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Trail Mod Updated

BBy BeloMaximka

Grifthegnome's Trail Mod updated for 1.21.5

Trail Mod Updated

Description

This is an update of an update of Grifthegnome's Trail Mod
Please see the above links for info on how the mod works.

If you use terrain slabs/compat and have issues do not report them here I cannot help you. Trail mod by itself is extremely stable. (I recommend version 1.3.3.)

image<- Click, by BeloMaximka (Terrain Slabs Author) - 


<span style="text-decoration: underline;">Things not explained on either mod page above:</span>
&bull; Garden trowels exist in this mod, and after smithing them, you can click portions of land you want to protect from being trampled.
&bull; Cairn trail markers!&nbsp;

<span style="text-decoration: underline;">Things I added:</span>
&bull; Tool mode (press F) to bulk protect/unprotect with the garden trowel. Comes with overlay to quickly see what is protected. New config to disable overlay.
&bull; Queued block loading (lazy loader), batch processing, extended range. (Roughly 90% more performant, fixes 'snow lag' bug.)
&bull; Most localization.
&bull; While holding hoe, trails no longer create or progress. (For farming sanity!!!)
&bull; <span style="color: #3598db;">/removetrails command will search an area around every currently loaded player (for those with world edit permissions) and revert all trail mod blocks to vanilla. (Preserving type/fertility safely.)&nbsp;
Works with old version trailmod blocks too. This command likely does not work with terrain slabs, and is included mostly for people trying to upgrade from old mod versions.</span>
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<span style="color: #9b59b6;">If updating from 1.3.0 note the mod (backend) finally fully comitted to the mod ID change of trailmodupdated instead of trailmod which requires remapping of blocks only on existing worlds.</span>

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Some History
Being a lover of the mod myself and really, REALLY wanting it in this playthrough, I popped Trail Mod open in VS and saw that one line had depreciated (the one that ensures an entity is within 100 blocks of a player before attempting to calculate new path creation) and rewrote that section in a way that will now parse and work. :)

Other than making the mod 'work again' I just fixed a couple language files with a trailing comma that prevented them loading in game and added translations. And then made a few performance increases using batches of queued entities instead of everything real time all the time. ..Then added tool modes for the garden trowel to mass protect/unbroken blocks. With a visual protected overlay and config to turn overlay off. ..😅 &lt;- Has been slowly tacking onto this with edits over time, haha..

..okay now I added a preuninstall command to revert blocks back to vanilla. xD And holding hoes prevent players from creating trails while being held, so you can farm without going nuts! HAHA

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The lisence has been maintained and included in the mod, whatever mod author needs anything from this, please be my guest!&nbsp;
Just updates the old depreciated entity line:
https://github.com/Pure-Winter-hue/trailmodupdated/tree/master

Adds queue 'lazy loader' and only updates real time in 10 blocks (visually not different but perfomance wise, major increase) Adds trowel tool modes/many json fixes.
https://github.com/Pure-Winter-hue/trailmodupdated/tree/increasing-performance

Dev notes: I may take one more sweep at increasing performance eventually in terms of only choosing one player in a group of players to calculate entities from on large servers- but only if there is actually a 'problem.' (Users would need to report with certainty of issues existing.)

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