All right, I will try to fix it, but as of now I'm taking a small hiatus. Thank you all.
Just go to your own download to get the stuff back.
Also I know it has a delay, that's the downside. But not if its global. For example, if saplings arent in the world, you don't need the auto sapling clock to trigger. If there isn't a witch 32 blocks away from a player, the witch abilities don't need to trigger. Run a big clock, maybe a hopper clock, activating all the test for commands at once. Do it for everything that you CAN do. If there are a few parts that you can't use this to stop lag, then that's okay! Just leave it be and focus on the ones you can do. Another thing I know from personal experiencd causes lag is if you are using commands on all entities of a certain type. You should execute each player to do things- don't make it global! Things such as the creeper jump height or the mutations will cause the most lag. The fix is to only give them it within a certain radius. Mobs that talk to eachother (call others when attacked) have a range of around 40 blocks to follow players- others such as creepers have a range of 16. Point is, the vmod wont have an effect or use when the player isn't there at that area to experience it, so execute the players to do it to the mobs within a range.
Just go to your own download to get the stuff back.
Also I know it has a delay, that's the downside. But not if its global. For example, if saplings arent in the world, you don't need the auto sapling clock to trigger. If there isn't a witch 32 blocks away from a player, the witch abilities don't need to trigger. Run a big clock, maybe a hopper clock, activating all the test for commands at once. Do it for everything that you CAN do. If there are a few parts that you can't use this to stop lag, then that's okay! Just leave it be and focus on the ones you can do. Another thing I know from personal experiencd causes lag is if you are using commands on all entities of a certain type. You should execute each player to do things- don't make it global! Things such as the creeper jump height or the mutations will cause the most lag. The fix is to only give them it within a certain radius. Mobs that talk to eachother (call others when attacked) have a range of around 40 blocks to follow players- others such as creepers have a range of 16. Point is, the vmod wont have an effect or use when the player isn't there at that area to experience it, so execute the players to do it to the mobs within a range.
Oh, I understand. I'm just going to be on vacation from this for a while.
Rollback Post to RevisionRollBack
(It's "VMod" when used in a title or beginning of a sentence, and "vmod" otherwise. LEARN IT)
Maker of multiple vanilla mods, like these:
Link Removed - Overhauls survival with steeper difficulty curve
I don't understand. The mutations are executed directly off of the player, are extremely rare, and only affect 1 entity.
Oh, sorry about that. That makes sense if you use @r(is a mob). I didn't think of that I'm actually on a vacation of my own right now- literally. I'm on a tropical island without my computer, so I havent been able to see your awesome vmod with my own eyes yet ;( If you need any help, such as further explanation with player relativity or global testfors, please let me know and I would love to help. However I can't do any physical help right now until Monday when I get home. But when I do, I could take a look at the mechanism and maybe change the clocks if you want.
Oh, sorry about that. That makes sense if you use @r(is a mob). I didn't think of that I'm actually on a vacation of my own right now- literally. I'm on a tropical island without my computer, so I havent been able to see your awesome vmod with my own eyes yet ;( If you need any help, such as further explanation with player relativity or global testfors, please let me know and I would love to help. However I can't do any physical help right now until Monday when I get home. But when I do, I could take a look at the mechanism and maybe change the clocks if you want.
I actually use @e[c=1]. The nearest mob of type a to the player will always be the mob that is mutated when mutation type a1 or a2 are chosen. And I hadn't realized you hadn't seen it yet, and it's probably primitive and can be compressed a lot. (I'm not good with redtorch-compressing) I will contact you if I need any help. And if you want to change the clocks for me, that would be great.
Rollback Post to RevisionRollBack
(It's "VMod" when used in a title or beginning of a sentence, and "vmod" otherwise. LEARN IT)
Maker of multiple vanilla mods, like these:
Link Removed - Overhauls survival with steeper difficulty curve
I've added some comments myself specifying the causes and effects of the bug. If you could confirm the bug, that'd be great, because the mods are just ignoring it now.
Oh yeah it's real. Happens a ton when I'm sandboxing in 1.8 versions.
I actually use @e[c=1]. The nearest mob of type a to the player will always be the mob that is mutated when mutation type a1 or a2 are chosen. And I hadn't realized you hadn't seen it yet, and it's probably primitive and can be compressed a lot. (I'm not good with redtorch-compressing) I will contact you if I need any help. And if you want to change the clocks for me, that would be great.
