Carpet Mod for Minecraft 1.14/1.15 – Complete Guide

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Carpet Mod for Minecraft 1.14/1.15 – Complete Guide

hi guys and welcome lemon here in this video I’ll take you on a comprehensive tour on the carpet mod for Minecraft 1.14 and 1.15 specifically for one point fourteen point four and whatever Mayank has released for one point 15 in the form of snapshots in order to better navigate through the content of the video here is a list of sections we’ll be covering today in case you want to jump straight to the section that interest you the most but in case you’re watching this the first time or you’re new to the carpet mod and you want to learn more about it just get your snacks kick back and enjoy so what is carpet mod carpet mod is a set of modifications to the game that gives you more control over the game allow you to understand better what happens to it remove certain annoying bugs and inefficiencies in the game and provides alternatives for some glaring missing features or alternative solutions where the vanilla features feel a little bit lacking what is important is whatever you do the world will still be fully compatible with vanilla so if you don’t need these tools anymore you can always go back to vanilla at any point without any side effects in your world when you open your world the first time with the carpet mode the game will be behaving exactly like your vanilla game all the features behaviors and fixes are turned off by default and each feature needs to be explicitly turned on to have an effect what is turned on by default is all these extra carpet commands which wouldn’t do anything unless you would actually use them and this can still be turned off by your server administration if they want to to turn on a particular feature you need to enable it via the carpet command typing slash carpet feature name and its new value that chain is the specified behavior temporarily until you shut down the server or restart your world but you can set it up to some different default value if you click on this link they’ll give you a new command that you can accept to enable that settings at star at any point you can display all modified carpet settings typing slash carpet by itself and to display the settings that are permanent so these dad would load a startup type slash carpet list default with carpet remove default we can remove a setting from a default list and make it so it will always default vanilla upon restart with carpet list we can also search for a settings either by browsing a specific category or just search by a substring so if for example search for owl will get the five settings matching that phrase it’s useful in case you cannot remember the setting you are interested in but kind of forgot it at the same time by typing slash carpet we are not only getting current active settings but also the clickable list of all the settings categories so let’s check for example all the survival and all the feature settings and as you can see here we have all the settings that belong to these categories you can hover over each one of them to bring a little tooltips indicating what each setting does and if you click a value on the right we can change it to one of the predefined values in this case you’ll need to confirm that to set it or you can click for example on the rule itself to bring its individual chat menu and we can click again on each option that we see right here so it is just a command but it has some clickable navigation to it as much as a game chat allows at least so as you have seen all the carpet settings are organized in categories and default to false or whatever is the default in the vanilla game and as except the commands which don’t affect the game mechanics unless you call them explicitly so they are enabled by default in carpet all the carpet commands have low permission level meaning all players can use them but they can be disabled on individual basis by the admins with the carpet settings command now let’s go over each function in detail gain control so first function of the carpet mode is the tick command which is a very popular and very versatile set of tools that allowed to control how fast the game is running as well as to monitor would take that precious computer resources which could potentially cause the game to lag by far the most popular feature of the carpet mode is thick warp command that allows to let the game run as fast as it can for a set amount of dicks while allowing it to perform all the tasks each game take as it needs to this allows not only to assess how much impact your contraption has on the game performance but also to speed up the time to get the results of a time experiment faster in this case 72,000 ticks is the equivalent of one hour of waiting and there’s no option with thick warp is the fact that we can add a command to the end of it which will be executed when it warp is finished which can be used in further automation of

tests in case some other player is already advancing time in order to not to disturb with their experiments new works are not possible until the previous one is done however anybody can stop current occur by typing the tick warp zero or just take work on the opposite spectrum we can freeze the game by typing stick freeze which will post some aspects of the game like processing of entities world clocks block events and updates allowing players to move freely and observe what happens in this frozen state while frozen players can advance the time by a set amount of ticks with ticks step command which will allow the game to advance in a controllable manner it’s a very useful tool to make observations on contractions that can change quickly and when timing is crucial can always unfreeze the game with tick freeze again just remember to type this command manually and not run it with a command block because freezing of the Redstone freezes command blocks as well tick freeze which has a very practical applications as a sister command takes superhot which freezes the game only when players don’t move this simile is quite well a concept introduced by the game superhot where time flies only when players move it’s a really cool game mode to try to complete some really challenging Mouse with a front twist obviously in this game mode the game will always be little easier but you can always ramp up the difficulty to match the challenge level I really encourage you to try it it’s super fun at last and the most