• 1

    posted a message on Lab
    Pistons hooked up to a pulsing clock, either for the sake of seeing moving machinery in the walls or floor, or for noise.
    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on Distance to Player Decector Help!
    I'm a bit of a rookie, but I believe you need to testfor command first. Execute instantly uses the provided command to my understanding, so you'll need to have a second command block actually testing for the specified players that will then activate the appropriate command blocks. However I'm not certain if there is a targeting option for entitys or players that will work the way you are intending.

    For the arguments



    @a(targets everyone. You probably don't want that)

    @r(targets random person. Also probably don't want that)

    @e(targets all entities. Even worse, now the cows and zombies are effected)

    @p(targets nearest player. Sounds better)

    Then you can specify more...

    xyz(only targets a specific block, doesn't work unless the target is static)

    r(expands the targeted area by a few blocks, but doesn't move still)

    m(check the gamemode, we are assuming they're in survival/adventure mode anyways.)

    c(check how many players are nearby, you can confirm that there are two players close to each other in a said area, but you can't move that area)

    l(check exp level, not much help here unless you need to be a certain level for this to happen)

    score_max and score_min (Check score of a player, not much help here unless this won't happen unless they have a certain score)

    team (check what team a player is on, not much help here unless you only want this to happen to players on the same team)

    name (only targets player with the given name, won't be much help since the player approaching isn't always bob)

    type(checks for specified species. You're a player. Already knew that)


    Hopefully a guru can prove me wrong....but for the time being, all I can say is play with the testfor command.
    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on Newbie map question
    Quote from bluwtr

    From what I've been able to determine, it seems that almost any mod will not run on 1.7.9 right now. Part of the reason appears to be that Forge must be installed and it so far is not compatible with .9 So, now what? I've seen suggestions of downgrading to a lower version of MC, but a couple of questions. First, what will this do to my saved game, and secondly, What will be different in MC? I don't play online so if that's an issue, I'm good.

    All answers very appreciated.

    Thanks


    TL:DR: You are fine.

    You can see what sort of changes will occur based off the digit

    1.7.9

    First digit: Major changes/Milestones. The transition between beta and release for example
    Second digit: New features, blocks etc. added. The new world generation is an example of this
    Third digit: Minor tweaks and bugfixes.

    Basically things barely change between 1.7.2 say and 1.7.9 since it was minor stuff. You cannot join a server will a different 2nd digit, and some servers can be dependent on the last number, but it depends on the version and server it's self, but you said that doesn't matter. You will not lose any features, but may see some old bugs to pop up (like texture glitches on doors and beds)

    However, if you want to switch between bigger versions that's a different story. Upgrading it fine for the most part, but when you generate new chunks you may notice a sudden border as the generation changes. The new chunks will be filled with new mobs biomes and loot that was present in the new updates however. You may also experience a change in biomes if the world is really old though, and if it's too old (we're talking ancient, like, alpha) it may not open at all.Downgrading may present issues. Blocks mobs and features may disappear outright (your pet sheep franks loses his name and your horse disappears), and loading new chunks will have border issues and be missing new loot and mobs. I've also heard of world corruption in some cases.
    Posted in: Discussion
  • 2

    posted a message on Newbie map question
    Quote from CORPORALCRUSH

    I don't think Rei's minimap shows underground caverns.


    Try the X-ray mod. (It's not a map, but useful.)


    Rei's definitely maps caves. However, this functionality is disabled on servers. Also, you will not be frowned upon for using Rei's minimap (since it disables features like that in multiplayer) but you will be frowned upon for x-ray, possibly banned even,
    Posted in: Discussion
  • 1

    posted a message on [14w17a] Custom World Generation Presets! (Post your Best ones here)



    {"coordinateScale":684.412,"heightScale":684.412,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":80.0,"mainNoiseScaleY":160.0,"mainNoiseScaleZ":80.0,"baseSize":8.5,"stretchY":12.0,"biomeDepthWeight":1.0,"biomeDepthOffset":0.0,"biomeScaleWeight":1.0,"biomeScaleOffset":0.0,"seaLevel":94,"useCaves":true,"useDungeons":true,"dungeonChance":8,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":4,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":34,"biomeSize":4,"riverSize":4,"dirtSize":33,"dirtCount":10,"dirtMinHeight":0,"dirtMaxHeight":256,"gravelSize":33,"gravelCount":8,"gravelMinHeight":0,"gravelMaxHeight":256,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"la ize":7,"lapisCount":1,"lapisCenterHeight":16,"la pread":16}

    Frozen isles
    Posted in: Customised Worlds
  • 3

    posted a message on Creative tool: Customisable Block Qualities
    Imagine a world where items with special qualities, such as light, slowing the player, or being invisible, weren't limited to one block alone. Blocks would have a new optional data field in regards to commands, that would change the qualities of the item.

