Mods

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Revision as of 12:41, 31 December 2016 by Antonio (talk | contribs)

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Mods are modification of the main game including new blocks, new world generation, new ores, new entities, new galaxies, new trading systems, advanced inventory systems etc. They can manipulate every part of the game, so don't use mods from non trusted sources. They may use your idendity at the time you're playing.

API

Current: Alpha

At the moment the ModAPI is just beeing built and can't really be finished before the beta at least is out, so relax, read some books, watch anime, until the really awesome thing of any game is waiting for you! Because of the need of an ModAPI I need to know which features are needed, so I need to write some mods for my game myself, which isn't that easy. Also it should be well documentated and easy to use. My goals for Mods are: LuckyBlocks, a thing that adds a crazy dimension (like Galacticcraft or TwilightForest?), and Sims3 like architecturing.

Blocks

Access

Function Meaning Similar
getBlockByID(id) get the basic type of a block blockByID[id*100], blockByName[name]
world.getBlockAt(x, y, z [, unimportant? [, level]]) get a block from the world, can be a number or an object world.getColorAt(x, y, z)
world.setBlockAt(x, y, z, block [, unimportant?]) set a block in the world world.sba(chunk, chunkchen, x, y, z, block), world.setBlockUnsecure(x, y, z, block)

Registration

Function Meaning Similar
registerBlock(ID, block, material, color, isFullBlock) register your own block with the id, and the material ({} for none), the color for high distances, and the boolean whether your block is a full block (a flower is not) -