• 1

    posted a message on Rogue - A Minecraft Roguelike - A procedural dungeon generator in Minecraft

    The redstone is at 1000 1 0, be sure to /gamemode 1 first or you'll get send back immediately. It's not a secret. Have fun reading all the blocks :/

    Posted in: Maps
  • 0

    posted a message on Rogue - A Minecraft Roguelike - A procedural dungeon generator in Minecraft
    Quote from TheScrufness»

    This is a great package deal.


    However, it would me much easier to use it on multiplayer servers if it were able to use spigot. That way various plugins could be added to control when users can log in, where they go when they die, and general control around the game. As it is, you'd basically need a mod+ online when this is running to lock the server after the map starts, then unlock it after the game is over. With spigot, you could install something like Skript to automatically lock/unlock the server so players cannot join in the middle and cause issues. Otherwise, I'd suggest you work things out so that any new players that join during a session and simply drop into the beginning and have to fight their way back with whatever leftover goodies and in the chests, or the other players have to decide to come back and get them, adding another level of difficulty... do you keep going, go back, if there are a group... do you split up...etc


    No matter what you ask, I simply cannot make this map without having full access to vanilla commands etc. I don't know what spigot exactly modifies, but if it messes with anything like that there's no way to make it work.


    You can setup 2 servers though, one to play on and one to run spigot on, and tp everyone to the play server at start.

    Posted in: Maps
  • 1

    posted a message on Rogue - A Minecraft Roguelike - A procedural dungeon generator in Minecraft
    Version 1.3 has been released to fix the following issues:
    An issue with the "seed" of generation making the first dungeon always the exact same dungeon
    Check out the main post for a download.

    I'm considering making a Behind the Scenes series, what are the things that you would be interested in most? What should I explain? There's quite a lot of complicated stuff going on, and there's no way I can explain what every single command block does.
    Posted in: Maps
  • 0

    posted a message on Rogue - A Minecraft Roguelike - A procedural dungeon generator in Minecraft
    Quote from jeremyzzz1»

    So I decided to play this map with a friend, and when the dungeon was generating, the server randomly shut down. Is there any way that you can help? Here is the crash report.


    ---- Minecraft Crash Report ----
    // Shall we play a game?

    Time: 4/8/15 4:41 PM
    Description: Watching Server

    java.lang.Error
    at java.util.HashMap.getEntry(HashMap.java:465)
    at java.util.HashMap.get(HashMap.java:417)
    at aup.b(SourceFile:67)
    at p$9.a(SourceFile:286)
    at p$9.apply(SourceFile:268)
    at com.google.common.base.Predicates$AndPredicate.apply(Predicates.java:359)
    at com.google.common.base.Predicates$AndPredicate.apply(Predicates.java:359)
    at adn.a(SourceFile:2243)
    at p.a(SourceFile:433)
    at p.b(SourceFile:136)
    at k.a(SourceFile:49)
    at add.a(SourceFile:97)
    at afx.b(SourceFile:54)
    at lf.a(SourceFile:526)
    at lf.c(SourceFile:199)
    at net.minecraft.server.MinecraftServer.A(SourceFile:597)
    at kp.A(SourceFile:299)
    at net.minecraft.server.MinecraftServer.z(SourceFile:533)
    at net.minecraft.server.MinecraftServer.run(SourceFile:449)
    at java.lang.Thread.run(Thread.java:745)

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

    -- Head --
    Stacktrace:
    at java.util.HashMap.getEntry(HashMap.java:465)
    at java.util.HashMap.get(HashMap.java:417)
    at aup.b(SourceFile:67)
    at p$9.a(SourceFile:286)
    at p$9.apply(SourceFile:268)
    at com.google.common.base.Predicates$AndPredicate.apply(Predicates.java:359)
    at com.google.common.base.Predicates$AndPredicate.apply(Predicates.java:359)
    at adn.a(SourceFile:2243)
    at p.a(SourceFile:433)
    at p.b(SourceFile:136)
    at k.a(SourceFile:49)
    at add.a(SourceFile:97)
    at afx.b(SourceFile:54)
    at lf.a(SourceFile:526)
    at lf.c(SourceFile:199)
    at net.minecraft.server.MinecraftServer.A(SourceFile:597)
    at kp.A(SourceFile:299)
    at net.minecraft.server.MinecraftServer.z(SourceFile:533)

