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    posted a message on request disable bat spawning data pack

    I am looking a way to prevent bats from spawning naturally on my 1.14.4 game because they are a pointless waste of system resources and I would rather have the game use those resources on something useful. I would prefer a data pack for the simple fact that it will work without a mod loader. Thanks in advance.

    Posted in: Requests / Ideas For Mods
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    posted a message on AFK removal in 1.13 - Yay or Nay? For 'Seasoned Vets' (I'm looking at you Dwarf Fortress, Infdev, Alpha)
    Quote from DuhDerp»

    This isn't what they were referring to when AFKing. They were referring to the player continuing to do stuff (like casting a fishing rod). In 1.12, the way that Mojang had coded fullscreen mode was to basically to just resize the game window to the dimensions of the monitor, which would force a screen update. When this update was happening, you could let go of the button and Minecraft would miss seeing the keyup event that tells the game you let go of the button.


    In 1.13, they changed this so that fullscreen now properly uses the screen object and as a result there's no more screen update. This in turn means Minecraft never misses key/mouse events and will always know whether you are pressing the button or have let go of it.




    Oh, I call that botting and use my keyboard/mouse driver programs (I have 1 for both) to make macros for that (never knew you could do it another way). However if I did not have those I would just download autohotkey or another free program similar to it.

    Posted in: Discussion
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    posted a message on AFK removal in 1.13 - Yay or Nay? For 'Seasoned Vets' (I'm looking at you Dwarf Fortress, Infdev, Alpha)

    I just open the crafting/inventory window then alt+tab out to have the game work while I am afk (game will not pause while you have crafting window open) but I think opening the game to lan makes it so the game can not pause regardless if you are alt+tabbed out which would make that an alternate option as well.

    Posted in: Discussion
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    posted a message on [1.8-1.18] BeastX Collection (BigTreasure, NoRain, NoPumpkinFace, Fullbright, X-Ray, X-Surface) | 500k+ Downloads

    For those who do not know you can get fullbright in vanilla minecraft without installing anything (no mods or resource packs needed). I just posted a thread with detailed instructions and a video on how its done.


    https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/mapping-and-modding-tutorials/2950498-fullbright-without-mods-or-resource-pack-tutorial


    Note: I did not copy/paste what I put in that thread bc I wanted to prevent comments/questions about that tutorial from appering here and I felt it would also have been kinda a bad move to do that to the op.

    Posted in: Resource Packs
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    posted a message on Fullbright without mods or resource pack tutorial (works in any version)

    Make sure you close/exit Minecraft before you start

    1. Open your .minecraft folder (the place where the resource pack and mods folders are stored)

    2. Find and open options.txt in your preferred text editor (notepad works)

    3. Find and change the gamma to 100.0

    4. Save and exit the text editor (important to remember to save)

    5. If done correctly you will now have fullbright when you open the game again but if its still too complicated for you and you use windows there is a link to a video tutorial I found on youtube below (credit goes to the uploader of that vid). If you do not use windows simply search for a tutorial on how to install a resource pack (it should show you how to get to the resource pack folder and from there you should only need to go up 1 folder).


    video tutorial (windows)


    Note: I searched the forum before making this tutorial to make sure there was not a thread like this already posted.

    Posted in: Mapping and Modding Tutorials
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    posted a message on is there a fullbright WITHOUT xray hack?

    When you open your .minecraft folder there should be an options.txt file you can open and edit. Like the 4th option down will be gamma:1.0 (or something similar) and changing the gamma value to gamma:1000.0 will make every block in your field of vision fully illuminated. A number lower than 1000 will likely work but that's what I stick with when I need such things.


    I set the gamma at 100.0 becasue I figured it would mean 100% and it seems to work fine. Was actually looking arround to see if anyone posted a tutorial on how to do this here because I just learned of it myself a few days ago while I had been desperatly looking for a way to get fullbright in 1.13.2. I have a contrast sensitivity issue with my eyes so its difficult for me to see without fullbright (need to have brightness maxed in game to even play but as I mentioned its still difficult to see in dark places at times without fullbright) which is why I started searching as soon as I updated the game. I had tried optifine but it does not work with forge for 1.13.2 and tested a few other things that did not work (this is the only thing I found that worked).

    Posted in: Resource Pack Discussion
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    posted a message on Mute Nether Portal Recourse Pack!

    Sadly the soloution Ragger gave is not an option for me since I have no clue how to make a resourrse pack and it honestly seems like more work to do that then just editing the file manually. You do need to find the sound which can be tricky but here is how I did it.


