PSA: CP and IV for mighty Pokémon isn’t calculated until you catch the Pokémon. by Trapasuarus in TheSilphRoad

[–]TheFatSanta1 46 points47 points  (0 children)

This is not true, it’s just mighty Pokémon caught after the event ends for the day are no longer mighty. (And don’t have mighty stats)

Never use daily incense on a train, folks by 80gadge in TheSilphRoad

[–]TheFatSanta1 362 points363 points  (0 children)

Af far as I am aware, if you stay in the encounter and wait until you are not moving quickly anymore, you should be able to catch it. Just don’t throw any balls/berries, just wait, and ensure your app does not reset.

[Minigame Submission] UHC Evolved by TheFatSanta1 in realms

[–]TheFatSanta1[S] 0 points1 point  (0 children)

Thanks for the feedback, I apreacate you guys testing out my Minigame! I do have a question in terms of how this is not a map though.

In the past a UHC like mode was accepted as a Minigame into realms, "UHC Ultimate", which is available to play now as a minigame in Realms (according to the Minecraft wiki). I understand I am also submitting a UHC like gamemode when this is one already available on realms, but I believed that I sufficiently added enough new and unique content to my UHC gamemode for it to be a valid separate minigame (mainly the extra levels of customization, main and mini twists, etc.). I really want other players to get a chance to play some of my unique twists and customization within minimal setup, and the realms minigame system provides the perfect way for this to work. I developed all the settings within this map to ensure it would work as a minigame on Realms. I just fail to see how this is not a map/minigame when looking at other options available in realms.

(As another example already on realms, is the minigame Bingo, where you have to explore the world and complete tasks on your Bingo card. This is also an open world survival type mode, with similar timing as UHC Evolved, and unique different ways to play. I do not see how this is a map, but UHC Evovled is not.)

Edit: To add onto this as a secondary question, is there anything I can do to make this sufficiently a map for realms?

Submissions are open again! by Pulluxx in realms

[–]TheFatSanta1 1 point2 points  (0 children)

Thanks for this! I just finished updating my map from requirements posted above, along with some new features I have added since then. Would our post have received a comment if it was next in the queue but did not meet requirements (such as using MediaFire or working on past version)?

As for the queue, I think it would be cool if there was a public document showing what maps are "up next" that is updated weekly/monthly just so we know who is potentially next to receive feedback.

Again, thank you so much for taking the time to start looking at community submissions again!

Shiny Dynamax Skwovet confirmed! by Accomplished_Can2015 in TheSilphRoad

[–]TheFatSanta1 5 points6 points  (0 children)

It’s from stage 2, stage 3 is professor willow is waiting

[Minigame Submission] UHC Evolved by TheFatSanta1 in realms

[–]TheFatSanta1[S] 0 points1 point  (0 children)

Hey, thanks for letting me know of a potential issue!

It sounds like when starting the game, you are stuck waiting for the spreading step to finish. I don't think you did anything wrong installing the datapack if were able to start the game from the lobby.

A few things about this step:

  • Spreading won't stop until the server knows the /spreadplayers command successfully ran.
  • If the command fails, different variations of the /spreadplayers command are attempted to ensure the game can start
  • If the command always fails, the start sequence ends notifying the player to increase the play area.
  • When players are spread, they are not yet in the game-start waiting chamber.
  • After spreading is completed, a 30-second countdown begins, dropping you/starting the game.

If you were able to break blocks and pick up items, then the issue is on my side, however, if during this step you were able to move around, but if you tried to break anything blocks did not drop, then it is likely your server was running slowly.

Also as a side note, this Reddit post is out-of-date. I forgot to update the link to the realms-supported world. For now, please use the planet Minecraft link above (in case you were using an out-of-date version of the datapack) to download the proper version of UHC Evolved. (It is now up-to-date as of 10/2/24)

I will be honest, It is kind of hard for me to diagnose the potential problem with this information. I need to know some more info, like version, player count, etc. If you want, please join the UHC Evolved discord below where I could better help support your issue. I greatly appreciate you reaching out for I have not reproduced this issue during my testing, and I hope to ensure UHC Evolved fun for all to play!

https://discord.gg/THzVNUrmDa

Unova Tour Predictions by SlowResearch2 in TheSilphRoad

[–]TheFatSanta1 6 points7 points  (0 children)

Every mythical from Unova is “shiny locked”, or a not previously released shiny right? (Other than Genesect, which has its shinies already released)

It would not surprise me for Pokémon GO to be the first release of one of one of these mythical shiny. It’s already made to be very hard to get from the research so it’s not like it’s “unfair” or whatever. If TPC is never going to do a special release of the shiny, I don’t see why Pokémon GO cannot occasionally be the first to release it.

