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key.jump | |
key.sneak | |
key.sprint | |
key.left | |
key.right | |
key.back | |
key.forward | |
key.attack | |
key.pickItem | |
key.use |
⚡ = Advancement trigger
✨ = Enchantment effect
MinecraftServer::tickServer
- 🕑 Update
/tick
rate manager ServerFunctionManager::tick
▶️ Run #load function tag if a reload happened▶️ Run #tick function tag
ServerLevel::tick
(per dimension)
- 🕑 Update
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import os | |
commands = 0 | |
for root, dirs, files in os.walk("."): | |
for filename in [f for f in files if f.endswith(".mcfunction")]: | |
with open(os.path.join(root, filename)) as f: | |
commands += len([l for l in f.readlines() if l[0].isalpha()]) | |
print(commands) |
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import os | |
for dir in os.walk("."): | |
if not dir[0].startswith(r".\gm4_"): | |
continue | |
if not dir[0].endswith(r"\data"): | |
continue | |
for namespace in dir[1]: | |
if namespace in ["load", "minecraft"]: | |
continue |
Each test ranks a list of possible commands from best (most efficient) to worst (least efficient). Lower percentages are better. You can only compare the percentages between the commands in the same test.
These tests were done in a superflat world with no entities except for the player. The only commands running are the ones from the test.
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{ | |
"advancement": { | |
"type": "object", | |
"properties": { | |
"display": { | |
"type": "object", | |
"optional": true, | |
"properties": { | |
"icon": { | |
"type": "object", |
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{ | |
"type": "decorated", | |
"config": { | |
"decorator": { | |
"type": "chance", | |
"config": { | |
"chance": 48 | |
} | |
}, | |
"feature": { |
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// count: CountDecorator | |
// - UniformInt count (min: -10, max: 128, maxSpread: 128) | |
return IntStream.range(0, count.sample(random)) | |
.mapToObj((e) -> pos); | |
// count_noise: CountNoiseDecorator | |
// - double noise_level | |
// - int below_noise | |
// - int above_noise |
Table of Contents |
---|
Density Factor |
Slides target size offset |
density_factor |
density_offset |
|
---|---|---|
2 | 0 | ![]() |