I hate to raise this thread from the dead, but with the Minecraft version 1.8+ changes to how books are copied I think this info is worth posting here.
In 1.8+ copied books now have "copy of original" and "copy of a copy" on them. This means you can instantly see if the book has been counterfeited. This also means you can use item sorters to accept originals but filter out the counterfeited books. With this, you can make automated bank automated teller machines (ATM). They can give out x amount of currency books for x amount of items or accept currency books and give items. You can even have books with different values and have a machine that can add and subtract to give you change, multiple items, or combine change into larger denominations.
This doesn't need a plugin or mod to make it work since it uses everything Minecraft already has. The only down side is that large item sorting ATM machines are a bit slow and can only process 1 item at a time to have 100% correct output. Spamming tons of items at once can clog them. A more complex machine is needed to prevent this from happening.
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Jul 22, 2012Posted in: Maps
In the Shadow of the World Tree Version: 1.0
Use 7-Zip or other .7z compatible archive program to unzip it.
It's not 100% complete to what I'd like it to be. Since the build height increased, I decided to use MCEdit to make the world tree talller. It's not perfect, but it is what it is. I thought it may need its own thread.
Mar 17, 2012I'm finally able to release this map. All the pics I've posted in this thread are from this map.Posted in: Screenshots
In the Shadow of the World Tree Version: 1.0
Use 7-Zip or other .7z compatible archive program to unzip it.
It's not 100% complete to what I'd like it to be, but the release is long overdue. It's not an adventure map per se, but it is meant to have adventures in it.
Since the build height increased, I decided to use MCEdit to make the world tree talller. It's not perfect, but it is what it is.
Thanks to everyone who has contributed to this thread.
Jun 17, 2011Here is what I’ve been up to lately. I’ve been filling out my large island to make it more overgrown. The new use for bonemeal, to make grass and flowers grow, has been a nice touch to everything. The whole project is still on-going,Posted in: Screenshots
Here in the past 2 days I’ve been trying to design a modular system of castle and ringwork pieces that can later be put together in nearly any combination and still conform to the general design and aesthetics. I’ve been doing the initial designing phase as legit as I can in order to keep the impressive scale of the project and the ambient feel of walking around them. Once a piece is finished, I use MCEdit to flesh out any errors and fine points in design I may have missed and to fit things together, looking for further errors. And, there’s been a LOT of errors.
The modular castle system is built around defense in mind. Not only are there lots of parapets with merlons, but there are also arrow loops, balistraria, meurtriere, and machicolation where you can shoot arrows or pour lava respectively.
Quote from Githerax'Neuschwanstein castle'
I've always liked Neuschwanstein castle and yes you seem to have done a pretty good job of recreating it. Congrats!
Congrats and WOW to everyone else that's been posting in the past month or so since I visited this thread. This thread gets more amazing with each new addition.
Apr 30, 2011I have found that wolves appear in all biomes so long as you have grass placed there and you have some of the birch or pine trees planted there. I've even had them spawn in areas where actual trees did not grow, but the blocks from pines where placed near the grass. They seem to only appear near tree blocks like that. And, I'm playing on an old world that is from before biomes were ever made. They don't seem rare at all in any of my newer worlds either. According to http://www.minecraftwiki.net/wiki/Version_history "Wolves are more common, even in non-taiga/forest biomes." as of the 1.5 patch/update.Posted in: Legacy Support
Apr 28, 2011Posted in: Minecraft ToolsQuote from xklit »Hello!
when i take the map to SMP, I cant build anything. or detroy anything, it respawns instantly.
Any ideas why this is happening?
thanks - xklit
Using bukkit, the newest
I had that happen to me on vanillla Minecraft and vanilla Minecraft Server. Turns out it was just the spawn protection and I needed to be more than 25-30 blocks away from the main spawn in order to do anything with blocks. Hopefully, that is your only problem too.
Apr 26, 2011I was under the impression that lightning will start a single block fire that gets put out instantly and does not spread. However, I had also read in a couple of places that some server mods are causing problems with this and allow fire to spread in rain. In particular a server mod called, "bukkit". I've read that a few admins are now using a mod called "worldguard" to help prevent this glitch from causing trouble. I presume these mods have been updated since this came to light.Posted in: Survival Mode
This is just FYI that I've picked up here and there and should most likely be looked into if it has not already been mentioned in this thread. I know in SP vanilla I've not had any trouble with lightning started fires and I would know instantly because my main world is nothing be a massive dense forest; though, I've only spent a day of hours in it since v1.5 release according to the in-game stats.
