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    posted a message on [1.8.x] INTO THE DEPTHS: REMASTERED Coming Soon [Atmospheric Horror] [Deep Storyline] (TRAILER INSIDE}

    I am really glad you have given up on the idea of removing the map, and am even happier to see that you are remastering it! Will definitely wait for the new version with enthusiasm.

    Posted in: Maps
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    Hello, apologies if this question has already been answered.


    With my understanding that Minecraft 1.9 will be coming around very soon, I was wondering whether you think you will be releasing an updated version of Climate Control for 1.9 within a relatively short period of time following the update, or whether you think you will need a lot of time to do so.


    Thank you.

    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    Hello, does this work for 1.8? I've been looking all over the place for something like this from custom maps to world generator mods, and I think this might finally meet my expectations for creating the map I want: one (or two) continent(s) comprised of every single existing biome placed in a somewhat similar fashion to that of our own little blue planet, the whole thing surrounded by endless oceans.

    Posted in: Minecraft Mods
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    posted a message on [1.8.x] INTO THE DEPTHS: REMASTERED Coming Soon [Atmospheric Horror] [Deep Storyline] (TRAILER INSIDE}

    I thought about that too at first, but now that I've given it a little more thought, perhaps it was when


    I lit the wool in Reinar's room to get his key under the carpet. It may have slowly spread while I was playing in the hospital wing. It doesn't really matter that much as I've completed that area, though. Edit: Unless you have to come back to it later on of course, that would be a bit sad. :P
    Posted in: Maps
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    posted a message on Minecraft is just a phase.

    And it's a phase you sometimes come back to. I stopped playing Minecraft years ago and here I am back again today.

    Posted in: Discussion
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    posted a message on [1.8.x] INTO THE DEPTHS: REMASTERED Coming Soon [Atmospheric Horror] [Deep Storyline] (TRAILER INSIDE}

    Don't mention it.


    So far it has been a real pleasure to play on this map, although it could do with a little rebalancing; the game provides many more torches than needed and I don't feel like food poses much of a problem either. Armour is provided a little bit too often for my taste too, especially as the player doesn't actually get hit often enough to see their armour deteriorate. Weapons, however, I feel are quite well balanced in comparison.


    The story on the other hand is very captivating and I feel totally immersed while playing. I can't wait to find out what happens next in my play through!


    Edit: Now I wonder how this happened.



    Truly odd, I couldn't find any reason for it. All I know is that I didn't have anything to do with it and that it happened while I was busy questing in the hospital wing, so I didn't even witness the fire.

    Posted in: Maps
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    posted a message on [1.8.x] INTO THE DEPTHS: REMASTERED Coming Soon [Atmospheric Horror] [Deep Storyline] (TRAILER INSIDE}

    I thought I should let you know, these vines here let you climb to a place which was obviously not meant to be reachable.





    Posted in: Maps
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    posted a message on Making a Witch villager, possible?

    No you didn't. You told me how to turn a villager into a witch, and that is irrelevant to the question I asked.

    Posted in: Discussion
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    posted a message on Making a Witch villager, possible?

    That's irrelevant.

    Posted in: Discussion
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    posted a message on Making a Witch villager, possible?

    Thanks for your answer. That's a shame.

    Posted in: Discussion
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    posted a message on Making a Witch villager, possible?

    I have recently discovered NBTExplorer and have been playing around with it a bit.


    I was wondering if it was possible to create villagers with the sprite of a witch by using such a tool?


    Thanks.

    Posted in: Discussion
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    posted a message on An odd desire of mine.

    Hello,


    I am looking for a particular type of map where all existing biomes are packed into one mega-continent surrounded by endless oceans, and in such a way that the biomes are distributed in a logical manner (far north is snowy / icy, down south is hot with deserts or vice-versa, depending on which supposed hemisphere we would be on, etc.).


    I do not like the world generation Minecraft uses where the biomes are randomised and placed in illogical ways, and where there are certain biomes that are so rare that one could play for hours on end on a single world without ever encountering a particular type of biome.


    I am quite aware that Minecraft worlds are endlessly flat and do not represent a globe like our own, and as such talking about a "logical" distribution of biomes in worlds such as these can be seen as a little odd; that is the reason why I spoke of endless oceans in the first paragraph. Instead of a world generating new places indefinitely in a random manner which does not take into account the cardinal directions, we would have a limited albeit big world which does take them into account, and where one is guaranteed to find all there is to offer in Minecraft in this one big continent packed with every existing biome. One could then imagine that beyond the endlessly generated oceans lie other continents which are too far away to reach for the player.


    I could not find what I was looking for in the modding section (as a world generation mod) so I thought I'd take my chance here to see if someone had made a map like this manually.


    Cheers.

    Posted in: Maps Discussion
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    posted a message on [1.4.7] Inventory Tweaks 1.50 (Jan. 17)
    I think this is incompatible with Macro / Keybind mod.

    Correction: Incompatible with above's required "liteloader".
    Posted in: Minecraft Mods
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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    I have a very minor problem which I would like some help with, it isn't too bothersome but I would still like to solve it just because.

    Here is my code:
    <max[0/<equippeddamageleft>[/<max[30/<equippeddamageleft>[&cWARNING: EQUIPPED ITEM IS SEVERELY DAMAGED/]]>]>


    It shows the message in red when an equipped tool is on the verge of breaking, so I don't accidentally break it, as I am on a server with the McMMO plugin where you can level up your repair skill with an anvil.

    It all works fine as I intended: it only shows the message for an item whose damage is greater than 0 so I don't have it telling me that the flower I'm holding is about to break, so it only works for tools, weapons and equipment, and it shows the message when an item with durability gets below 30 points.

    Here's the thing, though: when I hold an item with over 30 durability points, it's all good and it doesn't show anything at all. But when I'm holding an item with no durability at all, like a bucket, flower, dirt block (etc.), it shows this in-game:
    ]>


    And I can't seem to figure out why. :Pig:
    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod
    Quote from cjm721

    If you are wanting shift as in sneak bellow is what I use (I also have a back peddle attached onto it also) so I can preaty much just sit and watch my computer build a bridge backwards.

    Keydown(Sneak);
    do();
    KEY(USE);
    WAIT(1000ms);
    loop;


    Also run that as a macro then in the keybind use $${$$<File.txt>}$$


    Edit: I might be wrong but that works for me.


    Thanks very much for your quick reply, it works perfectly. :)

    I also understood what my problem was and why I was confused. Thanks!
    Posted in: Minecraft Mods
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