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Mar 21, 2014Pretty much what ouatcheur said, I don't mind some biomes being rare(r) than others but it would cut down on the need for WorldBorder and/or a huge amount of wasted time if there were a way to tone down the biome grouping a bit and up the diversity in a "SMP-friendly" way.Posted in: Recent Updates and Snapshots
Mar 21, 2014@ the OP: I agree with you and this is a problem I brought up to a fellow server owner/admin after 1.7 had been out for a little while.Posted in: Recent Updates and Snapshots
The first thing players do when they join a new map is go exploring for their favorite biome, whether it be a jungle or a desert or a mushroom island. These used to be pretty common (except mushroom islands) and easy to find within 2000 m of spawn. And most server owners were content with this. It kept exploration of new map area reasonable and file size manageable.
Now that we have 40+ biomes, some of them quite rare, players are exploring again. The problem now is that like biomes are grouped together, so that you have to explore a lot more area to find rare biomes that are different from the ones at spawn. And most spawns fall in the middle of a temperate climate zone - forest, hill, plains, forest, hill, plains, some water, forest, hill...
This means players will be once again making crazy long doglegs into the wilderness looking for deserts, or jungles, or the new biomes with the new blocks - all of these are rare by design, and tend to be far, far from spawn.
The current solution is to pre-generate the map offline and use WorldBorder to put a hard limit on exploration past a certain distance from spawn. The problem there is that if your seed doesn't generate one of the "rare" biomes within that first 4000 m or whatever your border radius is, players will whine. Some may leave. The alternative is to let them run amok and bloat the map file size and cause stuttering lag while they're zooming through hundreds of chunks all rendering constantly.
Biome grouping and surface ravines can both be turned off using a server plugin (TerrainControl) so it IS possible to pre-generate a modest-sized world with plenty of different types of biomes, all within 4000 m of spawn, and keep ravines hidden underground. There's also the option of slapping a satellite picture of Hoboken or Mount Fuji or something into the plugin folder and generating whatever biomes you want wherever you want them, but that's more work and may cause problems once the update arrives.
You can still use WorldBorder to pre-generate a map using the custom TC plugin.
Feb 17, 2014Crunkatog posted a message on WorldPainter - graphical & interactive map creator/generatorForgive me if I've missed the post where you comment on this -Posted in: Minecraft Tools
In past versions I was somehow able to get WP to allow Minecraft to populate the ground with regular abandoned mineshafts and such.
I don't, for the life of me, remember how I did this, or if I am mistaken. I think it was for Tekkit 1.2.5 about 18 months ago.
IIRC before that point, it was not possible to make a map in WP and export it in any way that would allow MC to populate the mineshafts in.
Has this changed? Looking to make a custom mesa style map with lots of mineshafts and explosives.
Quote from bruceatsr44
I personally think WorldPainter's cave generation is really good, and leagues better than MC's regular cave gen. I played on a server with a completely worldpainted map and I loved going mining because the caverns were frequent, expansive and unique. I've never seriously attempted mining on a vanilla map because the caves are basically random tunnels, and they're so small and packed together it's impossible to memorize a layout of one.
This, I like having the option of toggling on/off CUSTOM CAVERNS. The gigantic open arcades of WP's cavern generator are sort of unique and special. They were certainly fun to colonize and build entire cities inside and plant tall trees.
Mar 20, 2013Crunkatog posted a message on Rules of Islam and Other Religions in Minecraft [PIC HEAVY]I look at potions as falling into three ethical/moral groups (roughly).Posted in: Discussion
Some potions save your life and act like true medical treatments. Regeneration potion, instant healing potion, weakness potion (as applied to villager zombies to "cure" them of their fearsome disease). You should feel free to use these potions anytime you need them.
Some potions prevent a condition or hazard or improve an existing innate ability. They act like vaccines or vitamins do to prevent disease and enhance normal function. Fire resistance, damage resistance, and strength potion are examples of this type. You should be able to use them prudently but they can be unbalanced and therefore "unnatural" if used excessively. Fire resistance potions making you totally immune to fire for 3 or 8 minutes seems far-fetched, I think if any of these are borderline unfair, it's that one.
Lastly some potions give unnatural enhancements that are meant to give the player an unbalanced advantage over nature. Invisibility, night vision, speed, jumping, and poison/harm potions give the player something they would not ordinarily be able to do under any circumstances, and are heavily used to take advantage of other players or distort the game experience. They should probably not be used in an idealist ethical/moral/doctrinal system. This goes for any religion or sect.
