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Minecraft (Page 48)
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Games Meister
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Feb 23, 2012, 11:04 AM
 
oh, I missed the Iron Golem added to defend the Squidwards:

     
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Feb 23, 2012, 12:32 PM
 
Are they tamable? Will they protect us too?
     
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Feb 23, 2012, 12:48 PM
 
Originally Posted by andi*pandi View Post
Are they tamable? Will they protect us too?
Iron Golem
Not tamable, but like untamed wolfs they only attack when provoked.

"Upon death, Iron Golems respawn."
"Drops Iron Ingot (3-5) Rose (0-2)"

aka infinite iron. Just have to do 5x the damage to it.

Oh and be careful how many you build you can't get rid of them. Made all the work I did on my grinder for endermen pointless.
     
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Feb 23, 2012, 11:00 PM
 
Okay I've laid most of the wool for one quadrant of the station. I need to add all the redstone, and some more powered rail.

I put up some colors for the lines, but only had green and red to start with. Go ahead and pick / move the others around.
     
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Feb 24, 2012, 02:24 PM
 
     
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Feb 24, 2012, 03:18 PM
 
I love the diving board.

A good example of unintended consequences in complex systems.
     
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Feb 24, 2012, 03:37 PM
 
reminds me of lemmings.
     
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Feb 25, 2012, 07:35 PM
 
Well 1/2 of its wired. I connected the rail to my dome express and Seks was never really unconnected.
     
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Feb 27, 2012, 02:31 PM
 
My home monitor conked out, I am going through withdrawal.
     
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Mar 1, 2012, 11:03 AM
 
Well 1.2.2 is out. I'm waiting to see if it preserves 1.1 biomes when it converts to the new map format. If someone doesn't post about it somewhere by this evening I'll experiment.
     
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Mar 1, 2012, 11:13 AM
 
Were there errors from it? My understanding was the new format allowed for better future integrations of biomes, including the 1.2 jungle.

Lots of new block textures being introduced, though not craftable (yet). Really impressive work by Jeb and co to get all this stuff polished and out the door.
     
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Mar 1, 2012, 11:19 AM
 
I'm wondering if it uses 1.1 biomes when it converts or converts and then sets them to 1.2 codes. I'd be pissed if my ocean turned into a glacier.
     
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Mar 2, 2012, 12:13 PM
 
So, when our resources and then village began to grow, and our needs and technology advanced, this was kind of what I was hoping we would create the beginnings of:


These Guys Are Building All Of Game of Thrones In Minecraft

To a certain degree, it was what I was doing with the Old Kingdom.
     
Games Meister
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Mar 2, 2012, 12:26 PM
 
Originally Posted by BLAZE_MkIV View Post
I'm wondering if it uses 1.1 biomes when it converts or converts and then sets them to 1.2 codes. I'd be pissed if my ocean turned into a glacier.
Looks like there might be some issues.

Don't know what version his original map was, but he seems to imply 1.0

If MCEdit still worked, I'd recommend we do some trimming.
     
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Mar 2, 2012, 01:13 PM
 
MCEdit doesn't work on 1.1 maps? I can see it not working on the new map format.
That's new chunks abutting old chunks, known problem. If you look at the 5th picture that's was swamp but now a dessert by the color of the grass.
     
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Mar 2, 2012, 01:18 PM
 
Originally Posted by BLAZE_MkIV View Post
MCEdit doesn't work on 1.1 maps? I can see it not working on the new map format.
You're right, I'm not thinking very clearly.
     
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Mar 4, 2012, 02:53 PM
 
Blaze, how hard would it be to post your engineering world as a download? I'd like to play with your wiring to see if I can make the green stops better.
     
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Mar 4, 2012, 03:38 PM
 
Well there are some things build there that are secret / in planning. I'll have to make a copy and then TNT a few things. I had this already designed. Obviously you don't want the turn arounds.





-edit-
censored engineering download
( Last edited by BLAZE_MkIV; Mar 4, 2012 at 05:08 PM. )
     
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Mar 5, 2012, 11:38 AM
 
Cool, I will test it out.

I did some potioning. Now have potions. Woo. Are the negative potions that deal damage work against mobs or other players?
     
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Mar 5, 2012, 12:51 PM
 
Originally Posted by andi*pandi View Post
Are the negative potions that deal damage work against mobs or other players?
Sorta. In my xp grinder i'll let 20 minutes of zombies collect and then throw a splash health potion at them to kill them all at once. Better then punching them. I haven't checked if the negative ones get past the pvp block but i bet they do.
     
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Mar 6, 2012, 09:35 PM
 
Heh, like the cow on the minecart in engineering world.

Any more 1.2 bugs they have to fix? When do you think you'll upgrade?
     
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Mar 6, 2012, 10:02 PM
 
i'm trying to figure out a way to make it so the swamps don't turn in to deserts and the oceans don't turn to ice etc. There a tool that would work to fix the biomes of the old world but not the new one. I'm hoping I don't have to patch his tool and reverse engineer the 1.0 code like he did the 1.8b.
     
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Mar 7, 2012, 04:59 PM
 
That does sound annoying. Is there a way to check how the world would convert, is the seed name the same or such?

I could check on my son's computer. He's upgraded and is happily chasing ocelots.
     
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Mar 7, 2012, 05:19 PM
 
Terrain generation changed as you can see in the link Dakar posted on the 2nd. I'm appalled jeb didn't preserve the biomes during importing which was the hole point of adding the fields to the map format. It's a very beta move.
     
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Mar 7, 2012, 05:29 PM
 
I didn't see the images before (netnanny) but you'd think there'd be some kind of "if user has visited/used blocks in this area do not change." Heck, like the map generator you use. Anything that's not loaded yet could become jungle.

The transitions between biomes look horrible.
     
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Mar 8, 2012, 11:06 AM
 
I haz arrows now. Grinder complete. Heck, I only died once! (Splash potion didn't work as expected).

The skellies also wouldn't go up the water elevator, so my idea for having the loot rain down from above was squashed. It looked like they were going up, but they never showed up at the top, so I just did a basic lava knife>water delivery thingie.
     
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Mar 8, 2012, 03:46 PM
 
Originally Posted by andi*pandi View Post
you'd think there'd be some kind of "if user has visited/used blocks in this area do not change.
He basically added just that to the new map format. Of course he changed the algorithm at the same time so when it imports and goes it uses the new calculation not the old.

Originally Posted by andi*pandi View Post
I haz arrows now.... I just did a basic lava knife>water delivery thingie.
In 1.2 you get rare drops of reg / enchanted bows from skeletons, but only if you kill them.
     
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Mar 8, 2012, 04:10 PM
 
Does a piston count? or an arrow dispenser? hmmmm.....
( Last edited by andi*pandi; Mar 8, 2012 at 05:25 PM. )
     
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Mar 8, 2012, 06:34 PM
 
By hand, thrown potion, or tamed pet.
     
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Mar 9, 2012, 09:37 AM
 
Question: is it possible to get a layout of the existing rail lines? (red line, green line, etc) I"m considering adding 'casa de cycl0pse' to the line in some fashion, possibly adding a stop to one of the lines, but I'd be willing to dig back to the village if need be.
     
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Mar 9, 2012, 11:00 AM
 
The green (mossy cobble) line goes from the village to Andis. It's about 6 blocks to the left of the road. Your best bet is to extent that, not that you're afraid of Loooooong rail lines.

BTW dropped some iron at your way station.
     
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Mar 9, 2012, 11:16 AM
 
We can build a branching point by my house for you Cyclopse.

By god, you're building a boat! Cool!
( Last edited by andi*pandi; Mar 9, 2012 at 11:35 AM. )
     
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Mar 9, 2012, 11:21 AM
 
Originally Posted by BLAZE_MkIV View Post
BTW dropped some iron at your way station.
Lurking in this thread warms the cockles of my heart.
     
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Mar 9, 2012, 11:35 AM
 
Thanks for the iron. Much appreciated.

