It's unrendered ground
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Last active Wed, Oct, 18 2017 18:10:53
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Oct 9, 2017Posted in: Suggestions
I'm not saying your suggestion is good or bad but I find most proprietors of bad suggestions tend to always use the phrase "it just popped into my head". The best suggestions can take hours or even days to finalize and think over.
Oct 3, 2017Posted in: Suggestions
Not some, at least 80%, and a LOT bit too powerful.
Major rule of game design: being rare is never, EVER an excuse to implement something overpowered.
Sep 28, 2017Posted in: Recent Updates and Snapshots
The plan as we know of it at this point consists of two things: command changes and texture changes. I'm pretty sure that the few things you saw would not result in scrapping "most" of anything. You also need to ask yourself: Is this really the majority, or just the loudest group saying these things?
It's amusing that the only argument used is the "vocal majority" fallacy. Is there really nothing better anyone can come up with? Because that's the only thing I've seen, and it has no logical value.
Sep 22, 2017Lord_Garak posted a message on So there's good news, and then REALLY concerning news...Posted in: Discussion
I don't really understand what's being said in this thread, but Java edition certainly has far higher graphical options; with the price of ludicrous resource usage.
Sep 21, 2017Lord_Garak posted a message on So there's good news, and then REALLY concerning news...Posted in: Discussion
I do; in fact, I've never, ever played the game in any other way, even the sole map that I have played on (a fancy version of Skyblock) was based on Survival:
Otherwise, my form of Survival is one of the simplest there is; the vast majority of my time is spent running through caves, mining resources and killing mobs. Any mods that I use do not detract from this, if anything, they reinforce it (more varied caves, more and more interesting mobs). I use next to no redstone (does using powered rails on redstone blocks or placing a button next to a door to open it really count?) and have next to no building skills (this is my latest base, basically a copy of a village house, many of my other bases are even simpler). I've also played this way for over four years with over 5,000 hours of playtime, it is also one reason why I have never upgraded past 1.6 (newer versions detract from my experience as well; less interesting caves in 1.7+ and a lower mob cap and nerfed zombies in 1.8+).
With all due respect, you're a special case.
Sep 20, 2017Posted in: Discussion
What if one drops down on you from high up in a ravine? Did you know that they explode on impact if they fall far enough?
(fall damage reduces their fuse to a minimum delay of 0.25 seconds - which is far too little time to react)
Or if one sneaks up behind you? Really, you expect to be alert enough at all times that you can spot one before it explodes, especially if there are many mobs around? Well, maybe in the lame caves in 1.7+ but try exploring a cave like this - no use trying to block off passages when there aren't any: Um, yes, I do. If you have moderate situational awareness no creeper should ever be able to sneak up on you. If anything that kind of cave generation just makes it easier to see them coming.
Sorry, I am never playing any game where you can just suddenly die for no good reason no matter how well prepared you are or however low the chance is; that is just not good game design - thank god that you can still play older versions and/or mod the game! Why is failing to identify or destroy a thread "dying for no good reason"? That's dying because the player failed, which is standard game design.
In fact, "insta-kill creepers" were even used as an example of a bad suggestion:Who mentioned instant-kill creepers? Creepers are already an instant kill mob- if you stand still. Even being a block from a creeper means it's pretty ineffective at dealing KO damage. I don't understand what exactly you're trying to get at, we weren't discussing creepers in the first place and you seem to have derailed the conversation into something about older versions being better. (which I may or may not agree with)
Responses in bold.
Sep 20, 2017Posted in: Discussion
Let's do some math:
Creeper explosion damage on Normal difficulty: 49
Armor penetration = damage / (2 + totalToughness / 4) armor points; for full diamond armor and 49 damage this is 49 / (2 + 8 / 4) = 12.25
Armor points left = 20 - 12.25 = 7.75, barely more than full leather (7)
Damage reduction from 7.75 armor points at 4% per point = 31%
Damage after armor = 49 * (100% - 31%) = 33.81 = You died!
And that was just on Normal difficulty... on Hard they easily one-shot you from a distance, and this was much worse before they added armor toughness - they could one-shot you in full Protection IV on Normal difficulty.
So, you can see that it is absolutely necessary to wear heavily enchanted diamond armor in order to survive a single hit from one of the most common mobs in the game unless you don't mind playing on Easy; on Hard even full Protection IV is not enough with the saving grace being that creepers rarely explode right on top of you (unless they drop down from a ledge) and damage rapidly decreases with distance (they deal about half the damage at the distance at which they stop moving before they explode).
