on the site.

For experienced developers


Experienced developers will like the ability to edit the source code of mods in a convenient interface. The program editor MKreator has syntax highlighting, autocomplete and other pleasant things for the programmer. Integration with Eclipse is supported.

MCreator Installation Video

Installation

  1. Download MCreator on Minecraft 1.7.10 or 1.7.2.
  2. Run the exe file and follow the instructions on the screen.

Custom modification of computer games is a fairly common phenomenon, which is a change and addition of game files to get more content, a variety of gameplay, and so on. Sometimes mods can be small, adding only a couple of items or functions. And sometimes you can find global mods that almost completely change the gameplay. For Minecraft, one of the most popular computer games of our time, gamers make quite a lot of different mods. Therefore, you can learn how to create a mod for Minecraft - in fact, it is easier than it sounds, but in any case it will take you quite a lot of time.

Mods for Minecraft

So, if you seriously decided to figure out how to create a mod for Minecraft, then you need to understand what exactly can be modified there. In fact, there are an incredible amount of opportunities - there are much more mods to this game than to everyone else. This is due to the fact that Minecraft looks quite simple - respectively, and changing something in it or adding certain functions to it is easier than in a high-end project that hundreds of professionals have been working on for several years. Now there are already such mods as Industrial Craft or Taumcraft, which can be safely attributed to global ones, since they add incredibly a lot of content to the game - the first transfers Minecraft to the industrial era, adding hundreds of new recipes and items. The second one adds magic to the game and everything attached to it. Naturally, you should start with simpler projects, but in the end, you can also create something serious. But first, you need to learn how to create a mod for Minecraft.

Creating a pure mod

If you want to learn how to create a mod for Minecraft, then you need to immediately understand that it can be done by two completely different methods - using the API or without. First you need to parse the creation of a clean mod that does not require additional software. In this case, you need to be well versed in the mechanics of the game and have certain design skills, as well as the ability to program at a high level. Then you can introduce something new into the game, as well as change certain objects, functions and much more. As a result, you can create a unique and unusual mod, but it is likely that it will be limited to use by other gamers, as it will not be standardized - accordingly, one of the gamers may have a problem with launch and compatibility, regardless of whether what mode was created this modification "Minecraft" - survival or creativity.

Creating Mods Using the API

API is a special programming interface that already contains a lot of functions from the game itself, as well as textures, skins, and much more. Thus, instead of writing all the code from scratch, you can use ready-made solutions that can be combined with each other, creating something new. There are a large number of different interfaces, and choosing among them something specific can be a problem. Here you need to take into account the specifics of the mod, for example, in relation to the Minecraft mode - survival, hardcore, creative and so on. But if you are just starting to make mods, and also want your modification to be available to the maximum number of people, then you need to use Minecraft Forge. This is the most common API that currently exists - at the same time, it is the most functional, voluminous and in demand. Therefore, if you are going to add new mods to Minecraft, pay attention to it first of all.

Features of using Minecraft Forge

Many gamers who create or use mods wonder why Forge is needed at all. After all, this is so inconvenient - you definitely need to install the API itself in order to be able to then start the modification. Is it really impossible to make pure mods that do not require anything extra for the game? In fact, "Forge" has much more advantages than disadvantages (by the way, there is only one, which consists precisely in the need to preinstall the API to run the mod). Firstly, the process of creating a mod is simplified, and secondly, you have much more opportunities for using which you do not need to make an effort. But most importantly - your mod becomes universal. If you make a modification without an API, as mentioned above, it is likely that many gamers will not be able to install it. If you used Forge, then any gamer with the installed API can install your mod without any problems.

Features of use

The most important modification rule, no matter which option you choose, is to not modify the source files. For example, you decided to make mods for Minecraft for cars - it’s better to add new objects, rather than correct those that are in the game to avoid conflicts.