• 1

    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Don't worry folks, MCEdit hasn't been discontinued, it's been open sourced. Things may be a bit disorganized at first, but the project will eventually get going at a greater pace than it was before. It looks like TkTech has already gotten started. I might jump in and fork his repo soon (and I'm using a Mac, so I can help with that issue).
    Posted in: Minecraft Tools
  • 3

    posted a message on MCEdit Filter Scripts
    UPDATE: fixed a bug that caused the filter to go really slow and tile entities to be copied a lot

    Here is a "hollow out" filter I just made. It fills objects of one block type with another block type, leaving a "crust" of given thickness:



    You can also get some neat effects by filling "air" with something else:



    Note that wherever the filled material touches the edge of the selection box, the filter will fill all the way to the edge of the box. This is by design, as it comes in handy for certain effects. To see how this works, run the filter with the selection box touching the surface of an object. If you don't want any filler material exposed, the selection box needs to be at least a block larger than the filled object on all sides.

    Also, this filter does not (yet) work properly with blocks that are distinguished by their data value e.g. colored wool. It will treat all wool as the same block type.

    hollow.py

    from pymclevel import MCSchematic
    
    inputs = (
        ("Fill", "blocktype"),
        ("With", "blocktype"),
        ("Boundary thickness", 1)
    )
    
    
    def perform(level, box, options):
        fillBlock = options["Fill"]
        withBlock = options["With"]
        borderThickness = options["Boundary thickness"]
    
        notFillBlock = [i for i in range(0,255) if i != fillBlock.ID]
    
        orig = MCSchematic(shape=box.size, mats=level.materials)
        orig.copyBlocksFrom(level, box, (0,0,0))
        orig.removeEntitiesInBox(orig.bounds)
        orig.removeTileEntitiesInBox(orig.bounds)
    
        perturbed = MCSchematic(shape=box.size, mats=level.materials)
    
        for n in xrange(0, borderThickness):
            perturbed.copyBlocksFrom(orig, orig.bounds, ( 0, 0, 0))
            
            perturbed.copyBlocksFrom(orig, orig.bounds, ( 1, 0, 0), notFillBlock)
            perturbed.copyBlocksFrom(orig, orig.bounds, (-1, 0, 0), notFillBlock)
            perturbed.copyBlocksFrom(orig, orig.bounds, ( 0, 1, 0), notFillBlock)
            perturbed.copyBlocksFrom(orig, orig.bounds, ( 0,-1, 0), notFillBlock)
            perturbed.copyBlocksFrom(orig, orig.bounds, ( 0, 0, 1), notFillBlock)
            perturbed.copyBlocksFrom(orig, orig.bounds, ( 0, 0,-1), notFillBlock)
    
            orig, perturbed = perturbed, orig
    
        orig.Blocks[orig.Blocks != fillBlock.ID] = -1
        orig.Blocks[orig.Blocks == fillBlock.ID] = withBlock.ID
    
        level.copyBlocksFrom(orig, orig.bounds, box.origin, withBlock.ID)
    
        level.markDirtyBox(box)
    Posted in: Minecraft Tools
  • 1

    posted a message on Compact Light Sensors, 1x/7x/12x/14x Sensitivity
    New video tutorial for the Nano, to replace the old crappy one. I talk in this one and there is more info on how the thing works. As you can tell from my voice, I am the original gangster.



    I'm working on a video for the 14x, but it's a lot of building and it's tough to get decent takes.
    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on three_two's VINYL FANTASY Series
    Somehow, this happened:



    The weird things is, I wasn't anywhere near it. I was in...

    Broken Wizard, so my guess is a stray Ghast fireball hit the tree. I'm surprised it could travel that far though.

    So far I've done the tree, the pyramid, the citadel, the snow area, and Broken Wizard, in that order.

    I'm loving the map. I love how each area has a distinct feel, and they are big enough and challenging enough that you can't just breeze through them. You have to really get to know the area and conquer it.

    I'm amazed at the variety of aesthetics that you've created with such a limited set of blocks. There are blocks that I've always considered unconditionally ugly, like bedrock, that you've managed to use in an attractive way. And you've used block combinations I never would have thought of, like end stone and clay. I'd really like to hear your thoughts on this general topic. I'm trying to break out of cliches like forests, castles, dungeons, etc. but the blocks seem to pull me back in.

    Don't worry about people complaining that the map is too hard. From reading Vech's thread, I've learned that no matter what kind of map you make, there will always be some people who think it's too hard and some who think it's too easy. It feels just right to me. I think some people just aren't willing to get creative. Broken Wizard is impossible if you just run in swinging your sword, but there are plenty of other ways to do it. The piston is mightier than the sword.

    There is one issue that I keep running into though. The floating islands between the zones are extremely difficult. The ones in the void fog are as hard as anything else on the map, if not harder. But I wouldn't complain about them being too hard except that it is trivially easy to skip them and just build your own bridge. You have to go out of your way just to get to the islands, let alone get through them. And then you have to build a bridge anyway if you want a railway. So I can't bring myself to go through the islands because it just feels like I'm spinning my wheels, or like I have to deliberately hurt myself just to follow the main path of the map. And because I always bridge in to the zones, I sometimes end up doing them backwards, because the places that are attractive to bridge to tend to be at the end of the quest.

    Actually, a related problem is that the areas are just really far apart. On normal view distance, I can barely see the next area over.

    But to finish on a positive note, yeah, it's an amazing piece of work and you've really pushed the envelope of what can be done in Minecraft.
    Posted in: Maps
  • 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
  • 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
  • 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
  • 2

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    There may be a way to create at least a manual mob launcher with the eggs. If you have a ton of mobs crammed together, touching them will push you away with a large force. You can build a chamber that holds spiders but lets tall mobs out through a barrel. Put a ton of spiders in there, drop a creeper/zombie/skeleton in the top and POW. I've tried and this works but you would need a LOT of spiders to launch mobs across lanes in an RFW map. I will look at ways to make this more efficient.

    Posted in: Maps
  • 2

    posted a message on How fast do Nether warts grow?
    Fun facts:

    • Netherwart actually has 4 stages of growth, but the middle two stages look the same. This is why the middle phase appears to last longer.
    • The average time between stages is about 3 minutes and 30 seconds, but it is random and highly variable. Light does not affect the growth rate.
    • Contrary to rumor, the Nether does not have a "minimum light level". It has 16 light levels, just like the overworld. The ambient glow is purely a visual effect. It does not affect game mechanics.
    • Netherrack does not emit light. Neither does Netherwart.
    • The only difference in lighting between the Nether and the Overworld is that the sky is considered "visible" from everywhere in the Nether. This is why Netherwart can be planted in the dark and it won't uproot. In the Overworld, it will uproot if light is below 8, just like most other plants.
    • Due to a bug, Netherwart (and most other plants) will uproot in the Nether if underneath a natural vein of glowstone and light is below 8. The bug causes the glowstone to block the "view" of the sky. Only natural veins do this. If you place glowstone manually, it won't block the sky.
    Posted in: 1.0 Update Discussion
  • 3

    posted a message on You can easily fall off a block while crouching
    If you crouch-walk directly towards an inside corner at a 45 degree angle, as in the screenshot, you will fall off the edge. You can easily reproduce this by first backing into the opposite corner, aiming the reticle at the inside corner, and crouch-walking forward.



    It can easily happen by accident too, as I learned tragically. I'll never trust crouch-walk again!

    Not sure if this is a new bug or not, but I haven't noticed it until just now. Is there presently any way to report bugs to Mojang that they actually pay attention to?
    Posted in: Discussion
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