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Author Topic: Minecraft!!!!  (Read 4398 times)
Bane
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« Reply #100 on: September 16, 2011, 09:14:31 AM »

Nah. It's a natural cavern. I've seen and found mineshafts, and they're decidedly different. Key features including fencepost beams and wood block 'supports', long halls, webs, and cave spider spawners.

Incidentally cave spiders suck, and I don't advise trying to combat them with lightning in cramped quarters.
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« Reply #101 on: September 17, 2011, 09:07:49 AM »

*Masturbates all over 1.8*. I'm hanging out for Bukkit to update their shit so Vivi can update his server! In the meantime, I'm playing on a fellow player's server to test out the new stuff and update my texture pack.

Does anyone here make their own textures and packs? I've been having all sorts of hell trying to get the new chest animation work with an HD texture pack without errors. My problem is that when I add the new texture in (chests no longer use the texture map "terrain" and now have their own little thingers in the Item folder of the texture pack files), there's always some sort of clipping error, like the lid of the chest and the bit it connects to flicker. This doesn't happen with the ordinary 16x16 texture, and the only fix I've found is to shear off the bottom two rows of pixels from the chest lid sides, but then that leaves a gap when the lid is opened. Screenshot:



Now here's what the texture map for that looks like (32x32):



And finally, this is what the original 16x16 res map for Minecraft's own chest texture looks like. They somehow don't get the flickering error where the two rows of pixels are included:


So far, I've seen this clipping flickering graphics issue with all HD texture packs and I can't figure out why it happens. I've used the HD patcher to patch my game, and it clears up all other graphical errors, but not this one. Unfortunately, I can't take a screen cap of the problem, because it flickers like a strobe light and won't be seen in a still frame.
So if anyone has any ideas on how to fix this, I'd be very grateful if you shared them.

Another cool thing is that now chests and double chests both have their own separate texture maps so we can have single chests look different to double ones! If you love decorating like I do, then you'll understand my excitement over this.

ANYWAY! 1.8 is awesome!! I saw an enderman the other day, and those bastards are frightening! Haven't encountered any of the other new mobs, but I did find an NPC village. I love the new things like the sprint feature. Haven't been able to see how the hunger and all works yet, since I've been playing in creative mode to test and create textures. I'm really looking forward to hunting down strongholds, since I read that only three ever spawn in a world. Anyone found one?
And how awesome are the giant mushrooms?

Lastly, here's a screen shot of some of the new textures I've created (well, the vines aren't mine. They're a placeholder). I can't wait for Vivi's server to be 1.8 compatible so I can get to building with the new blocks!! If anyone wants my texture pack (lol you can change the cake), let me know, and I'll post a link here when it's done (it's a 32x32 pack, so to use it, you'd need to patch your game).
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« Reply #102 on: September 24, 2011, 05:16:40 AM »

My attempt at a T-Flip, using a sticky piston, NOR latch, and Morse detector.
From the front:


From behind the Morse detector:


So, what I did was, I ran two wires to the repeaters in the front there. What they do is take advantage of the way power and blocks interact (repeater on one side, wire on the other, everything's gravy) to make the piston act as a power channel. Press button once, power goes to NOR latch through the dirt block, which holds the piston open to switch channels to Channel 2, the off line.

Channel 2 is a bit more complex. It needed a signal length detector, which I call a morse detector, to keep it from resetting instantly - the button continues providing power for a little bit longer than the piston takes to activate.

BREAKING NEWS: don't need the morse on the left, needed another 4-tick delay on the piston. Thanks to Bane for helping me realize that was unnecessary.

Channel 2 is now a line of redwire to a repeater, because it bugged me that the damn thing was glowing when it was in the Off position.

Edit: Unfortunately, it appears my retractable light design doesn't work if it doesn't have the morse detector; I think this is likely something to do with the monostable circuit used to work the set of pistons. If your channel piston is turning off on its own, stick a morse in there.

Edit 2: I actually found a way to deal with the monostable - use another sticky piston channel selector, only it only has on and off. Monostable powers on, hits the selector, selector lets three ticks of power through before turning off (the repeater aimed at the block the piston pushes was a 1 delay, the one aimed at the piston itself was a 4). Also used channel-selector pistons to make the light reliably work by turning the pistons back off after their job was done instead of leaving them on.
« Last Edit: September 24, 2011, 07:10:13 AM by Xachariah » Logged

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Bane
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« Reply #103 on: September 25, 2011, 04:22:53 AM »

Worth noting he has since eliminated the AND in there entirely. I scratched up some T flips of my own.



