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meganoth

meganoth

58 minutes ago, aschnt said:

Alright, I get that. Then there must be workarounds, like wouldn't it be possible to just add a boolean "isCrafted" to object attributes that turns into true if the object is placed into an already existing crafting zone the player has authority over? And only players with authority over the zone are allowed to move it? Or smtg in the likes?

 

Remember that blocks take up space in the savegame or world files. Lets say they use 16bit for each block then an "isCrafted" boolean in that value would half the available block types. The other choice would be to increase the value to 32bit but then all blocks take up double the space, increasing world and savegame size on the disk and generating more disk traffic when loading each chunk. Did you know that they already have to limit the speed of vehicles so driving around doesn't lead to stuttering?

 

As theFlu said, the efficient method currently used is to reserve block types for player crafted workstations and electric traps. If they wanted it for more blocks they probably would have to generate a duplicate for all player-craftable blocks that are also found "in the wild" which may be practically all blocks

 

meganoth

meganoth

55 minutes ago, aschnt said:

Alright, I get that. Then there must be workarounds, like wouldn't it be possible to just add a boolean "isCrafted" to object attributes that turns into true if the object is placed into an already existing crafting zone the player has authority over? And only players with authority over the zone are allowed to move it? Or smtg in the likes?

 

Remember that blocks take up space in the savegame or world files. Lets say they use 16bit for each block then an "isCrafted" boolean in that value would half the available block types. The other choice would be to increase the value to 32bit but then all blocks take up double the space, increasing world and savegame size on the disk and generating more disk traffic when loading each chunk. Did you know that they already have to limit the speed of vehicles so driving around doesn't lead to stuttering?

 

As theFlu said, the efficient method currently used is to reserve block types for player crafted workstations and electric traps. If they wanted it for more blocks they probably would have to generate a duplicate for all player-craftable blocks that are also found "in the wild"

 

meganoth

meganoth

44 minutes ago, aschnt said:

Alright, I get that. Then there must be workarounds, like wouldn't it be possible to just add a boolean "isCrafted" to object attributes that turns into true if the object is placed into an already existing crafting zone the player has authority over? And only players with authority over the zone are allowed to move it? Or smtg in the likes?

 

Remember that blocks take up space in the savegame or world files. Lets say they use 16bit for each block then any additional boolean in that value will half the available block types. The other choice would be to increase the value to 32bit but then all blocks take up double the space, increasing world and savegame size on the disk and generating more disk traffic when loading each chunk. Did you know that they already have to limit the speed of vehicles so driving around doesn't lead to stuttering?

 

As theFlu said, the only efficient method currently used is to reserve more block types for player crafted stuff and they use that for workstations and electric traps. If they wanted it for more blocks they probably would have to generate a duplicate for all player-craftable blocks that are also found "in the wild"

 

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