So far it looks like hostile bunnies are either unfinished or somewhat useless as custom mobs... pathing is slow/random in a completely unthreatening way. It only attacks if you're right up next to it, then it jumps at you and does like 4 hearts / 8 damage on no armor. Maybe a skelly stacked on it would make it more interesting, but the bunny itself isn't looking too utilizable.
edit: Increased it's movement speed attribute to 1... makes it a hellofa lot more threatening but still too random. Modifying follow distance doesn't seem to do anything either, it still only attacks if you get up close to it.
So far it looks like hostile bunnies are either unfinished or somewhat useless as custom mobs... pathing is slow/random in a completely unthreatening way. It only attacks if you're right up next to it, then it jumps at you and does like 4 hearts / 8 damage on no armor. Maybe a skelly stacked on it would make it more interesting, but the bunny itself isn't looking too utilizable.
Since they only have a 0.1% chance of spawning and can't be obtasined by breeding, you need to adventure out until you found like 1000 rabbits. AKA, nobody will find them moe then once, so MOJANBG won't update their AI probably
Quote from _Gunter_»Guys your's not see that (new minecraft forum...)
Uncharted Territory 1 SPEEDEUN
...Well then. That's some nostalgia right there. And another map I never thought would be speedrun.
By the way, guys... I did some testing to see if it's now possible to have a "health bar" on boss mobs by using some 1.8 command block magic. Conclusion: Only if Mojang fixes either or both of two bugs.
BUG A (the one preventing us from using the first route I thought of): This one. Basically: You know how scoreboards can keep track of players' health? Like, there's a way to show every player's health in the tab window without using mods? (It's what they've done since they started doing Mindcrack UHC without mods.) Well, apparently objectives with the criterion "Health" don't work with @e. First problem I ran into, which may or may not be an actual bug: There's no ingame way to actually get the scoreboard to display the entity's score for that objective. Normally, you'd add a player or entity to the scoreboard of an objective by setting the player or entity's score in that objective. You can't do that with objectives with the criterion "Health" - it's currently the only criterion that makes the objective's scores read-only.
I moved onwards by trying to NBT-edit the entity into the scoreboard. (I took the UUID of the mob and... yeah, stuff.) There, I ran into the second half of the problem with this approach. The scoreboard automatically keeps track of players' health - or rather, it keeps track once the health updates for the first time... but not so with entities. Oh well, I guess that's not gonna work.
BUG B. Link here. My second attempt. This time I tried using the stat.damageTaken criterion. To make a long story short, while you can add mobs to the scoreboard by setting their scores, those scores still don't update automatically.
TL;DR Because of basically just one bug (bug B above) and related issues, making health bars for mobs is impossible. It's a bug, though, which means we can "Vote for this issue" on the bug tracker! So go do that if you want mobs with visible health bars.
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Mapmaker and LPer of Complete The Monument (CTM) maps.
Creator/owner of the CTM Community Mapping Server - ask about it on the CTM Community thread!
Current projects:
Thanatos - a subterranean semi-open-world urban CTM
Titan's Revolt - a collaborative project run by ProjectCTM; sequel to Pantheon
Pinnacle - a "sketch" mini-CTM intended for newer players (nearing completion!)
How can I make a custom villager who does NOT add normal trades after trading something ? The method of putting an impossible trade at the end doesn't seem to work anymore...
What program/filter are you using? I know Sethbling's was able to add a tile.null.name block at the end, but I believe that blocks like that have been removed. I guess that one way to work around it is to have a stupidly expensive and useless trade at the end (Beacon for a Beacon, 64 Diamond Blocks for 64 Diamond Blocks, etc.)
How can I make a custom villager who does NOT add normal trades after trading something ? The method of putting an impossible trade at the end doesn't seem to work anymore...
What program/filter are you using? I know Sethbling's was able to add a tile.null.name block at the end, but I believe that blocks like that have been removed. I guess that one way to work around it is to have a stupidly expensive and useless trade at the end (Beacon for a Beacon, 64 Diamond Blocks for 64 Diamond Blocks, etc.)
Or just have a straight-up impossible trade like 64 bedrock for 64 bedrock... assuming you don't give out bedrock. Sethbling's impossible trade actually screwed up my villagers in 1.7 causing game crashes, chunk saving issues, and some poor defenseless players getting dropped into the void. I've since fixed them, thankfully. Why do you say it doesn't seem to work anymore?
