Entrapment has now been updated to work with Minecraft 1.9! The original post has been updated with new links, and the game is available as a Realms minigame again.
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Feb 28, 2016slicedlime posted a message on Build-off Parkour - Competitive Multiplayer Parkour MapPosted in: Maps
Version 1.5 has been released! The minigame has been updated to work with Minecraft 1.9!
Dec 23, 2015Posted in: Maps
Found some small bugs - the most major one being that mobs are allowed inside the spawn area but shouldn't be. They still can't hurt you though, so it's a pretty minor problem - just be aware that the spawn zones are safe zones. I should be able to have an updated version up pretty soon.
Dec 22, 2015Posted in: Maps
This is a Player vs Player map with a remarkable twist – you will never directly battle the enemy team. Instead – you get to set traps, switching between two identical arenas while gathering up resources and avoiding enemy traps! My biggest project by far to date and featuring arenas made by slicedlime, Maloma, minerfreak951 and _Alex2001_!
Watch the map trailer:
There are two identical arenas - one for each team. Rush out, get the chest and build your traps... but keep an eye on the countdown. When the timer reaches 0, the teams will switch places.
At the start of each round you'll spawn in a spawn area. This is a safe space - nothing can hurt you in here... but you have to leave before the end of the round. Any coward still inside this chamber with 5 seconds left of the round will take wither damage - one heart of damage per second - up to 5 hearts of damage if you can't get out! No blocks or mobs can be placed inside the spawn zone, and no lava is allowed within 3 blocks from the entrance.
Each round a chest will spawn somewhere in the arena. It's lit up with a particle beam to indicate that there is still loot to be found inside. The contents is a random selection of trap-making material, and it's the same for both teams.
Be careful - the game is played without health regeneration, so every bit of damage counts! It is impossible to hit the other team directly with arrows from the top of the arena, and any attempts at leaving the arena will be punished.
The winning team is the one that stays alive when all memebers of the opposing team have perished.
The lobby also features as an art gallery, featuring paintings made by my late mother. She was an artist who left us far too early due to cancer, and this map is dedicated to her.
If you play this map in a video or stream, please provide a link to your viewers to this page or to the trailer video.
If you want to run the map on a server, point the resource pack line in the config to this address: http://www.slicedlime.tv/resourcepacks/EntrapmentRP1.1.zip
This map is an official Minecraft Realms minigame. If you want to play it on your Realm, switch it to Minigame mode and load Entrapment using the in-game Realms menu.
- Version 1.0 (for Minecraft 1.8)
- Version 1.0 resource pack links: http://www.slicedlime.tv/resourcepacks/EntrapmentRP.zip or http://www.mediafire.com/download/7t8ioc0scy8a5g7/EntrapmentRP.zip
Nov 15, 2015slicedlime posted a message on Two new commands: /scoreboard players read and /scoreboard players writePosted in: Suggestions
This is something I know pretty much all command blockers want - even counting only Minecon panels, SethBling mentioned it, Sarc mentioned it, Dragnoz menationed it and Sparks mentioned it... it is the ability to read and change NBT data.
Now the problem with that is that at first glance it seems like this undefined fairy wish - big and difficult to implement. I've never seen anyone suggest the actual specifics of how it could be done. It's always this fuzzy thing of "wouldn't it be nice if we had some way of reading any data field".
Now I've come up with a design for these commands that I believe is reasonably simple to implement, that fits nicely with the commands that we already have but also at the same time provides a maximum amount of expressive power for command block inventions and map making.
So I present to you, /scoreboard players read and /scoreboard players write.
If you want a demonstration of how it could work (and also a spoken form of the rest of this text), see this demo video:
The purpose is simple - one is for reading a value from an arbitrary NBT field into a scoreboard, and one is for taking a scoreboard value and writing it as the new value of an arbitrary NBT field.
First of all, the read syntax would be
/scoreboard players read entity objective fieldaddress [scaling]
Now let me take an example, in order to make it more clear
/scoreboard players read @p HeldColor SelectedItem.tag.display.color 1
@p is the entity in question, HeldColor is the scoreboard objective we want to update... Now comes the interesting bits - the field address is the JSON path to the data field we want to read - here we're reading the color value inside the item held in the player's hand. So if you are holding a dyed leather helmet, for instance, we can read that color value directly into a scoreboard.
The scale at the end is set to one here - we'll get back to the point of that later.
Now the JSON path used for the NBT field address is the interesting part here - it's a pretty natural syntax to anyone who has worked with NBT or JSON before, yet powerful enough to allow access to almost any field in Minecraft - something that would move command blocking ahead by a great leap, opening up for a variety of new ways of making inventions.
And we're only halfway there... the other command is just as important.
