Bevo 2 Mod Development
ℹ️ Notice: This is currently a draft, and may contain inaccurate or incomplete information.
In the context of Beta Evolutions 2, mods are Java archives that extend the functionality of the client. They can add maps, modify gameplay elements and whatnot; creating mods is a great way to introduce fun features to players on Bevo 2.
Please note that this guide will not cover how to make mods and assumes you have a baseline understanding of Java and.
It will however cover what requirement mods need to satisfy to be work.
General requirements
These are generally good practices to follow when developing.
This can be done by using descriptive variables and methods (method "SPSM" -> "sendPlayerScoreMessage" and player "a1" -> "player".
Consider wrapping a line of code to the next line if it gets too long, so that the reviewer doesn't have to constantly scroll left and right.
These practices allow other developers to modify your project easily.
Reliability is also another vital point - when making a mod, look for any stack traces that print to the console and resolve them as not to spam the console and alongside that, make sure your mod doesn't break any existing systems, cause lag, overuse available memory, perform any malicious action, or crash the client.
You man find a template for creating Beta Evolutions 2 mods at https://github.com/retromcorg/Beta-Evolutions-2-Mod-Template.
RetroMC specific requirements
- When handling player data you should always utilize UUID's from Project Poseidon to enable player data persistence between name changes.