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    posted a message on Bonemeal has been balanced now...
    As someone in the "generally don't care" camp, this does seem like a bad fix if you want automation to be attractive.
    Posted in: Recent Updates and Snapshots
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    I tried adding a new terrain type to the Default Terrains list, but it doesn't work.

    I added Beaches between 44 and 64, because I want the ocean floor to naturally have sand, clay, gravel, etc.

    However, after saving this and trying to import a new heightmap, it applies the default terrain types ( grass, dirt, ice) but not the Beaches textures EXCEPT where beaches normally appear when you tick the box to draw beaches at the water's edge.

    How do I add the beaches texture to the default terrains so it covers the entire ocean/river floors?

    FYI WP ver. 1.1.1 on x64

    edit: Figured out how to do it, just do Global Operations > Reset all terrain types to default. That did the trick :)
    Posted in: Minecraft Tools
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    posted a message on I like the new skeletons.
    Quote from Caeric

    The mobs need abilities, not damage boosts; as evidenced by the skeletons getting an increased rate of fire and dodging skills. I think the most effective way to make abilities is to give the mobs ways to affect the player's mobility. For zombies, perhaps they grab you instead of hitting you away. For spiders, maybe they throw web blocks. Giving them different ways to inhibit mobility should make all the difference.


    This would be awesome.
    The webs would both immobilize the player (and not the spider) forcing him to change his tactics, but would also reward the successful player with an extra source of string.

    For instance, a spider could leap at a player, and if that player dodges or parries, a web is formed on that space. If the player is still in that space, the web slows him down. If the player doesn't quickly eliminate the spider, he will find himself boxed in by multiple web blocks above, behind, and alongside him. Even if he's standing still and blocking, the next hit will cause him to be knocked back into the web.

    Once he's killed the spider, he can cut down the webs with a sword, axe, or shears; but until then, he has to contend with any other monsters lurking around while he is immobilized. Conversely, he could leave the webs on the landscape and lure non-spider monsters to them to immobilize them. (Maybe.)

    I'm okay with zombies being slow but having massive damage and converging on you in large numbers; creepers should always work in pairs or trios, one circling in front of you while the second comes up from behind or drops on you from above ("clever girl"). It should be random, so that the player will not be able to predict the number or direction of attack of any creeper team.

    It should be one hostile mob that prefers to drop a sublethal height if it means falling into explosion proximity of a player. Most mobs avoid jumps or falls, creepers should avoid them EXCEPT when falling onto a player.

    Even a small change in monster tactics would be an improvement, as it would make players think before attacking. Facing off against a zombie should entail a different strategy from facing off against skeletons or spiders. So that players faced with different monsters will have to be more aware of their surroundings, and bring the right weapons/tools/armour. Or like dying a lot if they refuse to learn and adapt.
    Posted in: Recent Updates and Snapshots
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    posted a message on What the current status of snow golems?
    Ah the good old days of snomen in hell.

    I have an old world on my server that someone let some Frostys loose in the nether and they glazed a good portion of it. Having them auto-aggro the pigmans was awful though, so they didn't last long.
    Posted in: Recent Updates and Snapshots
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    posted a message on TNT was buffed on 13w04a
    holy tamales, that's out of this world :PPP

    Awesome.
    Posted in: Recent Updates and Snapshots
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    posted a message on Do you like the new way bonemeal works?

    the nerf was overdone, the 2 bonemeal per tree is ok, but the 1 bonemeal per wheat stage is insane.

    Agree. If you have a skeleton farm, this is not going to change much since you will already have orders of magnitude more bones than you'll ever use.

    If you don't, this makes wasting bonemeal on crops almost unthinkable.

    Agree with suggestions to limit the number of bonemeal you get from one bone; or make bonemeal advance crop growth by 2 stages instead of just one.

    @ fishing: I like this but many people will not. Fishing requires patience, vigilance, and paying attention to your surroundings while you're focusing on the fish. These cognitive traits aren't real strong in many of the Minecraft players I see online.
    Posted in: Recent Updates and Snapshots
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    posted a message on Milk Splash Potions
    Quote from GorgeousTaylor

    Reminds me of Mad Milk from TF2, especially against cloaked Spies.


    yeah the first thing that popped into my mind when I read the thread title was Scout yelling "MAJOR LEAGUE!" and tossing a jug of milk
    Posted in: Future Updates
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    posted a message on Finally my calls have been heard.
    Quote from Lordofdragonss

    Now if they could fix the slowmo glitch after being hit, and make animals run away from you when you are not holding food! :D


    this is a really neat idea...at first, they are not concerned with you but then after you kill one they all become restless and run away from you.

