I'm not too keen on this 14w04a update since it frequently plays at 25fps on my PC (Minecraft normally played at 60fps+ up to 14w03b). The low framerate makes it hard to do basic things, like dig or jump... I'll wait until 14w04b comes out before checking out the new things the villagers do, hopefully the low framerate issue is resolved by then.
Implementing the mod API would be nice too... I tried modding for a while but got tired of porting my code to updated versions of Minecraft as the versions changed, and it killed my desire to mod (I really appreciate the dedication of the modders out there that keep hammering away while Minecraft keeps changing). I'll try again when I can write something that will continue to work when future versions of Minecraft arrive (in other words, after the mod API arrives).
I hope my comments don't sound too negative, because overall I think Minecraft is an awesome game. Keep up the good work!
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I've been banging my head on some code I'm trying to get to work in 'onNeighborBlockChange', and I found out the below code doesn't work either...
What I was expecting was the 'if' statement to be true; however, the statement remained false and I didn't get anything to happen when I got the metadata, or'd 32 to it, set it into the block's metadata, then immediately called that data and looked to see if the 32 had indeed been or'd into the metadata. I even tried making the metadata equal 32, then fetch it again to see if it still equalled 32 and it didn't. Is there something I'm overlooking, and if so, what do I need to do to make this work?
Thanks in advance for the help!
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You can see from the above that I can load up 'myVar' by using bitwise operators, and then later use similar operators to view whether the previous operations had been used to make the conditional statements 'true' or 'false'. How would you recommend taking advantage of metaData or tile entities to do something similar to the above? I'm definitely open to suggestions!
Thanks in advance for the info!
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This is a very simplified version of what I'm trying to do. What's happening is, if I do something in game to change the value of 'myVariable' in any instance of the block BlockFlatBlock in the game world, the variable 'myVariable' changes for ALL of the instances of BlockFlatBlock! How do I make it so 'myVariable' changes only for the single block in which it has changed?
Thanks for the info!
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Thanks in advance for the info!
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Here's the code for my mod...
Right now I'm just trying to figure out how to get the texture on the top of this block to point in a direction based on what direction the player is facing when he or she puts the block on the ground. I'll figure what to make it do after that, but one step at a time... Thanks in advance for the help!
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As awesome as your elevator mod is in itself, I'd still like to offer a couple of suggestions...
- Make the 'snap player to elevator block' an option. It's probably not necessary if the elevator is a big one or if the elevator is completely enclosed in an elevator shaft. Unless you've been having collision problems while the player is riding up the elevator (falling through elevator, snapping off to the side of the elevator, etc)... I've only played with v.1.3.1, so I'm not sure what bugs you were fighting before you decided to use the 'snap to elevator' idea, but if it's possible to make 'snap player to elevator block' an option then that would be really cool.
- Make the recall switch behave the same as when you right-click (use) the elevator block if you are already standing on an elevator block. That way you can put a recall switch in an elevator shaft and then interact with it instead of having to use the elevator block directly.
That's all I have for ideas, everything else about it is frickin' awesome. Thanks for the elevator mod!
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Hope that works!
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AMD ATI Drivers
Follow the prompts and see if you can download and install the latest drivers. Looks like that's an older card, so it's possible that the latest drivers still won't support the version of OpenGL on which Minecraft has been coded. But I have a NVidia card that's about as old as your vid card and it runs Minecraft just fine... Either way, it shouldn't hurt to try. Good luck!
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I'm not Vulcan, nor am I a Trekkie (or at least, a hardcore one) :tongue.gif:
We need to find out what video card is in your computer... If you're running Windows, click 'Start' and 'Run', then type in 'dxdiag' and click OK. When DirectX Diags run, click on the 'Display' tab and look at the Name of your vid card; on my work PC, it's an "Intel 4 Series Express Chipset Family" (don't tell work I'm playing around on the Minecraft forum). Tell me what DXDiag says and I'll try to find a link for you.
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# The crash happened outside the Java Virtual Machine in native code.
Java install is OK, but something else is crashing the application?
# Problematic frame:
# C [atioglx1.dll+0x3fb4c7]
atioglx1.dll = ATI OpenGL library, maybe it's out of date?
Try to scout down an updated video driver for your vid card and install it. If that doesn't work, reinstall Java Runtime Environment too. If THAT doesn't work, spill soda on this computer too and use that excuse to buy another computer :wink.gif:
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Nevermind the chicken... Everyone's a critic.
You'll notice how the note blocks are put in the redstone loop on every other torch (instead of every torch). This is because the note blocks are triggered when the torch is switched 'on'. You can experiment by putting a note block on every torch and listening to what happens, you might be able to put that effect into your own song!
You'll also notice how the note block's redstone dust trail is directed at the torch itself, rather than sharing the dust that switches on the next redstone torch; If you try to share the redstone dust with the next torch, the redstone dust trail will go directly to the note block instead of also switching the next torch. If that happens, the loop will end there and your song will stop. You can get it to work by sharing redstone dust with the next torch, but I wanted to make this tutorial as simple and straightforward as possible.
Play around and experiment with what you see in the video and you'll be making music in no time. Make a giant loop, or zig-zag back and forth to make use of as small of a space as possible. My music tower uses this exact same loop, and I use up to four note blocks together to make chords and percussion (melody blocks are placed on top of dirt, bass blocks are placed on top of wood blocks, and percussion blocks are placed on top of soul sand).
Hope that helps!
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I'd make a tutorial map if I knew how... Whenever I look at my savegame folder it consists of a bazillion subfolders, and I'm not sure how to share that.
But making looping songs is pretty easy, just string together a bunch of repeaters and tap off the 'normally off' torches in the repeater to trigger note blocks. Bring the repeater around back to the first to loop the whole thing. Start the loop by triggering the first bit of redstone dust with a redstone torch, then stop it by breaking the redstone dust path (or use a redstone torch to keep the dust in an 'on' state and break the loop).