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    posted a message on Witch spawning behaviour?
    Quote from Some_dood

    Ok. So I recently found a witch hut on the new hardcore save file I made.

    Erm... You decided to start a hardcore game in a new world, knowing nothing about how the game changed... Your own problem. Either run away till you grow a pair and get reasonably prepared, or just start a new world. Leeroy Jenkins style with stone sword and some blocks/terrain for hiding behind also works.
    Posted in: Recent Updates and Snapshots
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from SunWukong

    With Forestry, one log can be converted in Forestry into 2 sheets of paper (but this is very, very labour intensive)

    With forestry you get machines that automatically plant and harvest trees. From buildcraft you get automated crafting and a way to move materials around from one machine to another as well as a way to keep the carpenter full.

    The only real work involved is making a few fairly expensive blocks and organizing the pipes and engines into an automated system. Then you have an endless supply of paper. Or, you could just make an automated sugarcane farm and essentially do the same thing with fewer machines. As soon as you start adding in mods that automate stuff for you, several aspects of balance tend to go away.


    From what it looks like, the new research mechanic for TC3 doesn't have this same problem though.
    Posted in: Minecraft Mods
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    posted a message on New forum structure
    As a suggestion, and one that would go a very long way towards making these sectious easier to use for everyone... Subcategories within Texturepacks, Mod Discussions, Maps, Videos, and Suggestions.

    Something along the lines of:

    Texturepacks
    -> Player Skins
    -> Minor Retextures
    -> Full Resource Packs

    Mod Discussion
    -> Biome/Weather/Realm Mods
    -> NPC/Enemy/Wildlife Mods
    -> Equipment/Ore/Tool Mods
    -> Tech/crafting Mods
    -> Block Mods
    -> Misc Gameplay Mods


    Maps
    -> Challenge/CTM Maps
    -> Story/adventure Maps
    -> Parqour (sp*) Maps
    -> Other Maps
    -> Map Discussions

    Videos
    -> Update Based
    -> Mod Spotlights
    -> Texture Spotlights
    -> Tutorials
    -> Music Videos
    -> Animations/Machinima


    *scratch that, you pretty much already did this (although you now have 2 sections for LP/livestream), it just wasn't showing for some reason*

    Suggestions
    -> Biome/World Generation related
    -> New blocks
    -> New tools
    -> New enemies
    -> Gameplay Mechanic changes
    -> Other Changes


    I'm well aware that it would still get cluttered and things would still often end up in more than one spot, or get moved around based on interpretation. But for the most part it would go a long way toward making these areas more usable from the standpoint that most of the content in those areas would be related to that subgroup. Currently, part of the problem with the mods section is that you can wind up searching 8 or 9 pages just for a popular mod (due to the rate of people posting), and is almost useless for browsing to see what is out there or looking for mods along a similar thead since they're all jumbled. The maps and suggestions areas are often a similar situation. Most of the more prominent content creators, or atleast those who really want their content seen can simply request that their thread be moved (to be handled whenever staff has time).

    All of the main sections would still allow posting for those things which aren't yet moved, or for those things that don't really fit into any subgrouping, so it would still require some amount of labor, but since you would eventually have fewer topics to manage and sort, you could notice trends in common threads more often and create additional sections or expand the existing ones based on the established framework.

    I know someone out there is screaming "Just use the Curse site", or some other mod database. The rather large problem with this is that most of the mods being made are only being posted in the forums since those authors want to use adfly or other link services. Even still, sorry to say, but the categories within the Curse site are just plain rubbish for anyone who is looking for anything other than server administration/content mods. And even then it's primarily smaller mods which are hard to comb through.


    I mention this not only as a user of this site, but also with the experience of managing the similar work on another large and active forum. While it may seem like more work getting it setup, the result of people being able to find things and having some idea where to post them eventually pays off. As much as you or those related to you may try to push the Curse site and client onto players/mod makers, the reality is that a vast majority of users who play Minecraft simply prefer to use the forums to find what they want and stay informed.
    Posted in: Forum Discussion & Info
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    posted a message on Obsidian Destructible In Factions Using Wither In 1.4
    Quote from nerdroc

    That would be true but you can't place blocks or break blocks with a pick on other factions territory when playing on a factions server.

    Then you won't be able to create the wither close to where the enemy base is. Seems like a broken mechanic to me though...

    If you're going to have a mod that protects things like that, then the people playing on it shouldn't be using bosses or other exploits to get around that protection as they will almost certainly be banned and the server rolled back as a result. Kinda pointless unless your server sucks or is full of people who want to cheat, which makes everything even more pointless. Frankly you're better off just killing the boss as a team and making a few beacons inside your territory or use all that preparation time to get your side better stuff as it will almost certainly be better than whatever you can raid from your enemy.

    If you're not going to have some sort of protection, then it just makes more sense to mine into places.

