No parrying...?
- kwerti
- Registered Member
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Member for 11 years, 2 months, and 9 days
Last active Fri, May, 8 2020 16:22:44
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May 19, 2015kwerti posted a message on Mods Without Modding: "Gamemode 4"Posted in: News
It should, as long as command blocks are enabled. Lag may be an issue, though.
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May 4, 2015kwerti posted a message on Magic Arrows: Possible Secret Future Update?Posted in: News
What will the crafting recipe for the quiver be? I'm guessing that it will require leather and string. This means you will need leather to use a bow. (Personally, I would increase the methods of getting leather from just cows/horses if this change takes place, perhaps have zombies drop leather periodically, but as you will only ever need one quiver...). I would have the quiver also appear as dungeon/mineshaft loot.
Really the thing that perplexes me is: why add an item that you need to craft only once, introducing a hurdle that's more annoying than useful? Personally, I get all my arrows from skeletons, and sometimes the bow(s) as well. I don't want to scour the world for leather so that I can use arrows.
This is, of course, assuming that the quiver requires leather to craft, and that it is craftable in the first place. For all we know it may be limited to dungeon loot like saddles (bad idea, don't make bows late game, please).
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Apr 1, 2015kwerti posted a message on Snapshot 15w14a Ready For Testing!Posted in: News
Interestingly enough, forcing only one world actually increases the chance of world corruption.
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Jan 15, 2015kwerti posted a message on Minecraft Passes 18 Million Sales!"obviously there's some room for improvement"Posted in: News
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Dec 31, 2014kwerti posted a message on New Year's Eve (Except in Australia)!The supreme lack of comments.Posted in: News
Oh, and releasing my resource pack for 1.8 a full six months early. -
Nov 24, 2014kwerti posted a message on PC: Minecraft 1.8.1 Now Live!This has come full circle on me; I joined in Beta 1.8.1.Posted in: News
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Sep 23, 2014kwerti posted a message on Community Creations: The Solar System, in MinecraftFun fact: Uranus's axis of rotation (and its rings) are tilted almost 90 degrees, and its magnetic poles are on the equator (tilted almost 180 degrees).Posted in: News
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Sep 23, 2014kwerti posted a message on Community Creations: The Solar System, in MinecraftBut...Uranus is tilted 90 degrees...Posted in: News
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Jun 25, 2014kwerti posted a message on Snapshot Wednesday - 14w26aLooks interesting...let's see what breaksPosted in: News
edit: Oooh, they rotated redstone again.
And you cannot place/destroy blocks in the debug generator. Also, the nether is not accessible in the debug
And a new gamerule "sendCommandFeedback"
New splashes
New bugs -
Jun 19, 2014kwerti posted a message on EULA Revisited: an Updated Q&A From MojangI've read some comments about putting minigames on a separate server with a different IP. If this other server is accessed from within the main server instead of through the multiplayer menu, is the second server "part of" the first server under the EULA?Posted in: News
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Jun 17, 2014kwerti posted a message on EULA Revisited: an Updated Q&A From MojangPosted in: News
What website puts synonyms like those? A theory is a collection of observations, inferences and facts that has much supporting evidence. A theorem is a proven statement. A postulate has no evidence, but is assumed true.
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On topic, though. Server owners, get rid of the donator rank. I honestly see no point in it. If you want to sell objects, at least call it a purchase. And what's with this "donate for freebuild", "donate for TNT", "donate for staff" business? Why would you be able to pay for permissions?!?!? This stuff should require an application, not money. -
Jun 16, 2014kwerti posted a message on EULA Revisited: an Updated Q&A From MojangPosted in: NewsQuote from Robert-Frans
If I made a language error, just let me know which one on a clarifying way. English is not my native language, so I'm trying my best to write as good and clear as possible. If it was not that: I was just talking about Mojang and a server owner in that post.
Generally, non-human entities are referred to as "it" (this is the "correct" word). "They" (as a singular) is also commonly used as a gender-neutral term. "She" is a little archaic, but has been used in the past (and still is) to refer to non-human entities. -
Jun 15, 2014kwerti posted a message on Mojang Announcement: EULA, and ServersPosted in: News
That term is...old. Unless you mean that an actual bird came and flew to your window, then chirped the information to you. -
Jun 12, 2014kwerti posted a message on Mojang Announcement: EULA, and ServersPosted in: NewsQuote from xilefian
Excellent way to misquote someone within the quote tags.
