Can I just ask how you change a biome? is it a filter or just a feature in MCedit? Also are you placing the same biome ones next to each other because otherwise the snow for example might overun into the next one..
Biome data is generated based on the seed, and stored in every block. There are several tools that allow you to change the biome data of a single block, chunk, or whole area. In the past, I used a biome editor tool. For this contest, I'm using SethBling's filter. I've also used World Edit.
You don't have to worry about snow spilling over onto nearby blocks.
If you have one taiga biome block, surrounded by 8 plains biome blocks, just that one that is set to taiga will have snow.
At this point, it is much easier for me to change the biome per entry, than to try and add extra command blocks and redstone circuitry. Plus, I'm afraid there will be a situation where people are in different rooms (even if I use /teleport @a) if they respawn at a checkpoint after dieing.
Next contest, I'll remember to set firm global 'rules' instead of leaving it wide open.
Have the teleport also /spawnpoint maybe with another command block?
Have the teleport also /spawnpoint maybe with another command block?
I don't think he wants to do that though. Otherwise, why bother making checkpoints at all?
You could possibly have a button at the checkpoint that allows the player to teleport back to the other players if they die.
/tp @p @f
Should work for this purpose, I haven't tested it though.
It would only work in multiplayer, and if they don't all die at once. Saves players trekking all the way back through entries to get back to friends and potentially triggering night-times etc. on their way there, that might be a little sudden and unwanted for the players that didn't die.
I believe all (~188) of the command blocks are now added to individual levels.
Goals for this week:
- Recompile and then add the teleport coordinates to each command block.
- Some quick testing.
- Paste in the starting, checkpoint, and ending areas.
- Final beta!
I believe all (~188) of the command blocks are now added to individual levels.
Goals for this week:
- Recompile and then add the teleport coordinates to each command block.
- Some quick testing.
- Paste in the starting, checkpoint, and ending areas.
- Final beta!
Cool.
In hindsight, it might have been easier for you if you just included the command block in the template, or asked us to put the necessary command blocks in, rather than going around and doing it yourself. Good job though:)
Cool.
In hindsight, it might have been easier for you if you just included the command block in the template, or asked us to put the necessary command blocks in, rather than going around and doing it yourself. Good job though:)
Yep. When I put the template together and launched the contest, I really didn't know anything about command blocks, and I think custom spawners were JUST introduced. There are 3 or 4 things I would have been more prescriptive on.
Yep. When I put the template together and launched the contest, I really didn't know anything about command blocks, and I think custom spawners were JUST introduced. There are 3 or 4 things I would have been more prescriptive on.
Aye, it was still 1.3, and people without the snapshots couldn't have put the Command Blocks in :'(
Yep. When I put the template together and launched the contest, I really didn't know anything about command blocks, and I think custom spawners were JUST introduced. There are 3 or 4 things I would have been more prescriptive on.
Yeah. Not really surprising, considering this is the first map of its kind. There were bound to be some flaws with the way things worked. At least we can learn from this!
You're doing a great job though, we all appreciate the work you're putting in to make this map. It's going to be great!
Yeah. Not really surprising, considering this is the first map of its kind. There were bound to be some flaws with the way things worked. At least we can learn from this!
You're doing a great job though, we all appreciate the work you're putting in to make this map. It's going to be great!
As I'm testing out the teleports, I really wish I would have standardized the entrances with a pre-set number of command blocks something like;
Turn off commandblock output
Set day/night (optional)
Set weather (optional)
Set gamemode (optional)
Set difficulty (optional)
Turn on commandblock output
Announce level name and author
Announce level entry text (optional)
I've compiled all 80 entries and done a test of 3 paths through the map. Everything seems to be working, so my next task was to copy in the other assets (spawn, checkpoints, etc...)
However... as I feared, there are mobs spawning in nearby entries and stepping on pressure plates that can cause you to teleport randomly, clear your inventory, or change game modes.
I can change all of the exits to buttons, and instead of putting pressure plates in the entries, I'm going to have to add more command blocks to a good number of exits. I don't really see an easier way than for me to manually go in and check all 188 exits one by one. This will make it difficult for me to get the map out by Saturday, but I will do my best.
