Vampirism - Become a vampire!

Vampirism - Become a vampire!

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Sunscreen beacon usage

LemADEC opened this issue ยท 4 comments

commented

Versions

  • Minecraft: 1.10.2
  • Forge: n/a
  • Vampirism: 1.10.2-1.1.0-beta.2

Issue Description

Sunscreen beacon is missing wiki page or a better tooltip without resorting to reading through the source code.
We could use a range configuration for it so we don't have to spam them all around protected areas.

Reproduce Steps

n/a

Additional Information

n/a

commented

The guide book should give a short overview of the function.
Since I do not have time to keep a wiki up-to-data, anything else has to be found out by testing or youtube.

But I've added a configuration option for the radius (balance_hunter_skills/garlic_beacon...), although the standard configuration results in quite a large area already:
img
Stone border: 3x3 Chunks Enhanced version

The "weak" version which is only available in creative and only prevents vampires from spawning, affects an even larger area 5x5 chunks.

commented

I was talking about the Suncreen beacon but you're talking about the Garlic beacon, I'm a bit confused.

We use the Suncreen beacon to protect our spawn which is at least 10x10 chunks, up to 16x16. Since calls to getEntitiesWithinAABB() are fairly CPU intensive, having a single beacon would save us some resources.

To me a simple tooltip update would be good documentation, something like:
https://github.com/TeamLapen/Vampirism/blob/1.10-1.2/src/main/java/de/teamlapen/vampirism/blocks/BlockSunscreenBeacon.java#L32
change
"Intended to be used by server admins"
to
"Creative only. Give sunscreen to vampire players in a 32 blocks radius, from 0 to world height."

commented

Damn ๐Ÿคฆโ€โ™‚๏ธ, reading is hard ;) , sorry.
Will add that right away.

commented

Alright added config option and tooltip. A ingame configuration per beacon would probably be best, but don't have time to implement that.

Also moved from World#getEntitiesWithinAABB to World#getPlayers which should be far less CPU intensive, since it only loops through the loaded players, not sure why I even used the other one in the first place.

Thanks for the feedback