- King_Korihor
- Registered Member
-
Member for 12 years, 10 months, and 27 days
Last active Sun, Apr, 3 2016 20:13:50
- 0 Followers
- 1,419 Total Posts
- 237 Thanks
-
Feb 20, 2012King_Korihor posted a message on Mod API Coming in January?I keep hoping that the API at least uses many of the public methods of ModLoader, or even simply made ModLoader an official part of Minecraft. There are other API methods that would and should have to be made for more customization, but that would be an excellent start.Posted in: News
-
Feb 20, 2012King_Korihor posted a message on Minecraft Snapshot 12w07b (updated) is Ready For Testing!Posted in: NewsQuote from Wynn
Any news on the a tentative date for the release of 1.2? Also, caves were removed? I'm still generating caves, ravines and other such structures without any hassle short of having to dig out gravel and dirt (which has always been part of the deal- afterall pits of gravel lead to adventure!)
Considering the number of bugs that have been introduced, I hope Mojang waits at least a little bit and concentrates on fixing bugs prior to the release of the next "official" or formal version. Too much is in flux right now with new features like the new map file format, new blocks, and other issues that simply need to be reviewed in terms of how they interact with each other.
I expect that version 1.2 will be out before summer starts, but it is still at least more than a month away. That is just my own "educated guess", and I might be wrong on either end of that estimate. I sure hope we don't have to wait until fall for another major update. -
Jul 7, 2011King_Korihor posted a message on Printing Out MinecraftPosted in: News
I'd strongly suggest you look up Fab@Home if you really are interested in your own private 3D printer. The software from MIT is available for you to use and with a little bit of help you could print the things for a relatively modest amount of money (less than USD $1000) just like has been seen on this video. -
Jul 7, 2011King_Korihor posted a message on Printing Out MinecraftPosted in: NewsQuote from silvadreams
Interesting to know the guys from MIT are wasting their time in a hilarious way.
But 3D model printing like this is nothing new, been around for like a decade atleast, it is just now getting cheap enough now that people other then corporations can afford to own the machines.
The technical achievement here isn't the 3D printing, it is interfacing the Minecraft world save data format with something more commonly found in 3D printing technology. As has been mentioned on this thread and elsewhere, Minecraft makes for a very intuitive and user friendly development software for 3D models. Mere mortals can use Minecraft and you can place individual "voxels" for fine editing.
Essentially this can bridge the gap between those who have an idea of something they want to build with a 3D printer but are unfamiliar with the software, and those who have the equipment. If Notch wanted to make a whole bunch of money on the side, he could simply make a simplified version of Minecraft just for that one market alone. It would be interesting if you could get hired professionally because of your skills at playing Minecraft.
I've seen stranger things happening. -
Jul 7, 2011King_Korihor posted a message on 1.8 Updates: New Logo, More InfoPosted in: NewsQuote from aattss
How many years did it take for the makers of the millenaire mod to make the mod?
How much of that was coming up with the idea and designing the system?
There isn't that much you can't do. However, if you think of something that would add a ton of stuff to Minecraft, let Notch know and he might make it.
Anyway, it'll make multiplayer much more fun, or at least the servers that want it (rp servers, etc.).
From what I heard, one thing Notch is trying to encourage is adventuring out side, and seeing the world.
The Millenaire mod has taken quite a bit of time with a HUGE amount of community feedback coming from literally hundreds of people being involved, and it still is buggy as all get out. I like the mod a whole lot, but if this is the point being made that it is easy to do, you are making the wrong argument. Mind you, Millenaire is only SSP right now as its development status is so unstable the developer doesn't even want to tackle multi-player yet.
At best I can see this being a mere shadow of the Millenaire effort and likely very much a cheap imitation... unless Notch decided to hire Kinniken and just get him to put it directly into mainstream Minecraft. I wouldn't rule out any possibility, but I don't think that is happening. -
Jul 6, 2011King_Korihor posted a message on Printing Out MinecraftThis could get very interesting if you decided to put some redstone circuits into the model. Yes, I realize that redstone doesn't exist "in real life", but the logic behind redstone certainly could be adapted into a 3D printer like this and give you the ability to make real-world electronic circuits on the fly and have them buried into some kind of device that you make using this method.Posted in: News
Just a random thought. It is an amazing concept. It sort of blurs the line here between the virtual and "real" worlds and makes me wonder if Minecraft really is "The Matrix 1.0" -
Jul 6, 2011King_Korihor posted a message on 1.8 Updates: New Logo, More InfoPosted in: News
It is awesome to torch a village, although it leaves some odd bricks in random places when you are through. I've done that more than a couple of times already.
