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    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    Quote from LoRaM100

    "/flymode standard" does exactly what you suggest. You must use the "jump" and "sneak" buttons to change height (hidden benefit - you never get hungry).
    Lou

    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.
    Posted in: Minecraft Mods
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    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]

    Hm. I was having fun with the /atlantis command a while back, when I had an idea. What if there was a command like atlantis that let you 'swim' at the same speed as walking, didn't float mobs up in the air, but kept the slow falling and vertical 'swim' mechanics as atlantis? Then it came to me: A new flymode! It would be good for people who want to play on the ground, but don't want fall damage and are tired of always having to stop and toggle fly commands on and off when they want to jump a little higher or farther than normal. /fly [speed] would change the speed at which you fall and rise, maybe 5 being the default and 10 being vanilla falling speed? Do you think you could implement such a thing?

    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.
    Posted in: Minecraft Mods
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    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    Quote from jeffreym23

    The spawner <type> command does not appear to work properly. In my new world, I found a dungeon near my house I wanted to use as an XP farm. A zombie one would have been the ideal type, but the one I found had a skeleton spawner in it. When I pointed at it and used the command, the mob inside it merely disappeared, and would not spawn anything afterward. I had been on Peaceful difficulty when I found the dungeon, but changed it back after giving the command.

    I had the super pickaxe enabled at the time, and accidentally destroyed it, so I tried placing a pig one in the dungeon and using the command again. Again the mob inside just disappeared.

    No big matter really; I had another dungeon with a zombie spawner in it further away.

    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.
    Posted in: Minecraft Mods
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    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    Quote from ZeBuilderOfDoom

    Um, what? If you mean the ID, they don't have a block ID, you just spawn them.

    Otherwise, please explain further.....

    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.
    Posted in: Minecraft Mods
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    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    I'd also like to see things that use bits of world gen code to create something. For example, /stronghold (with a [size] modifier, if possible) could generate a stronghold where the player is, /mineshaft [size] a mineshaft, /village a village, etc.

    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.
    Posted in: Minecraft Mods
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    posted a message on WorldEdit - Do really big things in-game! In-game map editor and more
    Quote from CinnamonTheOwl

    So i am trying to use the wand control, and i get a problem. Whenever I have something selected, and say i want to move the selection up one, so I would type "//shift up 1" or anything like that say for instance "//expand up 5" but I get this problem. It says "Number Expected: string given." without quotations and it doesn't do what I ask it to do. No matter what number i choose, it always expects it. I can't move anything or change my selection. Anybody got any clues.
    (I'm building a floating island)

    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").
    Posted in: Minecraft Mods
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    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    Quote from alexk245

    Is there any way to spawn ender crystals? I mean

    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.
    Posted in: Minecraft Mods
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    posted a message on New Block: Pumice
    Quote from Optimatum

    Anything can be coded, but at a certain point it's too much trouble for something that isn't actually that special. The only feature of pumice that no other block has already is floating when it is in water, and since other blocks will stay on the surface when placed there it isn't that useful.
    Quote from sonicboy77

    Yeah the half in water quarter in water thing woulb be kinda weird

    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).
    Posted in: Suggestions
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    posted a message on Rebar Block
    Quote from farrellmeister

    a creeper doesnt destroy that much unless your house is made of wood or dirt, if you were still worried, you wouldnt even have to mine obsidian, you could just mold it, creepers arnt a big problem. This Rebar block just doesnt seem neccesary to me

    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.

    Quote from Korthos

    My castle is auto-repairing. Pistons and cobble generators FTW!

    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.
    Posted in: Suggestions
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    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    Quote from Weidro

    I dont think this is necessary cause snow will thaw in non snow biomes

    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.
    Posted in: Minecraft Mods
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    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    Quote from Weidro

    /weather rain is enough cause rain is the same like snow
    the one and only differende is the biome
    rain in a snow biome is snowfall
    try it =)

    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.

    Quote from Tritrio

    i have a bug install the new version and when i break something just dissapear i only hace toomanyitems and SPC
    before work fine u.u

    (sorry my english) :sad.gif:

    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).
    Posted in: Minecraft Mods
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    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    Quote from fillder11

    is there a command to make it snow

    //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).
    Posted in: Minecraft Mods
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    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    Quote from mrnerfbullet

    make a biome change command on skyblock survival i am in an ice biome so my water freezes
    if it is there already wich one do i use or wich mod do i need

    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.
    Posted in: Minecraft Mods
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    posted a message on WorldEdit - Do really big things in-game! In-game map editor and more
    I was trying to make messages for an adventure world via a map, but I encountered a problem. I teleported to 100,000 X and Z (the idea being that no-one could possibly accidentally overwrite the message), then selected a block at (100 000, 108, 100 000) and expanded the region 500 blocks in each cardinal direction. When I tried to //replace air wood (for the message background), however, the game froze. Assuming it was trying to do to much, I tried doing a much smaller area (100 in each direction, for a total of around 40,000 blocks). This took about 2 minutes to unfreeze, when normally my computer can handle 500,000+ blocks with only a few seconds of lag.

    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.
    Posted in: Minecraft Mods
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    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    Quote from SilentShadow117

    No it's 98 : 1, I know how to do it, I put in "//replacenear 100 16 98 : 1" and it gave me a normal stone brick, how to I make it a mossy stone brick, not mossy cobblestone, mossy stone brick
    this is the Mossy stone brick i was talking about

    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.
    Posted in: Minecraft Mods
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