Quote from Ejvind
It's not Bethesda in the wrong here. It's the law itself that's at issue. The law says if Bethesda does not protect a copyrighted trademark, that trademark can become public due to fair game. All they're doing is making sure that they don't lose the "Elder Scrolls" trademark, and arguably, their biggest franchise. If you want to blame anyone, blame copyright laws.
If somebody made a game called "Elder Scrolls" than Bethesda should sue them. But this game is "Scrolls" which is not the same.
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No, /flymode standard does not do exactly what he suggested. He was suggesting something that acted like atlantis, being able to move upwards and sink (not fly downwards) at the speed set.
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You mean a gravity toggle? I think calling it "/gravity" would help people understand what it does. Although /gravity 10 would work as a default, seeing as no one would need less than one tenth regular falling/jumping speed, having 1 as the default could work (if the player wanted, say, one fifth regular speed, they could type /gravity .2).
EDIT: Oh, I see you also want to be able to move upwards like in atlantis. I guess a new flymode could still be useful for that, but a gravity toggle would be fun as well.
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You have to capitalise the mob name (for some reason or another, I assume it was accidental and just never got fixed), for a zombie spawner it's "/spawner Zombie". You can also use the mob ID.
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They do have an ID. For example, you can spawn a creeper by typing "/spawn 50" instead of "/spawn creeper". As for the original question, I don't think it is possible to spawn them ID or not, although lightning creepers can be created from spawning a creeper, using "/weather lightning" while pointing at it, and "/clone" for making more in the same area.
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You might also be able to use the code to create forests, grassy fields, and so on within a certain radius, although those might be easier to "code from scratch".
The idea behind this being that those things would be easy to code, I think you'd mostly just have to make the game regenerate the feature as its described in the world gen code, starting from a certain point the player picks.
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You have the number and direction reversed. It should be "//shift 1 up" and "//expand 5 up". It might also be useful to know that a string is text, symbols, and numbers in one "word", numbers are only numbers (and - and . signs, in the proper place). So when it says "number expected, string given", it means it was looking for a number and got text (instead of 1, 5, or any such number, you said "up").
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I don't think so. The crystals themselves are a non-spawnable entity, and the pedestal is just bedrock that was changed in shape by the crystal above it (also non-obtainable). Copying and pasting it doesn't work. The closest I've gotten is cloning it, but that doesn't put it anywhere it wasn't before.
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It could be useful when it comes to lava, though. If underground and aboveground lava pools featured the pumice blocks, they could be used as an easy, fast, and resource conserving but dangerous way across. Although that same usage applies whether or not it floats dynamically, a better floating mechanism would be more exiting when crossing (dipping down, almost into the lava, when the player lands).
The dynamic floating would also serve a purpose because of the way fluids behave. If the block were to occupy a space like all blocks do, it would replace the water or lava. When that block is removed, it would leave one of those non-source holes in the water/lava seen when taking a bucket from water more than two meters deep or lava. If it were to be an entity while floating, on the other hand, the water would not be messed up.
Oh, and a revision to my idea: the block should be about a quarter out of the water/lava when weight is not applied, only a pixel or two when it is (in the same blockspace as the water/lava, but still an entity).
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Obsidian houses aren't the nicest looking of structures in the eyes of many. Those who like black houses can go ahead and use obsidian and never worry about house damage again, but most people who hate creeper explosions would prefer an alternative.
Auto-repairing structures are always fun to make, but they aren't as functional as regular buildings, and using one means basing the building off the generators, a lot of structures wouldn't work completely with automatic generators.
About the texture of the blocks, it shouldn't be overly noticeable. In fact, I think it should look exactly the same, the only way to tell would be to hit it (like with silverfish blocks v. regular stone).
It would also be nice to have multiple versions. For example, reinforced wood blocks.
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That hasn't been my experience. I've been using snowmen (and, more recently, //snow and //overlay snow) for a while now and have plenty of snow throughout my worlds, but none has melted without nearby light.
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I remember, from a while back, that it snowed when it rained and rained when it snowed, so it should work. I can't seem to find any snow biomes, though, and all my old worlds' snow biomes don't seem to be snow biomes anymore. It would still be nice to have a command that made it snow in non-snow biomes, or, like what was suggested earlier, a command to change biomes.
Try /reset. You might have /drops off (or some other setting), or it has something to do with toomanyitems and you should look there (or you're in creative mode).
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//snow [radius] covers a circular area around the player (the size determined by the radius) in snow and turns water to ice, as if snow fell. However, there is no command to actually make snow start to fall (although there should be an extension to the weather command, /weather only applies, to rain, thunderstorms, and lightning).
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Among all the commands and changes I'd like to see added, this ties for number one (with /pause for macros). Trying to build a large forest, I find the coloration of the leaves in just about any section of the map a problem, because there are few (if any) large rainforest biomes. I could change the texture overlay, but I don't want to force every user of my map (which I hope to upload months from now) to use it. Plus, the swamp overlays are unchangeable, and because of the large tracts of swampland appearing randomly throughout some pre-1.0 worlds, changing swamp biomes would be very helpful.
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I'm guessing the problem is the distance from 0,0? In that case, I can probably center it at 10,000 X/Z, the chance of someone accidentally overwriting it would still be low.
EDIT: I just tried 10000 X/Y. The game is still frozen after a couple of minutes. I think it may be in part because of lighting calculations, when I removed a couple of blocks from the first platform, then replaced them, the first caused a little lag, the second a lot of lag. /light doesn't seem to stop the lag, apparently it doesn't stop the calculations themselves. I can't do it much closer than 10,000 X/Y, or else a little exploration by the player might overwrite the message.
EDIT #2: Now it's finished. That was at least a few minutes, there's no way I'm going to be able to make the letter macros work without waiting minutes between each one.
EDIT #3: Tried again at 5000 X/Y. Once again, it didn't work, but then I tried glass. This time it loaded immediately. Unfortunately, glass doesn't even show up on a map, so that won't work, either.
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If you have 3.0.1, I;m fairly sure its //replacenear 100 16 98:1. No spaces between the 98, the :, and the 1.