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    posted a message on Minecraft 1.13 Update Opinion Thread
    Quote from Chlory»

    The 1.13 update is amazing. My favorite aspects of the update are the coral reefs, the new animal mobs (heck, I even made an aquarium in my single player world), and the underwater structures that are interesting to find the loot of.

    But as much as I love this update, the mob cap that Minecraft has is becoming a real problem. In all of my single player games of Minecraft, I have never had the issue of no more animal mobs spawning after an unknown limit has been reached. When 1.13 rolled in however, I started to see how aggravating it was. In my current game, fish, dolphins, and squids were no longer spawning because of this limit. I understand that this update was only pre-released, but this is a blemish on an otherwise excellent update.


    You might want to check how many entities are currently loaded in your game. I bet you've got a bunch of fish and dolphins in your spawnchunks. I understand that it's annoying that no more animals spawn around you, but it would also be disturbing if your game starts lagging due to an overload of entities. Make sure that there are no animals inside your spawnchunks as those will be loaded all the time. Imagine if the game would not have a cap on the amount of animals in the game. It would be overloaded in no time and the game might even crash! I will admit that the cap on animals is rather low, but that's why they also spawn during world generation.

    I don't know quite how spawning works for dolphins and fish though, those might be different.

    Posted in: Recent Updates and Snapshots
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    posted a message on Redstone bug 1.12

    You might want to look into the command block modes. In 1.12 there is basically no need to use redstone with command blocks anymore. By default, a command block is in pulse mode, which makes the command block react to redstone pulses. You probably want your command block in repeat mode, which repeats your command every game tick. Then your following command blocks should be in chain mode, which gets executed if a command block that points into it gets executed as well. You can set each command block to conditional, which means that it first checks if the command block behind it has executed successfully. Your first command block should be set to unconditional, because it has to be executed all the time regardless.

    Then finally you have to make sure that all the command blocks are set to always active, so that they always can execute their command. If you set the very first command block to redstone, then you can control the entire thing with a lever.


    As for the chat spamming: there is a gamerule for that, I don't know the exact name. It's something along the lines of:

    /gamerule doCommandblockOutput false

    You might also want to disable logging for these commands as it will clutter your log files:


    /gamerule logAdminCommands false

    I hope this makes things more clear for you.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Creating a launch profile for my mod?

    Thank you very much TheMasterCaver! I have followed your instructions and it works like a charm. Adding an additional launch profile turned out to be very easy as well: I just created a new profile with a fixed version using the launcher gui and then I went into the launcher_profiles.json and changed the version to the name of my custom version.

    Posted in: Modification Development
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    posted a message on Creating a launch profile for my mod?

    I've got a bunch of experience with programming, but not so much with modding minecraft. I used MCP to decompile the source of minecraft 1.12.2, then I made my desired modifications and recompiled it. I tested my modifications and they seem to have been succesful. It was nothing special, I just altered the behaviour of the rabbit entity a bit.


    According to the readme, I have to obfuscate the lot, so that's what I did and now I have a bunch of .class files.


    Next step would be to make this modded version accessable through the launcher and here I get stuck. In the readme of MCP they say:

    - Your obfuscated classes are now available in "reobf\minecraft" and "reobf\minecraft_server", ready to be injected in MC.
    - Make sure to delete the META-INF folder in minecraft.jar, otherwise the game will just black-screen when you start it.



    When I insert these new classes in the 1.12.2.jar file inside %appdata%/.minecraft/versions/1.12.2 and remove the META-INF folder, I am supposed to be set. However, when I go into my launcher and launch my 1.12.2 profile(I tried both 'latest release' and just '1.12.2'), it downloads a new 1.12.2 and overwrites my modifications.


    How am I supposed to create a profile that launches my minecraft with my modifications?


    I've done some google searching, but all the information is rather confusing. Some talk about Forge, some about Modloader and they are all rather unfamiliar to me and I don't know which one I should take. I want to keep things simple preferably. Basically I want to be able to share my mod with a friend who is not technical at all and make sure that he's able to install and use my mod as well.

    Posted in: Modification Development
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    posted a message on What happens if I switch worlds in a Minecraft realm?

    I believe that Realms stores all three of those worlds, but only makes backups of the one that is currently active. That means that the latest version of those worlds is always preserved, but only the active world will have backups to which you can revert.


    You can easily do a test, just by downloading the currently active world and then switch worlds and switch back and see if everything is preserved. I'm pretty sure you'll be fine.

    Posted in: Discussion
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    posted a message on Minecraft 1.13 Update Opinion Thread

    Before I start, I'd like to say that I didn't intend to come across as angry or arrogant or anything like that. I hope you can forgive me if I made you think that I was mad at you or being arrogant. I know that conversations on the internet can get out of hand very quickly because of this and I attempt to prevent this, though not always succesfully.


    I did some more research on the custom worlds and I was wrong in the sense that customised worlds were available. I wasn't referring to the buffet world, which in my opinion is nowhere near customised worlds. It is not implemented yet, but according to this page, it is a planned feature. You would have to create a json file with all the options according to your preferences. So… this is not a promise that it will be there, it just states that it is on the planning.


