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Tinkers' Construct 2 In 5 Commands! | No Mods | Only One Command

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Rsdg's Avatar Rsdg
Level 51 : Grandmaster Droid
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1
06/25/2016 12:51 pm
Level 49 : Master Engineer
hokage3211
hokage3211's Avatar
Very very well done! I have one idea though, maybe instead of when someone breaks any block in the smeltery having it kill all ores inside (which I assume is kept locally on an armorstand), have it kill the armorstand containing the scores only when the obsidian in the bottom is destroyed, so that it's possible to mess up and not lose all of your ores. (I have a small idea of how to do it, but I understand if it's not something you want to implement)

I have a question or two question now, could you give a general idea of how you managed to implement the multiple types of enchants (modifiers) without over-riding the previous enchantments? And how did you track if the item should auto-smelt (something that isn't a vanilla enchantment) if there isn't a special name or lore on the item? I understand if you can't say, but I really am wondering how it's possible.
1
06/26/2016 10:28 am
Level 51 : Grandmaster Droid
Rsdg
Rsdg's Avatar
1) The reason I made it that fragile, is because there are actual blocks inside, which I do not want to be claimed, and due to the way this works, I can not make the armorstand persist, but not the block. I do however understands that that is more like how the actual mod is, and I would be really happy if it was possible.

2) The enchantment system is just a big array of command blocks checking if an armorstand has a specific set of tags bound to it. If it has, it will do an entitydata command with those enchantments. It's a big array with all combinations possible.

3) I checked if the players was holding a tool that had the fiery tag, but not the fire aspect enchantment. Because fire aspect is added using a /enchant command, it will only add to tools it actually fits on, so only on swords. Then I give the player holding that tool a tag. Every player with that tag will turn certain items with an age of 0 into their smelted variants.
1
06/27/2016 3:15 pm
Level 49 : Master Engineer
hokage3211
hokage3211's Avatar
1) I meant something along the lines of "if a block is broken, then remove all the blocks inside and clean it up so it's back to the original blocks the player placed, just like you have it before, but don't kill the armorstand" and then "if the obsidian block is replaced by air, remove the armorstand". But I just realized you would have to then make it so when they re-set up the smeltery you have to tell if there is a smeltery stand already there, I dunno, I'm just bouncing ideas but I still really appreciate all the work you have put into this project!
3) I didn't know you could tag an item? I know you can give lore, enchanments, and custom names, but how do you "tag" an item if it's in an inventory and not an item? since picking up an item entity would surely remove the tags from it since it wouldn't be an entity anymore?
1
06/28/2016 1:57 pm
Level 51 : Grandmaster Droid
Rsdg
Rsdg's Avatar
1) I know that that feature would be really great. The thing is, I would need multiple execute detect arrays, which take a lot of characters, and lag the game massively. It's not that it is not possible, but more that it is more inconvienent than it is useful.
3) You can add fake tags using entitydata, or give. EG entitydata @e[type=Item] {Item:{tag{MyCustomTag:1b,MyOtherTag:0b,AnotherTag:123b}}}

Than detect it using a scoreboard (tag) command using the same datatags.
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