straightforward way to manipulate the time is really take great command which changes the base stick clock of the game it’s not as powerful and complex as take warp in speeding up the game and dig freeze in stopping it but does the time manipulations in the least invasive way why the other metals may produce some artifacts from the fact that we are doing something to the game that the game wasn’t designed to do it the first place with the great it all happens exactly how it was planned just faster or slower if you’re slowing down the game with take rate you might notice that despite being slower some client-side animations are played with normal speeds if you don’t like it you can switch smooth client animations and that would smooth and stretch out all client-side rendering to match the lower tick rate but you have to know that this will also slow down player movement and play controls but if you care to see it in details what happens let’s say with systems with lots of Pistons that might be a good option to turn on thick command has to monitoring options of its leaf thick health and thick entities which act as an internal profiler that tells what takes resources in the game by default it monitors the game for 5 seconds or 100 ticks but it’s also can be configured by the command tick health irrigates how much time on average per tick and per dimension certain components to process which includes network autosave are synchronous or optic tasks mob spawning chanc loading unloading block updates entity ticks block entity takes villages and raids and environment processes if some of the categories I mentioned do not show up in the final rundown this means that they didn’t contribute to the final tally everything that didn’t end up in any of the above-mentioned categories will end up in the rest only know your dictum should always be below 15 milliseconds if the buff that this means that your world is already lagging behind since typically the main culprits of the performance problems are entities and block entities there also tick entities command that perform a similar profiling round just taking note about each entities and block entities returning top-ten objects in terms of table counts which is little less important and table CPU hogs indicating how long it took on average per tick for each of these categories this very often explains a lot what causes troubles in the world for you if you need even more detailed breakdown you can finally use the built-in vanilla profiler which gained a lot of value in one point thirteen and one point fourteen but in most cases this should be more than sufficient to find out what’s wrong going on another important feature is the spawn command which provides all the info and control over mob spotting which is extremely useful in designing proper mob forms spawn list allows us to check what mobs are able to spawn at a particular spot note that if you are taking coordinates or from a block that you are looking at it’s likely you’ll be targeting a block that would collide with any mob hence indicating that nothing could spawn in here one practical way of avoiding this inconvenience is to use a tilde notation checking for mobs to spawn where the player is staying but carpet has another convenient shortcut which I’ll be talking about later which is using carpets in this case placing a pink carpet can work the same way as checking the spawn nest in that block assuming there was no carpet and that’s all because you might want to use that command multiple times to find slime chance to find borders of structures

making sure mobs can spawn your mob farm with maximum efficiency or just to figure out what is the mob composition we have a certain spot since these things tend to change from the results page we see our targeted coordinates and what is the top non-air block above our spot the higher it is the more dispersed are the spawn attempts on this particular column of blocks that’s why it’s really beneficial to build your mob farms low and not to have any unnecessary blocks above it then follows the list of mobs that could spawn in this location in general the line is green if a mob has a nonzero chance of spawning here it starts with a more group monsters creatures or passive mobs ambut mobs and water mobs which are not not here then is the mob name it’s wait to be randomly selected for spawning at this location within this group and then you can see since we are in a desert will most likely get spiders skeletons creepers slimes and husks while other mobs including zombies have less chance of spawning with zombie villager having only one point so chance of finding a zombie villager and the desert is like 1 over 500 something then we have a potential pack size so most mobs will spawn in packs of 4 but any man packs can be smaller ranging from 1 to 4 and which is always spawn individually the pack size of 4 doesn’t mean that all 4 mobs who have to spawn just to have always 4 attempts of this mob type here Cain means if that specific location for spawning is appropriate which is true for all of these here but if for example decide to try to spawn on cactus no mobs can spawn on cactus and then we have a test whether a specific mob will fit in here and that test for block collisions so for example here spiders and slimes will not be able to spawn at all and if they can and they will fit here are the odds of successful spawning for instance in bright light all monsters will fail to spawn due to light conditions sometimes you may see while doing this test one or two blinking mobs when testing for spawning and that’s because some conditions for spawning are predefined for selected mobs so I have to spawn here 1,000 mobs element to get this probability over here so occasionally you may see spiders from spider jockeys or baby Ocelot spawning with parents etc just to warn you that this is normal and is part of the process to get you accurate spawning chances for each mob overall chance of mob spawning in your farm is a combination of the will chances and the weight of that smoke has is in this category and that’s why for example drown despite having tons of spawning spaces in the oceans have extremely slim chance of doing it due to very low weight and very low willing percentages command spawn entities with the mob category will tell us the exact locations of all the mobs that count towards that north cap very useful to find these pesky varmints taking up the mob cap for mobs in your farm by the way most