On another note, fire caused on the top of a block could possibly spread to the bottom of the block where the fire wouldn't be put out by rain, prior to the rain putting out the fire on the top of the block. This could cause roof fires on roofs that are 1-block thick.
Hope that helps.
Apr 25, 2011Posted in: ScreenshotsQuote from monkeyace12345 »Do you use inv editor?
No, I did the large trees' designs, from the surface up, by hand legit. Then I used MCEdit to copy and paste them all over the place as well as give them roots. The trees that climb like vines, the palm trees, and the pine trees I did 100% in MCEdit. What I have done with the island in regard to terraforming it into a new biome would probably take many real years of legit work. As it stands, it has taken many months to get this far.
Quote from fuzzypyrocat »how wide is the lighthouse?
i'd like to know
20 blocks wide at the base for the red and white lighthouse and 17 blocks wide at the base for the black and white lighthouse.
Apr 24, 2011Wow, this thread keeps getting better and better. Congrats on all those different massive trees and castles. I’ve been making my island much more diverse and dense with growth. It is turning into a jungle. Here are a few screenshots of the island. The first is a MCMap image. The rest are various places around and inland of the island. There are 2 images of my cathedral during construction; it is celebrating my 100th death in that world. Above and below the canopy of the forest is like being in 2 different worlds.Posted in: Screenshots
Apr 13, 2011Posted in: Minecraft ToolsQuote from Starlight »A chunk is not 16x16x16.. One chunk goes from bottom to top in a 16x16 square..
Then there is a terminology error. What is the correct term for the eight 16x16x16 blocks in a single chunk column? May it be that when the MCRegion mod was added officially to Minecraft that changed the way chunks are divided vertically? (Though, I don't think so since the invisible stairs/fence bugs were in the game prior to that.)
As I see it now, there are eight 16x16x16 chunk blocks that are generated and loaded at once as columns. In some of my worlds, I build within the bounds of those chunk blocks in order to improve loading performance.
Apr 12, 2011Is there a way to select the chunk blocks in a chunk column?Posted in: Minecraft Tools
I know the "Chunk Align" check box, when importing or cloning, snaps the object to the chunk columns, but it doesn't seem to do the ones going up and down along that column. There's 8 chunk blocks in a single chunk column (unless those 16x16x16 blocks are called something else like, "Regions"???) I thought that the grid on the vertical sides of the selection box showed the 16x16 location of the chunk blocks, like the top and bottom sides do for the chunk columns. However, when you make the selection box larger, the darker lines of the grid where the edges of 16x16 are, move. When making the selection box larger and viewing the top and bottom faces of the box, those grid lines remain fixed on the locations of the chunk columns.
Right now, the only way I can find the 16x16x16 chunk blocks is by using the invisible stairs/fence bug that Minecraft currently has (as of v1.4_01). Or, by making a massive block of leaves and setting it on fire then waiting for the fire to glitch in and out of visibility according to the chunk blocks; which is a terrible way to try to find them.
To find these chunk blocks yourself, make a massive solid block of fence or stair blocks in MCEdit, like 50x50x50, where the bottom of the cube of stair/fence blocks is resting on the ground and sticking up in empty air. Then still using MCEdit, stick 2 blocks in random locations inside it that are of any other block type, try stone. Save, exit MCEdit, and load the world up in Minecraft. Go view this massive creation and you'll find that most of it will be invisible. Only areas where you placed blocks of other types will have stair/fence blocks visible. The ones near the ground are usually all visible since other type of blocks are in their chunk blocks. The cubes of stair/fence blocks you see hanging in the air are 16x16x16 chunk blocks aligned with the chunk columns. (note that the invisible stair/fence bug in Minecraft occurs when there are only fence/stair blocks in a chunk block with no other block types inside it. Place a block inside that chunk block with the invisible blocks and all invisible blocks inside that chunk block will become visible again.) The below image is what this looks like.
So, is there any way we can snap to the grid for chunk blocks and not just the chunk columns?
Apr 11, 2011Posted in: Minecraft ToolsQuote from Voltage27 »multi-threading
I second this. I have 6 cores on my PC. One gets maxed out and the rest barely show any sign of use beyond system processes when doing actions involving 50-150 million blocks and it takes forever. That's a real pain when I need to change 10-15 blocks types into other block types...one at a time.
Quote from codewarrior »Version stable1 is released.
Sweet! I'm using Stable1 64-bit on Win7 64-bit.
