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  • 1

    posted a message on [MC 1.12.x] Minecraft Comes Alive v5.3.1 (MILLIONS OF PLAYERS!)

    Is this normal on the last 1.12.2 version?


    Posted in: Minecraft Mods
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    posted a message on 1.11 woodland Mansion
    Quote from Lightwavers»

    Also found a mansion, found it funny that it was built right next to a village. Can villagers and illagers co-exist after all?!






    I don't think that's so funny coming from a professional video game company worth a few billions. It looks like a structure stuffed in by a mod "just for fun", doesn't look like a consistent, professional design. I mean, look at the village and at the mansion, it's like they are from a whole other game.

    Posted in: Recent Updates and Snapshots
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    posted a message on [ESPAÑOL/SPANISH]-{Dangoria Servidor de ROL - RPG con MODS} PREMIUM ROLEPLAY

    One of the best Minecraft servers in Spanish. Roleplay, mods and a mature staff, what's more to ask for? An English version maybe... :)

    Posted in: PC Servers
  • 0

    posted a message on [Better Than Wolves] BTWTweak v0.9k

    Does the tweak work with the recent BTW release? Anyone has tried?

    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves (Now With Bloody Stumps) Total Conversion! [V4.A2 Timing Rodent b upd: Nov 27th]

    I have a confession to make, we have been abusing the disconnect button to get us out of trouble. When we respawn in the middle of nowhere during nighttime, we disconnect, but that at least is fair because BTW adds a feature in single-player to auto progress to day in that situation. But other times we use it like a bed. Getting attacked by zombies and spiders outside when trying to get back to shelter? Disconnect for 10 minutes and then come back to see them burn and go passive. Need to idle the night while indoors without losing hunger or risking a monster coming? Disconnect. Zombie banging on the door? Disconnect and reconnect to make it stop again, although yesterday as I was going back through a tunnel I was digging, a zombie broke my door just as I got close enough to hear it and it killed me anyway. Stuck outside during a new moon? Disconnect! I know it's cheesy but it's hard for me to break the habit because it's saved my stuff more than once. Unfortunately I don't think it's possible for the game to discourage this behavior because it's fundamental that players shouldn't be able to be killed while they can't be on a server.


    That's a typical behaviour in Minecraft. In Terrafirmacraft they added a pretty useful feature to prevent that: time stops running while there's no one playing on the server.
    Posted in: Minecraft Mods
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    posted a message on 1.8.4 update

    Hopefully Forge will release a few fixes for their legacy versions, since there are a lot of modded servers still in earlier versions that cannot possibly update to 1.8.4.

    Posted in: Recent Updates and Snapshots
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    posted a message on [1.9 is out!] Get ready for 1.9! [Updates and Information from Mojang AB!]
    Quote from APlotdevice»

    Anyone who thinks they're going to get a 2.0 after 1.9 will likely be disappointed. Version numbers don't work like decimal points. You can have a version 1.10, 1.11, and so on and so forth.


    I bet that Microsoft is going to take the 1.9 version as an opportunity to stop developing "Minecraft 1" and put all efforts and hype into a future Minecraft 2.0 (which will be released somewhere in 2016, at first exclusively for the Xbox). In other words, there won't be any 1.10 version.

    Posted in: Recent Updates and Snapshots
  • 3

    posted a message on [1.9 is out!] Get ready for 1.9! [Updates and Information from Mojang AB!]

    They know that their player base is largely comprised of children, so they act accordingly and play hide-and-seek.

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Quote from JayLee99»
    (sry for my english ^^)

    I like to play with more creatures but nothing spawns.
    I look for the first in the config but i find nothing where i can set the spawns ..... what must i do ???

    Open the RWG.cfg file in .minecraft\config\CustomSpawner\overworld\Biomes and try adding all the RWG biomes in a few categories. For some reason, I can only see the rwg_oasis biome added, probably you have the same problem.
    Posted in: Minecraft Mods
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    posted a message on Lots of Food v1.12.0
    The "garden" approach of Pam's HarvestCraft is an option. Another one is simply leaving tomatoes as a reward in dungeon chests. Another one is creating a new item called "tomato seeds" that drops from breaking tall grass. At least you don't get the fully grown tomato ready to eat, but only the seed.

    (By the way, thanks for the config option to disallow purified meat. I used to use a mod like MineTweaker to ban the recipe...)
    Posted in: Minecraft Mods
  • 0

    posted a message on Lots of Food v1.12.0
    Pifou, could you add a config option to disable tomatoes dropping from tall grass? Or perhaps turning tomatoes into bushes like corn? I think it's a bit cheap that you begin breaking grass and getting tomatoes to no end. A bit unrealistic and overpowered IMO. You don't need to hunt or farm when you have endless tomatoes all over the place.
    Posted in: Minecraft Mods
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    posted a message on [Better Than Wolves] BTWTweak v0.9k
    Quote from valiantus»

    Hello, I like this dependence very much. It gives villages a real meaning in the game, and not making them only a fancy feature.

    I usually play as Grom descibed, first settle, and much later go searching for villages. This is sometimes a tedious job at that point but I never thought of doing it your way, which I find a lot better. First, your way easily resolves the biggest problem in the beginning - food management, because you travel through pristine nature and always have enough animals to kill for food, and second, when you finally settle, you have found the village, so no problem in later game. I'm tempted to start a new game and try playing your way. I guess that the biggest problem would be the wolves?

