Well, the launcher makes all past versions available. So not only does one not need to use any of the features they don't like... you don't have to play on a a version in which they exist. Beta 1,6 is right there for the using. I have gone back to Beta 1.7.3 (my first) once or twice to reminisce.
- zeel
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Member for 12 years, 7 months, and 19 days
Last active Wed, Jul, 11 2018 13:41:16
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Sep 16, 2015zeel posted a message on Snapshot 15w38a Ready for Testing!Posted in: News
Forests, plains, oceans. That's what I get.
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Sep 16, 2015zeel posted a message on Snapshot 15w38a Ready for Testing!Posted in: News
I don't think that's actually what the description means though:
"Skeleton horses now spawn with thunder and lightning. When hit by lightning, they turn into three armored skeletons riding skeleton horses"
That sounds like two things to me. First, that when they spawn, lightning will happen. So they spawn normally, if rarely. Second, is that if they are hit by lightning, you get three Riders. Now, I'm not sure if that means the Skelly horses spawn riderless to start, and need to be struck to have Riders appear... or if it's a one Rider first, then possibly three.
However, since the lightning is caused by the spawn, I assume the chances if it hitting them is pretty high - basically always happens unless they are under something.
I could be misinterpreting, but I don't think I am.
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Sep 16, 2015zeel posted a message on Snapshot 15w38a Ready for Testing!Posted in: News
I had a run-in with a Spider Jokey already... It moves very fast, and circles around you to get past your defenses. The ability to shoot and move at the same time has made the SJ one of the most difficult to deal with normal mobs in the game. I have yet to see the Skeletal Riders yet, but I imagine they are probably worse (but possibly less maneuverable?).
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Otherwise more information is needed to diagnose the issue.
Please note that a quick internet search may help you faster than a forum.
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"localhost" tells the client to connect to the server hosted on the same machine. To connect to another machine on your network you need the IP address of that machine.
On your server, go to start > search "cmd" > type "ipconfig". There should be a group of lines like:
The exact wording and numbers will probably be different, but what you want is that IPv4 address.
On your client on the server machine connect to localhost (or that IP if you prefer), on the other client connect to the IP you found from ipconfig. That should allow you to connect. Note that disconnecting and reconnecting from your router may change the IP address, so you will either need to check it again or adjust the routers configuration to avoid the issue.
If this isn't working then you need to investigate the router settings, as it may be blocking intra-network communication. As long as you are connected to the same router there should be no need for port forwarding.
Note that you could just use the built in local game system and it would be much simpler to set up.
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Yep, since the amount is negative it can keep subtracting from the stack and never reach zero.
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Note that using /summon to create item entities will allow you to spawn drops without needing a player target.
Or, you can be a bit hacky and spawn an item drop with -1 items. The drop will just stay there even if someone picks it up, and anyone who picks it up will get a bottomless stack in their inventory.
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EDIT: Actually 14w18b seems to have fixed it, though now there is something of an opposite bug where the blast isn't always full power. It's at least playable now.
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Anyway, I'm pretty handy with TNT cannons, I will give this a look when I get home.
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It could be done, but it would be so unreliable on servers I don't know if there would be a point.
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Not as such. You can simulate something similar.
What you can do is bind something like this to a key/button:
Note that I don't prefix with a '/' since there is no need to tell anyone that this is a command - it's always a command. Basically you bind that script to a key, modify the if...elseif statements as desired, and type in the commands when you run the script. It can be used to do just about anything, and if you want to get fancy with regular expressions it can get even more crazy.
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Question: Can we do multidimensional arrays? If so what is the syntax for declaring/setting one. If not. . .please?
Requet: CALCPITCHTO(); to calculate the pitch to look at a certain block. Or better yet, one function that returns both pitch and yaw to the block. Perhaps it could return an array, and LOOK()/LOOKS() could be made to accept an array of of pitch/yaw.
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