So I've realized that I spend a fair amount of time playing around with what can be done in Minecraft, and as I keep finding things I want to share, I'm just going to start one thread for all of it.
First off, most if not all of the experiments I do use MCEdit and a variety of filters. The only one I use that isn't currently available is this: I dubbed this "Create More Geared Mobs", after the original Create Geared Mobs by Sethbling. I found this expanded version with some but not all mobs made by Johni0702, which led to me cracking open the .py file and adding in the rest of the mobs, hostile and peaceful both. And alphabetizing them too!
The plugin should be able to be installed side-by-side with the original filter, in case you want to check it out without deleting the original.
Diamond Dogs
April 18th, 2013; Minecraft 1.5.1, MCEdit 0.1.6 Schematic Download (Leather, Gold, Iron and Diamond armor, tamed and wild variants)
We all love our helpful canine friends, but let's face it, they aren't sturdy enough to survive the waves of geared up mobs that most custom maps offer. It's a shame we can't equip them with armor, isn't it?
Well, we can. Not in-game, but with the geared mobs filter.
First, set up a chest like this:
Then, set up the filter like this and run it:
(I chose to have it hold and always drop a diamond so that the player could know which of their wolves died if it does.)
If you stop here, you have a wild wolf with the protection of a full set of diamond armor -- horrible if the player punches it, amazing if the player befriends it. (Yes, the armor stays even after you tame it. I tested!)
You could also tame the wolf and color-code the collar to show what sort of armor it has.
In either case, you have a potential partner that can face hordes of zombies and, if you use several different kinds of armor, a doggy upgrade system! Just be aware that equipment (unsurprisingly) does not breed true, so two diamond dogs will produce one ordinary wolf baby.
Tamed Wolf toughness:
Normal: 3 hits with a diamond sword
Leather: 4 hits
Gold: 6 hits
Iron: 8 hits
Diamond: 15 hits
Night Terrors
April 18th, 2013; Minecraft 1.5.1, MCEdit 0.1.6 Schematic Download (Spawner, about twice as fast as a normal one)
Mobs in Minecraft can startle players, but they rarely cause much actual fear. They're familiar, and familiar things are less scary than new ones.
Thus, I've created these:
Glowing eyes, flying, hissing and squeaking, able to set you on fire and, on harder difficulties, poison you if you so much as brush against them.
Still feel exploring that mysterious cave system? I thought not.
Now, for the how-to portion of this horrible monstrosity:
First, we need to do some setup in-game:
That's a bat in a glass box, on top of which is a chest with a fire aspect I flint and steel. I used flint and steel to tell at a glance what enchantment it was; you can enchant anything you want, using an anvil in creative mode or MCEdit and an enchanting filter.
Go into MCEdit and select the chest, then run the geared mobs filter:
It's a cave spider, hence the poison on normal and harder difficulty.
Next, select the whole box and run the Add Potions Effect filter:
This leaves the spider as nothing but glowing eyes, and the bat as nothing but wings and a squeak.
The last step is to run the Stack entities filter, and you have a monster of your very own! If you want more, just run Create Spawners, and hide it in the wall of a friend's house enjoy!
I take requests! I really enjoy figuring out how (and if) things are possible in Minecraft, so if you need just the right custom mob or bit of engineering for your map, leave a post and I'll see what I can do!
Please note I am not a programmer; I can't make mods and I'm a long way off from developing my own MCEdit Filters. I just like to take things apart and poke at them until they work the way I want.
I've seen a bunch of people reporting this, but haven't had any trouble today. Just checked my map, and the download seems to be working... Can you send me the link of the map you were trying to download? I'm curious if it's regional or what.
Hey thanks Raecchi for trying out the map.
