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    posted a message on 🚀 Space Expedition to EPIC 204 🚀 A Custom Survival Adventure in an Alien World! [48,000+ DLs]

    Ok guys! We are hard at work on Beta 1.10. Comp and I have already made great progress on terraforming and building the new custom areas in the Icy Asteroid Chain.

    Here is a list of stuff we have accomplished since my last post:

    - Bugfix: guardians and frogs could spawn past their spawn-cap in fall in some situations (like if players turned on peaceful)

    - Bugfix: meteor shield generators can no longer get meteor metals from intercepted ghast shots

    - Bugfix: lightning rods now get struck by lightning randomly during rainstorms again

    - Bugfix: the biosuit could be put on by clicking some options in the biosuit book before you found and put it on in the intro.

    - Optimization: snowballs now melt if they fall into water after a couple of seconds (this is to prevent lag from hailstorms over deep water)

    - Optimization: random guardians can no longer spawn at ocean planetoid as they were causing a lot of lag in Fall

    - Optimization: Ocean Planetoid puzzles have been improved for clarification and playability

    - Optimization: The initial meteor shower that damages the player’s ship can now only happen once and is required to start the ship upgrades (this is to prevent bugs in case of people who cheat and skip steps or in the case of an update where I leave the meteor shower check on)

    - Optimization: Dragon Bone Armor Upgrades are now Multiplayer compatible! All players on the server that have armor rating 8 or above when a dragon-bone upgrade is crafted will receive the upgrade!

    - Optimization: greatly decreased the lag from using custom automated modules

    - Optimization: the time lag between placing down a module assembly bot and the module being created has been removed

    - Optimization: the block-breaker module now mines above itself rather then below and is a hopper so as to collect its own items!

    - Optimization: the recycler and disenchanting stations from the ship upgrades are now automatic! Simply place the items you want processed in the inventories of the recycler/disenchanter and it will process them all rapidly!

    - Optimization: the disenchanter now cancels the motion of items it processes so they no longer bounce around as much underneath after being processed

    - Optimization: Synthesizer and other modules like it now only check for valid recipes if items are placed within them. This reduces lag from players standing near the modules. On this note, don’t ever leave items in the synthesizer if you aren’t using it.

    - Optimization: modules, custom potions, custom foods, and Creature Capture Capsule eggs no longer come enchanted and instead have colored names according to their type

    - Added: Refrigerator Module!

    - Added: Unique treasures now have enchants hidden and come with a Gold name and colored lore

    - Added: Synthesizer Crafted tools now come with a Blue name and colored lore

    - Added: Synthesizer Crafted Modules now come with a Red name and colored lore

    - Added: Custom Potions now come with a Magenta name and colored lore

    - Added: Custom Foods now come with a Yellow name and colored lore

    - Added: 16 carrots, potatoes, sugar cane, or beetroot can now be used to make biofuel!

    - Added: Explosive Arrows! they explode on impact!

    - Added: 4x synthesizer recipes for crafting a lot at once of: biofuel, refined biofuel, diamond crystals, metal ingots, enriched uranium, cornbread, honey-coated carrots and apples, creature kibble, explosive arrows, lightning arrows, creature capture capsules, warp crystals, and flying enderpearls!

    - Added: The game now records the name and location of ruins you discover and generates an info file in the Holodeck about them!

    - Added: a new contributor to the Wall of Fame! Welcome TemporalWanderer, responsible for testing the map in early and late Beta in multiplayer and helping out by suggesting game-polishing features bug fixes!
    - Added: new Icy Asteroid Chain

    - Added: Ice Cave Village
    - Added: Red Faction Fortress
    - Added: Crash Site

    Just some notes on timing: Comp is away this weekend and so we probably will need to delay this update by a few days. I'm hoping we don't get more then a few days off the timeline though, but we'll see! This is a huge update again just like last time. Lot of mechanics tweaks, additions, and new areas!

    Also please comment if you are following this and have opinions, suggestions, or just want to say hi! It has been a while since I've gotten a comment and I'm curious who is following development still!

