Oh, and here is an idea. Why don't you make it to where if you want to place two different types of slabs on top of each other, you can. Then, you would be able to have "carpet."
Email me at [email protected] whenever you make it for 1.0.0! Also, you should consider making it for bukkit if it is not already. IT IS AWESOME! And you know, it would be cool if Mojang added it into Minecraft. Sorry about whatever happened to you, though.
What I do for mod threads is watch them with no notification and just check my watched topics using this link. Since most, if not all, modders will change their topic title when they update it's easy to notice.
Oh, and here is an idea. Why don't you make it to where if you want to place two different types of slabs on top of each other, you can. Then, you would be able to have "carpet."
No, this would either need a ridiculous number of block IDs, or require using tile entities. I avoid tile entities for anything you would place a lot, because they do cause a slight performance hit for each one (it usually takes several 100 before you notice on a slow machine, but still). Also keep in mind that in the 3.x branch of BetterBocks the slabs will invert under other slabs so you can simulate this effect. The 4.x will lose the auto-inversion (by default), but you will be able to place them inverted.
If you really want this feature than Eloraam's RedPower will allow you to do this, and much more. I believe you can even use core alone if you don't want the new red wiring/logic/machines. She should be releasing for 1.0 soon too.
so this will be updated on the 12 or is it u working on it :smile.gif:
I start working on it, but it's likely that 3.8 will be released shortly afterward. The 4.0 branch, which is almost a complete rewrite, will hopefully be done before I get busy again on Jan 2.
I start working on it, but it's likely that 3.8 will be released shortly afterward. The 4.0 branch, which is almost a complete rewrite, will hopefully be done before I get busy again on Jan 2.
wait.. wait what this mod is actually going to be forge compatible and is getting an update? ily.
Sorry, for the disappearance but I've been going through a lot the last few months, but should have a great deal of free time from Dec 12 until Jan 2 and will be doing a quick update of BetterBlocks 3.7 to MC 1.0. I am hoping I will also be able to finish BetterBlocks 4.0 before this time as well, but cannot make any promises.
Please note I have only read the last few pages of this thread, so if there are any import issues raise them now. Most people have probably stopped using my mod all together so I don't expect many problems.
Out of curiosity why aren't you using 1.7.3?
sorry if im posting alot but i have a suggestion for a block like a chest but deleates items bc i have so much junk items
i can't wait ! I hope the next version will come this week :biggrin.gif:
I have no idea, I'm just setting my dev environment back up. It deepens on how long it takes me to reacquaint myself, and what changes have happened in the 3 versions of Minecraft released since.
i will be expecting the mod very soon and have so many high expectaions for the 4.X branch and will this be forge compatible
sorry for asking
Yes 3.8 and latter will be forge compatible, while 4.0 will add SMP support using ModLoaderMP, and make future changes much easier (at the expense of a major rewrite).
Forge allows the use of tileentities with virtually no fps tearing. forge is coded by our very own minecraft modding goddess
I believe your thinking of the forge optimization related to using different textures for block rendering, though it's possible I missed something.
I assume you commenting on my avoidance of Tile Entities. Forge does not improve their performance, but does fix a bug related to them in SMP. I avoid them because I run Minecraft on an old 1.8 GHz Athlon 64, and wish too avoid the minimal performance cost when using to many of them in a world.
I believe your thinking of the forge optimization related to using different textures for block rendering, though it's possible I missed something.
I assume you commenting on my avoidance of Tile Entities. Forge does not improve their performance, but does fix a bug related to them in SMP. I avoid them because I run Minecraft on an old 1.8 GHz Athlon 64, and wish too avoid the minimal performance cost when using to many of them in a world.
I know that the optimization is for the custom sprite sheets. It however does NOT provide optimization for tile-entities, so you are correct.
Redpower for example uses A LOT of tile entities, for Block ID reduction, but the trade-off is bad preformance.
Rollback Post to RevisionRollBack
Playing since Beta 1.3_01. Yeah. I like BTW. Or used to. Still do. Stuff Technic. (Back in the day...)
