My hopes got up when I saw the word "Bed" in the bug fixes. Was not what I was hoping to be fixed. >.<
Properly placed beds, where people do respawn at, will sometimes say it's missing or obstructed when it isn't, thus making the player lose their respawn at that location. I think it's a bug that was submitted already but hasn't been fixed.
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People have been fairly active lately! Hop on in! The water is nice!
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We are now in 1.13.2!!! Yay!
I will be doing command optimizations and coding in new features over the next few days.
Going to experiment with creating dynamic player built cities that grow and evolve alongside the players who build them, giving bonuses and defenses for the city!
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Going to upgrade to 1.13.2 today!!!
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Our new World Spawn is now active, yet incomplete. Pardon the mess! Should help players who are new to The Four Kingdoms get a feel for what it's about! Less confusion!
ALSO Warp Relays are fully functional now and 100% operational!
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The blocks copied in my masked region only contain the 5 blocks. The rest is air, which is filtered/masked out from what the player builds. When a player builds this structure, they can have any block such as diamond ore / grass block, placed where the masked region would have air and it will still detect only the 5 blocks from the masked region.
Way easier/efficient than nesting using "if block"!
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I did not use "as @e" at the beginning. After using that, it works as intended!
"if blocks" works when using "masked". Masked discounts air blocks from the origin and will allow the structures to be built with other irrelevant blocks inside the target area and still be detected.
Thanks a ton YM! I need to get used to when and when not to use "as". I mainly use "at" for most things.
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My server is expanding into a bungeecord network of servers. The goal is for each server to be unique, something that hasn't been done before in Minecraft.
Our initial server is running well and is mostly complete. Now I am developing a RTS server, in the vein of Starcraft/Warcraft using 1.13.1+
So far, I have the initial RTS functionality in on a private server... Top down view, WASD controls, "fog of war", a 25 x 25 test map, and a test unit. As we move forward, we will have custom GUI elements, resources counters, multiple maps, and up to 8 players per round. Games will last between 15 minutes to an hour depending on how the players play.
I am looking for Builders, Planners, and people who know how to use Command Blocks proficiently.
Builders will have to build inside of a constraint. Example: A building that builds harvesters will have to be 7 x 7 blocks and 5 blocks high. One build will be built only one time. All players placing these buildings pretty much copies and pastes. OPTIONALLY we will need map designers. Maps will have to be balanced in resource acquisition and can range anywhere from 100 x 100 blocks in size to 300 x 300. All maps will be done on a flat world to start. Building tools include Creative Mode, World Edit, BlingEdit, and any additional resources you may require.
Coders will be testing commands in command blocks on the server. These will later be translated into function files to clean up block mess. You will be required to follow a format to keep things tidy (naming conventions, command stack placement, etc...). This format isn't fully fleshed out yet, so you will be helping to create the format. BONUS POINTS: if you can make datapacks, your chances of being accepted will shoot above all others and most of the testing in command blocks can be skipped.
Planners will be configuring unit and building stats, resource depletion, unit abilities, costs of various things, upgrades, etc... You will be working closely with the builders and coders to make sure everything is balanced and the GUI elements are integrated properly. In a sense, you are a project manager and designer.
Join our Discord: https://discord.gg/8RwBBYw and then tag me @I3ladeDragon letting me know you submitted an application here!
Submit an application in the comments below using the following format if interested in helping to develop this unique server project! We look forward to working with you!
Minecraft IG Name:
Discord Name:
Position Applying For: [Builder] or [Command Blocker] or [Planner]
Years Playing Minecraft:
RTS Games I've Played:
Optional Attachment Of Previous Work: [Command code snippet/video OR image of build(s)]
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Here is the "Legacy" code I was using in 1.12.2 that functioned properly as intended.
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I have a system I am trying to implement and optimize in 1.13.# that worked in 1.10.2+ but no longer works.
Each line is in chain block, running in order from first to last:
So, basically, when I run this, it is checking for a structure under the armor stand. If that structure exists, it will remove the "dlt" (delete) tag. Without setting a "limit" target selector, it will properly delete an armor stand if the structure doesn't exist underneath it.
However, if more than one armor stand has either structure underneath, if the structure under one of them is deleted, no armor stands get deleted until every structure under every armor stand is broken. Then it will delete all armor stands once all structures are broken.
If I use "run tag @e[tag=wp,limit=1] remove dlt" something different happens. Now, only 1 armor stand will have the "dlt" tag removed and any additional armor stands, with structures under them, will delete themselves even if the structure is unbroken.
The expected result I am trying to achieve is that no matter what armor stand it is, should be deleted when the structure underneath it does not match "if blocks". Any armor stand with a structure underneath it that matches "if blocks" should stay.
EDIT: using "run tag @s remove dlt" makes things worse. Any armor stand will immediately be deleted, even with the structure underneath intact.
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We just purchased a new CPU to enhance our server performance and to get ready for a bungeecord network!
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We have officially updated to Spigot 1.13.1!!! YAY!!!
Also, Bruhhhh, try to post something more than random sounds... like say something worthwhile that will pull people in. >.<
UPDATED PLAYER INFO (as of 10/17/2018):
Blue: 64 Players
Red: 54 Players
Green: 47 Players
Yellow: 50 Players
Lone Wolf: 74 Players
Total: 289 Players
Of course, not all of these players are playing regularly and this does not include players that have not made a selection at world spawn. HOWEVER! Many of these people might still have our server in their server listings in the launcher. If they see more people. they may be encouraged to return.
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I have updated the main posting with up-to-date information and new features.
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If an armor stand has the tag of "delete" it gets killed in my first chain block.
In the next Chain block an armor stand gets a tag called "delete", if it currently holds the tag "warp".
In the next Chain block, if it is standing on a certain configuration of blocks, it will have the "delete" tag removed.
So far, so good. If I break 1 block from the configuration below the armor stand with the "warp" tag, it will be deleted. Otherwise, it will stay. Works properly.
Now, in the following chain blocks, I add a tag called "tp" and remove a tag called "link" from the stands, if they are within 1000 blocks of eachother. They still have the "warp" tag.
After this point however, breaking a block below them no longer will delete the armor stands.
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I have the next 2 days off! Will be doing a lot of server work! Here are some features that I intend to add:
1. Dragon Mount - Hatch the Dragon Egg by going on a quest to each teams flame at their spawn to fight for this special rare mount!
2. Alt account cam system - Have an alt account? We can set up spectator mode for it that is bound to your main and cant be used to cheat!
3. Unplaceable Ender Chests - No more hiding shulker boxes with all your god gear somewhere no one can reach. You will have to get smart about hiding your stuff. Either that or find an existing Ender Chest in The End and store it there like a bank.
4. Bossbar displays - Instead of having a massive scoreboard covering your screen, you will now see your Stone and Nether Fatigue as a boss bar!
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