I love seeing it just creep up through this incredibly advanced, intricately-made mechanical complex, coming up through every opening, slipping in through even the little water streams, slowly causing the machinery to malfunction as it consumes more and more... Reminds me of a certain cannon event :)
@@Bubblegum-Cupcake that’s why I chose to pick this map. It has lots of complex redstone. I actually used this map with the sculk horde mod which is what inspired me to make this. Along with no one else doing it.
I think the main culprit of your performance issues is that according to the last video you have every block check every tick?? Maybe change it to use the random tick? That should help a lot on the performance end. Also maybe put the mod on Modrinth later on in the development cycle? (P.S. check the Longlegs hitboxes)
Early in development, I tried random tick but it wouldn’t work correctly for some reason. The block wouldn’t fully change. This way was the only way I found that worked.
@@Gront517 theoretically yes but that would conflict with the games version of the rot where even after it died, the hardened cysts were still there. Also I have no way of turning them back now.
@@gavitron0610 there is a data pack called Minecraft rebuilding creeper holes it rebuilds creeper holes and works with chests and stuff. I hope you may find this useful
19:07 I meant to say “that the map uses.”
I love seeing it just creep up through this incredibly advanced, intricately-made mechanical complex, coming up through every opening, slipping in through even the little water streams, slowly causing the machinery to malfunction as it consumes more and more...
Reminds me of a certain cannon event :)
@@Bubblegum-Cupcake that’s why I chose to pick this map. It has lots of complex redstone. I actually used this map with the sculk horde mod which is what inspired me to make this. Along with no one else doing it.
Dude this is literally terrifying ;~; Is there a rot-phobia? It makes me uncomfortable, but i can't describe how amazing this is :0
I think the main culprit of your performance issues is that according to the last video you have every block check every tick??
Maybe change it to use the random tick? That should help a lot on the performance end.
Also maybe put the mod on Modrinth later on in the development cycle?
(P.S. check the Longlegs hitboxes)
Early in development, I tried random tick but it wouldn’t work correctly for some reason. The block wouldn’t fully change. This way was the only way I found that worked.
I love these videos
The skulk consumes the skulk consumes the skulk consumes the skulk con-
It would be cool if rot mutated tho
@@freybear8457 I never thought of that. It’s a great idea!
@@gavitron0610 I made a comment on ur prev rot vid displaying possible rot mutations
Great work, this looks fantastic
The Rot Consumes The Rot Consumes The Rot Consumes The Rot Con-
*The rot consumes.*
add superstructures as spawnable structures
I feel like those would be a bit big for me to add. I could add fallen superstructure parts though.
Can you make it so that there is one block that when you break it all the rot turns the world back to before the rot
@@Gront517 theoretically yes but that would conflict with the games version of the rot where even after it died, the hardened cysts were still there. Also I have no way of turning them back now.
@ is it possible to store the nbt data inside the rot?
@ it would be better from a gameplay experience I think
@@Gront517 that was my idea but I had no idea how to make it store the correct NBT data for a few different reasons.
@@gavitron0610 there is a data pack called Minecraft rebuilding creeper holes it rebuilds creeper holes and works with chests and stuff. I hope you may find this useful