    -- Thread Dump --
    Details:
    Threads: "Netty Server IO #3" Id=28 RUNNABLE (in native)
    at sun.nio.ch.KQueueArrayWrapper.kevent0(Native Method)
    at sun.nio.ch.KQueueArrayWrapper.poll(KQueueArrayWrapper.java:200)
    at sun.nio.ch.KQueueSelectorImpl.doSelect(KQueueSelectorImpl.java:103)
    at sun.nio.ch.SelectorImpl.lockAndDoSelect(SelectorImpl.java:87)
    - locked [email protected]
    - locked [email protected]
    - locked [email protected]
    at sun.nio.ch.SelectorImpl.select(SelectorImpl.java:98)
    at io.netty.channel.nio.NioEventLoop.select(NioEventLoop.java:622)
    at io.netty.channel.nio.NioEventLoop.run(NioEventLoop.java:310)
    at io.netty.util.concurrent.SingleThreadEventExecutor$2.run(SingleThreadEventExecutor.java:116)
    ...

    "Netty Server IO #2" Id=27 RUNNABLE
    at sun.nio.ch.KQueueArrayWrapper.kevent0(Native Method)
    at sun.nio.ch.KQueueArrayWrapper.poll(KQueueArrayWrapper.java:200)
    at sun.nio.ch.KQueueSelectorImpl.doSelect(KQueueSelectorImpl.java:103)
    at sun.nio.ch.SelectorImpl.lockAndDoSelect(SelectorImpl.java:87)
    - locked [email protected]
    - locked [email protected]
    - locked [email protected]
    at sun.nio.ch.SelectorImpl.select(SelectorImpl.java:98)
    at io.netty.channel.nio.NioEventLoop.select(NioEventLoop.java:622)
    at io.netty.channel.nio.NioEventLoop.run(NioEventLoop.java:310)
    at io.netty.util.concurrent.SingleThreadEventExecutor$2.run(SingleThreadEventExecutor.java:116)
    ...

    "Server Watchdog" Id=30 RUNNABLE
    at sun.management.ThreadImpl.dumpThreads0(Native Method)
    at sun.management.ThreadImpl.dumpAllThreads(ThreadImpl.java:446)
    at kq.run(SourceFile:43)
    at java.lang.Thread.run(Thread.java:745)

    "Netty Server IO #1" Id=26 RUNNABLE (in native)
    at sun.nio.ch.KQueueArrayWrapper.kevent0(Native Method)
    at sun.nio.ch.KQueueArrayWrapper.poll(KQueueArrayWrapper.java:200)
    at sun.nio.ch.KQueueSelectorImpl.doSelect(KQueueSelectorImpl.java:103)
    at sun.nio.ch.SelectorImpl.lockAndDoSelect(SelectorImpl.java:87)
    - locked [email protected]
    - locked [email protected]
    - locked [email protected]
    at sun.nio.ch.SelectorImpl.select(SelectorImpl.java:98)
    at io.netty.channel.nio.NioEventLoop.select(NioEventLoop.java:622)
    at io.netty.channel.nio.NioEventLoop.run(NioEventLoop.java:310)
    at io.netty.util.concurrent.SingleThreadEventExecutor$2.run(SingleThreadEventExecutor.java:116)
    ...

