Nice set, bad price. I see people just saving up a little extra cash and buying a 3d printer. Or maybe that's just what I would do if I had the funds.
- Jeheace
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Member for 10 years, 3 months, and 12 days
Last active Tue, May, 5 2020 11:35:01
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May 29, 2015Jeheace posted a message on Main/Off-Hand in 1.9?Posted in: News
One fish, Two fish. Red Fish, Blue Fish...
Also, take note that the red fish isn't showing up on the row of items. That can mean one of several things.
One interpretation is that Off Hand has it's own slot similar to Armor Slots. It may be that the fish has been equipped as a shield? Which could mean that the 'shield' slot could simply be an off hand slot.
It could ALSO be interpreted as there being a person standing really close by but just off camera. All you are able to see is the item they are holding.
But lets get to the real question here... What is that red fish?
It's not Salmon... And it's not Cooked Fish... So what is that red fish..?
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Apr 27, 2015Jeheace posted a message on Alex on XBOX, Simpsons on PlaystationPosted in: News
I wouldn't mind having some of the awesome alternative skins that can be found on Consoles for my PC Version...
I would love to be able to have some of the majestic horns or partial transparency that can be seen on the models. ^-^
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Apr 16, 2015Jeheace posted a message on Community Creations: Dice-RollerPosted in: News
I imagine something like this could cycle through MORE than just the logical amount of faces. The possibility for uses is mind boggling!
I think a Summoning Die would be pretty nifty.
Roll Die, and when every thing has settled, a Mob is summoned.
Or a Spawner Die.
Roll the die, it cycles through ALL possibilities of spawners (not just six) and then, Bam! Becomes a Spawner.
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Jul 3, 2014Jeheace posted a message on Snapshot 14w27a is Now Ready for Hopping!Posted in: NewsQuote from Thunder_NovaSeeing this, it makes me wonder if we gonna have Jewelry slots later one (such as necklace and ring(s))
Since seeing that rabbit foot are usually use as a lucky charm, it could act as a fortune 1 + looting 1 when equipped, or it will make the killer rabbit passive around the player.
Plus it can be an idea for other necklaces
(example: eye of ender necklace can be use to teleport out of the end when the player dies consuming the necklace.)
I would think that wearing a severed rabbit foot would make the occurrence of a hostile bunny GREATER rather than subdue one. -
Jul 3, 2014Jeheace posted a message on Snapshot 14w27a is Now Ready for Hopping!Love the bunnies. And love the Legend of Zelda reference. ^_~Posted in: News
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Jan 17, 2014Jeheace posted a message on Snapshot 14w03a Ready for Testing!I look forward to the day that they integrate (or make allowable per server) partial transparency for skins.Posted in: News
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Jun 13, 2013Jeheace posted a message on Snapshot 13w24a Ready For Testing!Posted in: NewsQuote from Nokaaj
Is it possible to find a Client Jar version of this Snapshot ?
Because my FPS are devided by twenty when i'm using MinecraftDev...
(200 FPS on Minecraft, 10 FPS on MinecraftDev) so you understand that it's just unplayable.
I think i'm not the only one who can't enjoy the last snapshot because of this problem.
Quote from Vaethus
Did you make sure that the page open with all of the code running was closed after the game started? that can fix a lot of lag.
Back up your current version of minecraft before doing this...
Go to Versions folder, find this executable jar file of the version you want, copy it to the original bin bin folder, rename it minecraft. -
Feb 25, 2012Jeheace posted a message on Minecraft News - Weekly Updates, Pocket Edition & MoreI am really hoping that they add more 'fear' to mobs.Posted in: News
I want to see docile mobs run away in terror when they encounter a forest or prairie fire. -
Aug 2, 2011Jeheace posted a message on 1.8 Updates: Endermen or Farlanders?I'd need to know more about these people...Posted in: News
something like... 'They are the wandering souls of those who ventured to the edge of the world... Those who lost every thing in their madness.' -
Jul 26, 2011Jeheace posted a message on 1.8 Updates: New Mob...Revealed?One further back is holding a grass block?Posted in: News
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Ok. SO all it would take was a little hacking?
I'd hack until I was banned from the room.
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I know the request or idea is in at LEAST one more topic http://www.minecraft...p?f=25&t=172667 but I feel that this Mob should be created as a stand alone... And I've created a model that can be adapted to make several varieties... Male, Female... Dark.
I don't think that ALL of the Drakaina should be classified as evil... I think that there should be a random chance for there alignment to be Good, Neutral or Evil... and a skin that matches accordingly.
