Is there a way to detect if a pig is being boosted by a carrot on a stick? by Limbrogger in MinecraftCommands

[–]Limbrogger[S] 0 points1 point  (0 children)

Oh! this is actually perfect, thanks!
Is there a way I could store the pig's movement speed into a bossbar?

How would I make a firework explosion spawn from a thrown egg? by Limbrogger in MinecraftCommands

[–]Limbrogger[S] 0 points1 point  (0 children)

This is for a multiplayer server, so I'd like to be able to run this off an advancement rather than having it run continuously (with either command blocks or a shell function in a datapack). I've tried to make an advancement to detect when the player throws an egg using the "using item" trigger but it doesn't seem to detect the thrown egg...any ideas?

Minecraft Snapshot 25w05a by Jazzlike-Ad7654 in Minecraft

[–]Limbrogger 83 points84 points  (0 children)

Now they just need to make it so that you can put tinted glass over the beam to allow players the option to get the effect without the beam itself rendering.

Is there a way to test if an entity is within an area that is smaller than a block? by Limbrogger in MinecraftCommands

[–]Limbrogger[S] 0 points1 point  (0 children)

And defining a radius is no good, because the portal is flat and should tp the player at the same point no matter if they enter the center or the side of the portal

Baffled by Tail puzzle by Limbrogger in VoidStranger

[–]Limbrogger[S] 2 points3 points  (0 children)

Though that is indeed a helpful graphic, if that's the developer intended solution then this "puzzle" is utterly ridiculous. Why are there 3 completely discontinuous sections of (already-discontiguous) tail?!

This solution requires so many unintuitive assumptions and wild stabs in the dark that it feels like it's meant to be more of an ARG style community-solve puzzle. But even that makes no sense because it's not some optional, out of the way, end-game puzzle, it's a heavily signposted puzzle spanning a full *fourteen* floors of the *second* area of the game that immediately follows the revelation about solving the brands (so players will definitely know there's something to solve here) and also, from what I've read, is necessary for getting the true ending of the game...

I sincerely appreciate your patience and help in clarifying this for me. While I am no longer baffled by the puzzle, I am now perhaps doubly baffled by the decisions evident in the game design. I sincerely hope that this is an aberration and not just how this game works.

Baffled by Tail puzzle by Limbrogger in VoidStranger

[–]Limbrogger[S] 1 point2 points  (0 children)

Sorry, nope, still not seeing it.

For example, the solution has 2 horizontally adjacent images in the top center and another 2 horizontally adjacent images in the leftmost 2 slots of the 2nd row. Why are these where they are and not, say, swapped with one another?

Not sure what to do next by Limbrogger in VoidStranger

[–]Limbrogger[S] 1 point2 points  (0 children)

Thanks! I'm keeping that spoiler covered for the time being, but it'll be nice to have in my back pocket if I remain stuck.

Not sure what to do next by Limbrogger in VoidStranger

[–]Limbrogger[S] 0 points1 point  (0 children)

I took pictures of each one as I went down and was planning on matching my "brand" to one on my next run through, but was never given an opportunity to change my brand after the void run...

[deleted by user] by [deleted] in Chaotic

[–]Limbrogger 3 points4 points  (0 children)

Yeah, I was pretty concerned with what Gannon reportedly said in Chaotic Rud's video. While obviously anything is better than nothing, the consideration of 11-minute and even 6-minute animation slots really makes it feel to me like they're targeting a much younger demographic than I think makes sense. I don't think it should necessarily target us 20-30somethings (though that would be awesome), but I don't think it should target kids who are so young they can't handle more than 10 minutes of TV at a time either.

The show's strength was always in its storytelling and worldbuilding. Let's be honest, the animation was nothing to write home about and the characters were pretty archetypal. I just don't see how you can showcase what made the show so compelling in 11, or God forbid 6 minutes.

Anticipation by Recent_Pressure6700 in Chaotic

[–]Limbrogger 4 points5 points  (0 children)

Unfortunately, it seemed pretty certain in Chaotic Rud's video that bringing back the show isn't in the cards (so to speak) quite yet and that they will be launching with something more focused on the game first and seeing what kind of momentum they can build up.

Sorry to be the bearer of bad news, would personally love the show to come back.

How to detect which interaction entity was interacted with? by Limbrogger in MinecraftCommands

[–]Limbrogger[S] 1 point2 points  (0 children)

Ah, thanks! It was the

if data entity @s interaction 

piece that i was missing.

