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  • 0

    posted a message on please help us with whats causing the crass


    I agree with LoRaM100. Just take a look at the list at the beginning of the crash report and it should be fairly obvious. The bolded mods are for 1.9.4, while everything else is for 1.10.2. I don't know what versions you are wishing to play, but all your mods have to be for the same version otherwise your game will be unstable at best and not work or crash, as is the case here.

    CoreMod (Aroma1997Core-1.9.4-

    CCLCorePlugin (CodeChickenLib-1.10.2-

    LoadingHook (Mekanism-1.10.2-

    EnderCorePlugin (EnderCore-1.10.2-

    NEICorePlugin (NotEnoughItems-1.10.2-

    NWRTweak (redstonepaste-mc1.9.4-1.7.4.jar)

    MovingWorldCoreMod (MovingWorld-Mod-1.10.2.jar)

    IC2core (industrialcraft-2-2.6.142-ex110.jar)

    CorePlugin (MrTJPCore-1.10.2-

    AdvancedRocketryPlugin (AdvancedRocketry-1.10.2-1.2.2.jar

    TransformerLoader (OpenComputers-MC1.10.2-

    MalisisCorePlugin (malisiscore-1.9.4-4.0.1.jar)

    A bit further down you have this list of loveliness:

    UCHIJA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
    UCHIJA FML{} [Forge Mod Loader] (forge-1.10.2-
    UCHIJA Forge{} [Minecraft Forge] (forge-1.10.2-
    UCHIJA AdvancedRocketryCore{1} [Advanced Rocketry] (minecraft.jar)
    UCHIJA Aroma1997Core{${version}} [Aroma1997Core] (Aroma1997Core-1.9.4-
    UCHIJA NotEnoughItems{} [Not Enough Items] (NotEnoughItems-1.10.2-
    UCHIJA OpenComputers|Core{} [OpenComputers (Core)] (minecraft.jar)
    UCHIJA io.github.elytra.movingworld.common.asm.coremod{} [MovingWorld CORE] (minecraft.jar)
    UCHIJA ccl-entityhook{1.0} [ccl-entityhook] (CodeChickenLib-1.10.2-

    UCHIJA mercurius_updater{1.0} [mercurius_updater] (MercuriusUpdater-1.10.2.jar)
    UCHIJA libVulpes{0.2.5.} [libVulpes] (LibVulpes-1.10.2-0.2.5-universal.jar)
    UCHIJA advancedRocketry{1.2.2} [Advanced Rocketry] (AdvancedRocketry-1.10.2-1.2.2.jar)
    UCHIJA architecturecraft{1.5.1} [ArchitectureCraft] (ArchitectureCraft-Mod-1.10.2.jar)
    UCHIJA Aroma1997CoreHelper{} [Aroma1997Core|Helper] (Aroma1997Core-1.9.4-
    UCHIJA BiblioCraft{2.2.1} [BiblioCraft] (BiblioCraft[v2.2.1][MC1.10.2].jar)
    UCHIJA CodeChickenLib{} [CodeChicken Lib] (CodeChickenLib-1.10.2-
    UCHIJA CodeChickenCore{} [CodeChicken Core] (CodeChickenCore-1.10.2-
    UCHIJA ChickenChunks{} [ChickenChunks] (ChickenChunks-1.10.2-
    UCHIJA JEI{} [Just Enough Items] (jei_1.10.2-
    UCHIJA mcmultipart{1.3.0_87} [MCMultiPart] (MCMultiPart-experimental-2.0.0_88-universal.jar)
    UCHIJA chiselsandbits{12.12} [Chisels & Bits] (chiselsandbits-12.12.jar)
    UCHIJA customnpcs{1.10.2} [CustomNPCs] (CustomNPCs_1.10.2(20nov16).jar)
    UCHIJA movingworld{1.10.2-0007} [Moving World] (MovingWorld-Mod-1.10.2.jar)
    UCHIJA davincisvessels{@[email protected]} [Davinci's Vessels] (Davincis-Vessels-Mod-1.10.2.jar)
    UCHIJA PTRModelLib{1.0.0} [PTRModelLib] (Decocraft-
    UCHIJA props{} [Decocraft] (Decocraft-
    UCHIJA endercore{1.10.2-} [EnderCore] (EnderCore-1.10.2-
    UCHIJA Waila{1.7.0} [Waila] (Waila-1.7.0-B3_1.9.4.jar)
    UCHIJA EnderIO{1.10.2-3.1.156} [Ender IO] (EnderIO-1.10.2-3.1.156.jar)
    UCHIJA extrautils2{1.0} [Extra Utilities 2] (extrautils2-1.10.2-1.3.0.jar)
    UCHIJA flatcoloredblocks{mc1.10-v4.4} [Flat Colored Blocks] (flatcoloredblocks-mc1.10-v4.4.jar)
    UCHIJA forgemultipartcbe{} [Forge Multipart CBE] (ForgeMultipart-1.10.2-
    UCHIJA microblockcbe{} [Forge Microblocks] (ForgeMultipart-1.10.2-
    UCHIJA minecraftmultipartcbe{} [Minecraft Multipart Plugin] (ForgeMultipart-1.10.2-
    UCHIJA fp.api{1.0.1} [Futurepack API] (Futurepack-1.10.2-24.2.118.jar)
    UCHIJA fp{24.2.118 pre} [Futurepack] (Futurepack-1.10.2-24.2.118.jar)
    UCHIJA hatchery{0.2.10} [Hatchery] (hatchery-1.10.2-0.2.10.jar)
    UCHIJA immersiveengineering{0.10-56} [Immersive Engineering] (ImmersiveEngineering-0.10-56.jar)
    UCHIJA IC2{2.6.142-ex110} [IndustrialCraft 2] (industrialcraft-2-2.6.142-ex110.jar)
    UCHIJA journeymap{1.10.2-5.4.6} [JourneyMap] (journeymap-1.10.2-5.4.6.jar)
    UCHIJA malisiscore{1.9.4-4.0.1} [MalisisCore] (malisiscore-1.9.4-4.0.1.jar)
    UCHIJA malisisdoors{1.9.4-5.0.1} [MalisisDoors] (malisisdoors-1.9.4-5.0.1.jar)
    UCHIJA Mekanism{9.2.1} [Mekanism] (Mekanism-1.10.2-
    UCHIJA MekanismGenerators{9.2.1} [MekanismGenerators] (MekanismGenerators-1.10.2-
    UCHIJA MekanismTools{9.2.1} [MekanismTools] (MekanismTools-1.10.2-
    UCHIJA Morpheus{1.10.2-3.1.13} [Morpheus] (Morpheus-1.10.2-3.1.13.jar)
    UCHIJA MrTJPCoreMod{} [MrTJPCore] (MrTJPCore-1.10.2-
    UCHIJA spaceextended{MCvers.1.10 beta 0.1} [§5Space Pack Extending§r] (Norzeteus-Spaceextended-MC vers1.10.2(Forge)2.nd updt.jar)
    UCHIJA OpenComputers{} [OpenComputers] (OpenComputers-MC1.10.2-

    UCHIJA harvestcraft{1.9.4-1.10.2g} [Pam's HarvestCraft] (Pams-HarvestCraft-1.10.2.jar)
    UCHIJA projectred-core{} [ProjectRed Core] (ProjectRed-1.10.2-
    UCHIJA projectred-integration{} [ProjectRed integration] (ProjectRed-1.10.2-
    UCHIJA projectred-transmission{} [ProjectRed Transmission] (ProjectRed-1.10.2-
    UCHIJA projectred-illumination{} [ProjectRed Illumination] (ProjectRed-1.10.2-
    UCHIJA redstonepaste{1.7.4} [Redstone Paste] (redstonepaste-mc1.9.4-1.7.4.jar)
    UCHIJA rftools{5.62} [RFTools] (rftools-1.10-5.62.jar)
    UCHIJA sgcraft{1.13.1} [SG Craft] (SGCraft-1.13.1-mc1.10.2.jar)
    UCHIJA thutcore{3.21.0} [Thut Core] (thutcore-3.21.0.jar)
    UCHIJA thuttech{@[email protected]} [Thut's Tech] (thuttech-4.0.11.jar)
    UCHIJA Translocator{} [Translocator] (Translocators-1.10.2-
    UCHIJA WizardSellingMachines{1.0.0} [WizardSellingMachines] (WizardSellingMachines.jar)
    UCHIJA worldedit{6.1.4} [WorldEdit] (worldedit-forge-mc1.10.2-6.1.4-dist.jar)
    UCHIJA wrcbe{2.0.0} [WirelessRedstone-CBE] (WR-CBE-1.10.2-
    Loaded coremods (and transformers):
    CoreMod (Aroma1997Core-1.9.4-

    CCLCorePlugin (CodeChickenLib-1.10.2-
    LoadingHook (Mekanism-1.10.2-

    EnderCorePlugin (EnderCore-1.10.2-
    NEICorePlugin (NotEnoughItems-1.10.2-
    NWRTweak (redstonepaste-mc1.9.4-1.7.4.jar)
    MovingWorldCoreMod (MovingWorld-Mod-1.10.2.jar)

    IC2core (industrialcraft-2-2.6.142-ex110.jar)

    CorePlugin (MrTJPCore-1.10.2-

    Both these should give you the leads that you need to investigate to get your mods all on the same version. Seeing as most are on 1.10.,2, I am guessing that is the Minecraft version you are running. If not, also check that. The Minecraft version you are running these on MUST be the same as the mods. If you are trying to run say Minecraft 1.12 with mods made for 1.10.2 and 1.9.4, you are going to have issues.

    Hope this helps.

    Posted in: Modded Client Support
  • 0

    posted a message on Any good Minecraft YouTubers?

    I recommend a new YouTuber I just found a few months ago named Jay (real name Jurgen).

    He runs a Minecraft channel called Cubi Craft - Minecraft.

