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    posted a message on d

    Couple new screenies for my 3rd map. Feel free to leave feedback.

    I'm liking the look of that third one especially. Are you still working on this? If so, how far along are you?

    Posted in: Maps
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    posted a message on /testfor Item with colored name

    Quite a bit of a bump here, but I have a relevant question. Even though droppers can hold additional information as blocks it doesn't seem to be possible to make it retain any custom nbt tags. The situation is similar for other data holding blocks. Additionally, it seems to be impossible to match blocks like this with colored names. So, is there a way to ensure that a custom dropper is actually a custom dropper as opposed to a normal, renamed dropper?

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on d
    Another Screenshot for Ragequit Avenue 3. This is for you Stormy! Lol.

    A quick heads-up: This area is still a big ****off cave, but looks much nicer than the ones I complained about in my review. That's because of the levels of detail here. Allow me to illustrate:

    Level 1: Hardened orange clay, standard semi-large cave structure

    Level 2: Gravel and coal pockets

    Level 3: Lavaflows, fence pillars

    Level 4: Mobs, Chests, Anvils

    Which is a large difference from

    Level 1: Stone, standard semi-large cave structure

    Level 2: Glowstone blocks, spawners, mobs, chests

    This is also why I liked the Ash-lake mines more because it had several kinds of blocks and those things hanging from the ceiling which both break up the monotony of the cave with additional detail in texture and structure respectively. Try to have at least 2 levels of detail for both structure and texture, preferably more to make the area more memorable. Don't go too overboard with this though since it can make an area look like a cluttered mess.

    An improvement upon the screenshot here could be, for example, some structure detail in level 2 that it doesn't have yet (only texture). You could - just throwing some ideas out there - add vertical splits in the road, much like in the caves of the Outer Darkness in Vechs' Inferno Mines. It looks plenty nice as is though and I'm basically talking out of my ass here, this is just what I feel could be a general guideline to visual design as opposed to something that actually has some research behind it, so take from it what you will.

    With that being said, I look forward to your third map and I'd love to test it for you when you get to that point!

    Posted in: Maps
  • 2

    posted a message on d
    I finished the map! I only died once (open the spoiler to see where exactly) which is about on par for a ctm map that's supposed to be easy.

    Anyway, for my review I'll be looking at each of the seperate areas and finally at the map as a whole. To keep track of the good and the bad more easily I'm going to be dividing the grade for each section into several parts:

    Visuals: This is purely how the area looks and feels. Nothing gameplay related here, this is just about the atmosphere of the area.

    Gameplay: This is also about the area design, but, contrary to Visuals, this is about the functional aspect of the area. Here I'll look at how the area plays, how well the different obstacles work and how all of the parts come together to form a nicely playable level (or how they fail to).

    Challenge: This part is about how difficult the area is. More specifically, this part looks at the area's difficulty in relation to other areas nearby and at how different sections of the area scale in difficulty.

    Notes: This section may be empty and is not graded. This is where I'll note things like bugs, annoyances and suggestions to fix some of these things.

    Anyway, on to the review!

    Clifftop Forge
    Visuals: 8
    The start of a map is always important to dragging the player in and convincing him to play all the way through, and you did a great job at that here through visuals alone. Even though you seem to start off in a peaceful environment it becomes clear the second you look down that this is not the case - and thus the map begins. It's not just the impression at the beginning that does it though, the rest of the area looks great too. It was a good move to insert some of those patches of grass all the way down to the bottom - that made sure that the feeling you had all the way at the top doesn't disappear. The different platforms were a nice touch too, each one different from the last. The only problem I had with this area is the cave on the side with the mossy cobblestone - it didn't fit in with the rest of the area in terms of aesthetics. Some extra patches of grass in there might've helped, but I can't say for sure. Anyway, that's just a minor complaint, overall the area looks great.
    Gameplay: 9
    I love that gold nugget. Seriously. It's so satisfying to knock mobs off the edge with that thing, it's amazing. It's the perfect item you could've given the player for this area. I ended up regularly using it up until halfway through intersection #2. The indoor areas and the mossy cobble cave on the side also provided some nice variation. I did fall for the trap by the way, but luckily the delay you put on it was very merciful so I escaped without even taking any damage. Still a shame about the potions though.
    Challenge: 7
    I thought it was a bit easy, to be honest. But then again, I have played several CTM maps before so I already know what I'm doing, and this map IS meant for beginners. Some of the spawners seemed to be too easy to take out as well, many of them never got to spawn their mobs. You may want to consider setting the countdown timer to the next spawn to 0 when you place them - that way the interval between spawns won't change but they'll instantly spawn a mob as soon as you get near them, ensuring that you'll at least have to fight the mob once before you can disable the spawner. This is not necessary for all of the spawners (in fact, I'd advise against doing that) but some of them, especially the custom ones, may benefit from this. Overall the area was challenging enough though, what with the narrow walkways.
    Notes: None

