skinner927 Posted March 16, 2012 Posted March 16, 2012 Hey guys, I'm sorry if this is documented anywhere but I can't find it. I'm tying to create a mod for Tekkit, but I have no idea where to start! I've made a plugin or two for Bukkit months a months ago so I have an idea of what to do but I know this is a different beast. 1. What is the difference between a Mod and a Plugin? I assume Mods can create new items in game, which this is what I want to do. 2. What API does Tekkit run off of? 3. Any tutorials out there or a bump in the right direction at least? Thanks.
theSodMonster Posted March 16, 2012 Posted March 16, 2012 Plugins are written for a server, using the bukkit API (if you're writing it for a bukkit server that is) Mods are written (usually) for single player using the Minecraft API but alot of minecraft mods have been written with servers in mind. I believe Tekkit is just all those Mods (IC2, BC2, RedPower) linked together with some programming magic from the technic team, so you wouldn't write a Mod for Tekkit you would write a mod for minecraft. Finally you need the technic team to actually like it and want to put it in Tekkit, it's not like you can just drop your Mod into a folder and it'll suddenly work
theSodMonster Posted March 16, 2012 Posted March 16, 2012 also, the Tekkit server file is an extension of the bukkit server file (correct me if i'm wrong)
skinner927 Posted March 17, 2012 Author Posted March 17, 2012 So I should develop with Bukkit in mind if I'm doing a plugin otherwise if I'm doing a mod develop as if I was working with vanilla. Makes sense. Would I be able to drop a mod in on my personal server or does Tekkit only work with the default mods and that can't be adjusted? Thanks for the info.
termhn Posted March 17, 2012 Posted March 17, 2012 You can drop a mod in, but everyone that gets on your server would have to get it too. Plugins are server-side only meaning that no-one else has to install anything
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