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    posted a message on Tutorial: How to move a Swamp Hut (also called Witch Hut)
    If I double click on the entry called "BB: 6 integers" I get an edit window to modify the attributes of that tag.

    There are two views, a text and a hex one. It is easier to edit in the "Text View".
    Posted in: Discussion
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    posted a message on Is there a way to count mob kills in XP grinder?
    I modified Annoyed_grunt's suggestion a bit and have now a working solution, without the potential wrong counting problem described above:

    First set up the scoreboard objectives:
    /scoreboard objectives add kill_skeleton1 stat.killEntity.Skeleton Skeleton Trigger
    /scoreboard objectives add xp_skeleton dummy Skeleton kills in grinder
    To prevent wrong counting I placed a reseting command to an area where a player has to pass by to get to the grinder. It my case there is a tunnel leading to the grinder and I placed the area to its end. So one regularly updated command block has to do:
    /scoreboard players set @p[x=X2,y=Y2,z=Z2,r=3,score_kill_skeleton1_min=1] kill_skeleton1 0
    The counting part is similar to the suggestion and uses two command blocks connected via a comparator, a detector and a counter:
    /execute @p[x=X1,y=Y1,z=Z1,r=2,score_kill_skeleton1_min=1] ~ ~ ~ /scoreboard players remove @p[x=X1,y=Y1,z=Z1,r=2] kill_skeleton1 1
    
    /scoreboard players add @p[x=X1,y=Y1,z=Z1,r=2] xp_skeleton 1

    The location X1,Y1,Z1 is near the drop shaft and X2,Y2,Z2 is the end of the tunnel and the only entrance to the grinder.

    I decrement the detection objective "kill_skeleton1" in the first detection command block to prevent timing glitches when two command blocks handle the same objective. Therefore the second counting command block is only used to increment the final objective "xp_skeleton". The reset and the first detection command block are clocked by a standard redstone clock.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Is there a way to count mob kills in XP grinder?
    Thanks for your suggestions, I will try to test some of them this week.

    In this special case I use the following scoreboard objective:
    /scoreboard objectives add kill_skeleton stat.killEntity.Skeleton Skeletons killed
    I see a potential problem in your example: If the player is exploring the world (far away => grinder and command block unloaded) and then kills some Skeletons, both scores get incremented (lets say to 10). When coming back to the grinder, this 10 is subtracted from the first score which is not correct behavior.

    A valid selector based on player location would be in my case:
    /scoreboard players add @p[x=777,y=15,z=83,r=2] kill_skeleton2 1
    In my opinion I need something that triggers my counting command block on each Skeleton kill (instead of using the clock). And my command block then increments the second objective (like in the example above). The objective kill_skeleton2 is defined with dummy source.

    I also prefer to have both objective counts unmodified, therefore doing the subtraction on a third objective. This would allow to show also the grinder kills separately.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Thebombzen's Mods
    I think EnchatView will not be able to be server side only that easy:

    In ContainerEnchantment.java line 189..201 on random enchantment from the calculated list is selected and stored in field_178151_h[0..2] as enchantment clue. And for this field only one entry per level is possible. This data is probably transferred somehow to the client. And the client GUI is also only capable to display that single clue.

    As solution I could image to change that clue field every e.g. 1 second in a non random way (cycling through the list of enchantment ids). Each time the update has to be sent to the client. Now the player has to spend some time to watch the enchantment clues to toggle around.
    Posted in: Minecraft Mods
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    posted a message on Is there a way to count mob kills in XP grinder?
    Hello, I'm searching for a way to count the mobs killed by players in a mob grinder.

    I generate regular statistics for my players: who has killed what and how often.
    But after the XP grinder was set up, the numbers (for skeletons in this case) exploded. And as it is not a real kill when you punch a nearly dead mob with bare hands, I would like to reduce the numbers.

    The area where these mod kills occur is well limited to the drop shaft, so it should be possible to test for it in a command block. In case the player position is more useful, it is also limited to reach distance to that drop shaft. The kill itself is also counted as a scoreboard objective per player, so this information is also available.
    But I have no good idea how to combine this information and how to arrange the command blocks.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How do I put "Statistics" values on a sign or in the chat?
    Great, the godfather of command block syntax himself!
    Thanks for your input, I totally missed the updates from 14w27b and also the wiki does not contain anything about that.

