Does a blank on the spreadsheet 1.4.2 column mean that the mod is ready or not ready? Is it a bad sign for the reset or a good sign?
Apparently the Forgecraft Server uses this mod (by RichardG) which implements WorldEdit on Vanilla Forge. Perhaps the Framework could be used to port some of sk's other Bukkit plugins to Vanilla Forge.
Oh wow, that would be really really helpful for many other plugins and not just sk's. But trust RG to come up with it xD
Or you can go the Bukkit API github page, and try to understand how they implemented the API into Craftbukkit, to take a regular server, add on it forge, and the bukkit api: Custom Bukkit with Forge! It does not look simple, right, but it looks possible: We can see the light at the end of the corridor!
Or you can just look at what the person who made dynmap did and copy that to make plugins forge/vanilla compatible.
No, to have a Bukkit plugin you must have the Bukkit API. The term plugin isn't exclusive to Bukkit and is used by Spout, the upcoming official API, and many other non-Minecraft related projects.
A dozen people have ported WorldEdit to Forge. It's like the easiest mod to port, and always has been, longer than even Bukkit has existed. Dynmap followed in my footsteps. The only problem is that no one is really up to actually fully maintaining and releasing WorldEdit for Forge. Note that the nature of Dynmap and WorldEdit (especially Dynmap) make it very easy to port. All Dynmap does is make maps -- it doesn't make new mobs or add blocks, so naturally 95% of Dynmap code is code to draw a picture, which the world has been doing longer than Minecraft has existed. WorldEdit is somewhat the case as well.
Ah! Another one on the short list of persons I met who knows other server mods than bukkit! Bukkit Plugin, yes you're right, wich represents 90% (or more) of all plugins libraries related to minecraft! (mods placed in minecraft "mods" folder, from ModLoader or Forge, are called mods, even if they act like plugins) And (keep in mind it's a suggestion well), as you made the WorldEdit... Can't YOU port WorldEdit to Forge ?
My main reason for pointing that out is because I know that quite a few of the core plugins that we use rely on WorldEdit's framework (though to what extent, I'm not quite sure) and I thought that it being ported might make porting other mods easier, but I also remember that Worldedit, like sk has said, was designed in way that it anticipated the downfall of each API to make porting much easier (I've used WorldEdit and other plugins extensively since MC Alpha 1.2.6). I'm sure it's more difficult than it sounds though. I'd lend a hand (or even port things myself), but I'm not very experienced with Java as yet (still planning to learn it more though). But again, I'm not actively requesting such be done, merely wondering, if anything, if this made things easier which it sounds like not so much (due to the other plugins relying on other API constructs, not just those that WorldEdit provides).