• 1

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Hey Vechs, not sure if you already know this, but I just noticed that Minecraft 1.1 handles stacked enchanted items perfectly. If you have two fish with different enchantments, it won't let you stack them. If they have the same enchantments, it will. You can split and recombine stacks of enchanted items and it all works as you would expect. I checked MC 1.0 and it doesn't do that, so it's definitely a new feature. Just thought it would be relevant to your interests.

    Now I'm off to add enchanted clocks to Bed War.
    Posted in: Maps
  • 0

    posted a message on [BW] BED WAR - A new kind of team PvP
    Aaaand yet another update, mainly to prevent the map from becoming infested by Ghasts.
    Posted in: Maps
  • 0

    posted a message on Compact Light Sensors, 1x/7x/12x/14x Sensitivity

    Finally got the 7x circut working after much tinkering with it, no idea what was wrong but resetting the torches on the RS-NOR circut seemed to do it. It's still somewhat tempermental however. Is this because i'm in 1.1?


    It shouldn't be temperamental in any version of MC that I'm aware of. What is it doing?
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on [BW] BED WAR - A new kind of team PvP
    Just updated the map with BIG changes, based on my experiences from recent matches. Teching up is now more challenging (especially iron) and hiding the bed is easier. There is lots of new content as well.
    Posted in: Maps
  • 0

    posted a message on [BW] BED WAR - A new kind of team PvP
    Quote from tmcaffeine

    I just did two 3v3 scrims on this map. It's a lot of fun! The concept is great and the map is beautifully crafted.

    One suggestion I have is to add some more food to the map. Our team was running out of food before we had the means to venture into the trees and grab the watermelons safely. It's also possible that I failed to notice other food sources.


    There is tall grass in the tower.

    And it shouldn't take very long to get to the mellons if you dig down from the tree canopy.
    Posted in: Maps
  • 2

    posted a message on three_two's VINYL FANTASY Series
    Possible bug:
    No minecarts in the railway chest in the big tree. The player is likely to go here first, so it seems odd to give them all that track and no minecarts.
    Posted in: Maps
  • 0

    posted a message on [BW] BED WAR - A new kind of team PvP
    Quote from XYZ_99

    I should be able to russle up a team, when? Do keep in mind we are in middle school.


    How about tuesday 9pm EST? (8 central, 7 mountain, 6 pacific)
    Posted in: Maps
  • 0

    posted a message on Full 1.1 change list and unlisted additions!
    I just noticed a subtle but awesome feature that I haven't seen mentioned anywhere else: when you die and return to pick up your stuff, everything will go back to the same hotbar slots they were in before. No more fumbling around to find your sword!
    Posted in: 1.1 Update Discussion
  • 1

    posted a message on three_two's VINYL FANTASY Series
    Quote from three_two

    No, just the one that's pre-installed. I mean, you could try it but, most likely warping through a new portal placed in the nether would spawn you in the middle of a huge void in the over-world. Doing the opposite of that would probably land you in the middle of normally generated nether terrain.


    Oh, I know how to build them so they go where you want them to go. I won't go outside the map, I'll just use them to quickly get to places I've already been. But if it's really against the rules, I won't.BTW, I found an odd bug in the map:

    In the railway chest in the big tree, there are a bunch of brick blocks, but some of them are glitched. They look like stacks of bricks in your inventory, but they have a blank label, and when you place them, they turn into double stone slabs.
    Posted in: Maps
  • 0

    posted a message on Snapshot 12w04a is Out!
    Minecraft is Racist
    chenge your language to the very first on and you get this
    http://i.imgur.com/TBpwr.png


    More likely somebody vandalized their crowdsourced translation. But they will need to figure out how to keep things like this out of release versions.
    Posted in: Minecraft News
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from jordan2412

    LOL, just saw this about the new update:

    WARNING: RACISM INCOMING!
    (not by me)

    If you change the language to afriikan(they spell it funny) with the newest update, the single player
    button will say,"You are a Ni**er" on the main menu.




    Not sure why that's there, But I LOL'ed pretty hard.


