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Datapacks per worlds #18

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CodeDoctorDE opened this issue Jul 17, 2020 · 10 comments
Open

Datapacks per worlds #18

CodeDoctorDE opened this issue Jul 17, 2020 · 10 comments

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@CodeDoctorDE
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Datapacks will only run in the worlds which are included.
When a datapack uses @A, it will only use the player which are in the world!

@weeryan17
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weeryan17 commented Jul 17, 2020 via email

@CodeDoctorDE
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Yes that's my request. because many datapacks uses this operators and it's the best thing to use it in only this world. i don't know if you can add an option for the execute command

@weeryan17
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weeryan17 commented Jul 17, 2020 via email

@LaurenceBarnes
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It would make a lot more sense to have multiple servers for this, check out a proxy, such as https://velocitypowered.com/

@CodeDoctorDE
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The problem is that you can't create a data pack only server with multiple worlds

@LaurenceBarnes
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you should avoid datapacks anyway. As long as they do not have "functions" and just do stuff with worldgen or recipes, it is okay, but if they do have functions, they perform a lot worse than bukkit plugins.
Datapacks are simply supposed to work as they are, if you want stuff per-world, use/write plugins.

@weeryan17
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weeryan17 commented May 30, 2021

you should avoid datapacks anyway. As long as they do not have "functions" and just do stuff with worldgen or recipes, it is okay, but if they do have functions, they perform a lot worse than bukkit plugins.
Datapacks are simply supposed to work as they are, if you want stuff per-world, use/write plugins.

What? Ok first off their are a lot of things that exist in datapack form that don't exist in plugin form. Not everyone knows how to write plugins, so if they can find something, even if it is a datapack that does something they want it to do they should be fully allowed to do so.
So plugins are not a replacement for datapacks.

And this is a valid suggestion, as mentioned above in this issue it shouldn't be the default, but people do use separate worlds as completely separate things, it is in fact quite common to have a survival world, and a creative world.

@LaurenceBarnes
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if you want to separate stuff safely, have two servers and a proxy so people can switch between them. It is generally not possible to have datapacks per-world.
And what does a datapack do that plugins cannot do? The BukkitAPI is really simple, and plugins are the only sane replacement for any datapack using functions (if you do not know what they are, https://minecraft.fandom.com/wiki/Tutorials/Creating_a_data_pack#Functions)

@weeryan17
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if you want to separate stuff safely, have two servers and a proxy so people can switch between them. It is generally not possible to have datapacks per-world.

Not everybody has access to multiple servers, and even then multiple servers depending on how many people you have is not worth it. Now being not possible? maybe. I'll leave that up to berger to find out.

And what does a datapack do that plugins cannot do? The BukkitAPI is really simple, and plugins are the only sane replacement for any datapack using functions (if you do not know what they are, https://minecraft.fandom.com/wiki/Tutorials/Creating_a_data_pack#Functions)

Not everyone can code, just flat out, and even those who can code it still would be easier to use datapacks in a lot of scenarios. Yes plguins can do a lot more then datapacks, but that's not what this is about. And again not everyone can code (or learn to code before you bring that up).

@CodeDoctorDE
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CodeDoctorDE commented May 30, 2021

Additionally, data packs are lightweight, easy to understand and easy to share. If you want to have a mini-games server without plugins, it will be the best to have such a functionality to send players in different worlds with different behaviours. For example, you can teleport the players from the Lobby world to the mini-games world if the game starts.
Currently, data packs cannot be used with a proxy which can limit the functionality of that.

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