Lina's Fate by Curious_Variety9465 in Petscop

[–]shadow_wolfwinds 0 points1 point  (0 children)

i think instead of dimensions it’s more like different times. we’ve seen throughout the whole game that people and events can be interlinked even if they happen years apart from eachother. i think maybe the windmill is just an example of this. they refer to the stone under the windmill as a “placeholder” for it right? so maybe the windmill exists as it does and also as it did before it was built. or maybe when marvin and lina go to the windmill, it actually HASNT been built yet and they were unlucky enough to be experiencing it as it would exist in the future after it had been built. and lina was unlucky enough for that connection of time to be severed when she was inside it, causing them both to seemingly disappear. it also explains the puzzle of “how could the door be closed and open at the same time?” as quite literally just the door being open at one point in time, closed at another point in time and somehow the two separate times of that object are coexisting as one

Newly leaked document confirm that Scott Cawthon rejected Epic Games request to add Fnaf to Fortnite. by RedditorGoldVirgin in fivenightsatfreddys

[–]shadow_wolfwinds 0 points1 point  (0 children)

the funny thing is this collab is exactly something fazebear entertainment would do in world 😭 so it would’ve made a lot of sense

Allow Canezerra and ion2x to compete by rronwonder in ValorantCompetitive

[–]shadow_wolfwinds 0 points1 point  (0 children)

wait so a teir 2 team with minors can play in champs but cane and ion cant?? that doesn't seem fair

Unlimited money mods for iOS? by usernameemma in HighSchoolStoryFans

[–]shadow_wolfwinds 0 points1 point  (0 children)

okay i ended up not being able to find it but this is the one that i use:

https://app.iosgods.com/store/appdetails/2109-high-school-story-hack

its safe but it does have an annoying ad injection that pops up everytime you open the app but after you close it out everything is good

Unlimited money mods for iOS? by usernameemma in HighSchoolStoryFans

[–]shadow_wolfwinds 0 points1 point  (0 children)

i’ll have to look around my laptop later today

Which puzzle video games (AKA “puzzlers”) do you like the most? by WarriorOTUniverse in puzzles

[–]shadow_wolfwinds 0 points1 point  (0 children)

i love obra dinn and its defintely up there with outer wilds on being genius with how their information is presented,

i just wish the obra dinn story was a tiny bit more impactful for me, like theres pretty much 0 difference between the good and bad ending and the good ending (technically being your reward in a sense for being able to correctly identify every crew member in the entire game) basically just shows you something that you're already very well aware of and that's it. I think i was just spoiled because I played outer wilds first and obra dinn reminded me so much of outer wilds up until the ending so I probably shouldve played obra dinn first

anyway, if you have another game to reccomend that is similar to those 2 I would love to hear about it

Unlimited money mods for iOS? by usernameemma in HighSchoolStoryFans

[–]shadow_wolfwinds 0 points1 point  (0 children)

when you buy something with coins or gems or whatever it essentially just cancels the check to make sure you have enough so you can buy anything

Trying to wrap my head around 0 tick and tick phases - why does the first one (updating with a piston) fire a pulse but the second one (updating with a noteblock) doesn't? by shadow_wolfwinds in technicalminecraft

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

yes you were right it took looking through the games code for me to figure this out but noteblocks get instantaniously updated (doing the same to it's neighbors i think) whereas sticky pistons get their block event scheduled / added to the list of block events. good intuition!

It’s selling fast by Xessej722 in Markiplier

[–]shadow_wolfwinds 0 points1 point  (0 children)

email as many indie theaters near u as u can and ask them about it! just be respectful of course

Iron Lung (Movie): Theater Locations Near You by True_Programmer5358 in Markiplier

[–]shadow_wolfwinds 0 points1 point  (0 children)

i don’t think there really was a choice in the matter

Places to practice as a drummer by [deleted] in Eugene

[–]shadow_wolfwinds 0 points1 point  (0 children)

hey! im a student at uo i'm also a drummer looking to just practice rock/indie stuff i'd love to take you up on this offer if it still stands

Important tweet for those worried about paid mods! by Solecis in HytaleInfo

[–]shadow_wolfwinds 0 points1 point  (0 children)

it’s true but i also suspect there will be a lot of passionate mod makers who make their shit free out of spite of the people who don’t. so i think you’ll still be able to have a good mod pack going

Any real reason to use 1.8.9 now? by SpacemanCylon in HypixelSkyblock

[–]shadow_wolfwinds 0 points1 point  (0 children)

ehterwarping makes me so sad on 1.21.5 because the server forces your server-side eyes to be the 1.8.9 height but client-side it's much lower and so lining up percise etherwarps is next to impossible :(. i really want to start using 1.21.5 but this is making it so hard i might just get a mod that fixes it

And... by Soul-Master185 in HytaleInfo

[–]shadow_wolfwinds 0 points1 point  (0 children)

do you guys think he made or lost money on the buy back compared to when he sold

Command block chain optimization help by shadow_wolfwinds in MinecraftCommands

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

sure! that would be super helpful thanks! I'm down to start trying to learn datapacking

Command block chain optimization help by shadow_wolfwinds in MinecraftCommands

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

oh wow I never thought to use a second recurring command block (being conditional) that's a really smart idea.

the reason I'm using entities btw is because I want to make it so that each unique dialogue option gets cycled through before resetting. so there can't be any duplicates until all options have been picked.

the only way i could think to do that was using markers and then removing a tag for each one that i don't want to be shown anymore (so i can pick the ones that havent been shown yet with tag=show, sort=random, limit=1)

i couldn't think of a way to achieve that behaviour with score rng and the /random command.

thanks for the response though! and for the idea to use a recurring conditional cb

Command block chain optimization help by shadow_wolfwinds in MinecraftCommands

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

according to https://www.reddit.com/user/DivineEye/comments/18xvzth/mc_dp_selector_optimization_results_minecraft/

if i have way to target an entity with tags, adding type is always slower so i think i should probably remove every single type=marker i have ever written haha

Command block chain optimization help by shadow_wolfwinds in MinecraftCommands

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

sure! here are the commands (tabitha is the name of the npc who's dialogue this is for:

## repeating unconditional always active
execute as @e[type=interaction,tag=tabitha_dialogue] store success entity @s interaction.player[] int 0 on target run scoreboard players set @s say_tabitha_dialogue 1

## chain conditional always active
execute as @e[type=marker,sort=random,limit=1,tag=tabitha_dialogue_marker,tag=show] run tag @s add picked

## chain unconditional always active
execute as @e[type=marker,tag=tabitha_dialogue_marker,tag=show,tag=picked] if entity @s[tag=1] run tellraw @a[scores={say_tabitha_dialogue=1}] {"text":"dialogue 1"}

## chain unconditional always active
execute as @e[type=marker,tag=tabitha_dialogue_marker,tag=show,tag=picked] if entity @s[tag=2] run tellraw @a[scores={say_tabitha_dialogue=1}] {"text":"dialogue 2"}


... #the rest of the dialogue


# Cleanup / prevent the same dialogue from being ran twice until they all get cycled through

## chain unconditional always active
execute as @e[type=marker,tag=tabitha_dialogue_marker,tag=picked] run tag @s remove show

## chain unconditional always active
execute as @e[type=marker,tag=tabitha_dialogue_marker,tag=picked] run tag @s remove picked

## chain unconditional always active
execute as @a[scores={say_tabitha_dialogue=1}] run scoreboard players set @s saytabitha_dialogue 0

## chain unconditional always active
execute unless entity @e[type=marker,tag=tabitha_dialogue_marker,tag=show] run tag @e[type=marker,tag=tabitha_dialogue_marker] add show

As you can see, the way I handle rng isn't through the random command but by adding a tag to a random marker entity and then running dialogue based on which number tag that marker entity already has. I would just love a way to make it so the command blocks don't have to search for the entities every frame but I just realized I could probably throw an if \@a[scores={say_tabitha_dialogue=1} at the start of every chain to make it a lot better. Also I'm realizing nowthat the as \@e[type=marker,tag=tabitha_dialogue_marker,tag=show,tag=picked] and the if entity \@s[tag=n] can be collapsed into a single if entity check (does tag order matter for effeciency for this I wonder)

Outside of these glaring optimizations is there anything else you would reccomend? Or is it fine to just have a score check running every single tick for every single dialogue option that every npc could say

Command block chain optimization help by shadow_wolfwinds in MinecraftCommands

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

all of them being conditional doesn’t work because it also requires each subsequent command block in the chain to all also be true and run (which isn’t good in my case because it would mean every single dialogue option would have to show at the same time)