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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++

    Is there any way to move structures between the active and inactive sub-directories in Recurrent Complex in-game via commands? If not, it could be a pretty cool feature, as this would allow structures with spawn command blocks to activate or deactivate the spawning of other structures. For example, say I had three structures, a farmhouse, a tower, and a castle, each with progressively better loot and tougher enemies. Normally, a player could encounter the castle right away and skip right over the other two. However, if the tower and the castle started out inactive, with the farmhouse having a spawn command block to activate the tower and the tower having a spawn command block to activate the castle, the player could encounter them in the proper order. On the other hand, if I were to have five very similar castles, each with a slightly different floor layout and different mob spawners and traps to mix up the player's experience a bit, then I could put structure command blocks in all of them to make it so that whichever one generates first makes both itself and the other four inactive, ensuring that only one castle generates. The potential applications are even greater when combined with mods like Progression, where eating an apple could complete an objective that would execute a command that would move an apple orchard structure from the inactive to active structure sub-directory.


    Also, I'm not quite sure how maze components and structure generators work in terms of active vs. inactive structures. Will an active maze spawn in a component if said component is in the inactive structures sub-directory? Will a structure generator generate an inactive structure, or only an active one? Ideally, if you were to introduce commands that switch structures between active and inactive, mazes would only generate currently active components and structure spawners would only spawn listed structures that are currently active, and would fail to spawn anything if all of the listed structures have been made inactive - it's entirely possible that this is already how it works, but I'm new to Recurrent Complex and I'm not really sure how some of that stuff works.


    On a somewhat unrelated note, is it possible to make it so that a room in a maze only spawns once per maze - like how the vanilla strongholds only spawn one end portal room? I'd like to make a type of maze that generates one and only one "special" room - a room with a structure spawner that randomly generates one of a list of possible rooms, only one of which should spawn per maze.

    Posted in: Minecraft Mods
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    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2

    I've noticed that the items in dungeon chests are different with Old World Gen (stuff like Dark Oak saplings and other otherwise unobtainable items). Do you happen to have a list of the items that dungeon chests can spawn?

    Posted in: Minecraft Mods
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    posted a message on Garden Stuff - v.1.7.0 - Updated Dec-06-15
    You can do some pretty cool stuff with that ground cover slot bug. I hope at least some of this stuff stays after it's fixed:



    http://imgur.com/C9xoBzs,4GjcYPg#0
    Posted in: Minecraft Mods
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    posted a message on MC+ Mods - Satchels, Turtles, Quivers, and More!
    Hello. I can't seem to launch Minecraft without it crashing with your mods installed. I'm using development version II and the API that says [1.2]. Is there a separate [1.4] API to go with the development version, or am I having a different issue? I'll post a crash report if it turns out to be something other than me using the wrong API, but I figured that might be an easy solution. So, anyways, are development version II and the [1.2] API supposed to work together?

    Edit: Never mind. I tried running the development version without any API at all, and it seems to be working fine.
    Posted in: Mod Packs
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Okay, it's not crashing, but I have this precious invisible plants. The blue hydrangeas are just annoying, since I sometimes build around them, but always stepping into invisible poison ivy and cacti can be dangerous. o.O

    I tried with vanilla, some other resource packs and even some bdcraft-pack for Biomes o Plenty, but they remain invisible. Does anyone else have this problem?


    Not by default, but I run into some invisible plants when I try using BoP with the Blocks3D Mod. Are you using anything that could change the way some blocks render or otherwise affect anything visual?
    Posted in: Minecraft Mods
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    posted a message on {V6} Steamy - Exploration Steampunk (Minor update!)
    Looks great! I don't know whether you intend to do any mod support, but if so, Flaxbeard's Steam Power would look pretty cool with some of your textures.
    Posted in: Resource Packs
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    posted a message on More Gamerules! [Over 300 supporters!]
    Definitely support this - I always like to see more customization available in Minecraft's rules. As far as personal suggestions go, I'd love to see a gamerule to change the maximum light level that mobs spawn at (currently 7 for most overworld mobs). Something like /gamerule maxSpawnLighting x (where x is a number from 0 to 15, above which light-dependent mobs won't spawn. For more details, see this old topic of mine.
    Posted in: Suggestions
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    posted a message on Saturday with Sach: The Villager Project, Day 1
    Load them into minecarts, run some rails down into a nearby cave, and take them on a mining trip!
    Posted in: Minecraft News
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from JoughPsmythe