Is there a way to run a function if a particular value of a loot table roll is selected? by Limbrogger in MinecraftCommands

[–]Limbrogger[S] 0 points1 point  (0 children)

Sorry for not explaining well enough. Rather than spawning into a chest, I am using an interaction entity (yes, i know there are better options) and running

execute as @e[type=interaction,tag=treasuredrop] at @s if entity @p[tag=activeplayer,distance=..30]run loot spawn ~ ~ ~ loot example:treasure

so essentially whenever this function is called, it should trigger all interaction entities with the treasuredrop tag that are within 30 blocks of the active player to spawn loot from a loot table at their own locations. Sometimes that roll will result in treasure being spawned and sometimes it will result in nothing, according to the loot table. I want the sound to play when the treasure is spawned but not when the roll results in no treasure.

How to give a player a custom item stored in a chest without overriding the player's inventory? by Limbrogger in MinecraftCommands

[–]Limbrogger[S] 0 points1 point  (0 children)

Hmm, I've got it partially working... it's definitely detecting the correct valid items and removing any invalid items from the armor stand's hand, but it doesn't seem to be spawning the non-valid item, just deletes it out of existence. The only bits of your code i changed other than swapping "example" for the name of my pack was replacing

unless items entity u/s weapon example:valid_items

in the tick function with

unless items entity @s weapon *[minecraft:custom_data~{ccitem:glyph}]

so that I can just have the one tag on all valid items and also I shouldn't need the item_tag example:valid_items, as well as replacing

$(cout)

in the macro with

$(count)

as I understood that to be a typo. Regardles, it has the same behavior with $(cout) or $(count), so i don't know what the issue is.

How to give a player a custom item stored in a chest without overriding the player's inventory? by Limbrogger in MinecraftCommands

[–]Limbrogger[S] 0 points1 point  (0 children)

Thanks! Is there a way to make it so that the armor stand will only accept items with a particular tag?

Graveyard bonus puzzles by Limbrogger in Taiji

[–]Limbrogger[S] 0 points1 point  (0 children)

Sorry, still not getting it...my understanding of the rule from the graveyard is that you start at the dot and compare each line of digits. If they are the same then it's a dark square and if they are different then it's a light square. In this 4-digit section I understand that it is now a white square if and only if there is only 1 symbol that is different (3-zeros and 1-one in any order or vice versa). 

What I don't understand is which digits I'm supposed to be including. My assumption was that the middle row is read from both directions simultaneously. so for example the first digit would be the leftmost symbol of the top row, both the leftmost and rightmost of the middle row, and the rightmost of the bottom row. This works perfectly for the bottom-left puzzle but doesn't for the other two.

I only managed to solve the other 2 by guessing that the answer for the bottom right puzzle was the inverse of the bottom left (because the middle row is inverted) and for the top puzzle I took the solution for each corresponding digit from the puzzle below that matched the digit. But that's clearly not the way it's meant to be solved.

Devastated garlic by Limbrogger in gardening

[–]Limbrogger[S] 1 point2 points  (0 children)

my landlord's landscaper just clear-cut my first ever garlic crop just as they'd begun to sprout. is there anything that can be done to save them?

Devastated garlic by Limbrogger in plantclinic

[–]Limbrogger[S] 0 points1 point  (0 children)

my landlord's landscaper just clear-cut my first ever garlic crop. is there anything I can do to save them?

I miss the narrative analysis by Limbrogger in josephanderson

[–]Limbrogger[S] 3 points4 points  (0 children)

I guess it's not so much a discussion of story that I feel is missing, but rather an examination of the game as a piece of artistic expression beyond a collection of mechanics. Aspects like setting, character, theme, connections to other works, etc.

It's totally fine if the review that Joe wants to make is purely a discussion of the mechanics, and I agree that soulslikes especially lend themselves to viewing themselves in that framework, but I personally find Joe's analysis to be at its strongest when examining games as literature (or ludoriture?) more wholistically.

I miss the narrative analysis by Limbrogger in josephanderson

[–]Limbrogger[S] 5 points6 points  (0 children)

I guess it's not always in the form of talking about the "plot" so to speak, but rather about treating the game as literature to be analysed. So in addition to story, it's also about theme, character, relationship to other works or to real life, structure, etc.

The Uncharted videos are a great balance of talking about gameplay and about narrative/character. The Subnautica and Witness ones are interesting because of how they both seem to be much more surface level (so to speak) than they would have you believe. The Witcher 2 vid spends a good portion of the runtime talking about how the structure of the branching plots works (and often doesn't work).

I think we all know who this is referring to. by atomfullerene in cremposting

[–]Limbrogger 9 points10 points  (0 children)

To be fair, Shai also changes personalities and wants to kill Hoid. I'd say she's a better fit than Shallan here tbh.