Quote from El Destructo
I feel bad for Bethesda really. They're in a bit of a fix. If they don't defend the copyright against Mojang, it could be used as a court argument for a larger company to make a claim on the copyright. If they do defend it, everyone thinks they are jerks. Lose-lose for them.
True, but they can keep Mojang behind the curve by spending Notch down. Marginal lawsuit, Mojang spends itself down a little. It's pretty straightforward corporate tactics. If a competitor presents a vague but substantial threat, and you don't have a direct way to gut them, you play head games with them and spend them down/halt development on their upcoming games.
I don't honestly think Bethesda Softworks ever expected to "win" in court. They may have expected Mojang to roll over and settle, as an alternative to prohibitive legal costs and mandated delays on development of Scrolls. But the fact that Mojang is picking up the bait, means they will spend some serious money and time defending Scrolls. This money doesn't come out of thin air, it is diverted away from design, development, promotion, and server overhead. And this is Bethesda's real goal; to sap the time and money of competitors with tactical legal ******** even they acknowledge is frivolous and untenable.
In hindsight, it would have been better for Mojang to settle and relinquish "Scrolls" for "Rolled-up Parchments" or something wacky. The outcome would have been far more strategic for Mojang's favour. 1) Bethesda would have still looked like assholes. 2) They would have the very marginal and short-term victory of sole copyright on the word "Scrolls". 3) Mojang would have saved a pile of time, money, and manpower. 4) Silly awkward names like "R-U P" are ironically appealing to People who Buy Indie Games. The pronunciation of such names usually come out as "Game that's Not Called Scrolls Because Bethesda are D-bags" in any relevant language.
Also, last time I heard having the moral high ground didn't sell games. Having your game talked about everywhere sells the game. Let's stop talking about "Elder Scr***s" and start talking about Rolled Up Parchments and Minecraft.
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(iirc in snapshot, zombies can pick up items you drop when you die; you can get them back by killing the zombie)
edit @ above, is it "unimplemented"? is it still in the prerelease?
I was almost sure that (initially) zombies picked up your crap, and you had a less than 100% chance of getting it back; then they changed it so you always get your stuff back when you kill the zombie.
I certainly hope it's 100%. Or that zombies will take items back to a lair (dungeon or a different type of chest or container) and deposit them there. You kill all the zombies in the immediate area, you can rifle through their lair and retrieve all your stuff as well as whatever naturally occurs in such chests.
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This has been true since before 1.2 and I don't imagine it's fixed. Magma cubes same problem.
And slimes/cubes can't jump if they are in water. I have immobilized large magma cubes in 1-deep water pools in the nether in the past. They just spin to face you.
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I guess that is what the xp cost is trying to capture.
At least it will slow the stampede of nooby kids renaming their swords Masamune and Stormbringer down to a dull roar.
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Try that and see.
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--Slabs. Nether slabs don't exist, so if you use this method, do it in the overworld.
--Leaf blocks. No mobs spawn on leaf blocks. Thanks Jeb! They make an attractive carpet in all biomes except Desert and Swamp. (Yea, swamp gah)
--Glass
--Glowstone
--Ice
--Workbench - Test to see if a parquet flooring system made of workbenches and furnaces or workbenches and some other textured utility block can support mob spawning or not.
--Furnace - See above.
--Try identifying and walling off the slime chunks in such a way that the entirety of each slime chunk is enclosed and isolated from the rest of the open space in a tasteful, unobtrusive way; having a bunch of 18 x 18 manor houses with peculiar parquet flooring is better than having a massive romper room for unwanted Jello.
I don't think we're going to see #2 or #3. #1 is already a big thing in Tekkit (Interdiction Torch) and is perfect for what you want to accomplish - turn off/repel neutral and hostile mobs while leaving livestock breeding unaffected. I've always thought Minecraft needed an invisible item or block that could disable monster spawning without affecting the terrain, melting snow, etc. Mostly for PVP but also for aesthetic considerations. Failing both of these, this is all I came up with above.
If you're building on a server and have an admin who's reasonable about such things, perhaps you could demonstrate the scope and quality of your construction. Convince him to install WorldGuard and set up a region of protection around your work so monster spawning is disabled. I believe it's now possible to disable some mobs but not others, e.g. cows and sheep are OK, creeps and slimes are not.