I can extend the green line, that makes the most sense. I may need help with a complex 'exchange station' or whatnot: not all that sophisticated with redstone yet.

The boat is coming along...
     
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Mar 9, 2012, 12:41 PM
 
Originally Posted by lpkmckenna View Post
Lurking in this thread warms the cockles of my heart.
Don't rate that charity very highly. Whats 11 iron blocks when you have 384 more? To bad the iron blocks don't look like metal. I'd be temped to build the Tower of Genji.

The simple design I posed above is only stops and lets you continue or get off the rail, which is fine for the intermediate stops on andi's rail. I'll see about a 3 way stop. It will probably be allot more like Seks from the before than the station.
( Last edited by BLAZE_MkIV; Mar 9, 2012 at 01:08 PM. )
     
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Mar 9, 2012, 08:20 PM
 
I took the liberty of putting in a 3 way stop at Andi's and extending the tunnel along the road a little ways.
     
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Mar 9, 2012, 08:21 PM
 
ooh, I'll check it out.
     
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Mar 9, 2012, 10:05 PM
 
This is what I get when I google "Piston circuits." Whoa.

Pistons: A revolution for Redstone Circuitry - YouTube
     
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Mar 10, 2012, 12:51 AM
 
@Blaze: thanks for the iron blocks. Helped the project immensely. Getting closer.

@andi: my inner geek just made a squeaking noise and is hiding under the table now... nice video
     
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Mar 10, 2012, 10:47 AM
 
Got my passing line working. That's what the cow was for.
     
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Mar 11, 2012, 01:21 PM
 


Inspired in part by blaze's grinder and the above video, last night I got a working prototype squisher going using piston transistor (I think) and timing. However the initial state is closed and I'd prefer it to be open, or I'd prefer to be able to set it to open or closed, and then set the stomping. It could also probably a little more concise.

haha, I just made a shorter looping trigger dispenser for my sad egg farm. I've blocked up all the exits and the chickens still get out. LOL.
( Last edited by andi*pandi; Mar 11, 2012 at 02:16 PM. )
     
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Mar 11, 2012, 02:49 PM
 
I've found it best to have four sources in the corners and the opening in the center of the floor, it has to be an odd width or length.
     
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Mar 14, 2012, 09:12 AM
 
Well we got together an pushed the green line all the way to cyc0pse. The tunnel at least. I put down 5 more stacks of rails yesterday and it still doesn't reach all the way. Put the powered rail sections in though so you'll get to the end quicker. There's a skeleton dungeon just west of Andi's, i'd like to preserve it as scenery. It's all lit up and safe though.
     
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Mar 14, 2012, 10:19 AM
 
extensive cave system there too.
     
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Mar 14, 2012, 11:02 AM
 
As soon as I can mine up some more gold I'll drop some powered rail in. I'll have to expand my mine a bit... the bedrock level is pretty much mined out, time to move up a few layers
I'm also experimenting with switch tracks and the like. Interesting logic structure for rail mechanics.
     
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Mar 14, 2012, 12:15 PM
 
Watch out the N/W rule really messes with things.
     
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Mar 14, 2012, 01:07 PM
 
Originally Posted by BLAZE_MkIV View Post
Watch out the N/W rule really messes with things.
Yes, noticed that. I'm pretty much designing using elevation so I can avoid most of that. (elevation meaning carts always go down if given the chance).

About ready to dust off the digital electronics book from college for these redstone circuits, though.
     
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Mar 14, 2012, 01:10 PM
 
Originally Posted by cycl0pse View Post
About ready to dust off the digital electronics book from college for these redstone circuits, though.
There's a sign of Minecraft addiction.
     
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Mar 14, 2012, 01:41 PM
 
     
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Mar 14, 2012, 02:28 PM
 
Originally Posted by The Final Dakar View Post
There's a sign of Minecraft addiction.
heh. If you only saw some of the other projects I've pulled that book out for. Messing around with redstone is a lot cheaper than building a custom sound processor, let me tell you.
     
 
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