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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Two better views of a replica of that cobblestone generator, with bricks under the lava and bounding the water source, and encased in glass:
(The thing in the background is a golem farm I might someday copy into my EB4 game.)
It's a sweet little project, easy to do, and I had a lot of clay lying about Gonna change the one I have in OB4 to look the same in time when I have enough surplus sand, perhaps with a few Obsidian blocks where it might catch a stray minepick. It's way more beautiful than the gray lump I have right now
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If you want pics, a few of mine
Some of my farms; besides the obvious ones, you can glimpse the mycellium one in the right, and what is left of the snow farm after an Enderman attacked the Snowman in front of the sugar cane farm. The waterfalls are an attempt to stop Enderman from griefing my farms:
Better look at my tree farm (75 normal sized trees + 4 Jungle giants):
My animal pens (29x13 grass area), covered due to Enderman vandalism:
My tripple cobblestone generator (uses just one Lava and one Water source, but it's not my design):
Covered mycellium, with the village in the background:
My strange and malfunctioning mob grinder. I advise everyone to not copy: halfslab glitches mean mobs fall on my head outside the grinder, and it's a constant source of Enderman teleporting out and griefing my island:
Ender portal:
View from inside my village (only half done, already 80 doors, mostly tucked in the roof), with the mob grinder in the background:
Island map; each square is 16x16. Lots of blue ceilings because I now use ceiling pools to try to keep enderman away. White dots = animals, green dots = villagers and golems, red dots = mob grinder.
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I settle for 75 normal trees (25 of each kind, except jungle trees, as soon as I can manage that) and 4 big jungle trees. With that many trees I can basically keep cutting trees indefinitely; they regrow as fast as I can cut them (and this is mostly true even if I avoid the jungle trees, which is nice, since cutting small trees is way easier).
But then, I like doing things big. Which, unfortunately, means that when I botch something I create a big problem; my mob grinder has created a large Enderman infestation on my island, and fixing it would be so hard I'm considering starting over...
BTW: while I didn't have a too serious problem, jungle saplings were quite scarce for me. I had the Oak and Birch tree farms already at 25 trees each before I was able to finally grow a single big tree, which promptly refused to give me 4 saplings...
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(though I'm not going to do so without mods. As soon as I get a full stack of each kind of sappling, plus a good food supply, I'm turning on TreeCapitator. It's not like it will make any difference afterwards anyway.)
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Doors and a bunch of things can't be opened by left-clicking in 1.4 anymore. Try right-clicking them. It's not related to Optifine in any way, BTW.
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Actually I had animals spawning once or twice per day on the 16x16 grassy area I built.
BTW, unless you fancy chasing after animals all over the ocean, fence your spawning area early. Also, it might be worth killing animals that you have more than two of until you have a pair of each animal you want to keep; by doing this I obtained enough animals to start breeding in a few days. After you get to breeding, there's no need to concern yourself with animal spawning.
edit: I did the killing of extra animals early so I wouldn't have to move the animals from my spawning space. Makes for a slower start with breeding than attracting the animals to the other side of the island, but requires less work - and given that working my 75 trees + 4 Jungle giants tree farm, and expanding my underwater platform beyond 64x64, was work enough, I didn't want to waste much time with the animals early.
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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.
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Despite this I'm loving this mod, it can easily cut down the time I take to lay large areas by half and reduce the number of clicks I use to less than a tenth
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It didn't work from the mods folder for me; it was causing an error when loading BuildRegion. My guess is that it was attempting to load BuildRegion first, which failed due to LibShapeDraw not being loaded yet.
Installing LibShapeDraw inside Minecraft.jar fixed it for me.
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I was like, "WTH just killed me?"
Note to self: I add walkways in my tree farm for a reason, use them
I should have been more specific. I'm using half slabs:
- Inverted, one block under the water, to create the basis for my expansions (and, at the start, to catch my saplings and apples; I've since paved the areas where those can fall with normal half slabs). They have half the cost of full blocks (allowing me to cover double the area with the same resources) and leave a nice half block high air pocket under them (sharply reducing the risk of drowning under my own island).
- Normal ones to cover any area where I don't want to be walking on water, and on top of any (one block high) wall.
End result, I spend half the materials on places where I just don't want things to fall to the ocean floor but don't mind the platform being under water, and the normal amount of materials (but with no chance of mobs spawning) where I want solid wooden ground. As a nice bonus, if I want to remove the upper half slab, there's an inverted one under it preventing the slab (or me) from falling in the water. Being able to breathe under my island is nice too, though I don't use it much.
BTW, villagers still fall through single, upright half slabs; I've had a villager die on me before by falling through normal half slabs over the water (causing me to restart, since it was one of my starting villagers). I still have to see a villager fall through an inverted half slab under the water, though, much less the combo of one normal half slab atop an inverted half slab I use where I want solid ground.
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BTW, a couple ideas I'm using:
First, I'm using half slabs for most things. They consume less resources, and mobs can't spawn on them. This allows me to save a lot of torches.
To get to the ocean floor quickly and with less resources:
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Well, in the OP, Azanor says that he isn't granting permission to use TC3 (or AC) in mod packs. Unless he grants permission to Technic, it will likely be removed from that pack (though players should be able to manually install it).
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Forge is designed to be installed over ModLoaderMP. Just use the appropriate version of Forge and ignore all conflicts with ModLoader and ModLoaderMP.
edit: Just make sure you install first Modloader, second ModLoaderMP, and last Forge.