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    posted a message on How Can I Make: Two Timers with Command blocks? (1.12.2)

    I mean...with commands.


    OOOH i get what u mean, well the Seeker kills the Hider, and the hider turns into a seeker (/spawnpoint)
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How Can I Make: Two Timers with Command blocks? (1.12.2)

    How does a player signalize that he's found another player? How do you detect it?


    Skype/Discord
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How Can I Make: Two Timers with Command blocks? (1.12.2)

    For a Hide & Seek Minigame. (Minecraft 1.12.2)

    When the player presses the start button, a timer will go off for 30 seconds, after 30 seconds, the timer stops and a redstone signal emits somewhere and then another timer starts for 15 minutes, and when 15 minutes is up the timer stops and emits a redstone signal somewhere.
    BUT, if the Seekers find the hiders before 15 minutes, the timer stops and a redstone signal is emitted somewhere.
    Does that make sense?

    Thx.

    PS: Making the redstone in a new world, and sending it to me would be Very Helpful!

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Lucky Block Mod - Drops items, spawns mobs, structures and more!

    only had Optifine And Lucky Block + Forge Version: "14.21.1.2420"

    ---- Minecraft Crash Report -------- Minecraft Crash Report ----
    WARNING: coremods are present:Contact their authors BEFORE contacting forge
    // Oh - I know what I did wrong!
    Time: 7/23/17 3:52 PMDescription: Initializing game
    java.lang.AbstractMethodError at net.minecraftforge.client.model.MultiModelState.apply(MultiModelState.java:67) at net.minecraftforge.client.model.MultiModelState.getPartState(MultiModelState.java:50) at net.minecraftforge.client.model.ModelLoader$WeightedRandomModel.bake(ModelLoader.java:779) at net.minecraftforge.client.model.ModelLoader.func_177570_a(ModelLoader.java:186) at net.minecraft.client.renderer.block.model.ModelManager.func_110549_a(ModelManager.java:28) at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110542_a(SimpleReloadableResourceManager.java:121) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:512) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:377) at net.minecraft.client.main.Main.main(SourceFile:123) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:483) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) 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 --Thread: Client threadStacktrace: at net.minecraftforge.client.model.MultiModelState.apply(MultiModelState.java:67) at net.minecraftforge.client.model.MultiModelState.getPartState(MultiModelState.java:50) at net.minecraftforge.client.model.ModelLoader$WeightedRandomModel.bake(ModelLoader.java:779) at net.minecraftforge.client.model.ModelLoader.func_177570_a(ModelLoader.java:186) at net.minecraft.client.renderer.block.model.ModelManager.func_110549_a(ModelManager.java:28) at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110542_a(SimpleReloadableResourceManager.java:121) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:512)
    -- Initialization --Details:Stacktrace: at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:377) at net.minecraft.client.main.Main.main(SourceFile:123) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:483) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    -- System Details --Details: Minecraft Version: 1.12 Operating System: Windows 10 (amd64) version 10.0 Java Version: 1.8.0_25, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 126350256 bytes (120 MB) / 339886080 bytes (324 MB) up to 1060372480 bytes (1011 MB) JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 FML: MCP 9.40 Powered by Forge 14.21.1.2420 Optifine OptiFine_1.12_HD_U_C2 5 mods loaded, 5 mods active States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored UCH minecraft{1.12} [Minecraft] (minecraft.jar) UCH mcp{9.19} [Minecraft Coder Pack] (minecraft.jar) UCH FML{8.0.99.99} [Forge Mod Loader] (forge-1.12-14.21.1.2420.jar) UCH forge{14.21.1.2420} [Minecraft Forge] (forge-1.12-14.21.1.2420.jar) UCH lucky{7.5.0} [Lucky Block] ([1.12] LuckyBlock_v7-5-0.zip) Loaded coremods (and transformers): GL info: ' Vendor: 'Intel' Version: '4.4.0 - Build 21.20.16.4542' Renderer: 'Intel(R) HD Graphics 520' Launched Version: 1.12-forge1.12-14.21.1.2420 LWJGL: 2.9.4 OpenGL: Intel(R) HD Graphics 520 GL version 4.4.0 - Build 21.20.16.4542, Intel GL Caps: Using GL 1.3 multitexturing.Using GL 1.3 texture combiners.Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.Shaders are available because OpenGL 2.1 is supported.VBOs are available because OpenGL 1.5 is supported.
    Using VBOs: Yes Is Modded: Definitely; Client brand changed to 'fml,forge' Type: Client (map_client.txt) Resource Packs: Faithful 1.12-rv1.zip Current Language: English (US) Profiler Position: N/A (disabled) CPU: 4x Intel(R) Core(TM) i5-6200U CPU @ 2.30GHz OptiFine Version: OptiFine_1.12_HD_U_C2 Render Distance Chunks: 20 Mipmaps: 4 Anisotropic Filtering: 1 Antialiasing: 0 Multitexture: false Shaders: null OpenGlVersion: 4.4.0 - Build 21.20.16.4542 OpenGlRenderer: Intel(R) HD Graphics 520 OpenGlVendor: Intel CpuCount: 4

    Posted in: Minecraft Mods
  • 0

    posted a message on Village Names: version 4 Homecoming Update (November 2020)

    what if when you right click a villager with a book, it wont work unless the villager is a librarian (white). it makes sense because they'd be smarter about the village right?

