Could someone link to the random loot / chest filler filter thing dang darn that was posted here a while back. I think tasch made it. Forgot to bookmark it.
don't worry i won't overuse/abuse random loots in vfiii
Any void area needs ghasts. Lots of them. And precarious walkways above void that the player can run along while ghasts fire at them and they're frantically trying to reach the next objective before oh wait, I'm describing my TR area.
But in all seriousness, I don't have super-charged creepers or skellies, so ghasts might be a bit much.
Tasch those filters have been and remain a godsend to me. I'm creating my current map using McEdit alone, and these are just so useful! I do have a suggestion for their improvement though, if you'd be willing to consider it.
I'm not sure if this is even possible, but if you could allow users of these filters to determine a block which the "mites/tites" attach to, I'd be over the moon. The ability to toggle that option would be perfect.
E.g. it would allow me to make circular blobs of a block type, select that within a rectangular selection box, and place stalagmites within a circle, as opposed to a rectangle.
E.g. it would let me place stalactites around the edges of the ceiling for a cavern, so long as the edges of the ceiling consist of a block type different from the rest of the ceiling. This way, I wouldn't have to make dozens of selection boxes and tweak the stray corner bits.
Honestly, the stalagmite and stalactite filters would become infinitely better if you made that tweak
In case anyone... uh... still wants this, in case the functionality hasn't been covered by Rubisk's brush...
Hey guys, quick question here. I have basically finished making my own little CTM map, and I've encountered a bit of an issue. I am (as I'd assume most of you are) a big fan of Vechs, and had intended on using Kamyu's populate chests program to assist me in creating randomized chest loot. However, I now know that the program isn't really compatible with 1.8.1. So I am at a standstill right now, with over 300 empty chests in my map (in addition to my basic "potions" or "blocks" chests) that I really don't want to have to go through and fill myself. Is there any usable and reliable alternative to doing this manually?
What do you guys use when creating loot?
Most of us just do it by hand; it's a lot easier to balance everything just the way you want it, and it generally leads to higher-quality maps. Really, I recommend using hand-placed loot; 300 chests isn't actually too many. Most of the time, when people want to use random loot, they're being lazy, and random loot will not cover up that laziness. I guarantee you, if you don't take the time to do random loot right, that laziness will show through in the final product.
Nevertheless, I created a random loot filter for MCEdit not too long ago. Before I give you the link, though, there are a few things you really need to know about random loot...
1. Don't do it like Vechs did in Inferno Mines. That loot was unbalanced in all the worst ways - primarily due to the fact that he only had 2 "tiers" of loot. Make a lot of tiers - somewhere between one per intersection and one per area.
2. This filter is NOT a way to avoid hand-placing at least a little bit of loot. You need to place at least some special or important items by hand. The map will end up being much better for it, trust me.
3. The filter is not particularly easy to use. For one thing, you need to know NBT formatting to do anything more complicated than unenchanted items without custom names or lore. Check out "chunk format" and "<player>.dat format" on the Minecraft wiki. Additionally, you'll need to create individual .txt files for each tier of loot; the filter works by filling every empty chest in the selection based on a file that you specify when you run the filter.
Anyway, here you go. Use it with care. (Also read the "README" file inside the zip file; I probably explained stuff better in there than I did here.)
Well, you can actually reliably teleport an entity in the direction of the spawn chunks. Have an entity at spawn (entity A) in always-loaded chunks and create the entity (B) that you want to teleport in spawn's direction. Then, execute at entity B to testfor entity A, using large dx and dz values. (Something like "/execute @e[name=B] ~ ~ ~ testfor @e[y=0,dx=1000000,dy=256,dz=1000000,name=A]" will find entity A if it's in the northeast direction.) Use similar tests for northwest, southeast, and southwest. Then, use spreadplayers to teleport entity B in whatever direction the tests indicated - say, northeast - and repeat the tests. (Spreadplayers will load the chunk if it's unloaded, as I recall - though I don't believe it's entity-loading, so you'll need to create a 5x5 grid of spreadplayers'ed entities. This will eventually make a lot of these entities build up, so have a clock running in spawn that kills them - they'll only be killed if they're in entity-loaded chunks.) If A is still northeast of B, repeat. If not, test for A to the northwest and southeast of B - if one of those works, B has passed A on the Z or X axis, so you don't need to keep spreadplayers-ing the entity in the corresponding direction. Also, each time you use spreadplayers to teleport B, add to a pair of scoreboard objectives (for X and Z axes).
When you want to teleport the player back to the temporary teleporter, use those scoreboard objectives to determine in which direction to spreadplayers an entity. When you've spread the entity a number of times equal to the scoreboard objective, the chunk with the temporary teleporter will be loaded, and you can teleport the player.