Killing off NPCs does get boring after awhile. My concern is that the AI is dealt with properly and something very hard to deal with. AI == Artificial Intelligence, where a strong AI will give the NPCs a whole lot more life and weak AI will give you mindless zombies. Keep in mind most of the mobs in Minecraft right now have very weak AI, with the "rules" mainly that they give you a hug at every possible moment (aka move to your location as best as they can).
The problem with strong AI is that it lags like you can't believe, something like 1 fps when you have more than say 50 NPCs running around on my computer in the same village. Weak AI isn't so big of a deal, but then you have NPCs that are essentially worthless too.
I'm really curious how Notch is going to pull it off. There certainly is a high expectation here.
Oh, I guess you need to see my sig to understand how I've already done that. -
Jul 6, 2011King_Korihor posted a message on 1.8 Updates: New Logo, More InfoPosted in: NewsQuote from Pizarro
NEWSFLASH:
As stated by the TOS, modding is more or less additional contributions by the community itself. If Notch wants to take it and add it into his game officially, he has every right to do so because it is HIS GAME, which HE MADE.
Be glad he's even allowing modding at all, he could just as easily put a rule against it.
I'm glad somebody else recognizes this. There are huge modding communities that I'm aware of for World of Warcraft and Runescape, but sadly because the respective companies have draconian measures against those mods and have taken aggressive steps (including civil tort cases) against private servers, the modding communities are very deep underground and tied in more with "real world trade" scams, boting scams, and other nefarious stuff that is completely irrelevant to Minecraft.
Thanks goodness too! Instead of major game addition proposals being made for how to change the game that are highly detailed and go on for dozens of pages, people working with Minecraft just get off their behinds and just do it! If an idea is posted that is gaining some support, very likely somebody somewhere will start writing a mod to implement the idea just for the hell of it. As has been apparent here too, Notch & company are more than willing to "take back" mods and incorporate the "best of" the mods into the mainstream game.... after the kinks and bugs have been mostly worked out of the ideas as well!
The whole community surrounding Minecraft (other than the juvenile trolls and other immature stuff that seems to be common to all gaming websites) is simply wonderful. I can only hope that the "mod API" structure really starts to pay off in a big way.... something else promised for version 1.8 I might add. It was supposed to be out for 1.7 but was dropped due to rushing out the pistons early. -
Jul 5, 2011King_Korihor posted a message on 1.8 Updates: New Logo, More InfoPosted in: NewsQuote from bobthegrate
My main concern is the NPC villes and how a lot of people are a bit upset. It would be great if Notch put an option somewhere to enable/disable generated villages.
If Notch doesn't, I'm sure a mod will do that within hours of its release. Count on it! -
Jul 5, 2011King_Korihor posted a message on 1.7 UpdatePosted in: NewsQuote from Paper_BatVG
It seems that whenever either of us decide to (and I know it's insane to believe this should work) open a chest the game crashes.
I will bet you a full chest of diamonds that you used a world with mods that didn't update to 1.7. Anything stored in a chest that comes from a mod which doesn't exist due to the update is going to cause your SSP world to crash when you try to open that chest.
Either update the mods, or live with the consequences and start a new world. Perhaps it is a "bug", but life stinks, doesn't it? BTW, this isn't new to 1.7 either. -
Jul 5, 2011King_Korihor posted a message on 1.7 UpdatePosted in: News
Note that was "fixed" in 1.6. As to how you got it to work in 1.6 is another story, you are not saying something here. -
Jun 30, 2011King_Korihor posted a message on Minecraft 1.7 - OverviewPosted in: News
There are some already up in the Released mods section of the forum. Some folks have been pretty quick about it. -
Jun 30, 2011King_Korihor posted a message on Minecraft 1.7 - OverviewPosted in: NewsQuote from acra
Also, anyone else getting a bit fed up with the horde of bugs that get introduced with EVERY update, each requiring a secondary patch to get it to a playable state? I know this game is in Beta, but things like that still shouldn't be happening.
