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    posted a message on Checking entity CustomName for advancement condition

    Well, I gave this another Google search and ended up finding my own topic. If anyone skilled with advancements could help, it would be really appreciated, and a top Google result for the problem!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft

    Is there a shader other than "default" that will render nether worlds as if it's daytime in the overworld? Even using "shadows," not "nethershadows," the world is totally dark.

    See e.g. http://mc.summaxr.com

    Posted in: Minecraft Mods
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    posted a message on Checking entity CustomName for advancement condition

    Doesn't work.


    I ended up doing this, which loads, but doesn't trigger the completion when a player kills a named mob.


    {
        "display": {
            "icon": {
                "item": "minecraft:iron_sword"
            },
            "title": {
                "text": "Kill a Veteran",
                "color": "blue"
            },
            "description": {
                "text": "Conquer your first Veteran monster in the wild.",
                "color": "gold"
            },
            "frame": "challenge",
            "announce_to_chat": true,
            "show_toast": true
        },
        "parent": "minecraft:adventure/kill_a_mob",
        "criteria": {
            "skeletalrogue": {
                "trigger": "minecraft:player_killed_entity",
                "conditions": {
                    "entity": {
                        "nbt": "{Tags:[\"§9Skeletal Rogue\"]}"
                    }
                }
            },
            "lesserwight": {
                "trigger": "minecraft:player_killed_entity",
                "conditions": {
                    "entity": {
                        "nbt": "{Tags:[\"§9Lesser Wight\"]}"
                    }
                }
            },
            "lessershade": {
                "trigger": "minecraft:player_killed_entity",
                "conditions": {
                    "entity": {
                        "nbt": "{Tags:[\"§9Lesser Shade\"]}"
                    }
                }
            },
            "lesserdrow": {
                "trigger": "minecraft:player_killed_entity",
                "conditions": {
                    "entity": {
                        "nbt": "{Tags:[\"§9Lesser Drow\"]}"
                    }
                }
            },
            "bouncyslime": {
                "trigger": "minecraft:player_killed_entity",
                "conditions": {
                    "entity": {
                        "nbt": "{Tags:[\"§9Particularly Bouncy Slime\"]}"
                    }
                }
            },
            "skeletalarcher": {
                "trigger": "minecraft:player_killed_entity",
                "conditions": {
                    "entity": {
                        "nbt": "{Tags:[\"§9Skeletal Archer\"]}"
                    }
                }
            }
        },
        "requirements": [
            ["skeletalrogue", "lesserwight", "lessershade", "lesserdrow", "bouncyslime", "skeletalarcher"]
        ]
    }
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Checking entity CustomName for advancement condition

    I'm new to NBT data and advancements - I mostly use Spigot plugins - and I'm trying to write an advancement criterion that requires the mob have a certain name. Here's what I have:


        "criteria": {
            "skeletalrogue": {
                "trigger": "minecraft:player_killed_entity",
                "conditions": {
                    "entity": {
                        "nbt": "{CustomName:§9Skeletal Rogue}"
                    }
                }
            }

    What am I doing wrong? The error:


    [11:45:22] [Server thread/ERROR]: Parsing error loading custom advancement prosperus:challenges/veterans/first_veteran
    com.google.gson.JsonSyntaxException: Invalid nbt tag: Expected value at: {CustomName:<--[HERE]
    Posted in: Commands, Command Blocks and Functions
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    posted a message on WorldEditCUI
    Quote from Mumfrey»

    It already works on 1.12.2, the changes were so minimal that the 1.12.1 version will run without any changes.

    Yeah, looks like it works fine barring the same-colored-cuboid-indicators issue mentioned above.
    Posted in: Minecraft Mods
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    posted a message on WorldEditCUI
    Quote from bobcatfish9»

    Hey there, I've had an issue since updating to 1.12.1 where it was not present in 1.12 for me. When selecting an area, the cuboid first point color (green) is also the cuboid second point color (meant to be blue according to default config, but appears green). I've not touched the config colors and the ingame worldeditcui options page shows the second point as blue.


    Client loaded with Forge 2444 and mods:
    liteloader-1.12.1-SNAPSHOT-release.jar
    mod_worldeditcui_1.12.1_00_lite_mc1.12.1.litemod
    worldedit-forge-mc1.12-6.1.8-dist.jar


    First bug report so if theres a log you require, let me know what/where and I'll pastebin it for you.


