Dinnerbone, pls. Bring them back! Even if you have to make a new block... Smooth Slab: Combination of two Smooth Stone and two Quartz Slabs, makes four Smooth Slabs.
Also, calling it. Vechs stole the fleeception idea.
This is not news if you've been here long enough. Red was going to use it in his "Bedrock Hell" map, but then it got corrupted and he gave up. I'm not sure if Vechs copied it before or after this happened though...
Either way, that is why you never want to post your ideas on this thread: There's a chance they may get used.
Bunch of lighting bugs appeared after Dinnerbunny switched the lighting system back to the old one when he tested his. I'm thinking next week is new lighting system snapshot.
I've said it once, but I'll say it again:
If we can put any block in a minecart, that should include glowstone, which means we now have a mobile lightsource. But in order to use that... Well, a lighting engine rewrite is required.
You know, if we can put any block in a minecart... Lighting engine re-write so that glowstone in a minecart works as a mobile light source?
By the way guys, a stacked mob spawner is extremely unlikely. Why? For the coding difficulty vs. payback ratio. Think about. A mob spawner already has a bunch of tags on it: Sensing range, maximium spawning range, minimium spawning range, spawn rate, spawn cut-off point, mob type, mob health, flaming or not, invincible or not, persistant or not, armor values, damage values for said amour, enchantments on the armour, potion effects, level of the potion effects, and duration of the potion effects. That's... like... 20 different tags? Maybe? Now, what has to be added for stacking to be possible? Well, a stack amount tag would need to be added for them, and then there needs to be tags for the mobs it spawns. Out of the ~20 tags spawners currently have, only five of them are for the spawner itself. So, for each mob added, ~15 more tags have to be added. This quickly piles up to a huge number of tags.
Now, I will freely admit that I am not much of a programmer, and I have not included everything yet. I forgot about position and velocity data already! along with that there are probably better solutions that I haven't thought of, such as an N-sized matrix containing all the tags, with N being the size of the mob-stack. But still, the point remains: Dinnerbone would probably have to implement a friggin' factory to get this to work. (What's a factory: http://en.wikipedia....oftware_concept))
Now, for all this work and debugging, what do we get? A rather resource-intensive block which spawns a glitchy pile of mobs. It just isn't worth it, at least until stacked mobs get their fix.
Besides, we still have some basic unanswered questions. For instance, what would the spawner show on the inside? The whole stack of mobs? That would be rather silly, won't it? Heck, I'm still wondering what spawners which can spawn multiple types of mobs will show!
Also: HEY DINNERBONE! How about giving us custom mob drops from spawners? Like, "I want these zombies to drop somewhere between 5-7 gold nuggets, maybe a cool enchanted sword, maybe a diamond, and maybe these 10 other things, etc.".
Add dat plox?
You can already do this. Use the new spawners which can spawn a variety of mobs. Set the spawner to spawn similiar looking mobs, but each of them has different items and a different chance to drop each of them.
I know exactly what you mean, those things...oh god...
But yeah, I would like it Vechs somehow made it to where you can't go in a certain area until you beat another, or invincible monsters will kill you, but they disappear after you beat the other area
I've already figured out how to do this and plan on implementing it... If I ever make a normal CTM map.
1.5 goodies. Inferno Mines will be in closed beta soon, and while Joe and Amlup are testing it, he's going to finish up Black Desert II. That's pretty much it.
I've found that Hybran is a lot like a spatial anomaly; if you ignore him, he doesn't get worse.
Wait, Amlup? I thought Zisteau was beta testing it!
I'm going to be honest, and say that I've been busy and have yeah to read anything since page 2267. Did I miss anything?
By the way, how can Vechs use the trapped chests for traps since the redstone for the trap has to be right next to the chest? Or is there a way around this that I don't know of?
On last thing: How do you set up a map for download? I presumed you just turned the save file folder into a .zip file, but it appears there might be something else I need to do. Can anyone help?
EDIT: Okay, I remembered something. Can't you just us Ghasts with edited fireballs to prevent bridging? Or does it only change the radius of the explosion, and not the power?