Alright. I just got back home from the flight, so I should be able to help with this tomorrow. Credit for my help is optional, as I wish to help simply to see the mod in full action where the common player can use it. However what is required is that you pause any builds in the world for the moment, and tell me the latest version (just in case something you might be working on is in the current map but isn't public yet) so me returning my edits to you wouldn't cause any rollbacks. Also I haven't gotten time to look at the map yet, but I imagine I would need some private explanation as to how the mechanisms work so I can simplify them or reduce their function to just whats necessary.
Excellent work I'm pretty good with command blocks, so I'll check out the box and see how it works. I'll update this post later with my findings.
EDIT: Noticed a bug with the fill clock in the system, due to the schematic file being placed into another world, it doesn't start up automatically, you have to manually remove and replace the redstone block connected to the command blocks running the fill clock. I suggest you make the setup process do this automatically, so that the box works without manual edits
EDIT 2: Found the /fill command blocks and enabled the clock. Now it's time to have some fun.
EDIT 3: Well, played a bit of survival with this, and got nowhere. Entity lag made blocks take ages to react to being broken, and that, combined with the mining fatigue, forced me to use creative mode, break the blocks properly and give myself the items from the blocks manually. Also, I found an odd bug, after getting about five minutes into the survival, my thirst level starting going up every tick for some reason, causing me to keep dying over and over from the wither effect... This occurred after I had gotten my first water bottles, just a few seconds after taking my second drink of water.
Excellent work I'm pretty good with command blocks, so I'll check out the box and see how it works. I'll update this post later with my findings.
EDIT: Noticed a bug with the fill clock in the system, due to the schematic file being placed into another world, it doesn't start up automatically, you have to manually remove and replace the redstone block connected to the command blocks running the fill clock. I suggest you make the setup process do this automatically, so that the box works without manual edits
EDIT 2: Found the /fill command blocks and enabled the clock. Now it's time to have some fun.
EDIT 3: Well, played a bit of survival with this, and got nowhere. Entity lag made blocks take ages to react to being broken, and that, combined with the mining fatigue, forced me to use creative mode, break the blocks properly and give myself the items from the blocks manually. Also, I found an odd bug, after getting about five minutes into the survival, my thirst level starting going up every tick for some reason, causing me to keep dying over and over from the wither effect... This occurred after I had gotten my first water bottles, just a few seconds after taking my second drink of water.
It started up automatically for me. Huh.
The thirst level thing is actually a very rare occurrence, and SHOULD only happen when you enter creative mode at the right time. You see, your thirst constantly goes up bit by bit because of a scoreboard called ThirstDecay. It increases your score every tick, all the way up to 250. At that point it resets back to 0. When your scoreboard reaches 150, it will give you thirst until it is not 150. As this is only one tick, it will only give 1 thirst. However, it only increments your ThirstDecay if you are in survival mode. That way creative players' thirst will not go up. However, because of that, if you enter creative when, and exactly when, your score is at 150, the ThirstDecay will not increment and so your thirst will constantly go up. Entering survival mode SHOULD make it stop doing that. Your score of Thirst will still be abysmally high, and you will most likely die unless you have an inventory full of splash potions. The water thing had to have just been a coincidence. Drinking water, milk, mushroom stew, or rabbit stew does not affect ThirstDecay at all. It decreases your Thirst score by 20, or sets it to 0 if it's at 19 or below. ThirstDecay and Drink, as scoreboards, do not interact with each other.
Rollback Post to RevisionRollBack
(It's "VMod" when used in a title or beginning of a sentence, and "vmod" otherwise. LEARN IT)
Maker of multiple vanilla mods, like these:
Link Removed - Overhauls survival with steeper difficulty curve
Yes, I was right. I need a bit of help. I need some way that I can tell where each clock starts and ends, and a way to highlight or group all of the blocks in a mechanism or required parts.
Yes, I was right. I need a bit of help. I need some way that I can tell where each clock starts and ends, and a way to highlight or group all of the blocks in a mechanism or required parts.
Hmm. I'll have to work on that. Thanks.
