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    posted a message on iPixeli's Gender Mod
    Good God, Boobs on a Cube! I heartily approve!
    Posted in: Minecraft Mods
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    posted a message on how to get better FPS!
    It's because of the number of loaded chunks. When you change from Fancy to Fast, or back, it reloads all the chunks, and you start with MUCH fewer loaded than you had before you changed. Fewer loaded == less to process. As the chunks reach the limit of what your computer can handle, it starts to slow down again, and you go back and switch it again.

    In essence, what you are doing is keeping the maximum number of loaded chunks below even the 'Tiny' setting. Nothing more.
    Posted in: Legacy Support
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    posted a message on [1.5.2] FiniteLiquid v5.93
    Quote from gabessdsp

    Need help fixing my problem asap! :/ Here is my error log:

    http://pastie.org/2297203


    I'm not entirely sure, but it looks like you have a conflict with blockID 239... because of that conflict, it doesn't look like all the FL blocks are getting loaded in! Thus, the reason you are getting errors with 'BlockNWater_Still.' It hasn't had it's sprite loaded yet.

    One or the other of your mods is already using 239. Either reassign the ID in FL, or in that mod.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] FiniteLiquid v5.93
    There seems to be a major issue with water loss in pipes. I create a ramp and cistern, and have the cistern pump into the top of the ramp (for a nice waterfall). I find that even large amounts of water are gone in mere moments.

    If this is intentional... To simulate evaporation or some such... would you be so kind as to describe a good mossy cobblestone farm? I'm using Better Ore Distribution (not yours, but another one) alongside your mod, which overwrites your mod's world gen, so no infinite-finite oceans, just the vanilla type.
    Posted in: Minecraft Mods
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    posted a message on [1.6.2][SP/SMP] Marcopolo's Mods: Better Ore Distribution(v2.7.1 beta), Trap Friendly Cactus, and Practical TNT
    Quote from marcopolo1613

    there was one, but it is outdated. you'll have to wait for Scearcrovv to get back, he manages all my patches


    Hopefully soon!

    EDITED: forgot which topic I was posting in :/
    Posted in: Minecraft Mods
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    posted a message on [1.6.2][SP/SMP] Marcopolo's Mods: Better Ore Distribution(v2.7.1 beta), Trap Friendly Cactus, and Practical TNT
    Wondering if it would be possible to get a compatibility patch for Infinite Liquid?

    (I ran a search for "Finite Liquid" within this thread, but no results.)
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    If this bug has been reported, please disregard this post.

    If you break the block beneath a Light Sensor, it produces a 'blocklet' sensor, which you can pick up, but leaves the initial sensor as it's 'placed' state, floating, which you can then break and pick up. Net gain: +1 sensor.
    Posted in: Minecraft Mods
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    posted a message on [V1.3] Optimine (FPS Boost) [OPTIMIZATION] *UPDATED*
    Changing the Priority of an application shifts resources to that application, and away from all others, including your OS. This is the reason that the person who has the single core laptop is experiencing input lag, while the person with the multi-core is not. The game is getting increased resources on ONE core, so it compensates by shifting most of the OS to the other core. The single core can't do that, so it just bogs everything down.

    Lesson: Never bump anything above 'High' priority on a single-core processor.
    Posted in: Minecraft Mods
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    posted a message on [1.9] [Windows] Minecraft AutoMap 0.7.9.2 - Advanced Realtime Map
    Quote from bp2008 »

    Letting you place markers with text labels wouldn't be too hard. Both for your current position or a custom position you enter yourself (in coordinates as reported by AM -- other apps are likely to interpret Notch's code differently).

    However, a decent system for disabling or removing them (without making you edit a text file) would take some time.

    They would not remember altitude and would draw no matter if you were underground or above ground.

    The arrow pointing toward offscreen markers idea would be much more difficult to implement. I am no math guru, so it would take a lot of guesswork to get them to draw in the right place at the right size and pointing in the right direction. Then of course this requires you to be able to easily disable the arrows or they start getting in the way.

    So, in short, the only way I can implement this reasonably soon would be in its raw form. You'd press a key and a dialog would appear allowing you to enter coordinates and a label. The coordinates would be initialized to your position. Upon accepting the waypoint marker, you'd see a little flag on the map, and above it the label (green, perhaps, to help distinguish from other player names). To find a distant label, you would have to zoom out. To delete one, you would have to open a text file and find the relevant line and delete it, save the file, and restart AM.

    Would this work for you?

    Edit: BTW there is no good way I've found to tell if you are in hell or not, short of calculating percentages of nearby block occurrences. So the labels would not remember which world they were placed in and you might see an overworld label somewhere in hell, and vice versa.


    Exactly what I was thinking of. I would be happy to find the relevant math to help with the arrow, but if it's too much of a pain, even a thin line to the selected waypoint would work just fine. Just some way of saying, "I want to go here so I need to follow this."

    As for the Hell/Overworld issue, I think some setup like mentioned earlier would work just fine. I think one addition to the previous poster's idea would be cool though.. Rather than just a toggle, you could have 3 modes. In one, it only shows Overworld waypoints, in the next Hell waypoints. The third mode would show both, but with distances changed to show the position one might create a portal to get closest to the other realms location.

    For example, I mark a location in the Overworld, then go to Hell. I can toggle to the third mode, and it'll divide by 8 to show me where I should build a portal to get to that location (or at least close).

    Just a thought!