    Supernatural Underpass
    Visuals: 8
    Similar to the Forge, this area looks gorgeous. The high ceiling is probably most of what does the trick, this area almost feels like it's outside. It's fairly peaceful due to the elevated walkway, which helps to create this peaceful atmosphere that I quite liked. I would've loved to see Intersection #1 on this location instead of where it is, on a brick platform somewhat higher above the grass. Oh well, can't have everything I suppose.
    Gameplay: 8
    Again there's plenty of stuff to choose for the player - this is one of the most important things in good level/game design, to give the player plenty of choices, be it in ways to tackle a problem or in paths to choose. Here the player may choose to farm the trees, take on the house on the side of the path or just explore the area a bit more in-depth. Even though the combat here is low, there's still plenty to see and do so the player won't get bored while going through here.
    Challenge: 7
    Even though there is not much combat here the combat that is here sure does count. The custom mob is suitably difficult to get past, the house on the side is not easy to tackle either and the mobs that start swarming onto the walkway when you get to the final part of the area make it so that you can't relax here.
    Notes: None

    Ragequit Monument
    Visuals: 5
    Wow, it's a large ****off cave with pillars! Eh. I'm not sure why you felt that the victory monument needed this area up front before you reach it, to be honest. It makes the monument itself, which is in the style of the preceding area, look out of place because of the large stone cave leading up to it, which is a shame since the monument looks nice in of itself. The cave really added nothing visually, and unfortunately it makes up the brunt of the area. Which leads me to my next point:
    Gameplay: 6
    Although the challenge was on-par with what we've encountered so far, there is really no reason to make the combat this repetetive here. You're basically fighting random mobs in a large cave for half an hour before you get to the monument for no reason. You already have the Underpass as an intermediary area before we can snuggle up inside the monument area, so why bother adding this? Well, at least there was some loot for the effort and the player hasn't fought large groups of enemies like this before, so I'll give it a pass in terms of gameplay.
    Challenge: 6
    This area is a bit too difficult for the player at this point. Skeletons in a large cave are too much of a threat when you don't have an ample supply of arrows yet, and it shows here. This area shouldn't take long to get through since it's only the introduction to the monument, but this place was difficult to get through even when I was making the sortcut from intersection #2. It isn't the spawners either, this cave just spawns too many mobs, particularly skeletons, to handle properly.
    Notes: Add some honeypots around here perhaps? Or better yet, get rid of this place, redesign it or shorten it significantly. It's bland in all three areas and is on the edge of being more frustrating than fun.

    Intersection #1
    Visuals: 7
    The inside of the intersection building looks nice, albeit a tad linear - some curves or rooms on the side might've helped in that regard. Also, the building looks butt-ugly from the outside. It's basically a stone cube. Ugh. The view around it makes up for that though, especially the dark grassy area way down below. The ores are a nice touch as well. Speaking of ores, the shortcut to the monument is very nice as well, it looks like a more compact version of the intersection cavern.
    Gameplay: 6
    I've never been a fan of going down a linear path while beating up mobs unless they're really tough mobs that require me to do something extra (see Zistonian Battlecry from Vechs' Inferno Mines) and this is no exception. I get that this area is supposed to be easy since it leads up to the intersection, but why did you not apply that logic to the area between the Underpass and the Monument? Either way, I would've liked to be able to look around this place a bit more, as it is it's just three rooms and one large room linearly connected to each other, which is just plain boring. Really, just add a couple of rooms on the side, above and/or below to explore and this 6 will become an 8.
    Challenge: 6
    Even though this was supposed to be easy this low grade is mostly because the three zombie spawners at the end failed to spawn anything because the area around them was aready mostly too light for any zombies to spawn.
    Notes: More rooms. Do it. Also, the railway to the Monument is not lit up, so mobs can spawn on there. This may or may not be intended, but I thought I'd mention it here anyway.

