The Meaning of Life, the Universe, and Everything.
Join Date:
2/18/2015
Posts:
56
Minecraft:
coolmanik
Member Details
Thanks all for your responses on the Community Question!
@_Dani_F
Interesting idea, but will there be some variations of *SOMETHING*, when the players reaches new intersections. Maybe you could one of the Shrines in every Intersection and they could do various *SOMETHINGS*. Because if the player will be in the 1st intersection and the Prayer Shrine gave him some overpowered weapon or an armor piece... Also reminds me of the Lucky Block mod.
I posted it over on the Septum thread, but figured I'd post it here too! The Man in the Hat is LPing a beta copy of Septum at the moment, which ya'll should totally check out.
Been working on an area in my map. The theme is that this area is the industrial hub of the map. In these screenshots is the water treatment section. Give me some feedback on whether that theme is evident and some suggestions for types of buildings would be greatly appreciated.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/4/2012
Posts:
89
Location:
In my own little world
Minecraft:
lancearmada
Member Details
It seems falling sand entities are creating invisible blocks quite frequently. Specificly, i have an area called cakewalk in my map, and the floor of the whole place has cake ontop of it. There is also cake walkers, which are melee skeletons with falling sand cake entities ontop of their heads. The problem? When the falling sand entity hits the cake blocks on the ground, it tends to create an invisible block that glitches players that stand inside it.
Anyone got any ideas on fixing this, or making the falling cake entity not place itself when it hits the ground?
When the falling sand entity hits the cake blocks on the ground, it tends to create an invisible block that glitches players that stand inside it.
Anyone got any ideas on fixing this, or making the falling cake entity not place itself when it hits the ground?
I don't have a solution for you but, I know the problem. The falling sand entity is getting placed because it doesn't fall far enough. For example, falling sand should always break when it lands on a cake tile unless it is placed in the air directly above the cake. Then it behaves as a normal block instead of falling sand. Probably something to do with the height the falling sand is on the skeleton (riding entity positions have been messed up since 1.8.)
My theory with the glitching is a client/server error where the client thinks the sand should be placed and the server thinks the sand should break and drop an item or vice versa. Not sure how you could fix that other than making the falling sand ride another entity on top of the skeleton.
EDIT: Never tried it but, maybe falling sand (cake) riding falling sand (air) riding skeleton?
@SabereXxI tried the cake in the head slot, and it didnt work.
@three_two Yea that would explain it.
BTW how are you making the falling sand entity riding a mob persistent? Seems like I messed with that at one time ant the falling sand entity would disappear after a few seconds.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/4/2012
Posts:
89
Location:
In my own little world
Minecraft:
lancearmada
Member Details
@three_two i'm not making it persistent, it doesn't matter too much to me if it despawns after a period of time. As long as it doesn't despawn quickly or noticeably (and even if it was noticeable i would still be ok with it). I believe there is a way to make it persistent tho.
I have been working on the Green Banner area of my map (even though there is plenty of work for the other areas too).
And I am going for a large area with many fortresses, citadels, castles, towers, etc. for the player to explore and find tons of loot guarded by mobs.
Here's my first attempt. The reward is a Diamond Sword with (if I remember correctly) Fire Aspect IV, Sharpness III, Smite III, Unbreaking III.
The area is in the nether, so the area will have some dangerous natural spawns as well. The background is flat sandstone because I am making these structures in my Tech Lab world and then copying and pasting them into the CTM map world save.
Anyways, here's an initial head on screenshot!
Note: I have NOT added the spawners or chests into the area so some of the decoration isn't 100% complete and I might have two of these across the area with different high-tier loot at the very top. The difficulty will be high at this point in the map.
I have been working on the Green Banner area of my map (even though there is plenty of work for the other areas too).
And I am going for a large area with many fortresses, citadels, castles, towers, etc. for the player to explore and find tons of loot guarded by mobs.
Here's my first attempt. The reward is a Diamond Sword with (if I remember correctly) Fire Aspect IV, Sharpness III, Smite III, Unbreaking III.
The area is in the nether, so the area will have some dangerous natural spawns as well. The background is flat sandstone because I am making these structures in my Tech Lab world and then copying and pasting them into the CTM map world save.
Anyways, here's an initial head on screenshot!
Note: I have NOT added the spawners or chests into the area so some of the decoration isn't 100% complete and I might have two of these across the area with different high-tier loot at the very top. The difficulty will be high at this point in the map.
A Closer Look:
I like the basic design of it, but the side towers look insanely off. They seem almost too wide and stumpy and oddly rounded, and make the whole castle like it's cut off at the bottom.
I like the basic design of it, but the side towers look insanely off. They seem almost too wide and stumpy and oddly rounded, and make the whole castle like it's cut off at the bottom.
That is actually a funny point because the bottom of the castle iscut off. I forgot to mention it. The castle will be elevated a bit and surrounded by other castles and towers that sorta have staircases to it.
But they do look a bit stumpy. I'll see if they look better when elevated.
I have been working on the Green Banner area of my map (even though there is plenty of work for the other areas too).
And I am going for a large area with many fortresses, citadels, castles, towers, etc. for the player to explore and find tons of loot guarded by mobs.
Here's my first attempt. The reward is a Diamond Sword with (if I remember correctly) Fire Aspect IV, Sharpness III, Smite III, Unbreaking III.
The area is in the nether, so the area will have some dangerous natural spawns as well. The background is flat sandstone because I am making these structures in my Tech Lab world and then copying and pasting them into the CTM map world save.
Anyways, here's an initial head on screenshot!
Note: I have NOT added the spawners or chests into the area so some of the decoration isn't 100% complete and I might have two of these across the area with different high-tier loot at the very top. The difficulty will be high at this point in the map.
A Closer Look:
Looks nice, but like Fang said, it's a little stumpy
@_Dani_F
Interesting idea, but will there be some variations of *SOMETHING*, when the players reaches new intersections. Maybe you could one of the Shrines in every Intersection and they could do various *SOMETHINGS*. Because if the player will be in the 1st intersection and the Prayer Shrine gave him some overpowered weapon or an armor piece... Also reminds me of the Lucky Block mod.
I posted it over on the Septum thread, but figured I'd post it here too! The Man in the Hat is LPing a beta copy of Septum at the moment, which ya'll should totally check out.
I found this very amusing. Thank you for the laughs
Been working on an area in my map. The theme is that this area is the industrial hub of the map. In these screenshots is the water treatment section. Give me some feedback on whether that theme is evident and some suggestions for types of buildings would be greatly appreciated.
I'll try that out
It seems falling sand entities are creating invisible blocks quite frequently. Specificly, i have an area called cakewalk in my map, and the floor of the whole place has cake ontop of it. There is also cake walkers, which are melee skeletons with falling sand cake entities ontop of their heads. The problem? When the falling sand entity hits the cake blocks on the ground, it tends to create an invisible block that glitches players that stand inside it.
Anyone got any ideas on fixing this, or making the falling cake entity not place itself when it hits the ground?
Danger O plenty-Epic Classical CTM map
Soycraft-my favorite server
Ultra Ecstatic Recreational Event-A ridiculous Challenge map, and sequel to "Super Happy Fun Times"
Try remaking the mob using sethbling's geared mob filter using the cake as it's head. That way the cake won't drop as a falling sand entity
I don't have a solution for you but, I know the problem. The falling sand entity is getting placed because it doesn't fall far enough. For example, falling sand should always break when it lands on a cake tile unless it is placed in the air directly above the cake. Then it behaves as a normal block instead of falling sand. Probably something to do with the height the falling sand is on the skeleton (riding entity positions have been messed up since 1.8.)
My theory with the glitching is a client/server error where the client thinks the sand should be placed and the server thinks the sand should break and drop an item or vice versa. Not sure how you could fix that other than making the falling sand ride another entity on top of the skeleton.
EDIT: Never tried it but, maybe falling sand (cake) riding falling sand (air) riding skeleton?
@SabereXxI tried the cake in the head slot, and it didnt work.
@three_two Yea that would explain it.
Danger O plenty-Epic Classical CTM map
Soycraft-my favorite server
Ultra Ecstatic Recreational Event-A ridiculous Challenge map, and sequel to "Super Happy Fun Times"
BTW how are you making the falling sand entity riding a mob persistent? Seems like I messed with that at one time ant the falling sand entity would disappear after a few seconds.
I believe you need to modify the time data value because by default it's set to 1 tick or something like that.
Yeah, I tried all that, increasing time as well as negative time values. Wondering if there's a trick I don't know about.
@three_two i'm not making it persistent, it doesn't matter too much to me if it despawns after a period of time. As long as it doesn't despawn quickly or noticeably (and even if it was noticeable i would still be ok with it). I believe there is a way to make it persistent tho.
Danger O plenty-Epic Classical CTM map
Soycraft-my favorite server
Ultra Ecstatic Recreational Event-A ridiculous Challenge map, and sequel to "Super Happy Fun Times"
Hello Forum!
I have been working on the Green Banner area of my map (even though there is plenty of work for the other areas too).
And I am going for a large area with many fortresses, citadels, castles, towers, etc. for the player to explore and find tons of loot guarded by mobs.
Here's my first attempt. The reward is a Diamond Sword with (if I remember correctly) Fire Aspect IV, Sharpness III, Smite III, Unbreaking III.
The area is in the nether, so the area will have some dangerous natural spawns as well. The background is flat sandstone because I am making these structures in my Tech Lab world and then copying and pasting them into the CTM map world save.
Anyways, here's an initial head on screenshot!
Note: I have NOT added the spawners or chests into the area so some of the decoration isn't 100% complete and I might have two of these across the area with different high-tier loot at the very top. The difficulty will be high at this point in the map.
A Closer Look:
I like the basic design of it, but the side towers look insanely off. They seem almost too wide and stumpy and oddly rounded, and make the whole castle like it's cut off at the bottom.
That is actually a funny point because the bottom of the castle is cut off. I forgot to mention it. The castle will be elevated a bit and surrounded by other castles and towers that sorta have staircases to it.
But they do look a bit stumpy. I'll see if they look better when elevated.
Heres a little something I've been working on:
Any new maps for 1.8 except SP II and Terra restore?
#pcmasterrace
Looks nice, but like Fang said, it's a little stumpy
@Blade00000009 Danger O' Plenty is made for 1.8
Danger O plenty-Epic Classical CTM map
Soycraft-my favorite server
Ultra Ecstatic Recreational Event-A ridiculous Challenge map, and sequel to "Super Happy Fun Times"