Are you serious? The bats are eh..., but WITCHES? What the hell is this game becoming? It was so much better as a sandbox survival game, but it's turning into an RPG. C'mon, a three-headed skull monster that shoots explosive miniskulls is bad enough, let alone a witch (has to be the most clichéd evil character ever). Ever since 1.0.0, this game has been going downhill. Floating clouds of firey metal rods, cavemen with a severe case of inflammatory sinusitis, and purple islands with cows that have a systemic fungal infection, not to mention a block that calls down some heavenly light and more or less puts you on steroids in exchange for some shiny rocks. I know I'll get flamed for my OPINION, and get spammed with, "YU DONT HAF TO DO DOSE DINGS IV YOO DOANT WANNAH!!!11!!1!!," but my point still stands. Regardless, I just feel Mojang is running out of ideas, and adding weird things like witches and bats, and changing the sounds to make it seem like, "A WHOLE NEW GAME!!!! :D." Just remember before/if responding to me, that this is my OPINION.
~blargh555
- blargh555
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Member for 12 years, 8 months, and 26 days
Last active Sat, Jan, 31 2015 17:43:38
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Aug 9, 2012blargh555 posted a message on 12w32a Snapshot Ready for TestingSigh... The 1.3 snapshots were bad enough. Now, ARMORED BABY ZOMBIES? What is the world coming to?Posted in: News
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Aug 1, 2012blargh555 posted a message on 1.3.1 is Now Live!Really Mojang? The update was fine, but now you had to spoil it by adding something like the TNT nerf on Peaceful, and not being able to push people on SMP. There are always so few updates that I genuinely enjoy; 1.7.3, 1.8.1, and 1.2.4. This was already a bit dodgy with the ripoff of Enderchests, and the carbon-copy desert villages, but the above two points really ruined it for me. And I know SOME people would say, "OH, YU SHULD BE GRATEFULL FOR NO MOAR TNT DAMAJ," or, "YOO DONT HAF TU DU ANI OFF THEES THINGS IFF YOO DONT WANT TOO," but I live in a free country, and this is me expressing my opinion.Posted in: News
~blargh555 -
May 24, 2012blargh555 posted a message on Snapshot 12w21a Available for TestingWhy Mojang? Just, why?Posted in: News
There's already an EnderStorage mod, which is ten times (actually 4096 times since it has three colorable slots) better than these pieces of junk, and the dispensers are starting to copy RedPower2's deployers. And the currency...why emeralds? No one, not primitive tribes nor advanced societies, use emeralds as currency. RedPower has emeralds already too. If Mojang wants to make a trading system, do it with bartering (not with gems) or make gold nuggets the currency. At least some people use gold as a form of money. And even though the red colored ore is a bug/ruby's texture (no need for rubies either), I'm assuming that the emerald texture will be similar, and it's just disgusting to look at.
And I don't know if this is from today's snapshot or an earlier one but, why with SSP worlds acting as servers? Now if you need to take a break or pause for a few seconds, you're screwed! Imagine pausing in a unlit cave, and coming back to a creeper's crater, your scattered possesions, and a "You Died!" screen. If it was me, I'd be pretty pissed. Can't you just make a button under the settings that turns on the server functionality, instead of it being on by default and unchangeable?
And I don't want to rant for too long but, do the desert villages have to be exact copies of the regular ones? IMHO, they should at least have a new layout or different style of buildings. Maybe huts, or something similar, made of sandstone bricks, or maybe just the new sandstone blocks.
Personally, I think Minecraft has been heading in the wrong direction. I know no one cares about my opinion, but (and I'm not blaming anyone when I say this) I think everything in the recent snapshots (i.e. after 1.2.5), with the exception of the "pyramids", is a bunch of garbage. I know hard work was put into it, but seriously? Copying mods and failing in the process, plus other useless/unneeded features isn't exactly what I look for in an update. I know I don't have to do/make/explore any of the new additions, but I feel Mojang is running out of ideas. They should just be focused on getting the Mod API up and running and just stop updating unless it's something major, like the desert ruins/"pyramids". In my opinion, the only decent additions to Minecraft recently have been the Cacao pods, the "pyramids", and the change in gravel's texture (although I use a texture pack so it won't affect me).
