Small Updates

Small Update
The fact is that the time I'm spending on MineCraft is not worth the returns.
I have to remake the Ambrosia map. Overhaul to update devices and ideas.

Saturday, March 17, 2012

Day One: Double Creepered

I started a new world today, starting in a mountainous area. I'm currently building a home near the river. I feel kind of awkward playing survival after a long break. But, now I'm going to start my survival projects. However, I feel my map making is taking the time I could be playing survival.

Anyway, I was exploring a cave system and I was killing some mobs. When I finished killing a creeper I continued with my mining, turned around and I was double Creepered. What a way to go as a first death.


Thursday, March 15, 2012

Automatic TnT Cannon: Large Clip

This is what I was working on the past few days, an automatic TnT cannon. The cannon itself is relatively small compared to the redstone below. This cannon is actually quite complex so listen.
 The whole cannon works on a forty-eight tick redstone repeater clock, which means it takes eight seconds per cycle. The pistons loading the TnT as the propellant inserts them two at a time, or cycle. This cannon is designed so that after four TnT is inserted as the propellant, it'll ignite. Which means this cannon fires every sixteen seconds. Four TnT launching one TnT.
The picture above is the counter. It is used to move the sand when the time is right. The picture below shows the ammo used. Each row has ten TnT and when the piston is finished pushing the row, the counter will send a signal to push over the next row of TnT to be loaded.
 This is the mechanism used to store and push the propellant. Cobblestone from a generator is used to help push the TnT along.
 A vertical piston is used for pushing the ammo and the propellant along, they both use a redstone clock to time the cobblestone generation.


Saturday, March 10, 2012

Redstone RAM, Simple Explanation

I'm sure all of you watched a video on Youtube where a person in Minecraft builds this massive redstone computer thing. I've always wondered how they worked. Perhaps I could do something like that in my Ambrosia map.


I believe I had figured it out. It's actually quite simple.

 This is a picture of a prototype cell. The piston t-flip flop is functioning as a memory cell and the "And" gate is controlling the input. I have this set up in a way where if I toggle the flip flop and push the button, the torch would turn off.
 Here I have a two bit RAM. Two cells working in unison because they are attached to only one button. Two inputs to toggle the flip flop.
 Here's what happens if I toggle both cells and hit the button.
Here's what happens if I toggle one and not the other.
Not really sure of what to use this for. All I can think of now is a pass-code door. If you hit the right buttons and push enter, the door would open. That seems too simple though.

Monday, March 5, 2012

Ambrosia Update 05-03-12

The 1.2 update has reduced all of my redstone in the lighting system to this...
One positive is that you'll now be able to do this with the ceiling lights.

Thursday, March 1, 2012

Ambrosia Update 01-03-12

Why are there bones in the world of the dead?


I'm building Ambrosia in the order of the story. And so, I can say I'm more than 70% through the main story. There is an option to just steam through all the side quests, but I don't recommend it for those who truly wants to be submerged in the experience.


To find out what the picture means, you just have to play the map.

Sunday, February 19, 2012

War in Haven: New Map, Night Forest!

With this new map, I've changed the overall game-play of the map to be more balanced and fun. This should keep you and your team working to protect and destroy.


Note that there are different rules for each map so, do read them. This is only a small break from Ambrosia. I'll get back to it today. I would really appreciate someone leaving a comment on this.


Go to the forum topic for more and the download.

Saturday, February 11, 2012

Ambrosia Update 11-02-12 The Slaughter!

It seems the animals appearing in the Nether was the result of the new passive mob spawning rules. It applies to the Nether also. And so, because of this fact I had to make a glass layer on the highest layer of the Nether to prevent anymore animals from spawning.


I don't have single player commands to kill them all and I can't kill them in McEdit...


I'm going hunting for a while...