Botania

Botania

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Special Grass

MissPotato opened this issue · 15 comments

commented

Edit coming

Botania: 245
Forge: 1558

Sorry for the Edit, miss-pressed the enter button.

Overall the grass works well, but I noticed some odd behaviors while using it.
This is all I was able to figure out didn't work as expected:

Can't use normal bonemeal - floral fertilizer works fine.
Can't grow sugarcane on it.
Shovel isn't marked as correct tool.
And can't hoe it, though there was a closed issue related to hoeing so I assume you already know.

If I recall right, another mod had this issue - you have to override sugarcane because sugarcane checks the block below it against a whitelist.

commented

you couldn't just open the issue with the relevant information? you had to edit it in?

Ironic edit: ah, enter. happens to the best of us. I often find that it's too close to the apostrophe for me.

commented

heh its funny because im watching this close enough to catch this when its still "edit coming" and you still beat me to it

commented

I watch botania more than Direwolf. ¯_(ツ)_/¯

commented

A+ on the speed. As the edit said, pressed the enter button instead of the shift button, sorry.

commented

Sugarcane works fine on my Iridescent Dirt, and we didn't override it. you do need to specify special behavior in the class, though.
Hoeing is a trivial issue, but that's all V's decision.
Bonemeal would be specifically whitelisted in. Sure, V COULD make it have a bonemeal behavior (from experience, it's not hard) but... meh, the minecraft tall grass block doesn't look good with Alt grass, and V isn't about to go down the Botanical Addons path and make special grasses for those dirts.

commented

Oof, texture averaging. Possible. I could... actually probably add it to Botanical Addons. Buuuuut...

it would be extremely resource inefficient, unless... I ran through every. single. block. and used that as cached. :V

there's a lot of problems with the idea, which is why it won't happen. sorry.

commented

I agree, Vaskii probably already knows about the other two I reproted. The bonemealing isn't really for the grass for me, I need flowers from the bonemeal. Though it's quite easy to just pasture myself some grass. Not really too worried about it. Everything here is pretty low priority imho.

I know that's how (I think) Gregtech did it way back when. But my minds a little foggy, that was back in 1.5~

Though I was quite inspired to make a cosmetic grass mod that takes the average color of the block below it - and use that to render the color. But that's a bit out of my coding capabilities. I have a few "Misc Block" ideas that I've considered modding.

commented

Wouldn't need to cache it every time, just every /new/ block beneath it. The resource intensive part would stem from the (going to chop this code, don't java) "if block = x then" and have it cache the new block instead of generate it every time. Then, so the client always knows, save it NBT. But this is seriously off topic. Also, I wouldn't really expect anyone else to do that.

commented

caching as in during postinit.

yeah, this is off-topic.

commented

The problem: what do you do with nonstandard renders?
On Sat, Jan 2, 2016 at 10:41 PM Sam Quinn [email protected] wrote:

Actually, having an average texture for every block would be pretty nice a
lot of times, maybe there should be some library or code chicken core or
something that does it once at postinit then makes it available for other
mods!


Reply to this email directly or view it on GitHub
#1711 (comment).

commented

Actually, having an average texture for every block would be pretty nice a lot of times, maybe there should be some library or code chicken core or something that does it once at postinit then makes it available for other mods!

commented

Plus, there are a lot of blocks (grass) which have multi-texture faces that aren't "average color" usually grass has a face (the top) that is a uniform color. So i planned on only sampling the top face.

Doubtful, but mod-devs /could/ define the average themselves and make it part of the Forge-API but that's quite unlikely.

commented

Making it a part of the IStandardRenderer or whatever, in a form like
IIcon getTopTexture() might work, but I doubt people would go for it.
On Sat, Jan 2, 2016 at 11:01 PM MrsPotatoGaming [email protected]
wrote:

Plus, there are a lot of blocks (grass) which have multi-texture faces
that aren't "average color" usually grass has a face (the top) that is a
uniform color. So i planned on only sampling the top face.

Doubtful, but mod-devs /could/ define the average themselves and make it
part of the Forge-API but that's quite unlikely.


Reply to this email directly or view it on GitHub
#1711 (comment).

commented

I guess you could make it so it actually renders each side of each block, then stores it in a file so you can use it across restarts, adding only to the first-run performance hit. That way you can even do stuff like ruidmentary reflections using the prebaked colors.

commented

And for my personal application, I'd only have to hit whatever extends classes "grass" and "altgrass." Some mods already do this: Dense Ores and Compact Drawers uses the material type to color itself. Or at least, I assume it does.