I vote against configurable ID's in 1.7
That would completely break the ability to remove/drop in mods as we please, which is a great benefit of 1.7. Okay, we do not have infinite blocks and items, but we *don't have to worry about block/item id conflicts AT ALL*
This will also break world compatability between two people. If one person has their id's set to something different the map isn't portable. In 1.7.10 the dynamic allocation of ID's lets us do things like play worlds with an originally different ID set. It's NOT a good idea to keep number ID's exposed. let forge handle it
Please don't bring back id nightmares from 1.6 >.>
For the messages, just wrap around SimpleNetworkWrapper, and implement IMessage and IMessageHandler for messages. Check other 1.7 mods
I vote against configurable ID's in 1.7
That would completely break the ability to remove/drop in mods as we please, which is a great benefit of 1.7. Okay, we do not have infinite blocks and items, but we *don't have to worry about block/item id conflicts AT ALL*
This will also break world compatability between two people. If one person has their id's set to something different the map isn't portable. In 1.7.10 the dynamic allocation of ID's lets us do things like play worlds with an originally different ID set. It's NOT a good idea to keep number ID's exposed. let forge handle it
Please don't bring back id nightmares from 1.6 >.>
For the messages, just wrap around SimpleNetworkWrapper, and implement IMessage and IMessageHandler for messages. Check other 1.7 mods
First of all i know that but forge does that.
Second thing i made a config option that simply uses automaticly the Forge methode if you wish and have no trouble.
To the SimpleNEtworkWrapper... i have no idea what do i have to take care of and what not i tested that with the test mod from gradlew and it seems to be that i can send only messages from client to server and not back.... (else it will crash)