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    posted a message on Pixelmon 7.3.1 (26th May 2020)
    I think it's something to do with the same code that spams fearows everywhere.

    "Let's see, what flying pokemon can I spawn at dusk in a plains biome... Only one? Well, I guess it's legendary-o-clock!"

    Anyway, seriously, has anyone ever found a naturally spawned legendary bird shrine? I've still yet to see a report of it happening, let alone a screen shot, let alone the actual thing.
    Posted in: Minecraft Mods
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    posted a message on Pixelmon 7.3.1 (26th May 2020)
    Quote from Stbbhtjuh
    When I start the server with the 3.0.1 Mod nothing is spawning, the world does spawn but without healing tables/computers/pokemon in it. When i replace the 3.0.1 zip file with the old 2.5.7 nothing is wrong anymore, and the server keeps running fine with pokemon and the saved files from that world.. That's why it doesn't make sense to me :o

    All that comes to mind is that it may have something to do with the old config file.
    Posted in: Minecraft Mods
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    posted a message on Pixelmon 7.3.1 (26th May 2020)
    Are new pixelmon spawning?

    If you roll back to the old mod version, does the old content come come back?

    If not, restore from backup and try the update again. It sounds a bit to me like someone removed the 2.5.7 version of the mod, started the server without it (thereby deleting all related content from the world save), then put the new version in place and restarted the server again.
    Posted in: Minecraft Mods
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    posted a message on Pixelmon 7.3.1 (26th May 2020)
    Regarding the legendary bird shrines - has anyone found one naturally in the wild? I can find plenty of posters asking, but no one confirming, so thought I'd try here. Personally I've travelled tens of thousands of blocks with no luck.

    If anyone HAS seen one, do they just spawn as tiny little totem poles all on their lonesome, or is there accompanying worldgen around them (like a temple or something)? Does anyone have a screenshot of a non-creative-spawned shrine?
    Posted in: Minecraft Mods
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    posted a message on Pixelmon 7.3.1 (26th May 2020)
    Ah, managed to find something with it! Kicked me with an internal server error when it first sprang to life, but once I logged back in it seemed ok.

    The range is a bit lacklustre, and indeed, I was expecting it to work on all the loot - things don't need to be invisible to be what I'd call "hidden"... :/

    Thanks!
    Posted in: Minecraft Mods
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    posted a message on Pixelmon 7.3.1 (26th May 2020)
    Can I please get some elaboration on the item finder?

    I wander around with it in hand, it just sits there.

    I right click with it, I get no response at all.

    I manually find some pokeloot (red pokeball in a desert), pull out the itemfinder, and can't get it to do anything. At all.

    Does it only respond to certain types of loot...?

    I'm also curious as to whether loot respawns.
    Posted in: Minecraft Mods
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    posted a message on 1.4.1?
    Quote from rbailey5

    There was that serious problem with mobs falling through wood planks and suffocating in walls.

    "Was"? Are you saying that's been fixed? I haven't used the snapshots, but my gut feeling is that those ones'll be sticking around until at least 1.6 (no matter what the wiki says)... Anyone actually tested these? What about all the other floors they fall through?
    Posted in: Recent Updates and Snapshots
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    posted a message on Fence Bug
    Sounds a bit like the sync bug that makes stairs appear as full blocks on occasion.
    Posted in: Recent Updates and Snapshots
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    posted a message on Mod api is 1.4, right?
    Quote from zak561

    Perhaps a stupid question, but will this allow mods to input to the server without users having to manually install the mod?

    No one has the slightest idea how extensive it'll be, or even if it'll ever be. Sorry.
    Posted in: Future Updates
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    posted a message on Anvil's to resource expensive?
    Perhaps something that can be crafted together with a regular anvil to create an unbreakable version?

    I've got a village that produces iron golems, and yes, I'm able to use a lot more iron as a result. Not enough that I've stopped relying on stone tools though. Given that the average spawn rate is one every five minutes, it'll be a long time before I hit the stage where I'd be happy to burn the stuff off with consumable items (most goes into rails) - if there's a way to improve on this, I'd love to hear it.
    Posted in: Recent Updates and Snapshots
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    posted a message on Enchantment Trick please test if true
    Presumably, even if the enchantments do merge, the same thing'll happen as when it was last possible to get silk touch + fortune on a tool (back when enchants were first introduced): Silk touch would activate, giving you a block. Fortune does nothing to blocks, and so it didn't activate at all.
    Posted in: Recent Updates and Snapshots
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    posted a message on Beacon Block woes
    Silly question, do postive/negative beacon effects affect mobs?

    Quote from Mattpoppybros
    If you don't see why having infinite free regen in your base is a good thing, explain to me which is easier: Killing a ghast to get a limited length regen that takes up a slot in your inventory, but can be used anywhere. or standing still to get infinite regen without wasting any inventory space, but in an area of 144 or whatever blocks.

    You factor in the cost of getting ghast tears for potions, but not the huge price of obtaining the beacon?

    We've got regen anywhere and everywhere so long as our hunger bars are topped up. So why would we want the enhanced effect provided by potions or the beacon? So we can stay alive in areas where we don't want to die, but are likely to.

    If the area is suitable to build something like a beacon, then it sorta goes without saying that that area isn't really all that dangerous. I mean, sure, we can plonk one down next to a mob dark-room or something, but my point is that a potion is likely to be far more valuable to you when you're down the bottom of a ravine a hundred chunks away from base then a beacon will be when you're close to home. In which scenario do you least want to die?

    No one's questioning that a regen beacon would be nice to have. The issue is whether it's worth the cost. Personally I find that a stack of food is all that's required to keep me alive just about anywhere, and if it's not, odds are regen wouldn't've saved me either.
    Posted in: Future Updates
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    posted a message on *UPDATED* Disappointed with the Witch's Hut, I expected MORE >_> (Better Design)
    The basic look of the place boils down to opinion. Personally I like the look of the implemented hut, though I'd say it could do with a slightly higher ceiling and perhaps a cobweb or pumpkin on the inside. Small paintings or perhaps even picture frames wouldn't hurt, and a mob head or two would certainly fit.

    I see netherbrick floorings as overdoing it, and a forge isn't exactly "witch" material.

    Maybe we need some gingerbread blocks.
    Posted in: Future Updates
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    posted a message on Nether Crashing in snapshot 12w38b
    Do you get a crash report?

    Are there any minecarts near the problematic area?
    Posted in: Recent Updates and Snapshots
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    posted a message on Slimes now spawn in swamps at night
    I thought slime spawning was ok before they raised the height limit. I do much of my digging near bedrock level ("just because"), and if you carve out a decent sized chamber (eg 50x50) odds are you'll be swimming in slimes.

    I've nothing against slimes spawning in swamps, I reckon that's a great idea (so long as it only applies to the surface), but in regards to standard underground spawning I'd really like to see the height limited lowered somewhat. They get everywhere.

    If I only dug to get resources I wouldn't mind (slimes aren't exactly threatening - even if you're not armed, they're easy to evade), but I like my mines to be neat, tidy, and scenic.
    Posted in: Recent Updates and Snapshots
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