The general idea of a lot of T flips, design-wise, is that the first press sets up something the second press then uses to reset everything again. In this case, the first press changes the NOR to its second state. This powers the sticky piston and keeps it on, as well as the output to the left. On the second press, power is allowed to go through the dirt block attached to the sticky which was activated in the first press. Now that power can actually go through that wire, it goes to the latch to reset it again.

Two repeaters behind the sticky prevent it from turning itself off automatically and just acting as a really complicated button. If there aren't 8 ticks of delay, power from the button will still be on when the piston moves the dirt, which means the other half of the latch gets power in the same press, resetting it and making it moot.



The first one I actually made. Works on a glitch. The piston is actually a sticky, but it flickers on and off so fast it can't pull the dirt block back. The block is over a torch, which provides power to output and half of an AND. The second press makes it grab it again. Delay was really bitchy.



non-piston T flip. You don't need any repeaters technically, but that'd be a lot of inverters to make up for delay. Probably slower than the default just-wire-and-torches T flip you probably see around, but at least I understand how this one fucking works. Button turns on latch, latch powers half of AND. Next press powers other half. Repeaters to adjust for delay, and huzzah.
also the lighting issue kind of drives me nuts. note black repeater behind NOR latch.

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« Reply #104 on: September 25, 2011, 06:30:04 AM »

Hm. This makes me tempted to post my compact minecart flip flop.
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Bane
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« Reply #105 on: September 26, 2011, 07:31:25 AM »

do it. always cool to see new designs.
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« Reply #106 on: January 25, 2012, 12:49:57 AM »

http://www.youtube.com/watch?v=6-T2j-lvcLA&feature=youtu.be

How to build a simple combination lock with a lot of potential for expansion.
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« Reply #107 on: January 26, 2012, 07:35:49 AM »

Oh yeah, I forgot there was a minecraft thread.

You might have already seen this but what the heck, why not.

This is something I built. Aaand took a video of. all details are in the comments.

http://youtu.be/jLa1WXgMN7w
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« Reply #108 on: February 02, 2012, 05:18:25 PM »

Feburary 02, 2012

Snew, Jack, Moondog, and I were adventuring. I am looking for a faraway desert-land upon which to build my magnificent tower. Our x-coordinate was about 13,000, and we had been at sea for nigh two hours. Hungry and tired, one of us spotted land and we all raced toward it desperately.

We happened upon a rare and beautiful mushroom biom, which stole away our hunger and fatigue as effectively as any food or water could. The oddly purple dirt which made up the majority of land wasn't home to a single tree, but mushrooms three hundred times that of a normal one towered above our heads and provided shadow for their smaller, more timid brethren to thrive. There were, as is usually seen amongst their related genus, two different types: a type consisting primarily of light brown, and that consisting of red with white spots.

The native fauna, though, was probably the most magnificent site on that tiny island—cows spotted with the most curious of reds who, in some fantastic evolutionary symbiosis, sustained the growth of various fungi, obviously indigenous to the region. They were quite friendly, and probably nourished themselves with the other mushrooms which grew on that isle. Ah, they thrived as much as the mushrooms themselves. Even their eyes matched the crimson of their fungi-filled environment.

The whole journey was quite spectacular, and marked a glorious point in our adventure. Tomorrow, we shall continue, and bid this beautiful land adieu.







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« Reply #109 on: March 11, 2012, 10:50:28 AM »

I have vastly underestimated how much work and how many pistons were going into this project: www.youtube.com/watch?v=B8t99ZJX-nU&feature=youtu.be
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Xachariah
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« Reply #110 on: March 11, 2012, 01:11:33 PM »

Looks like one piston per block of wall? I should do something like that sometime. Looks like great security, as long as the endermen don't rip it open. That's what the moat's for, though, so.
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« Reply #111 on: March 11, 2012, 01:58:21 PM »

They'd have to rip pretty hard: Its actually three deep per block of wall. I also THINK (but am not certain) that endermen are nerfed a bit and can't rip open quite as much...

