Name: Modding Guide and API Docs
Summary: Documentation & Tutorial type stuff for supporting mod making
Scope: Documentation / Tutorial
Current Goal: First useful iteration of modding documentation and tutorials aimed at end-users (mod authors)
Phase: Implementation
Curator: Cervator trying to pawn it off on somebody else
Related: Modding Arc thread, various pages in the GitHub wiki
Here's my first draft of a Modding Guide in the wiki
I'm not necessarily trying to own this item and would be happy for somebody else to jump in, but it is something we need right now as an important prerequisite for the next stable build - which will include the new modding system in full and hopefully allow more users/devs to jump in. At least I think that'll be in the build, bit hard to keep track with low time availability
There's more to do and I'll try to pitch in with additional effort. I've also realized that for all the talk about "Modding APIs" in general (not just here) I'm not actually totally sure what that actually includes. The Javadoc for relevant public classes you can extend in mods, a guide, some conventions for use of our JSON data/config files, an example/tutorial or two - is that about it, or is there an international association for APIs that have decreed a standard?
I left in a link to an uncreated "Modding API" page in the GH wiki I suspect we could use as a primer for links there to Javadoc we need to host somewhere and other related info. We also need to look at updating / linking some relevant pages, some of which probably are still waiting for me to migrate from the old wiki
Another big topic is mod-related dependency management, which probably should be described via this incubator process but really needs some consideration elsewhere if we have a lot of work to do there (I'm unsure). I haven't tested it yet (getting late), but can we refer to one mod's namespace from another mod? Does loading order matter? Or do we need to add some metadata to mods (in the mod.txt I'd guess) about what other mods (of which version?) it requires present to load?
I'm still playing with the idea of using GitHub repos for individual mods (so own code space, wiki space, issue tracker, etc) and may make that one of the next few things I test, which will impact this but really is more of its own item. Another item I'd be thrilled to pawn off on somebody else, too
I put a stub in for a goofy tutorial on making a new block that's both a chest and a portal (why not) which will certainly exercise those needs, but I'm not sure how doable it is yet or if I should just re-implement everything for the example
After some initial review and a bit more work I'm going to post this to the social outlets along with a new stable build then hawk it like the best thing since sliced cheese to get some more people interested in making content - so I'd really appreciate some feedback and corrections so the guide is in decent shape when it gets some interest
Summary: Documentation & Tutorial type stuff for supporting mod making
Scope: Documentation / Tutorial
Current Goal: First useful iteration of modding documentation and tutorials aimed at end-users (mod authors)
Phase: Implementation
Curator: Cervator trying to pawn it off on somebody else
Related: Modding Arc thread, various pages in the GitHub wiki
Here's my first draft of a Modding Guide in the wiki
I'm not necessarily trying to own this item and would be happy for somebody else to jump in, but it is something we need right now as an important prerequisite for the next stable build - which will include the new modding system in full and hopefully allow more users/devs to jump in. At least I think that'll be in the build, bit hard to keep track with low time availability
There's more to do and I'll try to pitch in with additional effort. I've also realized that for all the talk about "Modding APIs" in general (not just here) I'm not actually totally sure what that actually includes. The Javadoc for relevant public classes you can extend in mods, a guide, some conventions for use of our JSON data/config files, an example/tutorial or two - is that about it, or is there an international association for APIs that have decreed a standard?
I left in a link to an uncreated "Modding API" page in the GH wiki I suspect we could use as a primer for links there to Javadoc we need to host somewhere and other related info. We also need to look at updating / linking some relevant pages, some of which probably are still waiting for me to migrate from the old wiki
Another big topic is mod-related dependency management, which probably should be described via this incubator process but really needs some consideration elsewhere if we have a lot of work to do there (I'm unsure). I haven't tested it yet (getting late), but can we refer to one mod's namespace from another mod? Does loading order matter? Or do we need to add some metadata to mods (in the mod.txt I'd guess) about what other mods (of which version?) it requires present to load?
I'm still playing with the idea of using GitHub repos for individual mods (so own code space, wiki space, issue tracker, etc) and may make that one of the next few things I test, which will impact this but really is more of its own item. Another item I'd be thrilled to pawn off on somebody else, too
I put a stub in for a goofy tutorial on making a new block that's both a chest and a portal (why not) which will certainly exercise those needs, but I'm not sure how doable it is yet or if I should just re-implement everything for the example
After some initial review and a bit more work I'm going to post this to the social outlets along with a new stable build then hawk it like the best thing since sliced cheese to get some more people interested in making content - so I'd really appreciate some feedback and corrections so the guide is in decent shape when it gets some interest