The Meaning of Life, the Universe, and Everything.
Join Date:
8/28/2013
Posts:
47
Minecraft:
Heavenira
Member Details
I was going to play snapshot 14w04b, but then something bad hit me. I was going to spawn a command block, but then it didn't detect the ID 137.
/give Heavenira 137
I then tried doing minecraft:command_block as it said when I pressed F3 and H. It worked but I wasn't happy.
/give Heavenira minecraft:command_block
I think the new system is good for people who are new to Minecraft. But it's not the best to others. Strings have been around for quite a while, but it's a shame to see them go. I don't mind Mojang adding the new strings; but getting rid of the numeric strings? I don't know. They're fast, helpful, and used for a lot of programs/plugins. If you want to share what you think, comment and/or participate in the poll! Bye!
First of all, the old system used integers, not strings.
Secondly, the strings are made to prevent id conflicts when loading a world with mods, for example.
Hope I cleared some confusion.
I was going to play snapshot 14w04b, but then something bad hit me. I was going to spawn a command block, but then it didn't detect the ID 137.
/give Heavenira 137
I then tried doing minecraft:command_block as it said when I pressed F3 and H. It worked but I wasn't happy.
/give Heavenira minecraft:command_block
I think the new system is good for people who are new to Minecraft. But it's not the best to others. Strings have been around for quite a while, but it's a shame to see them go. I don't mind Mojang adding the new strings; but getting rid of the numeric strings? I don't know. They're fast, helpful, and used for a lot of programs/plugins. If you want to share what you think, comment and/or participate in the poll! Bye!
Please refer to this string of tweets by Dinnerbone (marked in bold):
I like the change, not only does this show progress towards the Plugin API, but it is also easier to spawn items without having to look up the item id.
I like the change, not only does this show progress towards the Plugin API, but it is also easier to spawn items without having to look up the item id.
Exactly! I must not be the only one who easily got puzzled by trying to remember the numbers for certain things.
I know it's kind of inconvenient if you know the numeric ID. But if you don't, it's much more convenient! The thing is that items no longer have numeric IDs. Blocks do, sure, but there's no longer any guarantee that they'll be the same across worlds. (It would still be nice to be able to spawn blocks by specifying the ID, in which case it would use whatever that ID means in that world.) But here's a tip: you don't need to type "minecraft:command_block"; just type "command_block" and that will work fine.
Rollback Post to RevisionRollBack
▀▄▄▀ This creeper isn't happy with his birth defect.
█▀▀█ He made it so you couldn't have more than two lines in a signature.
Guys you don't even need to write "minecraft:stone" (for example) - you can just write "stone" instead.
Works perfectly.
Using "minecraft:stone" is recommended though to better future-proof your stuff. If at some point a plugin creates it's own "stone" block the game might not be able to tell which stone it should use without the "minecraft:" part to fully qualify the name.
Basically, if you don't include the "minecraft:" portion you will have to change all your stuff again when the plugin API does actually arrive if you don't want stuff to break.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
Using "minecraft:stone" is recommended though to better future-proof your stuff. If at some point a plugin creates it's own "stone" block the game might not be able to tell which stone it should use without the "minecraft:" part to fully qualify the name.
Basically, if you don't include the "minecraft:" portion you will have to change all your stuff again when the plugin API does actually arrive if you don't want stuff to break.
Which is a very odd thing. Surely if no modpack ("minecraft:") is specified, it should default to "minecraft" to avoid such a conflict. Unfortunately there's absolutely no way of knowing until the API is finished or has progressed far enough to include such features, but Dinnerbone has stated this strange occurrence as being likely: https://twitter.com/Dinnerbone/status/428940029667573760
Which is a very odd thing. Surely if no modpack ("minecraft:") is specified, it should default to "minecraft" to avoid such a conflict. Unfortunately there's absolutely no way of knowing until the API is finished or has progressed far enough to include such features, but Dinnerbone has stated this strange occurrence as being likely: https://twitter.com/Dinnerbone/status/428940029667573760
It's not so much that I expect the game to error out, it's just that you might not be getting the object you think you are when you ask for "stone" without the full qualification. This may or may not matter to you but if you want to be 100% sure you are getting what you expect, fully qualify the name.
My guess is that they will search the ID list based on the order in which plugins were loaded (including the core minecraft one) and that will determine what the default is for unqualified names. If the last loaded plugin had it's own "stone" then that's what you would get instead of the default. This may or may not be what you want when making your map. (Depends on what plugins you will want to support and how much you care if someone changes the default behavior of blocks you are manipulating via commands.)
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
It's not so much that I expect the game to error out, it's just that you might not be getting the object you think you are when you ask for "stone" without the full qualification. This may or may not matter to you but if you want to be 100% sure you are getting what you expect, fully qualify the name.
