Jump to content

Non loaded world change simulation - best method


DFined

Recommended Posts

Hi!

My mod simulates heavy ashfall and buildup. In the areas where the player is, it is not hard. However when, say, a full block layer has fallen around the player, if they decide to move somewhere and load new chunks I need there to also be an extra layer already on top of the new chunks. If they then return somewhere they have already been I also need blocks to have built up there. I first thought of trying to somehow do this during chunk generation, but this only helps with new chunks and not ones being repeatedly visited. 

Currently I am updating the chunks (adding the layer of blocks to the top of the chunk) during the world tick by checking when the chunk is near the player (all chunks withtin a radius (4-5 chunks) of the player get checked, and if any are out of date they get updated). This works somewhat well for one player, but if I want to expand it to multiplayer capability the server definitely wont keep up. So my question is if there is a better way of doing such a relatively absurd thing, because the current way seems like a bodge.

Any help would be appreciated. Thank you in advance

Link to comment
Share on other sites

Or: don't worry about it.

Players have a general acceptance that when chunks are unloaded, nothing happens there.

 

As an example, lets say that your players make a server and zero players are online for a period of 8 hours. How much ash should build up?

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

On 1/9/2020 at 7:06 PM, Alpvax said:

You should be able to use the chunk load event. You can save the last ash amount to a chunk capability, and if that amount is less than the world ash amount, update it.

Yeah, thats pretty much what im doing, but using just the load event, sadly, doesnt cover the full situation, so I have to use tick as well. Sadly this approach seems suboptimal.

Link to comment
Share on other sites

On 1/9/2020 at 7:37 PM, Draco18s said:

Or: don't worry about it.

Players have a general acceptance that when chunks are unloaded, nothing happens there.

 

As an example, lets say that your players make a server and zero players are online for a period of 8 hours. How much ash should build up?

Thanks for the response!

Well... Thats the thing, the whole point is that there should be no escape from it. It is meant to be something that actually makes the game hard by destroying most plants etc. If I do it just around the player it would be slightly pointless, as the theme is a global catastrophe.

The amout of ash should, probably, be config based, but over 8 hours, say, it could be 2-3 blocks thickness (the blocks are also variable thickness like snow, so that they build up gradually).

And I know that, likely, the answer is just "Its way too many blocks to update, it cant be done effectively", but then again, the chunks do get generated pretty quickly and that doesnt (*usually*) cause much lag on a decent pc, whereas this works just barely. Currently I am looking into what is different. I assume its that when the chunks are primed during worldgen it is a simpler action per-block changed. 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I'm using Modrinth as a launcher for a forge modpack on 1.20.1, and can't diagnose the issue on the crash log myself. Have tried repairing the Minecraft instillation as well as removing a few mods that have been problematic for me in the past to no avail. Crash log is below, if any further information is necessary let me know. Thank you! https://paste.ee/p/k6xnS
    • Hey folks. I am working on a custom "Mecha" entity (extended from LivingEntity) that the player builds up from blocks that should get modular stats depending on the used blocks. e.g. depending on what will be used for the legs, the entity will have a different jump strength. However, something unexpected is happening when trying to override a few of LivingEntity's functions and using my new own "Mecha" specific fields: instead of their actual instance-specific value, the default value is used (0f for a float, null for an object...) This is especially strange as when executing with the same entity from a point in the code specific to the mecha entity, the correct value is used. Here are some code snippets to better illustrate what I mean: /* The main Mecha class, cut down for brevity */ public class Mecha extends LivingEntity { protected float jumpMultiplier; //somewhere later during the code when spawning the entity, jumpMultiplier is set to something like 1.5f //changing the access to public didn't help @Override //Overridden from LivingEntity, this function is only used in the jumpFromGround() function, used in the aiStep() function, used in the LivingEntity tick() function protected float getJumpPower() { //something is wrong with this function //for some reason I can't correctly access the fields and methods from the instanciated entity when I am in one of those overridden protected functions. this is very annoying LogUtils.getLogger().info(String.valueOf(this.jumpMultiplier))) //will print 0f return this.jumpMultiplier * super.getJumpPower(); } //The code above does not operate properly. Written as is, the entity will not jump, and adding debug logs shows that when executing the code, the value of this.jumpMultiplier is 0f //in contrast, it will be the correct value when done here: @Override public void tick() { super.tick(); //inherited LivingEntity logic //Custom logic LogUtils.getLogger().info(String.valueOf(this.jumpMultiplier))) //will print 1.5f } } My actual code is slightly different, as the jumpMuliplier is stored in another object (so I am calling "this.legModule.getJumpPower()" instead of the float), but even using a simple float exactly like in the code above didn't help. When running my usual code, the object I try to use is found to be null instead, leading to a crash from a nullPointerException. Here is the stacktrace of said crash: The full code can be viewed here. I have found a workaround in the case of jump strength, but have already found the same problem for another parameter I want to do, and I do not understand why the code is behaving as such, and I would very much like to be able to override those methods as intended - they seemed to work just fine like that for vanilla mobs... Any clues as to what may be happening here?
    • Please delete post. Had not noticed the newest edition for 1.20.6 which resolves the issue.
    • https://paste.ee/p/GTgAV Here's my debug log, I'm on 1.18.2 with forge 40.2.4 and I just want to get it to work!! I cant find any mod names in the error part and I would like some help from the pros!! I have 203 mods at the moment.
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.