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    posted a message on Possibly a dumb question...
    Unless pasting the ZOMG terrain directly into an existing Alpha world (rather than a new map) considerably reduces MCEdit's processing time, the bottom line remains that it just takes too damn long to be viable. I'm not looking to spend the better part of an hour generating each map.
    Posted in: Mods Discussion
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    posted a message on [MEGATHREAD] Map's / Install/Map upload guide.[Starter Maps]
    Quote from biodude94566 »
    PEBKAC


    Please, do tell. Enlighten me as to how PEBKAC is causing the search to generate overload messages most of the time. Or are you talking out your ass because "PEBKAC" sounds like such a cool haxx0r term to use at your age?

    The [MAP] tag is literally useless WRT search. Establishing a compendium thread makes it far easier to locate them, and, if it gets rolling, will encourage people to post maps which they may not otherwise consider worthy of an independent topic of their own.
    Posted in: Mods Discussion
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    posted a message on Anyone else think this is getting out of hand?
    Maybe the search should be fixed and tags should be standardized with a view towards that (for example, you can't search for "map" - too common). Would help a lot.

    Instead of just [MOD] or [MAP] or [SKIN], some sort of prefix or suffix so that the tag becomes an independent search term instead of an overly-common word: MC-, -SEARCH, something like that...
    Posted in: Mods Discussion
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    posted a message on [16x][1.1]Kas's Painterly Pack [Constently Updated]
    Quote from Jamsponge »
    If you'll read a few pages back


    D'oh, sorry about that - I read up to page 9 without finding any real mention of 32x32 before posting. Mumblemumble Murphy mumblemumble...

    So, that having been decided, does anyone *else* have any plans to *unofficially convert* Painterly to 32x32? :wink.gif:
    (First one to post a 200%-resized terrain.png as a gag gets a corkscrew to the urethra)
    Posted in: Resource Packs
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    posted a message on SMP newbie
    The only way to have a 'private map' (without the quotes, since it'd be an actual, um, private map) is to host your own server. I dunno about LAN; I assume it'd work (you'd just be entering a 192.168.0.x IP to connect, I guess?) but I've never tried, so hopefully someone who has can either confirm or deny.
    Posted in: Alpha - Survival Multiplayer Discussion
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    posted a message on [MAP] The Cliff Mountain Haven
    Epic! Thanks. I've been trying on and off all night to generate a map that isn't horribly boring.
    Posted in: Maps
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    posted a message on [MEGATHREAD] Map's / Install/Map upload guide.[Starter Maps]
    Quote from Donkey Kong »
    This entire forum is a "map thread". You don't need to post a blank thread for people to post their maps. They post their own threads, that's how a subforum works.


    Except the search sucks donkey balls, there are few maps being posted anyway, and compendiums are never a bad thing. Dunno whether this particular one is going to go anywhere or not, but I'd welcome a map-collection thread.
    Posted in: Mods Discussion
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    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    Requesting mob-only pack.
    Posted in: Resource Packs
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    posted a message on SMP newbie
    All you need to do to play SMP is click on the "Multiplayer" button and enter a server IP number or URL.

    If you're talking about hosting a server of your own, that's a different story, and your best bet is probably to get one of your more computer-savvy friends to be the host. If you're all basically clueless, you might just want to get together and play on one of the many existing servers listed here.
    Posted in: Alpha - Survival Multiplayer Discussion
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    posted a message on Campfire?
    Yup. Fairly easy to make a campfire, though it doesn't give off appreciably more light than a torch:

    Dig a hole, place a log in the hole, set the log on fire with a flint and steel. Voila! Campfire.
    Posted in: Alpha - Survival Single Player
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    posted a message on [MOD] IWannaWin's Mods v2.0 (MC: v1.2.2)
    Quote from IWannaWin »
    Regular obsidian tools, which will smash blocks at a rate lower then the diamond tools, but higher then iron ones.


    Thank you!

    One of my major annoyances with the game is the extreme discrepancy in speed and durability between iron tools and diamond tools. I don't disagree with it, I just never understood why something wasn't introduced to bridge the gap.