coordinates you see here on the screen actually clickable so be careful about that because they’ll teleport you to those places command spawn mob caps displays current mob cut per category and how many mobs are detected in each category if the current number of mobs exceeds the allowed amount no mobs will be spawning in this category but default it shows mob cap in the dimension player is in but we can request mock-ups from other dimensions as well like so and that’s not just monitoring we can increase and decrease the mob caps by changing the base mob count which is 70 hostile mobs per player to some number we want where spawn mobs caps set and then the new marker for the hostile mobs so for example 210 that’s three times more mobs per pair and other mob groups will be scaled up appropriately to that value are you bothered that with 210 hostile mobs you’re getting 45 bats I know no one likes them but with carpet mode easy peasy we can also change the rate in which they spawn spawn rates ambient zero BAM no bus will be able to spawn from now on but you can request so they will spawn even ten times per tick as well still honoring the mob comes quite useful for testing stuff in certain situations when you messed up something you can type spawn rates reset it will bring you everything back to vanilla and all of these changes since they are not part of the carpet command are only temporary if you mess up something just restart your world and everything will be back to normal oh speaking of messing up you can always enable spawn mocking in this mode mobs will not be appearing in the world like with mob spawning turned off its spawning algorithm will still be going trying to spawn these mobs why would you want to do that no idea just kidding with this option you can directly measure the top spawning potential of your mode fun design regardless what you need to do with the mobs after they spawn this will give you the upper bounds of the spawn rates in your farm but how would you be able to measure it I’m glad you asked with spawn tracking since tracking

spawns costs a little bit of CPU money you need to start with a spawn tracking start and stop it with a spawn tracking stop to stop the tracking but also displays the report that you can also display at any point when you’re tracking spawns with spawn tracking pretty straightforward we will talk about the report later you can also start tracking with a cubic bounding box and this will only track mob spawns inside this bounding box pretty cool stuff at any point in time when you’re tracking you can not only display the tracking report but also list all the recent spawns in each mob category with spawn tracking and then follow them up pipe this works similarly to spawn entities but in this case it will show you a few most recent spawns no matter if the mob is there or not this is especially useful when you just build a perimeter and you know there must be a few spawning spaces left and never had a chance to cut those pesky varmints you can use tracking to track down these last few remaining spawning spaces even if it takes an hour to do so you can speed up the time with take command so you don’t need to wait that hour so what’s up with the tracking report it actually carries a lot of answers to a lot of your questions so I better go in details what each number here means first of all all types of all dimensions are here counted separately so we see only overall spawns at the moment because there is no one else in the other dimensions in general each mob category gets its own statistics as all mobs from it spawn together this follows with average number of mobs per taking this category the closer to the mob captain the more mobs responding but also more ticks miss because of full mob caps this one that meaningful by itself about these other three numbers first is the percentage of ticks that spawning didn’t happen you to filled mop cups and then the percentage of ticks well mod cup wasn’t filled by spawning fail d2 no appropriate conditions or bet RNG luck to get any mobs to spawn and the last number is the percentage of ticks when the game managed to spawn some mobs how many on average we get this number which indicates in the successful spawn takes how many mobs per tick on average happens to spawn for optimal farm design you own the mobs protection umber to be as high as possible with the field mob caps indicator to be as low as possible and then we get a breakdown for each mob type how many actual spawns happened and how many mobs was that per hour with this report you can very easily tell not only how many mobs spawning or fun design but also does this farm suck and if it does where and what is the problem so can go back to the drawing board and come up with something more better so that’ll be it in terms of the spawn command but there is one more handy shortcut spawn test is nothing special but the handy shortcut to reset the current spawn tracking and start a new one reset the hopper counter so they will start counting items again we haven’t talked about hopper counters yet we’ll go back to them soon and also speeds up the game with dick warp for an hour by default since you normally would want to do all these three actions anyways when testing a farm of any sort this is a convenient shortcut to get it all in one place under the total gain control for couple other carpet settings and features one is the ability to disable spawn chunks normally the game a part of a play law that areas keeps one area in the overworld loaded at all times called spawn chunks in normal circumstances this is a very useful place to have but for some testing you might want to opt to remove it and you can do it by disabling the spawn chunks another related settings you can tweak is view distance which doesn’t work in single player because a single player you can just change it yourself in the settings but can be very useful in a server where you can’t fiddle with the view distance settings and until you restart the server with carpet you cannot only change it in game but also on the fly without the need of the server restart oh and there’s also super secret settings but it wouldn’t be a secret if I told you what it does isn’t it so remember to keep it off at all times otherwise something really nasty will happen okay awesome great that you’re cool about game monitoring and creative tools there’s a bunch of additional monitoring tools that do not affect or change the game mechanics that much like tick or spawn commands first is hopper counters with a company counter command to enable them you have to turn a hopper counter settings on and from now on hoppers that point in to wool blocks in any shape form connection and direction instead of collecting items will be counting and removing them by using the existing hopper mechanics we can ensure that there is no extra luck with these counters and by the nature of how they count items this means that each hopper counter can handle four stackable items up to half a million items per hour and this is also a very realistic way of