Even prior to 1.9 (with no armor penetration, which is all that armor toughness affects, it does not make armor reduce damage even more) they leave you with a couple hearts left on Hard - I'd sure still want enchantments! And, yes, while there is Blast Protection, which protects you even more while not reducing non-explosion damage so other mob damage is not overly reduced, I want Protection because it also reduces fall damage; Feather Falling by itself does not give you the maximum amount of Protection, which requires 2 pieces with Protection IV as well; hence why I wear a diamond chestplate and leggings each with Protection IV and Feather Falling IV diamond boots (in 1.6.4); this combination still averages less protection than full unenchanted diamond armor (also, Protection is NOT more effective on stronger armor - both unenchanted and full Protection IV diamond armor double the damage survivable when compared to the same iron armor so it is the armor itself that makes the difference either way. It only affects damage that bypasses armor, so for diamond it only further reduces 20% of damage compared to 40% for iron).
In fact, I even nerfed creepers in my mod because I reduced the maximum protection of armor to 66% (3.3% per armor point, only when worn by players, still 80% / 4% for mobs with zombies having up to 22 armor points for 88% damage reduction) and let them continue moving (right up into your face) when counting down to explosion (explosion damage also falls off less with distance, from a maximum of 36 to a minimum of 6, so that in most cases you take more damage; maximum post-armor damage is 12 vs 9.8 for vanilla and minimum is 2 vs 0.2, a ten-fold increase).
If you stand so close to a Creeper that you trigger its 1HKO zone then you deserve to die no matter what. That's the point of the mob, and I'm really not sure what you're trying to point out. The point here is that in PVP diamond prot is overpowered.
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Oct 16, 2017Posted in: Suggestions
just criticism and no ideas are here, so i have some, the ore be should like in the aether mod, gravitite , that would explain how the end is a dimension with floating islands. this is probably not original, but at this point nothing is original, gravitite boots will give you jump boost, and you can also get a powered elytra. if you replace the lapislazuli with the gravitite in the crafting table you get better enchantments and maybe a floating armor, with gravitite you can brew levitation potions!! yay, with the levitation potion you will be able to craft levitation arrow, this arrows will no be affected by gravity, and will give levitation to the victim
Oct 17, 2017Posted in: Recent Updates and Snapshots
And not like newer versions do not introduce new bugs? I've spent thousands of hours playing on 1.6.4 and have not encountered some pretty serious bugs which are present in newer versions, such as one that is often reported that corrupts chunks for no reason (not due to a game crash or improper shutdown):
Minecraft 1.8.1, Minecraft 1.8.8, Minecraft 15w44b, Minecraft 1.8.9, Minecraft 15w51b, Minecraft 1.9 Pre-Release 3, Minecraft 1.9 Pre-Release 4, Minecraft 1.9, Minecraft 1.9.2, Minecraft 1.9.4, Minecraft 16w21b, Minecraft 1.10.2, Minecraft 16w40a, Minecraft 1.11, Minecraft 1.11.2, Minecraft 1.12 Pre-Release 7, Minecraft 1.12.1
I see quite a few people posting crash reports for newer versions as well, yet I've never had any crashes that were not due to mods or doing something silly like setting off a Superflat TNT world, or possible in current versions (e.g. stack overflow error due to water/gravel in certain situations, mainly due to 32 bit Java using a smaller stack by default, fixed with a simple JVM argument to use the 64 bit stack size).
Of course, I've fixed some bugs myself - including ones which are still not fixed as of 1.12.2; for instance, ever noticed how lighting is weird in staircases, among other areas (despite the versions listed this has been around for far longer than just 1.7.4)?
MC-43968 Ambient occlusion bug (With partial fix)
Affects Version/s: Minecraft 1.7.4, Minecraft 1.8.1-pre3, Minecraft 1.8.2, Minecraft 1.8.4, Minecraft 15w42a, Minecraft 1.10.2, Minecraft 16w41a, Minecraft 16w42a, Minecraft 16w43a, Minecraft 1.11, Minecraft 1.11.2, Minecraft 17w14a, Minecraft 1.12, Minecraft 1.12.1 Pre-Release 1, Minecraft 1.12.1
Note that they actually show what needs to be done to mostly fix this bug yet Mojang just says "not important!", as they do with numerous other bugs; for example:
MC-42053 Low mob spawn rates on low render distances
MC-2536 View distance affects mob spawning
Affects Version/s: Minecraft 1.4.2, Minecraft 1.4.6, Minecraft 1.5.1, Minecraft 1.5.2, Minecraft 1.6.2, Minecraft 1.6.4, Minecraft 13w38a, Minecraft 13w38b, Minecraft 13w38c, Minecraft 1.7.1, Minecraft 1.7.2, Minecraft 1.7.4, Minecraft 1.7.5, Minecraft 14w11b, Minecraft 1.7.9, Minecraft 14w33c, Minecraft 1.8, Minecraft 1.8.1-pre3, Minecraft 1.8.1-pre5, Minecraft 1.8.1, Minecraft 1.8.3, Minecraft 1.8.7, Minecraft 1.8.9, Minecraft 1.9, Minecraft 1.10.2, Minecraft 16w40a, Minecraft 17w06a, Minecraft 1.12
(this bug only started affecting singleplayer in 1.7.4 (the first bug report) due to chunk loading being made dependent on render distance - why not do what Optifine does in 1.6.4 and limit the minimum chunk load distance to 10 but allow it to go higher as needed? Or, you know, actually fix the bug by making mob despawn distance (viewdistance - 2) * 16 blocks, with a maximum of 128 and a minimum view distance of perhaps 5 so mobs are active within a reasonable range on 2-4 chunk render distance; the current minimum used by the server is 3, which only allows entities to be ticked within a 3x3 chunk area around the chunk the player is in)
The first issue may also have to do with the fact that the client does not wait for the internal server to shut down (a longer shutdown time due to deoptimized code could be why it is far more common since 1.8) - which has an extremely simple fix (just make the client wait for the server to fully shut down before letting you do anything else), which also fixes numerous other bugs, such as worlds not deleting properly or worlds simply disappearing from the saves menu (again, without a crash or improper shutdown; if you quit the game normally while the server is still saving it is the same as forcibly closing it).
