... The LEGO Movie producer Roy Lee will produce the live-action Minecraft movie ...
Live action?
http://www.minecraft...tion-17-biomes/
Or, best version on youtube:
- Keybounce
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Member for 12 years, 3 months, and 14 days
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Mar 14, 2014Keybounce posted a message on Snapshot 14w11b Ready for TestingJust wait.Posted in: News
Today, they are recolored silverfish.
Tomorrow, as the sun goes down, we shall see their true plan! (*)
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I will love playing with a 3D version of the standard 16 texture pack.
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(*): Obvious reference :-) -
Mar 10, 2014Keybounce posted a message on Minecraft News - NEW Xbox Textures, Jeb's FAQs & MORE!Consider this: If there's something that they want to use in the movie, then they'll add the block into minecraft.Posted in: News
So we might see some nice features out of this. -
Mar 9, 2014Keybounce posted a message on Minecraft News - NEW Xbox Textures, Jeb's FAQs & MORE!Any attempt to click on the images for either last week's news, or "iron golem uses", just pauses playback.Posted in: News
"I wanted to be the leak"? -
Feb 20, 2014Keybounce posted a message on Snapshot 14w08a Ready for Testing!Posted in: News
Imagine, if you would, a system that works something like this:
Some blocks are special. "Dirt" will not behave exactly like "Seared Brick". "Stone" is not just "smooth stone", but somehow different from "Argolite" (sorry if I just offended any geologists).
That is, roughly, the current state. Mojang's blocks, from stone at 1 to ... about 160, are special and different from anything added by mods.
Now, Forge does a LOT of work to try to make them mostly equivalent.
Consider, an alternative system:
There is a game engine. Everyone that has blocks to hook into the engine hooks into the engine. A company called "Mojang" has a very large content mod with some 500-800 blocks, that hooks into this engine.
500-800? Sure. Right now, "wool" is 1 block with 16 subtypes. Why not 16 blocks?
Why the whole meta-data sillyness? Answer: Because long ago, Notch thought that 256 blocks would be more than enough that he would never run out. And he didn't. Mods did.
As soon as you go from "What can I write" (Notch) to "What engine can I design that can be usesd by many people, myself included", a lot of assumptions have to change.
The current system is roughly 256 real block Id's, a 4 bit "patch" to permit 4096 block ID's in mods, and another 4 bits of "meta data" to say "This block is sort-of like that block, but not quite".
The new system will be 16 bits of block ID, hidden behind the scenes, that you cannot access directly.
The current system is "Block ID X, meta data Y, is always fooblurgh, according to the config files".
The new system is "For this map, fooblurgh will be found as block ID H. You don't care about H, you care about fooblurgh. Let me (the engine) handle the mapping for you."
In a nutshell, the mod API is everything needed to make that work. -
Feb 18, 2014Keybounce posted a message on Community Creations: Minecraft, Real Life Edition: 1.7 BiomesSo can Steve. It's just a matter of time.Posted in: News
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Feb 8, 2014Keybounce posted a message on Community Creations: Minecraft, Real Life Edition: 1.7 BiomesPosted in: News
So a big correction: getting home, and actually having a chance to watch it, this is a different real life series than I had seen before.
It's short, but very well done. Better than what I saw before. -
Feb 8, 2014Keybounce posted a message on Community Creations: Minecraft, Real Life Edition: 1.7 BiomesWow, I had forgotten this series.Posted in: News
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Jan 30, 2014Keybounce posted a message on Snapshot 14w05a Ready for Testing!I just noticed this:Posted in: News
Spectators can go through any entity or block without interfering with it
As in: Map makers / ops can now go through the map, and look around underground without destroying it or needing external tools. -
Jan 29, 2014Keybounce posted a message on Spheres in Vanilla?>Is this real life right now?Posted in: News
>Probably just fantasy.
>Caught in a laaaandsliiiiide
There's no escape from the internet -
Jan 26, 2014Keybounce posted a message on Snapshot 14w04a Ready for Testing!Think of minecraft, fundamentally, as a state machine, as a cellular automata system.Posted in: News
What matters are the cells, and the adjacents.
