I can do terraforming and building, but items and mobs are my weak spot; What filters/mods should I use to create custom mobs (with the ability to assign custom drops to mobs and custom titles and descriptions to items)? I don't use Minecraft Forge, and I most likely won't so any mods that require that are a no-no.
tl;dr What mods/filters should I use to create custom mobs and items? NO forge mods.
i would first create the rough landscape in a older version, where you easily can set up a bukkit server for voxel sniper. i even could get it to work on a iMac. it seems though you already found your preferred way of terraformin. anyway, how to create custom stuff you can learn from youtubers like dragnoz. he was my main source of code for mobs that don't despawn and with custom loot, mobs with buffs, etc.
he uses the latest snapsots and provides his snippets of code as plain text linked under the videos.
you dont need forge to create custom spawners, to clone around bigger volumes, set up auto-refilling chests with custom enchanted items that have your fantasy tooltip text. there were huge changes in command block features and chat commands since last autumn.
when learning to code your mob, you may run into code that doesn'twork, since there were changes like from numbers to names: /summon Zombie ~ ~ ~ {Equipment:[{id:272},{id:309},{id:308},{id:307},{id:306}]}
into /summon Zombie ~ ~ ~ {Equipment:[{id:iron_sword},{id:iron_boots},{id:iron_leggings},{id:iron_chestplate},{id:iron_helmet}]}
create your own textfile witch code that works for you in the snapshot version you choose to start experiments in a separate testworld.
thanks to dragnoz, i now have quite my own collection of mobs, items and scenic effects, like particles, custom potions etc.
you'll need to visit the wiki several times for the id lists
before experimenting with creepers enderdragons and withers, you may want to turn /gamerule mobGriefing false
don't use the /clone and /fill commands in your precious custom landscape before you know exactly what you do.
You have to admit, though, that using an NBT editor is a lot harder than using some of the simpler tools around. Heck, even I don't have most of the NBT tags memorized. That would be difficult.
Also, why does it seem like every monster hunter map ever is some variety of open world? What is wrong with a traditional cave map where all your resources come from mobs? I feel like too often, open world MH maps suffer from BD2 syndrome. Vast, somewhat barren landscapes without anything interesting to do but fight the custom mobs. Not saying your map is going to be anything like that, Infinity, but that seems to have been the pattern.
It did suffer from that syndrome in the past at least .
Also "traditional" means linear branching, not cave map necessarily (please see: Dreadsky Isles). I personally haven't played Srion, but I've seen video's of From Flames so I'll use it as an example because it's the closest thing we really have right now to a successful MH map. In From Flames, you have the bonus loot and you have the mobs. From Flames isn't as MH oriented as what I expect Krose' map and my map are, but it's definitely a bit MH themed. In it, you have a bunch of interesting structures to explore, which semi-commonly have some custom well made mobs, and nearly always loot chests of well made random loot. The exploration here definitely yields rewards, and because of how Team Gustavo's style with it it wasn't barren or boring at all.
Now let me address the other part: why MH maps are open world. This is really something which I don't completely know, but my assumption is firstly that it's because BD2 was open world so people kinda think that MH goes with it (even though BD2 was pretty bad, although there is definitely extreme potential in that concept of map), and secondly, it seems more fitting to a certain perspective, that it isn't you just go along and eventually know you're going to get your resources in a cave or other linear branching map, but you need to explore to get it.
Make like a ocelot and run Hibbles! You haven't seen a MH done right yet. Just wait... I have a custom spawner system which will truly keep you on your toes, at all times...
Imho, cave maps are boring as all @#!*% . It's why I've quit making them. Generic as F
You just haven't seen a cave map done in a new and interesting way. Same thing as Hybbles' opinion of MH maps basically.
