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Some mods (for example Herbalism for now located in WoodAndStone) might use blocks and their entities as base for building their actual blocks and entities that are placed in the world (and inventory). This could cause some corruption of the world or just straight RuntimeExceptions being thrown.
I have a feeling, rather than BlockPicker blindly scanning for all blocks available in the engine (which might not have all the info), should allow Mods to add blocks/items to it. Similar mechanism is used for example in Minecraft. BlockPicker could just define it's mapping for Engine/Core blocks and items (which should be removed from Engine/Core anyway).
Maybe BlockPicker could also provide some kind of interface that is used to configure (via a UI) the block/item placed in the infinite inventory. For example - herbs would register one herb block per flower type and it would allow to specify the genome in a UI?
The text was updated successfully, but these errors were encountered:
Some mods (for example Herbalism for now located in WoodAndStone) might use blocks and their entities as base for building their actual blocks and entities that are placed in the world (and inventory). This could cause some corruption of the world or just straight RuntimeExceptions being thrown.
I have a feeling, rather than BlockPicker blindly scanning for all blocks available in the engine (which might not have all the info), should allow Mods to add blocks/items to it. Similar mechanism is used for example in Minecraft. BlockPicker could just define it's mapping for Engine/Core blocks and items (which should be removed from Engine/Core anyway).
Maybe BlockPicker could also provide some kind of interface that is used to configure (via a UI) the block/item placed in the infinite inventory. For example - herbs would register one herb block per flower type and it would allow to specify the genome in a UI?
The text was updated successfully, but these errors were encountered: