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    posted a message on How do you feel about rabbit meat?
    Not to long ago, I was searching through twitter for development progress on the upcoming mob, the rabbit.

    It was there that I found TheMogMiner's post about rabbit drops and whatnot.

    http://imgur.com/a/06kuI

    It had to realization that the developer is planning to have rabbit hide, rabbit meat, rabbit's foot, and mutton.

    I am passionate about the idea of having rabbit hide into leather, as horses have the same characteristic. This also allows leather armor easier to obtain in the start; however, if each rabbit were to drop 1 item of rabbit hide, assuming 100% chance of drop, you would need to kill 100 rabbits in total for full leather armor.

    There's also the topic of the rabbit's foot, traditionally a symbol of luck. It is fair that the potion of leaping will finally be integrated in survival. I assume it is a rare drop, therefor more grinding for the mob.

    Mutton. It's about time, don't you think? I've never found myself in more desperate need of food when there are no pigs or cows withing a 100 block radius of me. Yet, there are sheep. Useless sheep in this time of need. Now, sheep will be rather more useful than they ever were before, and that's a good thing.

    Rabbit meat is quite the disturbing one of them all. This idea could be as morbid as cooking cats ever will be. Rabbits are domestic animals, like dogs and cats. Why should they be treated differently, in a rather horrifying way? This lacks the diplomacy it deserves to those who nurse rabbits, who take care of them day after day, only to realize that you are able to cook them, and eat them.

    That's not all. What happened to bats? Why can't rabbits be another mob for the aesthetics? I know, it is hard to resist not having rabbit's foot, but utilizing rabbits as a food product?

    I've never seen such an excruciating aspect of the game. There's rotten flesh, but zombies are not domestic unlike rabbits, cats, and dogs are.

    I do not, in anyway, oppose the addition of certain drops. However, I do believe that some are them are rather dull, and predictable. I do believe the developers should tone down the incentive of killing these entities, up to a point where we won't have to see automatic grinders of them.
    Posted in: Recent Updates and Snapshots
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    posted a message on Json Book Commands
    Quote from Drayle88

    I don't speak code though. I seriously have no idea how syntax or json works.

    Also, slight topic, where in this previous code can I put in the title of the book? Rather than just 'written book'?


    Just apply the tag title to the book. This code is from four posts above this one, I assume it is functional.

    /give @a written_book 1 0 {title:"TITLE OF BOOK",author:"BY BLANK",pages:["{text:\"\",extra:[{text:\"    I   \",color:black,bold:true,italic:true,clickEvent:{action:run_command,value:\"/gamemode survival @p\"}},{text:\"Kwi ekess thee, bender di wer relgimi, tiric nomeno tome wielg sari dout cha'sidic. Jalla wux sweekmon ekik wer irthir di wer zezhuanthi, tlush dout gogetoi sva \",clickEvent:{action:run_command,value:\"/gamemode survival @p\"}},{text:\"Skjall Vunal.\",color:dark_green,bold:true,italic:true,clickEvent:{action:run_command,value:\"/tp @p 0 65 0\"},hoverEvent:{action:show_text,value:\"Teleport\"}}]}"]}


    The purpose of the link is to make you understand how syntax or json works. I suggest giving it a crack, it's not hard. Just takes a bit of practice, that's all.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Json Book Commands
    Quote from Drayle88

    Revamp of the entire project idea.

    I intend on having a book that, progressively, has more commands on each page. E.I.:

    I start the game with volume 1. Volume 1 has text, then a command line. After the first dungeon, I "Sacrifice" the volume in a chest, and I get Volume 2, which has an additional Page and command line. And so on and so forth.

    I do not understand the json method of text, and and I use the generator to make up the commands in different colors and boldness and stuff.

    So how is the easiest way to do this? And where and how in the line of text can I copy/paste the command lines of the generated text that I know how to make?


    This thread has all the answers: http://www.minecraftforum.net/topic/1975697-1718-raw-json-text-examples-for-tellraw-title-books-signs-update14w25a/
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How to detect mob death
    Quote from FlazeOfAges

    -snip-


    Quote from Skylinerw

    -snip-


    Thank you for responding. I was aware of the stat.killedEntity type of objective; however, that fixes half of the problem.

    The player will have additional methods of killing mobs, using indirect melee/ranged projectiles. This means that they will not be using bows, or swords, to detect if they have killed a mob.

    Such example could be by killing them using Primed TNT, since the player will be able to throw TNT in their direction. Other examples could be fireballs they did not hit, arrows they did not shoot, snowballs they did not throw.

