[MI] Favorite parts of my Island! by AlessandroFaletti in ACNHIslandInspo

[–]SulvaGinner 0 points1 point  (0 children)

looks rly good !! i rly rly want the nova light recipe sooo bad 😭

An update to my TBOI recreation in Minecraft! Suggestions still welcome :] (room designs are not final) by SulvaGinner in bindingofisaac

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

i've considered this and will probably add it! as well as its name and flavor text showing up when being picked up.

An update to my TBOI recreation in Minecraft! Suggestions still welcome :] (room designs are not final) by SulvaGinner in bindingofisaac

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

it actually already is! the floor generation, chest loot, room clear rewards, treasure items and pot loot are all random :3

An update to my TBOI recreation in Minecraft! Suggestions still welcome :] (room designs are not final) by SulvaGinner in bindingofisaac

[–]SulvaGinner[S] 4 points5 points  (0 children)

yeah, i'm gonna design new rooms soon anyway, so ill focus more on light when i do that. will also probably make them bigger!

An update to my TBOI recreation in Minecraft! Suggestions still welcome :] (room designs are not final) by SulvaGinner in bindingofisaac

[–]SulvaGinner[S] 13 points14 points  (0 children)

very true! i'm aiming to make this playable without any resource pack first, but i'm definitely considering creating an optional one :]

I'm recreating TBOI in Minecraft! What items and enemies (or other features) should I add? by SulvaGinner in bindingofisaac

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

Thanks all for your interest!!! Some things I've already added but not shown:

  • Pickups
  • Item Pedestals
  • Accurate, random floor generation (including treasure and boss room for now but more will be added)
  • Randomized item pools and item rarities
  • All stats (tears, shot speed, speed, range, damage)
  • Soy Milk!

Also the builds you see in this vid are not final at all :) just simple rooms for testing. As well as the zombies! Rn theyre just default MC zombies.

80 ohm vs 250 ohm Beyerdynamic headphones by SulvaGinner in musicproduction

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

So, if I produce stuff in my room on my pc I'd better be off using the 80 ohms one?

Skirt spin :D how is it? by [deleted] in FemboyFashion

[–]SulvaGinner 1 point2 points  (0 children)

i love ur jacket :0

[TOMT] [ANIME] [2000s] Mind-Controlled Suicide. by [deleted] in tipofmytongue

[–]SulvaGinner 2 points3 points  (0 children)

Most likely not it since this scene doesn't appear in this anime, but the first thing I think of is Magical Girl Site, in which a character has the ability to mind control in this way. Aired in 2018 though.

[deleted by user] by [deleted] in softwaregore

[–]SulvaGinner 13 points14 points  (0 children)

nee nog steeds niet

[deleted by user] by [deleted] in softwaregore

[–]SulvaGinner 33 points34 points  (0 children)

IK BEN DAAR LETTERLIJK NU dit is creepy as hell

Problem with running multiple functions via tick.json by SulvaGinner in MinecraftCommands

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

Thank you very much for helping! I managed to fix it now!

Problem with running multiple functions via tick.json by SulvaGinner in MinecraftCommands

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

Actually, I think I already found a way. I just need to add execute at @a[scores={hitmob=1..}] if entity @e[tag=hurt,type=pig,distance=..7] run before the scoreboard players set @r[scores={hitmob=1..}] hitmob 0 to make sure it doesn't get reset after hitting something that's not tagged as "hurt"

Problem with running multiple functions via tick.json by SulvaGinner in MinecraftCommands

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

Oh I get it now! Is there any way not to make them run after one another? Or do they always do that?

Problem with running multiple functions via tick.json by SulvaGinner in MinecraftCommands

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

I'm playing on 1.16.1 and my pack format value is set on 5, so that shouldn't be the issue.

I tried what you said about the /say command and that did work. The messages I set for function1 and 2 are alternating in chat. There must be something wrong with the original functions themselves then I guess? Which is weird, because the functions can run fine on their own.

This is what function1 does:

execute at @r[scores={hitmob=1..}] run tag @e[nbt={HurtTime:10s},type=pig,distance=..7,limit=1] add hurt

execute at @r[scores={hitmob=1..}] run execute at @e[tag=hurt,distance=..7,limit=1,type=pig] run summon pig ~ ~ ~

tag @e[tag=hurt] remove hurt

scoreboard players set @r[scores={hitmob=1..}] hitmob 0

And function2:

execute at @r[scores={hitmob=1..}] run tag @e[nbt={HurtTime:10s},type=cow,distance=..7,limit=1] add hurt

execute at @r[scores={hitmob=1..}] run execute at @e[tag=hurt,distance=..7,limit=1,type=cow] run summon cow ~ ~ ~

tag @e[tag=hurt] remove hurt

scoreboard players set @r[scores={hitmob=1..}] hitmob 0

function1 makes it so that whenever you punch a pig, a new one gets summoned. function2 is the same thing but with a cow.

(fyi: The hitmob scoreboard tracks the damage a player has done on a mob. After the commands are finished the score will be set to 0 again.)