Mods?!!
#1
Will this server feature Mods?!
Where the server can add like Pixelmon into the server like bukkitforge did?
It'll be an awesome server if it had mods on.
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#2
The server supports plugins, which can implement a lot of mods' functionalities. But you can't grab a bukkit mod and expect it to work in MCServer, it just won't.
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#3
(04-14-2015, 06:05 PM)xoft Wrote: The server supports plugins, which can implement a lot of mods' functionalities. But you can't grab a bukkit mod and expect it to work in MCServer, it just won't.

Aww...I really wanted a forge mod to be on the server like bukkitforge did :[
Well that's alright!
Thanks anyways.
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#4
The internals of MCServer are completely different from Bukkit/Spigot/Forge/Vanilla. Although there isn't much compatibility with these, MCServer's implementation makes it super fast and lightweight, not to mention actually more portable than Java-based servers.
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#5
(04-15-2015, 01:06 AM)skywindz Wrote:
(04-14-2015, 06:05 PM)xoft Wrote: The server supports plugins, which can implement a lot of mods' functionalities. But you can't grab a bukkit mod and expect it to work in MCServer, it just won't.

Aww...I really wanted a forge mod to be on the server like bukkitforge did :[
Well that's alright!
Thanks anyways.

Hi, I am interested in Forge support in Cuberite and have started developing it, the basic Forge client/server handshake is working in this pull request: https://github.com/cuberite/cuberite/pull/3869

However, while the Forge mods should continue to be usable unmodified on the client, the server-side components would need to be ported to Lua and Cuberite. This could be an interesting project, but there's a lot of underlying functionality needed first (API for registering new blocks, etc.), and each mod will have to be ported individually.
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#6
Registering new blocks isn't really required, Cuberite lets every block through even if it has no idea what it is. What we do need though is a way to register custom block entities and entities.
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