So it has been a ways since my Java dev days and I'm rusty 
I'm now torn between the developer half of my brain and the automation half.
With the thought of ending up with a lot of subtly different blocks over time (geology concept), is it better to do one class per unique block, or generic block type classes with exact properties loaded from somewhere else? I like the object-oriented nature of one class = one unique block, but my automation-side screams "risk of higher maintenance!" when thinking about making dozens of slightly different ore blocks - should one facet change for a pile of them at once one day.
Currently it looks like all the specific blocks are direct children of the Block class. Should the goal perhaps be to come up with a small superstructure of block type classes, so if we do get one class = one block for everything at least if an attribute affecting all trees change one day we can edit it once in an abstract TreeBlock class that all types of trees inherit from? Or are the benefits of one class = one block low enough to where it would make more sense to only have one TreeBlock class and just instantiate with with different properties based on what kind of tree we're generating?
I'm happy to give building up a viable class structure like that in my branch while tinkering with geology, but thought I'd ask for some thoughts first
I'm now torn between the developer half of my brain and the automation half.
With the thought of ending up with a lot of subtly different blocks over time (geology concept), is it better to do one class per unique block, or generic block type classes with exact properties loaded from somewhere else? I like the object-oriented nature of one class = one unique block, but my automation-side screams "risk of higher maintenance!" when thinking about making dozens of slightly different ore blocks - should one facet change for a pile of them at once one day.
Currently it looks like all the specific blocks are direct children of the Block class. Should the goal perhaps be to come up with a small superstructure of block type classes, so if we do get one class = one block for everything at least if an attribute affecting all trees change one day we can edit it once in an abstract TreeBlock class that all types of trees inherit from? Or are the benefits of one class = one block low enough to where it would make more sense to only have one TreeBlock class and just instantiate with with different properties based on what kind of tree we're generating?
I'm happy to give building up a viable class structure like that in my branch while tinkering with geology, but thought I'd ask for some thoughts first