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  • BrokenEye
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  • Member for 9 years, 10 months, and 6 days
    Last active Wed, Nov, 8 2017 19:07:26
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  • View BrokenEye's Profile

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    May 22, 2015
    BrokenEye posted a message on [64x] GLIMMAR'S STEAMPUNK v.22 NOW RELEASED! + Latest Newglim City Download! + GS Redstone Pipes Add-On Pack!

    I haf a qvestion. Are the paintings supposed to be randomized, or are they supposed to all be identical but change every several seconds? Because I feel like it ought to be the former, but it's doing the latter. I don't really see the point of having so many paintings available if I can only have one of them on display a time.

    Posted in: Resource Packs
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    May 15, 2015
    BrokenEye posted a message on [64x] GLIMMAR'S STEAMPUNK v.22 NOW RELEASED! + Latest Newglim City Download! + GS Redstone Pipes Add-On Pack!

    Probably the same one.

    Posted in: Resource Packs
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    Apr 29, 2015
    BrokenEye posted a message on Galacticraft 4.0.1 [6,400,000+ Downloads!]

    Okay

    Posted in: Minecraft Mods
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    Apr 29, 2015
    BrokenEye posted a message on Galacticraft 4.0.1 [6,400,000+ Downloads!]

    Hey, I've got a question. Is the rocketship requied in order to get to space, or can you get there just by going high enough? Because I really want to build a space elevator.

    Posted in: Minecraft Mods
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    Apr 24, 2015
    BrokenEye posted a message on [64x] GLIMMAR'S STEAMPUNK v.22 NOW RELEASED! + Latest Newglim City Download! + GS Redstone Pipes Add-On Pack!
    Quote from MegistusEligius»

    If you get the opportunity to look at any 19th Century building ... one of the main forms of decoration that I have noticed, especially in the interior, is floor variation. Also, a contrasting base boarding will also help.





    The problem, see, is that the walls of the hallways are also the walls of the adjacent rooms, which directly border the exterior, so if I change the walls of the hallway at all, it effects the rooms, and I have to change the other walls of those rooms to match, which will effect the exterior. Otherwise, baseboards would be perfect.

    Posted in: Resource Packs
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    Apr 21, 2015
    BrokenEye posted a message on [64x] GLIMMAR'S STEAMPUNK v.22 NOW RELEASED! + Latest Newglim City Download! + GS Redstone Pipes Add-On Pack!

    Say, since I'm here anyway, I'm wondering if some of you seasoned GS builders might be able to give me some tips with something. I'm working on the city hall for my city (although there isn't really a city yet) and it's looking pretty good, both inside and out, except for the hallways, which are excruciatingly dull. Any ideas on how to decorate them to make them a little more lively?

    Posted in: Resource Packs
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    Apr 19, 2015
    BrokenEye posted a message on [64x] GLIMMAR'S STEAMPUNK v.22 NOW RELEASED! + Latest Newglim City Download! + GS Redstone Pipes Add-On Pack!
    Quote from MegistusEligius»

    Try building with sandstone slabs. I think you will find what you are looking for as far as textures.

    ...


    Also, Figured I would show a bit of what I am working on ... especially in the way of bookshelves. I have recently added Gany's Surface mod to my collection. As such, for the mod, wood type bookshelves were added. Well, I had to do a bit of a make over of how I have worked bookshelves.



    The Oak Bookshelves will be found in my Alt pack, the rest will be found in the mod texture pack.


    Ah, now I see what I was doing wrong. It was the carved sandstone that was changed. My nether temple doesn't have any carved sandstone areas taller than one block.


    Cool bookshelves, by the way.

    Posted in: Resource Packs
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    Apr 19, 2015
    BrokenEye posted a message on [64x] GLIMMAR'S STEAMPUNK v.22 NOW RELEASED! + Latest Newglim City Download! + GS Redstone Pipes Add-On Pack!
    Quote from juliusand1»

    Can you provide a screenshot BrokenEye? I'm just curious because I have all the changes you feel you are missing.
    As for the Sold Particle I believe the bonemeal particles and the positive villager interaction particles pull the same texture in Vanilla. Change one, change both.

    Soitenly...
    Posted in: Resource Packs
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    Apr 18, 2015
    BrokenEye posted a message on [32] [1.7.9] VillainCraft® (WIP) Mk6.5 - Over 25 Thousand Downloads! - 6.6 Preview Pics Pg24-25
    Quote from Xbony2»

    Er, I hate to be the guy who asks, but is this project still being worked on? You can probably forgot about MCF fixing it's stuff, unfortunately. I'd recommend making a new thread for VillainCraft 7 (or 6.6, however you would like to call it).


    See above. I fully intend to continue this project as soon as it becomes possible to do so. Criticsquid and co may be absolute rubbish at keeping on schedule and certainly haven't fixed the problem yet, but I've seen direct evidence of them actually working on it.

