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Sadly there are no options for disabling 1 type of mob, only thing we can do is kill them.
Squid was never disabled in the last map, we did kill them periodically though. All that being said, the act of killing mobs causes just about as much lag as leaving them be. Running the commands required to kill mobs not only has to loop through every entity, it also then respawns them all requiring the logic for creation. Best case would be adding fish to the list of mobs that get culled every half hour causing some lag spikes and a breif moment of reduced lag.
@JSlone What exactly is the cheat or exploit in rain? oh and is that a no on the scroll? ;P
No on rain, looking into ways to bring rain/storm like effects without enabling weather. Hopefully we can make creepers without turning weather on.
I have thought of making a "fake" rain, all the effects of rain but without the particles or ability to cheat.
Ohh shit, my thing I did last night was only supposed to delete the duplicate ones... msg me when you are ingame and I can sort you out.
I will get to it when I get to it, as said before it’s not a small take and I’m only one guy, who is currently flying to an island to go fix a boat, and right after I get back I’m getting on a ferry to go to a different part of my said island to fix another boat, all before this I was on the island in a different place with no cell or internet. Needless to say I’m going to be a bit busy this week and I don’t expect to get much done.
Over the last 5 years, the CraftyMynes command system has changed a lot. We started out with nothing, then went to triggers that stored the cords in the scoreboard then we added the AI system that allowed simple questions to be answered. We then moved to a panel-based system and omitted all trigger commands. This upset all the players that didn't want to write their commands publicly in chat. As we don't have spigot (Yet) and we are not using a proxy based wrapper, we are unable to directly interface with commands via "/command". Each command internally was using different "extensions" in my panel for modularity, this made it difficult for a question to run a tp command and for a dot command to run code from another extension. I have just finished my big re-write of the command system to allow for expansion and use of other commands. The first big feature is homes are now stored by UUID rather than names.
It has already been planned that we will have a new ".stats" command to access stats.
.stats parkour (List top parkour scores) .stats parkour me (list your parkour scores) .stats kd/kills/deaths (K/D, Kills or Deaths) .stats credits (See your credits) .stats votes (Who has the most votes)
There is a lot more planned as well as most commands will have shortcuts like ".credits", ".kd" and ".votes". We will also then convert questions back into responses to questions like "credits?"
I'm just one guy frantically typing at my keyboard in my spare time, expect to see a lot of these changes soon.
Crafty
We already did a poll for 1.14.3 when it was completely unplayable, most people voted for Spigot. Now that 1.14.4 is a bit more playable I was redirecting my focus on implementing the necessary items to transfer smoothly to Spigot like using UUIDs for homes and the re-write of the commands module.
The idea is still to move to Spigot, it just won't be happening overnight.
The sounds mod would be cover under "Sound Packs/Filters" and I don't see any issue with the FPS Reducer mod.
I have added both of them to the FAQ page.
"The only mods allowed are Optifine/FPS Reducers, Sound Packs/Filters, Shaders and Batty's Coordinates Plus."