    P.S. Have you considered checking the top of the map for Bedrock? I don't imagine that a normal map would have any at it's maximum height, but Hell always does.
    Posted in: Minecraft Tools
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    posted a message on [1.9] [Windows] Minecraft AutoMap 0.7.9.2 - Advanced Realtime Map
    Quote from bp2008 »
    Quote from Corbald »
    Looked all through this thread, but I didn't see any mention of Waypoints! Any plans on adding this feature? I will be using your mod/program exclusively if you do!


    What exactly do you have in mind?

    I likely won't have much time for development for quite a while. But I might be able to do something if it is easy.


    Some sort of markers that can be placed either at my location, or via text entry for specific locations. That way, if I'm trying to navigate to someone's house, I can just get the coords from them, create a waypoint, and steer toward it until I arrive.

    Preferably, I would be able to create them easily, and have multiples that I can toggle on and off.

    Graphically, just an arrow that points to the waypoint if it's out of view, or draws an X or a flag or somesuch if it's in the rendered view.
    Posted in: Minecraft Tools
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    posted a message on Improved Chat Functionality Mod v1.2.2 Compatible
    Compatibility update didn't seem to work... Now will load company logo, but still won't display menu... Might be an issue with another plugin. Using 'No Resize Gui' plugin and Zan's Minimap.

    EDIT: It's the resize mod, and chance of a mod-to-mod compatibility check?

    EDIT: Installed your mod, THEN resize mod! Works fine!
    Posted in: Mods Discussion
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    posted a message on [1.9] [Windows] Minecraft AutoMap 0.7.9.2 - Advanced Realtime Map
    Looked all through this thread, but I didn't see any mention of Waypoints! Any plans on adding this feature? I will be using your mod/program exclusively if you do!
    Posted in: Minecraft Tools
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    posted a message on Accessing Hell.
    From a design standpoint, the easiest, and possibly the most interesting way to do the transition would be with preexisting 'portals' that would simply be generated along with new terrain, and linked to twins within the 'Hell world.' Having a 'Portal Device' would simply be a nightmare to code, with inconsistencies in terrain and an inability to determine the safety of the target location being the chief stumbling blocks (pardon the pun).

    Preexisting 'Hell Gates' also bring in some seriously fun game play elements.

    1) Controlling either/both side of a Hell Gate would allow a person, or a group of people, to restrict travel in/to a specific location.

    2) Discovering these relics would be another exciting find, just like current dungeons.

    3) It might be necessary to unlock a Hell Gate, something akin to 'Bring a diamond block and place it in the keyhole.'

    The physical structure of the gates would also play into the theme of Minecraft. If, for example, the current code for dungeons is used, but instead of a spawner, a 3x3x3 'Portal Block' exists in it's place, then people could craft interesting 'containers' for the portals. One might be a Stargate, another a giant stone door. The possibilities are endless in that regard. By default, the stone 'shell' that would normally be the cobblestone/mossy cobblestone of a normal dungeon would serve as a protector for the gate, and a safe (relatively speaking) landing platform for a player to 'port into. While Hell should, indeed, be difficult and dangerous, we can't have people just appearing, encased in solid stone!

    The inclusion of Hell beasts, which can only spawn in Hell, but which can also use the Hell Gates, would additionally increase the value of the Gates as a game play element. The presence of these monsters in the Overland would provide a player with a hint that there is a nearby Hellgate, as well as an additional challenge.

    As to the appearance of Hell, it's self. I vote for the 'Way type.' Dark, gloomy, with a feeling akin to setting the draw distance to tiny, but with a black background, instead of the normal grey. A mass of floating islands of stone and obsidian, with twisting, ruined paths leading from one to another. The inclusion of a flying enemy would be icing on the cake, and that's no lie! In Hell, the Gates would always be above ground, rather than buried. Providing travelers with an obvious goal. Getting to one, with floating, often inaccessible islands, flying or ranged mobs, broken pathways and other difficulties, might be a problem though :biggrin.gif:

    In addition, I would make mobs seek and attempt to destroy any source of light.

    Really, the possibilities are endless, and what's MORE, need NOT be LIMITED to THIS UPDATE! I can see, and predict, Notch working more and more interesting things into future updates! I really hope he goes with something similar to what I have posted above. The elements of gameplay added by such a simple idea are Exciting!
    Posted in: Alpha - Minecraft Halloween Update
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    posted a message on The Ultimate SMP Llamamod Obsidian Farming Guide
    A truly talented craftsman uses ALL of the tools at his disposal. Neither method is perfect, and both have their own merit, in differing circumstances. I, personally, use BOTH methods in all of my obsidian workings. The 'Cast and Cut' method is very useful for the finicky details, and allows more breathing room for mistakes. The 'Pour and Set' method excels at those easy shapes, such as foundations, and ceilings.

    It is SOMETIMES faster to cast and then mine 'loose' obsidian, thank it is to build a mold. It is also SOMETIMES faster to build the mold! Rather than preferring one method to the other overall, you should be thinking about which method is best suited for the task at hand. You should also be experimenting with new methods to make other tasks easier.
    Posted in: Alpha - Survival Multiplayer Discussion
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    posted a message on Unlimited navigational system
    An interesting system, and it takes care of the problem of building far from your spawn. I think you could easily cut down on your work load by simply building ONE chain of towers from your base back to your spawn. You wouldn't even need to change materials, as only one tower would be needed, then 'next' one. I prefer the 'road' method. Even if I build some distance from my spawn, I'll build a road from base to spawn, with way stations if it takes multiple days to accomplish. The way stations are also mini-mines for gathering the needed stone for construction. At the spawn I build a safe house, with a box that I stash some compasses, a sword, and a few loaves of bread in.
    Posted in: Alpha - Survival Single Player
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