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    posted a message on What if when a player dies blood flys for a second?
    Blood and gore should not be added to vanilla Minecraft. It's unnecessary and would detract from the kid friendly nature.
    Posted in: Suggestions
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    posted a message on Ice Golems
    I like it, throwing ice would be pretty cool too.
    Posted in: Suggestions
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    posted a message on Why when i click play button at minecraft launcher and minecraft doesnt respons anything
    Find your .minecraft folder, backup your worlds from it, delete it, delete the minecraft executable, download another copy of it, try again. If this works just copy the worlds back and it should be all good.

    Otherwise more information is needed to diagnose the issue.

    Please note that a quick internet search may help you faster than a forum.
    Posted in: Java Edition Support
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    posted a message on I Can't OP Myself on my own minecraft Server! 1.7.9
    Quote from GTMiner

    I SPOKE TOO SOON!!! I can connect and play no prob using localhost. But get this, my son and I are both plugged in via Ethernet cable to the SAME ROUTER, BUT its 2 different networks!!??? I don't get it. My network is called a certain name to be left blank, and the network he is connected to is called Network 2. Therefore, when HE tried to logon to the server and use localhost for the IP, it didn't work, and I tried manually entering my IP for him and it didn't work either. I'm at my wits end with this networking business, I feel like an idiot. Someone pls help! :(


    "localhost" tells the client to connect to the server hosted on the same machine. To connect to another machine on your network you need the IP address of that machine.

    On your server, go to start > search "cmd" > type "ipconfig". There should be a group of lines like:

    Wireless LAN adapter Wi-Fi:
       Connection-specific DNS Suffix  . :
       Link-local IPv6 Address . . . . . : 000::000:000:000:000
       IPv4 Address. . . . . . . . . . . : 192.168.1.25
       Subnet Mask . . . . . . . . . . . : 255.255.255.0
       Default Gateway . . . . . . . . . : 192.168.1.1


    The exact wording and numbers will probably be different, but what you want is that IPv4 address.

    On your client on the server machine connect to localhost (or that IP if you prefer), on the other client connect to the IP you found from ipconfig. That should allow you to connect. Note that disconnecting and reconnecting from your router may change the IP address, so you will either need to check it again or adjust the routers configuration to avoid the issue.

    If this isn't working then you need to investigate the router settings, as it may be blocking intra-network communication. As long as you are connected to the same router there should be no need for port forwarding.

    Note that you could just use the built in local game system and it would be much simpler to set up.
    Posted in: Server Support and Administration
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    posted a message on [ALPHA][Need Testers!][Potentially Good Map] Minecraft TNT Wars
    Quote from JoshuaLangit123

    Hmmm, so basically if they pick up the item, then use it (place it, right click), the item will still be there in their inventory? Hmmm,
    seems nice.


    Yep, since the amount is negative it can keep subtracting from the stack and never reach zero.
    Posted in: Maps
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    posted a message on [ALPHA][Need Testers!][Potentially Good Map] Minecraft TNT Wars
    Another thought is to just have a bunch of buttons next to item frames that summon the items a stack at a time (similar to the pressure plates you are using for TNT). Or you could even /testfor the frames to check if the item is rotated, and if it is spawn the item - if not do nothing.

    Note that using /summon to create item entities will allow you to spawn drops without needing a player target.

