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Huhhila
[controversial] Add yet another power tool for larger scale building of cuboids, optimized for low server load. Existing tools like replacer, digtron and digibuilder appear to cause lag spikes when constructing cuboids sized in million+ nodes scale. If such a tool would change each mapblock just once for such a larger change, would that be more efficient? Could have it pause for a while between mapblocks and/or require fuel.
Well I guess my use case for that is a bit niche one... building 2+ thick walls (to help culling) for mapchunk+ sized quarry holes, which are to be utilized for industrial zones. Some type of multi-material wall support (like replacing existing water with mithr...bakedclay:blue) logic would be a bonus.
(... how are node placement logs stored currently? Having hundreds of log entries on same second with only coordinates changing between them sounds like something highly compressible if the data structures utilized are compression-friendly ...) ... for that particular use-case mentioned, a charred_stone node could make sense, although we already have plenty of stone variants. Well, that line of thinking leads to ideas like nodecore furnaces, which likely won't fit the efficiency goal ...
The text was updated successfully, but these errors were encountered:
It's definitely possible, but I'm not sure how easy it would be to work around the problems with updating nodes with the voxel manipulator (calling callbacks of nodes, updating light correctly, etc). Probably not worth the trouble.
Might be better off looking into ways to make the replacer more efficient, maybe even finding a way to use the VM for certain "safe" nodes. Or maybe we need something more like Minecraft's Building Gadgets mod, to allow building defined shapes and copy-pasting stuff.
Huhhila
[controversial] Add yet another power tool for larger scale building of cuboids, optimized for low server load. Existing tools like replacer, digtron and digibuilder appear to cause lag spikes when constructing cuboids sized in million+ nodes scale. If such a tool would change each mapblock just once for such a larger change, would that be more efficient? Could have it pause for a while between mapblocks and/or require fuel.
Well I guess my use case for that is a bit niche one... building 2+ thick walls (to help culling) for mapchunk+ sized quarry holes, which are to be utilized for industrial zones. Some type of multi-material wall support (like replacing existing water with mithr...bakedclay:blue) logic would be a bonus.
(... how are node placement logs stored currently? Having hundreds of log entries on same second with only coordinates changing between them sounds like something highly compressible if the data structures utilized are compression-friendly ...) ... for that particular use-case mentioned, a charred_stone node could make sense, although we already have plenty of stone variants. Well, that line of thinking leads to ideas like nodecore furnaces, which likely won't fit the efficiency goal ...
The text was updated successfully, but these errors were encountered: