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muffinhunt-datapack

This is the MuffinHunt datapack! You'll find features packed for MuffinHunts!

Warning

Currently, the master branch is being used for the development version of v2.0 - a major rewrite. It is recommended to only use this for development. For the stable version (v1.7):

Note

With PR #109, we have merged the resource pack into this repo. You can now use the same zip file for the resource pack and the datapack. As a result, this is the new repo for the resource pack.

What is a MuffinHunt?

A MuffinHunt, in short, is a variation of a certain Speedrunner vs Hunter series on YouTube, with extra rules. As well, we have starting kits (which are mostly for balancing), automatically increasing kits, etc. You can find a full list of rules and explanations about the series here.

How To Use

You can download the latest stable or beta version from the Releases page. For a development version, our CI compiles automatically for every commit pushed, and uploads an artifact. You will have to unzip this file, however. You can find it here!

Place the zip file that you downloaded in your Minecraft world (.minecraft/saves/[worldname]/datapacks by default) folder and you are good to go! You can trigger the functions manually, but you will not need to run any commands beyond /trigger StartMuffinHunt to work. You'll find them under namespace muffinhunt:. You will have to manually assign tags, however while a MuffinHunt is running, you can do /function muffinhunt:dev/assign_permanent_tags. This will assign tags that will not be removed on the end of the MuffinHunt.

Contributing

If you want to contribute, feel free to fork this repo and send me a PR!

Documentation updates

If you would like to contribute to the documentation, make sure your PR is targeting the gh-pages branch, as that is the documentation branch (GitHub pages fetches from there)

Found a bug?

If you find a bug, feel free to create an issue or pull request if you know how to fix it! That's always appreciated around here.

License

    MuffinHunt Datapack
    Copyright (C) 2022 osfanbuff63

    This program is free software: you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation, either version 3 of the License, or
    (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with this program.  If not, see <https://www.gnu.org/licenses/>.

Contributors ✨

Thanks goes to these wonderful people (emoji key):


All Contributors

🚧

Alejandro GonzΓ‘lez

πŸš‡

M3FF1N

πŸ’»

osfanbuff63-crowdin-bot

🌍

sya-ri

πŸš‡

ocular-d

πŸš‡

sven

πŸš‡

Peter Newman

πŸš‡

Valentin Berlier

πŸš‡

This project follows the all-contributors specification. Contributions of any kind welcome!

muffinhunt-datapack's People

Contributors

actions-user avatar alextmjugador avatar allcontributors[bot] avatar dependabot[bot] avatar osfanbuff63 avatar osfanbuff63-crowdin-bot avatar renovate[bot] avatar

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muffinhunt-datapack's Issues

[Bug] The whole overworld generates as caves

Is there an existing issue for this?

  • I have searched the existing issues and did not find an existing one

Actual Behavior

The whole overworld is generated as noise caves

Expected Behavior

The overworld would generate normally.

Steps To Reproduce

  1. Create a fresh world
  2. Notice that the overworld generates as noise caves

Environment

- OS: Windows 10
- Datapack: v1.7.2 (snapshot)
- Minecraft: 1.19

Anything else?

Workaround

This is a known issue! You can work around this issue by generating your area first, and then adding the datapack. This will be worked on ASAP.

Make advancement text translateable

Is your feature request related to a problem? Please describe.
It would be nice if we could translate this datapack into other languages.

Advancements based on a location do not trigger

Describe the bug
Advancements based on a location (for example, We Need to go Deeper) will not automatically trigger. Possibly caused by #33.

Expected behavior
The advancements would trigger.

Device
OS: Windows 10
Version of Minecraft: 1.18.1
Modded? Y
If yes:
Which mod loader? Fabric
What mods and versions?

