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    posted a message on Resource pack with cycling textures?
    Quote from echonite»

    Yes, such a thing is still possible. I believe Minecraft already has some functionality for this IIRC called "alternating textures", where it will rotate and flip the texture for some things like grass so that it looks less grid-like. You can also supplement this by adding more variants of textures for these blocks in order to further increase the randomness.

    It has been a while since Ive done it, but it is possible. My pack still functions with this despite not having worked on it for ~2 years.

    Yes, that is exactly it! That's the feature I'm looking for, ever since I found that other pack a few years back, I just can't bring myself to go back to a pack that doesnt have it, haha, if you guys have pack names, I'll look for em, as I will look for yours echonite, thank you!

    Posted in: Resource Pack Discussion
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    posted a message on Resource pack with cycling textures?

    A few years ago I had found a texture pack which I loved really much, most if not all textures had duplicates to prevent any kind of "grid" to pop up when tiled... it was a feast on the eyes, very appeasing to look at, especially for cobblestone and grass!

    Are there still any such resource packs? I'm a returning player, and I don't remember what was the name at all... please!

    I'm having a hard time explaining this one, english isnt my first language, if you have better words than me please do!

    Posted in: Resource Pack Discussion
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    posted a message on Searching for SixtyGig replacement...
    The pack is here... http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/1244205-sixtygig-resource-pack-cartoon-style-clean-semi?page=67

    I know the guy hasn't permanently left but he is now working on another game... this was my most favorite pack of all, with its connected textures but also that special feature he had of randomizing block placements, and many textures for just one block... so you would never see any repetition or "grid" of any kind, it looked so much more natural, and it was amazing!

    I've never been able to find a replacement... I'm coming back to mc after a few months away and just in case any new gems popped up while I wasn't on the forums anymore, I come to ask here if there are any that are like that one... help me! :P

    I miss Sixtygig :(
    Posted in: Resource Pack Discussion
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    posted a message on .
    Quote from webrosc»
    More ram allocated does not mean more FPS.
    Minecraft will only use the ram it needs, you can allocate 100GB and it may only make use of 500MB of that.
    FPS is mostly dictated by the GPU in your computer

    In the case of Minecraft, and here, Java, this is entirely not true. The way java functions with its ram is garbage collection. The more RAM you give to it, the more RAM it will use. It doesn't mean that it needs all of it, but it will use it anyway. I know many people who will recommend to never go up higher than 4 gb unless you have more than 8 gb ram. Even then, be extra careful! MC should never really need more than 4 gb unless you're using a mod pack like RR3 excessive from the AT Launcher.

    And although a good graphic card is good to have, MC unfortunately is more dictated by your cpu and that means we multi-core users get screwed unless we use mods like optifine to help it run better. I've seen the difference it makes between having a slightly better graphic card and better cpu between 2 almost identical computers in a heavier environnment (refering again to the RR3 excessive pack) and the cpu wins by a long shot.
    Posted in: Discussion
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    posted a message on Minecraft Survival Pet Peeves/Habits
    Pet peeve: creeper holes, no matter where they are, I must ALWAYS patch them up to perfection! Yes, that means having an entire double chest filled up with dirt!

    Habit: When exploring or caving, going for sooooooo long till my inv's too full, you know, cause I like to die and rage -_-;
    Posted in: Survival Mode
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    posted a message on ♦ SixtyGig Resource Pack ♦ (Cartoon Style, Clean, Semi Faithful) (Build 1-14-2014) -> Quartz added! <-
    This pack is truly a one-of-a-kind... my favorite of all, I haven't found one that I like more... I'll miss using it... and since none of the 1.8 blocks are added, well, I guess it's pretty much a goodbye for a long while eh :(
    Posted in: Resource Packs
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    posted a message on [14w11b][ADV] Sphere
    The start is a little rough, but exploring the map is a delight :D I absolutely love it!
    Posted in: Maps
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    posted a message on [14w11b][ADV] Sphere
    thank you! this map is really beautiful with lots of hidden treasures <3 and I hope it will continue to grow!
    Posted in: Maps
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    posted a message on [14w11b][ADV] Sphere
    Yes, ive been waiting for a long time for it :D does that mean the map is finished? and will work properly with the new patches?
    Posted in: Maps
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    posted a message on [14w11b][ADV] Sphere
    where did you choose to make your home?

