Saturday, July 17, 2021

Recent Questions - Arqade

Recent Questions - Arqade


God of War 2 - What to do with red orbs after maxing out all weapons and magic?

Posted: 17 Jul 2021 02:18 AM PDT

I have maxed out all the weapons and magic in God of War 2 PS2. I have completed the game and have started with the Bonus Play. I have even maxed out Blade of Olympus. What can I do with the red orbs I collect when I cannot upgrade any weapons or magic with them ?

How do i make my waffles perfect?

Posted: 16 Jul 2021 11:57 PM PDT

to get you waffles the best you must do a 4.3 burn rank on your toaster, also do 13.5 if you want your waffles good and crunchy

also notice that this is my first question answer so yeah

Skyrim crashes when fast traveling to location which was fast traveled by riding dragon

Posted: 16 Jul 2021 01:33 PM PDT

I have two Skyrim DLCs installed, Dawnguard and Dragonborn, I'm playing on Windows 10 PC. I used a Bend Will shout to tame a dragon and fast traveled to Whiterun Stables while riding it. Everything was OK, but ever since then fast traveling to Whiterun Stables (without dragon) causes a game to crash to the desktop. I think that this would happen with any location. Is there any way to fix this? Thanks

My minecraft launcher won't load on my chromebook

Posted: 16 Jul 2021 07:40 PM PDT

When I click on the icon, it just swirls indefinitely, and never actually opens any apps. I tried uninstalling, and reinstalling the launcher using Linux, but it still wont work. I also tried updating Linux, but that was no good either.

How can I use gear to optimize storage space in my stash?

Posted: 16 Jul 2021 09:28 AM PDT

In Escape from Tarkov stash space is a limiting factor in what you can do with your character. For standard users especially, running out of stash space means that loot can't be easily saved. This makes scav runs particularly difficult as you can't keep gear in your character inventory after finishing a raid.

The new Lucky Scav Junkbox becoming an items Therapist sells alleviates the worst of the problem for storing necessary barter/trade items. But medicine, armor, and guns can't be stored in the Junkbox.

For players under level 20 who can't access the flea market there aren't a lot of options for ways to store other gear beyond using certain rigs and backpacks for storage. The best I've acquired is storing an Azimut rig inside of a Pillbox backpack. The rig has enough room for 20 items, but only takes up 12 spaces in the stash. The Pillbox can also store 20 items, but it takes up 16 spaces in the stash. Putting the rig inside the pillbox means I can keep 28 items in gear that only consumes 16 spaces in my stash.

Is this storage-saving method the best gear-size-to-slots-made-available ratio I can achieve or are there more efficient backpacks or rigs I could be using to optimize my limited stash space? For the purpose of the question I am only interested in the storage space offered by chest rigs, armored chest rigs, and backpacks.

Problems with setting up my minecraft server via external IP

Posted: 16 Jul 2021 08:23 AM PDT

I tried various of things already, I wanted to make my server using my internet, but I couldn't get my friend to join it. I gave him my external IP and with or without putting port at the end worked. In theory the ports are forwarded, I tried multiple combinations and nothing worked.

This is my server.properties config:

#Minecraft server properties  #Fri Jul 16 16:02:05 CEST 2021  spawn-protection=10  max-tick-time=60000  query.port=25565  generator-settings=  sync-chunk-writes=true  force-gamemode=false  allow-nether=true  enforce-whitelist=false  gamemode=survival  broadcast-console-to-ops=true  enable-query=false  player-idle-timeout=0  text-filtering-config=  difficulty=normal  spawn-monsters=true  broadcast-rcon-to-ops=true  op-permission-level=4  pvp=true  entity-broadcast-range-percentage=100  snooper-enabled=true  level-type=default  hardcore=false  enable-status=true  enable-command-block=true  max-players=10  network-compression-threshold=256  resource-pack-sha1=  max-world-size=29999984  function-permission-level=2  rcon.port=25575  server-port=25565  server-ip=  spawn-npcs=true  allow-flight=false  level-name=world  view-distance=10  resource-pack=  spawn-animals=true  white-list=false  rcon.password=  generate-structures=true  max-build-height=256  online-mode=false  level-seed=  use-native-transport=true  prevent-proxy-connections=false  enable-jmx-monitoring=false  enable-rcon=false  rate-limit=0  motd=I'm just a meeeeemmmeeeeer and I meemmmeeee my life.....awaayyyy....awaaay  

If there is something more you'll need from me, ask in the comment, but i will be skeptical about showing my IP, because I don't want DoS threats out of curiosity.