    Hello,

    I've been having a bit of an issue with compatibility between Optifine (version HD D1 Ultra for 1.7.2, in the forge mods folder) and a useful little mod I found, Peaceful Surface. Both seem to work fine on their own and with every other mod that I have tested, but when used together, Peaceful Surface stops working. It doesn't crash the game or anything of that sort, but simply cancels Peaceful Suface's overwrite of the light level required to spawn mobs and reimposes the defaut mob-spawning behavior. Also, if it helps to narrow down the issue at all, Peaceful Surface still seems to work with McPatcher, though its lack of performance improvement stuff means that Optifine iis preferable for me to use if at all possible. I'm not sure if this is a problem that can be fixed on your end of things, but if at all possible, it would be great to be able to have these two mods work together.


    Also, here's a reply from the Peaceful Surface mod developer, ZLainSama:




    I'm sorry about this, but there is really nothing i can do by my side, it has to change the code in optifine to get it work. Ask him about forge hooks compatibility in SpawnerAnimals(aka 'aga' in 1.7.2 or 'agf' in 1.7.4, or OBFID == 'CL_00000152')
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Hello,

    I've been having a bit of an issue with compatibility between Optifine (version HD D1 Ultra for 1.7.2, in the forge mods folder) and a useful little mod I found, Peaceful Surface. Both seem to work fine on their own and with every other mod that I have tested, but when used together, Peaceful Surface stops working. It doesn't crash the game or anything of that sort, but simply cancels Peaceful Suface's overwrite of the light level required to spawn mobs and reimposes the defaut mob-spawning behavior. Also, if it helps to narrow down the issue at all, Peaceful Surface still seems to work with McPatcher, though its lack of performance improvement stuff means that Optifine iis preferable for me to use if at all possible. I'm not sure if this is a problem that can be fixed on your end of things, but if at all possible, it would be great to be able to have these two mods work together.
    Posted in: Minecraft Mods
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    posted a message on Control Over Light-Based Mob Spawning Via Gamerule Commands
    Quote from TheQuadroFox

    Dammit T_T ! I would say something about the suggestion because it's seems like very interesting but I can't understand the english perfectly and the translators can really confuse long threads like this. Would anyone write down the content briefly,please?


    Sure!

    Basically, I am suggesting a command that can raise or lower the light level for hostile mobs to spawn. This would let you have them spawn in caves but not at night, and make it so that you need to place light sources either more or less frequently than normal, among other things.

    I'll update the TL;DR section with this bit as well. Thanks for the interest!
    Posted in: Suggestions
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    posted a message on Control Over Light-Based Mob Spawning Via Gamerule Commands
    Quote from DarkStar634

    Well, it isn't a bad suggestion, but seems a bit obsolete since most map makers disable natural spawning, and server owners would disable monster spawning in areas all together. So yeah, no support!

    Also, don't advertise things like mods and YouTube channels in your posts.