Hi there, people. Yes, this thread is basically dead. I'll probably be making an entirely new thread when I actually finish a map. So yeah, see you somewhere else. Bye.
One issue will be that they faill once every 10,000 ticks, on average. Don't ask me why, but trust me, it's a thing (and it's really annoying :p).
So, when using these loaders, you'd want to probably use a execute @e[type=TempTeleport] ~ ~ ~ spreadplayers ~ ~ blah blah command.
The issue there is, that whenever it fails (every once in 10,000 ticks), the entity will unload, and you won't be able to load that area until the player gets near it again. Now, 10,000 ticks may sound like much, but (on average), youre teleporter would get disabled after 500 seconds or 8-9 minutes. That's no good.
Using hopper loaders is possible, but they fail as well, and then you'd have to load the entire map, which would probably kill the server.
===BTW, IF ANYONE KNOWS A WAY TO CONSISTENTLY LOAD CHUNKS 100% OF THE TIME, WITHOUT REQUIRING A PLAYER NEAR/SPAWN CHUNKS, LET ME KNOW, AND YOU"RE AWESOME :D===
I like the idea of doing this, but using entities for non-static coords just isn't really possible once the chunks aren't in range of the player. You could just use minecrafts natural nether and teleport in there, make players go through a portal. Might be cool?
@FANG, no, don't release public. You've created to much hype to release a minimal viable product, unfortunately. Even though releasing would help get both you and the map better in the end, there's too much people that will be disappointed and just won't play the second half once you release it. Sad story, sorry man
Well, I was thinking of using hopper loaders, which was why I was talking about a chain of chunk loaders. Basically, one hopper loads the chunk next to it, which loads the chunk next to *it*, and so forth. You just need a single line of loaders, which then spreads out into a 5x5chunk area centered on the chunk with the entity. As far as I know, though, hopper loaders don't fail as long as the source loader (the first in the chain) is in a loaded chunk.
So what with all of this discussion of teleporters/rail lines and such, I kinda had an idea. Y'know how, when mapmakers put teleporters in their maps, there's a fixed number of immovable teleporters? What if that wasn't the case? What if you had, say, a spawn egg that when used, created a temporary teleporter? This idea was partially inspired by an old test world video of Rock's (the one about summoning cryboxes), and it could work similarly - placing down a spawn egg would create a sort of teleportation pad that would take you back to, say, the monument. At the monument, you can have a teleporter pad that takes you back to the latest temporary teleporter you created. I'll spoiler-ify the technical details below.
Basically, using the spawn egg will summon an invisible, immovable armor stand with a custom name (like "TempTeleporter"). Command blocks will build a teleporter pad around the armor stand using Rock's method. Here's the important part, though - the armor stand will stay there permanently. The "temp-teleporter to monument" transfer system is simple - the creation of the pad will also place a command block with a command to teleport the player to the specific coordinates of the monument. However, when going from the monument to the most-recently-placed teleporter, you just need to teleport the player to the entity with the name "TempTeleporter". (For example: "/tp @p @e[type=ArmorStand,name=TempTeleporter]".)
Now, you may have already noticed a potential issue... What happens if the "TempTeleporter" entity isn't in a loaded chunk? I'll be honest, I haven't figured out a perfect way to solve this yet. The simplest but probably worst way to solve the problem is to have chunk loaders in every chunk of the map. (Yes, chunk loaders are a thing you can do in vanilla Minecraft.) Another (probably better) way would be to - when the temporary teleporter is created - make a chain of chunk loaders from the monument to the location of the teleporter. That way, if the monument is loaded, the temporary teleporter will be loaded. No, I'm not 100% sure how to do this, but I have some ideas.
I see this as having some very interesting potential uses... particularly in open-world maps - you always have a way to easily get to and from the monument, no matter where you actually are. Naturally, there should be some constraints - you shouldn't be able to create a teleporter inside of a wool box - but that's not too difficult to do. Perhaps the player should only have a limited number of temporary teleporter spawn eggs? I dunno. I honestly don't expect this to end up being heavily used, but hey, it's an interesting experiment. If, for example, BDlol had used a system like this, it might have been marginally less bad. Marginally.
i didn't know there was a community project, sounds interesting, i might get involved if a 2nd map comes around... if it does
It probably will. And when it does, I think we're going to make an open-world map, probably with an urban theme. Think "giant city map". We were discussing it a little, and if we go with this idea, it would be a sort of thing where there'll be plenty for everyone to do. Placing buildings on the surface, making underground dungeons, stuff like that... I suggested that maybe the biggest, best, and most fitting dungeons would end up having wools, and other dungeons could have good loot. I think one of the biggest problems we ran into with the first map is that people can't really work on other people's areas, so a lot of people sorta stopped working because they were done. There ought to always be stuff to do in the next map.