    Either way, the whole point of such a server is to attack players and have fun fighting and building to counter eachother... The whole premise behind the server goes to crap when you just go walking in and breaking things when nobody else is on the server.
    Posted in: Recent Updates and Snapshots
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    posted a message on Obsidian Destructible In Factions Using Wither In 1.4
    Easiest solution is to just use a server mod that disables the dropping of wither skulls.

    This is of course ignoring the fact that anyone trying this pretty much now has a witherboss to deal with that is now guarding the area. Nevermind it being much more difficult to do when you have a larger wall that is more than 1 layer thick since the video clearly shows that you need to pretty much move either under the base or have a squared corner so that the mob paths through it.

    Given the time it takes and having to deal with said boss, it's easier to just place ladders on the wall to climb over, build something on the roof to protect against archers, and just mine through the obsidian. There is no wall design which cannot be defeated with ladders and a pickaxe, or some filler blocks.
    Posted in: Recent Updates and Snapshots
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from SunWukong

    Fortunately I do have the BetterDungeons mod though, so I can harvest iron and obsidian blocks from pirate airships to fuel my research.

    Reeds are your friend. About as much value as obsidian, but easier to get in large quantities.
    Posted in: Minecraft Mods
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    posted a message on Wither boss too hard?
    Best solution would seem to be to spawn him inside your mining tunnels where you've already cleared and lit up most of the space... Or mineshafts which you have completely explored.

    In both cases you usually have some walls to duck behind to avoid being hit, and any digging out that he might do from moving around really only just makes him easier to get to, and gives you other passages to get to. After a point it might get slightly harder since you'll have mobs spawning in the dark spots, but since you should have enchanted diamond gear before even thinking about fighting the boss normal mobs aren't much of a threat and can be used to absorb some of the hits.


    Frankly, having a boss which is difficult but entirely optional seems like a great idea and should be kept as is with only minor changes to AI and fighting patterns.
    Posted in: Discussion
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    posted a message on Updates Ruining Server Gameplay... PLZ READ
    The exp change was done primarily so that people didn't feel the necessity of constructing an EXP farm or mob grinder to get anything above level 1 enchantments. From a server balance standpoint this is actually BETTER since you are less likely to have only a handful of players hording all the enemy spawns and subsequent enchantments to the point where they are even running around and blowing up mob farms of other players just so they get a more regular spawn.

    With exp being easier to get, it levels the playing field alot more, and removes the necessity of someone monopolizing a mob spawner while making the base resouces, like diamond and iron, more valuable since players are having to deal with more than just basic equipment and fights aren't as short lived (making weapons and armor wear out more). It actually adds MORE challenge and difficulty to a game when you don't have such a large power-gap between players. If anything, the only place where difficulty is a little lacking is in regards to mobs... But that has always been a case, even before enchantments.


    The problem isn't the game changes... It's that you or your players have this notion that they should have a clear advantage over everyone else on your server simply because they were first to get a few diamonds and a working mob grinder. Or this faulty belief that Minecraft should be hard.
    Posted in: Recent Updates and Snapshots
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    posted a message on skyblock survival in 1.3.2
    You just need to preserve some grass early on and let it grow to be a platform larger than 4x4. Then just hang out more than 16 blocks away and things will spawn.

    For a mushroom, you just need dirt that is covered above with 6 spaces between, and need to use bonemeal.
    Posted in: Recent Updates and Snapshots
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    posted a message on [1.2.5] Equivalent Exchange 2 - v1.4.6.7
    Quote from WayofTime

    FMA plays SOME factors, but only is apparent in EE3 (why add redwater?)

    Because people are going to connect the two no matter what you do. You could have a mandatory requirement to read a wikipedia article on alchemy and a 500 question test on it before allowing people to play the mod, and people would still link it to the anime. At some point it stops making sense to fight it, and instead you can borrow some concepts and ideas to make neat mechanics and such to make the mod more fun.

    It's kinda like why Adam Sandler stopped being a comedian. People knew he was't funny any more, he knew he wasn't funny any more... So he moved on and started making dramas... We can only hope that EE3 ends up better.
    Posted in: Minecraft Mods
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    posted a message on Obsidian generator removed :/
    Quote from WoeUntoYou

    There's a **** ton of lava underground. Just go down there and pour a bucket of water you lazy bums.

    Not in some challenge maps that use this mechanic as the only way to make a nether portal and progress through the map. It's also still easier to build a 32x8 wall of obsidian using redstone and formwork than burning through diamond pickaxes as you wear out your mouse button. Nevermind 4 32x8x2 walls with floor and ceiling as a means of building an explosion-proof bunker. Nevermind the accidental mistake when placing the obsidian to eat through even more durability on your diamond pickaxe... There is no such thing as accidental placement when casting obsidian unless you're an idiot.

