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Increase entity batch limits
Raised entity processing limits in main and activation batch functions to resolve mob farm complications
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+7
-18
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CHANGES.md

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- **Entities with emissive layers are now properly hidden** 👻 (Endermen, Spiders, and Cave Spiders) (closes [#25](https://github.com/Tschipcraft/spawnanimations/issues/25))
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- For this feature to work in Minecraft 1.20.4 and below, [Pehkui](https://modrinth.com/project/t5W7Jfwy) must be installed. Pehkui can still be installed in newer versions for smoother poof animations
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- Added config options to enable/disable the poof animation ([#40](https://github.com/Tschipcraft/spawnanimations/issues/40)), animation sounds (closes [#39](https://github.com/Tschipcraft/spawnanimations/issues/39)), reducing the number of particles emitted by hidden Endermen, and hiding emissive mob layers ([#25](https://github.com/Tschipcraft/spawnanimations/issues/25))
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- Improved performance by refactoring entity activation distance calculations to bundle and cache position data retrieval calls and by updating batch activation logic. The whole project is now up to 45% faster per tick!
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- Modified the attack predicate of the secondary dig-up requirements so that it disregards the Y-distance. This allows mobs to, for example, appear at the bottom of pillars if a player decides to build up during the night
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- Added an activation distance recommendation message when using the Vanilla activation mode
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- Removed the Hoglin from the dig up animation
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- Fixed most compatibility issues with [Hostile Mobs Improve Over Time](https://modrinth.com/project/ku4JD9TH) by adding missing tag recovery logic when preparing an entity for hiding. This should generally improve compatibility with other packs that override entity tags (closes [#26](https://github.com/Tschipcraft/spawnanimations/issues/26))
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- Fixed poof animation playing multiple times when "Play Animation on Unsupported Blocks" is off
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- Fixed possibility of hidden falling mobs losing their fall distance NBT when appearing
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- Fixed v0 save format not correctly upgrading to v1 in 1.20.5 and 1.20.6 (precisely from 24w11a to 24w20a)
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- Changed exclude tag from `exclude` to `ts.sa.exclude`
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- Raised entity processing limits to resolve mob farm complications

data/spawnanimations/function/internal/run_activation_batch.mcfunction

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@@ -7,5 +7,5 @@ execute store result score $global ts.sa.y run data get storage spawnanimations:
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execute store result score $global ts.sa.z run data get storage spawnanimations:temp Pos[2]
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# Activate entities
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execute if score $activation_dist ts.sa.settings matches 25..100 as @e[type=!#spawnanimations:exclude,tag=ts.sa.to_verify,distance=..100,limit=5,sort=random] at @s run function spawnanimations:internal/calc_activation
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execute if score $activation_dist ts.sa.settings matches 1..24 as @e[type=!#spawnanimations:exclude,tag=ts.sa.to_verify,distance=..25,limit=1,sort=random] at @s run function spawnanimations:internal/calc_activation
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execute if score $activation_dist ts.sa.settings matches 25..100 as @e[type=!#spawnanimations:exclude,tag=ts.sa.to_verify,distance=..100,limit=10,sort=random] at @s run function spawnanimations:internal/calc_activation
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execute if score $activation_dist ts.sa.settings matches 1..24 as @e[type=!#spawnanimations:exclude,tag=ts.sa.to_verify,distance=..25,limit=5,sort=random] at @s run function spawnanimations:internal/calc_activation

data/spawnanimations/function/main.mcfunction

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## by Tschipcraft
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## Finish hiding entities
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execute as @e[type=!#spawnanimations:exclude,tag=ts.sa.to_hide,limit=5] run function spawnanimations:internal/entity/ehs/hide_exec
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execute as @e[type=!#spawnanimations:exclude,tag=ts.sa.to_hide,limit=10] run function spawnanimations:internal/entity/ehs/hide_exec
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## Detect new mobs
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# To edit mobs that are affected, see ../tags/entity_types/dig_up_animation.json

data/spawnanimations/functions/internal/run_activation_batch.mcfunction

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@@ -7,5 +7,5 @@ execute store result score $global ts.sa.y run data get storage spawnanimations:
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execute store result score $global ts.sa.z run data get storage spawnanimations:temp Pos[2]
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# Activate entities
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execute if score $activation_dist ts.sa.settings matches 25..100 as @e[type=!#spawnanimations:exclude,tag=ts.sa.to_verify,distance=..100,limit=5,sort=random] at @s run function spawnanimations:internal/calc_activation
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execute if score $activation_dist ts.sa.settings matches 1..24 as @e[type=!#spawnanimations:exclude,tag=ts.sa.to_verify,distance=..25,limit=1,sort=random] at @s run function spawnanimations:internal/calc_activation
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execute if score $activation_dist ts.sa.settings matches 25..100 as @e[type=!#spawnanimations:exclude,tag=ts.sa.to_verify,distance=..100,limit=10,sort=random] at @s run function spawnanimations:internal/calc_activation
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execute if score $activation_dist ts.sa.settings matches 1..24 as @e[type=!#spawnanimations:exclude,tag=ts.sa.to_verify,distance=..25,limit=5,sort=random] at @s run function spawnanimations:internal/calc_activation

data/spawnanimations/functions/main.mcfunction

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## by Tschipcraft
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## Finish hiding entities
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execute as @e[type=!#spawnanimations:exclude,tag=ts.sa.to_hide,limit=5] run function spawnanimations:internal/entity/ehs/hide_exec
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execute as @e[type=!#spawnanimations:exclude,tag=ts.sa.to_hide,limit=10] run function spawnanimations:internal/entity/ehs/hide_exec
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## Detect new mobs
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# To edit mobs that are affected, see ../tags/entity_types/dig_up_animation.json

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