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    posted a message on Minecraft Textures are messed up

    It ain't over until the Chinese Space Station falls out of the sky!

    Posted in: Discussion
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    posted a message on Vignette Effect not Subtle

    Optifine removes the prank, and for "normal play" it offers to remove the vignette effect for "slightly higher framerate".

    Posted in: Java Edition Support
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    posted a message on Another Stronghold Restoration/Transformation

    All projects to work on once 1.13 is released and I hope we can stay the same map. My wife loves the "starting out" part, but that's pretty rough on sustained builds. :(

    Posted in: Screenshots
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    posted a message on Another Stronghold Restoration/Transformation

    It is way too easy for me to do things in creative. If I were to go that route, I'd have to go full-on JeraCraft:

    https://www.youtube.com/channel/UCV8XYKE0Y1eQDSzbJFUbj5A


    If we are going to do "creative", we may as well do "no holds barred-break out all the stops-where is my WorldPainter/ MCEdit?" For most of my builds, I tend to have long-term goals I never actually get to for various reasons, but then I have intermediate, "Well to hit this long goal, I need a quarry, I need a furnace, I need dye" steps that have me work on the support structures. In general, I'd rather level a village and rebuild it in the same style, but "functional" rather than the derpy way the generation AI builds it. The same would go for a Stronghold. The cool thing with Minecraft for me is I don't run out of stuff I want to do. I just don't get it done before my wife has me start another new seed, or there's a version release forcing a map wipe. :)

    Posted in: Screenshots
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    posted a message on Why are villagers only going to one house?

    Since you are in Single Player, I would suggest installing LiteLoader from http://www.liteloader.com/ and once installed, you can use villagemarkermod (links to it and other mods from http://www.liteloader.com/mods) which will show you what the game considers to be the village center and what doors it considers to be part of the village. LiteLoader has a forum https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1290155-liteloader to help you be sure you have the mod installed correctly. You may still play unmodded if you wish, though without specific LiteMods active, you will see no difference in the gameplay.

    I can't see from the image what might be wrong, but VillageMarkerMod will, as mentioned, show you the details. Or it may not show anything unusual, and the villagers are just being "villagers" by the AI, in which case there really isn't anything you can do except attempt another style of village.


    Once you have LiteLoader properly installed, I can assist you with VillageMarkerMod and explain from your screenshots what the mod is showing.

    Posted in: Creative Mode
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    posted a message on Another Stronghold Restoration/Transformation

    Cool! Thank you for sharing this, I got the link off your signature. I need to work on something like this. :)

    Posted in: Screenshots
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    posted a message on Advice request for 1.13 Glowing Player toggle /trigger in datapack

    So players can more easily keep track of one another while exploring and hunting together (and to use as a template for other player selected effects) I have done the following:


    /scoreboard objectives add glowing trigger

    /scoreboard players enable @s glowing


    I've worked out how to set "minecraft:tick" inside a data pack thanks to posts in here. Those two commands, do I set them with "minecraft:load" in the same way as a "start_glowing" function? I understand those two commands would be a "fire & forget", once done they are no longer ever invoked.


    I believe players could then invoke the following command:


    /trigger glowing set 1 (or /trigger glowing set 0 to turn it off)


    I already have the following tagged and working with "mineraft:tick":


    execute at @a if block ~ ~ ~ grass_path run effect give @p speed 5 1 true


    I then need the same sort of command, only it selects non-zero "glowing" players and gives them the glowing effect.


    execute at @a if <test for glowing score> run effect give @p glowing 1 1 true


    When I begin typing I get back "Expected '{' at position 21: ...@a[scores=<--[HERE]

    /execute at @a[scores=


    How do I pick all players with non-zero "glowing" scores in 1.13?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on SOLVED - [1.13] Tick Tag Not Working

    It is not my intent to "bump a dead thread." This note is for myself when I came across this "solved" page for the specific question I had. I didn't find the following link until later, and the following quote which gives a complete answer to the above.


    https://www.minecraftforum.net/forums/minecraft-java-edition/redstone-discussion-and/commands-command-blocks-and/2876487-1-13-minecraft-functions-datapacks


    To execute a function every tick you must tag the function with the "minecraft:tick" tag. To do this create the following tick.json


    C:\Path_to_Minecraft\world\datapacks\customdev\data\minecraft\tags\functions\tick.json

    {
    "values": [
    "customdev:functiondev"
    ]
    }

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Server Snapshot Question

    Backups... so handy!