    He is a primarily building focused channel with a few mod tutorials mixed in.

    He does a lot of Medieval Rustic style builds, along with some Oriental, Greek, Steampunk, and Modern.

    In fact, I featured him last month in the first issue of my YouTube focused digital publication, YouNite Magazine.

    You can check the issue out here:

    The main YouNite Magazine page is here:

    We have a sample issue (which was to show off the concept) you can read as well. Please disregard the FAQ as it is obsolete.

    We also have an page where all our other social media is linked through.

    We are always looking for more Minecraft YouTube creators (as well as the other 6 content areas we cover) to be in each issue.

    Feel free to contact us. Our email is on page 3.



    Posted in: Discussion
  • 0

    posted a message on Graphics issues

    My guess is you turned on the 3D Anaglyph option in the Video Settings not knowing what it did. Turn it off.

    Posted in: Unmodified Minecraft Client Support
  • 4

    posted a message on How do you actually have fun in Singleplayer?

    Singleplayer Survival actually has tons to do. It just really depends on how you approach it. You can literally choose any sort of play style and roll with it. Just pick a few of the things that are most enjoyable for you and combine them in unique and interesting ways. Your play style will likely differ from mine, but this is what I do most of the time.

    I play like an environmentalist-conservationist/explorer.

    This means I spend most of my time exploring while making an effort to leave the world in as pristine condition as I found it sans what I mine out of the earth.

    Chopping Trees:

    When I cut down trees, I leave the bottom stump of the tree so I can directly see the effect I am having on the environment. This also allows me to put the exact same tree in the exact same spot when I go back and replant. I also don’t bother with giant oak trees as they are a pain in the ass to fully clear. This ensures that my world can easily return to its original, lush state over time.


    I do not mine any more stone than what is required to get at the exposed ores I find in caves. I do not create any kind of mines, tunnels, quarries or anything like that. I believe in taking only what is freely available and not damaging my world in order to obtain it. I simply find and explore as many caves as I can. This fits nicely with my preferred play style as I am an explorer at heart.


    I only use the minimum necessary pickaxe to mine something, meaning I mine coal and stone with wood; iron and lapis with stone; and gold, redstone, diamond, and emerald with iron. I don’t usually mine obsidian or even turn lava into it unless I need it for something like an enchantment table or Nether portal. Yes, this many times means I miss out on things that are beyond lava. Oh well. Unless it’s a diamond or emerald, I don’t really care.


    I try to leave as little footprint in the environment as possible. I prefer to live in caves I find along the way. I might block the entrance off with a wooden wall and a door if it’s not deep enough to go far enough in to be safe from mobs. If I build a free-standing shelter of any sort, it is of renewable wood and not cobblestone (see above for why), and does not contain glass (since that is a non-renewable resource and hard to move).


    I might build a small 9x9 farm with a patch of water in the middle in the vicinity of a cluster of caves so I have a ready supply of food to come home to. If I’m along a coast or on a small island, I usually just hoe out a small portion of the grass shoreline and plant stuff there. I eat mostly bread, fruits, and veggies. (Am I the only one that thinks eggs REALLY need to be cook-able?) I rarely if ever slaughter an animal unless I absolutely need the resource it has in addition to its meat. Meaning leather from cows, feathers from chickens (I also really think you should be able to pluck a feather or two from a chicken without having to kill it), or ink sacs from squids. The meat is just a bonus.


    I do not try and centralize all my resources. I gather up everything I find in a single cave and place it at the only or most easily accessible entrance to that cave (which is usually the one I initially start exploring it from). I then know I can utilize those resources when I am in the area should the need arise. This is especially helpful when I need something when I am far away from my latest ‘home’, wherever that may be. It allows me to access resources much more easily as I travel instead of having to trudge all the way back to wherever I have my largest base.


    I do not craft things simply to craft things. I leave everything in its raw form until I decide I’m going to use it, and then I craft it.

    The Fun for Me:

    Part of the fun I get out of the game is the thrill of the unknown, what’s over the horizon, and the challenge of clearing caves and harvesting the resources. I explore everywhere, conquering mobs and mining stuff. Trying to figure out how to navigate each of the unique caves is a challenge in and of itself. I make prodigious use of signs to mark where I’ve been and which way things are underground. I also use signs to mark the entrances of caves and whether or not they are part of the same cave system on the surface.


    I am also highly addicted to mapping. I love just walking around with a map in my hand and seeing what I find. I usually map at 1:4 scale and then put all of them up on a map wall. This is the most sure-fire way for me to not get lost. I keep the originals on the map wall and make copies for myself as needed for traveling.

    Additional Thoughts:

    Here is a thought I just came up with. You could also play like a photographer/sight-seeing tourist. Explore everywhere and take screenshots of your adventures and keep them in a journal or diary. You could even post them here. This way you can keep track of all the places you visited and things you did in your world along the way.

    Why I Don’t Necessarily Care for Multiplayer:

    One of the things I hate about Multiplayer is what VampArcher said about the overabundance of mines and completely cleared caves. I hate how many underground areas simply turn into a block of Swiss cheese, or a badly planned subway, or a strange Esher maze, with branches to absolutely nowhere. It makes things so needlessly confusing. Yeah, I could just go and live off by myself but then that defeats part of the purpose of multiplayer doesn’t it?

    Otherwise I tend to get along just fine with people who act like adults on public servers. I am not a griefer or thief and I appreciate when everyone on a server can control themselves in those regards. I hate it when I come home only to find my property vandalized and my most valuable stuff gone. That really gets my goat. Servers with plugins to help prevent this kind of nonsense help, but overall I find it a very unsavory element I’ve had to deal with far too often when playing publicly with others.

    Now private or whitelisted servers are much easier for me to deal with because usually those playing are either family members, friends, or those that have gone through some sort of evaluative process to ensure they all play well together. I’ve had numerous vanilla and modded servers I’ve played with family and friends and have had little to no issues with any of them.

    Posted in: Survival Mode
  • 0

    posted a message on Map glitch?

    About month and a half ago, I wrote a huge post about how the maps in Minecraft work. I would suggest reading through that thoroughly.

    Another thing to point out about the maps is that the edges do not line up exactly with the quadrant lines if you start at exactly 0,0. The maps will always overlap the lines by exactly -64 blocks from both the x and z axis. So instead of the normal map covering exactly 128 blocks from the side of the quadrant line like you would expect, it covers -64 to 64 blocks on both axis. with 0,0 being its exact center.

    Maps also enlarge based on a predetermined grid dependent on the current zoom level of the map. This is why you will usually see your position shifting as you increase the zoom level depending on where you started the initial map you are zooming from. You are in a different spot at each level of zoom relative to this predetermined grid.

    For instance, say you are at the coordinates 1900, 1900 or thereabouts. This would put you in the southeastern quadrant of the world based off of 0,0 being the center. However, when you start creating maps, where you are on a map will depend on the zoom level of it. It is not that you yourself are moving, but that the area the map shows is changing and increasing at the same time. At zoom level 0, you will have a map covering 128x128 blocks centralized at pretty close to your current location. But once you've increased the zoom level fully on this same map, you are now showing an area of 2048x2048 blocks. At the coordinates of 1900, 1900 you are now at the extreme southeastern corner of this larger map.

    The reason you are experiencing maps that wind up being the same is you are zooming out maps that are all part of the same predetermined grid at the higher zoom levels. You can see this if you were to zoom out four individual zoom level 0 maps that encompass the area from -64 to 192. This would be a 2x2 square of adjoining maps covering 256x256 blocks southeast of 0,0. Even though they all map different areas at zoom level 0 (which covers 128x128 blocks each), at zoom level 1 (which covers 256x256 blocks) al four of these maps will basically be zooming out to cover the same area as determined by the game's premade grid.

    When zooming out maps, you need to understand this grid system and take into account the surface area that the new map will cover and only zoom out new maps that won't be part of this area. Otherwise you will wind up with many instances of your larger maps, all based off of different base maps. Not only does this create redundant maps, wasting available maps and mapping resources overall, these will also not all update simultaneously as copies of a single map do.

    As I recommend in the article above, you really want to settle on a useful zoom level for your general mapping. This will make it so much easier to not only keep track of your maps, but to also create them and align them on a map wall. You can use F3+H to bring up advanced tooltips and see what zoom level you are currently at for each map. Do not attempt to line up maps of varying zoom levels as it will not work.

    Hope this helps. I love mapping n Minecraft. It is one of my favorite things to do, so I know A LOT about it.

    Posted in: Discussion
  • 0

    posted a message on Voice Actors Needed Apply Now!

    Considering that the title of this ‘roleplay’ is called ‘Persona M’, I’m going to take a guess that it could possibly be related to the Persona series of video games; in which case I would definitely be interested. However, I would want to have right of acceptance or refusal for any characters that are offered to me before I make any sort of commitment. If it actually doesn’t have to do with the Persona series, then it would be nice to know a bit more about it; essentially, what sensi277 was asking. I have provided my info here so that shouldn’t be a problem.

    Name: Robert Johnson

    Age (Doesn't Matter): 37

    Gender: Male

    Useful Talents: I have studied visual communications and drama. I am also very skilled vocally. I am really good with impressions and impersonations. I can replicate voices pretty accurately if they are within my range. I can also create original voices based on description or comparison to other voices.

    Why you want to apply: I am always on the lookout to utilize my VA talents and increase my skills with interesting and worthwhile projects. However, my time is limited so I generally tend to be very picky.

    Skype: gameusurper

    YouTube Channel: (If you have one):

    My YouTube channel does not have anything voice acting related on it. It only has my motion-related assignments from when I was at ITT Tech. Mainly a few animations and a short student film.

    Anything you would like to add:

    In my spare time I am a semi-professional voice actor who also happens to enjoy playing Minecraft. I have a large portfolio of auditions available at:

    Posted in: Other Help
  • 1

    posted a message on Redstone Puzzle Ideas HALP

    How a piston puzzle operates is pretty obvious, but when you say circuit puzzle, what does that mean? How do you have that set up?

