Downloads - drive.google.com/drive/folder... Downloads folder now includes the Macro-optimized 1.20.2 version! Video explanation - • 23w31a - Minecraft's G... Join the Discord Server! / discord
DATAPACK CHANGELOG 5-26-2023: A new version of the datapack made for 1.20 has been added to the download folder. The two available datapacks are only compatible with their respective versions. The 1.20 version adds the following features: - An optimization to reduce some lag when displaying fireworks. This change reworked how fireworks store their data, so custom fireworks crafted in the 1.19.4 version will no longer work (you'll have to craft new ones). - Three new particle options: a new dust color corresponding to White Terracotta (NOT glazed), along with the "happy_villager" and "glow" particle effects (denoted by Emerald Blocks and Sea Lanterns respectively). 8-3-2023: Further optimizations were added, made possible by 1.20.2's Macros feature. Lag when displaying particles has been drastically reduced. Again, fireworks created in this version of the datapack will not be compatible with earlier versions, and vice versa. 11-5-2023: The 1.20.2 version has been further optimized, this time with no edits to the fireworks' internal structure (so the same fireworks from the previous 1.20.2 version should be compatible with this one). - New macro behavior in the official 1.20.2 release allows for insane performance boosts when initially saving a custom firework - Ambient CPT (commands per tick) reduced down to just 1!
This datapack and the entire channel is soo much underrated. I am a datapack creator from a few years, I've seen a lot of different datapacks, simple ones, small ones, ginormous ones, etc. The concept is pretty simple but I love it so much, I appreciate your work so much that this is now one of my favourite datapack of all time. Well done man🔥
7:40 just curious, what happens if you /ride a marker entity on top of the fireworks and then copy any needed nbt data onto it, and used a predicate to detect when the firework isnt being ridden (e:g the fireworks doesnt exist cause it exploded)? not implying that you didnt think of that, just curious
@@conure512 ive used a similar thing to make the phantasmal arrows (think phantasm from terraria) in this video (ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-wqRSfyfwBLI.html) so ik its *possible*, but never tried it with fireworks before. also i might have missed it in the video but how large is the detection area for the copying data into fireworks thing? or is it adaptive (which would be incredible pls tell me how it works)
@@phil8910 The detection area ia 9x9x9, centered on the empty block where you place the firework (it's the same size as the bounding box on the structure block I placed). It uses a recursive loop to iterate across every position in that area, so it's not really adaptive lol. Adaptiveness seems like an interesting idea, you could have it trace blocks that are in contact with blocks it already has... but then it might miss out on pixels that you wanted to be isolated in the final display.
Yeah, having a bigger area makes it wayy more heavy on your computer. Even with the 9x9x9, the datapack is already running several thousand commands in an instant whenever you use a fillable firework. For most computers that's doable, but I'm not entirely willing to try and push it further than that lol
Fireworks explode when their "Life" field reaches 0, so you can run commands on fireworks with a life value of 1, which is almost simultaneous with the rocket's natural explosion
I mean, I'm sure you *could*, but it'd be a very long and complicated command. Each firework has a huge, extensive NBT tag that stores data on its custom particles. If you really wanna see what that data is, hold a firework that's been filled in your hand, and say: /data get entity @s SelectedItem