And, of course, the more features that are added the more bugs pop up.
Oct 10, 2017Mastermined posted a message on The Twitcher; a parasitic mob that will cling to you until it diesPosted in: Suggestions
The End is pretty bland. I propose we change that by adding some new challenges.
The Twitcher is a humanoid mob about the same size of a player, but much lankier and deformed. When it moves, it Twitches, hence the name. They spawn commonly in those large rooms in End Cities, and more rarely in the Outer End itself, about as rare as a Witch.
The Twitcher moves by crawling over the floor, as it cannot support itself as long as it is not latched onto a Minecraft player.
You read that right. As soon as a Twitcher spots you, it will slowly start stalking the Player, hungrily. After approximately 14
monthsseconds, it will suddenly pounce on top of the Minecraft player, and attach itself to the Minecraft player. Once attached, there is no way to remove a Twitcher for the Minecraft player. They're stuck with it until they leave the End.
The Twitcher doesn't really cause any damage, but it obscures your vision and slows you down, so it is mostly an unnecessary hassle the Minecraft player will have to deal with until they stop playing.
I reskinned a Zombie in MS Paint to give you an idea of what a Twitcher looks like.
Please leave any comments to add to or improve my idea. Constructive criticism is heavily
Edit 1: as CosmicjLightning pointed out I forgot to give this abomination of the End some health. Because of their annoying tactics, and generally cowardice way of behaving, I'd figure they don't have a very high health stat. This would also give Minecraft Players a chance to fight off a Twitcher before it strikes them, though it will still latch onto unsuspeting Minecrafters, or people who don't care about it being there.
I'd say 8 health points, or 4 hearts of health is fair. That's half as much as a Spider's health, for reference.
Edit 2: Courtesy of yoshi9048, you will also be able to remove a Twitcher that has attached itself to you by setting yourself on fire. The warmth of the fire and the bright light is enough to scare away a Twitcher, which feels most at home in cold, damp darkness.
Jan 13, 2012sonicether posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.10 via OptiFine]Posted in: Minecraft Mods
Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
Please read this entire post before attempting an install or posting about a bug.
Development news is posted on my Facebook/Twitter page: http://www.facebook.com/SonicEther
If you would like to access beta and experimental versions of SEUS Renewed and support the development of SEUS, check out my Patreon page: https://www.patreon.com/sonicether
SEUS Renewed (COMING SOON) screenshots!
Setup (PLEASE READ)
OptiFine has taken over shader support for Minecraft. Go download and install OptiFine first!
You need to install this mod to use my shaderpack!
Once you've got OptiFine installed, to use a shaderpack, follow these instructions.
1. Navigate to your .minecraft folder (google is your friend if you don't know how to do this).2. Create a new folder called shaderpacks (without capital letters) if it isn't already there.3. Go download my shaderpack "Sonic Ether's Unbelievable Shaders" from below and place the shaderpack in this directory.4. Valid shaderpacks include .fsh and .vsh files that the Shaders Mod reads to tell your GPU what to do during runtime. These files must be in a folder named shaders within any shaderpack. Shaderpacks may only be uncompressed folders or .zip files.
The following is an example of the file layout possibilities for the shaderpack Sonic Ether's Unbelievable Shaders v10.1 Ultra.minecraft/shaderpacks/SEUS v10.1 Ultra/shaders/[.fsh and .vsh shader files here]or.minecraft/shaderpacks/SEUS v10.1 Ultra.zip/shaders/[.fsh and .vsh shader files here]
If this layout is not respected, your installed shaderpacks will not work. This is the first thing youshould check if your game looks like vanilla Minecraft.
