Quote from Genius_idiot»
Now all we need is to be able to change the voice of the narrator, because then we could have GLaDOS sing "still alive" in minecraft
Yes.
Quote from Genius_idiot»
Now all we need is to be able to change the voice of the narrator, because then we could have GLaDOS sing "still alive" in minecraft
Quote from citricsquid»
Thank you! Excellent suggestion, we'll include links to the wiki going forward.
You're welcome, happy to be of service.
bows very conceitedly
tells long story to everyone about his years of service
has no years of service
Off topic, sorry. I'm done.
Quote from citricsquid»
Gamelord: There's a user on reddit, redstonehelper, who publishes patch notes each time there is a new snapshot, you can find the patch notes for this update here: https://www.reddit.com/r/Minecraft/comments/62cr0k/snapshot_17w13a/dfliqk5/
If people would prefer we can include those patch notes in our articles, instead of the broader Mojang provided changes.
I just love the icon for this post.
Who's that Minecraft Mob?! It's a Parrot!
Slightly off-topic, but, am I the only person to notice the messed up logo for this thread?
Image:
There's that weird red stuff. I'm just wondering, could it be a hint to something? April 1st is coming up as well. Or could someone important come and tell me that I am completely wrong?
Quote from NightSky64»
Also, if you would be in your mountain house while somebody passes by, he could see your player name.
Yeah, I agree with most of the people here... if we want to see Grian's most basic videos, we can look at his channel. Nice try, but this really isn't newsworthy. Not in the slightest. And as others have said, this is the news section, after all.
Quote from CheshireWesterfield»
The stuff MJ puts out is so useless and old - as if hidden stairs haven't been done a million times already.
Besides what is the point? A shovel or pickaxe renders them useless in seconds - just like the secure door.
Under the correct circumstances, they can be great to use. If the pickaxe/shovel bearing player doesn't know that there is a second floor, what reason would they have to go mining through the ceiling? Especially in something like a mountain/underground home. There wouldn't even be a large roof to hint at the upper stories.
Edit: I do agree, however, that in many normal situations they would be rendered all but pointless.
Wow, this is great! Some real, interesting news! I'd love it if you could keep this type of post going!
I agree with the people who are tired of videos from MumboJumbo (and CaptainSparklez to a lesser extent)... but at least this is interesting and somewhat useful.
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I'm on it.
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Oh, awesome! I started a similar project to this one a while ago, building the first 150(or 151 - I'm not sure yet) Pokemon. So far I'm at #23, and I'm using the Red/Blue Gameboy Color game sprites for mine, which limits me to four block colors per Pokemon(black, white, a lighter color, and a darker color - e.g. yellow and orange). Yours look like the sprites from Diamond, Pearl, and Platinum, as well as some from Heart Gold and Soul Silver, along with a few from Black and White. So pretty much, you've got lots more detail in yours. Great job, I look forward to seeing more of this!
And please keep up the puns! Some people may say that they're Gastly, but I disagree. I think that those people are just Seaking for attention.
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Well... my recording software is recording properly again. I don't know what was wrong, it just suddenly started working. But now... it won't detect my microphone. It seems to have a mind of it's own right now, sorry. I'm trying to fix it, but I don't know why it's not working. I'll make the video as soon as I can.
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Okay, here is the VIP door:
http://imgur.com/a/Ekg1w
I put the pictures in that album, along with an explanation of how the whole thing works. It should be pretty easy to understand, as the whole thing is not very big. Tell me if you need any help with it.
P.S. Ha ha ha, OBS is actually what is going crazy for me. I haven't tried Loilo, I'll take a look at it, thanks.
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Well, I finished taking pictures of the VIP door, I don't have time at the moment to post them and explain it though, because I've wasted a lot of time with my recording software which, for some reason, has lost it's mind and is recording slideshows now. Sorry. I'll post the door tomorrow, and I'll keep trying to get my recording software to work so I can make that video.
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Well, no. You said you wanted the track to be in Survival, and the one I was gonna make the video on was in Creative. I can make the video for you if you still want it.
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Sorry about that. I just assumed that you wanted something that big made in Creative at first. I'll have the door done by this evening. I've already built the thing before, I just have to document it to show you.
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Oh, my design uses command blocks. I'm sorry, but doing that is actually impossible in Survival to the best of my knowledge, because there's no way to tell the difference between players in Survival. You could make multiple track lanes, and have separate redstone for each lane to keep track of the player there. You would have to have walls between the lanes then so the players would stay in theirs'. Do you want me to attempt that?
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Okay, I'll build the door, that's amazingly easy. And yes, I can make a video about the lap counter, it should be simple to explain that way. I'll send it to you tonight, I think.
Edit: By the way, you didn't want the lap tracker to be Survival friendly, did you?
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As promised, I created what you asked. There are two ways I thought of to do it, the slightly harder but more accurate way, and the easier but slightly less accurate way. I built the hard way in the world I'm putting below, but I'll try to explain both. Basically, the easy way works like this:
You make your track, and then at even(as even as you want, anyway) points around the track(preferably straight parts) you get the coordinates of the very middle block of that part of the track. You create a fill clock that runs at twenty ticks per second, and then you attach one command block to it for each point you made on the track, times the number of laps you want the players to have to run. So a small track with 4 points that you have to do 3 laps around would need 12 command blocks. You also need to create two dummy Scoreboard objectives, 'progress' and 'Lap', without the apostrophes. Then, starting with the first command block and the first point(which should be directly on the starting/finishing line, assuming your track is a loop), you put in a command like this:
"/scoreboard players set @a[x=<first point's x>,y=<first point's y>,z=<first point's z>,r=<the width of the track at the first point divided by two, and rounded up>,score_progress_min=0,score_progress=0] progress 1".