Do not read this next part unless you have finished the game
I'm sorry about the Spark misdirection. I suppose I could move the chest up. But I liked the look of having it flush with the ground. As for the ending, there never was supposed to be a "good" ending. I toyed with a few ideas. Originally, I wanted to make it so that the player was stuck in a fictitious world they fabricated called "Minecraft" and needed to leave, but I liked using psychology in the end. The iron door is actually powered open, to look shut, just so that you can't get to the other side even if you press the button. In the end, it was suppose to leave you with an uneasy feeling that no matter how you battle the psychological war, you cage the other personalities, they end up caging you in a void, much worse than the Complex. I like twisted stories but they aren't for everyone. Anyway, THANKS for your honest opinion. Perhaps, my next map will be happier. I plan on doing something with multiplayer if enough people give this a shot.
Yeah, I understand the desire for a dark ending -- especially as there's so much saccharine available in other maps, games, etc. I mind less now that I've had some time to let the map sink in, and again, the gameplay far outshines my grumbling about the ending.
I did actually get through the iron doors with the button I found, placed on the block to the left. I think I got the button in the room where you use the emerald lever -- it pops off the wall.
I think mechanics-wise, there isn't really anything to stop this from being a multiplayer map. Just swap @p for @a in all your teleports. Probably the best way to play "multiplayer" is to have one person map while the other controls the player. (Seriously, man, the mapping. I love it. I should show you the crazy one I drew!)
So I was stuck for quite a while because of a pretty minor error on my part.
I had placed it one block too low, directly above the chest instead of leaving a gap. There was no easy way to tell that I had placed it wrongly; I ended up breaking through the wall in creative mode to see what the torch was meant to activate!
Should be done soon now.
Yup, sure enough I finished the map pretty quickly once I sorted that out.
So first off, this was really fun. I realized early on I should just break out pen and paper to map this bad boy, and that helped a lot. It felt kind of nostalgic, too, for old games where you had to map things to find your way.
Despite my initial worries (Portal-esque plot, boxes made of iron blocks) everything fleshed out really nicely as I went along. There was a great balance of basic rooms to ones with distinctive features to make navigation possible, and the books were fairly enjoyable to read -- not too long, and definitely not dull.
I figured out early on that someone precious to you (the player) had died. When I found the kid's room, references to Christmas list, etc., I got that it was a kid. The fact that you had blanked it out of your memory was also easy to figure out. I was even with the "you're in your own mind" bit.
The end still came as kind of a jumbled shock to me -- why the split personalities? It kind of pulled me out of the immersion when the basic Minecraft enemies are now supposed to be parts of my mind. At some point along the way to the end, I found a button, which I'm not sure was intentional. I fell for the sucker trap the first time, then went back and placed the button on the other side of the double iron doors, which let me get to the beacons safely, but there wasn't anything there. I was really disappointed that there wasn't a good end (if there is one, just say so; I'll try playing again) -- I felt like all the work I did was just a waste.
So the process of playing the map was great, the puzzles were fun (with the exception of the redstone torch one block too low issue), but I kind of wish I hadn't played through the ending. It just crushed my feeling of success.
My final "score" was 56 UIDs. I highly recommend this map for anyone who likes puzzles, exploring, or collecting things in a map -- there's plenty of all three!
They've got a setup where the villagers at ground level don't count toward population somehow, so they will make a ton of them. The tiny apartments they've got setup seem to work pretty well, from the few times I've tried expanding villagers.
Edit: and if you're not interested in aesthetics/pretending the villagers aren't livestock: http://imgur.com/a/UDxMk
It's ma'am, and I never claimed to be. I just played Morrowind, laughing maniacally as I broke the everything with uber-potions and insane enchantments. I made a super jump suit and played a truly epic game of "The Streets Are Made Of Lava" in Balmora. XD
(...no razing towns with dragons, then? I'm kinda disappointed.)
I really want Seth to make the filter!!!!!!!!!!!!!
There's no way to make a filter for this. Filters change NBT data on entities and blocks. Golem entities have no entry for hostility to the player, and so it's impossible to set through an editing program.
I have one more question of your map, though. Is it just a survival - based free roam thing, or is it going to have a main plot? If it is a main overall plot, making it a decision - based plot line would definitely be interesting to play around with. I also liked that about Skyrim (Oh, great, he's talking about SKYRIM again...), where you do this thing, this happens, where as if you do this thing instead, you get a different outcome.
