I'm just curious for coop runs I of course take a few seconds to do /time set 0 and /save-off before the timer. But sometimes I was moved by a mob during this time period. What would happen if that happens? Would this even matter?
If that happens, it's just bad luck. Unfortunately, the run would not count if that happens.
Rules are very vague at the moment. Idk if by "may not move before timer starts", they are saying the player entity itself cannot move, or if the player cannot press any keys to move the player entity.
If I had to guess, it's the latter. The former is just pure-vanilla RNG that can happen to anybody playing the game (not an "advantage" that happens to a select few). And since it's completely outside the player's control, it can be treated like other advantage-giving glitches that may happen accidentally to the player (like camera clipping through water, 5-min-lag jump boost, etc.). Even if some of the things I mentioned might be wrong, I wouldn't worry too much about this.
@LSD_Gaga good point, but no. If the player is moved by a mob, then unfortunately it does not count. Otherwise, the timing would have to start at the beginning of loading in the world, and you would not be able to use the command time set 0.
However, rules could change @ mods
@Pooply, yeah that really does suck. Mods should definitely update the rule. Very unreasonable to rule out Vanilla RNG imo.
As long as you aren't killed by a mob, or for example, a creeper blows you up and you pick up blocks from it, then it's fine
Updated Legal Mods:
• AntiResourceReload 4.0.2 for 1.14-1.15.2 is now allowed, which fixes a crash when loading the mod outside of a development environment.
• StandardSettings 1.2.3 for 1.14-1.19.2 is now allowed. This update adds an f3PauseOnWorldLoad option that, when enabled and pauseO