Rollback Post to RevisionRollBack
(It's "VMod" when used in a title or beginning of a sentence, and "vmod" otherwise. LEARN IT)
Maker of multiple vanilla mods, like these:
Link Removed - Overhauls survival with steeper difficulty curve
Once this is fixed and up-n-running, I'm going to release these in a new update, most likely titled "The Tricks n Traps Update":
-Basic perimeter fences. Place a fence directly underground. Place cobble right underneath it. If done correctly, you should be able to cover the fence with a single block layer. These will damage certain types of mobs, such as skeletons, spiders, zombies, creepers, and Endermen slowly, but speed them up. Seamless.
-Tier II perimeter fences. Later in the game and want better protection? Simply replace the cobble with a coal block. Zombies and Skeletons are struck constantly by lightning, Creepers are set off and explode harmlessly, Endermen are teleported away, and Spiders are slowed down to 50% speed and left unable to jump. Seamless.
-Dungeon entrances. Place a double stone-slab block under the ground, place a block of white wool underneath. This should be able to be covered like the perimeter fence. Will disappear from below entities when they walk on it, making it a completely hidden trap. Seamless.
-Snares. Cobblestone right underground, white wool right underneath. Will disable livestock (cows, sheep, pigs, chickens, rabbits) from moving and set off particles at their location, making them easy to capture and kill.
Rollback Post to RevisionRollBack
(It's "VMod" when used in a title or beginning of a sentence, and "vmod" otherwise. LEARN IT)
Maker of multiple vanilla mods, like these:
Link Removed - Overhauls survival with steeper difficulty curve
I made a machine that damages you (and the area around you) when you fall 3 blocks, which would make the survival experience harder I can give you the commands n stuff if you wanna use it
I made a machine that damages you (and the area around you) when you fall 3 blocks, which would make the survival experience harder I can give you the commands n stuff if you wanna use it
I guess. You still haven't answered my earlier post.
Rollback Post to RevisionRollBack
(It's "VMod" when used in a title or beginning of a sentence, and "vmod" otherwise. LEARN IT)
Maker of multiple vanilla mods, like these:
Link Removed - Overhauls survival with steeper difficulty curve
Just go to your own download to get the stuff back.
Also I know it has a delay, that's the downside. But not if its global. For example, if saplings arent in the world, you don't need the auto sapling clock to trigger. If there isn't a witch 32 blocks away from a player, the witch abilities don't need to trigger. Run a big clock, maybe a hopper clock, activating all the test for commands at once. Do it for everything that you CAN do. If there are a few parts that you can't use this to stop lag, then that's okay! Just leave it be and focus on the ones you can do. Another thing I know from personal experiencd causes lag is if you are using commands on all entities of a certain type. You should execute each player to do things- don't make it global! Things such as the creeper jump height or the mutations will cause the most lag. The fix is to only give them it within a certain radius. Mobs that talk to eachother (call others when attacked) have a range of around 40 blocks to follow players- others such as creepers have a range of 16. Point is, the vmod wont have an effect or use when the player isn't there at that area to experience it, so execute the players to do it to the mobs within a range.
Oh, I understand. I'm just going to be on vacation from this for a while.
Like them? Post on them! Say your opinion, or suggest more features!
I don't understand. The mutations are executed directly off of the player, are extremely rare, and only affect 1 entity.
Like them? Post on them! Say your opinion, or suggest more features!
Oh, sorry about that. That makes sense if you use @r(is a mob). I didn't think of that I'm actually on a vacation of my own right now- literally. I'm on a tropical island without my computer, so I havent been able to see your awesome vmod with my own eyes yet ;( If you need any help, such as further explanation with player relativity or global testfors, please let me know and I would love to help. However I can't do any physical help right now until Monday when I get home. But when I do, I could take a look at the mechanism and maybe change the clocks if you want.
I actually use @e[c=1]. The nearest mob of type a to the player will always be the mob that is mutated when mutation type a1 or a2 are chosen. And I hadn't realized you hadn't seen it yet, and it's probably primitive and can be compressed a lot. (I'm not good with redtorch-compressing) I will contact you if I need any help. And if you want to change the clocks for me, that would be great.
Like them? Post on them! Say your opinion, or suggest more features!
Oh yeah it's real. Happens a ton when I'm sandboxing in 1.8 versions.
Figured it was time for a change.
