• 0

    posted a message on Why are you still playing classic?
    Because notch has a buggy account server with no full-time support team. (Not you have to wait days for a response, you have to wait goddamned months). I don't even know of one person to whom the support has gotten back . And I've also tried emailing payment, and notch and daniel.

    I also used to play it occasionally out of nostalgia and lava survival. lava survival is awesome, needs to be more active though.
    Posted in: Classic - Creative Mode
  • 0

    posted a message on Failed Login?
    ... Are you seriously trying to suggest client-side saving of accounts? Like what would basically give anybody everywhere an account for free as well as allowing people to have any name they want, even if it's taken. So basically that means that I would be able to right now make an account on that, without paying notch, then download the client and go on multiplayer, because I authenticated myself on my client.

    It's not a goddamned cloud, and is the same type of database that is used for every thing ever that has accounts. I mean absolutely everything, because it's not even in the slightest bit clunky and is the only possible way.

    And just in case, this is the internet, sarcasm does not travel through it, if that was then you need to make it more obvious because that just makes you look retarded.



    But you could try to use the forgotten password or something to see if you can reset it.
    Posted in: Legacy Support
  • 0

    posted a message on Cannot Create Java Virtual Machine
    in the .bat, just set the max heap size to a lower amount. Make sure to set both numbers.

    I'm assuming it's at 1024m for you right now. Try 768m first and if it works maybe try higher otherwise try lower.


    Everyone's just giving these nice default answers to everything, and I found it out when I had this problem, but next time try searching for your problem in a context that doesn't relate to minecraft as well. You'd probably find my answer rather easily.
    Posted in: Legacy Support
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    posted a message on Risugami's Mods - Updated.
    Still have to wonder why so many people are getting black screens in this version, but then so many people aren't. The main problem file is th.java though. That's in about 80% of these errors.
    Posted in: Minecraft Mods
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    posted a message on [MAP][1.5_01][AC]Basel Heit
    It's a glitch in AC, just go into debug mode and place it.


    Honestly, this was terribly designed. I didn't even bother to finish it. I think the map design itself was good, and loved hearing the soundtrack. Though I didn't like the unnecessary cave in the woods that had nothing, it didn't really add anything and was just a nuisance with the bats.

    The problem was the battles. They weren't balanced in the slighest, the spawners were buggy and the placement of the enemies was terrible. First of all, many spawners wouldn't save whether they had spawned. So when I was trying to fight the wolves, My only option was to attempt to jump out while they were attacking me, sustaining a ton of damage, and doing the most illogical possible thing, because if I backed up to make some room more would keep spawning. The same thing happened in the place with the spiders. Spider spawns an inch from my face, back up so I can actually fight and not have a spider an inch from my face, soon as I defeat it a second one would spawn in the exact same location. No matter how many times I did that my only option was simply to attempt to run by it rather than fighting intelligently.

    And the slime king: One-hit-kills are never okay. Ever. Especially not in normal. Okay, maybe if someone is on hard mode and trying a three-heart challenge that could be okay. But otherwise, no. one. hit. kills. It's okay if it's something like a pit, and the player falls off because they aren't careful. But trying to fight a mob that spawns right next to you that you have to be in melee range to fight and will kill you if it's in melee range is NOT okay. Additionally, masses of hp + wooden sword has to be the dullest possible fight. The only way it's possible is trapping it against the walls, hitting it ad nauseam. Then reaching the uncharted dungeon, the first room with the zombies is practically impossible if you don't see them originally, as they're faster than you given your larger radius, meaning if you can't get them in the beginning you can't get them. Later, your reward for hitting the switches with your boomerang is to have mobs spawned right on top of you. And if you die, you have to come back, and not only do it again, but do it twice, then have the mobs spawned on top of you (to be fair the skeletons were about 1 tile away, the spiders were on top of you literally). I didn't even bother past there, I was rather annoyed by all the aforementioned and the frustrating ceiling vine maze.
    Posted in: Maps
  • 0

    posted a message on Notch post inspires spamfest on youtube
    Honestly, just the numbers they give give it away. Regardless of how much is displayed and sorted through. The amount of space to store even a bit of the point cloud data is terrabytes, it then has to sort through terrabytes (which is most likely more data then your entire computer has in rom right now) to display those perfect pixels. It's basically a faster form of raytracing that assumes everyone has a supercomputer's worth of rom and ram.

    Didn't read notches post when I posted that, I didn't use exact numbers for that like he did.
    Posted in: Discussion
  • 0

    posted a message on Risugami's Mods - Updated.
    Same problem as everyone there with the black screen, this is what I'm getting every time I try to run it.

