Have you tried jungles?
- Lightwavers
- Registered Member
-
Member for 9 years and 2 months
Last active Sat, Aug, 14 2021 22:20:48
- 0 Followers
- 226 Total Posts
- 24 Thanks
-
Mar 28, 2017Lightwavers posted a message on This week in Minecraft — March 25thPosted in: News
It's a map maker option, not a main game thing.
—Starcatcher107459
-
Mar 28, 2017Lightwavers posted a message on This week in Minecraft — March 25thPosted in: News
It's a map maker option, not a main game thing.
—Starcatcher107459
-
Jan 4, 2017Lightwavers posted a message on Java Minecraft Sells Over 25 Million Copies!Posted in: News
If it were a straight pick between all three platforms, Java every time. But it's not. Pocket Edition is mobile and cheaper, which help its popularity a LOT. Right now, PE's limited features are still too painful for me to deal with. But when command blocks come out, I'll start swaying... And if it ever supports mods, texture packs, or map files? That'll be the day I sniff distainfully at Java and dive into the world of computerless Minecraft. Plus a Bluetooth mouse and keyboard, I'm not stupid.
-
Sep 21, 2016Lightwavers posted a message on 16w38a Ready For TestingPosted in: News
No. That would be stupid.
-
Jun 4, 2016Lightwavers posted a message on PE/Win10: The Friendly Update!Posted in: News
It moved a dispenser! Did you see that? The piston moved a dispenser!!!! We need this ingame right now!
-
Feb 28, 2016Lightwavers posted a message on EULA Enforcement Underway?Posted in: News
Have you ever hosted a Spigot and a Vanilla server? If you had, you would notice the difference. The Spigot jar itself reduces lag in these ways (quoted from Spigot's about page):
Features
This list only mentions some of the most significant features inside of Spigot, but it does not represent everything that Spigot does. Spigot is updated on a regular basis with several unique features… just give it a try for yourself!- TPS increases
- Optimized growth, decay, and chunk ticking
- Reverse compatibility with CraftBukkit plugins
- Designed to function optionally as a BungeeCord node
- Auto stack merging for items and experience orbs
- Chunk garbage collector to prevent chunk leaks
- Automatic conversion between offline mode to online mode without losing player data
- Configurable messages for many vanilla / Bukkit messages (e.g. whitelisting, permissions, etc.)
- Disabling of random light updates
- Built-in, optimized anti x-ray (Orebfuscator)
- Efficient Netty networking engine
- Smart crash and hang detection / prevention
- Entity activation and tracking ranges to ensure client-side and server-side resources are only used when needed
- Prevent server load caused by maps in item frames
- Automatic restarts upon a server crash
- Automatically stays up-to-date with the latest CraftBukkit changes
- Ability to disable TAB command complete
- Customization over what the console logs (e.g. command block output)
- Fine control over crop growth rates, chunks, and ticks
- Optimized tick loop
- Memory-reducing nibble arrays
- More accurate benchmark timings reports
- Configurable chunk packet sending
- Threaded chunk compression
But most of the lag avoidance in Spigot is the plugins. In vanilla, I need about 12 command blocks clocking 20 times a second to imitate the clearlag plugin, and hundreds of command blocks to imitate stuff like McMMO. It takes about 20 more just to imitate the Essentials plugin, and 20 again for land claims. Those numbers add up, making it pretty much unplayable with enough command block imitations of plugins.
-
Feb 26, 2016Lightwavers posted a message on EULA Enforcement Underway?Posted in: News
I use the cheapest host out there, OVH. For a Spigot server, yes you can get away with shared hosting, but if you are going vanilla you need a dedi.
-
Feb 25, 2016Lightwavers posted a message on EULA Enforcement Underway?Posted in: News
Server operating costs are huge. I have spent ~$300 on just server operating costs, starting from the middle of Christmas break until now. If you want a server that can host more than 5 people, you need a dedicated server, the cheapest of which is ~$80/month. Seriously not cheap. I could probably host more if using Spigot or something like that, but c'mon, 1.9! There are a few perks with costs ranging from $2 to $15, and they have made up a fraction of that amount. If we were forced to only sell cosmetics, all the work the staff have been doing on the server for months will have to be abandoned, simply because we cannot afford to keep it. The perks are things like unbreakable elytra, extra sethomes, and placable end portals, which I'm pretty sure violate the very strict EULA. We spent a lot of work on here, and having people help with the expenses makes everyone happy. I'm not saying $500 sharpness 1000 swords are ok, I'm saying don't go crazy on servers that are just trying to survive.
-
Feb 17, 2016Lightwavers posted a message on Mojang Presents: Mine ChestPosted in: NewsQuote from RurouniTim»
Nobody wants this. If Mojang really wants to smartly make more money, they should have customizable capes that you could purchase for 3.99 or something. That's something people probably would pay for. 30 bucks a month for random junk isn't really something that interests me.
I'd buy a cape for $30. If that thing came with one, I'd buy it just for the cape. (Hint: Mojang, sell capes! :D) -
Jan 17, 2016Lightwavers posted a message on Snapshot 16w02a Ready For Testing!Posted in: News
xilandre.com
#shamelessadvertising
-
Jan 14, 2016Lightwavers posted a message on Snapshot 16w02a Ready For Testing!Posted in: News
Is there a way to get the summoned ender dragon to move around again? I accidentally deleted the end file of my server, so now the bedrock portal and enderdragon are summoned in manually with commands since they refuse to appear at all. Now the enderdragon just stays there, leaving survival players to stare at it.
