#(Joshie) Global speed up of all crop growth during 'summer' event?
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(Joshie) Global speed up of all crop growth during 'summer' event?
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there's a gamerule for this
Specifically for crops :0
it might affect more things than you want to? should check mc's wiki to see that
Yeah i assumed it was just tickspeed
no clue kek, its randomTickSpeed iirc
dang
Hold on. couldn't i listen for a grow event and jump through stages quicker?
So it goes from 1-3 etc
!c growth
Did you mean to search for glow?
Did you mean to search for mechanism group?
!e plant grows
World
<structure/plant> grows (naturally) <structure/plant> grows from bonemeal
when a structure (a tree or a mushroom) grows in a world.
when a player caused the structure growth to occur (eg with bonemeal). - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.
<context.world> returns the WorldTag the structure grew in.
<context.location> returns the LocationTag the structure grew at.
<context.structure> returns an ElementTag of the structure's type. Refer to <@link url https://hub...
<context.blocks> returns a ListTag of all block locations to be modified.
<context.new_materials> returns a ListTag of the new block materials, to go with <context.blocks>.
True - this adds switches in:<area> + location_flagged:<flag name>.
True - this adds <context.cancelled> and determines cancelled + cancelled:false.
Yeah this could work i think
when a structure (a tree or a mushroom) grows in a world.
crap
oh
!c block grows
Did you mean to search for mechanism lock?
!e block grows
Block
<block> grows
from:<age> to only process the event if the material started at a specific age.
to:<age> to only process the event if the material ended at a specific age.
when a block grows naturally in the world, EG, when wheat, sugar canes, cacti, watermelons or pumpkins grow.
<context.location> returns the LocationTag of the block that grew (still at original material state when event fires).
<context.material> returns the MaterialTag of the block's newly grown state.
True - this adds switches in:<area> + location_flagged:<flag name>.
True - this adds <context.cancelled> and determines cancelled + cancelled:false.
LMAO
Yeah
This seems to do what i want bu wondering if there is any downsides
It doesn't throw an error either if that plant doesn't have that high of a growth age
so i think this does what I need.
I need to learn how to use cases lol
Wait should i cancel the original age too? so it doesnt have to fire it twice?
Cuz it turns 1 and THEN 2.. which is pointless if it's going to end up 2 in a microsecond
i feel like there is a much easier way to do that instead of having a lot of if and else ifs. it looks as if the age will just increment by one each time right? if so, just set the age to the current age plus one. so something like adjustblock <context.location> age:<context.material.age.add[1]> or something like that
Oooh
Wait so
If age = anything but maximum age?
then adjust age:<context.material.age.add[1]>
Is there a maximum tag that works with age?
Thanks bread i knew there was obviously a better way lol
Wait this is invalid use of an operator isnt it
!=
I can't believe i was thinking about noting areas of plants and everything but this did it
lel
I'm not 100% sure it's working though
How can i narrate the old age?
Just define before the adjust?
Will that work?
I assume it would
Oddly it doesnt
Well either it does and the code isnt working or it doesnt
lol
Yeah i dont think so either lol
!t materialtag.maximum_age
Returns the maximum age for an ageable material. This includes plant growth.
properties
ElementTag(Number)
okay yeah thats fixed but
i still cant narrate the old and new age
just so i can check it's actually working lmao
im defining old age before the adjust so that should be the old age right?
It's always the same number rn
How is an adjustblock changing a definition thats been set before it happened lol
After something grows.
Define it's current age as 'oldage'
if it's age now is less than it's maximum age
determine it's growth cancelled passively
then adjust it's age to +1 of what it was going to grow to
then announce the old age and the current age.
Eh i added a wait anyway can see it working that way lol
This determine wont work though
it still grows when i first bone meal it
and then 1s later it adds 1
I'm trying to determine it cancelled just to stop the event needing to be processed as it's unneeded if it's going to grow another '1' anyway
Cancellation only works when using “on”, not “after”.
!lang on vs after
Did you mean to search for script event after vs on?
Modern ScriptEvents let you choose between "on" and "after".
An "on" event looks like "on player breaks block:" while an "after" event looks like "after player breaks block:".
An "on" event fires *before* the event actually happens in the world. This means some relevant data won't be updated
(for example, "<context.location.material>" would still show the block type that is going to be broken)
and the result of the event can be changed (eg the event can be cancelled to stop it from actually going through).
An "after" event, as the name implies, fires *after* the event actually happens. This means data will be already updated to the new state
(so "<context.location.material>" would now show air) but could potentially contain an arbitrary new state from unrelated changes
(for example "<con...
Script Events
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