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Have you somehow set part or all of your imported worlds to read-only?
Are you pointing WorldPainter to a modded or hacked jar of Minecraft to process the worlds you've worked on?
Are you giving WorldPainter enough memory to handle the sizes of files you're working with?
This is a separate problem and may be due to using the wrong version of WorldPainter for your system (Windows vs. Mac vs. Linux) or the wrong version of WorldPainter for your Minecraft version. I think someone else had this problem previously ITT and it was a build incompatibility issue.
It sounds like either there is not enough RAM to handle the sizes of merged worlds you are working with, or it's trying to save over one of the pre-existing starting worlds (and failing), or the version of Minecraft you're using to preview the merged maps is modded in some way or is not a build that can recognize WorldPainter's changes to the biome tags (i.e. pre-1.2.5).
Try importing and editing a smaller Minecraft world, exporting, and previewing the work you did. This can tell you how much memory you need to give WP in the virtual machine settings to handle your big Morrowind project.
Also try merging two small worlds (less than 6 mb in size each) and making sure all the tiles of each map are set to editable, and are NOT read-only.
WP runs minimally on 512 MB with a default map size of 10 tiles (1280 x 1280). A good rough rule of thumb is 512 MB for each additional 10 tile increment in any map dimension. So if you are working with a 24 x 24 tile map (about 3100 x 3100) you need to give WP another 1.4 GB for it to work comfortably. This is especially true if you are importing, editing, and merging existing fully formed Minecraft worlds.
Lastly check to make sure the date or build version of your WP closely matches the date and/or build version of MC that you're using, and use a clean vanilla JAR. If you're using TerrainControl to populate the terrain with BOBs or mess with ore distributions, make sure you're using the latest version supported by your WP/minecraft server builds.
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South of the group of islands is a broad jungle/forest island with a jungle puzzle temple on it.
edit: there's also a stronghold underneath the beach on the far southern tip of the shared island, follow the mineshafts southward and you will start to see it.
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From AMIDST:
17 villages in your first 2048 radius (average is 12)
Jungle puzzle temple right across a short bay from spawn
A single taiga biome that extends for an astonishing 2000 m N-S right along x=0
Far southeast: a chain of tundra islands and then a massive continent of ice mountains 2000 x 2500 m across.
Overall the landmasses and land:water ratio are IDEAL for SMP play, slightly fractionated but each island and peninsula large enough for peace and harmony, each bay, sea, and gulf broad enough to give paranoid players a safe margin but small enough to make boating and rail Chunnels reasonable.
Gonna play our Lord and Saviour and let you know if I find any more cool!
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Just drag and drop the entire redpower mod logic components into the vanilla game. Kthx
edit: Would also like to see insulated wiring and cables à la Redpower 2 as well.
editedit: just hire the tekkit people. ALL of them.
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Short answer:
Nope, because TC can't read the special textures and colours and shaders WP uses to show biome data. TC relies on seeing the exact colour you specify in that biome's config text. Without any shading, pattern overlay, or border effects (or underlying native grass colour).
Long answer:
Possibly, but only with some editing.
For instance you make a large grassy map and paint over it with biomes. You make some areas mushroom island type biome, and other areas you paint with Taiga. You export the image of the map to a file that you later drag and drop into TC's main config folder. It already looks for mushroom island biome type to have color (hex value) AA043B, but the hex value of the colours you got when you painted Mushroom Island over your grassy rolling plain are different. TC ignores the Mushroom Island entirely and renders the area according to what it would put there, for that map seed, given your biome size and land:water ratio settings.
Same for the Taiga example. Perhaps the Taiga you painted covers the far northern wastes of the map you made. But TC can't read the colour or pattern data, so it ignores this entirely and renders these areas in the default biomes of the seed you're using (or the random seed Bukkit generated when you started up your worldgen). TC will apply biomesize and land:water, but other than that, you may wind up with mushrooms growing on what are supposed to be frozen fjords, if the seed normally would put a mushroom island biome there.
In short, to export a biome map from WP to TC, you must first convert the colour areas to those strictly corresponding to the TC specified colours. For you this may mean opening it in GIMP or Paint or Photoshop first.
Alternatively you could try going into the TC biome configs and manually setting the colours to best match those on your WP map-image. (Note that shaders for mountains and elevations may still interfere with TC's reading of your map!)