I don't know if it's equally unethical/immoral, in a simulated religious Minecraft experience, to be able to craft a block or item that grants night vision (e.g. infrared goggles) or speed (a car or skateboard or something). I would think having a permanent item that grants the same bonus as a temporary potion, probably would make it more immoral, not less.
This assumes that players walking to their destinations in unadorned, un-enchanted armour is to be the measure of things.
Mar 19, 2013you need to have the animal pen correspond to the exact coordinates of the chunk(s) they occur in...Posted in: Survival Mode
otherwise when the chunks unload and reload (you log off, run far away, etc) your animals will sometimes glitch into the walls and die or glitch into adjacent caverns.
Many many times I've come online to see random steaks and feathers and chicken carcasses lying on the ground next to the door and walls. If I had not set my bed location inside the cow shed, these drops might have vanished, I might have missed the problem, and only seen that my cow population was slowly dwindling.
Mar 19, 2013Posted in: Survival ModeQuote from Kelekona
I cheat like a cartoon villain, but I only play with myself or with a friend. In our shared world, I'm using a seed that I'm very familiar with. I've also flown around in creative will probably make a copy of the world for finding a stronghold and nether fortress. (Something about the nether stresses me out, and sometimes the only way I can find a fortress is to look for shadows on Rei's Minimap because I can't see netherbrick from more than 15 blocks away.)
I'll turn the difficulty to peaceful at whim, dig in a direction I wouldn't without Rei's radar, have Rei automatically mark my death spot. (I would switch to an underground mapping program that relied on making maps based on where I walk) I would turn off mob griefing except I find it adorable when a zombie steals my weapons and armor, or an Enderman slowly turfs up my front yard, it's just those damn creepers. We would also play on peaceful if there was a way to get reagents without killing things and if we had a hunger mod. (Farming is fun, making food is fun, smelting stuff is fun, I want to try brewing.)
I've also had times when the fastest way to stop being ed about some injustice that the game caused me was to turn on cheats and correct it. (Skeleton knocking me into lava or something, I'll hop into creative mod just to get my enchanted pickax back.) I should get an inventory preserve mod. Having the keepinventory command on makes me wonder why I should bother walking to my base when jumping into lava would be quicker.
I also hopped into creative because the seed we're playing on is stingy with cows, and my friend would quit a cowless world.
I also ran a dungeon generation tool on the world. It's giving some weird advantages, like nether mob spawners in the overworld, but it's more that I like random structures.
Basically I cheat because the settings I want to play at don't exist without mods. But really, I'm playing house, not an adventure game.
If I ever stopped hating people long enough to get on a server, I imagine that I could get around cheating by asking someone if they would trade something I like doing for the stuff I don't like doing.
When you're in the game again type "/gamerule keepInventory true" and the only thing you'll lose from dying is the time it takes you to leave spawn.
Mar 16, 2013Posted in: Server Support and Administration
this, and do the same with your minecraft_server.jar and just bypass the whole MCMyAdmin update button, it will mess things up if you're planning on using a dev version of CB.
(Make backups of your existing setup as per usual)
Mar 15, 2013I just switched internet providers last month and I'm on a smaller bandwidth usage cap. This month I got my bill and it shows I've gone 30 GB over the usage cap and wound up with heavy fees.Posted in: Java Edition Support
I've installed NetMeter and have it open on my desktop watching what's eating the bandwidth. TF2, other Steam games, Skype, and regular internet usage are hardly even showing a blip.
I play on a SMP server 1-3 hours a day, several nights a week.
Sure enough, once I log into Minecraft and join a server, it starts gobbling up 35-50 KB/s with me just standing inside my house, doing nothing and going nowhere.
I don't recall this being a problem before about 1.3.1.
I'm not hosting the server, it's remotely hosted elsewhere. Using vanilla client, joining Bukkit server with few plugins.
The bandwidth is much higher when I'm around my farms with lots of livestock. But even out in the open during daylight it's still chewing through 20 kb/s download.
I'm done with Minecraft if this is what I can expect just having a simple farm. I'm not paying $65-100 a month extra overage fees for the privilege of playing with my mates.
Any suggestions or help or even an explanation would be appreciated.