    Or, you can be a bit hacky and spawn an item drop with -1 items. The drop will just stay there even if someone picks it up, and anyone who picks it up will get a bottomless stack in their inventory.
    Posted in: Maps
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    posted a message on [ALPHA][Need Testers!][Potentially Good Map] Minecraft TNT Wars
    I don't know about totally eliminating it, I might know of a way to make it more flexible, but players would still need to go to a certain spot to pick up items. And really even if you could refill inventories directly it would be a mess since not everyone is going to want every item and getting it organized would be a huge pain. If only there was a way to allow creative inventories without flight or invulnerability.
    Posted in: Maps
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    posted a message on [ALPHA][Need Testers!][Potentially Good Map] Minecraft TNT Wars
    Okay I have had a look around, and while I haven't played yet (need some players) I have noticed a few things that might could be improved. . .
    • I only needed three shots before I was able to drop a TNT on the enemy bunker. I could have done it on my first shot if the stupid water bug hadn't blown up my canon. One TNT, right on the roof, killed ALL their TNT chests. If I had just sent another shot I could have destroyed all the drops as well.
    • I tested a single TNT inside the bunker. . . and god the lag is horrible. It may be possible to use a solution that won't mean huge chests full of items to destroy. I am looking into it.
    • The grass and flowers are just obnoxious.
    And suggestions:
    • Delay the start of the game a bit, instead of that glass wall use an obsidian wall for say 3 min and then delete with commands. Giving teams time to (secretly) prepare should make it more interesting.
    • Respawn the bunkers whole-sale constantly. This not only fixes them if damaged but also would refill the chests so you can't run out of items (you know someone will just grab all the repeaters and then fall off the map like an idiot). All you have to do is clone from a template elsewhere.
    • Add item frames to mark the chests
    • Add potions, slime blocks, arrows, bows, trip wires, string, smooth stone, rails (all), TNT carts, and fire charges to the resources.
    • Move the row of glow lamps between the hoppers and droppers to delineate.
    Now a question: Have you experienced the water bug where it fails to absorb TNT damage? In all the latest snapshots I can't build reliable cannons that rely on water to keep blocks safe because the water will not reliably absorb the damage. Sometimes it works, sometimes it fails completely, and other times only part of the cannon explodes. is actually one of the few cannon designs that works since it uses no water.

    EDIT: Actually 14w18b seems to have fixed it, though now there is something of an opposite bug where the blast isn't always full power. It's at least playable now.
    Posted in: Maps
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    posted a message on [ALPHA][Need Testers!][Potentially Good Map] Minecraft TNT Wars
    This looks very interesting. We need to find enough players to run a test.

    Anyway, I'm pretty handy with TNT cannons, I will give this a look when I get home.
    Posted in: Maps
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    posted a message on Remember those Slime Block changes? [14w18a] ...Kinda a big deal
    I submit for your approval, a slime block based TNT cannon. . .

    Posted in: Recent Updates and Snapshots
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    posted a message on Macro / Keybind Mod
    Quote from Gymcap

    i think it would be possible to make this into a macro
    but its been so long since ive played with this mod so ive forgotten most of the commands
    could i get some help with this?
    thanks :P


    It could be done, but it would be so unreliable on servers I don't know if there would be a point.
    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod
    Bug report: When using a key state macro set to always override it will just run all three states once. It will not repeat while held, and it will not wait to run the release command,
    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod
    Quote from Kaevir_Saijruun
    Not sure if I can do this, and the readme isn't really helping me understand the proper commands to use if i even can, so i'll ask here: Is it possible to create a macro or execute a script that binds itself to typing a specific string in chat? Like, say, /command would execute a script file.txt when entered?


    Not as such. You can simulate something similar.

    What you can do is bind something like this to a key/button:

    $${
        //Works like a command line (sorta)
        &in = $$?
        log("Command: %&in%");
        if(&in == "dc");
    	    //Run a function
    	    disconnect();
        elseif(&in == "testlog");
    	    //Log a message
    	    log("Test!");
        elseif(&in == "coords");
    	    //Or one with variables
    	    log("(%XPOS%, %YPOS%, %ZPOS%)");
        elseif(&in == "autocobble");
    	    //Run another script
    	    exec("autoCobble.txt","Auto Cobble");
        else;
    	    //Check with regular expressions
    	    ifmatches(%&in%,"run (.+)",&path,1);
    		    //Execute a given file
    		    exec(%&path%);
    	    else;
    		    //Default case
    		    log("Invalid command");
    	    endif;
        endif;
    }$$


    Note that I don't prefix with a '/' since there is no need to tell anyone that this is a command - it's always a command. Basically you bind that script to a key, modify the if...elseif statements as desired, and type in the commands when you run the script. It can be used to do just about anything, and if you want to get fancy with regular expressions it can get even more crazy.
    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod
    Bug found: When using $$p and adding places to the list the place UI is off by one on the coordinates (when you use current location) if they are negative compared to the XPOS and other globals. Negative numbers are always one higher than their corresponding position variable.

    Question: Can we do multidimensional arrays? If so what is the syntax for declaring/setting one. If not. . .please?

    Requet: CALCPITCHTO(); to calculate the pitch to look at a certain block. Or better yet, one function that returns both pitch and yaw to the block. Perhaps it could return an array, and LOOK()/LOOKS() could be made to accept an array of of pitch/yaw.
    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod
    I think I am forgetting something, how do you get GUI labels to display variables (such as XPOS), I thought it was something you put in the binding field but nothing seems to work. I must just not remember the trick.
    Posted in: Minecraft Mods
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