My name comes from my favorite thing in the world (one of the VERY few things that trumps Minecraft): STAR WARS!
I read the book Star Wars: The Lost Legion, which is from the Decide Your Destiny series (it's Goosebumps style), and I took the quiz at the start and read through the story, and at the end (my actual ending, not like I got killed so I went back and changed my choice), my Clone Trooper got the nickname Ace. I liked it and it stuck. I started to put Ace as all of my gamer profles, but eventually I decided it wasn't personal enough. I am a person who likes complex logic puzzles and mathematical equations, so I decided to so something logical. A is letter 1 in the alphabet, c is letter 3, and e is letter 5. My Minecraft name is Ace135ecA (wouldn't have the ecA, but that was taken), and that was taken here so I made it A1c3e5. Now I use it for passwords, user names, and everything. I am not Noah B****. I am Ace135
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Didn't realize you were unfamiliar. Okay, so in 1.9 Command Blocks got changed in a few ways with new settings and modes:
Modes:
----Impulse Command Blocks: These are the same as the old ones, and behave as they did normally with the addition of the new settings.
----Chain Command Blocks: All command blocks now point in a direction, which help with these. If a command block is pointing into a chain command block, the chain command block will attempt to run its command as well if it has power.
----Repeating Command Blocks: These have a built in clock, and try to run their command every tick as long as they have redstone power.
Settings:
----Conditional: This command block will only execute its command if the one behind it successfully executed its command.
----Always Active: This command block no longer needs Redstone, behaving as though it were permanently powered.
All of these new settings are very helpful for condensing command block creations if you know how to use them. The issue is the template parser does not recognize the new modes because they are new blocks, and it doesn't store the new settings or the commands of these new blocks because they are NBT data. When generating them, they only retain information stored as metadata. As such, to use them effectively, they must be manually inserted into the ruins file as "teblock"s so that the proper NBT data can be added.
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Update on my command block problem, for anyone interested:
Apparently, in order to get "teblock" to work, you must fill in every single piece of NBT data, including the coordinates that don't even matter. Now I do have the Chain Command Blocks functioning.
AtomicStryker, I love what you've done with this mod, and I understand that the code must be quite technical, but very truthfully, their needs to be a new way to handle Command Blocks in order to account more easily for the new versions and settings.
UPDATE: Apparently the old method doesn't properly track the facing value of Impulse Command Blocks. They always face north, meaning you probably need to add them to "teblock" too!
Can I get some assistance over here, please?
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... maybe I'll be more direct this time...
Anyone have an idea of how to allow the new Chain Command Blocks and Repeat Command Blocks work? When I /parse the in-game ruin, the Impulse/Normal Command Blocks work as they would normally, but the new command blocks don't save they're commands, just the new configurations (facing, needs redstone/always active, conditional/unconditional).
I think I might be able to use the "teblock" variable to add the proper NBT data, but I'm not sure.
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So I have just figured out how to tell my dungeon whether or not to generate a door to more rooms using the new chain command blocks from 1.9. After parsing and testing, only the default (impulse) command blocks have retained their commands.
Lo and behold, the text file for the ruin has saved the blocks and the metadata that corresponds to all of the new options (needs redstone/always active and conditional/unconditional), but has no place to save the commands.
AtomicStryker, this functionality should probably be fixed to work like the normal command blocks.
In the mean time, anyone have an idea for a fix?
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Yeah, I figured as much. The follow up question, then, is: If a chest calls a loot table that isn't present yet, will it work? I am under the impression that it doesn't actually generate the loot until you open the chest, so could I generate a world with chests that call the table, then add the table, and it work properly?
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This has been extremely helpful with making loot tables. I have one question since you seem to really know what you're talking about: Is there a way to make the tables appear in worlds by default? Or do I have to add them in manually every time I make a new world?
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I hate to hear that. I completely understand. Do what you need to do and we'll all be here when you get back on your feet.
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I enjoy 1.9 combat and a lot of the stuff from 1.8, and eventually I'd like to have all of that and this.
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Been keeping my eye on this for a while, waiting to see if we'd hit 1.8 yet, and now mods are starting to hit 1.9.
Any updates on time? I know last time (January) you said it'd be a while, but my Ruins custom structures are a little lamer without random artifacts.
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Thank you very much. That makes that a lot clearer.
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I'm trying to do something very similar to what you have for your city there (which looks great by the way!). Could you explain what your code is doing with these commands or point me to documentation that explains how to make something like this?
I've been trying to figure out how to do some random generation to build neat dungeons, but what I've found isn't so much helpful as it is lines of code with little or no explanation.
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I am wanting to edit a 1.7.10 world that is modded (Applied Energistics 2 is the relevant mod), and I've encountered what I hope isn't an issue:
In my version of Applied Energistics 2, the block ID for Charged Certus Quartz (a very important ore for that mod) is #166. That's all fine and dandy, except in 1.8 the block ID for the Barrier block is #166. So, when I use an MCEdit for Minecraft 1.8 (because that's all that's available from the main site and I don't trust any other sites for it), and I go underground, their are pockets of Barriers in place of the Charged Certus Quartz.
Alright, so this is my question: Will this cause any problems when going back to play the world in 1.7.10, or is this a stupid question and it will all be perfectly fine?
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Having an issue with the 1.7.10 version: I'm pressing F6 and I can't get the GUI to show up... kind of a big deal. Am I doing something wrong?
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I would hate to see this mod die just because of a large update. For me, this is one of those mods where it's like "Your installing X? You should add Carpenter's Blocks, Bibliocraft, Biomes o' Plenty, NEI, Openblocks, etc. just because." and others clearly agree as it's in almost all of the big modpacks. Would hate to see it leave that prominent seat just because 1.8 is a large update.
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Help? I can't seem to be able to access the dropbox page. It keeps giving me a 403 error saying I don't belong here