JademusSreg Posted November 5, 2012 Posted November 5, 2012 Given recent news of Forgebukkit's end, I'm curious which Forge build I should use in programming replacements for the Bukkit plugins my server currently employs (and other features in the pipeline). The Tekkit server setup I'm in the process of prototyping will take a number of months to bring to alpha, which is to say I'm taking the time needed to code and test essential features before launch. However, I'd like to know which version of the Forge API one might expect to be implemented when Tekkit gets around to dumping Bukkit. Is it a safe investment of time to code server-side mods under Forge 3.3.8.164, or should one focus on Forge 4+ with the expectation Tekkit will make the transition "soonish"? Or should the worst be expected, Tekkit stuck on increasingly outdated dependencies, its userbase unwilling to relinquish Bukkit plugins?
DXWarlock Posted November 5, 2012 Posted November 5, 2012 Cant help you on the first part, but for the last statement I can give my 2 cents. If any of the server admins are like me. Unless an entire range of bukkit plugins that are core functions of running can be made for tekkit (Logblock, towny, worldguard, disablecraft, permissionex, etc) My tekkit server will be going back to a plain ole boring bukkit server I can't see any viable way to run an open and public server without 10x the workload of manually enforcing what those auto enforced..to keep new players 'inline' without them. I will hate to leave tekkit, going from minecraft to tekkit was a one way thing..I dont think I could enjoy normal MC anymore, it seems simplistic now. But if it boils down to having a bukkit server with the plugins I need, or a tekkit server without replacements for them...Im afraid bukkit wins.
GreenWolf13 Posted November 5, 2012 Posted November 5, 2012 I already know that there are several Forge Modders who are working on making mods that do the same things as the old bukkit plugins. So I wouldn't worry too much.
JademusSreg Posted November 5, 2012 Author Posted November 5, 2012 My apologies for the misunderstanding; I'm not asking how to handle the impending lack of Bukkit plugins, but rather am asking which Forge build I should use to program server-side mods. To clarify, I am not worrying about plugins; if I need a feature, I'll code it. That said, it would be helpful if Tekkit's curators or anyone comparably well-informed could elucidate which Forge build plugin-substitute developers should be using. The differences between pre- and post-4.x builds are significant, with regards to the more event-based API and client-server merge, and it would be a dreadful waste to code everything in 3.3.8.164 only to have Tekkit update to 4.x (or even 6.x) shortly after. That is to ask, how long should those developing plugin-substitute mods for Tekkit expect it to continue using Forge 3.x builds?
GreenWolf13 Posted November 5, 2012 Posted November 5, 2012 Until it updates? You're basically asking when the next tekkit update will be. Since our current bukkit plugins work for 1.2.5, I'd try coding substitutes for 1.3.2 or 1.4.2
danidas Posted November 5, 2012 Posted November 5, 2012 They are still working on adding support for a lot of the things that bukkit had into forage so I would say work on the latest version of it. As I strongly doubt that their will be a tekkit/technic for 1.3 since it appears that a lot of the major mods are skipping it or are already on 1.4.
JademusSreg Posted November 5, 2012 Author Posted November 5, 2012 Sounds dreadful, but it appears I'll need to code for Forge 3.3.8.164; much as I would prefer to use 4+, I wouldn't be able to test Tekkit-specific features (EMC, EU, MJ configuration and such), unless I manage to wedge a 4+ version of Forge into my Tekkit server.
GreenWolf13 Posted November 5, 2012 Posted November 5, 2012 Sounds dreadful, but it appears I'll need to code for Forge 3.3.8.164; much as I would prefer to use 4+, I wouldn't be able to test Tekkit-specific features (EMC, EU, MJ configuration and such), unless I manage to wedge a 4+ version of Forge into my Tekkit server. Not true. Just install the mods manually. Tekkit for 1.2.5 will be out dated soon, since 83% of the mods have updated to 1.4.2. There's only 7 mods left that need to update to 1.4.2. Edit: Plus, I'm pretty sure MCP can't decompile/deobfusicate the modpack.jar, meaning you have to install all the mods (even the mods folder ones) into the minecraft.jar
JademusSreg Posted November 5, 2012 Author Posted November 5, 2012 Good news regarding the maybe-possibly-soon-updated Tekkit mods. No concern about decompiling or deobfuscating, though, given the Tekkit server pack isn't so tightly bundled, so to speak; mods can be implemented easily via the /mods/ directory. Changing Forge and fixing the mods and such, on the other hand, would certainly be challenging without a source to fork, hah. Seems the only option for writing testable Tekkit-specific code is to use Forge 3.3.8.164, short of a Tekkit development build or word from the powers that be. Updating the code isn't so much of a hassle it merits waiting.
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