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    posted a message on Commands: /copy and /paste, to imitate clone, but for more powerful and advanced purposes

    As an aside:

    I was thinking perhaps paste data could be stored in an NBT tag, but it would be quite large and clunky (like maybe a PasteData tag)

    The benefit of it though would be that you could edit pastes with command blocks and /entitydata or something

    it's wayy to much information though for an nbt tag I think, so it's just pondering at this point
    Posted in: Suggestions
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    posted a message on 3d full colour graphic mode
    Do you mean like Oculus Rift style 3d?
    Posted in: Suggestions
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    posted a message on Commands: /copy and /paste, to imitate clone, but for more powerful and advanced purposes

    Copy and Paste:


    The commands /copy and /paste would be useful commands to add to minecraft. They would act like separated versions of the clone tool, essentially, but with a few changes.

    /copy:

    Syntax:

    /copy <x1> <y1> <z1> <x2> <y2> <z2> [filtermode] [copymode] [TileName]

    Function:

    Copies blocks from the world. If specified, stores blocks inside a temporary "clipboard" unique to each entity, the only times the clipboard is overwritten is if the entity performs another /copy command or the server goes down (unless the clipboard can be saved serverside somehow, I suppose.

    Positioning:

    The six positioning arguments are required. they work just like the fill command or the first two sets of XYZ values in the clone command in that they specify the cuboid selection region for the command to copy blocks from. Just like all positioning arguments, they can be either concrete world XYZ positions or they can use Tilde notation for relative positioning.

    Filter Mode:

    [filtermode] is similar to [mode] in the clone command and is optional. it has all of the same options, but excludes the "replace" option, because there is no need for it in this location of the copy command. These change the way blocks are copied into the clipboard, so they only matter if the copymode is set to something that isn't world

    The options are filtered, masked, and normal

    filtered:
    Copy only blocks with the specified block id (TileName) to the clipboard

    masked:
    Copy only non-air blocks to the clipboard.

    NOTE: To be quite honest, these two are only here to be congruent with the clone command and make sure people get what they expect when they use similar syntax as clone.

    normal:
    Used when filtering is not needed, but copymode is needed

    Copy Mode:

    [copymode] is a new argument just for the copy command and is optional. it decides how the server will store the copied blocks for usage.

    The options are world, clipboard, and move


    world:
    Doesn't copy blocks to entity's clipboard, instead, remembers the cuboid location.

    When the /paste command is used, it performs the copy from the cuboid location at that time, with the blocks in their current state. This can be useful for building frames for an animation, perhaps. You set your cuboid location, and start building in it. Rather than doing a /copy then /paste combo for every new frame, the game remembers the cuboid location, so all you have to do is /paste and it copies the blocks as they are to the new location. So you build a bit, then paste in the next slot of your frame lineup. Build a bit, and paste, build a bit, and paste, etc, etc.

    Another example of usage could be for tracking the changes in a region of a building server. the server admin could set a cuboid region and let people build in it. Then, every hour or so, they can make a new copy of the location somewhere else, and when the build time is up, they have a big gallery of all the hourly changes people made to the area lined up.

    NOTE: If the copy mode is set to world, then filtering through filtermode does not work with the copy command, and must be done with the paste command instead. This is because in the copy command, filtering changes the way blocks are added to the clipboard.

    clipboard:
    This would probably be the default behavior, but I'll put it in the list anyway. Copies the specified blocks into the unique "clipboard" attributed to the entity that performed the command. Every entity has a "clipboard" and the server itself also has a clipboard, for when command blocks or the console use the command.

    This option copies the blocks selected into the "virtual clipboard" of the entity that performed the command, so to speak, it's not their actual computer's clipboard, but a temporary (gets forgotten if the server goes down) storage array of blocks that each entity would have unique to them.

    Essentially this is the same way WorldEdit's copy command works, where it stores a copy array for each player. This would be the copy command everyone is used to, essentially, you store some blocks, and paste them in a new location later. When /paste is used, it places the blocks down and nothing happens to the clipboard, it stays the same. This way, you can do multiple pastes with the same clipbioard, and it only gets rewritten if you do another /copy command or the server goes down (if clipboards aren't saved across sessions, which they definitely could be, but that's not part of this suggestion)

    move:
    Alternatively cut. Copies the specified blocks to the clipboard and replaces the original area with air.