  • Boosted Brightness v2.1.0
  • Cloth Config v6.1.48
  • Command Block IDE v0.2.3
  • ColorMeOutlines v1.1.0
  • Effective v1.1
  • Fabric API v0.46.1
  • Illuminations v1.10.2
  • LazyDFU v0.1.2
  • Litematica v0.10.0
  • MaLiLib v0.11.4
  • MiniHud v0.21.2
  • Mod Menu 3.0.0
  • NotEnoughAnimations v1.4.0
  • OptiFabric v1.12.10
  • OptiFine HD_U_H4
  • Replay Mod v2.6.3
  • Shulker Box Tooltip v3.0.5
  • SmoothBoot v1.7.0
  • Starlight v1.0.0
  • Visible Barriers v1.3.1
  • Vistas v2.1.0
  • Visuality v0.4.1
  • WorldEdit v7.2.9

Background of advancement tab shows missing texture

Describe the bug
Regression of #22, but instead of showing the Steve skin texture, it shows the missing texture.

To Reproduce
Steps to reproduce the behavior:

  1. Go to any Minecraft world that has this datapack installed
  2. Press L (or Esc > Advancements)
  3. Find the "And we begin" tab
  4. See error

Expected behavior
Advancement tab to have a background

Device
OS: Windows 10
Version of Minecraft: 1.18.1
Modded? Y
Which mod loader? Fabric
If yes, what mods and versions?

  • Boosted Brightness v2.1.0
  • Cloth Config v6.1.48
  • Command Block IDE v0.2.3
  • ColorMeOutlines v1.1.0
  • Fabric API v0.46.1
  • LazyDFU v0.1.2
  • Litematica v0.10.0
  • MaLiLib v0.11.4
  • MiniHud v0.21.2
  • Mod Menu 3.0.0
  • OptiFabric v1.12.10
  • OptiFine HD_U_H4
  • Replay Mod v2.6.3
  • Shulker Box Tooltip v3.0.5
  • SmoothBoot v1.7.0
  • Visible Barriers v1.3.1
  • Vistas v2.1.0
  • WorldEdit v7.2.9

Move docs into new repo

Is your feature request related to a problem? Please describe.
Currently, the docs folder on this repo using GitHub Pages and workflows in this repo is a bit annoying.

Describe the solution you'd like
Move docs into a new repo, possibly muffinhunt-datapack-docs?

Describe alternatives you've considered

  • Leaving it as is: This is unfeasible due to the issues I described above
  • Using the gh-pages branch again: This would work but isn't ideal since there's a reason I moved it in the first place.

Action Required: Fix Renovate Configuration

There is an error with this repository's Renovate configuration that needs to be fixed. As a precaution, Renovate will stop PRs until it is resolved.

Error type: Preset is invalid JSON (github>osfanbuff63/renovate-config:default.json5)

Remove juggernaut and dragon ender tags

This isn't needed - given 1) the only place these are used is in start_muffinhunt.mcfunction, and 2) teams already exist - so they are pretty much useless. The only reason I could see keeping this is to have something triggered in another datapack when a muffinhunt starts - but that is easily solvable by adding a tag on the start and removing it.

End worldgen does not work with muffinhunt_the_end world

Describe the bug
The new world generation for the end in #58 does not work with the End world named as muffinhunt_the_end.

To Reproduce
Steps to reproduce the behavior:

  1. Create a new singleplayer world with cheats enabled
  2. Run the command /execute in the_end run tp 0 100 0
  3. Notice the end worldgen works
  4. Go onto a Bukkit-based server and create a new end world named muffinhunt_the_end
  5. See that the end worldgen doesn't apply

Expected behavior
The end world generation would apply.

Device
OS: Windows 10
Version of Minecraft: 1.18.1
Modded? Y
If yes:
Which mod loader? Fabric
What mods and versions?

  • Boosted Brightness v2.1.0
  • Cloth Config v6.1.48
  • Command Block IDE v0.2.3
  • ColorMeOutlines v1.1.0
  • Effective v1.1
  • Fabric API v0.46.1
  • Illuminations v1.10.2
  • LazyDFU v0.1.2
  • Litematica v0.10.0
  • MaLiLib v0.11.4
  • MiniHud v0.21.2
  • Mod Menu 3.0.0
  • NotEnoughAnimations v1.4.0
  • OptiFabric v1.12.10
  • OptiFine HD_U_H4
  • Replay Mod v2.6.3
  • Shulker Box Tooltip v3.0.5
  • SmoothBoot v1.7.0
  • Starlight v1.0.0
  • Visible Barriers v1.3.1
  • Vistas v2.1.0
  • Visuality v0.4.1
  • WorldEdit v7.2.9

Additional context
I should be able to fix this via making the end use a custom dimension in the datapack, rather than overriding the vanilla one.