My guess is that they will search the ID list based on the order in which plugins were loaded (including the core minecraft one) and that will determine what the default is for unqualified names. If the last loaded plugin had it's own "stone" then that's what you would get instead of the default. This may or may not be what you want when making your map. (Depends on what plugins you will want to support and how much you care if someone changes the default behavior of blocks you are manipulating via commands.)
There's a few more reasons it is important that it is this way.
Say I'm making recipes for a mod. I might want minecraft:stone in 1 instance, mymod:stone in another, and *:stone in another.
Another reason is it gets harder and harder to come up with unique names and can be taxing on ones creativity after a while.
Everyone and their brother can add "stone" if it is mymod:stone.
One thing I don't quite understand (and maybe this isn't the right thread for it) is how this is going to affect the NBT format, and the tools that work with it. For example mcedit or worldpainter or NBTedit. Especially since they seem to be working even with the recent snapshots, but of course there aren't a lot of mods out past 1.6 so I don't know if it is a problem that we haven't run into yet or won't be a problem.
It's worth noting that you don't have to type the whole thing out either.
If you get to " /give @p m " and press tab it'll automatically fill in " /give @p minecraft: " then if you type com and press tab a couple more times it'll give you " /give @p minecraft:command_block "
The Meaning of Life, the Universe, and Everything.
Join Date:
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ShawnPhillips
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I guess there is no point in having memorized most of the ID numbers now. If this change affects bukkit servers after 1.8's release then I will have to change all the iConomy signs on my server. I'll have to see if this new strings work on 1.7 iConomy signs. If so I'll start changing the signs now.
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Come join our 1.8 Survival server today, Free book & Quill!
I like the way the new system is going, but it needs some major improvements. Instead of typing the technical name for a block or item, we should be able to type the tool tip of the item in quotation marks. It would eliminate a lot of confusion. Here's an example.
Instead of this:
/give StubbyEE minecraft:iron_pickaxe
We should be able to do this:
/give StubbyEE "Iron Shovel"
If it is impossible to do (like conflicting with something), let me know.
I like the way the new system is going, but it needs some major improvements. Instead of typing the technical name for a block or item, we should be able to type the tool tip of the item in quotation marks. It would eliminate a lot of confusion. Here's an example.
Instead of this:
/give StubbyEE minecraft:iron_pickaxe
We should be able to do this:
/give StubbyEE "Iron Shovel"
If it is impossible to do (like conflicting with something), let me know.
You would have to accommodate every language for this to work. As well, I'm pretty sure resource packs can change the names of items, though I would prefer a confirmation on that.
The problem is, I have a large multiplayer server, in which many blocks are placed, given, spawned, etc. I'd hate to have to learn ALL of this over again. I'm pretty good with numeric ID', and know more about them than most people do, so I want to keep the numeric IDs.
But I do think for people that are joining minecraft, having string IDs would be good, since it would be easier to learn that a mob spawner is minecraft:mob_spawner than it would be to learn that a mob spawner = 50.
What I want is to see both. An argument against my case could be that modded servers would become more difficult to operate. But that's not what minecraft is about. Vanilla Minecraft is one game, Modded Minecraft is another. Although both ran by Mojang servers, Vanilla Minecraft is what Mojang originally sold to you, so modded server will become more difficult.
Another argument would be lag issues. I run my server with 4 RAM currently, and if I need to, I'll push it unto 7 RAM. If your computer can't handle the game with 1.7.5, who says that 1.8 is going to be any less laggy?
All I have to say about this topic is that I think minecraft should support numeric IDs as well as string values.
Does anyone know how the string-to-ID translation is managed? Presumably the 2-byte numeric IDs are still present in the region files. At what stage does the game work out the ID translation? Does every world-save have its own translation table that is loaded by the server and shared with the client on connection?
Numeric IDs are history, I think we have to accept that. It would not surprise me if Minecraft 2 had 64-bit IDs in future, with items and bocks sharing the same number space, so a lot of IDs will have to change. Before that happens, numeric IDs have to be removed from sight entirely. Mods will probably be able to cache the ID values that they query on world load, which would be necessary for performance as strings are slow. But end-users and command blocks will just have to accept that strings are the only future.
First of all, the old system used integers, not strings.
Secondly, the strings are made to prevent id conflicts when loading a world with mods, for example.
Hope I cleared some confusion.
I agree my brother accidentally did 1.8 on a modded 1.7.x world and some blocks turned to slime blocks. also when bukkit updates along with stuff like chestshops plugins with mods will be great so when I am looking for something in a shop I wont have to look at the ids like x245372:12 will be modname_itemname.
