For the music, do you want higher quality, lower filesize, or about even? At highest quality, each audio file is around 7-10 MB. I can get it down to a 1-3 MB range at the highest sacrifice of quality. Your call, but at higher quality the music is going to quickly up the download size for everyone. (You could always package music separately though, I suppose.)
Edit: Never mind, I just picked out a decent-sounding midpoint of quality and file-size. Here are the three songs you requested in looping form. http://mirror.decidel.net/AgicraftSet1.zip
Again, I'm up to composing new music for Agicraft as well. If I write music while knowing what I'm writing for, there's a fair chance it'll develop a sound that fits better than anything you might pick out of my pre-existing collection.
That said, I have over 400 older recordings at http://aspaceforth.decidel.net you can sort through, if you really want. You'd mostly be looking under the "Solely Synth" category.
Now, onto another question of mine - How come gold bars (using them as a reward for finding hidden locations and such - aka. highscore) I pick up from the ground, or even collect from chests won't stack with one another? Meaning, if I try to put one gold bar onto another, it will just result in one gold bar. Therefore if I pick up a gold bar from the ground, it will try to stack them and again result in only one gold bar. I know things like Bones and Slimeballs stack, but I'm assuming that's because they drop from mobs, nothing from the palette seems to stack with itself.
Oh, and while I'm at it, I'm curious about something else ^^. Is there some way to make it so that every time I trigger a mob spawner, it will add on more and more mobs? For example - When I fall in a hole, it triggers the mob spawner and spawns one rat. Without killing that rat, If I fall again, it will spawn another rat. So now I have 2 rats, etc.
As Shen posted, you must be giving the player infinite stacks of gold bars, which is what you pull out of the palette by default. To give them single gold blocks, pick up an infinite stack and, with it attached to your cursor, right click onto an empty inventory slot until you have stacked as many as you want. Right clicking just once in this scenario will yield one single, stackable gold block. You can't tell the difference between infinite stacks and single blocks (even though Cryect listed in one of the updates that he made them distinguishable?)
You also might want to know this in regards to distributing bars to the player:
- An infinite stack of gold bars inside a dispenser will simply dispense single, stackable bars limitlessly/an infinite number of times without running out of them.
- Make sure any bars you put inside chests are not infinite stacks but are stackable, as the player will then be able to get those infinite stacks.
- Using the customizable mob spawner to drop gold bars, I believe, will also only create single stackable bars as opposed to infinite stacks. Hasn't been tested.
May I make a few suggestions?
I'm recreating the Hyrule castle from Link to the past (http://nemitzu.deviantart.com/art/Hyrul ... -199518331), just finished up the first dungeon (Not shown) where you get the sword and shield. I feel that it's kind of lacking that I can't destroy the bushes or lift them. Can we have some kinda of lift-able blocks, or blocks that have an option of being destructible (For say destroyable walls, but not all the time cracked ones, or removing leaves with your sword). Can we also have the push block being able to be pushed onto switches, along with trigger fires (for lighting those lamps!).
But who am I to ask for all this? I know nothing about modding. D:
[Edit] I'd at least like to be able to destroy water. The block is a real neucance.
Awesome! Too bad the inside doesn't match up with the outside at all. If it'll help you out, I have the entire inside of ALttP's hyrule castle built from the lobby and going by the story, all areas through the first two rooms behind the throne. I even have most of the mob spawners and door systems placed and working. The only catch is that it was built at 2:1 ratio (where 8px on-map = 1 block in-game) to better accomodate doors and stairs, among other things.
@Deathwalk: Direct all your triggers to a memory block, and that one memory block to the spawner.
I cant spawn skeletons, spiders, or the undead, I know I've set it up right because it can spawn pigs, cows, and sheep. I set them to spawn 1 if that helps.
Soundsss like you're in peaceful mode. Checkit.
Sorry Cryect and Cy for not thinking of re-skinning the redstone block textures myself -- I am ashamed. Thanks for going out of your way to do that anyway, Cryect. =D
Small request: Music blocks - allow definition of an "intro" file which will play first upon block-trigger, directly after the completion of which the main song file plays and continues to loop. Makes sense?
Because redstone power and redstone trigger blocks are visible outside of debug mode, could they be given a more aesthetically-pleasing texture that would fit in with other normally-visible blocks, please?
I've got this set up where when you walk in a room, you trigger a memory block. This memory block the triggers a mob-spawner that controls a triggered door. When you kill the mob(s), the door opens; the cool thing is that, even after dying, you don't have to go through that fight again. The memory block stays true so the trigger blocks don't have any further affect.
There is a problem, though.
If you die while in the fight, the triggered door stays closed, preventing you from getting back in. I'm try to make a set up to where once you kill all the mobs, there is some kind of memory set up that, even after death, you don't have to go through the fight again. On the flip side, there has to be an ability restart the fight if you die in the middle of it.
Until I find a solution, I'll just have to resort to just making the person do the fight over again if they die.
Let me know if anybody can think of a solution
So basically, if the player dies in the middle of the fight, you want them to respawn in the same room they just died in yes? In that case, try tying that same memory block to a spawn point block (in addition to the mob spawner it already triggers) that is inside the room of the fight. In this way, the player will have a new spawn point that only applies as long as the fight is still going.
If you want the fight to also reset if they die (so the mobs have full health again), you could put said new spawn point right on top of a trigger. That trigger can reset the memory block tied to the spawner, reset the mob spawner itself, and kill the existing mob (e.g. by dropping them onto spikes by making the floor out of triggered door blocks). Then, just make sure the player runs through the trigger block(s) that set the memory block to true when they leave the new spawn point, and the fight should start fresh.
