Dont know if this has been solved but you could make a temporary objective to store the current value in and then remove the original scoreboard objective then add the original one back in with the new display name!!
--- make the temp objective ---
/scoreboard objectives add temp dummy
--- Set the temp objective to the value of the old objective ---
using this method will help you keep the same objective names and their while changing the display name! (saving a lot of work if you use the objective allot!)
Hey, I am attempting to make a Sky-block map with 80 Challenges (detected automatically with command blocks) in the 1.9 snapshots but I have come upon a problem...
I am trying to count the number of water source blocks within a range of 4 blocks of the player... the issue is with using
floods the entire area if there is any water flow, thus creating more source blocks! So my question is: Is there a way to test for only the source blocks?
It would be easy if I wasn't giving the player control over where the water is but they are placing the water from a bucket and this turns 1 source block into a lake of source blocks! The fill method gives them the "build a lake" challenge with one original water source block because it fills the area around the player with water! which is not only bad for the sky-block limited water part its also going to **** off the players when they cant keep up with the amount of water that has been created...
I tried;
/execute @p ~ ~ ~ /fill ~-4 ~-2 ~-4 ~4 ~2 ~4 water 0 replace water 0
I have an idea that goes along with this and keeps true to vanilla in a sense... Make a mine-cart version, movement requires the "mine-cart base" to be powered and it only follows rails! This would likely require a minimum of 2 rails to follow and 4 "wheels" (or support carts) for stability sake. Though because of the rails being limited to 45 or 90 degree corners the "wheels" should attach to tracks on the "base" that way when the track turns they can still logically support the structure... so designing it properly becomes important, as does proper spacing of your tracks!...If the tracks go up/down a hill (or they are not on the same level) the center of weight should have to stay between the "wheels" or it will topple over and destroy parts of itself and the surrounding terrain/structures... If any of the wheels come off their track the "base" should stop...
I would love to build a hanging roller-caster using this idea...
= rail
= wheel
= structure (my daughter insisted I use purple in it)
= minecart base block (like the ship block)
= fence
top layer looking down:
second layer:
third - seventh layers:
bottom layer:
TRACKS
first & second layers:
third layer:
.
.
fourth layer:
This is just a suggestion and thanks for the amazing mod!
I agree partially with Zygus42 suggestion about the icons on the chest interface. Though i think you should keep the Aromic hammer interface to allow for removal and moving of upgrades. Though it would be very helpful if there was some kind of visual representation for the upgrades currently applied to the chest in the normal GUI while accessing the chest...
I also noticed that if you rename an adjustable chest with an anvil then place it in the world it reverts to the name "Adjustable chest" prior to adjustable chests names was how I kept track of what chest was for what (at least until i memorize their locations)... If you could rename the chest this could be used in place of previously mentioned icons system (though both would be great in my opinion)...
Thank you for your time and these amazing mods!
PS: feel free to ignore this but a chunk loading upgrade could be very useful for keeping your farms and quarries in the "mining dimension" operational while you're building in the over-world (though some other mods already exist for this but it would beautifully suit better chests). I would allow up to 3 per chest and make it require either:
- A - a power upgrade (to power the system) and an AI upgrade (to simulate player intellect)
- B - a void upgrade (to simulate a dimensional rift that keeps the area active)
the benefit of - A - is that you can use it in any actively used chest that handles items
the benefit of - B - is that it seems more balanced having the only use for the chest being to load the chunks.
I would love to get some help with these command blocks as there could be a more efficient way to do what I want to do! The system I am using is quite slow but it does do what I want! The builder interface uses maps in item frames and based on their rotation and position they will clone a template portion into the corresponding location in the dungeon grid! so far i am about 14% done tweaking values in the command blocks that is why there is the bottom row and 4 of the second row with maps and the same in the Dungeon Grid!
if you might know of a more efficient way to detect the map locations and rotation and clone the templates to the proper location and angle, that information would be greatly appreciated!
i am currently using 2 command blocks for each of these parts (cross, blank) 12 command blocks for each other possible piece (corner, dead end, start, finish, straight, tee)
It uses this command structure for each possible piece but cross and blank
command block 1a, comparator, command block 2a
command block 1e, comparator, block
command block 1b, comparator, block
command block 1f, comparator, command block 2b
command block 1c, comparator, command block 2c
command block 1g, comparator, block
command block 1d, comparator, block
command block 1h, comparator, command block 2d
the commands: Example: corner for a single tile just adjust the rotation where needed
The basic idea is that One-Player builds a Maze-Like Dungeon using a fast, simple and unique system that I have created in vanilla Minecraft! Then they do a speed run through their dungeon to set a base line for the other players to try to beat!
So far the Dungeon Builder is partially working (you can build a small portion of the dungeon) but i would like to find someone to help with some of the trouble shooting and possibly help with some of the tedious work to help get this up and running!
I will upload pics and possibly a video as soon as it is working a little better!