    "Netty Server IO #0" Id=25 RUNNABLE
    at sun.nio.ch.KQueueArrayWrapper.kevent0(Native Method)
    at sun.nio.ch.KQueueArrayWrapper.poll(KQueueArrayWrapper.java:200)
    at sun.nio.ch.KQueueSelectorImpl.doSelect(KQueueSelectorImpl.java:103)
    at sun.nio.ch.SelectorImpl.lockAndDoSelect(SelectorImpl.java:87)
    - locked [email protected]
    - locked [email protected]
    - locked [email protected]
    at sun.nio.ch.SelectorImpl.select(SelectorImpl.java:98)
    at io.netty.channel.nio.NioEventLoop.select(NioEventLoop.java:622)
    at io.netty.channel.nio.NioEventLoop.run(NioEventLoop.java:310)
    at io.netty.util.concurrent.SingleThreadEventExecutor$2.run(SingleThreadEventExecutor.java:116)
    ...

    "DestroyJavaVM" Id=22 RUNNABLE

    "Server thread" Id=19 RUNNABLE
    at java.util.HashMap.getEntry(HashMap.java:465)
    at java.util.HashMap.get(HashMap.java:417)
    at aup.b(SourceFile:67)
    at p$9.a(SourceFile:286)
    at p$9.apply(SourceFile:268)
    at com.google.common.base.Predicates$AndPredicate.apply(Predicates.java:359)
    at com.google.common.base.Predicates$AndPredicate.apply(Predicates.java:359)
    at adn.a(SourceFile:2243)
    ...

    "TimerQueue" Id=18 TIMED_WAITING on java.u[email protected]6ce93086
    at sun.misc.Unsafe.park(Native Method)
    - waiting on java.u[email protected]6ce93086
    at java.util.concurrent.locks.LockSupport.parkNanos(LockSupport.java:226)
    at java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.awaitNanos(AbstractQueuedSynchronizer.java:2082)
    at java.util.concurrent.DelayQueue.take(DelayQueue.java:220)
    at javax.swing.TimerQueue.run(TimerQueue.java:171)
    at java.lang.Thread.run(Thread.java:745)

    Number of locked synchronizers = 1
    - [email protected]

    "Thread-3" Id=17 WAITING on java.u[email protected]4170e546
    at sun.misc.Unsafe.park(Native Method)
    - waiting on java.u[email protected]4170e546
    at java.util.concurrent.locks.LockSupport.park(LockSupport.java:186)
    at java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:2043)
    at java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:442)
    at com.mojang.util.QueueLogAppender.getNextLogEvent(QueueLogAppender.java:77)
    at ks$4.run(SourceFile:114)
    at java.lang.Thread.run(Thread.java:745)

    "AWT-EventQueue-0" Id=16 RUNNABLE
    at javax.swing.text.SegmentCache.getSegment(SegmentCache.java:92)
    - locked [email protected]
    at javax.swing.text.SegmentCache.getSharedSegment(SegmentCache.java:66)
    at javax.swing.text.PlainView.drawUnselectedText(PlainView.java:152)
    at javax.swing.text.PlainView.drawElement(PlainView.java:113)
    at javax.swing.text.PlainView.drawLine(PlainView.java:82)
    at javax.swing.text.PlainView.paint(PlainView.java:311)
    at javax.swing.plaf.basic.BasicTextUI$RootView.paint(BasicTextUI.java:1434)
    at javax.swing.plaf.basic.BasicTextUI.paintSafely(BasicTextUI.java:737)
    ...

    "Java2D Disposer" Id=15 WAITING on [email protected]
    at java.lang.Object.wait(Native Method)
    - waiting on [email protected]
    at java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:135)
    at java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:151)
    at sun.java2d.Disposer.run(Disposer.java:145)
    at java.lang.Thread.run(Thread.java:745)

    "Java2D Queue Flusher" Id=14 TIMED_WAITING on [email protected]
    at java.lang.Object.wait(Native Method)
    - waiting on [email protected]
    at sun.java2d.opengl.OGLRenderQueue$QueueFlusher.run(OGLRenderQueue.java:206)