counting items since in most farms you need to bring your items to some sort of chests or a container so your items would need to pass through hopper anyways to measure instead of collect just replace the container with a wool block the color of the wool indicate which channel is used to count the items so players have up to sixteen channels to choose from and all hopper pointing to the same mole will count items together to display content items type / counter which will display all counters / counter with a quart display items for that counter only and counter color real time to display the rates with respect to the actual clock not the in-game clock which will be different if your game is lagging behind to reset the counters type counter reset or you can do it selectively for any color and then the counters will start counting items again when you displayed the counted items we get the reference collection fine how many items were counted in total and what this end up being per hour as well as a breakdown for each item pipe there is also handy X in the corner allowing us to quickly reset a given counter so it starts counting again as mentioned before part of the side effects of running spawn tests is resetting of all the rest encounters this is command is a handy measuring tape providing distances between two points in meters vertical or Euclidean or distance in a straight line then you have cylindrical so The Beacon distance ordered straight line distance discarding the y coordinate and then we have Manhattan or taxicab distance or how many blocks do I need to connect these two points type of distance very handy is the fact that the commands will remember our starting position and allow us to measure as an intern J’s we need to our starting point it’s even simpler to use with carpets but about that in a moment in fact command displays some useful information about blocks there used to be a similar command for entities but in 1.14 meringue added data command that is providing similar information so I made the decision not to support it anymore did you use info entity command in previous versions like 1.12 1.13 was it useful to you is that I get entity command good enough or do your thing info entity should be back please let me know in the comments the truck command is a new command that enables a number of modifications that provide some extra information that’s important in certain scenarios in the game that involved the hidden state of entities so far two behaviors have been implemented when truck villager breeding is enabled villagers will display a total food they have a variable for breeding whether they have a bed associated with them and their breeding cool down when interacted with an emerald they will point to their bed they have chosen when you interact with the rotten flesh they’ll clear up their food supplies and clicking them with a bed will mark all the beds around them that they can recognize as occupied free and inaccessible each villager is required to see one free in order to successfully breed with iron golem spawning that will show whether they slept recently worked recently and are in panic mode which are requirements for golems to spawn the last thing they will display is last time they’ve seen a golem which also prevents them from summoning more iron golems with each golem spawn attempt they will also display a prayer particle above their head so you can monitor a how many spawn attempts you got that for example didn’t result in volume in spawn most of this monitoring that you have seen it uses the mob custom name meaning it will mess up in case you have named your villagers previously so these tools should be only used in your test world bug fixes there is a number of bug fixes and optimizations that carpet mod provides that fix certain issues with vanilla game but since many of them are used by technical players as cool features these like all things and carpets are optional and disabled by default there has been a lot of bug fixes in the past in previous versions of carpet mode that has been finally fixed by mowing in vanilla game and because of the good communication we have right now with winning team there is not that many carpet settings in this category but there are still some annoying aspect that you might want to have switched on first one during fixed fixes issues with horses trying to pass find two locations that were selected by them prior to the ride causing them quite often to slowly wander into the distance after long horse travels after enabling these fixed horses will stand still after players dismount them this fix also attempts to solve some of the horse and both turning invisible issues although that solution is not complete and doesn’t work in all circumstances so more research is needed as they say sometimes when we load a chunk with mobs attached to lease please don’t visually appear or disappear or together turning on lead fix make sure leads are appear properly for all players

