Screw the doors, I know how to make a switch and make it open a door.
What I *DON'T* know is what CONFIGURATION of torch to block to redstone wire WILL ACTUALLY WORK TO CARRY THE CHARGE.
I see in videos and screenshots people using configurations like a wire leading straight into a torch placed on another block that doesn't work for me or vicea-versa.
What I want is to see this thread come to fruition with some help explaining to me how to properly introduce a redstone torch and redstone wire so that current will functionally charge between the torch to the wire and create a stable current. Because from what I've discovered so far; I can't tell how the hell you other guys manage to make those mangled layouts actually function.
This makes me actually interested in going back to my most-completed map, despite being severely unfinished and needing MUCH improvement before being presentable.
Basically, I found large plateau that I wanted to make into a sort of "hub" for minecarts and rails systems.
I'll now work on finishing this so that I can contribute something. Shame I don't know more about minecarts, actually. I have no idea really how to make a hub/switchyard. XD
King of Miners
Impossible
Get 50 diamonds, 60 obsidian, 30 redstone, 150 iron, 200 coal, 100 stone ,30 mossy cobblestone, 50 gold, all items must be in chests.
That's actually really easy. Once you get 3 , mining becomes so fast that you can get the rest of those within a day or two of playing. 50 may take a bit longer, but the rest is incredibly easy. No joke, a week or so ago, I spent the better part of a day mining out almost 400 . To get the , you just play normally, but don't craft much out of the you find. 30 is what? 3 dungeons? As for , , and especially redstone, you get tons of by just playing normally.
I kind of miss those stacks upon stacks of gold bricks I had in the first stages of alpha, before caves were added. I DUG THROUGH THE GROUND WITH MY BEAR HANDS TO GET THAT GOLD DAGNABBIT.
It looked so prettehful sitting atop my massive 64-diameter supertower, all fully lit-up by being on the topmost layer. ;D
You know what you should do? Have water falling from the top of your castle to provide a barrier against mobs. :biggrin.gif:
I was experimenting around with seeing about building leave-walls below sea level back when all we had was indev; that was also when trees were predictable, mind you. Since my experiments on growing hedge-walls in that indev deep map, I've always kind of wanted to make a treefort house quite literally, but never was bored enough to try it myself. :smile.gif:
The other option was to take a page from the legend of zelda's book and use transparency on several parts of the creeper. Although it wouldn't be animated or anything, I thought something like the puffer enemies from metroid prime, with pieces of the body serving as "exhaust"... (but those guys aren't exactly in the original metroid, are they?)
Well, we might have to look for something else for the spiders - I don't know about this. I thought I could disable at least half the legs, but nooo - and I can't even skin the legs how I want! Instead of being mirrored like normal, their Up/Down axis is actually FLIPPED from one side to another. So that means if I make the bottom a darker shade, that means on the other side of the spider it's going to be darker at the top. I want to make some dessgeega purple at the base of the legs, but I can't like how they are now. :sad.gif:
Also, I took it upon myself to do an update to the metroid skin posted earlier... tell me what you think ^^
Once feedback is in about the spider, I'll end up doing a re-vamp of it and the space pirate skeleton. I've got some Super Metroid space pirate sprites now, so I can get better color/details in there :wink.gif:
Still no idea what to do Creeper and Zombie as, however.
I've got a follow-up question along the lines of transparency, while I'm browsing the forums and doing other things.
Has anyone experimented much in partial transparency with textures/skins? An example would be the default slime skin - the outer shell is partially transparent. Has anyone gotten stuff like that to work elsewhere?
I need to request a "mob farm" map which allows me to get up-close and personal with mobs to check on how well the changes I've made to a skin work with that mob. I've tried for two full days to make one and I'm giving up - Either the spawn rooms are too small or there's too much "reading light" and the mobs refuse to spawn when there's enough light for me to see them.
Using LolEditor (link) it is possible to change what mobs spawn from artificially-placed mob spawners.
I need a map that has caged mob spawners where I'm able to look at them in enough light to see them up-close without danger of being attacked (especially true for skeletons).
I wanted to make such a map myself so that I could share it with people who could then use it in their own mob-skinning endeavours, but I'm giving up. I've had enough of tediously placing inv-edited block after block only to have it ammount to nothing when either the spawners don't work or somehow creepers get out and blow everything up.
I've had trees grow as close as within three blocks from each other, so like this:
A roof over your trees (IE an arboretum) helps to curb the height growth of your trees. Lower trees = very few high-branch trees = logs all within reach from the ground. (No more messy climbing the trees to farm the logs!)
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would we WANT an eternity of obsidian?
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Screw the logic gates, I know logic.
Screw the doors, I know how to make a switch and make it open a door.
What I *DON'T* know is what CONFIGURATION of torch to block to redstone wire WILL ACTUALLY WORK TO CARRY THE CHARGE.
I see in videos and screenshots people using configurations like a wire leading straight into a torch placed on another block that doesn't work for me or vicea-versa.
What I want is to see this thread come to fruition with some help explaining to me how to properly introduce a redstone torch and redstone wire so that current will functionally charge between the torch to the wire and create a stable current. Because from what I've discovered so far; I can't tell how the hell you other guys manage to make those mangled layouts actually function.
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This makes me actually interested in going back to my most-completed map, despite being severely unfinished and needing MUCH improvement before being presentable.
Basically, I found large plateau that I wanted to make into a sort of "hub" for minecarts and rails systems.
I'll now work on finishing this so that I can contribute something. Shame I don't know more about minecarts, actually. I have no idea really how to make a hub/switchyard. XD
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Shame we can't do anything with levels and redstone yet to, say, start a cart climbing a hill. :biggrin.gif:
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^ This.
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It looked so prettehful sitting atop my massive 64-diameter supertower, all fully lit-up by being on the topmost layer. ;D
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I was experimenting around with seeing about building leave-walls below sea level back when all we had was indev; that was also when trees were predictable, mind you. Since my experiments on growing hedge-walls in that indev deep map, I've always kind of wanted to make a treefort house quite literally, but never was bored enough to try it myself. :smile.gif:
Can't wait to see your results.
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Also, I took it upon myself to do an update to the metroid skin posted earlier... tell me what you think ^^
Once feedback is in about the spider, I'll end up doing a re-vamp of it and the space pirate skeleton. I've got some Super Metroid space pirate sprites now, so I can get better color/details in there :wink.gif:
Still no idea what to do Creeper and Zombie as, however.
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Has anyone experimented much in partial transparency with textures/skins? An example would be the default slime skin - the outer shell is partially transparent. Has anyone gotten stuff like that to work elsewhere?
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Using LolEditor (link) it is possible to change what mobs spawn from artificially-placed mob spawners.
I need a map that has caged mob spawners where I'm able to look at them in enough light to see them up-close without danger of being attacked (especially true for skeletons).
I wanted to make such a map myself so that I could share it with people who could then use it in their own mob-skinning endeavours, but I'm giving up. I've had enough of tediously placing inv-edited block after block only to have it ammount to nothing when either the spawners don't work or somehow creepers get out and blow everything up.
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A roof over your trees (IE an arboretum) helps to curb the height growth of your trees. Lower trees = very few high-branch trees = logs all within reach from the ground. (No more messy climbing the trees to farm the logs!)
I use a height of 8 blocks for my arboretum, BTW.