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    posted a message on [1.4.7]Biome world types
    Love it, I've been wishing for a way to have maps with one primary biome type for a while.

    I'd like to see worlds not be 100% a single biome though, it would be nice to have occasional tiny pockets of other biomes scattered around to make their resources available
    Posted in: Minecraft Mods
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    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    Love the mod, so very useful in many ways, whether test-building things or just fooling around. One of my absolute favorites!

    This is in regards though to the seemingly much complained of incompatibilities between SPC and Flan's Planes/Vehicles and TheThirdMike's Heavy Vehicles mods.

    I've been checking this out a little bit, since I was playing fine with these mods together, then one day I could no longer access the vehicle menus (By pressing 'R', or whatever other key I tried defining it as). This is consistent between Flan's Planes, Vehicles, and TTM's Heavy Vehicles.

    After much wondering, and reinstalling mods, and deleting the whole .minecraft directory and starting again fresh, I've finally narrowed it down a bit.

    The conflict, in my case specifically, is related to toggling mobdamage off with SPC. I haven't yet taken the time to test out every command, but toggling mobdamage on and off consistently blocks or allows access to vehicle menus. I'm assuming at this point that perhaps the problem lies in something between how interaction with mobs is blocked with that command, and how interaction is handled to open a vehicle menu...
    Posted in: Minecraft Mods
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    posted a message on [1.1.0][SMP] Dawn of the Modern World (thethirdmike's Mods)
    I've been loving the mods since I've tried them out, but I'm experiencing a few little bugs...

    The bottom half of the fuel pump is rendering as an invisible block, letting you see through the world.
    When breaking a glass door the item recovered looks like a chain link fence segment, when it's placed you only get the bottom half of the glass door back.
    Modern Furnace, Refinery, and Oil Derrick GUI's are missing, and just show up as a white page with 'missing' written across them.
    When trying to make a chain link fence (6 aluminum rods recipe) on the crafting table the game crashes, but only flashes the crash screen for a second.

    I don't know if it's really a bug, but I drove an activated K128 through an open garage door, and it cut a hole in the door giving me an extra 3 door panels. When I closed the door there was a 3x3 hole in it until I broke and replaced the three top segments.

    It would also be nice, if it's possible, to increase the size of the collision box so that you couldn't put the vehicle partway into walls anymore.

    All said though, this is an excellent set of mods which I look forward to hopefully using in my single player experience for a long time.
    Posted in: Minecraft Mods
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    posted a message on [v3.7] AMIDST - Strongholds, Village, Biome, Etc. Finder. [1.7.4]
    Quote from sadron

    How odd... according to the map for 1.0.0 that I generated, using AMIDST there's still only 3 strongholds near my spawn point in that triangle formation.


    Quote from Skidoodle

    Calm down guys, I just woke up xD Lemme go fix it for 1.0

    ...snip...

    As far as I can tell, this is wrong. I didn't notice any real changes in stronghold code.


    Not strange at all, no changes to the code means no infinite strongholds.
    Posted in: Minecraft Tools
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    posted a message on Confirmation on Stronghold limit in 1.0?
    1. There's still has been no evidence or proof of any kind that stronghold generation has had it's restriction of 3 lifted.

    2. Any idiot out there can edit the Wiki, whether you have an account or not. I did so yesterday with no account to remove the completely unverified statement on there that strongholds were now infinite. (Too bad some other random person put it back, but at least this time it's listed as unverified with no source...) Because of this you should never totally trust information from the wiki, at least until it's old news anyways...

    3. As far as anyone who's been looking at the Minecraft code has come out and stated, there's been ho changes to the stronghold generation code through from Beta 1.8.1 to 1.0.0. No changes to the code means no magically infinite strongholds.
    Posted in: Discussion
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    posted a message on [v3.7] AMIDST - Strongholds, Village, Biome, Etc. Finder. [1.7.4]
    Quote from TheRogueX

    Hey! This application is great, but I have one issue: The maps it produces are never accurate. It *almost* always gets the locations of the strongholds correct, but the biome maps are always wrong. Is there something I'm doing wrong, perhaps?


    I dunno, so far from what I've seen it is fairly accurate as far as biomes go. The borders seem to vary some, but the proper biomes are basically in the proper locations.

    There's probably just some extra level of variable that comes into play when worlds are generating that might be throwing it off that little bit.

    Excellent tool regardless, very handy!
    Posted in: Minecraft Tools
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    posted a message on Confirmation on Stronghold limit in 1.0?
    There has been absolutely no confirmation of infinite strongholds as of yet from any official source.

    Also, the developer of the Amidst tool that locates villages and strongholds in a map has stated that there has been no significant changes to the stronghold generation code that should allow more than 3.

    So currently, I'd say it's a safe bet that the Wiki is incorrect at this moment and has been updated with no verification. 3 strongholds is still probably all you'll get until at least another Minecraft update.
    Posted in: Discussion
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    posted a message on Why does everyone not like the 1.8 update?
    I'm in agreement here about the idea that most of the people who are going to come in here and say anything are the ones who aren't actually busy playing right now. This happens every update cycle though, as the code changes bugs are bound to appear for some people. Plus every time a bigger update comes along it gets way overhyped before it arrives, leaving everyone who put so much faith in rumors somewhat disappointed.

    Myself, I've been enjoying 1.8 overall so far, though I do have a couple minor disappointments as well. The variety of biomes in the new terrain generator seems a little plain at the moment compared to the pre-1.8, and snow being broken is a downer for me too. I know these things will be worked on though, so it's not like it's a deal breaker or anything. Biomes being so much bigger is really cool though, a major improvement from before that helps to even out the possibly annoying bits.