My suggestion would be for Notch to get a small group of pre-release bug testers who can find out those things so they get fixed before release to the masses. Then again, my suggestion is going to go un-noticed anyway.
Yes, we need to have a "stable" release that we can rely upon to be essentially bug-free, and a "testing" version that includes all of the coolest features. I know that Minecraft is still technically "beta" software, but this still isn't an excuse to go back to Alpha testing standards for what should be some software being prepared to "go gold".
I do realize that you can add on features which "roll back" Minecraft to earlier versions. Thanks goodness I have version 1.6.6 backed up right now and even a copy of 1.5.4 at the moment. If you are having trouble getting the 1.7 update, make sure you remember to back up the 1.6.6 version right now! You won't regret it. -
Jun 26, 2011King_Korihor posted a message on Recent DowntimePosted in: NewsQuote from Alexia
The 24 hour figure was the 24 hours of Windows running check disk on a many terabyte RAID 50 array.(This was one portion of the disks. See Xtek's post above for the full time.)
*Snip*
I have been awake for nearly 24 hours now.
Thanks for the explanation. It is very much appreciated even if I wasn't necessarily expecting so quick of a reply. It does explain quite a bit in terms of what is happening.
Go, get your rest! You certainly earned your salary over the past couple of days even if some more immature folks would say otherwise.
The one minor bug that I'm getting is a problem with links to some of my older posts, both stuff I've written before and after the crash. That part of the database might be corrupted. If that is the only thing dead, there isn't much to complain about though. The actual posts themselves seem to be fine and I haven't seen anything else that is amiss at the moment. -
Jun 26, 2011King_Korihor posted a message on Pistons: Work In ProgressPosted in: News
Yeah, so much better for minecarts.... assuming that the things even work in 1.7. They are so broken in 1.6 as to be essentially unusable. You can't push more than one in a east-west direction (really odd bug there) or use powered minecarts (a minecart with a furnace) for the same reason. We'll see if this ever gets fixed. - To post a comment, please login.
0
I think dungeons are pretty lame content at the moment. Seriously, it is just a cube made of mossy cobblestone with some kind of mob spawner inside. If anything, my "reward" for finding a dungeon is not the loot you might find in the chest, but the ability to turn the spawner into a mob farm. Even the abandoned mine shafts are pretty lame although there at least is some different kinds of content to be found.
I don't want to even get going, again (there are already several threads on the topic that have thankfully had a slow and painful death) on crafting or not crafting saddle... the only real content you need from a dungeon besides the spawners.
I also never understood why melons were only found in dungeons as well. They are plants that would seem to be capable of being found in nature, and IMHO should be just as they have been introduced into the jungle now. Interestingly enough, watermelons (or the presumed ancestor of the plant) originated in the Kalahari Desert before it became cultivated... assuming you want some kind of accuracy as to where they should naturally spawn.
0
The primary issue in regards to using the Forge API for a project like this is to substitute the default Nether generator. Forge simply doesn't have any sort of hooks present to get that accomplished (nor will they... at least according to the maintainers who threw cold water on my request to even ask). In other words, once you create a Nether portal, you get everything in the Nether in vanilla Minecraft.
You can create alternate "dimensions" which do other kinds of things. My WorldGen API library that I created allows you to substitute alternate Nether and End generators to give them a more "Skyblocky" feel.... however you want to describe that.
Main issue you will need to deal with is to even decide what you might want to randomize in terms of terrain generation. As Skyblock is a very minimalist world, you don't have very many options in terms of generation options. You might want to consider an additional island or two that Noobcrew didn't have on his original map introducing renewable resources of some kind that aren't on the original map either. Randomizing island locations isn't that hard, but not overdoing other items is a trick.
Anyway, best of luck. I hope this turns out.... and I hope you don't get too frustrated with Forge.
0
We can only hope. It certainly is a part of the game that is pretty empty right now.