I just had visions of a monument where, when completed, the wools all start jumping around. Relatedly, I just had the most trolly idea ever: Once a couple of wools are placed, then every time the player leaves a certain area around the monument, the wools' positions are switched. I bet some people wouldn't even notice. Minor differences can be the most irritating things to the people who notice them, though.
as for brainstorming the possibilities... how about a bigger buff area around the monument, where longer lasting effects get added with every correctly placed wool. like the blue wool adding waterbreathing or the red wool for fire resistance, light blue speed I, purple for speed II upgrade if speed I is active, black for resistance, goldblock for health boost etc.
a very slow clock - hopper clock with slowdown /blockdata ~ ~ ~2 {TransferCooldown:50} - triggering a /testfor for players in a big radius around the monument /testfor @p[x,y,z,24]that output activates a clock-connection to the /testforblocks x1 y1 z1 x2 y2 z2 x3 y3 z3 x4 y4 z4 of the different wools or chain of trophies comparing them with the completed version of the monument hidden underground. those /testforblocks command blocks enable the clocksignal passing to the different /effect commandblocks, preferrably all with particles hidden being true /effect @a[x,y,z,24] 13 60000 1 true
a invisible mutli-potion shower as you will
on my map i have a similar setup for unlocking access to different port chambers with port keys (custom tripwire hooks from auto-refill droppers) and also the 2 main quests you complete by placing certain uncraftable custom items into a certain dispenser, and you need to find the hints in what order to place them into the 9 slots
getting stronger and aquire access trough necessary buffs (like a certain jump boost lvl, waterbreathing or fire resistance for hellish dungeons) would be a nice goodie besides just the visual look of a victory monument. also i find it nice to have ports to the bossfights, to discovered areas far away, or getting acces to a basic self refilling auto-equipp chamber that provides mediocre and heavily damaged armor. one of my favourites too, later in a map having access to stacks of health splash potions in a auto refilling redstone-chest over a command block /blockdata ~ ~1 ~ {Items:[0:{id:373,Damage:16453,Count:64}]}
nice if you're not playing alone, one can be the healer. i have such a chest in my adventure map, in a place you'll only find after quite some conquering. and i bet you won't find it overpowered, as you usually need to deal a lot of damage, too, while damage comes in... and since invetory space in survival mode ctm's usually tend to fill up with other important loot. same with food, a bit into a map. simply walking over a pressureplate to refill on basic cheap food (like bread) to easily be able to continue. /summon Item ~ ~2 ~ {Age:5970,Item:{id:297,Count:64}}
since i also experimented with particles adding scenic depth to areas, like dirty outbursts in swamp water, i'm looking forward to what others make of these mechanics and effects. sadly i had not the time to get into titles for my map, so i'm curious about what others will make with text features to make quests neater, warnings, info about achievements or even riddles to solve with titles and event-triggering chat messages to click. *_*
Yes I have! But because they are relatively similar across the board, they can be quite boring. I've seen lots of them. MH maps have not been done well yet and there are few of them. That's why I disagree with Hyb when he called MH maps the worst type of CTM; MH maps have not been exploited to their full potential yet! Whereas cave maps have been done lots of times before and have accordingly become stale in my personal view.
Just because hybran is a troll that doesn't mean you have to take him serious
Yes I have! But because they are relatively similar across the board, they can be quite boring. I've seen lots of them. MH maps have not been done well yet and there are few of them. That's why I disagree with Hyb when he called MH maps the worst type of CTM; MH maps have not been exploited to their full potential yet! Whereas cave maps have been done lots of times before and have accordingly become stale in my personal view.
unfortunately it just doesn't work that way - the problem with mh maps is more on the minecraft side of things and not on the mapmaker side of things.
Hi. I've actually made a spawner system which dumps mixes of custom mobs around the player, different varieties depending on night, day, region, biome etc- highly configurable and no spawners at all! Trust me, this will be a good MH. I have broken the bonds of Minecraft's crappy default spawning mechanics Im currently working on multiplayer implementation so that the waves whig target each player come less frequently- number of players in game auto detected => fluid self- adjusting system. Once I've built it, I can plug it into any world, setup regions and configure mobs => new MH map. I'll be making a few MH maps, reasonably frequently. Be excited for the revolution!
My only advice is test the heck out of this thing with beta testers before you release it to the public. You can test it yourself all you want, but you'll always miss something. And with something this potentially monumental you need to make sure its polished as much as possible before releasing it.
Hi. I've actually made a spawner system which dumps mixes of custom mobs around the player, different varieties depending on night, day, region, biome etc- highly configurable and no spawners at all! Trust me, this will be a good MH. I have broken the bonds of Minecraft's crappy default spawning mechanics Im currently working on multiplayer implementation so that the waves whig target each player come less frequently- number of players in game auto detected => fluid self- adjusting system. Once I've built it, I can plug it into any world, setup regions and configure mobs => new MH map. I'll be making a few MH maps, reasonably frequently. Be excited for the revolution!
how many custom mobs do you have in your system at the moment?
and with multiplayer - is it more like a borderlands-y system where hp and damage go up or just more mobs with same amounts of health/dmg?
I currently have 38 custom mobs setup- I can very easily expand that as well; essentially i have around 6 different mobs per 'region' of the map (6 regions so far). You will only encounter those 6 or so mobs in each region, so you'll need to explore the map in its entirety.
Multiplayer- I do have a rather basic planned levelling of mobs- once you have beaten the objective of a region, the monsters encountered there will be harder. Additionally, the amount of loot you can get from each region is capped; that way you cannot cheese the map by simply grinding mobs in one early region of the map instead of facing the terrors of the later zones. And each of the zones uses a different currency- with a fixed conversion rate between them (unfavourable to use), so players who are stuck can work their way back up if they have died and lost their best gear, if they have stored some good gear away in advance.
I'm so hoping the mobs will be interesting to fight and not hack 'n slash?
The Meaning of Life, the Universe, and Everything.
Join Date:
7/14/2013
Posts:
596
Member Details
Alrighty so I have a bit of a problem.
Basically, I tried using a command block to summon a mob that I want to be a boss mob, but when I kill the command block made mob this said mob doesn't drop things in accordance to what the drop rates tell it to. I used the "Spawner to Command Block" filter to make the command.
put an f behind the dropchances to make sure it registers as a float tag. Also make sure the count is at least 1. Lastly, make sure to don't send unoutlined code since it's the most annoying thing ever to reoutline it if I want to see what's up
put an f behind the dropchances to make sure it registers as a float tag. Also make sure the count is at least 1. Lastly, make sure to don't send unoutlined code since it's the most annoying thing ever to reoutline it if I want to see what's up
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
Ok so apparently I reached the quadruple digits, and apparently I need to say some stuff then.
*Ahum* *Cough* *Ahum*
....................................... erm.
*ahum*
Ok, great. I don't know what to say. Man this is hard. Erm, let's see. I kinda feel like everything about this thread has been said already, and I can't come up with anything to add to that. So, I'll just kinda talk about my mapping experience? Nah, nobody cares about what maps I played and how big my folder with projects *I will finish... someday* is.
I'm just going to point out that the mapping community is a very great place, and I'd suggest everyone being a part of it. There's nice people here. Even though it's the internet. Weird, huh? And.... apparently CTMs always have to be big and amazing. I mean, we got the largest maps, the largest forum threads afaik. Heck, we even got "amazing" in our title. We're just big and cool.
Take a look at how far CTMs have came in the past few years. How it started with Kaizo, how other people started making stuff. See how amazing everything turned out. Forget a little bit about your preferences and your discussions or nostalgia feelings. Just take a look at what we do, and what we've became. Isn't it cool, how just a random group of people on the internet plays a game and creates content. See the level our map design has reached. How deep people think about it. How many tools we have found, and developed, and how much content we've shared, to be able to create the most amazing looking area. And that in only few year.
In my opinion, we're a cool community, and I'm proud to be a contributor to it. I'm really looking forward to the development of CTMs in the coming few years, if I like the steps we take or not <3
Hope I did a good job at saying something. Apparently I'm also supposed to put up a list of names, so, here I go?
Thanks, kudos, or something else too:
Apollo
Soup (where'd ya go mate?)
Gurdstuff
Skeeto (<3)
Orchard
Tamarin/fluff (:D)
Minihilly (yee)
Skylinerw
TheXhen
GnomeStyle
Heliceo (make RDIII noaw pl0x)
Aurabolt (go stream :D)
Sniper
Infinity8miner
Baked_Applez
Gerry/awesomeonehhh
Witty (:D)
Dylan
Ballor
ragirk
Sylf
Sketch
Vechs
Amlup
Tikaro
ExamineKid
_Krose_
theAgamer
Chipmunk
Taschneide-ThatIsAmazingButWasAddedLater
ThatOneGuyIForgotButIsAmazingAndWillBeAddedLater
Fang (you can only be in here if you promise to put up SI in a week? You're behind on schedule man!)
Some people may/may not be in this thread, I pretty much just put up a list of people that I'd like to thank.
Ok, is that it? Yes? *moves mouse to post reply buttton*.
Wait....
Thanks to SeargeDP and Dinnerbunneh for all their amazing work and helpfullness at twitter and mojira.
i would first create the rough landscape in a older version, where you easily can set up a bukkit server for voxel sniper. i even could get it to work on a iMac. it seems though you already found your preferred way of terraformin. anyway, how to create custom stuff you can learn from youtubers like dragnoz. he was my main source of code for mobs that don't despawn and with custom loot, mobs with buffs, etc.
he uses the latest snapsots and provides his snippets of code as plain text linked under the videos.
you dont need forge to create custom spawners, to clone around bigger volumes, set up auto-refilling chests with custom enchanted items that have your fantasy tooltip text. there were huge changes in command block features and chat commands since last autumn.
when learning to code your mob, you may run into code that doesn'twork, since there were changes like from numbers to names:
/summon Zombie ~ ~ ~ {Equipment:[{id:272},{id:309},{id:308},{id:307},{id:306}]}
into
/summon Zombie ~ ~ ~ {Equipment:[{id:iron_sword},{id:iron_boots},{id:iron_leggings},{id:iron_chestplate},{id:iron_helmet}]}
create your own textfile witch code that works for you in the snapshot version you choose to start experiments in a separate testworld.
thanks to dragnoz, i now have quite my own collection of mobs, items and scenic effects, like particles, custom potions etc.
you'll need to visit the wiki several times for the id lists
before experimenting with creepers enderdragons and withers, you may want to turn /gamerule mobGriefing false
don't use the /clone and /fill commands in your precious custom landscape before you know exactly what you do.
hope this helps to get you started
:::: EPIC ADVENTURE :::: TOWARDS THE LIGHT ::::
It did suffer from that syndrome in the past at least .
Also "traditional" means linear branching, not cave map necessarily (please see: Dreadsky Isles). I personally haven't played Srion, but I've seen video's of From Flames so I'll use it as an example because it's the closest thing we really have right now to a successful MH map. In From Flames, you have the bonus loot and you have the mobs. From Flames isn't as MH oriented as what I expect Krose' map and my map are, but it's definitely a bit MH themed. In it, you have a bunch of interesting structures to explore, which semi-commonly have some custom well made mobs, and nearly always loot chests of well made random loot. The exploration here definitely yields rewards, and because of how Team Gustavo's style with it it wasn't barren or boring at all.
Now let me address the other part: why MH maps are open world. This is really something which I don't completely know, but my assumption is firstly that it's because BD2 was open world so people kinda think that MH goes with it (even though BD2 was pretty bad, although there is definitely extreme potential in that concept of map), and secondly, it seems more fitting to a certain perspective, that it isn't you just go along and eventually know you're going to get your resources in a cave or other linear branching map, but you need to explore to get it.
8/8 gr8 b8 m8
monster hunter is the worst genre
"Timewarp"
"After death you sacrifice this item to turn back in time and keep your inventory"
Do we have to jump to the left, then to the right, then put our hands on our hips and bring our knees in tight?
I'm guessing it's the pelvic thrust that will drive us insane
That item would be 9001 times cooler if it turned out not to work
You just haven't seen a cave map done in a new and interesting way. Same thing as Hybbles' opinion of MH maps basically.
as for brainstorming the possibilities... how about a bigger buff area around the monument, where longer lasting effects get added with every correctly placed wool. like the blue wool adding waterbreathing or the red wool for fire resistance, light blue speed I, purple for speed II upgrade if speed I is active, black for resistance, goldblock for health boost etc.
a very slow clock - hopper clock with slowdown /blockdata ~ ~ ~2 {TransferCooldown:50} - triggering a /testfor for players in a big radius around the monument /testfor @p[x,y,z,24]that output activates a clock-connection to the /testforblocks x1 y1 z1 x2 y2 z2 x3 y3 z3 x4 y4 z4 of the different wools or chain of trophies comparing them with the completed version of the monument hidden underground. those /testforblocks command blocks enable the clocksignal passing to the different /effect commandblocks, preferrably all with particles hidden being true
/effect @a[x,y,z,24] 13 60000 1 true
a invisible mutli-potion shower as you will
on my map i have a similar setup for unlocking access to different port chambers with port keys (custom tripwire hooks from auto-refill droppers) and also the 2 main quests you complete by placing certain uncraftable custom items into a certain dispenser, and you need to find the hints in what order to place them into the 9 slots
getting stronger and aquire access trough necessary buffs (like a certain jump boost lvl, waterbreathing or fire resistance for hellish dungeons) would be a nice goodie besides just the visual look of a victory monument. also i find it nice to have ports to the bossfights, to discovered areas far away, or getting acces to a basic self refilling auto-equipp chamber that provides mediocre and heavily damaged armor. one of my favourites too, later in a map having access to stacks of health splash potions in a auto refilling redstone-chest over a command block
/blockdata ~ ~1 ~ {Items:[0:{id:373,Damage:16453,Count:64}]}
nice if you're not playing alone, one can be the healer. i have such a chest in my adventure map, in a place you'll only find after quite some conquering. and i bet you won't find it overpowered, as you usually need to deal a lot of damage, too, while damage comes in... and since invetory space in survival mode ctm's usually tend to fill up with other important loot. same with food, a bit into a map. simply walking over a pressureplate to refill on basic cheap food (like bread) to easily be able to continue.
/summon Item ~ ~2 ~ {Age:5970,Item:{id:297,Count:64}}
since i also experimented with particles adding scenic depth to areas, like dirty outbursts in swamp water, i'm looking forward to what others make of these mechanics and effects. sadly i had not the time to get into titles for my map, so i'm curious about what others will make with text features to make quests neater, warnings, info about achievements or even riddles to solve with titles and event-triggering chat messages to click. *_*
:::: EPIC ADVENTURE :::: TOWARDS THE LIGHT ::::
Just because hybran is a troll that doesn't mean you have to take him serious
great to see you think so highly of me
unfortunately it just doesn't work that way - the problem with mh maps is more on the minecraft side of things and not on the mapmaker side of things.
Anyway I don´t think I really need to explain why I don´t take you serious, do I? ;-)
No bby, dunt leev we luv you 5eva witch es gud cuz 5 es moar den 4
My only advice is test the heck out of this thing with beta testers before you release it to the public. You can test it yourself all you want, but you'll always miss something. And with something this potentially monumental you need to make sure its polished as much as possible before releasing it.
sorry for rustling your jimmies just because you fell for a stupidly obvious prank
how many custom mobs do you have in your system at the moment?
and with multiplayer - is it more like a borderlands-y system where hp and damage go up or just more mobs with same amounts of health/dmg?
I'm so hoping the mobs will be interesting to fight and not hack 'n slash?
Basically, I tried using a command block to summon a mob that I want to be a boss mob, but when I kill the command block made mob this said mob doesn't drop things in accordance to what the drop rates tell it to. I used the "Spawner to Command Block" filter to make the command.
This is the command:
/summon Spider ~ ~ ~ {DropChances:[1.0,0.75,1.0,1.0,0.5],UUIDLeast:-9189577097501340047,Attributes:[{Name:"generic.maxHealth",Base:250.0,Modifiers:[{Name:"My Modifier",UUIDLeast:-5639240392436055019,Operation:0,Amount:0.0,UUIDMost:-5763508823261559064}]},{Name:"generic.knockbackResistance",Base:0.0},{Name:"generic.movementSpeed",Base:0.8,Modifiers:[{Name:"My Modifier",UUIDLeast:-4762456012815533839,Operation:0,Amount:-0.6,UUIDMost:-7016873419447318288}]},{Name:"generic.followRange",Base:16.0,Modifiers:[{Name:"My Modifier",UUIDLeast:-5303250836749704197,Operation:0,Amount:12.0,UUIDMost:-765358460599843697}]},{Name:"generic.attackDamage",Base:2.0}],Motion:[-0.012658078869,-0.0784000015259,-0.0198845400056],CustomName:"§5Broodmother",Health:250,HealF:250.0,CustomNameVisible:1,EntityId:"Spider",AttackTime:0,Fire:-1,Invulnerable:0,DeathTime:0,AbsorptionAmount:250.0,Equipment:[{id:370,Damage:0,Count:1,tag:{AttributeModifiers:[{Name:"My Modifier",UUIDLeast:-6966729515808451677,Amount:1.0,Operation:0,UUIDMost:2767742030718848644,AttributeName:"generic.knockbackResistance"}],ench:[{id:49,lvl:3},{id:16,lvl:1}],display:{Lore:["§fWeapon Monument Item"],Name:"§5Broodmother Fang"}}},{id:364,Damage:0,Count:8,tag:{display:{Name:"§5Broodmother Flesh"}}},{id:384,Damage:0,Count:8},{id:334,Damage:0,Count:32},{id:373,Damage:8233,Count:1,tag:{CustomPotionEffects:[{Amplifier:2,Ambient:0,Duration:400,Id:1},{Amplifier:2,Ambient:0,Duration:400,Id:3},{Amplifier:2,Ambient:0,Duration:400,Id:5}],display:{Name:"§5Broodmother Blood"}}}],OnGround:1,HurtTime:0,UUIDMost:2453700636226441079,Dimension:0,Air:300,CanPickUpLoot:0,PortalCooldown:0,PersistenceRequired:1,Leashed:0,FallDistance:0.0,Rotation:[-212.530349731,0.0]}
Does anyone know why this might be happening or how to fix it? Also btw I'm using 1.7.2.
..Umm.. how do I outline it?
http://imgur.com/a/F3cbT
Captive Minecraft is basically a CTM map.
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
*Ahum* *Cough* *Ahum*
....................................... erm.
*ahum*
Ok, great. I don't know what to say. Man this is hard. Erm, let's see. I kinda feel like everything about this thread has been said already, and I can't come up with anything to add to that. So, I'll just kinda talk about my mapping experience? Nah, nobody cares about what maps I played and how big my folder with projects *I will finish... someday* is.
I'm just going to point out that the mapping community is a very great place, and I'd suggest everyone being a part of it. There's nice people here. Even though it's the internet. Weird, huh? And.... apparently CTMs always have to be big and amazing. I mean, we got the largest maps, the largest forum threads afaik. Heck, we even got "amazing" in our title. We're just big and cool.
Take a look at how far CTMs have came in the past few years. How it started with Kaizo, how other people started making stuff. See how amazing everything turned out. Forget a little bit about your preferences and your discussions or nostalgia feelings. Just take a look at what we do, and what we've became. Isn't it cool, how just a random group of people on the internet plays a game and creates content. See the level our map design has reached. How deep people think about it. How many tools we have found, and developed, and how much content we've shared, to be able to create the most amazing looking area. And that in only few year.
In my opinion, we're a cool community, and I'm proud to be a contributor to it. I'm really looking forward to the development of CTMs in the coming few years, if I like the steps we take or not <3
Hope I did a good job at saying something. Apparently I'm also supposed to put up a list of names, so, here I go?
Thanks, kudos, or something else too:
Apollo
Soup (where'd ya go mate?)
Gurdstuff
Skeeto (<3)
Orchard
Tamarin/fluff (:D)
Minihilly (yee)
Skylinerw
TheXhen
GnomeStyle
Heliceo (make RDIII noaw pl0x)
Aurabolt (go stream :D)
Sniper
Infinity8miner
Baked_Applez
Gerry/awesomeonehhh
Witty (:D)
Dylan
Ballor
ragirk
Sylf
Sketch
Vechs
Amlup
Tikaro
ExamineKid
_Krose_
theAgamer
Chipmunk
Taschneide-ThatIsAmazingButWasAddedLater
ThatOneGuyIForgotButIsAmazingAndWillBeAddedLater
Fang (you can only be in here if you promise to put up SI in a week? You're behind on schedule man!)
Some people may/may not be in this thread, I pretty much just put up a list of people that I'd like to thank.
Ok, is that it? Yes? *moves mouse to post reply buttton*.
Wait....
Thanks to SeargeDP and Dinnerbunneh for all their amazing work and helpfullness at twitter and mojira.
There we go. Now it feels done.