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Graves: Inspired by Universal Graves #336
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Gave the script to a server to play around with (Thanks kris) Made some changes to message formatting Made lots of changes, implemented a CLI based settings system to simplify editing config. Replaced a lot of one-time use methods with lambdas.
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Here is some feedback, plus the code required to move to store_app_data
. It may a be a bit of work, but honestly I think it's an improvement over saving 2 json files over and over again in the code.
Implemented the file related recommendations from discord, settings and gdata are now stored in same file. With my limited testing this does work fine. Also fixed some typos and minor aesthetic changes,etc.
Forgot to change that link
Found an issue, if you drown the head will pop, and bye items. |
Also curious what determines if the inventory will be restored directly or if the screen will open? |
Actually, the head will keep some grave data, so if you place it and right click/break it it will disappear, but the items won't be restored. |
Well two things.
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Ahh I never tried drowning but it does make sense. The debug command would fix this but a better solution is needed yh.... |
Its almost an 1 to 1 copy of Universal Graves mod except the fancy holograms and some minor stuff. Since this uses fake screens, the minimum carpet version is bumped up to 1.4.57.
Spent a lot of time trying to make things as user friendly as possible. I am not very happy with the stuff I am doing to find a "safe" grave location, but I think the current solution is the best until #311.
Another thing, I am using player Name in all places instead of uuid because I did not find any good way of fetching the uuid from a name (Player heads store the player name and not uuid in their block data and Mojang api is rate limited)
Another another thing, I am using both
set()
andrun('setblock')
in different places. The reason for this is,set
sometimes fails (particularly when replacing a player head) I need to do some more tests and then make a issue regarding this.