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    posted a message on Stonefast - Classic D&D Adventure Adaptation

    I liked it a lot too, especially the dragon boss. (Most people just put a giant mob as the final boss.)



    Would you mind if I used your dragon model for a boss fight of my own? It won't just copy the battle, and I'll give you credit for it.

    Posted in: Maps
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    posted a message on Custom Item Names Not Showing Properly

    I did that just now, and it worked. I don't know why I didn't try it before. >_<


    I was just confused since none of the names in the page had the line break.

    Posted in: Resource Pack Help
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    posted a message on Custom Item Names Not Showing Properly

    In a resource pack I'm trying to make, I'm turning some of Minecraft's regular tools into different kinds of weapons, and I want to re-name those tools to fit whatever I texture them to be. But for some reason, some of the names I try to change end up combining several name codes into one. (You can see this in the images at the bottom.) The part that really confuses me is that this only happens to a few of the items.


    I've tried to find ways to fix it, but I can't seem to find anything about it. Anyone know how I can fix this? (I've tried adding/removing spaces, that doesn't work.)


    Here's a chunk of the code that contains the names for my Rapier and Katana items: (Both of which have the problem.)

    item.hoeStone.name=Rapieritem.hoeIron.name=Dagger
    item.hoeDiamond.name=Katanaitem.hoeGold.name=Golden Hoe
    item.seeds.name=Seeds
    Posted in: Resource Pack Help
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    posted a message on Inexplicable Lag?
    Quote from Mr_Penney»

    I was using world edit also, and all the blocks in my hub are really laggy for some reason, and placing blocks on world edited blocks causes lag too. I hope somebody will have the answer.


    Bump!


    I played around a bit with worldedit and I found out that if you're low underground, nearby lava-filled caves can cause a lot of lag. Hope that helps you, but my lag problem is far from fixed still.

    Posted in: Creative Mode
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    posted a message on Inexplicable Lag?
    Quote from DarkEnigma»

    Have you tested it only on your computer, or on others too?


    I have yet to be able to test it on a different computer. But since the lag is only in this particular area, I'm assuming my computer isn't the problem.

    Posted in: Creative Mode
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    posted a message on Inexplicable Lag?

    I wasn't sure what category to put this under, so I just went 'creative', If I'm wrong hopefully a mod will move it.


    I've got an adventure map that I'm finishing up on, but first I want to fix a lag problem that I'm having in a castle I made using MCEdit.


    There aren't nearly enough redstone clocks to generate that much lag, and not many mobs either. I'm wondering if it's possible that the chunks around it are corrupt, or something to do with MCEdit caused the lag. And if so, what should I do about it?

    Posted in: Creative Mode
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    posted a message on Least Laggy (Non-Hopper) Clock?
    I tried the things that lenoissenbaum said, and it helped the lag a bit. Hopefully it'll be playable now.

    If anyone has any other lag-reducing suggestions, I'm all ears.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Least Laggy (Non-Hopper) Clock?

    "I run quite a few hopper clocks, and have not had a duplication glitch happen yet. I have had a comparator mysteriously switch off subtraction mode in another clock however."


    Almost every hopper clock I've used suffered from the duplication glitch at least once, many of them several times. Hence why I replaced them with the setblock ones.

    Quote from Pyro4444»

    why would duplication be a problem? as long as it doesn't clog up the hoppers I would be happy to get free stuff


    1.) We're in creative mode, so free stuff is pointless.


    2.) The additional items would stop the attached comparator from sensing the one that moves between the two hoppers. In other words, it breaks the clock.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Least Laggy (Non-Hopper) Clock?

    I'm finishing up an adventure map but the only thing stopping me from releasing it is the intense lag I get in two VERY important areas to the map. It used to be bearable, but for some reason the lag nearly destroyed the map after the 1.8.7 update.


    Since I assume that my extreme amount of redstone clocks is causing most of the problem, I'd like to know the best clock in terms of least lag. (At the moment, I'm using the one with two command blocks using "setblock air/redstone_block 0 destroy")


    Almost everything I find tells me that the Hopper clock is the best one, but the duplication glitch (Which was supposedly fixed) makes this the least reliable clock for me.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on DropChances Failing?

