Minecraft Name: Expipiplusone Suggestion: Add /soak and /soakall commands to ExtCreationsPlus2 that turn concrete powder into hard concrete. Reason: ExtCreationsPlus2 players are waiting for new perks since ages: this would be a neat one, very similar to /smelt and /smeltall. According to vanilla mechanics, concrete powder turns into hard concrete whenever poured with water; however it's very painful and time consuming to manually do this, doublechest after doublechest; much alike to how painful it is to wait for furnaces to smelt stuff the "natural" way (above saving fuel). Any Other Information: I guess that the [concrete powder -> hard concrete] functionality could just be added to the /smelt and /smeltall commands: but it wouldn't make a lot of sense, to be honest. Although the use (and maybe coding?) would be roughly the same, conceptually they are very different: one is done with water, the other with fire. So it wouldn't make a lot of sense to "smelt" something that, in game mechanics, actually turns into something else because of water. Link To This Plugin/Is this a custom addition?: Not sure: (semi-technical question) does /smelt internally make use of furnace mechanics somehow, even indirectly; or does it just replace stuff in the inventory? In the latter case the same code could be very easily tweaked to do the same with this new command on concrete; while in the former case, I'm afraid, it would need to be a custom addition (but I'm not sure, I don't know whether there's already plugins for this). P.S: I see that ExtCreationsPlus2 users, above the fact they no longer have /smelt and /smeltall countdowns (which is almost no advantage), can also use shulker boxes (unlike everyone else, if I didn't misunderstand); if this is the case, then I guess this new command could be added to ExtCreationsPlus as well (but I would still prefer a separate command, rather than a nonsense merge with smelt).
I don't like this, honestly. No sense in making this stuff stupidly easy to make when producing the solid version is very easily something there will be a market for.
-1 Stop making everything that is a potential market for labor into a feature. This is coming from someone who would benefit from this as I have the feature myself. Hire someone or pay a little more.
I was going to reply that /smelt and /cnd are the same, but... no, I see why they are not: they are the same to whom uses the command; but they are not the same when taking into account potential labor. It would be dumb to outsource furnace control, but it definitely would not to outsource block placing/mining. I see the point, it's pretty reasonable. It might be enough for me to change my mind, actually XD I just didn't think of the labor aspect. However, here's another point: I'm under the impression that massive amounts of concrete powder touching water and turning into hard concrete might be a source of lag comparable to gravel/sand falling; but I might be wrong, @JamieSinn should know better than me. If my impression turns out to be correct, then this command might be needed (for a different reason, though). If not, then I'll -1 my own suggestion XD (but, should this be the case, please do not lock the thread yet, just because I changed my mind: someone else might have something more to say - who knows, it was just three people thinking about it as of now)
Neither Jamie or I are aware of any reason these types of block updates would cause lag - it's the same principle as a semi-auto cocoa farm and yet those (even what we regard of massive) haven't been seen to cause noticeable server lag. Of course theoretically it could if it was a large enough operation... but drinking too much water can kill you, yet we hardly use that as as reason not to drink water.
A well thought out suggestion. Counter points are absolutely valid as well. This is why I am glad we have such a wonderful admin team - to continue to take care of our playing needs.
I get what you say, but... then why is gravel/sand falling such a lag monster? What's happening differently? I'm curious as to the technical reason
Wild guess: is that because in gravel monsters you place gravel on top and it falls down for many blocks? If so, then a gravel block falling for a 1-block height creates much less lag (comparable to concrete/cocoa) than falling down for a 100 blocks height? [EDIT] no, wait: maybe the lag comes from the mining phase, where a whole column of blocks falls for any single block you mine below?
Correct (on the latter) The amount of physics events is the problem. Imagine having to compute hundreds of physics events at once, especially when you can break over 5 in a row before that first block event even starts. You now have 5x256 events - which are all entities. Repeat this 3-4 times per second? LAG. Anywho, no need as Nicit said.