Why is this concrete powder block next to a lava source block not turning to concrete? I just learned about concrete and though, wow, what a great way to descend safely above lava - drop concrete onto it. But that doesn't work. Not only does that not work, I can't get concrete to form at all.
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Jul 30, 2019Posted in: Seeds
I am running a Nukkit server that I upgraded today to 1.12.0. I have tried 10-20 seeds and they all spawn me underwater. The last one I tried was 1778040862 from https://minecraft.gamepedia.com/Seed_picker which is supposed to spawn me in plains. It spawned me underground *and* underwater. I verified with /seed that the seed value is getting picked up. What's wrong with the seed system here?
Jul 19, 2019Posted in: Survival Mode
I found a village that now has 3 farmers, and I can only trade with 1 of them, which is frustrating because they buy different things that I want to sell. When I try to trade with the others, they show the trading screen for an instant, and then it closes. I have read that others have this problem and it has to do with sharing workstations and may be a bug.
1. Will this be fixed?
2. Is there a way for me to work around it? Do I need to add some sort of farmer workstation?
Sep 2, 2018BlueMonkMN posted a message on Shaders in 1.13? (Optifine beta / SEUS / reflections)Posted in: Mods Discussion
I'm trying to find a good set of shaders and resources with which to play Minecraft. I see good things about SEUS, so I decided to try it. But I feel like something is missing:
Where are the reflections? Some of my shaders were showing reflections before I upgraded to the Optifine 1.13 beta. Does Optifine not support the necessary foundation for shaders to implement reflections and specular mapping now? Water looks better in 1.12.2. Am I stuck with that version if I want to see the best effects?
Sep 1, 2018Posted in: Resource Pack Discussion
I recently had the thought to try to apply some nicer resource packs and shaders to Minecraft to see how spectacular it could be made to look. But I feel like I'm still not seeing the best of the best. Most resource packs are partial, and I think some are designed to go with particular shaders or vice versa. I have Optifine installed on 12.2 and I have 1.13.1 running too, but I'm not sure if great shaders are available for 1.13 yet.
I really like the effects from "TME Shaders v1.2 Ultra LF", and I've also looked at "CYBOXshaders V4 CINEMATIC MotionBlut&DOF".
Are there other shaders I should consider?
Is there a particular stack of resource packs that can show these (or better shaders) off really nicely? (I'm especially interested in resource packs with normal/specular maps because that seems to make quite a difference, I think)
Should I consider something in 1.13.1?
The resource packs I have are "CMR Realistic 256x", "Flows HD" and "R3D Craft". I just wonder if I've found the best set with normal & specular maps that works well with the shaders. Some of the videos I see demonstrating shaders seem to use amazing resource packs with really fancy looking torches and lamps, for example, that I can't find.
Aug 20, 2018Posted in: Modification Development
I see. I didn't realize that there was no official API. That explains a lot. Forge makes it easier for developers, but not necessarily for players, who have to install at least two mods in order to install their first mod (or rather, they have to install more than just their desired mod). That was my main point about Forge "obscurity". But if there is no standard API, I can see how Forget is definitely the way to go. I just thought with 1.13 maybe someone had finally come to their senses about a standard API, but I guess I didn't realize where that stood.
Any answer on the question of how there can already been mods out there targeting 1.13 even though Forge isn't available for 1.13 yet?
Aug 19, 2018Posted in: Modification Development
My hope was that the modding changes with 1.13 would make it less necessary to deal with Forge and that I might be able to develop a mod with which users don't need to deal with Forge. It seems odd that so much effort is going into modding, and yet the modding system is so obscure that an extra layer is required so I was hoping that whatever the modding changes in 1.13 were, they included some improvements to make the extra layer less necessary. But maybe I'm misunderstanding the impact on modding -- maybe the changes have a significant impact but don't specifically target modding?
Perhaps I will just play around with command blocks and redstone more until modding for 1.13 is ready.
Related question, though: I thought I read something about Forge opening up the possibilities of modding beyond the standard mod API. Is there a different level of mod that is more limited but doesn't require Forge that might be worth exploring?
Edit: I'm also curious how there are so many mods that supposedly work with 1.12.2 and 1.13 and require Forge despite the fact that Forge isn't available for 1.13 yet. How does that work?
Aug 19, 2018Posted in: Modification Development
I've never used or created a Minecraft mod before, but decided to look into it today. I'm a very experienced programmer, but am having trouble finding information specifically about how to create a mod for Minecraft 1.13 because that's relatively new and apparently had significant impact on mods.
Where can I begin? I'm not specifically very experienced with Java, but I did create at least one Java protect in Eclipse (Android app on Google Play called PictureCode). Most of my experience is in C#, so I should be able to understand the Java language and syntax pretty well, since it's so similar. I may just have some difficulty with the build and deployment process, and the different development environment.
Jul 29, 2018Posted in: Recent Updates and Snapshots
The server memory usage looks very different than the prior version. Is there some memory management issue in this version, or was memory management updated in this version? Attached is a snapshot of typical memory usage history.
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