Why do you want to play Java Edition with a controller?
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Sep 22, 2017Posted in: Suggestions
If there's anything I've learned from listening to the TF2 community complain, it's that people hate being in a position of helplessness. I doubt that people will want their hard work to be destroyed because RNGesus said so.
Sep 22, 2017Ethansito posted a message on So there's good news, and then REALLY concerning news...Posted in: Discussion
Little kids are getting scammed out of their monies for things that PC people get for free :'(
This is unacceptable.
Jun 21, 2017Posted in: Recent Updates and Snapshots
I like most of the gameplay parts of the update, other than the recipe book. A big aspect of Minecraft imo was that crafting was a mystery. People used to have to use their brains or study other peoples' gameplay/ the wiki to figure out how to craft something. I learned how to craft by watching Paulsoaresjr, and I was overjoyed every time I saw him figure out how to make a new item that I needed.
The handy-dandy tutorial takes away the charm of being taught by a peer.
- That aside, I like the glazed terracotta. I think it will be great for mapmakers who want to use a custom texturepack to make blocks fit the scene of what they are making without having to take an essential building block out of the game. It will also be fun to experiment with in general.
- The parrots seem interesting I suppose. I am not all to sure of what they do other than probably sell plushies on the minecraft store. It might be fun to wear one on my shoulder and pretend that I'm a pirate.
- The concrete stuff adds interesting concepts to redstone, so I am for that all the way!
- I've been waiting for dyed beds for a while now. I'm glad that they've been added.
- I think that the colors change is great!
I am disappointed that Minecraft Java edition will not be included in the crossplay update. I think this may be for a few reasons.
1. Player limits would be weird since apparently the other versions can't get their stuff together.
2. Plugins and mods might be difficult.
3. It might lift the veils from the heads of the people who play Minecraft on the other platforms, and people might start realize that they are getting conned by Microsoft and then resist in some way. It would be hard, after all to release the community marketplace after people find out that the Java boys have been getting the same stuff and more for free for years.
4. It might just be me, but whenever I have played the console edition, even trying to PvP has been incredibly clunky. If people in the other editions have as bad PvP skills as I do when using a controller or touch screen, their fun might be jeopardized by people running around with keyboards and mice.
Finally, removing Herobrine was a horrible decision. They should keep him in the game next time.
Jun 21, 2017Ethansito posted a message on Annoying instruction upper right. How get rid of it?Posted in: Recent Updates and Snapshots
I'm going to LOVE doing this on every single 1.12+ server I play on.
Mar 31, 2017Posted in: Recent Updates and Snapshots
Because people won't be playing the game how I want them to play it.
Mar 15, 2017Posted in: Survival Mode
Snow Golems are a lot of fun!
Cats scare creepers away.
Try out some of the nametag easter eggs.
Resist the urge to delete your world when you die in lava and lose all of your diamonds.
Play multiplayer! IMO, it is a lot more interesting than singleplayer.
If you want to build something large and important/tedious in survival, try building it in creative first. It is better to build something correctly in both creative and survival then to build it all wrong in survival and then have to go through the trouble of figuring out what you did wrong, how to fix it, and then actually fixing it.
Hide glowstone in trees or under carpets for some sneaky lighting.
Redstone is amazing, if a bit frustrating to work with. Watch some redstone youtubers like Mumbo Jumbo, Xisumavoid, and Mr Crayfish.
Be careful when you leave your house in the morning. I cannot tell you how many times I have had a spider drop off of my roof and land on my head as I stepped out of my house in the morning when I first started playing the game.
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Jun 29, 2019Posted in: Survival Mode
How about, stop deleting your world and just keep playing.
Since you didn't explain why you delete your worlds, it's not really possible to offer any sound advice. We'd need to know what the problem is to help you find a solution. So what is the reason you can't keep playing the same world? What makes you want to delete it and start over?
Jun 16, 2019Posted in: Survival Mode
If you were having fun while each world lasted, it wasn’t a waste of time.
If you are determined to stick with one world for a longer period of time, it is a good idea to set yourself a goal and work towards it. Only you know what you enjoy doing, so it is hard to make a specific recommendation.
Mar 22, 2017dmillerw posted a message on Impractical Storage - v1.4.3 - Because really, who can fit 1728 gold blocks in a chest!?Posted in: Minecraft ModsWhile the core features of this mod are implemented, there is still much I want to do with it, so don't be surprised if things changes!
One of my biggest issues with Minecraft, specifically modded Minecraft, is how we begin to lose our sense of scale very easily. The general theme these days is essentially magic blocks that can do anything and everything we desire of them, without taking much in the way of space. There's no incentive to create vast factories, or massive warehouses, simply because the bulk of it would end up being empty space.
With Impractical Storage, I aim to change all that. See, Impractical Storage adds another method of storing your vast quantities of Blocks and Items, but does so in a very different way. Instead of supplying you with a GUI and Slots, which manages to stuff all your gold into a one block space, Impractical Storage makes the World your storage space, and ensures you can only store as much as you have room for.
Everything in this mod centers around the 'Storage Controller', crafted like so
When placed in the world, it designates a defined space in front of it as the 'zone' used to store any Blocks or Items. By default (defaults changeable in the config), a 9x8x8 area is designated. By right-clicking the block, the config GUI will appear, which allows for a couple options, including changing the zone boundaries, and zone offset
The top three numbers designate the zone's X, Y, and Z values respecively
The bottom three numbers designate the zone's X, Y, and Z offset
Other options in this GUI including toggling the visability of the zone boundaries (useful for debugging), and changing the sorting mode of the controller.
