Item Fountain Path

The same as the Fountain Path effect, but with dropped items instead of falling blocks.

Parameters

ParametersInformationExample

Path

The path the origin of the fountain follows using the format of

world, x1, y1, z1; x2, y2, z2; x3, y3, z3. You can of course repeat this process as much as you would like. Use a ; to seperate different locations.

world, 196.3, 64, -381.8; 199.3, 65, -375.8; 205.8, 61, -361.8

Velocity

Sets the velocity of the dropped items. This is used to launch items in a specific direction. Don't set these values too high (I would say around a maximum of 10). Follows the pattern of x, y, z.

1, 1.5, 0

Material

he material to use as item. All items work here!

BLUE_STAINED_GLASS

CustomModelData

The custom model data of the item (if you want to use custom models).

12

Lifetime

The amount of time the dropped items should stay visible. After this time (in ticks) they'll be removed.

40

Randomizer

This randomizes the value of the velocity a bit. The higher the value, the more the velocity changes. I suggest keeping this between 0 and 1.

0.5

Speed

The speed the origin moves over the path. Measured in blocks/s.

5

Frequency

In Minecraft a new entity or particle spawns every tick, but when the speed is very high an empty space comes between two entities or particles. To fix that you can use the frequency parameter. The frequency is how many entities/particles there should be every block. This effect only activates when the speed is too big that the amount of entities or particles per block is lower than the frequency.

5

Smooth

Whether the animation of the path should be smooth or not. Can be set to true or false. The total duration of the effect (in function of the speed) is not affected by this parameter!

true

Delay

The amount of ticks this effect waits after the show starts before it's activation.

40

Frequency extra info

In Minecraft a new entity or particle spawns every tick, but when the speed is very high an empty space comes between two entities or particles. To fix that you can use the frequency parameter. The frequency is how many entities/particles there should be every block.

This effect only activates when the speed is too big that the amount of entities or particles per block is lower than the frequency.

An example is when a particle line travels 10 blocks forward with a speed of 1 and a frequency of 5. The frequency will not be activated because the speed is 1 block per second which means that there will be 20 particles on one block and 20 is bigger than 5. If we change the speed to 10 then it'll travel with 10 blocks per second. Meaning that there should normally only spawn 2 particles on every block! This is where the frequency kicks in to spawn extra particles to fill in the gap.

YML Preset
'1':
  Type: ITEM_FOUNTAIN_PATH
  Path: 'world, 0, 0, 0; 3, 3, 3'
  Velocity: 0, 1, 0
  Material: BLUE_STAINED_GLASS
  CustomModelData: 0
  Lifetime: 40
  Randomizer: 0
  Speed: 1
  Frequency: 5
  Smooth: true
  Delay: 0

Youtube Tutorial

WIP

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