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    posted a message on Comments on 14w17a
    The /worldborder also affects the Nether; and since the distance in the Nether is 1:8 to the Overworld's, if the world space in the Overworld is 1000 blocks long (the border is 500 blocks in every direction from the center), the Nether's world space would be 250 blocks long. Also my game crashed while accessing The End with world borders on. I restarted it and everything was fine.
    Aside from every single enderman in The End dying, leaving a lot of endermites and enderpearls behind.
    I think this world border thing is still pretty experimental, buggy and glitchy; it does its job, but while going from dimension to dimension you'll stay frozen in your place, for example when spawning in The Nether you'll be frozen, you have to change the world border center (it can be by just a block), same for going to the end or for coming back to the overworld. It does its job, but there's still a lot of stuff that doesn't work with these new world borders.

    I haven't tested the customized worldtype yet, will have to do it tomorrow, I've spent some hours testing the /worldborder command and experimenting with the new parts of the f3 screen.

    Last informationsss I bring you for today:

    - eyes of ender are really glitchy in this snapshot, at least for me
    - biome name of The End has been changed from Sky to The End

    So I think this snapshot brings some pretty awesome changes and is really neat in general.
    Posted in: Recent Updates and Snapshots
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    posted a message on Comments on 14w17a
    Quote from Fruntz
    Seems that the only thing i would like to see is a way to pick individual biomes in include/exclude during world gen i.e. i don't want Birch forest, taiga or mooshroomland to generate. I think i will look out and see if anyone has posted the bug of picking a save and getting no chance to load it/delete it before it autoloads 3-5 times before i can pick to delete it or not.
    I'm not sure it's a bug. It just auto-clicks it for some reason, it has happened to me too. I just left the save alone for now...

    More information on the new "Model" part in the f3 screen:

    The model for chests is "Null" for some reason.
    When looking at a missing texture block, it will also say "Model: Null", but it will also say "State: Null", and under "Model" and "State" it will say "Round trip different" and a bunch of things I don't really understand. Something about 0x1, 0x2, 0x3 and 0x4.
    To test the missing texture block thing you can write the following command:
    /summon Item ~ ~ ~ {Item: {id: minecraft:log2,Damage: 2,Count: 1}}
    And place the "block" the command will give you.
    Posted in: Recent Updates and Snapshots
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    posted a message on Comments on 14w17a
    /worldborder information and glitches

    Also, the /worldborder command is really neat and will be super useful for adventure maps, game servers, etc, but it's bugged; if you throw an enderpearl through the world border you will go through it but you'll stay glitched in your position, taking suffocation damage, and dying from it. Death message "X suffocated in a wall" and the game crashes.

    As I kept testing the /worldborder command, I noticed that you can also place blocks, spawn mobs, throw arrows (or enderpearls as already said) beyond the border; also place buckets of water or lava, and they will go through the border. The mobs that are spawned beyond the border take instant suffocation damage and die. But blocks can be placed, and entities can be thrown.

    Also spiders try to climb the borders. And mobs can go from outside the borders to inside, but not from inside to outside.

    f3 screen changes

    ALSO!!! More changes, the f3 debug screen now shows stuff like the following: (looking at a diamond ore)

    "Model: cube_normal"

    That appears under where it says "block: blah blah".
    I'm not completely sure what it means, but it appears when looking at every ore, cobblestone (not smoothstone), bedrock, obsidian, TNT, brick block, noteblocks, mineral blocks (gold, diamond, etc), bookshelves, sandstone and probably some more I haven't tested yet.

    For other blocks, instead of "normal", it says the name of the block.
    For example "Model: cube_granite". I've also seen cube_stone, cube_diorite, _andesite, _andesiteSmooth, _graniteSmooth, _dioriteSmooth, _dirt, _podzol and a lot more. For wood planks it says cube_jungle, cube_acacia, etc, depending on the type of wood planks.
    For grass blocks the Model part in the debug screens says "grass_normal".
    For snow layers, the model is "snow_height2_height2 and it grows up by 2 every time the layer keeps increasing. (_height4, 6 and so on) When the snow covers reach full size, it says "cube_height16", which isn't the same as a pure snow block, which says "cube_normal".
    Leaves say a lot more of stuff. Model is "leaves_" and the type of tree, e.g. leaves_spruce, same for logs, but when looking at leaves you'll also see a lot of stuff about decaying and who knows.
    Logs tell in which axis the log is (x/y/z), and if it's facing north or any other direction.
    Blocks with orientations such as furnaces,droppers or dispensers' models will be "cube_north/west/east/south/up/down" depending on the orientation.

