Ender chest reloaders
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- čas přidán 22. 01. 2019
- Found a nasty reload mechanic around ender chests.
World download:
www.dropbox.com/s/93xy7o3mcrw...
Ender chest reloading discovery by Earthcomputer:
/ @earthcomputer
Auto-save detector by EDDxample:
• Absolute Autosave Dete... - Hry
There is a 3rd way to unload the ender chest chunks. Just make sure to stop the entity's in the dimension from ticking. This can be done by having all players in the dimension that the ender chests are in to stop entity ticking. This happens when no items are sent through the portal to or from the same dimension within 300 gameticks and there are no players in it.
This is a convenient way to make the ender chests into a switch.
And that's why you don't drink and use % in your code kids.
I gues the reason for periodic scheduling could be to close the chest after a short duration if it ever gets stuck open.
Why does it even multiply by 4 though. Lmao
Mojang probably intended that the sender chest should schedule a block event every 4 seconds. They probably used a constant in the code called TPS and miswrote the expression in the same way that we misread it
Really interesting, thanks for sharing!
Its funny because now I remember you saying that rock may add a chunk loadder xD but i didn't know it was already on the game
this channel is soooo underrated
Interesting, but dangerous at the same time
As a related fun fact, if you use ghost blocks to disguise an enderchest as a piston (so that the block is a piston clientside, and an enderchest serverside) then the piston will fire clientside every second.
Is there a contraption that can create it?
@@Xcom6000 Sure.
imgur.com/a/Bt5xR3o
In this picture the contraption on the right is the standard ghost block generator for 1.9-1.12.
Flick the lever on the golden block 3 times. Then flick the lever on the diamond block.
@@myreneario7216 Its a bit unclear what piston is what type. Any clarification? The image is a bit unclear sadly. Can't replicate ghost blocks form the ghost block gen.
SUPER HELPFUL THANK YOU !
How did you manage to look the code of the game, modify and compile?
Always I see a tutorial usually it show different tools or they already have the code de-compiled and when I tried with some tools I obtain a code that can't compile because syntax problems because deobfuscation I think. Also, I surprised because I believe I watch NetBeans in your video. I guess the global tool is MCP but I'm not sure because I watch weird combinations with Eclipse and other editors/IDEs
There are many videos out there that shows how to setup MCP. I use intellij with some of the forge gradle tools earth sorted for both 12 and 13. But there is an official MCP website where 1.12.0 can be downloaded and even updated to 1.12.2 with ease. For 1.13.1 earths forge gradlew tool can be found on the Eigen discord and 1.12.0 as well.
Ohhh, thanks so much
About the first thing we learned at University is order of operators (I’m studying Informatik in Germany)
Which is quite weird, because priorities differ language to language, especially in cases like this, when neither option makes any sense. It would be better if a % b * c was invalid syntax.
We were learning java - they also stressed that you should always put everything in braces and yeah I totally agree this would just make a lot of bugs impossible
Order of operations can get you into a lot of trouble if you think in those terms. It's usually better to think about operator scope. In that sense, it doesn't really matter what order the operations are performed in, so long as they're mathematically equivalent. This is also language agnostic, and intuitively easier to grasp.
If it was a block other than ender chests it would be nice.
Does this work in version 1.19?
my question: is this intentional or it can be called a "glitch" (since is Minecraft
I would say that it isn’t intentional but also isn’t a glitch
It does what is was meant to do, but had an unintended side effect
@@biblebot3947 logics making sense
would this work in 1.13?
Never tested but should work.
@@Xcom6000 I'm trying to use it as a mob switch, in 1.13, and once new autosave comes along mobs start spawning again. So either I'm dumb, or this doesn't work in 1.13.
@@Lemson It depends on how you set the thing up. If your spawning mobs then the activation of the device should be with proper render distance from the machine at minimum render 12.
@@Xcom6000 Not sure I understand what you mean, what I'm doing is putting 100 mobs in the chunk the enderchest is in, then setting my render distance to 4, like the sign says, and then flick the lever and wait until machine detects the auto save. When autosavve gets detected I kill myself to see if it's working over at spawn. There it works until I pause the game or wait for the auto save. What am I supposed to do differently?
@@Lemson When mob spawning is active the game will load chunks up to 10 chunks out weather you set your render distance to 4 or 10. Extend the line to 12 chunks. Set your render distance to 12 and try again.
EARLY SQUAD
where is a bug report so i can upvote it?
when you say "never unload", does that mean i can use this to keep any chunk in the end entity processing for all ticks, as long as i keep the dimension active?
@@bengineer8 Should work. As long as items go through end portal every
@@Xcom6000 TY. Ok, that means i can finally make my 3d printer not require a second player, I just need to redesign it a little!!
A problem I was having is that some chunks on a diagonal were among the chunks i needed to stay loaded, making a perma loader not work well enough
No, you didn't. No.
What?
@@NessieStudio Yes.