• 0

    posted a message on My "Day Cycle Adjustment Command Blocks" no longer seem to work in Snapshot 17w16b. Change? Or Bug?

    Thank you! It looks like it will be resolved the next snapshot.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on My "Day Cycle Adjustment Command Blocks" no longer seem to work in Snapshot 17w16b. Change? Or Bug?

    I am using the advice found here, and it worked under 1.11. Some tweaking is going on with command blocks, and I'm not clear what has changed to break the following:

    https://gaming.stackexchange.com/questions/129607/is-there-a-way-to-slow-down-the-day-night-cycle

    Quote:


    First, set the gamerules commandBlockOutput and doDaylightCycle to false to turn off command block spam and the natural daylight cycle. We'll also need an objective to store a timer.

    /scoreboard objectives add TIMER dummy

    1.9

    Next, place one repeat command block and three chain command blocks in a line. Set the last two to "conditional" and put the following commands

    /scoreboard players add #TIMER TIMER 1
    /scoreboard players test #TIMER TIMER <X>
    /time add <Y>
    /scoreboard players set #TIMER TIMER 0
    #TIMER is a nonexistent player (the # makes the name illegal for real players) who counts ticks for us.

    Replace <X> and <Y> with appropriate numbers. Time will advance at a rate of <Y>/<X> the normal speed. Try and use low numbers, or time will "stutter" because it's only advanced every <X> ticks.


    I successfully used this with a lever to power the first block so I could turn it off and stop the sun in place. Now the sun just stays stuck and the timer doesn't appear to be advancing. I had Y at 1 and X at 3 so the day cycle is 60 min. long.

    Is there a command block formatting change, or a bug in the snapshot?

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on [ItemBound v1.9.] (Custom item skins + custom loot!) (150,000+ total downloads!!!)

    The loot tables work fine with Spigot BUT they have to be placed in each dimension...


    /world/data/loot_tables

    /world_nether/data/loot_tables

    /world_the_end/data/loot_tables


    and so on.

    Posted in: Resource Packs
  • 0

    posted a message on 17w16a hostedservice Constant crashing with java.lang.ArrayIndexOutOfBoundsException

    I'll see if I'm getting it with 17w16b, then post the crash report if it does. Thank you. :)

    I'm not getting crashes and the spam on 17w16b, so it looks like the problem was resolved. Thanks again! :D

    Posted in: Server Support and Administration
  • 0

    posted a message on 17w16a hostedservice Constant crashing with java.lang.ArrayIndexOutOfBoundsException

    I'm getting ongoing crashing in the latest snapshot on our server. java.lang.ArrayIndexOutOfBoundsException This was not an issue with previous snapshots. I suspect it is a bug, but this error is so common I'm not clear on the best way to search for it in the bug tracker.

    1) Is anyone else experiencing this?

    2) Is a bug report already filed on it if that's the case?

    Posted in: Server Support and Administration
  • 0

    posted a message on LiteLoader

    I saw, I'm just not in a position to recommend ... what are they called, "pulls"? Or attempt to compile it myself for 1.11.2.

    Posted in: Minecraft Mods
  • 0

    posted a message on LiteLoader

    I so miss Matmos. :(

    Posted in: Minecraft Mods
  • 0

    posted a message on Completly Confused about sponge vs spigot vs forge vs bukkitAPI

    Thank you for responding. The problem I've been having is a lack of time and energy to invest in the details. I've also had problems with "Abandonware", plugins where the developer has vanished or moved on, and few if any are interested in carrying the plugin forward. The longer I maintain a server, the more inclined I am to use Spigot for its performance features and a few, VERY few plugins, but otherwise keep it Vanilla and "lite".

    Instead, I'm using Command Blocks to accomplish things. I coded my own command block chain to slow down time, and I plan to learn more on that as I go. The Tempest Box project (TTB) works for us on the Snapshot, something that simply isn't possible with Spigot, Forge, Sponge or other non-Vanilla solution. We miss a few things from EssentialsX and mcMMO, we miss LiteLoader. But we are focusing on the basics and what TTB can do for us. If I had time, I'd learn to carry what projects are important to me and get involved, maybe choose between Spigot vs. Sponge and whatnot.

    I'm working four 11 hr days, next week it will be a 55 hr week, and I get lots of those. From that point-of-view, keeping it "Vanilla" starts to look like a really good strategy for maintaining a server.

    Posted in: Discussion
  • 1

    posted a message on VoxelMap [1.16.1 to 1.7.10] - a minimap and worldmap

    Liteloader is client-only, but also RELEASE only. If I'm running Snapshots, LiteLoader can't be used on the snapshot. The same is true for forge. Snapshots = No Mods. At All. If the server is Snapshot, so is the client.

    As far as my former computer, It barely did the job of working as a client. That won't be an issue on the machine I've recently purchased.

    Oh, and by the way, while it isn't a LiteLoader plugin, it *is* a plugin *FOR* LiteLoader on Spigot servers. https://dev.bukkit.org/projects/clientpermissions will allow the server operator to grant and revoke permission to use some or all features of LiteLoader mods coded to work with ClientPermissions. So while LiteLoader is "Client Only", server operators do have some control over some "client only" plugins.