    So, I have a lot of ideas to help you come up with puzzles for your map. Some have to do with redstone, while others don't directly but could easily be integrated into a redstone-based puzzle. I've tried to format the sections so they are as clear and concise as possible. If you have any further questions about what is presented here just ask.

    Redstone-Based Suggestions


    Well, I'm no whiz with redstone, but some advice from me is keep in mind that there are many blocks that generate a redstone signal when you have a comparator coming out of it or from the block behind it besides the ones that are in the 'Redstone' tab of your Creative inventory. You can read more about it here:

    These include:


    Brewing Stand




    Minecart with Hopper on a detector rail

    Minecart with Chest on a detector rail

    Chests & Large Chests create a signal when they have at least one item in them.

    Trapped Chests & Large Trapped Chests create a signal when opened

    The blocks that comparators can pull a signal from which you might not expect are:

    Cauldron (the water level)

    Command Block (actually, this might be obvious)

    End Portal Frame (when an eye of ender is inserted)

    Item Frame (when an item is inserted and turned in one of eight directions)

    Jukebox (when a disc is inserted)

    and strangely, Cake (each slice generates a different signal strength)

    Item Frames are interesting in that by using the /testfor command with command blocks you can detect what is in an item frame in addition to its normal redstone generating properties. In this way, you create an item frame lock which requires a specific item.

    Remember that comparators also have compare and subtract modes from a signal if there is input coming in the side of it. They also are able to amplify a redstone signal from the opposite side of a block that would normal just dissipate were the comparator not there, and make it go further.

    Command Blocks

    I don't know if when you say redstone puzzles you would also include command blocks, but if you invest the time into learning how they work, there is a ton of stuff you can do with them. And I mean a TON.

    In addition to simply performing commands using the main target selectors @p, @a, @r, and @e, commands can be tweaked to pinpoint very specific conditions including such things as coordinates, radius, experience level, name, dimensional volume, rotation, type, scores on the scoreboard, and a few others. Even custom player-defined tags.

    The following are just a few examples of what can be done with certain commands. The amount of options available to you once you understand command blocks is staggering! I suggest using YouTube to find a myriad of folks that create command block contraptions and new and interesting game mechanics.

    The execute command:

    execute detect + clone

    You can make pushable block puzzles with /execute detect and /clone in masked move mode.

    execute detect + fill

    You can create disappearing walls and floors using /execute detect and /fill. You can even do this within walls of the same block type if you utilize a line of blocks specifically for this purpose to detect embedded nearby to the side, above or below.

    execute + any other command

    the execute command can be used on any player or entity (including any item) to execute another command at the position of that player or entity.


    You can use the /setblock command to create jumping or traversal puzzles, both timed and static.

    You could create timed appearing and disappearing block segments like those in Mega Man by alternating setting a block and setting air a few seconds later with this command.

    You could use /setblock to place blocks as a reward for solving other individual puzzles in order to create a bridge to eventually cross a large chasm.


    You can use a series of connected /tp commands within a confined area to create a teleporter maze.

    You can also use tp in conjunction with execute within a certain radius to keep players out of or within an area until they fulfill certain conditions.


    You can test for certain items in a player's inventory and whether they are holding them, holding them in a certain slot, if they have a certain name, enchantment, etc. with /testfor.

    An example would be requiring the player to have a certain key item in their inventory in order to progress.

    You can also detect any manner of entity in the game with /testfor. In this way you can create detection puzzles using mobs, items, and the other types of entities, including yourself.

    An example of this would be detecting an arrow shot into a specific block.


    You can create single or multiple block placement puzzles using /testforblock.


    You can create a block puzzle using /testforblocks that tests a player set block configuration against a preset configuration of blocks that you define.

    Custom Crafting

    You can create custom crafting recipes using either the crafting table or by simply combining items (or other entities) thrown down on the ground together. (This would work great in adventure mode where you want them to have a particular item to progress but don't want them to be able to craft it in the traditional manner.)

    CanDestroy and CanPlaceOn

    If in adventure mode, you can use the 'CanDestroy' tag to specify what blocks a particular item held in your hand can destroy. This is not limited to just normal tools.

    If in adventure mode, you can use the 'CanPlaceOn' tag to specify what block(s) a block may be placed on. In this way you can limit placement of blocks to as small an area as you like by using a specific block.

    Unfortunately, for both of the above, you cannot currently specify data values of blocks such as different types of wool, stained clay, stained glass, stone or wood types, etc. Hopefully this will be added in the future.

    And Much More

    There is so much more you can do with command blocks. Looking over these pages may generate even more ideas:

    Minor Redstone & Non-Redstone Based Suggestions

    Environmental Interactions

    When creating puzzles, don't neglect the good old environmental interactions that may get overlooked normally:

    Shooting arrows through lava streams to ignite arrows that then ignite TNT.

    Shooting arrows into wooden buttons or wooden pressure plates causes the button to stay pressed until the arrow is collected. A perfect timed puzzle initiator or a good way to conceal puzzles and to require them to be completed from a distance.

    Wooden pressure plates accept items as a weight. Nobody says these pressure plates have to be easily seen or all in the same area.

    The bobber of a fishing rod can activate a wooden pressure plate.

    Iron and gold pressure plates require certain amounts of items or entities to be placed on them to get a signal a certain distance.

    Hay bales can now be used to reduce damage from falls.

    Slime blocks nullify fall damage plus make you bounce.

    Sponges absorb water and can be dried in a furnace in order to do this multiple times.

    Shields cause you to not take knockback from arrows.

    Chorus Fruit teleports you a short distance, even while in the air or falling.

    If timed correctly, Water Buckets can be used to scale walls.

    Ender Pearls can be used to reach out of the way areas. Even drop massive distances without taking much damage.

    Flint and Steel can be used to ignite, and subsequently burn through, many flammable blocks.

    The enchantments Respiration, Depth Strider, and Frost Walker can all be used to complicate or simplify water-based puzzles.

    Using Potions to Help Solve Puzzles and Access Secrets and Paths

    Potions are a great non-redstone way to complicate puzzle solving or environment traversal.

    Require a potion or combination of potions to be used to solve a puzzle or series of puzzles. They simply must have the potion to even attempt the puzzle or to fully complete it.

    Provide a potion or the means to make it in order to make a puzzle less dangerous or open up an alternate solution.

    Provide potions in out of the way spots or hidden areas that allow them to access other secrets and paths.

    Providing the player limited components with which to make limited quantities of needed potions can make them really think about what they want to use their resources on.

    For instance, a fire resistance potion could be required for a fire or lava-centric puzzle, or used to make such a puzzle less daunting and more forgiving in case they make an error or two.

    A potion of leaping may be required to reach buttons, levers, or pressure plates for a switch-based redstone puzzle.

    A potion of speed may be needed to get through a gauntlet of obstacles fast enough before the door at the end closes.

    A potion of night vision and invisibility may help the player get through a pitch black area chock full of mobs without being seen.

    Combining Gravity-Affected Blocks and Items to Make Normal Blocks

    Also don't forget that there are a lot of gravity affected blocks and different items that can be combined together to make normal blocks. This can be useful in adventure mode where you want to allow the player to eventually be able to reach an out of the way area over time by giving them access to these gravity blocks and items over the course of the map.

    Gravity-affected blocks:

    Sand can be combined into Sandstone.

    Red Sand can be combined into Red Sandstone.

    Sand and Red Sand can also be smelted into Glass.

    Sand can be combined with Gunpowder to make TNT.

    Items that can be made into blocks:

    Sticks can make Ladders.

    Clay can be made into Clay Blocks.

    Coal can be made into Coal Blocks.

    Iron Ingots can be made into Iron Blocks and Iron Bars.

    Gold Ingots can be made into Gold Blocks.

    Gold Nuggets can be made into Gold Ingots which can be made into Gold Blocks.

    Lapis Lazuli can be made into Lapis Blocks.

    Redstone can be made into Redstone Blocks.

    Diamonds can be made into Diamond Blocks.

    Emeralds can be made into Emerald Blocks.

    Bricks can be made into Brick Blocks.

    Snowballs can be made into Snow Blocks.

    Slimeballs can be made into Slime Blocks.

    Wooden Planks and Books can be made into Bookshelves.

    Wheat can be made into Hay Bales.

    String can be made into Wool.

    Glowstone Dust can be made into Glowstone blocks.

    Melon slices can be made into Melon blocks.

    Nether Bricks can be made into Nether Brick Blocks.

    Nether Quartz can be made into Quartz blocks.

    Prismarine Shards can be used to make Prismarine, Prismarine Bricks, and combined with an Ink Sac to make Dark Prismarine.

    Prismarine Crystals and Prismarine Shards can be made into Sea Lanterns.

    Popped Chorus Fruit can be made into Purpur blocks as well as combined with a Blaze Rod to make an End Rod.

    Seemingly Innocuous Vertical Shafts

    Ladders and Vines can be used in adventure mode to restrict access to secret areas at the tops or bottoms of vertical shafts.

    Ladders or the Sticks to construct them can be given out over time within a map to delay access to hidden rewards.

    Vines grow downward over time and can be used to slowly make downward progress into new or hidden areas.

    In Conclusion

    So hope this helps you in devising the additional puzzles you need. I tried to go beyond just simple redstone and use things that would require a more thorough knowledge of the game to both create and solve, as well as simple things that are not immediately obvious. But if you can learn how even just some of these redstone things work, you will have some nice stuff to throw at players.

    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on Question about the item "map."

    Well let's see, in new PC players (or those coming from consoles) defense:

    1. Console players only need one map (which is given to them at the start, no less) - also meaning they don't have to juggle more than one at a time.

