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  • Kektimus's Avatar
    Kektimus
    November 12, 2022, 5:11 pm to Public
    New KRED datapack update today with some fixes and some light restructuring. My grand restructuring plan has been postponed. Hopefully this will make it easier and more fun for me to add new things in the future.

    On a personal note, I've off university now with a degree. I'm going to be looking for work as a hybrid game designer and programmer.
  • Kektimus's Avatar
    Kektimus
    July 5, 2022, 11:16 am to Public
    No updated version yet, but...

    Today I learned a new thing and fixed a couple of bugs.

    Apparently you can use if data to see if an NBT tag exists or not. This is useful when I want to know whether a cat or wolf has been tamed, because only then will they have an Owner.

    For example:
      /execute as @e[type=wolf] if data entity @s Owner run effect give @s minecraft:fire_resistance 60 0 true

    This means that sturdy friends will again be a working thing. I mean, they are sturdy now, but since 1.19 they got overpoweringly sturdy, because of another issue.

    This issue is in regards to testing whether an effect is active or not. Regeneration should only be applied if there isn't one already, because every time Regeneration is applied it heals a tiny bit of health up front (so, apply this every tick and you get a small amount of health every tick which adds up to an entire lot). But the way that I checked for this has changed ever so slightly in 1.19...

    Before 1.19:
      ... execute as @e[type=minecraft:wolf,nbt=!{ActiveEffects:[{Id:10b}]}] ...

    After 1.19:
      ... execute as @e[type=minecraft:wolf,nbt=!{ActiveEffects:[{Id:10}]}] ...

    Spot the difference?

    This also means that I fixed the Blaze Rod (which currently, in 1.19 at least, heals the player brokenly fast).

    Also the lantern (that lets you see in the dark, but at a limited range) is now working nicely.
  • Kektimus's Avatar
    Kektimus
    June 28, 2022, 8:23 am to Public
    No new version of the datapack yet,
    but I just wanted to note that I'm slowly breaking this apart into
    smaller datapacks and making it easier to pick and choose what you want,
    and for me to update and flesh out separate things. This might take a
    while, because of some dependencies. Good time to refactor stuff and
    make some needed optimizations.

    I'm thinking of making separate
    datapacks that depend only on one "base" datapack containing some
    important functions, like settings, tags and common events and such.
    Hopefully I'll be able to add a warning message in-game with a link to
    the base datapack should it be missing.

    Sorry for having been absent for a while. University and parenthood ate much of my time, but
    now it's summer and I have more time on my hands.

    Known bugs currently:
    - Clay can't be made from sand due to the carpets tag having changed name to wool_carpets
    -
    Lantern doesn't actually grant night-vision because I must have hit my
    head when uploading the latest version, mixing two scripts up
    - All
    tamable pets are made sturdy regardless of being tamed or not. My theory
    is that the way that I find out whether an animal has an owner or not
    doesn't work after some MC update a while back. This will be disabled
    entirely until I figure out a new way.
  • Kektimus's Avatar
    Kektimus
    January 10, 2022, 3:47 pm to Public
    I haven't had time to play or code much lately as there's a bunch of exams/assignments for school to take care of.
  • Kektimus's Avatar
    Kektimus
    December 28, 2021, 12:12 pm to Public
    As I've noted in the main article for KRED, its updates come unevenly. I prioritize bug fixes, but after that I have many ideas in the pipes. Some big, some small, and I only add things when they feel complete and not rushed.

    Something I've been tinkering with a long time is adding various functionality to the compass as an off-hand item to make it an obvious travel companion of sorts. Currently I never use it. I almost never lose my bearings, and you always have coordinates by pressing F3 if you want to.

    Another thing is making more utility arrows, such as the Spectral Arrow placing torches. This grew into a little bigger idea as there aren't that many suitable existing arrows in-game to alter without messing with their original purpose too much. I have some ideas I'd like to try though that may prove silly fun.
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