

- The forest mod api github registration#
- The forest mod api github mods#
- The forest mod api github free#
Where X, Y, and Z are something simple, such as the names of the resource packs that must be loaded before this resource can be loaded, or something a little more complex, such as a unique ID assigned to the resource packs that are required.

When I load his first his textures will load for 256x,128x and mine will load for 32x,64x and vanilla for 16x.Īm I on the right track or am I completely missing the point of this change. When I load his resource second his textures will load for 256x,128x,64x and mine will load for 32x and vanilla for 16x. Now lets say my Artist friend decides to make new textures for 256x 128x and 64x for Wigit (and other stuff). When Wigit loads it loads my 64x because there is not a 128x texture, or optionally load the "vanilla" 128x.
The forest mod api github mods#
Mods that have 128x textures will load their 128x textures.

I have mod "Wigit" that defines textures for 64x and 32x. I think this would be awesome and make life easier for mod/texture makers. Would it be possible for textures for higher than 16x be defined for "vanilla" in the base resources. Will the new resource pack system allow a mod to supply textures in multiple resolutions?Ĭould there be the possibility for the user to determine the desired texture size.
The forest mod api github registration#
"//short_term_todo": "Sound registration, language registration " Not yet implemented as of time of writing. It replaces pack.txt, and will contain more info in the future. "//comment": "Font files will have all their data serialized out so that we don't break the font trying to figure everything out ourselves. "//comment": "This block can go on any texture and it'll control how that is rendered out. It can be an empty block, but it will be needed to detect an animation. "//comment": "This block will be required for animated textures. Infact Steamworks (and therefor Steamworks."//comment": "All metainfo files will be ORIGINAL_FILE.mcmeta. It is very similar to a virus scanner and has maintains a list of known cheats to detect. VAC is there to provide you with an additional layer of security in your competitive multiplayer experiences. The Steam Cloud provides the simpliest possible way to sync your save-game data to the cloud allowing your players to keep their in-game progress without hassle when switching between devices or even after a nasty computer crash! Valve Anti-Cheat Never worry about connectivity issues caused by things like port-fowarding ever again! Steam Cloud Peer-to-Peer NetworkingĪ networking abstraction layer is provided to take the difficult logistics of sending data over the internet. The Steam Community API is a set of APIs which allow you to utilize the Steam Overlay to it’s fullest and access information about other players including but definitely not limited to: Persona Name, Avatar, and Group Memberships. Steamworks provides an excellent set of tools for multiplayer Matchmaking perfect for both server based and lobby oriented games.

Steam provides a solid set of Leaderboard focused APIs so that your players can see who’s the fastest, the strongest, or just the downright deadliest! User Authentication & OwnershipĪ variety of different API’s are provided to manage User Authentication and Ownership. Utilizing Steamworks Stats and Achievements API provides an easy and effective method of storing persistent gameplay stats and roaming Achievements. Here’s just some of the things that Steamworks.NET makes possible. Steamworks.NET was designed to follow as close to the native Valve provided C++ API as possible and boasts 100% coverage of the native Steamworks API across all interfaces! NET projects.Ī primary goal of Steamworks.NET is to be as easy to get started as possible, while maintaining a near 1:1 mapping of the Steamworks C++ API. You can use Steamworks.NET with Unity or non-Unity based.
The forest mod api github free#
Steamworks.NET is a C# Wrapper for Valve’s Steamworks API and is completely free and open source under the permissive MIT license!