They must be screwing around with villager mechanics in the snapshots, maybe they intend villagers to gain trades after any trade is done. The only way I can think to prevent new trades is to cap the number of trades possible on the villager and make them useless/impossible except for the one you want them to have.
Looks great! I really like how the terrain spiraled up and layered on top of itself. But, the vines will become horrendous after a while, so you might want to consider using leaf vines. Or, if this is a later area in the map, where the player probably has a bow, you could stop it from growing with string. It's pretty helpful aesthetically to do this, but it serves no real other purpose.
Looks great! I really like how the terrain spiraled up and layered on top of itself. But, the vines will become horrendous after a while, so you might want to consider using leaf vines. Or, if this is a later area in the map, where the player probably has a bow, you could stop it from growing with string. It's pretty helpful aesthetically to do this, but it serves no real other purpose.
I'll be done with the map in a couple f hours in game soo no need to vine trim
Quote from Iciciliser» There's a workaround for this, I utilised it for my jam map to detect hunger.
Basically, you have to continuously testfor the health of an entity by its NBT tag and convert that into scoreboard. Here's a schematic of my implementation of this which works with hunger, you should be able to tweak it to your needs to work with health. I comment my redstone builds so you should be able to follow it. If you want to see it in action, there's a sign telling you how to start the machine.
...Well then. I don't know how I feel about this.
On the one hand, you sorta invalidated a fair amount of research. On the other hand, I can make what I wanted to make.
...on the third hand (yes I know people only have 2 hands), for any mob with a decent amount of health (like, oh I don't know, a boss mob), that would require a LOT of command blocks. Haven't taken a look at your schematic (too lazy :\), but you'd need one for each half-haunch of hunger (or half-heart), right?
Rollback Post to RevisionRollBack
Mapmaker and LPer of Complete The Monument (CTM) maps.
Creator/owner of the CTM Community Mapping Server - ask about it on the CTM Community thread!
Current projects:
Thanatos - a subterranean semi-open-world urban CTM
Titan's Revolt - a collaborative project run by ProjectCTM; sequel to Pantheon
Pinnacle - a "sketch" mini-CTM intended for newer players (nearing completion!)
Quote from Iciciliser» There's a workaround for this, I utilised it for my jam map to detect hunger.
Basically, you have to continuously testfor the health of an entity by its NBT tag and convert that into scoreboard. Here's a schematic of my implementation of this which works with hunger, you should be able to tweak it to your needs to work with health. I comment my redstone builds so you should be able to follow it. If you want to see it in action, there's a sign telling you how to start the machine.
...Well then. I don't know how I feel about this.
On the one hand, you sorta invalidated a fair amount of research. On the other hand, I can make what I wanted to make.
...on the third hand (yes I know people only have 2 hands), for any mob with a decent amount of health (like, oh I don't know, a boss mob), that would require a LOT of command blocks. Haven't taken a look at your schematic (too lazy :\), but you'd need one for each half-haunch of hunger (or half-heart), right?
Would be nice if they made a new command to do it super easy... They've been adding new commands left and right for 1.8 anyway
Hey guys, been inactive, all old projects are canceled, new PC, can also use more filters, and more creative design from real-life buildings, so, I'm back starting of now.
Hey guys, been inactive, all old projects are canceled, new PC, can also use more filters, and more creative design from real-life buildings, so, I'm back starting of now.
Also, need I could use a bit of help with Kamyu's tools, if anyone still uses that.
Really? Well I guess. I think I might use yellow stained clay. The reason I used red was because i thought the lava went with it. Also the reason its small is because it's basically a pathway to the first inter-section while also having a dungeon in it.
So I think I might have finished the White wool area. Any tips on this? This will be the last area I post screenshots of. Here are the pics:
This area is called The Underground Desert for now. I might change it.
It seems a little bit to small and the wool box looks like it's a little cramped. Other than that it looks pretty good.
Edit: Also the block variation could use some tweaking. Maybe change the red clay to sandstone or some other block that would make the variation be a bit more mild.
Really? Well I guess. I think I might use yellow stained clay. The reason I used red was because i thought the lava went with it. Also the reason its small is because it's basically a pathway to the first inter-section while also having a dungeon in it
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GENERATION 37: The first time you see this, copy it into your signature on any forum and add 1 to the generation. This is a Social experiment.
