There's an even easier way for a mod as wide spread as optifine. It's called reading through a few pages of the thread and/or using the search function.
Thanks man! Yeah, I think the Hopper is still my favorite block in the mod. It's rare that something so simple can get so much done, and create so much opportunity for different player designs
Well, the sucky part of it is that it consumes 6 blockIDs, just for the colored wood.
I'm know I'm wrong, but i want to know why. Why couldn't you use like for example, let's say that Moulding was blockID 69. Couldn't you do 69:0, 69:1, and etc for the different colored woods?
Love the mod, Flower. But I have to say I'm sort of confused with what you did with the Bone meal. It no longer works on Saplings, Grass or Wheat. I am aware that it appears to fertilize the soil, but not being able to use it on saplings for instant growth or to make wild grass grow for cosmetic looks makes things a little difficult. For me anyway.
I'm know I'm wrong, but i want to know why. Why couldn't you use like for example, let's say that Moulding was blockID 69. Couldn't you do 69:0, 69:1, and etc for the different colored woods?
because the placement already consumes the meta data
I'm know I'm wrong, but i want to know why. Why couldn't you use like for example, let's say that Moulding was blockID 69. Couldn't you do 69:0, 69:1, and etc for the different colored woods?
Quick explanation of how meta-data works:
Each instance of an MC block (as in a specific block of dirt as opposed to dirt in general) has 4 bits of data assigned to it.
You can use this however you want, but 4 bits (which is basically just 4 on/off "switches") isn't very much at all, and can only handle 16 possible values.
In the case of Siding, they have 6 possible orientations, which consumes 3 bits (you can store 8 values in 3 bits, 4 in 2, so 6 possibilities forces you to use 3). Corners have 8 possible orientations, which again consumes 3 bits.
So, I combine Siding and Corners into 1 block, using the 4th bit to indicate whether it's a siding or a corner.
Mouldings on the other hand have 12 possible orientations, which takes up a full 4 bits, so they need a blockID onto themselves.
What this means is that for each variety of Siding/Moulding/Corners, 2 block IDs are consumed (1 for the Sidings and Corners, and 1 for the Moulding). This includes even simple variations like different colors of wood.
The only other way to do this is to use Tile Entities (like is done for inventory blocks such as chests or a Hopper), but the problem there is that if the player is going to place mass quantities of them (like you'd expect with decorative blocks), this will rapidly drag your performance into the toilet, especially in SMP. It's the equivalent of say building a huge structure out of chests or furnaces.
Some mod authors don't mind the performance hit for making all their blocks use tile-entities, but it's something I've refused to do as the game authors themselves did not architect the game with that in mind (you'll notice that Mojang is very sparring in its use of tile entities). It also breaks certain game functionality like being able to push blocks with pistons. IMO, it's always been a cludgey hack that runs counter to the way the game is architected, and it's not something I'm willing to do as a result.
Each instance of an MC block (as in a specific block of dirt as opposed to dirt in general) has 4 bits of data assigned to it.
You can use this however you want, but 4 bits (which is basically just 4 on/off "switches") isn't very much at all, and can only handle 16 possible values.
In the case of Siding, they have 6 possible orientations, which consumes 3 bits (you can store 8 values in 3 bits, 4 in 2, so 6 possibilities forces you to use 3). Corners have 8 possible orientations, which again consumes 3 bits.
So, I combine Siding and Corners into 1 block, using the 4th bit to indicate whether it's a siding or a corner.
Mouldings on the other hand have 12 possible orientations, which takes up a full 4 bits, so they need a blockID onto themselves.
What this means is that for each variety of Siding/Moulding/Corners, 2 block IDs are consumed (1 for the Sidings and Corners, and 1 for the Moulding). This includes even simple variations like different colors of wood.
The only other way to do this is to use Tile Entities (like is done for inventory blocks such as chests or a Hopper), but the problem there is that if the player is going to place mass quantities of them (like you'd expect with decorative blocks), this will rapidly drag your performance into the toilet, especially in SMP. It's the equivalent of say building a huge structure out of chests or furnaces.
Some mod authors don't mind the performance hit for making all their blocks use tile-entities, but it's something I've refused to do as the game authors themselves did not architect the game with that in mind (you'll notice that Mojang is very sparring in its use of tile entities). IMO, it's always been a cludgey hack that runs counter to the way the game is architected, and it's not something I'm willing to do as a result.
I figured there was more to it than met my eye, Thanks alot for the explanation, FC.
You can not say it is compatible due to the fact if you install it last you lose BTW features, if you install BTW last you lose optifine features. If you have to take class files out of the mod and use another mods files it isn't compatible. Either way you lose features. There is 7 class files that optifine and btw both edit, so technically it isn't compatible.
A question to the author-
What are your thoughts on void fog?
