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    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!
    Quick question - what kind of a buffer do LXP Collectors have? I had a simple Enderman fall trap with a tier 5 shard and catalyzer, getting XP with the Collector. The Collector was feeding into a liquid tessaract and then into a Quantum Tank. Well, I turned off the farm a few days ago, when my tank had around 70 million XP, and still today I am getting XP - at this point I'm at 400 million.


    Just hit 700 million.
    Posted in: Minecraft Mods
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    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!
    Quick question - what kind of a buffer do LXP Collectors have? I had a simple Enderman fall trap with a tier 5 shard and catalyzer, getting XP with the Collector. The Collector was feeding into a liquid tessaract and then into a Quantum Tank. Well, I turned off the farm a few days ago, when my tank had around 70 million XP, and still today I am getting XP - at this point I'm at 400 million.
    Posted in: Minecraft Mods
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    posted a message on Minecraft stops nondescriptly on SSP/SMP join
    Bump.
    Posted in: Mods Discussion
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    posted a message on Minecraft stops nondescriptly on SSP/SMP join
    When I try to get onto singleplayer or join a multiplayer server, Minecraft freezes on the dirt screen.

    I'm using a modpack with 87 mods on 1.4.7 on OSX 10.7.4 and 10.8.x. Graphics card is not the issue, as it works on the same computer booted into Windows 7 when it does not work on the Mac side. I'm using MultiMC 4.3.0. Java 1.6.0 on OSX, 1.7 on Windows. I attempted to run Minecraft with Java 1.7 on my Mac, did not work, so that could be the issue. It is not running out of memory.

    The log is here:
    http://paste.ubuntu.com/1497698/

    The log contains the list of mods used.


    Any ideas folks? I would love to get this to work.
    Posted in: Mods Discussion
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    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Gzip output from .NET programs always seems to include extra data after the first gzip "member". In MCEdit, I have to work around this by using zlib directly instead of working with GzipFile. The latter always throws an error when it comes to the extra data even though it just read the first member correctly. I'm pretty sure my workaround is wrong because what I do is strip off a fixed length gzip header and pass the remainder to zlib.decompress(). Gzip headers don't have a fixed length; I need to compute the length from the header's "flags" field or else try to patch GzipFile to ignore the trailing data instead of trying to interpret it as a second gzip "member".

    I hope that makes sense.


    So what about Python's gzip? TkTech says pynbt produces compatible compressed NBT's using gzip. But nbt2yaml can't do it, and it's also using Python's gzip. And if I don't use compression with nbt2yaml, it works. Very strange.


    jaquadro, thanks! :D
    Posted in: Minecraft Tools
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    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    I guess I will code my own NBT editor with your python library :P . I even tried twoolie's NBT library - no good. But really, since something like only 3 editors out of every single one that I tried is compatible, would it be possible to make MCEdit more lenient toward schematic files?
    Posted in: Minecraft Tools
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    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    In every NBT editor I've used, to edit schematics, besides NBTedit, I get this error:
    I don't know how to import this file: schem.schematic.
    
    LoadingError(('Multiple errors encountered', AssertionError('Data is not a TAG_Compound (found 64)',), IOError('MCJavaLevel attempted for smaller than 64 blocks cubed',)), <traceback object at 0x10e7dc638>)

    I tried NBTedit, NBTexplrorer 2.0.2, NBTexplorer 1.x, and nbt2yaml. The only one that works is NBTedit, and that's the only one which doesn't work well enough with mono. So, what's the issue? Using MCEdit 0.1.3.

    Edit: This doesn't save. Neinedit can't add data, only edit. mc-nbt-edit is entirely incapable. This saves compatibly, but you can't add data, only edit. This doesn't load files on mac. This can only edit, not add.
    Posted in: Minecraft Tools
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    posted a message on Why aren't my mushrooms spreading?
    pippy8888, it's fairly large (70 mb), so unless you think you could really help me out I won't upload.

    FunkyGeek, I think it's been established that light level doesn't change anything as long as it's less than 12. I haven't seen this seven light level thing anywhere.

    Dan10105, the chunk is always loaded when I've tried. It's just so damn slow.



    Can anyone link me to any info on rates of mushroom spawning, or any efficient designs? I haven't seen anything like I've seen with, say, sugar cane.
    Posted in: Survival Mode
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    posted a message on Why aren't my mushrooms spreading?
    Alright, I spread it out. 9 in between each. They're very slow to spread though, so I'll have to resort to giant shrooms if I actually need mushrooms. That, or make a much larger farm.
    Posted in: Survival Mode
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    posted a message on Why aren't my mushrooms spreading?
    endermenarecreepy, Epicness1324, It says here it has to be light level <=12, so="" light="" shouldn't="" be="" an="">

    Dan10105, I will try removing a few mushrooms to see if they spread faster. Annoyingly, after about an hour, I did get 2 red mushrooms, one of which was directly adjacent to a brown. Natural spawn?
    Posted in: Survival Mode
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    posted a message on Why aren't my mushrooms spreading?
    I made a farm for mushrooms that looks like this:







    There should be a roof on top but I removed that for the screenshots. The light level on the mycelium is a maximum of 9. I left minecraft open for a half hour while I was standing right where I took the screenshot from. No mushrooms spread!
    Posted in: Survival Mode
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    posted a message on Help with a mob farm (moving mobs)
    I prefer having them in a 1 block area. I can kill them easily with suffocation, and I can stop mobs from coming in with a single piston. And I don't have to move around.

    Plus, I'd have to make it a 3x3 hole because 2x2 couldn't be centered. Thanks, though; I'll keep in mind the phantom piston heads and mob suffocation.
    Posted in: Creative Mode
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    posted a message on Help with a mob farm (moving mobs)
    That's basically what I did. All of the mobs have to be directed into a 1x1x2h area, so at some point or other I have to push them with pistons if I make the hole larger.
    Posted in: Creative Mode
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    posted a message on Help with a mob farm (moving mobs)
    Alright, I'm using pistons, similar to Etho's blaze farm.



    Works very well.
    Posted in: Creative Mode
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    posted a message on Help with a mob farm (moving mobs)
    So I put together this mob farm, which simply has 4 spawners equally spaced around a center point. The floor is covered in water, and all of the mobs are supposed to fall in a hole in the center, which is where the water is pushing them. However, it takes some time for the mobs to fall into the hole, because they push each other. Two screenshots:
    With mobs:


    empty:





    So my question is what is the most efficient way to get them down that hole? (or another idea like pushing them up)
    Posted in: Creative Mode
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