• 1

    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!

    i noticed that in TR2 that the obsidian-void forged or whatever armor is as good for armor points as iron, yet the armor is lether... how? just wondering cuz that is cool how you did that xD



    Quote from clonex10100»

    NBT editing i believe

    Yup, just have to add a simple attribute tag to the item.
    http://minecraft.gamepedia.com/Attribute
    Posted in: Maps
  • 1

    posted a message on [CTM] Ragecraft Series (by heliceo)

    So I decided to see just how broken RC3 is in 1.9...


    At least some books are missing most of their text.

    The wall somehow eats the objectives book when you pop it out of its frame (also other books that you put in that frame).

    Frost traps don't work. They have all the text, but are just speed potions.

    The fenced in spawners in the coal mine spawn chickens that moan like baby zombies and do contact damage. Not just chicken jockeys with invis baby zombies. The 'chickens' usually aren't aggressive and the 'baby zombies' cease to exist when the chicken dies.


    And then this at the entrance to the mine.. no idea:


    Haven't crossed the bridge yet.

    Posted in: Maps
  • 2

    posted a message on [CTM] Ragecraft Series (by heliceo)
    Quote from EvilCherry1»

    Hey everybody !

    Are there videos somewhere explaining how Heliceo created all those custom items ?

    I think I am able to create some items of this kind if I put commandblocks everywhere detecting whether the player has attacked or things like this, but I don't think he has filled his map with one (or more) commandblock for each custom effect on each item every few chunks.

    I haven't found any video posted by him on youtube.

    I am planning to create maps too, I have many ideas but I don't have the knowledge he has... ^^

    See you !



    For effects that need to work map wide, you place the command blocks in the spawn chunk of the map. The spawn chunk is always loaded as long as someone is in the overworld so any redstone magic in that chunk will always be running.

    Posted in: Maps
  • 1

    posted a message on [CTM] Ragecraft Series (by heliceo)
    Quote from Blaze_Masta»

    -I placed the spawner in the nexus but it still hasn't spawned a pig :(

    Pigs require grass blocks to spawn on. Spawners still follow those rules (which is why you can light up skel/zom spawners). Place the spawners by grass and they will work fine.
    Posted in: Maps
  • 1

    posted a message on [CTM] Ragecraft Series (by heliceo)
    Quote from taschneide»

    So I've been having a bit of a problem with RC3... I basically get massive lag spikes, and I have no idea why. It works fine when I start the map, and I can get to about the start of the village in the white crystal area, but the farther I go into the area, the more lag spikes I get. The lag spikes basically completely freeze the game for a second or two - including freezing the screen - and when it stops, the game jumps ahead to where it thinks it should be, causing a lot of stuff to happen within a fraction of a second. Usually, "a lot of stuff" includes death - I can't predict when the spikes will happen, and all that I know is that it gets worse the more I advance into the village.


    I'm definitely using the minimum settings the map suggests - in fact, I think I'm using the recommended settings. My computer is pretty old (I built it a few years ago, and I'm not sure I've done any upgrades since then), but it was a great computer then, and has always worked fine since. It was the computer on which I recorded not only my RC2 LP, but also my RC2 speedrun; I'd be surprised if there's something that just went wrong with it. Does anyone have any suggestions for what to do?



    I had the same issue. It went away when I removed the garbage collector jvm arguments that are apparently default now. (-XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy)
    I've only had one freeze since getting rid of those (when some area specific effects initialized in the green *crystal area).

    Posted in: Maps
  • 1

    posted a message on [CTM] Ragecraft Series (by heliceo)

    Bug with the health boost quest: If you ever drink a potion with a temporary stronger health boost then the weaker "permanent" quest health boost never comes back. I imagine it will come back if I ever die again, but I would rather avoid that XD.

    Posted in: Maps
  • 3

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Someone needs to load up Legendary on the snapshot and get a pic of the taco now that it has proper cheese sauce.
    Posted in: Maps
  • 5

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Ah.. Herobrine. That elusive beast. Building and moving things when you aren't looking.
    Mojang tried to remove him.
    Twice. (So sayeth the patch notes.)
    They succeeded in removing his skin.. (so long Steve/Monster..)
    What emerged was the Enderman. Still moving any and all blocks (even bedrock).
    Mojang, seeing that the beast would not die, settled for merely weakening him.
    Now the beast, able to carry but a few blocks, screams its frustration to the world as it searches for the means to return to power.
    Posted in: Maps
  • 1

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    So first we get the NSA and now we get the DoD?
    Posted in: Maps
  • 2

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Hass_Harley

    Oh boy, TNT and Spawner Carts have me hyped up for this update. What I'd like to know is if you could have TNT carts go off upon colliding with players in carts, or something to that effect?


    How about a spawner spewing out primed TNT as the minecart zips along.

    Quote from StratMaster007

    Quick question about spawners: So, I can spawn different types of mobs from a single spawner? How?

    And can I set the drops to be a stack of an item, or am I limited to single items? That was my main question a few pages back.


    Yes. Everything under the SpawnPotentials tag.
    You can set the item count to whatever, so yes.
    Posted in: Maps
  • To post a comment, please .