I have a problem: when I chain 2 or more spawners after each other, the latter spawners tend to not spawn their max number (i.e. if I set the second spawner to 3, it only spawns 1)
What am I doing wrong?
I might be wrong, but it has seemed to me thus far that in order to spawn any number of mobs simultaneously, you must have exactly that many or more blocks designated as the spawn point for that mob spawner. To be blunt, I'm suggesting that you try making the spawn area for the later spawners a bit larger.
EDIT: suggestion; some sort of push-block clip-block.
You can use any of the existing invisible blocks for this function, e.x. inverter blocks, weather blocks, music blocks, and so forth. You can also use triggered (thus invisible) doors.
@Arsnof: I'd recommend using invisible blocks, as Quarg suggested, to keep the player from pushing the block into the wrong place.
Good idea you can select the quantity. I think Cyborg has a quite a craving for an item like this. One more thing regarding sharing our maps. Maybe you could make a public premium rapidshare account? Or mediafire either way i think it may help a fair bit. Anyway im loving the mod so far :biggrin.gif: GREAT JOB :biggrin.gif:
Another thing maybe you could possibly add a timer block? This will allow unique things such as races to happen. And classic action scenes like a rush to a closing door.
He has said that he will be doing exactly this, and that it's pretty much his next objective. Do read his posts on here and on his blog if you're going to be so involved, please. =P
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Speaking of fairies... A-and bottles..... *looks to Cryect with googly eyes* 0=)
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Because AC is incompatible with a lot of mods, due to its nature of being in great part an overhaul to the game.
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Use the sound-play function of message blocks, with no text defined.
@Cokeman I think he's talking about dual-wielding swords in SMP, and possibly in vanilla MC.
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Edit: Never mind, I just picked out a decent-sounding midpoint of quality and file-size. Here are the three songs you requested in looping form. http://mirror.decidel.net/AgicraftSet1.zip
Again, I'm up to composing new music for Agicraft as well. If I write music while knowing what I'm writing for, there's a fair chance it'll develop a sound that fits better than anything you might pick out of my pre-existing collection.
That said, I have over 400 older recordings at http://aspaceforth.decidel.net you can sort through, if you really want. You'd mostly be looking under the "Solely Synth" category.
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@Cryect Are we supposed to be able to control whether fans are on or off? Using trigger systems seems to do nothing... Or do they require redstone?
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As Shen posted, you must be giving the player infinite stacks of gold bars, which is what you pull out of the palette by default. To give them single gold blocks, pick up an infinite stack and, with it attached to your cursor, right click onto an empty inventory slot until you have stacked as many as you want. Right clicking just once in this scenario will yield one single, stackable gold block. You can't tell the difference between infinite stacks and single blocks (even though Cryect listed in one of the updates that he made them distinguishable?)
You also might want to know this in regards to distributing bars to the player:
- An infinite stack of gold bars inside a dispenser will simply dispense single, stackable bars limitlessly/an infinite number of times without running out of them.
- Make sure any bars you put inside chests are not infinite stacks but are stackable, as the player will then be able to get those infinite stacks.
- Using the customizable mob spawner to drop gold bars, I believe, will also only create single stackable bars as opposed to infinite stacks. Hasn't been tested.
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Awesome! Too bad the inside doesn't match up with the outside at all. If it'll help you out, I have the entire inside of ALttP's hyrule castle built from the lobby and going by the story, all areas through the first two rooms behind the throne. I even have most of the mob spawners and door systems placed and working. The only catch is that it was built at 2:1 ratio (where 8px on-map = 1 block in-game) to better accomodate doors and stairs, among other things.
@Deathwalk: Direct all your triggers to a memory block, and that one memory block to the spawner.
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Soundsss like you're in peaceful mode. Checkit.
Sorry Cryect and Cy for not thinking of re-skinning the redstone block textures myself -- I am ashamed. Thanks for going out of your way to do that anyway, Cryect. =D
Small request: Music blocks - allow definition of an "intro" file which will play first upon block-trigger, directly after the completion of which the main song file plays and continues to loop. Makes sense?
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Are you familiar with AdventureCraft? If so, what are your thoughts on doing an AC-tailored form of this pack?
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So basically, if the player dies in the middle of the fight, you want them to respawn in the same room they just died in yes? In that case, try tying that same memory block to a spawn point block (in addition to the mob spawner it already triggers) that is inside the room of the fight. In this way, the player will have a new spawn point that only applies as long as the fight is still going.
If you want the fight to also reset if they die (so the mobs have full health again), you could put said new spawn point right on top of a trigger. That trigger can reset the memory block tied to the spawner, reset the mob spawner itself, and kill the existing mob (e.g. by dropping them onto spikes by making the floor out of triggered door blocks). Then, just make sure the player runs through the trigger block(s) that set the memory block to true when they leave the new spawn point, and the fight should start fresh.
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I might be wrong, but it has seemed to me thus far that in order to spawn any number of mobs simultaneously, you must have exactly that many or more blocks designated as the spawn point for that mob spawner. To be blunt, I'm suggesting that you try making the spawn area for the later spawners a bit larger.
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You can use any of the existing invisible blocks for this function, e.x. inverter blocks, weather blocks, music blocks, and so forth. You can also use triggered (thus invisible) doors.
@Arsnof: I'd recommend using invisible blocks, as Quarg suggested, to keep the player from pushing the block into the wrong place.
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He has said that he will be doing exactly this, and that it's pretty much his next objective. Do read his posts on here and on his blog if you're going to be so involved, please. =P