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View Code? Open in Web Editor NEWSome useful functions for the intrepid datapack developer.
License: MIT License
Some useful functions for the intrepid datapack developer.
License: MIT License
Dear ICY
I have been mining below the old bedrock level.
been found that the quarry will not mine below the old bedrock level.
I also found when trying to build a forge in survival using the nether alloy.
I found that I couldn't pick up the nether alloy block.
Please fix this,
Thank you!
Artemis Fowl
I've modified your code so it does this in my file (I hope you don't mind) and I can't see any issues with it, and it makes switching between click-detecting and non-click-detecting items look much smoother.
I think it can be possible to make custom blocks that can fall, like other various blocks like sand. Also, can it be possible to have custom hardness values or custom breaking sounds, though it might not be possible to have custom hardness values. Does the Unbreaking enchantment affect the custom durability? Just a honest question that I have.
There is a typo in du:base/base
on line 9, instead of incrementing timer_20
it is incrementing timer_10
, this means that timer_20
never increments and timer_10
increments twice per tick
So... If you take any item (Say dirt or something) and try to replace the result item in the crafting table with it you'll pick up the result but the materials wont disappear, meaning you can make a really complex, powerful item multiple times with a single recipe's materials and a lot of worthless items like dirt. One thing to note is this only works properly with items in which the result is 1. HOWEVER, you can get one extra of the item. A similar thing happens but it does actually erase the materials, and for some reason it only leaves behind one of the result, so you only get one extra. I have attached a link to a video I took (It's pretty laggy but it gets the point across).
Link to the recording
^^
[Loaded Datapack Utils v2.2.1d]
#du:non-solid
for example, likely due to grass path -> dirt path), and certain functions that use /replaceitem
like du:custom_crafter/check_recipes
or du:player/inv/get_inv
.What datapack(s) do you have installed (including ones made by me- include version if possible).
https://lunus.xyz/VVICBf.png
Run /reload. Copy/paste or post a screenshot of what appears in chat (should say [Loaded ]).
https://lunus.xyz/BYp4cd.png
What environment are you running the datapack? (Vanilla single player, Vanilla multiplayer, Forge, fabric, spigot, bukkit, paper, optifine, realms, etc). Please specify exact Minecraft version as well.
Vanilla Single Player 1.15.2 (Using Buffet Sky Islands Plains World Type)
What if happening vs. what you expect to happen?
Ores aren't spawning even after searching for a reasonable amount of time and normal Minecraft ores are spawning fine.
Steps to reproduce:
Expected outcome:
Without this utility installed, flint drops from the gravel every time
Actual outcome:
With this utility installed, gravel always only drops gravel
Fix:
Either have an alternate way of obtaining flint, or restore flint dropping from gravel.
Tested on Minecraft 1.15 release.
Error: Datapack Utils v2.3.0 requires Minecraft 1.17. Click [here] to go to the DU download page for alternate releases.
du:load_message
. The datapack still functions correctly.du:math/random_seeded
only returns a handful of values for an unknown reason. If the value is small, such as 4. then it only returns one value (in this case 1), and if larger, then it repeats a small selection. Of note is that this method uses a linear congruential generator, and while Cave Biomes' seeded pRNG also does, the function there does give the expected output. Important for structure generation, as only one (or few) structure(s) of a given size type will actually be generated.
This is a basic math function, yet it is not included in this datapack.
Not sure if this is fixable or not, but trying to detect left clicks is slower than I would like it to be. There is a delay of I would guess around half a second (Maybe 10 ticks?) where you can't left click after doing it already. For normal, single-click detecting this is fine, but I'm trying to create a kind of combination-based system, with a mixture of different left and right clicks. Right clicking is fine, but the same can't be said for left clicking.
Datapack-Utilities v2.3.0
reload was successful
Vanilla 1.17
Since 1.17 mining iron ore with a pickaxe should drop raw iron. Instead it still drops a block of iron ore. But copper ore works correct (->drops raw copper)
Simple feature for the next release, a predicate for biome type forest would be nice to complete the set of common biomes.
Datapack Utils generates new dungeons only in the player's stream zone! But when using World Border it doesn't generate them! It is very important to add World Border support to solve multiple server latencies!
In the Structure Generation wiki page, the example function has this comment:
# Returns -1 if registering ore failed. Otherwise, returns generated structure registry ID.
ore
should probably be replaced by structure
.
Hi there,
I've installed the datapack right now and making tests, and seen the deeper bedrock layer is replaced by barriers...
Reading your description, I suppose you use this to detect the generation has been done here, but that's -for me- a very bad way, as I've seen breakable blocks (stone and redstone ore for example) viewable when in spec and under height 0.
This means players can break them and see a hole in the map (ok, they can't fall through it but anyway... this is not really clean).
Maybe you should use NBT or similar things to flag generated chunks, or only generate in new chunks (if datapacks can detect if chunk is new).
Approximately once a second, below the player (at least when near y=0), a small, about half a block tall, otherwise one-dimensional hitbox spawns. I have not been able to determine what kind of entity it is, due to /data get not cooperating, but I know that they persist continuously. This is a severe issue as our server ended up with twenty eight thousand of them near our enderman farm, and it caused severe problems with lag. The attached screenshot is of the entities, all facing south. This is a very severe issue for our server and has required us to disable datapack utilities, which is something I very much want to fix as soon as possible
What datapack(s) do you have installed (including ones made by me- include version if possible)?
A. One of my own, it currently does nothing apart from some loading functions
Run /reload. Copy/paste or post a screenshot of what appears in chat (should say [Loaded ]).
