Started by
kabutomiyatake
on
Topic category: Help with MCreator software
I am not a native English speaker so my writing might be unclear, I apologize for that.
I created an armor that adds several status (potion) effects to the player, and it works fine.
However, when I switch the game mode to survival, it makes the game to lag and drops FPS to like 10.
It works perfectly in creative mode(FPS is fine), and the event trigger is not even "on entity tick update" but instead equipping the item, which means the procedure to add potion effect is executed only once, so I have no idea why this terribly affects the game performance only in survival.
I appreciate any help.
Edited by kabutomiyatake on Fri, 10/03/2025 - 11:24
image didn't work try reposting it or uploading to "imgur"
here is the image thatperson_
ummmm what this should not be causing lag...
are you sure you don't have any other procedures or other that could be causing it?
Thank you so much for the response.
I tested removing only the absorption effect by editing the procedure, and this solved the fps problem. I added the absorption (Lv.3000) again, this time turning the particles off, but this dropped fps again. I did the same thing with a lower level absorption (Lv.4), and this solved the fps issue.
It seems like the lag was simply due to status effect with a level too high. I guess absorption is not rendered in creative mode...?
I think I should have tested these before posting it to the forum. I will be careful from the next time and sorry to take your time. To realize high level absorption or similar functions, I will post another topic.
In any case, thank you very much for your help and for fixing my photo I failed to post. It really helped me.
oh yeah of course
it's totally fine, you don't have to apologize for posting! :3
In case anyone is facing the same issue:
I could finally realize high level absorption by making the event trigger "Before entity is hurt" instead of armor tick update. Duration of the potion effect should be two ticks or so.
However, although this works in 1.20.1, it doesn't around 1.21.x because "Before entity is hurt" trigger no longer exists.