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    posted a message on Broken Anachronism v14 - 1.7 blocks and Plant Overhaul (Feb 13)
    alpha won’t work, since minecraft can’t do layers of alpha-blended textures, and water is already alpha-blended.

    i’d like to be able to look through a window and see water.
    Posted in: Resource Packs
  • 0

    posted a message on Broken Anachronism v14 - 1.7 blocks and Plant Overhaul (Feb 13)
    hi, i’m following your progress since quite some time, and i really like the released version! of course the untextured mobs and GUI greatly obstruct the immersion.

    also i’m kinda accustomed to the 32×32 of JohnSmith’s, so let’s see if i will grow to it. i’m speaking of the dirt and other dark blocks with tiny, yet low-contrast details: i think the dirt looks dull from a distance.

    all in all, i really love it, and especially like that you’re breaking the CoD color palette a bit by intruducing colorful quartz and so on.
    Posted in: Resource Packs
  • 0

    posted a message on [v3.7] AMIDST - Strongholds, Village, Biome, Etc. Finder. [1.7.4]
    hi, don’t you think you should tell us that you use google analytics in the code?

    that’s a privacy consideration you should allow your users to make.




    btw, at one point you get a method and do the following:

    t = m.getReturnType();
    ...
    if (t.equals("void")) { System.out.println("Version 1.4.2 or newer found."); }


    i don’t think this can wok, as Class and String are uncomparable.

    at another place you call typeDump.replace("[", "-"), and discard the result: strings aren’t modified in place, so you have to do typeDump = typeDump.replace("[", "-") if you want that to do something.
    Posted in: Minecraft Tools
  • 0

    posted a message on unstitcher: Rewrite of Dinnerbone’s tool (can be used on command line)
    update: now handles animations!

    except flowing lava and water, as i still don’t understand how they work. is the double-width for 4 different flow directions or what?
    Posted in: Minecraft Tools
  • 0

    posted a message on unstitcher: Rewrite of Dinnerbone’s tool (can be used on command line)
    update: now it’s more memory-efficent and might handle huge texturepacks.
    Posted in: Minecraft Tools
  • 0

    posted a message on unstitcher: Rewrite of Dinnerbone’s tool (can be used on command line)
    exactly. guess i should link to the tweet and say what exactly it does :D

    it’s so easy to forget such basic information if you spent time on something. thanks!
    Posted in: Minecraft Tools
  • 2

    posted a message on unstitcher: Rewrite of Dinnerbone’s tool (can be used on command line)
    It’s a rewrite of Dinnerbone’s utility to convert Minecraft texture packs to the 1.5 format. I rewrote it because I wanted to be able to bach-convert multiple packs.

    I thought that would come in handy. Usage:
    java -jar unstitcher.jar [-h | <input>.zip [<output>.zip]]


    Calling it without parameters invokes the GUI (file selector and log window), else the logging takes place in the command line and no window is shown.

    example shell script:
    for pack in "$HOME/.minecraft/texturepacks/"*; do
    java -jar unstitcher.jar "$pack"
    done
    Posted in: Minecraft Tools
  • 0

    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    hi, i created a script using pymclevel. maybe someone finds it useful or knows a good place to put it.

    it could be easily extended to create chunks around the origin until a nether fortress is hit, and/or to let the user specify the position from which the distance is calculated (using pythagoras, yay :) )

    #!/usr/bin/env python2
    # -*- coding: utf-8 -*-
    
    """
    Finds nether brick blocks as near to (0,0) as possible
    in the nether and progressively outputs their coordinates
    as it finds closer ones.
    Useful if you suspect you have alreade come close to a
    nether fortress, but didn’t actually find it.
    """
    
    from __future__ import unicode_literals, print_function
    
    import os, sys
    
    if len(sys.argv) != 2:
        print("Usage: python2 fortressfinder.py SavegameFolderName\n" + __doc__)
        sys.exit(1)
    
    import pymclevel
    import numpy as np
    from math import sqrt
    
    level = pymclevel.fromFile(os.path.join(pymclevel.minecraftDir, "saves", sys.argv[1]))
    
    nether = level.dimensions[-1]
    
    for cpos in nether.allChunks:
        chunk = nether.getChunk(*cpos)
        
        brick_coords = np.where(chunk.Blocks == nether.materials.NetherBrick.ID)
        
        if brick_coords[0].any():
            for x, z in zip(*brick_coords[0:2]):
                x, z = (x+cpos[0]*16), (z+cpos[1]*16)
                try:
                    if sqrt(x**2 + z**2) < sqrt(nearest[0]**2 + nearest[1]**2):
                        nearest = (x, z)
                        print(x, z)
                except NameError:
                    nearest = (x, z)
    Posted in: Minecraft Tools
  • 0

    posted a message on Linux stuck keys solution.
    Quote from 50m31

    Treah,
    thanks alot! now i can enjoy playing minecraft in linux too ^_^

    Posted in: Legacy Support
  • 0

    posted a message on [1.2.3] Modern Winter Mode - Snow, feature-creeped! - Unofficial update wanted!
    i was reminded of this mod by reading this on reddit.