    Exactly, wolves are the only remarkable threat, but they are easily avoidable staying away from forests. Even in a Large Biomes world (the type of world I always play) it's not too hard to skirt a forest whenever you come across one of them.

    The problem with the current village-dependence, is that, as you've already realized, the most effective strategy in the early game is embracing a nomadic life and searching a village right from the start. This way you don't have to eat from meager ingredients like mushrooms and eggs, or wasting your time on frustrating chores like fishing. On the contrary, you get plenty of meat along the way and at the same time you're on a trip toward a village that you'll have to look for anyway. It's killing two birds with one stone, so to speak. The problem, as I see it, is that, once the player realizes that this is the most effective strategy in the early game, many aspects of the game design fall apart. For example, why so much effort put in early game foods like omelets and so on? Why so much emphasis on abandoned villages near the spawn radius if I'm going to leave that zone anyway looking for an inhabited village?

    I guess FlowerChild incorrectly assumed that most players would postpone the village search for the medium/late game, and didn't occur to him that there's no rational reason to postpone it. That's why I asked for Grom_PE's opinion, because I find this whole village-dependence a bit lame. I don't know exactly what the right solution could be, though. I just feel something is wrong when all your games start with a long trip through a few thousands of blocks until you find a village and then you can start playing from there.
    Posted in: Minecraft Mods
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    posted a message on [Better Than Wolves] BTWTweak v0.9k
    Grom_PE, I'd like to ask you a question: Do you like the current village-dependence in BTW's progression? I mean, currently all my singleplayer games consist of the same: I travel toward a certain direction (usually eastwards, using the dawn in the morning as orientation) during a few days until I find a NPC village with potatoes/carrots and a few villagers. Once I find a village, I build my house nearby, not too far, not too close (to avoid mobs slaughtering villagers).

    The fact is, I find this whole game progression a bit lame. On one side I don't see the point in staying in a place without a village nearby, surviving without proper crops like wheat and potatoes. That's why my first days always consist of an "exodus" looking for an inhabited village, where the game progression actually starts for me. I mean, if you are going to end up looking for a village anyway, why putting it off for later? On the other hand I find a bit exploitish this strategy of staying a few chunks away from a village to avoid chunks loading and mobs killing the villagers.

    Sometimes I think that maybe the game progression would be better if all villages were abandoned and crops should be obtained via chests in mineshafts, temples or dungeons. And the way to get villagers (to trade with them) was through the old feature of curing zombie villagers with potions of weakness and so on. This way we would also get rid of the inconsistency of abandoned villages near the player and inhabited ones far away from the player. I always think: "Why? Has Steve landed on this world on a nuclear bomb or something?" It's absurd."

    Would it be too difficult to add a config option to make all NPC villages to be abandoned without any crops, and crops obtainable via chest loots? This way the game progression would be a bit more consistent, without having to rely on this mechanic of "search the village and start playing from there". I want to start playing from HERE, not from THERE. I don't know if you get my point. Thanks in advance for your reply.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Better Than Wolves] BTWTweak v0.9k
    Quote from Grom_PE»
    Released BTWTweak v0.9a! Even more fixes.

    http://www.mediafire.com/download/798m8666w6283v6/BTWTweak_0-9a.jar

    What's new in v0.9a:

    - Fix vanilla issue (MC-12964) with chunk coordinates using
    a bad hash function

    - Fix vanilla issue (MC-92) with wrong lighting of partial
    blocks when enclosed from top and sides with solid blocks

    - Fix vanilla issue (MC-486) with zombies and skeletons not
    burning on slabs when exposed to sun

    - Fix vanilla issue (MC-3631) with creeper model appearing
    floating

    - Fix vanilla issue (MC-4855) with mob spawner spawn area
    not being centered on the spawner

    - Add ability to turn off gravestones by setting
    gpeBlockGravestoneID to zero in BTWTweak.cfg

    - Add hotbar cycling configuration, now adaptive by default

    - If Deco Add-On v1.2 is found in the minecraft.jar, it
    will be fixed and working with the latest BTW version!

    You sir are a genius... Downloading this and Deco Add-On right away. Thank you.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Better Than Wolves] BTWTweak v0.9k
    Quote from Grom_PE»

    Not configurable, but I might make it so you could just assign 0 to the block ID to turn it off, if you want.
    But before you do, I'd like you to consider that the game is not at all close to real world and somehow respawning happens there, monsters out of nowhere, you can bind yourself to a beacon to change respawning... So appearance of gravestones is not really a problem there.

    I know, it's the old debate of realism versus gameplay, but a gravestone doesn't add much in terms of gameplay other than indicating the exact point where you died. If that feature had to be forcefully added, I'd rather have bones on the ground instead of a proper gravestone. A gravestone seems to suggest that we are in a civilized world in which there's some kind of burial service, and that doesn't fit properly with a largely uninhabited post-apocalyptic world like Minecraft. I think a configurable option would be fine, as I suspect some users will share the same opinion about gravestones, especially considering it's a common feature in Forge modpacks, which are rather frowned upon in our little community.
    Posted in: Minecraft Mods
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