For me, exclusively solo and heavily modded. I simply don't see the draw of playing survival with others, and I don't have the discipline or patience to create the kind of work that makes multiplayer creative worthwhile.
- DarkWalker
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Member for 12 years, 1 month, and 11 days
Last active Fri, May, 29 2015 11:59:33
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Dec 31, 2014DarkWalker posted a message on New Year's Eve (Except in Australia)!Few minecraft memories, unfortunately. While I love the game, I can't stand playing it without my usual suite of mods, and between the wait for the 1.8 version and now the wait for the mods I enjoy to be updated I've played very little during the year.Posted in: News
I hope this changes soon; eager to jump back into the game. -
Sep 16, 2013DarkWalker posted a message on Minecraft News - Huge Portals, Huge SnapshotsA PC. Any multiplatform game is likely to be released for the PC anyway, with better graphics and better control scheme (specially because the PC can use controls from both XB360 and PS3, is guaranteed to be able to use XBOne controls in the future, is likely to be able to use PS4 controls too, and on top of that can use keyboard and mouse).Posted in: News
Also, PC games are cheaper. Getting games on launch day is already reasonably cheaper on the PC, and getting them after a few months typically allows me to get over twice the number of games on the PC than on a console with the same budget.
I might get a WiiU for the Nintendo exclusives down the line, after enough good games are released and Nintendo unifies accounts for digital sales on 3DS and WiiU, but for the time being I see it as a waste of money; not enough good games to justify the console price. -
Oct 20, 2012DarkWalker posted a message on 1.4 Pre-Release Available Right Now!Posted in: NewsQuote from daangelo29
There's actually no difference between the official release and the pre-release, that is except the pre-release is released much sooner but can only be downloaded manually and not via the game's launcher. The purpose of the pre-release is to allow modders and texture pack artists to update their mods/texture packs ahead of the official release.
If they were to make bug fixes between the pre-release and the official release, they'd make changes in the code that would make mods made based on the pre-release incompatible even if it's the tiniest bug fix, which would ruin the whole purpose of having the pre-release for modders in the first place. If bug fixing is needed, they would need to make a 1.4.1 (which would mean another pre-release so mods can update their mods for that version).
Actually, small fixes can be done in a way that doesn't break mods unless the mod changed the specific class that received the fix, and even then "break" basically means that using the mod re-introduces the fixed bug. As long as the changes are small enough to not require a change in the obfuscation, there's little chance of mods breaking. - To post a comment, please login.
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Also, PC games are cheaper. Getting games on launch day is already reasonably cheaper on the PC, and getting them after a few months typically allows me to get over twice the number of games on the PC than on a console with the same budget.
I might get a WiiU for the Nintendo exclusives down the line, after enough good games are released and Nintendo unifies accounts for digital sales on 3DS and WiiU, but for the time being I see it as a waste of money; not enough good games to justify the console price.
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I was looking at the code to see if I could automate the seed testing somehow and apparently witches just can't spawn on flat maps, so even if you find the correct seed it wouldn't help.
(The method to look, if anyone wants to confirm this, seems to be net.minecraft.world.gen.ChunkProviderFlat.getPossibleCreatures; compare with net.minecraft.world.gen.ChunkProviderGenerate.getPossibleCreatures, which is the one for normal worlds.)
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Strangely enough, while I do like FPS games, I typically only like them when they aren't realistic; so I like things like magic-based medieval FPS, or futuristic FPS with plasma guns and jetpacks, or even modern day over-the-top cartoonish FPS, but I can't bring myself to like something like CoD or Modern Warfare.
As for Halo 4: I don't have a XBox 360, I've had enough frustrating problems with GFWL that I don't plan on purchasing anything that connects to Microsoft's Live network for the next decade or so, and the last FPS I played with a joystick was the original Doom. Anything exclusive to the XBox, as far as I'm concerned, does not exist, and this goes doubly so for FPS games. I did play the first Halo on the PC and liked it, though.