Change functions to use triggers instead

Is your feature request related to a problem? Please describe.
It's very annoying to have to use the full function in the function command.

Describe the solution you'd like
It would be nice to have, instead of having to do, for example, /function muffinhunt:start_muffinhunt, we could do /trigger StartMuffinHunt.

Functions are manual

Currently, functions are manually run when we enter a new dimension. This can be automated via an advancement.

Dependency Dashboard

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This repository currently has no open or pending branches.

Detected dependencies

bundler
docs/Gemfile
  • jekyll ~> 4.2
  • jekyll-timeago ~> 0.14.0
github-actions
.github/workflows/ci.yml
  • actions/checkout v3
  • actions/dependency-review-action v1
  • mcbeet/check-commands v1.0.6
  • ocular-d/json-linter 0.0.2
  • actions/upload-artifact v3
  • actions/checkout v3
  • ComunidadAylas/PackSquash-action master
.github/workflows/deploy.yml
  • actions/checkout v3
  • ruby/setup-ruby v1
  • limjh16/jekyll-action-ts v2
  • JamesIves/github-pages-deploy-action v4
.github/workflows/greetings.yml
  • actions/first-interaction v1
.github/workflows/markdown.yml
  • actions/checkout v3
  • articulate/actions-markdownlint v1
.github/workflows/release.yml
  • actions/checkout v3
  • mcbeet/check-commands v1.0.6
  • ocular-d/json-linter 0.0.2
  • actions/upload-artifact v3
  • actions/download-artifact v3
  • ComunidadAylas/PackSquash-action master
  • actions/checkout v3
  • heinrichreimer/github-changelog-generator-action v2.3
  • actions/download-artifact v3
  • actions/download-artifact v3
  • softprops/action-gh-release v1
.github/workflows/release_beta.yml
  • actions/checkout v3
  • mcbeet/check-commands v1.0.6
  • ocular-d/json-linter 0.0.2
  • actions/upload-artifact v3
  • actions/download-artifact v3
  • ComunidadAylas/PackSquash-action master
  • actions/checkout v3
  • heinrichreimer/github-changelog-generator-action v2.3
  • actions/download-artifact v3
  • actions/download-artifact v3
  • softprops/action-gh-release v1

  • Check this box to trigger a request for Renovate to run again on this repository

Add a team system

Add a team system so that hunters can chat without the speedrunner knowing.

Remove counter-productive tags

Is your feature request related to a problem? Please describe.
It's sort of counter-productive to have tags and teams for both sides (Juggernaut(s) and Dragon Ender).

Describe the solution you'd like
We could change all the tags in the files to use teams instead. This is easier than it sounds like it would be, since you can use Notepad++ to replace all text in a document that matches a search filter.

Describe alternatives you've considered
I've considered whether this is really needed or not. Mostly, this is focused on compatibility with other packs/command block creations.

Update v1.7 LTS to 1.19

Basically - port #81 to v1.7. Going to use misode's upgrader again probably, and release v1.7.1 if it completes and works.

[Bug] Seeds are not random

Is there an existing issue for this?

  • I have searched the existing issues and did not find an existing one

Actual Behavior

In 1.19, we don't have random seeds. This can be merged from master to v1.7-LTS.

Expected Behavior

We would have random seeds.

Steps To Reproduce

  1. Create a new world with cheats on
  2. Run /execute in the_end run tp 0 100 0 and note your surroundings
  3. Create another world with cheats on and a different seed (if you leave the seed empty that works)
  4. Run /execute in the_end run tp 0 100 0 and note that your surroundings are the same

Environment

- OS: Windows 10
- Datapack: v1.7.1
- Minecraft: 1.19

Anything else?

No response

Add end caves

Is your feature request related to a problem? Please describe.
Currently, we have to use WorldEdit brushes to create caves in the End. This might be able to be automated via this datapack

Describe the solution you'd like
Make caves naturally generate in the End.

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