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    posted a message on Mutant Creatures - Spider Pig, Spider Pig [v1.4.9]
    Quote from DesmondOz»
    is this mod available for server ?

    When I tried using it I couldn't because of a problem with running the AnimationAPI on a server due to calling for client methods. I'm not sure if that issue has been resolved or not, as that was some time ago.
    Posted in: Minecraft Mods
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    posted a message on Conquest_ [WIP there is always more to come]
    Quote from dogfender»
    Yeah, just pointing out those stone types as the normal, are oddly detailed for a particular scenario rather than it being just what you'd expect. Like I'd expect mossy to be an extra meta data or a set for a specific biome is all :)

    again I'd love to see some of those great meta textures turned to biome specific textures, I've got silly cobwebs all over right now!

    There's a separate 1.8 / 1.8.1 download that isn't anywhere obvious. Even though those textures exist in the regular download, they are wrong when using connected textures. You'll see the same problem with several other stone types, rails, and a variety of other things.

    EDIT: Those blocks are not a biome-specific variation on granite as someone else said above. They are an error caused by connected textures. There is a newer version of this pack not explicitly linked in the above thread (I found it and linked it below). In general, the biome-specific textures make at least some degree of sense.

    EDIT 2: Here it is. Not sure why it isn't explicitly linked in the top post to correct the issues several folks have been having. http://www.resource-packs.org/conquest_/ Just make sure to pick the 1.8 and newer one. The "Download" button on the top post links to the older version of the pack.
    Posted in: Resource Packs
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    posted a message on Conquest_ [WIP there is always more to come]
    I fixed the tiling issue with Refined granite by changing the order of the repeating pattern in the properties for the bottom and now it looks fine.

    Do you have any plans to make a possible alternate for granite that looks more like the non-CTM version? I know it isn't the most interesting of granites, but I like the look, and it'd be nice to be able to have some of the cleanness of connected textures with that style of granite. Also, are there connected textures for andesite and diorite? The andesite one in the pack only has a few textures, and it just makes bigger blocks (maybe that's intentional) and diorite doesn't seem to have a texture at all. (also had to fix the metadata for the andesite)
    Posted in: Resource Packs
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    posted a message on Conquest_ [WIP there is always more to come]
    It appears the bulk of the problems I'm having with the textures in this pack are related to problems with metadata changes in 1.8. I've been trying to manually fix them for myself. For instance, the "snow stone" was using the metadata value for polished granite; the "moss stone" was using metadata for polished andesite (while those two variations were using metadata that didn't even exist).

    EDIT: After fixing the metadata for refined granite, it appears that the bottom tiles incorrectly (the rows don't match up like they should)
    Posted in: Resource Packs
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    posted a message on Conquest_ [WIP there is always more to come]
    I love this pack, which is why I'm being persistent. I've uploaded a few pictures to see if everything is working as intended:

    The picture NonCTM is a polished diorite wall with Connected Textures turned off. When I turn on connected textures, I get the CTM picture, which seems like it should be stone in a snowy biome or something. The CTMGranite is a similar room made of polished granite. When I turn on CTM I get that instead, which appears to be mossy stone, or some jungle biome stone or something like that. Finally, I uploaded a picture of connected smooth sandstone. It looks good, but I was just curious if the "pillar" look was intentional or if it is supposed to be smooth horizontally as well as vertically.

    I'm guessing that the block ID numbers are off or something, and I read a post a few up that said something about "scrolling through textures" but I have absolutely no clue what that means. I'm just using Optifine, but I had the same exact issue with MCPatcher. I love the pack, and if I can't get it to work I'll probably just turn connected textures off because it looks good without them.

    Also, I had the same issue as JMooney with the powered rails and some general weirdness with regular rails.
    Posted in: Resource Packs
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    posted a message on Conquest_ [WIP there is always more to come]
    Quote from Armani52561»


    As for the picture on the right, I don't completely understand what is the problem,but I have an idea. Maybe its also metadata, seems like it, Scroll through the metadata and it should fix and give you the one your looking for. But in all honesty, I don't think powered rails (or detector rails, im not quite sure which one is in the picture) are supposed to go downhill. I think they only go straight, use regular rails on the downhill and on the straightaway use those redstone rails. Minecraft never really allowed the redstone rails to go down because there is no need due to gravity pushing you down. I don't understand why they don't let them go up though because even though gravity pushes you down, you still need to get up somehow. But that isn't necessarily Monsters fault, its more of Mojang's fault. Monster tries his best.