    Kind of dangerous, but so is the cut command in worldedit and any other program with a cut command.

    Tile Name:

    [TileName] is mandatory with filtered mode, and specifies the id of block to copy to the clipboard. The same as with the clone command.

    /paste:

    Syntax:

    /paste <x> <y> <z> [filtermode] [pastemode] [TileName]

    Function:

    Pastes blocks into the world either from the executor's "clipboard" or from their cuboid location, depending on how they copied the blocks in the first place.

    Positioning:

    The Three positioning arguments are required. they work just like the setblock command or the third set of XYZ values in the clone command in that they specify the lowermost XYZ corner of the location for the command to paste the blocks to. Just like all positioning arguments, they can be either concrete world XYZ positions or they can use Tilde notation for relative positioning.

    Filter Mode:

    [filtermode] is similar to [mode] in the clone command and is optional. it has all of the same options and works exactly the same

    The options are filtered, masked, and replace


    filtered:
    Paste only blocks with the specified block id (TileName) into the world. Funnily enough, if you would use this in both the copy and paste commands, but you use a different block ID for the paste than for the copy, no blocks will be placed because the requested blocks in the paste wouldn't exist in the filtered copy.

    masked:
    Paste only non-air blocks into the world.

    replace:
    Paste all blocks, overwriting all blocks of the destination region with the blocks from the source. This is the default when not specified.

    Paste Mode:

    [pastemode] is similar to [mode2] in the clone command and is optional. It has the same options and works almost the same.

    The options are force, move, and normal

    force:
    Force the paste even if the source and destination regions overlap.

    move:
    Essentially the cut command, but integrated into the paste side instead. Pastes the blocks into the world and then replaces the original location with air.

    Not so sure this should still be in here, because the case where it makes the most sense is if the copy mode was set to world. I don't know how the server would know where to replace with air for clipboard mode, and this might be redundant if move mode for /copy is implemented. So this one I'm not so sure about.

    normal:
    Don't move or force. Used when TileName also needs to be specified, but pastemode does not.

    Tile Name:

    [TileName] is mandatory with filtered mode, and specifies the id of block to paste from the clipboard or cuboid region. The same as with the clone command.



    Examples of Usage:

    Dynamically placed Animations:

    To dispell claims that this is a redundancy on the clone command, consider this example.

    There are three entities, two are located next to an array of animation frames, and the last is somewhere else in the world.

    Entity one is the pointer for the location of the animation frames. Entity Two is the pointer for which frame to copy. Entity three is the pointer for where the animation should appear.

    E2 gets teleported to the corner of the animation frame that the system is currently set to using a scoreboard checker mechanism. Performs a copy on the frame. E3 then executes a teleport on E2 that moves E2 to its location. E2 pastes the new frame in, and then E1 teleports E2 back to the frames area, the scoreboard gets updated to the next frame, and the loop begins again.

    The difference this has to the clone command is that it can be done from any dynamic location to any other by moving the entities in question. Rather than setting concrete world positions, everything is relative.

    Stack:

    An entity copies a selection of blocks.

    a looping machine teleports the same entity a few blocks to the side and makes it paste. the machine subtracts one from its loop counter. The loop continues until the counter runs out and the stack is complete.

    =More examples to be added=

    Posted in: Suggestions
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    posted a message on Add new argument to Target Selectors: cm (also short bit on wraparound)
    Currently there is no way to apply changes to a specific count of entities in a specific range, there's only selecting from the start of the entity list, or the back of the list

    I think a new argument [cm] would be a useful addition to Target Selectors.

    This new argument would specify the minimum count away an entity must be to be targeted, and would grab all entities after that one that it can find. If it is beyond the list of viable entities, it will return no entities, just as the target selectors are already designed.