    Posted in: Maps
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    posted a message on 🚀 Space Expedition to EPIC 204 🚀 A Custom Survival Adventure in an Alien World! [48,000+ DLs]

    ok everyone here IMPORTANT BUG REPORTS,

    1. In Beta 1.9 in the current version guardians can spawn at Ocean planetoid in the fall and they cause a lot of lag. If you are running a server with not a lot of RAM or don't have a good computer I recommend avoiding the area during fall. This will be fixed in 1.10 and I have updated the 1.9 download so that new updaters will not experience the issue and guardians will no longer spawn at ocean planetoid in the future.

    2. Pierre discovered that I left the meteor shower event from first year on. I thought I put a failsafe in for that but that is NOT the case. If you are playing and updated version of Beta 1.9 then please realize on Day 3 of spring the event will recur which you do not want to happen because it wasnt' supposed too and has ship-damage events involved.

    you can fix this by turning off the event with this command:

    /clone 4993 202 -73 4993 202 -73 4992 202 -73 replace move

    If you forget and did not turn it off and it has already started, then there are two things you can do:

    1. run these commands to stop the shower before it hits:
    /clone 5022 210 -43 5022 210 -43 5022 209 -43 replace move
    /scoreboard objectives setdisplay sidebar

    They will skip the event and go straight to the aftermath message which you can ignore.

    2. or you an just go to the holodeck and wait it out. The ship can't be damaged if it is in unloaded chunks though when you go back there may still be a meteor shower it will not damage your ship and will be a normal one around the ship

    Posted in: Maps
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    posted a message on 🚀 Space Expedition to EPIC 204 🚀 A Custom Survival Adventure in an Alien World! [48,000+ DLs]

    Alright, we are on to work on Beta 1.10! Comp will post up some pictures of the builds he has been working on for the new update. The big features are that I'm overhauling modules to make them better, reducing lag, adding bulk crafting 4x for some items so you can make more of common items in the recycler like biofuel, food, and custom arrows at once

    Posted in: Maps
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    posted a message on Sharpness does not work on items with attribute modifiers

    Updated:

    Since this post I have done more testing. I have confirmed that sharpness damage doesn't appear to apply on any weapon that has ANY attribute applied even if it is not one that normally applies to players (like mob follow range), and this happens regardless of the mode of operation (addititive, multiplicative additive, or multiplicative) and whether or not I have a slot specified. Attributes other then attack damage always caused the weapon to do the damage that a similar weapon with no sharpness enchants did.

    Could this be because sharpness has a hidden bonus to attack damage that is overwritten? I did not think it worked that way but it would explain why initializing the attributemodifiers list with some unrelated attribute might reset it. To test this hypothesis I threw down the sword with the attributes and removed the attribute list with commands with this command:



    /entitydata @e[type=item,r=3] {Item:{tag:{AttributeModifiers:[]}}}[/pre]


    Sure enough, the sharpness damage still did not work although the tooltip info for attribute modifiers disappeared.

    Also, I tested the effects of attributes on weapons with smite and bane of arthropods as well. The results were even more confusing:

    attacking a zombie with a smite V sword always left them at Health:3.760f. However, attacking the zombie with the same smite V sword after applying an attribute caused the zombie to be left with Health:6.7159996f. So most of the smite damage bonus applied but a small portion of it was also added incorrectly. I got similar results for spiders and bane of arthropods: bane III sword left a spider at Health:4.5f, but bane III + 1 armor sword (or other attribute) left them at Health:7.5f. The incorrect damage seems to be related to the level of the enchant but that could be my imagination.

    This bug makes it impossible to make a weapon with attribute modifiers properly in 1.12. Unless you want the weapon to be really bad at least. Attribute boosts to shields, bows, and random items seem to work fine because they aren't actually dealing any damage directly.