Thank you for respectfully listening to me/flaming me/reporting me about my viewpoints.
-blargh555 - To post a comment, please login.
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When you begin working on the Mutant Squid, try making it like the Watcher in the Water from Lord of the Rings. Could be really awesome!
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Log:
(Following segment appears twice, but doesn't appear linked to the error)
------------------------------------------------------------------------------------------------------------------
(The following does seem to be related to the error though)
This is without any other mods besides a fresh version of "Electrodynamics-Alpha-0.1.1.3.jar" and the most recent version of Forge. Seems to be linked to voidstone ore. Any ideas?
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I've sort of resigned myself to the same conclusion. However, a mod I've been rather actively following is the Electrodynamics mod (previously known as Nano Circuits). It's in alpha, but there are already lots of cool features. Some of those include working "red alloy" wire and bundled cable, something similar to frames, and even a redstone emitter. This is probably going to be my choice for a RedPower successor, and think it's worth checking out. On top of all that, the developers are friendly and active in responding to comments and providing sneak peaks and such.
http://www.minecraftforum.net/topic/1321755-electrodynamics-0133-updated-to-162/
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I seem to be getting a ConcurrentModificationException at random times. I first experienced it when attempting to peel the bark off a rubber tree. The game just froze, but didn't crash. I had to force quit MC and reload the world, which was fine, and the tree's bark was peeled. Same thing happened when trying to insert the tree tap and bucket. The only mods I was using are Electrodynamics, Biomes o' Plenty, and Carptenter's Blocks, with the latest version of Forge. The crash log reads as follows:
---- Minecraft Crash Report ----
// I bet Cylons wouldn't have this problem.
Time: 7/23/13 8:49 PM
Description: Exception ticking world
java.util.ConcurrentModificationException
at java.util.HashMap$Haerator.nextEntry(HashMap.java:793)
at java.util.HashMap$KeyIterator.next(HashMap.java:828)
at net.minecraft.world.gen.ChunkProviderServer.func_73156_b(ChunkProviderServer.java:322)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:179)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:655)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.util.HashMap$Haerator.nextEntry(HashMap.java:793)
at java.util.HashMap$KeyIterator.next(HashMap.java:828)
at net.minecraft.world.gen.ChunkProviderServer.func_73156_b(ChunkProviderServer.java:322)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:179)
-- Affected level --
Details:
Level name: Electrodynamics
All players: 0 total; []
Chunk stats: ServerChunkCache: 1118 Drop: 438
Level seed: 7940182802175922355
Level generator: ID 04 - BIOMESOP, ver 0. Features enabled: true
Level generator options:
Level spawn location: World: (328,64,369), Chunk: (at 8,4,1 in 20,23; contains blocks 320,0,368 to 335,255,383), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 8278 game time, 8278 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 88795 (now: false), thunder time: 110107 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:655)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Mac OS X (x86_64) version 10.8.4
Java Version: 1.6.0_51, Apple Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 112841176 bytes (107 MB) / 327565312 bytes (312 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 1 total; -Xmx1G
AABB Pool Size: 5606 (313936 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 59
FML: MCP v8.04 FML v6.2.35.803 Minecraft Forge 9.10.0.803 7 mods loaded, 7 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{6.2.35.803} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{9.10.0.803} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BetterGrassAndLeavesMod{1.6.2.A} [Better Grass & Leaves Mod] (BetterGrassAndLeavesMod[v1.6.2.A].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BiomesOPlenty{0.5.7} [Biomes O' Plenty] (Biomes-O-Plenty-0.5.7-1.6.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CarpentersBlocks{v1.53} [Carpenter's Blocks] (Carpenter's Blocks v1.53 - MC 1.6+.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ED{@VERSION@} [Electrodynamics - Core] (Electrodynamics-Alpha-0.1.3.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 2031 (113736 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Hope the info is sufficient to help squash whatever bug I stumbled upon or point out how I screwed up.