    2. They don't have to mess with zoom levels and scaling, which also means they don't have to deal with the combination of many different maps at many different zoom levels.

    3. And they don't have the benefit of a visible concept of XYZ coordinates because - no debug screen.

    I can understand why this is a bit daunting and confusing. I know when I first started playing Minecraft way back in Beta 1.7.3, mapping was confusing to me, and its wasn't nearly as easy to line them up or even make copies. Every map had to be crafted at the EXACT point you wanted the center to be so if you wanted maps that connected seamlessly to each other you had to either count off blocks or use the F3 screen to find the exact coordinates, then you had to fill them from scratch every time. Thankfully, things have gotten MUCH simpler since then. So I get it.

    Yes, these are simple concepts. But if you you've never learned them, they are a whole lot different than when us PC old hats have been playing for numerous years and we map in our sleep (What, you don't do that?). We take things for granted that someone playing an open-world sandbox game with a map system like this may have never dealt with before.

    Yes, there are STILL things I wish the vanilla Minecraft maps could do. Like even just being able to choose from a preset group of marks to place on them to denote different things via a click and drag interface would be nice. But for a game as big and expansive as Minecraft is, what we have so far is a godsend in my honest opinion. Imagine trying to navigate a world many maximum zoom levels in size without maps. Nerdpoles, torch paths, colored wool or cobblestone arrows, and other such markers would abound, I'm sure. These maps, even as rudimentary as they are, are a tremendous help.

    Posted in: Discussion
  • 1

    posted a message on Question about the item "map."

    Hey coppertreegirl, nice to meet you.

    I pride myself on being as thorough as possible when answering people’s questions for which I have an extensive amount of knowledge about. I also dislike simply providing a link and being done with it as I find part of the fun of answering questions is, ya know, actually answering the question. I will try and address each of your concerns as written in your original post and then explain how things work based off that.

    It should be noted that when I play Minecraft, what I mainly enjoy doing is exploring and mapping my worlds. I would definitely fall under the explorer and cartographer player type, for sure. Because of my play style, I find maps to be one of the most useful things in the game. So you can rest assured I know what I am talking about and that you are getting accurate, firsthand experience from me.

    So let’s get started.

    Your post:

    My responses are in bold with directions to additional info further down in the post.

    Hello. I've recently started playing this on PC (have been a 360/one player on and off for a few years) and I have encountered a problem with the map item (not the actual map).

    This is not an actual problem. You just need to understand better how the maps on PC work.

    I've looked this up hoping to find someone with a similar issue, and the only other one I found in my haste was someone who didn't get any answers, so I thought I would register and ask here.

    Good call :) Worry not, you have come to the right place!

    I have created about three of four maps (it's a bit different on console, eh)

    It is. See ‘Difference Between Console and PC Maps’ as to why.

    and I remember at least one of them being "#2," and so forth.

    This is correct. See ‘Map Numbering’ for more info.

    My problem is I am unable to actually use the map at all. I am not sure about the relevance of having created it while in my underground home, but that is what I did, and down there, it looks more proper, except not really.

    See ‘What Maps Show’ for more info.

    And also, whenever I go up to the surface to explore and look at the map, it shows my arrow as a circle at the very bottom, and nothing looks right at all.

    See ‘Player Tracking and Navigating with Maps’ and ’Map Scaling’.

    Has anyone encountered this issue before?

    Yes, very much so when first learning how to use maps. So you’re in good company :)

    How do you correct it so the map is usable?

    It is not so much correcting it, but understanding how maps work and what they are showing you. Read on.

    Please help.

    That’s what I’m here for.

    Also, it dawned on me to try making the map outside on the surface, but then I thought about block height in relation to the map's orientation and it seems kind of weird, as there are other portions of the surface that are much higher, so in a sense, I'm still not on 'top' as far as mapping the area goes.

    This is actually a very good and astute observation to have. It shows critical problem solving. Again, for an explanation of this, see ‘What Maps Show’.

    I would like to be able to use a slime finder and begin preparations for setting the coordinates for that, as well as other things, like being able to actually see the things in my world from that perspective. And so far, I am unable to.

    You will by the end of this.

    Any help would be appreciated.

    You got it.


    Now let’s get into the meat of my response. Before we get into specifics, I have a few preliminary preparations I want you to do.

    Advanced Tooltips

    To better understand maps in Minecraft, you will want to turn on what is called ‘Advanced Tooltips’. Do this by holding F3 and then pressing ‘H’. If it succeeded, you will get a notification in chat saying ‘Advanced tooltips: shown’.

    This will allow you to see a bunch of hidden information that is very useful in utilizing maps to the fullest. Without it, you will simply see ‘Map #something’. With it, you will get a few critical pieces of additional information, an example of which is shown here:

    Map (#0358/2)

    Scaling at 1:4

    (Level 2/4)


    NBT: 0 tag(s)

    Map - This is the item name that displays to the player when advanced tooltips is off.

    (#0358 - This is the map’s internal item number used by Minecraft. Every item has its own item number.

    /2) - This is the numeric order of creation number of the map in question, from 0 to 65535, taking into account all maps of all zoom levels ever created. This is the only other piece of info that is actually visible to you if advanced tooltips is off, but in the format #number.

    Scaling at 1:4 - This is the scaling of the map, or how much information it contains and how detailed graphically it is.

    (Level 2/4) - This is the zoom level of the map, from 0 to 4. (Default 0)

    minecraft:filled_map - This is the map’s internal item name used by Minecraft. Every item has an internal item name.

    NBT: 0 tag(s) – This is any NBT tags that may be attached to this map. I will not be going into NBT tags for maps as I don’t modify them myself.

    Understanding the Minecraft Map Grid

    To fully understand how Minecraft maps work, it will also be helpful to have a little primer in coordinate mapping. Depending on how old you are, you may or may not have learned this in algebra. To get you acquainted, I will give you a brief overview in layman’s terms. You do not need to know this info to move forward, but it will help immensely in the long run both in Minecraft and in real life, so why not?

    First, you want to pull up the F3 screen. Over on the left hand side about a quarter of the way down is a line starting with XYZ followed by three numbers separated by /. These are your exact coordinates within your Minecraft world. The numbers below this next to ‘Block:’ are a simpler, decimal-less version which you may want to use instead. In normal play, using this info can be considered a bit cheaty, however, while learning how to use your maps I suggest you reference coordinates liberally.

    What these three coordinates are describing is your numerical orientation relative to the exact middle of your Minecraft world. The first number is your X coordinate, the second your Y coordinate, and the third your Z coordinate. The X and Z coordinate can be positive or negative, while the Y coordinate can only be positive.

    On a Minecraft coordinate grid, the point at the center of the square of blocks with the coordinates 0,0; 0,-0; -0,0; and -0,-0 is the exact center of your world. All maps align to a grid based off this central X,Z coordinate. Imagining your world being split into quarters using two lines that cross at exactly this point, one going north/south and the other going east/west, and this will give you a good way to visualize this grid. These two imaginary lines do not lie on the blocks themselves, but on the lines between the blocks.

    The X coordinate tells you where you are either east or west of the north/south centerline. X will be positive if you are going east, negative if you are going west.

    The Z coordinate tells you where you are either north or south of the east/west centerline. Z will be negative if you are going north, positive if you are going south.

    The Y coordinate simply tells you how far above the lowest layer of bedrock you are in your world. While this number is essentially infinite, Minecraft will only generate terrain with normal world generation up to Y 128, with certain features extending up to Y 255, which is also as high as you can build. Minecraft maps don’t really deal with the Y coordinate at all so this is the last time I will really mention it.

    Fun Fact: Minecraft’s default sea level is at Y 63.

    I highly suggest you take an empty map and travel to your world’s center point and right-click it there to get a feel for what I am going to explain in the following sections.

    What Are Chunks? Or Sloth Loves Chunk :)

    It is not necessary to understand this right now, but since you mention it in your question, I felt this is was as good a time as any to put this in here as a sort of aside.

    To put it as simply as possible, ‘chunks’ are Minecraft’s way of deciding what to keep loaded or unloaded in memory as you walk around the world. This is what your ‘View Distance’ effects.

    A ‘chunk’ is a 16x16 area of horizontal real estate in the game extending from the void all the way to the sky. As you walk around, these chunks get loaded and unloaded out of memory so that in reality, you are seeing only a small portion of your Minecraft world at any given time. This is mainly done from a technical standpoint to reduce the amount of things the game has to process around you.

    The main reason this is important in a game mechanics sense has to do with Slimes. When a world is generated, about 10% of the chunks are pseudo-randomly chosen (based on the seed) to be ‘slime chunks’ where slimes can spawn underground at Y 40 or below regardless of light level. Slimes also spawn in swamp biomes at night; however they tend to be accompanied by many other mobs that can make fighting them in this environment a bit of a pain.

    You’ll learn more about scaling in a bit, but for now know that even the lowest zoom level Minecraft map contains a whopping 64 chunks (8x8) within it. This means there is likely several slime chunks within the perimeter of any given map. The main problem is finding them. The Minecraft wiki does describe a method of doing so, but there are also external utilities available that can either tell you the coordinates of slime chunks within a world based on your seed, show a map with the slime chunks for your seed highlighted, or both.

    Old PC Minecraft Maps versus New Ones

    Old PC Minecraft maps used to immediately become filled maps and had the exact center be where it was created on the crafting table, not where you right-clicked it. As you can imagine, this presented a logistical nightmare trying to line up maps exactly without duplicating parts of one map on another. There was also only one zoom level at that time too, being 1:8, the same as the console version.

    The new PC Minecraft maps are now only empty maps until right-clicked (meaning you can create them in bulk and carry them with you in your inventory before using them where you want to) and now align to a predetermined grid to make creating adjoining maps much easier. This helps with both creating a map wall, and in just ease of use in general.