in vanilla if you are in the crafting window and want to chug entire stacks from your inventory with control queue you can do that with the crafting results though despite the ability to craft all of it into the inventory with ctrl Q crafting fix enabled you can check all the stacks at once portals when moving entities between dimensions don’t take entity size into consideration that’s why with portals of vastly different sizes there is a high chance to end up inside the Obsidian or you might want to use it for your advantage but in general that’s not good portal suffocation effects are just the target teleport location to account for the entity size so you always end up in the portal and this fix also applies to other mobs like horses with 1.14 we got back infamous mining those blocks turning mining those blocks fixed on will enable procedures that will remove them when you are running carpet mode in your single-player when you’re connecting to a carpet server with vanilla client as well as when you are connecting with carpet client to a vanilla server however this particular issue has been already addressed in 115 and you can hold that in 1.15 you won’t need this fix any more optimizations there is a bunch of optimizations that can turn on with carpet that allows the game to run smoother the first optimization is fast redstone dust which is a reimplementation of redstone dust update system by Europe that greatly reduces the cost of powering and depowering of redstone dust which is the primary and most widely known method of transmitting signals it allows for making much larger contraptions without the fear of lagging the game max identity collisions allows to mitigate some performance problems by having too many mobs colliding in one space however setting into a low number will change how mobs in large groups are pushing each other so you have to be careful with that laughs respawning reduces cost of mob spawning by optimizing code responsible for calculating block collisions as well as the actual mob creation this change is a proper optimization which means that it doesn’t cause any additional changes and side effects with vanilla spawning is just a little bit cheaper to run portal caching fixes problems with portal causing massive flag if not used for 15 seconds with portal caching enabled this will keep all the valid connections forever or until something changes in the portal configuration portal linking with this option enabled will work exactly the same way except you won’t be getting this lag spike this option is not available in 1.15 version of the carpet mode since mark has rewritten for the linking using points of interest system we have to wait and see if the final solution that they propose is really lucky and if not for sure the settings will have it come back to 1.15 at some point as well creative tools creative mode apart from giving players invincibility access to all resources and flying doesn’t offer that much more compacted survival mode so here are some of the creative tools and features that carpet mode has to offer to improve creative building and design flair command is a very powerful command that allows to control players real and fake ones we should start with just creating a fake player so let’s spawn a fake one and for the start let’s spawn a jab with the Minecraft lead developer but in case we spawn an actual player that may login the player will replace his fake counterpart where they are in by default the player spawns in the location of the invoking player and in the same game mode but you can customize player spawning fully with a command you can do many things to the players with the player command let’s maybe give Jeff some item okay now maybe let’s ask him to drop it here we go maybe let’s not spoil a wildcat and just ask Jeff to write it okay that’s enough just dismount him now let’s let him look East okay and let’s make him start walking forward okay now let’s make him stop stopping will not only stop movement but also cancels all the actions that the players are doing now let’s give him a pickaxe now let’s swap his hands and give them a stack of steak okay now let’s swap again now we can ask him to use a continuously which

is the right click Mouse equivalent okay and now let’s ask him to attack which is the left mouse click and also continuous mode and here we get ourselves a simple cobblestone generator now since he has steaks in his offhand and we ask him to use it continuously when he gets hungry he will eat and replenish his hunger however this would mean that we would still need to provide him with new steak ten new pickaxes in case his pickaxes will break down and if you’re running the setup on a server we can actually log out and he will actually keep the server loaded and running like any other local player who’s fake players behave exactly like normal players for the game in general debrief set tasks and leave the server is a really powerful tool and family for testing of contraptions especially that fake players are actually affected by the tick rate so you can speed up their work as well but you might be tempted to use it as a survival tool as well it’s up to you I’m not judging as I mentioned at the beginning if a real player tries to login with a fake player with its name is on the server the real player will replace the fake one but this can be also reversed as well as a normal player you have access to most of the actions and apply them to yourself you might not see some animations but other players next to you will see them and no problems and then as long as you have your game running you’ll be performing these actions and what you do with your UI doesn’t actually matter as these actions will be called in server side and performance server side but there’s one more thing you can do you can just type player and your name and shadow and this will replace your player with a fake one with the same name and actions that you have scheduled as you have given them yourself this method obviously works on your own servers in a single player there’s only one player and if you log out you log out but when you are back on the server you should be able to continue where you left off the player command is really powerful encourage you to explore all the options that come with it and let us know if there are other aspects that don’t work as you’d expect from your regular client draw command allows very efficiently set blocks in shapes for now is just Informer sphere providing the block to fill and optionally replace a specific block like air exactly like you would do with the fill command why only spheres because spheres and cubes are the most basic shapes that you might need in general and only spheres were missing in vanilla for more complex shapes or they’ll encourage you to use script fill or your Scarpa to define your shapes it’s a very powerful tool but for a simple case of a sphere the draw command should have you covered fill limit is a very important setting that fixes a very important issue with vanilla tools normally vanilla filling clone commands are limited for no apparent reason 230 mm block volume sounds like a lot but that’s only 32 by 32 by 32 setting filament changes that artificial boundary to whatever you want allowing you to very easily work with very large areas of blocks with filled jobs and cron jobs another really useful and related settings is fill updates which if set to false will remove blog updates caused by fill and clone command as well as updates in structure blocks and inside scarpered scripts which also can set blocks the ability of not closing updates is crucial in many aspects of the game especially technical minecraft we’re copying areas with valid pistons and rail system Randell vanilla fill and clone commands pretty much useless with push limit you can customize the piston push limit for your contraptions it’s mildly useful in survival because your contraption will not work for others but as a temporary tool to get stuff going and then trying to work your way to minimize it it makes actually pretty good sense rail power limit is a similar setting but affects how far powered Wales will depart from power source also very useful mostly for experimentation turning quasi connectivity of disables quasi connectivity for Pistons droplets and dispensers so the only trigger when directly powered like all other restaurant components I guess it’s not that useful since quasi connectivity and bad powering are very important parts of technical minecraft toolkit but it’s interesting to observe what would happen without it I guess someone natural lighting allows lightning sponsor of summon command behave like learning in thermal storms having a chance to spawn skeleton horse drops with portal create a delay turn on all players regardless

of game mode will respect delays to get through the portals so it’s easier to work with them in creative mode without constantly changing dimensions for no reason with the settings on player that holds an obsidian in their hand we’ll have even longer delay allowing to stay in portal blocks for an hour without changing the dimension explosion no block-damage prevents TNT explosions to cause any damage to blocks regardless if the TNT explodes in new liquids or not this is very useful in testing contraptions with TNT without the risk of blowing your work up another useful TNT creative settings is TNT do not update which prevents TNT blocks to update when placed by players the last integrated settings is TNT farmer momentum removed which removes the random offset to the side when priming and TNT so testing with TNT is much more predictable just don’t forget to turn it off at the ends and make sure your contraption can handle this randoms momentum before you ship it to others another setting that pertains more to the creative category is XP no cooldown which removes to game to cooldown for players to take in and XP or this removes all limits of players taking XP but also removes the lag that builds up of large amount of XP orbs if you’d want to use the setting in survival consider another option much more survivor like enhancement that offers similar functionality survival features and proposed improvements to survival mechanics our first more survival like feature although with all of them would have to be the judge whether you want to use them in survival gameplay or in credit only is combine XP orbs which causes XP orbs behave like items and combine in bigger XP orbs so to speak when they are near each other like the previous settings which allows to inject unlimited amounts of XP this one just follow normal combining rules for items just applying them to XP or sense it feels a little bit less creative but the final effect is roughly the same flippin cactus makes two things happen if you right-click with the cactus on a block that we think you should be able to change its orientation you will be able to rotate it or flip it it acts similarly to the debug stick except it will only allow you to affect orientation some things it will rotate something that will flip in general a very useful not that over power tool for certain blocks like stairs it matters where you hit it to determine the new position what is important is that flipping blocks with flipping cactus doesn’t cause any block updates catalyst also has a functionality when held in the off hand which in this case allows players to place blocks in the orientation opposite to the placement that would normally happen oh and in case you pick at top of a sun block with the cactus dam a cactus gets placed surprising isn’t with command camera mode enabled players can switch safely between survival and spectator camera mode plenty servers allow players to have two accounts with spectator account allowing to record player built and also inspect the world and regular survival accounts to play the game carpet allows to switch between these two modes without being opie just I have /c to switch into the camera mode with night vision and dolphins grace and stipes lefse to switch back to survival without these effects the only concern is that this allows players to quickly change location and avoid sudden deaths but does run unavoidable if you allowed for these kind of transitions with anti-cheat disable turned on the game will not penalize you for having bad connection or when the server lags behind it will allow players to travel faster than the several things is reasonable and it won’t warp you back while flying because you have travels too fast also when you are trying to deploy within the light track and the several things you’re not eligible to do so it will still allow you to fly what the setting won’t fix is your bad connection of the server so if you can’t fly because of that it’s on you one player sleeping does what it says on the tin allowed to skip the night with only one player sleeping enough said custom mo DD will let you change in game and on-the-fly the welcome text that shows up under the server login screen rather than stopping the server mid run and fiddling with the server properties to access it pretty handy tool missing tools when turned on applies the custom breaking speeds for various blocks and corresponding tools pickaxes will allow you to break quickly pistons and glass and you can use shears to break spawn discreetly doesn’t it