    Posted in: Minecraft Mods
  • 0

    posted a message on How do i make it so: Pressing a button activates a redstone signal somewhere & removes the players specific item/s

    Ok, im making a... "template" map for you to copy/paste the command-blocks, i tested it in 1.11.2 and it works...

    Lnk: https://drive.google.com/open?id=0B8u0EsYwF7TzVE91V094c1I3eXc

    (if you copy/paste this 1:1 in you map, it does not work. In the save-file for the map in .minecraft\saves\Tech test world RayCasting\data you can find the folder "loot_tables".

    Just copy/paste that folder in your maps save file in "data" (beside "scoreboard.dat" and that stuff ) and you are good to go...)

    btw go to the dirt tower to find what you need

    ignore everything else....




    I think the scoreboard kill count is what i rather want, but can i make it so Fragments can be given from specific & named mobs?

    EDIT: i also found the problem with the command blocks, i didn't have the chain blocks to "Always Active" which made it work.

    EDIT2: Also, if there is a way to make it so specific (@a[team=TEAMNAME]) players can only get Fragments?
    which could be used instead of Specific & Named Mobs.

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on How do i make it so: Pressing a button activates a redstone signal somewhere & removes the players specific item/s

    first, do "/scoreboard objectives add kills totalKillCount Fragments" in the chat.

    then, do "/scoreboard objectives setdisplay list kills" (replace "list" with "sidebar" if you want it there, thats the only way... with items its kinda bad because you can only check if someone has Exaxt 35 of them in one slot, not more...)

    after that, create a repeating, unconditional command-block with: "/testforblock x y z (of the button) minecraft:wooden_button powered=true"

    chain a conditional - chain command-block with that one with: "/scoreboard players remove @p[score_kills_min=35] kills 35"

    and a conditional chain com. block on that one with "/setblock x y z minecraft:wooden_button NUMBER" replace x y z with well... the xyz of the button, and RED with a number until it faces the right direction.

    also, a conditional chain com. block after that with something like "/setblock x y z redstone_block" for that redstone output you wanted.... (also, first place a regular command block under the x y z of the redstone_block with: "/setblock ~ ~1 ~ air" to make it reusable



    The First 2 Command Blocks Work, but the 2 above don't activate?

    Also, is there a way that the player gets Fragments only if they kill a specific monster & with a name?
    eg: Zombie named Protector
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on How do i make it so: Pressing a button activates a redstone signal somewhere & removes the players specific item/s

    What i want:
    The player has to kill 35 monsters to get 35 Fragments, and when they do, they can go to the cannon and press the button
    If the player doesn't have 35 Fragments, the button doesn't do anything
    If the player does have 35 Fragments the button will activate a redstone signal.

    The Main Question:
    How do i make it so the when the player has 35 items, they can press the button and a redstone signal activates somewhere and the 35 items are removed?


    Picture Of Button:


    In the comments, show some pictures so i know how to build the command blocks too

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Modpack Request: "Roleplay Modpack"
    Quote from kelbysaurus»

    i think your problem is that you cant use carptenders blocks aswell as chisel and bits so decide then i can give to you


    In That Case, I Think Carpenters Blocks Would Probably Be Better.
    Posted in: Mod Packs
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    posted a message on Modpack Request: "Roleplay Modpack"

    I Want A Simple Modpack That Is Related To Making Roleplays.
    The Modpack Would Adds The Following Mods:

    Optifine
    MorePlayerModels 2
    CustomNPCs
    DecoCraft
    MrCrayfish's Furniture Mod
    MalisisDoors
    BiblioCraft
    Carpenter's Blocks

    OPTIONAL: Minema OR Blockbuster Machinima Studio

    ---------------------
    PS: I Tried Making The Modpack Myself, It Just Wouldn't Work, So I Gave Up.

    Posted in: Mod Packs
  • 4

    posted a message on [1.11.2] Tale Of Kingdoms Reboot/Revive/Remake/Revisit???

    The Old "Tale Of Kingdoms Mod" Was A Really Cool Mod. When You Spawn In A World, It'll Spawn A Castle Filled With NPCs You Can Trade & Do Quests From! You Could Even Explore The World And Find Villages On Fire & Save The Villagers, But There Were Enemys Too.
    There Were Alot Of Things You Could Do With The Mod Alone. Which Is Why I Think This Mod Should Get A Reboot!

    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1285821-1-6-2-1-6-4-tale-of-kingdoms-v1-5-pre-release-2

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Solis_Nova's Workshop - Send me your mod requests!

    :o I Made A Render Of Slingshot & Throwable Fireballs Coz Bored. U Can Use If If U Want, I Don't Mind!

    Posted in: Minecraft Mods
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