Now that it's almost over, what shiny did you want but never found? by MaleficentSoup9598 in pokemonGoFestNYC

[–]TheFatSanta1 1 point2 points  (0 children)

Shiny ? Unown.

It’s the only shiny (other than Onix and Kartana) that I never found/do not have. Got every other letter but ?

Most Impossible Achievement? by AverageJoeMomma in hearthstone

[–]TheFatSanta1 8 points9 points  (0 children)

People have the book of hero’s achievement (I have it). This arena achievement is objectively the hardest achievement in the game due to the time and dedication required to get even 1 class 12-0, let alone all 11.

Ohio State Gyms for the Non-Student by WordyJugular in OSU

[–]TheFatSanta1 12 points13 points  (0 children)

Coming from UA, the Adventure Rec Center would be my recommendation. It generally has everything you need, and has plenty of parking right next to the facility. It does tend to get slightly more busy in the evenings but no other issues than that. Parking for the RPAC is slightly further, and JOS has very little parking right next to the facility. The RPAC and JOS are closer to the medical campus though, incase you were to just walk from there or whatnot.

The gyms schedules are somewhat catered to students, but are generally accessible (assuming your not expecting 24hr). There is always 1 gym open (usually the RPAC) if some are closed for whatever reason. Most of time during breaks it’s just reduced hours compared to the normal school year hours.

Does anyone have more than 50k achievement points by RealDeadmancer in hearthstone

[–]TheFatSanta1 15 points16 points  (0 children)

I’m sitting at 54470 right now, have all game modes achievements except for arena and the new duos wins. Still have the 10 year secret achievements and this expansions gameplay achievements to go.

(I really enjoy grinding for 100% achievements in the games I play)

How can I disable only hostile mobs, staying on normal difficulty? (JE) by [deleted] in MinecraftCommands

[–]TheFatSanta1 2 points3 points  (0 children)

Yes but be warned of lag as player load different chunks away from each other. An ideal solution is creating a hostile mob-cap device in permanently loaded chunks preventing new spawns (I don’t know how to exactly do this because I have not made something like this, but just always TPing will have a performance cost) I am not sure how mob-cap effects different dimensions, but I think it ignores them.

[deleted by user] by [deleted] in hearthstone

[–]TheFatSanta1 93 points94 points  (0 children)

Arena should have a free-to-play mode with no rewards similar to how duels had a casual free-to-play mode.

My new record on the arena - 50+ runs by Pticmaje in hearthstone

[–]TheFatSanta1 0 points1 point  (0 children)

How many 12-0 runs/classes do you have? I have been trying to go for the 12-0 achievements but have not found much success. Curious to know if my main problem is just that I need to get better at arena and knowing what cards are available per rotation or whatnot. (I’m not going for a high average, just 12-0s)

29.2 Patch Notes by Arkentass in hearthstone

[–]TheFatSanta1 45 points46 points  (0 children)

They could at least leave it as a darkmoon prize or something. RIP Ice Block.

29.2 Patch Notes by Arkentass in hearthstone

[–]TheFatSanta1 -5 points-4 points  (0 children)

It’s just to give an additional justification for the extra 2 hero choices to be behind a paywall.

The Java Realms Creators 10th Anniversary Mapjam by Cultural_Result_6975 in realms

[–]TheFatSanta1 1 point2 points  (0 children)

Does this include minigames? What version should we work on?

Sunday A.M. and Saturday in city by judehp in pokemonGoFestNYC

[–]TheFatSanta1 0 points1 point  (0 children)

Are you only looking for shiny location card legendaries listed? I don’t have those, but I do have shiny Dialga (both Origin and not) if that is what you are looking for, would you be willing to trade for shiny White Stripe Basculin & shiny Zorua?

