I don't think I'm doing something right, I played battle with a few friends after downloading the newest version and half the time the item chests didn't appear. After some games one of my friends had their screen spazzed and had to leave and join...
I'm playing on 1.12.2 Optifine, What am I doing wrong?
If item blocks are vanishing or appearing when they shouldn't, that's probably an issue with render distance being too small since chunks must be loaded in order for item blocks to spawn in and function properly. If not, then it's probably another issue of armor stands losing scoreboard values for no reason.
The screen spazzing was probably caused by the map teleporting your friend to the menu while they were still dead.
Were you playing with a low render distance and/or was the server having trouble loading chunks? Also, how many times did you play on a certain battle track before these issues started appearing? I'm not sure if Optifine caused any issues... it's possible since it handles loading chunks a bit differently.
Hey, I know this isn't technically MKMC-related (Well, it somewhat is I guess), but I want to know: On the mirrored Laeto Forest, it's snowing, but yet the weather doesn't seem to affect the terrain. No snow layers appear to be added. How did you do that? I want to make a build where it needs to snow, but I don't want the snow to affect the terrain.
(And in case you're curious, it is the Winter theme for Animal Crossing from Mario Kart 8)
Hey, I know this isn't technically MKMC-related (Well, it somewhat is I guess), but I want to know: On the mirrored Laeto Forest, it's snowing, but yet the weather doesn't seem to affect the terrain. No snow layers appear to be added. How did you do that? I want to make a build where it needs to snow, but I don't want the snow to affect the terrain.
(And in case you're curious, it is the Winter theme for Animal Crossing from Mario Kart 8)
Light sources like torches and glowstone will prevent snow layers from forming near them. Mirror Laeto Forest has glowstone blocks all along the track, so that's how I kept snow off the road. You can also use the "structure void" block to stop snow from forming (this block is pretty much like air, except it's got a funky hitbox and can be broken like any other block).
If you don't want to litter the build with structure voids or light source blocks, there is a way to create invisible light sources by messing with the light values of blocks in MCEdit (you'll need to download a special filter for this). For example, you could use MCEdit to place decaying leaves along the track, use a filter to make all decaying leaves within a selection have a higher light value, and then play the world. The leaves will all go away and the light source will be left behind. The light sources will stay until you place another block in their place or re-calculate the lighting in MCEdit.
I used this filter to make the stained glass on Rainbow Road act as a light source. I also messed with the opacity of the stained glass so the road would show up on the mini-map (transparent blocks normally don't show up on maps).
Okay, so per MCFilms' request, I disabled Elytra on DK Mountain because it's really overpowered (y'know, since the whole track is a downhill jam). By "disabled", I mean that the map immediately swaps out Elytra for mushrooms when it detects that somebody has Elytra. I totally forgot this was a thing when I made the all of the special rounds... whoops. The odds of getting "Free Elytra" on this specific track are pretty slim, so it's not a huge deal... just a little rare quirk now
The editing on that video was pretty funny though!
Oh, ok. That makes total sense now. I didn't know that the map would swap elytra for mushrooms, so I just assumed it was a glitch XD
Edit: Oh, and thank you for the snow thing. I couldn't get the decaying light-leaves to work (although I did use the light filter for something else :D), but the structure voids worked perfectly! I should be able to use those to stop the snow from collecting on the ground in Animal Crossing Winter! (I might also use this for any future snow-themed tracks that I might make, haha!)
I'll share this to my discord, though I wouldn't be surprised if only like one or two people even have interest, let alone will actually play, since I mostly play actual Mario Kart (or Splatoon 2) on my Youtube channel lol
I'll try to play, but next Saturday happens to be my youngest brother's birthday, so that MIGHT cause problems with timing,
Hey, Flamingosaurus, love your map! I'm trying to host it on a server of mine (using Multiverse), but I'm having a problem - I'm stuck on the tripwire screen. On server.properties, command block usage is activated and everything seems pretty normal to me, is there something I'm missing? It works fine enough on a singleplayer map. Again, keep up the good work!
