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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    Is it still possible to download this mod? I just get sent into an unending loop of ads and pop-up windows. No download ever happens.

    Posted in: Minecraft Mods
  • 4

    posted a message on Adult Minecrafters Unite
    51...so do I win some kind of prize now?
    Posted in: Discussion
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    posted a message on Gold Farm Blues
    60 views but no suggestions? Does no one have a clue why villagers keep breeding out of control?
    Posted in: Survival Mode
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    posted a message on Slime farm not working!
    According to Amidst the slime chunk is the next one west - x: c(6) z: c(16) but I haven’t really tested this.
    Posted in: Survival Mode
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    posted a message on Do You Have a "Nether Hub" in Your World?
    Quote from ORabbit
    ...But that will require quite a bit of planning and tweaking to get right, I'm sure. Just getting to the roof and breaking through without cheats will be quite a task, which is how I'd prefer to do if I'm going to do it.

    Getting through the roof is actually very easy with an enderpearl. Just make sure you take some obsidian in case you need to portal out. Trying to make an even-shaped hole in the bedrock with dark oak saplings will drive you mad though, so don’t even try, but it’s also pretty easy to make some kind of hole.
    Posted in: Survival Mode
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    posted a message on do you use beacons?
    I made one...for a docm77-style silverfish XP grinder, but once it was done (it took ages) I decided it wasn’t that great! We created a new world for 1.7 so now it only gets visited occasionally. All a bit sad. I suppose I should really dismantle it and move it somewhere more useful.
    Posted in: Survival Mode
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    posted a message on Gold Farm Blues


    I had a go at building a gold farm above the nether ceiling (like ), but since we’re still using CB 1.7.2 on our server I had to add a village to it to generate new iron golems as they get killed off. That all kinda works, but I seem to have accidentally caused infinite villager breeding which is...inconvenient.

    I probably haven’t explained the layout very well in this video, but does anyone have an idea why this is happening? At first I thought it was something to do with villagers glitching through glass, but even with them all in their cells it still seems to happen.
    Posted in: Survival Mode
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    posted a message on Macro / Keybind Mod
    Coming back to this mod from time to time I’m always amazed by the lack of documentation. Fantastically useful...if you’re lucky enough to randomly find the right bit of information.

    Thought I’d quickly be able to set up a volume toggle to switch between 0, 50% and 100%, but I can’t even find a variable to test for the master volume. Does this even exist? VOLUME only changes the volume. (from the change list for 0.10.04) RECORDVOLUME, WEATHERVOLUME, BLOCKVOLUME, HOSTILEVOLUME, NEUTRALVOLUME, PLAYERVOLUME, AMBIENTVOLUME only give you the subcategories, not the master volume.

    [OK so there is a wiki, but why isn’t it linked in the first post?]
    Posted in: Minecraft Mods
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    posted a message on Thebombzen's Mods
    Just noticed the 1.8 stuff - I just check in occasionally since most of the traffic here seems to be about AutoSwitch which I don’t use.

    EnchantView should definitely still exist if it can still give us info the vanilla interface doesn’t. I’m in a similar position to Schlutt—small Craftbukkit server with friends (& sticking with 1.7.2 for EnchantView)—so server-side would make things simpler for me. I haven’t played around with the snapshots enough to get my head around the new system yet, so I probably can’t add much more. Anything that reduces the stupid randomness (which I’ve never liked) is good. Randomness in the world; in mob behaviour is fine, but not in my enchanting table! If I wanted to gamble I’d go to a casino.
    Posted in: Minecraft Mods
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    posted a message on [Jul.08] Rei's Minimap v3.4_01
    Quote from Evialor

    Does anyone know if the 1.7.2 Beta has a functional cave/player radar ? I tried to set the keywords in the MOTD but nothing changes.
    Using a Bukkitserver with Essentials


    I’ve been wondering about cave mapping myself. This used to work fine on our 1.7.2 Craftbukkit server, but with the forge-patched 1.7.2 version the cave mapping option is never available. I’ve tried putting the keyword string right at the start of the MOTD and even mirroring it in both CommandBook and server.properties. It still never appears. Does anyone have it working?

    Quote from Willtheawesome1

    why can't this be with forge?


    Look at the post above yours.
    Posted in: Minecraft Mods
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    posted a message on [Jul.08] Rei's Minimap v3.4_01
    Quote from MrJoshua1968

    Hello,

    My daughters and I share a PC but all play on the same server. We have our own PC login and Minecraft accounts.

    All 3 of us see all of the waypoints any of us create.

    Is there any way to fix this? I dont see anything in the settings, but Im hoping I missed it.


    It’s not really reasonable to expect a mod to manage this for you. The whole point of having different logins for Minecraft or your computer is so you keep these things separate. If you’ve chosen to do it a different way that’s fine, but you shouldn’t expect a mod author to cater to your needs.

    You could manage this by launching Minecraft from a batch file or a script that...
    1. copies the user’s waypoints from some storage folder to [minecraft folder]\mods\rei_minimap
    2. launches Minecraft
    3. copies the waypoints back on exit
    You would have to do a little research and testing. Not sure how step 2 would go since maybe you would be starting the launcher which goes away when the game starts, so you might be returned to step 3 too early.

