iopleke / Minechem

Chemical decomposition and synthesis in Minecraft
http://iopleke.github.io/Minechem/
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Metadata for fluids? #790

Open walkerjonny opened 9 years ago

walkerjonny commented 9 years ago

Hi, this is more a request or suggestion. With Minechem 5.0.5 you need a very large amount of Block IDs (280 to 300) for all your fluids. Please consider reducing that amount significantly by using Metadata or a similar technic that allows you to reduce the required Block IDs if that is possible in any way. I would really like to have Minechem in my mod set to play around with it but nearly 300 Block IDs are simply too much.

yushijinhun commented 9 years ago

Metadata is used to store fluid state, like water. So using metadata is not feasible. And there's no way else.

jakimfett commented 9 years ago

@walkerjonny, why is a large number of block IDs a problem? With around 4000 possible block IDs total, unless you have hundreds of mods installed, it shouldn't be an issue...

That said, Minechem v6 is slated to use a different system that is much more efficient.

hilburn commented 9 years ago

The only real way to do this would be to make the fluid block a tile entity. Which would be potentially crippling for servers

jakimfett commented 9 years ago

@hilburn wouldn't it be possible to do it with NBT data?

hilburn commented 9 years ago

The only way to attach NBT data to a block (other than having a static registry and manually sync data between client and server) is to have a tile entity - so I'm not sure what you're suggesting.

For items, yeah NBT data is fine

walkerjonny commented 9 years ago

I wanted you just to consider different options that might be a usable solution to reduce the amount of block ids you actually need for Minechem. About 300 are a bit much for just one mod. Some of the best mayor mods are doing this already without very big issues. But you might be right about NBT data and Items in that case. So thank you so far that you joined that discussion, even if you come to the conclusion that there is no other way at the moment.

Oh, and yes, I have some hundred mods installed. With an actual core i5, 16 gb RAM, a NVidia midrange graphic card and a ssd disk this is not a big problem if you are a bit patient on game loading. Using Fastcraft, FPS++, BetterFPS and Optifine you can still have FPS rates at 60 to 100 with over 350 mods.

walkerjonny commented 9 years ago

Sorry, just hit the wrong comment button.

jakimfett commented 9 years ago

@hilburn for the fluid blocks, I'll be using a non-ticking (eg override canUpdate) TileEntity to store data for the different block types, per suggestions by diesieben07 and LexManos and gigaherz (in IRC).

hilburn commented 9 years ago

ok, good luck