[LVS] Council Pre-Meeting Agenda - 28th July

[LVS] Council Pre-Meeting Agenda - 28th July

Postby Spectatre » Sun Jul 15, 2018 10:03 am

Breaking news, we're having a meeting agaaaaain

Previous meeting notes: https://zedwork.co.uk/wiki/Zedling_Coun ... 2018-07-14

Topics, apologies, post 'em here.
---
One topic that was kicked to the forum in the previous meeting related to, among other things, marking builds for demolition/amendment, clarifying the requirements and what the process is. I think. It was a big ol' topic. Feel free to correct me below.
Spectatre
Zriend
 


Posts: 180
Joined: Thu Feb 16, 2017 6:57 pm
Minecraft IGN: Spectatre

Re: [LVS] Council Pre-Meeting Agenda - 28th July

Postby tim » Mon Jul 16, 2018 8:12 am

On holiday so maybe maybe as i wil be in londen!
tim
 


Posts: 44
Joined: Sun Feb 21, 2016 2:01 pm
Location: twente eastern netherlands Swamp german
Minecraft IGN: tim1996

Re: [LVS] Council Pre-Meeting Agenda - 28th July

Postby ileua » Wed Jul 25, 2018 9:13 pm

So, i´d like to start an discussion about the mobGrief GameRule being off.
I feel like this takes away more features and possibilites to do stuff, than it adds to the Server.
With mobGrief Off Villagers become almost useless, (yes you can breed them by trading)
if you want to use them for trading you will need ages and a lot of luck before you get a good one,
and for me personally the biggest reason, you cant use them to make automated carrot/wheat farms.
I know there are workarounds, i can just make a nano-farm, but I play this game for the farms, and the automation, thats why i play this game, and not being able to work with villagers takes away alot of the fun for me personally.
There are workarounds for the mobgriefing rule, for example setting the creeper explode radius to 0, or giving enderman blocks already so they cant pick any up, im sure there are some for the other mobs aswell, and even if not i personally would rather have to fight a wither properly than to not be able to use a in my opinion big part of the game.

thanks for reading, i would appreciate it if there can be a vote or something, so we can get the opinions of the playerbase.
Sorry if my english is not so good :D
ileua
 


Posts: 4
Joined: Fri Jul 20, 2018 7:42 pm
Minecraft IGN: ileua

Re: [LVS] Council Pre-Meeting Agenda - 28th July

Postby Zedwick » Thu Jul 26, 2018 11:34 am

The mobGriefing gamerule being false is mainly a solution to the creepers causing accidental or malicious damage to player's builds by unrelated new players who are passing through the server every day. The constant stream of creeper damage, which is unlikely to be fixed by those players, is difficult to keep up with when maintaining the grief-free aims of the server.

In the past when this topic has come up I have said it is not possible, but I would revisit this in 1.13. I am still working on updating elements of other scripts and plugins (for Zz), so I currently have other priorities.

I do still plan to look into this for 1.13+; but if anyone else with Minecraft command experience would like to try to tackle this problem in 1.13 commands, my requirements for a solution would be creepers must do no (permanent) damage to the world whilst still able to cause damage to players when exploding. Other mob's griefing behaviours are not of primary concern, though I will need to consider the transition as some may have pet withers or ghasts which would cause a bit of a disaster if they were to suddenly be able to break blocks in the player's bases.
"Clothes make the man. Naked people have little or no influence on society." - Mark Twain
Zedwick
Guardian
 


Posts: 1900
Joined: Thu Mar 29, 2012 3:46 pm
Location: England
Minecraft IGN: Zedwick

Re: [LVS] Council Pre-Meeting Agenda - 28th July

Postby Dax23333 » Thu Jul 26, 2018 12:24 pm

I did have a look at what would need to be done to prevent creeper craters, primarily the problem then was lack of an easy way to detect when the creeper explodes. They have a cooldown, but unlike tnt entities where it is available in the nbt creepers have (or at least, in 1.12.2 they had) it buried inside the AI which is completly inaccesable to commands. The Fuse nbt in creepers is not the countdown - it just says how long it'll take to explode, with an internal one being the countdown and the one that would need to be accessed.

Funnily enough I do not see why making villagers breed using a command system would be impossible. Can do such things as make them willing, have them pick up (delete) item entities and other such things. Could even make them farm crops underneath them too, but not have them pathfind to them.

