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    posted a message on Irregularly Timed Clock

    Oh my god, it's so simple. I was way overthinking it. Thanks!

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Irregularly Timed Clock

    I'm trying to make an auto-clock for my stone generator. The idea is to have the pistons instantly push and pull, but wait about 2 seconds in the 'pulled' state before repeating.


    I thought synchronizing two clocks with a locking circuit would do the trick, but it's just gone haywire.


    Does anyone have a decent, compact schematic for getting this done? I'd show mine if necessary but it's a little silly; I plan to redo it entirely anyway.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Davincis Vessels (Previously Archimedes Ships Plus) - Move Your World | 1.12 Released!

    Anybody know what makes the ships start to spaz out and get stuck when they're reasonably close to land (not even touching)?


    Also, is there another way to switch from chair to chair so you can pick a specific one? It only lets me pick 2.

    Posted in: Minecraft Mods
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    posted a message on Collaborative Project: The Minecraft Community Revamp! (Fall and Fauna Out! 5/26/19)

    So, I'm wondering about the details of this collab. Is this more of a suggestion list for an eventual modder/mod team, or is the actual modding aspect already taken care of? If so is it just you or is there a team we could get to know? Large mods themselves are already ambitious projects; something like this, if actually backed up by experienced modders, would be an incredible feat.



    In any case, it's still useful as a repository for popular suggestions.


    I'd nominate my own suggestion, but there's already a ship idea in the list ;)


    Back in the day, Mojang had a GetSatisfaction page for issues, questions and especially suggestions. Some of those actually got responses from Notch and Jeb_. Before they took it down, I saved the .htmls of some of the really popular suggestions on there. I might go through some of them and see if they're relevant today.

    Posted in: Discussion
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    posted a message on Improved Minecarts (w/ Pictures)

    Another way to make rails 3D is to represent the blocks as entities, a la armor stands. You could probably do a few more things with rail if that path is taken -- a wider range of directions (i.e diagonal) could be more feasibly implemented; the standard 'zig-zag' diagonal track we see right now can be converted into a more straight rail whereas purely block rails would take up more blocks on the side.


    It would make the crossties bleed into the region of other blocks, but with rails as entities you could also increase the gauge; it's a small change but can make larger vehicles like train or tram cars a more feasible idea.


    I wholeheartedly agree with making minecarts chunk loaders. It would actually make the automated subway/train route plans I have truly feasible. I wonder if it's possible for the minecarts to only load chunks directly on the rail, specifically chunks immediately in front of the track?

    Posted in: Suggestions
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    posted a message on Ships, Pirates, & More | Ocean Improvements Part 3/3 (Updated Jan. 13th, 2018)
    Quote from Wolftopia»

    Thank you!


    I was originally going to implement the wool block limitation as you mentioned, but I ran into an issue with it: some of the wool blocks are inevitably going to be blocked by the masts. Do you have a solution for this?


    Also, if you're interested, steam66 started a project called the Community Revamp where we compile suggestions to implement as a giant, modular mod.


    Just off the top of my head: reduce sailing efficiency by a certain percent for every side of a wool block not in contact with air blocks exposed to 'open' air, and that debuff ameliorated if it connects to wool blocks meeting that requirement. As to what 'open' air entails, I think MC already sort of has a way of dealing with that; something similar to how the game detects a villager 'house'.


    Perhaps the only thing needed for the game to identify a sail would be if both sides of a wool block are at least 2 or 3 blocks from open air. Maybe even search laterally as well; if the only blocks along the length of the sail (searching crosswise from the ship) are wool and air, then it checks out as a valid sail.


    That's one way anyway, from 5 minutes of thinking. Asking a non-programmer how to program something can get a bit silly sometimes, but I think at least the second paragraph is somewhat simple.


    That link looks cool. Boats Evolved has been in suggestion collabs before, and people have expressed interest in making a mod, but I've never seen anything like a humongous suggestion-mod collab before. Very ambitious, if it's a real attempt to make a megamod. I'll check it out!

