jbredwards / Fluidlogged-API

A mod for Minecraft that adds basic fluidlogging to 1.12, and serves a base or optional api for other mod devs to use in their own projects.
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[Suggestion] Have an internal, default set of fluidloggable blocks that can be enabled or disabled #87

Open embeddedt opened 2 years ago

embeddedt commented 2 years ago

Is your feature request related to a problem? Please describe.

Currently the only way to allow modded blocks to be fluidlogged is to specify them in the config, or have the mod add a JSON file. This essentially means that every modpack must maintain its own list of fluidlogged blocks and is not really ideal.

Describe the solution you'd like

Have a central, community-maintained set of default config entries that are known to work properly with the latest versions of mods. This set can still be overriden by blacklisting.

Turkey9002 commented 2 years ago

I think automatically supporting some modded blocks would be cool too. I have a lot of Thaumcraft blocks already fluidlogged in the config and I wouldn't mind contributing if that becomes a thing.

jbredwards commented 2 years ago

Have a central, community-maintained set of default config entries that are known to work properly with the latest versions of mods.

I'm a big fan fan of this idea, but two things I'm afraid of with this being a part of the base mod is the thought of a flood of issues, each asking for different blocks, and possibly updating the mod on curseforge each time a block is added or removed.

I think the list would be best implemented as a git discussion, as to avoid these potential problems. This would also allow modpack devs to only take blocks from the list that they both want, and that are actually present in the pack. Let me know what you think about this though, since modpack devs would still have to maintain the config (though it would still be much easier than it currently is).

Rongmario commented 2 years ago

Perhaps have channels, official, etc. They would be fetched as a json upon every load (if updated and if the player has Internet access). Discussion for the official channel could be done on git or discord. That's one way to avoid updating the mod if its just new entries being added.

Nykrdaudr commented 6 months ago

fluid logging seems to work on modded doors, providing the same issue as mentioned in #189 is this because you have used ore registry to find "doors" and can it be deactivated by using "ore:door" (or something like that) if its not that you used the ore registry, i wanted to put it here, so i could point out the possibility of using the ore registry, in stead of making a huge list

NostalgicLorikeet commented 5 months ago

Fluidlogging seems to work on ProjectRed and CBE Multipart blocks by default (actually, I haven't tested if that's just normal behavior, given how blocks from those two mods are able to occupy the same positions as others it might just be part of those mods normally lol)