EDIT: It's not necessarily a shortcoming of either WP or TC.
If you export a custom biome world from WP to Minecraft, and play that world in Bukkit + TC, you will see the WP-biomes up to the edge of the original WP map, then you will start seeing the TC-modified biomes and land masses as dictated by the seed you used when you made the WP map and exported it.
If however you export a world from WP to Minecraft without setting either "auto biomes" or "custom biomes" on before saving the worldfile, you may see your WP contours covered by vanilla default biomes for that seed.
If biome-specific WP terrain exported to Minecraft + TC is not retaining its custom biome tags, then the problem lies with WP. If however TC is failing to read the biome data of the WP-generated chunks, and is instead going by the world's seed and applying its own modifications from there, the fault is with TC.
You should be able to test this by setting biome size and land:water ratios in TC to a noticeably dramatic setting. Massive biomes, low land:water ratio or all land no water. Then export a WP map with balanced biome size (custom) and balanced land:water (custom). Drag and drop, look at what TC gives you inside the borders of the WP terrain area.
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The goal was to get scattered, sparse trees like the old 1.7.3 Savanna biome type.
The result was that although individual blocks here and there had been tagged with Forest biome, they did not support generation of Forest trees. The plains didn't get any trees at all except in the areas where the Forest biome was painted in as a solid expanse for radius > 8 m.
Just posting what I discovered, so that people who want to do a similar thing, don't waste time and have to redo areas of their Plains. This didn't work! It also gives a bad result when used with Frost or snowy biomes where you would rather have a smooth transition between snow and no snow, or snowfall and rainfall.
This is one area where an elevation mask would be very useful.
I might create a layer to apply less-dense trees, or I might create a custom biome for TerrainControl to read and populate with sparser tree density. Kind of like the old BTM/PTM tree density setting that allowed you to set population density of normal and custom trees (and also all the rest of your BOBs).
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Correct
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Yes, BTM, PTM, and TC all populate WP maps fine. They allow you to add BOBs after the fact if you miss an area in WP. They also allow you to custom generate ore frequencies and ranges but still let MC do the populating. Lastly, thank God for this, they let you disable Notch ponds - those irritating little ponds of water and lava that dot the surface of your map and mar your desert, burn down your jungle, etc.
The best way to use TC with WP is to use the same biome map PNG to guide your biome placement in WP that you're using in TC. Choose a seed and biome settings in TC that will cause minimal chunk border issues when your players explore outside the WP portion.
Yes, you can copy and paste up to 601 x 601 pixels of heightmap using the custom brush tool. I have a couple brushes of mountains and minor noise I made in Photoshop and imported into WP as an 8-bit grayscale brush shape.
The borders of the image should all be black, so that you don't get a straight edge or cliff effect where the brush edge is.
Because of the way brushes work, you may have to press and hold down the brush to get the elevation you want - otherwise it's only going to raise or lower the terrain by a few pixels.
To make a canyon or river bed, simply right-click and hold. To make an escarpment or plateau or cliff, left-click and hold.
If you're going for a whole range of hills or valleys, be sure and alter the size of the brush now and then. If you don't, all the areas will look and feel the same.
You can also try using the same heightmap rotated or inverted, stretched, distorted, etc. to get multiple similar brushes you can use to create larger areas of coherent terrain, e.g. mountain ranges.
YOu can also use USGS mapping data to import and calibrate heightmaps of national landmarks, as long as they are solid (no hollow bits, overhangs, etc). For example, parts of the Grand Canyon, the Great Serpent Mound in southern Ohio, Manhattan Island; but not the St. Louis Arch or Mount Rushmore.
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oh wow, I didn't even realize blazes were supposed to spawn outside of the spawner radius... goes to show you how long it's been since anyone found a fresh nether fort on our server. Guess that makes tree farming inside forts a bit dicey if it gets fixed. Fort Charon is going to have issues...
As for silverfish in caves, I think as long as the 97's are all stone blocks, people will be fine with it. As soon as silverfish diamond iron and gold ores are introduced, it will summon a wave of whiners that will blot out the sun in its magnitude. Imagine discovering diamond, and breaking it only to watch a silverfish pop out of it and every other diamond block dissolving in insectile infestation.