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    posted a message on In-Game NBTEdit! Edit Mob Spawners & Attributes in game! FINALLY UPDATED!

    It works! Thank you so much for your work keeping this updated for us, jay113355.

    Posted in: Minecraft Mods
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    posted a message on maptranslator - Minecraft map translator
    Quote from yushijinhun»

    Thank you. I have posted it in r/Minecraft and r/minecraftmapmaking.


    Right on, and no problem. :)
    Posted in: Minecraft Tools
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    posted a message on maptranslator - Minecraft map translator

    This looks awesome. If this does what it looks like it does, I'm sure that many mapmakers will be very interested in it.

    I would encourage you to consider making posts sharing this tool in the following locations:

    Posted in: Minecraft Tools
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    posted a message on How do I make spectral arrows have a longer duration "glowing" effect?

    I'm making a survival-mode PvP map which involves players sneaking into the opposing teams' bases to destroy objective blocks. This seems like a great opportunity for spectral arrows to actually be useful and impact gameplay in a interesting way. However, the default duration of spectral arrows' glowing effect (10 seconds) is so short that a base defender isn't likely to lose track of an attacker they hit with it over that period anyway, making it not worth it for them to ever take their focus off of just trying to kill the attacker. I haven't yet figured out how to increase the effect duration for the spectral arrows that I provide to players in chests, though. I would appreciate any help that anyone here might be able to offer.

    Shot spectral arrow entities do have a "duration" tag (measured in ticks), and I've successfully shot one into a block above me, quit the game, used NBTExplorer to increase that value


    , and gotten the increased duration effect when I logged back into the game and caused the arrow to hit me by breaking that block


    . It doesn't work when I add a "duration" tag to the spectral arrows I provide to players in chests, though. The "glowing" effect that they produce when they hit players still only lasts for 10 seconds. Here's where I'm adding the tag. Please let me know if I'm adding it in the wrong place:






    -----------------------------------------------------------------------------------------------



    I've also tried adding the "glowing" effect to to custom tipped arrows. Just, adding a "Potion: minecraft:glowing" tag


    doesn't work. (The stack of arrows that I tried added that tag to disappeared from my inventory when I tried to fire it.) Adding the effect through a "CustomPotionEffect" tag


    does work, but has a couple associated problems:

    1. Even though I set the duration to 1 minute (and it actually lasts for 1 minute when you hit a player with it), for some reason the hover-over tool-tip says that it only has a duration of 7 seconds. I can sort-of solve this problem by adding lore that says "§cActually, Glowing (1:00)" underneath that


    , but that's awkward, confusing, and certainly not professional-looking.


    2. The texture of the arrow is still that of a tipped arrow, which makes it less immediately identifiable to players as a spectral arrow. I am creating a custom resource pack for my map, so I thought that I might be able to solve that issue by giving the tipped arrows with the "glowing" effect a damage value of 1, and having the model file for tipped arrows instruct the game to display the spectral arrow texture for any tipped arrows with a damage value greater than 0


    , but that didn't work. It just resulted in those arrows displaying with a featureless magenta texture. As a test, I was able to make a chain helmet with a damage value greater than 0 display with a spectral arrow texture, so my guess is that the game can't properly display custom damage-value-dependent textures for items (like arrows) that don't normally have >0 damage values.

    I suppose that one solution might be to have a command block system running in the spawn chunks that constantly scans the course for shot spectral arrows, and changes any it detects with the standard "duration" value to have a longer "duration" value, but I prefer to avoid using command block systems whenever possible.

    Posted in: Maps Discussion
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    posted a message on In-Game NBTEdit! Edit Mob Spawners & Attributes in game! FINALLY UPDATED!

    Thank you for all your work on this mod, jay113355. The most recent version, for Minecraft 1.11.2, isn't working for me either. The version for Minecraft 1.11 worked perfectly, but with the recent version, whenever I use the NBTEdit shortcut key while looking at an entity or tile entity, or use the "/NBTEdit me" command, nothing appears to happen. The NBTEdit menu does not come up, and I'm not given any error message. When I use that key while looking into space, I still get the "Error - No tile or entity selected" message, so the mod is definitely active. This issue occurs when I'm using the "NBTEdit-1.11.2-2.0.1" version of the mod with Forge 13.20.0.2226, playing in Minecraft 1.11.2 for the Mac.

    Posted in: Minecraft Mods
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    posted a message on Xray Ultimate 1.12 compatible

    I needed to find some way to cause the central area of a PvP map I'm working on to be in constant darkness so that a lot of mobs spawned there, without having an unsightly layer of bedrock near the the build limit casting the shadow. (There wasn't obvious way to create a visible structure there that fit with the aesthetics of the map.)


    By downloading your resource pack, I was able to figure out how to make that layer invisible for everyone using the resource pack that the map is meant to be played with. Thank you!