    I had the same issue.
    Posted in: Minecraft Mods
  • 1

    posted a message on Painterly Pack Continuation Project [Fan Patch] [REVIVED]

    That looks better. I would still like it if it were just flat color, like vanilla.

    Posted in: Resource Packs
  • 0

    posted a message on Summa Crossroads - We make the internet awesome. You can help.

    It's been a while since we updated, but we have a bunch of new stuff!

    Forum Refresh

    We've refreshed our forums - it looks a little emptier, but gives a lot of room for new posts. Which, of course, is the goal! As we build our user base, we're looking forward to seeing what you want to chat about.

    Mob Loot Rework

    In concert with the introduction of our new Veteran and Elite mobs (there might be some Champions, out there, too - who knows!), we've reworked mob drops to buff the exp and item drops from many regular mobs. This also helps mitigate our anti-farm script, which nerfs mob farms. Instead, you are rewarded - quite well - for going out and adventuring!

    Development of the Main Quest Line

    We now have more available quests than ever, and more are in development. User feedback and suggestions are welcomed! Our quests center around helping introduce users to the server, but are expanding to create challenges for more seasoned veterans, too.



    Reintroduction of the Heavens

    Our skylands world, the heavens, is now back and better than ever! Featuring a diverse biome set, these beautiful islands are as bountiful as they are treacherous. Watch out for what lurks in the shadows!

    Water Temple RELEASED



    The Water Temple is now available! It will take cunning, agility, and a healthy dose of determination to overcome the challenges that lurk within the walls of the Water Temple. Featuring multiple challenges, a mini-boss, and a final boss, this is custom-developed endgame content built just for Summa Crossroads. Adventurers who are brave and skilled enough to conquer it will be lavishly rewarded.

    mcMMO Skill Trainers

    All non-combat skill trainers have been implemented and are confirmed to be working. Spend your extra gold!

    Temple Challenger Bounties

    The Fire Temple and The Water Temple remain undefeated. The first player to complete each successfully - perhaps even the same player for both - will receive a key for a Steam game from my vault of many! There are also treasures earned for each completion each time in-game.

    Hall of Accomplishments

    Currently in development is a new area that will memorialize the first and/or best achievements of players on our server. With so many new features and challenges being introduced, we thought it only right to commemorate the efforts of our bravest heroes. Write your legacy and inspire others to follow in your footsteps! Examples for feats to be memorialized include the first player to complete the Tower of the Gods (Azilizan), the first players to complete each Temple, and more.

    Posted in: PC Servers
  • 1

    posted a message on Painterly Pack Continuation Project [Fan Patch] [REVIVED]
    Quote from GerbilCrab475»

    It's mostly done. All GUI is done. All items are done. All blocks but the glazed terracotta are done. Illusioners are done but parrots are not. There still needs to be a few tweaks here and there but It's usable so I updated the pack. Here's a link to it if you don't want to go back to the front page for it.



    Thanks! Looking forward to the final update.


    Could I also convince you to remove the "texture" from Concrete, and keep it close to vanilla? It just looks like different-colored terra cotta in the current version, but I was really looking forward to using it for the flat color.

    Posted in: Resource Packs
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft

    Thanks for the update!

    Posted in: Minecraft Mods
  • 0

    posted a message on Dynmap - Dynamic web-based maps for Minecraft

    Pre-release versions of Spigot have been available for quite some time; many plugins were updated before the official release.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dynmap - Dynamic web-based maps for Minecraft

    Looking forward to a release compatible with 1.12.

    Posted in: Minecraft Mods
  • 1

    posted a message on Painterly Pack Continuation Project [Fan Patch] [REVIVED]

    Do you know when this will be updated?

    Posted in: Resource Packs
  • 0

    posted a message on Dynmap - Dynamic web-based maps for Minecraft

    After generating a new world, dynmap is spiking up my memory to ludicrous levels, stalling out the server and crashing it for RAM overload. I've purged the queue for the world and even uploaded all the web tiles from my local dev environment, but still nothing. Is there some cache that needs clearing?

    Posted in: Minecraft Mods
  • 1

    posted a message on Dynmap - Dynamic web-based maps for Minecraft

    On the new version, I'm getting errors for TerrainControl biomes that I didn't before:


    [01:35:00] [Dynmap Render Thread/WARN]: java.lang.IllegalArgumentException: No enum constant org.bukkit.block.Biome.SOULDESERT


    Any help?

    Posted in: Minecraft Mods
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