#(chaps79) modifyblock command to reset minigame arena

1 messages · Page 1 of 1 (latest)

wild mauve
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Hi, I am attempting to reset a minigame map using 'modifyblock' in a cuboid to replace certain blocks. However, only about half of the arena gets cleared. I am wondering if there is a size limitation for that command. My cuboid is about 1.4M blocks. The specific command looks like: - modifyblock <cuboid[lt_arena].blocks[*wool]> block_material:air

fallen galleonBOT
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(chaps79) modifyblock command to reset minigame arena

fallen galleonBOT
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Hi I'm AutoThreadBot! Don't mind me, I'll just be adding the helper team to this thread so they can see it. A human will get to you soon.

wild mauve
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I experimented and shrunk the cuboid to 600k blocks, and the command works as expected. That leads me to believe there is a size limit. I'm hopeful one of you experts knows the truth data.

merry thorn
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there isnt a size limit, it just cant change blocks in chunks that arent loaded

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if its too big so that chunks arent loaded when running the command, you need to manually load them

wild mauve
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ok. i'll check that rq.

merry thorn
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!c chunkload

small surgeBOT
# merry thorn !c chunkload
Group

world

Syntax

chunkload ({add}/remove/removeall) [<chunk>|...] (duration:<value>)

Short Description

Keeps a chunk actively loaded and allowing activity.

Description

Forces a chunk to load and stay loaded in the world for the duration specified or until removed.
This will not persist over server restarts.
If no duration is specified it defaults to 0 (forever).
While a chunk is loaded all normal activity such as crop growth and npc activity continues,
other than activity that requires a nearby player.

wild mauve
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it didnt' work. i'm standing on top of the blocks that should be removed by the command, and nothing happens when i run the command.

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the border between where blocks are replaced and blocks aren't replaced is in the middle of a chunk rather than a chunk edge

merry thorn
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you might then just need to break it into bits then
millions of blocks is a lot, so makes sense if things are breaking at that range

wild mauve
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yeah i can try that. basically, split the cuboid into smaller cuboids and run the command in each cuboid

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yes, that worked. thanks. i would like to leave this post open in hopes that one of the devs can tell me what was going on, if that's ok.

stark pagoda
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    # Settings for tags like cuboid.blocks, location.find.blocks, ...
    Block tags:
        # How many blocks can be read, max, before stopping the tag in place
        Max blocks: 1000000

Denizen has a config setting for that, to stop using tags like these on too many blocks and wrecking the server

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You could increase it a little I guess, but there's probably a better solution here than to check 1.4 million blocks every single time - is it a preset map you could just paste in? maybe track the locations that get changed using events?

wild mauve
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Thanks for the advice. I will see which method works best. I was under the impression that pasting a 1.4M block schematic would cause a lag spike, so I didn’t bother to test that method.

wild mauve
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I've got the script written to track locations that get changed, and then modify the changed blocks to air after the minigame is finished. I have to run to work irl now. It will be a day before I can fire up the testing server and get back to you with the results.

wild mauve
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Thanks Aya, tracking the changed locations and modifying them to air worked great. I'm almost ready to release my lasertag minigame! (which was inspired by your Lightning Blade)