In other news, I won't be at this meeting.
Last edited by Dax23333 on Thu Jul 26, 2018 3:08 pm, edited 1 time in total.
Dax23333
Zriend
 


Posts: 380
Joined: Sun Jul 13, 2014 6:02 pm
Location: Behind You...
Minecraft IGN: Dax23333

Re: [LVS] Council Pre-Meeting Agenda - 28th July

Postby ileua » Thu Jul 26, 2018 2:33 pm

Thanks for the reply, sadly im not too good with commands, especially the new 1.13 ones, still I will do some research and try to find something useful-
thanks alot!
ileua
 


Posts: 4
Joined: Fri Jul 20, 2018 7:42 pm
Minecraft IGN: ileua

Re: [LVS] Council Pre-Meeting Agenda - 28th July

Postby ABParadigm » Thu Jul 26, 2018 2:39 pm

I just wanted to add - yes, villagers are not able to be bred automatically, however I have gotten villagers that are perfect or near-perfect by using a setup to trade them manually. I understand it requires much more effort, but it is not impossible given the correct setup. The carrot and potato thing, yeah, we can't do that automatically and I'll give you that. That being said, there is nano farms and you can even fortune carrots and potatoes to give more. The short answer is - though I understand your issues with not being able to add certain farms - is that we still can do things. That being said, if we found a workaround, I'm all for it.

Oh, and as for the creeper thing... If I'm honest, I played on a server a long time ago that had the creeper explosion radius set to 0, and I could be in a creeper spawner (that was a thing there) and they wouldn't do damage to me... I didn't like that there, I wouldn't like that here. That would nullify one of the big four mobs from even existing outside of mob farms. Though I don't like seeing "_____ was blown up by Creeper" that would certainly take a lot of fun out of it for me, if we simply removed them causing player damage entirely.

I do want to clarify - if we can find a workaround to mobgrief, I would love that, I just wanted to say my thoughts on the matter, and what I would like, personally.
Image

Not the brightest bulb in the box... but at least I'm not the broken bulb.
ABParadigm
Zriend
 


Posts: 430
Joined: Fri Mar 03, 2017 5:29 am
Location: U.S., Connecticut
Minecraft IGN: ABParadigm

Re: [LVS] Council Pre-Meeting Agenda - 28th July

Postby OffLuffy » Thu Jul 26, 2018 8:43 pm

I don't think explosion radius effects creepers in 1.13 from what I can tell. I tried setting it to 0, and they seemed to have a default radius. A really large radius is the same story. Powered creepers leave a bigger crater, but even modifying them doesn't seem to change anything. And this was just me testing it with command blocks and specifying nbt with 'summon' and 'data merge entity'. Perhaps they've changed the name of the nbt from ExplosionRadius to something else, but I haven't looked that bit up yet. I was testing this in a single player cheats-enabled world.

I would be amused with the idea of auto-giving Endermen an item though. Could be something silly or event related, sounds fun.
OffLuffy
 


Posts: 18
Joined: Sun Jul 01, 2018 6:02 pm
Minecraft IGN: OffLuffy

Re: [LVS] Council Pre-Meeting Agenda - 28th July

Postby Zedwick » Thu Jul 26, 2018 9:27 pm

OffLuffy wrote:I don't think explosion radius effects creepers in 1.13 from what I can tell. I tried setting it to 0, and they seemed to have a default radius. A really large radius is the same story. Powered creepers leave a bigger crater, but even modifying them doesn't seem to change anything.


I played about with it earlier in 1.13, and it does affect them. ExplosionRadius:0 results in no damage to blocks nor player when summoned directly on top of them. ExplosionRadius:1 damaged both blocks and player.
"Clothes make the man. Naked people have little or no influence on society." - Mark Twain
Zedwick
Guardian
 


Posts: 1900
Joined: Thu Mar 29, 2012 3:46 pm
Location: England
Minecraft IGN: Zedwick

Re: [LVS] Council Pre-Meeting Agenda - 28th July

Postby ABParadigm » Fri Jul 27, 2018 12:05 am

Would it be possible to pair up creepers with an invisible TNT entity, set the creeper's explosion radius to 0, but modify the TNT entity to do player damage but not environment damage? This is coming from a no-command no-idea guy, keep in mind. I don't know if this would cause excess lag, or even be possible. I don't understand what Dax was talking about earlier, but it seems you may have better control with a TNT entity.

Also - I do see making villagers be able to farm make more sense than modifying creepers, if it really is that much of a mind bender. The creepers, withers, endermen... er... zombies? work fine as is, it's the villagers that are "broken." Oh. And ghasts. And the ender dragon.
Image

Not the brightest bulb in the box... but at least I'm not the broken bulb.
ABParadigm
Zriend
 


Posts: 430
Joined: Fri Mar 03, 2017 5:29 am
Location: U.S., Connecticut
Minecraft IGN: ABParadigm

Next

Return to General Discourse

Who is online

Users browsing this forum: No registered users and 24 guests