Open betterworld-sjq opened 9 months ago
i think it doesnt work because soup commands only exist client side
i think it doesnt work because soup commands only exist client side
what, then is there a way to solve this? I'm always playing singleplayer
unlikely, even when in single player the game is still notably split in two between a server and client
i have been trying to figure out an unobtrusive way for datapacks to send arbitrary data to a specific client - it needs to be something which is unnoticable to people without the mod though
as it is there are already established shader tricks in the datapack community for conditional shaders - soups main focus is as generative art
Owner
As for the shader tricks in datapack community you've mentioned, could you lead me a link or place cuz I'm not sure by google it
Actually I want to achieve the effect that, when you put on the player_head, your sight would be souped by 2~3 stacked shaders, and cleaned when you take off the head
unlikely, even when in single player the game is still notably split in two between a server and client
i have been trying to figure out an unobtrusive way for datapacks to send arbitrary data to a specific client - it needs to be something which is unnoticable to people without the mod though
as it is there are already established shader tricks in the datapack community for conditional shaders - soups main focus is as generative art
Hey sir,I've found a mod https://www.curseforge.com/minecraft/mc-mods/weird-commands This also makes you accessible to super secret shaders. However the command /weirdcommands effect @p minecraft:shaders/post/scan_pincushion.json could be used in execute in compound commands. If you still have a will to make the commands truly commands, maybe you could refer to this.
ooh interesting, theres a chance doing
/weirdcommands effect @p expanded_shaders:shaders/post/ghost.json
will work for applying a single shader
then using resourcepacks you can make a custom shader which has an arbitrary stack (first 2 sections of this guide)
So,I could manually pile shaders and make them a resourcepack, then loaded by weirdcommands?
assuming the command can load the expanded shaders, yeah, should work
I don't quite understand with wiki. About the expanded shader Voronoi, how could I disable it from making visuals blur?
?, the voronoi shader is inherently blurry because thats how it works, what are you trying to achieve specifically?
?, the voronoi shader is inherently blurry because thats how it works, what are you trying to achieve specifically?
Just reserve the thing but excluding the bluring effect, to see the farther clearer
ive made another mod, https://modrinth.com/project/client-execution, that will resolve this (at the time of replying that link wont work)
ive made another mod, https://modrinth.com/project/client-execution, that will resolve this (at the time of replying that link wont work)
Holy, I've never thought I'll receive this kind of reply. It's a giant surprise! And when could I have access to the mod, pls?
its still being approved, in a day (or two at most) it should be up
that being said here you go https://github.com/Nettakrim/Client-Execution/releases/tag/1.0.1-fabric-1.20.1
and yeah someone else wanted server side commands for one of my other mods so i thought id make a single solution for everything lol
and yeah someone else wanted server side commands for one of my other mods so i thought id make a single solution for everything lol
Hello sir, could you make /soup:stack undo
able to specify the kind of soup? So that it would be available to remove one layer each time for the targetted soup, not just according to the application order of the soup stacks
/soup stack remove
gets rid of all ocvurences of a shader from the stack
/soup stack remove
gets rid of all ocvurences of a shader from the stack
I hope I could remove one layer each time of a specific one. For example, I've applied brightness 4, and I want to remove 1 brightness every 10 ticks using scoreboard method, not entirely remove the brightness, but it will be interrupted using /soup:stack undo 1
if new soup is added during the process
i do have some baseline for splitting the stack into distinct layers, which would help a lot, but its not really in a good state yet
i am planning a big change to how the mod works for better artistic control and general shenanigans, however that wont be for a while
i am planning a big change to how the mod works for better artistic control and general shenanigans, however that wont be for a while
That sounds awfully exciting
As you can see, soup-related command can only work when it is put at the beginning of the text. So it can't work well with /execute related commands. Could you fix this? This would do great help for modpackers who wants to control the screen special effect with special events triggered. Thanks in advance!