Dunno if this is any help at all with your quandary (having only just skim read it), and it may be more work than just changing them to buttons, depends on if you really want the pressure plates really.
Command Blocks can work to a radius.
'@a[r=x]'
Will cause the effect for all players within 'x' blocks of the command block. Set it to a low-ish value and they'll only go off when the player's stood right on top of the command block.
Oh wait wait wait! That's right. Hmm... that could be a lot quicker than having to move up to 188 command blocks. I need to think about that. I will still need to move the pressure plates at the entrances that toggle night/day and weather.
And if you do /gamerule doMobSpawning false, mobs won't spawn in dark areas. Only from dispensers/spawners.
Unless there are entries that rely on darkness mob spawning, I would do that to reduce the chance that mobs will step on pressure plates.
Biome data is generated based on the seed, and stored in every block. There are several tools that allow you to change the biome data of a single block, chunk, or whole area. In the past, I used a biome editor tool. For this contest, I'm using SethBling's filter. I've also used World Edit.
You don't have to worry about snow spilling over onto nearby blocks.
If you have one taiga biome block, surrounded by 8 plains biome blocks, just that one that is set to taiga will have snow.
Have the teleport also /spawnpoint maybe with another command block?
You could possibly have a button at the checkpoint that allows the player to teleport back to the other players if they die.
Should work for this purpose, I haven't tested it though.
It would only work in multiplayer, and if they don't all die at once. Saves players trekking all the way back through entries to get back to friends and potentially triggering night-times etc. on their way there, that might be a little sudden and unwanted for the players that didn't die.
I'm not sure if those exist in the same areas...most of the time.
The internet has a fascinating geography, does it not?
My mini-CTM map! It's a fun map, so play it!
I have all of the teleportation coordinates in a spreadsheet, and I've merged in all of the fixed entries that I've received to date.
The main work left is to manually add over 200 command blocks, and then paste in the spawn area, checkpoints, and credits.
So... if all goes well, the final round of beta should begin on or before November 17th.
It's the hush before the storm...THE STORM OF MINECON!!!
Then I'll be recompiling into a single map, adding in the checkpoint assets.
On track for next weekend's final beta.
Goals for this week:
- Recompile and then add the teleport coordinates to each command block.
- Some quick testing.
- Paste in the starting, checkpoint, and ending areas.
- Final beta!
In hindsight, it might have been easier for you if you just included the command block in the template, or asked us to put the necessary command blocks in, rather than going around and doing it yourself. Good job though:)
Yep. When I put the template together and launched the contest, I really didn't know anything about command blocks, and I think custom spawners were JUST introduced. There are 3 or 4 things I would have been more prescriptive on.
Also realized the danger of day/night constant minecart machines in at least 2 entries.
Aye, it was still 1.3, and people without the snapshots couldn't have put the Command Blocks in :'(
Yay Glad to hear it's working well!
You're doing a great job though, we all appreciate the work you're putting in to make this map. It's going to be great!
As I'm testing out the teleports, I really wish I would have standardized the entrances with a pre-set number of command blocks something like;
Turn off commandblock output
Set day/night (optional)
Set weather (optional)
Set gamemode (optional)
Set difficulty (optional)
Turn on commandblock output
Announce level name and author
Announce level entry text (optional)
On track for this weekend beta.
I've compiled all 80 entries and done a test of 3 paths through the map. Everything seems to be working, so my next task was to copy in the other assets (spawn, checkpoints, etc...)
However... as I feared, there are mobs spawning in nearby entries and stepping on pressure plates that can cause you to teleport randomly, clear your inventory, or change game modes.
I can change all of the exits to buttons, and instead of putting pressure plates in the entries, I'm going to have to add more command blocks to a good number of exits. I don't really see an easier way than for me to manually go in and check all 188 exits one by one. This will make it difficult for me to get the map out by Saturday, but I will do my best.
Oh wait wait wait! That's right. Hmm... that could be a lot quicker than having to move up to 188 command blocks. I need to think about that. I will still need to move the pressure plates at the entrances that toggle night/day and weather.
Unless there are entries that rely on darkness mob spawning, I would do that to reduce the chance that mobs will step on pressure plates.