Open Frontrider opened 9 years ago
I was planning on doing this after I finished BO2/BO3 support. I hope to finish those relatively soon.
I want to introduce a new export format for MCEdit2 to address the limitations of the schematic format, the main one being that the entire file has to be loaded before anything can be done with it (since it is a single NBT tree). But I guess we could patch the old format to add an ID mapping for now.
@codewarrior0, I tested this idea earlier, would you like add your idea to the format, or adapt to my addition?
I'm not sure what you're referring to, exactly. Can you show me the addition you came up with?
Do want us to adapt our schematic format to yours, or do you want us to make our format then adapt to it? My format was a compound named 'IdMap' and inside were TAG_Strings with the name being the numerical id, and the value being the string id
That sounds fine. I haven't come up with anything concrete for the new format, just a bunch of questions to answer and decisions to make.
One thing you can watch out for is that in the tag level.dat/FML/ItemData/###/K
, the first character is u'\x01'
for block IDs and u'\x02'
for item IDs.
And a completely different format is used for level.dat/FML
in Minecraft 1.6.
@codewarrior0, just checking in since you have mention this a few times on twitter, have you finished a system of retaining block IDs in schematics? If so, could you give me a sample schematic, or make a rough outline of the format so I can update our schematic importer?
This ties into issue #590, posting to link them.
This will probably be accomplished by the format referenced in #686
We're having an issue with a modded server. Some guy built a ship on a different pack, but we can not insert it to the new world properly, because schematics save the id, whitch is different in the worlds.