    Posted in: Resource Packs
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    Apr 18, 2015
    BrokenEye posted a message on [64x] GLIMMAR'S STEAMPUNK v.22 NOW RELEASED! + Latest Newglim City Download! + GS Redstone Pipes Add-On Pack!

    I'm really digging the new train tracks and particles, but struggling to identify any other changes that have been made (apart from the white stained clay which continues to grow increasingly ill-suited to the white part of the eye mosaic on my rotunda floor, harrumphharrumphharrumph).


    I did notice two problems, though. The new bonemeal particle is erroneously displaying as the "sold" particle rather than whatever it's supposed to look like... unless it's supposed to look like that, in which case never mind. and despite the lovely preview pictures of the new sandstone, the sandstone hasn't actually changed.

    Posted in: Resource Packs
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    Mar 8, 2015
    BrokenEye posted a message on Need help removing apparently sourceless light emanating from floor
    Alright, so I just finished digging a huge underground missile silo and building the missile housed inside, and when I was through, I noticed an apparently sourceless light emanating from the floor of the silo, apparently the entire floor. This bugs me,because I want it to be dark down there. The floor is made entirely of iron, coal, and grey stained glass, with no light sources. There is a shallow chamber just under the floor, but it too is unlit, and completely sealed, and anyhow, the light seems to be coming from just above the floor, rather than under it, as the only light below the floor is the miniscule amount which filters down through the glass. Covering the floor entirely in an opaque block blocks out the light, but when I clear the blocks away the light returns. Pulling up the entire floor and rebuilding it from scratch has no effect on the light whatsoever, so it clearly isn't coming from the blocks themselves. Nothing else is remotely out of the ordinary, and iron, coal and stained glass do not function as light sources elsewhere in the world.



    In case it's relevant, I was under the effects of a potion of night vision at the time I build the floor, but I was under the effects of the same when I built large portions of the walls as well, and those are acting normally.

    What's going on, and how do I fix it?
    Posted in: Java Edition Support
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    Dec 20, 2014
    BrokenEye posted a message on [32] [1.7.9] VillainCraft® (WIP) Mk6.5 - Over 25 Thousand Downloads! - 6.6 Preview Pics Pg24-25
    Its not dead. I just can't edit the OP until Criticsquid and Co. fix all the bugs with the text formatting engine.

    Judging by my experience up until this point, it might be a while.
    Posted in: Resource Packs
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    Nov 8, 2014
    BrokenEye posted a message on Activating shaders using command blocks?
    Huh. Learn something new every day.
    Posted in: Redstone Discussion and Mechanisms
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    Nov 7, 2014
    BrokenEye posted a message on Activating shaders using command blocks?
    Really? How about hunger and oxygen and things like that?
    Posted in: Redstone Discussion and Mechanisms
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    Nov 6, 2014
    BrokenEye posted a message on Activating shaders using command blocks?
    But aren't status buffs also client side? Those can be activated with command blocks
    Posted in: Redstone Discussion and Mechanisms
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  • View BrokenEye's Profile
    Jul 23, 2015
    BrokenEye posted a message on 1.9 Spoilers: Dragon Head?

    That would look absolutely atrocious over my mantlepiece (but so cool)

    Posted in: News
  • View BrokenEye's Profile
    Jul 15, 2015
    BrokenEye posted a message on Dinnerbone Dual-Wielding Demo

    You know what would be really cool? Carry a torch or chunk of glowstone in your off-hand and have it actually illuminate the area around you.

    Posted in: News
  • View BrokenEye's Profile
    Jul 7, 2015
    BrokenEye posted a message on Day 2 Minecon: 1.9 Update Info!

    Yeah, but will we be able to leash boats to fences yet? No point in having boats that don't break if you keep losing the darn things to inertia anyway

    Posted in: News
  • View BrokenEye's Profile
    Jun 18, 2015
    BrokenEye posted a message on Community Roundtable: Game, or Game Engine?

    I gotta say, as Roundtable topics go, this isn't one of your better ones. The features been around less than a month, and yet already it seems to be on the decline.

    Posted in: News
  • View BrokenEye's Profile
    Jun 18, 2015
    BrokenEye posted a message on Community Roundtable: Game, or Game Engine?

    Yes. Yes it is

    Posted in: News
  • View BrokenEye's Profile
    Jun 13, 2015
    BrokenEye posted a message on Climate Hope City: A Look at Climate Change in Minecraft

    Since quite a while before it was discovered

    Posted in: News
  • View BrokenEye's Profile
    Jun 9, 2015
    BrokenEye posted a message on Minecraft Community Roundtable: Mining and You

    I build a stairway down to layer 12 or thereabouts and then start a straight, one-level, 3-block high branch mine with 20-block branches on each side at 3-block intervals, but also take the time to fully explore, mine, light up, and then seal any caves, mine shafts, and ravines I come across in the process, to the best of my ability. I keep extending the tunnel until I feel like it's gotten too long, and then I seal the mine and start a new one in a more recently generated part of the world.