    The items are just to detect the mob's death, as they'll be cleared from the inventory almost immediately.


    The goal is to kill all 5 of these, and whenever an item is cleared I would add a dummy point to the players' scoreboard. That way, the players will know when they're finished.


    But I'll have to play around with testfor some more, to see if I can get that to work.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on DropChances Failing?

    I've made customized mobs and want to track when they die by detecting a player who picks up their helmets.


    I set up the DropChance like this:


    DropChances:[0.0f,0.0f,0.0f,0.0f,1.0f]


    All sources I've checked say that that's correct, but it still doesn't work for me.


    Below is the mob itself, to show you that it has all of its equipment.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Need Architect's Help - Credit Will Be Given

    Several months ago, I had a similar thread and had a volunteer, but they haven't gotten back to me since then. Anyway, I have a custom map made and released already, but I'm not too happy with some of the buildings.


    Your mission, whether you choose to accept it, is to do one of the following:


    1.) Change the exterior of this building (First attachment) to seem more cathedral-like. I don't really care what blocks you use as long as it looks nice (But I would suggest wood/stone.). You can change the blocks that are in the walls, but don't do anything to the interior.


    2.) Change the exterior of this building (Second attachment), just to make it more impressive, since I'm no professional architect (Clearly).


    3.) If you have any stone ruins built or are planning to build them - and you're willing to let me feature them in the map - let me know and PM me screenshots / an MCEdit schematic.


    If you think you're up for any of these, post here or PM me and I'll send you the schematics over PM, then you can send me the modified version once you're done. As said in the title, I will credit you for what you did in the map's end credits.

    Posted in: Creative Mode
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    posted a message on Hopper Clock Stopping

    I'm working out the last bugs in an adventure map of mine, but no matter what I do I always end up with several clocks not working correctly.


    I only use the first two types in this image:


    http://i.ytimg.com/vi/SCrE-ed4AFY/hqdefault.jpg


    The Hopper clock is the one that causes the most problems. Either:

    1.) The item in the clock sticks inside of one hopper, only flickering into another one every now and again.

    ( https://imgflip.com/gif/jv8sc - Pardon the size)


    2.) The item in the clock will multiply and make 3-4 copies of itself in one or both hoppers.



    Since I'd rather not have to turn the clocks on with a button, is there any way I can fix these issues?

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Legend of the Pumpkin King - Demo Version

    For the last who-knows-how-long, I've been making a huge map called Legend of the Pumpkin King, or LotPK for short.


    Some of you may have seen the thread where I asked for Beta testers to make sure the map is fun and bug-free before its official release.


    Well, I haven't heard back from many of them yet. Until then, I have this Demo version available:


    http://www.planetminecraft.com/project/legend-of-the-pumpkin-king-18/


    In the Demo, you will play through the map until you defeat the 1st level (AKA dungeon) and the 1st boss. (Story and "About the Map" under spoilers)


    You are an adventurer who makes a living off looting
    dungeons and completing quests, native to the cold region of Helmvan.
    After your latest quest, you decide to visit your home before setting
    off to discover new lands. But after a short fishing trip, disaster
    strikes. You are forced to evacuate your home and travel to the bustling
    port city of Merylvar.

    Lately, Merylvar has also been having its fair share of problems.
    Vines are growing from the streets, the sewers are filled with spiders,
    and anyone who ventures into the famous Clocktower mysteriously
    vanishes.

    All of these things can be traced back to one person - a corrupt
    wizard known as the Pumpkin King. With the help of a supernatural being
    called Valera, you find mythical cities, infiltrate trap-ridden tombs,
    and explore an entire world hidden beneath the ground. Conquer the
    Pumpkin King's Castle and uncover the truth about what happens in its
    underground chambers.



    Legend of the Pumpkin King (LotPK for short) is an adventure map
    inspired mostly from the Legend of Zelda and Final Fantasy series.

