Staredit Network > Forums > Games > Topic: Minecraft
Minecraft
Sep 27 2010, 10:05 am
By: Sie_Sayoka
Pages: < 1 2 3 4 533 >
 

Jan 5 2011, 10:16 pm OlimarandLouie Post #41



How do you make a glass house underwater? I can't fathom how to.



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Jan 5 2011, 11:12 pm Alzarath Post #42

Praetor

Quote from OlimarandLouie
How do you make a glass house underwater? I can't fathom how to.
Well, considering there's no sponges nowadays, I'm guessing you'd have to clear it out manually by adding and clearing blocks to make open space.



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Jan 7 2011, 11:39 pm Generalpie Post #43

Staredit Puckwork

Quote from OlimarandLouie
How do you make a glass house underwater? I can't fathom how to.

First, create an enclosure around the worksite,
then dig underground to bring said water into a hole,
fill the hole(or block it)
build glass house,(build two layers of doors as well as some sort of draining system)
remove enclosure,



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Jan 8 2011, 1:12 am MadZombie Post #44



Pros like me use dynamite and make walls before the water gets in.



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Jan 8 2011, 1:35 am Generalpie Post #45

Staredit Puckwork

Quote from MadZombie
Pros like me use dynamite and make walls before the water gets in.
I dont even play...



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Jan 8 2011, 1:55 am l)ark_ssj9kevin Post #46

Just here for the activity

Use reeds for "doors"



guy lifting weight (animated smiley):

O-IC
OI-C

"Oh, I see it"


Jan 8 2011, 2:11 am TiKels Post #47



Anyone got any servers that I could try and join?



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Jan 8 2011, 3:58 am Riney Post #48



When this gets some working SMP, Imma get it




Jan 8 2011, 5:43 am Swampfox Post #49



Quote from Riney
When this gets some working SMP, Imma get it
The Survival Multiplayer Works perfectly fine at this point. Hunting collaboratively, mining collaboratively, and PvP'ing are all very possible and work very well. Yes Payne, I said PvP.... in a block game.
:)



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Jan 8 2011, 7:06 am Generalpie Post #50

Staredit Puckwork

... >.>
So much win :awesome:

Post has been edited 1 time(s), last time on Jan 8 2011, 7:20 am by Generalpie.



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Jan 8 2011, 7:14 am poison_us Post #51

Back* from the grave

Is not had by you.






Jan 8 2011, 7:20 am Generalpie Post #52

Staredit Puckwork

Quote from poison_us
Is not had by you.

lolwut, thats not the address from the pic...
meh whatever <,<'
basically it was a giant zergling attacking a marine



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Jan 8 2011, 3:29 pm Riney Post #53



Quote from Swampfox
Quote from Riney
When this gets some working SMP, Imma get it
The Survival Multiplayer Works perfectly fine at this point. Hunting collaboratively, mining collaboratively, and PvP'ing are all very possible and work very well. Yes Payne, I said PvP.... in a block game.
:)

Enemies dont hurt you and you cant hurt them.




Jan 8 2011, 5:03 pm Swampfox Post #54



Riney, have you even played the SMP anytime in the past month? It works just fine. I play on a minecraft server every day or so.



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Jan 10 2011, 1:06 am Fisty Post #55



My new house (And yeah I modded my inventory, I have the supplies for it I just cant be assed to walk back and forth).

Distant View:


Top Floor:




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Jan 10 2011, 1:11 am Kaias Post #56



Quote from Fisty
My new house (And yeah I modded my inventory, I have the supplies for it I just cant be assed to walk back and forth).

Distant View:


Top Floor:
What texturepack are you using? I like.

Your building is pretty cool too.



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Jan 10 2011, 1:22 am Fisty Post #57



Albion Pack. Also using some lighting mods that were reccomended

http://www.minecraftforum.net/viewtopic.php?f=1021&t=97561



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Jan 10 2011, 2:27 am MadZombie Post #58



I can't see it



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Jan 10 2011, 3:23 am Fisty Post #59



Quote from MadZombie
I can't see it
Dont troll me bro!



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Jan 13 2011, 10:40 pm ImagoDeo Post #60



Patch 1.2 for the Minecraft Beta is out. Notch said that they're planning on a release later this year.

http://www.minecraftforum.net/viewtopic.php?f=1020&t=135794 for a full list of the changes in 1.2

If anyone hasn't bought Minecraft yet, it's still 25% off while Beta lasts. Those of us who got alpha got it at 50% off, but 25% is still a chunk, and the game is pretty cheap anyway, so go get it now! Yes, YOU! Get it!



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[06:25 pm]
m.0.n.3.y -- Here's another question. I'm using switch randomization for powerups. There are 9 powerups, and I only want any of the powerups to appear only about 30% of the time. So I was just going to use 5 switches for a total of 32 options and have the other 23 results restart the randomization process. Is there a better way to do this?
[06:04 pm]
m.0.n.3.y -- NudeRaider
NudeRaider shouted: m.0.n.3.y Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
Ok that makes perfect sense NudeRaider
NudeRaider shouted: This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
Wow that's awesome! I'll definitely be doing this. Thanks for the tip, that's really cool
[05:29 pm]
NudeRaider -- This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
[05:27 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: NEW QUESTION: How is it possible to show text to all players when something occurs? EX: Player 1 builds an Arbiter. Trigger says, When player 1 builds an Arbiter, do something, then remove the Arbiter. Now, I'd like text to show for all other players when P1 builds an Arbiter that says "P1 built an arbiter!". But how is this possible when the the original trigger that detects if P1 built an Arbiter then removes the Arbiter in it's actions? Like, the Arbiter is detected as built, then Action occurs for P1, then Arbiter is removed. So how can you detect if the Arbiter is built to show text to the other plays saying "P1 built an Arbiter" if the other trigger quickly removes the Arbiter? Does that make sense?
Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
[05:22 pm]
NudeRaider -- that's why the All Players thing is neat: When one player runs a wait, their copy of hypers will actually be blocked. But the hyper effect will not be disrupted because the hypers of all the other players are still running.
[05:21 pm]
NudeRaider -- *running at the same time for the same player.
[05:20 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: Mini Moose 2707 Shit. Ok what are the exact circumstances where using wait triggers causes wait blocks and messes things up? EX: If player 8 is a computer and has hyper triggers at the bottom of his list, can I use a few of triggers on each human player 1-6 with a few waits each lasting 50 - 1000ms? I've read the articles in SEN Wiki but still not super clear on it :/
simple: 2 waits running at the same time. Hyper triggers constantly block each other, but they have no other purpose than to force another trigger loop, and stay in that "blocking each other" state as long as possible (=NEO)
[05:17 pm]
NudeRaider -- Dem0n
Dem0n shouted: It's recommended to never use waits if you have hyper triggers.
yes and no. If you have to ask: yes. If you know what you're doing, you can use them in a non-disruptive manner.
[05:15 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: ALSO: @NudeRaider for your "other setup" you mean give the hypers to the "All Players" player checkbox, not to each player individually, right?
That's equivalent. At the start of a game sc parses triggers and creates copies of triggers owned by player groups (forces and all players) to each player that is part of that group. During runtime there's only individual trigger owners.
[04:04 pm]
m.0.n.3.y -- Dem0n
Dem0n shouted: That won't work. And it's one extra trigger with 2 actions. Hardly extra work.
You're right. Thank you!
Please log in to shout.


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