- check_circle Functions
- check_circle Structures
Published Oct 16th, 2022, 10/16/22 8:15 pm
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PLEASE NOTE: Only run this datapack in a completely empty world with no blocks or structures.
This datapack generates an infinite parkour course that gets progressively harder, and introduces more features and mechanics of parkour along the way. At this time, the datapack is far from finished, so there will be bugs that will need to be reported, and there will be more updates and upcoming features in the future.
This is also my first ever submission on Planet Minecraft, so don't take this one too seriously!
If you have anything related to share based on this datapack, please share it on my official discord! discord.gg/46esd6QpHq
This datapack generates an infinite parkour course that gets progressively harder, and introduces more features and mechanics of parkour along the way. At this time, the datapack is far from finished, so there will be bugs that will need to be reported, and there will be more updates and upcoming features in the future.
This is also my first ever submission on Planet Minecraft, so don't take this one too seriously!
If you have anything related to share based on this datapack, please share it on my official discord! discord.gg/46esd6QpHq
Compatibility | Minecraft 1.19 |
Tags |
tools/tracking
4980539
119
unfinished-zedme-s-infinite-parkour-course
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execute as @a[scores={progress=3}] at @s run execute as @e[tag=pblock,scores={run1=2..}] at @s run setblock ~ ~ ~ podzol
(the at @s is useless because you don't use the position of the player and run execute is just too much, it lengthens the commands for nothing)
That's better:
execute as @a[scores={progress=3}] as @e[tag=pblock,scores={run1=2..}] at @s run setblock ~ ~ ~ podzol
On my side, I tried in a flat empty world, impossible to make it work.
You really need to rethink your code, putting everything in one loop is really not good, because you execute 400 lines every tick when you could execute 10 maximum.
Simple example, you have 59 lines that test if the player has a "progress" score that is equal to 5 and if so, something happens.
Instead of doing 59 tests, do one test:
execute as @a[scores={progress=5}] run function one_pack:progress5
and in this function you can put all the commands that run if the score progress is equal to 5.
This will be 58 times more optimized.
Little advice, you can use the worldgen, to create empty worlds, it would be cool if the datapack would automatically create an empty world when you launch it in a new world.
(a flat world without anything)
Good continuation to you, your datapack has potential but there is still a lot of work, good luck ;)