Well, you could re-add all of the existing recipes through the reflective invocation of RotaryRecipes.addRecipes() or just doing it before RC's load phase.Also, wouldn't the remove all recipes option violate @Reika's ToU? I guess I have to solve that. Means I would need to rewrite it.
Is it a similar way for all your mods?Well, you could re-add all of the existing recipes through the reflective invocation of RotaryRecipes.addRecipes() or just doing it before RC's load phase.
Generally, yes. However, there are also some recipes added in post init, usually ones involving mod materials, and these recipes are not added by the global addRecipes function.A method adding all recipes.
You have many mods! I think I'll add DragonAPI as a soft dependant to make my postinit remove the recipes occur before yours are added. I'll double check that all your recipes remain intact.Generally, yes. However, there are also some recipes added in post init, usually ones involving mod materials, and these recipes are not added by the global addRecipes function.
Also please ensure you are not bypassing isLocked() on the three mods that have it.
I'm just curious Is there a certain number of entities. This might be a dumb question because I know zero code.The current limit is 4095 blocks and 32000 items. This can be bypassed by using subitems and similarities.
That's not how it works. Their IDs are stored in an int, which in Java, is 32 bits (or 4 bytes) no matter what. Metadata is a different matter (not to mention a different data field) entirely. Unless you work your arse off with bitwise operators, you can't even manipulate data that's less than 8 bits in size; even a boolean (which is either true or false) is always, at minimum, 8 bits.They're probably doing it to save space. It's not like Minecraft is not using enough RAM already.
4096 possible IDs (including air) is 12 bits, 16 possible metadatas is 4 bits. That means a block and its metadata can fit into 2 bytes.
I think so. Not sure though.I'm just curious Is there a certain number of entities. This might be a dumb question because I know zero code.
But I think that's how they're stored on the disk. I don't know how chunk data is being stored in memory, but storing IDs and metadata as fully fledged 32 bit integers would severly increase the size of savefiles.That's not how it works. Their IDs are stored in an int, which in Java, is 32 bits (or 4 bytes) no matter what. Metadata is a different matter (not to mention a different data field) entirely. Unless you work your arse off with bitwise operators, you can't even manipulate data that's less than 8 bits in size; even a boolean (which is either true or false) is always, at minimum, 8 bits.
One of the first rules of programming I learned a long time ago: raw arrays are bad. Avoid them like the plague whenever possible.
Basically I remove the option to break logs and you instead get sticks from saplings. Then you start making tools and weapons like @ljfa said and you end up punching dirt or ExNihilo Sieving dirt so that you can get stones. (Not Cobblestone, ExNihilo Stones that are MineTweakered to be unable to make actual cobblestone) Then you start knapping the stones to make a stone handaxe which can be used to craft a stone shovel. The shovel allows you to mine sand so that you can get more stones at an easier pace. Then you start searching the world for some ruins that contain chests with flint fragments in them. Combine 4 Flint Fragments into 1 flint so that you can make a flint shovel so that you may mine gravel and clay. 4 Gravel can be made into 1 flint fragment and clay is used for ceramics and TiCon Smelteries. Fire the grout in a Stone Kiln (Renamed Furnace) and finally craft a smeltery. (Revamped recipes to require less grout overall but more complex crafting) However, crafting said Smeltery requires a crafting table, so you must use2 of your Flint to craft a 8 use Flint Axe and cut down some logs. With it, by crafting a log with an Axe you are able to craft 1 plank at the cost of 3 Axe Durability. So it will overall require 2 axes, and thus 8 Flint, or in other words 32 flint fragments to make one crafting table. Only once you obtain a crafting table may you make a smeltery and thus able to smelt the copper. Of course you'll need lava and thus you'll need a clay bucket. Problem is that there are Lava Monsters in this pack so getting that lava will be very dangerous.
And that is how the Stick age works (Still in dev, end product may vary)
If the number of elements doesn't change after the array is created it's fine to use them. If the number is dynamic then indeed an ArrayList or some other data structure is better.One of the first rules of programming I learned a long time ago: raw arrays are bad. Avoid them like the plague whenever possible.
I'm just curious Is there a certain number of entities. This might be a dumb question because I know zero code.
Sounds like a full conversion mod I heard of. I don't remember what It was called. :/