    Examples as follows:
    Example One: If there were 33 cows, and you used the target selector @e[type=Cow,cm=3] the selector would return the cows from the 3rd on through to the 33rd, ignoring 1 and 2



    Example Two: With the same list of 33 cows, if you used the target selector @e[type=Cow,cm=-5], the selector would act similarly to the way [c] does, selecting cows 29 through 33, seemingly redundant, but it has more uses when used in tandem with [c], explained later



    Example Three (Out of range example): 33 cows, and the selector @e[type=Cow,cm=44] would return no entities.



    If both [cm] and [c] are used, the selector selects ONLY entities which are within the bounds of the two numbers, i.e. above [cm] and below [c] (including both c and cm in the count). If [c] and [cm] are the same, only the entity specified will be chosen. This next part may be confusing, but examples will hopefully clear it up: if [c] happens to be lower than [cm], the selection will wrap around the end of the list back to the start until it reaches [c]. One last point: if [c] is beyond the actual number of viable entities, the selector will return all the entities that it can within the range, just as the target selectors are already designed.

    Examples of conjunctive usage:
    Example one, c over cm: with a list of 11 chickens, and the target selector @e[type=Chicken,cm=3,c=7], the selector returns chickens 3 through to 7



    Example two, c equal to cm: With a list of 11 chickens, and the target selector @e[type=Chicken,cm=4,c=4], the selector only returns chicken number 4. Useful for picking specific mobs out of a large amount of them, or naming a specific mob out of a lineup



    Example three, c under cm: with a list of 11 chickens, and the target selector @e[type=Chicken,cm=8,c=2], the selector returns chickens 8, 9, 10, 11, 1, and 2, wrapping around the end of the list back to the start until it reaches c. This selector is equivalent to @e[type=Chicken,cm=-4,c=2] because the -4 also points to chicken number 8



    Example four, c out of range: with a list of 11 chickens, and the target selector @e[type=Chicken,cm=9,c=22], the selector returns only chickens 9, 10, and 11, because no more exist past that point.



    Example five, both out of range, c over cm: with a list of 11 chickens, and the target selector @e[type=Chicken,cm=17,c=77], the selector returns nothing because there are only 11 chickens, chickens 17 through 77 do not exist.



    Example six: both out of range, c under cm: with a list of 11 chickens, and the target selector @e[type=Chicken,cm=50,c=13], the selector will actually return the entire list of all 11 chickens using the wrap-around mechanic, because cm sees nothing at 50, but wraps around to the start because c is below it. Because there are no twelfth or thirteenth chickens, those are ignored as well



    (If you ask me, this wrap-around mechanic should apply to every selector argument with min and max values. it's intuitive to me and makes the target selector system more powerful)



    This addition to the target selector system would make it more versatile and more useful in certain cases where a specific range of entities is needed
    Posted in: Suggestions
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    posted a message on Shortened Names for NBT Tags(Remove "No" in Front of Tags)
    I would like something akin to an Alias system that you can set up in a map settings file or something, so you can set your own names for things to make them shorter, that would be nice and a similar concept
    Posted in: Suggestions
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    posted a message on Add ownerName tag to Arrows
    I can think of several reasons why someone, especially for creative mode or adventure maps, would want to know who shot an arrow.

    Perhaps someone wanted to make a custom game mode using command blocks, and they wanted everyone to have separate spells for their bows, they could apply the spell effects ONLY to the specific player's arrows, while other players have their own settings and are unaffected.

    Another example, is maybe making a sort of bounty system, where shots from arrows are worth more/less bounty points. without this addition, bounties could be accidentally applied to the wrong person, and with the addition, the server knows exactly who shot an arrow so mistakes like that don't happen.

    a really simple one would be if an admin wanted to disallow a certain player from using a bow, they could have a command block that deletes that person's arrows immediately if they fire them

    This change doesn't really effect singleplayer, it's more for the advanced creative aspect of the game where people make custom maps using the command blocks
    Posted in: Suggestions
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    posted a message on Add ownerName tag to Arrows
    Just a simple thing, It would be very useful if arrows stored the player that shot them inside their EntityData like the ender pearl and other throwables do. As far as I can find, there is no way to see which player shot an arrow besides guessing by proximity as it spawns, perhaps.

