ModSystems

**This is an old revision of the document!**

ModSystems for Minecraft

history

In the early days of Minecraft modding, modders used to just make direct changes to the game code and redistribute these changes as bundles of java .class files or as patches. This was not the most user-friendly experience since if two mods edited the same file then they would conflict, and often neither of them would work.

Whilst a ModSystem is itself a mod, the aim of a ModSystem is to remove conflicts between other mods by separating them from the game code, and instead provide a platform for modders to build on, allowing many mods to inter-operate without conflicting. The most ubiquitous system to emerge was a system called ModLoader, made by Risugami. Despite its shortcomings, ModLoader's ubiquity made it the platform of choice for many modders for a long time, however a lack of active development slowly brought ModLoader's flaws into sharper relief, and led alternative solutions to be sought.

In early 2012, a growing project known as Minecraft Forge, which had previously been building atop a combination of Risugami's ModLoader and ScottyDoesKnow (SDK)'s companion product ModLoaderMP, started development of their own Mod Loader to be a replacement for both of the previous dependencies, with the aim of building a more sturdy mod platform going forward. However the decision was made to retain backwards compatibility with ModLoader.

At around the same time, LiteLoader was born and headed in the opposite direction: reducing the scope and payload of ModLoader in favour of building a small, solid core which client-only mods could leverage, but using a much more robust mod loading mechanism to do so and abandoning backward compatibility with ModLoader.

The two efforts continued in their respective directions until early 2013, with the advent of Mojang's new launcher platform, which suddenly opened up an entirely new universe of possibilities for modding, in the form of Tweaks.

The new opportunities presented a new problem though: with the new way of hooking into the game, only one tweak was possible at a time. To overcome this limitation, cpw, the author of Forge ModLoader, and myself worked together to agree a mutual standard where whichever tweak was loaded first would agree to load the other, using a standard we termed 'cascading'. Risugami, who refused to embrace the new technology, and who by this point was maintaining his own ModLoader seemingly at arms'-length and with considerable disinterest, stuck with the old form of jar modding, which only worked to further cement ModLoader's growing irrelevance.

Meanwhile, the newly forged cooperation between myself and cpw meant that we could now discuss and refine the tweak system itself. cpw was able to improve the Tweak system to support multiple tweaks, and provide a common area where ModSystems could share information with each other.

With the arrival of the Minecraft 1.7 update, FML managed to divest itself of its ModLoader backward-compatibility roots, and proved to be the final nail in ModLoader's coffin, with Risugami opting not to update. This left FML and LiteLoader as the remaining active ModSystems, with both systems honouring the implicit ModSystem Contract which cpw and I came to agree upon.

ModSystems Today

Whilst ModSystems today are still technically mods in the strictest sense, the differences from early ModSystems like ModLoader are pronounced. Modern ModSystems use much more advanced methods of modifying the game, and do so at run time rather than 'pre-patching' their code into the game, this process is typically referred to as 'injecting' or 'patching', where changes are intelligently applied to the game as it loads.

This type of modification is much less brittle than the old form of replacing entire .class files, and allows multiple changes to be made to the same class without conflicts occurring, since changes can be detected and adapted to on-the-fly.


Login