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    posted a message on 1.7.4. Where are the sounds?
    Seriously, where did all the sound files go? I can hear sound fine while actually playing the game, but the sound files are strangely absent from the 1.7.4. resource pack, and using the windows search function on the entire .minecraft folder turns up nothing.
    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on Is it just me, or are there way too many hills now?O
    FYI, I was never part of the pre-1,8 beta nostalgia crowd, but I did agree with the sentiment that limiting high elevations to Extreme Hills was a bad move. So let me be clear when I say that 1.7 is definitely moving in the right direction, However, while its nice that tall hills are more common now, it would be even nicer if they didn't appear in literally every flipping Savannah, Forest, and Desert. From what I can tell, it seems like the new coding pretty much rules out the possibility of high elevations not appearing within a biome, except in the few biomes that are still programmed to entirely disallow extreme hills (Swamps, Dark Forest, and the like). So, in other words, we technically have more variety between biomes, but little if any actual variation within individual biome types, As far as I'm concerned, ideal world generation would have only the occasional high elevation, with an equal number of entirely low elevation deserts, forests, etc. After all, you don't see mountains ever mile in every part of the world in real life, do you?
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Now that Hardened Clay blocks( Adobe) was added to minecraft maybe we can see....
    With the new 13w19a snapshot out, here's my take on how the desert village buildings should look. I used a combination of sandstone and hardened clay dyed with light grey:

    On another note, anyone else think they should add the ability to rotate standard sandstone blocks? I think the roads of desert villages would probably look much better if the sandstone blocks were on their sides.
    Posted in: Future Updates
  • 1

    posted a message on Hay Block....made from wheat?
    Quote from PsychoIncarnate

    Paper is made from sugar cane...

    That's not a very good example, as paper can also be made from sugar cane in real life.

    Nevertheless, I agree that it would probably be better to just rename the existing block to straw. It really would be nice if Jeb could come up with some other use for the grass plants, though.
    Posted in: Future Updates
  • 0

    posted a message on Two map tweaks
    Although Jeb made significant improvements to maps back in the 1.4 update, there are still a couple major annoyances that deter me from using more than one per world. This mod suggestion is for two simple map tweaks to fix these problems:

    1. A simple system that allows the instant creation of aligned maps. The way it would work is, if you are currently holding a map in your hands, and also have a blank map of the same size in another hotkey slot, walking off the first map will immediately summon the second map into your hands, and will start recording terrain at the exact opposite end. So, for instance, if you have two maps, and walk off the left edge of the first, you will start walking onto the second from the right edge.

    2. A change to the way maps are displayed in item frames. With this fix implemented, when a map is placed into an item frame, the item frame is transformed into a map that covers the entire side of the adjacent block. That way, maps placed into adjacent item frames will smoothly transition into each other, rather than there being a large amount of empty space between them.
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.6.4] Better Snow Mod - Snow piles up, more layers of snow, and more! Forge-compatible!
    This looks like a great mod, and once some more of the planned features are added, I will probably download it. However, there is one feature I've always desired that I notice you haven't listed as planned: snow falling through tree leaves and piling up underneath trees. Is it possible you could consider adding this behavior as well?
    Posted in: Minecraft Mods
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    posted a message on Now that Hardened Clay blocks( Adobe) was added to minecraft maybe we can see....
    The OP's mockup of the desert village would probably look great, if the adobe texture wasn't so terrible. If Jeb makes it look more like it does in those real-life photos, then we will really be onto something.
    Posted in: Future Updates
  • 0

    posted a message on Why Fusing Saddles Ruins Horses
    You're completely right, and the worst part of it is that all these severe limitations seem to have been added for the sole benefit of people who have been opposing horses every step of the way. Guys, just because something is new and different doesn't mean that it's bad, nor should your narrow interests take priority over those of the many, many people who want to use horses frequently.
    Posted in: Future Updates
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    posted a message on Saddles should be craftable
    Personally, the inability to craft saddles is one of those relics from Minecraft's early days that I think should have disappeared long ago. And its hilarious that people are demanding that it needs to stay that way because "we need exclusive lootz for dungeons," when we already have other several items that more or less are exclusive to dungeons (enchanted books, music disks barring the skeleton/creeper trick, and now nametags). Why not petition Jeb to add more items like that, instead of just asking him to be lazy and making everything much more annoying for all the new horse enthusiasts?
    Posted in: Suggestions
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    posted a message on should they put spawners in your inventory in 1.5.0?
    Quote from jimmybobby

