The Meaning of Life, the Universe, and Everything.
Location:
Earth
Join Date:
7/7/2015
Posts:
128
Location:
Earth
Minecraft:
prdxcl
Discord:
Paradoxical#2936
Member Details
I am excited for 1.12, for one specific reason: functions. They can allow you to create a one command module, but without any command blocks or physical space taken up. For example, say your module takes a large space (e.g. 5 chunks), you don't need to allocate any space. You don't even need to put it in the spawn chunks! You can just copy and paste the files and run the gamerule command to set the loop. You now have it installed and working. Functions can also help with updating modules. With one command modules, you have to temporarily remove the module then reinstall it. With functions, you can just copy and paste the update into the functions folder. I am actually creating a module using functions I call "THE [invisible] Box". Moving away from the one command modules, you can also use functions to reduce space issues when making maps or command block machines. They can also help you run many commands almost simultaneously.
tl;dr: Functions can help with creating modules/machines for your world.
So, how long will it be until OP farm builders (self included) are able to export their build to file so others (server/world owners) can simply 'run' it from a start location in their own world?
So, how long will it be until OP farm builders (self included) are able to export their build to file so others (server/world owners) can simply 'run' it from a start location in their own world?
Uhh I thought we could do this with mcedit schematics already?
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This forum takes forever to help someone. Every other post getslots of repliesand instantly. Help posts get help weeks and months later or never .
...or with structure blocks. But building farms or anything one ordinarily builds isn't what these things are for.
I for one will be having some fun playing with functions once they are in a release build. My typical command block build process goes a bit like.
1) Fire up Notepad++.
2) Jot down the process in plain English, breaking it down into discreet steps that will translate into commands.
3) Write out command block chains in a format resembling C-style code blocks. Even scoreboard stuff gets grouped into C-style structure block definitions but with commands instead of C-code.
4) Begin copying and pasting those commands into command blocks while testing each section that is completed far enough to test some aspect of it.
5) Rinse and repeat until desired idea manifest in the game world.
These functions sound like they will remove the need for Step #4 which is the most time consuming and frustrating step of the whole thing. It also sounds like it will address the problem of accidentally building outside of the spawn chunks and finding that machine your trying to "invoke" isn't currently loaded by the game.
I am excited for it but I don't really understand it fully. If I do "/function hub" on my realm can I set it to tp whoever executes it to the hub? That would be so much better than the /trigger hub set 1 we use now
'm also very excited about functions. Not so much for the chunk loading issues (though that's definitely an important concern) but more so for portability. Right now the best way for me to copy access to certain custom items are shulker boxes or command blocks (through structure blocks). Yet when functions become a thing all you have to do is make sure that you keep your custom commands outside your game (functions) and let your command blocks use those functions.
Stating a new game? Easy: copy your function files over and you're pretty much halfway done...
I'm also very excited about 1.12. I don't really care too much about the new blocks (I'll get excited when we get more stair block variants for example) but the customization options (functions, advancements and next version recipes) really excite me to no end!
That's not fully how this works. That would be /function category:hub. It needs a 'namespace' (best description for that, IMO, is category). But yes, you can. A function is nothing more but a way where Minecraft can keep a set of commands in memory which you can then execute. Commands which would also be accessible using command blocks.
So sure... data\functions is the folder you'd need. Create a new folder called "teleports" (for example) and create a file called "hub.mcfunction" in there. In the file itself you could set something like:
tp @p 0 64 100
Then if the player would do /function teleports:hub they'd be teleported to X 0, Y 64 and Z 100. You can also set up a command block which calls this function. Then when a player triggers said command block the function will be triggered on their behalf (in other words: the player would be teleported). Hope this helped!
I am excited for 1.12, for one specific reason: functions. They can allow you to create a one command module, but without any command blocks or physical space taken up. For example, say your module takes a large space (e.g. 5 chunks), you don't need to allocate any space. You don't even need to put it in the spawn chunks! You can just copy and paste the files and run the gamerule command to set the loop. You now have it installed and working. Functions can also help with updating modules. With one command modules, you have to temporarily remove the module then reinstall it. With functions, you can just copy and paste the update into the functions folder. I am actually creating a module using functions I call "THE [invisible] Box". Moving away from the one command modules, you can also use functions to reduce space issues when making maps or command block machines. They can also help you run many commands almost simultaneously.
tl;dr: Functions can help with creating modules/machines for your world.
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So, how long will it be until OP farm builders (self included) are able to export their build to file so others (server/world owners) can simply 'run' it from a start location in their own world?
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Uhh I thought we could do this with mcedit schematics already?
This forum takes forever to help someone. Every other post gets lots of replies and instantly. Help posts get help weeks and months later or never .
...or with structure blocks. But building farms or anything one ordinarily builds isn't what these things are for.
I for one will be having some fun playing with functions once they are in a release build. My typical command block build process goes a bit like.
1) Fire up Notepad++.
2) Jot down the process in plain English, breaking it down into discreet steps that will translate into commands.
3) Write out command block chains in a format resembling C-style code blocks. Even scoreboard stuff gets grouped into C-style structure block definitions but with commands instead of C-code.
4) Begin copying and pasting those commands into command blocks while testing each section that is completed far enough to test some aspect of it.
5) Rinse and repeat until desired idea manifest in the game world.
These functions sound like they will remove the need for Step #4 which is the most time consuming and frustrating step of the whole thing. It also sounds like it will address the problem of accidentally building outside of the spawn chunks and finding that machine your trying to "invoke" isn't currently loaded by the game.
I am excited for it but I don't really understand it fully. If I do "/function hub" on my realm can I set it to tp whoever executes it to the hub? That would be so much better than the /trigger hub set 1 we use now
~PixelTheTurtle
Ok thanks 🙂
~PixelTheTurtle