    "AWT-Shutdown" Id=13 WAITING on [email protected]
    at java.lang.Object.wait(Native Method)
    - waiting on [email protected]
    at java.lang.Object.wait(Object.java:503)
    at sun.awt.AWTAutoShutdown.run(AWTAutoShutdown.java:296)
    at java.lang.Thread.run(Thread.java:745)

    "AppKit Thread" Id=12 RUNNABLE (in native)

    "Server Infinisleeper" Id=11 TIMED_WAITING
    at java.lang.Thread.sleep(Native Method)
    at kp$1.run(SourceFile:65)

    "Snooper Timer" Id=10 TIMED_WAITING on [email protected]
    at java.lang.Object.wait(Native Method)
    - waiting on [email protected]
    at java.util.TimerThread.mainLoop(Timer.java:552)
    at java.util.TimerThread.run(Timer.java:505)

    "Signal Dispatcher" Id=4 RUNNABLE

    "Finalizer" Id=3 WAITING on [email protected]
    at java.lang.Object.wait(Native Method)
    - waiting on [email protected]
    at java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:135)
    at java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:151)
    at java.lang.ref.Finalizer$FinalizerThread.run(Finalizer.java:209)

    "Reference Handler" Id=2 WAITING on [email protected]
    at java.lang.Object.wait(Native Method)
    - waiting on [email protected]
    at java.lang.Object.wait(Object.java:503)
    at java.lang.ref.Reference$ReferenceHandler.run(Reference.java:133)


    Stacktrace:
    at kq.run(SourceFile:59)
    at java.lang.Thread.run(Thread.java:745)

    -- System Details --
    Details:
    Minecraft Version: 1.8.3
    Operating System: Mac OS X (x86_64) version 10.10
    CPU: 2x Intel(R) Core(TM)2 Duo CPU E8335 @ 2.93GHz
    Java Version: 1.7.0_72, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 175704912 bytes (167 MB) / 358612992 bytes (342 MB) up to 954728448 bytes (910 MB)
    JVM Flags: 0 total;
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    Profiler Position: N/A (disabled)
    Player Count: 2 / 20; [lg['Lyeurnar'/34, l='world', x=0.50, y=300.00, z=0.50], lg['tsumi1717'/46, l='world', x=0.50, y=300.00, z=0.50]]
    Is Modded: Unknown (can't tell)
    Type: Dedicated Server (map_server.txt)


    Set max-tick-time in server.properties to -1

    Posted in: Maps
  • 1

    posted a message on Rogue - A Minecraft Roguelike - A procedural dungeon generator in Minecraft
    Version 1.2 has been released to fix some balancing issues.
    The following changes have ben made:
    Increased the difficulty of the final area.
    Spiders are now far lessl likely to "web" you.
    Fixed a glitch causing the trap in fleecy boxes to get defused.
    Fixed a glitch causing your levels not to be reset.
    Increased the performance of generation by a very little bit.
    Decreased the difficulty of some earlier areas.
    Posted in: Maps
  • 0

    posted a message on Rogue - A Minecraft Roguelike - A procedural dungeon generator in Minecraft

    Hey, me and mates are struggling to spawn in the dungeon. The screen appears to get stuck on 'Generating Chests' and only actually teleports when there is only 1 person on the server. Anyway of fixing this?


    E: Fixed this issue in version 1.1.1. Look at the starting thread for the new version, should work fine now.

    Posted in: Maps
  • 0

    posted a message on Rogue - A Minecraft Roguelike - A procedural dungeon generator in Minecraft
    Quote from minihilly»

    Huh, you summarised what I said during playtesting.

    Anyway, it's a really well-made map tech-wise, but definitely isn't targeted at the average user - Rogue is extremely challenging at times, even more so than mine and Tobi's True Labyrinth map that released about a year ago (which, correct me if I'm wrong, but I think Rubisk started working on Rogue after seeing True Labyrinth?).


    Anyone who enjoys CTM maps should love the challenge in this - and the well-balanced loot, too!


    The variety in rooms is also very impressive, although it can be admittedly bland.

    Overall, I highly recommend anyone to try this out, just don't expect to get very far without practice!




