Link to youtube video:
This nether star farm has many functions that make it easy to use and a great alternative to manually killing a wither in survival for it's star. It is not for the faint of heart (which is why I am making a tutorial separate from this video), meaning you will need a lot of time, resources, and patience to build this in survival!
Tutorial: (Coming Soon)
MC Edit Schematic Download: http://www.mediafire.com/download/5fe9hr8w251fubm/autowitherkiller_v2.schematic
Panda's idea to use potions:
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Member for 7 years, 6 months, and 12 days
Last active Fri, Sep, 2 2016 15:49:08
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BlazeMCG posted a message on Automatic Nether Star FarmPosted in: Redstone Discussion and Mechanisms -
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MSpaceDev posted a message on How to teleport players that have less than 100 XP levels?Just goPosted in: Redstone Discussion and Mechanisms
/tp @a[lm=100] X Y Z
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Badprenup posted a message on Pseudo-Random Structures for Variety in ExplorationAlrighty this is largely inspired from a post I made a long time ago about how to make Strongholds more interesting (In the Let's Talk About Strongholds thread). In that thread I said that a good way to make Strongholds more interesting would be to make them generate pseudo-randomly. What that means is that instead of adding hallways and rooms completely at random, the game chooses from a list of possible things to generate. Now, the game already does this on a small scale, focusing more on being random than generating in ways that make logical sense. Sure you don't expect a Stronghold to have a hallway that loops into itself and then stops, but that is because you don't think any creature with the ability to build a structure of that size could be so ignorant of basic planning.Posted in: Suggestions
So I aim to change all that. My goal is to add small tweaks to the structure generation on both a small and large scale. I hope that this will give players a lot more variety in what they see, but still keep the structures relatively simple and logical. I'm going to start off with the structures I could find in a quick tour of a Minecraft world, and then add the rest as I can find them and come up with the changes. These changes can be slight decorative changes, or they can be larger that make you approach a situation differently. The changes will be ranked as follows:
- Common - Usually decorative changes only, nothing that will affect gameplay.
- Uncommon - You won't see this as often but it may change something that makes you approach things differently or may result in different rewards.
- Rare - You'll be lucky to see this change (or unlucky, depending on the change), but if you do it will through you for a loop.
General
Building Layouts
These are broad changes that only affects how buildings look. These typically do not give you any kind of gameplay advantage. Some examples:
- House with Double Slab "Counter" and fenced in back yard
- Chance that the Counter will be replaced with a Crafting Bench and Furnace (Uncommon) IMAGE
- Chance that one of the Double Slabs making up the counter is replaced with a Chest containing junk (Uncommon) IMAGE
- Chance that the 2 corner Fence Posts in the back yard will have Torches on them (Common) IMAGE
- Other Houses/Structures
- Chance that there will or will not be a door on all generated houses (currently, some never have a door) (Common) IMAGE
- Chance there will be Torches next to the door outside or inside on the walls (Uncommon) IMAGE
- Chance there will be Torches on the four corners of crops (Rare) IMAGE
- Chance the well will be 3x3 or resemble a Desert Well (Rare) IMAGE
- Chance the well will have a different design, such as fully fenced in with a gate (Uncommon) or with a Slab top (Uncommon) IMAGE
- Village Theme - Plains/Savannah Biomes ONLY
- When each village is generated in one of these biomes, it will decide upon a set theme that the entire Village will follow. First, it will choose a Wood type. Savannah can have Oak (Common) or Acacia (Common) wood, and Plains Biomes can have any type of Wood (Oak/Birch - Common, Spruce/Dark Oak - Uncommon, Jungle/Acacia - Rare). Whatever wood it chooses, it will only use that type of Logs, Planks, and Fence Posts. It can also choose a variety of stone, either Cobblestone (Common), Stone Bricks (Rare), or Bricks (Rare). IMAGE
- Village Decorations - Desert Biome ONLY
- Chance that some specific blocks in the structures will be replaced with Chiseled Sandstone and two colors of Stained Clay. The colors are chosen before the Village is generated and remains the same for the entire Village. (Common)
Desert Temple
- Temple Decoration
- The Temple will choose two colors of Stained Clay and use those to replace the Orange and Blue Stained Clay when generating. (Common)
- Different Traps
- Chance that the Pressure Plate trap will be replaced by a Daylight Sensor trap. The middle TNT is replaced by Redstone Dust and the Sandstone that the Pressure Plate sat on will be replaced with a Daylight Sensor. Trying to break blocks too close to the middle while daylight is coming through will set off the trap and destroy the bottom before you can reach it. This is intended to cause players to think before digging for the currently easy to get treasure, and to approach it more strategically. (Rare)
- Chance that a Chest will be replaced with a Trapped Chest. There will be Redstone under the block the Chest is on which will light the TNT if opened instead of broken. Simply removing the TNT before opening the Chests or breaking the Chests solves this trap. Good for catching players who weren't paying attention. Randomly picks 1 Chest to replace. (Uncommon)
Jungle Temple
- Chance that the Hidden Room is in a different location (pictures or description when I can find a Jungle Temple and find places for it) (Common)
- Chance that the Tripwire trap causes the Dispenser to drop a bucket of Lava instead of fire arrows (Uncommon)
- Chance that the Tripwire is moved to a different location. (Common)
- Chance that the Levers normally for the secret room activate the trap and the Tripwire normally for the trap opens the secret room. (Rare)
Ocean Monument
- Coming Soon, need to find one to test different things.