Mar 9, 2013Crunkatog posted a message on 1.5 Wither skeletons now suffocate in 2 high spacesSucks, I just revamped my spawning pads in hell to have ceiling slab so this wouldn't happen though, so we'll see what happensPosted in: Recent Updates and Snapshots
Mar 7, 2013Crunkatog posted a message on What will you use the /effect command for in adventure maps?Everything...hopefully we can script some additional effects or have third-party command sets and plugins hook into this. IIRC someone on our server was messing about with command blocks and managed to get the command block to actuate "/kit redstonetools" which is an Essentials command, not a native Minecraft/Bukkit command.Posted in: Future Updates
Mar 7, 2013One good thing about random pockets of lava in the nether - I can harvest a lot more buckets of lava for lava-liers without spoiling the pristine surface of the lava sea. It's such a drag looking out my window and seeing lame-ass whirlpools and divots on my nice lava lawn where I took buckets out of necessity.Posted in: Recent Updates and Snapshots
It's like when you're in a mineshaft and there's a lava spring spilling out of a wall - nubs fill the source, and turn off the lava forever. And this is why you can't have nice things.
*A lava-lier is a chandelier made up of nether fences, iron grates, or even glass panes with a lava source suspended between them but open to the atmosphere. Very pretty, discourages fly hacks.
Mar 6, 2013Posted in: Recent Updates and SnapshotsQuote from Auric245524
to make a generator u'd require water. there is no legit way to get water in the nether. if you're cheating in water source blocks you might as well just cheat in the cobble, stone or obsidian anyway.
It's nice to know the nether is becoming more dangerous. it was pretty easy to tunnel around from point A to point B without any problems. Now with the faster lava and the lava pockets in the netherrack it can become a bit dangerous to those who are not careful.
I help run a server on which quite a few people have been playing since 1.1. We had a plugin called IceExtractor, that let players collect ice blocks by pulling them away from the water surface with a sticky piston. Quite a few players made contraptions in the Nether that use flowing water, flowing lava, or both. These have continued to work pretty much as expected, even after the 1.3 update made ice-->water in the Nether not work anymore.
My question doesn't presuppose anyone is cheating anything.
The only one I'm really concerned about is the obsidian generator. If the lava flows too fast, it can touch the water reservoir before its encounter with the redstone dust causes it to "source-ify". This is only a theory and I guess I'll find out come 1.5 if these devices still work, or if they just devolve into an expensive and low-yield cobble generator.
Mar 4, 2013It's hard to follow some of the comments in that bug ticket because the English grammar is sketchy, or people are using different terminology to describe the same things or vice versa.Posted in: Recent Updates and Snapshots
It is frustrating indeed to deal with persistent flowing lava after you have eliminated all the sources.
I wonder what effect this change will have on certain types of block generators (stone, cobble, and obsidian generators). I live in the Nether, so these questions are relevant to me whereas someone living in the overworld may notice no change to their generator.
Mar 4, 2013Posted in: Recent Updates and SnapshotsQuote from pocketrocket
I experimented with this feature. I stacked a thrown ender pearl on a mob. Killing the mob will teleport you to the place where the mob died.
I also tried putting a minecart on an ender dragon! A dream come true!
YOU GOTTA TRY THIS!!!
See my sig....it's been done using mods and plugins before but yeah, trippy and definitely one of the highlights of this new functionality.
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Feb 5, 2013Posted in: NewsQuote from D1280
Saw this a while ago but still amazing. I love all the details like no music or narration and the square orbits.
yeah, loved the protoslimes and the cephalosquids and the Ranaphibians and the giant silverfish that the testificate civlization awakened by mistake.
May 31, 2012Posted in: NewsQuote from cobaltwarrior19
Request for Jeb: Creative Mode/Adventure Mode exclusive blocks such as an invisible block to keep players inside the adventure map, but without making them feel boxed in. And a reset block, so when a player beats a map, or catastrophically loses (IE: Sets off a TNT trap that irreparably damages the map), the player can reset the map to it's previous state at the beginning of the map.
This (the invisible block that obstructs terrain passage) often called a cinematic barrier. Is visible to the player in creative mode, but not in survival mode or adventure mode.
--Blocks that can be programmed to turn into another block or even an item drop or an entity, when a set of conditions is met. For instance: I want a custom village to appear deserted from a distance, but when the player is inside or very near one particular house, a single villager appears. It might work like this: you place an invisible barrier block inside the house. It has a condition-effect GUI that has a scrollable list of useful Conditions and a scrollable list of useful Effects. Conditions might include "player is near" and "player has itemID in inventory". Effects might include "change this into entity ID 120 (Villager)" or "change all block ID 37 (dandelion) in radius 8 (relative to the block) to entity ID 50 (creepers)."