P.S. - The redstone emitter is THE BEST, but it seems to only activate the block it's pointed at, not actually power it. I can power redstone dust for example, but only the dust I aimed at is powered, not any others connected to it. Other than that it's awesome!
Edit: Also, 'nother bug report. My crash log was all wonky, but putting the "backtrack" module into the chestplate is not advised.
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I love you...
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Edit: Nvm, must've been a forum mod
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Maybe you would be able to use a tool or device to break them down into the aspect they represent.
Or maybe...a wisp launcher, that fires wisps like rockets, which would cause certain effects based on their aspect!
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Of course not all aspects could be weaponized. Some, like Flos or Fungus would cause flowers and mushrooms to sprout, dirt turning to grass and mycelium, respectively. Others even, could be used in armor. Aura would make the player jump higher and suffer reduced fall-damage, while Tutamen would decrease the damage received. In this seting, Ignis could create a 'shield' of flame that sets attackers on fire, and Venenum would poison them.
Aspects could even effect Vanilla mechanics; high Messis would cause crops to grow faster, Lignum would allow saplings to grow taller, Herba could let tendrils of leaves grow out from their parent trees, and vines would grow to the ground. Bestiola would allow Spiders to place webs occaisionally when the walked. Bestia would cause animals to have litters rather than single offspring when they mated. Cognitio could reduce enchantment costs, Carus would slowly change iron ore to gold to diamond to emerald (slowly, of course), Corpus would increase the meat drops of animals, Fabrico could occaisionally cause a crafting recipe to not consume the resources. Fractus would slowly cause stone and stone brick to become cobblestone to gravel to sand. Instrumentum: An 'unbreaking' effect. Imperito: The player sometimes loses control of his movement. Lux: No mob spawns during night; Tenebris: Mob spawns during day. I could go on for a loooooong time (and it seems I have) but I'll stop myself here so everyone can actually finish reading my post.
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Perhaps a work-around to the large number of patterns is to have only one blank pattern and instead of locating the input pattern, you can set the input required for the output. Basically, when placed, the ROM would start off with one blank input row that covers all 16 colors of wire. Then, you could toggle each color of each row on or off (the same way as the output), and then set the output's colors. Finally, there would also be a button or other mechanism to add a new row of inputs. Whether I was clear enough or not, that's just an interesting idea I had. Feel free to use or disregard it!
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I do have a question however; do you see plans in the future to have the PCBs and other devices interact with computers? It seems like a logical step, but I'm sure many people have an acute distaste for Forth like myself. Perhaps, it would be interesting to have NCM devices cooperate with ComputerCraft computers/turtles, Lua being much more surmountable than Forth.
Something else I'm curious about is how these cicuits would interact with the normal redstone-controlled machinery. Would there be only one output per circuit face? Could they interact with bundled cable/ribbon cable (yuck, ribbon cable interaction = Forth interaction (I don't like Forth, have I made that apparent? ))? Could you stitch them together by placing multiple PCBs in a possibly higher-tier machine (don't know how CPU-intensive that would be )? Don't want to overwhelm you with questions, but I'm interested!
Regardless of what you decide upon, I have the best wishes for this mod. I would love to help if I could, but my Java skills are limited at best (plus I've never modded ). Nevertheless, I will continue to follow this mod's deveopment as long as it someone is willing to continue it. Sorry for my essay-esque response. I wish you the best of luck!
Edit: Didn't think I used that many emoticons...
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Crash Log:
at iv.a(NetServerHandler.java:639)
at fk.a(SourceFile:58)
at cf.b(MemoryConnection.java:80)
at iv.d(NetServerHandler.java:136)
at iw.b(NetworkListenThread.java:57)
at bec.b(IntegratedServerListenThread.java:108)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:702)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:598)
at bdz.q(IntegratedServer.java:159)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
For some reason, the crash doesn't look like it was caused by a mod, as no mod classes/methods (that I am aware of) seem to list in the crash log.
Some additional information that I doubt is useful but whatever:
- The timer is on the ground; not on a wall
- The timer is set to a 1 sec delay
- The timer is/was currently ticking; not disabled
- The cover was made from Jungle Wood
Any insight on what could be causing the issue? I've Googled it and searched this post with no results.