    Difference between Console and PC Maps

    For those who are coming into the PC version of Minecraft from either the Xbox 360 or PS3, mapping is considerably different. For one, the console version literally has a single map. This is because in Minecraft for these consoles, the world is finite at a mere 1024x1024 blocks. This means you only ever have (or need) one map at the scale of 1:8. We will get into scaling in a bit.

    In contrast, a PC Minecraft world can be up to 30 million blocks in any direction from the world center. This is a HUGE difference. To add to the confusion, there are also five different scales of maps available in the PC version compared to console.

    What Maps Show

    What you see on a map is a top-down representation of a portion of your world. This representation is what would be seen from the highest point on that map, as if you were viewing it from the sky. There is no need to try and map different elevations, or to be ‘on top’ as you put it, as there is currently only one elevation as far as maps are concerned.

    An important thing to note for folks coming from the FPS genre or from MMORPGs such as World of Warcraft, a Minecraft map does not follow you around like a mini-map does. Each map shows only a specific, fixed geographic area. You cannot craft only a single map and then you are set. You must make separate ones for each grid area you wish to map, dependent on the zoom level you choose. This is where zoom level and scaling comes in; to tell the game how much area you want the map to cover.

    Maps also do not show the underground or any caverns you have discovered other than to help show your direction and your orientation compared to the geography on the surface.

    For example, so you can see if you are under a body of water or a lava pool on the surface before you start mining upwards; or to see what biome you are in if you happen to be looking for emeralds in an Extreme Hills.

    Finally, if you want an already made map to register things in its area which you have altered, you must look at the map of that area while in that area in order to update what it sees.

    How Maps Display

    The map you look at in-game is always 128x128 pixels. What is displayed on this map is either more or less detailed depending on zoom level. Each pixel covers 1 block at Zoom Level 0 (the default), meaning it is an exact to-scale replica of what is in the world. Each additional zoom level multiplies this default by 2 so that at each successive zoom (1, 2, 3, and 4) you are seeing 2x2, 4x4, 8x8, and 16x16 blocks per pixel, respectively. Minecraft averages what is in these areas to decide on the final color to display for each pixel on the map.

    Map Numbering

    When you right click an empty map, it creates a filled map. At this point it also applies a number to it based on how many maps in the world have already been created, regardless of zoom level, starting with 0, and then going 1, 2, 3, etc. There can only be 65535 unique maps per world.

    Unless you are a REALLY hardcore Minecraft cartographer, you will likely never get close to that number.

    This numbering system accounts for destroyed maps as well. So if you create a bunch of maps and then destroy them, Minecraft will keep counting up and not reset this number even though those maps do not exist anymore in the game.

    This also counts when zooming maps. If you create a map you then zoom out from, the zooming process essentially consumes the old map in the process of creating the newer, zoomed out version.

    Created Minecraft maps are stored in a folder in your world save folder, but deleting or renaming these can lead to a lot of unexpected behavior. These are not intended to be messed with. Do so at your own risk. I will not be covering this here as I do not mess with this myself.

    Player Tracking and Navigating with Maps

    You show up on a map as a small white arrow pointing the way you are facing.

    If at any point you leave the bounds of the map you are viewing, this arrow will turn into a white dot and remain at the edge relative to where you are in relation to the center of the map you are looking at that has the dot. However, this dot will only remain for 320 blocks per every level of zoom, so it is possible to stray so far from a map that you completely lose track of yourself.

    However, using this dot, you can easily create adjoining maps by going over the boundary of a map sixteen or so blocks and right-clicking a new one. Then simply adjust its Zoom Level by adding paper to get it to the zoom level of the map you just left and you will have an adjoining map at the same zoom level.

    Other players will show up only if they possess a copy in their inventory of the same map you are looking at.

    Map Scaling

    My recommendation before you start using maps in Minecraft PC is to decide on a scale or ‘zoom level’ that you feel is useful to you personally and works with your play style and what you like to do in game, and for the most part keep all your maps at that level. This will help reduce confusion as to what each map is showing you. Also, different zoom levels are more conducive to different play styles, as I will go over.

    Minecraft PC uses five different levels of scaling for maps. When you initially create a map it will always start at the closest zoom level possible, which is 0 out of 4, or 1:1.

    The scale or ‘zoom level’ of a map is how much information is being displayed on the map. The size of the map in game does not physically change, only the scale. As stated earlier, it will always remain 128x128 pixels.

    Here are the zoom levels and scales for each map:

    What each line means:

    Zoom Level


    Area one map pixel represents

    Area map covers

    Total amount of paper needed to craft

    Zoom Level 0

    Scale 1:1

    1 block

    128x128 blocks (8x8 chunks)

    8 Paper

    Zoom Level 1

    Scale 1:2

    2x2 blocks

    256x256 blocks (16x16 chunks)

    16 Paper

    Zoom Level 2

    Scale 1:4

    4x4 blocks

    512x512 blocks (32x32 chunks)

    24 Paper

    Zoom Level 3

    Scale 1:8

    8x8 blocks

    1024x1024 blocks (64x64 chunks)

    32 Paper

    Zoom Level 4

    Scale 1:16

    16x16 blocks

    2048x2048 blocks (128x128 chunks)

    40 Paper

    Zooming Maps

    Zooming maps is as easy as encircling a filled map with eight paper in the crafting table and then taking out the new map. CAUTION: Do not shift-click this map or the information will not be carried over and the zoom level will not increase. This is a bug.

    While zooming maps, depending on where you started your map, it may seem as if your location is changing as you look at the maps produced from each new zoom level. This happens because at each zoom level, the game is adjusting where you are at that zoom level relative to Minecraft’s map grid.

    My Opinions on Map Scaling

    These are the different zoom levels and what I feel are the most beneficially uses for them. Be advised these are merely my opinions, and you may feel differently. For fun, I have also provided the number of maps of the Zoom Levels below the one I am talking about that fit within it just so you can see how many maps these higher zooms cover.

    Zoom Level 0 – Is a single Zoom Level 0 map. Best for showing off builds as the map is an exact one-for-one block representation of the source. Not very useful for exploring purposes except when you are just starting out and want a very detailed overview of the area around your base, or you want to make a layout map of something not too big. Given that you must find redstone in order to even make a map (because of the compass), you may have already explored well beyond the bounds of what this zoom level maps. Continuing to use this option is also very resource intensive.

    Zoom Level 1 – Contains 4 Zoom Level 0 maps. Still good for showing off builds as the map zoom does not increase so much that you lose clarity. Still not the best for exploring as if you go very far, you will need to make more maps than is practical to carry around with you. Less resource intensive than Zoom Level 0 maps, however.

    Zoom Level 2 – Contains 16 Zoom Level 0 maps, and 4 Zoom Level 1 maps. This option is not very good for showing off anything except the general layout of the largest of builds that occupy an average size biome. This is the zoom level I start using when exploring as it allows you to see a decent amount of your surroundings and is at a high enough zoom to allow for helpful navigation between default biomes.

    Zoom Level 3 – Contains 64 Zoom Level 0 maps, 16 Zoom Level 1 maps, and 4 Zoom Level 2 maps. This is the scale of a map on Minecraft for Xbox 360 and PS3 and was also the old standard for maps on Minecraft PC before zooming maps became possible. Pretty much useless for showing off builds. However, this option is great for the explorer as it allows them to carry a single map and yet cover a lot of ground.

    Zoom Level 4 – Contains 256 Zoom Level 0 maps, 64 Zoom Level 1 maps, 16 Zoom Level 2 maps, and 4 Zoom Level 3 maps. The best the explorer can get; a hardcore cartographer’s best friend. It shows a very high level view of a really large area. It is great for when you’ve traveled past 1024 blocks in any direction from the world center. However, it can be difficult to pinpoint anything precisely due to this rather long-range view. I suggest using this map in combination with Zoom Level 2 or 3 maps for general exploring, or Zoom Level 0 or 1 maps for showcasing builds.

    Copying Maps

    You can easily copy a map by placing an empty map in the crafting grid with a filled map. These maps will then be linked to each other and will both update their terrain simultaneously. In this way you can leave a map on a map wall or in a chest at home and take one with you while exploring. It also lets you make backups in the event you die and lose your map.

    Maximizing Your Map Limit by Copying Maps before Increasing Zoom Level

    If you wish to hang onto a map of a certain zoom level for possible future use, I recommend copying it before you increase its Zoom Level. This will copy its original map number to the copy thus saving you the need to recreate another map covering this same smaller area at a later time (and consuming another map number of the finite 65535 limit).

    Creating a Map Wall

    As you begin charting your Minecraft world, you will likely at some point want to display the fruits of your labor. This is where a map wall comes in. All you need do is create an item frame and place it on a block. You can then place a map (regardless of zoom level) in the item frame and it will stretch to the edge of the frame, allowing you to create a nice, seamless map wall for yourself or fellow explorers once you create other maps that join up with it.

    A green arrow will display on the map showing the location of the item frame that map is placed in as well as which way the item frame is facing.

    Storing Maps

    After some time creating maps, you will likely want to store some spares that you aren’t immediately using. At least to start out with, I recommend placing your initial map near the center of a double chest and placing adjoining maps of the same zoom level around it where they would actually be placed if they were on a map wall. If you feel so inclined, you can label you map wall along the left and top with letters and numbers to create a matrix for easier reference.

    Obviously, keep maps of the same zoom level together (use the advanced tooltips to verify which zoom level your maps are).

    After you explore and map beyond what a double chest can comfortably hold, I recommend breaking your map wall into 4x4 or 6x6 sections (making sure to letter and number them on the sides like a matrix) and label which chests are holding what sections (For example A1-D4 or A1-F6). A double chest can comfortably accommodate two 4x4 grids of maps with a space down the middle to keep them separated, or a single 6x6 grid. You can fit 4 more maps in the 6x6 than you can using two 4x4’s.

    And that’s it.

