In regards to the placeable fabric thing: I've always harbored a hope that it'd be added as an awning, as opposed to a wall. Just never suggested it because IDs.
The post I mentioned before has a link to an official Mojang .Jar back up as well as the appropriate modloader version. Class files seem to be intact in the .Jar
There were no changes to texture pack format, or additional textures added between 1.5 and 1.5.2, so yes, this pack is still up to date in 1.5.2.
Texture packs generally have more leeway than mods do, in that barring a major overhaul (such as the recent texture format change) it will continue working between patches, they'll just be missing any textures the author has yet to update the pack with.
Very nice, I especially like the jar of spider eyes. The jars in general actually. The full stacks of coal/charcoal seem like a small step backwards in that after them finally getting individual texures, they end up with the same one again once they're stacked. Still, we've dealt with that before, and pretty much everything else is more than awesome enough.
The elevator platforms aren't traveling up and down the rope, the rope is pulling on the platforms. Faster platforms would require stronger/faster pulley's, not slippery rope.
Plus the speed of platforms isn't really that bad. They're mainly meant to move items in systems anyway, not players. So if you do use them as elevators, consider the speed the cost of convenience. If ya want a speedy elevator make a zipper elevator with a ton of pistons and redstone.
You now need logs to tan leather as well, part of a recent update. The number of logs needed varies based on what type of wood it is. It's a recent change, not surprising the guides you found were a bit out of date.
So, I was wondering, at any point in BTW development, did you ever toy with the idea of adding new mobs?It seems like it's the only big part of Minecraft that you haven't really messed with. You're constantly tweaking mob behavior, and drops, but in the end they're still basically Mojang's mobs. I dunno, I guess I'm just wondering what sort of creatures you could create if you felt the mod needed them.
That said, I realize the whole premise that got the mod started was "Mojang wasted time creating wolves which ended up being pretty much useless. This is the sort of stuff Dev time spent wisely can produce."
Bane, Smite and sharpness are kinda like the protection enchantments; you can only have one. it's a vMC thing. Or at least I thought they were....huh. Maybe I missed more updates than I thought while I was away?
You can only get one of those naturally through enchanting, but in vanilla you can have all of them (I think) if you hammer the appropriate book into your sword. I would assume the same goes for the Infernal Enchanter. It seems like EXP cost is the limiting factor as Thalartica said.
Making markers really is helpful. Just make sure you have a way of figuring out what direction to go. A dirt block with a dirt slab in one of the 8 surrounding spaces is a nice cheap way to make markers *point* somewhere.
Once you start making roads, I find building an arrow into the pavement is really helpful as well. If I die and find one while wandering around my new spawn, I can Either follow the arrows to Spawn,, or travel against the arrows to get to a previous base and maybe gear up. From the spawn hub, I always make a larger, fancier road to my actual base.
I've always found a semi-automated urn filler to be the most convenient use for my first block dispenser. Although, I guess it's more of an urn placer since I'm still manually tossing hellfire dust into the hopper at that point.
Careful. As was recently established, no matter how ridiculous the statement, inevitably someone will take it not only as serious, but also as originating with me
In before "Where are our water beds and lava lamps?" posts a month from now.
Also, might as well make the rugs in 1.6 shag carpets.
I personally can't understand why someone would want a higher res version of a pack like this. The style is great, and while there are a few textures that aren't to my taste, the textures themselves are extremely well done. 32x feels like it has just the right balance between the level of detail and amount of pixelization, beyond that it starts to feel way too smooth in comparison to Minecraft's natural blockiness.
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As far as cloth for awnings go, could FC just change the upcoming carpet so that it doesn't have to be placed on a block?
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Texture packs generally have more leeway than mods do, in that barring a major overhaul (such as the recent texture format change) it will continue working between patches, they'll just be missing any textures the author has yet to update the pack with.
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Plus the speed of platforms isn't really that bad. They're mainly meant to move items in systems anyway, not players. So if you do use them as elevators, consider the speed the cost of convenience. If ya want a speedy elevator make a zipper elevator with a ton of pistons and redstone.
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That said, I realize the whole premise that got the mod started was "Mojang wasted time creating wolves which ended up being pretty much useless. This is the sort of stuff Dev time spent wisely can produce."
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You can only get one of those naturally through enchanting, but in vanilla you can have all of them (I think) if you hammer the appropriate book into your sword. I would assume the same goes for the Infernal Enchanter. It seems like EXP cost is the limiting factor as Thalartica said.
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Once you start making roads, I find building an arrow into the pavement is really helpful as well. If I die and find one while wandering around my new spawn, I can Either follow the arrows to Spawn,, or travel against the arrows to get to a previous base and maybe gear up. From the spawn hub, I always make a larger, fancier road to my actual base.
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In before "Where are our water beds and lava lamps?" posts a month from now.
Also, might as well make the rugs in 1.6 shag carpets.
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I'm telling ya, steam powered diamond saws that double as horizontal pulleys are the future!
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