Here are the models that I've currently have created. The work was done in Anim8or and the art is done DIRECTLY on the model, and will most likely NOT carry over to different formats. The models are LOW POLY but not Minimal. I Each pixel is a face, them color was added one at a time. I CAN make the model MINIMAL if needed. In fact, I'll do that right now.
That said, I'd like to offer the images I currently have, and the models to anybody willing to attempt to make this Mob.
Some Questions and Answers from the old post in Mod Disscussion
I'll start my reply by listing the Types of Drakaina I'd like to see and their locals in the game world.
1. Proto Drakaina - That is to say, the Test Drakaina... If no others are made, at the very least one type will roam the MC world. This one should be removed if different species are made. This Drakaina should spawn on grass and smooth stone, day or night. o.O
2. Grass Drakaina - Spawns in grassy areas
3. Wood Drakaina - Spawns next to trees... Only near log blocks that are connected to Leaf blocks
4. Ice Drakaina - Spawns in snowy areas
5. Cave Drakaina - Spawns in cave like conditions
Desterrado said:
I have some questions to ask, which may or may not aid any possible modders for this (myself included
1) Based on what I can see, is it safe to assume that they are exactly that same height as a general human? If not, what is their height in comparison to a human?
- Originally I wanted the Drakaina to be roughly the same height as the Character, but when I made the model they ended up about five pixels shorter... o.O
2) How many polygons are there in the model? The torso is split into two, lengthways, so would that mean the total polygons is 11, or 10 if the torso is actually one box?
- The Drakaina models are composed of 12 boxes, which are each in turn composed of 6 faces... so that would be 72 polygons. Note that the Female version would have up to 2 more boxes than the male.
3) What would their health be? 20 is a human, so would a Drakaina have similar health or more or less?
- The Proto and Grass's health would be 20 like the Character.
Cave, Ice and Forest would be slightly more rugged, so 25
Desterrado said:
4) What would their behaviour be like? Would it vary depending on their type; male, female, evil, other? 5)Would they vary in such a way that some appear with weapons, some appear with armour, some appear with nothing at all?
-Grass - Simple life, live in small groups, non-hostile unless attacked. If provoked, they use swords. Will protect Livestock from hostile mobs. Occasionally wear leather armor. Weapons on rare occasions. Drop wool, pork or feathers.
Wood - Non hostile unless attacked. Use bow when hunting other mobs. Iron and Gold armour. Seen with bows. Drop bows, arrows or armor
Ice - Hostile since resources are more rare in the snowy regions. Attack with sword, hunts pigs and cows. Iron armor and Swords. Drop pork, leather, or weapon
Cave - VERY hostile. This species can Mine. Attack non-Cave Drakaina mobs they encounter. Wear Iron and Diamond armor, wield Iron and Diamond swords. Drop ores, picks, or weapon.
Desterrado said:
6) Other than the tails, do they have any physical difference between themselves and humans?
- I think that the tail is the only variation and difference.
Desterrado said:
Personally, I prefer to have something to base my ideas on, so if I were to take up this mod, (which I may do, it looks like it could be awesone), I'd like to have some more knowledge on them. Answers will determine my possibility of making this.
-Sorry the response took so long... I've been busy today. Been working on this response off and on since about 6 pm... is now 9:20 pm... o.O
Here is the current concept art -
More concept art - Various tribes of the Drakaina People
Grass - Can be found in small groups on grassy plains and sunny hills.
Ice - Spawn only under these VERY RARE conditions - Open pools of lava near snow and ice.
Wood - Live in forests and woodlands in small organized groups
Cave - Live near lava deep beneath the ground
Grass Drakaina with Helm and Chest armor -
Anybody interested in the model are welcome to message me. I can email it to you, just need to know what format you want.
Options are:
.3ds
.obj
.vtc
.c
.an8
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Some model and art ideas for them.
Drakaina Model breakdown and Height
http://www.minecraftforum.net/topic/161297-req-the-drakaina-custom-art-snake-people/
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A judge tells Sharp that they are disqualified for only waiting one post to post again, and as Sharp is distracted, Neiot rips their throat out.
Neiot wins.
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I then walk out, unleashing unto the world a flood of Off Topicers.
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I'm Unofficially recruiting for a server I play on run by Xen0!
It's a great Survival Server that uses MHome and CraftBook, and it is currently running MC Version 1.5.1
Xen0's Homepage
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Back up your current version of minecraft before doing this...
Go to Versions folder, find this executable jar file of the version you want, copy it to the original bin bin folder, rename it minecraft.
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But I am having issues getting it to work with the /r bit, or the radius option.
This is what they SAY to do...