    Exception in thread "Thread-4" java.lang.VerifyError: (class: ct, method: a sign
    ature: (Lun;Lfb;III)V) Incompatible argument to function
    at uu.<clinit>(SourceFile:50)
    at vs.<init>(SourceFile:14)
    at net.minecraft.client.Minecraft.<init>(SourceFile:233)
    at q.<init>(SourceFile:34)
    at net.minecraft.client.MinecraftApplet.init(SourceFile:34)
    at net.minecraft.Launcher.replace(Launcher.java:132)
    at net.minecraft.Launcher$1.run(Launcher.java:76)


    modloader.txt has nothing recent at all.


    ct.class doesn't seem to have much to do with it, as there's different errors through the same classes, though ct is the only class replaced, even with ct being the default it generates errors through the same classes (going down to various library Class functions)

    I got something different before but using the default ct (which obviously I know wouldn't work but I wanted to check the error message) gives out this:

    Exception in thread "Thread-4" java.lang.IncompatibleClassChangeError: Implement
    ing class
    at java.lang.ClassLoader.defineClass1(Native Method)
    at java.lang.ClassLoader.defineClassCond(Unknown Source)
    at java.lang.ClassLoader.defineClass(Unknown Source)
    at java.security.SecureClassLoader.defineClass(Unknown Source)
    at java.net.URLClassLoader.defineClass(Unknown Source)
    at java.net.URLClassLoader.access$000(Unknown Source)
    at java.net.URLClassLoader$1.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at yo.<init>(SourceFile:18)
    at net.minecraft.client.Minecraft.<init>(SourceFile:164)
    at q.<init>(SourceFile:34)
    at net.minecraft.client.MinecraftApplet.init(SourceFile:34)
    at net.minecraft.Launcher.replace(Launcher.java:132)
    at net.minecraft.Launcher$1.run(Launcher.java:76)

    The last common part of this is the q.class initialization at line 34. The line really doesn't help too much though. And then the Minecraft file has errors at two different points so really this doesn't do much but give a clue where it was happening for me (but other people are having different problems).


    That didn't really do much. But you should check th.java as that's a file changed in the mod that seems to be a bit common in these.

    EDIT:
    This was the error I got the last time I changed ct for the default:


    Exception in thread "Thread-4" java.lang.IncompatibleClassChangeError: Implement
    ing class
    at java.lang.ClassLoader.defineClass1(Native Method)
    at java.lang.ClassLoader.defineClassCond(Unknown Source)
    at java.lang.ClassLoader.defineClass(Unknown Source)
    at java.security.SecureClassLoader.defineClass(Unknown Source)
    at java.net.URLClassLoader.defineClass(Unknown Source)
    at java.net.URLClassLoader.access$000(Unknown Source)
    at java.net.URLClassLoader$1.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at uu.<clinit>(SourceFile:156)
    at vs.<init>(SourceFile:14)
    at net.minecraft.client.Minecraft.<init>(SourceFile:233)
    at q.<init>(SourceFile:34)
    at net.minecraft.client.MinecraftApplet.init(SourceFile:34)
    at net.minecraft.Launcher.replace(Launcher.java:132)
    at net.minecraft.Launcher$1.run(Launcher.java:76)

    And having absolutely no other modloader files but ct causes the first

    Unnecessary but I'll still post this
    "Thread-4" java.lang.VerifyError: (class: ct, method: a sign
    ature: (Lun;Lfb;III)V) Incompatible argument to function
    at uu.<clinit>(SourceFile:50)
    at vs.<init>(SourceFile:14)
    at net.minecraft.client.Minecraft.<init>(SourceFile:233)
    at q.<init>(SourceFile:34)
    at net.minecraft.client.MinecraftApplet.init(SourceFile:34)
    at net.minecraft.Launcher.replace(Launcher.java:132)
    at net.minecraft.Launcher$1.run(Launcher.java:76)

    I'm rather confused at the classes listed in there though.
    Posted in: Minecraft Mods
  • 0

    posted a message on Update Detector with Uses
    These were my original pics to it, the first shows the design. Under the cobblestone in the middle is a redstone torch btw.




    That furnace does shoot you.

    But I did think of another use, besides that fact that it can detect modified redstone wire through walls, you can also use it with redstone ore to protect a mine. When you find it on the floor don't mine it, nobody will suspect if you don't use a lot of redstone (leave some around too if you are using a lot, just so it's not suspicious, but nobody would suspect it anyway), and then if they step on the redstone on the floor (or touch any anywhere at all) and it's next to an update detector, it's a nice pressure plate, even on walls and ceilings.


    The only real negative is that when your target is detected it can hear the piston go off


    But still it can detect redstone changes from behind walls, and it can detect whenever a furnace goes on or off.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Faith in notch going down slowly.
    I lost my faith when my support requests for recovering my account that I lost due to a server bug that corrupted my information as well as the emails I sent to multiple people, were unanswered for over a month (Yes I know people have waited several months, but that kind of emphasizes the point rather than diminishing it).

    I don't care that much how much they're working so long as they actually can do what's necessary from a company.
    Posted in: Discussion
  • 0

    posted a message on [AC] The Legend of Zelda: Seal of Time
    I ended up having an extra key at the end of the fire temple, so I had to use f7... to get rid of it.