    Posted in: Resource Packs
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    posted a message on How to edit description of minecraft texture pack?
    Quote from JadenKMC»
    I tried this for me it didnt work when i edited it with textedit (Mac) but when i paste Something In there it works but if i type it dosnt work

    The issue with TextEdit is its "Smart Quotes" functionality, which is enabled by default. When enabled, when you edit your resource pack description in "pack.mcmeta", it will autocorrect the quotation marks around that description from those that are angled vertically to those that are angled slightly diagonally, which Minecraft doesn't recognize as being the same character. Compare the highlighted quotation marks below for reference:


    To prevent TextEdit from doing this, go to TextEdit>Preferences..., and uncheck "Smart Quotes" at the bottom in the "New Document" tab:



    Alternatively, you can just use TextWrangler to edit the file.

    Posted in: Resource Pack Help
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    posted a message on CLUSTER CHUNK Team Based PvP in the Sky! 1.3+ and new 1.4+ version available!
    One more issue that might be worth mentioning is that in the AutoRef version of the map, we had a creeper that spawned on the roof of a chunk between mobs being cleared, and the players landing in their pools, which killed a player when he landed. I would assume that this is a rare occurrence that's possible when playing without the AutoRef plugin as well. You might want to consider adding a command block on a timer that turns the difficulty to Peaceful for a second just before they land in their pools, and then turns it back to whatever difficulty it was previously on (or just turns it to Hard if that's not easy to set up detection for).
    Posted in: Maps
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    posted a message on CLUSTER CHUNK Team Based PvP in the Sky! 1.3+ and new 1.4+ version available!
    Quote from Khaose

    im lost..... i started in a bedrock square and dont know what to do????????


    Khaose: You need to enable command blocks in your server properties.

    three-two: You might want to consider adding a sign on the spawn pad that tells players to turn command blocks on. No one will see it unless they have command blocks turned off, or they're just flying through the map to understand how it works. I know that on his Ghost Squadron map, Seth Bling has a block-letter sign made out of command blocks hanging out over the void to one side of the spawn platform that reads "TURN COMMAND BLOCKS ON".
    Posted in: Maps
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    posted a message on CLUSTER CHUNK Team Based PvP in the Sky! 1.3+ and new 1.4+ version available!
    Also, as an unrelated sidenote for anyone interested, the Yogscast has just begun to post a series of videos of them playing a single match on the map. Some of their gameplay may be a little cringe-worthy for more experienced players to watch, but one of the things the Yogscast exceeds at is showing off the maps they play through in a thorough and accessible manner that makes them appealing to viewers, and they're putting those skills on full display with this playthrough:

    Part 1:

    ViewSync of Both Perspectives

    Team Lewis POV



    Team Sjin POV

    Posted in: Maps
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    posted a message on CLUSTER CHUNK Team Based PvP in the Sky! 1.3+ and new 1.4+ version available!
    Just so that anyone interested is aware, a version of this map has now been set up for use with the AutoReferee plugin, and made available for groups of players to play matches on on the Reddit Minecraft Tournaments (RMCT) public play server at any time.

    For anyone unfamiliar with the AutoReferee plugin, it's open source, and free for everyone to use, so if you'd prefer to host Cluster Chunk on your own server, rather than playing it on the RMCT server, using the AutoReferee plugin makes it easily resettable. It also offers a lot of conveniences to commentators/streamers, making them automatically invisible, and arrows pass through them and whatnot. It also has automatic cheat and win-detection, and as when each match ends, it posts a link to a page of information about that match to everyone in that game world.

    Thanks again for creating a map that promotes such interesting, varied, and innovative gameplay, three_two. It's truly a landmark, and remains one of the highest quality maps in the Minecraft creativity-focused PVP genre.
    Posted in: Maps
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    posted a message on The Race for Wool need help building
    You might want to ask for help on the Reddit Minecraft Tournaments subreddit. Everyone there primarily plays Minecraft on the PC, but people there love RFW, so if any of them play on the XBox360 as well, there's a good chance that they'll want to help you out with your map.
    Posted in: MCX360: Quick Sessions / Minigames
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    posted a message on Looking for Race for Wool servers or tournaments
    There's the Reddit Minecraft Tournaments community. We have a Jabber voice chat server that you can join at any time to get involved in playing casual matches. Several are set up on it every day.
    Posted in: Server Recruitment
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    posted a message on **Race for the Wool Tournament**
    If you guys are interested in playing more games on Minecraft competitive gaming team-based maps, I'd like to make sure that you're aware of the Reddit Minecraft Tournaments community. We have a Jabber voice chat server that you can join at any time to get involved in playing casual matches. Several are set up on it every day.

    Additionally, we run large tournaments. Any of you who competed in this tournament might consider entering your team in the next one. The one in progress started with 32 entrant teams, and we're now down to four in the semi-finals round. Our next tournament will likely be even larger.
    Posted in: Server Recruitment
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    posted a message on [RFW] [MULTI] [COLLECTION] TEAM CHALLENGE
    A group of us just tried to download Tense Temple, but the download link led us to Towers of Triumph.
    Posted in: Maps
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