Did dual wielding change in skyrim special edition

Posted: 16 Jul 2021 06:50 AM PDT

I have the old version of skyrim and after making a dual wielding build it didnt seem to change much for my character in speed or stamina by carrying a dagger in one hand and a sword in the other, that makes me wonder if only in SE it changed?

Does the non-Forest-of-Supplication White Gale not drop Feathers?

Posted: 16 Jul 2021 03:59 PM PDT

Does the non-Forest-of-Supplication White Gale, drop Feathers? Or am I just really unlucky, killing it ~8-10 times, lost count, and no feather?

A.k.a, the one in:

How do I talk to the spider?

Posted: 17 Jul 2021 03:03 AM PDT

There is a singing spider in a Supper Woods cave that doesn't speak my language and appears to have unending dialogue options. How do I communicate with it or what am I supposed to do with it?

spider

In Minecraft plugin yml files like config.yml, how would I give something's nbt display a color?

Posted: 16 Jul 2021 11:01 PM PDT

Like something like this:

   '1': '{"type":"DIAMOND"} {"type":"IRON_INGOT"} {"type":"DIAMOND"}'     '2': '{"type":"DIAMOND"} {"type":"REDSTONE"} {"type":"DIAMOND"}'     '3': '{"type":"AIR"} {"type":"AIR"} {"type":"AIR"}'     craft: '{"type":"DIAMOND_PICKAXE","enchantments":[{"type":"LOOT_BONUS_BLOCKS","level":2},{"type":"PROTECTION_PROJECTILE","level":1},{"type":"PROTECTION_FIRE","level":1},{"type":"PROTECTION_EXPLOSIONS","level":1},{"type"}]}'  

Why does /execute store refuse to update an NBT number when provided with a scoreboard value?

Posted: 16 Jul 2021 02:03 PM PDT

Here are some commands for you to try in MCJE 1.16. Run the following commands in the chat:

  1. Set up a scoreboard objective. (or use an existing test objective if you hate piling them up, like me)

    /scoreboard objectives add test dummy  
  2. Set your own score. Set it to a number you'll remember. Make it low, like 5.

    /scoreboard players set @s test 5  
  3. Give yourself a diamond sword with enchantments. Give it a level of a different number than you picked in step 2. I pick 9.

    /give @s diamond_sword{Enchantments:[{id:"minecraft:sharpness",lvl:9s}]}  
  4. Try to set the diamond sword's enchantment level to the number in the scoreboard. This is the command I used:

    /data modify entity @s Inventory[{id:"minecraft:diamond_sword"}].tag.Enchantments[{id:"minecraft:sharpness"}].lvl short 1 run scoreboard players get @s test  

What this command should do is get your test score and store it in the Sharpness level of the diamond sword. But it doesn't. The level remains 9.

Here is another example with shorter commands. Do steps 1 and 2 like normal, but here's where we'll change things up:

  1. Give yourself a piece of dirt. (any item will do)

    /give @s dirt  
  2. Modify the count of that dirt stack by setting it to the scoreboard value.

    /execute store result entity @s Inventory[{id:"minecraft:dirt"}].Count byte 1 run scoreboard players get @s test  

Does the count of items modify? For me, it doesn't.

I tested this out using a command chain. Peeking into the command block for command #4, I can see the correct scoreboard value returned: ExpertCoder14 has 5 test, but the scoreboard value still isn't updated.

I checked all the fields, and they were all correct:

  • NBT path: I used /data get with the same NBT path and got back the old value. This means I am using the correct path to target the value to update.
  • Scale: I checked the Minecraft Wiki page on /execute store. The scale is a number that the command result will be multiplied by before storing. I set it to 1.0. This should be correct.

I also ran some additional trials:

  • I used the if subcommand to test for a number of entities instead of /scoreboard players get. Here was a command:

    /execute store result entity @s Inventory[{id:"minecraft:dirt"}].Count byte 1 if entity @e  

    Sample output:

    Test passed, count: 14  

But the NBT value doesn't change!

Am I doing something wrong? Is this behaviour normal? Is there a bug report that I missed? What is going on?

(1.8.9) Custom Texture Pack creation: Texture pack being recognised but textures not showing up

Posted: 16 Jul 2021 04:07 PM PDT

Heyo! So, I decided to create my own texture pack for version 1.8.9. I setup the file structure and changed the bed texture a bit. It should change the red bed sheet to a mint to aqua gradient, but for some reason it doesn't appear?