    I know AI is hard to program, and the sort of situational flexibility needed would cause a bigger load on the cpu. I don't think it's impossible to have skeletons that shoot-and-scoot, zombies that don't flinch, and strafing ghasts that shoot at your feet instead of an imaginary focal point above your head. And zombies that break down doors and windows and fence gates.
    Posted in: Recent Updates and Snapshots
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    posted a message on Slimes - Too Many!
    Install SPC/WorldEdit

    Select the entire swamp biome

    Change the biome type to something else, say Forest

    Save the changes and log out

    Reload your world.

    FWIW I love slimes, but only if I get to have a virtual monopoly on slimeballs on our server. Everyone else is simply too lazy to look for and fully exploit slime chunks. Putting them on the surface EVERY NIGHT is destroying my market!
    Posted in: Survival Mode
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    posted a message on 13w03a: Burning Zombies Set You On Fire
    Too bad a skeleton shooting past a burning zombie won't get a "light" on his arrow that will then shoot the target on fire.

    Zombie (burning): Nggghhh rarrgghh!
    Skeleton: Thanks mate! *TWANG*
    You: *THOCK* Auggh augghh! I'm burning! Fire! MEDIC!
    Posted in: Recent Updates and Snapshots
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    posted a message on Finally my calls have been heard.
    Not to ask for egg in my beer, but I really think what most of us want is smarter monsters and more decision-making.

    The newest changes to skeletons make them somewhat harder - not harder to melee, but just more difficult in a general way. I guess if you count increased fire rate as you get closer to them "harder" since it knocks you back.

    The zombie change is good because slow-moving melee monsters need strength in numbers to make up for their lack of reach. I agree zombies should hit at least twice as hard as they do now. And having zombies behind you and off to the sides suddenly begin homing on you forces at least one melee combat out of multiple possible targets. If you potshot one, eventually one of the scattered horde will get close enough to you to force you to deal with massive melee damage. This is why George Romero zombies are still scary - not because they run fast, or are cunning, or even that they're especially strong - it's that they are literally EVERYWHERE and they are inevitable, inexorable, and completely insensate to all injury short of total dismemberment.

    To this point things look okay. Then you look at most hand-to-hand combat games, even side scrollers, and you realize how crappy combat really is in Minecraft.

    It's not only not difficult, it's also very one-dimensional. Blocking/parrying is poorly balanced and awkward to use. Armour and armour enchantments are both too strong, and too specialized - having a choice of enchantments should force some critical thinking and acceptable losses, not give a player near absolute immunity against ONE thing only.

    But you know how it goes, whine and complain, etc.
    Posted in: Recent Updates and Snapshots
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    posted a message on 13w03a: Burning Zombies Set You On Fire
    I've always wanted to unleash a horde of blazing zombies on unsuspecting players. HOORAY!

    (I bet there will be a Bukkit API element that lets you specify a spawner or spawn event to create burning skeletons or zombies. And that taking an arrow from a burning skeleton will set you alight. I HOPE.)
    Posted in: Recent Updates and Snapshots
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    posted a message on Looking for this kind of server.
    We also have a pvp tekkit lite at play.epictekkit.com

    Given the sad state of anti-griefing plugins for Forge, you're in luck :) Although it's only got 25 slots, most days it's 75% to 95% full.
    Posted in: PC Servers
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    posted a message on Looking for this kind of server.
    hello there...
    Posted in: PC Servers
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    posted a message on Trees cut in half
    When you install an update, there is a chance that although terrain generation isn't affected, POPULATING chunks is affected. This may be true for updates that affect ores or spawn algorithms (as opposed to major terrain updates such as adding a biome).

    So when you load a preexisting map in the new update, the terrain populator may or may not remember there's already a tree in the nearest existing chunk, and will often make a new chunk disregarding the content of the previous chunk. Or, it's regenerating loaded chunks (bad) and these do not take into account the nearby existing chunks' tree crowns. So what you get is:

    Existing chunk with tree on border-->next chunk forgets the tree overlaps the chunk border and just generates whatever it wants.

    Existing chunk with no tree on border --> next chunk happens to randomly put some trees next to the chunk border, but they are cut off because the previous chunk didn't generate with it, and doesn't know to continue the crown leaves.

    If it really bothers you, make a new world all in the same update, or go into MCEdit and delete chunks on both sides of the 'tree line' and force them to regenerate using the update.
    Posted in: Recent Updates and Snapshots
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