Minecraft Data Packs / Cosmetic

Vertical Slabs Rebooted [1.20]

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FunkyToc's Avatar FunkyToc
Level 76 : Legendary Creator
459

Vertical Slabs Rebooted [1.20] Minecraft Data Pack

This is a slab, but vertical. I mean, imagine a slab, rotate it by 90°. You see? It's a vertical slab.


This pack is based on MyNameIsBhex 's work . The resources pack is required.

The datapack has been done to fit suitable performances for most computer/server, downgrading some of the heavy feature.

Keep in mind each vertical slab is a player_skull and is way less optimized than a normal slab. I recommend using it sparingly in your builds.

Craft:

  • Throw any slab on a stone cutter

Remove water logged slabs:

  • Throw a gravel into the waterlogged slab to remove it



Options

There is no option menu.


Issue / Bug

Patreon Versions
- in-game option menu to modify options
- credits in the project file patreons.txt
- awesome support for the creator ♥
License
Vertical Slabs Rebooted [1.20] Minecraft Data Pack
By downloading this work, you automatically accept the license protecting it.


This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International. An exception is made for video content which can be monetized under the condition of credits attribution according to the license. To view a copy of this license, visit https://creativecommons.org/licenses/by-nc-nd/4.0/legalcode.

An exception is made for video, image, sound, blog, and any other media that would share the project. If the purpose of the content is sharing, the content creator may monetize the content. Content creators must simply give appropriate credit and provide a link to the original work.
Datapack by FunkyToc : https://funkytoc.fr
CompatibilityMinecraft 1.19
toMinecraft 1.20
Tags

1 Update Logs

1.20 Update : by FunkyToc 12/27/2023 2:18:57 pmDec 27th, 2023

1.20 compatibility.

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Tecovical
01/09/2024 3:01 pm
Level 30 : Artisan Birb
Tecovical's Avatar
I tried using it on my server, however it does not seem to work in the creative dimension added using another datapack. Would you be able to package this datapack as a Fabric mod so it can be applied to custom dimensions?
1
FunkyToc
01/09/2024 6:31 pm
Level 76 : Legendary Creator
FunkyToc's Avatar
It should works on custom dimensions. Did you install the datapack AND the ressource pack?
1
Tecovical
01/10/2024 1:51 pm
Level 30 : Artisan Birb
Tecovical's Avatar
I have both installed. It works in the overworld but not the custom creative dimension added by another datapack, not a mod.
2
FunkyToc
01/10/2024 5:25 pm
Level 76 : Legendary Creator
history
FunkyToc's Avatar
oh interesting. I didn't put anything related to dimension... It's probably a native feature, weird :/

What is this datapack? just curious.
1
Tecovical
01/11/2024 12:45 am
Level 30 : Artisan Birb
Tecovical's Avatar
1
MyNameIsBhex
03/25/2023 2:58 pm
He/They • Level 44 : Master Technomancer Wizard
MyNameIsBhex's Avatar
This is very very nice! Waterlogging was something I had some trouble figuring out, but this solution seems fairly elegant.
2
chuckchuk
03/18/2023 3:30 pm
Level 67 : High Grandmaster Gent
chuckchuk's Avatar
If you're using entities, you don't really need a resourcepack.

You could use Block Entities and just tilt them sideways
2
MyNameIsBhex
03/25/2023 2:55 pm
He/They • Level 44 : Master Technomancer Wizard
history
MyNameIsBhex's Avatar
Hi! I made the original datapack-- There are two reasons why I don't use Display Entities.

The first reason is that I coded this is 1.19.2, before Display Entities were added.
The reason it uses item Frames is for directionality. I figured it would be best to create CustomModels for an item that look like the slabs, and then throw it in an item Frame item with EntityTag NBT data.

The second reason is that even though I COULD make this work with Display Entities, I would have to completely re-write everything as I'd have to detect the item frame being placed, then summon the respective Display Entity, then kill the item frame, and execute everything else from that display item.
Considering these commands run 24/7, I figured that the combined ease of coding, plus the reduced amount of commands being run per tick, was worth keeping the original functionality.

Maybe if I get bored I'll completely re-code it to use the new functions and fix the lag problems that arise, but I have bigger fish to fry at the moment.

EDIT: On the topic of Item Frames being ticked/having extra NBT thus causing more lag: I'm currently working on an adventure map which, in its current state, uses hundreds of these vertical slabs. I'm running on an i3 10100, so not anything too beefy or crazy, and I'm still locked at 75 fps with ~15MSpT
3
chuckchuk
03/25/2023 4:40 pm
Level 67 : High Grandmaster Gent
history
chuckchuk's Avatar
You should probably not be running them 24/7

My placement methods only run when you actually place the correct blocks using advancements, you could look into that in my Tables and Chairs pack. I use a mix of raycasting and what not. My Tables and Chairs only ever has 4 very light commands running at once if you're not near any tables/chairs



And updating to display entities would very much be worth it eventually, they're so much better :)
1
MyNameIsBhex
05/21/2023 1:20 pm
He/They • Level 44 : Master Technomancer Wizard
MyNameIsBhex's Avatar
Unsure if you've seen, but I finally got around to doing a complete overhaul of the datapack. It now uses a lot less commands, and display entities. Functionally exactly the same as the original, but way more efficient.
1

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