I just came across your mod and am wondering if it's possible to make a client side mod version which can show this info when you're playing on a server.
Okay well while I'm thinking about it ~ it would probably not be possible with the same method since these files aren't accessible for clients (my guess).
But maybe the mod could scan all the mapblocks the client loads and create a statistic of the number of found ore blocks (percentage) which updates as the player loads new world areas.
If there's a universal method to know which block types are ores ~ this might be doable in a universal manner.
I'll look into this over the next week or so! I've never looked into client side modding yet, so I'll have to see what is available. Your suggestion with scanning the world does seem like a good idea, I think I can take inspiration from Minecraft's Just Enough Resources mod which has (or had, it's been a while since I've checked) profiling functionality to scan chunks for their contents, though it is a slow process. I could save that persistently across game launches, per world, and make it editable so you could remove misclassified nodes. I'll let you know if I manage to make this work!
So far I don't think I can make a client-side version of ore_info. As expected, the CSM API can't read the ore definitions, but it also seems I can only read the world one node at a time, which would be painful for performance. The default restrictions for client side modding has reading nodes completely disabled, and even if it wasn't, there is also a distance limit on how far from the player a client mod can read nodes, which I highly doubt a reasonable server owner would set high enough to read diamonds from the surface (diamonds start at -1024).
Hi there 😊
I just came across your mod and am wondering if it's possible to make a client side mod version which can show this info when you're playing on a server.
Okay well while I'm thinking about it ~ it would probably not be possible with the same method since these files aren't accessible for clients (my guess). But maybe the mod could scan all the mapblocks the client loads and create a statistic of the number of found ore blocks (percentage) which updates as the player loads new world areas. If there's a universal method to know which block types are ores ~ this might be doable in a universal manner.
It would be nice to hear Your thoughts on this.
Sunny Greetings from Germany
Bela. ~ na0341
I'll look into this over the next week or so! I've never looked into client side modding yet, so I'll have to see what is available. Your suggestion with scanning the world does seem like a good idea, I think I can take inspiration from Minecraft's Just Enough Resources mod which has (or had, it's been a while since I've checked) profiling functionality to scan chunks for their contents, though it is a slow process. I could save that persistently across game launches, per world, and make it editable so you could remove misclassified nodes. I'll let you know if I manage to make this work!
So far I don't think I can make a client-side version of ore_info. As expected, the CSM API can't read the ore definitions, but it also seems I can only read the world one node at a time, which would be painful for performance. The default restrictions for client side modding has reading nodes completely disabled, and even if it wasn't, there is also a distance limit on how far from the player a client mod can read nodes, which I highly doubt a reasonable server owner would set high enough to read diamonds from the surface (diamonds start at -1024).