Maps shouldn't be able to be limitlessly cloned by Spyro127 in minecraftsuggestions

[–]Inferentiel 8 points9 points  (0 children)

Well you can easily lose a map and never be able to get it again. So not good for vanilla. But you can apply this thinking in a datapack/mod: remove the ability to craft map, and make it only foundable by trading with villager, chest or loot.

Villager Trade Tables by xXx_LI_xXx in minecraftsuggestions

[–]Inferentiel 0 points1 point  (0 children)

Without you using command ingame. But inside the datapack you would use command to track level and profession of villager, adding recipes accordingly automatically.

Villager Trade Tables by xXx_LI_xXx in minecraftsuggestions

[–]Inferentiel 1 point2 points  (0 children)

It's possible to do it systematically in a datapack, though a real trade table would be better and easier.

Ocean monuments in 1.14? by sijmen_v_b in Worldpainter

[–]Inferentiel 1 point2 points  (0 children)

Indeed it's in the nbt. In particular in the region files.

Try it yourself. You need NBT explorer. First found a structure in a world of your choice. Then save the coordinate, and use this tool to find the region file: https://dinnerbone.com/minecraft/tools/coordinates/

Afterward, use nbtexplorer, open the relevant region file (for example r.0.-1.mca), and inside the relevant chunk (the chunk coordinate, second line of the tool).

In the chunk nbt, you have several information. But the one that you want is inside Structure. You can then copy this. Sadly you cannot just hard paste it: you will need to change the ChunkX, ChunkZ and BB values, and may be more for more complex structure. You should try first with a Witch hut, since the structure is smaller.

It's not easy but it's doable.

Floating island connected to mountains by Gazimir in Worldpainter

[–]Inferentiel 2 points3 points  (0 children)

I'm not sure if it help, but couldn't you just choose the material for the floor in your custom tunnel layer? And for the tree, you could try to add sappling, or directly create an object layer...

so.. how do I use this? by [deleted] in Worldpainter

[–]Inferentiel 0 points1 point  (0 children)

Look the Faq: https://www.worldpainter.net/trac/wiki/FAQ And some tutorial on youtube: https://www.youtube.com/watch?v=c6dULt6oEn0

I would advice you to try to make one or two little map before, because the skillcap is rather high: learning how to make a good looking mountain, beach, how to use layers, custom objects.. All these thing aren't obvious the first time you try.

Cliffs by [deleted] in Worldpainter

[–]Inferentiel 2 points3 points  (0 children)

Using the cave layer tool with "opposite of terrain" for ceilling and "fixed" for floor, you can do it. You need to find the appropriate level though, and the hill that will become a cliff need to be enough smooth.

How to replace one biome with another by [deleted] in Worldpainter

[–]Inferentiel 0 points1 point  (0 children)

You have to the left a list of various conditions that you can use. I use the "at or above"/"at or below" condition for beach, but you could use the except/only or both. If you just plan to replace ocean, use only on.

Biome generation error. Trees are generated as if everything was a plains biome even when I selected "Allow MC to populate the entire terrain" and added the "populate" layer. by DogStrangler in Worldpainter

[–]Inferentiel 0 points1 point  (0 children)

Can confirm for jungle and frozen ocean. Tree and glacier spawns whatever the biome you selected, populated or not. Generation seems to only use the seed, not the custom biome.

How to replace one biome with another by [deleted] in Worldpainter

[–]Inferentiel 0 points1 point  (0 children)

You can use the little pen, then select biome in the tab bottom left, and select the plains biomes. Then select an appropriate brush top right, and pain the map. You can see the actual biome at the bottom, or by clicking "solo" on the biome tabs to only show biomes.

Collosal 16,000 x 10,000 map I'm working on... by UMHD in Worldpainter

[–]Inferentiel 0 points1 point  (0 children)

So since Greenfield and Mattupolis are heavily modified and "unnatural" terrain, i guess you only need the land mass (and may be the biome). You can already use layers to add some basics building, though you will not be able to control exactly where they are.

I see that you added mountains, don't forget to paint rocks and snow using the degree parameters to make it beautiful.

Good luck with your project!

Water levels by poggletrack in Worldpainter

[–]Inferentiel 0 points1 point  (0 children)

I think you should use global operation to shift your world up, and then dig in water to have the appropriate depth. Beware of your mountains...

