City design is fun, but there are lots repetitive build tasks in ordinary minecraft, until structure blocks. So I code, and I use or code mods to do the heavy lifting. Still figuring out how to set a village spawnpoint tied to structure blocks.
- Botjoe
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Member for 10 years, 1 month, and 24 days
Last active Sun, Apr, 1 2018 14:00:38
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Jul 3, 2016Botjoe posted a message on Community Round-Table: What Is "Fun" In Minecraft?Posted in: News
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Jun 9, 2016Botjoe posted a message on 1.10 Now Live!Posted in: News
Looked at the 1.10 structure blocks with rotation. It feels good, but I am going to test the cascading of rotations. (that is structure blocks in rotated structure blocks also are rotated). It was one on the issues I worked on the commandrunnermod for an executefile command, to share structures and scripts from a library. I got a positive response from Sachervell on the mod (with my grandson) who would love to hear that it contributed to the minecraft concept. But it wouldn't surprise me if the devs had thought along that concept in 2014. I still feel that a /ExecuteFile command is useful. I use /tp for moving the placing person around in some scripts. I'll upgrade the mod to 1.10 when forge gets there.
Thanks
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Jul 26, 2014Botjoe posted a message on MCPE: 0.9.5 Released to Every Store; Snapshot 14w30c PatchOk, Android at 0.9.5 Ipad at 0.9.4. Amazon Fire was at 0.9.1 now at 0.9.5.... but update not working ... reboot to load.Posted in: News
When will these sync? My family has Ipads and I have Kindle. 0.9.4 is not compatible for PE server with 0.9.5. - To post a comment, please login.
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Sir, 1) Could you review the initial post and revise it? I've worked it a bit, but this is one of the best writeups out there. The use of profiles and game directories to keep mods from interfering with other versions and cursemod as a source. This is one of the most visible sources of information to mod users and you own the original pinned post. The community would thank you.
2) The modding community is alive and well, and it's very competitive for modders to introduce mods that are wanted. That said, vanilla is much better in features, so more gamers choose not to use mods.
Thanks
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Will commands like setblock rotate states inside command_blocks in rotated structure_blocks?
e.g. assume I have a setblock ~4 ~3 ~2 minecraft:torch facing=north command in a command_block. assume I have the command_block in a house, and I place the house rotated 180 degrees. Will the command be changed? facing=south and ~-4 ~3 ~-2
In the release, as tested no.
Also one can use both a data value and a tag.
/setblock ~ ~ ~ wool 12 color=blue places a red wool.
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400X200 Parthenon
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This is a raw java utility for generating command files for the command runner mod (commandrunnermod.com).
I use it to convert pixel art to glass and shapes. It's unfinished, but might be useful to you. It's raw code, but it's a bit hard to find stuff like this.
Might be useful to you if you are a java coder.
Colorutil
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One of the features of Curse distributed mods is the ability to post issues and get feedback. FEEDBACK is essential to the modder, especially any issues. If you bother to download it, please post feedback problems and requests. Most modders love feedback and appreciate bug reports. We don't fix what we don't know. On github, here, or Curse... please post feedback.
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Some are classically eternal. Like this famous hoax. Thousands called the BBC looking for seeds.
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Thanks. send me a 16 color map of your avatar logo BTW, and I'll use executefile mod to make a stained glass structure block you can place.
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Thank you.
I would also say : If you modded the concept (mechanic), be as honest as possible. Good, bad, laguments, and the ugly. Your implementation may not be perfect, and you may not have thought through everything. If you used an implementation, be aware that it may not be perfect. Don't let a mod get in the way of what you think is a good idea.
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Support. Those doing pixel art or image mappers can't map decently without a reasonably good color range.
With 5 blocks and data tags, Mojang could give a huge range improvement. 16 more stained_glass2 and 16 more stained_clay2 colors would help. A skin_tone_clay of 16 (human colors). Add 2 sets of colored_quartz to be cool also.
The human eye is more sensitive to greens than other colors, so more greens and blue greens help, also skin tone ranges.
>> Sorry, Sacherevell, there is not enough colors to map your logo colors to stained glass or clay. Your mom picked the wrong box of crayons. Sauron's lucky, his mom got him all the blacks, greys, and reds. He's got a good eye for coloring.
