Does anybody know of a vine filter for 1.8 McEdit? If such a filter exists, in which you can select the type of block to use as a vine, that would be truly magnificent!
I posted my stalactite filter, like, 2 or 3 pages ago. It allows you to specify the block, and creates random-length "stalactites" under any block in the selection.
I know people watch vechs, but please verify waht you say. That bug was of an old NON-UNIFIED version, and we fixed that in ours T____T
It's not just air:11 also. It's just that data values used to not get changed on eroding. So if you eroded an area with stuff like stained clay or wood or wool, it would mess up. Nobody ever noticed it, but I decided to fix it when I messed with the erode script. Now vechs sees it, and I get all tons of crap T___T
Wait, is... is Vechs still not using the Unified version? Why the heck not?
I tried it low, around 20 give or take, and I tried it high, around 80 give or take. Both times gave the same result > Giant box of material.
Did you make an update to it recently? I have the version you posted ages ago, so that might have something to do with it.
(using MCEdit v1.2.3.1 Unified)
Edit: Also just to throw this out there, it becomes very tedious to replace air blocks after using the newer erode script for MCEdit (the one it defaults on now). It changes to some weird air variant like this [Air:11], so if your ever having trouble replacing, check for weird air with [alt] then kill that variant with a replace box. (just realized it might not be the erode stoof that causes it but I get it a lot soo yeah...)
well for one thing 1.2.3.1 isn't the latest version of MCEdit. That would be 1.2.5.0.
Also, here are the links to the latest versions of the stalactite and stalagmite filters. Make sure these are the ones you're using.
And for the sake of having everything in the same place, here's the old version of the random loot filter (I haven't finished updating it yet but I'll upload it when I do).
Also Tasch, your stalactite filter was giving me problems in the newest version of MCEdit. It would just fill my selection completely instead of running the filter. Just thought you might wanna know since you were on the topic.
Hmm. I'll look into it.
Edit: The stalactite filter is working fine for me... :/ Are you sure you have the density set correctly?
Is there a filter that places vines? It could save some of my time.
I made stalactite and stalagmite filters that work with most blocks, but I don't know how it does with vines. Maybe I should update it sometime, make it work properly with vines... hmm. Gotta finish the updates to the random loot filter first, though.
Edit: Does anyone know what the best subforum would be to start a thread for all of my mapmaking tools?
To be honest, as im scrolling through these pics of peoples maps, i cant help but think some mapmakers have began to forget the concept of fun gameplay! It seems like a contest: who can make the biggest area with the coolest block variation. Of course that can make a cool looking area with those two guidelines in mind, but a lot of the time it isnt as fun as it is cool. take the legend of zelda for example... Twilight princess, theres areas in that game with unique terrain and cool gameplay, like crossing bridges and taking out a castle with fun areas that may not be huge, but it really does make it pretty fun. as a different example of this poor way of thinking (in my opinion) pantheon: a huge collaboration of the huge mapmakers, completely ruined itself the more u played through it, the loot became more unbalanced, and the areas got bigger! I feel a bit of the problem with that map was that everyone involved wanted to make sure there area stood out among the rest, but instead it ended up with all of them making huge areas that werent all that enjoyable for me. Overall, my message is meant for anyone currently making a map, take a step back for a second and just think about what areas are going to make for good times and what areas might need to be changed for whatever reason. of course im not saying to go soft, a map can be very hard and still be enjoyable, but for that to be possible it has to be reasonable.
EDIT when i said in the end it has to be reasonable, i am directing it towards the so-called rom-hack maps that call themselves rom-hack as an excuse to be unreasonable and avoid the balancing aspect of making a map. For example you walk to the white wool and theres no food or armor and a rapid ghast spawner and u have a bow with power one and then comes the blazes and skeletons... Etc.
I think the thing is that you can't really show gameplay and mechanics via screenshots...
I recently found a replacement for the random loot program of Kamyu. (if you wanted to use that.)
It's made by Taschneide and you can find it at post 22074 of this thread.
I am actually waiting for it to be updated with some extra features.
Almost done with the updates; just trying to figure out how to do the "maximum" thing you suggested. (The "commenting out lines" took literally 3 short lines of code.) The issue is, the filter goes through each slot in the chest and picks an item (or air) to put in that slot. I can keep track of how close each type is to its maximum, but if I just say "once you reach the maximum don't add any more items of this type" then all the items of that type will clump up towards the first slots in the chest. I'm trying to find a way to distribute evenly the items of a type, regardless of how big the maximum is.
