No no no, he's asking for the "too long, but I read it anyway" version, despite not being a coder or a modder.
and the problem with that is? i wish to gain more knowledge about the topic why cant i?
No no no, he's asking for the "too long, but I read it anyway" version, despite not being a coder or a modder.
Because there is none. I can't think of a way to make it more detailed than it is now.and the problem with that is? i wish to gain more knowledge about the topic why cant i?
The thing is, it's seriously that simple, and everyone has explained it to you many times.and the problem with that is? i wish to gain more knowledge about the topic why cant i?
It shouldn't be hard if you have an IDE that does that for youI'll TL;DR it for you.
Prior 1.7, you can use the variable .itemID or .blockID to get the ID of whatever block your referencing. Now you use the method .getBlock() or .getItem().
If you use .itemID/.blockID a lot, then you're in for a lot of work. Otherwise, it's pretty simple to update. I've known about the 1.7 change before I made Technomancy so I referenced IDs very little. Whenever TE updates to 1.7, then I'll follow suit fairly quickly.
Ok then, Im only answering this, because I always ask for the long answers tooabout this id removal thing, can i have a link to somewhere that explains just ho big it is for modders?
and the problem with that is? i wish to gain more knowledge about the topic why cant i?
Now THERE'S some great info! Yes, I mean, no ids is a great step forward, but SERIOUSLY, what took them so long to do this?!One advantage of 1.7 is the redone keybind system.
In 1.6 and below, a mod registers a keybind for a specific key (and the key it is set to is set in Options=>Controls). When the keybind is pressed (or released) the mod gets the corresponding methods called. In case of a conflict, only the first mod in a effectively random list gets the call. As such you get cases such as mods fighting to bind 'M' (e.g. minimap mod, IC2), with only 1 succeeding, or loosing the ability to sneak if you bind a mod to the same key as sneak.
In 1.7, every time a key is pressed an event is sent to all interested mods. The mods act depending on which keybind is/isn't pressed. If 2 mods bind to the same key, both will get the messages about the key.
Because as stated...and the problem with that is? i wish to gain more knowledge about the topic why cant i?
Because there is none. I can't think of a way to make it more detailed than it is now.
You want to know what the coders know? They said the same thing as me. IDs are gone, and that's about it. One doesn't define them as Ids and names, just names now. If you only defined them as a ID, #Get_Rekt_Scrub as you have a LOT more work cut out for you then those who did, as you have to add names where as other just have to remove IDs. That's about it.The thing is, it's seriously that simple, and everyone has explained it to you many times.
There is no official post, or anything, its just a simple "id's are gone".
Name conflicts aren't gonna be a thing, unless the mod itself doesn't have an internal name. The name system, as I saw it, was "Modname.itemname", and that made perfect sense to me.The main consensus is that 1.7 has a lot of back end stuff that modders have been slavering for since the inception of the MC modding community back in beta days.
No doubt it's in preparation for the official modding API that has also been taking a long time (which might not be used, as Forge is already a modding API in popular use, it's just not "official").
Also there are benefits to these changes for the player too, the change to the ID system means one less headache when assembling your own pack, ID conflicts will somewhat be a thing of the past. You still might get the odd mod conflict if say two mods need to change the same vanilla class either crashing totally or having one mod override the other breaking some functions. But that will rarely happen with forge mods.
I do wonder how the game will resolve name conflicts, what happens if say 2 mods have copper ore? how does the game handle that and does the ore dictionary still function? does it still need to function? Will mods work with another mod's copper so long as the name's 100% the same?
OK so it factors in the mod name so you'd only get problems if the mod name and items where exactly the same which is a contingency that is very unlikely to happen outside of amateur modding. That being said is a modder able to allow the use of similar resources like the ore dictionary does? Will ThemalExpansion.OreCopper be useable in say a macerator? I would guess the modder would just have to make it so their code only checks the latter half of the name, right?Name conflicts aren't gonna be a thing, unless the mod itself doesn't have an internal name. The name system, as I saw it, was "Modname.itemname", and that made perfect sense to me.
The ore dictionary existed before 1.7 and in 1.7 it could even be done without people having to register items in it, as the system in 1.7 forces you to name items. The ore dictionary didn't work quite so easily, mind you. You registered something in it, and made your item ore dictionary compatible with said item in the ore dictionary, basically. Now one could add a streamlined process that can do it automatically, and it'd work as well as it would in 1.6.4 but it'd be easier to do in 1.7 as items now NEED a internal name.OK so it factors in the mod name so you'd only get problems if the mod name and items where exactly the same which is a contingency that is very unlikely to happen outside of amateur modding. That being said is a modder able to allow the use of similar resources like the ore dictionary does? Will ThemalExpansion.OreCopper be useable in say a macerator? I would guess the modder would just have to make it so their code only checks the latter half of the name, right?
that is handled by the oredictonary. oredict names are a different thing that the block nameOK so it factors in the mod name so you'd only get problems if the mod name and items where exactly the same which is a contingency that is very unlikely to happen outside of amateur modding. That being said is a modder able to allow the use of similar resources like the ore dictionary does? Will ThemalExpansion.OreCopper be useable in say a macerator? I would guess the modder would just have to make it so their code only checks the latter half of the name, right?
that is handled by the oredictonary. oredict names are a different thing that the block name
EDIT=Ninjas!