- check_circle Functions
- check_circle Loot Tables
Published Apr 27th, 2022, 4/27/22 11:30 pm
- 5,222 views, 8 today
- 835 downloads, 0 today
2
Attach both ends of a lead to fences! Why, you may ask? Because!
Step 1: Use a lead near the center of a fence post to start a connection. Repeat for multiple connections to a post.
Step 2: Right click away from the center of a different fence post to attach all pending connections. Or, do so on the same post for just the knot.
v1.2 released
-Scrubbed even more death smoke away
-Fixed lead duplication
(It's likely obvious that this is my fist attempt at uploading a datapack, so if any installation issues are encountered, please comment them.)
Step 1: Use a lead near the center of a fence post to start a connection. Repeat for multiple connections to a post.
Step 2: Right click away from the center of a different fence post to attach all pending connections. Or, do so on the same post for just the knot.
v1.2 released
-Scrubbed even more death smoke away
-Fixed lead duplication
(It's likely obvious that this is my fist attempt at uploading a datapack, so if any installation issues are encountered, please comment them.)
Compatibility | Minecraft 1.18 |
Tags |
tools/tracking
5563139
119
rope-5563139
Create an account or sign in to comment.
But unfortunately the implementation for this version is lame.
1-Your package was added to the archive not quite correctly, you must first extract the folders from the archive and then install the necessary folder in the packages that is in another folder, because of this, the datapack does not work if you put the entire archive into the game.
Further on the screen you can see how some threads look like two, the image of the animal on the column (pigs) also often flickers, so the threads can only be hung with 1 piece in the slot, otherwise they are tied to you, just as often the threads themselves are connected to others (perhaps this is due to the fact that, in order to remove the thread, you need to 1-remove the thread 2 kill the pig (invisible) and some other action I didn’t quite understand which one).
These are the problems I've noticed. (If of course you are interested in feedback, you can take note)
Unfortunately, I don't think I can fix the pig flickering when it is summoned. As far as I know, it's impossible to give an entity an effect on the same tick it spawns. Even if set through NBT in the summon command itself, it still takes 1 tick for the game to register invisibility. I could in theory spawn the pig elsewhere, and then teleport it into place once the effect is active, but that could lead to entity mix-ups without proper UUID tracking (which I have no experience in.)
Also, I believe that leads visually doubling or briefly appearing to connect where they shouldn't is purely an issue with the game's rendering engine. The pack never modifies lead connections itself; all it does is spawn the pigs for the player to click on. Any apparent connections that you don't make are the result of some error in the graphic engine's handling of lead coordinates, and fixing that is outside the scope of a mere datapack.
On the plus side, I managed to be rid of that pesky death smoke! (Which I know you didn't mention, but there's no way you didn't notice.) Again, thanks for the feedback, and if you do know how to fix the pair of "unfixable" issues, please let me know! :)