Here's the file structure with the size of the pngs between brackets:

assets  L minecraft    L textures      L bed_feet_end.png (16x16)      L bed_feet_side.png (16x16)      L bed_feet_top.png (16x16)      L bed_head_end.png (16x16)      L bed_head_side.png (16x16)      L bed_head_top.png (16x16)  pack.mcmeta  pack.png (500x500)  

Here's a screenshot: Screenshot of the file structure

Here are the contents of the pack.mcmeta file:

{    "pack": {      "pack_format": 1,      "description": "Hukyfi's Minty Aqua Texture Pack (v1)"    }  }  

This is all compressed into Hukyfi's Minty Aqua Texture Pack (v1).zip

The game recognises the pack but doesn't load the pack.png thumbnail.

The texture pack being selected

And when I get into the game, the bed texture hasn't changed:

bed not appearing with the changed texture

I tried unzipping other texture packs to disect and check if they had done anything differently but it doesn't seem like it.

What am I missing? or did I do something incorrectly? Thanks for helping me, Hukyfi

Why does /trigger have no objectives/commands after installing a datapack that has /trigger commands?

Posted: 16 Jul 2021 07:07 PM PDT

Disclaimer: I know this is similar to a previous question I asked that is related to this issue, but it was a bit too specific, and I've decided to ask a more general/focused question this time in the hopes of getting a concise/working answer.

I recently noticed that a major issue arises when trying to use datapacks from the website Vanilla Tweaks (a website that hosts a multitude of datapacks that add small changes to the normal minecraft vanilla experience, hence the name - they're mostly rather small datapacks that aren't game-changing - more like plugins rather than mods.) on a specific 1.14 world (what I mean is not one specific world, but rather a world that has unique modifiers to it - in this case, it was converted from 1 version to another).

I didn't want to make the title any more confusing, but I still wanted to address that this is not a normal 1.14 world ("normal" meaning any sort of world that was created while playing in vanilla 1.14 and nothing else), but rather has these modifiers:

  • The world was created in vanilla 1.8.9. (meaning this would be a "normal" 1.8.9 world, in a sense)

  • No world settings were changed, other than setting the default gamemode to Creative Mode (which automatically enabled cheats) and changing the seed (normal world type, no additional changes).

  • The seed used was "StackExchange" (just as a test seed). Numerical seed is 655809707.

  • After creating the world, the world was converted to minecraft version 1.14.4 (vanilla) with no other alterations. (this was done by saving/quitting the world, relogging with ver. vanilla 1.14.4, and then joining into the world again)

After doing this, I then installed a datapack that required a /trigger command to use (essentially forcing the player to do /trigger [objective in datapack] in order to actually enable the datapack and/or toggle settings), and when entering /trigger, there were no objectives listed.

The datapack was recognized by minecraft itself, as it was shown in /datapack list.

I know that this was not supposed to happen, as after making a normal 1.14 world and applying the exact same settings and the exact same datapack, the /trigger command for the specific datapack was working perfectly fine.

I had also converted a world from 1.12.2 to 1.14.4, and /trigger commands were also working fine.

So, I can only think that there is some issue that occurs when converting a 1.8 world into 1.13 or higher (since it wasn't working for 1.14, I can assume that it would also not work for 1.13). My question is, is there a way to fix this issue on a world that was already converted from 1.8 to 1.13+?

It might be nice to also know a way to prevent this issue from occuring before converting a world, but I already have a rather-developed world that has this issue (which was converted from 1.8 to 1.14), and I hopefully want to find a way to make it so I can still use datapacks on that world. Thank you, and I appreciate any help I can get!

Link to VanillaTweaks datapacks (datapack I used was Coordinates HUD, for 1.14): https://vanillatweaks.net/picker/datapacks/

The world before converting to 1.14.4 (world version - 1.8.9): https://www.mediafire.com/file/8p1emc348isw0v6/file

The world after converting to 1.14.4, includes mentioned datapack (world version - 1.14.4): https://www.mediafire.com/file/jr2z8mcgywlx80v/file

Hiding team colors in usernames

Posted: 17 Jul 2021 02:06 AM PDT

I'm working on a minigame in Minecraft that is built upon not knowing what role other people are (kind of like a social deduction game). However, since teams are required for the game to function, a player can simply look in the tab menu and see the colors of every person, ruining the game. Is there a way to overwrite the colors of the names?

I can't change the team colors to the same, as the game uses the killedByTeam.<color>  objective to function

Custom predicates for custom items in Minecraft don't work

Posted: 16 Jul 2021 06:04 PM PDT

I have created a custom resource pack and model using Blockbench, now I want to have a custom texture for a gold nugget with certain custommodeldata but when I enable the resource pack and load in game, it doesn't show. It is still a gold nugget.

