• 0

    posted a message on [1.7.3] Aether Collaboration Mod - V1.02 - NEW MOBS, FIXES, ITEMS AND FEATURES!
    How do you put Zanite armor together? Do you need to turn the gems into something else first? They don't seem to do anything in the enchanter.
    Posted in: Minecraft Mods
  • 0

    posted a message on Battlefield: World Tree, for CTF Play




    This is a battleground designed around four-team CTF play. It was built to work with TommyTony's WAR plugin. Some things on the map may not function as intended without the plugins that were associated with this map; for example, the 'vortex' beneath Team Air's base used a plugin to launch players up into the air and onto the island with the windmill. There are no real resources on this map, as the landscape was built almost entirely with WorldEdit. Building and destroying blocks was disabled on this map when we used it for CTF, so I've invested basically zero effort into any of the underground areas on the assumption that my players would never be down there anyway. Despite that, I hope you enjoy it for whatever use you're inclined to.















    Posted in: Maps
  • 0

    posted a message on Nations at War Season 1 World Map
    DOWNLOAD LINK AT PLANET MINECRAFT



    This is the world map that was used in Season 1 of Nations at War. This does not include any of the structures built during Season 1 - it is simply a blank slate for your own constructions. I created this map by utilizing the Biome Terrain Mod (now known as Phoenix Terrain Mod), MCEdit to composite terrain together, and WorldEdit to manually brush terrain as required. It was created back in March of 2011 - as such, it lacks a few of the newer blocks like tall grass.

    The map is roughly 2,100 x 2,100. It is surrounded by a low adminium wall and lava moat. It does not include any of the plugins we ran during Season 1, as almost all of them are outdated by this point. During Season 1, we were blocking fire spread with a plugin. Accordingly, it's possible that I overlooked something on the map that might catch fire. However, I think I've managed to eliminate any of those hazards from the version that we're releasing.

    Additionally, some of the things you might see on the server won't really make sense without our plugins. For example, the Nation of Fire had virtually no trees. This was by design. Their primary method of obtaining wood for use in tools was to punch cactii, which had a small percent chance of dropping sticks. Pumpkins dot the Nation of Water because one of our plugins allowed them to be used as diving helmets for prolonged underwater breathing.

    There are a number of features to be discovered on the map beyond even those pictured in the images below. Some of them are just neat little surprises. Some of them are traps that may kill you. I regret nothing.

    The texture pack was created for use on our server and may be downloaded here. It is a 32x pack, so you'll need to use the patcher. Do not ask me for assistance in installing the texture pack.

    You may use this map on your Server or SSP game on one condition: If you build anything particularly cool on it, let us know. :biggrin.gif:



















    Posted in: Maps
  • 0

    posted a message on Has anyone tried building 'primitive' structures?
    I'm looking for help coming up with designs for primitive or tribal looking buildings. No, I don't mean tribal as in that dimestore tattoo your mother has on her lower back. I mean like these:

    http://i172.photobucket.com/albums/w1/leviathonlx10/WoWScrnShot_050810_220900.jpg

    http://static2.ubi.com/uk/mm/February_16-Orcsdefending.jpg

    http://media.curse.com/CommunityServer.Components.PostAttachments/00/00/24/24/55/orc-camp.jpg-720x540.jpg

    http://farm5.static.flickr.com/4106/5001164913_08080db205.jpg

    You get the idea. Lots of smaller huts, crude spiked walls, that sort of thing. There seem to be surprisingly few examples of anything following this aesthetic. I am inclined to believe it's probably because everyone's too busy building things that blocky shapes lend themselves to more naturally, like castles and that hilarious creeper face or sprite art I'm sure you screencapped and hung up on the fridge.

    Anyone have good examples of this kind of style of building executed in Minecraft?
    Posted in: Discussion
  • 0

    posted a message on ♖ NoxCraft ♖ [1.2.5] 3 Servers | No Whitelist | Join Today!
    Ingame name is JamSessionEin and I'd appreciate a whitelist.
    Posted in: PC Servers
  • 0

    posted a message on The Voxel Box! [Creative] Open to guests!.
    Just out of curiosity...

