OnCrafting:
- the internal C++ implementation uses an array of cItems, together with the dimensions, to describe the crafting grid. It seems easier to use than a custom object just for the callback.
- the internal C++ implementation not only provides the output item, it also "processes" the recipe - it removes the ingredients that the recipe specifies, from the crafting grid. That's the only way to specify recipes that take more items in a single slot (a currently unused feature, but still present in the code)
- I could probably write this hook, I'm not too sure on Lua interfacing yet, but I think there's enough sample code for me to manage
LateTick:
- I have no idea what you mean
- When should it be called, who should call it, what parameters?
OnChunkPopulate:
- Called only for freshly generated terrain, or for a chunk loaded from storage as well?
- If you want to change generator, you should split this callback into two - one called before the actual generator kicks in, one after. Why let it generate terrain, if you're gonna overwrite it all?
- I could probably write both of these. The post-generation is much easier; pre-generation will be more tricky, due to the data transfer.
Seems a bit more difficult than anticipated - chunks can be generated even before the plugin subsystem is fully initialized - when the world is generating the spawn for the first time. This will need some extra care.
- the internal C++ implementation uses an array of cItems, together with the dimensions, to describe the crafting grid. It seems easier to use than a custom object just for the callback.
- the internal C++ implementation not only provides the output item, it also "processes" the recipe - it removes the ingredients that the recipe specifies, from the crafting grid. That's the only way to specify recipes that take more items in a single slot (a currently unused feature, but still present in the code)
- I could probably write this hook, I'm not too sure on Lua interfacing yet, but I think there's enough sample code for me to manage
LateTick:
- I have no idea what you mean
- When should it be called, who should call it, what parameters?
OnChunkPopulate:
- Called only for freshly generated terrain, or for a chunk loaded from storage as well?
- If you want to change generator, you should split this callback into two - one called before the actual generator kicks in, one after. Why let it generate terrain, if you're gonna overwrite it all?
- I could probably write both of these. The post-generation is much easier; pre-generation will be more tricky, due to the data transfer.
Seems a bit more difficult than anticipated - chunks can be generated even before the plugin subsystem is fully initialized - when the world is generating the spawn for the first time. This will need some extra care.