Hey, Flamingosaurus, love your map! I'm trying to host it on a server of mine (using Multiverse), but I'm having a problem - I'm stuck on the tripwire screen. On server.properties, command block usage is activated and everything seems pretty normal to me, is there something I'm missing? It works fine enough on a singleplayer map. Again, keep up the good work!
Hmm, not quite sure what happened there. You might want to go into creative and inspect the redstone system around -498 68 -526 since that handles checking the game version and sending newly joined players to the menu. You might also try "/scoreboard players reset @p" and then "scoreboard players set @p join 1".
Just a list of things... Server must be 1.12.2 (no 1.13 or higher), the "maxCommandChainLength" gamerule should be 65536 (the default value), and as always enable-command-block=true in server.properties.
If none of this helps, can you describe what's happening in the map, if anything?
Releasing v1.5.5 a little bit early! The full original soundtrack didn't pan out, so I took things in a different direction. This update has a bunch of balance changes, a new "speedrun" gamemode, and one last batch of community tracks.
If you're looking to get a head start on Saturday's tournament, you can practice using the new "speedrun" gamemode (found in the Time Trials section). We'll be playing the "All Normal Tracks" category. I won't be competing, but my best time in testing was 26:01:0
New tracks:
Carrot Cup (race)
[Animal Crossing] by ReflectedMantis (Mario Kart 8)
[N64 Sherbet Land] by ReflectedMantis (Mario Kart 64)
[Grumble Volcano] by ReflectedMantis (Mario Kart Wii)
[GCN Rainbow Road] by ReflectedMantis and Flamingosaurus (Mario Kart: Double Dash!)
Community Battle Arenas
[Chao Garden] by Darkbrine (based on Sonic Adventure 2)
[End Battle] by Darkbrine
New mode:
Speedrun
> A variant of Time Trials. In this mode, all tracks are played in order with no interruptions.
> Predetermined item sets are given to all players. No item blocks.
> All players' total times are tracked throughout the run. All player times are announced in order at the end.
> 4 categories: "All Normal Tracks", "All Community Tracks", "All Developer Tracks", and "All Tracks"
Balance Changes:
Item Balancing has been re-worked
> Now much more intelligent, actively reacts to both player count and race position
> More restrictive with rare items (gone are the days of getting 3 Golden Apples in 1st place)
> High player counts are less of a disaster now
Totem of Undying no longer appears randomly in race gamemodes
Lightning is now less common
Shields no longer give full invulnerability in battle mode
Battle Mode Sudden Death no longer kills players immediately, instead brings everyone down to 1 life
Added a few new rare items
If two players spawn on top of one another in battle mode, both players will receive a brief shield effect
Elytra is now less common in singleplayer
Elytra and Fireworks now cost more credits in Time Trials
Fixed many checkpoints which had vertically over-extensive hitboxes (mostly in tunnels and roofed areas)
Fixes:
Nodes (armor stands) no longer have hitboxes during gameplay, meaning they can no longer block projectiles. Hooray, finally!
Fixed resistance pads not taking priority over shields and golden apples
Fixed an Elytra bug in arcade mode
Notifications for missed checkpoints are now a bit more noticable
Thwomps can no longer drill into the ground
Fixed the "Use City Hub in Arcade Mode" option causing problems outside of Arcade Mode
Redstone/worldspawn is now less prone to crashing players
At first I was wondering why Rainbow Road M became so dark. Thought maybe the game updated the lighting on the stained glass for some reason. Didn't realize it was made out of ice until I attempted to take the parkour shortcut at the beginning LOL
(Shaders makes some tracks a bit harder to see sometimes, and my current computer screen situation makes things a little darker lol)
Well, I saw you were trying to update the map for 1.13 when I visited Planet Minecraft. That's pretty awesome.
