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Featured Replies

Posted

Can someone tell me if there is a way to make forge decide the ids of my blocks and items so, that it won't cause id conflicts with other mods.

Ddiesieben07: Doesn't matter. I've already gotten into it with y'all and told you how to do it.

That you won't, is a personal problem, that unfortunately, we all have to suffer with.

 

MasterAbdoTGM50: Yes. There is. It is simple. It is easy.

Everything is world-based and a slave of the server running that world.

When you want an item id, you give the server a name to associate with it.

The server appends the name of your mod to the item name, and returns

you a world-unique id. It then records that pair for the world. This is,

of course, only done for a brand new world. For an existing world, the

server simply looks up the name you gave it and returns the same number

it did last time.

 

One interesting implication, is that a server owns the world, and will refuse

additional mods not present during world creation. But, this is good, because

all mods that were present when the world was created, should be saved

with that world. So too should the game binaries. This ensures that one can

go back and play old worlds without any problems. It also ensure that

you can't go hosing up a world by accidentally forgetting which mods you had

installed. It's all there and already done. It was all set when the world was

created.

 

Another aspect, is that because servers own their world and all the ids within,

anyone can log in, to any server, and it doesn't matter what mods they have

installed. The server will only respond to requests from mods it knows about

for that world. In fact, it could tell the player to go get the correct ones,

or even offer to download them to the player.

 

The truly cool part, is that this exact same mechanism can be used for blockids,

entity ids, biome ids, dimension ids, and whatever other ids there are.

The server sets them, and writes them in stone, and world creation time,

and everything needed to run that world, is stored with that world.

It would make playing minecraft and switching worlds and versions so much easier,

so much simpler, so much more invisible to the player, etc, etc.

Set up the mods you want, make a world, done. Never have to worry about

it again...

 

Short answer, yes. It is easy, if designed correctly. But this is rare indeed,

and so I suspect that no, it won't happen...

:(

 

 

Odds are good I've been programming since before you were born. Yeah. I'm OLD school.

  • Author

Ddiesieben07: Doesn't matter. I've already gotten into it with y'all and told you how to do it.

That you won't, is a personal problem, that unfortunately, we all have to suffer with.

 

MasterAbdoTGM50: Yes. There is. It is simple. It is easy.

Everything is world-based and a slave of the server running that world.

When you want an item id, you give the server a name to associate with it.

The server appends the name of your mod to the item name, and returns

you a world-unique id. It then records that pair for the world. This is,

of course, only done for a brand new world. For an existing world, the

server simply looks up the name you gave it and returns the same number

it did last time.

 

One interesting implication, is that a server owns the world, and will refuse

additional mods not present during world creation. But, this is good, because

all mods that were present when the world was created, should be saved

with that world. So too should the game binaries. This ensures that one can

go back and play old worlds without any problems. It also ensure that

you can't go hosing up a world by accidentally forgetting which mods you had

installed. It's all there and already done. It was all set when the world was

created.

 

Another aspect, is that because servers own their world and all the ids within,

anyone can log in, to any server, and it doesn't matter what mods they have

installed. The server will only respond to requests from mods it knows about

for that world. In fact, it could tell the player to go get the correct ones,

or even offer to download them to the player.

 

The truly cool part, is that this exact same mechanism can be used for blockids,

entity ids, biome ids, dimension ids, and whatever other ids there are.

The server sets them, and writes them in stone, and world creation time,

and everything needed to run that world, is stored with that world.

It would make playing minecraft and switching worlds and versions so much easier,

so much simpler, so much more invisible to the player, etc, etc.

Set up the mods you want, make a world, done. Never have to worry about

it again...

 

Short answer, yes. It is easy, if designed correctly. But this is rare indeed,

and so I suspect that no, it won't happen...

:(

Well, thank you for replying.

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