On ForgeEssentials, and Forge server-side modding

So, if you haven’t been reading my posts on twitter carefully:

We’ve decided to officialy cancel FE2. Had to be done. Abrar is simply away too often (ForgeGradle, SRM, the occasional modjam, etc) and I haven’t heard from Dries in a long while.

I also have reasons for doing this.

1) My middle school finals are coming, therefore I can’t spend too much time on modding.

2) The support for server mods is not in Forge as it currently stands. Not to criticize, but they’ve been slow on that aspect. They’ve only recently added a BlockPlace event. They still lack a Permissions API (but I’m working on that, https://github.com/luacs1998/MinecraftForge/tree/permissionsAPI). Because of this, I can say that Forge is not doing enough to make itself a more viable place for server-side modding.

3) I believe MCPC+ is only a medium term solution. I hear it’s buggy and horrible. To me, the old days when each mod had to have a bukkit porter was better. The porter could ensure the mod worked on bukkit, and add special bukkit-side features (eg. making mods more protection-aware). This cannot be done, with the sorcery MCPC+ does to minecraft and forge code.

4) I believe, that instead of FE’s “clean break from bukkit”, it is easier to persuade bukkit developers to switch to Forge. This can only be done, though, if Forge can provide the respective APIs they need (see point 2)

5) FE as it is, is too big a behemoth. To recode everything would take almost forever.

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About luacs1998

Light novel translator, Minecraft modder and community observer. Also a former lead developer of ForgeEssentials, now a member of the BurstLinkers translation team. "The last enemy that shall be destroyed is death."
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