Thanks again! That's the mcpatcher.jar I used: mcpatcher-4.3.2_03. Didn't include the _03 in my post above thinking in error that it wasn't relevant to the version.
Time to uninstall everything and reinstall and repatch and see if it works perhaps.
You could build a simple skeleton or zombie spawner room farm with a water elevator and a drop. I've never had anything but skeletons spawn in there, pretty easy to make and efficient enough. If you want all the mobs, build a shifting floor design. This way the mobs won't attack each other as there won't be time. Otherwise, as suggested, build an enderman farm - although you could use what you have if you lined it with obsidian.
Anyone have any idea why horizontal ctm (and the horizontal instances of method:ctm) might display backwards? Or how to fix it?
If I place three blocks in a row, the two ends are placed backwards - the right block is the left one and the other way around. I fixed it by swapping 0.png and 2.png but I really shouldn't have to do that. Any ideas what's going on there?
Another thing I noticed, although it may not be able to be fixed, is with vertical ctm. I have vertical ctm on quartz pillars. The individual lines block has its top texture in the blocks folder - quartz_lines_top.png. What I wanted to do was have that top texture change when vertical ctm is applied - just as the sides do when stacked two or higher. However, if I place the top texture I want as 3.png, it makes the individual block have all of its sides use that top texture. The sides still do change when blocks are stacked however. I finally figured out the thing to do with 3.png is place a repeat of the side texture (1.png) there and change the .properties to include faces=sides in the vertical ctm and then everything works - except that nothing I did would change that top texture without messing up the individual block. That's just how it works?
Knew about issues concerning the use of Optifine and mcpatcher together, but not about the use of Forge and mcpatcher together. Have never had a problem combining Forge and mcpatcher. I've been using mcpatcher over Optifine due to the way mcpatcher handles ctm. Never had a connection problem or any sort of problem, actually, when doing that, but then again the server itself has always been vanilla and the Forge mods used in that configuration have been on the client side and client-only.
Tried typing "localhost" for connecting but it didn't work. Does work as it did before using the numerical address, but the same issue still stands - a client running on the server machine cannot connect to the server when it is running a Forge profile, but it can when using a vanilla profile.
Incidentally, server-based mods placed on the server are not active - they don't work for other connecting clients who do have Forge running successfully with client-based mods - so it appears likely to be an issue with the Forge installation on the server or the setup somehow.
For about a year we've been playing vanilla 1.7.2 on a Mac LAN server, although individual game clients do run a few client-based mods using Forge. We'd now like to install some server-side mods as well, before further updating MC versions.
I ran the Forge server installer for 1.7.2 and now have a somewhat perplexing issue:
The server launches as normal, which is by using a .command file to launch Minecraft via Terminal with additional memory. Once up, individual clients can directly connect to the server just as they always have. They connect using a profile that runs 1.7.2 with Forge and mcpatcher.
The problem that arises is the host computer. That game client cannot find the server even though its running on that same machine. It never had that problem before. No network settings or file directory paths have changed. You go to direct connect and it says it cannot find the server - Unknown Host. This, however, only happens when the game client is trying to connect with a Forge-enabled profile. If you launch a clean profile, it can find and connect to the server.
That's not making immediate sense to me. Anyone have any thoughts on this and/or can offer any advice?
Many thanks! Feel a little like my profile picture actually: a lot of "hmm" and a little of "might be time to use the katana."
Should be 'assets>minecraft>mcpatcher>ctm'. Other than that, looks fine.
That did it. Thanks! Somewhere back there I had tried that, but was also using the verticalctm.png from the older way this worked, before I found this guide, so I forgot to try that again.
They are certainly bizarre. The mobs are going in a bizarre direction too, so I suppose in that way they fit. I would have preferred Steves, and possibly the addition of a female model, to be honest, for player and NPC use, but the NPCs as they are dont ruin things for me either. Just so totally not at all what I expected. Minecraft is going a little more in the goofy/quirky direction than I thought it might. As with anything else, it just takes getting used to.
AI on the other hand... my word this game could use some AI sometimes.
I understand your dislike, and I understand your opinion. What I don't understand is the terms you are putting it in. Having to take something into consideration is not emphasis. I have not once had a time, a part from the opening stages of a new world, where food was emphasized.
Yes, I have to take pause now and then to get some food - that is not emphasis. I just recently tackled an abandoned mine with a stack of bread. I only consumed a few and found more in chests than I consumed. The emphasis was not on food, food was only a preparation - the emphasis was still on finding stuff, lighting things up, and not dying - the way it always has been when exploring.
Having to stop and get food now and then does not make food a focal point. Having to stop getting food to do something else now and then would make it so, but that isn't the case (at least if you set up half intelligently)
My point is it doesnt add anything, at all, to the fun or interest of the game. Nor does it add any challenge, as you seem to agree on, except in the very early goings of a world where food production needs a little larger percentage of one's time until a system is up and running. It just doesnt do anything except require you to put a farm into play, or some other means of food production. Yes, once this is going, its largely self-maintained and not much to be concerned about. But in no way is any of the the process at all fun or interesting (to me), hence my complaint with it. There's no depth in that part of the gameplay (and maybe in most parts of the game, but other things motivate you to explore and build and do the things that are fun). You might disagree, but my opinion is if food production or gathering becomes a requirement than it should be more interesting to do. It just isnt. Never said it was hard, time consuming or anything else.
The limitation on food spamming to heal is great though. That affects the challenge a little bit, but not hunger itself.
