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    posted a message on Conditional Summoning?

    Thankyou for the response. I have a related but different question as well: is there a way to ensure there is only a single entity of a given type within a specific block? That is to say, if there are ten pigs standing on the same block, one kill the other nine?

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Conditional Summoning?

    Imagine a scenario in which you wish to summon a Pig 1 block below an ArmorStand (example for ease of communication). However, the Pig is to be summoned if and only if there is no Pig already occupying the specified block. I am aware of a method of achieving this affect through the use of the /stats entity command with SuccessCount and an extensive use of scoreboard trickery, but this method can induce performance issues when run on mass scale. My question is: is there a way to efficiently define conditional summoning?

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Redstone Wars II
    Quote from Snazzamazza»

    Could someone please notify me when Redstone wars III comes out?


    I'll be sure to update this thread (as well as make a new one), when Redstone Wars III is on its way. That said, however, there are a lot of administrative details that need to be ironed out before RWIII ever becomes a reality. As well as hosting a 'judging wars' to start employing judges, the new structure/format of the tournament will require writing up many challenge briefs (which aren't very easy to write, trust me).


    RWIII is definitely on its way, but don't expect it very soon!


    Regards,

    -Flaze

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on {Vanilla Mod} MineMachines VMod by SadGhoster87 [v1.0.0] (The nigh-ultimate tech overhaul!)
    Quote from SadGhoster87»

    I seriously thought this would be more popular. Friggin autominers, people...


    This pretty much sums up why redstone engineering is on the decline. Even with so-called 'one command' creations, others aren't bothered to download and experiment with a concept or idea (unless, on occasion, the source is someone with high popularity). In this regard, even the best of creations are left to rot, the only thing protecting them from falling to the depths of the internet is the constant bumps by the creator himself. It's just a sad day we live in...

    Posted in: Redstone Creations
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    posted a message on The High Ground | Randomly Generated Parkour Map
    Very nice aesthetic touch, however I must truly commend you on the effort you put into the labelling etc. of the redstone behind the scenes. Other people have commented that the parkour is easy, and I agree. However, the greatness of a conceptual map is not to be overly difficult, but to provide a demonstration of said concept. In this case, the randomisation aspect was good, but in my opinion needed improvement. To clarify, the way in which you randomised the levels was great, but did not truly feel random. What map-makers aim for when creating these 'randomly generated' maps is to induce a level of replay-ability such that the player wishes to play again and still feel a sense of something new. When repeating 'The High Ground', I did not feel this sense of discovery. This is likely due to the fact that there was a very limited pool of levels and that these levels did not differ much between one another (in terms of the parkour experience). To re-iterate, great job on the map!

    -Flaze
    Posted in: Maps
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    posted a message on [1.7.X] TAKTICS [ADVENTURE MAP] [40K+ DOWNLOADS]
    Quote from Maniac1702»
    Hey im not sure if your still doing this but i spawn outside where on the command block you have a sign saying Reset Spawn and i cant get inside so please fix this if you are still here doing this if not thats fine

    Strange. My first guess is that you loaded the world in Minecraft 1.8. As stated in the original post, this map (although it is now extremely outdated) is intended for 1.7.4. If you are on a server (which you probably shouldn't be, because this is a single-player map), make sure you allow command blocks in the options settings.
    Let me know if this helped!
    -Flaze
    Posted in: Maps
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    posted a message on /tp Latency
    Quote from Maxaxik»
    The tp effect is visible on short distances, if you teleport it somewhere 200 blocks away the animation shouldn't be visible.

    What I was trying to say in the original post was that constantly teleporting any entity to the player resulted in the entity always in the position of where the player was earlier. To test this for yourself, attach a tp command to a setblock clock that will constantly teleport (an entity of your choice) to you. You will then see the issue at hand.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on /tp Latency
    Greetings,
    After some testing, I have observed some latency when using the /tp command. If one were to summon, for example, an Armor Stand with no gravity (etc) and run a /tp command on a setblock clock to teleport the Armor Stand to the player, one would notice that entity being teleported appears to experience some latency.
    My question, is there any way to avoid/reduce this effect, or is it hard-coded into the game?

    Thanks in advance,
    -Flaze
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Redstone Wars II
    Quote from britboy3456»
    Use this link for my submission http://pastebin.com/c9Am5uaRAww, does that mean I can't be a judge? Oh well, the offer still stands if you find yourself short of judges.

    I would be most happy to have you as a judge! Unfortunately, the only person who automatically has rights to being a judge is the victor. For other's who wish to be involved in the judging panel, a 'Judging Wars' (yes, that's the name until I can think of something better) will take place. I have no doubt that you will be able to pass said round and therefore become a judge. So, no worries!
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Redstone Wars II
    Quote from Jmal116»
    I wouldn't worry about doing sign ups too much, I would just keep track of scores as people submitted builds. (Also if you need someone, I'd be willing to be a judge. But I would really prefer to stay as a contestant, as I don't think I have that much free time to really be able to help you much :P)

    Thankyou for your offer! As the winner of Redstone Wars II, you are entitled to join the judging team (much like Koala_Steamed became a judge after his victory). As far as sign-ups go, I agree no signups should be necessary for contestant, but judges are an entirely different matter. The first round of the next redstone wars will be one to test the judges capabilities (needless to say, it will be substantially more difficult than contestant rounds). In this regard, we are able to only allow active judges with good redstone experience to take part in the sacred art of judging (that's right, it's harder than it looks :D ). Anyways, the next redstone wars will take place after the 'Judging Wars(?)' will take place.
    Quote from nico1207»

    Additionally, moving from the minecraft forum to something else dedicated to Redstone Wars would make things easier aswell, However we would need to host a website.

