As for the NPC's disappearing, did you use the /removemobs command? It removes NPCs too.
Actually, I have heard 2 other people also reporting this issue. I think it may have something to do with the R700 update as I use the second-newest version and I am not experiencing any NPC issues.
Actually, I have heard 2 other people also reporting this issue. I think it may have something to do with the R700 update as I use the second-newest version and I am not experiencing any NPC issues.
I'm using the newest, r700, and have no issues with NPCs. I haven't had any disappear on me or anything. There is still the bug of being able to kill them with the guns, but that's existed since the guns have.
Oy, I give up; tried figuring this out on my own but it's time to ask and look like a noob :[
Recently haven't been able to get into the IRC. (I use chatzilla, for reference) On the main post the IRC used to be clickable, simple and easy to get to the chat. But now it's not a link. So I tried actually learning a bit about IRC and the commands, namely /attach which, from what I've learned, should connect me to a specified network. But no matter what command I tried I couldn't connect to the AC IRC.
Is it down somehow? Or am I doing something wrong here? I've looked through some of the posts before this and nobody else seems to have said anything similar... Agh, feel so much like it's just me not getting something here.
Oy, I give up; tried figuring this out on my own but it's time to ask and look like a noob :[
Recently haven't been able to get into the IRC. (I use chatzilla, for reference) On the main post the IRC used to be clickable, simple and easy to get to the chat. But now it's not a link. So I tried actually learning a bit about IRC and the commands, namely /attach which, from what I've learned, should connect me to a specified network. But no matter what command I tried I couldn't connect to the AC IRC.
Is it down somehow? Or am I doing something wrong here? I've looked through some of the posts before this and nobody else seems to have said anything similar... Agh, feel so much like it's just me not getting something here.
Are you connecting via Esper? Personally, I go to http://04.chat.mibbit.com/ when I connect, selecting Esper in the "Connect" box and #AdventureCraft as the channel.
Are you connecting via Esper? Personally, I go to http://04.chat.mibbit.com/ when I connect, selecting Esper in the "Connect" box and #AdventureCraft as the channel.
The Meaning of Life, the Universe, and Everything.
Join Date:
5/25/2011
Posts:
57
Minecraft:
Fatal_Gear
Xbox:
Fauxreguard
Member Details
This is a really cool mod when it works, but I've spent the past two days building a map and all of a sudden, a whole bunch of random terrain just spawned directly in the middle of my level, overwriting about 90% of my work :sad.gif:. I accidentally wiped out a portion of my level with the hammer yesterday and I managed to rebuild it (you REALLY shouldn't have the one tool you use for precision mining be the same one that can destroy an infinitely large selected area with one misclick -- seriously, divide those functions into two tools so I don't have to carry a weapon of mass destruction with me at all times, please), but this bug just destroyed all but a very small section of my level, taking out most of the dungeon and ALL of the logic I had built off to the side, which was a lot... There's no way to salvage what's left at this point. The areas that got overwritten were legit terrain like you'd find wandering around any normal Minecraft map, dirt and trees at the top with a whole bunch of stone mixed in with ores and such. I don't know what caused the bug, but I'm pretty sure it wasn't anything I could have done, since the last thing I did with the map was playtest it, meaning there was a copy of the map in the saves folder and a second copy in the maps folder. Long story short, I started a new game on the version in the maps folder, played through the level and everything worked fine. I closed AC for a few hours, then opened the save file again and there was a bunch of random terrain in the middle of my level. I went and started a new save from the version in the maps folder, and there was the random terrain. I had a backup saved elsewhere just in case something happened, and the backup got the same terrain thrown into it. I have no idea how that's even possible, but it happened; all 3 copies of my map that were in working order all wound up destroyed.
I don't know if complaining about it here will do any good since I don't really have any technical information that might help debug it, but I figured I should vent anyway >_>
Less notable bug, I had two note blocks as part of a circuit, and they worked fine for a while, but later on the game crashed every single time one of them was triggered so I had to disconnect them... The circuit had 8 levers and a button, with the levers wired together through a tiered system of AND gates so that you had to input a specific combination and then press the button. If you input the wrong combination, the door closed and one note played, whereas inputting the right combination would open the door and play the other note. I had the whole circuit built and was testing different combinations just to make sure it worked and the note blocks did fine then, but I left to build a different section of the level and when I came back and tried to open the door, the game crashed. This happened about 30 times, every single time I pressed the button. I did some sleuthing and traced the problem to the note blocks.
With that out of the way, I think I'm just gonna start a new map... I learned how some of the stuff works so maybe I'll make something better anyway. The one thing I still really don't understand is Triggers. I've been using the Redstone ones to make remote circuitry, but I couldn't for the life of me get a Store Block to trigger... Well, anything. Can someone link me to a good explanation on how triggers are supposed to work? Specifically, I get how to tie the trigger to something like a door, but the only ones I've actually gotten to do what I want them to are the Redstone Triggers. When I tried to use the Store Block, I would do the trade and nothing would happen.