    Bittervine Ruins
    Visuals: 9
    The fact that I initially planned to build three grinders here should tell you enough about my love for this area. Everything here fits perfectly and it even sticks to the theme from before the intersection. The castly is nicely dramatically positioned in that large, open area, the vines give this area a great touch of wilderness over the Underpass's well-kempt garden feel and the interior of the castle reflects this state of neglect with the scattered blocks. Great job.
    Gameplay: 10
    I loved going below the path to risk my neck for some nice loot, I loved fighting the custom zombies, I loved seeing emeralds pop out of them, I loved using their own swords against them, I loved taking on the blazes, I loved it I loved it I loved it. My only issue with this place would be that random junk strewn around makes it somewhat awkward to maneuver around the blazes to dodge their fireballs, but if that's the biggest complaint I can think of you might as well ignore it. Oh, and the iron at the end was probably the best reward you could've put there to top off this area.
    Challenge: 9
    This was so much fun to tackle with the gear from before intersection #1, especially the castle. Everything here kept me on my toes and I loved every second of it. The difficulty spike from this place compared to pre Intersection #1 felt fair and satisfying.
    Notes: Yes, all of this, in my face, blblblblblbl

    Sanctuary of Arthropods
    Visuals: 7
    The walkways and lava pit with cobwebs looked great, but... more large, ****off caves. Wee. At least there's some cobweb and stuff thrown around this time and there area plenty of spots where I got to look at the real scenery, so I'll be lenient with the grade.
    Gameplay: 7
    Well, in spite of the large bland cave we had to do it in the combat here was quite fun. Probably mostly because the cave was narrower so it was a much more managable challenge as opposed to having mobs spawn on your sides when you've just cleared them out due to how wide the cave is. Cutting up the spiders in one hit was satisfying too, but... really? The area is named after spiders, but they're actually no threat at all here? I mean sure, there are many of them due to the spawners, but I never really felt that I'd entered the spiders den where I'd have to take spiders more seriously. Some cave spiders here and there might've helped instead of having them all in that one pit where they can't do anything but rub their heads against the bottom of the floor.
    Challenge: 7
    Somewhat easy, but plenty of random mob spawns and swarms of spiders to keep things interesting.
    Notes: None

    Intersection #2
    Visuals: 8
    Warning: ****'s going to get real from this point onwards. That's the message this area conveys and it does it well. I also really like that you can see the visual theme of the three new areas already from the intersection. Very nice.
    Gameplay: Not applicable
    Challenge: Not applicable
    Notes: Why not use a teleporter to get from the Sanctuary to here? The minecart road is only used once since you get a shorter route between the intersections once you get there and it's really tedious to sit there for so long.

    Grim-root Hollows
    Visuals: 8
    Again with the vines, but here they invoke a completely different atmosphere, that of an almost jungle-like place. The dirt and soul sand columns and the bushes and random logs help reinfoce that feeling. Its size, too, contributes to this atmosphere.
    Gameplay: 8
    Nicely up to par with what I've come to expect after Bittervine in Intersection #2. It was a bit of a shame that the randomly spawning mobs were still so much of a threat here that the wither skeletons and the leafhead mobs were kinda pushed to the sidelines, while they would've made for great enemies.
    Challenge: 8
    Difficult, but fair, similar to Bittervine. It's nice that the vines here are actually more of an obstacle than a help like they were in Bittervine where I mostly used them to my advantage to draw skeletons into melee range while here they mostly just prevented me from hightailing it out of the danger zone.
    Notes: Perhaps some honeypots and a lower MaxSpawnDelay on the spawners? I'd really love to see those leafhead mobs take center stage here, they look cool and are fun to fight so they deserve it.

    Happy fun time!
    Visuals: 6
    I can tolerate the huge ****off cave much better if there's a huge lake in there, but the castle didn't really look significantly different from the one in Bittervine. What gives? There's no need for a castle in the middle of a huge underground lake surrounded by ores to look only marginally different from the one in a dilapidated underground garden. A bit of a shame, really.
    Gameplay: 7
    The funbox was fun to take on. Okay, it was a lot of fun, but I'm stil upset that the two fleecy boxes were this close to each other. It didn't really feel like I had to put in significant extra effort to get the other one, although the charged creepers scared me to death - I was afraid that a skeleton would shoot one causing it to blow a huge hole in the wall. It's also a bit of a shame that you gave us the diamond straight away, it would've felt like more of a reward if it was buried underneath the castle so we could only reach it once we'd already gotten the fleecy box, like, in a small, well-lit mine of sorts below the castle and the lake.
    Challenge: 8
    A solitary funbox, some cave spider spawners, some zombie spawners downstairs and the charged creepers made this place challenging enough, to be sure.
    Notes: Let us work for the diamonds, dammit!

    Black Fort Asylum
    Visuals: 6
    Oh boy, another huge ****off cave, but this time with some obsidian! And the pillars are made of quartz this time instead of stone bricks! And the castle at the end had nether brick rims this time! Eh. I feel like this area would've worked better if it was just the building and the building was much larger since we haven't really seen a full indoors area yet. It would also have helped if it felt more like an asylum, although the cells without buttons on the inside were a nice touch.
    Gameplay: 6
    The funbox, the dense spawners and the shortness of the area made it so that I at least didn't tire of hacking away at mobs until I was done with the area. That's really the most I can say, there was not much interesting going on here.
    Challenge: 6
    The custom mobs were barely more threatening than the randomly spawned monsters, the bottom wool was insultingly easy to get and the creeper spawners between the cave and the castle didn't even trigger before I destroyed them. Eh.
    Notes: None

    Crypt of the Ghost Forest
    Visuals: 8
    Scratch what I said about the Grim-root Hollows - this is the place that feels like a jungle. The view when you get halfway through is cool too, and somehow you managed to make the buildings fit in perfectly with the dense jungle-y cavern.
    Gameplay: 8
    Because of the density of the foliage you're always in for a surprise and the constant stream of mobs from the unexplored lower levels of the tower kept me on my toes as well. Claustrophobically good, though I don't get why you made us fall down into the water to get to the smaller building.
    Challenge: 7
    The density of the foliage also meant that there were much less mobs, though the tower made up for that by providing a constant stream of the buggers. It was kinda disappointing how easy the wool in the smaller building was to get though.
    Notes: None

    Intersection #3
    Visuals: 7
    It looks fine and the color scheme fits with the area leading up to it but it lacks the "oomph" that Intersection #2 had.
    Gameplay: Not applicable
    Challenge: Not applicable
    Notes: None

    Ash-Lake Mines
    Visuals: 7
    More caves, though with more interesting textures this time, and an area layout overall too remeniscent of the Sanctuary of Arthropods. I liked the bouncing lava blobs, but I'd suggest making them bounce above the walkways so that the player gets to see them more clearly.
    Gameplay: 7
    I really liked the parkour-like area, it made for a cool challenge without being too gimmicky where a single skeleton would screw you over since there was enough light that not many mobs could spawn at all. The rest of the area had the basic "wide cave" problem I've mentioned before though, so I'm kinda torn about this area.
    Challenge: 7
    The custom mobs were nice and challenging and somehow the large masses of random mobs are much more fun to fight now that we have diamonds to work with. It was decent, but nothing spectacular. I did die my one death on the map here though - I stupidly tried to rush out with the wool and a skeleton knocked me off into the lava. Goodbye, sweet gear, I'll never forget you ;_;
    Notes: None

    The Bellowing Mountain
    Visuals: 8
    The start looks okay I guess, but the volcano man. Amazing.
    Gameplay: 5
    The blazes were too easy to take out, the first wool was way too easy to obtain, the sides of the volcano were practically mob-free (even the charged creepers didn't spawn, and a good thing they didn't too since blasting me off a mountain that high would've just killed me and since it's so hard to defend yourself properly there it'd hardly have been fair), the inside of the volcano was a death trap (you gave us ender pearls, but they don't reach and laddering or using water is almost undoable due to the large amounts of blaze spawners and the cave curving inwards as you get higher). Ugh. And I had such high hopes for this place too when I saw the volcano.
    Challenge: 6
    Well, at least the inside of the volcano was dangerous.
    Notes: None

    Cave of the Black Crystals
    Visuals: 7
    Another large, ****off cave, but at least there's more stuff than just the cave here this time, like structures, the spiralling part and the sound of mysterious fireworks as you enter that part of the area.
    Gameplay: 8
    This is the part where the large, ****off cave structure actually works, mostly because of the spawners and funboxes strewn around. I had great fun taking this place on, even though the second half was disappointing compared to the first half.
    Challenge: 8
    Even if you have enchanted diamond gear you can't rest easy here lest you be overwhelmed with mobs and litter the area with explosion craters. This definitely lived up to my expectations for the final wool area, even though the second half of the area was kinda weak in comparison to the first, as I mentioned above.
    Notes: None