    1st I used the site below to find the sound directory and the index file for my operating system

    https://minecraft.gamepedia.com/Tutorials/Sound_directory#Sound_directory_.28after_1.7.2.29


    Once I find the info I go to the index file first and open it in notepad or your prefered text editor. I then search the text document for portal.ogg and look for the one I want (it gives a bit of a discription next to the entry and you need to make sure you get the nether portal instead of end portal or whatever).

    After I find the one I am after I look at the hash that goes to the file (the hash is what they renamed the file to). After I find it I open the sound directory to search for a file with the name so I can edit or replace it. For example my index file (version 1.13.2 on windows) said the portal I wanted was


    "minecraft/sounds/portal/portal.ogg": {"hash": "9a20be18fed05330f745a54eb8aeba11aac5403b", "size": 25153}, 



    So the file I want to edit is called 9a20be18fed05330f745a54eb8aeba11aac5403b. Therefore, I opened the objects folder where all the resourses are stored for my version, navagated to the 9a folder (becasue the hash starts with 9a), opened the folder once found, and edited the file named 9a20be18fed05330f745a54eb8aeba11aac5403b. Anyway, sorry for the necro but took me 30 minutes to figure this out and get it all done. So I thought someone might like to know and save them some time. Keep in mind however that mod loaders may copy most of the original files when they install (unsure if any do but wanted to be safe). So, if you use mods or mod loaders I suggest running a search for the file name you got from the hash so you can change them all.


    UPDATE: Aparently although this worked for me it seems to not work with the default launcher because the game sees the modified file as corrupted and tries to replace it. Furthermore if you prevent it from being replaced by making it read onlyor something the game will refuse to start. So, it looks like resourse packs may be needed depending on the launcher you use.

    Posted in: Resource Packs
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    posted a message on VoxelMap [1.16.1 to 1.7.10] - a minimap and worldmap
    Quote from Pixzi»

    Is there a way to clear the worldmap? i'm testing my modpack and going through multiple worlds. However it always shows the previous world, would be nice to have a clean slate.



    Maybe an option to clear worldmap? Or anyone tell me a way to do so?




    I believe if you delete or move the saved data from the mod it will reset the map making it completly black (as if you had just installed the mod or it was a new world). Plus if you moved the files instead of deleteing you could replace them again later if you want/need but you wouldnt be able to combine the new/old map files if you do that (so if you explore new areas on new map it wont show on old 1). First try moving the ones in the mods folder (where you placed the mod in to use it). In there you should see a folder named mamiyaotaru and you need to open that. Once you have opened that you should see a folder named voxelmap which you also need to open. If you followed correctly the address bar for the folder you are in should look something like

    Users\User\AppData\Roaming\.minecraft\mods\mamiyaotaru\voxelmap

    In that folder there should be a folder with the name of the world you want to reset the map in. Move/remove it then open the cache folder and move/remove the files named after your world in there as well. I suggest moving instead of deleting them in case I am incorrect about it (doubt I am but better safe then sorry). Also, keep in mind this will probaly delete the waypoints you have made.

    Posted in: Minecraft Mods
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    posted a message on VoxelMap [1.16.1 to 1.7.10] - a minimap and worldmap
    Quote from Dats_ME»

    Thanks for the reply. I suppose I should have been more specific. I am talking about a singleplayer world stored locally not a server file. I already run Dynmap on my server. As for the teleporting around the world to the region files, I could obviously see what region files have been created but there is no way that I am aware of to know exactly which chunks in any specific region have been explored. Not to mention the time involved in doing this for a world that is years old and heavily explored. Unless I am misunderstanding what you are proposing of course.


    You really should not do that anyway becasue some things are placed ramdomly durring map generation and so not everything will be where it was in older games. Not to mention that the saves from older versions do not have as many things to load in and if you load an old save in a newer version the areas you explored previously will be missing the newer stuff since it was created/explored in a version that did not have them (this sounds to me like what you described as your problem). There is a way to recreate a world from a save file in the game which will keep the same seed that was used in a save but rebuild the map from scratch. That way allot of the things will be in the same spot in the recreated world but not everything since some things are completly random when the world is made. Most of it will be the same that way tho and you might even be able to move/rename the old map files into the place it stores the files for the new world so it shows all the areas you explored in the previous game as explored in the newly made world. However, when I tried it in an older version of the game with a similar mod (cant recall if it was this mod or 1 of the similar ones that was arround back then) the map would incorrectly show things that are not there and similar issues untill you got close enough to that area for the map to update itself. Anyway, point is its best to just restart the minimap instead of trying to import the old files when you make a new world or recreate an old one. Besides you can always use amidst to see where some things are located on a map/save. To recreate a world when you are in the game and do what you would normally do to laod/play your game but after you select your saved world instead of clicking play you click the Re-Create button at the bottom (the rest is obvious).