    Anyway it’s a little programming challenge for you. There is plenty of help out there for this kind of thing.
    Posted in: Minecraft Mods
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    posted a message on Thebombzen's Mods
    Quote from thebombzen

    And EnchantView is boring. Because it is. And it now works with the new API like all the other mods do.


    Pity you think so since it’s the only one of your mods I use ;-P

    I don’t suppose it’ll get a Craftbukkit update anytime soon?
    Posted in: Minecraft Mods
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    posted a message on /summon Item with a name?
    Quote from Xianaic
    Thank you! Also... how do I pick it up? :P


    Summoned items must have a Count - otherwise they are ghost items and can’t be picked up.

    id needs to be an actual data value id at the moment (1.7.4), rather than the name - I’ve used sponge here since I it’s a bit more obvious you’ve got something new. In 1.8 I think they’re going to move to names.

    The trick for Name and Lore is that they need to be wrapped as tags.

    /summon Item ~ ~2 ~ {Item:{id:19,Count:1,tag:{display:{Name:"Bulb"}}}}


    1.8:
    /summon Item ~ ~2 ~ {Item:{id:minecraft:sponge,Count:1,tag:{display:{Name:"Bulb"}}}}


    equivalent to

    /give @p sponge 1 0 {display:{Name:"Bulb"}}


    It’s a bit unclear if minecraft: will be assumed if left out.
    Posted in: Creative Mode
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    posted a message on You cannot reply to this topic?
    I think a single thread would only satisfy point no. 1. Better than nothing, but it wouldn’t do much for documenting how to re-order parameters or the context of strings that non-Realms subscribers can’t see, or what issues have been added to the bug tracker. You could perhaps cram it all into the first post, but it would be inefficient and messy, defeating the purpose which should be to make the volunteer’s job easier.

    It does seem like we don’t quite fit into your model - I can’t see anywhere you would logically put such a thread either. It’s not a mod, so Mapping and Modding is not the first place I’d look.

    If a single thread is the best you can do, perhaps it had better be pinned and mainly be about how to contribute and where else to find info.
    Posted in: Forum Discussion & Info
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    posted a message on You cannot reply to this topic?
    Quote from citricsquid

    How much discussion do you think there will be? We try and limit the number of sections and only create sections that are going to be active. If there's only going to be one or two topics a month with only a couple of posts, it seems that it would be better to place those topics in a section such as resource packs.

    If you can find some examples of topics that have been posted elsewhere to demonstrate a need for such a section that would be helpful, as I'm struggling to find any -- although I'm not sure what the best keywords to search for are, so it could just be me missing them -- because from what I understand at the moment, it's a relatively small part of the game that requires very little discussion, so it would be like creating a section for the launcher.


    It’s a Catch-22 really. If there’s no where to logically find or have the discussion, you’re not going to find much discussion, are you?

    In case I haven’t been clear, what I’m talking about is the official translation of the game, which is done by volunteers at crowdin.net. Previous discussion (like Jeb announcing the move to crowdin) happened in the Language Packs subforum because that’s all there was and that was the community that the official translations evolved out of.

    71 languages, 6040 registered translators (many inactive of course). Most people probably still play with the English interface, so I suppose it depends on your perspective whether this is a ‘small part of the game’. On the other hand, as far as I know, no other project represented on this site contributes content directly to the official game.

    Although there is still some relevance for people wanting to do non-official translations through resource packs, that’s not my main focus. There are probably three main reasons for having a forum:
    1. Translation project visibility
    2. This is a volunteer effort, but there is very little information generally available about the project and sometimes it takes people a long time to find out they can even add a new translation.
    3. Translation difficulties
    4. Programmers aren’t always the best at expressing things simply and unambiguously. Crowdin.net does have facilities for cross-language discussion attached to particular translation strings, but those discussion can be ephemeral since the strings themselves can be removed and any generally useful discussion is lost. Each language team also has a discussion area, but that information is usually in that particular language meaning it’s not generally available and leading to a lot of ‘reinventing the wheel’.
      A broad consensus on standards for translation could also improve the overall quality of translations.
    5. Documentation
    6. There are many technical details that people are left to work out for themselves. A place where this kind of information could be shared (& pinned) would be very valuable.
      For example: testing. There is no simple way to test a translation in the game (well I’m researching ways actually). There used to be a fairly tedious was of downloading the translation, changing it’s character set and adding it to the game, but since an ‘upgrade’ at crowdin and the new launcher this has changed radically. Most of the translations are probably never tested before release. I know there are enough translators interested in doing quality work to make it worthwhile hammering out a decent testing workflow.
    I can’t guarantee how many messages there would be. It’s quite likely that it would be quiet a lot of the time and more active when new translation strings are released. This is somewhat unpredictable and Mojang have only recently started telling us when this happens.

    If you want this to happen in some other forum, please, please, please don’t make it the resource pack forum or any other busy one. Posts would be utterly lost there and would kill any discussion.

    If you can’t support the project, that’s fair enough. We could try to find another venue. It just makes sense to me that it should be here, since this site is such a focus of other MC related activity.
    Posted in: Forum Discussion & Info
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