Well I made a little comment on that, and then I thought of a couple bugs you might want to take a look at while/after you're updating the map:
While I was playing through the mirror tracks, I noticed that the jump pad at the end of The Dragon M didn't work. I only played it once, but I figured while/after you're done converting the map you could take a look at that. Also the Rainbow Road M Thwomps didn't work (except the one that goes sideways)
(I was gonna add this to my Planetminecraft post, but I didn't know how often you go there, considering the MCForum post is more active than the planetminecraft post.....
Well, I saw you were trying to update the map for 1.13 when I visited Planet Minecraft. That's pretty awesome.
Well I made a little comment on that, and then I thought of a couple bugs you might want to take a look at while/after you're updating the map:
While I was playing through the mirror tracks, I noticed that the jump pad at the end of The Dragon M didn't work. I only played it once, but I figured while/after you're done converting the map you could take a look at that. Also the Rainbow Road M Thwomps didn't work (except the one that goes sideways)
(I was gonna add this to my Planetminecraft post, but I didn't know how often you go there, considering the MCForum post is more active than the planetminecraft post.....
I'll look into what you mentioned. I never ran into that thwomp problem in testing, I'll have to investigate what happened there. This kind of thing is suddenly a really minor issue in comparison to all the things that need fixing in the 1.13 update . I'll probably put up a "PTR" version of the map soon for testing, since there's a ton of stuff that can potentially go wrong in 1.13 and it needs lots of testing. The automatic command converter I used was pretty good, but it wasn't perfect (doesn't try to update any NBT stuff... argh).
Current 1.13 progress: the Tutorial and Menu are up and running, Grand Prix/Versus/Time Trials are... playable, at least? Haven't touched Battle, Level editor, Arcade Mode, or the Item system yet. Music system worked right out of the box, which made me soooo happy!
Development on the 1.13 version of MKMC has been progressing quickly, but over the next month or so development will slow significantly due to life stuff.
So before I take a bit of a break, here's a "PTR" (public test) version of the map for Minecraft 1.13. It has not been tested very thoroughly and might be unstable in places. Bug reports are very helpful since there's SO much stuff to test now... pretty much ALL of the command blocks in the map have been tinkered with! The Level Editor isn't ready for this version, sadly, but everything else should be functional.
[Download 1.13 Test]
[EDIT] The 1.13 version of the map is available now, so no need to test anymore.
If item blocks are vanishing or appearing when they shouldn't, that's probably an issue with render distance being too small since chunks must be loaded in order for item blocks to spawn in and function properly. If not, then it's probably another issue of armor stands losing scoreboard values for no reason.
The screen spazzing was probably caused by the map teleporting your friend to the menu while they were still dead.
Were you playing with a low render distance and/or was the server having trouble loading chunks? Also, how many times did you play on a certain battle track before these issues started appearing? I'm not sure if Optifine caused any issues... it's possible since it handles loading chunks a bit differently.
[2013] The Bedrock Box -- The dark ages.
[2017] Mario Kart in Minecraft -- 100,000 downloads!
[2019] Sprint Racer -- Featured on Minecraft Realms!
[2020] Rematch -- Featured on Minecraft Realms! (assist role)
[20XX] Independent games
Hey, I know this isn't technically MKMC-related (Well, it somewhat is I guess), but I want to know: On the mirrored Laeto Forest, it's snowing, but yet the weather doesn't seem to affect the terrain. No snow layers appear to be added. How did you do that? I want to make a build where it needs to snow, but I don't want the snow to affect the terrain.
(And in case you're curious, it is the Winter theme for Animal Crossing from Mario Kart 8)
Check out my Youtube channel! https://www.youtube.com/channel/UCKgkHO1PUgitEdM6su0P8pg
Light sources like torches and glowstone will prevent snow layers from forming near them. Mirror Laeto Forest has glowstone blocks all along the track, so that's how I kept snow off the road. You can also use the "structure void" block to stop snow from forming (this block is pretty much like air, except it's got a funky hitbox and can be broken like any other block).