Jump boost pots.
Rabbits.
Actually rabbits have evil counterparts. SO holy **** rabbit based area.
@TheXhen- Kingdom of the bunny men
My Thread: http://www.minecraftforum.net/topic/1881805-ctm-wip-lands-of-mystery-by-bnm-new-map-started/#entry23248316
edit: Increased it's movement speed attribute to 1... makes it a hellofa lot more threatening but still too random. Modifying follow distance doesn't seem to do anything either, it still only attacks if you get up close to it.
Since they only have a 0.1% chance of spawning and can't be obtasined by breeding, you need to adventure out until you found like 1000 rabbits. AKA, nobody will find them moe then once, so MOJANBG won't update their AI probably
...Well then. That's some nostalgia right there. And another map I never thought would be speedrun.
By the way, guys... I did some testing to see if it's now possible to have a "health bar" on boss mobs by using some 1.8 command block magic. Conclusion: Only if Mojang fixes either or both of two bugs.
BUG A (the one preventing us from using the first route I thought of): This one. Basically: You know how scoreboards can keep track of players' health? Like, there's a way to show every player's health in the tab window without using mods? (It's what they've done since they started doing Mindcrack UHC without mods.) Well, apparently objectives with the criterion "Health" don't work with @e. First problem I ran into, which may or may not be an actual bug: There's no ingame way to actually get the scoreboard to display the entity's score for that objective. Normally, you'd add a player or entity to the scoreboard of an objective by setting the player or entity's score in that objective. You can't do that with objectives with the criterion "Health" - it's currently the only criterion that makes the objective's scores read-only.
I moved onwards by trying to NBT-edit the entity into the scoreboard. (I took the UUID of the mob and... yeah, stuff.) There, I ran into the second half of the problem with this approach. The scoreboard automatically keeps track of players' health - or rather, it keeps track once the health updates for the first time... but not so with entities. Oh well, I guess that's not gonna work.
BUG B. Link here. My second attempt. This time I tried using the stat.damageTaken criterion. To make a long story short, while you can add mobs to the scoreboard by setting their scores, those scores still don't update automatically.
TL;DR Because of basically just one bug (bug B above) and related issues, making health bars for mobs is impossible. It's a bug, though, which means we can "Vote for this issue" on the bug tracker! So go do that if you want mobs with visible health bars.
What program/filter are you using? I know Sethbling's was able to add a tile.null.name block at the end, but I believe that blocks like that have been removed. I guess that one way to work around it is to have a stupidly expensive and useless trade at the end (Beacon for a Beacon, 64 Diamond Blocks for 64 Diamond Blocks, etc.)
Or just have a straight-up impossible trade like 64 bedrock for 64 bedrock... assuming you don't give out bedrock. Sethbling's impossible trade actually screwed up my villagers in 1.7 causing game crashes, chunk saving issues, and some poor defenseless players getting dropped into the void. I've since fixed them, thankfully. Why do you say it doesn't seem to work anymore?
There is the Book of Souls which is in the server version of worldedit I think. Look that up.
Book of Souls is part of the NBTEditor Bukkit plugin.
Special thanks to Axl Rosie for the sig.
Looks great! I really like how the terrain spiraled up and layered on top of itself. But, the vines will become horrendous after a while, so you might want to consider using leaf vines. Or, if this is a later area in the map, where the player probably has a bow, you could stop it from growing with string. It's pretty helpful aesthetically to do this, but it serves no real other purpose.
I'll be done with the map in a couple f hours in game soo no need to vine trim
...Well then. I don't know how I feel about this.
On the one hand, you sorta invalidated a fair amount of research. On the other hand, I can make what I wanted to make.
...on the third hand (yes I know people only have 2 hands), for any mob with a decent amount of health (like, oh I don't know, a boss mob), that would require a LOT of command blocks. Haven't taken a look at your schematic (too lazy :\), but you'd need one for each half-haunch of hunger (or half-heart), right?
Would be nice if they made a new command to do it super easy... They've been adding new commands left and right for 1.8 anyway
Also, need I could use a bit of help with Kamyu's tools, if anyone still uses that.
Really? Well I guess. I think I might use yellow stained clay. The reason I used red was because i thought the lava went with it. Also the reason its small is because it's basically a pathway to the first inter-section while also having a dungeon in it