    I'm thinking that when I reach the endpoint of my current mine, I might build a stairway up to the surface to see if there's anything of value up there, and then if there is, I'll convert the tunnel into a new subway line instead of sealing it.


    I also got a decent amount of resources when digging out my basement, subbasement and subway tunnels.


    Unfortunately, I've only recently taken the time to start lighting the surface in my territory (apart from buildings and roads), so with all those illuminated caves, I've got a ton of monsters to deal with up top (but I'm making pretty good progress on lighting all that space up, so I won't have that problem for long. Not sure how to go about lighting the jungles, though).

    Posted in: News
  • View BrokenEye's Profile
    Jun 9, 2015
    BrokenEye posted a message on Community Roundtable: Ocean Life

    There should be creepy bioluminescent fish such as angler fish, barreleyes, and viper fish that are unique to underwater cave biomes and blind albino cave fish that only spawn in underground lakes. Maybe bioluminescent fish drop glowstone dust, or some other substance useful for creating light sources.


    There's definitely need to be kelp forest and coral reef biomes, which would be by far the most rich in natural resources. Hydrothermal vent biomes, which would be small, but rich in minerals as well as life. If the oceans are deep enough, there can be dimly lit trenches and abyssal plains featuring similar lifeforms to the underwater caves, only without rock on top. Sub-glacial lake and polar sea biomes under the ice in frozen bodies of water. Seagrass meadows. Cold seeps. Blue holes. Brine pools. Whalefalls. Sunken ruins. Pumice rafts and floating islands.


    They could also have different selections of marine life in inland water bodies, with separate marine biomes for swamps, lakes, rivers, lagoons, floodplains, ponds, salt marshes, peat bogs, fjords, tide pools, etc.

    Posted in: News
  • View BrokenEye's Profile
    Jun 9, 2015
    BrokenEye posted a message on Community Roundtable: Ocean Life

    How 'bout algae or benthos that functions like an underwater version of grass?

    Posted in: News
  • View BrokenEye's Profile
    Jun 7, 2015
    BrokenEye posted a message on Community Roundtable: Ocean Life

    I doubt there'd be much in the way of river life anyway, seeing how narrow and shallow the rivers and lakes are, but you make a very valid point.


    Frogs wouldn't be a bad idea at all, and I wouldn't mind some crocodiles in the swamps, and maybe some tasty crayfish, some proper ducks instead of just swimming chickens, maybe even swamp monsters. Rivers could have some turtles or otters or something, perhaps catfish.

    Posted in: News
  • View BrokenEye's Profile
    Jun 7, 2015
    BrokenEye posted a message on Community Roundtable: Ocean Life

    Personally, I'd really like to see some proper sea life, of both the animalian and botanical varieties. I've got a cool underwater tube section to one of my mine cart lines but there's nothing but open water to look at on the other side of the glass, which is kind of a bummer. I'd also really like to build a shark tank in my villainous lair, but there are no sharks and the squids just aren't biting (the slowly descending platform suspended over the tank that I can chain the hero to is a different suggestion entirely).


    I think we need proper fish entities for all the fish items currently available, and maybe some other varieties as well like lion fish and angler fish. We need sharks. Maybe some giant squid hostiles with fully articulated tentacles or even some proper good olde fashioned sea monsters. We need underwater "foliage" such as seaweed and corral and anemones and tube worms that won't displace water and won't be washed away. We need some underwater structures other than just dungeons, such as shipwrecks and sunken ruins and interesting rock formations.


    Obviously larger mobs would have to have a minimum amount of space available in order to spawn, but then, squids really should have that too. It's annoying seeing a one-block deep pool full of halfway-out-of-the-water squids. Don't land mobs have some sort of minimum air-block requirement to spawn? I'm pretty sure they do.


    Also, when I kill a squid, I want to get calamari. Because calamari is delicious. I don't care if I can't actually taste it, it's still delicious.


    As for "bow hunting" and "stabbing" fish, I remind you that fish are small and fast, and water disrupts the flight of projectiles.

    Posted in: News
  • View BrokenEye's Profile
    May 23, 2015
    BrokenEye posted a message on 1.8.5 Security Update is Live!

    Cool

    Posted in: News
  • View BrokenEye's Profile
    May 22, 2015
    BrokenEye posted a message on 1.8.5 Security Update is Live!

    What was that?

    Posted in: News
  • View BrokenEye's Profile
    May 20, 2015
    BrokenEye posted a message on Tube Heroes: Toys of Youtubers?

    I'm not sure how I feel about this

    Posted in: News
  • View BrokenEye's Profile
    May 5, 2015
    BrokenEye posted a message on Magic Arrows: Possible Secret Future Update?

    Trick arrows, eh? I wonder if the slime arrows bounce off objects and can be used for elaborate ricochet-based trick shots. I'll bet the glowstone ones are firable light sources, like the archery equivalents of a flare gun. Lava and gunpowder are obviously flaming arrows and explosive arrows respectively.


    I'm guessing hacking arrows and punching glove arrows are out of the question.

    Posted in: News
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