Redstone figures out who it talks to based on its neighbors, not based on its state.
My advice: stop treating it as an afterthought. Make the floors of your house every 8 blocks -- 3 (or 4) +floor/roof (5-6 total) for the main floor, and a small wiring attic for redstone. -
Jan 25, 2014Keybounce posted a message on Snapshot 14w04a Ready for Testing!Thoughts on villagers and farming:Posted in: News
1. Yes, I know that the village farms belong to the village, and the player coming along and taking them is stealing. No one said we have to play a good guy. (I just saw Wreck-It Ralph :-).
2. Either the farmers are going to maintain a community chest, that all villagers can use when hungry / wanting to breed, or the farmers should leave the crops in the ground, fully grown, until someone is hungry / wants to breed.
3. When someone is hungry/breedable, then either they get something out of the community chest, or they tell the farmers, who harvest/replant for them. This means that villagers leave "food ready to eat" (FRE?) in the ground until eaten.
4. If you come along, and raid the fields in such a situation, then you are starving/delaying the village, and making it take longer for them to breed.
5. Farmers should be smart enough to plant different things in their rows. Right now, a 2x7 field of the same material is a horrible way to farm. Changing the farm layout from 2x7, water, 2x7, to water, 4x7, with each row a different crop will more than double the production rate (double the outer two, and more than double the inner two). Basic, simple, intelligent change to the farming layout.
6. At the same time, going from a row of water to a single water would be even smarter -- as would changing the "large" farm (currently two 5x7's with a center strip, total 11x7) to a 9x7 (fits in the same frame, with spare space) or a 9x9 (needs a slightly larger frame, but about the same total space).
7. There is no good way to distinguish "This farm plot belongs to the village" versus "This farm plot belongs to the players". Not only can a player build next to a village, or even build their own farms, that will become "part of" the village, but the players might want to build farms for the villagers. So "shared farming" is really the norm, not the exception. This means that either "harvest only when needed", or "harvest and store in chest" has to be the normal behavior. Not the exception.
Yes, number 7 implies that village brown-robe farmers are effectively harvest golems, *Or they have to leave stuff in the ground until someone has a need for the food*.
I don't see a good other option.
If you don't want villagers to be auto-harvesters for players, then "leave it in the ground until needed" has to be the behavior pattern.
As long as farms are no longer "decoration", but "active part of village growth", then there is no reason not to make them smarter / no reason to leave them as bleepy as they currently are. -
Jan 19, 2014Keybounce posted a message on Snapshot 14w03a Ready for Testing!Posted in: NewsQuote from TXF
Is it really that hard for people to understand the 2 layer skins? It's just like having a "Hat" layer like we previously had, but for the full body. It's literally a hat layer for the entire body. Simple.
I have no idea how to use a hat.
I don't understand how two layers differs from a single layer, unless the idea is that you can "wear" someone else's clothing layer over your skin layer by putting their second half in with your first half. -
Jan 17, 2014Keybounce posted a message on Snapshot 14w03a Ready for Testing!Can someone explain how two layers differs from one layer? How do you turn on/off your second layer?Posted in: News
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Jan 16, 2014Keybounce posted a message on Snapshot 14w03a Ready for Testing!Please, tell me that /clone can work across dimensions ...Posted in: News
As in:
/clone my base to the nether.
Start over, generate a brand-new overworld in 1.8.
Keep the old nether
/clone my base out of the "copy of the old nether" into the overworld
Delete the old nether, and get a brand new one.
PLEASE tell me this will work :-)
(I'll use the end if I can't use the nether.) - To post a comment, please login.
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Water in this mod is still block's 8 and 9. They get used a little differently than vanilla's use of 8 and 9. But they will still have the same block id number, and will render just fine in a shader.
If you are talking single player, then the large block updates won't be a big issue. I don't think I ever pushed a release with a fix for the ordering problem (blocks that are not taken care of on one update are supposed to be first priority for the next update; instead, the same blocks get updated again, and the skipped blocks stay skipped), and I know the speed of updates is off (both water and lava spread too quickly; lava especially.) And as much as the flowing lava makes the nether more interesting, I think it critically breaks things about the nether.
... meanwhile, have I been busy all week making paper clips?