    Visuals: 7.3
    Gameplay: 7.3
    Challenge: 7.1
    Notes: Overall this was a nice, short introduction to CTM-style maps. Is it perfect? Is it great? No, but it has the seeds of greatness in there sticking out from the solid to mediocre baseline. This is a great map if you're new to the CTM genre but it might be boring for veterans who expect a higher level of difficulty and quality a la Super Hostile. Overall it is a solid map, the only things that really need changing in my opinion are the gamplay in the Bellowing Mountain and the visuals in the cave before the Monument. The rest of my comments are basically suggestions, since it's all fine as it is, so do what you want with those.

    Another suggestion that applies to the whole map is this: Add more lore. This map is meant to have some sort of story behind it, things like the Work Clothes sets you find several times and the entire concept of the Asylum suggest as much, so why not run with that? Give the custom mobs custom names, give their drops custom names and descriptions. It requires no gameplay revisions of your map but it adds a level of depth that your players will appreciate - an iron chestplate with Thorns II and Fire Protection II means nothing until you read that it's the armor of the Forest Protector, a race of creatures that became one with the forest so as to better defend it against the humans disturbing the peace in their underground jungle paradise in their hungry search for ores. It feels radically different fighting those armored zombies from the spawners in the Forge if they're named Undead Worker. You see what I mean? Try to play with that a little bit. You don't need written books with pages of lore that nobody'll read, just seep the lore into everything from the area design (which you've already done for a large part) to the mobs you fight to the items you use to fight them. I think it'll go a long way to get people immersed in your map.

    EDIT: I just realized I typed a review of 8-9 pages for a minecraft map. Wow.
    Posted in: Maps
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    posted a message on d
    Just finished the arachnid area and got to intersection 2. The areas there look interesting and all seem to have a special mob (two custom and one wither skeleton?) so I look forward to exploring those. I'll save my commentary for the areas I've already finished for when I've completed the entire map, but rest assured that you're not going to get off without critique - although I'm enjoying the map there are some gripes I had in certain parts. This is a good thing though, since it means that you can improve your map before you release it as the complete version!
    Posted in: Maps
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    posted a message on d
    I'm currently playing the map, enjoying it quite a bit so far. I'll make a detailed review (like this one) when I complete it.

    I'm currently at the first intersection, just finished Bittervine and am in the process of building some grinders there, an xp/arrow/bone grinder for the three skeleton spawners in close proximity to each other, a blaze grinder and a grinder for those zombies that drop looting swords and emeralds. After that I'll tackle the arachnid place.
    Posted in: Maps
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    posted a message on /testfor Item with colored name
    Is it possible to test for an item that has its name recolored using an inventory editor? I want to prevent players from obtaining certain effects by simply renaming their items in an anvil, and color (or any other formatting for that matter) can only be added to item names using external programs.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Can anybody give me a command for a stick when right clicked that summons "LightningBolt"
    You can detect if a player is holding the required item and then check if the mobs HurtTime is 0 and invert that signal (HurtTime is 0 when a mob is not hit and increments to 20 when you hit it and then goes back to 0 until you hit it again). If both of these are true you can trigger the lightning on that mob. Also make sure that the mob type is not Player otherwise you'll be hit yourself if a mob hits you while you're holding the item. Then you can limit the range to 5 blocks (the maximum melee distance) to make sure that mobs won't randomly get lightning'd when they're burning up five chunks over. The only downside to this is that it will still trigger if mobs are taking continuous damage from poison or fire or if another player hits them if you want to do SMP. Still, this is probably the easiest and most accurate solution available.

