• 0

    posted a message on 1.6 launcher and modding
    Ok, thanks then.

    This thread may be closed :)
    Posted in: Java Edition Support
  • 0

    posted a message on 1.6 launcher and modding
    So modding won't be possible in 1.6 and later?
    Posted in: Java Edition Support
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from T0z

    As the others have said, it doesn't look very good, but let me explain why. In the first image the color combination consists of grey with yellow-green, which isn't exactly nice. As VittoProductions has said you should probably change the biome to jungle/forest because grey looks better next to vibrant colors. The other reason that image looks bad is that the contrast of the image doesn't vary one bit. It's like the geometry was rendered in full bright mode. You can add more contrast (shadows) by adding things like overhangs, caves and large trees.

    EDIT:


    Yes I saw that one, but it creates a single mob, not a spawner. :)


    Then you can run his "create spawner" filter over the same selection ;)
    Posted in: Maps Discussion
  • 0

    posted a message on 1.6 launcher and modding
    Nobody?
    Posted in: Java Edition Support
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    If you load the world in 1.5.2, the new content is gone...
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Maybe i am the only one struggling with this, maybe not.
    I have a question to all of you about snapshots and mods:
    How do you think about working in snapshots without mods, or adding snapshot contents later?

    It's really hard (at least for me) to work without spc, and add block variation etc.
    However, i don't think it works if you add in new content later, instead of designing areas with it.
    And SPC/TMI don't work in the snapshots (well, TMI can, but half. SPC doesn't work).


    Quote from DyNaMicFlAmEx

    I have a question with Kamyu's Custom Mob Spawner. How do I create a mob that spawns with a players head on?


    Just use the mob head ID as the head id, and insert the name of the player at Mob Skull Owner. In his newest version you can do that :)


    Also, i just thought of a new, defensive CTM idea. Where you don't travel outwards, but have to build a base while being swarmed by mobs. Every amount of time a new type of mob will join the battle, and every few mobs will be a fleecy mob. So you start in a desert, and then there comes a mob that drops wood, then one for enchanted wooden swords, one for dirt, one with seeds, and then a white wool mob. You have to defend your bed, if it gets blown up and you die it's game over (you may not craft beds). It involves more redstone, and less area making. Any ideas on this?
    Posted in: Maps Discussion
  • 0

    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    Can i get this working in the pre-release 1.6.1?
    Posted in: Minecraft Mods
  • 0

    posted a message on 1.6 launcher and modding
    So i tried installing both SPC and TMI (not at the same time) into the minecraft dev launcher, using a video i saw from somebody that installed TMI. However, it didn't work.
    What i did:
    I copied my versions/1.6.1 folder
    I renamed it to 1.6.1 modded
    Then i renamed both files tto 1.6.1 modded
    I opened the not-jar file with notepad, and changed the id to 1.6.1 modded.
    Then i opened the jar file, deleted meta inf and pasted in the TMI or SPC files.
    I ran my 0.9.5 minecraft dev launcher
    Made the profile with the right version number
    And loaded a world.
    Nothing happened, just normal 1.6.1
    What did i do wrong?
    Posted in: Java Edition Support
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Drago

    If you do that, you NEED to give them a weakness. OP mobs with no weak-points are grindy and obnoxious to fight. If you're going so far as to make them have KbRes 1.0 (a extremely powerful augmentation IMO,) you need to have equal weak points to make them fair, even if they are late-game. I'd say shaymin's idea is a good one (wither and slowness), as is Orange's. Combining the two would make for a very interesting enemy to fight, as they'd essentially be landmines (see From Ashes, Dungeon 15).

    So yeah, don't make a mob have tons of attributes that help it and no attributes that weaken it. It's just not fun to fight. It might be fun to make and fun to watch people rage at, but it doesn't give us a good experience playing the map.


    I really like the slowness idea, and wither, maybe.. Altough, you can hit the creeper, and then backoff easily. Of course they would drop extra loot.
    As i said to orange, then the knockbackresistance would not matter...

    What about knockbackresistance at 1, followrange at 1000, but wither and slowness 1. Is that fair?
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    At attributes and modifiers to items filter:
    http://crushedpixel....mcedit-filters/

    BTW, how works "zombie.Spawnreinforcements" (or spawn.zombiereinforcements, forget which one it was). Since the zombie with that at 1 doesn't spawn friends...
    Posted in: Maps Discussion
  • 0

    posted a message on Having trouble with the new attribute system
    Are you sure you reopened the map in 1.6 pre-release? If not, the attributes you added are gone. If you are, try hitting a mob. Do you kill it in 3 hits?
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    One that allows me to edit NBT tags over everything in te selection instead of having to edit entities one by one. For mass erosion you can just take a large erode brush, big strength and short line spacing, then brush all over the place in mcedit and done.
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from orchard28

    Where in the map would these be. If the player is given blast protection armor its fair.Chiefwiggy did that in a collab map but he gave the player a diamond helmet with blast protection 10 to even it out.


    End-map, blue/brown/green wool or so (probs green for now)

    But how did Chiefwiggy do that? Is that map released in snapshots?

    BTW maybe offtopic, can you spawn iron golems that are angry at you?
    Posted in: Maps Discussion
  • 0

    posted a message on zombie.Spawnreinforcements
    How does the new attribute zombie.Spawnreinforcements work? If i make the base tag 1.0, the zombie still won't spawn new zombies if i hit him. What does this do?
    Posted in: Recent Updates and Snapshots
  • To post a comment, please .