After doing it though I have to say one deep would have been a lot saner. Do not attempt more than that for this kind of size without using creative mode. The reset pistons were also a bitch to wire...but ont he plus side leaving during the day and getting back in is easy - unlike traditional walls I just...leave any ole place.

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« Reply #112 on: March 11, 2012, 02:27:25 PM »

Eeesh, that's pretty deep. I'd probably have just settled for having waterfalls keep the Endermen away when the door is closed, with the source tiles getting blocked when the door is opened. Then maybe a separate moat that's got walkways when the wall is closed and doesn't when the wall is open. But I do a lot of redundant security shit.
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« Reply #113 on: March 11, 2012, 04:05:06 PM »

Honestly? This one is mostly looks (and maybe to prove I could), if something gets in I'll lop its head off....or just bump it off the edge of the wall when its done (it goes up to the 80-90 range) and watch it die. Enderman, to my knowledge, won't touch the bricks but can TP in, I May add a moat for that....but I've never had TOO many problems with them so long as I have a pumpkin helmet handy.
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« Reply #114 on: March 16, 2012, 04:40:02 PM »

One wall/tower done!



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« Reply #115 on: March 16, 2012, 05:21:51 PM »

It's very. . .grey.
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« Reply #116 on: March 16, 2012, 05:35:13 PM »

You expect a giant stone wall to be....not gray?
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« Reply #117 on: March 16, 2012, 06:18:00 PM »

Well it doesn't have to be stone, does it?


Really I just have an unreasonable hate against grey things in Minecraft. Cobblestone, stone bricks, stone stone, it's all just so bland and bleghhhh.

Sandstone however is ok.
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« Reply #118 on: March 17, 2012, 08:48:57 AM »

Stone bricks look MUCH better than sandstone to me - actually come to think of it pretty much everything looks better then sandstone to me, but thats just a difference in opinion. I didn't want to go with anything flammable because thats just silly - cobble would have also looked a bit silly. I probably could have done some brick accents but I don't know where to do so....maybe I'll swap out the upper pillars for it.

Still I think things like wood would just look silly anyways, because what do you expect a giant ass fort's auto-wall to be made of? Some kind of stone. If I'd wanted to go with doom fortress I probably could have done nether stone bricks.
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« Reply #119 on: March 23, 2012, 12:33:59 AM »

I have begun construction of a combination lock using a triple-channel piston setup (two sticky pistons, three blocks apart, facing each other, with one block in the middle) in order to make it more sensitive to errors - dual-channel piston setup only allows for state 1 (nope!) and state 2 (yeah sure we'll take that input), while triple-channel allows for three states: state 1 (nope, fuck off), state 2 (yeah, I guess this is the right time) and state 3 (too late!).

Combolock using triple-channel piston is successful, though insensitive to repeated pressings of the same button (wiring issue, I'll work it out later). Also, it's kind of big... about as tall as the keypad, in fact, for one layer.

... beginning to think I should see just how far I can push the concept of a channel-piston setup. If I end up creating a Minegate and destroying the world, well, my bad.

Progress on X-Channel selector piston: Well, I've still no idea what to use it for, but it's not that difficult to make. Glass can't transmit power, after all, and it's easy to divide the lines.
« Last Edit: March 25, 2012, 05:18:03 PM by Xachariah » Logged

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« Reply #120 on: March 27, 2012, 06:24:46 PM »

I enjoy these stories. Between Javi's adventuresome exploration and Xach's increasingly more ingenious feats of pseudolectrical engineering, what's not to love?
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« Reply #121 on: March 27, 2012, 07:52:36 PM »

Think I'mma try learning straight programming, too, along with the pseudoelectrical engineering interpretation Minecraft offers. Might be interesting.
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« Reply #122 on: March 29, 2012, 12:28:08 PM »

I really want to take a look at the stuff Xach makes sometime. I'd like to see what he means - the textual descriptions don't do it for me too well, I'd want to look
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« Reply #123 on: March 29, 2012, 12:59:19 PM »

I'll get some screenshots up. Or maybe a youtube video - it's pretty big, so it'd probably be easier to give a video tour.
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« Reply #124 on: March 29, 2012, 02:27:57 PM »

That would be most helpful - visual learning FTW. If I got on the server (Rob's I'm assuming? I'd need to talk to him I guess) I probably could figure it out by looking but I wouldn't want to disturb anything
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