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Suggestions on ID manipulation? (modding 1.7.10)


milii_as

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Greetings!

For a while, i have been coding a mod (personal use atm) to connect different servers, like qcraft did.

Specially in 1.7.10, i found out that it's better to have many smaller modpacks working, than 1 modpack with 650 or 750 mods.

Even using the same computer to host 5 different servers of 140 to 200 mods each at the same time, was giving way better results than having that computer only hosting the big modpack.

 

So, i figured i would code a mod for 1.7.10, to do what qcraft did (qcraft inter-server connections on 1.7.10 are pretty buggy as far as i could see) and move a player from server A to server B while keeping it's inventory, progression and everything else, with portals or something like that, but i hit a roadblock pretty fast.

While i was sending the entire playerdata from server A to B, since they had different IDs, every item would just corrupt, so i figured i would "see what an item was on server A, and give a new once the player loaded in the server B", which wasnt a great idea because one thing:

 

Lets say Player A has a backpack for example, that means said backpack has probably stored on it's data, every item inside it, so i would have to look inside every item and search for items within items...

 

Now i think i want to take another aproach:

 

Is there any way (in 1.7.10 forge 1614), to change every numerical id registered (one by one, of every mod in the modpack) before world creation (which means, before the Level.dat is generated), or when a mod changes (for example, a mod updates, or a new mod is added)?

 

That way i would have an external table shared between every server, with every numerical id there is, which would make going from server A to B while keeping everything a lot easier.

 

I know it's such a specific situation a modpack could benefit from this, but it's still intresting to me.

 

Thank you all in advance! (sorry for my english)

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