#Anti-Data mod
34 messages · Page 1 of 1 (latest)
removing dynamic registries is really not going to make a performance difference
you gain at most, what, half a second only when the game is validating datapacks? it doesn't have any impact on server tps or client fps
completely ripping out the concept of data-driven stuff is far too much effort
MCP-Reborn it is then
y tho
go ahead then, you're wasting your own time ig
😍
I live for the impracticality of things
This has to be bait bruh
People have made BigInteger and BigDecimal mods for minecraft so that you can go out sextillions of blocks
How would this be bait
.
nah cause this is straight up impossible
two ways of doing this:
- completely do that with mixins and destroy mod integrations and waste about a year of your life
- somehow obtain the source code (impossible without breaking any laws) and spend weeks on it
it also does not improve performance that much. fixing many rendering issues with minecraft's code does that
run dynamic registry creation at game launch with the client resource reloader and feed that static entry every time it tries to run it again
that makes sense
wont help on servers, at all 😛
you could do something similar to dashloader and cache the datapack data after first load, then just load it instead of running through the load process
you would still need to reload datapacks when a new world is created because different worlds can have different datapacks
if the point is to do everything code-wise, then datapacks wouldnt have any affect on world creation
thus no point loading datapacks at all
it could, it depends on the datapack data, tbh. not needing to dereference tags or load massive amounts of recipes from json, for example
wont be nearly as much as resourcepacks though
it would although make the game load slower
yeah i meant that
i don't think the impact it might have is significant, i don't think it's worth the trouble
definitely not
yup, passing up on this one