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    posted a message on I need some help making a mod

    You can use reflection to make certain fields of classes editable, and then you could insert an extended class there... but as for static classes, it gets a bit harder there. If there is a class with static methods that are used, that is trickier; there is no easy way to do that, and actually the easiest would just be to edit that class. Make sure that you clean up after yourself when you're done though.

    Posted in: Modification Development
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    posted a message on 3D Item Models 1.12

    You can look up 3D block/model editors... I found an online one after some hard searching, but forget the name.

    Posted in: Modification Development
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    posted a message on No beta 1.8 terrain mods?

    I've seen several mods that return terrain generation from some older versions, such as beta 1.7.3, alpha 1.2.0... but no Beta 1.8 mods. I've tried out Beta 1.7.3 terrain and it's quite cool; there's more biomes, but they are similar, and the way biomes are spread out is more in a smooth/realistic way (rather than savanna next to taiga for example). But it is quite different from Beta 1.8, which became the signature terrain of minecraft for quite a while until 1.7 came out (but I think people still saw beta 1.8 terrain as signature, especially in the old popular videos). Both are cool, but I miss this terrain generation more.


    Does anyone know why there aren't any Beta 1.8 mods, because I'd really like to play with that terrain, perhaps on a server or singleplayer in a newer version... or, does anyone know where to find the generation code for Beta 1.8?






    I've attached an image from minecraftwiki of Beta 1.7.3 terrain, since the link to the image was having some problems.

    Posted in: Mods Discussion
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    posted a message on Can we discuss the abandoned mineshafts?

    The mineshafts are unlike the other abandoned structures in the game; besides the cobwebs, their wood has been maintained while only stone based tombs and temples exist outside. Perhaps they are protected better from erosion given they are underground, or perhaps they were more recently built. The villagers have not mined anything any player has observed, yet they sometimes have blacksmiths and have iron bars and lava at their buildings. The villages look fairly new though... or do they? There is sometimes grass growing inside the huts. Maybe they really built it a while ago but the wealthier villagers keep their houses clean, or maybe they took up what was built seasons ago by a player. Either way, any answer isn't straightforward. And why are the ores unmined? Were they there when the mineshafts were dug, or did they form long and slowly afterwards?

    Posted in: Discussion
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    posted a message on Can't progress that far in minecraft because of my ADHD

    You know some (actually quite a lot) of people have the opposite problem, although it is also dealing with patience. There are some players who rush to the nether and end repeatedly and find themselves bored or that they have "won" the game and feel like there is nothing else to offer. Others spend hours on end (pointlessly, to me) adding 100 block tall lava-generated walls to their faction base so they are almost fully un-griefable; then they just go on to AFKing or grinding for money or experience to either become a billionaire or have the strongest armor obsessively. Many players have problems either sticking to a project or settling down on something, or going at a slower, more patient pace (like deciding to build that wood cabin with wood tools and then making a house versus going straight to mining and then to the nether).


    What I can say is that slowing down and putting effort into something can be more satisfying and meaningful than if you go about it impatiently; that many people share your problem as teens and kids (sometimes even adults) without ADHD; and that you should still do what you want to do, and if you enjoy exploring different worlds frequently versus settling down in one, you don't have to do otherwise unless you want to.


    As for your world issue, I did the same thing years ago :P. You might also enjoy doing the nomad challenge; you basically roam around the world and don't stay in a set place for more than a day. I'd play this in version 1.6 or below though, as 1.7 made the terrain monotonous yet with more biomes- 1.6 and below has amazing terrain, I could show you some comparison pictures if you want.


    Nomadic Experience: https://minecraft.gamepedia.com/Tutorials/Nomadic_experience

    Posted in: Discussion
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    posted a message on What minecraft version do you think has the best world exploration/generation?

    I think it's a great idea to try out older versions and different terrains, and will do so myself!


    Personally I enjoyed the variation of the terrain that existed in Beta 1.8 to 1.6, but I also really found the terrain before then cool as a friend had shown me the Xbox game, which had the old terrain at the time while Beta 1.8 had the newer terrain. I wish there was a better mod that let you choose past terrain generations and possibly provide a fusion generator, like where pre-1.7 terrain exists commonly but 1.7 biomes are also uncommon/far but findable. Or maybe even a very rare and distant biome that has something that resembles the original random terrain. There are presets which can give you nearly the old terrain's roughness, but they won't be perfect or match old seeds- perhaps the mod could let you choose between the exact generator at the time versus a more efficient but nearly the same generator.


    I'm a bit sad that the new terrain is so flat and smooth, and much of it looks the same everywhere... but that's one of many changes I don't like, not to say that I dislike every update... but there has been many changes, through both the updates and the game's community that I have thought made things worse, and makes me miss how the game was before.

    Posted in: Discussion
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    posted a message on "Block grids" (help)

    I'd bet that the current block system only allows for change in a block's vertical collision and then horizontal so long as the horizontal area is less than 1 cube/meter. You would have to override/edit the whole code to also allow larger horizontal collision masks in the same way that fences have a taller vertical collision mask. You could possibly see if Forge has a wider range of collision values in their custom block API... but honestly mods are often cooler and better when you go out of what is normal or expected; the 1.8 Forge code changes have limited how easily made advanced or unusual mods can be. Or you could do a very inefficient check like command blocks do, checking every single tick if you're by the block then responding... but that's generally not how mods work and why they are more efficient.