There already is one, although I only know that it worked in a pervious version of the game. If you get a bunch of minecarts spinning on a loop of tract, they act as a force field, repeliing all entities.
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By the way, you're a little late...
That... is actually a very good question. Vechs?
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It is now double marble slabs.
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This is not news if you've been here long enough. Red was going to use it in his "Bedrock Hell" map, but then it got corrupted and he gave up. I'm not sure if Vechs copied it before or after this happened though...
Either way, that is why you never want to post your ideas on this thread: There's a chance they may get used.
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DINNERBONE!
GET YOUR BUTT OVER HERE!
Seriously though, can we get it as an offical block? Please!?
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http://www.youtube.com/user/MarbleHornets?
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I've said it once, but I'll say it again:
If we can put any block in a minecart, that should include glowstone, which means we now have a mobile lightsource. But in order to use that... Well, a lighting engine rewrite is required.
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Actually, it's a play on the word "tepid"
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By the way guys, a stacked mob spawner is extremely unlikely. Why? For the coding difficulty vs. payback ratio. Think about. A mob spawner already has a bunch of tags on it: Sensing range, maximium spawning range, minimium spawning range, spawn rate, spawn cut-off point, mob type, mob health, flaming or not, invincible or not, persistant or not, armor values, damage values for said amour, enchantments on the armour, potion effects, level of the potion effects, and duration of the potion effects. That's... like... 20 different tags? Maybe? Now, what has to be added for stacking to be possible? Well, a stack amount tag would need to be added for them, and then there needs to be tags for the mobs it spawns. Out of the ~20 tags spawners currently have, only five of them are for the spawner itself. So, for each mob added, ~15 more tags have to be added. This quickly piles up to a huge number of tags.
Now, I will freely admit that I am not much of a programmer, and I have not included everything yet. I forgot about position and velocity data already! along with that there are probably better solutions that I haven't thought of, such as an N-sized matrix containing all the tags, with N being the size of the mob-stack. But still, the point remains: Dinnerbone would probably have to implement a friggin' factory to get this to work. (What's a factory: http://en.wikipedia....oftware_concept))
Now, for all this work and debugging, what do we get? A rather resource-intensive block which spawns a glitchy pile of mobs. It just isn't worth it, at least until stacked mobs get their fix.
Besides, we still have some basic unanswered questions. For instance, what would the spawner show on the inside? The whole stack of mobs? That would be rather silly, won't it? Heck, I'm still wondering what spawners which can spawn multiple types of mobs will show!
You can already do this. Use the new spawners which can spawn a variety of mobs. Set the spawner to spawn similiar looking mobs, but each of them has different items and a different chance to drop each of them.
I've already figured out how to do this and plan on implementing it... If I ever make a normal CTM map.
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Thanks for the addition to the idea!
(See: Mine area of "The Dropper")
Ah...
Without context, that sounds really mean...
Anyone care to explain?
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Woah!
EDIT: Y U NO SAY TNT CART!?
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Wait, Amlup? I thought Zisteau was beta testing it!
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I'm going to be honest, and say that I've been busy and have yeah to read anything since page 2267. Did I miss anything?
By the way, how can Vechs use the trapped chests for traps since the redstone for the trap has to be right next to the chest? Or is there a way around this that I don't know of?
On last thing: How do you set up a map for download? I presumed you just turned the save file folder into a .zip file, but it appears there might be something else I need to do. Can anyone help?
EDIT: Okay, I remembered something. Can't you just us Ghasts with edited fireballs to prevent bridging? Or does it only change the radius of the explosion, and not the power?
Vechs always puts it as "amlup (amlup)" so his post added the echo "amlup" after someone else said "amlup".
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I did not notice this before.
...This could be difficult...
Wait, that works?
EDT: By the way guys, look what someone posted to reddit:
Looks like that 4-D maze is more possible than I imagined...
Oh, wait, crud. I've got the last post on this page.
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Well, my map is now alpha testing.
Oh, and there were quite a few cool screenshots.
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There already is one, although I only know that it worked in a pervious version of the game. If you get a bunch of minecarts spinning on a loop of tract, they act as a force field, repeliing all entities.
What size?