    I hope that I have provided a well thought out, thorough response to your initial query and that you now have a much better understanding of how Minecraft PC’s map system works so you can enjoy them as much as I do and can make use of them dependent on your needs.

    For any additional info about maps, please visit the Minecraft wiki page here:

    If you are interested in NBT data related to maps, you can go to the wiki page here:

    For more information on slimes and ‘slime chunks’ you can go here:

    Posted in: Discussion
  • 0

    posted a message on Optimizing command block configurations

    I've put the videos relating to this in spoiler tags to help with page load time.

    This is most likely part of your problem:

    The 63 Clocking Block Chunk Limit

    This is what is referred to as 'The 63 Clocking Block Chunk Limit'.

    You can have up to a total of 63 clocking blocks (meaning both redstone blocks and command blocks combined) running at 20 ticks per second in a single chunk, but the minute you exceed that it starts adding more and more lag and chunk updates with each additional clocking block.

    Your 150-ish command block wall is likely the issue. Check to see how this wall is situated within the chunks you have it in. My guess is it is probably mostly within a single chunk or two.

    If so, you will need to find a way to break up the total amount of your command blocks so that each 16x16x256 block chunk does not have more than 63 clocking blocks in it. For a wall of 150-ish blocks you will need to separate it or spread it out amongst at least 3 different chunks to get rid of this lag.

    Here is another video explaining what Minecraft actually does behind-the-scenes that causes this issue, and a few ways to help alleviate it even further:


    After some more research, I've found that it's possible the new command blocks don't have the limit stated above. You can see a test of this here:

    However, I also found this thread mentioning that in order for this to apply, you need to change the gamerules 'commandBlockOutput' & 'sendCommandFeedback' to false, or by turning off each command block's output separately.

    This thread seems to be verified by this very interesting video as well:

    Making Armor Stands Markers

    Another option that could help reduce lag from armor stands is putting the 'Marker' NBT data tag on them to make them act solely as markers. This helps reduce the load on the game by not rendering the armor stand at all (Unlike if it were only invisible). However, this makes all things on the armor stand disappear, including the gold block you put on the head. So unfortunately this isn't an option with the way you are doing things currently. However, if you're curious, you can watch a video about it here:

    Hope this helps. If I come up with any other ideas on how to improve this I will add them to this reply.

    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on [Journal] EP's Customized Hard Survival World

    Would you be so kind as to provide the seed for this world? Those cracks and crevices in the 6th and 7th images look mighty interesting. I think I might like to take a look around.

    And which preset did you use which you then altered the dungeon count of? Normal-sized biomes or large biomes? And did you change anything else about it?

    Thanks in advance.

    Posted in: Survival Mode
  • 0

    posted a message on Modern House Build Support!!!

    First off, the pics in the first spoiler can't be increased in size because you get a 404 error when you click on them. It would help being able to see them closer. Due to this, it is very hard to see where the front door and any other doors are clearly, or what exactly that thing on the roof is. Being able to see the inside would be nice to.

    But, with what you've got so far, my suggestions would be this:

    • Put supports under the corners of the left hand side (as seen from the front) and have a pool under there either open to the air or with glass walls. Or put the pool off to the side (maybe in that negative space within the 'L' shape of the two sections as seen from the side or back) and have a shaded sitting area under there instead.
    • I would open up that other side you have no idea what to do with and either put windows there or add on another section to the right of the front and have the main part of that outer wall be a movie theater. That blank surface is so huge it's just begging to have something projected on it.
    • Although you're probably not to this point yet, the outside needs some serious landscaping.

    If you can fix those first three pics so I can see them close up and provide some shots of the inside too I might be able to offer some more ideas.

    Posted in: Creative Mode
  • 0

    posted a message on What do you think about old people playing minecraft?

    Wow! 16-30 is old? Well by that standard, at 37, I am either a Methuselah of the Minecraft community, or I should be dead, one of the two. I'm not sure if I should be offended by this statement or not. I have a feeling someone who can seriously say this with a straight face must be quite young to consider us barely middle-aged folks old.

    Listen up whippersnapper, Minecraft appeals to all ages simply because it can be so many things to so many people. I mean just think of all the ways you can play survival alone:

    • You can be combat focused and seek out conflicts with mobs to challenge yourself.
    • You can be an explorer and seek out new frontiers just for the fun and thrill of it.
    • You can be a PvPer and try to defeat other players and take their stuff.
    • You can be industrial focused and gather every material you see and create massive structures and inventions.
    • You can be agriculture focused and concentrate on farming and animal husbandry.
    • You can be conservation focused and live within what the world provides, leaving a reasonable footprint by using more rare and valuable resources intelligently and always replacing renewable resources you use.
    • You can lead nomadic lifestyle and only stay the night in any given place once, only keeping what you can carry with you and living off the land.
    • You can be custom map focused and play any difficulty map from easy to hardcore to see what other players have come up with.
    • You can be mod focused and play with mods that either make your survival experience easier or more difficult, or can change it in so many other ways.

    And these are just the tip of the iceberg. And it doesn't even take into account creative mode, which is another beast entirely. Or customizable worlds. Or its use as a teaching tool. Or an architectural tool. Or a mapping tool. Or...well you get the picture. And best of all, you can combine any and all of those survival play styles I mentioned above pretty much at will.

    • Want to start a fight? Gear up and go out at night or into caves and don't put down torches.
    • Want to explore? Take a bed, a map, a stack of food, and some wood for signs with you and sleep when it gets dark.
    • Want to do PvP? Get your friends and have a LAN party or find a PvP server and go to town.
    • Want to be industrious? Gather as much as possible and create towering edifices or redstone machinery.
    • Want to be a farmer? Beat the bushes, find a village, grab a hoe, get a pumpkin or two, wrangle up some livestock, and there ya go.
    • Want to be a conservationist? Use only what you need as you need it and put back renewable things you take.
    • Want to be a nomad? Leave all your worldly possessions behind and start walking.
    • Want a new player-built experience? Find a reviewer like rsmalec and investigate the hundreds upon hundreds of maps he has reviewed. Or go to YouTube and look around.
    • Want to play with mods? There are thousands of mods out there. Most of them are super easy to install nowadays.

    My personal play style lately is a combination of exploration and conservation.

    Exploration-wise, I love to discover what is in my world. I take a about a week (game time) to get somewhat established with a small farm for food. I then try and find some redstone in a chest or in a deeper cave. I then start making maps, exploring the surface and marking points of interest with signs for later investigation.

    Conservation-wise, I leave the bottom block of every tree I cut down so when I come back around to an area after clearing it of wood, I can replant the exact same tree in the exact same place, renewing my world and making it so I don't have to go further afield when I need more wood. I don't build huge things in survival, and when I do, I work them around the environment, doing as little damage as possible. I also use the absolute minimum tool I need to accomplish a given job. So, I use wooden picks for mining stone and coal, since they are renewable, and the others only when they are needed.

    So, as you can see, with its ability to accommodate so many different styles of play at literally the drop of a hat, can it be any wonder why us old people enjoy Minecraft so much? Personally, I'll be playing the PC version (my favorite and best) until you have to pry the keyboard out of my cold, dead hands. Which, going by your definition of old, should have been seven years ago :)

    Posted in: Discussion
  • 0

    posted a message on The Trials of King Aristarchus' Tomb

    Responses in bold.

    Quote from alffonzyjump

    Wow! Thanks again for the amazing review! I really love the quality of your testing,

    You’re very welcome. Thanks. I love doing this stuff. I love using my noggin to find and fix problems or potential problems, try to predict situations players might get themselves in, their reactions, how to deal with them, etc. It's almost an adventure in itself. You look at something a whole different way when you’re thinking things like “How can a player break this?”, “What would different types of players do here?”, “How can this be changed to improve it?”, “Did the designer intend this?”, etc.

    And I bet at least some of this stuff you didn’t notice, which is why even one extra person lending a hand can improve something quite a lot. You know what they say - Two heads are better than one.

    and best of all your writing!

    Aww that's nice of you. I don't write much and when I do it usually has something to do with games or school. I’ve written on and the most concerning games. Don’t get many compliments on it, to be honest, so that was nice. What is it you like about it if I may ask?

    I suppose it looks like I need a little more work. A few things I did forget to fix was the hole in the ground.

    True, but there is also such a thing as too much fixing. If you look hard enough, you could really fix anything in a particular map, including this one. The core of your adventure is solid. Sure, there’s the little cosmetic things (i.e. holes everywhere) and a few gameplay issues outside the core (i.e. the rabbit) that could use tweaking, but other than that, all the things that are required to get to the end are there.

    By the way, I played it with my niece and nephew last night, and they absolutely loved it! We even recorded it because my nephew has been wanting to create his own gaming channel for quite some time. A few things went wrong but nothing too game breaking that I couldn't fix on the spot with a few commands. It was an amazing experience for the 3 of us, and they can't wait to play the next map!

    That’s great! Glad to hear it. It really is a nice map. You get a little bit of many different types of Minecraft play styles all in one compact little adventure. A minecart ride, really sweet introduction effect, lever puzzle, animal/maze puzzle, combat (no real puzzle here), and parkour with a little puzzle thrown in. A great introduction. It’s better than getting your ass handed to you out of the gate in say…a Vechs map or something.

    Yes! There is a tower that the players enter from that takes them to the map. I'll be adding that tower later. Finding that tower was a surprise for them. We went on an adventure to find "horses" and "randomly" stumbled across it. The tower took them to the nether, where I made an exact copy of the starting zone. Then I had them log out for a minute while I switched to the map, which was already pre-loaded on to the server. It created the illusion that they never left in the first place.

    I see. Nice air quotes. I can almost picture it. Clever. So you went from doing a LAN game to a server game then?

    I think what I'll do is add invisible barriers. Will be much easier to implement and provide the same protection.

    I have no objection to them myself. There is absolutely nothing on the surface that pertains to the map except the tunnel entrance and the tomb itself. It’d be different if there were things on the surface you had to do or could find. Then I would say maybe you should think twice.

