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fiblib's Issues

Remove reliance on PersistentState

We should not store all Fibbed blocks, only the Fibbed blocks that exist in currently loaded chunks. Will likely require mixing into ThreadedAnvilChunkStorage.

CurseForge upload? (1.18.2 File missing)

Hello. I can't find FibLib on CurseForge.
I would greatly appreciate it if you could make it available there. Other mods (e.g. Game Phases) that are there are based on your mod but cannot be used in modpacks because FibLib is not available. Too bad.

Add data-driven fibs

This would be a nice feature so that server owners can use FibLib without needing to write any Java code. Could be JSON-based for ease of use, JavaScript based for flexibility, or both!

Things that would be nice to have for a JSON implementation:

  • Global fibs that don't make any condition checks
  • Simple player condition checks (health, level, game-mode, operator status)
  • Simple block-state condition checks

Fibbing Packet Crash

I'm not 100% sure what causes this crash, and have spent many hours trying to fix it. If you are smarter than me and have an idea, please try it!

The exception produced is as follows:
crash-2020-04-09_18.59.30-server.txt

A chunk update with high variance (greater than 9 different kinds of blocks. See PalettedContainer#setPaletteSize) will use Minecraft's built in Block.STATE_IDS as its palette. This palette uses ID numbers to represent states that can be quite large (up to 11337, to be exact) which usually isn't a problem. When replacing a lot of low ID numbers with high ID numbers (GRASS_BLOCK#9 to GLOWSTONE#3999 for instance) the packet buffer is overwhelmed.

One way that might be able to fix this error is to just use BiMapPalette's for all Chunk updates, though this sounds like it's pretty likely to break the game.

Add Entity Fibbing

This is something I'd like to add soon. Shouldn't be too difficult, I just haven't gotten around to it.

Worldgen Issues

Most worldgen features don't trigger Block#onBlockAdded, so they're not added to the update list.

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