    Perhaps, maybe just adding a spawner, then taking the "monster spawn egg", and right clicking the spawner with the egg, to change the type.

    That is exactly how I would do it. It would be great if you could also change the subtype of mob by right-clicking the spawner with additional items. That way, you could edit everything from the types of weapons and armor the zombies and skeletons are holding to the type of villager the spawner contains.
    Posted in: Recent Updates and Snapshots
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    posted a message on Horses coming soon(?)
    I agree with those that think that horses are an inevitability. That said, they will probably be totally different from rideable pigs. Most likely, they will be the third type of mob that requires taming, and I wouldn't be suprised if they require the hay blocks teased during Mojam for breeding. What I really want is for riding horses to be totally different from any other transportation system in minecraft. In particular, I think it would be awesome if they could somehow program horses to be able to ride over one-block-tall distances without jumping and without losing acceleration. This would certainly make them a lot more useful for combat than pigs, and as long as the top speed was kept low and perhaps one other disadvantage programmed in, it would be a great gameplay addition to minecraft instead of simply a replacement/upgrade for the other transportation systems.
    Posted in: Future Updates
  • 6

    posted a message on In celebration of winter, lets fix the Snow Biomes!
    One thing that has always bothered me about minecraft terrain generation is how ugly snow biomes look. Whatever seed you're in, literally every Taiga biome looks something like this:

    As you can see, there's several rather ugly features of this terrain. One, snow does not generate under trees. Two, flowers and tall grass somehow generate despite the extreme cold. Three, the spruce trees look less like they are covered in snow and more like they had a thick layer of cake frosting spread across their tops. Four, beaches generate exactly the same as in warmer biomes, and with no snow on them either.

    This is unacceptable, as far as I'm concerned. And I would be really pleased if, in honor of the winter season, Mojang spent some time correcting these issues. An ideal snow biome, in my opinion, would look something like this:

    As you can see, snow would generate on every ground block, regardless of position, and the spruce leave blocks would be retextured to have the appearance of snow. Sand would be replaced with gravel, and no plants from other biomes would generate. All in all, I think this would be a great first step towards improving the snow biomes, with later updates hopefully focusing on adding original content as opposed to just improving what is there.
    Posted in: Suggestions
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    posted a message on How to improve dungeons
    If you’ve played minecraft survival for any decent amount of time, you probably know by now that dungeons are a joke. The strategy for “conquering” them is ridiculously simple: jump in and kill any mobs that have spawned, and then place a few torches. Bam, the loot is yours. It literally takes seconds to do this, even with no armor and only a low powered sword. This needs to change, and here is how I think the developers should go about making them better.

    In my ideal Minecraft, dungeons would be a sort of mini-boss fight, except with waves of mobs instead of one super powerful enemy. When you first stumbled upon an improved dungeon, no mobs would spawn, but the spawner would also cast a magical aura on any nearby chests, preventing them from being opened or mined. Upon hitting the spawner with your sword (or anything, really), a boss bar would appear in the usual spot, and mobs would begin to spawn. Each mob defeated would reduce the bar, and when the bar is empty, the aura on the chests would disappear.

    Now, the most obvious problem with this suggestion is that it would totally mess up spawners in mine-shafts, nether fortresses, and strongholds. And there’s an easy solution to this: a spawner would only convert into “boss” mode if any chests were nearby (and probably on the same block level). That essentially means only dungeon spawners would act like this, and it also would give players and mapmakers an easy way to manipulate the mode of the spawners. Want to make a standard mob grinder after defeating the dungeon? Just mine the chests as you usually do, and mobs will start spawning infinitely. Want to make the spawners in your adventure maps function like boss fights, but don’t want loot in every room? Just hide a chest behind the wall.