Stronghold
- Pretty much what I went over
- , will add more specific details when I can sift through it properly.
- I've almost been up for an entire day, so I'll be adding pictures tomorrow. Please post any questions, comments, or other things you would like to see pseudo-randomly generated. Once I get some proper rest I'll be adding many pictures.
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MCFUser6867051 posted a message on "...But I'm from Planet minecraft..." and other sad stories of those who try to get O.P.edI put a sign up on the rules board:Posted in: Discussion
"No, we don't care if you're from Planet Minecraft. In fact, kindly leave if you're going to be a twit and pretend you are." -
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Kawashi posted a message on Cactus And SugarcanePosted in: MCPE: Discussion
Not really, though. But, there's is no other legit way to get Cactus and Sugar Cane. Next time, build a Cactus and Sugarcane farm underground. It's perfectly safe. -
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unerds posted a message on Cactus And Sugarcanealso, for future reference you should keep some growing elsewhere on the map, as opposed to harvesting all of it and leaving it all in one spot.Posted in: MCPE: Discussion
these things happen, you learn and move on! -
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GM027 posted a message on Cactus And SugarcanePosted in: MCPE: Discussion
That's a pretty long wait there.
But yeah, lesson learned, NEVER fight mobs with flint and steel when you're next to your house! Use an axe! -
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ThatOneCrafter posted a message on Cactus And SugarcaneWait 'til the worlds become infinite... AND BEGIN YOUR VOYAGE!Posted in: MCPE: Discussion -
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Samsonguy920 posted a message on Cactus And SugarcaneIf it is possible with PE, you will need to explore further chunks to find some. Otherwise, no, they will not regrow without active help from you planting cane and cacti.Posted in: MCPE: Discussion
Consider this a hard lesson to be more careful with your supplies. - To post a comment, please login.
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in a command block, (replacing username with the player that does it. For me, it would look like
Let me explain the command. The execute command allows you to do a command at the location of something besides the player typing it or the command block doing it. It's kind of like as if all the things you target are typing the command in chat. @p is a target selector, which, along with the target selector arguments in the square [] brackets, specifies the person. @p will target the nearest player who fits the criteria of the target selector arguments. @p[name=username] targets the closest person whose name is username. Next in the syntax are coordinates, which tell the game where the player is doing the command. Tildas (~) allow for relative coordinates. By using ~ ~ ~, we are sort of skipping this part, saying from the player, do this 0 blocks x, 0 blocks y, and 0 blocks z, which doesn't move the command. Then we specify the command that will be carried out by the person we selected. In this case, we're using ANOTHER execute command. This targets all entities (@e) with in 5 blocks ( [r=5] ) of the player. So, at the location of the player, we find everything within 5 blocks of the player. Now, we execute at each of those a command which summons a lightning bolt, as if all the players within 5 blocks had suddenly typed /summon LightningBolt] in chat. So, basically, we say that from the person with the name we specify, all the people within 5 blocks summon lightning bolts at their exact position. Hope I helped!
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It would tae les than a half an hour to implement control..
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