    Endermen's block grabbing ability turned out to be an annoyance for a lot of people as well, while I'm inclined to mostly agree I also hate to see it totally needed... Hopefully in the future it can be modified somehow so that maybe they'll actually build something, or have some sort of purpose to it, instead of just randomly tearing the place up, hahaha.
    Posted in: 1.8 Update Discussion
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    posted a message on Final Conclusions: Anti-Climbing Mechanics for Spiders
    Spiders do climb soul sand, although they do have trouble starting out climbing it they can indeed do it. This becomes especially evident when spiders begin piling up against the bottom of the wall, it's almost like they give each other a 'boost' onto the wall.

    The only effective way of stopping spiders climbing is to have a ledge of some sort up your wall.

    1. The typical 'block sticking out' ledge works, but can be bulky in some situations.
    :cobblestone: :_:
    :cobblestone:
    :cobblestone:
    :cobblestone:

    2. A cactus, being counted as slightly smaller than other blocks will make a ledge if a standard block of some type is put on top. Spiders will try and climb the cactus but get stuck at the block above.
    :_:
    :Green:
    :Green:
    :Green:

    Where :Green: =Cactus.

    3. Last I checked ladders work as a ledge, only if the spider is already climbing the wall underneath. (Haven't checked to see if the 1.5 ladder change affected this, but I'd imagine not).
    :cobblestone: :|:
    :cobblestone:
    :cobblestone:
    :cobblestone:

    Where :|: =Ladder

    Signs, torches, and pictures don't have the collision properties necessary to stop anything climbing past them like ladders do
    Posted in: Survival Mode
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    posted a message on Flan's Mod 5.5.2 Update : 1.12.2, 100s of new Skins! : Helicopters, Mechas, Planes, Vehicles, 3D Guns, Multiplayer, TDM, CTF
    Quote from Elpizo »
    Just one thing:
    Rotary engines don't have cylinders at all. In engine terms, a cylinder usually refers to a piston.

    http://auto.howstuffworks.com/rotary-engine.htm
    I knew someone who used to own a Mazda RX-7, and back in the day that was the most brilliant car I've ever driven. It had a rotary engine with only two rotors- but that generated enough power to compete with cars that had conventional V6 and V8 piston engines. An 8-rotor rotary would be capable of the same output as a 24-cylinder engine, so that doesn't make much sense.
    Even Mazda's Le Mans racecars only had 4 rotors. Perhaps a 4 rotor Rotary would be more realistic?


    You're thinking of the wrong type of rotary engine, the Mazda "Wankel" type rotary is different than the rotary engines used in aircraft. See: http://en.wikipedia.org/wiki/Rotary_engine
    Posted in: Minecraft Mods
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    posted a message on I hate it when people whine about the graphics on Minecraft.
    Minecraft's graphics were a little rough, so I set my video card drivers to force 16x Antialiasing and Anisotropic filtering and it took away all the little jaggies and smoothed the edges of the blocks right out...


    In all seriousness though, the retro look of 16x16 graphics adds a charm and appeal to Minecraft, and it's simplicity without being over simplified provides it with a playability that I still don't understand, but thoroughly enjoy.

    The default texture pack could use some work though, I had forgotten how ugly it was the other day when I installed fresh. Thankfully it's a simple matter to use a different pack.
    Posted in: Survival Mode
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    posted a message on FireProof Wooden House
    It's because wooden half blocks are basically just re-textured stone half blocks. As is evident by the need to use a pickaxe to break them properly.

    Quite likely to be fixed eventually, but we probably don't have to worry about much existing stuff getting fixed until there's no more trivial stuff to add...
    Posted in: Survival Mode
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    posted a message on Minecraft Bathroom
    Quote from IAmChosen »

    wait, you mean modern day people dont use there left hand.....?


    No, we use both... Why do you think there's that 'Wash Your Hands' sign instead of just 'Wash Your Hand'...


    I prefer the Minecraft crappers that have the flowing water underneath, so they actually take away your waste.
    Posted in: Survival Mode
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    posted a message on Minecraft faster on ubuntu or windows?
    From what I've heard using ubuntu gives the biggest advantage when you're on a system with intel graphics, something to do with having better performing drivers for those specific cards. Other than that it should be pretty much equal.
    Posted in: Survival Mode
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    posted a message on Never built a mob tower before - need tips
    More effective and less time consuming don't really go together. The bigger that the enclosed area is, the more mobs it will spawn/harvest.

    Deeper canals are only better to a certain point, if canals are too deep mobs won't walk over the edge into them. If they're too shallow (one block) mobs will walk right out as they flow towards the collection point. I had some luck with a shallow channeled mob collector, but I'm pretty sure that it would have been better with deeper channels.

    Your collection point, where you will be standing should be around 25 blocks from the edge of the spawning room(s) since mobs don't spawn within that radius of you.

    Currently though spiders seem to be throwing a wrench in the works of most mob harvesters though, them climbing in and out of trenches is often slowing down the collection of other mobs, and the fact that so many spiders can spawn then not get killed slows down the spawn rate of other mobs in the trap area.

    I've previously built a 3 cell by 3 cell spawning/collection room, with a collection area in the center of a neighboring 3 cell by 3 cell area (with an original plan to build 3 spawning rooms around the central collection area) and after running it overnight had enough arrows and sulfur to last weeks, with tons of feathers and a fair bit of string too.
    Posted in: Survival Mode
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