/scoreboard players write entity objective fieldaddress [scaling]
Exactly the same syntax, exactly the opposite functionality. Take a scoreboard value, write it into an NBT field addressed by a JSON path.
We're talking about a command here that could have removed over one hundred thousand command blocks from the Predator1 invention I made, and that's only the start. There are so many inventions I come up with that snag because you'd need to be able to read and write values - these commands provide an easy yet implementable way of doing just that.
So what about values that are not integers? Things like Health, which now in Minecraft 1.9 can't be tested for properly on mobs because it's a floating-point value now, not an integer? That's where the scale factor comes in.
When reading NBT values, the scale factor is used to multiply the value before saving it to the scoreboard objective.
This means that if I'm interested in a player's movement speed, I could use a factor of 10 to be able to detect movement speeds of one tenth block per second. This would look like
/scoreboard players read @p XSpeed Motion 10
When writing values, the scale factor is used to divide the value, scaling it back to the same magnitude it was when read.
I believe these two commands would give command blockers almost all they've been asking for and still be reasonably easy to implement with well-known components like JSON paths that both already have existing implementations and come naturally to users.
1 The Predator... couldn't figure out how to link it without getting the entire media display, sorry:
Nov 6, 2015Posted in: Redstone Creations
The glitch that formed the basis of this machine was patched out in 15w45a. I've now made a new machine that performs a perfect, lossless potion-tipped arrow conversion and which is usable while AFK:
Oct 31, 2015Posted in: Redstone Creations
Here is a redstone machine for automatically creating up to 300 tipped arrows from a single lingering potion in the Minecraft 1.9 snapshots.
If you want to try it out for yourself, either follow the tutorial in the video or use this schematic to add it to your world.
Oct 25, 2015Posted in: Redstone Creations
Just in time for Halloween I've created a new spooky mob for vanilla minecraft. It's The Unseen One - a mob that you can only see in the corner of your eye - if you look directly at it, it turns invisible!
This is a rare mob for normal Minecraft worlds. Whenever a Zombie spawns, theres a 2% (1 in 50) chance that an Unseen one will spawn instead. The Unseen are melee mobs that will go after players as any other melee mob - but they can't be seen unless at the edge of your screen (on reasonable FOVs) or for a 1.5 seconds after being hit. Otherwise, you can hear them by their ghost whisper sounds and see a slight flicker of smoke every so often.
Killing an unseen one yields XP and a potion of invisibility.
To get an Unseen one without finding a naturally spawned one, take a Zombie spawn egg and rename it "Unseen" in an anvil.
To get it either download the world file (alternate download | planet minecraft), or import it into your world. To get it into your world you can either get it as a schematic or as three commands to run using command blocks. In either case, after you have the device in your world, press a button to start.
You also need the resource pack for the sounds.
The three commands can be downloaded here - make sure you run them in the correct order:
Oct 14, 2015slicedlime posted a message on Fire Walker in Minecraft 1.9 (Frost Walker counterpart)Posted in: Redstone Creations
With the new Frost Walker enchantment in Minecraft 1.9 snapshots (15w42a that was released toway), there is a fairly obvious counterpart missing - Fire Walker! I've made it using command blocks.
This is a small invention using the new 1.9 style of command blocks and Area Effect Cloud entities. If you install the schematic, press the button to get a pair of Fire Walker Boots and to set up the scoreboard needed. Or for convenicence just download the world file...
Oct 12, 2015Posted in: Redstone Discussion and Mechanisms
I hadn't seen his, no way for me to tell if he had seen mine. Now looking at his video, well his is different, isn't it? Piston-based too but cobblestone walls rather than just blocks.
Sep 27, 2015Posted in: Minecraft Tools
The way things are currently, gerrybrano's UHC Blox is a lot more developed. It might be worth combining his command setup with the external program parts of this.
The basics of the generation is that it uses a modded server running the chunkgen mod, so there's no reason you couldn't pre-generate a world for any purpose using that.
Sep 24, 2015Posted in: Redstone Discussion and Mechanisms
So since both fence collision based ones and door collision based ones broke I sat down and figured out a piston based item elevator. Clunkier and for certain noisier than the previous ones, but I don't see any immediate reason that this one should break like the other ones since it's not based on a sub-block collision mesh.
If you prefer a written explanation, basically I used two pistons to smash items upwards into the elevator (which is solid just like before). The rest is working out glitches - another piston acting as a gate to time the items into the elevator properly and a water stream "sink" at the top to slow items down and prevent them from flying out the top of the elevator at hyperspeed and spew all over the place.
I've tested it a fair bit and have yet to lose a single item. World download here if you'd like to try it for yourself.
Also: I just knocked this out in a day. Hopefully someone can find a good way to improve this design and make it a lot more streamlined.
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