Parts Completed:
dungeon templates made
dungeon builder user interface built
Parts to complete:
finish the dungeon builder output
setup the Player join section
troubleshoot for bugs
test to find a good balance for rules
Plans for later Expansion: (if it gets popular enough to merit)
Traps of various types and tools to detect/disarm traps
Guardians (mini boss to fight after the dungeon is complete)
Implement a leveling system
may eventually evolve into an actively changing maze map with traps!
If you are interested in helping me get this off the ground please PM me and I will send you the IP for the test server!
The problem is that the package (or class) "IIconRegister" seems to be missing... here is my java class: "pastebin"
When I type "import net.minecraft.client.renderer.texture.IIconRegister" (line 3) it gives me this error "the import net.minecraft.client.renderer.texture.IIconRegister can not be resolved"
And on line 20 "public void registerIcons(IIconRegister par1IconRegister)" it gives me this error "IIconRegister cannot be resolved to a type"
Then on line 22 "itemIcon = par1IconRegister.registerIcon(Reference.MODID + ":" + getUnlocalizedName().substring(5));" This error "itemIcon can not be resolved to a variable"
I believe these last 2 to be due to the first one,,,
hey... is there no answer to my questions? they were on page 6 and have not even been mentioned!
I am unable to "import net.minecraft.client.renderer.texture.IIconRegister;"
in an example you gave another person asking a question you had your item class and that's where i noticed the import that i cannot use!
when i type "import net.minecraft.client.renderer.texture." after the last "." it gives me a bunch of options to select from and "IIconRegister" is not in the list!
if i manually type "IIconRegister" I get this error "the import net.minecraft.client.renderer.texture.IIconRegister cannot be resolved!"
they would stick on the walls and ceiling in a similar way to how they do on the floor (looking down = output down, left = left, up = up, right = right and looking strait at a wall = up)
I am thinking of making a mod to implement this feature although i would prefer to see it in Vanilla Minecraft!
The only thing eclipse suggests is to make new class... please let me know if i am missing any imports or if I have done anything stupid...also returns the same error here and if I press "." after "net.minecraft.client.renderer.texture" I see no "IIconRegester" option
Hello everyone! I have started doing a hardcore live stream series called hynecraft... And I am uploading them to YouTube. .. Please feel free to give feedback as I am new to streaming and to YouTube videos so any advice would be appreciated! 7
0
Using overworld Preset the seed is 1329032294208330616
there are 2 villages near spawn! one has 3 libraries and one has 2 Blacksmiths!
the contents of the chests in the blacksmiths are
Chest 1: 13 obsidian, 1 diamond, 2 gold ingots, iron chest plate, iron leggings.
Chest 2: 3 diamonds, 1 gold ingot, 1 iron helm.
so you start with almost full iron gear and enough materials to get to the nether rather quickly!
1
Dont know if this has been solved but you could make a temporary objective to store the current value in and then remove the original scoreboard objective then add the original one back in with the new display name!!
--- make the temp objective ---
--- Set the temp objective to the value of the old objective ---
--- remove the old Objective ---
--- re-create the old Objective with the new display name ---
--- copy the values back over from the temp objective to the old objective ---
--- remove the temp objective ---
using this method will help you keep the same objective names and their while changing the display name! (saving a lot of work if you use the objective allot!)
0
well I solved it in my sleep... and tested it and it worked... i used:
immediately followed by:
now seeing how easy it was I cant believe how long it took me to think of it that way!
0
Hey, I am attempting to make a Sky-block map with 80 Challenges (detected automatically with command blocks) in the 1.9 snapshots but I have come upon a problem...
I am trying to count the number of water source blocks within a range of 4 blocks of the player... the issue is with using
floods the entire area if there is any water flow, thus creating more source blocks! So my question is: Is there a way to test for only the source blocks?
It would be easy if I wasn't giving the player control over where the water is but they are placing the water from a bucket and this turns 1 source block into a lake of source blocks! The fill method gives them the "build a lake" challenge with one original water source block because it fills the area around the player with water! which is not only bad for the sky-block limited water part its also going to **** off the players when they cant keep up with the amount of water that has been created...
I tried;
but it does not give me the score...
1
I have an idea that goes along with this and keeps true to vanilla in a sense... Make a mine-cart version, movement requires the "mine-cart base" to be powered and it only follows rails! This would likely require a minimum of 2 rails to follow and 4 "wheels" (or support carts) for stability sake. Though because of the rails being limited to 45 or 90 degree corners the "wheels" should attach to tracks on the "base" that way when the track turns they can still logically support the structure... so designing it properly becomes important, as does proper spacing of your tracks!...If the tracks go up/down a hill (or they are not on the same level) the center of weight should have to stay between the "wheels" or it will topple over and destroy parts of itself and the surrounding terrain/structures... If any of the wheels come off their track the "base" should stop...
I would love to build a hanging roller-caster using this idea...