    modern winter mode has way more features, but it lacks one: an optional “incline” cap.
    the linked mod limits snow to “lowest adjacent snow level + 1”, it would be nice to implement this here, too, to ensure smoother surfaces.

    like this:
    void tryAddSnow(int x, int y, int z) {
    	int minSnowLevel = 8;
    	for (int o=-1; o<=1; o+=2) { //get minimum adjacent block’s snow level
    	    lat = Block.getMetaData(x+o, y, z);
    		if (lat < minSnowLevel) minSnowLevel = lat;
    	    lon = Block.getMetaData(x, y, z+o);
    		if (lon < minSnowLevel) minSnowLevel = lon;
    	}
    	int snowLevel = Block.getMetaData(x, y, z);
    	if (minSnowLevel >= snowLevel-1) //only increase if all adjacent are at most 1 lower
    		Block.setMetaData(x, y, z, snowLevel+1);
    }
    Posted in: Minecraft Mods
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Vechs
    Last I heard, Linux and Mac versions of 1.2 MCedit were in testing, but not yet for Windows.
    maybe this is your excuse to finally try linux? ubuntu is pretty goody for beginners, as it gets out of your way during installations and even holds hour hand more than windows does.
    Posted in: Maps
  • 0

    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Quote from codewarrior
    It's kind of emblematic of this project that Mojang's new, high-speed low-memory world format becomes slow and bloated instead when MCEdit tries to use it.
    how so? you said yourself that it is a hackish solution, which will probably be replaced soon.
    Posted in: Minecraft Tools
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    so mediafire stopped adf.ly support?

    this sucks on many levels. mediafire is my favourite hoster and i hate adf.ly, but my userscript saves me from dealing with adf.ly.

    but now that mediafire disabled adf.ly, people naturally stop using mediafire in order to be able to continue using adf.ly instead of the other way round.

    that SUCKS. adf.ly managed to harm me “from the grave” this way, by replacing my favourite hoster with some other junk. damn.

    ————————————————————————————————

    vechs, are the downloads enough to be paid by a hoster like mediafire or rapidshare? then you could drop adf.ly and gain money from the downloads directly.

    ————————————————————————————————

    noscript is quite anachronistic these days. adblock plus is all you need. try using adblock without noscript and you see that there are still no layerads without requiring you to maintain a huge whitelist all the time. it just works. and mediafire looks very clean and nice ;)

    ————————————————————————————————

    look at me, i have the mark of the beast. 666!
    Posted in: Maps
  • 0

    posted a message on Minnecraft FIxit – What “Equivalent Exchange” had once been
    hi, i have several ideas to “fix”/rebalance minecraft.

    if existent, could you please point me to finished/wip mods which do that (without doing too much random other stuff like equiv. exchange, better than wolves, red power, etc. do)
    1. fix silk touch to pick up ice, glass, and generally everything but mob spawners¹
    2. fix pistons to push everything but one specific block² (the old piston mod could move furnaces and chests, so it’s technically possible)
    3. make gravel drop flint sometimes when automined per torch.
    4. change signs to have the recipe plank-block-over-stick³ and make them stackable
    5. moar ideas?
    there is already custom pistons, but the mod seems to have died.

    ———————————————————————————————
    ¹ ice, when placed in the nether, would evaporate just like water poured from a bucket, which fixes the no-water-in-nether problem more gracefully than “no u can’t pick up ice, deal with it”.

    ² which isn’t obsidian, as movable blast shields are a good thing

    ³ instead of 6 plank blocks over a stick
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from atomic2354

    Hey Vechs here is some advice map-maker to map-maker...

    Try using end portals as insta-kill blocks (I'm using them like that in one of my maps) then you can fill the end with lava (even if they have fire resistance they won't last forever) or an even better idea. If you had the end portals come out in a sort of bonus dungeon that you have to go though, that is insanely hard and has a return portal somewhere past spawners and such, in-order to save your stuff, that would be more interesting that just "oops I fell in lava, oh well" and add some interesting features to lets plays by making it... "crap I fell in to that dungeon how am i gonna get out with only the crap I have on me". This plus end-portal moats.

    [when people enter the dungeon remind them who thought of it so they can... "thank me"]
    great idea!

    unfortunately, the best players won’t get to see it, as they never fall down anywhere. (except a proximity detector trap is used. i lost track: does vechs use those now?)
    Posted in: Maps
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