just make sense rotator block when turned on will apply custom block rotations to blocks in front of them as with the manual applications for cactus this only applies to carefully selected blocks but should provide you with all the custom functionality you would need following that this one of the stars of the carpet mode its movable block entities implementation by to know to name the morning have said that it might be too hard to do but we’ve been testing this solution for quite some time and we didn’t find any obvious problems with it also in other Minecraft versions like bedrock it works just fine so shouldn’t work in Java as well right silverfish drop gravel introduces a custom mechanic where a silverfish when leaving stone blocks would drop gravel items make sense don’t you think so it’s also a non doopy way of obtaining renewable gravel with plenty of potential concepts for a fast gravel farm to explore so to complete the circle you would also want a renewable way of obtaining sand and you can definitely do it by changing the husk loop tables to drop the sand as well it kinda makes sense mummies traverse deserts all their afterlife is expected for them to have some sand stuck in their pockets to allow for a reasonable way of farming them if you have husk spawning in temples enabled there will be an exclusive spawn in desert temples and will be able to spawn without access to skylight so you can build a farm for them like you would do with witches and which cuts or guardians in ocean monuments or villagers in pillager outposts on the same note switching on the chakra spawning in entities can allow chakras to respawn in the bounding box of the entity so you can get this renewable chakra boxes without pruning and trunks applying custom and very generous loop tables or just exploit straight-up duping speaking of chakra boxes it doesn’t make sense that chakra boxes that can carry many different items inside don’t stack but I’ll be great if at least empty chakra boxes will stack up and you can do that by enabling stackable chakra boxes with this rule turned on you can stack empty chakra boxes by dropping them on the ground and just picking them back up but you have to be careful when moving them about this since outside of that they all still behave like unstackable items so you shift-click to move them across inventories and containers and if you’re worried that when you go back to vanilla that would break your game fear not the game is kind of expecting you to do similar things to this one and doesn’t have any problems with them speaking of weird stuff do you know that there are parrots in the game I know it’s easy to forget them since there might be the hardest mob to farm because of the ocelots and not easy way to capture them and they actually pretty useless they are supposed to accompany players to warn them about impending danger but every time if they’re jumps or steps down they just fall off with persistent peril settings turn on you can take them on you can jump with them you can get on horses you can even fly and still you have ways to take them off they still don’t like water and also they don’t like when you take damage precision pilot settings makes parrots a little bit more useful in Faneuil again another setting you might want to consider turning on forever is kelp generation growth image you see the updated aquatic brought a lot of life into the oceans maybe little too much the kelp patches that form with world generation still have tips that will grow up to 25 more block it if left untouched this makes about the really nice looking ocean depths after player spending a few nights in the area to get overgrown with kelp up to the water limit to the point that there is nothing else to see by setting a custom limit with kelp generation you are limiting the maximum allowed growth of world and kelp to this height so even chunks where a player spends a lot of time in ocean floor still look as good as they did at the beginning this does not apply to player placed kelp so don’t worry about your calc forms there are a few other interesting features that provide some custom mechanics to obtain some non-renewable resources with desert shrubs turn on saplings place in arid climbers without the access to water will dry out and turn it into desert bushes can I make sense and also allows obtain desert bushes in a non destructive and renewable way also corals has been badly hit with the update in terms of the renewability while the garden mechanics were not flying a bone underwater we get coral plants curl blocks remain non-renewable in decent quantities which makes beautiful coral reefs quite endangered in game with renewable corals turned on you can grow coral underwater from coral plants like

you would normally do with trees from something just bone meaning them I know it’s not realistic choral singing it years to grow but so is realistic getting likely a couple hundred years old SEC where with a few applications of a fertilizer so I think getting corals this way it’s absolutely make sense last renewable resource you can get with carpet is renewable sponges like lightning converts mushrooms to through most things to big men and villagers to witches when enabling renewable sponges lightning also convert regular guardians to other guardians hence providing the ability to farm sponges in a very spectacular way there are two more features of the carpet mode that do not do much by themselves but aggregate and simplify access to other functionalities first is placing carpets which can be turned on with carpet carpets true I can bet a hundred bucks that’s where the name of the silly mode came from and I would win because I came up with it the idea was to allow to run some repetitive commands and it checks by placing carpets of certain colors and to have them working you not only need to have carpets enabled but also each individual function for that as well in this case pink carpet is the same as running a spawn list command to his potential spawns in a specific block black carpets output spawn command information the carpet placed on anything displays mod caps and placed on certain colored walls show loaded entities from that class that changes when spawn tracking is going in this case placing it anywhere shows tracking report and placing on a respective mode category wool shows recent spawns from that mob category similar what you would have by typing a command directly here it is saved a little bit on typing Brown carpets are specifically useful because they serve as a proxy for distance command sneak placing a carpet or placing a carpet the first time says the inn points and then the regular place assumes the other end of the measuring tape and prints out the measuring results especially handy so you don’t need to type all of these coordinates again and again and again just placing carpets super-easy grey carpet replaces the block info command providing all the information about the block below it again saves you typing a command on and again if you have multiple blocks to check