One more thing, could you add a tree growth option to only grow regular/big/both styles of trees?
(I am full of suggestions, am I?)
Edit: I for some reason really like using the survival test arm
Look:
(This time its my own picture)
EDIT 2: When you have mob ids in f3 on, mobspawners give off an id too.
The olddays mod is dead, sorry to tell you.
The far lands generation was epic, why not re-add it?
If Facebook, Myspace, and Twitter were all destroyed, 90% of teens would
go insane. If you're one of the 10% that would be laughing at them,
copy & paste this into your signature and hope it happens.
One more thing, could you add a tree growth option to only grow regular/big/both styles of trees?
(I am full of suggestions, am I?)
Edit: I for some reason really like using the survival test arm
Look:
<screenshot>
(This time its my own picture)
EDIT 2: When you have mob ids in f3 on, mobspawners give off an id too.
It's a MCPatcher problem in the latest version, Exalms try to fix this.. ¿Better?
It's almost impossible for me to fix, as this bug does not affect me. So I will wait for 1.5 where everything texture-related will need rewriting. (That does not mean that I will remove anything, as most options use the same code)
Since 1.5 automatically creates a texture from individual files, I can just "reassemble" it with different files without affecting performance. ATM I use TextureFX things, and they probably will not work anymore.
However, I hope I will be able to restore TextureFX water, lava, fire, compass and watch textures, as the new textures are so much worse...
Suggestion:
In 0.31, when you broke a log, it dropped 3-5 planks.
Rollback Post to RevisionRollBack
The olddays mod is dead, sorry to tell you.
The far lands generation was epic, why not re-add it?
If Facebook, Myspace, and Twitter were all destroyed, 90% of teens would
go insane. If you're one of the 10% that would be laughing at them,
copy & paste this into your signature and hope it happens.
Sorry for the late post, but here is my world edit issue.
When I use the wand tool, the positions get set incorrectly and it does something very irrelevant. I'm bad at explaining things, but I'll take a shot at it.
Here, I select the two positions which is clearly noticeable on what blocks I placed the positions on, yet it completely ignores the blocks I selected and does something else:
You see how I tried to delete the wooden cube, but instead it deleted some of the ground near it instead? This is very annoying and hopefully you can find a fix for it or at least understand whats going on. Here is a better example:
I try to delete the entire bar but instead it deletes half of the ground near it.
Sorry for the late post, but here is my world edit issue.
When I use the wand tool, the positions get set incorrectly and it does something very irrelevant. I'm bad at explaining things, but I'll take a shot at it.
Here, I select the two positions which is clearly noticeable on what blocks I placed the positions on, yet it completely ignores the blocks I selected and does something else:
-snip-You see how I tried to delete the wooden cube, but instead it deleted some of the ground near it instead? This is very annoying and hopefully you can find a fix for it or at least understand whats going on. Here is a better example:
-snip-
I try to delete the entire bar but instead it deletes half of the ground near it.
I got similar results when I tried to make //regen only regen region, and not all chunks within that region.
This is pretty weird, since WorldEdit plugin just passes its commands to WorldEdit.
Rollback Post to RevisionRollBack
My UA on laptop: Mozilla/5.0 (X11; Ubuntu; Linux i686; rv:27.0) Gecko/20100101 Firefox/27.0 SeaMonkey/2.24 Lightning/2.9b1; I use Ubuntu 13.10 here.
And on desktop: Mozilla/5.0 (X11; Linux i686; rv:20.0) Gecko/20100101 Firefox/20.0; Here I use openSUSE 12.2.
I can't say for certain why, but the wand has always felt extremely unreliable in creative mode, ever since creative was first reimplemented in Minecraft Beta 1.8. This seems even worse, though.
If you put the game into survival mode, does it work any more reliably?
In survival test/0.31, trees seem to grow really fast.
Rollback Post to RevisionRollBack
The olddays mod is dead, sorry to tell you.
The far lands generation was epic, why not re-add it?
If Facebook, Myspace, and Twitter were all destroyed, 90% of teens would
go insane. If you're one of the 10% that would be laughing at them,
copy & paste this into your signature and hope it happens.
I can't say for certain why, but the wand has always felt extremely unreliable in creative mode, ever since creative was first reimplemented in Minecraft Beta 1.8. This seems even worse, though.
If you put the game into survival mode, does it work any more reliably?
