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Showing content with the highest reputation on 06/23/20 in all areas

  1. Bear in mind that more players use metric systems than imperial (according to minecraft server statistics, and the fact that there are few countries which still use the imperial system). It is far easier for users to understand that half a bucket is 500mb, than it is for them to see 648 "atoms" (If that is the approach, I would prefer to use something like "voxellites" which has no real-world bearing than "atoms" which could cause huge confusion for users of chemical mods). And to the next argument that you would just display it as "3 1/2 buckets" or 3 1/1296 buckets", that is hugely unnatural for me (and presumably many others). I'm not sure what the issue with 144mb/ingot is. Why does a melted compound have to fit in the same space as a solid one? It doesn't in real life. And as far as cauldrons, I think it's fair enough to just lose 1mb in a cauldron. Who cares about 1/1000 of a bucket of an infinite resource? And for those mods which have finite supplies of water, they usually add their own mechanisms for collecting/storing it, so the cauldron issue is moot.
    1 point
  2. that's the problem - i.e. an ingot is approximately 111.1111111 mB. Your system of units has to be consistent. The bottom line is that you have to make tradeoffs for the user, i.e. you either use a decimal representation that is inexact, or you define exact units which will be unwieldy numbers. The whole metric vs imperial argument eg 15.363 kg vs 30 lb 3 oz. One set of exact units works fine with "nice" numbers if you are dealing in whole amounts of nuggets (i.e. 9-based) A different set of exact units is more "natural" if you want slabs (or 16-based such as 16x16x16 voxels) When you mix the two together (for example you want to melt nuggets into panes) then you will always have residual bits left over that become messy. If I were implementing a user interface for this, it would for sure be an inexact decimal representation (with an exact count behind the scenes). For any practical use that I can think of, the user would not care if an ingot is shown as 111 mB instead of 111.11111 mB.
    1 point
  3. Honestly I would say having so many units would be confusing to new players (and some old players). I don't see how remembering ounces, nuggets, voxels and the conversions between them is easier than "144mb an ingot, 1000mb a bucket". Without a unified measurement (mB), some modders may start to favor certain units over the others, or invent their own units based on atoms, causing more confusion in the system.
    1 point
  4. Howdy Look in BlockModelRenderer renderModelFlat, renderQuadsFlat IForgeVertexBuilder::applyBakedLighting The rendering of quads is a bit unusual; there is logic that takes the maximum of the world lighting and the "baked quad" lighting. If you generate your own quads in a custom BakedModel (see the mbe examples) you should be able to bake maximum light into some quads and use the world lighting for other quads -TGG
    1 point
  5. I don't believe that's the case. Both optifine and minecraft are closed source, but I would guess that the law applies in the same way to optifine as it does to minecraft. Releasing the source code is illegal, but releasing a tool that decompiles and patches optifine should be legal, as well as distributing mods to optifine.
    1 point
  6. It's me again. I got the custom crafting table to work – it appears in the world, I can open it, and it doesn't close right away, which is always a plus. However, it doesn't seem my new recipe type has registered. Here is a picture of my directory to see which classes I copied over. How am I supposed to register a new recipe type?
    1 point
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