    If someone else could test this and confirm (I have tested in SP and with a friend on MP and on forge and it was broken in all of them), then please vote for my issue or tell me how to get around it if I am wrong or there is a way! Thanks!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Sharpness does not work on items with attribute modifiers

    Hey, I was hoping someone that worked with maps with custom items could help me here.

    Based on my own rigorous tests it seems that the damage applied by sharpness stops working when you put any sort of attribute on a weapon. This is very annoying as it means I can't make a sword that gives +5 attack speed without cancelling all bonuses from sharpness. Is this a new bug in 1.12 because I don't remember people complaining about this before in 1.9-1.10 when they introduced attributes.

    Am I right? If so is there a workaround? If you want to test it yourself here is the bug report I submitted to mojang with the commands:

    https://bugs.mojang.com/browse/MC-121162

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Is there a way to create custom filled maps?

    you can do some of this using the "customized" world type. Minecraft allows you to altar the generation settings using 50 or something variables to create very different randomly generating worlds.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on 🚀 Space Expedition to EPIC 204 🚀 A Custom Survival Adventure in an Alien World! [48,000+ DLs]

    Hey everyone! I hope you are excited for the final release! We are just about 6 weeks away!

    I was hoping to get some comments and opinions from the people who were following (but haven't joined discord for discussion on the map). We are tossing around some new ideas over there of cool little custom things that could be added to the map to add some polish before final release. And I wanted to share our ideas here and get feedback from everyone!

    #1: Color-coded items -
    It a bit difficult to do, but you can use third-party programs to edit command blocks and items so that they generate nice custom coloring. I have experimented with doing this and really like the results! It makes custom items look more unique and less like a wall of purple lore text haha. Here is what I have designed and was thinking for 5 new items types and their flavor text and coloring: Unique Treasure, Custom Food, Custom Potion, Synthesizer Tool, and Automatic Machine



    #2: Custom Pets and Farming Animals -

    We already have custom wild creatures, custom crops, custom weather, etc, but we have not designed any new animals that can be farmed without killing them or new pets which will follow you and give you benefits like dogs, parrots, and cats do!

    Here are some ideas:
    - fire crickets can be grown and bred! They already are kind of farmable as they start as babies and grow up over the course of the day, I just need to make the change to allow CCC's to carry them and for the babies to be more fire crickets. They drop blaze powder and rarely, fire crystals.

    - Player-tamed bees! I could allow Creature Capture Capsules to capture bees. I'm not sure if I'll let them breed but maybe you can make an artificial hive and they have a chance to produce honeycomb if they are near flowers.

    - A creature you can find and make a pet that hops around like little slimes do following you OR a sprite that you an tame that flies around behind you. I thought one of them could randomly regen your health or provide a buff, so there is a benefit to bringing them exploring.

    #3: An item or method to carry your pets on journeys
    someone brought up the good point that since this is a world of asteroids and you often have to glide over large gaps, it is difficult to bring horses or dogs along, making them not very useful. I couldn't let you use CCC's on them because CCC's erase custom data and just spawn a generic version of the animal so I disabled them from picking up tamed horses, cats, dogs, and parrots. But, I could create a new item that would let you store them in a backpack or something and then recall them whenever you want for an instant tp of the pet to yourself!

    #4: Adding ruins found and locations to the holodeck info files in a new Archaelogy section!
    this section will contain all alien tomes, records of artifacts you find, and also brief files detailing the player's discovery of ruins and the direction they were in from the ship to make it easier for players to find them again if they forget! This could be used as a checklist for players that like to find everything in the map as you could see how many ruins are left to find by consulting my master list.

    #5: More ambient Sounds -
    We have been discussing adding some ambience to certain ruins or dungeons when you find them to give them more atmosphere. I was also considering adding some random custom sounds to my custom creatures using default resources. There is a lot to work with sound-wise and I could make some of the creatures feel more unique this way.

    #6: Module: Kiln -
    Can be used to burn anything organic in low oxygen to create charcoal. Recipes will be balanced based on the density and how common different organics are. But basically this is adding the logs --> charcoal thing for most plant-based materials, you just need more of stuff like leaves.