That's it. I see the problem now. You see, in creative mode blocks break in one hit. And when you select the first position, it destroys that block. And instead of selecting the block you destroyed, it selects the block you are looking at afterwards instead! You can clearly see it in the pictures above. Exalm, this should not be hard to fix, since you can easily make it so the block never breaks when selecting the first position even if you are in creative mode (Just like how the multiplayer worldedit handles it)
That's it. I see the problem now. You see, in creative mode blocks break in one hit. And when you select the first position, it destroys that block. And instead of selecting the block you destroyed, it selects the block you are looking at afterwards instead! You can clearly see it in the pictures above. Exalm, this should not be hard to fix, since you can easily make it so the block never breaks when selecting the first position even if you are in creative mode (Just like how the multiplayer worldedit handles it)
Since SSP uses custom controller, yes, that should not be hard to fix.
Rollback Post to RevisionRollBack
My UA on laptop: Mozilla/5.0 (X11; Ubuntu; Linux i686; rv:27.0) Gecko/20100101 Firefox/27.0 SeaMonkey/2.24 Lightning/2.9b1; I use Ubuntu 13.10 here.
And on desktop: Mozilla/5.0 (X11; Linux i686; rv:20.0) Gecko/20100101 Firefox/20.0; Here I use openSUSE 12.2.
There seems to be a bug in the current version of Old Days where normal tools (pickaxe, shovel, axe) don't have their durabilities changed by the tool durability option. They seem to last longer than they should, and turning on the advanced item tooltips confirms that the durabilities are unchanged. Swords and hoes seem to work fine
I seem to have come across a bug in the dev version of this mod. If I generate an old world with new features, the new features will generate, however I'm not able to throw an Eye of Ender unless I do it in a world with current 1.4 terrain.
(I am full of suggestions, am I?)
Edit: I for some reason really like using the survival test arm
Look:
(This time its my own picture)
EDIT 2: When you have mob ids in f3 on, mobspawners give off an id too.
The olddays mod is dead, sorry to tell you.
The far lands generation was epic, why not re-add it?
If Facebook, Myspace, and Twitter were all destroyed, 90% of teens would
go insane. If you're one of the 10% that would be laughing at them,
copy & paste this into your signature and hope it happens.
2. Oops.
It's a MCPatcher problem in the latest version, Exalms try to fix this.. ¿Better?
Woah woah!
It's almost impossible for me to fix, as this bug does not affect me. So I will wait for 1.5 where everything texture-related will need rewriting. (That does not mean that I will remove anything, as most options use the same code)
Since 1.5 automatically creates a texture from individual files, I can just "reassemble" it with different files without affecting performance. ATM I use TextureFX things, and they probably will not work anymore.
However, I hope I will be able to restore TextureFX water, lava, fire, compass and watch textures, as the new textures are so much worse...
sssssssssssssssssssssssssssssssssssssssssssss
In 0.31, when you broke a log, it dropped 3-5 planks.
The olddays mod is dead, sorry to tell you.
The far lands generation was epic, why not re-add it?
If Facebook, Myspace, and Twitter were all destroyed, 90% of teens would
go insane. If you're one of the 10% that would be laughing at them,
copy & paste this into your signature and hope it happens.
When I use the wand tool, the positions get set incorrectly and it does something very irrelevant. I'm bad at explaining things, but I'll take a shot at it.
Here, I select the two positions which is clearly noticeable on what blocks I placed the positions on, yet it completely ignores the blocks I selected and does something else:
You see how I tried to delete the wooden cube, but instead it deleted some of the ground near it instead? This is very annoying and hopefully you can find a fix for it or at least understand whats going on. Here is a better example:
I try to delete the entire bar but instead it deletes half of the ground near it.
This is pretty weird, since WorldEdit plugin just passes its commands to WorldEdit.
If you put the game into survival mode, does it work any more reliably?
"sometimes, wizards are so awesome, it hurts"
The olddays mod is dead, sorry to tell you.
The far lands generation was epic, why not re-add it?
If Facebook, Myspace, and Twitter were all destroyed, 90% of teens would
go insane. If you're one of the 10% that would be laughing at them,
copy & paste this into your signature and hope it happens.
That's it. I see the problem now. You see, in creative mode blocks break in one hit. And when you select the first position, it destroys that block. And instead of selecting the block you destroyed, it selects the block you are looking at afterwards instead! You can clearly see it in the pictures above. Exalm, this should not be hard to fix, since you can easily make it so the block never breaks when selecting the first position even if you are in creative mode (Just like how the multiplayer worldedit handles it)
"sometimes, wizards are so awesome, it hurts"