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    posted a message on something odd in jebs sponge annimation
    So how will we get the sponges? will we find them in the sea, all prefilled with water?
    If that's so, we'll probbably have to dry them in a furnace or something
    Posted in: Future Updates
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    posted a message on New hostile underwater mob - spawnproofing
    ocean biome + max/min depth requirements (counting from the surface, since the waterlvl will be able to customize for each world). Seems like a decent enough way to do it
    Posted in: Future Updates
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    posted a message on New hostile mob tweeted by Jeb!
    we have a ­massive amount of ground-mobs, some air-mobs and now we'll get our second water-mob. I hope this new mob will be the tip of the iceberg of what (hopefully) is to come for oceans
    Posted in: Future Updates
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    posted a message on What do you think the 2 new blocks are?
    I hope it's coral. maybe it's a sign we'll get naturally spawning reefs?
    Posted in: Future Updates
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    posted a message on Minecarts with Furnace "finally useful"?
    We are already capable of connecting 2 entities together, having one of them lead the other and that is by rope. Couldn't they use something similar with the carts? I mean, the physics is basically there :/
    Posted in: Future Updates
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    posted a message on Everybody Who Hyped Themselves Up For a May Release of 1.8 Was Wrong
    Quote from DaBiggman

    After reading the recent discussion between Grum and some Modders, I've lost all faith in this company.


    Edit: http://blog.asie.pl/...iscuss-modding/
    I think I understand where grum is coming from. A lot of people have their own, strong opinion about how things should be, you can't listen to every stupid idea people have and so, if enough people voices their opinion as fact, you simply say "screw you all" and do it your own way, regardless of wether SOME of those people happen to have good opinions
    Posted in: Future Updates
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    posted a message on [14w17a] Custom World Generation Presets! (Post your Best ones here)
    I think it's pretty cool that if you lower the ocean lvl oceans and even rivers will get effected. they will still spawn on their original lvl but the water will start much lower down.
    For rivers this means dried out riverbeds and for oceans... well I will just say you won't need a rocket to get to the moon.

    It's pretty cool when you find a sunken mineshaft and it looks like some long-old port
    Posted in: Customised Worlds
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    posted a message on 14w19a snapshot out post comments about it & what you find.
    Quote from TheMasterCaver

    Well, it looks like I''ll still have to hack the game to change cave generation to be the way I want it to be because they STILL haven't made the very simple additions* (mind you, after several snapshots) required to allow actually changing the number/frequency instead of just an on/off option; I presume this also means that the mod/plugin API also won't allow us to mod them without hacking the code:

    I find this to be inexcusable; I mean, Superflat allows us to change the size/frequency of most structures - so why can't we do so here? Either we have customizable structures but boring flat single-biome worlds or epic terrain (or just normal terrain) with a fixed structure generation. And why do I want more/less dungeons (instead, they should be better) and lakes?

    Also, the "Caver's Delight" preset? Just nonsense; caves aren't any different from normal worlds, just really messed-up and mountain-spammed terrain, as this view in Unmined shows (also, while this was made at sea level there are hardly any extra caves in the mountains because of how they generate, much more common near bedrock, and due to how deep oceans can get here, much less under oceans):

    It should look more like this; what real caver wouldn't love those cave systems?

    *Simple? Yes:


    That's me using Java Bytecode Editor to hack 14w19a to generate caves like the ones above; as you can see, all you need to do is change two numbers, on lines 7 and 18; pre-1.7 cave generation uses 40 and 15 and 1.7+ uses 15 and 7, respectively. Or replace them with variables set with the preset.

    Sorry for the negativity of this post, but it really irks me that they haven't added such simple changes yet (and as noted, Superflat already enables us to change villages, mineshafts, etc, so they don't even need to make any changes to their classes), and probably won't given that they are unlikely to change the presets so much, requiring additional code to properly convert older presets (they could simply have it use defaults for omitted stuff).

    If this is as simple as you say it is, it will likely show up in a soon-to-be snapshot. I would like it a lot, even if I do love caves I believe they are too common to make my interest spike every single time I find one
    Posted in: Recent Updates and Snapshots
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    posted a message on A car in the snapshots
    Quote from Whezolor

    Make this "car" turn, logically speaking it's a lot more expensive to make/layout than a minecart track itself.

    I'm afraid that's expecting too much from this contraption (maybe other people have better ones). However, if you build a lowrider variant, you SHOULD be able to make a start & end that uses doubble stickypistons to yank out your forward facing pistons and insert backwards facing ones (a stack of 2 stickypistons would be as to leave a 1-block airspace in the road to not make the car grind to a disapointing halt when over it)
    Posted in: Recent Updates and Snapshots
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    posted a message on A car in the snapshots
    I myself are pretty excited about the snapshots. I mean, the slimeblocks are very exciting to utilize,
    with airplanes and what-not people figure out

    I sorta made a car. The tires makes it able to traverse anything but if you prefer a lowrider, it can also be done, by removing the tires and lowering everything one block. But then it can only traverse obsidian

    Oh, and it's ridable
    Posted in: Recent Updates and Snapshots
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    posted a message on I can't get into my Minecraft game anymore!
    are you sure that it won't open because it is in the process of updating (which may or may not take a long time) and you exit the launcher too fast?
    Posted in: Unmodified Minecraft Client Support
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    posted a message on Minecraft No Longer Officially Working With Oculus Rift
    the less power facebook is given, the better
    Posted in: Minecraft News
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    posted a message on Cause of the Jungle lag found. 14W11B
    I thought it was the constant updating of vines growing that was making jungles lag :o
    Posted in: Recent Updates and Snapshots
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    posted a message on Hostile mobs will now try and run away from exploding Creepers
    do cats run away too? Or do tey run towards them, knowing their presence will defuse the creeper (scaring it)?
    Posted in: Recent Updates and Snapshots
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    posted a message on New Stone Types?!?!?! :o
    Quote from EtherDragon

    I have been messing around in a new world in the 1.8 snapshots and have found the following:

    Granite looks pretty nice, and makes a good border to pathways, and flat roof-tops for Brick Houses.
    Here is an image of a test street I have been using in Creative to see how the new stone types can be used:




    Stone Brick paths, lined with Diorite also look kinda cool. Also, the new stone isn't flammable, where-as wool is.
    that is a slick pathway. It kinda gives it a bit of fake-depth cause it looks like the sidewalk is higher up
    Posted in: Recent Updates and Snapshots
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