See attached pics.
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BTW: To get an idea of the range of common English named colors see ... http://chir.ag/projects/name-that-color/#6195ED
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To anyone using CommandRunnerMod, I passed a test. Last fix Aug 7th. Rotation fixed.
Just pushed 6 MB of commands through the executefile (CommandRunnerMod) to build an Parthenon floor and walls from a pixel map layout of 450x200x90, 90,000 lines of commands (about 6-7 times the size of the Parthenon assuming 1 meter per block). It's a 1/2 hour a day I get. Took a half hour to run on laptop. (15 minutes once output off, and render at 32 chunks). 2gb jvm.
These buildings are a stress test.
I'm developing a stitcher to my image blueprinter (not designed to release ) with a stitcher of that adds a cycle of tp, place, and wait) so I can push this to any size (past the chunk limit). If blockdump gets popular, I'll add 3d stitching to the blockdump mod also so the user can dump and place city size areas. My largest blockdump is 467 MB, so that's next.
Now for the stained glass window generation. And a roof. And a computer that doesn't unload the other side of the building's chunks. This also uses commandrunnermod.
Red is Diorite, Green is dirt, black is walls of quartz block.
Ah, I made the stairs walls... Need to fix that.
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False and fail are two different things in the application. False is an exception, where the command failed to execute. False is - did not meet a condition such as a test. Both are needed and need to handled differently for each. A command can return false or throw an error.
And thanks for the info on the "commandrunnermod". It looks pretty neat,
but I won't use it because I want my worlds to run in Vanilla only.
EDIT: Unless I can use it to /setblock a bunch of command blocks with
commands in them. I basically want to take hundreds of command lines
from Notepad++ and paste them into Minecraft command blocks. This mod
might actually work for that, with only small changes to my code for
"/execute"ing and "/setblock"ing, which can easily be done in Excel.
Yes, it can. You may also need to replace commands (e.g. playsound changed). I have a companion mod in curse called BlockDump which is also a suggestion (along with executefile) to dump blocks to a file for notepad ++. I think both of these along with others are too handy a concept to not have in vanilla. I write little script programs to do things like convert blueprint pics to maps or to color stained glass. POST ISSUES PLEASE.
It's very beta, but using it may help you flesh out concepts.
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Deeper in ...
Implications of the multi-line design would affect how to ...
1) implement a wait command/macro in command blocks. Halts execution until a timer or condition is met. This is a common request.
2) implement to allow macros in command blocks. Include math and string functions. I hate not having math functions. Sine, cosine, arithmetic, and a string function set scoped to the command. Scoped variables would be handy as hell. Math is a missing feature in minecraft.
3) implement either an executefile command or easy to use multiline command blocks that load from a file. Multi-line command blocks is a common want. JSON is insanely hard to parse mentally for those not thinking like a compiler/parser, especially when it's not formatted into a tree. Give us an external editor for text. If structure blocks can load, so should command blocks.
4) implement some utility commands (e.g. blockdump) to assist in upgrading command blocks (e.g. Some mass edit would've been a huge plus when playsound was changed to add <source> for a person who used it in 100's of command blocks).
5) implement how to do rotation of command blocks and the nbt strings in them. This is an area that deeply affects the utility of structure blocks also, as the command blocks inside an SB saved file don't rotate at all. If a command block is placed in a SB file, You'd want the commands inside the captured area to rotate also. (If my commandblock has a setblock, it should rotate the setblock coords in the commandblock.)
I like the idea, though working out it in a design has implications.
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Partly support. Each command has a dependency. I'd want GUI to have a test for the success of a prior command and have an FAIL/NOT FAIL exception command on the results. (On Fail do xxxx.) Without exception processing in the suggested GUI, it's not useful enough to handling complexity.
I've looked at this quite a bit. You can try out a similar concept with the mod commandrunnermod that run a file of commands from a directory with a /executefile command. It's a vanilla minecraft suggestion that was turned into a mod. You can place /executefile in a command block.
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The combination of the two I find quite powerful, especially with simple programs to enhance the ability without deep modding skills. See attached picture.
e.g. /executefile File outfile.caleb and an image mapper that took a coupla hours.
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Are you modding this to flesh out the idea? I'd love to see it work.
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Full support.