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    posted a message on Let Comparators Detect Armor Stands
    Quote from EndieTheEnderman

    But one question, since the armor stand is an entity, would the block under the armor stand give out the output?

    Armor stand secret entrance!

    Hmm, yeah as stated in the post, the block under the armor stand is the one giving off the signal. Which makes sense because there will always be a block under it unless the NBT tag {NoGravity} is set to true.

    About the secret entrance... I was thinking maybe the type of armor would change the output signal, like stronger armor giving off more signal than weaker ones, but that would be unbalanced in terms of signal count and way too complicated.

    So, to those who don't understand, it basically works like how comparators detect Item Frames.
    Posted in: Suggestions
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    posted a message on Let Comparators Detect Armor Stands
    Okay, so just a small simple suggestions. Allow redstone comparators (which normally can detect the amount of contents or absence of contents in a container block) to sense how much armor would be on an Armor Stand. It makes sense. Chests, hoppers, trapped chests, all give off signals. Heck, even Jukeboxes give off signals! Even more heck, Item Frames and chest minecarts even do! That means this could work since, as already proven, this idea works for entities (I'm no coder, correct me if wrong).

    Basically, it should be so that the redstone comparator has to face outwards from the block the Armor Stand is standing on. With no armor, the signal strength would be 0. With full armor, the signal strength will go to 15, just like a full container block…

    0 Pieces of Armor = 0 (umm.... that's obvious)
    1 Piece of Armor = 4
    2 Pieces of Armor = 8
    3 Pieces of Armor = 12
    4 (all) Pieces of Armor = 15

    This isn't very divisible.... but a lot of rounding and cutting happens in other container block signals, especially chests who have lots of storage slots.

    Now, I am aware that you can use ShowArms (for mapmaking/creative mode) to allow them to hold a sword. Honestly, I’m not too sure whether or not it having a Sword should just not do anything, or decrease the signal strength of a full armor stand overall and make it so that you can only get 15 strength with the ShowArms NBT tag. I think the second method is more feasible, as it allows good use for both creative and survival, as you can just put a repeater at the end of your redstone line at the correct distance to achieve full power with just 4 pieces of armor in survival mode (that sounds complicated).

    Chart with arms as another signal giver:

    0 Pieces of Armor = 0
    1 Piece of Armor = 3
    2 Pieces of Armor = 6
    3 Pieces of Armor = 9
    4 (all) Pieces of Armor = 12
    4 (all) Pieces of Armor with weapon = 15
    0 Pieces of Armor, just weapon = 3

    As you can see, that idea with the weapon slot, is also fully equal and mathematically correct.

    In the comments, others have suggested (although I hinted about it at first) that different types/tiers of armor/weapons should give off higher/lower signal strengths. I thought about it, and realized that the Armor bar on your HUD goes up to 8 units, or 16 half-units. It really bothers me, though, because the signal strength only goes off to 15, so we're like SOO close to being equal and mathematically correct, without any remainders. But, as stated earlier in this post, not all chests and containers detected by comparators are fully mathematically correct without any remainders, so, yeah, it's fine.

    The following list/chart is optional, this may/may not be included if this main suggestion is implemented, and is just another feature that I thought was cool. It was not really part of the original idea.

    Leather Helmet: 1 signal strength
    Leather Chestplate: 3 signal strength
    Leather Leggings: 2 signal strength
    Leather Boots: 1 signal strength

    Golden Helmet: 2 signal strength
    Golden Chestplate: 5 signal strength
    Golden Leggings: 3 signal strength
    Golden Boots: 1 signal strength

    Chain Helmet: 2 signal strength
    Chain Chestplate: 5 signal strength
    Chain Leggings: 4 signal strength
    Chain Boots: 1 signal strength

    Iron Helmet: 2 signal strength
    Iron Chestplate: 6 signal strength
    Iron Leggings: 5 signal strength
    Iron Boots: 2 signal strength

    Diamond Helmet: 3 signal strength
    Diamond Chestplate: 8 signal strength
    Diamond Leggings: 6 signal strength
    Diamond Boots: 3 signal strength

    The flaw in this calculation (which is almost 100% correct and flawless and just plain lucky) is that armor points go to 16, but the maximum redstone strength is only 15. So, if you have a full diamond armor stand, it will go over by 1 signal strength. Every thing else is fine. Later I will be adding the calculations with weapons involved.

    So, really, why is this useful at all?

    • Allows for cool detection systems
    • Allows for interesting door locks and passwords
    • Allows for armor security systems to detect if something is gone (this is cool if you want a bait armor stand and then you make the person fall down a 50-block trap)
    • Allows for armor stands to interact with other devices, such as hidden passageways

    I have a picture of how the comparator thing would look like.
    Posted in: Suggestions
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    posted a message on Silverfish Are Not Very Useful. HOW TO FIX THAT!

    You can go watch anybody on Youtube (specifically Mindcrack is the example I'm giving). Enchanted diamond armour, Smite V sword and Power V bow. Fight in confined area, having Regen II, Instant Health II, Strength II and Night Vision. You barely even have to dodge. Just spam your sword and the Wither's dead. Sometimes, Ghasts can take longer to kill than the "boss mob" Withers, especially if you fight in confined space. The only challenge is to fight with no potions, no diamond armour, weak swords and stuff.

    SethBling in this video even states that it was much easier than he thought, and most people didn't die either.
    Posted in: Suggestions
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    posted a message on Server achievements
    I think they should have a command to do this. Like a new aspect of /achievement (which already has give) where you can use statistics and scoreboard objectives to make people earn achievements. That would be useful for multiplayer adventure maps, or even PvP like trophies, etc. But I see it only for scoreboard/statistics.
    Posted in: Suggestions
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    posted a message on Chat improvements!
    Maybe he/she wanted attention.
    Posted in: Suggestions
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    posted a message on Wither Temples
    IMO, Wither temples should exist in the Nether. I've always thought Mesa structures should be more of Clay material, but that's just me, I think a mix would be cool.
    Posted in: Suggestions
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    posted a message on Maps on the Floor
    Just build a bigger wall....?