    /setblock <x> <y> <z> <tilename> [datavalue] [oldblockHandling] [blockLogic] [dataTag]
    First, this is how it would be implanted, just as a new data field. The list of values would be

    0: Default behavior for block
    1: Block emits light (ala glowstone)
    2. Block has low traction (ala ice)
    3. Block slows player down (ala soulsand)
    4. Block is bouncy (ala slime block)
    5. Block is Invisible (ala barrier block)
    6. Block is effected by gravity (ala sand)
    7. Block is climbable (ala ladder)
    8. Block is unbreakable (ala bedrock)
    9. Block emits redstone current (ala redstone block).
    10. Block cannot be pushed (ala obsidian, bedrock, etc)


    You could also add multiple effects by placing it in brackets, and adding commas between numbers. For example [5, 1, 3] would create a block that is invisible, generates light, and would slow players down. This new tag would be within all commands related to blocks, fill, tesfor, give, you name it.

    Here's a scenario I thought up that would be able to take advantage of this simple mechanic to greatly enhance the map:

    You've ransacked the castle of it's treasure and are fleeing the scene with pursuers close on your heels. You're slipping around the hallways on it's marble flooring, which you have quickly learned has terrible traction.


    You enter into an older part of the castle that hasn't been maintained in years, and suddenly the aged stone finally breaks under your weight, causing everything both above and bellow to collapse! Gravity pulls it all down with you in between, and you're now on the lower (ground luckily) floor buried in the rubble.

    You pull through it just before losing air, and flee outside into the garden. You quickly begin regretting your path however, as you are tripping over various flowers and bushes that are only slowing your escape. You find your way onto the proper path to regain speed

    You also remember you went the wrong way, dead end. There is nothing but a giant wall in front of you....but wait, look closer...the stone looks like there would be alot of footholds and the like for climbing. You hesitate momentarily before hearing the pursuing guards, and begin to scale the wall.

    The market is right bellow, the fall would otherwise kill you, but then you notice one of the stands has a sturdy canvas overhang. It breaks your fall as you bounce into the air, and into the street.

    You blend into the crowd shortly after and return home, loot in hand.

    Big thanks to the people that helped me make this idea way better.
    Posted in: Suggestions
  • 2

    posted a message on A map based solely on resources and upgrading. Would you play this?
    I'm still thinking about this, but I wanted to ask around to see if it'd be worth my while, or if someone beat me.

    I'm picturing this, everything would be based on gathering resources to fulfill costs to complete objectives. For example, do you want a house? It'll cost 100 lumber, and 50 stone. Command blocks will automatically build things for you when you are able to fulfill the cost, and various things can be purchased and improved to improve your way of life. That's not all either, there would also be a world to explore with progression, and more upgrades! There might be a chasm close by, and after you construct a bridge, you can explore the plains on the other side that is conveniently loaded with new resources and areas to build.

    I don't have details of the exactly progression and costs yet, but what are your thoughts?
    (and in case it wasn't implied, you would not be allowed to normally place or harvest blocks like normal, resources will likely be in the scoreboard)
    Posted in: Maps Discussion
  • 32

    posted a message on Minecraft No Longer Officially Working With Oculus Rift
    Glad someone is standing up to facebook. It can burn in hell for all I care.
    Posted in: Minecraft News
  • 1

    posted a message on ☠ Pirates of the Infinite Horizons ☠ [Rule the seas aboard a Pirate Ship!]
    Small in number, but high in spirit!

    Also, remember it's daylight's saving tonight, clocks go an hour ahead.
    Posted in: Clans
  • 3

    posted a message on ☠ Pirates of the Infinite Horizons ☠ [Rule the seas aboard a Pirate Ship!]
    Yar! We sail towards a brighter future, and I assure you that despite my avatar, there will be no pretty pink ponies running around while I'm on deck. Once the small issue of who's manning the ship is smoothed over by the staff, we can push off. This isn't the end, it's just another chapter in our legacy. Treasure and glory ho!
    Posted in: Clans
  • To post a comment, please .