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Hold on, that optifine bug (grass underwater) is *still* around?
I ran into it in 1.2.5, when the client and server were the same side of the program. It affected single player worlds, not multiplayer (because it only affected client drawing in that case).
Ever since 1.3 split even local games into client/server, that's ... If it only affects client drawing, how does it modify the server-side actual state?
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Episode 2. We clean out the second area, Corona Valley, getting the magenta wool and emeralds 3-5.
We find a wooded area, a hidden temple, an abandoned village.
Oh, and a creeper trap that can be solved with a little intelligence. How do three smart explorers deal with this?
Watch on YouTube
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If you want to work with anything other than 1.7.10, water and lava, you will need to grab 4Head's version off ... I think he's on bitbucket, and play with that.
My version (available on github, or earlier in this thread, or on curse) will work. Performance in SMP will be ... well, if you have a high speed connection, you're fine. It generates too many block updates -- one of the things that 4Head's new version cuts down on.
(I really need to sit down and update this ...)
https://minecraft.curseforge.com/projects/realistic-fluids-overhaul-compatibility-and
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Lets try a different approach/asking this a little differently.
What is the simplest mod you can make for a forge server, using mixin? I.e. -- as an "hello world" type program to get started with?
I'm not sure I understood what you said about shadow not working right/not playing nice with liteloader.
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I thought sponge was a server alternative like spigot. Am I badly mistaken then?
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I have a number of video series, and I figured it was time to list them all in one place.
Currently active series:
Captive Minecraft 4: Winter Realm / Vertical Vanilla Viewing, or, "Overhyped Caverns of Doom".
Single player run through a captive minecraft map. Map is supposed to be "vanilla-like", just starting from Y=224, working down to Y=1. Like all captive minecraft maps, this is a limited resource map, where you never go more than a few dozen blocks horizontally.
http://www.minecraftforum.net/forums/show-your-creation/videos/lets-plays/2706242-captive-minecraft-4-winter-realm-or-overhyped
Current status: One more episode filmed, not edited.
Actively soliciting viewer ideas, this is a Lets Play.
Occidental Chaos Dragons play Corona Trials
A CTM map that got good reviews. That's about all we know about it to start.
http://www.minecraftforum.net/forums/show-your-creation/videos/lets-plays/2864896-occidental-chaos-dragons-play-corona-trials
Current status: One more episode filmed, 95% edited, almost published.
Actively soliciting viewer ideas, at least for my actions (don't know about my partners) as a Lets Play.
Short-term hiatus:
Overkill server plays Captive Minecraft 1, or, Overly Crowded Discoordination.
5 people, with different play styles, who normally shared a server from 125 to 147, now play in a tiny space and get in each other's way.
... did I not make a forum thread here? Temporary youtube playlist link: https://www.youtube.com/playlist?list=PLFYVR-tqmunW3ku-t2nMH5aOWZ9t-PcIP
Current status: ... 2-3 more hours filmed, not even started editing. Two players currently unreliable for more play until summer.
Dragon Realm Dev Server
Testing out Reika's mods with a custom recipe pack that integrates Reika's mods with other mods (ChromaticCraft, Botania, and Thaumcraft for magic. RotaryCraft, IndustrialCraft, and ... for tech.)
http://www.minecraftforum.net/forums/show-your-creation/videos/lets-plays/2590188-keybounces-overkill-crafting-dilemma-reikas-dev
Current status: This got dropped for a lack of real life free time after an emergency. It is the most likely to resume "active" status, and only needs me to get my life a little more organized.
Mystcraft introduction and tutorial
www.minecraftforum.net/forums/show-your-creation/videos/tutorials/2219679-mystcraft-introduction-spotlight-and-safety-1-7-x
Current status: Complete enough for 1.7.10; will get you started in 1.12.2. Discusses how to get started, how to use link books safely, and how to write worlds.
ToDo:
1. Discuss the update to 1.12.2
2. Discuss how bad writing generates instability, and what to do about it.
3. Discuss the "baking a cake" baseline system, what it means, configuration, etc.
Long-term hiatus:
Skygrid Survival: The ultimate parkour map played by someone that cannot parkour.