    Sorry for the really long posts but I'm testing a lot of things and I think this is pretty interesting, and all this model information didn't appear in 14w11b.
    Posted in: Recent Updates and Snapshots
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    posted a message on Comments on 14w17a
    Well It sounds really awesome but I tried to generate a Deep Ocean world with sea level 1 and the structure levels at max (all the dungeon count and stuff like that) and it's been "building terrain" for the last 40 minutes.
    I'm going to try with a less massive world now.

    Quote from Puredarkness

    I just want to leave these remarks here here...

    The customised screens scroll bars are so awkward to use. You drag it a bit and it stops, meaning you have to drag it again, making it so awkward to get to the bottom of the page, making life horrible on pages 2 and 4. Turning on Lava Oceans seems to not allow the world to load, and it freezes on "Building Terrain". Not sure why, my run of the mill laptop can run AMPLIFIED perfectly. By Minecraft's terms, it's 'beefy'. DO NOT LEAVE A PM ASKING FOR MY SPECS! THE PM WILL BE DELETED!


    Oh, lava oceans? I turned that on too, I wanted to do something really extreme.
    I'll try and turn it off.
    Posted in: Recent Updates and Snapshots
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    posted a message on Improving Witch Huts
    Yeah, I think witch huts should have chests.



    You're not really helping just by posting a link, he's asking what ingredients out of the dozens of items in that page there would be in the chests. Having stuff like nether wart, blaze rods or ghast tears would be way too OP. The only Nether material that you can get in the overworld is glowstone dust, and it's really common in the Nether, and only witches drop it (or you can get it in villages), but anything else would eliminate the need to go to a Nether fortress if you're lucky with the witch hut chests.
    Posted in: Suggestions
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    posted a message on All hail TheMogMiner...
    Also hail him for that "Customized" world type he made and that is probably going to appear in the next snapshot.
    But yeah this bug finally disappearing is great.
    Posted in: Future Updates
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    posted a message on Thursday snapshot terrain gen preview
    Wow that looks really great.
    Posted in: Recent Updates and Snapshots
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    posted a message on An odd snapshot glitch (Shields Anyone?)
    Heh. I'll just link to this:



    It's in spanish but I think you can understand what's going on by the pictures and stuff.
    Basically, those "glitch shields" can be placed in flower pots.
    Posted in: Recent Updates and Snapshots
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    posted a message on Dyed Item Frames: Changing The Background Color
    Yes please, this would be pretty neat and easy to implement. support
    Posted in: Suggestions
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    posted a message on Snow in 1.7.5
    don't build in a snowy biome
    Posted in: Discussion
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    posted a message on New ore uses
    I really like these new stone types. You can craft them with 2 cobble + 2 quartz in a checkered pattern so you don't need to mine them.
    But it's not really worth wasting quartz, since andesite, diorite and granite are super common and generate just like coal veins and underground gravel/dirt, or even bigger, just by mining in a cave for a while you can get stacks of it.
    You can also make stone slabs with them.
    I also liked how they're all connected, and you can use diorite+cobble to craft andesite and diorite+quartz to craft granite.
    The only thing I don't like that much about them is that they look bland and totally not like stone, the diorite texture is just like wool and it doesnt really look like something that takes more than a second to mine.
    Posted in: Discussion
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    posted a message on What do you guys think of my recent build so far?
    It's pretty great, I like it! The stone bricks might clash a bit with the ...wood? But the build itself is really nice.
    Posted in: Survival Mode
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    posted a message on 1001 ways to cure boredom in minecraft
    75. Make some logic gates with redstone and stuff.
    Posted in: Discussion
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    posted a message on What is your favourite addition to the new minecraft 1.8 snapshots?
    Slime blocks and new stone types are really cool. Also some of the new commands are simply amazing, maybe you could do it before with commands but /clone and /fill are super useful.
    Posted in: Recent Updates and Snapshots
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    posted a message on Making Mob Farms look good
    That does look pretty cool.
    Posted in: Creative Mode
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