Okay, I'm gonna post something important and then reply to a couple people. Replies are in the spoiler.
The CTM Community map now has a progress spreadsheet. It's a second sheet in the same document as the organizational spreadsheet here. Click on the "Working" tab at the bottom.
Okay, first off, it's very hard to do random loot well. You simply can't make a good map by just using Kamyu's populate chests tool once. You need several levels of loot; it needs to get better the farther you get through the map. Otherwise you end up with Inferno Mines, which had a terrible loot system. You need to hand-place some custom loot, and use random loot just to fill in the cracks.
Secondly: Kamyu's tools are pretty much broken for newer versions of Minecraft. Sorry.
Thirdly: I have a random loot filter for MCEdit that I created. TAKE NOTE, though... It only works for MC1.8 and later. It's also pretty complicated; I'm working on an update to it which should make it easier to use. However, to make any sort of enchanted or custom items with it, you need to know NBT tags. Look up item format on the Minecraft wiki, and take some time to learn it; it's useful in so many ways. Look back a few pages for my filter; I'm burying this sentence in a wall of text to make sure you read it carefully. Again, keep in mind that you need several "tiers" of loot - at least 1 per intersection or major section of the map is probably a good guideline. Random loot is also never a substitute for good, high-level items; place them by hand.
I'm curious to see how this plays ^.^ It's one of three maps that I'm actually excited for. Is it safe to assume there's no real idea of a release date yet?
If you're talking about Titan's Revolt, there's still no release date. Pantheon 1.8's release date is "whenever Fangride gets around to finishing it". And this is Fangride we're talking about, so who knows when that'll be.
0
Huh, did I actually not mention it? This was v2 of the filter. I guess I just forgot to tell everyone else... Whoops.
1
Actually, the most recent version is here: http://www.mediafire.com/download/oa0hvshaodsvvse/RandomLootV2.zip
0
Any void area needs ghasts. Lots of them. And precarious walkways above void that the player can run along while ghasts fire at them and they're frantically trying to reach the next objective before oh wait, I'm describing my TR area.
But in all seriousness, I don't have super-charged creepers or skellies, so ghasts might be a bit much.
8
In case anyone... uh... still wants this, in case the functionality hasn't been covered by Rubisk's brush...
http://www.mediafire.com/view/23rmjoszvvwk2yh/stalactite.py
http://www.mediafire.com/view/j1ah4a58qavda6z/stalagmite.py
Edit: Also, what do people think?
1
http://www.mediafire.com/view/uura1cjcar1qc4c/stalactite.py
http://www.mediafire.com/view/yn46h688r2atx5z/stalagmite.py
You know how it works, yes?
1
Most of us just do it by hand; it's a lot easier to balance everything just the way you want it, and it generally leads to higher-quality maps. Really, I recommend using hand-placed loot; 300 chests isn't actually too many. Most of the time, when people want to use random loot, they're being lazy, and random loot will not cover up that laziness. I guarantee you, if you don't take the time to do random loot right, that laziness will show through in the final product.
Nevertheless, I created a random loot filter for MCEdit not too long ago. Before I give you the link, though, there are a few things you really need to know about random loot...
1. Don't do it like Vechs did in Inferno Mines. That loot was unbalanced in all the worst ways - primarily due to the fact that he only had 2 "tiers" of loot. Make a lot of tiers - somewhere between one per intersection and one per area.
2. This filter is NOT a way to avoid hand-placing at least a little bit of loot. You need to place at least some special or important items by hand. The map will end up being much better for it, trust me.
3. The filter is not particularly easy to use. For one thing, you need to know NBT formatting to do anything more complicated than unenchanted items without custom names or lore. Check out "chunk format" and "<player>.dat format" on the Minecraft wiki. Additionally, you'll need to create individual .txt files for each tier of loot; the filter works by filling every empty chest in the selection based on a file that you specify when you run the filter.
Anyway, here you go. Use it with care. (Also read the "README" file inside the zip file; I probably explained stuff better in there than I did here.)
0
When you want to teleport the player back to the temporary teleporter, use those scoreboard objectives to determine in which direction to spreadplayers an entity. When you've spread the entity a number of times equal to the scoreboard objective, the chunk with the temporary teleporter will be loaded, and you can teleport the player.