EDIT: My apologies, failed to notice the sarcastic tone! Good one!
But...I wasn't being sarcastic... - To post a comment, please login.
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It looks like you can use JsonArrays of items instead of single items.
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I think possibly your mod may be configured to only run in 1.11 (you can do this in the @Mod annotation generated for Forge). You could change this to 1.12. Be warned there may be other errors though.
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Something like this perhaps? (yes self plug)
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The lightmap has been the same ever since Beta 1.8. The reason why the sunset isn't working is because you have solid white pixels where you want a gradient.
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There is no vanilla lightmap. They have never existed. The lightmap file in old minecraft jars has always been unused.
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Optifine has a developing custom entity models feature. The syntax takes some getting used to though.
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I believe villagers have the second layer in vanilla. I think zombies and skeletons have this layer as well.
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Better glass in 1.12 thanks to CTM and block model magic.
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Maybe so; that's what this thread is supposed to remedy. It looks like there will be a straightforward conversion from /execute to the new commands though. It looks like a standard /execute will be /as <entities> at <entities/@s> offset <xyz> detect <xyz block> <command>. With /as, /offset, and /detect being "optional" as circumstances warrant.
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Note: This is an informational page, not a help desk.
In a Reddit post, Dinnerbone announced several changes to commands for 1.13, among them the removal of the /execute command in favor of more powerful alternatives. This thread is a second description of how the new commands relate to /execute, and a sequel to my previous thread: How to Use the /execute Command.
The New Commands
The old syntax of the /execute command is:
This will be refactored as follows:
These commands are actually subcommands, which means you can leave off the /execute label when chaining them. The final command is signified by the keyword run.
Who's executing?
This runs the specified command with the specified entity(s) as command senders. However, the position the command runs from remains unchanged. For example, running the following from a command block:
will give stone to the single player nearest the command block, one block for each creeper named Bob. Use /as for commands where the sender is important, such as the below. A good rule of thumb is to use /as if you plan to use @s later in the command, and to otherwise use /at.
Now...where to execute?
The /at command is similar to /as, but runs the command from the position of the entity(s) and not using the entity(s) as command senders. For example, the intended use of the previous command targeting creepers named Bob is this.
This command will give stone to the player(s) nearest to any creeper named Bob. Use /at for when the sender is not important. When both the sender and the position are important, use both.
The /positioned command may be used as a direct correspondence to the portion of the original /execute command, to be used in the same circumstances. I don't really have much to say about this one other than to use it when you put anything other than "~ ~ ~" as the coordinates to the old /execute.
The /rotated command additionally sets the rotation used by the command, either in the specified direction or the same as the specified entity. The /facing command also sets the rotation, but either looks at the specified block or at the specified entity's feet or eyes. The /anchored command sets the local coordinate origin at the sender's feet or eyes, and the /in command sets the command to run in the specified dimension.
The /at command sets position, rotation, and dimension to the specified entity.
Conditionals
The conditional commands are the new and improved /execute ... detect command syntax. For example, this command, which kills arrows that hit tripwire:
is rewritten as this:
/if block is the new version of /testforblock, while /if blocks is the new version of /testforblocks and /if entity is the new version of /testfor. /if score is the replacement for /scoreboard test.
Note that all of the conditional commands can be negated by using "unless" in place of "if".
When to use /as or /at?
Each command provides half the functionality of /execute. Which one to use depends on what functionality you need.
Removal of common commands
In the process of overhauling /execute, several common commands were removed in favor of the new /execute. Migrating these commands is as follows.
Recommended Command Order
When writing complex /execute commands, I recommend this ordering of sub-commands.
Examples
For writing commands, I recommend the order listed in this thread (/as, /at, /if) as this will reduce bugs caused by incorrect positions or entities. That is, set the command sender, set the position, test conditions.
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I haven't been here in a while. Here's some potion effects.
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The download is a 404
update: what do you know, it fixed itself. Must be a fluke.
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The game could not find your item model files. The game is trying to find a single item file for all the colored jukeboxes, so that may be the problem.
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You have the comparison backwards. Use
This is superfluous however, since you know the class you can simply use instanceof.
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Check the game log for the error message. I suspect that there are more textures being loaded than the game can stitch onto the texture atlas (exacerbated by the fact that blocks and items are now on the same atlas). Unfortunately, there is no way to fix the problem.