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[Suggestion] Whitelist/Blacklist for Tile Entities #6

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sscards55 opened this issue Feb 20, 2017 · 2 comments
Open

[Suggestion] Whitelist/Blacklist for Tile Entities #6

sscards55 opened this issue Feb 20, 2017 · 2 comments

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@sscards55
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sscards55 commented Feb 20, 2017

Could you make a config file for whitelisting certain TileEntities. Populate the list with all TileEntities on first creation. Save a seperate file that contains a list of all previously registered TileEntities, so that when a user adds a mod new TileEntities will also be added to the whitelist.

It could also work the other way around give a list to the player that contains all the TileEntities so they can blacklist the ones they know don't behave correctly like "Mekanism" ones.

@sscards55
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I had a thought.
The way I see most ideal to have a list is like this:

enableTeslaSupport{
    mod1:modTile1.name=false
    mod2:modTile1.name=true
    mod3:modTile1.name=true
}

enableForgeSupport{
    mod1:modTile1.name=true
    mod2:modTile1.name=true
    mod3:modTile1.name=false
}

Note that "mod1:modTile1" will have support for Forge energy but not for Tesla. Maybe the mod author for mod1 already added support for Tesla, maybe that specific tile entity has strange behaviour with the Tesla api added by the mod. This way that tile entity will still be able to receive Forge energy without having any potential problems with Tesla energy.

@rubensworks
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Something like that would be ideal indeed.

I won't have any time to implement this in the near future, so if you (or anyone else) is willing to send a PR, feel free to do so.

@github-project-automation github-project-automation bot moved this to Options in Features Oct 26, 2024
@rubensworks rubensworks moved this from Retriage to Options in Features Oct 27, 2024
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