-
Dec 28, 2015Lightwavers posted a message on Minecraft Now 9th Best Selling Game of All Time on Nintendo eShopPosted in: News
If you want to have any ability to download maps, resource packs, or mods, stick with the PC version. The PC is also the only version with command blocks, which is a huge point in its favor.
-
Nov 18, 2015Lightwavers posted a message on Snapshot 15w47a Now LivePosted in: News
If Mojang added features with the frequency they updated snapshots, Minecraft 1.100 would already be a thing. XD
Serious question though, do they have most of the snapshot features ready in advance before the snapshots are released, or do they start coding when they come out?
-
Sep 30, 2015Lightwavers posted a message on Snapshot 15w40b Ready for Testing!Posted in: News
The latest snapshots from 15w39c onward crash me when trying to load a world. Anyone else had this problem?
- To post a comment, please login.
0
I am not asking for help coloring the name of an objective, but the numbers that are shown when pushing tab after using the command:
The default color next to the player names are yellow and I would like to change them to light purple. How do I do this? I am running a vanilla 1.14.3 server.
0
IP: 149.56.243.136:25606
Vanilla server with some commands added in to spice things up. PvP is enabled, there are no land claims, and play tends more to the scale of anarchy. That said, hacking or spamming the chat will get you banned.
0
I am Lightwavers.
0
Thank you so much! I'm not in the habit of texture packs, but I can rename them.
0
Thanks for responding. Unfortunately a carrot on a stick a. looks ugly and b. is only one item. I need 3, one for each ability they choose. I'd be fine with the looks, but I can't really work with the second problem. Is there a way to differentiate between named carrots on sticks or something?
0
I have a bunch of abilities on my map that are activated with commands. For example, /scoreboard players set @p ability 3 turns on a fire trail. However, I don't have a user-friendly way for players to use these commands. Is there some way to detect right-clicking with random items or something? I don't like detecting when people throw an item because that tends to cause glitchy things to happen (such as the item being given to another player, being given back twice, or lost forever). If anyone can think of a way to do this that would be easy for players to use, I would be extremely grateful.
0
Wow, Avernite, roasted.
Ouatcher, I think you may have read more into his post than he meant to say. With the goal being as it is, I think you had it right when you said the way to make it is to jump down ravines until mushroom caves are found. With that being the only challenge, you can afford to go around searching for an hour or two, dying every so often, until you find the goal.
0
Is Chinese a language that always needs to be in haikus or something? That sentence structure is weird but kind of cool as well. Also, google translate isn't too accurate. @nanrensl2016
0
Favourite: Ender Dragon. Least favourite: Ender Dragon.
...We have a love/hate relationship.
0
Can someone link me the changelog?
0
I see what you're going for. This already exists, after a fashion.
First, have your purple repeating every tick command block with its testing command...
Next, have a chain conditional command block hooked up to it with a command that makes a redstone block 2 blocks away...
Adjust coordinates depending on which direction you are facing.
Now on top of that redstone block, put a regular command block with this command...
The redstone block won't change until the testing command fires at least once.
Now put the commands you want the tester command block to fire next to the redstone block. The first must be a regular one requiring redstone. The others in the chain must be chains requiring no redstone.
Picture attached.
0
Yes, some negative levels still work as described. But most do not! I want to know why I can't give negative health boost for my map anymore, and why I can't use negative resistance levels to make a map more challenging.
0
This is under Health Boost in the wiki, for example:
Increases maximum health by 4 () × level. Added hearts will initially appear as damaged until healed. Negative levels reduce base health, however the entity's actual health is not decreased to the new maximum until damaged or healed.
But nooo, negative levels (128-256) do not reduce health. They increase it! And yes, I did take damage and heal myself to make sure. Didn't update. Same with the others, for example:
Negative levels decrease jump height and increase fall damage (which also causes the player to start taking damage from short falls that would normally do no damage); extreme negative levels will eliminate all jumping ability and will cause damage even when stepping off a slab.
Except, no, negative levels in fact make you invulnerable to fall damage, although they do eliminate the ability to jump.
And for resistance: Negative levels increase damage taken.
Nopedy nope-da nope. Negative levels make you immune to damage.
Saturation: Negative levels decrease hunger and saturation.
Nu-uh. Does the same as positive levels.
Sowness: Negative levels increase speed.
NOPE. Just makes you immobile.
Speed: Negative levels decrease speed.
Again, NOPE.
Strength: Negative levels decrease melee damage, with attacks being ignored entirely if damage would be 0 or lower.
Another nope.
Weakness: Negative levels increase melee damage dealt.
NO THEY DON'T. LIES LIES LIES.
So what gives? I trawled through the update logs, and saw nothing of this. I searched the mighty google, and google says these negative levels should do as described. And I need these for a map. But IT'S ALL LIES!!! WHY?!?!
0
Looking over the recent changes, I'm thinking, is this Better Than Wolves all over again? The moral of that story was not to make a mod too hard, as everyone eventually abandoned it. Challenging is fine. Gruelling too, in small doses. Constant, unforgiving death? Not so fine. Maybe balance some of the changes (which, I noticed, pretty much all make the game harder) by adding things that help too.
I'm saying this because I just tried the newest version, and it's harder. My ice shelters no longer work, my things keep disappearing in deserts, and the only way I can safely mine anymore is by using tnt. Also, when did anvils break?! That caught me sooo off-guard.
0
I have done it myself before, but it took a lot of time. I do not want to relearn it, which is why I'm paying someone else to do it for me.