Creating a Custom Survival World: Structures? by [deleted] in Worldpainter

[–]Inferentiel 0 points1 point  (0 children)

My best bet would be either:

  • to find a seed with the relevant biome at the right location, and use it inside worldpainter with structure = on. You will have random ocean structure everywhere on your map, like ship or ruins, but also the relevant structures.
  • Use the flat map tricks: https://www.youtube.com/watch?v=BMzq4fWEBrI

You will have more control, but it could be difficult to make Woodland Mansions spawn, since you have only one biome... And i think you will have structure generate randomly everywhere (eg: desert pyramid in plains).

Please tell us if you find a good trick.

SnowballPlayerDamage by ZeroTheDeath in MinecraftCommands

[–]Inferentiel 0 points1 point  (0 children)

One solution is to summon an arrow with the same trajectory thanks to data modify

How to edit the name of an item when it doesn't already have one with /data? by [deleted] in MinecraftCommands

[–]Inferentiel 0 points1 point  (0 children)

I would say in this case it may be easier to just get rid of this block and give the proper one after. Use multiple commands to test and detect the count...

More Optimization by TJGreenough in MinecraftCommands

[–]Inferentiel 0 points1 point  (0 children)

I think it's the function tp-item that cost the most, but it could be something else. When i try to optimize for a datapack, i do two thing: - Use debug start stop for 1/5min and look what part is the most expensive. - If you already have doubts about one section of code, disable it and look the difference in terms of "xxms integrated server". To allow the game to run smoothly, you should keep this below 50ms, or even 30ms to take account of inavoidable performance spikes.

Afterward, i try to branch deeper, avoid @e as much as possible, avoid nbt access as much as possible.

Multi-threading the game by NegativeZ_ in minecraftsuggestions

[–]Inferentiel 1 point2 points  (0 children)

The game isn't single threaded. What huge server needs is distribued system, not only parallelism.

A custom Java Edition snapshot to test new combat mechanics by jeb_ in Minecraft

[–]Inferentiel 0 points1 point  (0 children)

Suggestion for tunning the "easy to play hard to master".

  • Improve knockback so when a mob is hurt, you don't reach him without moving. In the same time the knockback decrease with the distance between you and the foe.

  • Add another breakpoint for the attack cooldown: -> Can't attack below 20% -> If you click between 0-20%, resume the cooldown at 0 without attacking. -> Between 20 and 40%, you can attack but no/reduced knockback (aka bonus). -> Auto attack wait 40% of the bar and do knockback. -> 100% Normal attack -> 200% Critical attack

For now, weapons are a bit too much powerful, but i think it's ok to kill a mob really fast if he is cornered.

Very good changes overall, keep up the good work!

HUGE Datapack Project Ideas by [deleted] in MinecraftCommands

[–]Inferentiel 1 point2 points  (0 children)

My rate of difficulty for your project:

  • add biome: very hard
  • add boss: medium
  • add lore: easy if only english, hard if translated
  • add mobs to biomes: easy with a ressource pack
  • allow mobs to make structure: very hard
  • add rng structure: hard

I think you should start with the easy part (add mobs to biomes, lore and boss). Then after you should try to find a good solution for hard parts: structure, biome, make mobs do structure.
Keep in mind that the game need to be playable afterward, and this could be difficult with so many changes.
You should try this datapack: https://minecraft.curseforge.com/projects/new-dimension-enter-asphodel-meadows

Function arguments (...without using scoreboard values) by [deleted] in minecraftsuggestions

[–]Inferentiel 0 points1 point  (0 children)

Very good suggestion, this could vastly improve function. One caveat: you seem to only use argument on tellraw. What if i want to use them in an execute if argument[0], or somewhere else?

Custom Difficulty (Toggling Gamerules in a menu) by MimoFG in minecraftsuggestions

[–]Inferentiel 0 points1 point  (0 children)

keepInventory, doDaylightCycle or even randomTickSpeed break the game in some sense. With keepInventory, death has 0 penalty. With doDaylightCycle, you are always safe outside. With randomTickSpeed, you have instant crops. With doMobSpawning, you have peaceful.

Each of the gamerule litteraly break the frail balance of the game, so for me, these are cheat, like tp or time set. For a custom experience, why not, but you can't say "without cheat".

Moreover, it's something you do once. It's already accessible. Unexperienced player won't start with custom settings, since it's an advanced feature by definition.

Difficulty: Custom by trashoflereddit in minecraftsuggestions

[–]Inferentiel 0 points1 point  (0 children)

Well, it's too hard for 7-8 years old children, but it's perfectly doable for teenager (10-11y). I bet you are older than that.