Comments (8)
In all seriousness, what's the rationale behind wanting a larger limit besides "vanilla datapacks don't have this"?
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There are 3.6 x 10^90 possible 64-character mod IDs using only the letters a-z (not even counting the option to use numbers). That's more than 4 billion, meaning you wouldn't be able to store them all in any array-based data structure... I'm skeptical this would ever become a problem in practice.
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Increasing the min mod ID length to two characters however... That might be worth considering to avoid clashes
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In all seriousness, what's the rationale behind wanting a larger limit besides "vanilla datapacks don't have this"?
Does there need to be? How about reversing the question here. If it is an arbitrary limit and not actually required for anything, what is the rational for having the limit in the first place?
I was making a datapack-turned-mod lowcode mod. It is a compat datapack between two mods. So the modid started off as the name of the two mods + compat. repurposed_structures_yungs_better_desert_temples
. Then I have a second form of the datapack that instead of overriding the original pyramids from my mod, it keeps both variants. Which then would formed the bigger modid of repurposed_structures_yungs_better_desert_temples_with_small_pyramids_compat
over 63 limit. I am adjusting it to be repurposed_structures_better_desert_temples_w_small_pyramids_compat
to be under limit.
But the limit itself seems silly to have in first place imo.
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From a performance perspective - keep in mind that there are often a lot of ResourceLocation
objects hanging out in memory, and they don't get interned (unlike ResourceKey
s), so encouraging the use of larger namespaces means increased memory usage unless a mod adds ResourceLocation
deduplication, which has a speed penalty.
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Increasing the min mod ID length to two characters however... That might be worth considering to avoid clashes
The minimum length is already 2 due to how the regexes are set up.
from fancymodloader.
From a performance perspective - keep in mind that there are often a lot of
ResourceLocation
objects hanging out in memory, and they don't get interned (unlikeResourceKey
s), so encouraging the use of larger namespaces means increased memory usage unless a mod addsResourceLocation
deduplication, which has a speed penalty.
Ah fair, That is a point
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Closing as memory usage is a strong argument to not remove limit
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