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NEW Wireless redstone (Using Command Block)
Started by
TUR805L4Y3R
, Nov 14 2012 01:00 AM
wireless redstone
13 replies to this topic
#1
Posted 14 November 2012 - 01:00 AM
This is the NEW wireless redstone
I havent seen it done this way before
I havent seen it done this way before
http://www.youtube.c...3R?feature=mhee
(Message me if this is or is not working please)
(Message me if this is or is not working please)
#2
Posted 17 November 2012 - 08:39 PM
Wow, this is a really nice concept! How did you come up with this idea? Also, you should make a video showing how this fully works (even though I know how it works).
#3
Posted 17 November 2012 - 08:54 PM
The main reason you've likely never seen it done that way is because it's not a survival-applicable method, since command blocks are creative-only. I guess the benefit of this method, though, is that its range is practically unlimited.
#5
Posted 17 November 2012 - 09:11 PM
I love the concept, my OCD just can't deal with the fact that the player is being teleported. Ah well
#7
Posted 19 November 2012 - 08:07 AM
well i have seen it done with fire and rules
can you change the day with command blocks? because that could work
can you change the day with command blocks? because that could work
http://www.youtube.c...3R?feature=mhee
(Message me if this is or is not working please)
(Message me if this is or is not working please)
#8
Posted 19 November 2012 - 08:38 AM
*buys 2534400 new minecraft accounts so he can make a wireless 1980x1280 pixel screen*
#9
Posted 19 November 2012 - 08:47 PM
I actually see a cleaner way to do this within render distance, but I'm not sure it's possible yet.
Instead of teleporting the player, you could have a stored entity used for the teleportation. Instead of naming the player in the @ command, you use the stored entity. This could be anything from a drone player to a specific NPC (if that is possible). Just have a 2x1 storage cell to hold it. All return commands would simply send the mob back to its storage cell, while the player is left unaffected.
Instead of teleporting the player, you could have a stored entity used for the teleportation. Instead of naming the player in the @ command, you use the stored entity. This could be anything from a drone player to a specific NPC (if that is possible). Just have a 2x1 storage cell to hold it. All return commands would simply send the mob back to its storage cell, while the player is left unaffected.
#10
Posted 20 November 2012 - 03:27 PM
Hmm, nice idea, kind of like regular hex's old nether messaging network.
I have a way to remove the player necessity, but it's really derpy. Essentially you make a custom spawner for zombies with a big player detection radius (enough to include anyone using the machine). put it in a dark area next to a redstone lamp. If you pulse the lamp off, a zombie will spawn at the location and velocity that you choose, allowing you to fire a high-speed zombie in exactlly the right direction to land on a pressure plate, transmitting the signal.
I have a way to remove the player necessity, but it's really derpy. Essentially you make a custom spawner for zombies with a big player detection radius (enough to include anyone using the machine). put it in a dark area next to a redstone lamp. If you pulse the lamp off, a zombie will spawn at the location and velocity that you choose, allowing you to fire a high-speed zombie in exactlly the right direction to land on a pressure plate, transmitting the signal.
Uh... I guess I should really link to my youtube account here. I've got some neat cannons, fireworks, a goban and all sorts of other stuff if you want to check it out: http://www.youtube.com/user/seiterarch
#11
Posted 23 November 2012 - 08:01 AM
seiterarch, on 20 November 2012 - 03:27 PM, said:
Hmm, nice idea, kind of like regular hex's old nether messaging network.
I have a way to remove the player necessity, but it's really derpy. Essentially you make a custom spawner for zombies with a big player detection radius (enough to include anyone using the machine). put it in a dark area next to a redstone lamp. If you pulse the lamp off, a zombie will spawn at the location and velocity that you choose, allowing you to fire a high-speed zombie in exactlly the right direction to land on a pressure plate, transmitting the signal.
I have a way to remove the player necessity, but it's really derpy. Essentially you make a custom spawner for zombies with a big player detection radius (enough to include anyone using the machine). put it in a dark area next to a redstone lamp. If you pulse the lamp off, a zombie will spawn at the location and velocity that you choose, allowing you to fire a high-speed zombie in exactlly the right direction to land on a pressure plate, transmitting the signal.
Ive never experimented with custom mob spawners
is it a world edit function? or mc edit?
http://www.youtube.c...3R?feature=mhee
(Message me if this is or is not working please)
(Message me if this is or is not working please)
#12
Posted 23 November 2012 - 07:20 PM
TUR805L4Y3R, on 23 November 2012 - 08:01 AM, said:
Ive never experimented with custom mob spawners
is it a world edit function? or mc edit?
is it a world edit function? or mc edit?
Uh... I guess I should really link to my youtube account here. I've got some neat cannons, fireworks, a goban and all sorts of other stuff if you want to check it out: http://www.youtube.com/user/seiterarch
#14
Posted 24 November 2012 - 03:21 AM
lightbulbwindows1000, on 23 November 2012 - 08:56 PM, said:
You're not explaining how it works. How does it work?
Uh... I guess I should really link to my youtube account here. I've got some neat cannons, fireworks, a goban and all sorts of other stuff if you want to check it out: http://www.youtube.com/user/seiterarch