The new "Forester" filter looks like it will be really good. Right now it seems extremely slow, even for a very small space (80x52x53) and default settings + roots. The roots seems excessively deep (22nd block layer from the bottom in some cases), to the point of touching lava pools, in some places. When I paste in my hand crafted trees with their roots systems I have to check the ground for lava pools otherwise the fire they cause will actually follow the roots up and cause a full scale forest fire. More realistic roots actually run out near the surface more than down in most cases. Might I suggest an extra option for root depth or to only have them as deep as the selection box goes? Which brings me to the next problem...
I've discovered another problem with roots. Lets say you select and area of ground and generate trees with roots. Then you undo this action. The trees disappear, but the roots remain, even if you "undo" many times until you don't have the option to undo anymore. Upon saving the world and entering the area in the Minecraft world, the roots are still there as well (glad, I made a backup prior to testing). Here is the interesting part. Immediately after using the Forester filter to add trees with roots, I use "Undo". Everything inside the selection box then disappears, but the roots that stick out from the bottom of the selection box are left behind.
It seems when you undo a previous function, only things inside the selection box are undone. Anything sticking out of the selection box, such as a newly created tree with the Forester filter will not get undone and will instead remain. I take it that this is why when you try undoing things, the selection box will revert to previous states depending on where it was at the time the action you’re undoing is performed. Thus, when you make the selection box too small and try to use the tree filter with trees too tall for the box, the filter will not work, but when you make the selection box tall enough the trees will work. That is a preventive safety feature I assume, but it does not take into account root depth and that is why this error is occurring, the selection box is not deep enough into the ground. When it is made 128 tall, and the entire tree is generated inside the selection box, undoing that action works completely on all parts of the tree.
Perhaps a message should pop-up telling the user that the selection box is too small for the Forester filter? I ran into this problem trying out the “Palm” setting with a single tree. The selection box needed to be excessively wide for it to make one thin tree. Evidently, Palm, Bamboo, and Stickly don’t have roots. Mangrove and Rainforest produce floating branches (they look like a small tree tops) out away from the main tree that are not attached to anything.
Do you need pics of any of these or need further info?
: An error I described some time ago is still there. It occurs when you roll the mouse wheel over top of a block selection "button. Normally, you'd click on Brush or Fill/Replace then click on the "button" for the block type selection. Instead of clicking on that "button" roll your mouse wheel on it several times. Several dialog boxes for block selection will pop up, one for each roll-click of the mouse wheel.
Apr 8, 2011Posted in: Minecraft ToolsQuote from joeldamole »Hmmm, its definatly not my pc as i have a quad core with 4gig of ram but ill just keep experimenting :/ The problem isn't that it isn't loading faster, i mean when i boot up a world, it fully loads a certain area around me, a large amount of space, but when i go near an edge it just doesn't load at all, it doens't even try?
Edit- Right ok because i really want to use this software I have just discovered something interesting, so i just changed the location of the player start within a level in MCEdit to the edge of the load, i then loaded up the map in MC to then exit and boot up MCEdit and guess what it loaded some more of the map from that point :tongue.gif:
So i guess ill just do this if i need to load more of a map :smile.gif:
Actually, you make it sound like that MCEdit is loading properly ad working properly. Your world is only as big as where you've been exploring. The more you explore, the more map you'll have to edit in MCEdit. There is no, "fog-of-war" in Minecraft which would be like normal pre-rendered landscapes in other games. The land is generated at random on-the-fly as you walk into new areas. This is why MCEdit only shows you a small portion; only a small portion has ever been created in Minecraft.
However, if you have already been to an area in Minecraft and that particular area is not being loaded in MCEdit then that is a completely different matter.
Apr 7, 2011Posted in: Minecraft ToolsQuote from jamsessionein »Quote from deshadowc »Would it be possible to add a function to edit the defined biome of an area? We have a map with hand made biomes, which is fine, but we want to prepare in advance for 1.5.
I'm in the same boat, actually. Notch stating that he wants to add rain and snow to biomes in SMP is lovely and all, but now I'm very concerned that the deserts, etc. that I spent time hand-crafting with MCEdit on our current map will be snowed over come 1.5. Some way of editing chunk information (i.e. temperature, for example) would be fantastic; even better if it'd help me smoothly transition biome data from one to the next, like desert to grasslands, since our current map is 5.5k x 5.5k blocks large, and hand-editing that many chunks will very quickly make me want to murder someone.
Same here. I have basically made the new biomes by hand in an old map and would like the weather effects to reflect that in v1.5 of Minecraft.
Quote from Kiwik »AGHHHH when I am deletig blocks it deletes the chunk
Perhaps you are doing that while having the chunk tool selected? If so then press Escape to get out of that tool, prior to trying to delete blocks. What version are you using? I don't know yet, but there may be a difference between the stable and testing versions with respect to deleting and Codewarrior might need to know the version number you are using.
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