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    posted a message on The above user's location is your new home.

    Dang it, I'm on the worst game of the series.....Kidding!!!!


    Actually, Reach has at least some new mechanics, had an interesting storyline, and has a campaign that was fun enough to repeat. Reach was good in my book.


    Halo 5 was the worst of the series, though. While the graphics were better, it was just not fun to repeat and didn't introduce any new mechanics. Plus it was awkward to play to campaign multiple times because of the whole "crazy robot" thing, which was awkward to endure. Cortana became the equivalent to Anakin Skywalker. Grossly powerful, but had no control and was just pathetic to bear in the final half. Plus too much feely crud.

    Posted in: Forum Games
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    posted a message on Decide the fate of the next poster.

    w0t m8? G0d d4mn N00bs. D0 y0u w4n7 7o G0?




    Next person has to be the most polite they could have ever been to everyone on here.

    Posted in: Forum Games
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    posted a message on Add *query* to /weather command
    Quote from Skylinerw»




    If you wanted a simplified version, you could just query for "rainTime" and "thunderTime" and have no other options available. If "raining" or "thundering" is 0, "rainTime" and "thunderTime" would return 0 as well. Otherwise it would be the remaining duration. However, that would knock out the entire other half of the weather cycle, which would be the waiting duration between events. Querying data through CommandStats is meant to be technical and already an advanced topic, so more options would be better as the user is expected to know these tiny details if they are to use them.

    My examples however would allow you to detect if it's raining by just using "/weather query rain" and nothing more. The other options available just allow for more usage, and is providing what's already stored by the game.

    In either case, you would have to have an external command mechanism to store the number of times it's rained (such as whenever "rainTime" reaches 0). The game does not store how many times it has rained or thundered.


    aahhh, ok. Well, since I don't really have the technical knowledge to be able to include this whole thing into the post, maybe I could just leave it as an implied sort of thing? That way the less technical people will know what is going on, and the more technically skilled can infer what is going on. Plus, people wouldn't then do the whole "tl;dr" sorta thing.
    Posted in: Suggestions
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    posted a message on Decide the fate of the next poster.

    Well, I'm sorry Fate. You are a nice person, but your parents had a bad choice in names, and I have been tasked to kill you.....

    ...

    Ok, By doing some complicated medical stuff, I medically killed you without causing brain death, so I was able to revive you a few seconds later.


    Hope we never do this again!


    Next person must roll a 5 meter wide boulder around constantly or else have their brain get glitchy and make you poop yourself.

    Posted in: Forum Games
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    posted a message on Decide the fate of the next poster.

    OMG I have no clue what I am doing!! I don't want interveiws on how I did it! But at the same time, someone might kill me if I stop! AAAHHHRRGGGRRAAAAA!!!!!!


    The next poster has an anvil drop on their head!!!!

    Posted in: Forum Games
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    posted a message on Add *query* to /weather command
    Quote from Skylinerw»



    Creating arbitrary IDs as a return integer value is probably not the best way to go about it, especially since Mojang is trying to avoid using numerical IDs.

    Depending on how exact the return values are to be, a boolean for each type would be necessary due to how weather states are saved. For example, the weather is marked as thundering even when it's not raining.

    Weather states example:

    raining:1,
    thundering:1,
    rainTime:100,
    thunderTime:200,
    clearWeatherTime:0




    When "rainTime" depletes, "raining" is set to 0 and then "rainTime" is set to another number that represents how long until the next rainfall. "thundering" remains at 1 for 100 ticks after that point, though will not actually affect the game. And then once "thunderTime" depletes, "thundering" is set to 0 and "thunderTime" is set to another number, just like "rainTime" does. As long as "raining" is 0, the weather is currently clear.

    The "clearWeatherTime" is only used when the "/weather clear" command is run. As long as "clearWeatherTime" is 1 or higher, "raining" and "thundering" are forcibly set to 0 while "rainTime" and "thunderTime" are set to 1.

    As a result, there are technically two types of clear weather: natural and enforced. But since "raining" is set to 0 anyway, it would still represent the clear weather state. Perhaps another query for enforced clear weather would be implemented, though is not necessary.

    Example command syntax to obtain certain return values:

    /weather query rain = Returns "raining" boolean value.
    /weather query thunder = Returns "thundering" boolean value.
    
    /weather query rainTime = Returns "rainTime" integer value.
    /weather query thunderTime = Returns "thunderTime" integer value.
    /weather query clearTime = Returns "clearWeatherTime" integer value.




    If the return value for "/weather query rain" is 0, then the weather is clear. If, at the same time, "/weather query clearTime" returns 0, that means the weather is naturally clear. If it instead returned 1 or higher, the weather is forcibly cleared. "clearTime" querying is not particularly necessary since the weather is going to be clear, which would already be detected with querying "rain".

    If "thunder" returns 1, that won't necessarily mean it's thundering. Both "rain" and "thunder" would have to be checked at the same time. But it does allow weather "prediction". If "rain" is 0 and "thunder" is 1, with "rainTime" being lower than "thunderTime", then it will begin to thunder after "rainTime" (which would be a displayable value) depletes. Scoreboard operations can very easily be used in combination with these values for advanced weather "analysis".



    OK, so you would need a combination of blocks to analyse the environment and tell if it is raining. Could the command do that internally and tell you how many times it has rained or thundered?