    EDIT: You can actually use Dragnoz' method here:
    but change the entity selector for the mobs to receive the effect to @e[r=6,rm=0.5] and add a HurtTag specifier appropriate to the delay the rest of the system has. This means that if you hit a mob at t=0 it'll keep increasing the HurtTime 1 per tick, so if there are two redstone ticks (four game ticks) of delay before the /execute command that summons the lightning gets triggered you should test for mobs with a HurtTime of 4. This way the chance that mobs will be hit by lightning that aren't the mob that you hit will be minimal since they'd have to have taken damage on the exact same tick.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [CTM][1.6.x] SburbCraft, a Homestuck map {4000+ SESSIONS! 1.6 UPDATE!}
    An incomplete list of all the trades in the game. I was going to fix the formatting but the post editing system here is completely impossible to work with so I gave up.

    fjeaojfeoahfgoiea and now it isn't displaying it at all, fine then I'll just link a pastebin: http://pastebin.com/MM0QgBYB
    Posted in: Maps
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    posted a message on Pick up filled chest
    Quote from ben_g0»
    Check with comparators if any of the command blocks has executed the clone succesfully, and give the player a chest blockif a command block executed it's command succesfully, and a replacement 'pickup item' if all of the commands failed.

    I already figured out all of that but this. How do I make it so that the filled chest has the same contents as the original chest?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Pick up filled chest
    Now, I know that it's possible to give players chests with items in them, written books, command block with pre-written commands, etcetera, but I was wondering if it was possible to give a player a chest at a specific position or something? AKA, the player is able to fill the chest to his liking with items and can then pick it up.

    I know that this isn't possible with only the /give command, but any convoluted method is acceptable aside from checking every slot for every possible item since that's just not practically feasible.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Naturally spawning custom mobs
    A couple of days ago, I came across , showcasing a proof of concept he made. The idea was to convert naturally spawning mobs into a custom mob at a certain chance. However, his initial design didn't work as expected due to several reasons (see my comment on his video) so I decided to try my hand at making it work. Now, four days later I have completed the first version that I consider to be practically usable:


    • 9x2x15, can be copypasted without any empty space inbetween
    • Spawn chances of up to 1/6561 or ~0.015%
    • 16 game ticks / 8 redstone ticks / 0.8 seconds per mob worst-case (all mobs spawn individually)
    • 7 game ticks / 3.5 redstone ticks / 0.35 seconds best-case (all mobs spawn at the same time)
    • A theoretically infinite number of these could be used simultaneously for different mobs
    • One button-press only to setup the scoreboard
    • A version with signs to make customizing easier and a version without

    How it works

    1. Try to assign a score of 1 in the custom mob's objective (the name of the custom mob would be the easiest, but anything works) to the nearest mob that is eligible to be converted. This means that it not only has to match what the user wants the mob to be but also that it has to have a Custom (this name is used across all devices) score of 0 and a score of 0 in the custom mob's objective.
    2. If this succeeds, reset the RNG by cloning the blank RNG (visible as the second layer of blocks in the screenshot).
    3. If the blocks that are set by the command blocks from the dispensers match the pattern (which is, if none of the blocks are missing), go to step 6.
    4. If the blocks don't match the pattern, set the score of the host mob in the custom mob's objective to 2
    5. Go back to step 1.
    6. Summon the custom mob at the location of the host mob and teleport the host mob deep into the void, making it despawn.
    7. Go back at step 1.
    The custom mob's objective tracks unchecked mobs (0), the mob being checked (1) and checked mobs (2). The Custom objective tracks non-custom mobs (0) and custom mobs (1). Custom mobs should never be converted to another mob again, not even from other machines, and possible host mobs that have been checked already or that are still being checked shouldn't be checked again. Simple. There are also two commands continuously running at a fill clock.

    • Set the Custom score for all mobs that match the current custom mob to 1
    • Add 0 to the custom mob's objective score of all eligible host mobs. This ensures that the check for a score of 0 in the custom mob's objective in step 1 doesn't fail due to the mob not having any score in said objective.
    The RNG itself uses the randomness of dispensers to select one item from its inventory which is either a command block with a specific setblock command which is activated due to the comparator running into the dispenser or an empty command block. The chance for a dispenser to "activate" is 'number of filled command blocks' / 'number of empty command blocks + 1'. This makes the chance for the mob to spawn the product (aka multiply all of them) of these fractions for all four dispensers. The dispensers in the schematic download are all loaded with only one filled command block except for one which has an additional empty command block. This makes the chance for the mob to spawn 1/1 * 1/1 * 1/1 * 1/2 = 1/2 or 50%. This is deliberately high to allow for easy verification of the machine's proper function.

