#Map reset system
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you could store the map somewhere else and use /clone
or as a structure/multiple structures and then use /place
What if the map is big ?
this really only applies in specific scenarios depending on what the minigame is, but i figure it might be useful
you can set all the air in your map to be void_air, which makes no visible or functional difference, but allows you to tell when a block has been broken (it will make a tile of regular air)
That isn’t really helpful here I don’t think
unless all the blocks are the same and the player cant place blocks, yeah 💀
overall the /clone sila mentioned is prob the most practical and simple solution
Yup I got another problem I don't want the players to break map blocks but I want them to break and place the block that they placed/broken
oh thats doable if they have different blocks than the ones that are already placed
you can put them in adventure mode and give them blocks with “can be placed on” tags, and tools with “can break” tags
if you want them to be able to break the same kind of block as youre using for decoration in the base map
Like Shears for wool
its still theoretically doable but more difficult ofc
and yeah, thats one example
but you could set any tool to any block
or blocks
(this would probably be a better job for a plugin)
But if the map is big enough (UHC run) and I have multiple worlds, setting it up in sections will take a lot of time
you can probably do it systematically
it will certainly take time but i think that may be unavoidable
(That's why I was trying to use something like storage and get the block locations stored)
I mean I can store them in one storage with path IDs and then I can use something like /setblock with macro
but every single block?
that could work, but it could probably be much easier to make some kind of datapack that saves a far corner and the x, y & z length for a cube of area to copy, as well as a destination corner, to systematically/dynamically grab and paste chunks
I would do it in rows
so like, all blocks in x=1, then x=2, etc
but yeah depends on the shape of the map too
That could cause some lag but still wouldn't it be better than replacing all blocks ?
honestly i think it would probably be laggier to grab nbt data for every single tile
^^^
what you COULD do is save the tiles players change, but that would require raycasting, which you wanted to avoid
Hmm so clone it is
there’s 90K blocks per chunk if you include -64 to 319
you could also use a library such as retina to make raycasting a lot easier, but its up to you and what you find easiest in the end
I'll go with clone command
but there’s also stuff like tnt explosions, jumping on crops, etc which wouldn’t be captured by the raycast
yeah, depending on the minigame, for sure
raycasting can be fickle 😔
fair warning, /clone en masse may also be laggy, but i think its a lesser evil in this case
Or I could add a cooldown system to make it slower ?
basically noting is as laggy as NBT operations AND macros
I replied to the wrong message
except like, summoning structure locating maps
you could do one /clone per tick. That way it’s not rspecially laggy but it will take like a couple of seconds to clone the entire map
yeah
only other issue is loading things in
if players could be not loading the map and its copy in, youd have to use forceload commands
ofc thatd be an issue with the nbt too
Structures could be better ? since I don't have to create an extra copy ?
tbh with you i hardly know the drawbacks and such of structures because i havent touched worldgen much yet
Me too
ig id wait for sila or someone else to answer that
structures should be just as easy tbh
more difficult to make changes to such as if you want to add chests or stuff to it, since you’d have to save the structures again each time
but a bonus is that you won’t have to forceload the copy of the map
Hmm it's for my minigame server and that wouldn't take a lot of time so it's fine