    Redstone is usually plentiful enough on most servers, even those where mods like RedPower or Industrial Craft are installed. Lava... sometimes... not so much since all it takes is some douche hooking up pumps to a bank of geothermal generators to drain a 500x500 section of the nether dry.
    Posted in: Recent Updates and Snapshots
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    posted a message on I like enchanting and all, but this is stupid
    Quote from gearsofwar3

    Well sorry, I forgot to tell you that Im back playing MC, the first time I ever enchanted a got three enchants on a chestplate. Tell me why this is, if you can only have one enchantment since the system was created?

    Your memory is broken, you were using mods, or you cheated in the enchantments.

    Doesn't change the fact that two instances of any of the protections at IV on any equipment tops out all the bonus protection you receive, so even if you had a Projectile Protection IV, Fire Protection IV, and Explosion Protection IV on a piece of equipment, you're really only receiving the benefit of two of them, and any additional protection echantments on any other equipment might not even be factored.
    Posted in: Recent Updates and Snapshots
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    posted a message on Obsidian generator removed :/
    Quote from Debugman18

    Speaking of talking out of your ass...

    http://www.reddit.co...dian_generator/

    It WAS a bug. Notch left it in because he liked the way it functioned. It works because the redstone changes what the lava thinks it is.

    It doesn't confuse lava... It doesn't confuse redstone signals. It detects lava falling on redstone dust at the same time as it hits water and purposely creates an obsidian block. Look in the code. If it were a bug then virtually any other entity that burns in lava would also create an obsidian block when cooled.

    Doesn't actally confirm it as a bug, just that he wasn't going to fix it. The feature was present in Alpha versions during the time when Notch was essentially just adding things that came to mind, and as anyone can tell you looking at the code, Notch is not the most detail oriented person and really wasn't making much of an attempt to keep track of what was and was not added to the game. It was in the game for several months before anyone even mentioned it... What you call a bug, I call a secret friday mechanic. That's pretty much how all Secret Friday additions were done.
    Posted in: Recent Updates and Snapshots
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    posted a message on Obsidian generator removed :/
    First. Not a bug. This is an intentional feature coded into the game mechanics and can be plainly seen when you look at the game code. The IDs for obsidian aren't even close to cobblestone or anything else that might even hint that this was a bug. Even Notch confirmed that it was an intended feature when it was discovered.

    Second. This feature was present even in Alpha, and pre-dates the Nether update (proven easily using MCNostolgia and using a version before the halloween update) when lava was a more finite resource and redstone had fewer uses for the average player (no pistons, powered cart tracks, lamps). It just wasn't discovered by players until 2011. I have personally verified this fact using an old alpha version of the game. Being part of Alpha is one of the reasons why it isn't listed in any of the patch notes since during this time the coding was done exclusively by Notch, all updates were "secret", and Notch pretty much had the freedom to add anything he darn well wished.



    So kindly... please stop talking out of your ass when you don't know anything about the actual state of a feature.

    As for it being necessary... No, but it can still be useful in some cases where a source of lava isn't plentiful, or where you are wanting to build large structures out of obsidian without having to mine each and every block with diamond tools. It's far easier to setup a formwork and cast the obsidian in place. Due to it not being well known, it also has uses in challenge maps and the like where access to lava may be much more limited.
    Posted in: Recent Updates and Snapshots
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    posted a message on For all you people whining about "fluff"
    Quote from scrubking

    I'm sure you were one of the many "smart people" who said that 1.3 would be bug free


    Clearly you have been living in a hole in the ground...

    Almost everyone with half a sense of what the heck was going on with the game could have told you months ago that 1.3 would be a bugridden cesspot of crappitude. Evidence for this was in the first few snapshots for 1.3 which were virtually unplayable due to the code merge. The code merge was necessary to not only make the API work, but to also make BUGS EASIER TO FIX due to changes no longer needing to be made individually for SMP and SSP. Go back and look at forum posts 2 months ago. Look at the dozens of videos showcasing the MANY bugs from the 1.3 snapshots. It's not being apoligetic, it's the facts.

    Bugs are fixed constantly with the game code, this was why 1.2.5 was the more stable release of the 1.2 series. But new bugs are made with every major version because new things are being added.


    Mojang could have stopped updating after 1.0 and only done bugfixes and you would have gotten exactly what you paid for, but since they want to keep their game envolving, they add new content. So either you have new content and occasionally have to wait a few updates for major bugs to be resolved and keep your bitching to yourself. Or find a previous version that you like, and just play that version and keep your bitching to yourself. I'm sure there are a handful of those "Adventure mode sucks" people who are still playing 1.7.3. All your bitching about how 1.3 is buggy doesn't help anyone and is only cluttering the board and preventing people from discussing feedback on future aditions to the game, or suggesting ways to improve that game. Unless you are actually providing useful information related to a bug and how it might be resolved... We don't give a ****, Mojang doesn't give a ****, and the bug that annoys you is likely already being worked on to be fixed sometime in the next 1-12 months.
    Posted in: Recent Updates and Snapshots
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