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    posted a message on Recurve Bows—Fair But Higher Bow Tier—Custom Pics for Bows and Arrows!
    Glad to see this is still going. Anyways, scaled up to to 32x. I didn't really mess around much with it since posting those but just for fun here are a few other variants I made during the original process, with one animated as well.










    Edit: Increased the images to match the size in the recipe and added a bit of background for clarity.
    Posted in: Suggestions
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    posted a message on Scrolls Of Enchantment - Enchantments As Dungeon Loot
    Excellent addition to dungeon loot, and they could use something a bit more worthwhile now that coca and records are both easily farm able.
    Posted in: Suggestions
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    posted a message on Change villager look
    I agree with everyone else so far, there's really no need or gender in Minecraft but; here's a partial fix for you
    Posted in: Suggestions
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    posted a message on Idea to Process Plant Growth in Dormant Chunks with Minimal Resource Usage
    Okay, I think I get it, but for maximum clarity can you run through a quick example?

    Lets say wheat at any stage takes at maximum 5 minutes to progress to the next stage. On our wheat farm we have wheat plants in stages 1 through 3, (stage 4 being fully grown). We leave our farm to go about our other business and the chunk is now unloaded. 6 minutes pass until our return. Does this scenario play out as:

    A. All wheat moves up a stage, stage 1 wheat is now stage 2, stage 2 to stage 3, and stage 3 wheat plants are now fully grown or...

    B. Only stage 3 wheat grows, and is now fully grown, but all the stage 1 and stage 2 wheat remain in the same stage or...

    C. None of the wheat is grown because the timer needs to reach 15 minutes, the time to go from stage 1 wheat to full maturity
    Posted in: Suggestions
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    posted a message on 'Guide' Item
    Dinnerbone was working on a lectern a while ago, not sure what happened to it but if it ever gets finished I would expect it to function something like this. Someone places a lectern and the rule book to go with it so all new members could read the book without having to pick up a copy of the rule book.

    Found the picture of it:


    Posted in: Suggestions
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    posted a message on Idea to Process Plant Growth in Dormant Chunks with Minimal Resource Usage
    This has my support but I do have a question; for multi-stage plants like wheat and netherwart, would it check the time passed to see if they should move up stage, or just time to full maturity?
    Posted in: Suggestions
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    posted a message on Recurve Bows—Fair But Higher Bow Tier—Custom Pics for Bows and Arrows!
    Cool idea, bows could always use a bit more variety, but I'm not a fan of this needing a separate type of arrow, just seems like it would be unnecessary inventory clutter to me. And for a small suggestion of my own, if the crafting recipe is going to require iron, maybe the anvil repair should be iron as well.

    Also, its not much but I made a quick texture, bow and animation, for this, I'll leave it here see what you guys think:
    Posted in: Suggestions
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    posted a message on Solved:Transparency in GUIs
    Quote from Joe4429

    With the game, it's very much a binary process: you can either have no transparency or complete transparency. There are certain exceptions to this rule; for example, ice is not entirely transparent.

    If you take a look at Better Glass, it's possible you could get something out of that, but I'm not sure.

    Good to know and I'll take a look at Better Glass but I'll probably look for a solution within the current parameters just so the pack is always compatible with unmodded minecraft.
    Posted in: Resource Pack Discussion
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    posted a message on Solved:Transparency in GUIs
    Ah, so its not possible then, oh well, thanks for the help. Guess I'll just have to figure out some sort of workaround or look into a redesign.
    Posted in: Resource Pack Discussion
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    posted a message on Solved:Transparency in GUIs
    Bumping, surely someone here knows the answer. Even the simplest of suggestions would be welcome.
    Posted in: Resource Pack Discussion
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    posted a message on Solved:Transparency in GUIs
    After quite a bit off searching and finding no definitive answer I have to ask how, or if its even possible, to create transparent/translucent textures for Minecrafts gui's, specifically the potion effect icons.

    Currently I'm using paint.net to edit textures and at this time I've tried 3 methods to get translucent effect I want, but every time I load it up in game the translucent pixels are a opaque. So far; I've tried changing the alpha values as I draw with a color, I've tried setting the translucent pixels in a nother layer and changing the entire layers transperancy, I've even tried brushing the area with an eraser but every time it shows up in-game, the pixels are now opaque.

    So, the reason I ask if its even possible is because in did a quick test where I set the entire invetory gui to 50% transparency but when I loaded that in game, it looked the same as before. So, is it posible to do? Is this just user error, am I simpley just missing some step or tool, or can it not be done? Anyways, all help/information is greatly appreciated.
    Posted in: Resource Pack Discussion
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    posted a message on Why does renaming an item cost XP?
    Quote from TheKusari

    Reality = Minecraft

    Work = mine, kill mobs
    Money = exp

    Understanding the subtle analogy I was making?

    No, not quite, because like I said I just named my sword the Eviscerator and that was completely free of charge.
    Posted in: Recent Updates and Snapshots
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    posted a message on Why does renaming an item cost XP?
    Quote from TheKusari

    Think about it....

    Sorry, still doesn't make sense to me. I've got this decorative sword hanging on my wall, maybe now I'll call it the Eviscerator. What sort of work did I have to do for that, because it seemed like none to me.
    Posted in: Recent Updates and Snapshots
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    posted a message on Why does renaming an item cost XP?
    Quote from TheKusari

    I think if you want something good (item with three enchantments and a custom name) you have to work for it. Consider reality here for example.

    Wait...what?
    Posted in: Recent Updates and Snapshots
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    posted a message on Why does renaming an item cost XP?
    Quote from Lambastificate

    I fail to see how charging the player for the naming of an item, an aesthetic touch purely for entertainment value, which has no effect on actual gameplay, makes the game objectively "harder". It's just obnoxious and it doesn't make sense.
    The enchantment combining/repair system is expensive enough. I suppose you support an Exp cost for writing in books too, then?

    Well, I suppose books require feathers and ink, different color wool requires dye of some sort so having some cost to rename items isn't unheard of, I would agree that the current cost of it is. Personally I'd go with 1 to 3 levels if just renaming a item, but none when repairing or combining items and doesn't cost any anvil usage.
    Posted in: Recent Updates and Snapshots
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