Imho, hunger doesnt add any challenge to the game. Minecraft doesnt have the depth of play of pretty much any MMO, so the requirement to manage food doesnt add anything to the experience for me. Just collect and bring a pile of food around with you and feed yourself more often? Yeah, ok... As for its effect on combat, its irrelevant there too. What does have impact on combat is the time it takes to consume a single food item and the prevention of recovery spamming using food, but this has nothing to do with hunger. While the limitations on fast healing are good, hunger I just find tedious and annoying. It places emphasis on some sort of food gathering and management, but I find that subsystem in-game to not really be all that interesting. Make that even remotely fun and a sub-game of itself then my opinion might change. Right now its just a task.
Not a game breaker and I'll live with it. Not something I'll demand a toggle for as I believe in consistency between play modes. I do understand those who wish to support it, and respect their opinion, but I cant see any gain at all that comes from hunger. Just my opinion, mind you.
So I suppose in some small way I have complaints about hunger, but to make it toggle-able? Survival Mode should either have it, or not. Consistency across user experience is my vote, even if I dont like some of that that brings for me. Give it all of a another week I'm sure and some mod is going to come along that removes it anyway, if not the bars, the simple fact that the hunger bar drops. If you really must have hunger deactivated, I'm sure it'll happen, unofficially.
0
Time to uninstall everything and reinstall and repatch and see if it works perhaps.
0
0
0
If I place three blocks in a row, the two ends are placed backwards - the right block is the left one and the other way around. I fixed it by swapping 0.png and 2.png but I really shouldn't have to do that. Any ideas what's going on there?
Another thing I noticed, although it may not be able to be fixed, is with vertical ctm. I have vertical ctm on quartz pillars. The individual lines block has its top texture in the blocks folder - quartz_lines_top.png. What I wanted to do was have that top texture change when vertical ctm is applied - just as the sides do when stacked two or higher. However, if I place the top texture I want as 3.png, it makes the individual block have all of its sides use that top texture. The sides still do change when blocks are stacked however. I finally figured out the thing to do with 3.png is place a repeat of the side texture (1.png) there and change the .properties to include faces=sides in the vertical ctm and then everything works - except that nothing I did would change that top texture without messing up the individual block. That's just how it works?
0
0
0
Knew about issues concerning the use of Optifine and mcpatcher together, but not about the use of Forge and mcpatcher together. Have never had a problem combining Forge and mcpatcher. I've been using mcpatcher over Optifine due to the way mcpatcher handles ctm. Never had a connection problem or any sort of problem, actually, when doing that, but then again the server itself has always been vanilla and the Forge mods used in that configuration have been on the client side and client-only.
Tried typing "localhost" for connecting but it didn't work. Does work as it did before using the numerical address, but the same issue still stands - a client running on the server machine cannot connect to the server when it is running a Forge profile, but it can when using a vanilla profile.
Incidentally, server-based mods placed on the server are not active - they don't work for other connecting clients who do have Forge running successfully with client-based mods - so it appears likely to be an issue with the Forge installation on the server or the setup somehow.
0
I ran the Forge server installer for 1.7.2 and now have a somewhat perplexing issue:
The server launches as normal, which is by using a .command file to launch Minecraft via Terminal with additional memory. Once up, individual clients can directly connect to the server just as they always have. They connect using a profile that runs 1.7.2 with Forge and mcpatcher.
The problem that arises is the host computer. That game client cannot find the server even though its running on that same machine. It never had that problem before. No network settings or file directory paths have changed. You go to direct connect and it says it cannot find the server - Unknown Host. This, however, only happens when the game client is trying to connect with a Forge-enabled profile. If you launch a clean profile, it can find and connect to the server.
That's not making immediate sense to me. Anyone have any thoughts on this and/or can offer any advice?
Many thanks! Feel a little like my profile picture actually: a lot of "hmm" and a little of "might be time to use the katana."
0
That did it. Thanks! Somewhere back there I had tried that, but was also using the verticalctm.png from the older way this worked, before I found this guide, so I forgot to try that again.
~cheers
0
My texture pack has the ctm folder here: assets/minecraft/ctm
In ctm I have a folder called stone slab and in there:
0.png
1.png
2.png
3.png
block43.properties
The properties file looks like:
method=vertical
faces=sides
matchBlocks=43
tiles=0-3
metadata=0
// stone slab
And after many tests and minor changes, nothing works. Have I overlooked something critical (well, the answer is yes, but what?)?
Any thoughts?
5
0
0
AI on the other hand... my word this game could use some AI sometimes.
0
My point is it doesnt add anything, at all, to the fun or interest of the game. Nor does it add any challenge, as you seem to agree on, except in the very early goings of a world where food production needs a little larger percentage of one's time until a system is up and running. It just doesnt do anything except require you to put a farm into play, or some other means of food production. Yes, once this is going, its largely self-maintained and not much to be concerned about. But in no way is any of the the process at all fun or interesting (to me), hence my complaint with it. There's no depth in that part of the gameplay (and maybe in most parts of the game, but other things motivate you to explore and build and do the things that are fun). You might disagree, but my opinion is if food production or gathering becomes a requirement than it should be more interesting to do. It just isnt. Never said it was hard, time consuming or anything else.
The limitation on food spamming to heal is great though. That affects the challenge a little bit, but not hunger itself.
0
Not a game breaker and I'll live with it. Not something I'll demand a toggle for as I believe in consistency between play modes. I do understand those who wish to support it, and respect their opinion, but I cant see any gain at all that comes from hunger. Just my opinion, mind you.
So I suppose in some small way I have complaints about hunger, but to make it toggle-able? Survival Mode should either have it, or not. Consistency across user experience is my vote, even if I dont like some of that that brings for me. Give it all of a another week I'm sure and some mod is going to come along that removes it anyway, if not the bars, the simple fact that the hunger bar drops. If you really must have hunger deactivated, I'm sure it'll happen, unofficially.