I suppose the max datablocks is equal to how much memory/RAM, divided. I have no idea, but im trying to figure out how our Datablocks are measured.
4096 datablocks is the limit, which can represent a variety of different things. A single sound, a particle or emitter for particles of a certain type, a tire for a vehicle, an item, a player type, ect. They take on the role of prototypes, so you make 10 players with all the same features, and you only have to send the people connected to the server one datablock containing those features and tell them that 10 people are using it, rather than sending them all the stuff for the player 10 times. More complicated add-ons happen to require more datablocks, but they aren't directly linked to the amount of memory they use. Default torque had a limit of 1024, but that sucked for games with custom content, so it was doubled to 2048. That still turned out to be kinda low with the goddamn paintcan eating up 500 of them, plus a bunch of other default ones, so it was redoubled to 4096. This has proven to be a comfortable number.
I like how you keep making stupid assumptions about how I use my datablocks without a single scrap of relevant knowledge.
I'm actually running out of ideas on how you could hit that limit with just sounds. I asked someone else what he thought you could possibly be doing, and he speculated "lying."
Yeah, I guess I'm not the average blocklander who works on a project for half a day, hosts it for a week, then forgets about it. I guess you're right, many of the people here such as you do not have the neurological resolve to work on the same project for more than a few weeks at max so their need to enable relevant content to their work will probably fall under the maximum. Guess I'm just not one of these people and I should lower my ambition and dumb myself down in order to stoop to your level of "content management"
Something something craftsman blaming his tools. Clearly Blockland is at fault for not being able to have bots present the Complete Works of Shakespeare in 9 languages.
The developers of Gamemaker had a similar problem. Once you reached, I'm not sure, somewhere around 300,000 objects in your game, things would start to break. Nobody managed to hit this limit for several years. But then somebody did. It was a project he had been working on for years upon years, his coding was well-managed and his game exceeded 300,000 objects, so things started to break. He reached out to the developers, and you know what they did? In the next version they fixed it. They didn't tell him to forget off and "lern2gamemaker lol noob", they just simply loving fixed it for a guy with some neat ambitions. Obviously this person isn't you.
That was a bug in their engine. This is a limit deliberately imposed to keep idiot end users from enabling four thousand add-ons and then complaining about the load time being absurdly long.
I'm not sure why I'm wasting my time with you. You have no say in whether or not the datablock limit gets raised
Same goes for you.
and as far as I'm concerned you're just another deer stuck in the headlights of indifference.
I don't understand. Am I about to be run over by indifference?
If you're happy with other people giving you a special limit because you have no self control and can't find it for yourself,
Yes, let's all get a lesson in self control from the guy who spent years finding a way to hit the datablock limit with
sounds (which only take up one datablock a piece - you'd need a few thousand of them to do this.) Personally, the datablock limit doesn't apply to me, because I've never hit it.
I bid you good luck in life.
I bid you good luck in your Blocklander Voice Pack featuring the entire speaking cast of every Rob Schneider movie.