I hadn't intended it to have a plot, beyond a basic setup of "Why are you in this place doing things?" (You inherited a run-down farm, etc.) Even if I add some semblance of plot, well... we're not talking epic, here. It'll be less "Did you let the dragon raze the village?"* and more "Did you save the village's pumpkin patch in time for Halloween?"
*This may be a bad example. Things I know about Skyrim: it's got dragons, and probably has some stuff similar to other Elder Scrolls games. XD
Well, either add enough golems to stop the player from easily running through, or other barriers, or try for a workaround. Maybe stack golems on top of hostile mobs to give the impression that the player's being attacked?
Nothing I know of or can find in a few rounds of Google searches, sorry. Your best bet is to find some other map that has them and see if it has a setup you can duplicate.
Aha, I could've told you that regarding the mob-drops! It's basically anything that actually has a hand-slot (and hands) can be customised there! xP
It's actually the opposite of what I expected -- I figured if the mob couldn't show the items, they wouldn't drop them, but nope, it looks like everything can drop stuff. (Also, I noticed invisible spiders/endermen still have glowing eyes. I loooove it.)
I feel like there has to be a way to do this, but I can't find any reference to iron golems having an anger tag like wolves or zombie pigmen. My fear is that instead of it being a property of the mob, it's some kind of system based on your standing in a particular village. Do you know any maps that have golems that are hostile to the player? It's usually easiest to work backwards on things like this.
Edit: For the iron golems at least, you could just copy/build a large village near the battle area and then punch the villagers until they all hate you. That should make the golems attack on sight.
I said in the review that I didn't make it to the end because of all that palava with the End-Portal zombie. I might actually try to enter there now, as I figure there's probably a good reward in there now xP!
I had a lot of fun designing the major treasures in the End.
You DO NOT want to see me actually ripping-things-to-shreds. Let me put it this way: for me, the reviews I make are pretty 'nice'.
I'm a very...sharp...critic.
(I wouldn't mind beta-testing, though; my only issue would be time...these reviews take long enough, so making a near-constant flow of them would take some insane dedication)
My goal would be to not make something so crap you feel the need to verbally eviscerate me, but fair point. Constructively criticizing, then.
I'd probably just have you beta test last out of everyone, to get the final polish and balance issues (bane of my life) sorted out. So ideally no more time spent than you would with a map review.
Well, maybe not a direct-sequel, but some-form of spiritual-successor to this would make a great next-step
Ideas are already forming. I'm not sure if I love you or hate you for getting another big project going in my head. :/ I've even started testing other mobs for holding loot. It only shows up on skeletons, wither skeletons, zombies, and zombie pigmen, but all mobs can drop non-standard loot. Heh heh heh....
Makes me wonder, though, perhaps something like that (re-worded to be slightly more vague) could work as a hint...?
So the journals are intended to be hints, something which I definitely did not make clear enough.
The four main biomes' journals (#1-8) are hints to the unique/secret zombies in each biome. (2 zombies, 2 journals).
Go reread Journals 9 and 10 in light of the spoiler and see if it makes sense in retrospect, at least.
I think I just made some of the hints and things too freaking obscure for the map, unless my target audience is freaking Sherlock Holmes, Zombie Slayer.
For the occasionally open villager trades idea: That is a horrible idea. For one, that generally means a lot of waiting around for the villager shops to be open and not actually doing anything, making it a horrible thing for Let's Plays. Another, it means that if you just miss it by a few seconds, most players will end up raging and leaving the map. However, the other three game mechanics are pretty nice ideas if you can do them
I'm not talking minute-to-minute open and closing -- no lunch breaks for these guys. It would be on a weekly basis (church on Sundays, stores the other six days a week), or possibly as someone suggested above, open during the day and closed at night. While the mechanic isn't strictly necessary to my idea, I was hoping to have some kind of system to make the town feel a bit more alive.
0
First off, most if not all of the experiments I do use MCEdit and a variety of filters. The only one I use that isn't currently available is this:
I dubbed this "Create More Geared Mobs", after the original Create Geared Mobs by Sethbling. I found this expanded version with some but not all mobs made by Johni0702, which led to me cracking open the .py file and adding in the rest of the mobs, hostile and peaceful both. And alphabetizing them too!
