Okay, this really needs to be clear, because too many people are complaining about the "new EULA".
THE EULA HAS NOT CHANGED.
Servers were technically supposed to be following these rules all along. The only difference now is that Mojang will be enforcing the rules.
Seriously, can we put a banner at the top of this topic or something? This is a widespread misconception that's hurting discussion.
- Tkpi
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Feb 19, 2014Tkpi posted a message on Snapshot 14w08a Ready for Testing!Posted in: NewsQuote from Sacheverell
Please report any and all bugs you find in Minecraft to bugs.mojang.com. BUGS CAN'T BE FIXED IF THEY AREN'T FOUND AND REPORTED!
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BUGFIXES:
...- And many more that weren’t on the bug tracker so we couldn’t mark them as fixed! Did I mention please report bugs? Thanks.
*facepalm*
I certainly appreciate the bugfixes, but get rid of the contradictory snapshot messages. -
Feb 14, 2014Tkpi posted a message on Universal Death Clock (in Minecraft)Hmmm.Posted in: News
If there is only one item in each timer, the clock will trigger in under 10 seconds.
If there are two items in each hopper, the clock will trigger in about 111,569 years.
With three items in each hopper, the clock will trigger in around 4.16 quadrillion years. (For reference, this is about a million times the age of the earth.) -
Jan 9, 2014Tkpi posted a message on Snapshot 14w02a Ready For Testing! YAY!Posted in: NewsQuote from Ouatcheur
I can imagine many FUNNY builds with trampolines jumping bridges and circus stuff and things like that. This opens possibilities, at a reasonable cost.
Outside of marshes, slimeballs are a relatively rare item, way less ocmmon than a couple wood blocks, a little iron, and water. hus, a much "costlier" way -yet lengthier- to avoid fall damage. The only way it may seem "low cost" is that there currently are WAY TOO MANY slimes spawning in marses. Look in ANY direction in a marsh, and odds are you will constantly be able to see and hear slimes all around you. Making slimes less rare in marsh is ok, but more common by a factor over 100+? That's ridiculous.
Let's compare:
Typical Water-based drop-chute:
Build: 1x1 vertical drop shaft, water-above-sign-above-air-above-groun at the bottom.
Base Materials: 6 planks, 1 stick, 3 iron ingots, acces to water.
Effect: zero fall damage from any height, instant sto at end of fall.
And you can already drop from say an extreme hill high elevation straight into a natural pond or lake WITHOUT having to go down place the water first.
vs
Bouncy Block drop chute
Build: 1x1 vertical drop shaft, bouncy-block ground.
Base Materials: 9 slimballs.
Effect: zero fall damage from any height, may take a while before the bouncing fully stops.
How is that in any way overpowered, already?
I'm picturing a tripwire-based bouncy block chute, where a piston extends over the player's head to prevent bouncing. -
Jan 9, 2014Tkpi posted a message on Snapshot 14w02a Ready For Testing! YAY!Posted in: NewsQuote from Swift_RIder
definately the stackable doors will save space and the new types of stone can you still craft the weapons with them
They're variants of smooth stone, not cobblestone, so no, you can't create tools with them.
However, you can make stone slabs with them. Also, crafting a 2x2 square of granite or diorite will create their respective polished versions. -
Jan 9, 2014Tkpi posted a message on Snapshot 14w02a Ready For Testing! YAY!Posted in: NewsQuote from Beed28
The new bouncy block is awesome! And on my birthday, too! I need to know what block ID it is to make a superflat world made out of them!
It's ID 165. -
Jan 9, 2014Tkpi posted a message on Snapshot 14w02a Ready For Testing! YAY!Slime blocks are crafted using 9 slimeballs in the crafting grid. They are a "bouncy" block, but they seem to have a scaling-down feature (i.e. if I fall on to one from 5 blocks up, I'll bounce about 3 blocks into the air). They remove all fall damage if the player lands on them. Though slime blocks appear to be transparent, they transmit redstone power like opaque blocks, and mobs can spawn on them.Posted in: News
Villagers now unlock two trades at once, and give experience for trading (around 1 level if you have no experience beforehand).
Villagers now have "names" which correspond to their class at the top of the trading screen. It seems that even villagers which were formerly of the same type have different names (e.g. some blacksmiths are now "Armorers", some are "Weapon Smiths", and some are "Tool Smiths". This also seems to affect the items they trade; Armorers sell armor, Weapon Smiths sell swords and axes, and Tool Smiths sell shovels and picks. All of the varients sell emeralds for coal, iron, and diamonds.
Priests will now sell emeralds for rotten flesh (I had to give 37 flesh to one, and 40 flesh to another, but it probably varies more than that.) They also will sell emeralds for ender pearls (4 ender pearls for one emerald) and will sell lapis at a rate of 1-2 lapis:1 emerald. (Finally renewable!)
Farmers will now sell emeralds for string (I had to give 19, but again, it probably varies.) A farmer sold me an unenchanted bow for 2 emeralds. A farmer bought 12 pumpkins for an emerald, and sold 2 pumpkin pie for an emerald. He also bought 9 melon blocks for an emerald.
The Gravel-to-flint trade actually became somewhat useful; for the price of one emerald, the farmer will convert 10 gravel to 10 flint.
The librarian's book-for-emerald trade has gotten slightly cheaper; it only charged me 9 books for an emerald, rather than 11-12. The written-book-for-emerald trade has gotten more expensive, requiring 2 written books for an emerald.
It seems that librarians can now sell more than one enchanted book at a time. This is probably a bug (see more at mojang.atlassian.net/browse/MC-44351).
The iron-for-emeralds trade has become slightly cheaper on blacksmiths; I got a blacksmith trading 7 iron for 1 emerald (in contrast to the 8-9 emerald trade from before.)
The trading menu will now update on-screen (i.e. the red X will appear over a trade without having to reopen the trading interface). - To post a comment, please login.
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Mods, feel free to delete this thread.
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Does such a resource pack exist?
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First of all, bug report: at the end, when the player is given the option to go back to the arena branch by clicking text, it tells the player "you do not have permission" and does not send him to the arena.
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For the most part, I loved the map -- particularly, the Adventure and Escape branches were much improved over Diversity 1.
My only complaint was the Fire Charge requirement in Survival. I wandered around the nether looking for a fortress for over half an hour, and couldn't find a fortress. Eventually, I came to this thread and found out that there were spawners hidden in the ground, but even with that knowledge I still wasn't able to find them. Eventually got tired of searching, and just used my "freebie" wool for the branch. The blaze spawners should either be very conspicuous (so that no one would end up searching the nether), or there should just be a fortress nearby in the nether, or Fire Charges should be removed from the list of required items.
Apart from that, though, I really enjoyed the map -- 9.5/10.
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They fixed the vast majority of the lighting glitches, actually.
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When there's a bug in a mod, the general reaction is "oh well, it's a mod, bugs are to be expected. If you don't want this many bugs, play vanilla."
When there's a bug in vanilla, the general reaction is "MOJANG IS SO LAZY ABOUT FIXING BUGS!"
Mojang and modders get held to very different standards.
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Normal piston farms can still work without blocks in front of the pistons; it's fairly simple to make it so that when an enderman activates the tripwire, it spams the piston (i.e. pulses it out and in rapidly) rather than just extending it. This prevents the endermen from getting stuck.
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Also, old bugs: MC-1555, MC-2931 and MC-14826.
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How long was the redstone block broken for? It's possible that the dropper ran out of poppies, causing the villages to merge.
Simply breaking and replacing the doors won't fix it -- you'll have to go through the whole long door-placing process again.
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