/tp @a(or if you want to reserve it for certain people you can change that) <type ~[1 if you want to move along the x axis] ~0 ~[1 if you want to move along the z axis]> [r=(length of sidewalk / 2)
Ok. I got lost.
I got the /tp @p ~0 ~1 ~0 part working, but I can figure out how to add the /r or where even to make it work...
I've tried the following
/tp @p ~0 ~1 ~0 r=5
/tp @p ~0 ~1 ~0 5
/tp @p ~0 ~1 ~0 [r=5]
/tp @p[~0 ~1 ~0][r=5]
Any ideas what might work?
Never mind.
/tp @p[r=10] ~0 ~1 ~0
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It holds the 'default' spawner data from the last time the program was loaded, and may be reverted back to.
A new one will be created automatically, so no worries!
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To start, I used a Villager Egg and spawned a Villager, Butcher by Default.
I located my Villager in NBXT using the ctrl+f feature.
I open him up and found a LOT of stuff, but I'll get to the stuff that mattered (to me)
First thing I noticed was the [Int Tag] Profession: 4 and decided to try my luck. I double clicked the tag and changed 4 to 5.
When I reloaded my world I had a fancy Green Coat Villager.
Next, I went down the list to see what I could find.
I see a CustomeName tag... But be sure that if you bother to give a Mob a custom, it is also a good idea to change the following options (further up)
CustomNameVisisble: From 0 to 1 (Makes the name Visible?)
invulnerable: From 0 to 1 (Doesn't take damage?)
PersistenceRequired: From 0 to 1 (Keeps mob from despawning)
Next, I noticed that Villagers have an Equipment option... I'll mess with that later.
I messed around with this. I had not luck with it.
And what I came here for...
Offers.
Open that to find Recipes
Open Recipes
I now find myself looking at two [IntTags] and two [CompoundTags]
[int]maxUses: 17 (How many times the trade will be available)
[int]uses: 0 (How many times the trade has been made)
[Comp]buy: 3 entries
[Comp]sell: 3 entries
[Comp]buy is what the Villager will ACCEPT for what is in [Comp]sell.
Inside [Comp]buy is a [ByteTag] and two [ShortTag]s
[Byte]Count:14
[Shrt]Damgae: 0
[Shrt]id: 319
And inside [Comp]sell are also a [ByteTag] and two [ShortTag]s
[Byte]Count: 1
[Shrt]Damage: 0
[Shrt]id: 388
So, this villager will TAKE 14 pork chops from the player and give them 1 emerald.
We can now CHANGE what the villager offers, what he accepts, and even how many times.
I now have an Immortal, Persistent, Green Villager named Kermit that offers me a Spawner for 64 Rotten Flesh.
I now have been inspired to delve deeper, and see whether or not I can use some of the extra 'spawndata' to create a spawner that can spawn Wither Skellies.
Solved! In 'SpawnData' I added an extra [Byte] tag, Named it SkeletonType, and gave it a Value of 1.
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Thank you jaquadro for the advice! ^-^ NBTExplorer Thread
NBT Chunk Format Stuff
Player Fomat NBT Stuff
Data Values
The following are the results so far.
So far, I have found that when working with NBTX it is best to start with a fresh map, flat, on creative, with structures spawning set to OFF.
Also, I set the mob spawning to off for the time being using (in game) /gamerule doMobSpawning false. I know that this will NOT allow me to have mobs spawning from my Spawner that I am working with, but I can still SEE the mob represented with in.
SO far, I have learned that to FIND the spawner I wanted by following these steps:
Open Minecraft
Log in
Load world
Press either T and then /, or alternatively press /
Type in "give playername 52" (Player name in my case was Jeheace)
Place spawner
Exit and Save the world
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Open NBTX
Navigate to the specific world that you wish to edit the spawner in (LOCATE IT IN NBTX) And click that folder, making sure that it is highlighted.
Either find 'Search' a the top or press Ctrl+F
A small window will pop up and it will have two check boxes next to two fields.
Check BOTH boxes.
For the first field, which is labeled "Name", type the following:
EntityId
For the second field, which is labeled "Value", type the following:
Pig
Click the 'Find' button
This ought to take you to the MobSpawner.
Alternatively, you can search for
Name:id
Value:MobSpawner
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From here, I played around a bit, and even watched a video that showed how to change the mob that is spawned.
Find the String called 'EntityId: Pig' (marked with an 'AA' which denotes it as being a STRING) and double click it to edit. Delete 'Pig' and type in what ever you want to spawn. Note though that spawning conditions must be met for the chosen mob type to spawn.