    They crowdsourced their translation, so some classy stranger on the internet apparently managed to sneak it in there.
    Posted in: Maps
  • 0

    posted a message on [BW] BED WAR - A new kind of team PvP
    I'm on a RFW team now, and we're up for a bed war with another team. If you've got one, get in touch and we'll arrange a time. We have a server.
    Posted in: Maps
  • 0

    posted a message on three_two's VINYL FANTASY Series
    Hi, this is a beautiful map, and refreshingly challenging so far.

    Are we allowed to build more Nether portals after we find the one in the map? I like to use them for transportation.

    Also, here's how I got past the Ghast grid:

    I built a stairway from the JBM to the ceiling, then a 1x2 tunnel attached to the ceiling. With care, this can be built with relatively little exposure to the Ghasts, but it's quite dangerous. It was made easier by a piston I stole from the Nether portal "trap". I tried to aim the tunnel so it would only be in range of one spawner, but I activated two by mistake. To break each spawner, I steered the tunnel close to it and then dropped a few sand on it by placing against the ceiling. I used the sand to build downward a couple of blocks until I could reach the spawner to break it. With two spawners gone, I tunneled the rest of the way to the tree (and that's as far as I've played).

    It wasn't easy, and a few times I barely survived a ghast blowing a hole in my tunnel. In retrospect, it may have been less trouble just following the main path, but I just can't resist interesting challenges. If you want to really make it impossible to get through them, there's probably a way to do that, or at least make it much harder. But personally, I get the most satisfaction from doing "impossible" things like that.
    Posted in: Maps
  • 0

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


    I've made a nether portal near the victory monument. When I use this portal, I arrive at the nether, which is nothing special. But if I use the portal in the nether to go back to the overworld, it teleports me straight into the 16th dungeon. The only way to get out without go through the dungeon is to burn yourself to death. Is this behaviour normal and intended? Shouldn't the portals "reconnect" if I make a new portal somewhere else?

    The second question is kinda a noob question. Is there really nothing in the trap near the orginal spawn point, "Hidden in the Sands"? I dug around and I couldn't find anything.



    Portals transport you to the nearest active portal in the other dimension, within a 128 block radius. If there is no active portal in range, one is created in the other dimension at the same location as the portal you entered. Portals are not linked to each other in any stateful way. Everything is decided when you enter the portal, based on the locations of portals on the other side.

    Vechs probably creates one of the portals in his maps by going through the other one, so they will be lined up perfectly and one will always take you to the other. If you build another portal in the Nether that is more than 16 blocks from the original one, it will be out of range of the original Overworld portal and will create a new one, but it's tricky to predict exactly where it will appear.

    BTW, there are a few practical ways to build a portal network in a Vechs map (or any map, really). If you are ok with looking at the F3 screen and you have some obsidian blocks, you can calculate the exact locations to build portals in both dimensions so that they line up. Alternately, you can do this:

    1. Leave all your valuable items behind and go to the Nether. Don't forget to take off your armor and spend your XP.
    2. Deactivate all portals in the Nether. If you have a diamond pick, you can mine the obsidian. You can break the portal by hand if you have some obsidian blocks to repair it later, and you don't mind waiting a few minutes. Otherwise, you have to blow it up with TNT or a Ghast fireball. Beds used to deactivate portals when they exploded but that doesn't seem to work anymore.
    3. Put any valuables you still have in a chest and kill yourself.
    4. Go build a portal in the Overworld at some station in your travel network. If you have buckets, you can build it with lava and water. You can also carve it out of any obsidian wall you find in the map.
    5. Go through this portal and a matching portal will be created in the Nether. These two portals will always connect to each other, regardless of other portals nearby.
    6. Repeat this process for every station in your network. You have to deactivate all Nether portals in order to create a new one, so it's easier to build the whole network all at once.
    7. When finished, repair and relight all the Nether portals.

    I do this in all the Vechs maps I play. It's way faster than minecarts, though not quite as fun to build or use.
    Posted in: Maps
  • 0

    posted a message on Mob Defence ({-SMP-}) support.
    What is "mob defence"?
    Posted in: Maps
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