    While what your talking about might have slightly more uses, it is not really user friendly. So I really don't know which one to trade off...

    Posted in: Suggestions
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    posted a message on Add *query* to /weather command

    Yeah, that sounds good. I'll definitely try and add that and be much clearer with what should happen.

    Posted in: Suggestions
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    posted a message on Add *query* to /weather command

    Cool! Thanks! .....

    .....

    .....

    Guess there is not that much to discuss though. Do you have any thoughts you would like to elaborate? This isn't gonna get very far without it.

    Posted in: Suggestions
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    posted a message on Ant Dungeon! Found in Mesa Biomes!

    That makes sense and is reasonable. Sure. I'll add that when I get around to it.

    Posted in: Suggestions
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    posted a message on Add *query* to /weather command

    In 1.8, the /time query [day/night/whatever] command allowed for the commands to be triggered at specific times or ticks or (in 1.9) days by scoreboard.


    Applying a feature like this to the /weather command would be just as helpful, allowing player to trigger events based on weather, or triggering events based on duration of the weather, or maybe other things.


    For example, you could make a devise that accurately creates events while rain occurs, instead of relying on unreliable mobs or cauldrons.


    It is on the Minecraft Suggestion Reddit if you want to support it as well!


    https://www.reddit.com/r/minecraftsuggestions/comments/45784c/add_query_to_weather_command/

    Posted in: Suggestions
  • 1

    posted a message on Ultimate Survival Island Customized Preset

    This preset makes deep oceans with sparce and far flung islands that almost reach up to the build limit. The sea level is at 224 as a result. The islands are small, but can have quite a few trees.


    Additionally-

    • Icy biomes create massive ice sheets
    • swamp biomes create an ocean with a large amount of lily pads floating on top, with witch huts having pillars reach the bottom of the ocean
    • Mega taiga biomes have cobblestone cluster dispersed across the ocean
    • Maybe additional things?

    It is recommended to use the seed with it, because all biomes would be close by.



    Hope you all enjoy this!



    {"coordinateScale":1000.0,"heightScale":400.0,"lowerLimitScale":520.0,"upperLimitScale":500.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":20.0,"mainNoiseScaleX":80.0,"mainNoiseScaleY":200.0,"mainNoiseScaleZ":80.0,"baseSize":10.0,"stretchY":10.219226,"biomeDepthWeight":2.0,"biomeDepthOffset":1.9718311,"biomeScaleWeight":4.0,"biomeScaleOffset":0.01,"seaLevel":224,"useCaves":true,"useDungeons":true,"dungeonChance":100,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useMonuments":true,"useRavines":true,"useWaterLakes":false,"waterLakeChance":100,"useLavaLakes":true,"lavaLakeChance":10,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":4,"riverSize":1,"dirtSize":33,"dirtCount":10,"dirtMinHeight":0,"dirtMaxHeight":256,"gravelSize":33,"gravelCount":8,"gravelMinHeight":0,"gravelMaxHeight":256,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":255,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":255,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":255,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":255,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":222,"goldSize":9,"goldCount":8,"goldMinHeight":0,"goldMaxHeight":222,"redstoneSize":8,"redstoneCount":20,"redstoneMinHeight":0,"redstoneMaxHeight":175,"diamondSize":8,"diamondCount":8,"diamondMinHeight":0,"diamondMaxHeight":120,"lapisSize":7,"lapisCount":16,"lapisCenterHeight":91,"lapisSpread":80}

    Seed:4031384495743822299


    Picture:


    Posted in: Customised Worlds
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    posted a message on [HELP] Making Guardians spawn around the player, regardless of biome

    That isn't the issue. I am making this for a multiplayer friendly survival map. So I need to summon in spawner minecarts if a new player joins. So I have to constantly check if a player does not have a minecart spawner, then add one if the do not have one, Then make the minecart spawner follow it's specific player around. And the reason nether portals are an issue is because while it takes a while for players to go through the portal, it is instantaneous for all other mobs.


    So if a player steps into a portal, the minecart spawner would instantly go throught the portal, and then the payer would get a new mincart spawner, but since only 1 ticks have passes that minecart spawner goes through the portal, and then a new minecart gets summoned in ect....


    I might be able to disable it by making it check if a player is standing within a portal block, and then not summoning in a new minecart spawner if the player is. That would probably work instead.......

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [HELP] Making Guardians spawn around the player, regardless of biome

    So will i need to do the older method of constantly teleporting a spawner minecart to players instead? I might be able to do that, but it would be slightly complicated when players enter nether portals.....

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [HELP] Making Guardians spawn around the player, regardless of biome

    I want guardians to spawn in any water block around the player the way normal guardians do for survival map purposes. To do this, I need to know just one thing.


    1.) Can you make entities ride players? You cannot.


    - If you can, I could then just make a spawner minecart be summoned teleported onto a player constantly, and then make that spawner minecart summon invisible immortal squids into the water around the player at the same rate and distance of other hostile mobs. I could then check if the invisible immortal squid is...

    1. in water and
    2. not too close to the player

    If the squid is both in water and a good distance from the player, then I could summon a guardian at the squid's location then kill the squid.


    So in the end, a guardian is summoned into the water around the player and not directly next to the player. This is just a theory, but I don't know if I can get an entity to ride a player.

    Posted in: Redstone Discussion and Mechanisms
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