    Any comments about my initial problem with using the "Statistics" directly without adding objectives?
    In the meantime I added dozens of objectives, but that feels to complicated for me. Especially as they only start counting after setup and not from beginning of the game.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How do I put "Statistics" values on a sign or in the chat?
    Quote from kapitanluffy»

    I have similar question tho. I wanted to display the number of cows in my farm.

    That seems to be a problem without a good solution :wacko:
    What you could do is the command testfor to measure if there are more than a defined number of cows in a specific region. But the result is outputted as a redstone signal and has to be processed by a second command block. That second command block could update the sign then. If you only want to know if there are more than N cows this will work. To get the exact number you probably have to spend a pair of command blocks for each possible number (-> 200 command blocks to get correct numbers for 0-99 cows). It could be possible to get rid of some of them if you use the length of the redstone signal, but for me this does not sound like a nice solution...

    So something like this will test if there are at least 20 cows in a radius of 4 around location 10/20/30:

    /testfor @e[x=10,y=20,z=30,r=4,type=Cow,c=20]
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How do I put "Statistics" values on a sign or in the chat?
    You are right, without the text part it displays at least the Scoreboard objectives.
    At the moment I probably have to add dozens of objectives for the Scoreboard system. Using the same name for the Scoreboard objective than the original stat.* item is possible. Maybe that helps if the JSON parsing gets extended in the future.

    So a somewhat working version would be:


    /scoreboard objectives add stat.deaths stat.deaths Death Count

    /blockdata ~ ~1 ~ {
    Text1:"{ text:\"Death:\" }",
    Text2:"{
    score: {
    name: \"PlayerName\",
    objective: \"stat.deaths\"
    }
    }"
    }

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How do I put "Statistics" values on a sign or in the chat?
    Thanks for your comment. You are right, that my (not working) code is coming from an example about the Scoreboard system. That was the closest thing I could find.

    I fear that it is not possible to put the statistics directly on a sign or in the chat. In my opinion it would be much easier if you could use all that stat.* values as "objectives" directly. To get the Scoreboard system to work, you also have to add each player separately, it only starts counting after setup, you have to prepare everything in advance, ...

    So I hope Mojang will extend the syntax with a future update...
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How do I put "Statistics" values on a sign or in the chat?
    Hi there,

    I'm searching for the correct syntax to display some of the stat.* values either on a sign or in the chat window.
    Can anybody help with some guide please!

    What I try to do is to take some values from the Minecraft automatic Statistics and to put the raw numerical number to different signs per player. Something like a hall of fame with death-count or mined-diamonds for all the players. I have tried to use a command block and the Raw JSON Text Examples from the forum, and also the Tellraw Generator, but I always get empty or wrong formatted results.

    What I have so far is this code in a command block for a sign just above (not working, a partly working version can be found in a later commend):

    /blockdata ~ ~1 ~ {

    Text1:"{ text:\"Death:\" }",
    Text2:"{
    text:\"\",
    score: {
    name: \"PlayerName\",
    objective: \"stat.deaths\"
    }
    }"
    }



    Even if I want the values on a sign, some /tellraw variant would also help.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Thebombzen's Mods
    Quote from thebombzen
    Don't use it. EnchantView v4.0.3 was not designed to work in 1.7.10. Because of the way I programmed EnchantView, I have to update it for every minor update.

    In the meantime I was able to compile a 1.7.10 version by myself. The fix was really simple and you will find that information also on GitHub.
    Should I generate a pull request to document my changes?
    I assume your changes will be slightly different while adapting the version numbers.
    Posted in: Minecraft Mods
  • 1

    posted a message on Thebombzen's Mods
    My comments to the EnchantView Plans:
    Should EnchantView still exist?

    Yes, I don't like the random part in enchanting and would like to have a full sneak preview.
    If EnchantView becomes server-side only, what would you like to see added?

    It would be great if EnchantView does not need any kind of mod loader or framework. It is the only mod I use on the server and installing Forge is massive overkill in that case. So just patching a vanilla server like in the old days would be my favorite way.
    What suggestions do you have for the information EnchantView should provide, other than what it's provided for several years now?

