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    posted a message on [1.12.2 + 1.16.5] Time Shall Not Pass! server-side utility mod

    New 1.12.2 version released with backported features from the 1.16.5-1.1.0 version.

    Changelog


    - Added ability to disable random ticks when no non-excluded players are online

    - Added ability to disable tile entity ticks when no non-excluded players are online

    - Control whether Time Shall Not Pass! disables daylight cycle, random ticks, and tile entity ticks through configuration and commands

    - Add or remove players from the exclusions list with commands with ability to reload Time Shall Not Pass! instantly or defer the status of exclusion for the player until their next log-in

    Posted in: Minecraft Mods
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    posted a message on [1.12.2 + 1.16.5] Time Shall Not Pass! server-side utility mod

    New 1.16.5 version has been released.


    Changelog


    - Added ability to disable random ticks when no non-excluded players are online

    - Added ability to disable tile entity ticks when no non-excluded players are online

    - Control whether Time Shall Not Pass! disables daylight cycle, random ticks, and tile entity ticks through configuration and commands

    - Add or remove players from the exclusions list with commands with ability to reload Time Shall Not Pass! instantly or defer the status of exclusion for the player until their next log-in

    Posted in: Minecraft Mods
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    posted a message on [1.12.2 + 1.16.5] Time Shall Not Pass! server-side utility mod

    The mod has been updated to 1.16.5! I will support both versions.

    Posted in: Minecraft Mods
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    posted a message on [1.12.2 + 1.16.5] Time Shall Not Pass! server-side utility mod

    I have created a new mod for 1.12.2 and 1.16.5, mainly for personal use, but also posted to CurseForge. Time Shall Not Pass! is a server-side mod that essentially keeps the daylight cycle from progressing when no players are online. Something of which is possible to do with command blocks, I know, however with this mod the state of the gamerule only changes when players connect/disconnect. Thus is quite a bit more efficient than the command block counter-part, as well as not cluttering the server console/chat log and causing you to have to turn off command output.


    I have recently started a personal server for some friends using a new modpack which includes Lycanites mobs and Serene Seasons, both of which are affected by the daylight cycle. So I wanted to make sure the daylight cycle is not on when no one is online, and wasn't happy about having command blocks under spawn to do this job. My mod also allows for certain players to be excluded based on UUID in the config, meaning that they will not cause the daylight cycle to toggle when logging in or out of a server. Thought it might be nice to allow certain accounts, like spectator accounts and such, to be capable of logging on without affecting things.


    It may not be useful for most people, but I'm hoping there is some people out there that might find use for it. I used to run a vanilla SMP, this was before I really knew much about command blocks, and would always be upset that the day counter was in the thousands even though the server had plenty of time where no one was online (jobs, school, etc.). Maybe it's just me.


    You can check out the CurseForge page here: https://www.curseforge.com/minecraft/mc-mods/time-shall-not-pass

    Posted in: Minecraft Mods
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    posted a message on Best place to advertise mod?

    From the rules on this forum I take it I am not supposed to advertise my mod here, but then is there anywhere I can? This is my first Minecraft mod and I'm not sure if I'm just supposed to wait and see if it picks up traffic on Curseforge or if there is somewhere I can go to formally post about it that might get some attention.

    Posted in: Mods Discussion
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    posted a message on [Forge 1.12.2] ServerDisconnectionFromClientEvent vs. PlayerLoggedOutEvent

    Well, since the folks over at the forge forums are refusing to let fellow devs knowledge share about any version of forge older than 1.16x, I will start my thread here. I've got nowhere else to do it.

    I am currently working on a mod that needs to listen to player connect/disconnect events. I am currently subscribing to both ServerDisconnectionFromClientEvent and PlayerLoggedOutEvent. For the most part, when the server is running normally the PlayerLoggedOutEvent is called. I haven't really found much on the ServerDisconnectionFromClientEvent, but my testing would suggest that this event is only raised when the server itself has an issue and forces the clients to disconnect - rather than the clients themselves disconnecting when they think the server is no longer responding. It just seems like sometimes during my testing when I let the debugger just sit there awhile (simulating the server not responding) the PlayerLoggedOutEvent is raised and other times ServerDisconnectionFromClientEvent

    Here is my understanding of the events:
    PlayerLoggedOutEvent is raised when a player manually returns to main menu, or when the client believes the server is not responding.
    ServerDisconnectionFromClientEvent is raised when the server has an issue and is forcing players to disconnect. I'm not sure if it is always the case that the server is closing after this event, or if it can happen
    on an otherwise healthy server, like maybe there was some issue sending packets to the client and the server doesn't think the client is there.

    I'm not sure if my understanding is correct. I would like to have test cases for both events with several clients connected to the server, as I need to make sure that my code is working properly no matter the order in which people disconnect.
    Some players cause effects on disconnecting, and some don't, so it's quite important to know if the logic is working properly in BOTH events.