AKA: Cobblestone generator in 10 deaths or less.
... Another that did not get a forum thread. Hmm.
Forum post: http://www.minecraftforum.net/forums/mapping-and-modding-java-edition/maps/1507469-surv-skygrid-by-sethbling?comment=229
https://www.youtube.com/playlist?list=PLFYVR-tqmunV90vuI9b76dnlBmjgAAQcl
Needs 50 likes to be resumed. That's actually doable?
Overkill server:
A single player world that got updated to two people, then four, then 5. Most, if not all of us, are OCD.
http://www.minecraftforum.net/forums/show-your-creation/videos/lets-plays/1643484-keybounces-overkill-smp-lets-play-series
Current status: Using a very out-of-date 147 pack. I made the mistake of thinking that a modded world would be simple enough to update ... yea, right. One player is currently in Med school now, that's how long it has been. Currently targeted for a 1.7.10 revival; going to newer would probably require a full new world because of mod incompatibilities.
Slidecraft 2: Pawns against the Lich King
An attempt at a machinema, with story/plot/everything.
Think "Sliders" meets Minecraft.
http://www.minecraftforum.net/forums/show-your-creation/videos/lets-plays/1655541-ocd-slidecraft-2-pawns-against-the-lich-king
Current status: ... ugh. 3.75 hours of film to edit, 147 pack to maintain (cannot be upgraded, needs version-specific mod behavior).
Finished/Dead series:
Slidecraft: Sliders meets Minecraft.
A simple "what can possibly go wrong" look at Mystcraft ... in the old days.
Spoiler: We die. From stupidity.
http://www.minecraftforum.net/forums/show-your-creation/videos/lets-plays/1643488-slidecraft-sliders-meets-minecraft
(Forum mods: I think this is where this is supposed to go now, given the restructuring -- java edition, discussing my creations/lets plays. If I put it in the wrong place, I'm sorry, please move it to the proper location.)
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Corona Trials, a CTM map that has good reviews.
Three people enter; one person's worth of armor and weapons available. Mass confusion as we split the party ... how many ways?
Oh yea -- we explode things
Watch on YouTube
Do people prefer longer episodes or shorter ones? The "natural" length of a session after trimming junk is usually around 90 minutes.
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Getting back into things.
Captive Minecraft 9.5 -- a cleanup episode, with commentary from an old role playing friend.
Be sure to see all the items that despawn before I can pick them up
Watch on YouTube
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Ok, then, Ouch.
LiteLoader is for client-side stuff only. Sponge is not forge.
Is there a way for a server-sided forge mod (that is adding blocks, behavior, etc) to use Mixin? (Someone wants to port a 1.7.10 mod and doesn't want to touch any ASM coremods directly)
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I seem unable to find the thread (or even curseforge project) for mixins.
I know that Liteloader only support mixins for the client; I'm looking for server-side support as well. Where would I find it?
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Just make it use LiteLoader's mixin technology then. :-)
(For 1.10+, it's forge compatible, so it works on server-side code.)(NB: It's not that it eliminates ASM, it hides it in what is effectively standardized forms. Like how loops don't eliminate goto, but hide it in specific forms.)
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As I understand the biggest issues with seasons:
1. Oceans freezing completely, or not melting completely.
2. Bees constantly losing their "good environment".
3. If you start with a good ability to grow wheat, then you are starting early enough in the year that extreme hills become solid snow instead of snow-capped.
This should be a good idea of the order. Solve 1 and 2, and you might see seasons in the future.
("mind you, I said might")
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Yea, it's been brought up. I forgot about that. We've been asked to provide some debugging information, but I never did.
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Getting a config file to accept "this is the ground level in this dimension" is one thing.
Getting something that would refill rivers to 62, but the ocean to 51, is impossible. Worse, rivers will drain into that ocean when they reach it.
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Porting to 1.11.2? You might as well rewrite 80% of it.
At that point, the recommendation is to switch to Forge's finite fluid blocks, with a new block class that mimics vanilla's "0 = full" rather than forge's "7 = full" system.
It won't be as accurate (only tracking 8 states per block instead of many thousands), but it will be faster and more portable/maintainable.