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    posted a message on Chunks aren't loading correctly in 1.3?
    Same thing here.
    It seems to load 3 or 4 chunks away from my position and that's it.
    Through mods I made it so the render distance was higher, but it had no effect whatsoever.
    Chunks are loading only when I pause or when I move close to them ( 3/4 as stated above ).
    Posted in: Legacy Support
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    posted a message on Baby heads might be smaller!
    Horray for Jeb being less stubborn than Notch.
    I still fail to understand how huge heads = cute ...
    There are times when you can't even see their bodies and they look like floating heads.



    OMG SO CUTE *_*
    Posted in: 1.1 Update Discussion
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    posted a message on Bone should only produce 1 bonemeal
    I'm actually more concerned about bones being so usefull when compared to all the other, overlooked, monster's drops.
    Posted in: 1.1 Update Discussion
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    posted a message on The explanation for Ocelots
    Quote from Altoid2

    I totally didn't type that on the first page of this thread. Not at all. Nope.


    Didn't read :sad.gif:
    Ninja'd then.
    Posted in: 1.1 Update Discussion
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    posted a message on The explanation for Ocelots
    It's because cats are pussies.

    /pun
    Posted in: 1.1 Update Discussion
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    posted a message on Are you kidding me
    Quote from KyoShinda

    Well, if minecraft ever gets cable tv in-game, you'll have to think twice about keeping a dog, they might chew up the cords.


    C'mon, you can't win a cat vs dog argument. :biggrin.gif:
    Lol'd btw.

    Quote from spiderwelll

    You got that the wrong way round!

    We all know dogs have owners and cats have slaves


    And ri-lol'd
    Posted in: 1.1 Update Discussion
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    posted a message on Are you kidding me
    Well, cats are stupid and pointless in RL too, so it's fitting, I guess.
    Get a dog dude, they are clearly better.
    Posted in: 1.1 Update Discussion
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    posted a message on I guess it's an Ocelot?
    Quote from MINER NOT MINOR

    That mystery mob is definitely not an Ocelot, not even close... :rolleyes:




    Almost two pages before anyone made the connection.
    Cmon now guise.

    Also, it's a marsupilami obviously.
    Posted in: 1.1 Update Discussion
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    posted a message on Nice work, jeb
    I don't think "smart" is the correct term.
    They are more "all-knowing" than anything, since they can solve mazes with no hesitation.
    But this is already being addressed anyway.
    Posted in: 1.1 Update Discussion
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    posted a message on I give you, the Tundrgle biome...
    Quote from Twisted Master

    They also need to fix the way rivers flow through biomes. I mean, have you ever found a river in a desert or mountain biome that doesn't dry up every 10 or so blocks 'cause the height difference is too big? I've seen this problem in jungle biomes as well. You sit in your boat and follow the river for a while and then it suddenly ends and reappears a few blocks away. Now you have to get out, get some logs and make another boat to continue your journey. And then it happens again and again and again 'til you just say "Screw it, I'll walk". The rivers aren't even rivers in some areas, they're just series of ponds! Please fix this Mojang...


    Necromancer lvl 100 here.

    People are complaining both that biomes positioning defies logic, and that rivers are buggy.
    The solution for both problems was posted on reddit 3 months ago.

    http://i.imgur.com/08Pga.jpg

    As AbouBenAdhem ( the OP ) wrote, biomes placement could simply be based on rivers, thus making the whole world more coherent.

    Notch about this said "unless this provides gameplay advantages, it's unlikely to make it into the game."
    Try asking Jeb then :'D
    Posted in: 1.1 Update Discussion
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    posted a message on I give you, the Tundrgle biome...
    Quote from Jefferist

    Yes, but in that situation you don't have to start over, there is simply more gear to get; which is how patches in minecraft should work. You don't have to rebuild from the ground up, you simply have more to build and explore.


    I see your point.
    Personally the current patch system suits my needs, I can see this being an issue if one is attempting to build huge worlds.

    Still, I don't understand how could you achieve it without modifying the existing world while favoring exploration.
    You can't just place them on chunks that were never created : you'd come to a point where you won't be "allowed" to explore too much, otherwise these new features would progressively spawn further and further from your original creations, destroying the purpose of retro-compatiblity.
    Also Mc players are really susceptible when it comes to changing existing landscapes, so making it so that certain chunks gets replaced by others isn't a solution either.
    MCedit is both unofficial and not the most refined of the solutions to the problem. It does its job but the capability to move existing structures on new world it's not that convincing.

    Maybe by adding faster methods of traveling, by land or sea, through teleports, or by increasing the nether-overworld 1:8 scale, you could use the first method, but meh... doesn't seem right to me.


    Eager to hear what's your solution to the problem thou.
    Posted in: 1.1 Update Discussion
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    posted a message on I give you, the Tundrgle biome...
    Quote from Stapledon

    Which was perfectly understandable when the game was in alpha/beta stages, but now that it's officially released it's more of an issue. A lot of people don't want to have to start over every time there's an update, that gets boring fast.

    Imagine having your characters wiped in MMO's or on BF3 every time they patch something.


    Happens periodically in games like Wow, where you have to grind stuff again the moment new content comes out.
    Still there's at least a 5 month delay between each patch. Which is "ok" since by that time you'd probably be bored with the game.

    I could recognize this as an issue if the time elapsed between patches was shorter, but 3/4 months for each patch seems fair enough to me. ( Hopefully they'll keep the current trend, maybe delaying official patches just a little bit more )
    Posted in: 1.1 Update Discussion
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    posted a message on What Jungle content should be added?
    Music and ambience sounds, jungle animals.

    Also, fun and games *wink*
    Posted in: 1.1 Update Discussion
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    posted a message on New sheep mechanics
    Quote from bobri

    Ok, before I start let me say this..

    I love the way sheep regrow their wool. I like the way they eat grass instead of tall grass and I love the eating animation they have.

    But I have noticed that since the update when ever I shear my sheep I usually only get 1 or 2 wool blocks now instead of 4 or so that I used to normally get. I still get 4 occasionally but no where near as much as I used to.

    So, have the shears been changed to drop less wool to balance the fact that you don't need to breed sheep to get more wool now, or have I just been incredibly unlucky so far?


    Balance change yes.
    Posted in: 1.1 Update Discussion
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    posted a message on Full Hunger Health Regeneration
    I saw a nice hunger food setup in a terraria mod ... I guess.
    You basically had to keep the hunger level somewhere in the middle, otherwise you'd suffer hunger or you'd be full.
    Didn't investigate further but I guess hunger depletes health and the other one slows you down.

    Anyway, I think it's hunger regeneration is kinda too fast. Personally I'd bring it down a bit, add a couple of high tier foods (like golden apples), and make potions a little more accessible, probably by changing the recipe for brewing stands and adding some low tier potions craftable with "overworld" materials.
    Posted in: Discussion
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