The game now uses a base 1.5 to 2.5 GB of RAM to run smoothly.... thank goodness I have 16GB to play around with
The memory leak seems to be attached to the view distance.... I switched to "normal" and the RAM usage stabilized.
I am now in the middle of a huge, wonderful forest.... all the darkness makes playing on "Hard" much more of an adventure!!!
So far all I've seen is borging a bunch of mod features into baseline. I see Twilight Forest features, MoCreature, Wedge, and BOP\EBXL\Highlands getting cherry picked by a lazy dev. What really es me off is no credit to the mod developers mentioned.
It's sickening and shameful.
Actually, Mojang did give credit to the mod developers.
I've discovered the use for Packed Ice: Unlike regular ice, it does not melt when torches are placed near it. Ice cities incoming. I can't figure out a crafting recipe yet, though.
For those who want to know. If you use GLSL Shaders with Forge and Texture Pack.. Make a single player version of this snapshot and then fly around so you spawn as much of the terrain as you can. Then log out, log into your forge 1.6.2 and then log into the saved single player. Keep in mind, the new blocks in the snapshot will not be in your 1.6.2. But the mountain ranges will be.
Any one know the correct way to use /summon ? Can you give me an example, I am not sure what to type since I used what has been said earlier but I can't get it to work.
I don't see any sand anywhere on the bottom of oceans, or clay. Its all gravel and nothing else. Is this intended? (I'd report it, but atlassian won't let me create an account)
I finally figured out A: How to login to this forum when my old email adress was deleted by my middle school.
B: How to get custom data with the new /summon command.
/summon Zombie ~0 ~0 ~0 {CanPickUpLoot:1}
It's working, they're all able to pick up the blue orchids or something I'm throwing at them. Spent ages looking for how, turns out it's the same format as in the image Jeb posted for /give's new features.
Cool!
I like this, its been ages since we've had world generation changes.
Time to experiment to find out whats in :3
Edit: Omg! Guys! Guess what?
Ctrl to sprint. :3
Double Edit:
Hmm, this be strange.
I wonder if these changes are confirmed, or are just experimenting with them.
It's some kind of glitch. It's like the world is corrupt. I had the same thing happen to me a second ago while generating worlds. It happened in a Mesa biome which seems to be your problem too. I'll report it as a bug. I had to delete the world and generate a new one to get everything fine again.
It's some kind of glitch. It's like the world is corrupt. I had the same thing happen to me a second ago while generating worlds. It happened in a Mesa biome which seems to be your problem too. I'll report it as a bug. I had to delete the world and generate a new one to get everything fine again.
It's already known and already fixed, although I don't think we will see the fix ourselves until the next snapshot. It's just a problem with the Mesa biome - there's supposed to be a bunch of colored clay in the big open space there.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/14/2013
Posts:
82
Member Details
From testing with the fish I have concluded:
Clownfish restore one hunger bar (Chicken nugget meat pop thingy, not the whole hunger bar.)
Raw salmon restores same as Clownfish.
Cooked Salmon as much as cooked fish.
Also upon hitting a zombie with Clownfish, Cooked, and raw Salmon emits a Sharpness particle.
I finally figured out A: How to login to this forum when my old email adress was deleted by my middle school.
B: How to get custom data with the new /summon command.
/summon Zombie ~0 ~0 ~0 {CanPickUpLoot:1}
It's working, they're all able to pick up the blue orchids or something I'm throwing at them. Spent ages looking for how, turns out it's the same format as in the image Jeb posted for /give's new features.
Edit button seems to have disappeared, but I found out that for adding multiple tags, /give uses ; and /summon uses ,:
Will spawn a zombie with the name "Looter" that is visible player-style and can pick up stuff.
EDIT: Found the edit button.
To spawn a block of lime wool:
/summon FallingSand ~0 ~0 ~0 {TileID:35,Data:5,Time:5}
I can imagine this will allow some very interesting things if you used a more complicated block, like a mob spawner or something? Maybe making small custom maps with custom data on stuff is now fairly easy?
Perhaps as a workaround to /give not supporting all item data (yet), spawning a zombie with the item and a 100% droprate?
Im not sure, but the lighting bugs seem to be fixed finally.
And Im not sure if someone posted this yet, but here are pictures of old worldgen plants next to new worldgen plants.
There is also a bug with the trees in the Savanna biome. You can't regrow them since when you cut them down, they drop regular oak saplings.
The memory leak seems to be attached to the view distance.... I switched to "normal" and the RAM usage stabilized.
I am now in the middle of a huge, wonderful forest.... all the darkness makes playing on "Hard" much more of an adventure!!!
Actually, Mojang did give credit to the mod developers.
Solution to the Twilight Forest is to live in the canopy.
For those who want to know. If you use GLSL Shaders with Forge and Texture Pack.. Make a single player version of this snapshot and then fly around so you spawn as much of the terrain as you can. Then log out, log into your forge 1.6.2 and then log into the saved single player. Keep in mind, the new blocks in the snapshot will not be in your 1.6.2. But the mountain ranges will be.
B: How to get custom data with the new /summon command.
/summon Zombie ~0 ~0 ~0 {CanPickUpLoot:1}
It's working, they're all able to pick up the blue orchids or something I'm throwing at them. Spent ages looking for how, turns out it's the same format as in the image Jeb posted for /give's new features.
Clownfish restore one hunger bar (Chicken nugget meat pop thingy, not the whole hunger bar.)
Raw salmon restores same as Clownfish.
Cooked Salmon as much as cooked fish.
Also upon hitting a zombie with Clownfish, Cooked, and raw Salmon emits a Sharpness particle.
And...
I got Lure III and Luck of the Sea III and I got an Enchanted Book as one of my catches... like fishing old boots out of the water? XD
Edit button seems to have disappeared, but I found out that for adding multiple tags, /give uses ; and /summon uses ,:
/summon Zombie ~0 ~0 ~0 {CustomName:"Looter",CustomNameVisible:1,CanPickUpLoot:1}
Will spawn a zombie with the name "Looter" that is visible player-style and can pick up stuff.
EDIT: Found the edit button.
To spawn a block of lime wool:
/summon FallingSand ~0 ~0 ~0 {TileID:35,Data:5,Time:5}
I can imagine this will allow some very interesting things if you used a more complicated block, like a mob spawner or something? Maybe making small custom maps with custom data on stuff is now fairly easy?
Perhaps as a workaround to /give not supporting all item data (yet), spawning a zombie with the item and a 100% droprate?
And Im not sure if someone posted this yet, but here are pictures of old worldgen plants next to new worldgen plants.
There is also a bug with the trees in the Savanna biome. You can't regrow them since when you cut them down, they drop regular oak saplings.