I don't want to link all my accounts. too bad this means i will delete my account for good. have a nice day.
- Pvt_Pirate
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Member for 12 years, 10 months, and 29 days
Last active Sun, Apr, 5 2020 11:53:56
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Oct 19, 2017Pvt_Pirate posted a message on Merge Your Minecraft Forum Account With TwitchPosted in: News
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Feb 15, 2012Pvt_Pirate posted a message on New Snapshot to Come Early - Teaser Info Releasedgreat job changing the height might finally allow me to build towers/fortresses on the mountain peaks.Posted in: News
the good old block-ID problem has finally been solved more mods and hopefully more compatibility
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Thank you. i'll see if it works.
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Hi,
i once tried and didn't succeed in replacing vanilla sounds for the villagers with a ressourcepack. (in version 1.8.)
All i was able to do was adding my sounds to the list of randomly chosen sounds, but i couldn't get rid of the vanilla sounds.
Is there a way to accomplish this without manually overwriting the sound files within the "default" ressourcepack?
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thank you. i'll make a backup copy and then switch to the most stable 1.9.x and go exploring and when i'm sure it works good, i'll report back so others can skip the trouble
Edit: yes, they are compatible.after long testing on almost all brders of our world, nothing strange (except for what we built ) was created.
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yes, thanks. is that really that long ago... okay.
i really must have mistaken those two update lines.
also sorry to BigAlanM.
so you mean it should be safe to just update server and clients to 1.9 and keep the world.
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i was talking about when they changed worldgen in 1.8 http://minecraft.gamepedia.com/Biome#History - we had such strange edges between previously generated chunks and new ones that we decided to start all over again in a new world.
we don't use mods, but a customized world created with PCMCv1.8.3 we recently updated the server from 1.8.8 to 1.8.9.
So can someone tell from experience that 1.8.9 worlds create or don't create strange edges between old and new chunks?
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we started our serverworld on 1.8.x and now we're thinking about updating to 1.9.x , but we fear new created chunks on the border to existing chunks could look odd like when we updated from 1.7.x to 1.8.x.
can someone confirm compatibility of the worldgen?
Edit: yes, they are compatible.after long testing on almost all borders of our world, nothing strange (except for what we built ) was created.
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So, i haven't been around for quite some time and have excessively played DwarfFortress lately.
That's also the reason i came back to this topic with a few ideas:
it could even further be rearranged to include even more ways of creating great blocks in a consistent universal scheme for every material.
also that scheme can be rather easily expanded upon for adding new minerals and their derivates.
For Minerals ("stones") :
smooth [STONE] block mined-> cobble [STONE] block (+mossy+cracked) crafted-> cobble [STONE] slabs, stairs, wall, button, pressure plate, (door)
cobble [STONE] block smelted-> smooth [STONE] block crafted-> cobble [STONE] slabs, stairs, wall, button, pressure plate, (door)
smooth [STONE] block crafted-> polished [MINERAL] block (+mossy+cracked) crafted-> polished [STONE] slabs, stairs, wall, button, pressure plate, (door)
smooth [STONE] block crafted-> [STONE] Bricks block (+mossy+cracked) crafted-> [STONE] Bricks slabs, stairs, wall, button, pressure plate, (door)
[STONE] Bricks block crafted-> Engraved [STONE] block (+mossy+cracked) crafted-> Engraved [STONE] slabs, stairs, wall, button, pressure plate, (door)
placed smooth [STONE] block holding rightclick with pickaxe-> placed polished [STONE]block
For Metal Ores :
[METAL] Ore block mined-> [METAL] Ore block crafted-> [METAL] Ore slabs, stairs, wall, button, pressure plate, (door)
[METAL] Ore block smelted-> [METAL] ingots crafted-> [METAL] block crafted-> [METAL] slabs, stairs, wall/bars, button, pressure plate, (door)
[METAL] Ore block crafted-> polished [METAL] Ore block crafted-> polished [METAL] Ore slabs, stairs, wall, button, pressure plate, (door)
[METAL] Ore block crafted-> [METAL] Ore Bricks block crafted-> [METAL] Ore slabs, stairs, wall, button, pressure plate, (door)
placed [METAL] Ore block holding rightclick with pickaxe-> placed polished [METAL] Ore block
For chrystaline minerals (diamonds/lapislazuli) :
[Chrystal] Ore block mined-> [Chrystal] crafted-> [Chrystal] block crafted-> [Chrystal] slabs, stairs, wall, button, pressure plate, (door)
[Chrystal] Ore block crafted-> polished [Chrystal] Ore block crafted-> polished [Chrystal] Ore slabs, stairs, wall, button, pressure plate, (door)
placed [Chrystal] Ore block holding rightclick with pickaxe-> placed polished[Chrystal] Ore block
I hope this is not too confusing and i haven't created new inconsistencies.
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aw man, the forum didn't send me any notifications for new posts here for some weeks now... i was already afraid progress stopped.
i'll try out the new alpha soon.
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new version for proper testing?
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as for the structure, i have no clue either, but you could try http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-tools/1265199-tool-resourcepack-workbench-resource-pack-creator
it worked good so far.
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i had the same problem whenever i used a shader for an older MC version:
its a result of how the shaders itself are written.
if they don't explicitly tell how that new block is to be rendered, it won't work as intended.
many other glass panes don't look transparant at all in most shaderpacks.
that's because at the time when the shaderpack was written, the panes didn't exist in the game.
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i can confirm sudden water creation in low areas.
i thought it seeped through the dirt, but it actually had no place it could've been flowing from.
i like how the streams look now, but i don't use the streams mod and it will most likely be unnecessary once rainwater works.
except: stream quills in the mountains will be missed.
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and sorry, i forgot to mention that this varies from shaderpack to shaderpack.
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some of those files are written with good spacing and comments that explain what each function and/or variable does, but some are cluttered and only the author knows what their code means. (at least from the POV of a non-programmer)
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i think the comments are mostly useful as requests for compatibility ensure that he can include methods that enable other modders to create their mods compatible to his work.