A. [Loaded Datapack Utils v2.1.3]
What environment are you running the datapack? (Vanilla single player, Vanilla multiplayer, Forge, fabric, spigot, bukkit, paper, optifine, realms, etc). Please specify exact Minecraft version as well.
A. Optifine singleplayer, 1.15.2
What if happening vs. what you expect to happen?
A. When holding a click detect item, the villagers will be summoned in one spot, but never move after, even when the player walks away.
In essence, if Datapack Utilities is installed and running, it will constantly generate a grid of barrier blocks at y=255 in the end, starting at 0,0, and going out 32 blocks in each direction. Aside from its invasive nature of generating unbreakable blocks, it will break the ender dragon when she is trying to perch by making her climb up to and past the build height due to the existence of the block there. Furthermore, the blocks will constantly respawn on their own even if they are being destroyed, which, with my testing, could possibly be a result of generating or activating chunks, however I was unable to confirm this.
What datapack(s) do you have installed (including ones made by me- include version if possible)?
Bug occurs when Datapack Utilities 2.2.1c is running on its own without any other datapacks.
Run /reload. Copy/paste or post a screenshot of what appears in chat (should say [Loaded ]).
[Loaded Datapack Utils v2.2.1c]
What environment are you running the datapack? (Vanilla single player, Vanilla multiplayer, Forge, fabric, spigot, bukkit, paper, optifine, realms, etc). Please specify exact Minecraft version as well.
The bug occurs in 1.16.3 on Optifine Singleplayer as well as Vanilla Multiplayer.
What if happening vs. what you expect to happen?
Datapack Utilities will generate and constantly regenerate barrier blocks at the build limit inside the end at y=255, starting at 0,0, and working out every 32 blocks in each direction, seemingly indefinitely. As a result, the Ender Dragon will attempt to climb to this height whenever she is trying to perch on the end exit gateway, therefor making the fight impossible.
Trigger the Music, My datapack, Mob Health Bar
[ Not is loading bug ] but the [ Loaded Datapack Utils v2.2.1 ] appears
Minecraft Version: 1.16.2 [Fabric]
Villagers made by du_click_detection can receive fire from lava and from fire entities such blaze fireball
I've been testing this amazing datapack and playing with the gadgets when turned my gamemode into spectator and then i saw that a lot of villagers were standing in the air. They're not a problem when they're not in front of a crafting table or something because we cannot interact with these.
I think they appears when we hold something from the datapack like the multimeter.
Thank you for your time.
What datapack(s) do you have installed (including ones made by me- include version if possible)?
This one, Datapack-Utilities latest build
Run /reload. Copy/paste or post a screenshot of what appears in chat (should say [Loaded ]).
N/A
What environment are you running the datapack? (Vanilla single player, Vanilla multiplayer, Forge, fabric, spigot, bukkit, paper, optifine, realms, etc). Please specify exact Minecraft version as well.
Vanilla Single player
What if happening vs. what you expect to happen?
What is happening:
After calling get_hotbar.mcfunction the entire players Inventory data is stored copied into the du block.
What I expect to happen:
After calling get_hotbar.mcfunction, it should only copy Inventory Slots 0-8 into the du block.
Steps to reproduce:
1. Load inventory hotbar and greater inventory with items. See screenshot below for Inventory data. It shows Items the hotbar slots 0,1,2 and an Item in the inventory slot 9.
2. Run /function du:player/inv/get_hotbar
3. Run /data get block -29999999 0 1601 Items
4. Note that the returned data contains the Item with {Slot:9b}
Title basically says it all. I could be wrong but it doesn't seem to be there.
Using the latest release, 2.3.3.
While looking at tags, I noticed some things were missing.
#du:non-solid
only has redstone_torch
, and #du:emit_light
only has torch
and soul_torch
. Neither includes any wall torches. Maybe add #du:torches
, containing all 6 torch blocks, which could then be included in #du:non-solid
, #du:emit_light
, #mechanization:drill/empty
, and any other tags that apply.
#du:non-solid
doesn't contain fluids. I don't know if this is intended, but I thought I'd point it out just in case.
#du:place_block_through
contains air variants plus water
and lava
when it could simply use #du:air
and #du:fluids
.
#du:fluids
lacks bubble_column
. I assume this is just a small oversight, as it's easy to miss.
#du:tall_flowers
seems unnecessary, as it is identical to #minecraft:tall_flowers
#du:beds
seems unnecessary, as it is identical to #minecraft:beds
Finally, in my opinion, the #du:water-loggable
tag name seems odd, as the Minecraft blockstate is waterlogged
, not water-logged
. #du:waterloggable
seems simpler and more intuitive.
See also: Missing blocks in drill tags (Mechanization)
#du:non-solid
lacks torch
, wall_torch
, soul_torch
, soul_wall_torch
, and redstone_wall_torch
.#du:non-solid
lacks fluids. Maybe add #du:fluids
or #du:place_block_through
.#du:emit_light
lacks wall_torch
, soul_wall_torch
, redstone_torch
, and redstone_wall_torch
.#du:torches
(containing torch
, wall_torch
, soul_torch
, soul_wall_torch
, redstone_torch
, and redstone_wall_torch
).#du:place_block_through
could use #du:air
and #du:fluids
.#du:fluids
lacks bubble_column
.#minecraft:tall_flowers
.#minecraft:beds
.#du:water-loggable
to #du:waterloggable
?Presumably due to CaveBiomes and DatapackUtils checking for bedrock at y=0, the biomes and structures aren't loaded if that bedrock isn't present, such as with this generator. Tested on Snapshot 20w06a, in which it does work if the generator type is set to Surface.
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