green carpets when placed on the various wool blocks will display current item counters for that channel and red carpet will reset this counters respectively so that’s the secret behind the carpet mode it’s limitless second mara command is lock command which provides the player specific information in a more direct and continuous way the logging information will be remembered per player across player we log in to the server but to stay in spirit of the carpet mode and not encroaching on vanilla player data player selection will be forgotten across server in game restarts log DPS displays condense several health information in the top screen right below player names updated every second like you would by typing take health every second in single player these numbers and the internal several performance MSB te should show this exactly the same number but if you are connected to a server you won’t see this information in the debug screen so there is your advantage here log counter allows to display concise information about current item rate for a given counter in a continuous way so you can focus on the rates rather than continuously spam chart to find the current numbers there log mob caps this place continuously mock up information so you can identify at a glance issues with the mob spawning or assess your mock from design although for more detailed information you’ll probably want to run a spawn tracking report there also a bunch of loggers that do not have a corresponding command or a carpet feature log pathfinding shows with particles all the paths fanning attempts of mobs that took longer than 10 milliseconds to complete where n is the number that you have selected by subscribing to it block packets shows the count of server side packets incoming and outgoing from CERN if you are playing single-player that number should correspond to the debug screen rx field which is a client-side number of received packets but if you are playing on a server log packets will show the total traffic the several deals with not only with your client log PMT will track the ignition location and final explosion position of any TNT entity in the world useful debugging precise TNT contraptions like TNT canis lock projectiles does the same with projectiles tracking their position tick by tick for a change giving you precise tracking for every moment of projectiles life exactly the same output you’ll get by tracking falling blocks except they have their own categories to track with several of them at the same time is connect clean to use but with too many at the same time it can I get messy and there is a

script command I wonder what it does I guess you can just use it as a calculator yeah I think that’s what it this it can Akoo just kidding script command is an interface to us carpet carpet mode in game programming engine that allows you to run custom scripts and implement a new in-game behaviors without additional modding of the game I’ll be getting into scarpered details because that will made this video three times longer than it is right now but I would point to some previous carpet more features that got removed due to much greater flexibility when they are part of the actual programming API not just the command API one of those features is a plop feature which allows to plop game structures and features on demand this very well could have its own command but it’s so much more flexible as an API function and you can still use it if you just want to plop a structure of some sort second feature that used to be in 1.12 version of carpet mode is set by own changing the biome in an area but you can still do by running scripts can for example instead please refer to the previous videos about carpet and carpet API documentation for details on the capabilities of Scarpa programming language this is a side note in 1.15 said biome command actually effects a 4 by 4 by 4 cube area and right now it’s only limited to only 16 flops per chunk but that might change soon we’ll see so that will be it in terms of the core carpet mode features while certains carpet features like loggers air trackers as well as carpet itself are and will be likely actively developed further and if the new vanilla box will be popping out the new back fixes will be getting added to the carpet wall as well the feature set of carpet mode is pretty much restricted to what we have seen right now this carpet moved to fabric is now very easy to expand it features as a carpet extension modes the main one being carpet extra so if you’re worried one of the other features that you have probably heard about that are not very vanillish or may modify your world so it may not be compatible vanilla anymore or are simply just fun and honking your concepts like Auto crafting table or dispensers placing blocks or dispensers reassembling mine cards or another approach to renewable packed ice and many many others please check out the carpet extra mode in general to run carpet mode is very easy both for a single player as well as servers just install fabric loader in your launcher for the game version you want to use grab the latest carpet mode from the release page of the github project and dump it into the mods folder along with other fabric mods you want to use one administrative thing I forgot to talk about is that if you’re a server admin and you don’t want to allow messing up with the carpet settings and features in game and only allow certain features to be available just go to your world folder and edits carpet conf I’ll go to the top and start with a single word locked and from now on carpet command will not be available in this world as well as all other commands will be disabled by default and then you can proceed with enabling each feature that you would want to enable then if anybody would log into that world they won’t see the carpet command nor any other carpet features except for these that you explicitly on one little boost to the surface like hell that’ll be it for today I hope you enjoyed it learn something about the carpet mode and if you did or want to show me your support don’t forget to leave me a like if you have any suggestions don’t forget to leave them down in the comments and if you are new to the channel smash that subscribe button for more such content in the future oh and there is one more thing there are three harmless Easter eggs at the time of this recording in the carpet mode I wonder who’ll be the first one to find all of them see you guys in the next one bye bye