    As for the mods situation, mods are a community effort and mojang has near to no relation with them. In my personal opinion we should feel privileged that there are people who put effort into making mods and then distribute them for free use. After all, they could also just keep them for themselves and let everybody figure it out on their own. The fact that mojang attempts or even just promises to make modding easier for us is a privilege in my opinion, because they are just there for the main (vanilla) game.

    Listening to the community is helpful for the developers, because the community knows best what they want, but I don't expect them to listen to us. It's already a privilege to me that they maintain the game, because they could also have neglected it after the official release. It was "done" after all. I haven't even mentioned that we get all these updates for free!


    One of the merits of minecraft is that you are not bound to the latest version. If you like an older version better, then there's no need for you to move on. So saying that by updating the game mojang crippled the modders, that sounds strange to me. After all, if I want to play with certain mods, then I will gladly play in an older version. In fact, I have only played modpacks from 1.7.10, eventhough I started playing minecraft when 1.8.7 released. Besides, if a mod needs to be rewritten from scratch after an update, then that only means that the mod itself was just crappy designed. One of the rules of programming: "Program to an interface, not to an implementation". basically what I mean to say is: new mods and modders have no issue with the new rules (except for learning them, but they also had to learn the rules for 1.7.10, so I don't see any difference) and if an old mod was well designed, then adapting it to the new version shouldn't be an issue either. They don't even "have to" adapt to the new version, because they work already in the old version and everybody can still play them.

    On the other hand, mods are a community effort and you can't expect them all to be perfectly designed, so I understand that changes to the game might cause some trouble. I don't make perfect software either, I'm only human after all. But trouble is the price that one pays for imperfection.


    I think the cause of the argument is not so much that the mods don't work on the new version, but more that the mods for the new version can not be used simultaniously with the mods for older versions. Since new content is interesting, an increasing amount of players will play new mods, causing the old mods to be neglected. The only way to give them new life is by updating to the new version and the owners are not willing to do that, because they find it too much trouble to learn the new rules.


    Saying that a program cannot be rewritten after the official release is just nonsense. For creating a piece of software, you make yourself a "definition of done", which basically means that you make a list of requirements before you say that the software is finished. They met the requirements and therefore have all the right to call it an official release.

    The one big thing with software though is that requirements change. They change all the time. Before developement, during developement and after developement. Adapting to the changes after developement is called "maintenance". Sometimes you will find that the original solution is not fit for these new requirements and therefore you will have to create a new solution.

    This exact thing happened with minecraft. The big issue was the block limit, which caused the developers to be unable to add more blocks. Nobody would've known that 256 different blocks wouldn't be enough at that time, so nobody would bother with it. You can't anticipate everything after all. Now that we find that 256 is indeed not enough(the requirement changed), we need to alter the solution, because the current one is not fit for this. They have to, because otherwise they can't add those precious slabs and stairs that everybody is craving for in future updates. I can only say that that's a sign of keeping their promises.

    Now that the solution is changing, why not clear up some built up mess with it? some minor imperfections have built up over time like a dune because they weren't cleaned up immediately. I am referring to the rewrite of the command system.


    One final note: Nobody stops you from adapting those texture packs yourself. If you don't want to rely on others, then you could also do it by yourself. I bet people would be grateful if you did it and distributed the updated version, though you should be very careful about copyrights.


    that was a lot of text, but I hope that my opinion is clear.

    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft 1.13 Update Opinion Thread
    Quote from thaarael»

    New features looks good on paper, but I will stay on 1.12, for two reasons: customized worlds removal and changes in mobs models. I have been playing my survival building world, which happens to be customized type, for more than two years, and I am not going to scrap it and start from scratch only because someone in Mojang decided it's good idea to remove one of key features from the game and break saves using it (picked customized world specifically for get rid of those pesky caves and ravines appearing EVERYWHERE and making underground (and even large scale above ground) building extremally annoying). As for other reason I've been using one specific texture (still can't get used to word "resource") pack - Misa's Realistic x64 (later with community patches) - for years, and it's synonymous of Minecraft for me; can't stand unmoded MC on deafult textures for long, it's simply too ugly. One of key features of Misa's (and, btw., many other large texture packs created in old times before official release) is support for Randomobs (former stand-alone mod, now part of Optifine), which allows using multiple versions of mobs textures, to add more variety; with changes to horse models, texture pack gets simply broken - and since it's not 4, but dozens of textures to fix, it's very unlikely that it will get another community patch for that. It's simply too much work, and that means death for that pack - and probably many others, kept alive by community for now, just because someone in Mojang thought it would be cool idea to make meaningless change in model. Such a shame that Minecraft went from full freedom and infinite possibilities to limiting and destroying things that people managed to create...


    First of all: customized worlds are NOT removed. In fact, they enhanced it if I'm not mistaken. But it works using json files in your world folder now.


    Secondly: if there's demand for something, there will always be somebody to provide it. I dare to bet that those mods and resource packs will come for 1.13 in due time, provided that people want to have it.


