• 0

    posted a message on Quartz Plus - Version 0.9.0 - Updated July 17
    Quote from Robosphinx

    What version of forge and MC are you using? I build my mods on the latest version of forge at the time, not the recommended version. That can make a huge difference. Also, I'd appreciate it if you PM ME to get this cleared before you go sending out modified versions of my code. Even if it is one number changed, it is still copyright infringement. I'm cool with it here, but be careful elsewhere -- you can get into some serious situations doing this.
    ...

    Welcome back. It's a shame you didn't get here a few days earlier before I edited away my older post and wrote that offer in.

    To be honest, this mod thread was looking pretty abandoned. You hadn't even logged into the forum in like a month. I think rolling out terms like "copyright infringement" is way more than required here. But no worries, I completely understand where you're coming from.

    The forge version doesn't seem to have anything to do with this mod being broken. Quarzplus 0.7b0 won't run on any forge version I can find. I'm guessing, but this might be exactly why modders should only develop on recommended forge versions, otherwise stuff in the experimental versions change and your mod ends up broken for everyone.

    I did in fact use the 0.7b0 version with the absolute latest recommended version of forge, 1060 for 1.7.2. Your post said nothing of what forge version was required, so I assumed the recommended one. I'd really love to ask, how do you justify asking users to use a version of forge that is beyond the recommended version? Doesn't that negate or at least dilute the value of having recommended versions? And isn't it kind of thumbing one's nose at the forge people, implying they do an inadequate job of selecting recommended versions?

    I'm not trying to be in your face here, yours is not the only mod I've seen do this. I just don't get the disparity between what the forge people recommend and what some of the modders recommend.
    Posted in: Minecraft Mods
  • 0

    posted a message on Quartz Plus - Version 0.9.0 - Updated July 17
    Quote from asilyad

    ...
    If there was a way to mine or create glowstone I would become as big a fan of you as I am Pam's Mods.

    You're in luck, we have this. It's called a witch farm. Witches drop glowstone dust. Even without any cave lighting, a modern shifting floor design will yield all the glowstone dust you can use.
    Posted in: Minecraft Mods
  • 33

    posted a message on Minecraft Server Changes, EULA - A Brief Look
    I wish we could get information in proper written format instead of videos.
    Posted in: Minecraft News
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    This mod has a terrible problem with spawning. There are incredible densities of animals along the diagonal axes of the map, centered at 0,0. This has been a longstanding problem, confirmed by others.

    Posted in: Minecraft Mods
  • 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Any chance that 1.7.2 BoP Witch Hut spawning will get fixed in the next release?

    Right now BoP for 1.7.2 will only spawn Witch Huts in original Swampland biomes. Never in Wetland, Quagmire or Sludgepit biomes like it says in the wiki. This is a big deal for survival players.
    Posted in: Minecraft Mods
  • 0

    posted a message on Villager Breeding problem
    You should state what game version you're using.

    In all current release versions villagers only see doors three blocks higher than the villagers feet. The doors on the roof look to be five blocks above the villagers.

    Ignoring that the rows might not be currently visible to a villager, you have 8 rows of doors in the image; 7 of which are valid village doors and 1 row is not valid. The fourth row from the right is not valid because it's in the middle of the four rows of blocks.
    Posted in: Discussion
  • 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Has anyone ever seen a witch hut in a new biome on a Biomes O'Plenty map?

    Wiki says Wetland, Quagmire and Sludgepit biomes, but I've been looking for a week and never seen any.
    Posted in: Minecraft Mods
  • 0

    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)
    You must know this, but the new wood types in this mod don't burn. I've tried pine, fir, and aspen. Their leaves don't burn either. Most raw wood and leaves won't even support a fire. Planks will support fire, but they don't ever burn away.

    My good news is mobs from other mods certainly can spawn in Enhanced Biomes. I use a reptile mod by crackedEgg and it spawns great in your new biomes.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thebombzen's Mods
    I just have to say; this is the best, clearest muli-mod post I've ever encountered. Each mod is cleanly separated and each mod uses the same layout convention with subsections in the same order. Also excellent was the use of font sizes to clearly identify the hierarchical nature of the various sections.

    Most people probably don't notice, but I'm telling you the author put a fair bit of effort into getting this post perfectly organized.

    Well done, thebombzen.
    Posted in: Minecraft Mods
  • 0

    posted a message on Quartz Plus - Version 0.9.0 - Updated July 17
    There is a new version behind the download link, v 0.7b0 But the catch is, it's broken. Won't even load up.

    For those wanting a working version or to reduce the amount of quartz that spawns, I did find a way to change the spawn rate in the 0.6b version. I won't post the modified mod, but you can PM me if you'd like a copy with a different spawn rate.
    Posted in: Minecraft Mods
  • 0

    posted a message on Programming explanation of why calling it a 'glitch' is just propaganda.
    Quote from IncubiLord

    From the person who claims without any backing that villages were difficult to merge in all the versions where people went through the trouble of setting up the trench and/or foundry and many complained about a single mistake ruining their work?


    I can't imagine why you're trying to argue that because people who don't know how to chain villages have trouble creating chained villages, that is the evidence that villages easily merge after they've been correctly built. The two things aren't even related.