Alright. I just got back home from the flight, so I should be able to help with this tomorrow. Credit for my help is optional, as I wish to help simply to see the mod in full action where the common player can use it. However what is required is that you pause any builds in the world for the moment, and tell me the latest version (just in case something you might be working on is in the current map but isn't public yet) so me returning my edits to you wouldn't cause any rollbacks. Also I haven't gotten time to look at the map yet, but I imagine I would need some private explanation as to how the mechanisms work so I can simplify them or reduce their function to just whats necessary.
EDIT: Noticed a bug with the fill clock in the system, due to the schematic file being placed into another world, it doesn't start up automatically, you have to manually remove and replace the redstone block connected to the command blocks running the fill clock. I suggest you make the setup process do this automatically, so that the box works without manual edits
EDIT 2: Found the /fill command blocks and enabled the clock. Now it's time to have some fun.
EDIT 3: Well, played a bit of survival with this, and got nowhere. Entity lag made blocks take ages to react to being broken, and that, combined with the mining fatigue, forced me to use creative mode, break the blocks properly and give myself the items from the blocks manually. Also, I found an odd bug, after getting about five minutes into the survival, my thirst level starting going up every tick for some reason, causing me to keep dying over and over from the wither effect... This occurred after I had gotten my first water bottles, just a few seconds after taking my second drink of water.
If I helped in any way, feel free to drop me an Internet:
Or some Blue XP:
A test to see what number is most thought of when a 1-10 choice is given: strawpoll.me/4012187
Don't think about it, just click on the first one that comes to you!
It started up automatically for me. Huh.
The thirst level thing is actually a very rare occurrence, and SHOULD only happen when you enter creative mode at the right time. You see, your thirst constantly goes up bit by bit because of a scoreboard called ThirstDecay. It increases your score every tick, all the way up to 250. At that point it resets back to 0. When your scoreboard reaches 150, it will give you thirst until it is not 150. As this is only one tick, it will only give 1 thirst. However, it only increments your ThirstDecay if you are in survival mode. That way creative players' thirst will not go up. However, because of that, if you enter creative when, and exactly when, your score is at 150, the ThirstDecay will not increment and so your thirst will constantly go up. Entering survival mode SHOULD make it stop doing that. Your score of Thirst will still be abysmally high, and you will most likely die unless you have an inventory full of splash potions. The water thing had to have just been a coincidence. Drinking water, milk, mushroom stew, or rabbit stew does not affect ThirstDecay at all. It decreases your Thirst score by 20, or sets it to 0 if it's at 19 or below. ThirstDecay and Drink, as scoreboards, do not interact with each other.
Like them? Post on them! Say your opinion, or suggest more features!
Hmm. I'll have to work on that. Thanks.
Like them? Post on them! Say your opinion, or suggest more features!
Empty
-Rewrite of the mutations system (more strange mutations, less normal mutations)
-Perimeter fences (completely underground, protect your home)
-New ways for mutations to occur that aren't random, such as the idea below
-Creepers, when walking on glowstone, any type of redstone, or on fire become charged
-Make blazes more tricky
-Change zombies or zpigs (currently, with the changes I've made to zombies and zpigs, they act EXACTLY the same)
-Debuff torches. Perhaps a wandering creeper might snuff them out
Like them? Post on them! Say your opinion, or suggest more features!
-Basic perimeter fences. Place a fence directly underground. Place cobble right underneath it. If done correctly, you should be able to cover the fence with a single block layer. These will damage certain types of mobs, such as skeletons, spiders, zombies, creepers, and Endermen slowly, but speed them up. Seamless.
-Tier II perimeter fences. Later in the game and want better protection? Simply replace the cobble with a coal block. Zombies and Skeletons are struck constantly by lightning, Creepers are set off and explode harmlessly, Endermen are teleported away, and Spiders are slowed down to 50% speed and left unable to jump. Seamless.
-Dungeon entrances. Place a double stone-slab block under the ground, place a block of white wool underneath. This should be able to be covered like the perimeter fence. Will disappear from below entities when they walk on it, making it a completely hidden trap. Seamless.
-Snares. Cobblestone right underground, white wool right underneath. Will disable livestock (cows, sheep, pigs, chickens, rabbits) from moving and set off particles at their location, making them easy to capture and kill.
Like them? Post on them! Say your opinion, or suggest more features!
Empty
No difference? Were you not slower, and wasn't it harder to break blocks? Plus thirst, and mobs! The mobs are horrid.
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The lag improvements have not, as of yet. I'm sorry. They will be soon.
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I guess. You still haven't answered my earlier post.
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