- JuniperMelody
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Member for 10 years, 3 months, and 6 days
Last active Sat, Dec, 26 2015 22:05:06
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- 154 Total Posts
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Jun 18, 2014JuniperMelody posted a message on Snapshot Double-Feature: 1.7.10 Pre-Release, 14w25a Ready for Testing!I feel like they're adding this stuff to that pathetic 1.8 thing instead of adding it to Minecraft.Posted in: News
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Jun 16, 2014JuniperMelody posted a message on EULA Revisited: an Updated Q&A From MojangI support the new EULA rules. So servers will charge everyone a tiny amount for access instead of charging a few people a lot for perks, so what. Getting on a server for free was a crappy user experience anyway.Posted in: News
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Jun 15, 2014JuniperMelody posted a message on Happy Father's Day!Fathers are really under appreciated in these modern days, it's great to see a little respect for them here.Posted in: News
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Jun 6, 2014JuniperMelody posted a message on Minecraft Server Changes, EULA - A Brief LookI wish we could get information in proper written format instead of videos.Posted in: News
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Apr 30, 2014JuniperMelody posted a message on Snapshot 14w18a Ready For TestingHow funny is it that the best feature of 1.8 wasn't even conceived or coded by Mojang.Posted in: News
Now if we could just get boat controls back... -
Apr 27, 2014JuniperMelody posted a message on Snapshot 14w17a Ready for Testing!You're saying you love yourself?Posted in: News
Because my comment was a valid observation about how the snapshot might affect survival play. While your comment, being nothing but a personal attack, is genuinely a complaint.
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Apr 24, 2014JuniperMelody posted a message on Snapshot 14w17a Ready for Testing!Posted in: NewsQuote from JuniperMelody
Meh. While the new terrain generation is certainly cool, it doesn't really contribute much to a serious game of survival. Nothing new to build or collect.
Quote from MineTimelapser
Minecraft is not only survival, not all updates or new features has to be intended to expand survival. It's very useful to creative mode players.
I hope you're not thinking your comment somehow counters or disproves my comment. Because it really doesn't even address my comment. Your comment stands on it's own, but it really has no business quoting my comment. -
Apr 24, 2014JuniperMelody posted a message on Snapshot 14w17a Ready for Testing!Meh. While the new terrain generation is certainly cool, it doesn't really contribute much to a serious game of survival. Nothing new to build or collect.Posted in: News
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Apr 24, 2014JuniperMelody posted a message on Wednesday With Sach: What Is Minecraft, and What About...Minecraft was for me the ultimate game of emergent game play. The programmer comes up with 10 game mechanics and the players take them in 1000 different directions. That way I can feel like I'm not being herded in the same direction as everyone else.Posted in: News
Sadly, Mojang has stated they don't like this style of gameplay. -
Jan 26, 2014JuniperMelody posted a message on Snapshot 14w04a Ready for Testing!Posted in: NewsQuote from Kyfwana
And someone please retool redstone so it is easier to work with. It could take up 1/4 the volume and be 2000x times easier to work with if you could build circuits vertically or control how junctions are formed between adjacent redstone lines.
I'm going to attempt to explain why redstone isn't smaller than it is. Simply, because this is a block game and the original premise was that a block could be any one thing; and how two adjacent blocks interact is purely a set of hard-coded rules.
Your suggestion to player-control how adjacent blocks interact would require imbuing blocks with a host of attributes or settings to define their behavior. Now the state of the world isn't just about the blocks, it's also very much about all the settings of the block that have been set just so.
I haven't shown that your idea is impossible or even impractical. But I think your idea would require a different vision of Minecraft.
In the end, making everything in the world smaller is just like making the player bigger; and there's really no point in that. -
Jan 25, 2014JuniperMelody posted a message on Snapshot 14w04a Ready for Testing!Speaking as an actual PC player, I think it's abhorrent that they've intentionally gone out of their way to destroy advanced iron farms. It's unprecedented and unnecessary.Posted in: News
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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.
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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.
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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.
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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.
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Wiki says Wetland, Quagmire and Sludgepit biomes, but I've been looking for a week and never seen any.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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.
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.
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.
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.
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?)