    How to setup

    This guide assumes that you know how to use MCEdit to rotate and place schematics into a world. To properly setup the device you'll have to complete the following steps:

    • Verify that you are using the 1.8 pre-release 2 or higher. Earlier snapshots might work, but I can't guarantee anything.
    • Open your world in MCEdit and open the schematic
    • Ensure that the machine is facing the right way, or it will not function. In the screenshot I am looking east (towards positive x), putting south (positive z) on my right. To verify it without the screenshot you can put the reset RNG on the east side of the machine or the small standalone pod in the top-left corner at the north end of the machine.
    • Place the device in the spawn chunks. Otherwise it will unload when you go too far away and thus fail to function all throughout the world. is a tutorial on how to find your spawn chunks.
    • If you are using the version with signs, find all command blocks with the corresponding signs on them and replace all instances of "Rare" with the name of your custom mob, without spaces. You can use something else if you want to, but be consistent - don't use two different names and make sure to replace every single instance of "Rare" with it. Be very careful with this - some commands like some of the execute commands contain "Rare" both in the target selector arguments (between the ssquare brackets after @e, listed as score_Rare and score_Rare_min) and in the command that follows it, often a scoreboard command that contains another instance of "Rare". If you aren't using the version with signs you'll just have to check all of the command blocks or memorize where you have to change them from using the version with signs once.
    • Replace the descriptions of the host mob and the custom mob with your choices of the host and custom mobs in the command blocks that are marked with the corresponding signs. Note that the one attatched to the fill clock requires certain numbers to have an extension. This can be seen with the example mob which has a mob head equipped with a damage value of '4s' rather than '4'. The only necessary extensions (as far as I know) are 'b', 's', 'i', 'l', 'f' and 'd' for bytes, shorts, ints, longs, floats and doubles, respectively. You also need to put "minecraft:itemid" instead of just "itemid". You can find the icons here, which are used here to show the data type of different NBT tags in minecraft.
    • After everything is setup correctly, press the button on the small floating section on the top-left (or top-north) end of the machine to setup the scoreboard.
    • Verify that there is a block flashing between redstone and white stained clay around the middle on the top and that the command blocks around a single seemingly solid redstone block towards the top-left (or north) end of the device are continuously being triggered.
    • Setup the dispensers at the back (not the ones on the same x-level as the rest of the machine, but the ones offset from it by 1, at the back/east end of the machine) to the spawn probability you want.
    • Spawn a couple of custom mobs to verify that everything is working correctly.
    • You're done!


    Commands that require editing have a comment below them showing the parts that need to be edited.

    Commands on the setup machine:
    scoreboard objectives add Custom dummy
    scoreboard objectives add Rare dummy
    scoreboard players set Dummy Rare 0
    fill ~ ~ ~ ~-1 ~-2 ~ air
    Commands in the dispensers
    setblock ~ ~1 ~ stained_hardened_clay 1
    (in the two upper dispensers)
    setblock ~ ~3 ~ stained_hardened_clay 1
    (in the two lower dispensers)
    Other commands, rows from top to bottom and left to right (north to south):
    First row:
    fill ~ ~-1 ~ ~ ~-1 ~ redstone_block
    fill ~ ~ ~3 ~ ~ ~3 redstone_block 0 replace stained_hardened_clay 0
    testforblock ~ ~-1 ~1 command_block -1 {SuccessCount:0}
    setblock ~ ~ ~-1 stained_hardened_clay 0
    fill ~ ~-4 ~-4 ~ ~-6 ~-9 redstone_block 1 replace stained_hardened_clay 0
    setblock ~ ~ ~-4 redstone_block
    Second row:
    scoreboard players set @e[type=Skeleton] Custom 1 
    (note: the above is one command, it had to be split to two lines here due to length.)
    scoreboard players operation @e[type=Zombie,r=128] Rare += Dummy Rare
    setblock ~ ~1 ~1 unpowered_comparator 0
    execute @a ~ ~ ~ /scoreboard players set @e[r=128,c=1,score_Rare=0,score_Rare_min=0] Rare 1
    clone ~1 ~-3 ~-2 ~1 ~-6 ~-10 ~ ~-6 ~-9
    blockdata ~ ~ ~-3 {SuccessCount:0i}
    blockdata ~ ~1 ~-2 {SuccessCount:0i}
    Third row:
    fill ~ ~1 ~ ~ ~1 ~ stained_hardened_clay 0
    scoreboard players set @e[score_Rare=1,score_Rare_min=1,c=1] Rare 2
    tp @e[score_Rare=1,score_Rare_min=1,c=1] ~ -200 ~
    Fourth row:
    setblock ~ ~ ~1 stained_hardened_clay 0
    setblock ~ ~ ~-1 stained_hardened_clay 0
    Fifth row:
    execute @e[score_Rare=1,score_Rare_min=1,c=1] ~ ~ ~ /summon Skeleton ~ ~ ~ 
    (note: the above is one command, it had to be split to two lines here due to length.)
    Sixth row:
    testforblock ~ ~-2 ~ command_block -1 {SuccessCount:0}
    setblock ~ ~2 ~-2 redstone_block
    blockdata ~ ~ ~-3 {SuccessCount:0i}
    Seventh row:
    fill ~ ~3 ~-3 ~ ~3 ~-8 stained_hardened_clay 2 replace stained_hardened_clay 1
    Eighth row:
    testforblocks ~ ~5 ~-2 ~ ~5 ~-7 ~ ~4 ~-7
    setblock ~ ~4 ~-1 redstone_block
    blockdata ~ ~ ~-3 {SuccessCount:0i}

