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    posted a message on ᴥ Loka - Custom-Built World ||| Territory Conquest ᴥ [Town Leveling, Industries][Arenas, Talent-Battlegrounds][Lore]
    Quote from ZZwatermelon»

    I really want to join, but every time I try, it doesn't let me and says the connection was closed by host. Idk what to do. :(


    Are you using play.lokamc.com as the IP address?
    Posted in: PC Servers
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    posted a message on ᴥ Loka - Custom-Built World ||| Territory Conquest ᴥ [Town Leveling, Industries][Arenas, Talent-Battlegrounds][Lore]
    Quote from KeikoYurino»

    How do I go back to and complete the Intro course? I can't talk to anyone or pick up items because I have "Intro Course" beside my name.


    Could you take a screenshot of your coordinates and surroundings? I'll be on for the next few hours or so aswell if you see this in time.
    Posted in: PC Servers
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    posted a message on Probably not possible but..
    Quote from absol0666»

    i think the hideParticles tag on /effect gets rid of the fov change, but im not sure and i dont have mc with me


    Ex: /effect @a 1 10 5 true



    This is false.

    Sadly, FOV changes even with item attributes.


    OP, if you're not a mapmaker and just want this for aesthetic reasons, just change your FOV in the options menu whenever you get a speed effect.


    You can do this on a spigot server, but I can't think of a way to do it in in vanilla without overkill raycasting.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Help Counting Entities

    So, when asking for help with commands, you should always include the commands you're using.


    Otherwise, it's impossible for us to debug because you could have commands that are completely logically correct but have a random "}" character somewhere and that's why it's broken. I know that's a lame example, but hopefully you understand.


    That said, this fixes a lot of my spigot issue... try putting

    /minecraft:


    in front of every command, so that /stats command looks like this:

    /minecraft:stats [stuff]


    That will tell spigot to make sure it's using the vanilla /stats command, and not any plugin that also uses that command prefix. (This is why you can't have entity selectors in a normal /give, because essentialsX has a /give command that overrides it)


    If that fails, then post all of your commands and explain every piece of logic as descriptively as you can.


    Cheers


    (P.S. if you write another comment instead of editing your post, it says it has "one reply" so it looks like you've been helped already. If you're giving more information, edit the original post)

    Posted in: Commands, Command Blocks and Functions
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    posted a message on A command to detect players gamemode and change it or not to spam in chat ÿour gamemode has been updeted¨?

    /gamerule sendCommandFeedback false


    Alternatively, if you want to get command feedback for other things:


    /gamemode 2 @a[m=0]

    Will put all players into adventure who are in survival. You can do this for other gamemodes by adding another commandblock and changing the m=0 to m=1 for creative, m=3 for spectator. The only use case I would expect you to want this is survival > adventure though.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Cannot delete custom named OR enchanted items from command block

    Yes, because the command you use has the following syntax:

    /clear [player] [item-ID] [meta-ID] [count] [NBT]


    Try:

    /clear @p[r=3] minecraft:golden_hoe -1 10 {display:{Name:"Bamstick"}}

    This will clear all golden_hoes with the name of Bamstick and ignores the damage.


    Additionally, sometimes spigot plugins use the clear command, so to be extra sure I would use "/minecraft:clear" instead of "/clear"
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Elevator in minecraft 1.8 with no pistons ? :DDDD

    hahaha


    I couldn't tell he was being sarcastic because it's all in French.

    Posted in: Tutorials
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    posted a message on PROJECT TIDAL: ISLES | PREMIUM MINECRAFT MMORPG

    Qwachees, you literally just described fixes for every major issue I had with coastal online.


    Given the open-world nature (and allowing players to control land) of this new idea, I do think you should consider the scale. You obviously want to control all of the terrain, which is good to be able to moderate content, but really hard for an open world game.


    Something I would recommend is implementing some sort of "continent" system, where you could start out with 1 or 2 relatively small (2-3k by 2-3k) separate worlds (made with worldpainter/TerrainControl/etc) with all of the content built and controlled. If the player base grows, it isn't an issue to make and add a new continent. This would allow you to limit your initial time investment (and get the game running sooner) while still being able to keep an open world.


    I loved the amount of effort put into coastal online, but it really was too much effort for the alpha test.