Contents of my folder: (im on version 1.15.2)

pack

  • pack.mcmeta:
{      "pack": {          "pack_format": 5,          "description": "Test pack"      }  }  
  • assets:
    • minecraft:
      • models:
        • customstick.json:
{      "credit": "Made with Blockbench",      "texture_size": [32, 32],      "textures": {          "0": "custom/sticknugget",          "particle": "custom/sticknugget"      },      "elements": [          {              "from": [7, 0, 0],              "to": [9, 1, 16],              "rotation": {"angle": 0, "axis": "y", "origin": [16, 8, 8]},              "faces": {                  "north": {"uv": [0, 0, 1, 0.5], "texture": "#0"},                  "east": {"uv": [0, 0, 0.9995, 8], "texture": "#0"},                  "south": {"uv": [0, 0, 1, 0.5], "texture": "#0"},                  "west": {"uv": [0, 0, 0.999, 8], "texture": "#0"},                  "up": {"uv": [0, 0, 1, 8], "texture": "#0"},                  "down": {"uv": [0, 0, 1, 8], "texture": "#0"}              }          }      ],      "display": {          "thirdperson_righthand": {              "rotation": [100, 0, 90],              "translation": [-7, 4.75, 2.5]          },          "firstperson_righthand": {              "translation": [0, 8.5, 0]          },          "firstperson_lefthand": {              "translation": [0, 8, 0]          }      }  }  
    - gold_nugget.json:  
{   "parent": "item/handheld",   "textures": {    "layer0": "item/gold_nugget"   },     "overrides": [    {"predicate": {"custom_model_data": 888765}, "model": "item/model"}    {"predicate": {"custom_model_data": 5555}, "model": "item/customstick"}   ]  }  

And then in assets/minecraft/textures/custom I have a customstick.png texture file. Where exactly is the problem? This is the command I'm using for getting the item: /give @p gold_nugget{CustomModelData:5555,customitem:1b} 1

I also have made textures/entity/creeper and it works in game, why doesn't this work? I followed an online guide for this

Ways to apply bleed effect?

Posted: 17 Jul 2021 02:33 AM PDT

I've been thinking of ways to activate the Sadist talent, which causes weapons to deal more damage to bleeding targets.

How can you apply the bleed status effect to enemies?

Temple Run 2 sync between iPad and iphone?

Posted: 17 Jul 2021 01:04 AM PDT

Played since 2010 on iPad and currently level 14. Loaded game on iPhone 7 and only shows level 10 achievement. Have set sync in iCloud, reinstalled. Still not synced.

Anybody else resolved this issue?

What are all the ways to get stardust in Pokémon Go?

Posted: 16 Jul 2021 08:03 AM PDT

Anytime I caught Pokemon, it gave me 100 stardust. As far as I know, this is a set number you get regardless of what is being caught. Also, I've yet to see another way to get stardust.

So, when I captured an Eevee today, I was confused by my stardust total.

5256 stardust

Somehow I managed to get 5,256 stardust. Since I've only ever noticed stardust increment in 100s, I'm guessing I missed something. Are there other ways of getting stardust or am I wrong in thinking each successful capture always gives 100?

Building an unbreakable spawn above the height limit

Posted: 16 Jul 2021 05:32 PM PDT

When you start a server I believe you can increase the height limit of building. Before I attempt to figure this out I wanted to know, if I increase the limit to 512 and build my spawn above the 256 limit then set the limit back down to 256, will my spawn still be there just unbreakable? Has anyone else tried this that can guide me in the right direction? (I haven't been successful in starting my own server so I cannot test this myself)

How do I increase my chances of finding a nametag?

Posted: 17 Jul 2021 01:07 AM PDT

With fishing in Minecraft, you now have a small chance of finding unusual items like leather, leather armour, enchanted rods and bows, enchanted books, and even saddles and nametags.

I have a rod that has "Luck of the Sea II", which increases my chances of finding "treasure", and decreases my chances of finding "junk". I'm attempting to find a nametag, but so far my attempts have been fairly futile.

What items are considered "treasure" and what is considered "junk", and is there any way of further increasing my chances of find treasure, or even specifically nametags?

Why are some of the Lego bricks red in the Gringott's Vaults?

Posted: 16 Jul 2021 09:07 AM PDT

I've been playing through some of the bonus levels in the Gringott's Vault, and noticed that the bricks in vaults 3, 7, and 9 are red, while all the other bricks are green. Is there a particular reason why three of them would be red? I though maybe it meant I couldn't complete them yet, but I've played through them and had no trouble completing them. Just wondering what the difference in color meant, if anything.

What does a broken arrow mean?

Posted: 16 Jul 2021 08:16 AM PDT

When hovering over an enemy in combat it changes your cursor to an arrow if you're making a ranged attack. Sometimes the arrow is broken, and other times it's unbroken.

What's the difference between a broken and an unbroken arrow? What causes an arrow be broken?

No comments:

Post a Comment