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

    latest version of nightmare realm still got messed up lighting in open areas


    Unfortunately, there isn't anything Vechs can do about that one. Maps with large open spaces that are covered, like Nightmare Realms or Spellbound Caves, will have skylight all over them due to . A few spots in Legendary are affected too, like the edges of West Commons and Castle Invidia. We will just have to wait for the fix from Mojang.
    Posted in: Maps
  • 1

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

    As for the light fixer, hmm, have my doubts about that but I haven't tried it so who knows...maybe.The only problem I see is that Kamyu seems to think it's still a problem with the y127-128 ceiling which it's not. Plus VF's ceiling ends at y126. My friend and RFW teammate has isolated the bug and found a way to correct the problem. Knowing what last_ knows, I just can't see how Kamyu's program would work, and if it does work, I don't see how it would permanently fix a map.


    That's right, Kamyu's tool fixes a different bug. This one unfortunately can't be fixed by a tool, or even by building the map in my fixed version of MC. As soon as the bugged version of the game saves the chunks, it will delete the empty sections and the glitchy light will be back when it reloads them.
    Posted in: Maps
  • 1

    posted a message on BUD Platform: detect block updates in a 12x12 area
    The vertical one is much easier going up or down. Down seems best since you can use glowstone to get the signal back up. I might do another video about this one since it seems like it could be more useful than the ceiling one.







    Zhul, I tried using a BUD array on the end for an earlier iteration of the ceiling BUD but I found it was unreliable. A few of the sensors just didn't work for some reason. You might want to build it full size and then check them all. Also, you're a good builder and you should set yourself up to make videos. It gets you way more attention.
    Posted in: Redstone Discussion and Mechanisms
  • 3

    posted a message on BUD Platform: detect block updates in a 12x12 area
    I stacked my in-line BUD array to create a planar version. Hope someone finds it useful.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Compact Light Sensors, 1x/7x/12x/14x Sensitivity
    Quote from pipaputzelmann

    The machine is working fine, but as i said i build this on a multiplayer server. So unless there are people around at a certain distance the chunk won't get loaded which could propably under certain circumstances lead to a rapid change from day to night.

    It was working fine for a few days but today something like that must have happened since the grass was completely gone and i am 100% sure nobody messed with it. Would just be pretty awesome if i could add a small patch on either side so the grass could regrow if necessary.


    Grass can't grow underwater, so if all the grass dies and the machine is in day mode then there is no way to make the grass grow back without manually turning the water off. But killing off all the grass requires a long sequence of day/night transitions with very particular timing. It is extremely unlikely that chunk loading or time changes could accidentally happen at just the right times to kill off all the blocks. Maybe 2 or 3 of them, but not all.
    Posted in: Redstone Discussion and Mechanisms
  • 0

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

    This is an awesome design, but i have one question.

    I build this on a multiplayer server and it worked pretty well, but when i came back all grass inside the machine had become dirt and the machine can not fix that itself, would it be possible to add a little patch of grass somewhere so that the machine can fix this problem over time itself?

    Thanks again for such an awesome idea.


    If all the grass dies then the machine will get stuck in day mode and the water will prevent any grass from growing back. But that just shouldn't happen if the machine is working right. Check and make sure the grass under the window is growing back during the night.
    Posted in: Redstone Discussion and Mechanisms
  • 5

    posted a message on [RFW] Vertigo 1.1 - the wool race gets vertical
    VERTIGO



    Trailer

    Guided Tour

    This is a team vs team wool race map where each lane fits in a single chunk - a 16x16 block area, 256 blocks high. There are three wools located at different altitudes, as well as an assortment of obstacles and rewards.

    The current version is of the map is 1.1 and it requires at least Minecraft 1.6 to play.


    CLICK HERE TO DOWNLOAD
    Or play it with AutoReferee: /ar load vertigo

    Updates

    2013-09-26: Version 1.1
    Yes, I skipped 1.0! This is a big update with tons of improvements to the gameplay and underlying technology in Vertigo. I will have more info and an updated tour soon, but for now, just download it and check it out.