    Thus, I want them to drop the items regardless of how they were killed, by player, or by the player-controlled-environment. The reason I don't have mobLoot on is that I don't want them to drop XP, nor rotten flesh/rare loot.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on How to detect mob death
    I really need some help. How do I detect mob deaths using scoreboards? For example, I want every zombie that dies to drop 10 gold. These zombies can't be spawned in, so no summon there.

    This is what I have so far, but it doesn't work.

    scoreboard players set @e[type=Zombie] mobDied 1 {DeathTime:1s}


    And then this one:

    /execute @e[type=Zombie,score_mobDied_min=1] ~ ~ ~ /summon Item ~ ~ ~ {Item:{id:"minecraft:golden_ingot",Count:10b,Damage:0s,tag:{display:{Name:"Perfections",Lore:["Global Currency"]},ench:[]}}}


    For some reason, when I kill the zombies, they don't drop the golden ingots. I need mobLoot off as well.

    mobDied is an objective, type dummy.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Which Logo is Better?
    Both logos are nice, but the first one is better than the second one for many reasons. The second one is too simple, it lacks detail and presentation. The text is not exactly eye candy in the second one. The first one has a beautiful gradient and and explosion-like back drop. However, it doesn't feel as much 'minecrafty', unlike the second one. I also feel that the two is out of place in the first one, it should be in front of the TNT block. It also has excessive glow filters applied; although it beats no filter at all.
    Posted in: Other Help
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    posted a message on Command Blocks, Testfor- item names or ids in area
    Quote from DarkStar634


    I believe that it was already possible in 1.7. Also, the idea itself is slightly vague and poorly expressed.


    It wasn't possible in 1.7.
    Posted in: Suggestions
  • 0

    posted a message on Command Blocks, Testfor- item names or ids in area
    All of this is already possible in 1.8 snapshots, no support.
    Posted in: Suggestions
  • 0

    posted a message on Minecraft Creation - Throwable TNT!
    Woah! That is so amazing. Hey, can you make a minigame of this? That would be soooo awesome!
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Minecraft Creation - Turrets!
    Wow this is so amazing! Props to you!
    Posted in: Redstone Creations
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    posted a message on UUID problem
    Quote from Skylinerw

    The "UUID" tag is not present on entities after they are summoned; it's switched over to the UUIDLeast and UUIDMost. I assume it's deprecated syntax; meaning UUIDLeast and UUIDMost should be used instead anyway for the purpose of dependability.


    so what would be the correct way to spawn the arrow, and then /kill that specific arrow later?
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on They say backup your worlds...They mean it
    Quote from Mister Sammy

    Usually, I just bounce from snapshot to snapshot to the update, and therefore see no need to backup my worlds. So I was checking out the changelog, and I found out that, to my bemusement, Enchanting was being tweaked! At the time, I was making an End EXP grinder - what better place to test it out?

    Only, to my dismay, the Endermen crashed down to 1 health - then froze up the world. Okay, so I'll just wait for this to be addressed, roll back to current release...

    EVERY. INVENTORY. IN MY WORLD. Was wiped. My materials, my blocks, my food, the bonemeal in my compact auto farm... Okay, I can trek on, I can recover--

    DUNGEON CHESTS. VILLAGE CHESTS. TEMPLE CHESTS. STRONGHOLD CHESTS.

    DON'T BE ME. BACKUP YOUR WORLDS.


    You are scaring me there a bit. I do my 'large' redstone projects on the snapshots, I need to start backing my worlds up.
    Posted in: Recent Updates and Snapshots
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    posted a message on I Need help with Command Blocks

    Using MCEdit or other third-party editor is probably your best bet! :Pig: Just wondering... why did he set this up in the first place...?


    yeah nbtexplorer works too so you can change the command of the command block that tps you
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on UUID problem
    Quote from Vija02

    What you should be using is id, not name
    [noparse]/kill @e[type=Arrow,id=00000000-0000-0000-0001-000000000010][/noparse]



    UUID is correct. If you're using UUIDLeast and UUIDMost,
    UUIDLeast of 1 and UUIDMost of 10 will result that UUID


    thanks for the help
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on I Need help with Command Blocks
    Quote from Vija02

    Use Mcedit and remove the block from there.
    Or maybe have your little bro spam teleport you so that you can destroy the block


    or use the command /setblock command to destroy the block if you know the coords
    Posted in: Redstone Discussion and Mechanisms
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