In the second command block, you would put:
"/scoreboard players set @a[x=<second point's x>,y=<second point's y>,z=<second point's z>,r=<the width of the track at the second point divided by two, and rounded up>,score_progress_min=1,score_progress=1] progress 2",
and so on.
For each point you put in it's location and track width, then you check for players there with a progress of one less than that point, and if you find anyone there, you set their score to the point number. You keep doing that until the end of the lap, where you will then check for a player at the first point again, but this time with a score of whatever the last point was, and again set their score one higher if they are there. You just keep on doing that for every lap until you're done. At the last lap, you need an extra command block to detect the player at the first point(crossing the finish line) and set their score up one for the last time.
Once all of that is done, you're almost finished. You will need to add a command block to the clock for every lap you want the players to do, and the commands for each of those will be something like: "/scoreboard players set @a[score_progress_min=<the progress number they should have after they cross the finish line on their most recent lap>,score_progress=<the same as score_progress_min>] Lap <the lap number they should now be on>". You can do "/scoreboard objectives setdisplay sidebar Lap" to make the lap each player is on show on the right side of the screen if you want to. After you do all of that, you should be done with the whole thing.
If you also want to detect when a player crosses the finish line(and I'm assuming you will), you will need a few more command blocks. One that sets the player's progress score to one higher than what it should be at the end of the race, and one that sets the player's Lap to one higher than what it should be at the end of the race. You then have to attach some command blocks to the clock that run in between the ones that set the player's lap score after each lap and the two you just added. These new command blocks are where you would test for a player with a lap score that equals the amount of laps the player should have after finishing the race, and do something accordingly. In the world I've added to this post, the command blocks which use /title to tell the player that they finish and /tellraw to tell everyone else that they finished in first place are in that place. The idea is that in one tick, the player will cross the finish line, get their Lap score plus one-d, the command blocks will detect that and tell everyone that they've finished, or whatever you want them to do, and then the player's Lap score has one more added to it so the command blocks won't find them again. And again, that all happens in one tick. You just have to get the command block lined up right so that they run in the correct order, because if they're in the wrong order it won't work. And by the way, you have to set every player's progress and Lap scores to 0 at the start of each race, regardless of if they have raced yet. If they do not have it set to 0 in the first place, the objective won't initialize for them and the command blocks won't be able to track their progress. Just keep that in mind when you're making it.
That's it for the easy way. The more difficult way works exactly the same, except instead of using [r=<half the track width, etc.>](which actually detects players in a 3D sphere around the middle of the track), it uses [dx=<number>,dy=<number>,dz=<number>]. You can read more about those selector arguments here if you want to know more about them. They're called the volume dimensions selector arguments, and they basically make the command search in a big 3D rectangle instead of a sphere. Like this: @a[x=0,y=0,z=0,dx=5,dy=10,dz=15]. That would look inside of a 3D rectangle that starts at X:0, Y:0, Z:0, and is five blocks wide on the X axis, 10 on the Y, and 15 on the Z. You use that to select a section of the track, making it perfectly even in tracking progress, instead of the uneven edges of the sphere.
Both the easy and the more difficult way should work fine, and I recommend you just use the easy way, as it shouldn't make any difference, and it's easier(obviously). Also, it IS possible to go backwards around the track and gain progress, except it would be EXTREMELY slow and pointless to anyone trying to somehow cheat, as each lap backwards would only give you one more point of progress.
Well, I hope I explained this okay. I always have a hard time describing my creations and how they work. I also hope that this is what you wanted. Let me know if you need something else. I'll get to work on your other request as soon as you reply to my question about it. The link to download the world I made demonstrating this creation is right here. Enjoy, and thanks for the challenge!
Edit: WOW! This looks way bigger now that I've posted it.
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Alright, I'm on it.
Absolutely. Do you want that to be Survival friendly then?
Edit: Somehow that got posted twice. I removed the second one.
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Probably. Do you want me to make it for a specific race track? If so, I'll need the world so I can build it there. If you just want the contraption without it being set in one world, I can come up with the theory and tell you how the commands would work, and you could build the contraption in your world based on that. Which way would you like?
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Yep, that's not used yet in Vanilla. Although on here(the forums), that's a code for itallics.
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This would indeed be awesome. I support this!
Although I would like to point out that the [c] target selector argument as already a thing. It stands for count, i.e. @p[c=3] targets the three nearest players. The name could easily be changed though. And yes, it is possible to select multiple entities (/execute @a ~ ~ ~ detect ~ ~ ~ air 0 /execute @a ~ ~ ~ detect ~ ~1 ~ stone 1 /execute @a etc., etc.).
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To do that, you need to use the volume dimension selector arguments, like so:
/testfor @a[x=<x>,y=0,z=<z>,dx=0,dy=256,dz=<how long you want the detect area to be>]
The x, y, and z should be self-explanatory. The dx, dy, and dz arguments make a big 3D rectangle for the command to search in and tell how big it should be. The dx, dy, and dz are added to the x, y, and z, so for example, if you did @a[x=5,y=10,z=15,dx=4,dy=6,dz=8], it would make a big box with one corner at X:5, Y:10, Z:15 that's 4 blocks wide on the X axis, 6 tall on the Y, and 8 wide on the Z. So in the command I gave you at the top of this comment, y=0 and dy=256 searches from the bottom of the world to the top. dx=0 means it only searches on the x coordinate given, no more, and dz will be how long in the z axis you want to detect for, as I said.
Hopefully this helped you, if you want more information on target selectors and their arguments, you can look here.
Edit: By the way, this method assumes that there will be some limit on the z axis, although it should be able to be thousands of blocks.