    What our group is doing for the moment is playing the latest Snapshot, but the world is very resource poor. There is a bug that roughly halves ore spawning, even in the Nether. And there are other issues, such as End Cities not fully generating. Nothing worse than finding *half* an End Ship, and it's the end WITHOUT the Elytra. In the Snapshot, this is *standard*. :(

    Once we learn the ore generation bug is fixed, we will start off with a new seed AFTER verifying ore generation is sane again. For all that, I have weekly game backups going *years*, and always a "last of" when I change seeds or change versions. JUST so I can avoid the problem it sounds as if you are having.


    The problem with Experience is that you have to experience it first. :(

    Posted in: Recent Updates and Snapshots
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    posted a message on Why are villagers only going to one house?

    If you are referring to Snapshot 18w11a, https://bugs.mojang.com/browse/MC-123055 would have to do with it. In short villages are totally broken and should be ignored in the current snapshot until they fix this. You can still do villager *trades* just fine, but don't count on villagers being anything other than more stupid than usual.


    If this is one of the *release* versions where villages are NOT presumed to be broken, villagers tend to "hang out" at the center of the village. This center is defined as the "average" spot between the doors that count as houses. You can install LiteLoader and install this mod: https://minecraft.curseforge.com/projects/villagemarkermod-for-liteloader

    What this does is it will show you visually a) the village center, B) all the doors connected to that village center, c) where iron golems will spawn if they would, d) a sphere showing what exactly counts as "in the village". As a tool, this thing is a freaking god-send. Unfortunately, this will ONLY work on YOUR private game. If this is someone else's server, things get somewhat more complex.

    Tell us a bit more about what version you are playing, if this is a private world or a server YOU are running, or if it is someone ELSE'S server. If you can upload a map showing the location of the houses, or get a good screenshot from above, that may also be useful. But if you can, use that Village Marker Mod or https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/2345401-bounding-box-outline-reloaded-mod-for-minecraft-1 which shows even MORE information. Very useful tools you should be aware of. :)

    Posted in: Creative Mode
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    posted a message on 18w11a Blaze no longer suffocate? Please help verify

    Sorry, work hours, appointments and so on. Blaze do take suffocation damage, just not in the world download. I'm not clear why. I'll build this in a working world to see what might be going on, or maybe it will just work. Minecraft can be so weird. :(

    Posted in: Recent Updates and Snapshots
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    posted a message on Remove navigation via F3 and add navigation system

    I have a great way to block "F3" and cheats use on my server. I simply tell my players, "These tools are out here, and even for X-ray and so on, there are legitimate use-cases for them. I don't bother trying to block "cheating". If you ruin the game for yourself, I will be disappointed. If you ruin the game for another player on the server, I will be *annoyed*, and I usually express my annoyance with perma-bans."

    Oddly enough, I don't have problems on my server like that. Though I have watched what seems to be players cheating themselves into complete boredom and leaving the game out of ennui. That works for me. You get out of the game what you bring into it.

    And I make FAR too much use out of F3+G for my OCD building style to ever consider banning it. Why bother? As stated here before, don't like F3? Don't use it! I could "/gamerule reducedDebugInfo true", and they can use LiteLoader + VoxelMap just fine anyway. Sometimes the best way to handle something like that is allow reality to take its course.

    Posted in: Suggestions
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    posted a message on 18w11a Blaze no longer suffocate? Please help verify

    I was testing "gnembon's alternate blaze farm design" when I came across a problem with the continuous Blaze crusher designed by Okta seen here:


    Blaze do not appear to be taking suffocation damage. I need to verify if this is the case, or if something is just "odd" on my end. I'll continue to experiment figuring out ways to crush blaze, but if someone could verify or perhaps locate a bug report on this, I would be grateful. I want to be sure I didn't overlook something, and I couldn't turn up this problem as a reported bug yet.

    Posted in: Recent Updates and Snapshots
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    posted a message on Is it just me or did villages shrink?

    Yup. Iron farms, villager breeding, going home at night, all that stuff is broken in the snapshots as reported in MC-123055. Just hang tough, [Mod] Skylinerw shows where it appears to be an oversight in the code, and hopefully easy enough to fix in an upcoming snapshot. :)

    Posted in: Recent Updates and Snapshots
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    posted a message on New water physics announced at Minecon Earth

    This is still the best place for water physics discussion as it has evolved over time. Placing signs in source blocks still leaves the source block as of Snapshot 18w11a (no water bucket needed). I believe that is intended behavior and my personal preference. Not all items behave this way. Carry a glass pane for a quick air pocket. ;-) This may change in future snapshots. :(

    Posted in: Recent Updates and Snapshots
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