#Ticking areas in Minecraft realms.

1 messages · Page 1 of 1 (latest)

acoustic hawk
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Hypothetically speaking, would chunks within ticking areas remain loaded in a realm when there are currently no players in the actual realm itself, technically making a real time day counter? I was thinking of creating time based events / rewards, and wondered if realms could possibly provide this.

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I've heard that the world in the realm actually shuts off when there are no players online (what's the point of even having one then?) and so I just wanted to confirm that.

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If so, then I could just make a ticking area with a scoreboard timer that equates to like, 1 week or something like that.

grizzled blaze
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As far as I know and from my own experience, the realm is "stopped" if no player is in it in

acoustic hawk
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Yeah, that's what I thought. That's such a shame really, realms are already overpriced as they are and yet they don't even provide the main function that all Minecraft server hosts have.. That is, 24/7 running time.

grizzled blaze
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Instead of paying for a Realm you could use a old phone or PC with 3-4 GB of Ram and host a Server on it

acoustic hawk
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That's what I already do, and with a 32GB RAM PC on top of that.

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But of course I can't just run it 24/7, that would just melt my CPU lol

grizzled blaze
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Then you could buy a server hoster instead of a realm

acoustic hawk
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And the few ones that are actually decent aren't really affordable

grizzled blaze
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You could use a java server with geysermc

acoustic hawk
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My world is on bedrock tho

grizzled blaze
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You can probably somehow convert a bedrock world to java world

acoustic hawk
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Also, I got add-ons in it. I don't think Java would be able to convert that.

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The entire server is made exclusively out of add-ons and commands, as most bedrock servers are

grizzled blaze
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But have does have some good plugins

acoustic hawk
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The thing is, those famous bedrock servers use their own personal providers.

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Which aren't publicly accessible of course

grizzled blaze
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What add-ons do you use on your world

acoustic hawk
acoustic hawk
grizzled blaze
acoustic hawk
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Yeah, almost as if that's the entire point of servers lmao

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Apparently, the bedrock team is just too oblivious to understand that.

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The most efficient way would be to just setup an actual physical server, but I don't have the budget for that nor do i know how to build one.

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I also don't want my house to be catching on fire or something

acoustic hawk
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Holy f * ck, I can use virtual machines

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I'm a genius

tawny ivy
# acoustic hawk I'm a genius

Since ure using add ons already, u might as well just use Script API
There isnt rly much reason to keep a server open 24/7 when no one is online unless ure running a clock on it — which if u were only using commands, u would need to
But with scripting, u can get the Date and Time of the server, which sorta removes the necessity for this

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I cant imagine any reason ud want a server kept online 24/7 wo players online besides for a clock — tho i agree that its stupid asf that they dont stay online when that is lit what u pay them for and a basic commodity

acoustic hawk
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I don't see how the script API could keep track of the game's ticks in a realm where there are no players online.

tawny ivy
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Script API is super powerful

acoustic hawk
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Define "world time"

tawny ivy
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Commands are obsolete if i have and are comfortable w add ons included

acoustic hawk
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Like, daily rewards and stuff like that

tawny ivy
# acoustic hawk Define "world time"

Honestly, never used it myself, but it doesnt matter what time u grab — as long as ure able to compare the wake time to the close time, u can find out how long its been offline for

tawny ivy
acoustic hawk
acoustic hawk
# grizzled blaze

Hm. And how is that supposed to work 24/7 without me having to keep the world online all the time?

tawny ivy
grizzled blaze
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For a daily reward system it doesn't have to be always loaded

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It only has to check for a player if he claimed the daily reward

acoustic hawk
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That's like, the whole reason I've opened this thread in the first place

tawny ivy
acoustic hawk
acoustic hawk
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I need a system that keeps track of the time 24/7 so that I can automatically calculate whenever a day has passed, or more if needed.

