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    posted a message on MCreator Minecraft Mod Maker, Add-On Maker, and Data Pack Maker
    Quote from Scarkrow

    Crashes when I try to test the mod. Oh boy, best ever... =\

    Update: Got it not to crash only to find the AI completely defective. Set as a monster, set for high-priority aggression toward player, nothing. Any new mob is basically just a dumb wandering pig. OH BOY, BEST EVER!

    Wow, this sure has been a terrible experience. :D

    Make sure every custom AI mob has Wander Look Around Attack On Collide and aggresive towards or it won't work.

    But anyway WHY DOES EVERY SINGLE THING I CREATE HAVE item.Itemname.block or entity.EntityName.something
    its really annoying
    Posted in: Minecraft Tools
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    posted a message on Why do people grief?
    I think that griefers just want to think they are "special". You know how some of the big, kind of popular youtube users like to run around with trollface music and pictures all over the place and light stuff on fire and spam TNT? I personally think that most griefers are just followers, trying to become famous by recording "rages" of "little kids"(no matter if the griefed player is 30 20 or any age really), while they are sitting on Skype laughing with their friends. It's honestly quite immature to ruin someone else's work. The funniest thing is that they turn around and cry to an admin the minute they get griefed.
    Posted in: Survival Mode
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    posted a message on MCreator Minecraft Mod Maker, Add-On Maker, and Data Pack Maker
    I want to make a mob but regular AIs revert health and damage to 20 1/2 Hearts and 1 Heart of damage. I tried just assigning tasks but it still sits there and does nothing. I tried modifying my mods code but nothing worked there either. So if i select Zombie AI, it loses all its health and damage aswell as midified speed, if i choose spider it does nothing, and if i choose none with tasks enabled it does nothing. Anyone know anyway to get mobs to work right >->
    Posted in: Minecraft Tools
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    posted a message on Question about command blocks and /summon
    Quote from Skylinerw

    -snipe-

    THe problem im having is I cant combine both in one, i want a zombie with 2 attributes and equipment slots, but I cant seem to find a way to do this.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Question about command blocks and /summon
    Quote from Skylinerw

    There are several player accounts reserved just for that purpose. You can find a list of player names on the wiki here:

    http://minecraft.gam...ds#Player_Heads

    For example, /giving yourself a mob head that has the face of a pig:

    /give @p skull 1 3 {SkullOwner:MHF_Pig}


    Alright, thats awesome. I only have 1 last question about this stuff, not too great with CBs.
    How would I do 2 attributes or 1 attribute + equipment?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Question about command blocks and /summon
    Quote from Puredarkness

    You can use attributes. This summons a Zombie with 1000 health -

    /summon Zombie ~ ~ ~ {Attributes:[{Name:generic.maxHealth, Base:2000.0}]}

    You can also give them effects, but that involves going back and checking the wiki every time you want to summon a mob with, I don't know, strength?

    Thanks!
    How would I do 2 attributes or 1 attribute + equipment?

    Also, Ive been wondering how people get player and mob heads but they have chest, pig, cow, enderman, or pumpkin images on the player head. Anyone know how?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Question about command blocks and /summon
    Me and a friend are making a zombie survival map and I want to create a very strong zombie, so what Im wondering is: Can I modify its max health attribute via command blocks? Otherwise, if i cant do that, how could i make a very powerful zombie?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Red "frozen" under enchantment?
    Quote from megs74p

    Ah thanks :) Do you know how you can get these enchants? it doesn't say on that website. is it just random?

    Its configured by the server owner but by default they are rare from enchant tables.
    Posted in: Discussion
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    posted a message on Red "frozen" under enchantment?
    Aha, CustomEnchantments to be exact!
    http://dev.bukkit.org/bukkit-plugins/custom-enchantments/
    It says Runes have appeared on your item when you acquire one of those enchants.
    Posted in: Discussion
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    posted a message on Cutest Mob?
    the sheep Are So FREAKING ADORABLE
    i mean
    that face
    :Sheep:
    Posted in: Discussion
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    posted a message on Snapshot Challenges?
    play the whole game using the upside down shader. You have to earn the achievement you get when you kill the wither ti win.
    Posted in: Survival Mode
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    posted a message on A question about testfor
    Quote from Skylinerw

    The torch and dust is what fixes that. The power level of the dust caused by the torch keeps the comparator in the off state. Powering the command block turns off the torch, removing that effect, and allowing the comparator to pass its signal. Once the block is no longer powered, the torch turns back on, deactivating the comparator.

    EDIT:

    Fixed my original post, I saw I put "with" instead of "without".

    Thanks! I thought the redstone torch was going to keep running the command block XD. Im not all too great with redstone.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on A question about testfor
    Quote from Skylinerw

    You can skip the testfor step and jump right to the removal of levels. Mechanism:



    And the command:

    /xp -30L @p[lm=30]


    With the extra torch and redstone dust, the comparator will be a constant signal. Adding in the extra redstone turns the power into a pulse. Players will only have their levels removed if they have enough levels to begin with. And if the command block is successful in doing so, the comparator is powered.

    Ok it seems this can only be used once. When i activate it with a button it work but the comparator stays on. Any way I can prevent this?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on A question about testfor
    I want to make a contraption where you press a button and it tests if your XP Level is high enough (Ex: 30) and if it is high enough it will light up a comparator that sends a signal to a dispenser which shoots out an item. It would also subtract those levels from you. (It would take away 30 levels) The thing is, I have no clue about anything related to testfor or how it works or if this is possible, so if anyone can help me out I'd love it.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [1.5.1] Elemental Creepers v3.2.1 - D'AAWWWWWWW!
    Quote from xSmallDeadGuyx

    I've been debating an update for a long time, the interest is definitely here for an update but whenever I do I don't actually see much of an increase in downloads at all and it leaves me wondering if it's worth it. I'm currently working 9-5:30 every weekday and away every other weekend, with 3 out of 5 evenings a week busy, so just finding free time itself is hard. Convincing myself that spending the little free time I have updating this mod when the minecraft source has caused me so much trouble is damn near impossible atm. I mean, the most recent bugs are creepers falling into the ground, but only certain kinds of creepers. To me this seems physically impossible, because the implementation of different creepers differs only in 1 method overloaded from a base EntityElementalCreeper class which is only ever called upon explosion (and also a texture variable, but that means nothing either). I spent a large amount of time trying to get it fixed, along with other things like the friendly creepers spawn rate (setting spawn to 1, and max spawn per chunks to 1 still allows them to spawn like crazy in superflat). I even hacked in an axis-aligned bounding box check in the canSpawnHere method which seemed to do ok for superflat but finding them in normal maps because impossible. When I go to university in about a month, I'm going to be able to skip just about all of my first year computer science lectures so should hopefully have a decent amount of time to continue this mod. For now, I'm probably going to get a bare minimum update done just to get it to the latest version and ignore bugs not easily fixed. Sorry about the lack of information, I have been pretty much completely disinterested in minecraft for a long time (at least the single player, I've been playing some MC survival games recently).

    Hey guys begging for an update, I know we all want it but make sure you read the developer's post first! He doesnt have as much time to work on the mod right now! Be patient or downgrade to 1.5.1
    Posted in: Minecraft Mods
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