    This way, command block contraptions can do several more things with arrows, such as applying an effect to only arrows shot by a certain person, or storing several different settings for a certain player's shot arrows.

    as for summoned arrows, I assume the value would be null or something if it weren't explicitly set during the summon.
    Posted in: Suggestions
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    posted a message on Glitch with Mouse Buttons
    Whenever I press any mouse button number above mouse3 my game will randomly pause. This is very bothersome because I use mouse5 as my push-to-talk key in many programs and it interrupts my minecraft game

    If anyone has a reliable fix then great, otherwise I would suggest this be fixed for real.
    Posted in: Discussion
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    posted a message on Minecraft 1.4.2 Fly Mod?
    Quote from siaba__m

    search, it's somewhere in the internet




    this thread is totally famous
    Posted in: Requests / Ideas For Mods
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    posted a message on Make mouse4 and mouse5 not pause the game
    Okay I'm finally sick of it, I can't get anything done in minecraft as long as the back and forward buttons on my mouse pause the game.

    I use these buttons as push-to-talks in many programs, and it drives me completely insane when they end up pausing minecraft when I press them to talk,

    I'm pretty sure it's not just me because even if my voice chat programs are closed the problem still persists. At this point I would even take a hotfix mod...


    Maybe just make minecraft entirely ignore these buttons? ... Please?
    Posted in: Suggestions
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    posted a message on Maggots/Fishing Bait item
    Quote from alch2

    will is right. maybe if fish had something over cooked pork, like they stacked or they healed more, or pigs were less frequent.
    if any of the already mentioned things happened it would be a good idea.


    Jeb hinted in those two new videos that when animals are persistent there might be much less of a chance of more spawning, I'm not sure how that will work, but maybe that will be the balance to pork that will make this idea more plausible...
    Posted in: Suggestions
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    posted a message on Maggots/Fishing Bait item
    It occurs to me that fishing rods should probably have some sort of bait usage for them to work properly and catch fish. I thought maggots would be a good choice for this use.

    Zombies drop feathers right now, and notch has planned on changing that for a while. I think maggots would be a good drop for zombies, as they ARE rotting bodies that have been reanimated (theoretically), it would make sense that some small critter has been eating away at them. As for other drop places (since zombies are a bit dangerous to chase after for bait) I was also thinking that maggots could have a small chance of dropping out of Dirt blocks when you dig them out, similar to finding earthworms in soil or something.

    As for use in fishing, you can hook mobs and players like normal without wasting your bait (pulling mobs and players to you outside of the water), but when the floater bobs in the water, your bait count will subtract by one. No matter what happens now, you've lost that bait, but if you catch the fish in time, obviously you get the fish. I'm thinking maybe the fishing rod could only lose damage when you hook something and not when you pull it out prematurely or are just flinging it around for fun (or accidentally.) This would prevent the rod from wasting its health too fast. This change would probably be a fair tradeoff since getting bait would be a bit of a chore.

    Another balance fix may be simply letting the rod still catch without bait, but reducing the chance drastically. This would promote the retrieval of bait, while not making the rod useless in the absence of bait.

    (I may add pictures later if people like this idea, but I can't guarantee they'll look good :tongue.gif: )
    Posted in: Suggestions
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    posted a message on Fire + Tree = Charcoal?
    This idea is getting a lot of flac, but I think it could be a good addition with some balancing, why not make it a 1/10 or 1/20 chance of a wood block burning into charcoal? that way you can't abuse it (but really coal is kinda abundant anyway, and I usually end up not needing stacks and stacks later in the game.) It would be a nice little quirk for trees, and if you have a forest fire you wouldn't get such a large amount of charcoal.

    The chances of it being added are quite low, but I sort of like it.
    Posted in: Suggestions
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    posted a message on [1.5.0][SSP/SMP] BetterSound Mod (BSM) [Alpha-v0.0.16]
    Could we have a video as well, I'm just one of those people that like to see(hear) in-game examples before actually trying things out xP
    Posted in: Minecraft Mods
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    posted a message on Music Note Attribute Blocks (+ a few concept pics)
    hmm, yeah I think maybe I should make a TLDR version down at the bottom (or at the top) for anyone who doesn't want to read all of it..

    For the volume variable, you could have areas in a song where it's more subtle and quiet as well as louder areas..
    Posted in: Suggestions
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