FlyingSpaten Posted February 19, 2022 Report Share Posted February 19, 2022 Hello, I developed a mod that adds some custom blocks to the game. Two of these blocks have > 200 lines of shapes as well as collision- and selectboxes. While developing the first block the loading time of a savegame drastically increased (like 5 minutes). With the second block a savegame can no longer be loaded. Server-log etc. didnt give any advice on the nature of the underying problem. I suspect that maybe the game cannot handle this kind of complex blocks? I hope somebody has an idea. Link to comment Share on other sites More sharing options...
l33tmaan Posted February 19, 2022 Report Share Posted February 19, 2022 What did you make? Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted February 19, 2022 Report Share Posted February 19, 2022 9 hours ago, FlyingSpaten said: Hello, I developed a mod that adds some custom blocks to the game. Two of these blocks have > 200 lines of shapes as well as collision- and selectboxes. While developing the first block the loading time of a savegame drastically increased (like 5 minutes). With the second block a savegame can no longer be loaded. Server-log etc. didnt give any advice on the nature of the underying problem. I suspect that maybe the game cannot handle this kind of complex blocks? I hope somebody has an idea. What does a block file look like? Anyway, it is not recommended to make too many-variant blocks. Using block code (variantgroups prop) to store arrays of dynamic data is very bad practice. This leads to an avalanche-like growth of id, an increase loading a world and a constant consumption of memory for each combination. Use C# and BlockEntity for this. Link to comment Share on other sites More sharing options...
FlyingSpaten Posted February 20, 2022 Author Report Share Posted February 20, 2022 18 hours ago, DArkHekRoMaNT said: What does a block file look like? Anyway, it is not recommended to make too many-variant blocks. Using block code (variantgroups prop) to store arrays of dynamic data is very bad practice. This leads to an avalanche-like growth of id, an increase loading a world and a constant consumption of memory for each combination. Use C# and BlockEntity for this. The block is a mining-support beam. I tried to replicate original support structures you can find in an old mine. The support-beams are connectable and can also support the walls next to them. They can also be placed horizontally and vertically... I guess you get the picture. I already suspected someting like this but I at least wanted to try it without a BlockEntity because I'm new to C# (I have worked with Java for around 15 years now) and it seemed more complex at first. But then I will try to do it with a BlockEntity class. Thanks for the clarification Link to comment Share on other sites More sharing options...
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