Minecraft Data Packs / Cosmetic

Vertical Slabs Rebooted

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  • check_circle Functions
  • check_circle Predicates
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FunkyToc avatar FunkyToc
Level 71 : Legendary Engineer
376

Vertical Slabs Rebooted 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 Support
- in-game option menu to modify options
- credits in the project file patreons.txt
- more frequent updates and support
- awesome support for the creator ♥
License
Vertical Slabs Rebooted Minecraft Data Pack
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Datapack by FunkyToc : https://funkytoc.fr
CompatibilityMinecraft 1.19
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2
03/25/2023 2:58 pm
Level 19 : Journeyman Mage
MyNameIsBhex
MyNameIsBhex avatar
This is very very nice! Waterlogging was something I had some trouble figuring out, but this solution seems fairly elegant.
2
03/18/2023 3:30 pm
Level 65 : High Grandmaster Gent
chuckchuk
chuckchuk avatar
If you're using entities, you don't really need a resourcepack.

You could use Block Entities and just tilt them sideways
2
03/25/2023 2:55 pmhistory
Level 19 : Journeyman Mage
MyNameIsBhex
MyNameIsBhex 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
1
03/25/2023 4:40 pmhistory
Level 65 : High Grandmaster Gent
chuckchuk
chuckchuk 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 :)
2
03/25/2023 6:06 pm
Level 19 : Journeyman Mage
MyNameIsBhex
MyNameIsBhex avatar
I am aware, but when I coded this I was new to making datapacks (this is the first one I released) and was still getting grips on balancing between optimized and more simple code.

I know very well the process of commands I need to do this, it's simply placing a tagged invisible item frame, checking that frame's tags and Facing NBT to summon the Display Entity at the correct rotation, kill Item Frame, resume business as usual, and only run commands when the Item Frame is present.



Then a separate, probably unified breaking system that only runs when a Slab is broken.

Although, like I said, I have bigger fish to fry and datapacks to code, so this might get done next week, it might get done after my current project is finished. It's up to the Fates and my ADHD.
1
03/25/2023 6:14 pm
Level 65 : High Grandmaster Gent
chuckchuk
chuckchuk avatar
Wonderous!
3
03/18/2023 4:00 pm
Level 71 : Legendary Engineer
FunkyToc
FunkyToc avatar
with the 1.19.4 features? Yeah, this is 1.19.3- for now ^^
2
03/18/2023 4:21 pm
Level 65 : High Grandmaster Gent
chuckchuk
chuckchuk avatar
Very fair! Haha

Didn't even think about that
2
03/16/2023 7:20 am
Level 38 : Artisan Vampire
Rignchen
Rignchen avatar
"The resources pack is required." a quoi il te sert? tu peux pas faire les textures avec des block display?
1
03/20/2023 5:11 am
Level 12 : Journeyman Miner
the_blue_shark
the_blue_shark avatar
Les block display est 1.19.4, mais les datapack est dans 1.19.3.
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