    That's what this will do, finally. Awesome. :smile.gif:
    Posted in: Mods Discussion
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    posted a message on [MOD] IWannaWin's Mods v2.0 (MC: v1.2.2)
    Any chance of a non-instant version?

    Say, somewhere in between iron and diamond in durability - 512 uses? - and faster at mining obsidian (8 seconds?), but otherwise on par with or slightly slower than diamond tools in speed.

    It's such a PITA to try and find a constant supply of diamonds, so this would be a nice alternative (while still not being "the best," and still requiring work (in creating/mining obsidian).

    (Edit: Obviously, this calls for obsidian armor too! :Notch:)
    Posted in: Mods Discussion
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    posted a message on [16x][1.1]Kas's Painterly Pack [Constently Updated]
    Now that we have a HD patch that seems to be working fantastically, is there any chance of a 32x32 version soon? I just can't make the switch from Doku's to this. I want to, but it is just too damned blurry.
    Posted in: Resource Packs
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    posted a message on Possibly a dumb question...
    Okay, I've been messing with ZOMG + MCEdit and it's just not happening.

    It takes ZOMG at least ten minutes to create a map, and then MCEdit at least thirty minutes to import and save. I don't know if something's being lost in translation between ZOMG>MCEdit, or I'm not tweaking ZOMG's variables correctly, or what, but the resulting maps really aren't that different from normally-generated ones, either.

    So, I'm back to requesting either a third-party Alpha generator or a mod to the inbuilt one. Obviously this is doable, at least to an extent (see: MCmapper) - it just seems that no one has applied it to terrain as a whole yet. Ideally, being able to choose between preset generation algorithms (flat; normal/vanilla; mountainous; surreal/hypermountainous) would probably solve every gripe I have with the game right now.

    At the very least, is there some way/place to upload and share virgin maps?

    This post brought to you by twenty minutes of repeated world generation and deletion without getting a single interesting map. *headdesk*
    Posted in: Mods Discussion
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    posted a message on Base defense tips
    I take the "classical fortification" approach to defending my stuff; why mess with techniques that have been proven effective over hundreds of years of actual warfare?

    The most obvious defense is a nice, thick cobblestone wall. Five blocks high will ensure that nothing can jump high enough to hit you; three blocks thick is sufficient to withstand a Creeper's explosion without a breach most of the time. Crenellations or arrow ports will shield you from skeletons as you return fire.

    Ditches are a quick and simple method of stopping mobs in their tracks. For best effect, locate them several blocks in front of a wall rather than directly at the base of one; this provides a buffer of dirt between any exploding Creepers and the wall itself, as well as giving you a better firing angle into the ditch from the top of the wall. Torches along the front of the wall will prevent mobs from spawning on the thin strip of land between the wall and ditch.

    Cactus palisades and "spike pits" (3x3 hole with a cactus in the center) work, but are just as effective at barring your egress as they are at barring mobs' ingress. I don't use 'em.

    A "swamp" using a layer of water (or of mud post-Halloween) is effective at slowing down mobs, allowing you an easier time of shooting them. Or, of course, you can just lay down a foundation of flaming brimstone, though again, this has the same drawback as the above.

    Tertiary: make terrain work for you. Locate or create bottlenecks; build on cliff faces, mesas or raised peninsulas. My first home, on my first map, did not even require the front door to be blocked, because said door was located midway up a vertical cliff face after I had picked my way up a very steep and narrow path (involving diagonal jumping) to get there. A torch on each side of the doorway prevented mobs from spawning nearby, and any that spawned on the ground below simply couldn't claw their way up. That entrance gave a nice view from the balcony, as well... :iapprove:

    As far as aesthetics go, I'm a fan of the medieval/martial look, so it works. Your mileage may vary, but I'll just say that it's always possible to make a wall look nice; just gotta choose your materials. (Obviously with some limitations; there's not much point to a defensive wall made of sand...)
    Posted in: Alpha - Survival Single Player
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