so currently the blockid/itemid is in a fixed range, i am just wondering why not make it so that theres mod id and blockid, forming the prefix and suffix for the actual blockid, so in this way we wont have blockid incompatibilities
here's my concept
prefix + suffix = game block id
where:
prefix = mod id, which is just counting, so the first mod you installed would have the mod id of 00, the second with 01, the third one with 02 and etc
suffix = mod block id, which is the block id for certain blocks in the mod, so like redstone brick would be 0000
so we could construct a 6 digit number representing the game block id of a block within a mod
so in this case, the mod "redstone brick mod" has a mod id of 00 and the block "redstone brick" has the block id of 0000, so the game block id would be
00 + 0000 = 000000
this is similar to how we name our hydrocarbons (methane, methene, ethane, ethene, etc)
Everything with mod compatibility will be fixed once Notch gets the mod compatibility done, so a mod isn't really needed, we'll just have be a little patient :tongue.gif:
yeah its really quite a pity, he said he was gonna do official modding api in beta 1.2 before and now it isnt out yet
so currently the blockid/itemid is in a fixed range, i am just wondering why not make it so that theres mod id and blockid, forming the prefix and suffix for the actual blockid, so in this way we wont have blockid incompatibilities
here's my concept
prefix + suffix = game block id
where:
prefix = mod id, which is just counting, so the first mod you installed would have the mod id of 00, the second with 01, the third one with 02 and etc
suffix = mod block id, which is the block id for certain blocks in the mod, so like redstone brick would be 0000
so we could construct a 6 digit number representing the game block id of a block within a mod
so in this case, the mod "redstone brick mod" has a mod id of 00 and the block "redstone brick" has the block id of 0000, so the game block id would be
00 + 0000 = 000000
this is similar to how we name our hydrocarbons (methane, methene, ethane, ethene, etc)
Well the problem here is that then you have a mod limit. In fact the gamebryo engine used by oblivion/fallout3/fallout: NV uses just this method and it will indeed crash with too many mods.
In addition you need a way to handle the reordering of mods and the uninstallation of mods. I would think that some scheme of mods registering themselves with minecraft could be a good thing. If more IDs are needed minecraft can use more memory for the IDs (easier said then done unfortunately). Think of something like the WPF dependency property architecture.
here's my concept
prefix + suffix = game block id
where:
prefix = mod id, which is just counting, so the first mod you installed would have the mod id of 00, the second with 01, the third one with 02 and etc
suffix = mod block id, which is the block id for certain blocks in the mod, so like redstone brick would be 0000
so we could construct a 6 digit number representing the game block id of a block within a mod
so in this case, the mod "redstone brick mod" has a mod id of 00 and the block "redstone brick" has the block id of 0000, so the game block id would be
00 + 0000 = 000000
this is similar to how we name our hydrocarbons (methane, methene, ethane, ethene, etc)
yeah its really quite a pity, he said he was gonna do official modding api in beta 1.2 before and now it isnt out yet
Well the problem here is that then you have a mod limit. In fact the gamebryo engine used by oblivion/fallout3/fallout: NV uses just this method and it will indeed crash with too many mods.
In addition you need a way to handle the reordering of mods and the uninstallation of mods. I would think that some scheme of mods registering themselves with minecraft could be a good thing. If more IDs are needed minecraft can use more memory for the IDs (easier said then done unfortunately). Think of something like the WPF dependency property architecture.
I would love to see how skyrim handles this.