If you don't want to litter the build with structure voids or light source blocks, there is a way to create invisible light sources by messing with the light values of blocks in MCEdit (you'll need to download a special filter for this). For example, you could use MCEdit to place decaying leaves along the track, use a filter to make all decaying leaves within a selection have a higher light value, and then play the world. The leaves will all go away and the light source will be left behind. The light sources will stay until you place another block in their place or re-calculate the lighting in MCEdit.
I used this filter to make the stained glass on Rainbow Road act as a light source. I also messed with the opacity of the stained glass so the road would show up on the mini-map (transparent blocks normally don't show up on maps).
[2013] The Bedrock Box -- The dark ages.
[2017] Mario Kart in Minecraft -- 100,000 downloads!
[2019] Sprint Racer -- Featured on Minecraft Realms!
[2020] Rematch -- Featured on Minecraft Realms! (assist role)
[20XX] Independent games
New video for the level editor guide!
This one covers custom music, mini-maps, and more Arcade Mode stuff.
[2013] The Bedrock Box -- The dark ages.
[2017] Mario Kart in Minecraft -- 100,000 downloads!
[2019] Sprint Racer -- Featured on Minecraft Realms!
[2020] Rematch -- Featured on Minecraft Realms! (assist role)
[20XX] Independent games
Ummm, I found this. I only saw it happen on DK Mountain so far, but I've only had this special mode twice (This was the second).
oh yeah, and thanks for that video above, I was trying to figure out how to get those custom mini-maps lol
Check out my Youtube channel! https://www.youtube.com/channel/UCKgkHO1PUgitEdM6su0P8pg
Okay, so per MCFilms' request, I disabled Elytra on DK Mountain because it's really overpowered (y'know, since the whole track is a downhill jam). By "disabled", I mean that the map immediately swaps out Elytra for mushrooms when it detects that somebody has Elytra. I totally forgot this was a thing when I made the all of the special rounds... whoops. The odds of getting "Free Elytra" on this specific track are pretty slim, so it's not a huge deal... just a little rare quirk now
The editing on that video was pretty funny though!
[2013] The Bedrock Box -- The dark ages.
[2017] Mario Kart in Minecraft -- 100,000 downloads!
[2019] Sprint Racer -- Featured on Minecraft Realms!
[2020] Rematch -- Featured on Minecraft Realms! (assist role)
[20XX] Independent games
Oh, ok. That makes total sense now. I didn't know that the map would swap elytra for mushrooms, so I just assumed it was a glitch XD
Edit: Oh, and thank you for the snow thing. I couldn't get the decaying light-leaves to work (although I did use the light filter for something else :D), but the structure voids worked perfectly! I should be able to use those to stop the snow from collecting on the ground in Animal Crossing Winter! (I might also use this for any future snow-themed tracks that I might make, haha!)
Check out my Youtube channel! https://www.youtube.com/channel/UCKgkHO1PUgitEdM6su0P8pg
I'm hosting a Mario Kart server for a while! We'll see how it goes. If it catches on, it might run for a few weeks
IP is mariokartmc.mcpro.io(Java 1.12.2)
*EDIT* Server is now closed. Thanks to everyone who played on it!
You can still play MKMC online via a free stickypiston server: https://trial.stickypiston.co/map/mariokart
Also NeoGames is really close to re-launching. It will once again be playable there. (For real this time, I swear)
[2013] The Bedrock Box -- The dark ages.
[2017] Mario Kart in Minecraft -- 100,000 downloads!
[2019] Sprint Racer -- Featured on Minecraft Realms!
[2020] Rematch -- Featured on Minecraft Realms! (assist role)
[20XX] Independent games
[2013] The Bedrock Box -- The dark ages.
[2017] Mario Kart in Minecraft -- 100,000 downloads!
[2019] Sprint Racer -- Featured on Minecraft Realms!