Anyone know a good replacement for custom spawners? I know sethblings filter can do some of that, there's just one thing I can't figure out how to do. I'm trying to set a creepers explosion range(explosive power? I can't remember exactly) to 0 so when it explodes it doesn't actually damage anything.
Texelelf has a great Unified Spawner Filter... it should be able to handle most custom mobs. Google it and you should be able to find it. Alternatively, if you're working in 1.8, you can /give yourself a spawner with the proper NBT tags, and place it ingame, which is how I've been doing the spawners for Pinnacle.
I noticed that almost all of the maps are linear-branching ctm maps, with intersections. Some are open world and a few are hub-based. Most people use intersections so the player won't get lost in the caves, but i think getting lost is somewhat exciting. Think of an underground map with no intersections, and instead there are cave-systems to connect all the areas. Because the player will get lost at some point, the areas should be a bit forgiving so he could keep playing without needing to return to his original base. What is your opinion?
P.S. There might already be a map like that...
Both of my current maps (by which I mean, the maps I'm working on that aren't collaborative projects) use non-standard area progression. Pinnacle, my mini-CTM, is linear, but Thanatos, my full-size CTM, is all one massive underground facility, with passages connecting early areas to much later ones. It's basically up to the player to recognize when an area is too hard for them.
Could you maybe add a MaxSpawns option? Like this:
NEW TYPE - Item Type iron_chestplate
Freq:0.05 MaxSpawns:2
minecraft:iron_chestplate,1,0,{}
In a chest you can find 0, 1 or 2 iron chestplates. I find it annoying that it can add like 4 iron chestplates. I want it to be 5 percent but I don't want too many of some items types.
Oooo that's actually a pretty good idea. I don't think it'd be that tough to implement, either, and it could definitely help. I'll work on it.
What's next? Titan's Revolt? I really need to remember to play these new maps. Maybe put it on a folder or something
The one that I know of that's closest to release is probably the Pantheon 1.8 update, but I think Fang's current priority is the community map, so that might come first. Other than that, I'm pretty close to finishing my semi-minimap...
Oh, and that reminds me: I'm done with my randomized loot MCEdit filter. I've only tested it for 1.8, and since 1.7 actually stores item IDs as numbers, it's unlikely that the filter will work with 1.7.
The zip file contains the filter, an explanation of how to use it, and an example random loot file. Basically, make a .txt formatted like the example loot file, run the filter over an area containing some empty chests, and select your .txt file. Take a look at the README file, though. It's kinda important.
Precisely. If you use 1.7 VS/ WE and you replace blocks, e.g. Replacing cracked stone bricks with sand, some of the sand will have a data value of 12:2 (cracked stone bricks has data value 98:2). Also, glowstone just randomly assigns itself data value variations by whim it seems. Making the switch to 1.8 can therefore be a pain. Fixing requires McEdit Cntrl+A, Analyse then endless replaces...
Btw- Sketch- congrats on releasing The Painter! I'll need to find time to check it out properly
I'm pretty sure I've seen a filter that can fix this... it really shouldn't be an issue. Even if no filters for this exist, it shouldn't be too hard to program one.
Does this mean there's no way to transfer the map to the newer releases of MC?t Because if not, that really is unfortunate to whoever started making a map before the 1.8 release
Block data values change, yes, but the only significant change when going from 1.7 to 1.8 is that some of the technical blocks (e.g. the fire block) are no longer obtainable in any way. Don't change from 1.8 to 1.7, though, 'cause that'll delete every item in every inventory that is loaded. I doubt much has changed regarding balance between the versions; it should work okay.
EDIT actually, if you have blocks with improper data values (for example, a spawner with ID 52:1), they will be deleted in 1.8, but that shouldn't be a problem unless you're doing something you shouldn't in 1.7.
Sadly, I can't provide a download just yet. It'll probably be Monday before I can. This is because I have no idea how to upload a map, its midnight for me now and I'm probably not using the computer until Monday.
Monday is still in the deadline for uploading isn't it?
(Can someone Confirm?)
So Night All Or should I say Good Morning!
Coming Soon....
Space Odyssey...
Can you start the countdown?.....
Featuring Custom Crafting and Mob Spawners......
Lots of Mob Spawners.....
Warning: This map may be impossible!
First, zip up your save file - right click the folder in your /.minecraft/saves folder (on Windows) and click Send To... and select zipped folder.