5. In Minecraft, go to Options > Video Settings > Shaders. Here you will see a list of your currently installed shaderpacks. Select a shaderpack by clicking on it.
6. In Options > Video Settings > Shaders, make sure that "Old Lighting" is On or Default for v11.0, and Off for older versions of SEUS.
7. Click Shader Options in the bottom right corner of the Shaders selection screen (for v11.0 only) to setup SEUS-specific options. Here you can choose from Low, Medium, High, Ultra, and Extreme profiles, as well as tweak any individual option to suit your needs!
Sonic Ether's Unbelievable Shaders
SEUS v11.0 (DOWNLOAD)
-Tweak Shader Options to adjust SEUS v11.0 based on your hardware!
-Variable Penumbra Soft Shadows
-Proper rendering of transparent objects
-Proper light absorption through stained glass
-Stained glass colored shadows
-New volumetric clouds
-New water rendering
-Crepuscular rays (volumetric light rays)
-Vastly improved shadow and GI render distance
-Automatic exposure adjustment based on average brightness
-New tonemapping operator
-More natural/realistic lighting values
-New BRDF for diffuse and specular lighting
-Spider/Enderman eyes no longer look glitched
-Lots of other improvements!
SEUS v10.2 Preview 1
SEUS v10.2 Preview 1 Ultra (work in-progress)-Single bounce diffuse global illumination from sunlight!-SSAO-Fixed day/night cycle-Various other bug fixes
SEUS v10.1 Lite Coming Soon...
Some issues have been fixed from Preview 1. Some new features have been added.-Puddles form when it rains and create reflections. This effect is meant to be seen when using a resource pack with normal maps. Go download ChromaHills which has normal maps.
-New procedural clouds rendered directly in the sky and in reflections (transcending screen-space)-Cloud shadows. When clouds are covering the sun, direct sunlight dims.-Torchlight color is much more mellow and less orange.-Better specular highlights from sunlight when a texture pack with specular maps is used.-"Smooth lighting" reverted back to old rendering mode.-Tonemapping adjustments-Overall less harsh outdoor lighting
This preview version still has some issues but is overall faster and improved over v10.0. A full release of v10.1 will be released soon. It has not been tested for use with OptiFine.
LEGACY VERSIONS:SEUS v10 RC7 Ultra
SEUS v10 RC7 Ultra (1.6.2 compatible)
SEUS v10 RC6 Ultra
SEUS v10 RC5 Ultra
SEUS v10 RC4 Ultra
SEUS v10 RC3 Ultra
SEUS v08 Lite
SEUS v08 Standard
SEUS v08 Ultra
Once the mod is properly installed, there are a few things you can do to ensure maximum performance.
-Run the game in a smaller resolution in full-screen
-Lower your render distance
-When OptiFine is installed, try toggling "Options > Video Settings > Performance > Smooth FPS:". "ON" gives more responsive input and more steady fps, but likely lower maximum FPS.
Reporting an Issue
If this mod is giving you unusual results, please make sure that you installed everything correctly first.
If you are using this mod on a Mac, I'm sorry to say that I am powerless to provide Mac support. I apologize.
I can't help you if you don't provide these details:
-Describe your issue thoroughly. Provide a screenshot or video if you can.
-Describe your system specs. If you forget this step, I cannot help in any way.
-Setup your SEUS Magic Launcher configuration and check "Enable Log" at the bottom left of the window. Save the configuration, run the game, and paste the log as a
-Describe the shaderpack, GLSL Shaders mod version, and Minecraft version that you are running when encountering this issue.
Oct 14, 2017Posted in: Discussion
The Horses in Vanilla Minecraft were actually made/perfected by Dr Zhark. That's why he was credited, he joined the Mojang team to help them implement and balance horses, because they felt the Mo'Creatures horses were so well built.
Nothing is stopping Mojang from implementing what they want to implement. Even the Turtle thing all comes down to Jeb_'s personal tastes. If they really want to add turtles, it doesn't matter in the slightest Mo'Creatures already has them. Same with any other mob Mo'Creatures adds.
Oct 12, 2017fishg posted a message on Speed Potions should effect ladders and swimming too.Posted in: Suggestions
This is a small suggestion, so it might fare better on the small suggestion thread rather than on its own. Still, it makes sense and should be added. I would suggest it only increases the speed by about 50% though.
Oct 11, 2017Posted in: Discussion
The problem is audience too. Pardon me for saying this, but these days the averange minecraft player is MUCH younger than they used to be. The mindset on what they want (putting effort vs instant gratification) is very different from what was.
Oct 10, 2017AMPPL50 posted a message on The Twitcher; a parasitic mob that will cling to you until it diesPosted in: Suggestions
I found this to be hilarious, as it's obviously a complaint against the Twitch merge.
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