#What about cross-loader modding? [Discussion]

1 messages · Page 1 of 1 (latest)

fallen cave
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Hi everyone!

I’ve been thinking about whether a mod exists that allows the creation of custom language addons, similar to Bedrock-style addons. Ideally, this mod would support features like adding new blocks and entities, not just executing commands like datapacks typically do.

The idea would be that the mod interprets custom addons into Java code before world is loaded or at runtime. This way we could potentially get cross-loader compatible mods, making the addons functional across various mod loaders other than Fabric.

If no such mod exists, would it be feasible to create one? What technical issues could arise?

fluid karma
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so, basically kubejs but for modern versions?

frozen plinth
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I think is technically possible by using embedded programming language like Lua and interpret some functions to create new block however it seems very hard…

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Well… It could be done but you’ll need to build two or multiple versions for different loader and maintain them independently.

fluid karma
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you could cross platform pretty easily for "at runtime" scripts for things that arent dynamic registries (blocks, items). there is very little change needed for those between loaders
Architectury makes that super easy

frozen plinth
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You could imagine some kind of Lua based scripting yeah that would be ok

fallen cave
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My question is why hasn't anyone thought about it yet?

fluid karma
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they have, and did, its called kubejs and was dropped in favour of neoforge. it is also open licensed and can be re-ported to fabric

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there was also libCD back in the day, and craft tweaker with its own zs language

fallen cave
fluid karma
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kubejs dropped fabric support when neo hard forked from forge to focus on neo support