Go to a site like Mediafire and make an account*, click the "upload" button, and upload your .zip file that you just made.
Share the link to the Mediafire download.
*I'd suggest Fileswap but they don't seem to be allowing new accounts at the moment.
1
I posted my stalactite filter, like, 2 or 3 pages ago. It allows you to specify the block, and creates random-length "stalactites" under any block in the selection.
0
Wait, is... is Vechs still not using the Unified version? Why the heck not?
0
well for one thing 1.2.3.1 isn't the latest version of MCEdit. That would be 1.2.5.0.
Also, here are the links to the latest versions of the stalactite and stalagmite filters. Make sure these are the ones you're using.
And for the sake of having everything in the same place, here's the old version of the random loot filter (I haven't finished updating it yet but I'll upload it when I do).
0
Hmm. I'll look into it.
Edit: The stalactite filter is working fine for me... :/ Are you sure you have the density set correctly?
0
I made stalactite and stalagmite filters that work with most blocks, but I don't know how it does with vines. Maybe I should update it sometime, make it work properly with vines... hmm. Gotta finish the updates to the random loot filter first, though.
Edit: Does anyone know what the best subforum would be to start a thread for all of my mapmaking tools?
1
I think the thing is that you can't really show gameplay and mechanics via screenshots...
0
Almost done with the updates; just trying to figure out how to do the "maximum" thing you suggested. (The "commenting out lines" took literally 3 short lines of code.) The issue is, the filter goes through each slot in the chest and picks an item (or air) to put in that slot. I can keep track of how close each type is to its maximum, but if I just say "once you reach the maximum don't add any more items of this type" then all the items of that type will clump up towards the first slots in the chest. I'm trying to find a way to distribute evenly the items of a type, regardless of how big the maximum is.
Texelelf has a great Unified Spawner Filter... it should be able to handle most custom mobs. Google it and you should be able to find it. Alternatively, if you're working in 1.8, you can /give yourself a spawner with the proper NBT tags, and place it ingame, which is how I've been doing the spawners for Pinnacle.
0
Both of my current maps (by which I mean, the maps I'm working on that aren't collaborative projects) use non-standard area progression. Pinnacle, my mini-CTM, is linear, but Thanatos, my full-size CTM, is all one massive underground facility, with passages connecting early areas to much later ones. It's basically up to the player to recognize when an area is too hard for them.
0
Oooo that's actually a pretty good idea. I don't think it'd be that tough to implement, either, and it could definitely help. I'll work on it.
4
The one that I know of that's closest to release is probably the Pantheon 1.8 update, but I think Fang's current priority is the community map, so that might come first. Other than that, I'm pretty close to finishing my semi-minimap...
Oh, and that reminds me: I'm done with my randomized loot MCEdit filter. I've only tested it for 1.8, and since 1.7 actually stores item IDs as numbers, it's unlikely that the filter will work with 1.7.
Here you go.
The zip file contains the filter, an explanation of how to use it, and an example random loot file. Basically, make a .txt formatted like the example loot file, run the filter over an area containing some empty chests, and select your .txt file. Take a look at the README file, though. It's kinda important.
0
And this:
And that's just the redstone for the first area and the hub, respectively. I haven't started on the redstone for the second or third areas.
...and I still have to do loot and spawners. I'm nowhere near done. But I'm going to keep working on it.
0
I'm pretty sure I've seen a filter that can fix this... it really shouldn't be an issue. Even if no filters for this exist, it shouldn't be too hard to program one.
0
Yeah, with the current launcher it's really not that hard to switch versions.
0
Block data values change, yes, but the only significant change when going from 1.7 to 1.8 is that some of the technical blocks (e.g. the fire block) are no longer obtainable in any way. Don't change from 1.8 to 1.7, though, 'cause that'll delete every item in every inventory that is loaded. I doubt much has changed regarding balance between the versions; it should work okay.
EDIT actually, if you have blocks with improper data values (for example, a spawner with ID 52:1), they will be deleted in 1.8, but that shouldn't be a problem unless you're doing something you shouldn't in 1.7.
2
First, zip up your save file - right click the folder in your /.minecraft/saves folder (on Windows) and click Send To... and select zipped folder.
Go to a site like Mediafire and make an account*, click the "upload" button, and upload your .zip file that you just made.
Share the link to the Mediafire download.
*I'd suggest Fileswap but they don't seem to be allowing new accounts at the moment.