    Yes, I was thinking about this too. As well as a better interface, a more user-friendly submission system would be great to have. However, I think this is far down the track, when and if Redstone Wars truly become popular.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Redstone Wars II
    Quote from Jmal116»
    Yay! I eagerly await my virtual trophy.

    Yes, I have messaged dubfl0w regarding this manner and am yet awaiting for a response. In fact, it is for this reason that I put off the judging process for so long, but I decided against simply waiting for a reward to arrive. As I hope you understand, I myself am still fairly new to being part of the judging body in this competition, so subjects such as competition rewards never came up when the official handover occurred.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Redstone Wars II
    Alright, judging has been completed and the results are ready to be released! (can anyone else tell that I am excited?). Both participants submitted superb builds with little fault or error. It is also good to see that both participants had slightly different means to evaluating the input combination, thus allowing the judging process to become more thorough. In this round, the speed of identifying 'legal' combination was the primary objective on which both contestants were judged. Regardless of the outcome, I would personally like to thank both of you for your commitment to the competition. And, even though I wasn't here right from the beginning, everyone who has participated in Redstone Wars thus far should be congratulated!

    Now, on to the results. The winner of Redstone Wars II is...
    jmal116! - Submission: http://www.mediafire.com/download/mpao14a8f0vw567/Round 1R - Jmal116.zip
    Which leaves britboy3456 at second place (still a very prestigious accomplishment)! - Submission: https://www.dropbox.com/s/jyckblg6q7lhnoi/Round #1R - britboy3456.zip?dl=0

    Judging Process:
    As previously stated, the speed of which the build could identify a valid combination was the primary basis in which the winner was decided. Both submissions worked very well, with their own unique way of solving the given problem. However, unfortunately in this competition setting, a winner must be found. Britboy's build had a delay of approximately 9 redstone ticks from input to the opening of the output door. Jmal's build, on the other hand, had a delay of 3-5 redstone ticks. As such the winner was found. I would like to (once again) congratulate both jmal and britboy on their completion of RWII!

    So, where to now?
    The question, I'm sure, on everyone's lips is "What happens to Redstone Wars now?". Usually, the answer would be, "rinse, repeat, and start the competition anew". However in this case, the answer is not so simple. For the next iteration of this competition, I would like to create a submission system that induces a higher level of activity rate. As of yet, I am still mulling over a new format. So at this point, your input is highly appreciated! One idea is to implement a system much like the seeding rounds that were used a the beginning of this competition. Let me know what you think!
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Redstone Wars II
    Quote from britboy3456»
    Sorry, had a really busy week, and I've now unexpectedly got an engagment at the weekend. Any chance of an extension until maybe Monday or Tuesday?

    If jmal is okay with it, so am I. Thanks for asking!
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Good Map Please!
    Currently, a trending (and very well designed) adventure map is called 'Diversity 2'. If you haven't played it, or heard of it, you should probably check it out. Otherwise, there are many adventure maps out there, so feel free to explore!

    -Flaze
    Posted in: Maps Discussion
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    posted a message on Redstone Wars II
    Congratulations contestants jmal116 and britboy3456 for making it into the finals of Redstone Wars II! The road has been difficult, but you have both persevered and made it to the end. Endings can be sad, but they provide the opportunity for new beginnings. Redstone Wars III may change form, may change shape, it may even change name. But to all contestants of both RWI and RWII, it will be the same competition. More on that later, because right now we must attend to the FINALS! I found it very difficult to construct a round brief that was challenging (and a worthy build for RWII's finalists), but not so challenging it would turn away contestants. In this round, the Grand Final of RWII, I would very much like to have two submissions to find the winner. In that regard, please submit a design even if it is not complete. So what is this round? Well, read on for your final submission in Redstone Wars II!



    Round 1R: A Combination Lock? Really?
    jmal116 vs. britboy3456

    THEME: Each contestant is to construct a machine which identifies combination locks input into the system. However, different combination may open different rooms for the player to enter. As an example, HERE is a template world for you to use (if you wish). Even if you do not wish to use the template world, it is recommended to download it as the world contains useful information. The combination locks should be in a 3x3 formation, and be reflective of the combinations provided HERE. If a ‘legal’ combination is input, your machine must open the output in accordance to the combination value. For the purposes of this challenge, the first combination will allow the player to enter room 1, so on and so forth. The transition between the input room and output into the various rooms should be seamless. All three rooms must be labelled appropriately and must be accessible from the same entrance (you may use various forms of piston staircases, doors, elevators etc.).

    RESTRICTIONS: No command blocks may be used in your design. The layout of the levers must remain exactly the way it is set out in the template world (3x3 grid of levers).

    OBJECTIVES: Speed of identifying ‘legal’ combinations, no visible redstone from within the input room. Compactness will NOT be taken into account in this round.

    VERSION: Vanilla 1.8

    DEADLINE: Sunday, October 26, 10:00 PM CDT
    Posted in: Redstone Discussion and Mechanisms
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