    No support. I find it kind of useless. At least I won't see myself using this feature. I think putting them on walls looks nicer.
    Posted in: Suggestions
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    posted a message on Make gaurdians lazer charge faster! give them a faster attack speed!
    I think guardian attack speed should be dependent either on Set difficulty or chunk difficulty. If you don't know what I mean go check the wiki.
    Posted in: Suggestions
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    posted a message on /tp @e[type=PrimedTnt] @e[type=Snowball] not working
    XPOrbs are different because they appear upon a bottle o' enchanting shattering. Snowballs leave no mark once the hit their ground, although there ARE ways to create snowball-fireballs, but that's a totally different story.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Private Survival Server Looking For new players!
    IGN: Willingham_yAAOz (just call me Will or Willingham)

    Age: 11

    skype: Don't have one yet, but looking forward to get one soon

    Reasons why we should pick you:

    I really love survival in all aspects. I am an avid fan of MindCrack, which attributes to my enjoyment. I would really like to meet some friends, build wonders, and just have general fun. My Redstone is quite decent, and I work hard without being mean. Quite honestly, I already have a few ideas of what I want to build, and I just want a small community to play with (otherwise spawn space would monopolized).
    Posted in: PC Servers
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    posted a message on nerf fire resist potions
    No support!

    Definitely none!

    First off, let's get back to the original topic. Who IS going to want an obsolete half-resistance potion? If it's going to damage your armour like wet paper and prevent you from going too far into a lava lake, no one is really going to need it. So, much of your argument is that "Fire Resist Potions are OP, so nerf them" isn't supporting your main post. Are you giving a semi-good alternative that is reasonable and useful? Ask many players, you're not. Say, with this potion, you take 1 hit point of damage every few seconds. You would assume it's okay to walk around with half a heart left, but what if you get hit by a Blaze, or Ghast? If you DO get killed because your armour's durability wore off or you lost lots of health from the lava and the ensuing fire afterwards, lots of your stuff might get incinerated when you die.

    Do you really think people like the every-so-often jitter coming from a simple hit point lost because their potion sucked, or lost all their hunger for the same reason. There isn't much one can do with 3 minutes of fire resistance. Honestly, for many people, it takes over 3 minutes to fall "accidentally" into a pit of lava. And, will Fire Resistance prevent you from dying of fall damage if you hit Netherrack and potential item lost because you fell to far from the shore? I don't think so! Anyway, what if you DO get to your fortress and get cornered by a Blaze. Eventually, during your killing spree, your effect will run out. Afterwards, you'll have to get another short potion, drink while being tracked by blazes, Ghasts and wither skellies and get back in your fight.

    Secondly, how does it make you invincible in Nether Fortresses? How would a fire resistance potion protect from a wither-inducing skeleton? Or explosive Ghast? Sure, those who are noobs and haven't made their fortress a bit safer will find it useful, but you tend to not see lava or fire unless it somehow flooded the bridges or halls. In that case, you could use blocks to pass it, and that's the common instinct of most Minecrafters. Sure, Blazes are rendered helpless, but their Melee attack is still there, and other mobs still pose a threat.

    Lastly, we're assuming it's terribly easy to get Magma Cream. Admittedly, it is easy for me, due to my magma cube farms. But who would go through the trouble of making one for practical use? Surely it's much less time consuming and resource consuming to just find a Magma Cube, right? Magma Cubes are pretty rare, and your idea would only give us a few trips of resistance, and I've already explained why having that resistance isn't all that useful. Heck, even Nether mobs have that anyway! So what large advantage are you getting by punching a Pigman into lava?

    As for Slimeballs, many players (not me) are searching everywhere for Slimeballs. One might say you can get half a stack from a couple nights of swamp exploring, but there are those who need Sticky Pistons (and leads) for many builds! Ironically, I used up so many sticky pistons in my magma cube farm.

    In conclusion, fire resistance potions are fine the way they are.
    Posted in: Suggestions
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    posted a message on [HELP] How do you make certain weapons/items deal more damage to certain mobs?
    Well, I want it to do EXTRA damage to JUST the horse, not any other players or mobs he/she would be fighting.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [HELP] How do you make certain weapons/items deal more damage to certain mobs?
    How would using enchantments work? Perhaps Smite and Bane of Arthropods work for their respective mobs, but no enchantment works against horses (which I need)
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [HELP] How do you make certain weapons/items deal more damage to certain mobs?
    Recently, I've been starting to create a command-block-powered PvP map.

    One of the classes I have planned was to do extra damage towards a mob (specifically a Horse, the class has extra damage towards horses which are the mounts of another class). I've been checking everywhere and everytime, but I can't find how to deal extra damage towards certain mobs using command blocks. I figure it should do about 6 extra damage (3 hearts), so you can just do the /execute command with a horse to give itself instant damage. Is there any way we could do this?


    - It has to multiplayer compatible, meaning it has to work with multiple people in the same world

    - It has to work with multiple people in the same class (with the same scoreboard values for the "Class" dummy objective I set up, although I could change it to have multiple values for the same class)

    - It has to be semi-reliable, to the point where it works over half the time.

    - If possible, I don't want to have to use any plugins, mods, or MCEdit

    Thanks, but don't try TOO hard.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on More Gamerules! [Over 300 supporters!]

    Honestly, 1.8 is the PERFECT time to put this in. This is one of the best mapmaking ideas around.
    Posted in: Suggestions
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