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Preservation Blocks

DaFuqs edited this page Oct 11, 2024 · 2 revisions

Dike Gate

Acts as a solid barrier, unless the creature has Azure Dike charges.

Dream Gate

Acts as a solid barrier, unless the creature has an active soporific potion effect. In that case, also grants the "enter_dream_gate" criterion for the "lategame/enter_strange_preservation_ruin" advancement.

Invisible Wall

Simple invisible solid block. Can be placed/broken in creative by having one in hand.

Treasure Item Bowl

Hands out a single Aether Graced Nevtar Gloves for each player interacting with it and has the status effect spectrum:fatal_slumber.

The player will be flagged for having gotten an item, meaning every player can only interact with the bowl once.

Preservation Block Detector

A directional block, similar to an Observer.

  • When the block at the position it points to changes, compares the new block state to detected_state (came syntax as /setblock).
  • It then executes all commands specified in commands (list of strings), until the first one fails.
  • After execution, if it has change_into_state set, turns into that state, replacing the Preservation Block Detector (even if all executions failed).

Preservation Roundel

An indestructible Item Roundel. While not visible in the model, it is played directionally (facing=north|east|south|west state property).

Players are able to put items into it or retrieve it by sneaking. It has space for 6 single items (not 6 stacks!). Each item is rendered individually.

  • Each time a player interacts with it, it compares its inventory with RequiredItems (string list of item names) and if all match plays green particles and a sound
  • When solved, optionally notifies the Preservation Controller at position ControllerOffset (3 integers specifying the offset as forward, up, right) that the right items were put in
  • If you aditionally specify OtherRoundelOffsets (1+ lists of 3 integers specifying the offset as forward, up, right), all roundels at these offsets have to be solved, too

Preservation Chest

An indestructible loot chest. It is played directionally (facing=north|east|south|west state property).

  • Is getting filled with fresh loot for each player that opens it the first time
  • If the tag RequiredAdvancement (advancement identifier) is set, it can only be opened by a player that has thatadvancement. If the player does not have that advancement the chest only plays a 'locked' sound (similar to vanilla locked containers)
  • When closed, optionally notifies the Preservation Controller at position ControllerOffsetX (forward), ControllerOffsetY (up), ControllerOffsetZ (right)

Preservation Controller

While not visible in the model, it is played directionally (facing=north|east|south|west state property).

  • When notified via Preservation Roundel or Preservation Chest, it replaces all blocks in the spectrum:unbreakable_structure_blocks tag in a 3x3 grid below it with Polished Calcite

  • Can grant/deny access to a certain area by scanning for players in a set area each second Specify the box to protect with CheckBoxOffsetX/CheckBoxOffsetY/CheckBoxOffsetZ (center of thebox with forward, up, right) and CheckRangeX/CheckRangeY/CheckRangeZ (size of the box with forward axis, y axis, sideways axis).

    • Specify the advancement to check for via RequiredAdvancement (advancement id)
    • Players that do not meet the condition are damaged for 1 Dike damage and teleported to the position specified with EntranceOffsetX/EntranceOffsetY/EntranceOffsetZ (forward, up, right)
    • This triggers the preservation check advancement criterion
    • Players in Creative or Spectator are exempt
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