    But if you rather stay on 1.12, then that's completely up to you and I certainly respect your choice. I don't think it's fair though to say that the game went from full freedom to limiting and destroying. The new update brings a lot of new content ON TOP of everything that was already in the game and they even went through the hassle of rewriting the entire game to optimise performance and for future improvements. Sometimes you got to destroy something before you can create something and I know for sure that the community will find a way to adapt. There's no progression without adaptation after all.

    Posted in: Recent Updates and Snapshots
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    posted a message on There are too many dolphins

    When you hurt a dolphin, it's friends will come and take revenge. They're similar to zombie pigmen in that regard.

    Posted in: Recent Updates and Snapshots
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    posted a message on Question about Structure Block

    A structure block can not be obtained in survival. A structure block is a block that reads blocks within a specified volume and stores them on your harddrive. Then you can place a structure block somewhere else and basically paste those blocks somewhere else. So basically you can copy and paste structures in your world using this block.

    Posted in: Discussion
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    posted a message on Question about Data Packs

    Well, assuming that you have a datapack somewhere on your computer, you can navigate to your .minecraft folder and from there into saves and into the folder of the world in which you want to use it. Inside that folder, you'll find yet another folder called datapacks, assuming that this world has already been opened in 1.13 once. Inside that folder you can copy-paste your datapack. A datapack can either be a zip file or a folder structure.


    Now when you open the world, you will see that your datapack is installed. If not, you can use the /datapack command to enable it(I can't remember the exact syntax right now).

    Posted in: Recent Updates and Snapshots
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    posted a message on What will happen if (cont. inside)

    Realms updates automatically, so you have no choice on which version you want to play.

    I think a better option would be to use mcedit. You have to download your world, use mcedit to delete all the unused chunks and then reupload the world to realms.


    And as always: "make a backup!" Before applying mcedit magic, always make a backup of your world so that you can try again if you accidentally delete something important.

    Posted in: Discussion
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    posted a message on Biomes temp?

    https://minecraft.gamepedia.com/Biome


    Look at the 'biome types' paragraph

    Posted in: Discussion
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    posted a message on Naturally spawning shulkers on the outer end islands

    I created a function for 1.13 that allows shulkers to spawn naturally on the outer end islands.

    It goes like this:


    #process all newly spawned endermen
    execute in the_end positioned 0 60 0 as @e[type=enderman,tag=!done,distance=256..] run tag @s add testing
    execute as @e[tag=testing] store result score @s enderman run data get entity @s Rotation[0]
    execute at @e[tag=testing,scores={enderman=350..}] run summon minecraft:shulker ~ ~ ~ {Color:10b,Tags:["new"]}
    execute at @e[tag=new] run teleport @e[type=enderman,limit=1,sort=nearest] ~ ~-500 ~
    
    # administration before next round
    tag @e[tag=testing] add done
    tag @e[tag=testing] remove testing
    tag @e[tag=new,tag=!natural] add natural
    tag @e[tag=new] remove new
    
    # clean up the enderman scoreboard
    scoreboard players reset * enderman
    
    # natural despawning. CAREFULL! render distance might cause trouble here
    execute as @e[tag=natural] at @s unless entity @p[distance=..128] run teleport @s ~ ~-500 ~


    Basically this function finds all the newly spawned endermen on the outer end islands and checks their rotation, since the rotation is randomly chosen when they spawn. If this rotation is above a certain threshold, then this enderman is swapped for a shulker.


    This function is supposed to keep the mobcap in mind, since it only replaces mobs that have spawned naturally.

    I developed this function for large multiplayer servers so that everybody has a good chance to get some shulkers without having to travel thousands of blocks away to find an untouched end city. I was wondering if this would be something that people(server owners in particular) are interested in? In my opinion this is better than cheating in a shulker spawner, because this retains the exploration aspect of finding shulkers in the game. It also doesn't require any maintenance, which in my opinion, makes it preferable over periodically resetting the end dimension.


    I would like to know if this function can be made more efficient and/or robust and what are your general opinions about this approach?


    Shulkers are particularly tough to deal with, because they don't despawn naturally and they don't count towards the hostile mob cap.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on golems disappear

    I'm particularly interested in the answer that you gave to my last question. If no new golem has spawned since the original golem disappeared, then that means that there is something up with your village. Perhaps there are indeed enough villagers, but maybe not all of them belong to the village.


    I found a video that carefully explains how villages work and the following link will refer you to this video:


    In particular the part that starts at 2:55.


    Notice how he says that some villagers can feel like they belong to a village, but that not all of those actually count towards the population.


    This doesn't explain how your golem disappears unfortunately, but it does give a hint for how to sustaining your golem population even if some disappear.

    Notice that with a single village it usually takes approximately 6 minutes before any golems spawn.

    Posted in: Discussion
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    posted a message on golems disappear

    A few questions to get more insight in your problem:


    Are you sure that the items haven't despawned before you noticed that the golems were missing?

    Is there perhaps a lava pool nearby which the golem could have wandered into by accident?

    Did it happen once or does it happen more often?

    Did the golems spawn naturally or did you summon them using iron blocks and pumpkins?

    Did you see the golem disappear did you just noticed its absence?

    Does a new golem spawn after the original golem disappears?

    Posted in: Discussion
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