    Just like now is perfect: the full list of enchantments I will get.
    Posted in: Minecraft Mods
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    posted a message on LiteLoader
    That seems to be the same problem I reported in post #1847. There is also a log in that post.

    I extracted liteloader-1.7.10.jar and placed it in .minecraft/mods/1.7.10 then I use my Forge profile with the standard launcher.
    This should be the way you described as "Use FML to load liteloader".
    Posted in: Minecraft Mods
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    posted a message on Thebombzen's Mods
    AutoSwitch v5.0.2 works fine with Minecraft 1.7.10 and Forge 1.7.10-10.13.0.1180

    But EnchantView v4.0.3 crashes in the moment you open the enchantment table.

    Error Log:
    Description: Rendering screen

    java.lang.NoSuchMethodError: net.minecraft.client.gui.ScaledResolution.<init>(Lnet/minecraft/client/settings/GameSettings;II)V
    at thebombzen.mods.enchantview.client.EVGuiEnchantment.func_146976_a(EVGuiEnchantment.java:80)
    at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:78)
    at thebombzen.mods.enchantview.client.EVGuiEnchantment.func_73863_a(EVGuiEnchantment.java:215)
    at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1061)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:989)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Stacktrace:
    at thebombzen.mods.enchantview.client.EVGuiEnchantment.func_146976_a(EVGuiEnchantment.java:80)
    at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:78)
    at thebombzen.mods.enchantview.client.EVGuiEnchantment.func_73863_a(EVGuiEnchantment.java:215)

    -- Screen render details --
    Details:
    Screen name: thebombzen.mods.enchantview.client.EVGuiEnchantment
    Mouse location: Scaled: (213, 119). Absolute: (427, 240)
    Screen size: Scaled: (427, 240). Absolute: (854, 480). Scale factor of 2



    Posted in: Minecraft Mods
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    posted a message on LiteLoader
    Bug Report: LiteLoader prevents entering FullScreen at game startup.

    When I start Minecraft from the Laucher the Mojang slash screen is shown, some LiteLoader progress toggles at the bottom row. The last thing written there is "Initialising...". After that the game should switch to FullScreen, but it goes to a windowed mode and only the bottom left part is visible, leaving the game unusable. The first thing written in the status after that error is "Reloading Resources...".

    I have to press F11 two times to get back to normal view. This is a workaround, but annoying. Without LiteLoader everything works as expected. LiteLoader itself is working and loading mods as expected afterwards.

    System: Window 7 64bit, Java 1.7.0_65_64bit, AMD Radeon HD 7750 (14.10.1006-140417a-171099C)
    Minecraft: Forge 1.7.10-10.13.0.1180 (all other 1.7.10 versions tested with same result)
    LiteLoader 1.7.10-02 extracted and placed in folder mods\1.7.10

    Log:

    [16:13:41] [Client thread/INFO]: Created: 1024x1024 textures/items-atlas
    [16:13:43] [Client thread/INFO]: Created: 2048x1024 textures/blocks-atlas
    [16:13:44] [Client thread/ERROR]: Couldn't toggle fullscreen
    java.lang.NullPointerException
    at com.mumfrey.liteloader.client.CallbackProxyClient.onResize(CallbackProxyClient.java:273) ~[CallbackProxyClient.class:1.7.10_02]
    at com.mumfrey.liteloader.core.event.EventProxy.$event00002(EventProxy.java:213) ~[EventProxy.class:1.7.10_02]
    at net.minecraft.client.Minecraft.func_147119_ah(Minecraft.java) ~[bao.class:?]
    at net.minecraft.client.Minecraft.func_71370_a(Minecraft.java:1542) ~[bao.class:?]
    at net.minecraft.client.Minecraft.func_71352_k(Minecraft.java:1511) [bao.class:?]
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:560) [bao.class:?]
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867) [bao.class:?]
    at net.minecraft.client.main.Main.main(SourceFile:148) [Main.class:?]
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_65]
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_65]
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_65]
    at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.7.0_65]
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:134) [launchwrapper-1.9.jar:?]
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.9.jar:?]



    Posted in: Minecraft Mods
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