    Posted in: Minecraft Mods
  • 0

    posted a message on VoxelMap [1.16.1 to 1.7.10] - a minimap and worldmap

    I'm confused by JustJinxed's two posts, it looks like posts from two different viewpoints on LiteLoader, but that's ok. :)

    On our server, we are currently running 1.12 snapshots. No LiteLoader, Forge, or Optifine. And... it hurts. GammaBright we can fake using command blocks. We have the X-Ray Texture pack, not anywhere near as convenient as the XRay for LiteLoader mod. VoxelMap is what my wife misses the most, so she'll play a single-player game in 1.11 so she can use VoxelMap on her single-player game. There will be much rejoicing when we can finally use LL + VoxelMap on our server.

    As far as Forge, I've played with it a bit, but my computer at that time wasn't really up for OptiFine+LL+Forge, so I left it at OptiFine + LiteLoader. LiteLoader has quite a few things I'm happy with, and I just haven't found a need for Forge. Now that I have a much more hefty computer, I'll take another look at Forge.

    My only concern is that the people doing mods are continuing to do their mods. Plugins and mods do get abandoned over time. A kid with a cool idea in HighSchool has to now juggle college, a job and a significant other... Minecraft just isn't on the radar. I get that. Or this developer had a good run, but has decided money is to be had elsewhere. One developer I know personally stated, "People keep paying me NOT to work on the project, and I follow the money." I don't have a problem with that. But I am the one left holding the bag, as *I* work a minimum 44 hr week (four 11 hr days) and I have mandatory over time making 55 or 66 hr weeks. Learning what I need to know to take over abandoned projects simply isn't on my list of things to do.

    I'm very happy with MamiyaOtaru's work on VoxelMap. We miss it very much, and look forward to the release for 1.12. Given the various projects attached to MamiyaOtaru, a Forge release may not be likely. But hopefully we can try and work with what we have to still enjoy the game. And along the way, hopefully we can show some love and support for the independent authors like MamiyaOtaru for putting the polish on Vanilla Minecraft. :)

    Posted in: Minecraft Mods
  • 1

    posted a message on Hi, i am new here.

    Welcome! "A journey of a thousand miles begins with a single step." You are here, you are participating, this is how you learn, and that's a great thing. :)

    Posted in: Discussion
  • 0

    posted a message on 30 New NATURALLY spawning SEED-SPECIFIC structures in Vanilla Minecraft 1.11+! Dynamo Release IP 4.2

    Dynamo is a structure of command blocks. I found it very easy to load, and my player base had quite a bit of fun with it. I expect if someone were to take this over per ChocoParrot's suggestion, an "only one command" version could be easily made that pulls in the command block structure.

    When Dynamo ceased working with MC 1.11, I had to look for alternatives. The Tempest Box project (TTB) behaves the same and works the same way in creating structures, but it also has added items such as soul gems, ascended armor, magic machines and staffs. TTB is lacking in structures, currently only creating them for the snow biome. What would be useful is to have an interested party "freshen" the Dynamo structures using void blocks and work with the TTB project to get Dynamo structures included so this great work will continue moving forward.

    Dynamo and TTB are incompatible. Dynamo changes bedrock to cobble, while TTB changes bedrock to obsidian to mark where structures are generated. And you really do not want two structure generators independently working on a world at the same time. An alternative would be to recode Dynamo so that an /op could /summon Dynamo structures on demand in specific locations without having continuous structure generation.

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Gammabright - Advanced Brightness/Fullbright Mod [Under New Management]

    Yeah, currently we are running Snapshot 17w06a, so ... no mods at all. I'm looking at it as an exercise in, "Oh yeah, Vanilla you can still do this thing (night-sight potions in this case), you just have to do your homework or use a command block."

    As far as Vision Underwater, look at using OptiFine which can clear the water for you, then GammaBright to brighten it. GammaBright does NOT do anything about underwater "fog", it just makes "bright fog".

    Posted in: Minecraft Mods
  • 1

    posted a message on [ItemBound v1.9.] (Custom item skins + custom loot!) (150,000+ total downloads!!!)

    "You know nothing bout the mechanics of reality.real a gun..."


    Perhaps you know more about the mechanics of grammar, spelling, and punctuation than you reveal in your reply.

    From
    Father: How do you kill a vampire, son?
    Son: Let's see...garlic, sunlight, stake through the heart, holy water.
    Father: No. You kill a vampire any way you want, cause they DON'T EXIST!

    Back to the point, I'd prefer the scythe be left as it is.

    Posted in: Resource Packs
  • 3

    posted a message on [ItemBound v1.9.] (Custom item skins + custom loot!) (150,000+ total downloads!!!)

    "Make the scythe a hoe, it shouldn't be a weapon."

    Rule of Cool. It's like saying, "Light sabers would make horrible weapons. Ignore the fact they don't really exist. If they did, you would be more likely to cut your own head off as do any harm." Which is true, fair enough. And nobody cares, because they are "cool".

    The scythe is symbolic of the Grim Reaper. It isn't so much that he uses it as a weapon, at least as far as I've seen in fiction. It's that he's "The Reaper", and the scythe is the symbol of what he does... taking people's souls at death. It is the meaning behind the symbol that instills fear in the bearer of the "weapon". Ignoring the symbology, and providing you don't simply use a gun to the center-of-mass, halberd or even a simple long stick would be enough to deprive a "Reaper" of his "weapon". And I don't think anyone really cares, because it looks cool and scary. Vanilla Minecraft Game mechanics have no "disarm". My sister loves her scythe in Minecraft.

    She's scary.

    And I have a scythe too. :)

    Posted in: Resource Packs
  • To post a comment, please .