Posted November 4, 201311 yr 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.
November 5, 201311 yr 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.
November 5, 201311 yr 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.
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.