[2020] Rematch -- Featured on Minecraft Realms! (assist role)
[20XX] Independent games
I'll share this to my discord, though I wouldn't be surprised if only like one or two people even have interest, let alone will actually play, since I mostly play actual Mario Kart (or Splatoon 2) on my Youtube channel lol
I'll try to play, but next Saturday happens to be my youngest brother's birthday, so that MIGHT cause problems with timing,
Check out my Youtube channel! https://www.youtube.com/channel/UCKgkHO1PUgitEdM6su0P8pg
Hey, Flamingosaurus, love your map! I'm trying to host it on a server of mine (using Multiverse), but I'm having a problem - I'm stuck on the tripwire screen. On server.properties, command block usage is activated and everything seems pretty normal to me, is there something I'm missing? It works fine enough on a singleplayer map. Again, keep up the good work!
Hmm, not quite sure what happened there. You might want to go into creative and inspect the redstone system around -498 68 -526 since that handles checking the game version and sending newly joined players to the menu. You might also try "/scoreboard players reset @p" and then "scoreboard players set @p join 1".
Just a list of things... Server must be 1.12.2 (no 1.13 or higher), the "maxCommandChainLength" gamerule should be 65536 (the default value), and as always enable-command-block=true in server.properties.
If none of this helps, can you describe what's happening in the map, if anything?
[2013] The Bedrock Box -- The dark ages.
[2017] Mario Kart in Minecraft -- 100,000 downloads!
[2019] Sprint Racer -- Featured on Minecraft Realms!
[2020] Rematch -- Featured on Minecraft Realms! (assist role)
[20XX] Independent games
Releasing v1.5.5 a little bit early! The full original soundtrack didn't pan out, so I took things in a different direction. This update has a bunch of balance changes, a new "speedrun" gamemode, and one last batch of community tracks.
If you're looking to get a head start on Saturday's tournament, you can practice using the new "speedrun" gamemode (found in the Time Trials section). We'll be playing the "All Normal Tracks" category. I won't be competing, but my best time in testing was 26:01:0
New tracks:
Carrot Cup (race)
[Animal Crossing] by ReflectedMantis (Mario Kart 8)
[N64 Sherbet Land] by ReflectedMantis (Mario Kart 64)
[Grumble Volcano] by ReflectedMantis (Mario Kart Wii)
[GCN Rainbow Road] by ReflectedMantis and Flamingosaurus (Mario Kart: Double Dash!)
Community Battle Arenas
[Chao Garden] by Darkbrine (based on Sonic Adventure 2)
[End Battle] by Darkbrine
New mode:
Speedrun
> A variant of Time Trials. In this mode, all tracks are played in order with no interruptions.
> Predetermined item sets are given to all players. No item blocks.
> All players' total times are tracked throughout the run. All player times are announced in order at the end.
> 4 categories: "All Normal Tracks", "All Community Tracks", "All Developer Tracks", and "All Tracks"
Balance Changes:
Item Balancing has been re-worked
> Now much more intelligent, actively reacts to both player count and race position
> More restrictive with rare items (gone are the days of getting 3 Golden Apples in 1st place)
> High player counts are less of a disaster now
Totem of Undying no longer appears randomly in race gamemodes
Lightning is now less common
Shields no longer give full invulnerability in battle mode
Battle Mode Sudden Death no longer kills players immediately, instead brings everyone down to 1 life
Added a few new rare items
If two players spawn on top of one another in battle mode, both players will receive a brief shield effect
Elytra is now less common in singleplayer
Elytra and Fireworks now cost more credits in Time Trials
Fixed many checkpoints which had vertically over-extensive hitboxes (mostly in tunnels and roofed areas)
Fixes:
Nodes (armor stands) no longer have hitboxes during gameplay, meaning they can no longer block projectiles. Hooray, finally!
Fixed resistance pads not taking priority over shields and golden apples
Fixed an Elytra bug in arcade mode
Notifications for missed checkpoints are now a bit more noticable
Thwomps can no longer drill into the ground
Fixed the "Use City Hub in Arcade Mode" option causing problems outside of Arcade Mode
Redstone/worldspawn is now less prone to crashing players
A bunch more...
[2013] The Bedrock Box -- The dark ages.
[2017] Mario Kart in Minecraft -- 100,000 downloads!