    Even though it may feel weird, I really think you could filter through all your incredible ideas faster (work harder on the good ones, get rid of the ones you find out aren't as good) if you put out the server faster. Alpha isn't a time for balancing weapons with 5 different abilities, it isn't a time for all the weapons to have pretty colored text, it isn't a time for you to build out a gigantic questing system and it isn't the the time to make more than 4 hours of content (luckily, with an open world that becomes a much smaller problem). Alpha is where you give some small boys some sticks and stones and see what they do. (Ok maybe the boy analogy isn't great because there's a 90% chance the sticks will be guns and the stones will be thrown at siblings, but you get what I mean.)


    I'm kinda rambling at this point, but I really love the stuff you've made and I love that you're still passionate about creating a unique server experience.


    I cannot say this any more sincerely, thank you for the incredible quality and passion that went into Coastal Online.

    Posted in: PC Servers
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    posted a message on Lottery style randomizer and payout function... Need help condensing

    Hey, looks like only the attached picture worked, nothing else.


    If you want this condensed, your best bet would be to include a world download.


    Something else to consider is this could be very small if you used commandblocks, but I don't know if you want to do that. AKA is this supposed to be survival friendly or not?

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Ideas for an (automatic) ghast farm?

    The only minecart part of impulse's system is the capture area, which can be made any way you like. You only need to send the ghast through the portal into some room made out of cobblestone, there's no need to use the minecarts.

    Posted in: Survival Mode
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    posted a message on Ideas for an (automatic) ghast farm?

    Ilmango has a kinda cheaty 1.9 version. Could be patched soon, but it's working right now.



    And impulse made one that's kinda slow, but it's pretty decent seeing as he made it in an hour or so. Just replace the half slabs in the shifting floor with soul sand and it works in 1.9


    Posted in: Survival Mode
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    posted a message on - Testing if a team has a higher score then another team? -

    The whole community here would really appreciate if you added some details/examples/descriptions to your questions in the future. Not only does it make the question easier to answer, but because the process is streamlined by doing as little mindreading as possible, you will get answers faster.


    Questions needed to answer this:


    How are you keeping track of the score? Are you using a fake player for each team to keep track? Does each player have an individual score that you want added up for all players on the team, then compared?


    How many teams are there?


    Are there multiple scores that are being used?


    What events trigger this comparison to happen?


    What do you want the output of this comparison to do? Does the output depend on the team that wins?


    And finally, please provide an example for the entire process of using this mechanism, with as much specific description as possible.


    Cheers, thank you.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on How to load chunks diagonally 5000 blocks away from spawn?
    Quote from Meister_Lucas»

    Actually, its not a farm or anything like that. I wanted to make an enderpearl transportator. It starts at the top of my tower (-3300 255 4000) and i wanted to extend it a little further; having in mind that the enderpearl is gonna travel 60 blocks with the launcher, I'll make floating stations that are going to bounce the enderpearl once more, and it repeats for hundreds of blocks. I would like to make all the stations loaded, so the enderpearl doesnt unload or break in stationary slime blocks. ("Lazy-chunked" slime blocks).

    Cool. Something worth noting about KillTrot's response is to make the hopper chunk loader you have to put items in the hoppers (as of 1.7.4 I believe).

    However, there is a better way of doing what you're trying to do. Don't forget, that enderpearl teleporter would be really expensive, especially when there is a much better way of doing it.

    Ready to have your mind blown?



    Pow.

    Yeah, that exists, and it's awesome. Here's a playlist I made with some of the most important videos regarding the subject.

    There's a little more science to it, namely getting things like wireless redstone and instant two-way repeaters. Sadly, the 1.9 update breaks all known practical, wireless redstone for survival (there are still versions that exist, but they're limited in various ways that make them unusable).

    Seeing as that's the case, the current best solution is two-way instant repeaters. The most resource efficient two-way instant repeater is described in redstonejazz's video linked in the playlist.

    Cheers, hope this helps!
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Need Help with full chest loader

    This video should help.



    Also, that took me around 8 seconds to find, but it's ok.


    Cheers

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How to load chunks diagonally 5000 blocks away from spawn?

    Sadly that's the only way to keep the area loaded. Also, redstone wire is temporary loading, if you want to permanently load the area you need hopper chunk loaders.


    May I ask why you want the area to always be loaded? There could be an alternative for whatever you want to do.

    Posted in: Redstone Discussion and Mechanisms
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