    #7 Module: Fermenter -
    I'm considering changing biofuel so it comes from sugar-based crops instead of random items that have an "energy" theme. So in addition to corn and kelp, sugar cane and beetroot and possibly carrots and pototoes could be used but you would need more of them for balance since those crops are so easy to scale up.

    Posted in: Maps
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    posted a message on Why do item filters use 2 hoppers?
    Quote from CannonFoddr»

    Whats wrong with using a Water stream ??




    Nothing practically speaking, water works fine. To do water though you need a few other things though. Either you have to sit there and throw all the items into the water stream or you have to create a dispenser/dropper clock that unloads a chest into the water stream. You have to do this because if the items stack the hoppers may be unable to collect them all before they flow past, so the speed you can process items is limited and it has noise. The other issue is since water only flows a few blocks the length of your filter-bank is limited to 8 blocks unless you keep dropping the level every 7-8 blocks or so. Using ice at the junctions to keep the items flowing at the same level from stream to stream is possible, but makes your filter bank less compact. Whereas a hopper pipeline will just automatically unload the sorting chest, automatically transfer items one at a time, is silent, and is the most compact and all at the same level, solving all those problems for a bit of extra iron. This is why it is preferred as a pipeline.

    For item transfer though, I agree water with ice below is the cheapest method by far, and is faster then hoppers. Also, if you don't care about compactness, having hoppers replace some of the ice if you want to filter in the middle of the flows is a good way to do it.

    Posted in: Survival Mode
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    posted a message on Why do item filters use 2 hoppers?

    I think he is saying you could use a dropper chain rather then a hopper pipeline to move items over the top. While this is true droppers need redstone signals to move items along and make annoying clicking sounds, so they are much laggier and you need a redstone clock circuit running alongside it. People prefer hoppers because they work passively as a pipeline thus it is a smaller solution despite the iron cost. Also a lot of people make iron farms so iron isn't that expensive anymore at that point.

    Posted in: Survival Mode
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    posted a message on 🚀 Space Expedition to EPIC 204 🚀 A Custom Survival Adventure in an Alien World! [48,000+ DLs]

    Totally forgot to announce but the Beta 1.9 Update: Ocean Planetoid! Was released early sunday morning!
    You can update your maps using the Beta 1.9 package here in the usual place: Link Removed
    If you noticed and installed this update early before the second patch on sunday night, then reyclers may be broken on your map. Please reinstall r.9.-1.mca to fix. I uploaded a new version patching this issue.

    Just 3 more updates and 6 weeks till final release if all goes well!

    Here is the full new feature list for Beta 1.9: Ocean Planetoid!

    - Bugfix: 2 kinds of fish scales, power cores, and slime fertilizer that didn’t stack

    - Bugfix: crafting tables added to the upgraded ship on Floor 1 and Floor 3

    - Bugfix: snow and sand particles from sandstorms could occur in the virtual ship hangar

    - Bugfix: players could sometimes go through nether portals and they wouldn’t fizzle out

    - Bugfix: a recycler exploit where you could get multiple recycles from the same item

    - Bugfix: Meteors could strike and damage the ship after fully upgraded height

    - Bugfix: the upgraded ship’s medical bed did not apply healing

    - Optimization: players now receive a regeneration boost after death, to restore the second health bar

    - Optimization: death markers now have the glowing effect so they are easier to find!

    - Optimization: removed lag in the ship intro from end_gateway blocks

    - Optimization: Stem Drinks have been removed from the map

    - Optimization: made secret items in ship intro easier to find

    - Optimization: enchanting room ship upgrade now requires 4 obsidian

    - Optimization: Prickly pear fruit and buds now have different comments to make it clearer which item is used to grow more.

    - Optimization: all ship upgrades now clearly state their prerequisites in the sign descriptions unless the only prerequisite is the hull repair & expansion. Hull repair & expansion now says it has to be crafted first.