I then tried doing minecraft:command_block as it said when I pressed F3 and H. It worked but I wasn't happy.
I think the new system is good for people who are new to Minecraft. But it's not the best to others. Strings have been around for quite a while, but it's a shame to see them go. I don't mind Mojang adding the new strings; but getting rid of the numeric strings? I don't know. They're fast, helpful, and used for a lot of programs/plugins. If you want to share what you think, comment and/or participate in the poll! Bye!
Secondly, the strings are made to prevent id conflicts when loading a world with mods, for example.
Hope I cleared some confusion.
Please refer to this string of tweets by Dinnerbone (marked in bold):
https://twitter.com/Dinnerbone/status/428164609535909888
https://twitter.com/Dinnerbone/status/428166848782548992
https://twitter.com/Dinnerbone/status/428168468916367360
https://twitter.com/Dinnerbone/status/428194143085813761
In short: it's an inevitable change that must occur, regardless of our thoughts on it.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
Exactly! I must not be the only one who easily got puzzled by trying to remember the numbers for certain things.
█▀▀█ He made it so you couldn't have more than two lines in a signature.
Basically, if you don't include the "minecraft:" portion you will have to change all your stuff again when the plugin API does actually arrive if you don't want stuff to break.
Which is a very odd thing. Surely if no modpack ("minecraft:") is specified, it should default to "minecraft" to avoid such a conflict. Unfortunately there's absolutely no way of knowing until the API is finished or has progressed far enough to include such features, but Dinnerbone has stated this strange occurrence as being likely: https://twitter.com/Dinnerbone/status/428940029667573760
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
My guess is that they will search the ID list based on the order in which plugins were loaded (including the core minecraft one) and that will determine what the default is for unqualified names. If the last loaded plugin had it's own "stone" then that's what you would get instead of the default. This may or may not be what you want when making your map. (Depends on what plugins you will want to support and how much you care if someone changes the default behavior of blocks you are manipulating via commands.)
There's a few more reasons it is important that it is this way.
Say I'm making recipes for a mod. I might want minecraft:stone in 1 instance, mymod:stone in another, and *:stone in another.
Another reason is it gets harder and harder to come up with unique names and can be taxing on ones creativity after a while.
Everyone and their brother can add "stone" if it is mymod:stone.
One thing I don't quite understand (and maybe this isn't the right thread for it) is how this is going to affect the NBT format, and the tools that work with it. For example mcedit or worldpainter or NBTedit. Especially since they seem to be working even with the recent snapshots, but of course there aren't a lot of mods out past 1.6 so I don't know if it is a problem that we haven't run into yet or won't be a problem.
If you get to " /give @p m " and press tab it'll automatically fill in " /give @p minecraft: " then if you type com and press tab a couple more times it'll give you " /give @p minecraft:command_block "
Come join our 1.8 Survival server today, Free book & Quill!
Instead of this:
/give StubbyEE minecraft:iron_pickaxe
We should be able to do this:
/give StubbyEE "Iron Shovel"
If it is impossible to do (like conflicting with something), let me know.
You would have to accommodate every language for this to work. As well, I'm pretty sure resource packs can change the names of items, though I would prefer a confirmation on that.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
But I do think for people that are joining minecraft, having string IDs would be good, since it would be easier to learn that a mob spawner is minecraft:mob_spawner than it would be to learn that a mob spawner = 50.
What I want is to see both. An argument against my case could be that modded servers would become more difficult to operate. But that's not what minecraft is about. Vanilla Minecraft is one game, Modded Minecraft is another. Although both ran by Mojang servers, Vanilla Minecraft is what Mojang originally sold to you, so modded server will become more difficult.
Another argument would be lag issues. I run my server with 4 RAM currently, and if I need to, I'll push it unto 7 RAM. If your computer can't handle the game with 1.7.5, who says that 1.8 is going to be any less laggy?
All I have to say about this topic is that I think minecraft should support numeric IDs as well as string values.
Numeric IDs are history, I think we have to accept that. It would not surprise me if Minecraft 2 had 64-bit IDs in future, with items and bocks sharing the same number space, so a lot of IDs will have to change. Before that happens, numeric IDs have to be removed from sight entirely. Mods will probably be able to cache the ID values that they query on world load, which would be necessary for performance as strings are slow. But end-users and command blocks will just have to accept that strings are the only future.
I'm fine with the new id system but, I only need a website to find the names of the id's.
I agree my brother accidentally did 1.8 on a modded 1.7.x world and some blocks turned to slime blocks. also when bukkit updates along with stuff like chestshops plugins with mods will be great so when I am looking for something in a shop I wont have to look at the ids like x245372:12 will be modname_itemname.