    Just be careful with those barriers in the future. Reviewers could take exception to being boxed in or herded overmuch. It may also be seen as a lame or lazy way to conceal other more glaring factors (i.e. the exposed redstone, tunnel casings, massive trenches)

    One of the most prominent Minecraft map reviewers has specific things he looks for and exposed redstone is one of them. You can check him out here:

    I’d imagine other serious reviewers have similar guidelines. Unfortunately Ron’s not taking requests currently or I’d say hit him up with this one.

    One thing I did think about using the invisible blocks though is, up until the Trial of Courage, you hadn’t revealed that they were in your map. Using them right at the beginning might tip your hand and make the trial too easy because players will be expecting it. Sure it would be used in a vertical fashion as a barrier, but it will put that seed in their mind of “Hey this map maker uses invisible blocks.” Just a precaution.

    Ahh yes the rabbit... I didn't realize that this may be a problem until I had put that rabbit in there. Originally I wanted to add a wolf and ocelot, but I found that they killed the chickens, rabbits and sheep. This would be a huge problem if I left them in there.

    Yes, a wolf and ocelot would be a very bad idea, unless you provided the means to tame them (i.e. bones and fish). However, I don’t know if commands can be set up to recognize tamed animals. You would also have had to worry about providing the player enough of each of those items to get the taming to work since it seems to be a random amount needed. If they ran out before getting the creatures tamed or didn’t actually tame them to begin with, both could have caused major problems.

    When I tested it with a rabbit, I too found it quite difficult to lure him into the light. It is possible to do with a few creative pushes albeit a little frustrating. My niece and nephew also found this puzzle very difficult. Took us maybe about 20 to 30 min to finish it, but we did it without having to cheat. I realize I should have made the maze one space wider. Your suggestion to remove the T intersection is a great one that doesn't require much work to fix. I'll use it.

    I expected as much. It really is annoying…unnecessarily so IMHO. But, as you said, just a little alteration in the layout or placement will remedy it hopefully.

    Haha! Yes! My niece was creative enough to figure this out last night. BUT, if you are going to ride a pig, you still need a carrot on a stick to steer it. So it worked out pretty good.

    Exactly what I am getting at. You provide a carrot on a stick in one of the chests. That, coupled with the saddle can make one think they should use this combination to move the pig, especially if they haven’t found the normal carrots yet. If you saddle the pig, you have no means to move the horse besides pushing it (and if you’ve ever played Minecraft before they implemented being able to lead animals with food, you KNOW how fun THAT is). And to get the saddle back, you have to kill the pig, also rendering the trial unfinishable.

    If you saddle the pig at all, and another means to move the horse is not provided (either another saddle or a lead) then you can’t complete the trial. Yes, I suppose you could try and push the horse out into the hall and into the pen since it is near the beginning of the side it is on, but I hardly think that is a reasonable solution to expect players to do.

    I thought about adding a lead. The problem is that you can use a lead on every animal. I felt that took away from the challenge of finding each chest that had the food to lure them. Thanks for your suggestion though.

    True. But, with the arrangement of that room the way it is, you COULD hide a chest in such a way that you would REALLY have to search to find it, and most likely anybody playing would not think of searching that thoroughly until they found themselves in the pickle of not being able to move the horse due to having used the saddle on the pig. But, it would still offer them an out IF they did that.

    For instance, on the south side of the maze against the outer wall, there is a window. Not the one right next to the mooshroom, the other one. As you can see by the screenshots I’ve included, a chest can be hidden just outside the window to make it very difficult to see unless someone goes all the way up to the window and turns around. Given this is also a dead end, I think most would not bother to go down it when there is obviously nothing there. Therefore, unless they did, the chest would remain hidden from view.

    Also, you could just put another saddle out there instead of a lead, or in that empty chest on the north side, either way.

    Saddle or lead, I'm just thinking about the possibility of rendering the trial, and therefore the map, unfinishable - or annoying to finish. And having to push an animal qualifies, I think.

    She's supposed to be. I gave her double the hit points.


    Your questions really do give me great ideas moving forward with the story. I Have an idea of what I want, but I haven't fleshed everything out yet. The main story is going to focus on a new character that the players won't encounter till about 3 more episodes. However, I do want everything to go back to this first map especially the healing stone. I chose the healing stone because of how powerful it can be. Basically it was inspired by Wolverine. When you really think about it, he is one of the most powerful mutants in the x-men universe. I'd say #2 next to jean grey. There's so many things you can do with an artifact like this. It can be used for both good and evil which gives it room for some great lore.

    I would have never guessed he was the inspiration behind this. Did the kids say something about Wolverine that got the hamster going in that direction?

    I'm going to take a break from map making and plot out the entire story from beginning to end for now on. Its going to take me some time, but I think its important to avoid plot holes in the lore. I'm very excited about this project.

    Sounds cool. You are really putting a lot of work into this. I like that. Making me want to get to being able to test those out all that much faster. Of course, don’t rush. Please don’t rush.

    I'm most certainly going to need helpers in the future to build some of these maps.

    Hint, hint :)

    This is fixed. I have a clock that checks if the animals in the pen, but if the player leaves the pen open, the animals go in and out which causes the xp reward to trigger again.

    Problem is, I never left the pens open and this still occurred. Perhaps you have the radius of the sensor just a little too small to where it doesn’t include every single block of the glowstone pen? Or every elevation. I noticed there is three total levels in that room. The floor and two blocks up. It could be that the animals move in and out of the detection zone (if it is smaller than the pen or its elevations) and re-trigger the completion text that way. I’d check the detection area for your sensor and see if that is the case.

    Thanks again for your review and all your great suggestions. I will be implementing a few of them.

    You’re welcome. My pleasure.

    As much as a perfectionist as I am, I'm not going to fix everything. Just progression issues and big holes for now. I've learned that when doing a project sometimes you just gotta be happy with your work and get ready to move on.

    I know the feeling. Sometimes I get in such a state of analysis paralysis that it is hard to get off the ground even. I could nitpick things till the cows come home, so sorry if I got a little TOO in depth with my observations and admittedly lengthy descriptions. Just trying to help you build the best map you can within what you’d already established.

    Hope to see some of your reviews for my new projects within the next few months!

    Yes, definitely. Will be keeping an eye out for sure. And rest assured you will get the exact same quality and care for your other maps too. God, I wish I could do this for a living :)

    Posted in: WIP Maps
  • 0

    posted a message on The Trials of King Aristarchus' Tomb

    Trials of King Aristarchus’ Tomb - The Sequel

    To answer your first question, I had downloaded the original ‘alpha’ version from the link on this page a scant few hours after you had posted it. It just took me a while to get through it because of ya know…life, and also because of how thorough I was being.

    Some time with the ‘Final’ version:

    I played this version three times to completion for the same reasons as before and here are my observations. Again I will be putting everything in a nice little spoiler box so as not to ruin it for anyone skimming over this thread.


    This was a much smoother experience than the first time. Most of the technical snafus that prevented me from finishing the map the first time have been fixed. I also didn’t die at all. There are a few reasons for that which I will point out as I come to them.

    Still A Few Issues:

    Unfortunately we still have a few problems. But not nearly as game-breaking as last time. Most things previously mentioned are fixed. There are just a few minor problems that now happen due to what was added or that I overlooked the possibility of last time. Trust me, you’ll thank me for most of them :)

    A Much Better Start:

    Yay! No starting underground in the redstone in spectator mode FTW. The map now has a proper beginning, aka plopping you in the appropriate room with instructions and in the right mode. Excellent.

    Out of curiosity, is there a room exactly like this in the other world you are switching from that the signs mention? I would figure so in order to keep continuity when the worlds are switched in the server.

    Holes, Holes Everywhere:

    I’m still going to comment on this till it gets fixed. I get that we are still hammering out the kinks and you need access to the inner workings of your map until it is in tip-top shape. Just be advised if you release this to the public without addressing the fact that you have exposed redstone and the player has the ability to see the outer casings of rooms and said redstone, you WILL get reminded of it…and not in a friendly, hey you might want to do something about this kind of way. Fair warning.

    I did however notice you plugged up the hole that allowed you to drop into the Trial of Courage. So that’s a start.

    My initial suggestion of raising the elevation of the surrounding mountains even just two or three blocks so they can’t be jumped up would server to remedy this and then you don’t have to cover all the holes and chasms. You’d just be restricting access to being able to see them. Hey, out of sight out of mind, right? :) You would still need to block off the holes UNDER the pyramid to the north and northwest with a wall or something, but that wouldn’t take nearly as long as covering all the exposed trenches and stuff in the outer hills, particularly the netherrack tunnel.

    The Story Buttons:

    I am happy to report that all the story buttons now work the first time you press them and none prematurely say anything like - saying a door is open before it actually is and stuff like that.

    In fact, I noticed you removed that line at the start of the Trial of Kindness.

    The only major issue with the narrative at all is still the random occurrence of the XP and Thank You text from the Trial of Kindness popping up in various places. It mostly tends to happen when other pressure plates and switches after that trial are pressed or used. It happened once while I was fighting stuff in the Trial of Strength. It can also happen just randomly while you are sitting there any time after completing the Trial of Kindness.

    Your Page:

    I noticed you fixed the title banner on the forum. Under the Trial of Strength, ‘trial’ in the description is still misspelled ‘trail’ though.

    Entrance to the Trial of Intellect:

    The teleport effect is still a bit rough here. The mossy cobble changing to regular cobble is part of it.

    The Trial of Intellect:

    There was never anything wrong with this puzzle or room, except the ease with which I got lucky and completed it the first time, so nothing new to report here.

    Passage to the Trial of Kindness:

    ‘the ability the heal others’ should read ‘the ability to heal others’.

    The Trial of Kindness:

    I am happy to report that getting all the animals into the glowstone pen triggers the XP and Thank You text as well as the door opening.