= rail
= wheel
= structure (my daughter insisted I use purple in it)
= minecart base block (like the ship block)
= fence
top layer looking down:
second layer:
third - seventh layers:
bottom layer:
TRACKS
first & second layers:
third layer:
.
.
fourth layer:
This is just a suggestion and thanks for the amazing mod!
0
I also noticed that if you rename an adjustable chest with an anvil then place it in the world it reverts to the name "Adjustable chest" prior to adjustable chests names was how I kept track of what chest was for what (at least until i memorize their locations)... If you could rename the chest this could be used in place of previously mentioned icons system (though both would be great in my opinion)...
Thank you for your time and these amazing mods!
PS: feel free to ignore this but a chunk loading upgrade could be very useful for keeping your farms and quarries in the "mining dimension" operational while you're building in the over-world (though some other mods already exist for this but it would beautifully suit better chests). I would allow up to 3 per chest and make it require either:
- A - a power upgrade (to power the system) and an AI upgrade (to simulate player intellect)
- B - a void upgrade (to simulate a dimensional rift that keeps the area active)
the benefit of - A - is that you can use it in any actively used chest that handles items
the benefit of - B - is that it seems more balanced having the only use for the chest being to load the chunks.
0
I would love to get some help with these command blocks as there could be a more efficient way to do what I want to do! The system I am using is quite slow but it does do what I want! The builder interface uses maps in item frames and based on their rotation and position they will clone a template portion into the corresponding location in the dungeon grid! so far i am about 14% done tweaking values in the command blocks that is why there is the bottom row and 4 of the second row with maps and the same in the Dungeon Grid!
if you might know of a more efficient way to detect the map locations and rotation and clone the templates to the proper location and angle, that information would be greatly appreciated!
i am currently using 2 command blocks for each of these parts (cross, blank) 12 command blocks for each other possible piece (corner, dead end, start, finish, straight, tee)
It uses this command structure for each possible piece but cross and blank
command block 1a, comparator, command block 2a
command block 1e, comparator, block
command block 1b, comparator, block
command block 1f, comparator, command block 2b
command block 1c, comparator, command block 2c
command block 1g, comparator, block
command block 1d, comparator, block
command block 1h, comparator, command block 2d
the commands: Example: corner for a single tile just adjust the rotation where needed
0
Hello I am making a new Mini-game!
The basic idea is that One-Player builds a Maze-Like Dungeon using a fast, simple and unique system that I have created in vanilla Minecraft! Then they do a speed run through their dungeon to set a base line for the other players to try to beat!
So far the Dungeon Builder is partially working (you can build a small portion of the dungeon) but i would like to find someone to help with some of the trouble shooting and possibly help with some of the tedious work to help get this up and running!
I will upload pics and possibly a video as soon as it is working a little better!
Parts Completed:
Parts to complete:
Plans for later Expansion: (if it gets popular enough to merit)
If you are interested in helping me get this off the ground please PM me and I will send you the IP for the test server!
here are some pics:
0
The problem is that the package (or class) "IIconRegister" seems to be missing... here is my java class: "pastebin"
When I type "import net.minecraft.client.renderer.texture.IIconRegister" (line 3) it gives me this error "the import net.minecraft.client.renderer.texture.IIconRegister can not be resolved"
And on line 20 "public void registerIcons(IIconRegister par1IconRegister)" it gives me this error "IIconRegister cannot be resolved to a type"
Then on line 22 "itemIcon = par1IconRegister.registerIcon(Reference.MODID + ":" + getUnlocalizedName().substring(5));" This error "itemIcon can not be resolved to a variable"
I believe these last 2 to be due to the first one,,,
0
I am unable to "import net.minecraft.client.renderer.texture.IIconRegister;"
in an example you gave another person asking a question you had your item class and that's where i noticed the import that i cannot use!
when i type "import net.minecraft.client.renderer.texture." after the last "." it gives me a bunch of options to select from and "IIconRegister" is not in the list!
if i manually type "IIconRegister" I get this error "the import net.minecraft.client.renderer.texture.IIconRegister cannot be resolved!"
what can I do about this?
0
I envision it working like this:
= redstone
= sticky redstone
= slimeball
= repeater / comparator
= sticky: repeater / comparator
=
=
they would stick on the walls and ceiling in a similar way to how they do on the floor (looking down = output down, left = left, up = up, right = right and looking strait at a wall = up)
I am thinking of making a mod to implement this feature although i would prefer to see it in Vanilla Minecraft!
0
and here:
0
Anyways i am having difficulties with tutorial 5 (Block/item textures)... I have imported everything (as eclipse recommends)
"IIconRegister" and "itemIcon" "cannot be resolved to a type"!
The only thing eclipse suggests is to make new class... please let me know if i am missing any imports or if I have done anything stupid...also returns the same error here and if I press "." after "net.minecraft.client.renderer.texture" I see no "IIconRegester" option
0
Hynecraft: hardcore Episode 1: A Brave New World:
1
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