    Oh by the way it's 'minihilly' rather than 'TheMinihilly' - I only use the latter for sites where minihilly was taken, like on twitter...




    Whoops. I did indeed look for your twitter account. Fixed the OP and map, will be fixed in the next version :P


    Main inspiration for the map was watching JoeHillsTSD play through dungeons of Vexmoore again, realizing I could probably make something like that much more up-to-date, but I've definitely seen True Labyrinth and it's definitely been some inspiration as well.

    Posted in: Maps
  • 0

    posted a message on Rogue - A Minecraft Roguelike - A procedural dungeon generator in Minecraft

    Rogue 1.1 has been released, fixing the following issues:


    - Multiplayer over LAN not working.

    - Player occasionally spawning in creative mode.


    Check the download button at the top of this page for the download.

    Posted in: Maps
  • 26

    posted a message on Rogue - A Minecraft Roguelike - A procedural dungeon generator in Minecraft

    Rogue is a Minecraft procedural Dungeon Generator for Minecraft 1.8.3 and above. It generates a new, fresh Dungeon everytime, for a radically different experience everytime you play the map. Unlimited fun for the whole family!


    Features
    - A new, fresh and unique dungeon everytime you play.

    - Completely vanilla Minecraft, no mods required.

    - Randomized loot, freshly generated chest contents.

    - Unique Custom Mobs, with spawners randomly placed all across the map.

    - 5 different levels, with it's own mobs, loot and look.


    RULES
    Do not use commands.
    Do whatever you feel like.

    MULTIPLAYER
    The map is fully multiplayer supportive.

    Look in the readme, bundled with the download, for more information on the specific server settings.


    THANKS TO
    Lennart, Cameron, naor2013, Kruxization, Taschneide, Krose, minihilly, Tamarin, Killos, Infinity8miner, Chipmunk46, WittyWishcash, Cocaomix, Qwertyuiopthepie


    LEGAL


    TERMS AND CONDITIONS

    MAP (MAPS, plural) - Data that interfaces with the Minecraft client to extend, add, change or remove game content.
    MOJANG - Mojang AB
    OWNER - , Original author(s) of the MAP. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MAP despite use of MOJANG code.
    USER - End user of the map, person installing the map.

    THIS MAP IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MAP TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THESE MAPS. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THESE MAPS FALL ON THE USER.

    Use of this MAP to be installed, manually or automatically, is given to the USER without restriction.

    This MAP may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of these MAPS must have advance written permission from the OWNER. ANY attempts to make money off of these MAPS (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.

    These MAPS are provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of these MAPS require advance written permission of the OWNER and may be subject to certain terms.


    Publishing any graphic material of this MAP (through sites as YouTube, Twitch, Reddit etc.) is only allowed when the USER posts a link to the original location of this map (http://www.minecraftforum.net/forums/mapping-and-modding/maps/2396839) and includes the name of the AUTHOR (Rubisk) in the description. Without any of these two prerequirements, publishing any graphic material of this MAP is STRICTLY FORBIDDEN.

    The tl;dr for Youtubers and streamers:

    In your description, you HAVE to include the following 2 lines:


    Link to Forum thread: http://www.minecraftforum.net/forums/mapping-and-modding/maps/2396839

    Author: Rubisk


    Without these two lines (or something similar) I do NOT give permission to upload any graphic material of this map.




    Alternative download (mediafire) http://www.mediafire.com/download/2l534200uy22w1f/Rogue v1.3.zip

    Posted in: Maps
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from renderXR»

    I actually love to go back and play older maps with their intended versions. Such as Legendary in Beta 1.6/1.7. I recently started playing Vinyl Fantasy I. I have to play this in MC 1.1. I love to go back to older versions and have a nostalgic feeling to old memories.

    (On a side note, I actually can't find the 2.0 version of which 3_2 was talking about, so I'm playing version 1.1.2)
    Also, I got a new title! :D


    Where's the nostalgia if it's a map you've never seen before?