The plugin should be able to be installed side-by-side with the original filter, in case you want to check it out without deleting the original.
And without further ado, my experiment logs:
April 18th, 2013
April 18th, 2013; Minecraft 1.5.1, MCEdit 0.1.6
Schematic Download (Leather, Gold, Iron and Diamond armor, tamed and wild variants)
We all love our helpful canine friends, but let's face it, they aren't sturdy enough to survive the waves of geared up mobs that most custom maps offer. It's a shame we can't equip them with armor, isn't it?
Well, we can. Not in-game, but with the geared mobs filter.
First, set up a chest like this:
Then, set up the filter like this and run it:
(I chose to have it hold and always drop a diamond so that the player could know which of their wolves died if it does.)
If you stop here, you have a wild wolf with the protection of a full set of diamond armor -- horrible if the player punches it, amazing if the player befriends it. (Yes, the armor stays even after you tame it. I tested!)
You could also tame the wolf and color-code the collar to show what sort of armor it has.
In either case, you have a potential partner that can face hordes of zombies and, if you use several different kinds of armor, a doggy upgrade system! Just be aware that equipment (unsurprisingly) does not breed true, so two diamond dogs will produce one ordinary wolf baby.
Tamed Wolf toughness:
April 18th, 2013; Minecraft 1.5.1, MCEdit 0.1.6
Schematic Download (Spawner, about twice as fast as a normal one)
Mobs in Minecraft can startle players, but they rarely cause much actual fear. They're familiar, and familiar things are less scary than new ones.
Thus, I've created these:
Glowing eyes, flying, hissing and squeaking, able to set you on fire and, on harder difficulties, poison you if you so much as brush against them.
Still feel exploring that mysterious cave system? I thought not.
Now, for the how-to portion of this horrible monstrosity:
First, we need to do some setup in-game:
That's a bat in a glass box, on top of which is a chest with a fire aspect I flint and steel. I used flint and steel to tell at a glance what enchantment it was; you can enchant anything you want, using an anvil in creative mode or MCEdit and an enchanting filter.
Go into MCEdit and select the chest, then run the geared mobs filter:
It's a cave spider, hence the poison on normal and harder difficulty.
Next, select the whole box and run the Add Potions Effect filter:
This leaves the spider as nothing but glowing eyes, and the bat as nothing but wings and a squeak.
The last step is to run the Stack entities filter, and you have a monster of your very own! If you want more, just run Create Spawners, and
hide it in the wall of a friend's houseenjoy!I take requests! I really enjoy figuring out how (and if) things are possible in Minecraft, so if you need just the right custom mob or bit of engineering for your map, leave a post and I'll see what I can do!
Please note I am not a programmer; I can't make mods and I'm a long way off from developing my own MCEdit Filters. I just like to take things apart and poke at them until they work the way I want.
General:
0
0
Yeah, I understand the desire for a dark ending -- especially as there's so much saccharine available in other maps, games, etc. I mind less now that I've had some time to let the map sink in, and again, the gameplay far outshines my grumbling about the ending.
I did actually get through the iron doors with the button I found, placed on the block to the left. I think I got the button in the room where you use the emerald lever -- it pops off the wall.
I think mechanics-wise, there isn't really anything to stop this from being a multiplayer map. Just swap @p for @a in all your teleports.
Congrats on a completely awesome first map!
0
I had placed it one block too low, directly above the chest instead of leaving a gap. There was no easy way to tell that I had placed it wrongly; I ended up breaking through the wall in creative mode to see what the torch was meant to activate!
Yup, sure enough I finished the map pretty quickly once I sorted that out.
So first off, this was really fun. I realized early on I should just break out pen and paper to map this bad boy, and that helped a lot. It felt kind of nostalgic, too, for old games where you had to map things to find your way.
Despite my initial worries (Portal-esque plot, boxes made of iron blocks) everything fleshed out really nicely as I went along. There was a great balance of basic rooms to ones with distinctive features to make navigation possible, and the books were fairly enjoyable to read -- not too long, and definitely not dull.