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In the video, the user changed the EntityId from Pig to Enderman.
They then clicked on the Compound Tag (denoted with a brown box ?) labled '12 entries' above the short tag (denoted with an 's') that read 'Delay: 434' and then added a new Compound Tag by clicking the brown box or 'add Compound Tag' at the top right of the tool bar.
Next, they labeled the new Compound Tag SpawnData
Then, they clicked the Compound Tag 'SpawnData' and then added a new short tag by clicking the box with the small 's' in it on the tool bar. This short tag they labled 'carried'. They then double clicked 'carried' and the 'edit value' window popped up, at which point they typed in 46 and then clicked 'ok'
Next a new short tag was created under SpawnData and labled carriedData
This was then edited, changing the defualt 0 to 1, which turned the 'carriedData' from off to on.
Now, I have done this also as part of the learning proccess and I have a spawner that spawn Endermen with tnt (is there a way to spawn them with PRIMED tnt?)
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I am preparing to start my next attempt. I shall be editing a spawner that spawn Armed Zombies.
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Using Zombie Eggs, I spawned Many Zombies, until I had finally found one with equipment. Gold to be exact, with magical pants. I promptly killed the others. (Remember, natural spawning is turned off)
Before exiting, I placed a new Spawner (pig at this time) and then Saved and Exited the world.
Opening up NBTX once more, I searched for:
Name: id
Value: Zombie
Which promptly brought me to the creature in question.
On a hunch, I clicked on the List entry called 'Equipment: 5 entries' and went into 'edit' and chose 'copy'
Next, I re-selected the wolrd folder for the wolrd that I am using and ran a search for:
Name:EntityId
Value:Pig
After locating the spawner, I changed it into a zombie spawner, created a new compound tag called SpawnData, highlighted the new compound tag, went to 'edit' and chose 'paste'.
I then clicked SAVE (the blue disk... if it isn't blue, then you have not made any changes since your last save)
This is what is added when I pasted:
[ListTag]Equipment: 5 entries
-[CompoundTag] 3 entries
----[ByteTag] Count: 1
----[ShortTag] Damgae: 0
----[ShortTag] id: 268
-[CompoundTag] 4 entries
----[ByteTag] Count: 1
----[ShortTag] Damgae: 0
----[ShortTag] id: 301
----[CompoundTag]tag: 1 entry
------[ListTag] ench: 1 entry
----------[CompoundTag] 2 entries
--------------[ShortTag] id: 0
--------------[ShortTag] lvl: 2
-[CompoundTag] 3 entries
----[ByteTag] Count: 1
----[ShortTag] Damgae: 0
----[ShortTag] id: 300
-[CompoundTag] 3 entries
----[ByteTag] Count: 1
----[ShortTag] Damgae: 0
----[ShortTag] id: 299
-[CompoundTag] 3 entries
----[ByteTag] Count: 1
----[ShortTag] Damgae: 0
----[ShortTag] id: 298
*NOTE!!! If the number values look off, it is because this was after the equipment change
*NOTE2! Any of equipment slots that do not have an item can be left empty, As a [CompoundTag]0 entries
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Just loaded the world. ^-^
My spawner now spits out Gold Clad Zombies with magical pants.
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After a few quick edits under the equipment entry above, I know have a spawner that spawns Zombies with(and this is from the top down entry wise)
Wood Sword
Leather Shoes
Leather Pants (Magical... will attempt to modify this at a later entry)
Leather Shirt
Leather Hat
note!!! Use the numerical values! Not the name of the items!
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The next section will involve Villagers.
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I've figured out most of what I was wondering! Trial and Error and Advice ^-^
My misadventures in NBT Editing
I have now been able to customize Spawners to spawn Sword wielding Skellies, Armored Zombies, and even WIther-Skellies with Flaming Swords!
And I've been able to edit Villagers to not only sell me what I want, but to be Invulnerable and Persistent...
I can now purchase a MobSpawner for 64 Rotten Flesh. ^-^
Or A full set of Chainmail...
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I am attempting to change a spawner to the type to spit out modded zombies...
I can find the spawners, change the type to Zombie (or other things) and have looked through the posts a bit.
I've followed the video, went so far as changing the test spawner back from zombie to enderman and followed the video (Giving the endermen tnt) and tested out the same settings for zombies... but to no avail.
Do you have any idea what I would have to do to tell the spawner to spit out zombies weilding a particular sword or wearing armour?
I appreceate any assistance that you can afford me!
Also, I heard mention that there may be a wiki somewhere? I do hope that this is true! ^-^
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These may help you get what you're looking for.