Jan 24, 2012Crunkatog posted a message on Minecraft™ LEGO® CUUSOO Project Passes LEGO Reviewwant sooo bad.Posted in: News
Because I would love to play with digitized LEGOS converted into...real LEGOS.
No seriously, when I explain to strangers what Minecraft is all about, I say "It's like LEGOs, you enter a world made of LEGOS and have to make food and shelter out of these LEGOS. Except every night, the LEGO monsters come out and try to eat you."
Jan 9, 2012Posted in: NewsQuote from Daddums
Broken mob hitboxes (SMP), Mobs that don't move unless your close and now this. Kinda looks like Mojang doesn't like mob traps (even though Notch said he had no problem with them).
Even if it's a glitch- it's reasonable to assume it won't sit high on the fixit list.
Or maybe just Jeb is at a point where he feels fine rolling with his plans to fuxor mob traps altogether.
Zombie reach is back to beta 1.2, oh my. Annoying as hell but we lived through 1.2 until a fix came along. We'll live until the next snapshot.
Hitboxes changing size may mean a lot of things, not specifically "hey let's clog up some dude's mobavator". It could mean, it's easier to nail zombies from far away. Personally, this doesn't make sense. Unless the hitbox is also a damage range. Then it's definitely a glitch that needs fixing. Hitboxes and damage range boxes should be WYSIWIG, i.e. what you see is what you get. I shouldn't have to remember that although a zombie looks like a human, its hitbox is more the size of a cow or a large slime. Conversely, I should be able to hit a large slime by slicing at a corner rather than having to wade ****-deep into it to hit it.
Nov 20, 2011yeah, bukkit isn't just for mods, it's also for security, administration, file management, environmental controls, permissions, and server maintenance. IMO any summit on Bukkit should include a discussion of each one of those basic categories. Because running anything bigger than a LAN server you need to start thinking about those issues.Posted in: News
Nov 20, 2011eh voxelSniper is more useful than most plugins I've seen, but most of us have grown used to WorldEdit/WorldGuard/CommandBook. sk98q is a god.Posted in: News
And yes, this is a video promoting voxelbox, not bukkit. To accurately represent bukkit's compatibility and purpose, the panel should have had the creators of iConomy, mcMMO, mcBans, Register, Multiverse, ChestShop, MinecartMania, Essentials, and NoCheat at the table.
Nov 3, 2011My 2c:Posted in: News
After looking at these I sorted them mentally into "halloween-only" and "all year round". The biggest problem I have with using Halloween packs outside of the season is the orange grass. That said, the two orange-grass packs were probably the best overall, because their textures were uniformly original and well made.
I favour Mine Co. over Joli by a thin margin. Oddly enough, while I can see the appeal and color harmony of original Jolicraft, I didn't care for it personally and stopped using it. The Halloween edition does justice to the original, and seems to work well with the Halloween components, but Mine Co. really does feel like a snappy Autumn evening.
All-year-round use seems to go to Croco15. The Grim Pack reminded me of every Hellboy comic I ever fell in love with. The grass really looks frostbitten, wood looks weathered and bleak, trees have that very late-Fall look. It's just breathtakingly desolate. And the Nether is well-handled. It's not bleak at all - it's dark, and fetid, and toxic. When you immerse yourself in a Grim world, it is not just autumn, it is morbidly, supernaturally, Eternally Autumn. And the Eternal feel is what gives it life beyond Oct. 31.
Second runner-up is Korthos' Dark Redemption. Again, somber colors mixed and matched to produce a new, chilling feel. It's just a tad brighter than Grim Pack, very nice for an Irish Epic RPG, but while the mists roll and the wind howls, the Morrigan doesn't quite ride through across this one. It's suitable enough for use on any day of the year, but feels a lot like other Medieval-craft packs which are also perennial, but suited for a particular era.
The Raining Darkness pack was a close match with Korthos' but the textures were simpler, and this was unappealing to me for some reason. This is a big problem for makers of "simple" or "clean" texture packs. For some people, removing the various textures and subtle hues from the blocks detracts from the sense of material diversity. For me that was most apparent in the Nether, where two radically different materials dominate the hellscape: a brittle, volatile porous Netherrack crisscrossed by veins of murky, tarry Soul Sand.
The high resolution packs chosen for this contest were interesting, but did not reach their full potential using the higher resolution. I thought Drfrozenfire's 'anatomical hearts and stomachs' theme was cute and creative, and sort of wish it were part of the regular 16x pack in some way. Alas, it doesn't work out.
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