• Inventory Split Incoming

    MassiveCraft will be implementing an inventory split across game modes to improve fairness, balance, and player experience. Each game mode (Roleplay and Survival) will have its own dedicated inventory going forward. To help players prepare, we’ve opened a special storage system to safeguard important items during the transition. For full details, read the announcement here: Game Mode Inventory Split blog post.

    Your current inventories, backpacks, and ender chest are in the shared Medieval inventory. When the new Roleplay inventory is created and assigned to the roleplay world(s) you will lose access to your currently stored items.

    Important Dates

    • April 1: Trunk storage opens.
    • May 25: Final day to submit items for storage.
    • June 1: Inventories are officially split.

    Please make sure to submit any items you wish to preserve in the trunk storage or one of the roleplay worlds before the deadline. After the split, inventories will no longer carry over between game modes.

Archived /skull In Creative Worlds

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Conflee

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This suggestion is simple enough: giving players access to use /skull in Creative worlds. Skulls are very handy for decorating, from setting up a meal on a table, to adding little bits of detail in any number of situations.

This is a really short suggestion, but really it doesn't need much explanation.
 
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While it would make the process easier of getting skulls, you can bring skulls into the world with a WorldEdit command.

//set skull;USERNAME

Keep in mind you'd have to select a block first with the WorldEdit wand or with the position commands, and obviously replace the USERNAME with the player who's head you want to summon in (case sensitive). It's automatically placed into the world, so to get it into your inventory you'd need to use a piston to break it and drop it.

That aside, having something such as /skull would definitely make it easier to use decorative heads for the players who aren't familiar with WorldEdit.
 
While it would make the process easier of getting skulls, you can bring skulls into the world with a WorldEdit command.

//set skull;USERNAME

Keep in mind you'd have to select a block first with the WorldEdit wand or with the position commands, and obviously replace the USERNAME with the player who's head you want to summon in (case sensitive). It's automatically placed into the world, so to get it into your inventory you'd need to use a piston to break it and drop it.

That aside, having something such as /skull would definitely make it easier to use decorative heads for the players who aren't familiar with WorldEdit.
I've heard of this, though I've had inconsistent results. Most often I have ended up with Steve heads, or skulls with displaced hitboxes.
 
I've heard of this, though I've had inconsistent results. Most often I have ended up with Steve heads, or skulls with displaced hitboxes.

The command has to be pretty precise, and in most cases the skull will look like a skeleton head or a Steve head until you make it drop with a piston, in which it becomes the desired-textured head when it drops. It's kinda weird, but nonetheless it does work for the most part.

But because this process is often more complicated then it needs to be, it would definitely be convenient to have a command that would bring them into the world through quicker and less tedious matters.
 
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