    I was only trying to be polite by linking to a mod that played a large role in solidifying my ideas, but unless anyone thinks that I should do otherwise, I will remove the link. Also, there isn't really any practical way to disable mob spawning in only certain areas on a purely vanilla server.
    Posted in: Suggestions
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    posted a message on Control Over Light-Based Mob Spawning Via Gamerule Commands
    As it stands now, hostile mobs can spawn on any solid block with air above and a light level of 7 or less. This also applies to blocks that would normally be lit by sunlight during the night. While this can be prevented by changing the game mode to Peaceful or disabling ordinary, darkness-based mob spawning via the command "/gamerule doMobSpawning false," there is currently no way to directly control the light level at which mobs spawn.Therefore, I propose that we be given the ability to change the required maximum light level for hostile mobs to spawn, perhaps using a command such as "/gamerule maxSpawnLighting x," where "x" is the maximum light level for hostile mob spawning. Potential uses for this include:
    • An easier, more forgiving survival mode gameplay by setting the maximum spawn lighting to zero, ensuring that hostile mobs only spawn in areas of absolute darkness and preventing them from appearing in a carelessly unlit corner of, for example, a walled NPC village.
    • Alternately, a more challenging game (by raising the maximum spawn light up a bit) where fully illuminating caves to prevent mob spawns is impractical and the player cannot simply spam torches everywhere to remove any semblance of difficulty. It could even be raised to 15 to allow mobs to spawn anywhere not protected by half-slabs or water (or 14 for anywhere not in direct sunlight)
    • Greater freedom when building in survival mode by reducing the frequency with which light sources need to be placed. As it stands, the need to have a light source every few blocks can sometimes be a nuisance in aesthetically-focused builds. By reducing the maximum light level for mob spawning, architecturally-inclined players are less restricted in terms of where they can place lighting.
    • Easy difficulty changes in adventure maps. There are quite a few things you can do here, from having areas of different difficulty via player detectors and spawn spawn level changes (a peaceful village with monster-infested caves beneath could use a lower spawn light level than a volcanic mountain housing an evil sorcerer's tower) to having a progressive difficulty increase (monsters start spawning in the dark woods around an abandoned mansion, then begin to appear in the poorly-lit rooms on the outskirts, then finally within the brightly-illuminated inner halls, eliminating any safe points). Even if one ignores the changeable aspect of light-level-based spawning, the previous point of needing less frequent light sources is at least as valid in adventure maps as in survival.
    And the big one: Moonlight provides a surface light level of four at night. What this means is that if the maximum light level at which hostile mobs can spawn is set to below four, then nothing spawns out in the open above-ground, even during the night. This alone has several implications:
    • Safer NPC villages. Tired of having to frantically rush to encase every single NPC village you encounter in an ugly cobblestone wall and drown it in torches? With the elimination of nighttime spawns on the surface, the villagers might actually survive two days without being brutally murdered by a horde of zombies.
    • Less need to disable mob griefing. Right now, Endermen and Creepers are a huge hassle for anyone aiming to preserve the landscape around their home, to the point that some people disable their explosion damage and block-stealing altogether with gamerule commands. Not only does this effectively nullify their iconic abilities, but it also disables the creation of automated villager farms in the new snapshots by preventing them from breaking wheat, which, by extension, means that the villagers also have a very difficult time repopulating after zombie attacks. No surface spawns means no more destruction of your lawn and walls, while still keeping villagers breeding and Creepers and Endermen behaving as intended. Also, Ghasts are no less horrifying.
    • Customizability. While setting the maximum mob-spawning light level to 3 means that they won't spawn out in the open at night, it also means that they continue to spawn under trees or small overhangs. Changing this to a lower number such as 0, on the other hand, means that there are far fewer places for mobs to spawn at night.
    • Interesting gameplay additions to AMPLIFIED maps. With nightime spawns ordinarily disabled, the player is offered a choice: stick to the relative safety of the peaks, where it is difficult to navigate across cliffs and ravines, or venture down into the valleys, which are plagued by overhangs that can often create the required light level of 0 during the day, to say nothing of the night.
    • The Roofed Forest biome becomes challenging by comparison. The roofed forest was originally envisioned as a dark, hostile area where monsters can spawn even during the day. However, due to the huge decrease in light level needed to get from 15 to 7, the spaces where hostile mobs can actually spawn are few and far between, and thus the roofed forest is not all that more dangerous than any other biome, aside from its ability to protect undead mobs from most sunlight damage. This changes considerably with the spawn light level decreased. While a max spawn light level of 0 may be good enough for a plains biome, there are plenty of spots where mobs can still spawn at night in a roofed forest. Likewise, turning the max spawn light level up a few notches makes for far more monsters in the roofed forest during the day.
    Why not just use Peaceful difficulty or /gamerule doMobSpawning false?
    • Many resources are all but removed from the game. Aside from the few mobs found with spawners in /gamerule doMobSpawning false, hostile mobs are impossible to encounter, and their drops become very difficult to obtain. Some, such as ghast tears and slime balls (and, by extention, sticky pistons) are literally impossible to get, and most can only be obtained in very small quantities. With this suggestion, hostile mobs can still be found underground even at minimum max spawn lighting.
    • Caving becomes minimal risk, high reward. Without the threat of hostile mobs, there is nothing to stop you from walking into a cave and effortlessly extracting all of its resources, removing all challenge from caving and making it not only less difficult but less exciting. This is far less of an issue if one simply turns the spawn lighting down to eliminate nightime surface spawns while still allowing mobs to spawn in pitch-black caves.
    • Certain items and contraptions become useless. The most obvious offender is food on Peaceful difficulty, but blocks such as glowstone and torches also become far less useful when they are not needed to prevent mobs from spawning. Likewise, various contraptions such as dark-room spawning platforms and grinders, mob sorters, witch farms, and music disc factories become pointless to build without any hostile mobs.
    • The Nether and the End become far too easy. Aside from the blaze spawners whern using /gamerule doMobSpawning false, there are no other dangerous enemies, and the End is completely harmless after the Enderdragon has been killed. Because they have a light level of zero, they more or less remain as psychotically difficult as ever when changing the light level for spawning.
    TL;DR:

    Basically, I am suggesting a command that can raise or lower the light level for hostile mobs to spawn. This would let you have them spawn in caves but not at night, and make it so that you need to place light sources either more or less frequently than normal, among other things.
    Posted in: Suggestions
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    posted a message on *Star Pixelmon Survival* [Pixelmon Survival] [3.0.1] [Great Community]
    IGN: Jough_Psmythe

    Age: 16

    Time Zone: EST

    How long have you played Pokemon/Pixelmon?: I've played Pokemon since... whenever XD was the latest game. Before Diamond and Pearl, certainly. I started on the Gamecube with Pokemon XD, got a couple of the Generation III Gameboy games, and have played all the newer games since then. I haven't really played Pixelmon for a very long time, though; only sporadically over the course of a bit under half a year.

    Do you use common sense when you play?: Yes, I make a point of not being pointlessly cruel to people, nor am I psychotically competitive or destructive. I kind of just like to let other people have fun.

    How many Private Pixelmon Survival Servers have you been on?: None so far. I've only played on an adventurey server with item shops and no building or block-breaking, and because I'm not a terribly competitive Pixelmon player, the whole thing kind of fell a bit flat for me. I've had a bit of a tough time finding a survival server that looked good, but yours looks quite nice.

    How long are your play sessions?: Inconsistant. I sometimes play for long periods of time when I have a lot of free time and am working on a project of some sort, and then go a couple of weeks barely logging in at all if I'm busy or don't have anything in particular that I want to do. I'm probably not regular enough to hold an important position like frontier leader or something, but I hope to contribute enough as an ordinary player.

    Edit:

    Why do you want to join us?: I love the Pokemon-training aspect of Pixelmon, of course, but I feel like all of the servers that have prebuilt, uneditable maps focus only on that, to the exclusion of the building, exploration, and resource gathering that make Pixelmon a Minecraft mod as opposed to some generic Pokemon game. Most of the survival servers that I was able to find complicated things with heavy focus on factions and economy plugins, partly as a means of compensating for their lack of a whitelist in preventing griefing, and most of the few whitelisted servers that I was able to find required that I have a skype account, which I am unable to provide. Also, I like that this is a fairly small server while not being a complete ghost town.

    Whats your favorite type (pokemon)?: Probably Ground, though Grass, Ghost, and Bug are pretty cool too.
    Posted in: PC Servers
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    posted a message on Is there a guide for terrible computer Survival?
    I have some of the same problems from time. At first, I considered playing on Peaceful, but it isn't nearly as exciting and you are unable to get lots of useful mob drops. A good solution that I found was to enable cheats and use the command "/gamerule keepInventory true." After doing this, you can still sometimes be killed by hostile mobs due to horrible lag spikes, but you will not drop your inventory upon death, making laggy demises far less frustrating (the only penalties being a return to your spawn point and (I think) a loss of xp). If you enjoy building impenetrable fortresses, then you can probably just leave it at that, but if you prefer making fragile, aesthetically-focused builds or delicate redstone circuitry, then you may wish to use a second command: "/gamerule mobGriefing false." This prevents mobs from doing any damage to the environment, saving you from lagging while fighting a creeper and having it blow up all of your stuff.

    P.S. If you want to play the game without any commands whatsoever, then cobblestone barriers are your friend. Whenever you are attacked, just put cobblestone all around you and then dig for the surface/wait for sunrise.
    Posted in: Survival Mode
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