- Joined
- Dec 29, 2014
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Ok so there's about a 1% chance Schine hasn't thought of this and about a 99% chance i'm just too clueless to understand why this won't work, but in the spirit of unlikely scenarios i thought i'd post a suggestion on how to resolve the limited block ID's.
I'm not a real programmer though, so a large reason for me posting this is to get some insight into what I'm not understanding if it sucks, or what alternatives are more desirable. It's probably a shitty suggestion and i'm just curious. :p
I don't know how this will affect rendering though, or really what any of the other pitfalls are, would just like to hear some discussion on the topic, and i think it still belongs in the suggestion forum, despite its dubious value.
I'm not a real programmer though, so a large reason for me posting this is to get some insight into what I'm not understanding if it sucks, or what alternatives are more desirable. It's probably a shitty suggestion and i'm just curious. :p
- Keep a master ID list for all blocks and make it any size
- Each entity belongs to a separate ID list limited to 256 IDs
I don't know how this will affect rendering though, or really what any of the other pitfalls are, would just like to hear some discussion on the topic, and i think it still belongs in the suggestion forum, despite its dubious value.

Nope still don't get it. You can have 20.000 ID's in master list (More ID's) This way the limited number of blocks would be moved so you can have 255 unique blocks per entity, with each entity having a different 255 blocks that are unique to it. Having 2000 different cosmetic blocks would be doable, you just can't put them all on the same entity. Am i misunderstanding the problem?