    2012-04-07: Version 0.2.3
    • Fixed a backward sign in one of the lanes

    2012-04-07: Version 0.2.2
    • Added level III war chests at the very top and bottom of the map. They contain some incredibly powerful gear that can change the course of the game.
    • More creeper spawners on the planet.
    2012-04-06: Version 0.2.1
    • Completely new fortress and green wool dungeon, featuring the mob-o-gram machine (send mobs to your enemy)
    • Moved red fleecy box back to avoid accidental cannoning
    • Better signage to guide you through the map
    • Sumo ring
    • Small tweaks and fixes
    Screenshots











    Other maps by last_username

    Hoodoo
    http://www.minecraftforum.net/topic/1932616-pvp-hoodoo/

    Tunnel Vision
    http://www.minecraftforum.net/topic/1290074-rfw-tunnel-vision-created-for-rmct/

    Bed War
    http://www.minecraft...nd-of-team-pvp/
    Posted in: Maps
  • 1

    posted a message on three_two's VINYL FANTASY Series
    I've learned that there are definitely some bugs related to propagating light across chunk boundaries. I was able to get my map to a satisfactory (but not perfect) state by NOT aligning any big walls or ceiling windows with chunk boundaries.

    Posted in: Maps
  • 0

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

    It seems that walking near troublesomely lighted patches fixes the issues - worked with Nightmare Realm for me.


    That fixes some issues, if you consider light randomly appearing and disappearing for no earthly reason to be "fixed", but there are other lighting bugs that don't fix themselves like that at all.
    Posted in: Maps
  • 1

    posted a message on three_two's VINYL FANTASY Series
    Hey three_two, let me know how your lighting repairs go, and especially if you find any tricks for fixing skylight leaks. I have a new SMP map that is about ready for release, except that there is random skylight all over the place and it seriously breaks the gameplay. I've spent days trying to fix it and I'm about ready to give up. And this map was built in Anvil format from the beginning, so it's not a conversion issue. The new lighting engine just seems to be completely fubar (even after patching that one bug I found). I hope you have better luck than me.
    Posted in: Maps
  • 0

    posted a message on Compact Light Sensors, 1x/7x/12x/14x Sensitivity
    If it's getting stuck, most likely it's not built right and the blocks aren't resetting properly. Look inside the machine and make sure the night blocks grow back during the night and the day blocks die off during the day. Either that or there is still some lighting bug that isn't fixed by the leaves.

    The only way I can imagine that a working machine could get in that state is after a sequence of very short days or nights. If you wait for the machine to detect day/night and then immediately change day/night yourself, doing that 7/14 times in a row could break the machine.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on New smallest BUD array - 2x4x[1-12]
    Just for kicks, I made an alternate 1-wide that doesn't use glowstone. Instead, it uses a torch-on-glass trick:



    I've almost reduced the height by one, by getting rid of the wire on top, but that design makes the torch pop off the glass.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on New smallest BUD array - 2x4x[1-12]
    Thank you to Reddit user Zhuls who figured out that this BUD array can be built a couple of other ways, one of which is one block shorter than the original design:

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on New smallest BUD array - 2x4x[1-12]
    Quote from Magix

    I will make it my personal goal to make a day/night sensor out of this faster than you get to update yours

    Awesome job =P


    Yeah, go for it. You can probably shave 4 blocks off the total width of the 7x/14x.

    I was actually playing around with your light sensor design when I came up with this.
    Posted in: Redstone Discussion and Mechanisms
  • 8

    posted a message on New smallest BUD array - 2x4x[1-12]
    Here is a BUD array I came up with that is only two blocks wide (the only other design I know of is 4 blocks wide). It can have up to 12 sensors and each sensor piston is exposed on 4 sides (for the other design, it's only 3). Please use it for good and not evil.


    UPDATE: Another video, with Zhul's improvements:



    Posted in: Redstone Discussion and Mechanisms
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