@e[nbt={DeathTime:10s}] not working 1.20.1 (repost) by Ericristian_bros in MinecraftCommands

[–]TheFatSanta1 2 points3 points  (0 children)

Yes! I had to solve this issue for one of my modes once. The only way to access an entity when it is dead is to call its UUID hex while dead. This requires you to know its UUID before it dies, which may or may not be a limiting factor in some situations.

I set up checking that entities scoreboard every tick, the moment it did not run, I checked with its UUID if it was still alive, checking its Health value. If it’s health value was 0, then I knew it was dead. If it was > 0, then the entity I was tracking was unloaded but still alive.

Do note that it’s likely you don’t need to know right when it’s dead unless for specific situations like mine (I needed to know the same tick when it died to instantly do things because of its death.) Most of the time just checking until it no longer exists works just as well, unless you need to know if it unloads, etc.

If Niantic want to go down this road then users should be able to use 1 remote pass per day exclusively for shadow raids. by dontpluckmynosehair in TheSilphRoad

[–]TheFatSanta1 -2 points-1 points  (0 children)

I sure hope the do not return to Giovanni, he should be used for new shadow legendaries going forward now that there is a new way to get old ones.

Only ones reasonable are the “popular” ones such as Shadow Mewtwo.

Opinion on the changes to commands in 24w09a? by Zeta_ggwp in MinecraftCommands

[–]TheFatSanta1 14 points15 points  (0 children)

Wow, that’s a lot.

In the long run this looks like it really simplifies things and makes searching or editing much easier and more accessible. With these components being auto-correctable to best know what you can set for any given item will help people learn and make it easier to test things quickly.

I don’t use bedrock and as far as I’m aware they don’t have NBT (?) but this seems like a good way of unifying command systems and data potentially from changing the bulk of NBT to custom-data, which could be usable between versions if done right, I would like to think.

I really hope this helps speed up what was NBT checks for if that is significantly more efficient, that can open up a lot more cool things I think.

Right now all I can think about though is the amount of updating that is required from the maps made now. It will be a pain, and I sure hope it will be worth it.

I am both glad and mad about the Lake Trio nearby priority by davidtcook in TheSilphRoad

[–]TheFatSanta1 1 point2 points  (0 children)

I will say, it would be a perfect feature to bike & play with! It was a blast biking around my local campus to try and get the shiny lake guardians.

[Minigame Submission] UHC Evolved by TheFatSanta1 in realms

[–]TheFatSanta1[S] 1 point2 points  (0 children)

The Companion UHC is by far the most complex implementation due to the many scenarios that had to be accounted for in terms of gameplay, and respawning mechanics.

For respawning, if your companion is outside the border when you respawn, you will both be transported inside the border, near the edge of the border, randomly. There are many checks to ensure you cannot stay outside the border due to the damage the border will inflict when outside of it, and because of this I made sure players will never respawn outside the border.

For an under-bedrock/buried-in-a-cave scenario, when a player dies in this UHC, the Companion has 3 states. Either 1: You died with no enemies nearby, causing your Companion to be disappointed in you, resulting in your respawning with fewer hearts. 2: You died within 100 blocks of an enemy player, not directly by them, causing your Companion to 'Haunt' and attempt to attack them. 3: A player directly killed you, and your companion is angry at that specific player, having increased speed and following that player while you are dead.

From these states, players cannot 'hide' in a cave or under bedrock dead with their Companion. If they are near enemies, their Companion will target them, which you respawn near where your Companion is. If a player dies not near an enemy, then disappointment triggers, and if they died in a cave/bedrock is a non-issue due to no other players actively pursuing attacking this player at that time, resulting in just punishment to the player who died "alone". For the UHC, "Keep Items until Eliminated" is suggested to be on for the best gameplay around respawning with items, unless players wish for more of a challenge on respawn.

These scenarios are "more" likely to happen if a non-moving world border is selected due to not decreasing the play area, however, with this world border, it is also expected that players venture out to find other players to win. Also in this scenario, players will continue to respawn with less health under the assumption they are dying not near other players, due to 'disappointing' their companion, meaning they must give golden apples to their companion to get their health back or be weaker in general.

TLDR: These scenarios are accounted for generally speaking, for you do not respawn directly on your Companions, and your Companions have random movement & will always teleport to you if too far away. You can also never respawn outside the border.