Haven't posted for nearly 600 pages, but now I am back with a simple but exciting topic;
Opinions on the 1.9 update and how it will effect your maps?
Assuming it doesn't break the genre somehow, it'll at least add some loot diversity. It also might be annoying to balance around new items and stuff especially at first, but it'll be interesting to see if new mechanics and gameplay become available.
I'm gonna hop on the stream bandwagon (why don't I ever start any of these things!). Anyways, come on over and check it out if you're bored.
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Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
Is there any other way to make mobs drop 100% durability armor/tools than using placeholder items and replacing them by new ones when they are dropped?
Couldn't you just change the dropchances manually?
[edit]: I didn't know that existed. Is there a way to make it have 100% durability but not 100% dropchance?
Not without having to do something silly like making different versions of the mob, some with 2.0 drop chance and some with 0, then adding them as spawn potentials to the spawner. I'm guessing.
There are three ways to make mobs drop 100% durability items:
1. Set the drop chance at 200%. The downside to this is that the items will ALWAYS drop.
2. Set the item attribute "Unbreakable" to true. They will not drop all the time, in and of itself. The downside to this is that the items will NEVER break.
3. An indirect method using command blocks: The mob drops something, which is detected by command block and replaced with something else.
Or you can do a heliceo and prevent any mobs from dropping most/all of their gear, making the player resort to chest loot. I hope this helps!
Or 4. Make the spawner spawn two slightly different versions of the same mob, one of which has 200% drop chance and the other of which has 0%.
Rollback Post to RevisionRollBack
Mapmaker and LPer of Complete The Monument (CTM) maps.
Creator/owner of the CTM Community Mapping Server - ask about it on the CTM Community thread!
Current projects:
Thanatos - a subterranean semi-open-world urban CTM
Titan's Revolt - a collaborative project run by ProjectCTM; sequel to Pantheon
Pinnacle - a "sketch" mini-CTM intended for newer players (nearing completion!)
Personally, it may just be a tiny nit pick but I don't like how that fire is just bunched up like that, and I feel the "trees leaves" could maybe be a bit thicker, unless thin was what you were going for. But it looks nice.
The redstone for monuments is so weird like you see this?
This is literally just so that when you place a wool block down on the monument, a redstone lamp lights up.
I know I could've used a testfor command, but that thought occurred to me right now.
So now I have all this weird redstone to turn on a lamp and I'm crying I hate map making.
Literally haven't touched redstone dust since I discovered the magic of command blocks. I suggest everyone to do the same.
It's been a while since I kept up with ctm, a few years. What's are some of the best ctm maps to come in the last year? I'm hoping for 1.8 versions.
http://www.olympus-gaming.net/
1.7.10:
Ragecraft II
The Painter
1.8:
Legends of Argon
That's all I can think of off the top of my head.
Because this was a highlight from the stream that people wanted me to make, here we go. This, is what you shouldn't do when making a CTM area.
Special thanks to Axl Rosie for the sig.
Haven't posted for nearly 600 pages, but now I am back with a simple but exciting topic;
Opinions on the 1.9 update and how it will effect your maps?
Returned to the community. :3
Assuming it doesn't break the genre somehow, it'll at least add some loot diversity. It also might be annoying to balance around new items and stuff especially at first, but it'll be interesting to see if new mechanics and gameplay become available.
This is sad and good news at the same itme. : ( we'll miss you, redstone creations.
Blocking removed, creepers buffed to infinity.
I'm gonna hop on the stream bandwagon (why don't I ever start any of these things!). Anyways, come on over and check it out if you're bored.
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
Not going to watch it considering I want to play the game blind, but best of luck with the stream
Returned to the community. :3
Couldn't you just change the dropchances manually?
/summon Zombie ~ ~1 ~ {Equipment:[{},{},{},{},{id:iron_helmet,Count:1}],DropChances:[0F,0F,0F,0F,2.0F]}
where 2.0F means to drop the item undamaged.
This. Setting the drop chance to 2 means the dropped item will have full durability.
Not without having to do something silly like making different versions of the mob, some with 2.0 drop chance and some with 0, then adding them as spawn potentials to the spawner. I'm guessing.
Or 4. Make the spawner spawn two slightly different versions of the same mob, one of which has 200% drop chance and the other of which has 0%.
That is about as balanced as a rhino riding a shark on a stick of dynamite in the core of a volcano on Friday the 13th
Wow... was actually thinking about playing that map... not anymore!
lol this is like legendary again
Any advice on how to maybe spruce this thing up?
Personally, it may just be a tiny nit pick but I don't like how that fire is just bunched up like that, and I feel the "trees leaves" could maybe be a bit thicker, unless thin was what you were going for. But it looks nice.
Returned to the community. :3
The trees are just standard acacia trees that I grew. But I kinda meant the stronghold thing when I asked about sprucing up