*Plays Minecraft on a craptop* *Optifine user since Optimine* *Using mods since Beta 1.5_01*
I assume you commenting on my avoidance of Tile Entities. Forge does not improve their performance, but does fix a bug related to them in SMP. I avoid them because I run Minecraft on an old 1.8 GHz Athlon 64, and wish too avoid the minimal performance cost when using to many of them in a world.
Forge is coded so you only ever notice tile entities when your loading chunks. Once they are loaded, they are added to the cache and not reloaded unless you leave a chunk.
If you were to toy with thousands of redpower's subblocks you wouldn't notice a drop of lag until you have to reload the chunk.
You are still planning on using for for other hooks though correct?
Forge is coded so you only ever notice tile entities when your loading chunks. Once they are loaded, they are added to the cache and not reloaded unless you leave a chunk.
If you were to toy with thousands of redpower's subblocks you wouldn't notice a drop of lag until you have to reload the chunk.
You know their is a great deal of assumption on my part here. I think I'll run some benchmark to see how bad it actually is, but not anytime soon.
You are still planning on using for for other hooks though correct?
Yep. In fact I'm thinking of going directly to 4.0. The number of hooks forge adds to blocks I replace is proving as time-consuming as the rewrite would be given the mess of the 3.x code.
What I do for mod threads is watch them with no notification and just check my watched topics using this link. Since most, if not all, modders will change their topic title when they update it's easy to notice.
No, this would either need a ridiculous number of block IDs, or require using tile entities. I avoid tile entities for anything you would place a lot, because they do cause a slight performance hit for each one (it usually takes several 100 before you notice on a slow machine, but still). Also keep in mind that in the 3.x branch of BetterBocks the slabs will invert under other slabs so you can simulate this effect. The 4.x will lose the auto-inversion (by default), but you will be able to place them inverted.
If you really want this feature than Eloraam's RedPower will allow you to do this, and much more. I believe you can even use core alone if you don't want the new red wiring/logic/machines. She should be releasing for 1.0 soon too.
Thats just awkward dude
I start working on it, but it's likely that 3.8 will be released shortly afterward. The 4.0 branch, which is almost a complete rewrite, will hopefully be done before I get busy again on Jan 2.
wait.. wait what this mod is actually going to be forge compatible and is getting an update? ily.
Can't wait for the update.
sorry for asking
sorry if im posting alot but i have a suggestion for a block like a chest but deleates items bc i have so much junk items
I'm kinda surprised nobody created something similar while I was gone.
I have no idea, I'm just setting my dev environment back up. It deepens on how long it takes me to reacquaint myself, and what changes have happened in the 3 versions of Minecraft released since.
Yes 3.8 and latter will be forge compatible, while 4.0 will add SMP support using ModLoaderMP, and make future changes much easier (at the expense of a major rewrite).
No, but TooManyItems adds this to the GUI and their's always lava.
Though you should consider editing your post if nobody has added one after it, instead of just posting again.
I believe your thinking of the forge optimization related to using different textures for block rendering, though it's possible I missed something.
I assume you commenting on my avoidance of Tile Entities. Forge does not improve their performance, but does fix a bug related to them in SMP. I avoid them because I run Minecraft on an old 1.8 GHz Athlon 64, and wish too avoid the minimal performance cost when using to many of them in a world.
I know that the optimization is for the custom sprite sheets. It however does NOT provide optimization for tile-entities, so you are correct.
Redpower for example uses A LOT of tile entities, for Block ID reduction, but the trade-off is bad preformance.
*Plays Minecraft on a craptop* *Optifine user since Optimine* *Using mods since Beta 1.5_01*
Forge is coded so you only ever notice tile entities when your loading chunks. Once they are loaded, they are added to the cache and not reloaded unless you leave a chunk.
If you were to toy with thousands of redpower's subblocks you wouldn't notice a drop of lag until you have to reload the chunk.
You are still planning on using for for other hooks though correct?
You know their is a great deal of assumption on my part here. I think I'll run some benchmark to see how bad it actually is, but not anytime soon.
Yep. In fact I'm thinking of going directly to 4.0. The number of hooks forge adds to blocks I replace is proving as time-consuming as the rewrite would be given the mess of the 3.x code.