He did add some new fish types, but I suppose those don't really count as mobs. I would like to see some Puffer fish swimming in an ocean and not in a flask on my brewing stand.
1
I'd be curious about what you come up with. Seriously.
I would strongly suggest looking at Risugami's Biosphere mod for ideas though in terms of developing the mod. While not required, my WorldGen API extension to ModLoader could be useful if you want to build an alternate Nether generator.
1
You are using Forge, not Risugami's ModLoader. Did Risugami say that it worked with Forge?
0
This is precisely what I was thinking.... that perhaps a +5 knife enchantment (level 50) could be made that could fillet Pufferfish to make the Fugu. Of course that would require some Kelp that could be found on beaches (it would spawn randomly or be found in Kelp forests) to make a bunch of sushi.
0
What is it that makes you feel that something isn't right? I admit that some of the stuff in this update reminds me a whole lot of the April Fool's Update, where stuff was just a little bit off and strange. Certainly the 1.7 update has only just started, but this snapshot does represent several weeks worth of effort (in between other things like PAX and other comings and goings of the Mojang crew).
At the very least, if you don't like the changes done in 1.7, you can always stick with 1.6.2. It is even much easier to roll back now even if you update.
1
Not quite correct.
FML is an attempt to reimplement all of the features of Risugami's ModLoader in a separate code base... primarily because of redistribution and licensing issues.
Because FML is being developed separately and has a completely different team of developers, it should really be considered a fork of ModLoader (at least as far as mod developers are concerned). In other words, some mods will work with both, some may need one or the other API libraries.
There doesn't seem to be any attempt to make FML compatible with the current version of Risugami's ModLoader, and Risugami is definitely not trying to be compatible with FML. If his mods work with FML, that is a bonus and not something to be expected.
0
You can build a brewing stand from a blaze rod obtained in the Nether. There is a Netherfortress region of the map somewhat near the portal, which you can then use a splash potion on some Zombie Villagers that will spawn in any dark area of the map. The villagers simply put are something that can be found without the need of anything extra.
The enchantment table would need two diamonds though.
0
I would strongly encourage using Risugami's ModLoader plus Acomputerdog's ModLoader Patch when using this mod. I know once upon a time this mod worked with Forge, but Forge keeps changing far more than Minecraft and I find it hard to keep up.
Note I also asked to get the WorldGen API put into Forge so it could be made a standard part of Forge, and I was told to basically take a hike and get lost as I wasn't worthy of their kind of review. They offered some alternatives such as turning this into a bunch of new dimensions.... but it would have required completely different versions of this mod for Forge and Risugami's ModLoader.... sort of defeating what I was doing as well. Essentially a bunch of very unhelpful advise that has ticked me off.
1
This is a known problem for ModLoader and has been reported several times. A patch to fix this particular problem can be found on this thread, thanks to acomputerdog.
I have no idea when or even if Risugami will ever fix this particular problem, but there are several people who use ModLoader that are trying to clean up bugs like this.
0
I wrote one (see my sig for details). Yeah, I thought of something like that too. Because of some advise here, I also got rid of a village that I had earlier in the mod.
I also created an extra-hard End to the map, and gave the option for traveling to the End... if you want to put the work into finishing the End Portal. Otherwise, it is pretty much just like Noobcrew's original map, but with some twists and no mainland.
I'm not exactly sure if or how I want to throw some of the new 1.7 content into the map, which could be interesting. Killing a Wither on a SkyBlock like map is a real challenge though.
0
That is sort of the point of this map. It has a very minimal amount of "stuff" that you need to gradually expand the number of items by making renewable resources.
1
Two issues here:
0
The big thing about Minecraft Realms is that it is going to be a profit center for Mojang to continue making money off of Minecraft when sales figures start to fall (and it will). It is a long-term way for Mojang to continue to be able to support Minecraft and at least make sure *somebody* at Mojang might even do some occasional bug fixes if not some new content from time to time.
It might not be going this time next year in a fully public mode, but you might be surprised at how quickly it will be moving once Mojang gets their act together on the project. It is one of the things that I don't think a bunch of people whining on the fourms is going to matter one little bit, and it will happen because money is on the line (which sort of matters for things like that).