- DarkSignal
- Registered Member
-
Member for 11 years, 2 months, and 29 days
Last active Sat, Dec, 16 2017 10:24:02
- 2 Followers
- 127 Total Posts
- 36 Thanks
-
2
SharkMonster posted a message on spooky names Dinnerbone and GrummYou expect me to believe you have wood tools and a STONE SHOVEL? And they aren't even used? Not fooling anyone here.Posted in: Survival Mode -
1
Davidee posted a message on [1.7.2][Forge] Better Spawn Eggs! Now spawn Chicken Jockeys!Posted in: Minecraft ModsQuote from g_BonE
@Davidee: Could You add a more detailed description on how to modify the Custom Spawn Egg ? I had a look with nbtexplorer having this egg in my inventory but i cant make out what and where i can modify any of its properties.
More information is available on the GitHub page - check out the README
Yeah - is it not called "Giant" in the latest version? -
1
Davidee posted a message on [1.7.2][Forge] Better Spawn Eggs! Now spawn Chicken Jockeys!Posted in: Minecraft ModsQuote from JavaPythonwhere can i download this for 1.5.2
Quote from kirby2049Minecraft 1.6.4 is out.
1.6.4 version released! -
4
KyoShinda posted a message on Mesa Plateau [Too OP?]The word 'overpowered' has been used so much in this forum that you guys don't even know what it means anymore.Posted in: Recent Updates and Snapshots -
11
Scum posted a message on Your thoughts on Sunflowers and falling particles?Posted in: Recent Updates and SnapshotsQuote from GateFox
I hate that they face *only* east. That pretty much kills any possibility of putting them in a garden, unless you make sure that your gardens always face east.
Seriously? If you fence in an area and put sunflowers in it, it isn't going to matter which way the flowers point.Quote from Geneo
Sunflowers? That only point East? Are you kidding me?
Why not fix the compass so it actually points north like a real compass, or at least points to the 'new' spawn point (the last place you slept)? As it is, the compass is still next to useless.
I love how you people see a new feature that doesn't affect gameplay or mechanics at all, and yet you still cry about it and complain. -
1
AshtonDurkhun posted a message on Custom NPCsPosted in: Minecraft ModsQuote from tobbiusness
Hey noppes and darksig. , would it be possible to add a weapon sheathing for npcs? im thinking something like MPM were the first slot item is placed on the back, just changed for the inhand of the npc (if thats what the right handed slot is called). Its just a cosmetic upgrade as npc's wandering around a town with weapons drawn seems a bit odd. no need to add right away as you's are busy, but putting it on the todo would be nice.
Possible? yes. Anything's possible. Practical? no, given the direction provided for the mod.
it was mentioned some posts back that CustomNPCs woudl be supporting non-standard models (and really it already has some mob models and other non-standard ones) Can you imagine the vistual glitch when a generic sword/shieth rendered on an Ocelot? it would either be floating in midair or would require a seperate texture for every model, not to mention there would need to be, at the least, a color customization option since having a bright white sword/shieth on, say, a ninja, would look quite strange.
Now just making the weapons not render unless the mob turns hostile seems a viable option, but I dont know how much extra code it would take, I'd think it coudl be tacked onto the 'attack' code, but I have no idea how noppes has coded that feature...
And, of course, dont take my word for it, It's fully possible to do and at some point noppes might get bored and add it in just for the hell of it, but I wouldn't hold my breath, personally...
((if you want to cheat, use invisible weapons and edit models' texture files to show a sheathed weapon)) -
87
FireroseNekowolf posted a message on 1.6- The most dissapointing update ever? **UPDATED 1.6**Posted in: Recent Updates and SnapshotsQuote from Oh_its_that_guy
However, I assumed that 1.6 would also have new biomes, fish, birds...I overestimated mojang.
And there's your problem. So really, you set yourself up, not Mojang. -
25
joman195 posted a message on Is jeb taking Minecraft in the right direction?Posted in: Future UpdatesQuote from Swiftlet
I honestly feel like the game is getting worse with each update. I started playing in beta 1.5, and up until beta 1.8 it was constantly getting better. After 1.8, though, it stopped being quite as fun. Worlds were a lot more repetitive, and the only things really getting added and updated were a few extra biomes and the so-called "Roleplaying" additions like potions, enchanting, and anvils. Oh and then there was the mob AI updates (which weren't all that bad, but they weren't great). On top of that, lag has increased immensely and terrain still sucks, and yet everyone is distracted by the new stuff. I can list at least three mods that have been or are going to be incorporated into the game that completely change the overall theme of the game. If I wanted to add stuff like horses, name tags, and all this new redstone stuff, I would add it myself. As it is, though, I don't want playing vanilla to feel like playing with mods. The only thing that I feel the game needs at this point is a satisfactory terrain generator. The current one give the worlds no real identifying features, except in extreme hills biomes, where there are so many odd landforms that it loses all value. so instead of fixing things like lighting and making the terrain actually matter, we get cosmetic stuff, sloppy beaches, and stuff that, honestly, doesn't really belong in vanilla. TL;DR: Minecraft is seriously going in the wrong direction. Not all of us are quite satisfied with shiny new features every few weeks. Sorry for ranting a bit.