    Posted in: Minecraft Mods
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    posted a message on Multi-Hotbar - One Is Never Enough
    Quote from jjiff»

    hey, great mod! just got it and loving it, is it possible to just have 1 hotbar on the HUD?


    Yes, there is an option to only show 1 hotbar at a time. This goes great with the inventory pets mod. The inventory pets will only work in the original hotbar but with this mod you can fill that with nothing but pets and keep your sword, tools, etc, on a different hotbar. you can then modify the keys so that the numbers only work with items in the second hotbar. I just wish there was a way to restrict the mod to only use/show the 2 hotbars (havent found a way and have tried everything i saw in options/config).
    Posted in: Minecraft Mods
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    posted a message on Inventory Pets: Animated creatures that live in your inventory and give you amazing special abilities

    Hi, I love this mod but am having a problem and would like to make a suggestion as a way to fix it. There are times that with the magma pet it would be nice to be able to sink into lava (it cant hurt you anyway with that pet equipped) and therefore I suggest adding the ability to cancel the walking on lava ability via config or having it so holding shift will disable it.

    Posted in: Minecraft Mods
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    posted a message on MalisisSwitches 1.12.2-5.1.0 / 1.11.2-4.1.0 (01/02/2018)

    Wish I had seen that post above before trying myself lol. Oh well, at least I confirmed its not working with 1.12.2. I was able to get it to allow me to make/place the items in game but it wouldnt open the door or turn on the lights it was set for. I used the mod before in older version so I know I was using the Powerlinker to link them correctly but I tried several times just in case (even checked the lines with the power linker to make sure they were targeting the correct blocks).

    Posted in: Minecraft Mods
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    posted a message on Inventory Pets: Animated creatures that live in your inventory and give you amazing special abilities

    The shift ability for spider doesnt seem to work for me. I even tried holding the spider pet while trying it instead of just having it in hotbar but still didnt work. I still get the other 2 ability's it gives me but am not able to hang on wall in 1 spot like you can on ladders/vines while holding sneak. Also the cat pet that gives you nightvision and scares away creepers seems to be causing tons of creepers to gather up in 1 spot (have never seen that many in 1 spot after just 1 night). They may not mess with you while you use the pet but other things (like your dogs/friends) are not so lucky (watch em gather next to the wall of your base just to detonate there later and destroy that wall). Other then that I havent had any issues on 1.11.2 and looking forward to custom pets update.

    Posted in: Minecraft Mods
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    posted a message on Dual Hotbars [Updated! Single jar for 1.11 and 1.10]

    I tried this recently in 1.11.2 since I seemed to be running out of hotbar space (I blame Inventory pets mod because it requires the pets to be on your hotbar to work). I find that if I put the pets in the added hotbar they will not work but if I put them in the default hotbar they do. So with this I just keep pets in the default hotbar to get there perks then put my gear and crap in the hotbar added by this. I also found that this mod does not work will with the feeding helper in Zyin's HUD mod (allows you to eat a food item in your inventory without equipping it 1st). That being said I have not noticed any other problems with that mod or any other mods I use so far and you can just disable that feature in the options for Zyin's HUD easily enough.

    Posted in: Minecraft Mods
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    posted a message on [1.7.9] Summoning Horses with Specifc Stats

    In the version I am playing (1.11) to get a horse with the best legit stats (meaning the highest natural value possible for each attribute) you can use the code below in a command block.


    /summon horse ~ ~1 ~ {Attributes:[{Name:generic.maxHealth,Base:30},{Name:horse.jumpStrength,Base:1},{Name:generic.movementSpeed,Base:0.3375}]}



    To get a mule with those stats (probably not possible in legit game)


    /summon mule ~ ~1 ~ {Attributes:[{Name:generic.maxHealth,Base:30},{Name:horse.jumpStrength,Base:1},{Name:generic.movementSpeed,Base:0.3375}]}



    These were made using data from the wiki and the summoning helper at

    http://www.summon-helper.net/

    Posted in: Mapping and Modding Tutorials
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