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Adminblocks

Posted: May 28th, 2011, 11:10 am
by Sanjar Khan
Had this idea for awhile, shot it into staff yesterday, sprouted quite a discussion wether it was possible. But the general concensus was that it would be awesome and very useful; Admincrete (solid) counterparts to every building block. It would open up many possibilities. /solid would enter solid mode rather than just replace stone. :happyskeleton:

Re: Adminblocks

Posted: May 28th, 2011, 2:12 pm
by Pandorum
I don't get it...

Re: Adminblocks

Posted: May 28th, 2011, 2:27 pm
by Sanjar Khan
I want adminglass, I want adminpink, I want admingrass, I want admindirt. :pig:

Re: Adminblocks

Posted: May 28th, 2011, 2:45 pm
by Hafnium
Yeah, and maybe a cuboid like command to convert normal blocks to admin blocks. We can call it /zadd. :happyskeleton:

Re: Adminblocks

Posted: May 28th, 2011, 2:55 pm
by Sanjar Khan
Try zoning a sphere without the air around it, or a canyon that runs all across main without making it impossible for guests to build on :creeper:

Re: Adminblocks

Posted: May 28th, 2011, 3:19 pm
by Pandorum
you mean you want to design an admin-kind of block for all blocks?

Re: Adminblocks

Posted: May 28th, 2011, 4:04 pm
by Lim-Dul
It's called block hardening and is available for some other servers. It's basically "zoning stuff as you place blocks" instead of arbitrarily shaped areas.
This would most likely require per-block metadata and won't be viable until there is a DB (i.e. when there's block tracking as well =).

Re: Adminblocks

Posted: May 28th, 2011, 4:13 pm
by Pandorum
AKA never.

Sorry Fragmy

Re: Adminblocks

Posted: May 28th, 2011, 5:08 pm
by Hafnium
I'm sorry. I'm being an asshole today. :twisted:

I see your point Sanjar. This would be useful.

Didn't the other server software with custom blocks just use more IDs? That would probably use the least memory, and the extra processing power you'd have to use to convert the ID before sending would be negligible, even on a large server.

However, I have a feeling that this wouldn't fit too well with fcraft's current structure, but that's me guessing.

Re: Adminblocks

Posted: May 29th, 2011, 1:12 am
by fragmer
Warning: This post contains technobabble.

The main problem with custom block types is having to translate between custom block codes (for internal representation) and standard block codes (for actually sending to the client). That means every time someone joins a 512x512x64 map, like our main, this conversion has to be done about 17 million times. This also means that I have to either compress the map in small chunks (slow), make a copy of the whole map every time someone joins a world (slightly faster, but makes huge memory spikes), or always keep two copies of each map in memory (fastest, wastes memory ALL the time).

I am paranoid about degrading performance, so I've been trying to stay away from custom blocks until I find an efficient solution to the aforementioned problems.

Re: Adminblocks

Posted: May 29th, 2011, 7:47 pm
by Allie
Would it be possible to instead add something like a /zonenot command, in order to exclude certain blocks from the zone (like air)?

Re: Adminblocks

Posted: May 29th, 2011, 7:47 pm
by Pandorum
Image

Re: Adminblocks

Posted: June 4th, 2011, 9:00 pm
by Sennec
Haha Pando, I lol'd.

Re: Adminblocks

Posted: July 3rd, 2011, 6:45 am
by capi
Astelyn wrote:Would it be possible to instead add something like a /zonenot command, in order to exclude certain blocks from the zone (like air)?
The Genius comes forward...

also, perhaps add parameters to "/zone" (like /zonenot)
similair to /paste pink
if you decide to do this, usage could be:

capi: /zone pink
now adding pink blocks ONLY to the next zone.
you can now /zadd
capi: /zadd pinkcupoftea supop

that way, it would be optional so you can still just regular /zadd

I'm not sure if this is a limitation though and whether commands can store that kind of information for other commands :|
I would assume youre brilliant enough to do this...