GM4_Datapacks
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Speed Paths: Advancement triggered clock
Changes the constantly running clock to one that activates only after a player steps on a dirt path. This would keep the clock off more often than not.
This only really makes sense as long as "advancements that constantly fail are very optimized" holds true.
Feedback from server testing: This works as expected.
I think it might be better to close this and revisit this idea in the future, when we're not in an updating phase.