Comments (2)
Hey thanks for the kind words.
For the first part, the algorithm can freeze if there is a very large number of nodes (tens of thousands) to mine. I am considering moving toward an algorithm that would space the block breaks over multiple ticks which would mean blocks would not break instantly (and so massive breakages would not freeze the game) and the calculation could run in the background while the game continues. I've started work on this but haven't found the time to finish it.
As for the 2nd one: that is something I never considered, but that I am keen to include. I'll mark this as a feature request.
from veining.
Thank you. :) I look forward to you next release. (No rush, take your time. Love the mod.)
from veining.
Related Issues (20)
- Request: Configurable block limit HOT 1
- Veining on a pickaxe causes inability to properly mine modded tile entities. HOT 2
- [1.12.2] Utility Based Ores HOT 3
- Stops COFH:Core enchantment from working properly HOT 1
- Crash on initialize HOT 1
- Doesn't work with tinkers leveling HOT 1
- A couple more mod incompatibilities HOT 2
- Enchantment Token [Silentgems] HOT 2
- Mod not working in Project Ozone 3
- Hotkey binding and vein mining everything HOT 1
- Veining on Thermal expansion Hammers causes ghost blocks HOT 1
- Feature request: Adding custom support. HOT 2
- Unable to release updates for 1.12.x
- Incompatibility with Misty World, foggy stone veining crash HOT 3
- Breaking HOT 18
- Do not do his job and prevent the pickaxe from doing his job HOT 8
- tinkers' modifier / trait support HOT 7
- add support for uploading to github directly from gradle HOT 2
- Geolosys and Veining HOT 2
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from veining.