0
uh
Hi there, people. Yes, this thread is basically dead. I'll probably be making an entirely new thread when I actually finish a map. So yeah, see you somewhere else. Bye.
I'll update the OP to reflect this.
0
OH SNAP
Well, I was thinking of using hopper loaders, which was why I was talking about a chain of chunk loaders. Basically, one hopper loads the chunk next to it, which loads the chunk next to *it*, and so forth. You just need a single line of loaders, which then spreads out into a 5x5chunk area centered on the chunk with the entity. As far as I know, though, hopper loaders don't fail as long as the source loader (the first in the chain) is in a loaded chunk.
3
Basically, using the spawn egg will summon an invisible, immovable armor stand with a custom name (like "TempTeleporter"). Command blocks will build a teleporter pad around the armor stand using Rock's method. Here's the important part, though - the armor stand will stay there permanently. The "temp-teleporter to monument" transfer system is simple - the creation of the pad will also place a command block with a command to teleport the player to the specific coordinates of the monument. However, when going from the monument to the most-recently-placed teleporter, you just need to teleport the player to the entity with the name "TempTeleporter". (For example: "/tp @p @e[type=ArmorStand,name=TempTeleporter]".)
Now, you may have already noticed a potential issue... What happens if the "TempTeleporter" entity isn't in a loaded chunk? I'll be honest, I haven't figured out a perfect way to solve this yet. The simplest but probably worst way to solve the problem is to have chunk loaders in every chunk of the map. (Yes, chunk loaders are a thing you can do in vanilla Minecraft.) Another (probably better) way would be to - when the temporary teleporter is created - make a chain of chunk loaders from the monument to the location of the teleporter. That way, if the monument is loaded, the temporary teleporter will be loaded. No, I'm not 100% sure how to do this, but I have some ideas.
I see this as having some very interesting potential uses... particularly in open-world maps - you always have a way to easily get to and from the monument, no matter where you actually are. Naturally, there should be some constraints - you shouldn't be able to create a teleporter inside of a wool box - but that's not too difficult to do. Perhaps the player should only have a limited number of temporary teleporter spawn eggs? I dunno. I honestly don't expect this to end up being heavily used, but hey, it's an interesting experiment. If, for example, BDlol had used a system like this, it might have been marginally less bad. Marginally.
0
1. Despite a few flaws, definitely RC2.
2. I'd probably say Kaizo Caverns v3 (i.e. the one after Minecraft 1.0).
0
If you're in 1.8, set up a clock with the command "/kill @e[type=Bat]". That should do it. If you're in 1.7 or before, sorry, no can do.
0
Done! I don't know why, either.
It probably will. And when it does, I think we're going to make an open-world map, probably with an urban theme. Think "giant city map". We were discussing it a little, and if we go with this idea, it would be a sort of thing where there'll be plenty for everyone to do. Placing buildings on the surface, making underground dungeons, stuff like that... I suggested that maybe the biggest, best, and most fitting dungeons would end up having wools, and other dungeons could have good loot. I think one of the biggest problems we ran into with the first map is that people can't really work on other people's areas, so a lot of people sorta stopped working because they were done. There ought to always be stuff to do in the next map.
psst, I replied to you in my last post... don't know if you noticed.
0
The CTM Community map now has a progress spreadsheet. It's a second sheet in the same document as the organizational spreadsheet here. Click on the "Working" tab at the bottom.
No, but you're confidently asserting that I do.
Check and mate.
Okay, first off, it's very hard to do random loot well. You simply can't make a good map by just using Kamyu's populate chests tool once. You need several levels of loot; it needs to get better the farther you get through the map. Otherwise you end up with Inferno Mines, which had a terrible loot system. You need to hand-place some custom loot, and use random loot just to fill in the cracks.
Secondly: Kamyu's tools are pretty much broken for newer versions of Minecraft. Sorry.
Thirdly: I have a random loot filter for MCEdit that I created. TAKE NOTE, though... It only works for MC1.8 and later. It's also pretty complicated; I'm working on an update to it which should make it easier to use. However, to make any sort of enchanted or custom items with it, you need to know NBT tags. Look up item format on the Minecraft wiki, and take some time to learn it; it's useful in so many ways. Look back a few pages for my filter; I'm burying this sentence in a wall of text to make sure you read it carefully. Again, keep in mind that you need several "tiers" of loot - at least 1 per intersection or major section of the map is probably a good guideline. Random loot is also never a substitute for good, high-level items; place them by hand.
0
If you're talking about Titan's Revolt, there's still no release date. Pantheon 1.8's release date is "whenever Fangride gets around to finishing it". And this is Fangride we're talking about, so who knows when that'll be.
also hi Paul, 'sup?