[2019] Sprint Racer -- Featured on Minecraft Realms!
[2020] Rematch -- Featured on Minecraft Realms! (assist role)
[20XX] Independent games
I'm not too far off. I got 26:52:3
Though I messed up on a few tracks like Laeto Forest and Logmill, so I can probably do much better...
Check out my Youtube channel! https://www.youtube.com/channel/UCKgkHO1PUgitEdM6su0P8pg
Tournament's over! Congrats to our winners:
1st >> ReflectedMantis [28:11:04]
2nd >> Darkbrine [29:48:01]
Here are the full results
[2013] The Bedrock Box -- The dark ages.
[2017] Mario Kart in Minecraft -- 100,000 downloads!
[2019] Sprint Racer -- Featured on Minecraft Realms!
[2020] Rematch -- Featured on Minecraft Realms! (assist role)
[20XX] Independent games
At first I was wondering why Rainbow Road M became so dark. Thought maybe the game updated the lighting on the stained glass for some reason. Didn't realize it was made out of ice until I attempted to take the parkour shortcut at the beginning LOL
(Shaders makes some tracks a bit harder to see sometimes, and my current computer screen situation makes things a little darker lol)
Check out my Youtube channel! https://www.youtube.com/channel/UCKgkHO1PUgitEdM6su0P8pg
Well, I saw you were trying to update the map for 1.13 when I visited Planet Minecraft. That's pretty awesome.
Well I made a little comment on that, and then I thought of a couple bugs you might want to take a look at while/after you're updating the map:
While I was playing through the mirror tracks, I noticed that the jump pad at the end of The Dragon M didn't work. I only played it once, but I figured while/after you're done converting the map you could take a look at that. Also the Rainbow Road M Thwomps didn't work (except the one that goes sideways)
(I was gonna add this to my Planetminecraft post, but I didn't know how often you go there, considering the MCForum post is more active than the planetminecraft post.....
Check out my Youtube channel! https://www.youtube.com/channel/UCKgkHO1PUgitEdM6su0P8pg
I'll look into what you mentioned. I never ran into that thwomp problem in testing, I'll have to investigate what happened there. This kind of thing is suddenly a really minor issue in comparison to all the things that need fixing in the 1.13 update . I'll probably put up a "PTR" version of the map soon for testing, since there's a ton of stuff that can potentially go wrong in 1.13 and it needs lots of testing. The automatic command converter I used was pretty good, but it wasn't perfect (doesn't try to update any NBT stuff... argh).
Current 1.13 progress: the Tutorial and Menu are up and running, Grand Prix/Versus/Time Trials are... playable, at least? Haven't touched Battle, Level editor, Arcade Mode, or the Item system yet. Music system worked right out of the box, which made me soooo happy!
[2013] The Bedrock Box -- The dark ages.
[2017] Mario Kart in Minecraft -- 100,000 downloads!
[2019] Sprint Racer -- Featured on Minecraft Realms!
[2020] Rematch -- Featured on Minecraft Realms! (assist role)
[20XX] Independent games
Development on the 1.13 version of MKMC has been progressing quickly, but over the next month or so development will slow significantly due to life stuff.
So before I take a bit of a break, here's a "PTR" (public test) version of the map for Minecraft 1.13. It has not been tested very thoroughly and might be unstable in places. Bug reports are very helpful since there's SO much stuff to test now... pretty much ALL of the command blocks in the map have been tinkered with! The Level Editor isn't ready for this version, sadly, but everything else should be functional.
[Download 1.13 Test][EDIT] The 1.13 version of the map is available now, so no need to test anymore.
[2013] The Bedrock Box -- The dark ages.
[2017] Mario Kart in Minecraft -- 100,000 downloads!
[2019] Sprint Racer -- Featured on Minecraft Realms!
[2020] Rematch -- Featured on Minecraft Realms! (assist role)
[20XX] Independent games
YOU SIR, ARE AMAZING. I haven't been amazed at a map in who knows how long. I could play this for ages.