    Some problems still exist here though.

    Let’s talk about the rabbit, shall we. Okay, so I got so frustrated on this part trying to lead him with a carrot I finally said screw it and switched to creative, got out a lead, and did it that way instead.

    After observing this a bit I’ve narrowed the problem down. The reason behind this is because of how it jumps. It does just fine when all it has to deal with is corners, or where it can hit a wall when making a turn. It hits the wall, and turns and comes toward you no problem. The hang-up is when it hits a ‘T’ intersection where you are trying to lead it down the vertical part of the ‘T’ and it can still jump between the two horizontal ‘arms’ of the ‘T’. It does this at full intersections two. Basically anywhere it can’t turn at a wall.

    Because its hops cover multiple blocks instead of just one, time and time again it would simply hop back and forth right past where I was trying to lead it, unable to turn and get into the proper passage. And the bad thing is, there are two of this style of ‘T’ intersection right outside its corral, and they are right next to each other and very tight. This made it next to impossible to get him through this area. And then there is a full intersection out in the hall I’d had to deal with after this.

    Now, I’m not saying remove the rabbit. My suggestion is to put it at the end of one of the spirals, or alter an area to create one. This way, it has walls the entire time its turning so it can follow you easier. Then make it so when it gets to the glowstone path, it has a wall to bump into when it turns (so don’t make it where it has to deal with a full intersection). Then make it so there is always a wall for it to bump into where it needs to turn to get it out into the main hall and into the pen. That’s the best way I can see of dealing with its AI. Or you could always just put it right near the beginning of one of the mazes and make it a more or less straight shot to the main hall.

    Also, the same chest in the northern section is still empty.

    It is also a good thing you removed the chest of fish as they could have been used as a rather large amount of food for the Trial of Strength. The carrots can still be used in this way, however. Perhaps not as many? Maybe 3 or 4 tops?

    I also thought of something that could cause a problem with this trial. So, you give out a saddle right? I know it’s intended use is to put it on the horse after you tame it so you can ride it into the glowstone pen. But what if someone puts the saddle on the pig instead? This possible solution is made ever more likely with the inclusion of a carrot on a stick in one of the chests. You have to kill the pig to get the saddle back, do you not? Or if you don’t kill the pig but keep it saddled, you then have no saddle for the horse. What if either of those situations happen? Either way this trial is going to get all kinds of fubared.

    I have a thought for this. Other than the obvious one of simply adding another saddle. What if you hid a chest with a lead in it somewhere really out of the way, say like on top of the wall or maybe on a block outside one of the windows off to the side or something? Having this contingency would allow you to account for if someone put the saddle on the pig on accident without thinking ahead. But, it would make you really have to search and not make moving all the animals super easy by just handing you a lead in the main part of the maze. That way, no matter what, as long as they didn’t kill any of the animals, they could still complete the trial. What do you think?

    Or, you could perhaps fill that empty chest with the materials for a lead, and then maybe hide a crafting table somewhere like I mentioned above, that way they’d have to find both in order to craft the lead. The only problem I see this creating is it will allow them to make bread out of all the wheat in the wheat chest. Unless of course you alter the number in there to a low amount as well. And it would allow them to craft at least some diamond gear…okay maybe the crafting table’s not such a good idea after all.

    But hey, perhaps you would want to reward ingenuity like that? I don’t know. But I figure you don’t want to overshadow the chain armor they are getting as they go through the map.

    Passage to the Trial of Strength:

    I definitely noticed your inclusion of the chain chestpiece and the alcove with the enchanting stuff. In fact, I forgot to comment on the strange omission of Aristarchus’ body armor on my first write-up. Needless to say, the additional armor made getting through the Trial of Strength a heck of a lot easier.

    The Trial of Strength:

    As far as the trial itself is concerned, I am also happy to report that everything went off without a hitch. I defeated the five zombies as before, and then noticed the addition of Crossbow Holden in the group of skeletons. I wonder, did he not spawn the last time and that is what kept the rest of the trial from working properly?

    Regardless, after all the skeletons were defeated, the door opened and the spiders appeared right on schedule. Among them was Spider Queen Astonia. Is she supposed to be harder than the rest? Because she didn’t seem to be. This part of the trial is also rather simple as you can just sit back and attack the spiders through the door unless they climb up the wall, and they can’t reach you.

    I also noticed the complete heal and hunger fill-up I got after I received the XP for the trial and the door opened. This will definitely ensure no cheap deaths in the Trial of Courage due to low health.

    Also, ‘Success’ is spelled with two c’s.

    And the hole in the ceiling in the final room here still exposes command blocks.

    Passage to the Trial of Courage:

    Wow, that is a lot of arrows. That’s really all I have to say about this part. But if they decide to get trigger happy, it at least ensures they will have enough if you decide to stick a secret involving arrows like I described last time anywhere in the remaining rooms.

    Fun Fact: If divided up equally between 2 or 3 people, each would end up with 36 or 24 arrows, respectively, not counting any received as drops from the skellies.

    The Trial of Courage:

    Nothing really different about this part, except the fact I didn’t die from the result of my low health from the previous trial like last time thanks to the automatic top off.

    A cosmetic suggestion I have for this area is to conceal the two pistons that you activate with the switch with another layer of blocks. You can then land on the platform the pistons make and hop up one to prepare for the jump to the lower platform. Having exposed pistons makes things look kind of messy and they also get in the way a bit of prepping your run. The only problem is players will be taking a bit more damage from that next jump due to the increased height.

    Also, I mention this next thing since it happened to me this last time. What happens if someone falls off the invisible blocks into the lava but gets out in time onto the obsidian but doesn’t die? There is no way to get back up to the invisible bridge short of sacrificing yourself and starting the room over. Perhaps a ladder on the cobble at the start of the bridge to account for this happening?

    This happening also made me take notice that my hunger wasn’t going down as my health was regenerating in here. Did you change a setting so that would happen?

    Aristarchus’ Sarcophagus:

    Wait…what? Aristarchus isn’t there? Well this raises even more questions. First and foremost, does this mean the healing stone has the power to resurrect someone? Did Gerryetta use it at some point on Aristarchus either before or after he died? That would make sense. Hmmm…I’m intrigued. And I’m sure the little ones will be too.

    Also, if you are wanting to have the virtues listed on the sign next to the sarcophagus in order of the trials, you need to switch strength and kindness. Also kindness is misspelled as kindess.

    The Treasure Room:

    Now that I know this is just teh phat lootz for the kiddos to take with them, I understand it’s purpose more.

    Being a D&D player, I would classify this as a Monty Haul campaign. At least those that play this besides Lauryn and Mikey won’t be able to take all that with them. Lucky kids. :)

    The Dual Chest Room:

    Nothing really new here. Of course there isn’t much to go wrong with a couple chests, a few books, and a sword really :)

    The Nether Portal:

    I feel bad for the squids that died in the water here. R.I.P.

    You also might want to reduce the radius on the teleport here 1 or just set up two separate command blocks to only trigger once you actually jump up onto the portal frame blocks, as I got teleported while standing next to them. I only mention this because if the kids haven’t finished looting everything and they are just walking around, they might accidentally get teleported back to the beginning. Come to think of it, that could happen to anyone. But since no one else is taking the treasure with them, it would be far less of a big deal.

    The Ending:

    Your plan for maps that continue the story clears up a lot about what to expect in the future. If I had gotten to the end without any such knowledge I would have been like…wait, that’s it? There are too many loose ends for it to be stand-alone adventure. Might I suggest adding the words …FOR NOW in the lower right corner on the sign that says THE END? That way it will at least suggest there will be a follow up eventually.

    Final Verdict:

    A much improved version over the last one. Pretty much everything related to progressing through the actual adventure has been addressed.

    The major remaining hiccups are - in order of priority (to me anyway):

    The random occurrences of the Trial of Kindness completion text popping up elsewhere in the map.

    Inserting a contingency in the Trial of Kindness in case someone saddles the pig.

    The placement of the rabbit in the Trial of Kindness.

    Reducing the radius of the teleport in the final room. Or adding teleports for specific blocks.

    Including a way to get back up from the invisible path in Trial of Courage.

    Fixing the ability to still see stuff that you shouldn’t due to the holes all over on the surface.

    A few spelling and grammar errors here and there.

    Possible Real World Parallels?:

    I’m wondering if your Aristarchus was inspired by the real world Aristarchus of Samos? He was a Greek astronomer and mathematician way back in the BC who presented the first heliocentric model of the Sun being the center of the universe. His ideas were rejected. This is similar to the way the nations reject your Aristarchus when he wishes to heal their sick. Healing stone. Heliocentric. Could the healing stone be round, or glow like the sun? Might perhaps be a piece of solar rock? Yes? No?

    Rewards for each Trial strangely appropriate?:

    This is just a little fun thing I was thinking of, but I found it funny how each of the trials rewards you with something strangely appropriate to the theme of each trial.

    Trial of Intellect - Reward: Aristarchus’ Helm

    You used your head to get through this puzzle, now here, have some headgear for it! Either that or it’s a thinking cap. There’s using your head!

    Trial of Kindness - Reward: Aristarchus’ Chest

    Kindness comes from the heart and the heart resides in the chest. Or, have some armor to protect your heart and chest.

    Trial of Strength - Reward: Aristarchus’ Bow & Arrows

    In a way, this is almost a troll. Here, have the ranged weapon after you no longer need it.

    Trial of Courage - Reward: Aristarchus’ Leggings

    After soiling your pants from almost falling in the lava, we figured they’d need a change.

    I don’t have anything witty for Aristarchus’ Boots as you get them in the treasure room and there is no trial preceding them, though technically they could be considered a double reward for the parkour. Running and jumping, both things you do with your feet. Ha!

    So there you go. A revised rundown of your revised map. Hope this helps.

    Posted in: WIP Maps
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