    Posted in: Suggestions
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    posted a message on Ships, Pirates, & More | Ocean Improvements Part 3/3 (Updated Jan. 13th, 2018)

    This is the most in-depth blockship suggestion I've ever seen. On the forums and ye ol' defunct GetSatisfaction. You put a lot of thought into how this can be realistically implemented. It should at least be considered!


    I can see someone getting cheaty with the wool blocks - maybe it needs to detect a certain distance of air blocks between sails in order for the game to count it as a 'sail'. Stuff like that though is probably what devs figure out on their own, but suggestions are great for giving them things to turn to when they need it.

    Posted in: Suggestions
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    posted a message on What is an Update you Think would Restore Minecraft to Another "Golden Age"?
    Quote from Wolftopia»

    I don’t think anyone here has that kind of contact, but you might have luck if you post on the Minecraft Suggestions Reddit.

    On a similar note, I actually have a suggestion for ships if you are interested in a balanced suggestion for them.

    Same. ;)


    Mine though involves more non-block entity vehicles, like the existing vehicle entities. Both have their own pros and cons, but it's pretty clear everybody wants ships of some kind.

    Posted in: Discussion
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    posted a message on Teleporting to a named mob in 1.3

    Anyone know how to get this to work? /tp [playername] @e[name=MOB] doesn't work anymore.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Ocean Improvements Part 1/3: World Generation

    Cool! Can you pick up the sailboat, or does it get destroyed upon taking damage?

    Posted in: Suggestions
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    posted a message on Usage of the "distance=" parameter
    Quote from OuOun»

    distance=..50 or distance=0..50

    ..50 means in a radius of 50 block



    One good thing for 1.13, so you wouldn't have do distance=50, distance_min=0.


    Huh. That's kind of weird, but maybe a little useful too. Thanks!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Usage of the "distance=" parameter

    So, someone spawned...a lot of parrots here. It'll be difficult to manually kill them all, and I also don't want to kill all parrots on the server with a generic command.


    It looks like the "r=" tag for radius has been replaced with "distance". So I test it out by typing "/kill @e[type=parrot,distance=50" and it says no entity was found. I try it again, increasing the values all the way up to 2000 (blocks, I hope?), even getting rid of the "type" parameter and same result.


    Am I using the parameter wrong, or is it just broken?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Drowned: Where are the attacks coming from?

    I think I fixed the problem by just switching to Peaceful and back. They seem to have loaded wrong.

    Posted in: Recent Updates and Snapshots
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    posted a message on Drowned: Where are the attacks coming from?

    So the Aquatic Update has blown me away so far, but in my first 60 seconds of being thrown into the ocean on a new game I instantly became confused. I started taking damage for no apparent reason until I was killed by Drowned.


    I turned Night Vision on to take a total 360 degree view around me, but I don't see anything even though I hear gurgling noises. I take damage as if I'm being hit, but nothing is there and I see no projectiles. On the occasion that I do see Drowned, they don't do anything indicative of throwing tridents.


    Then I attempted to actually fight a Drowned. For some reason, the standard, trident-less Drowned (I haven't found one with a trident yet) seem to have a long range to their melee attack, about 2 - 3 meters away from them. So attacking them with a sword feels really impractical and strange as I'm being attacked by some mystical force.


    Is anyone else having these problems? I'd like to know what exactly is going on.

    Posted in: Recent Updates and Snapshots
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    posted a message on Boats Evolved; bigger, modular boats

    I kind of wish there was a galley in this suggestion, possibly powered by npc rowers.


    Those would fall under the extra non-linear ship blueprints detailed in the description, which would be found in places like dungeons, strongholds, or even traded from villagers :)
    Quote from frodakippa»

    Can you put a chest in the new boats?


    (Sorry if this has been mentioned elsewhere....I haven't had chance to download any snapshots either)


    Unfortunately, no. But you can sort of work around this by putting a lead on a donkey and taking it with you in the water.
    Posted in: Suggestions
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