I was reading this post
and it feels like core modding is something bad. What are core mods? Are they bad?
Edit: Nevermind. I found a post with information on it. http://www.minecraftforge.net/forum/topic/62870-what-is-a-coremod-and-what-are-it-advantages-and-disadvantages/
I don't know how to delete my post. Although I still wonder if there is a way to identify which mod out there is a coremod.
I'm trying to get the senses of a mob to modify them and EntityLiving.class.getDeclaredField("senses") works untill I'm in the dev enviroment, but as mod, i get java.lang.NoSuchFieldException.
I know I should change the "senses" string into the field_xxxxxx name, but how I can know the field's name?
I think I will somehow manage to prevent weird looks on my Gens, by checking corners and altering terrain. The only issue I really have problems with is lag prevention. Look at for example how my Fortress Generator works(I hope it is on Github). Thanks for all the replies
I don't think it is really that costly for performance really. You only need to update the "map" when someone places a block and only check the map when someone tries to break a block. And booleans can be stored as a bit map if you need to keep things compressed (cause you probably need to store this as world save data).
EDIT: of course you should keep track of breakable blocks, not unbreakable, since I would expect that the player-placed blocks would be much less than the naturally generated ones.