Can someone link me to a good explanation on how triggers are supposed to work? Specifically, I get how to tie the trigger to something like a door, but the only ones I've actually gotten to do what I want them to are the Redstone Triggers. When I tried to use the Store Block, I would do the trade and nothing would happen.
Have you watched the videos on the main post?
I think they answer your question
If not, can you be more specific?
For example, what are you trying to trigger?
All I can say right now is, use the arrow item to highlight the block you want triggered, then right click the store block and click 'use current selection' or something along those lines
As for the 1st part of your post, that's very strange
I'm sorry for your loss
Have you watched the videos on the main post?
I think they answer your question
If not, can you be more specific?
For example, what are you trying to trigger?
All I can say right now is, use the arrow item to highlight the block you want triggered, then right click the store block and click 'use current selection' or something along those lines
As for the 1st part of your post, that's very strange
I'm sorry for your loss
What I wanted to do was put a hidden item somewhere in the level, and then allow the player to open a door with it. So what I did was rig the Store Block so that you could insert the item, with a limit of 1 trade. I highlighted the Triggered Door blocks and set it to the Store Block like you said, but when I input the item, nothing happened. The door was "off" before I input the item, and it was "off" after I input the item. It played the sound of the door opening when I put the item in, but did nothing. If it were off before the trade and then turned on after at least that'd make enough sense and I could just invert the signal, but it's off both ways. I even tried to make it trigger a Redstone Power block hooked up to a circuit that would stay on if it received an impulse for any fraction of time, thinking maybe it just sent a quick pulse (which the circuit would catch and hold) but it didn't activate.
What I wanted to do was put a hidden item somewhere in the level, and then allow the player to open a door with it. So what I did was rig the Store Block so that you could insert the item, with a limit of 1 trade. I highlighted the Triggered Door blocks and set it to the Store Block like you said, but when I input the item, nothing happened. The door was "off" before I input the item, and it was "off" after I input the item. It played the sound of the door opening when I put the item in, but did nothing. If it were off before the trade and then turned on after at least that'd make enough sense and I could just invert the signal, but it's off both ways. I even tried to make it trigger a Redstone Power block hooked up to a circuit that would stay on if it received an impulse for any fraction of time, thinking maybe it just sent a quick pulse (which the circuit would catch and hold) but it didn't activate.
Just because I'm in a good mood:
Hope this helped
If not, then I really don't know what you want
The Meaning of Life, the Universe, and Everything.
Join Date:
5/25/2011
Posts:
57
Minecraft:
Fatal_Gear
Xbox:
Fauxreguard
Member Details
Okay, I was doing that wrong. Makes more sense now, thanks. I'll try it in a bit when I get a little farther along on my new map. I think this one will be better, I started it off underground so I'm actually digging out the dungeon, instead of building a bunch of awkward disjointed rooms aboveground. It looks a lot nicer... Or, less nice, I dunno, it's a dungeon. It looks deadlier, let's go with that.
Okay, I was doing that wrong. Makes more sense now, thanks. I'll try it in a bit when I get a little farther along on my new map. I think this one will be better, I started it off underground so I'm actually digging out the dungeon, instead of building a bunch of awkward disjointed rooms aboveground. It looks a lot nicer... Or, less nice, I dunno, it's a dungeon. It looks deadlier, let's go with that.
Alright then
Good luck
And if you need any help, just ask
No, it doesn't. If you already had AC installed, it still has 1.5_01 as the copy it uses, if you actually do a fresh install, it will not work with 1.6.3.
Why, why, why do people ask this? The search function works now. Search for the words "update" and "version" and see what comes up. Cryect won't update until MCP is updated, so don't bother asking, please. You aren't helpless, you have arms, or some means to use the computer, meaning you can easily use the search function.
Why, why, why do people ask this? The search function works now. Search for the words "update" and "version" and see what comes up. Cryect won't update until MCP is updated, so don't bother asking, please. You aren't helpless, you have arms, or some means to use the computer, meaning you can easily use the search function.
I lol'd. Besides that though, it will be nice to see the mapping feature that 1.6.X will bring. Being able to manually make the maps, specify how large they will be and having the ability to put them into a store block to trade just seems pretty awesome.
Besides, if you already have AC then you shouldn't NEED it to be updated yet anyway.
EDIT: One of the dungeons in my AC WIP is a "mine" themed one, so 1.6 I think will be a good thing. Give Cryect some time though.
Have a trigger block trigger a memory block, then have the memory block trigger the spawner. Select the door, and open the spawner gui and set the ondeath trigger 1. This should work (it works for me atleast).
I tried to use with the custom mob spawner the "OnDeathTrigger". I make a selection of triggered door, who need to close OnDeath, and i clik on "OnDeathTrigger1". This not work. The name of the trigger changed to "Trigger&", where & is a number, and nothing else happen. When I close the Mob Spawner GUI, the GUI is back to normal with "OnDeathTrigger1", but doesn't work.