The sorting mode handles how blocks are visually stored when in the world. Currently, there are four options, which are ROWS, COLUMNS, PYRAMID, and MESSY, shown here from left to right
Generally, when blocks are placed in the world, they'll look exactly the same as they would if you placed them yourself. There are some differences though. Essentially, the blocks plaed in the world aren't real blocks. They're unable to be broken (unless in creative mode), and won't interact with any other blocks.
Items function the same, but visually will show up as a marked crate, and unlike blocks, can store up to 16 items in one crate (block space).
So how do you interact with the block? Same way you interact with any other inventory. Blocks and items can be piped in and out the same way you'd interact with a chest, using whatever means you desire. Not only that, but blocks in the world can be shift-right-clicked to retrieve them, and any blocks placed inside the controller's zone will be added to the inventory
If you find yourself needing more sides in which to interact with your controller, or want a spot that works better with your setup, you can craft a Controller Interface
The Controller Interface, when placed next to an existing Controller's zone, will directly interface with that Controller's inventory, placing any items/blocks inserted into it into the zone, same as would happen when interacting directly with the controller
When placed properly, the interface will glow green! If it's not placed adjacent to a controller's zone, it will remain gray, and if it's next to more than one controller zone, it will glow red
Impractical Storage also adds several utility blocks to make item transportation and storage more fun, while still keeping with the overall style of the mod
First one is the Blockvayor, which, as the name suggests, functions the same as a standard conveyor belt, but moves blocks physically throughout the world. When placed, it faces towards the player
Next, we have the Gravity Inducer. Any block placed in front of it (or moved, say, with a piston or Blockvayor) will drop, as though it were a Sand or Gravel block
Finally, we have the Itemizer. Any block placed in front of it will drop as an Item in the world, ready to be picked up by a Player or Hopper (or any other block)
Config OptionsImpractical Storage also comes with a fair amount of config options, in order to make things more to your liking, and to help out server owners
blockUpdateBatchCount: How many blocks should be placed each time an update is triggered (based on blockUpdateRate). If set to -1, blocks will simply be set as they're added to the inventoryblockUpdateRate: How often (in ticks) should new blocks be placed. If set to -1, blocks will simply be set as they're added to the inventory
dropBlocks: Whether the controller should drop all stored blocks when broken, or whether it should keep them placed in the worldzoneUpdateRate: How often (in ticks) should new Blocks placed in a Controller's area (by player, machine, etc) be added to the inventory
Really, the best way to experience and understand this mod is to play with it! I'll be providing more information here soon, as I flesh out some of the upcoming mechanics
Changelog1.5.0 (for MC 1.12):
Fixed crash when extracting items from controller
Fixed crash when rendering blocks in world
Fixed mod not functioning properly on servers
Fixed crash when itemizing block (#40)
Fixed blocks not using metadata when rendering
Fixed items being lost when extracted (#35)
Blockvayors: Conveyor belts that move Blocks physically in the world
Gravity Inducer: Causes any block placed in front of it to fall like Sand or Gravel
Itemizer: Causes any block placed in front of it to drop as an Item
Simplified Controller recipe
Fixed Mods like WAILA/HWYLA displaying incorrect Block names (#38)
Fixed issues with bad item drops/bad item rendering (#39)
Prevent crashes caused by block rendering (#33, #34)
Prevent controller offset/boundaries being changed while controller contains blocks
Blocks will now stay in world when Controller bounds/offset/sorting mode are adjusted, only dropping if they can no longer fit
Fixed crash when adjusting controller while blocks are in-world (#31, #32)
Fixed issue where removing crates from the world would allow for item duplication (#30)
Fixed issue where Refined Storage would display incorrect Item counts when connected to a Controller (#28)
Fixed bug where breaking the controller would cause a crash (#20)
Fixed more issues with mod interaction (NOTE: Embers Item Pipes currently don't interact properly, a fix is being worked on!) (#21)
Items now render on the top of crates, as well as the sides (#23)
Added Pyramid sorting type
Added ability to offset controller bounds via GUI (#22, #24)
Added Controller Interface blocks that connect to the controller of any boundary they touch, and provide another block to insert/pull items from (#25)
Fully implemented Crate block and tiers (not yet used)
Better determination of whether a Block can stack inside a crate or not (plants, hoppers, etc)
Improved render performance for Blocks placed in world. Should fix reported FPS issues with large amounts of items, among other render issues (#11, #13)
Fixed more issues with mod inventory interaction (#16)
Expanded the available localization
Fixed AIOOB exception when setting block bounds to their max (#8)
Allow for numbers to be typed directly when configuring Controller boundaries (#9)
Fixed issues with mods being unable to extract items from Controller (#10, #12)
Give Controller block hardness and resistance values (# 15)
Added Comparator support (#14)
New config GUI for controller
Ability to set controller bounds in-game
Ability to toggle visible bounds
Ability to set sorting mode in game
Added new sorting mode, columns
Downloads: The latest version can be found here
* Inclusion in mod packs is allowed by default. I only ask for a link back to this thread.
Jun 21, 2017Posted in: Tutorials
thank god you can upload your own skin/mod/texture pack
because i dont want to buy them
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