I've found it an annoyance, an abysmal attempt at inducing claustrophobia(IIRC, thats the entire reason it was added).
It's not even well implemented IMHO, and standing on the edge of what you know is a great expanse of lava and having only a pitiful fraction visible really grinds my gears.
A question to the author-
What are your thoughts on void fog?
I've found it an annoyance, an abysmal attempt at inducing claustrophobia(IIRC, thats the entire reason it was added).
It's not even well implemented IMHO, and standing on the edge of what you know is a great expanse of lava and having only a pitiful fraction visible really grinds my gears.
I actually like the way it looks at times, but yeah, it's unfortunately flaky in the way it doesn't dissipate in situations you'd expect it to.
I took a look at it when it first came out, and decided it was too much of a pain in the ass to mess with (there was some talk of having Light Blocks dissipate it), so I just built skylights in my underground lair instead
Last I heard, Mojang were going to put in an option to disable it, as I don't think it's very popular.
question for flowerchild or anyone else who knows.
is the 4.0 version for 1.3.1 or just 1.3.2 now you've already updated to 1.3.2 it wont let me download the older version to check.
I ask cause im running a 1.3.1 vanilla server and want your mod cause it's awesome.
I'm just wondering if 1. its for the version im using and 2. if so, could you unprivate the download in mediafire so i can download that older version?
make a folder
dump in mod 1 you want to install
dump in mod 2 you want to install.
If Windows asks you if you want to override files, then it's not compatible.
Reminds me of the Piston/sticky Piston.
I'm know I'm wrong, but i want to know why. Why couldn't you use like for example, let's say that Moulding was blockID 69. Couldn't you do 69:0, 69:1, and etc for the different colored woods?
because the placement already consumes the meta data
Quick explanation of how meta-data works:
Each instance of an MC block (as in a specific block of dirt as opposed to dirt in general) has 4 bits of data assigned to it.
You can use this however you want, but 4 bits (which is basically just 4 on/off "switches") isn't very much at all, and can only handle 16 possible values.
In the case of Siding, they have 6 possible orientations, which consumes 3 bits (you can store 8 values in 3 bits, 4 in 2, so 6 possibilities forces you to use 3). Corners have 8 possible orientations, which again consumes 3 bits.
So, I combine Siding and Corners into 1 block, using the 4th bit to indicate whether it's a siding or a corner.
Mouldings on the other hand have 12 possible orientations, which takes up a full 4 bits, so they need a blockID onto themselves.
What this means is that for each variety of Siding/Moulding/Corners, 2 block IDs are consumed (1 for the Sidings and Corners, and 1 for the Moulding). This includes even simple variations like different colors of wood.
The only other way to do this is to use Tile Entities (like is done for inventory blocks such as chests or a Hopper), but the problem there is that if the player is going to place mass quantities of them (like you'd expect with decorative blocks), this will rapidly drag your performance into the toilet, especially in SMP. It's the equivalent of say building a huge structure out of chests or furnaces.
Some mod authors don't mind the performance hit for making all their blocks use tile-entities, but it's something I've refused to do as the game authors themselves did not architect the game with that in mind (you'll notice that Mojang is very sparring in its use of tile entities). It also breaks certain game functionality like being able to push blocks with pistons. IMO, it's always been a cludgey hack that runs counter to the way the game is architected, and it's not something I'm willing to do as a result.
I figured there was more to it than met my eye, Thanks alot for the explanation, FC.
In the first five lines of the first post of the thread, labeled as "Download Link".
Define 'true'.
You can not say it is compatible due to the fact if you install it last you lose BTW features, if you install BTW last you lose optifine features. If you have to take class files out of the mod and use another mods files it isn't compatible. Either way you lose features. There is 7 class files that optifine and btw both edit, so technically it isn't compatible.
What are your thoughts on void fog?
I've found it an annoyance, an abysmal attempt at inducing claustrophobia(IIRC, thats the entire reason it was added).
It's not even well implemented IMHO, and standing on the edge of what you know is a great expanse of lava and having only a pitiful fraction visible really grinds my gears.
I actually like the way it looks at times, but yeah, it's unfortunately flaky in the way it doesn't dissipate in situations you'd expect it to.
I took a look at it when it first came out, and decided it was too much of a pain in the ass to mess with (there was some talk of having Light Blocks dissipate it), so I just built skylights in my underground lair instead
Last I heard, Mojang were going to put in an option to disable it, as I don't think it's very popular.
is the 4.0 version for 1.3.1 or just 1.3.2 now you've already updated to 1.3.2 it wont let me download the older version to check.
I ask cause im running a 1.3.1 vanilla server and want your mod cause it's awesome.
I'm just wondering if 1. its for the version im using and 2. if so, could you unprivate the download in mediafire so i can download that older version?
This post was cool to read.
Thanks for that explanation.