    Posted in: Discussion
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    posted a message on Survival, night with no coal
    Quote from MegRae»

    Unfortunately this won’t be an option with the new flying mob (depending on how many sleepless nights it takes to attack). But on all other versions it’s great.



    Fairly sure they will only exist when you get insanely high up in the world. Also there's no need worrying about new versions for surviving before they release.



    I use the dig into a hill method. I make a small room and use some of the wood I've gathered to make fence posts to cover windows. You can still see out well enough, but mobs can't see (or shoot arrows) in. I'll use more wood for charcoal and torches, and spend the night mining and making better gear, which is a lot more productive than just hiding on a hole all night.


    The pillar up method works in a pinch, and it's actually beneficial once you have a bow and arrows. Instead of just waiting the night out, you can start sniping mobs after midnight and collect the drops in the morning. I've built several bases with towers just for that purpose. I often stay up at night sniping mobs, and you'd be surprised how many drops you can collect that way (especially if you dual-wield with your bow in the off-hand and a looting sword in your main hand, which gives you the looting bonus for bow kills). I guess that will attract the new flying mob, once it's introduced in 1.14. It'll be interesting to see how hard that flying mob will be to kill with a bow (and what it drops).


    Anyway, back on topic. Simply hiding in a hole works, but it's a waste of time that could be better spent mining and crafting better gear.



    That one's the classic, I enjoy that one :P

    Posted in: Survival Mode
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    posted a message on How do you enjoy landclaim servers?

    How do you enjoy these servers, or are able to not find them boring? I see them as ≥ 9 in 10 of survival servers and came from older servers long ago, when landclaim didn't exist but not as many people griefed (and less harshly), and very few hacked. I never really play on these servers because once one's a week or so old I often see it become about citybuilding and dominated by players who have collected many items and much land, who are unchallenged. You can't force random people to play a certain way, and people who rush to the end or to become powerful will do so if unrestricted (or the automated players end up ruling, and it just becomes this big city rather than survival).

    Posted in: Survival Mode
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    posted a message on Minecraft Nostalgia

    I find nostalgia in a lot of what you guys said; thankfully, for the most part you can still find all the things of the old game, and the things made at the time with some digging through. But if you think the game was better in the past in more ways than not, you of course can't get everyone to agree with you... and the biggest thing I long for is the servers, community and how people played the game in the past. Singleplayer you can still find the old game, and I have yet to try and really get into it and enjoy it more...

    Posted in: Discussion
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    posted a message on TechnoCraft Vanilla SMP

    Not trying to be rude at all... I may have worded the last bit not as well as I could. When I look on server lists for survival or vanilla servers I usually look for mostly the raw game, which is rarely findable (most often those servers are modified, have a significant gameplay change, or aren't really survival but landclaim + economy).


    That sounds mostly vanilla to me, only thing I can see is that people might use the seed for other things as well, such as finding an ideal biome and (sadly) also finding ores. I think it's really an honor/trust thing you're going off of. How many people are playing currently? and I will give it a try and see, can't guarantee I'll stay until I've seen it (please send me the discord or IP)

    Posted in: Server Recruitment
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    posted a message on Looking for developers - Quality/Unique Server

    I'm still looking for some help if anyone is currently looking to help develop a server or is still interested. I've added a discord server for recruitment. I will be getting things done by myself right now, and eventually I won't need help... but having help can certainly speed up the process and also make things better quality.

    Posted in: Server Recruitment
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    posted a message on TechnoCraft Vanilla SMP

    Is this really a vanilla server in spirit, or is it a customized (yet technically still vanilla/unmodded) server? That's what I'd like to know, as there are quite a number of "survival" or "vanilla" servers out there that are the opposite of what people would be trying to look for.

    Posted in: Server Recruitment
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    posted a message on Are You Satisfied?
    I've felt like the updates have been mods added to the game and the command block changes past 1.8 have made it more complicated than simple. There's too many commands I don't know of; the previous ones were more nonsensical but there were less of them, and they were more all-encorporating. Tags should still just be a part of entitydata and /scoreboard tag, not its own command. If the game just got good tweaks and only updates that didn't shift it majorly and still looked "vanilla" without mods, I'm sure that it would still be good, and that more people would enjoy playing on good quality mods in 1.9.
    Then the new features, they make it more of a collector game and a mod pack that everyone has, which is good for very young kids who want to play a modded experience that they can play on most servers (and thus also good for the better together update), but bad for keeping the simplicity of the game and what actually makes minecraft minecraft. I also feel like a lot of the new features are interesting ideas done poorly or that don't fit together or with the game, they don't take the time to think about how it changes the game from its core form like in 2012 (try watching Revenge from around then or Diggy Diggy Hole).
    Sword blocking was such a good feature added in Beta 1.8, which had a similar phase of innovation to what is here now, but practically everyone enjoyed it and agreed with it, and it didn't change the game in a bad way, just improved it. It made it from a strange alpha/buggy beta game into what it is now. But now sword blocking is gone, and shields and axes are a requirement for combat (without an axe, a shield player can fully block all your damage). The simple features in the past let you be more flexible and creative with combat, and do more tactical moves with the faster pace, like combos, strafing, etc. Plus the old terrain was more random, hilly and had a minecraft look, now it is smooth with less caves.
    Posted in: Discussion
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    posted a message on Let's discuss the Cave Sounds.

    I was told once that when you heard a minecart in the distance it was an abandoned mineshaft.








    Does anyone else here miss old versions of the game?

    Posted in: Discussion
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