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And only a machine that's always running the server can do that

tawny ivy
grizzled blaze
tawny ivy
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When i refer to world time, i mean the irl world time

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The ac global time in the world

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Script Api is able to grab that

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Like i said, i get ur point for commands and i totally feel ur frustration — but since ure already using add ons there isnt any need for all that

Commands are completely obsolete since ure already comfortable using add ons, so its recommended u dont rly fw commands

acoustic hawk
tawny ivy
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Script Api can be used when any player comes online to call the IRL global world time

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U now are able to find out how much time has passed since the player was last on the server

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Thus, u can grant them the rewards

acoustic hawk
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Man, I really don't think you understand what I'm trying to say.

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The whole point of a counter is that I don't have to manually do that: if there are no players online then the script doesn't run of course, but how is the script supposed to keep track of 24 HOURS if it's not running?

tawny ivy
acoustic hawk
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Think of it as a daily login

tawny ivy
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Thats what im tryna say

heady forum
tawny ivy
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It doesnt matter if the realm is online

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It gets the irl time

acoustic hawk
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Hold on, let me get this straight.

tawny ivy
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If the last time a player logged on is 01/02/2025, and then the current date is 02/02/2025, then a day has passed

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That means the player is now illegible for their reward

heady forum
grizzled blaze
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Brain ain't braining😂

acoustic hawk
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So, basically this script keeps track of the last time the world went offline, then it compares that time with the current hour in real life?

heady forum
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you shouldnt tho

tawny ivy
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Thats what i been tryna summarise
U can keep the player’s last logged Date and Time, and then compare it to the current Date and Time when they first relog

grizzled blaze
# grizzled blaze

You can use the script I sent for an example you just have to change how to open/use it

acoustic hawk
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Thing is, I'm not exactly that experienced with the scripting API so that would be kinda difficult for me to implement.

grizzled blaze
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That's the video to the example script

acoustic hawk
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Also, the daily rewards were just an example. What I need fundamentally is something that keeps track of the time so that I can use it with external systems

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Just even a simple tag that's applied to the player is enough, I can do the rest with commands since it's a server.

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I find the command syntax to be much more comprehensible than the javascript API, since I'm also very experienced with commands myself

tawny ivy
acoustic hawk
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Meh, I realized that I can do most of the things I want to make just using commands and basic behaviors / resources. I've already got an add-on that enhances the vanilla commands to introduce the API into a comprehensible syntax using scoreboards and tags.

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Nonetheless, I still use JavaScript to make some of the more complicated stuff, or just things that are impossible to make with commands alone

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Also, I am a small indie developer lol.

tawny ivy
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Commands are mostly a statement piece more than anything nowadays; if u choose to use them over scripts its more of a personal challenge than a practical endeavour

Unless ure a poor console player (like i am) and just dont have access to scripts, then ofc commands are great and have lots of capabilities

acoustic hawk
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I'm aware of that, and I completely agree with you. Which is why I'm slowly starting to learn the basics of JavaScript

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As of now, I keep using commands because I have better control over them and can mix them dinamically, compared to the basics of JavaScript that I've learned so far.

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They're also much faster to use compared to the API

acoustic hawk
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Because if it's the beta one, then hell nah.

acoustic hawk
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I'd just be spending the rest of my days updating the syntax constantly

acoustic hawk
tawny ivy
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Nth wrong w using beta though generally if ure upkeeping

grizzled blaze
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It is stable but I don't know if it still works ist a bid older

tawny ivy
acoustic hawk
tawny ivy
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I feel u

acoustic hawk
tawny ivy
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Im a scripting beginner so i feel the pressure dw

acoustic hawk
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Also, I'm pretty sure most of the hive server is still programmed using commands (and plugins for particular features)

tawny ivy
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No official server uses commands

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Plugins are also java

acoustic hawk
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What makes you say that so surely?

tawny ivy
acoustic hawk
tawny ivy
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@heady forum ure more knowledgable on the ins and outs of servers; tell em wassup

heady forum
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its a modified version of pocketmine as far as I know

acoustic hawk
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I mean sure, but to say that all of them do is kind of a big assumption.