    Can anyone enlighten me on when exactly each event is raised, and how to force ServerDisconnectionFromClientEvent to be raised?

    Posted in: Modification Development
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    posted a message on 1.11.2 Anvil Changes...
    Quote from CheezyTaco»


    Hm, good points. But at that level, you probably already have and enderman xp farm, so although this update might be annoying, there are ways to get around it.


    Just because you can put a band-aid on the problem does not justify the existence of it. The point is that the change was absolutely unnecessary and pointless, and would only serve to slow down progress for no reason. Sure, if you can make XP fast, it’s not going to matter in the long-term, but that doesn’t mean it is not an issue.

    Posted in: Recent Updates and Snapshots
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    posted a message on Spawn chunks are not staying loaded on server!

    My memory must be bad. I swear they used to remain loaded when no one was on the server.

    Posted in: Java Edition Support
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    posted a message on Spawn chunks are not staying loaded on server!

    I have come back to Minecraft after a long hiatus to check out the Nether Update. I am playing 1.16.2 with a friend on a private server. I have noticed that spawn chunks seem to not be loaded when no one is on the server. First noticed this because an Iron Farm in spawn chunks is not producing iron if I am not in the server. Set up a simple auto smoker which is also not running if I am not in the server. I was getting extremely frustrated.

    I went back to an old 1.12.2 server and tried the same thing with an auto furnace, and it is not working there either. What could be happening? Is it possible a new Java version is causing issues? I am running Java 1.8.0_261. Vanilla servers, being run by a simple batch file that allocated a maximum of 4gb of RAM.

    Posted in: Java Edition Support
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    posted a message on Possible to add mods to modpacks in a separate folder?
    Quote from Erumaaro»

    If you make a folder inside the "mods" folder, named after the MC-version (eg: "1.12.2"), the mods inside will be loaded together with the mods from the "mods" folder. all other subfolders will be ignored.

    There are howether mods (eg: chickenASM), that auto-download into those version folders.


    Wow, that actually will work. May not be exactly what I want to be able to do, but it will sure make it easier to determine what I have added vs. what has been updated.

    Posted in: Mod Packs
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    posted a message on Possible to add mods to modpacks in a separate folder?

    I've been playing Project Ozone 3, which is still considered beta. They are still working on it, and as such I expect quite a few updates. I do want to add mods to it, and have already added quite a few. However, it's going to be a pain to update the modpack when a new update rolls out because I'm unsure exactly what all I have added. I could do myself a favor and keep a list, and this could work... but I am wondering if it is possible to load mods in another folder. I doubt it, but would be a nice feature, and something that I feel should be added to forge's capabilities if it is not possible. That way you can have the modpack's "mods" folder, but then another folder along side it for additional mods.

    Posted in: Mod Packs
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    posted a message on Extreme gamebreaking bug in launcher


    I'm sorry, this is the launcher for Minecraft: Java Edition, not Minecraft. It's causing my PC to bluescreen. Please halp.


    This is how it should look like

    fixed.png (960×666)

    Posted in: Java Edition Support
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    posted a message on Looking for a way to disable arrows stuck in player models!

    Guess it's impossible? Might be a solution in 1.14 with crossbows and the piercing enchantment... but would love a solution that works pre 1.14

    Posted in: Discussion
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    posted a message on Looking for a way to disable arrows stuck in player models!
    Quote from DuhDerp»

    If the arrow just suddenly disappears or bounces off, wouldn't that also give away that "it" is there?




    Fair point, I failed to explain that there are rules in place that allow this person to be seen for brief moments. The issue with the arrows is that it allows other players to still see them when they shouldn't be able to. If someone is blind firing and manages to hit them while they are invisible, well lucky for them.

    Posted in: Discussion
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    posted a message on Looking for a way to disable arrows stuck in player models!

    I am working on a custom map with some friends, and we have run into a hitch. We need to figure out a way to make it so that arrows do not stick to players. Specifically one player, as we need them to be invisible, but when they get shot with arrows... it gives away their position.

    I've tried killing arrow entities that have specific tags etc. but apparently arrows that are stuck in players are no longer considered entities and therefore cannot be "killed". I've also tried making the item arrow texture file blank, which still doesn't get rid of arrows stuck in players (you can't see it in your inventory, so I know its updating the texture). I've also tried making the entity texture file blank (which seemingly did nothing at all ??). I have also played with the "life" tag for arrows, which works for killing arrows that hit the ground... but once they hit a player, again, I cannot modify their data...

    The only thing we have found that makes it so other players don't see arrows in you, is when you die. You still see the arrows, but other players don't. However, it is rather convoluted and possibly impossible to do (without major hiccups or issues) to setup commands to kill the invisible player when they get hit with an arrow, bring them back to life at the same position with the same amount of health etc. --> I believe re-spawning requires player input anyway...

    Does anyone have a solution to this? The inability to get rid of arrows in players will pretty much render our idea useless.

    Posted in: Discussion
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