    It includes 10 main levels (or "dungeons") and 8 original and
    challenging boss fights. It has customized enemies that range from
    simple armored Zombies to the fiendish Mastermade Pumpkinheads. The map
    has its own currency system based around Emeralds, Gold, and Diamonds.


    (LotPK comes with its own resource pack, which is
    included with the download. It also has the title to be used by
    YouTubers' thumbnail images.)

    (Obviously, you won't get through much of the story in the Demo. These were written for the full version.)



    Did you really think something important would be here?


    Images From left to right:

    Entrance to the 1st Dungeon; Example of a Puzzle/Challenge; The First Boss Room

    Posted in: Maps
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    posted a message on Oceans - Items, Mobs, and Generated Structures
    Quote from Unclevertitle»

    Treasure Chest: Design-wise it sounds like it looks cool and a chest that doesn't leave the surrounding area filled with air is a plus.
    However the extra inventory slot seems kind of pointless if it gets locked by merely by an active redstone signal. A would be thief could easily take items from this slot by breaking any connected redstone circuitry or by simply breaking the chest itself.

    How about instead this slot is locked by default and only unlocked by a specific redstone signal strength anywhere from 1 to 15, further, the items held in this slot (if locked) do not drop with the chest but can carried with the chest so any would be pirates or aquatic archeologists would HAVE to try and use a redstone signal to unlock this slot and obtain said loot.

    In order to avoid inventory compression exploits these Treasure Chests would not be stackable in a player's inventory.

    Seaweed, Cooked Seaweed, Raw Crab, Cooked Crab:
    I like the variety, works well as a complement to the multiple kinds of fish already in game. But seeing as we already have fish let's make the seaweed better than just something that you can cook in a furnace. Make it craftable with fish, salmon, clownfish, and crab to make varying forms of sushi!

    Each sushi roll is crafted by four seaweed surrounding the food item in the center (does NOT work with cooked food). Hunger and saturation would be roughly equivalent to the sum of the seaweed and food item's hunger and saturation scores (or less if you feel it's imbalanced).


    Scorpion:Seems kinda shoehorned in here and like it doesn't fit with oceans at all? I mean it sounds like a solid mob idea to add to deserts, but that would be best left to its own suggestion and not included in oceans at all. No matter how rarely they'd spawn.


    Overall I like this suggestion. Support.


    Changed the Treasure Chests, thanks for the suggestion. ^_^

    Also, I see what you mean about the Scorpion.

    I think that sushi would be a stretch, but nice idea anyway.

    Quote from CanadianGoat»
    Also, I'd like to see something that makes deep oceans more special, and have stuff you can't get into normal ocean (please no boss like a kraken or whatever please thought).


    Quote from Jukakun»

    Deep Oceans should have some dangerous features like the Lantern Fish, or some bigger Squids that can reduce your vision (Blindness effect), making you vulnerable to other attacks


    Added your Lantern Fish, in the form of the Prismarine Angler.

    Also, does a Giant Squid count as a Kraken boss? Either way, it's on the list now.

    Thanks for the support! :D
    Quote from baddaspig»
    Support, and how about a new mob: jellyfish? Since it seems like all the hostile mobs currently are found deep underwater.

    Jellyfish would spawn in the first 15 layers of the ocean. They have 8 hearts of health, but you have to hit their body. If you touch their tentacles you get Poison II and Slowness I, as well as -1 health for every second you're touching them. Sounds really OP, but jellyfish don't actually go after you. Do they even count as a hostile mob? I mean, they can kill you, but only if you go in their tentacles yourself. Neutral maybe?
    Anyway, jellyfish have a chance to drop jelly, which you can eat (restores 1.5 drumsticks of hunger) or craft with bread for a jelly sandwich (restores 4 drumsticks of hunger, I know that's the same thing as if you just ate jelly and bread, maybe there could be a saturation bonus?)


    Added the Jellyfish, though not exactly as you described it. Thanks for the suggestion!
    Posted in: Suggestions
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