    - Optimization: reduced lag on systems in the command center

    - Added: a new “launch ship” part of the introduction and better directions for how to interact with the AI

    - Added: biosuit comments when first visiting the Virtual Ship Hangar to explain tech tree and the 3D upgraded ship model.

    - Added: you can now eat the sprite cores by holding them in the offhand just like custom fruit. They give you one hunger point and a brief potion effect. Eating the wood sprite core now replaces the Stem Drink for healing.

    - Added: more then a dozen new unique mini-biomes in the new Ocean Planetoid area

    - Added: many new biosuit comments

    - Added: 2 new custom areas: Island Cabin & Mysterious Laboratory

    - Added: 4 new alien tomes

    - Added: 3 new custom crops that players can find and grow: Pineapple Bushes, Coconut trees, and Kelp!

    - Added: Kelp slime can be used to make biofuel!

    - Added pineapple juice and pina colada custom potions!

    - Added: Biosuit messages and info files for coconuts, kelp, and pineapple

    - Added: Ocean fire, Spider Crab, Block Bot, Pineapple Creeper, and new sea urchin type!

    - Added: Info files and holograms for: Ocean fire, Spider Crab, Block Bot, Pineapple Creeper

    - Added: Guardian’s Gaze

    - Added: Light Bridge Emitter

    - Added: Handheld Ballast

    - Added: 2 new end-game ship upgrades

    - Added: snowballs now can do 0.5 hearts of damage to creatures! (but not people on the Player team)

    - Added: Space Expedition now records the current years you have survived on EPIC 204 and you can check in the new Biosuit Book. Get a replacement book from the recipes Holodeck chest

    - Added: new secret Ballast Control Biosuit upgrade. You can turn on and off the ballast ability using the new Biosuit Book once crafted. Get a replacement book from the recipes Holodeck chest!

    - Added: Space Expedition now records the type and number of armor upgrades you have crafted and you can check it in the new Biosuit Book if you forget. Get a replacement book from the recipes Holodeck chest!

    - Added: Steel Shield synthesizer recipe to give a bit more cartable armor first year!

    - Added: tripwire hooks, bows, fishing rods, beacons, leads, bottles, wool, banner, bed, paintings, carpets, item frames, beetroot, and sugar cane are now recycable! (110 total recyclables)

    - Added: Obsidian ruin portals can be used if you activate the obsidian receiver arches! You will find 8 of these on your journeys and can activate them for fast-travel! As of this update there are 3/8 arches in the game. More will be added in future updates as we complete far-out destinations!

    - Added: Medical Laboratory Ship Upgrade: now refills its cauldron automatically and surrounds the ship in a regeneration field so you automatically restore health if you are in or near it!



    The teaser for next update:

    Beta 1.10: Crash-Site (October 29) - It is Spring, after your first winter. A year has passed since a freak meteor shower disabled your lander and you lost contact with the large orbiting spacecraft you came here in. You have worked hard to survive since then and learned much more about EPIC 204, your ship upgrades are progressing well but you are missing some items. Suddenly, you pick up a faint radio transmission that seems like it is coming from your Spaceship and set off to investigate...

    Upcoming features:

    - A large new icy asteroid chain!
    - 3 new custom areas
    - Bulk synthesizer crafting recipes: Everything players are likely to craft a lot of gets an 8x version of the recipe! Stuff like biofuel, reforge diamond, lightning arrows, CCC's, cornbread, and honey-coated carrots and apples!
    - New recipes and items: wither, levitate, and explosive arrows! Refrigerator module!
    - the creature spawning and grappling hook will be made compatible with ALL language settings. English language will no longer be a requirement for all command blocks to work properly!
    - A new section is coming the the holodeck: the Archaeology section! This section will contain copies of alien writings, and info files detailing artifacts or ruins you have found with directions of how to get back in case you forget!
    - all info files in the holodeck are getting resorted in a more logical manner now that there are a lot more of them
    - all ruins will have splash titles with the name (for the new archaelogy info files) and I may be adding unique ambience to a few of the larger ones as well like I did to the new ruin on Ocean Planetoid.
    - one or two new seasonal mobs my be added, like the will-o-wisp
    - custom creatures may get sound effects added, such as wolves occasionally howling! Thoughts?
    - machine modules may be getting their own unique block textures. Thoughts?