    Here’s a couple other small suggestions to go along with this. First, in order to prevent cheating, mob spawners locked into boss mode would not activate if the dungeon room was exposed to sunlight or the floor was mined away. Secondly, going along with someone else's suggestion that mob spanwers should be editable in Creative, the boss mode of the new and improved spawners should also be editable in Creative. Mainly, the number of monsters that make up the “boss fight” would be directly proportional to the number of spawn eggs placed in the spawner. And finally, for the purpose of giving map-makers an additional function to play around with, the mob spawner could output a brief redstone signal upon winning the boss fight.

    Dungeons don’t have to be boring cakewalks, like they have been for literally their entire history. Someday, they could actually be fun, and I think the ideas I have suggested would go a long way towards making this happen.
    Posted in: Suggestions
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    posted a message on 1.5 update
    Quote from GerbilCrab475

    How about add all of that unused stuff?
    • Purple skeleton arrows
    • "Where are We Now" Disc
    • Wither Painting
    • Wolf howl
    • The second side of the foliage color
    • Water color
    • Sponge in survival
    • The rest of the potions
    • The thing that was going to be a ruby (redstone gem perhaps)

    Don't forget about the Lectern and the spike block. Heck, even the chair would be cool, IMO. The only planned features I wouldn't want to see implemented are those that would now be redundant (Crying Obsidian, Gear), and the Lantern (unless they can come up with a use that doesn't also make the game ten times as hard).
    Posted in: Future Updates
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    I've tried installing the latest version of MCpatcher several times, including with a fresh minecraft download, but I keep getting this error:

    Launching C:\Users\CarnesFamily\AppData\Roaming\.minecraft\bin\minecraft.jar

    java -cp C:\Users\CarnesFamily\AppData\Roaming\.minecraft\bin/minecraft.jar;C:\Users\CarnesFamily\AppData\Roaming\.minecraft\bin/lwjgl.jar;C:\Users\CarnesFamily\AppData\Roaming\.minecraft\bin/lwjgl_util.jar;C:\Users\CarnesFamily\AppData\Roaming\.minecraft\bin/jinput.jar; -Djava.library.path=C:\Users\CarnesFamily\AppData\Roaming\.minecraft\bin\natives -Xmx768M -Xms512M net.minecraft.client.Minecraft

    Exception in thread "main" java.lang.NoClassDefFoundError: com/pclewis/mcpatcher/TexturePackAPI$ChangeHandler

    at ji.b(SourceFile:155) [Potion]

    at ji.<clinit>(SourceFile:17)

    at sr.<clinit>(SourceFile:65)

    at rh.<clinit>(SourceFile:116)

    at aig.<clinit>(SourceFile:287)

    at axk.<init>(SourceFile:14)

    at net.minecraft.client.Minecraft.<init>(SourceFile:128)

    at anw.<init>(SourceFile:36)

    at net.minecraft.client.MinecraftApplet.init(SourceFile:36)

    at net.minecraft.client.Minecraft.main(SourceFile:1577)

    Caused by: java.lang.ClassNotFoundException: com.pclewis.mcpatcher.TexturePackAPI$ChangeHandler

    at java.net.URLClassLoader$1.run(Unknown Source)

    at java.security.AccessController.doPrivileged(Native Method)

    at java.net.URLClassLoader.findClass(Unknown Source)

    at java.lang.ClassLoader.loadClass(Unknown Source)

    at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)

    at java.lang.ClassLoader.loadClass(Unknown Source)

    ... 10 more

    I apologize if this has been answered before, but when I tried the google search reccomended in the OP Troubleshooting FAQ, I couldn't find anything remotely helpful. Also, I'm not installing any other mods, just the base MCpatcher ones.
    Posted in: Resource Packs
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