I figured out early on that someone precious to you (the player) had died. When I found the kid's room, references to Christmas list, etc., I got that it was a kid. The fact that you had blanked it out of your memory was also easy to figure out. I was even with the "you're in your own mind" bit.
The end still came as kind of a jumbled shock to me -- why the split personalities? It kind of pulled me out of the immersion when the basic Minecraft enemies are now supposed to be parts of my mind. At some point along the way to the end, I found a button, which I'm not sure was intentional. I fell for the sucker trap the first time, then went back and placed the button on the other side of the double iron doors, which let me get to the beacons safely, but there wasn't anything there. I was really disappointed that there wasn't a good end (if there is one, just say so; I'll try playing again) -- I felt like all the work I did was just a waste.
So the process of playing the map was great, the puzzles were fun (with the exception of the redstone torch one block too low issue), but I kind of wish I hadn't played through the ending. It just crushed my feeling of success.
My final "score" was 56 UIDs. I highly recommend this map for anyone who likes puzzles, exploring, or collecting things in a map -- there's plenty of all three!
0
They've got a setup where the villagers at ground level don't count toward population somehow, so they will make a ton of them. The tiny apartments they've got setup seem to work pretty well, from the few times I've tried expanding villagers.
Edit: and if you're not interested in aesthetics/pretending the villagers aren't livestock: http://imgur.com/a/UDxMk
0
It's ma'am, and I never claimed to be.
(...no razing towns with dragons, then? I'm kinda disappointed.)
0
There's no way to make a filter for this. Filters change NBT data on entities and blocks. Golem entities have no entry for hostility to the player, and so it's impossible to set through an editing program.
0
I hadn't intended it to have a plot, beyond a basic setup of "Why are you in this place doing things?" (You inherited a run-down farm, etc.) Even if I add some semblance of plot, well... we're not talking epic, here. It'll be less "Did you let the dragon raze the village?"* and more "Did you save the village's pumpkin patch in time for Halloween?"
*This may be a bad example. Things I know about Skyrim: it's got dragons, and probably has some stuff similar to other Elder Scrolls games. XD
0
0
0
Thank you very much!
0
Check the nether first; it'll save you a lot of time on those eyes of ender.
Thanks very much! You have some really solid ideas.
It's actually the opposite of what I expected -- I figured if the mob couldn't show the items, they wouldn't drop them, but nope, it looks like everything can drop stuff.
Sorry, got the spoiler tag out of place there. Journals 9 and 10 don't point to secret mobs, they hint toward secret treasures.
0
Edit: For the iron golems at least, you could just copy/build a large village near the battle area and then punch the villagers until they all hate you. That should make the golems attack on sight.
0
I had a lot of fun designing the major treasures in the End.
Wait... driving you crazy is a good thing? XD
My goal would be to not make something so crap you feel the need to verbally eviscerate me, but fair point. Constructively criticizing, then.
I'd probably just have you beta test last out of everyone, to get the final polish and balance issues (bane of my life) sorted out. So ideally no more time spent than you would with a map review.
Ideas are already forming. I'm not sure if I love you or hate you for getting another big project going in my head. :/ I've even started testing other mobs for holding loot. It only shows up on skeletons, wither skeletons, zombies, and zombie pigmen, but all mobs can drop non-standard loot. Heh heh heh....
So the journals are intended to be hints, something which I definitely did not make clear enough.
I think I just made some of the hints and things too freaking obscure for the map, unless my target audience is freaking Sherlock Holmes, Zombie Slayer.
0
I'm not talking minute-to-minute open and closing -- no lunch breaks for these guys. It would be on a weekly basis (church on Sundays, stores the other six days a week), or possibly as someone suggested above, open during the day and closed at night. While the mechanic isn't strictly necessary to my idea, I was hoping to have some kind of system to make the town feel a bit more alive.
This idea is intended for 100% vanilla, so no mods. Are you suggesting that I test for it raining by the dimming of the daylight sensor?