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Now you know why Garfield hates Mondays
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If you are at the start, just retry. It's not your fault you were unlucky.
You might also want to backup your world before cutting down your last jungle tree if you don't have an extra sapling, and reload if no sapling drops.
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Use indirect, environmental damage to kill unwanted villagers. For example, by pushing them into a 1x1x2 pit where the floor is a cactus, or by employing the Delifeifier described in http://www.minecraft...0#entry18994805 . Suffocating them with falling sand also works.
I prefer to send unwanted villagers to a "jail" I've built to feed my future Golem farms, though. Having villagers killed close to the village disable new villagers spawning for 3 minutes.
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What I used on my own mob trap, which is efficient enough to infestate my island with Enderman, is:
- Used open trapdoors lining the sides of the drop hole instead of signs, but then I believe you already knew this trick.
- Used 3 different height levels. Mobs can jump down 2-blocks high falls, but can't come back up; this means they will drop from the spawning pads to the corridors, and from that to the small (recommended 2x2, I used 3x3) spaces framing the drop hole. As more mobs fall there, they will push each other out to die.
But then my mob farm is a little monster with a 31x31 blocks footprint (4 13x13 spawning pads, with 3 blocks wide corridors between them, plus the walls).
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Most likely what is called an Infinite Villager Spawner / Infinite Villager Breeder, which you can easily search for in Google. The explanation for why it works is as follows:
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Besides the obfuscation, it's also about if there are interface changes in the game's classes (and forge classes for forge based mods, which is the case here).
1.4.4, despite being mostly about bug fixes, did have a few internal class changes that would have caused problems for some mods even if the obfuscation didn't change. I didn't take a look at 1.4.5, but I would think there were no interface changes (given that the Forge update took all of an hour and half for an incredibly complex API).
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Which is only an issue when it comes to light (torches), otherwise wood from tree farms, after you expand them enough, is as plentiful as cobble (with the advantage that you don't lose logs to neighboring lava and that each log makes 4 planks). By making expanding my tree farms my priority (until I have a large tree farm with about 25 trees of each type) I have little downtime at the start and more wood than I can use before I start working on other projects.
The lighting issue is the reason I'm so fixed on expanding by creating a platform under one block of water (i.e., solid ground that I don't need to light up because mobs don't spawn on water) and on using half blocks whenever possible (which means I only really need to light my farms and village). Also, I use the fact the game has bedrock hard coded as not allowing spawns to my advantage, meaning I don't need to leave torches behind when exploring the ocean floor (which, incidentally, is the reason any slime farm down there needs to be paved; slimes also don't spawn on bedrock).
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It's a 31x31 space, 6 blocks high, under my farms (did I mention I like to build things big? )
This is how I'm removing the water. It's a lot of water to remove, by all measurements.
The one below might be seen as a spoiler, though players can find that info easy enough.
A wider view to get a feeling for it's size. See anything familiar?
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Actually, how the leaves are broken makes no difference as far as the chance of dropping saplings go (apart, obviously, from harvesting them with shears, which gives a leaves block but no sapling); it's down to luck, pure and simple.
I'm typing this with the code for how leaves drop saplings open in another window, BTW
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Windows 7 should actually handle zip files without the help of an external program.
But yeah, installing a program that can handle zip files like WinZip, WinRar, 7-Zip, etc could help.
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It might help if you actually describe what happens, or which step fails.
After clicking the Start button and typing "%appdata%/.minecraft/saves" in the search field an explorer window in the folder where Minecraft stores save files (or rather, world folders) should should open; you should be able to see the names of any world you are playing as folder names there. Did you get there?
After unzipping the EB4 zip file there you should have a "OceanBlock_4.0" folder in there; inside that folder a bunch of files starting with "level", a "session.lock" file, and a bunch of folders. Do you have those?
After this the EB4 world should be on your Select World screen. Is it?
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Actually it works on Windows 7. Just tested it.
An alternative way: