I just now updated the ZomBox to disable it showing all the mobs stacked on the zombie's head for a split second after spawning. Please tell me what aspects of PlotMe you want, or I'll be unable to help you.
Giving other people permission to edit would be really difficult.... What I'm thinking it'll be is a sort of addon for GriefDenial where only specific glass will work, making it so a player can protect only in the center of a plot. The first thing would be a modified version of GriefDenial, and the second would flatten the terrain. Sound good?
I'm making progress on the command blocks. I'm making a "Custom world generator" with command blocks to convert the terrain into a PlotMe-style terrain by adding plot borders and an area in the center of a plot where a player can claim one. Note that setting up the world WILL cause a lot of lag. I'll post the schematics when I finish them.
xD good to know about the profile picture. I'm doing it by using command blocks to what potential they have. I'm doing it because of the death of Bukkit.
Then you import both boxes into your world. Note: You MUST import these at least five blocks above ground level! Press auto setup on both. Then flip the lever labeled Mark Plots on the WorldGen box, leave it up for a few seconds, and then flip it back down. Then press the Create Plots button. This will turn all the markers for plots into actual plots which can be claimed later. If you want to remove all of these, click the Remove Plots button, which will delete all the plots and kill all the markers. To add plots again after this, you need to press the auto setup button again and flip the lever for a few seconds. For more plots, flip the lever up for longer. More plots can always be added later. The second box is easy to operate. Just press auto-setup and then enable it. Players can claim a plot by throwing an iron block onto the log in the middle. Players can grief unclaimed plots, but plots will be regenerated once claimed. To unclaim a plot, they simply break the block in the middle. Claiming and unclaiming will regenerate the plot floor and boundaries, but not anything above or below that. This means any builds on the plot will be left behind. Sorry this one had to be so complicated to set up, but I did my best. If you want to add more plots after you've already created them, just flip the lever up, wait a few seconds, and flip it down again, then press the Create Plots button. If you want to reload all plots, press the Create Plots button. Note that the rate at which plots are created is exponential. Having too many markers and pressing Create Plots may cause extreme lag. Also note that removing the plots will only remove plots in loaded chunks.
I've decided to name this one PlotProt. A tutorial video will be uploaded to my channel and shared here soon.
If you want to learn command blocks, I would suggest watching videos by Dragnoz, as he thoroughly explains his concepts. I recommend checking out this series if you don't know much of anything about command blocks.
Update: The custom crafting recipe modules are now smaller (7x5x4 instead of 9x5x5, an 85 block difference!) and cause less lag (Instead of 20 entities summoned per second per crafting table per recipe module, then killing all of them, it is now ONE entity per table. Not summoned, just one per table.)
I start working on something command-blocky, then I see threads like this and feel worthless. How do you even do this stuff?
Rollback Post to RevisionRollBack
(It's "VMod" when used in a title or beginning of a sentence, and "vmod" otherwise. LEARN IT)
Maker of multiple vanilla mods, like these:
Link Removed - Overhauls survival with steeper difficulty curve
I haven't been on this thing in a while. Don't feel worthless! Everything can always use improvement. Have you heard of Seeker Minecraft by Onnowhere? It's quite an amazing thing, but I improved it by compressing it down to one command block which can be run in any world! By the way, DoowawM, do you still want to know how I made the ID system? GriefDenial 2.0 is here, I made it a while ago. Player IDs are now assigned as soon as they join the server, and they never change. This allows players to have multiple claims. It also allows you to use the maxClaims gamerule to change the maximum number of claims a player can have. It also stops slime blocks from wrecking your claim by removing them in a 15-block radius.
Ok, I've seriously outdone myself this time. Have any of you heard of Movecraft? If not, it's a plugin which allows you to select structures, then move then with commands. I've done the same thing with command blocks! If you create a small structure out of wool, place down a Ship Registration sign (You'll know what I mean if you use the system), stand on top of it, and right-click it, it registers the ship for you and gives you a book called Movement, in which you can click the directions to have it move your ship in them. Any block which is obstructing a registered wool block will stop it from moving in the direction it is blocking the wool in. All entities on the craft will move with it, but only if they are touching part of the ship. This system does create a lot of lag, so make sure you have a beefy computer if you try to use it. Download link: Click me!
1. There is an objectives called "Play" with the type dummy.
2. A clock increases this score every tick.
3. There is an objective called "CentralID" with the type dummy.
4. A fake player named "GriefDenial" is the only entity which holds this objective.
5. Whenever a player has a "Play" score of 1, the CentralID score for GriefDenial is increased by 1.
6. The player's ID score is then set to be equal to the CentralID score.
7. When a player creates a claim, the entity controlling the claim gets the same ID score as them.
8. Each player has an objective called "Owner".
9. This score is set equal to their ID each tick.
10. The entity controlling a claim subtracts its own ID score from every player's Owner score.
11. If a player has an Owner score of 0, the entity knows that is the owner of the claim.
I'm not very sure myself, as I've never played Aether II on multiplayer, but it allows people to join and invite to parties. People of the same party will go into dungeons together, and there's a party name displayed with the person's name if they so choose. (maybe that could be a trigger? /trigger showPartyName set 1) If you've played Pokemon Ranger: Guardian Signs, it's kind of like the multiplayer system used when in the temple of Arceus.
Rollback Post to RevisionRollBack
(It's "VMod" when used in a title or beginning of a sentence, and "vmod" otherwise. LEARN IT)
Maker of multiple vanilla mods, like these:
Link Removed - Overhauls survival with steeper difficulty curve
Scoreboard teams can not be created with names of your choosing, let alone DISPLAY a name of your choosing without op and NBT-Editing (manually).
I understand that. What I meant was, like, a way to show that you are on a party with other people. Maybe a WitherSkull with a colored name. Maybe there could be up to 100 different teams, and a player on the server could claim "ownership" of a team with a /trigger command. People cannot claim ownership of a team if 1. they already have their own team, or 2. if someone else already has ownership. Once the team is "owned", other players can use more /trigger commands to request to join the team. The owner can then use yet another trigger (they're very useful) to accept invites. My objective is that, upon claiming ownership of a team, that is sort of like a person becoming a party leader. Other people could then request to join that party, and so on and so forth.
Rollback Post to RevisionRollBack
(It's "VMod" when used in a title or beginning of a sentence, and "vmod" otherwise. LEARN IT)
Maker of multiple vanilla mods, like these:
Link Removed - Overhauls survival with steeper difficulty curve
What is life when we bake cookies and cook bacon?
What is life when we bake cookies and cook bacon?
3;minecraft:bedrock,60*minecraft:dirt,1*minecraft:grass
Then turn Generate Structures off.
I'm making progress on the command blocks. I'm making a "Custom world generator" with command blocks to convert the terrain into a PlotMe-style terrain by adding plot borders and an area in the center of a plot where a player can claim one. Note that setting up the world WILL cause a lot of lag. I'll post the schematics when I finish them.
What is life when we bake cookies and cook bacon?
What is life when we bake cookies and cook bacon?
3;minecraft:bedrock,60*minecraft:dirt,1*minecraft:grass
Then you open this in dropbox: https://www.dropbox.com/sh/8rdghcg3ovbafcr/AACWLDIyt8VUR3YdMqKI0Nn8a?dl=0
Then you import both boxes into your world. Note: You MUST import these at least five blocks above ground level! Press auto setup on both. Then flip the lever labeled Mark Plots on the WorldGen box, leave it up for a few seconds, and then flip it back down. Then press the Create Plots button. This will turn all the markers for plots into actual plots which can be claimed later. If you want to remove all of these, click the Remove Plots button, which will delete all the plots and kill all the markers. To add plots again after this, you need to press the auto setup button again and flip the lever for a few seconds. For more plots, flip the lever up for longer. More plots can always be added later. The second box is easy to operate. Just press auto-setup and then enable it. Players can claim a plot by throwing an iron block onto the log in the middle. Players can grief unclaimed plots, but plots will be regenerated once claimed. To unclaim a plot, they simply break the block in the middle. Claiming and unclaiming will regenerate the plot floor and boundaries, but not anything above or below that. This means any builds on the plot will be left behind. Sorry this one had to be so complicated to set up, but I did my best. If you want to add more plots after you've already created them, just flip the lever up, wait a few seconds, and flip it down again, then press the Create Plots button. If you want to reload all plots, press the Create Plots button. Note that the rate at which plots are created is exponential. Having too many markers and pressing Create Plots may cause extreme lag. Also note that removing the plots will only remove plots in loaded chunks.
I've decided to name this one PlotProt. A tutorial video will be uploaded to my channel and shared here soon.
What is life when we bake cookies and cook bacon?
What is life when we bake cookies and cook bacon?
What is life when we bake cookies and cook bacon?
I start working on something command-blocky, then I see threads like this and feel worthless. How do you even do this stuff?
Like them? Post on them! Say your opinion, or suggest more features!
What is life when we bake cookies and cook bacon?
What is life when we bake cookies and cook bacon?
2. A clock increases this score every tick.
3. There is an objective called "CentralID" with the type dummy.
4. A fake player named "GriefDenial" is the only entity which holds this objective.
5. Whenever a player has a "Play" score of 1, the CentralID score for GriefDenial is increased by 1.
6. The player's ID score is then set to be equal to the CentralID score.
7. When a player creates a claim, the entity controlling the claim gets the same ID score as them.
8. Each player has an objective called "Owner".
9. This score is set equal to their ID each tick.
10. The entity controlling a claim subtracts its own ID score from every player's Owner score.
11. If a player has an Owner score of 0, the entity knows that is the owner of the claim.
What is life when we bake cookies and cook bacon?
What is life when we bake cookies and cook bacon?
Like them? Post on them! Say your opinion, or suggest more features!
What is life when we bake cookies and cook bacon?
I'm not very sure myself, as I've never played Aether II on multiplayer, but it allows people to join and invite to parties. People of the same party will go into dungeons together, and there's a party name displayed with the person's name if they so choose. (maybe that could be a trigger? /trigger showPartyName set 1) If you've played Pokemon Ranger: Guardian Signs, it's kind of like the multiplayer system used when in the temple of Arceus.
Like them? Post on them! Say your opinion, or suggest more features!
I understand that. What I meant was, like, a way to show that you are on a party with other people. Maybe a WitherSkull with a colored name. Maybe there could be up to 100 different teams, and a player on the server could claim "ownership" of a team with a /trigger command. People cannot claim ownership of a team if 1. they already have their own team, or 2. if someone else already has ownership. Once the team is "owned", other players can use more /trigger commands to request to join the team. The owner can then use yet another trigger (they're very useful) to accept invites. My objective is that, upon claiming ownership of a team, that is sort of like a person becoming a party leader. Other people could then request to join that party, and so on and so forth.
Like them? Post on them! Say your opinion, or suggest more features!
What is life when we bake cookies and cook bacon?
All right then.
Like them? Post on them! Say your opinion, or suggest more features!