    Additionally there are bugs in certain parts caused by AC, not you. Like that pushable blocks break when being pushed into a one block gap (can't make fire temple bridge).

    And the water isn't enough to break your fall so you die.

    Also there's too much gold. I finished the fire temple with 66 gold bars (not including the gold I spent on a leather cap at the beginning), then went and got a full suit of iron armor and a diamond sword. Though it probably would have been better to get a bow because the falling thing.


    Also there is a problem in the city in the sky. In the large tower, you get to a chain-like level with three doors. Behind one is a switch, behind another a switch, and behind the third is a switch and a key, with the cobblestone received earlier. There are two keys originally. If you open the two doors, (that are not the thin one, but rather the two across from each other) and use the key in there on the door just by it, you will run out of keys, with a door to open that would open the next level, and give you the key you needed. And after that you need a second key.

    So basically it requires you to get that really dickly placed key that basically is every water temple concentrated in the one key that really should only be for the heart piece (It's just hidden to the point nobody would ever find ever). Though that key is impossible to reach because the fan's too strong without the umbrella even and you can't get in with more force nor turn it off.
    Posted in: Maps
  • 0

    posted a message on Redstone Modification Detector
    The design of it is right there. The only thing not visible is the redstone torch, which is under the cobblestone between the pistons.

    It needs no orientation at all.

    And this wouldn't work for chests, unless you had to break a block, but the good news is it wouldn't have to be sand, so long as the broken block is next to the piston. (Or you could put redstone on top of the block on top of the chest, and put the piston two blocks above that).
    Posted in: Redstone Discussion and Mechanisms
  • 3

    posted a message on Redstone Modification Detector
    The thing I have there resets, or can be made smaller by not reseting. Yeah, you could, all you'd have to do is put a furnace in front. That's a good idea.

    And you could do things like this with water but then that requires a ton of work to reset, this pings every time it goes off.

    EDIT:


    Compact design: 5x3, there's a torch under that cobblestone
    Posted in: Redstone Discussion and Mechanisms
  • 7

    posted a message on Redstone Modification Detector
    I found a way to use pistons as something of a trap. By pushing from one side shortly after pushing from the other, the first side will be contracted but still on. Whenever it updates, it will push, which can be used to send a trigger. There seems to be an oddity with redstone. The piston block will update from redstone two tiles away (even through walls), whenever something is placed next to the redstone that would make it change direction (wire, torches, repeaters facing away).

    This was the design I originally noticed it with (Copied from an earlier one that I noticed it on, for a bit more room):


    The redstone behind the wall isn't shown, but if you copy that and place the redstone two tiles away exactly in one direction, or 1 tile away diagonally, then most redstone-based items nearby being added or removed will cause an update.

    It also detects removing or adding redstone above/below it (with one tile in between, so this could go below the floor), or on any tile adjacent to that one in the cardinal directions (again only if one is there already) will trigger it.

    It's basically the best under a floor you want protected.




    Also this is unrelated but if you're reading this topic I want to try and get notches attention because the server occasionally corrupts passwords/emails to accounts (but nothing else, and both at exactly the same time, occasionally making the email completely invalid to the point of the email server returning error messages, or just invalid for the sake of whether it actually sends to the correct email). And he has no support, I've been waiting 2 weeks for a response, some have been waiting months, and I don't get a response from emails to notch or daniel.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Redstone Modification Detector
    This hasn't been viewed once, this is not bumping to revive this is giving a chance at life.
    Posted in: Survival Mode
  • 0

    posted a message on Redstone Modification Detector
    I found a way to use pistons as something of a trap. By pushing from one side shortly after pushing from the other, the first side will be contracted but still on. Whenever it updates, it will push, which can be used to send a trigger. There seems to be an oddity with redstone. The piston block will update from redstone two tiles away (even through walls), whenever something is placed next to the redstone that would make it change direction (wire, torches, repeaters facing away).

    This was the design I originally noticed it with (Copied from an earlier one that I noticed it on, for a bit more room):


    The redstone behind the wall isn't shown, but if you copy that and place the redstone two tiles away exactly in one direction, or 1 tile away diagonally, then most redstone-based items nearby being added or removed will cause an update.

    It also detects removing or adding redstone above/below it (with one tile in between, so this could go below the floor), or on any tile adjacent to that one in the cardinal directions (again only if one is there already) will trigger it.

    It's basically the best under a floor you want protected.




    Also this is unrelated but if you're reading this topic I want to try and get notches attention because the server occasionally corrupts passwords/emails to accounts (but nothing else, and both at exactly the same time, occasionally making the email completely invalid to the point of the email server returning error messages, or just invalid for the sake of whether it actually sends to the correct email). And he has no support, I've been waiting 2 weeks for a response, some have been waiting months, and I don't get a response from emails to notch or daniel.
    Posted in: Survival Mode
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