    Posted in: Maps
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    posted a message on Non-Stackable Sorting Inquiry (Would like To filter Enchanted books from my Fish Farm)

    yes, you can filter for non-stackables. What you want to do is create a hopper pipeline where a hopper imports one item at a time and then stops. Read this with a comparator. Since the stackables are only 1/64 of a slot and non-stackables count as a full inventory slot, they will read as much "less" on the comparator redstone strength signal then stackable items. You can create a switch with this by having a signal of a certain strength activate a something to pull that item off farther down the line.

    I will note this will NOT only sort books. it will sort out all unstackables so fishing rods and bows and leather boots you fish up will go through as well, but it will help sort some.

    Another thing you can do is the reverse of this, which is what I would recommend as it sorts things better. Just create a normal filtering system for every other stackable item you can fish up all on a hopper pipeline using hopper filters and with your fishing stuff passing on top in a hopper pipeline. Then the only things that make it to the end chest are unstackables. Google "hopper filter minecraft", there are loads of designs.

    Posted in: Survival Mode
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    posted a message on Designer vs. Random Seeds

    random seeds only for me--and blind exploring. I map using ingame maps too haha. Pretty easy after elytra

    Posted in: Survival Mode
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    posted a message on How to prevent people from copying your maps and passsing them off as their own (if they posted first)

    There shouldn't be an issue here. Every upload on the internet has a "date". If you can link to your original post where you first made a map build available and show it has a date before the person who stole it, then that is all the proof you need right?

    I am always very careful about my first release of a map build. Either I give it to friends I absolutely trust, or I make a link available online in a big forum but in an innocuous place like WIP maps, looking for testers. minecraftforums is well-trusted and can guarantee the date of your post so it should be proof enough. You own blog or something might not be, as you could edit the dates after the fact.

    Posted in: Maps Discussion
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    posted a message on 🚀 Space Expedition to EPIC 204 🚀 A Custom Survival Adventure in an Alien World! [48,000+ DLs]

    Ok, finished almost all of the sections and puzzles and items in the new ruins today! Did not quite get done with the update though.

    I still need to test with my friend the full thing, add in some biosuit comments, fix up the intro, and do one last area. I am really proud of the puzzles ruin section. I think you guys will enjoy it as a refreshing change of pace! There are some optional items and secrets to these areas so pay attention if you want bragging rights for finding special items! :D

    I'm busy most of tomorrow but I should finish this up sometime saturday latest if not tomorrow.

    Posted in: Maps
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    posted a message on 🚀 Space Expedition to EPIC 204 🚀 A Custom Survival Adventure in an Alien World! [48,000+ DLs]
    Got a lot more good progress done today! Various optimizations and systems finished. Pretty much just working on the last few puzzles in the Laboratory now. I should be finished with this sometime tomorrow night I think.

    - Bugfix: a recycler exploit where you could get multiple recycles from the same item
    - Optimization: players now receive a regeneration boost after death, to restore the second health bar
    - Optimization: death markers now have the glowing effect so they are easier to find!
    - Added: Obsidian ruin portals can be used if you activate the obsidian receiver arches! You will find 8 of these on your journeys and can activate them for fast-travel. As of Beta 1.9 there are 3 obsidian arches that can be found and activated. More will be added in subsequent updates
    - Finished designing loot for new ruin areas
    - finished some of the puzzles in the Laboratory

    Right now I'm testing and finishing the last few areas in the big ruin and then making the adjustments to the game intro! I'll hopefully be posting up Beta 1.9: Ocean Planetoid tomorrow!

    Compsogbrickus has been getting a head-start on the terrain for the next update and will post his update Friday. Beta 1.10 should be a fun one though! We have a lot planned story-wise for that one! ;)
    Posted in: Maps
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