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New custom block options 1.21 - 1.21.2 #4069

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PortableGames opened this issue Oct 21, 2024 · 2 comments
Open
4 tasks done

New custom block options 1.21 - 1.21.2 #4069

PortableGames opened this issue Oct 21, 2024 · 2 comments
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type: feature request Feature request.

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@PortableGames
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  • I'm using the very latest version of ItemsAdder and its dependencies.
  • I already searched on this Github page to check if the same suggestion was already reported.
  • I already searched on the plugin wiki to know if the feature is already implemented.
  • I already searched on the Discord server to know if anyone already has a solution for this or if the feature was already suggested.

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Pogo

Describe the solution you'd like

Have you seen what new features the new versions add? It's already implemented on Fabric server-side modes.

Every block type has its own functionality and behaviour:

FULL_BLOCK - Noteblocks, have full collision and don't allow transparency, (limit: 1149)
TRANSPARENT_BLOCK - Leaf blocks, allow "cutout" textures, (limit: 52)
TRANSPARENT_BLOCK_WATERLOGGED - Waterlogged leaf blocks, allow "cutout" textures, (limit: 52)
BIOME_TRANSPARENT_BLOCK - Biome tinted leaf blocks, (limit: 78)
BIOME_TRANSPARENT_BLOCK_WATERLOGGED Waterlogged biome tinted leaf blocks- (limit: 65)
FARMLAND_BLOCK - Farmland blocks, (limit: 5)
VINES_BLOCK - All centered vine blocks, Cave Vines, Twisted Vines and Weeping Vines, (limit: 100)
PLANT_BLOCK - Small plant blocks, mostly saplings, (limit: 7)
BIOME_PLANT_BLOCK - Biome tinted plant blocks, mostly sugarcane (limit: 15)
KELP_BLOCK - Just kelp, (limit: 25)
CACTUS_BLOCK - Just cactus, (limit: 15)
SCULK_SENSOR_BLOCK - Sculk-sensor and it's calibarated variant, half block high, allows transparency, (limit: 150)
SCULK_SENSOR_BLOCK_WATERLOGGED - Waterlogged sculk-sensor and it's calibarated variant, half block high, allows transparency, (limit: 150)
TRIPWIRE_BLOCK - Just Tripwire, allows transparency, (limit: 32)
TRIPWIRE_BLOCK_FLAT - Flat tripwire block, allows transparency, (limit: 32)
TOP_SLAB - Top-slabs, (limit: 5)
TOP_SLAB_WATERLOGGED - Waterlogged top-slabs (limit: 5)
BOTTOM_SLAB - Bottom slabs, don't allow transparency, (limit: 5)
BOTTOM_SLAB_WATERLOGGED - Waterlogged bottom-slabs, don't allow transparency (limit: 5)
TOP_TRAPDOOR - Closed top trapdoor, (limit: 20)
BOTTOM_TRAPDOOR - Closed bottom trapdoor, (limit: 20)
NORTH_TRAPDOOR - Open trapdoor facing north, (limit: 20)
EAST_TRAPDOOR - Open trapdoor facing east, (limit: 20)
SOUTH_TRAPDOOR - Open trapdoor facing south, (limit: 20)
WEST_TRAPDOOR - Open trapdoor facing west, (limit: 20)
TOP_TRAPDOOR_WATERLOGGED - Waterlogged closed top trapdoor, (limit: 20)
BOTTOM_TRAPDOOR_WATERLOGGED - Waterlogged closed bottom top trapdoor, (limit: 20)
NORTH_TRAPDOOR_WATERLOGGED - Waterlogged open trapdoor facing north, (limit: 20)
EAST_TRAPDOOR_WATERLOGGED - Waterlogged open trapdoor facing east, (limit: 20)
SOUTH_TRAPDOOR_WATERLOGGED - Waterlogged open trapdoor facing south, (limit: 20)
WEST_TRAPDOOR_WATERLOGGED - Waterlogged open trapdoor facing west, (limit: 20)
NORTH_DOOR - Door-half facing north, (limit: 160)
EAST_DOOR - Door-half facing east, (limit: 160)
SOUTH_DOOR - Door-half facing south, (limit: 160)
WEST_DOOR - Door-half facing west, (limit: 160)

Is your feature request related to a problem?

..

Describe alternatives you've considered

..

Additional context

No response

@PortableGames PortableGames added the type: feature request Feature request. label Oct 21, 2024
@PortableGames
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@Andre601
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Andre601 commented Oct 21, 2024

What is this suggestion about exactly? Just listing the different blocks with block states one could use?

LoneDev is aware of those, but many of those would require either a hacky aproach (i.e. for doors to only use one half of the block or smth), or to keep track of their current block state and keep them like that.
As an example, note blocks are relatively stable, as the only events causing them to update their block state is being powered, interacted with or having the block under them changed. Three events that usually won't happen too often and can easily be dealt with.

Now vines are different. These blocks are random ticked for growing, which updates their state. So in order for IA to use these states would it need to listen for every time such a block gets ticked and force its state to a particular value, resulting in possibly dozens of updates for IA to handle which can lead to slowness and lag.

Also, the majority of the block states you listed aren't even new to 1.21+ specifically but have existed since pretty much forever, so the fact IA doesn't support them is pretty much intentional.

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