When creating a combination lock puzzle which requires you to find the combination, one of the things to keep in mind is to make sure it takes a far shorter amount of time to find the combination than to iterate through it without cheats.
What do I mean?
Suppose you have a 3-lever combination. You want the player to go through a lot of hurdles to find it. Sometimes, if the player is stupid, or is acting in good faith, he would find the combination. However, if the player doesn't like going through hurdles, he would simply iterate through every option.
Now, how long does it take to test every option?
Suppose it takes 3 seconds to flick the levers and test it. You will then go take (3 seconds) x (2 states ^ 3 levers), or 3 * 2 * 2 * 2 seconds to iterate through every option. That's barely under half a minute, and that's only if the combination is all on!
You can store non-integer variables in scoreboard, or another purpose-built variable storage mechanism (using /setvar @p KEY COMMAND or /scoreboard players set @p KEY COMMAND)
You can input said variables into commands, such as /tp @p.location or /setblock (@p.location + (0, -1, 0)) @p.lastPlacedBlock where @p.location and @p.lastPlacedBlock would be whatever variable you stored in the storage mechanism with that key.
More commands return things. For example, tp can return a table with the player, teleport position, original position, and setblock can return the block.
It would add quite a lot to the tools mapmakers can use
For the allocated memory problems (that you said was linked to spawners), try making AreaEffectPotion mob spawner spawner (basically an areaeffectcloud with 0 radius and infinite duration with a custom name) that trigger when the player reaches a certain radius and has a dummy objective set to a number that represent [NOT MAKING MAP].
Use periodic @e execute functions to detect players, refresh AreaEffectCloud duration, and spawn spawners/kill itself upon reaching close enough.
Honestly though, I have no idea if such a solution would make performance better or worse on your system, so do some test runs.
which is attached to a function that triggers every time a player use an item (scoreboard tracker/reset)
Bonus points if there is a looping function that detects new healerClouds (by adding 0 to every healerCloud's dummy objective and adding 1 to the dummy objective at the end of the function) and instantly setblock an entire structure on the spot.
Additional bonus points if the summon automatically re-center the healer cloud by deleting the original healerCloud and re-summoning one that's centered (probs with a different name, which also means making all non-generation functions trigger on the second healerCloud instead)
Even more bonus points if the areaEffectCloud summons potions periodically via this command:
detects if a structure exist, regardless of whether it's in open air or buried in an assortment of blocks. Requires the player to be in a specific position
0
>command blockers
use functions instead
0
When creating a combination lock puzzle which requires you to find the combination, one of the things to keep in mind is to make sure it takes a far shorter amount of time to find the combination than to iterate through it without cheats.
What do I mean?
Suppose you have a 3-lever combination. You want the player to go through a lot of hurdles to find it. Sometimes, if the player is stupid, or is acting in good faith, he would find the combination. However, if the player doesn't like going through hurdles, he would simply iterate through every option.
Now, how long does it take to test every option?
Suppose it takes 3 seconds to flick the levers and test it. You will then go take (3 seconds) x (2 states ^ 3 levers), or 3 * 2 * 2 * 2 seconds to iterate through every option. That's barely under half a minute, and that's only if the combination is all on!
2
It would be quite nice if
It would add quite a lot to the tools mapmakers can use
0
Just want to know if there is any inherent limitations to MCreator IDE.
0
Or you could move both halves with commands in a function.
Since function commands are executed in the same frame, it should not have any latency.
0
/scoreboard players set @e[type=Item] CRAFTING 1 {OnGround:1b,Item:{id:"minecraft:clay",Count:8b},CustomName:"Test"}
0
http://www.minecraftforum.net/forums/mapping-and-modding-java-edition/maps if it's finished.
Also, go play your map and post some random screenshot from your map that you really like.
If you can't find any, send me one that you are disappointed with.
0
Indents
Stone variants (andesite, diorite, cobblestone)
Grass
A different block for the path (oak wood stairs and random coarse/normal dirt for a dilapidated look, logs for a well-maintained look)
Gravel
Random rock outcroppings near/on the mountain
Random vines (?)
A good rule of thumb is that if something looks too plain, mess it up a little with another block.
0
For the allocated memory problems (that you said was linked to spawners), try making AreaEffectPotion mob spawner spawner (basically an areaeffectcloud with 0 radius and infinite duration with a custom name) that trigger when the player reaches a certain radius and has a dummy objective set to a number that represent [NOT MAKING MAP].
Use periodic @e execute functions to detect players, refresh AreaEffectCloud duration, and spawn spawners/kill itself upon reaching close enough.
Honestly though, I have no idea if such a solution would make performance better or worse on your system, so do some test runs.
0
You need to rotate both parts separately.
0
But it makes it ugly, which is a no-no for custom maps.
If you want hard, why not try the superior
execute @e[type=AreaEffectCloud,name=healerCloud] ~ ~ ~ effect @e[r=3] minecraft:regeneration 200
?
Then summon the healer aura using a
summon AreaEffectCloud ~ ~ ~ {CustomName:"healerCloud",Radius:0}
which is attached to a function that triggers every time a player use an item (scoreboard tracker/reset)
Bonus points if there is a looping function that detects new healerClouds (by adding 0 to every healerCloud's dummy objective and adding 1 to the dummy objective at the end of the function) and instantly setblock an entire structure on the spot.
Additional bonus points if the summon automatically re-center the healer cloud by deleting the original healerCloud and re-summoning one that's centered (probs with a different name, which also means making all non-generation functions trigger on the second healerCloud instead)
Even more bonus points if the areaEffectCloud summons potions periodically via this command:
summon ThrownPotion ~ ~ ~ {Motion:[0.0, 0.0, 0.0],Potion:{tag{CustomPotionEffects:[{Amplifier:200,Id:20,Duration:10}]}}}
Then attach this to a spreadplayers random number generator.
(of course, please put all your commands in functions, or it will not work properly.)
0
why not effect @e[r=3] minecraft:regeneration 200?
0
https://gist.github.com/Celireor/9e57f347054ad1565af99c14ce6feb33
detects if a structure exist, regardless of whether it's in open air or buried in an assortment of blocks. Requires the player to be in a specific position
0
That's because they want to port to a C language.
4
emerald and diamond are not metals.