Then you have not played from across the world! I play on servers on the other side of the planet and the lag can be an issue. Though as everything is done server side that should not be an issue. However a laggy multi-player server is another matter entirely!
We have seen a number of teleportation modules. Some for players, some for items, some when work for all entities (mobs, XP, arrows). But almost all are limited range as the destination must be loaded.
This is understandable for any teleportaion that does not involve a player. The world can not be updated if the world is not loaded.
What is needed, and what seems to be suggested by the OP, is some method of teleportation for players to prepared well known but very distant location (city, town, special farms). That is true player warps.
That location needs coordinates, as you can't just jump to an entity as the entity may not be loaded!
That means you either need to allow players to enter coordinates (which means they could teleport anywhere), or somehow store those coodinates for later use in setting up the teleporter.
Setting you player 'homes' is one idea. Players have one 'home' location.
A book of warps is another idea. Players can teleport to locations they have previously traveled to. But then thay will be able to teleport to that location at any time, not from a specific teleport from location.
This is why player warps are usually done by modules, or by server admins. They can be too powerfull.
Why is the recipe different if it is ment to replace the custom craft base?
Also don't use a custom texture pack. It can be confusing to anyone not familiar with it. Though it does look rather cool.
Can you make a 1.8 version of the module. Servers tend not to upgrade to 1.9 until offical release, and offical release is probably still months away!
You now have competition for teleport.
This one has three items, jump pads, teleport, and flying minecart.
The teleport portals creates linked pairs of portals with bi-directional teleport. So while easy to setup, may not be as useful.
It also has a 2 second cooldown between telports, probably because its bi-directional.
He may have also overdone the partical effects.
And finally he has not given much thought to the portal setup, only providing special armour stands to place them. As such it may need a bit of work to make practical on a server.
Fill will need a data value, or it just uses 0. That is it. A -1 does not make any sense when generating blocks.
It isn't just GameMode 4, but all servers.
I have seen this before. As soon ast the snapshots start to be released , everyone starts playing on single user worlds with the snapshots, and no one logs into the multi-player servers anywhere, or at least very few do.
It was really bad with the 1.8 snapshots because they dragged on, and on, and on, and it it happening again for 1.9.
the same thing happens on many servers where they announce a server reset. It goes dead, until the reset actually happens and then it is very active, at least for a period.
I don't let it phase me much though... lets me work on projects, and advance my YouTube Video (which is new to me). Heck, I played single player for a full year even before getting on a multi-player server for the first time... The same server I now Admin (JadCraft).
So just go with 'woman' as being the last word. See you do with that!
Or if your want to be pedantic... "butter scotch"
butter me up woman! -- Groundskeeper Willy, Simpsons
The two work well together, and basically takes the grind (and wait) out of tree farming
Players could get the Golden Axe via...
I have used all three on various servers I have been involved with.
Good bye world! Good bye game! Good bye Computer! :-)
Actually I saw a module that did that for podzol, though I think they had a limit count.
But what would make such a module much easier to build is a fill function with destory but only for the specified block. Currently you can have one or the other, but not both. Then you wouldn't need to be testing each neighbouring block!
That is especially for trees that can have both 2-D diagonal branches (Acacia) and 3-D diagonal branches (Giant Jungle), and even the occasional log that is completely seperated from the rest of the tree (Oak)
Please do NOT use a texture pack when showing a module. It is very confusing unless you are used to that pack.
Perhaps you can simplify it and make it more expandable by having the player make a written book with the name of the head wanted. As Minecraft currently stands you'll still need at least one or two command blocks per head recipe, but players could create the wanted head much more directly, and the module would be a lot more customizable.
You'd only then need to publish the list of available heads for the server it is installed on.
Perhaps the recipe can convert ANY head (which you can get using lightning rods) to the specific one written in the book. Head hunting (mobs) would then be something players would be doing.
It is an intersting idea. But does it work? I mean you are still needing to process the armour stands.
Perhaps Mikeaap1 solution (add or remove a single redstone block to stop the base module) clock would be better.
Or maybe a redesign of the base module to only activate the armour stands when players are actually near a Custom Crafter. Most installations only have one or two types of custom crafters.
I myself would like to see the standard crafting module split into 3 types of crafters,
The main reason I'd like to see this to to allow better automated processing using hopper feeders, and a sorting hopper underneath, retrieving the products.
You'd need to be very careful with this type of thing. Such mods use a chain reaction to actually mine viens (or wood), and that in tern means the generated entities have to continue that chain reaction. As the enitity count increases the work performed by the module skyrockets.
Vein mining in particular would be very bad, for something like the ignious rocks. Those veins contain a lot of blocks, and often multiple veins join together to create extremely large super-veins, even of just the one type of stone.
Mining a million blocks... a super pickaxe...
Actually I can add something like that immeditally to the JadCraft rewards system, The same one I use to give players a Timber Axe fro chopping down 1728 (single chest) logs.
I've just been authorized to add it to the MidWorld Server (one of the ones I play on and do the command block admin work for). So it will be getting some real server play testing.
IS there a list of accepted and denyed modules?
Only if you can some how insure that saplings end up on the dirt block you want the tree to grow on! Water could be used, though a 8 block long stream makes it a little impractical.
A better itea is to have a dropper putting a sapling entity in the right place, Maybe from below, or perhaps they could fall down into place from above after being moved up via a item elevator.
It would take quite a bit of work to figure out a tree farm with auto plant.
Perhaps it can even be combined with the timber mod (they go well together) with a dropper throwing the timber axe at the just grown tree. That would need a item sorter to seperate the axe, the wood and the saplings from the 'fall out'.
Love to see what you can come up with!
When the falling logs fall beside the lower logs they are also logged.
The reason I did not include a 'down' chain reaction is more to prevent you accidentally dropping the axe on a log floor. Its a simple safty measure. If the axe or log entities drops fall next to other logs bleow... all bets are off. Unless...
The chain reaction time period lasts a lot longer than what I like. Logs don't need a long period, to set up the chain reaction, in fact they hardly need any at all. But the Axe does need a long period, so it is still active when it reachs the tree, after having been thrown, perhaps up to a distance of 3 to 5 blocks away from the player.
The problem is I am relying on a 'add zero' to initialised the scoreboard for the Axe and Log entities. Which means all entities start with a score of zero and count up. To effect things in a practical way I would need to re-test at least one entity type (say logs) and if its score is less that some value, set the set its score to a higher value, closed to the final timeout.
To me this is messy, and requires one more command block to implement.
What do others think about this?
Chain reaction commands are useful things, but as the number of entities go up, the amount of work the command block do also rises, expotentially, until all source material is all used up and the timeout is reached. This is a bigger problem than display lag which can also become a factor. I have seen simular mods do chain reactions for ore mining and for some ores like the new ignious rocks, you can get some very very big chain reactions, that can cause a large amount of lag.
It may be that techniques in how a chain reactions are applied needs more work.