    Anyone can easily verify that villages don't tend to merge. Chain up two villages, and then just try to get them to merge. It's really difficult. But you didn't even do that much.

    The truth is, there is nothing in your post of any relevance to the topic of this thread. You seem to have a great desire to talk about whatever you think is happening in the snapshots, but I have no interest in it since it's not relevant to the topic and not even in the released game yet.

    Honestly, you don't seem to have any point to make that is relevant to this threads topic. Nothing wrong with that, I just think you're in the wrong forum thread.
    Posted in: Survival Mode
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from takavoncracka
    The latest 1.6.4 version of Mo Creatures seems to have really odd Mob Spawning issues. I've found lines through the world of out-of-control spawn rates. ... As I fly along what appears to be an axis leading out diagonally from the origin (0,0) in a negative direction, through other biomes and all, the spawning still seems to be excessive.Is this a known issue?

    Three months later, I confirm this same problem in the 1.7.2 version. The diagonal axes, centered at 0,0 have incredible densities of animals standing about. (Mo'Creatures v6.2.0-Dev-R1 + CMS v3.2.0-Dev-R2)

    I can't believe such a dramatic problem has been allowed to exist for over 3 months.

    Posted in: Minecraft Mods
  • 0

    posted a message on I am making mods on request!
    (deleted)
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on survival world is not to fun at the start
    For me, a lot of the fun of a new survival game is in getting to play a new base location of my current choice.

    Think of a biome or natural occurring formation that you'd like to play near.

    * A base in or next to Extreme Hills allows you to mine emeralds.
    * How about a base in Ice Plains Spikes.
    * A base in a giant arched rock formation. Savanna M can make spiky mountains above the clouds.


    For a really serious survival game, it's all about the witch huts. Find a map that has a witch hut in or next to where you'd like to be.

    * Witch hut next to a Mesa biome would be fun.
    * Find two witch huts 160-190 blocks of each other. Play a double witch hut base.
    * Witch hut next to a Savanna or Desert gets you a base with no rain.

    I only play PC version, so maybe not all of this applies to xbox. Just some random ideas.
    Posted in: Survival Mode
  • 0

    posted a message on Programming explanation of why calling it a 'glitch' is just propaganda.
    Quote from IronMagus

    Okay, first things first. Stop dragging Notch's name into this.

    Not sure why you've chosen the word 'dragging' here, with it's negative connotations, like I'm sullying his good name by calling him a Minecraft programmer. But fine, I'll say "the programmer" from now on. But its completely irrelevant to the topic.



    Quote from IronMagus

    Your argument seems to be "if it's in the code, then it must have been meant to work the way it does." By that logic, nothing could be considered a bug except maybe a typo, or a copy-paste error, or someone's cat jumping on the keyboard while they were programming.

    This is a fair objection. Likewise, the converse is equally untrue. Just because Mojang has chosen to tweak the ability to farm iron, does not automatically make the previous code a 'glitch'. Which is what most people seem to think.



    Quote from IronMagus

    There are still ways to prevent them from merging, but you have to try really hard:...

    I think you'll find this interesting. Previous to 1.8, created overlapping villages do not usually merge under any circumstances. If you chain up a couple villages, even far away from the spawn chunks, you'll actually find it pretty difficult to get them to merge. Save and reload, run far away and come back, go to the nether and come back. It's rare for them to merge at all. So if we go by Minecraft 'normal' behavior, one would have to say the merging was the glitch.



    Quote from IronMagus

    This, as evidenced by the fact that it was clearly undesirable, since the developers chose to remove this "feature" after it became apparent. Whether or not it counts as "game-breaking" is, I suppose, a matter of personal opinion, but it's clear, to me and many others, that it doesn't belong there.

    Here you're starting to justify calling the existing code a glitch by getting into the debate on whether iron production needed re-balancing or not. (because in your eyes it is "game-breaking") I think the topics are unrelated. I think it only weakens your argument to mix the two. You're basically saying that if the resource produced causes a game imbalance, then that justifies calling the existing code a glitch. Which also implies the opposite, that if no resource imbalance is caused, then we do not call it a glitch. Which is just how everyone naturally behaves, even though it isn't logical.

    In my original post, I tried to point out the two issues are unrelated and that one only muddies the other.



    Quote from IronMagus

    Are there undesirable, arguably game-breaking, unforeseen side effects of having infinite water? No? Didn't think so.

    You didn't like my water analogy? I thought it was pretty good. Your only objection to it seems to be that so far no one has discovered a farm that relies on the current water model and that someone else thinks unbalances some resource. And what if one day someone did invent such a farm? Would you then declare that the current water model was actually a glitch all this time? I doubt it. Same thing for villages.



    Quote from IronMagus

    But what do I know? I mean, I'm just some dumb fanboy, hopping on the propaganda bandwagon to back up the game devs and every decision they've ever made...

    Don't be so hard on yourself. It takes time and practice to become a free-thinker. (I know, you were just kidding. And so was I. Wait, or were we?)
    Posted in: Survival Mode
  • To post a comment, please .