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[1.14.4] A few suggestions on slow down/pause handling #3

@noobanidus

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@noobanidus

At the minute, pause simply cancels slow-down out. It would seem courteous to, when applying a pause effect to a player, iterate over the entire player list, find everyone with a slowdown, and increase the duration of that slowdown effect by the duration of the pause effect.

This could be an optional/config-based thing if people want to practice economizing on specific symbols rather than picking everything up at once -- a slightly different variant of play style.

I also noticed that, functionally, on a multiplayer server, the effects of multiple people with the slow-down potion stacks additively, i.e., two players with Slow Down I will increase the tick speed to 40. (If this isn't intended, it would be a simple matter of breaking out or ignoring any future slow down active effects in your server tick loop.)

An alternate implementation that I thought of was synchronising slowdown and pause to all online players: storing the current "duration" of both slow down and pause globally (perhaps with world save data, presuming that if nobody is online these values wouldn't "tick down"), and applying the potion effects to each online player at relevant places (player join, player obtaining a new power-up, player resurrected if pairing it with a hardcore-style mod that allows player resurrection, etc).

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