Connect the "OnDeathTrigger" to a Memory Block and then connect the Memory block to the door
And maybe this might help
Not sure if this works but if it does, I guess you can do that too:
Have a trigger block trigger a memory block, then have the memory block trigger the spawner. Select the door, and open the spawner gui and set the ondeath trigger 1. This should work (it works for me atleast).
Actually, I have heard 2 other people also reporting this issue. I think it may have something to do with the R700 update as I use the second-newest version and I am not experiencing any NPC issues.
I'm using the newest, r700, and have no issues with NPCs. I haven't had any disappear on me or anything. There is still the bug of being able to kill them with the guns, but that's existed since the guns have.
Recently haven't been able to get into the IRC. (I use chatzilla, for reference) On the main post the IRC used to be clickable, simple and easy to get to the chat. But now it's not a link. So I tried actually learning a bit about IRC and the commands, namely /attach which, from what I've learned, should connect me to a specified network. But no matter what command I tried I couldn't connect to the AC IRC.
Is it down somehow? Or am I doing something wrong here? I've looked through some of the posts before this and nobody else seems to have said anything similar... Agh, feel so much like it's just me not getting something here.
Cryect could easily make his own game and make it as good as if not better than Minecraft.
Are you connecting via Esper? Personally, I go to http://04.chat.mibbit.com/ when I connect, selecting Esper in the "Connect" box and #AdventureCraft as the channel.
Welp, that method works =3= Thanks Agi.
I don't know if complaining about it here will do any good since I don't really have any technical information that might help debug it, but I figured I should vent anyway >_>
Less notable bug, I had two note blocks as part of a circuit, and they worked fine for a while, but later on the game crashed every single time one of them was triggered so I had to disconnect them... The circuit had 8 levers and a button, with the levers wired together through a tiered system of AND gates so that you had to input a specific combination and then press the button. If you input the wrong combination, the door closed and one note played, whereas inputting the right combination would open the door and play the other note. I had the whole circuit built and was testing different combinations just to make sure it worked and the note blocks did fine then, but I left to build a different section of the level and when I came back and tried to open the door, the game crashed. This happened about 30 times, every single time I pressed the button. I did some sleuthing and traced the problem to the note blocks.
With that out of the way, I think I'm just gonna start a new map... I learned how some of the stuff works so maybe I'll make something better anyway. The one thing I still really don't understand is Triggers. I've been using the Redstone ones to make remote circuitry, but I couldn't for the life of me get a Store Block to trigger... Well, anything. Can someone link me to a good explanation on how triggers are supposed to work? Specifically, I get how to tie the trigger to something like a door, but the only ones I've actually gotten to do what I want them to are the Redstone Triggers. When I tried to use the Store Block, I would do the trade and nothing would happen.
Have you watched the videos on the main post?
I think they answer your question
If not, can you be more specific?
For example, what are you trying to trigger?
All I can say right now is, use the arrow item to highlight the block you want triggered, then right click the store block and click 'use current selection' or something along those lines
As for the 1st part of your post, that's very strange
I'm sorry for your loss
What I wanted to do was put a hidden item somewhere in the level, and then allow the player to open a door with it. So what I did was rig the Store Block so that you could insert the item, with a limit of 1 trade. I highlighted the Triggered Door blocks and set it to the Store Block like you said, but when I input the item, nothing happened. The door was "off" before I input the item, and it was "off" after I input the item. It played the sound of the door opening when I put the item in, but did nothing. If it were off before the trade and then turned on after at least that'd make enough sense and I could just invert the signal, but it's off both ways. I even tried to make it trigger a Redstone Power block hooked up to a circuit that would stay on if it received an impulse for any fraction of time, thinking maybe it just sent a quick pulse (which the circuit would catch and hold) but it didn't activate.
Now accepting prisoner transfers from other prison servers!
Just because I'm in a good mood:
Hope this helped
If not, then I really don't know what you want
Alright then
Good luck
And if you need any help, just ask
No, it doesn't. If you already had AC installed, it still has 1.5_01 as the copy it uses, if you actually do a fresh install, it will not work with 1.6.3.
Why, why, why do people ask this? The search function works now. Search for the words "update" and "version" and see what comes up. Cryect won't update until MCP is updated, so don't bother asking, please. You aren't helpless, you have arms, or some means to use the computer, meaning you can easily use the search function.
I lol'd. Besides that though, it will be nice to see the mapping feature that 1.6.X will bring. Being able to manually make the maps, specify how large they will be and having the ability to put them into a store block to trade just seems pretty awesome.
Besides, if you already have AC then you shouldn't NEED it to be updated yet anyway.
EDIT: One of the dungeons in my AC WIP is a "mine" themed one, so 1.6 I think will be a good thing. Give Cryect some time though.
Connect the "OnDeathTrigger" to a Memory Block and then connect the Memory block to the door
And maybe this might help
Not sure if this works but if it does, I guess you can do that too:
Also,
I believe this is a known bug
Even though it say "whatever", as long as you you set it up right, it should work right