    This is incorrect. The issue with the wonky powered rails was a bug in an older version of Minecraft for all powered rails. It has been fixed since 1.7, but when they are turned on they flip up like that in Ravand's pack specifically. I haven't seen the behavior in any other pack. It is important that bugs and problems be pointed out, otherwise they'll never be fixed.
    Posted in: Resource Packs
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Is there a setting in optifine that I'm missing to turn biome specific textures off and on? I have a texture pack that I really enjoy, but I used it in vanilla for a long time. Now I have optifine and some of the textures look totally out of place due to changing because of the biome. I'd rather just turn them off altogether, but still use connected textures and all of the other stuff that optifine offers.
    Posted in: Minecraft Mods
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    posted a message on Dupe/Clone Glitch with pings over 400 ms
    I can confirm this issue. One of the players on my server killed himself multiple times and ended up duplicating all sorts of stuff. Its a tiny family/friends server. Aside from a new issue relating to loading chunks quickly via horse or boat, we rarely experience any noticeable server lag.
    Posted in: Recent Updates and Snapshots
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    posted a message on Conquest_ [WIP there is always more to come]
    I don't precisely understand how the biome-specific textures work. Is there a way to, say, get the classic glowstone look in any biome, or if I have MCPatcher on do I automatically get the sort of "florescent light" look? That's just an example. I really like the pack, and I also really like the diversity of the biome-specific stuff. Unfortunately I made my builds without it, and when I used MCPatcher some textures looked really strange and out of place.

    Also, do you know if the current MCPatcher build correctly assigns the textures to each biome? My build is under an ocean biome and a lot of the textures came up with snow on them, and my anvil was quartz. For now I've switched back to not using MCPatcher, but I'd like it for connected textures at least.
    Posted in: Resource Packs
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    posted a message on Server Lag while using fast travel
    I can't seem to find this issue mentioned outside of the general "I found the source of the extreme lag" over in the 1.8 forum, but have others had a problem with severe server lag when a player is using a fast travel method like powered rails, horses, or boats? Its most noticeable in boats (and I can't even confirm that horses cause it since the other player using a horse was having the issue while I was in a boat). We've gotten to a point where the server is 10 or more full seconds behind; which causes warping, block pop-in, and all sorts of shenanigans for everyone else on the server. Most recently I spontaneously died while boating because I "fell too far."

    Are there any server parameters that might mitigate this? I'm running on an i7 machine with 6GB of dedicated RAM. We get no server lag, or nearly no server lag, under any other circumstances, even when our mob spawner trap is grossly overloaded. Of note, this is a tiny family and friends server, rarely more than 2 or 3 on at a time; and these issues pop up even with a single player.
    Posted in: Server Support and Administration
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    posted a message on How do I get minecraft 1.8.1?
    Yeah. This is a legitimately easy to get mixed up thing. There is an OLD beta 1.8.1 from 2011. It has nothing to do with the present 1.8 update. I made a similar mistake and was having trouble tracking down bugs and whatnot related to 1.8 because I kept searching for 1.8.1
    Posted in: Recent Updates and Snapshots
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    posted a message on Memory Leak in Server 1.8.1?
    Quote from Developer»
    he thinks it starts at 1.x.1 cause its the first release but nah you always start with 0 so its 1.x.0 (although some noobs change it up to cater to people who dont get it which is annoying trying to convert to it then when you stop using that language you go back and are used to starting at 1 and its annoying)

    I though they issued an update immediately after 1.8 was released. I'm not sure why I thought that, but I was clearly mistake.
    Posted in: Recent Updates and Snapshots
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    posted a message on Memory Leak in Server 1.8.1?
    Quote from LeslieGilliams»
    There is no 1.8.1 that I know of - I think the OP is confused.

    You are correct. For whatever reason I thought they went right to 1.8.1 rather than 1.8. That would explain why I have had so much trouble searching for confirmation of issues I've had and only see the ancient beta 1.8.1 update from 2011. Fixed my original post.
    Posted in: Recent Updates and Snapshots
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    posted a message on Command Block Question
    Quote from Skylinerw»





    In order to provide potential tile data for the corresponding item variant, the data must be inserted into the "BlockEntityTag" tag:
    /give @p minecraft:command_block 1 0 {BlockEntityTag:{Command:"/enchant @p minecraft:efficiency 4"}}

    That worked like a charm. Thanks! I wasn't even sure if it was possible for a non-mod to place a command block.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Memory Leak in Server 1.8.1?
    I run a small, private family server and noticed that there seems to be a memory leak issue. While the console claims Minecraft server is only using about 350 MB of RAM, Task Manager has it creeping up to 2+GB over the course of a day or two. I have 6GB of ram dedicated to the server, so it shouldn't cause a problem, but I wonder if it contributes to the weird server lag when loading chunks at a high speed (horses, boats, minecarts). Is this a known issue? I couldn't see it on the bug tracker, but I sometimes have trouble searching it successfully.

    It seems like the optimizations in 1.8 were very successful, but the undiscovered and unpatched holes are serious problems. Where is 1.8.1 (or whatever) to fix the problems with the water and lag?
    Posted in: Recent Updates and Snapshots
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