    Posted in: Maps Discussion
  • 2

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread

    I don't know. I think the more 'actual CTM players' will take the time to play the maps in the intended versions.

    I don't really plan to make maps for living so I don't care if they don't get so much attention. Not everybody can be the best.


    Also because games in general take too much time from my life, I sadly probably won't be doing any more mapmaking after I finish my second and third map and my minimap, which I plan on managing before the summer holiday.


    [edit - reply to Rubisk]: I'm not really a VeksKlone type guy, I was never inspired by him. I found about CTMs trough 3_2.


    I can do some programming but command blocks are just such a mess, I don't have the patience to work with them. I don't like the overcomplicated stuff in 1.8 anyways (I really don't like the type of features Krose did in SR), I like maps like Simulation Protocol, Depths of Irkalla and the Painter and that's the general direction I'm trying to take my maps. And you don't need any of those fancy 1.8 features to do that. I feel like those are more for Adventure maps and minigames than CTMs.


    Speaking from experience that exists out of my mailbox, the "actual CTM players" usually don't care about the version. The guys that talk here in this forum make up for about <1% of average CTM players, I think. Don't make the mistake of seeing mapmakers as your target audience, unless you really do this with the intent of enjoying yourself and (practically) never releasing to an actual audience.

    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread

    I don't mean lag caused by mobs but lagged mobs. Go hit a zombie in 1.7 and 1.8 and compare it. Or how the mobs sometimes just stand and stare or how they move and attack slower.


    Ok if I forget about anything I said here, give me one good reason why I should use 1.8.


    Mobs detection AI has changed, bnut that has nothing to do with lag.


    I'd use 1.8 because 1) You get more features, 2) it's not outdated, but biggest factor:

    People are more likely to play your map.


    See, people want new stuff. Cool stuff. They don't want a Vaks-klone#1298736123. They want something better. It doesn't need very much redstone, but using an outdated version of Minecraft will not make your map very popular. 1.8 is there to get mapmaking to the next level, make use of that opportunity.

    Posted in: Maps Discussion
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread

    I don't use mods. I know that MCedit isn't the best mapmaker tool but I like it and it served me good.


    Void Fog, removed technical blocks, stuff like that. I don't like the new enchanting system. I don't like AI changes.


    Sometimes the performance is better than in 1.7, some stuff is faster (for example chunk loading) but the game is 10x more choppy for me. And the mob lag, oh the mob lag...


    There is not that much stuff I would use anyway. The only thing I would really love is the fill command.


    How is there mob lag in 1.8 that does't exist in 1.7?

    Seriously, if Minecraft was windows:

    - Why is your program optifined for Windows XP instead of Windows 7?

    - Because the Start menu of Windows XP is better.


    All technical blocks are still in the game, except that there is a difference between "items" and "blocks" nowadays. Is it such a big deal to not have fire blocks in your inventory, that you release content for outdated software?

    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread

    I'm using 1.7.10 so the second option is not possible.


    Wait, so when a player plays my map in singleplayer, he get's the content of my enderchest?


    Upgrade to 1.8? what s the point of using an outdated version?

    Posted in: Maps Discussion
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread

    Can you put something in a enderchest for everyone (Like anyone who opens it will have something in it.) or you can do it just for specific people?


    I saw in some CTM's that there was loot in the enderchest.


    There's 2 options:

    In singleplayer, the players data is stored under the "Player" Compound tag in the level.dat file. For example, if you play in your singleplayer world, and send it to someone else, that player will start at your location, with your inventory, and so with your ender chest.


    On servers (specifically, in Multiplayer, since SP runs both a server/client as well, wtf mojang), the players data is stored in the "Name.dat" file in players (iirc). Anyway, in there, each player has it's own enderchest and it's own position, inventory etc. However, with /replacitem enderchest.slot.<number> we can now replace items in enderchest, with you could do upon pressing a "start map" button.

    Posted in: Maps Discussion
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