tawny ivy
heady forum
acoustic hawk
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Kinda depends on how you use them honestly

tawny ivy
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Commands arent used at all on any official server, that is just an objective fact

acoustic hawk
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Most big servers consist of several smaller worlds for each gamemode anyways

heady forum
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yeah, they consist of lots of little smaller servers

acoustic hawk
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Yep

heady forum
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you cant really achieve that with commands, as you cant transfer data between worlds, but thats fine for smaller "indie" servers

acoustic hawk
acoustic hawk
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Of course you can't transfer inventories between worlds using commands, but you can use said commands to make the gamemodes themselves.

tawny ivy
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And trust me, the performance distance is huge between them

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Commands cannot handle a fraction of the capacity that scripts and other tools can

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The custom server software is essentially a standard staple of all official servers, as jean said

heady forum
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thats a different level of dedication tho, start of with commands, move to script once your comftorble and wanna make more proffesionall stuff and if you wanna go really big, use custom server software

acoustic hawk
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Yeah sure, I'm aware of the change in performance that the two have. It's just a normal side effect of having code run directly by the game instead of executing it

acoustic hawk
heady forum
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Yeah no its fine

acoustic hawk
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The server as a whole is designed for a smaller playerbase, which is the whole reason as of why I'm using commands instead of scripts

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I use a copium amount of commands to make pretty much anything, and I can say from experience that it doesn't affect the performance as much as you guys think it does (at least not on a smaller scale)

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I see little to no lag whatsoever when I'm playing, expect for some very minor lag spikes that occur periodically.

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It's not like I'm running them all at the same time (although some do)

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Commands are pretty great if you know how to make workarounds. Although limited, they definitely require much more creativity then just coding premade things in the game so I guess it's also stimulating lol

tawny ivy
# acoustic hawk I use a copium amount of commands to make pretty much anything, and I can say fr...

Its more so ab the quality and context of the commands than the quantity itself
While the quantity ofc makes a difference, it is pretty negligible

Where the big part comes in is what exactly the commands do
Lets say u want to grab the player’s exact coordinates and print them in chat; this would take a lot of performance up since there are s lot of subcommands and data being thrown around for each player

With scripts, this is basically a one line job

acoustic hawk
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Well to be fair, I did say that I also use an add-on which lets me integrate the API into commands.

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So for me, that'd be pretty easy to do with commands as well lol

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But yes, I do get what I mean. And I'm not denying that, I'm very much aware of how limiting it can be.

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Which again, is why I decided to download this pack.

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(Even though I don't use it as much as I should due to the add-on having to be updated everytime Minecraft releases an update) ((yes, it is the beta API))

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Anyways, going back to the original argument: I wanted to rent a virtual machine just so I could find a way to host my server, instead of just running it manually.

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Simply for the mere fact that it would allow for players to join whenever

acoustic hawk
# grizzled blaze https://youtu.be/CS7ONoPkibk

Also, I just realized that this is a very basic system that gives items based on a custom UI system, which is definitely not what I was trying to do so I would have to rewrite the whole system just to do that lol. I think just knowing what component I need to use would be more than enough!

acoustic hawk
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Dunno why it's in German, but alas

acoustic hawk
# grizzled blaze https://youtu.be/CS7ONoPkibk

This is a preset that gives a player the items based on the daily log-in, so of course that would be easy since all I have to do is change the ID of the items.

Expect that's not what I need at all lol, so yeah..

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I mainly just need the script to give the player a tag or scoreboard based on the established time, that's really just it. No one's gonna die if I use a singular command chain to change the state of a few blocks (and even if it does create lag, I'd gain the same results by using exclusively the API since it's the chunk update itself that lags the same)

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But even then, it's just a single update. I've already got all of my systems set up, just need to understand how this date thing works.

acoustic hawk
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If it actually can do math, then sure. But if it only compares the previous date with the current one to see if they're different, then I'm afraid that's not gonna work.

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And what if the user just.. Doesn't log off at all?

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Because from what I'm understanding, this component can only compare the time between the last time that the user logged in and the current time. But what if the user just stays in the world during that time? How would it be able to detect it then?

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I fear that's the main reason as of why I need a timer.

grizzled blaze
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You can make a function that checks the time every second or every minute