    Is it possible to submit something built off-server to get whitelisted?

    I ask for two reasons:

    1) The guest slots seem to be permanently full as of late, making it difficult to actually hop on and bang rocks together.

    2) I've created some neat stuff on my own local host - some of it with VoxelSniper, no less - and I'd much rather show you the things I'm proud of than attempt to claw something of value out of the space in the Daro.

    I've been on to sightsee as a guest a couple times over the past few months but never quite had the time or inclination to try and get fully whitelisted - least not 'till recently.
    Posted in: Minecraft Survival Servers (archive)
  • 0

    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Quote from codewarrior
    I'm going to add the downward scale soon.


    <3
    Posted in: Minecraft Tools
  • 0

    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Hey Code,

    I saw a few days ago you seemed to be playing with scaling / resizing options. Is that still in progress? I have a giant statue that's about 120 high, and I'd love to make a half-size version of the thing, but it's such a giant pain. If I could scale it down 50% that'd be lovely. I realize it'd probably butcher some of the details and shapes, but it's substantially easier to reshape and retouch a thing than it is to try rebuilding it half-size from scratch.
    Posted in: Minecraft Tools
  • 0

    posted a message on Creeper-face piston challenge!
    Man, Robot, that is such an elegant solution. I took your movements and tightened all the wiring up a bit so it had a smaller footprint, and I have to say, this is pretty awesome to see in action. Thanks, guys!
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Creeper-face piston challenge!
    I find it fascinating that not only do the two of you seem to have it cracked, you seem to have come up with wholly different methods of doing it.

    I'm very interested in seeing the labyrinth of wire that runs this thing.

    Do you guys think you'd be generous enough to share a .schematic of these?
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Creeper-face piston challenge!
    Quote from Hurricane9

    Every block could be pulled away except for the pair below the top block part of the mouth.


    Which is as far as I've been able to get with it. I'm just wondering if there's some brilliant, retractable way of making it work so that you could actually pull those out, too.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Creeper-face piston challenge!
    I've been scratching my head with this for an evening now and can't crack it, so I'm posing the challenge to you, o noble forumers, to see if this is possible to engineer.

    I have a creeper face I want to set in the floor of a dungeon. When a certain condition is met, I want the mouth of the creeper in the floor to open up and lead to a drop-shaft down to the lower levels of the dungeon. The shaft needs to be the same shape as the creeper mouth the whole way down. For now, I'm just hooking it to a switch. It needs to be able to open up and close again.



    I've been able to figure out how to get every block out of the way in that mouth - every block except that middle pair. I can't figure out how to manage that. I know I could conceivably put pistons below it to pull them down and then pull them to one side, but then the problem becomes how to even power the pistons in their extended positions without also blocking the creeper-mouth shape of the drop shaft.

    Any brilliant minds out there willing to take a crack at this?
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Weird question: Is there any way to actually just see the X and Z coordinates of a point with this, or do I have to get there ingame and hit F3?
    Posted in: Minecraft Tools
  • 0

    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Out of curiosity, Code, can anything be done to speed those up? I'm extrapolating here and it looks like it's going to take something like three weeks to run on the size of map I'm working on. :sad.gif:
    Posted in: Minecraft Tools
  • 0

    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Quote from codewarrior

    Otaku, MrCosmos: There should be something in the Console when you try to open it. Make sure you unzip the file with Archive Utility and not a third party tool.

    jamsessionein: Someone posted a couple of filters like that a while back, let me see if I can find it...

    They're a bit slow because of pure python, but they should be usable. Quoted to fix forum tags in the original post.


    Oh man, that NearReplace is exactly what I need to shrink deposits. Gorgeous, Code. Thanks yet again.

    Edit: Sorry, I need some silly clarification. Do these work with MCEdit's interface, or are they just command-line? I copied RandReplace, saved it as a .py in the filters folder, but clicking on the filter button kicked back an error:



    No doubt I'm being stupid somewhere.

    Edit again: Did the same steps as above, but now it's working. It is a mystery!

    Thanks. :tongue.gif:
    Posted in: Minecraft Tools
  • To post a comment, please .