Potions, Enchanting, and Anvils are not "Roleplaying", as you put it, features. They are simply there to give the game more substance and to give the players more to make and do. I don't know about you, but I don't have any lag with recent updates, maybe it is your computer but mine is just fine. And what is wrong with adding in mods that people request be added? Also, just because you can add it in with a mod is NOT a valid reason to deny a feature, regardless of what your opinion is. There might be some people who can't or prefer not to play with mods, and so you just cost them a feature because you "can put it in yourself". So no, if you are going to dislike new updates, at least have a viable reason with some kind of substance behind it. -
107
Danster5oo posted a message on How did mojang annoy you?I hate how Mojang has never made me mad.Posted in: Recent Updates and Snapshots - To post a comment, please login.
2
The TacticalVariant system will be able to do something close to that in conjunction with our planned feature of unique navigation types, which include flying, jumping, and teleporting. Once that system is built, they'll be able to use those abilities in a unique fashion dependent on what TacticalVariant you pair it with.
For example, jumping NPCs that are set to dodge will quickly jump in random locations around you to disrupt your aim before lunging at you from a random angle. Flying NPCs set to Surround will orbit high above you much like modern air support, and as for a teleporting NPC set to stalk, you might as well call it the Slenderman.
2
We did however provide one new model for this update.
1
9
Good news first; we have gotten the mod stabilized, and are currently in the process of fixing the remaining bugs caused by the change in resources. We have recently gotten everything compatible with the resource packs (including a new asset browser), and all we have to do now is tweak our skin loader and re-fix a couple of ill-rendered guis. I have also already implemented some of the changes mentioned earlier, such as new AI, a sound menu, and a few new quest features.
The bad news however is that we can't give any accurate ETA on when the mod's ready for official release. Rest assured however, the chances of the release being more than a month from now like the guy above me says are absurd: we're not far behind schedule, but we're not quite polished yet either. With Noppes being in and out of contact recently, it's been difficult to coordinate our priorities as effective as we normally do. If however all goes smoothly, we may have the mod ready for release by the end of next week, but be warned that is by no means a promise.
That is all.
2
It will be a while before we can get that kind of flying down; Mojang hasn't really developed a perfect way for a dragon to fly in the overworld yet, so we'd have to refine that method ourselves unless they beat us to it (which they probably won't).
There's a likely chance it may happen for the following update after this next one however, for once I finish the navigation variants, I want to allow different navigation types for NPCs, such as hovering, jumping, and teleporting.
1
According to the planned feature set for the upcoming mod plugin API, it will allow you to add in your own models yourself, so we're going to wait on that before we add that feature to this.
1
Not at all; we're not publishing any unfinished changes to the boss role for this update, so no current functionality is lost
1
It's not his official consent, but he does know that more than enough people have been asking for it, and since I already done it for him, I'm sure he won't mind. The only reason he hasn't done it yet is because he has more important priorities to attend to, such as getting this mod stable again.
It has and it hasn't, that role is not quite ready for official release yet, but it's next on my list after sounds.
5
Just a quick update on a couple of things I've been working on for the Custom NPC mod in Noppe's absence.
For this next update, You will be able to give NPCs unique combat navigation patterns when attacking an enemy; so you can have NPCs that zig zag their way to you to avoid your arrows, circle around you to get on your flank, hide out of sight to ambush you when you're not looking, or retreat from a battle if the attack is not going well.
Currently I'm still trying to get the resource packs to be compatible with the mod, but once we makes sure that works, I'll be working towards allowing NPCs to use sounds as well. this will not replace the current lines system, so it's more of an option than it is a necessity. With the new resource pack system, players will be able to add their own custom sounds for NPCs.
I also have plans for changing the guard role so you'll be able to have NPCs target specific mobs from a list of available ones, as well as setting priorities for said mobs, so that way you can make NPCs more wise about choosing a fight. Whether this becomes included in the new update or not is undetermined.
Lastly, I plan on adding a couple of new features to the quest system: being able to chain quests together, and allowing players to hide the quest complete dialog. Again, it is undetermined if this will be in this next update or the following one, but the former scenario has a decent chance.
That is all.
2
Exactly what I wanted to say, this is just ludicrous how they are ramping up minecraft's difficulty, there's no scale of difficulty in that regard, and their methods of doing so are sloppy. How are new players supposed to get a grip on minecraft now? There needs to be better control over difficulty with these recent changes.