Just wondering, how would removing item IDs and replacing them with a string name help? Honest question. Also, is there a list of what all the blocks are referenced as in the code? I can't figure out the name for spawning blocks such as hardened/stained clay.
The point is that if one mod has a alloy sword with block ID 3146 and name ALLOY.SWORD while another has a oil lamp with block ID 3146 and name OIL.LAMP the two mods are incompatible if you're using block IDs but compatible if you're using names. Minecraft only had 4096 ID numbers available and you get collisions with surprisingly few numbers (like it only takes 23 people in a room for it to be likely some two share a birthday). Same names is *much* rarer and will normally only occur if the two mods are actually trying to do the same thing and thus will truly be incompatible, even if the conflicts are fixed.
If you're programming, there's a list of blocks in Block.blocksList[] and a list of items in Item.itemsList[]. The minecraft wiki has lists in more readable form.
I'm serious, someone explain why we can't have both.
Because in order for there to be an update in minecraft, a large group of people have to be disadvantaged. It's the second law of Mojang.
I'm confused, how would spawning in items with multiple words work? You wouldn't be able to use "/give @p iron boots", because the chat would identify iron and boots as separate items.
Because in order for there to be an update in minecraft, a large group of people have to be disadvantaged. It's the second law of Mojang.
I'm confused, how would spawning in items with multiple words work? You wouldn't be able to use "/give @p iron boots", because the chat would identify iron and boots as separate items.
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The reason why they want to get away from using IDs is that a mod maker may choose arbitrarily to have a block ID that is the same as another person's mod, but the chance of using the same name is low, and you can define it further by stating the scope by the mod name ("thaumcraft:warded_glass"). However, I think IDs should stay. One could either use a mod registration system which would assign a unique mod ID from a central server or just use the block ID with the mod scope ("17:3" or "thaumcraft:3") (here I'm making up numbers). I think using names will make things easier to understand if you're revisiting a project from a long time but I also think using numbers will be easier to type for some blocks/items and be backwards compatible.
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"I can't carry [the Ring] for you, Mr. Frodo, but I can carry you!" Sometimes we just don't get that.
Just wondering, how would removing item IDs and replacing them with a string name help? Honest question. Also, is there a list of what all the blocks are referenced as in the code? I can't figure out the name for spawning blocks such as hardened/stained clay.
I'm working on a language pack that does exactly this. Rioght now, it's in my texture pack, but I will post as a seperate download after it's finished.
It's done now, called "Command Code" click the sig and scroll down to the "Command Code" box.
WHAT?!?! THIS IS HORRIBLE!!!!!!
Oh wait-you got this from the wiki? In that case,a stupid prankster probably got on the Minecraft wiki and put "Will soon be the only way to go" in the changelog so he could see the reaction from Map Makers. Seriously,unless Mojang actully reveals this thereselfs,im gonna consider this fake.
While many are quoting or referencing twitter tweets and such, this has also been something discussed amply in the API "bug reporting" areas where there has also been an extensive discussion about this topic including feedback from Mojang employees and mod developers who know what is going on with Minecraft.
You certainly don't need to wait for this to be added to a formal release to believe this is going to be added into the game.
Why not keep the current numbers as aliases for the new system?
I suppose you could set up a bunch of aliases in some fashion... for those who are used to the older number system. As with everything in Minecraft, there's a mod for that or at least there likely will be. Such a mod will likely be easy to make as well. It likely won't be something done in vanilla Minecraft though.
It says CAN NOW BE REFERRED TO BY THEIR NAMES. It says nothing about having to be referred to by names.
Other than the various places (twitter) where they specifically say that at some future date you won't be able to use the IDs. (They work for now but you need to start transitioning because they won't work in the future.)
Quote from Dinnerbone »
@ColeslawProd Yes, sorry. We simply will not have IDs in this fashion in the future, we can't keep them for the modding API.
I'll be happy to ditch item IDs just because I won't have to worry about whether my item ID has been offset by 256. Just spent an hour tracking down a bug which turned out to be that I was using an item ID which wasn't offset when I had been assuming it was.
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I'm serious, someone explain why we can't have both.
Supporting old outdated code that introduces mod conflicts outweighs its "usefulness" in familiarity. Having code that handles items in two different ways would be far too hacky and awful anyway. No numbered IDs also allows for more blocks and sprites, which is always welcome.
I am so mad at the Sky fanboys who are like "ADD BUUUDDDER TWO MINCRFT CUZ BURDR Z SP ASWUM ND STUFZ BUDDERBUDDERBUDDER :D:D:D:D" that I am dedicating my signature to stopping them. I had gone into more depth, but the stupid signature limit stopped me. Oh well.
I think its great, no longer do people need to keep track of a bunch of arbitrary number combos for things. Sure it may cause problems for some, but it makes many things easier, for many people
The point is that if one mod has a alloy sword with block ID 3146 and name ALLOY.SWORD while another has a oil lamp with block ID 3146 and name OIL.LAMP the two mods are incompatible if you're using block IDs but compatible if you're using names. Minecraft only had 4096 ID numbers available and you get collisions with surprisingly few numbers (like it only takes 23 people in a room for it to be likely some two share a birthday). Same names is *much* rarer and will normally only occur if the two mods are actually trying to do the same thing and thus will truly be incompatible, even if the conflicts are fixed.
If you're programming, there's a list of blocks in Block.blocksList[] and a list of items in Item.itemsList[]. The minecraft wiki has lists in more readable form.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I'm confused, how would spawning in items with multiple words work? You wouldn't be able to use "/give @p iron boots", because the chat would identify iron and boots as separate items.
Ahem.
There_is_no_way_to_make_a_sentence_without_spaces.
...but that's just like, my opinion, man.
Of course, in this case the volatile nature of the ids means that mod makers and users are at a disadvantage.
BlazemenGamer
People have ID conflicts when they use mods.
But not me. Not anymore.
Check out my channel! www.youtube.com/user/AltainiaInfinity
I'm working on a language pack that does exactly this. Rioght now, it's in my texture pack, but I will post as a seperate download after it's finished.
It's done now, called "Command Code" click the sig and scroll down to the "Command Code" box.
Putting the CENDENT back in transcendent!
While many are quoting or referencing twitter tweets and such, this has also been something discussed amply in the API "bug reporting" areas where there has also been an extensive discussion about this topic including feedback from Mojang employees and mod developers who know what is going on with Minecraft.
You certainly don't need to wait for this to be added to a formal release to believe this is going to be added into the game.
I suppose you could set up a bunch of aliases in some fashion... for those who are used to the older number system. As with everything in Minecraft, there's a mod for that or at least there likely will be. Such a mod will likely be easy to make as well. It likely won't be something done in vanilla Minecraft though.
Version 2.1 now updated for MC 1.6.2
It says CAN NOW BE REFERRED TO BY THEIR NAMES. It says nothing about having to be referred to by names.
BlazemenGamer
https://twitter.com/...741985441333248
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Supporting old outdated code that introduces mod conflicts outweighs its "usefulness" in familiarity. Having code that handles items in two different ways would be far too hacky and awful anyway. No numbered IDs also allows for more blocks and sprites, which is always welcome.
Argument over.
EDIT: Someone already said it. But people are still arguing. Even though he cites his source. And his source is valid. (Logic...)
Sub-codes will also have names, or some other identifier like:
"wool_block:8"
or
"wool_block:black"
It won't be hard to do.
Version 2.1 now updated for MC 1.6.2
/give username minecraft:stone_slab 1 8
/give username minecraft:stone_slab 1 9