    Q&A and Troubleshooting

    • Q: Some of the host mobs don't despawn and have one or even several custom mobs spawn at their location!
    • A: You probably oriented the machine wrong. Verify it using the screenshot or the directions above.
    • Q: None of the host mobs are being converted!
    • A: Verify that you replaced all instances of "Rare" and that all replacements are the same across the machine.
    • Q: The custom mobs are being converted into different custom mobs!
    • A: Verify that you setup the Custom objective and that the leftmost (northmost) command block around the fill clock (that seemingly solid redstone block near the top) has all the numbers with the proper extensions and all the item id's with "minecraft:" in front of them.
    • Q: No custom mobs spawn at all, all the host mobs just disappear!
    • A: There's probably a typo in the datatags for your custom mob. Try typing out the summon command in the chat and see if it works then. If not, edit it until it fits - google a tutorial for how to create custom mobs using the summon command.
    • Q: The mobs are being converted way too slowly!
    • This is very possible, especially on a server or on a custom map with lots of natural spawns. To remedy this you might use multiple devices for the same custom mob but have all of them check at a different range from the player. For example, you could have one check r=128,rm=64 and the other one r=65,rm=0. Use these restrictions only in the first command block that finds the host mobs and assigns them their score of 1.
    • Q: Can I bend or break this machine? For example, can I remove setting the Custom score of custom mobs to 1 so that I can have a chance of a custom mob becoming a "king" custom mob?
    • A: Sure. This machine only facilitates spawning custom mobs by hijacking minecraft's inherent spawning algorithm. Play around with the settings as much as you want. In fact, feel free to try and improve on my design if you think it is lacking!
    • Q: Can I use this in my adventure map/my server/etc?
    • A: Yes. In fact, its possible use in adventure maps or maps like CTM was what inspired me to improve upon _Lm's proof of concept in the first place.
    • Q: Can you please make an MCEdit filter to make this easier to setup?
    • A: I am planning on doing this, but not until I feel that I've nearly perfected the design. No promises though!

    Future Versions

    I am planning on adding several features to this machine, among which are:

    • Posting the exact commands to this thread (coming tomorrow or sunday) Done
    • Trimming some excess command blocks
    • Speeding up the main clock
    • Shorten the delay between 'pulses', if possible
    • Remove giving the Custom score of 1 to the custom mob from the fill clock and to the point where it is actually spawned
    • Speeding up the whole machine by using the /execute command's detect option to replace the comparators
    • Making it more compact
    • Making an MCEdit filter to make customization easier


    Credits to _Lm for his proof of concept that inspired me to build this.

    Thanks to the many redstone and command block fanatics out there that invented techniques like the fill clock and the randomized dispenser system that made this build possible in the first place.

    And finally, thanks to the Mojang team for adding the command blocks and all of the commands, especially some of the new ones, that allow people to make amazing things possible in minecraft.
    Posted in: Redstone Creations
  • 0

    posted a message on Is there a time parameter for command blocks?
    You could use /time query daytime to figure out the time of day, store it as a score and then test the score to match the times you want. Then you could have a command block do /time set 0 when the time reaches 24000 so you won't have to deal with the numbers going above that.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Towards the Light
    Are you allowed to craft, break blocks, etc?
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Completed Hills of Moo today with my younger brother who likes dungeons like in the Super Hostile maps (he's seen me play them a lot) but thought they were too hard. In the end we blew everything up with the dozen stacks of TNT from the temple }:]
    Posted in: Maps
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