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Messages - Soul_Cake_Duck

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Development / Re: Minecraft Beta
« on: January 09, 2011, 02:39:22 am »
Well, it was mostly an idea on how to go around doin' it.

But since you've put it that way, yes. It's I think a good idea to make making changes with plugins as easy as possible.

Oh, how I wish the number of blocks wasn't limited by mc itself and that you could push graphic elements(mobs, blocks, item, gui) from the server to the client (stored on a per server basis to make sure a server mod doesn't break your game). Couple that with an easy way to create server mods (plain txt / xml for common stuff like mobs, items, blocks, gui; LUA for the more complex stuff like mobs AI, new items/blocks behavior)... well, you can imagine I reckon.

It's all very possible too, but mc was just written soooo baaaad. Oh well.

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Development / Re: Minecraft Beta
« on: January 08, 2011, 02:44:59 pm »
I would personally hardcode as little as possible.

A simple config file, each line being one craft sounds like a good idea.

item ID's, with 0 for empty and "." as a breakline symbol (usefull for craft recipes other than 3x3) = [no of items] [item ID]; flags (for allowing horizontal / vertical mirroring of recipe).

That's how I would imagine it at least.

EDIT: "CraftID = [craft] = [quantity] [item ID];flags" would be even better as it would allow for easier modding, since this way the plugins could contain their own copy of this config file containing only the crafts they're trying to change, it'd also allow for simple conflict resolutions based on the loading priority/order. (last or first takes precedence, whichever you decide)

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