    (thanks for replying haha, I wanted to redownload this map but always forgot, but now got the notice! :D)
    Posted in: Maps
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    posted a message on ShipWreck Island Survival 1.7.4
    hope there'll be pictures and more info soon, if its a 9/10 rated map... where did you get that rating?
    Posted in: Maps
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    posted a message on [1.15.1] Ruins (Structure Spawning System)
    Quote from AtomicStryker


    You've got to be kidding me man

    Ok, I'm a noob.. sorry, lack of sleep for a week cause my son was sick does that :/ I never saw the most recent updates right on top.. scrolled down and picked the first old version. :(
    Posted in: Minecraft Mods
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    posted a message on [1.15.1] Ruins (Structure Spawning System)
    Ok.. I've redownloaded everything, started fresh, new jar..

    I created a world without ruins, then I added it, and returned in that world. I started walking to generate new chunks, and I believe I still got the same error...

    ---- Minecraft Crash Report ----
    // Oops.

    Time: 3/3/13 8:27 AM
    Description: Exception in server tick loop

    at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:90)
    at im.a(ChunkProviderServer.java:259)
    at zz.a(Chunk.java:1258)
    at im.c(ChunkProviderServer.java:153)
    at il.<init>(PlayerInstance.java:47)
    at ik.getOrCreateChunkWatcher(PlayerManager.java:167)
    at ik.d(PlayerManager.java:338)
    at gm.d(ServerConfigurationManager.java:220)
    at iv.a(NetServerHandler.java:410)
    at eb.a(SourceFile:136)
    at cf.b(MemoryConnection.java:80)
    at iv.d(NetServerHandler.java:136)
    at iw.b(NetworkListenThread.java:57)
    at bec.b(IntegratedServerListenThread.java:108)
    at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:703)
    at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
    at bdz.q(IntegratedServer.java:170)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
    at fy.run(SourceFile:849)

    A detailed walkthrough of the error, its code path and all known details is as follows:

    -- System Details --
    Minecraft Version: 1.4.7
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.7.0_06-ea, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 409706168 bytes (390 MB) / 850853888 bytes (811 MB) up to 3817799680 bytes (3640 MB)
    JVM Flags: 2 total; -Xms512m -Xmx4096m
    AABB Pool Size: 4983 (279048 bytes; 0 MB) allocated, 4134 (231504 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 2, tcache: 0, allocated: 1, tallocated: 63
    FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge Optifine OptiFine_1.4.6_HD_U_D5 20 mods loaded, 20 mods active
    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_ReiMinimap [mod_ReiMinimap] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BiomesOPlenty [Biomes O' Plenty] (biomes-o-plenty-0.4.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    DivineRPG [DivineRPG] (DivineRPG1.2.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Highlands [Highlands] (Highlands1.2.1-MC1.4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerCore [RedPower] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerBase [RP Base] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerMachine [RP Machine] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerCompat [RP Compat] (RedPowerCompat-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerWiring [RP Wiring] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerLogic [RP Logic] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerLighting [RP Lighting] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerWorld [RP World] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerControl [RP Control] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    AS_Ruins [Ruins Spawning System] (Ruins_1.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    TwilightForest [The Twilight Forest] (twilightforest-1.15.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 7484 (419104 bytes; 0 MB) allocated, 4605 (257880 bytes; 0 MB) used
    Player Count: 1 / 8; [iq['Kirsha'/394, l='New World', x=-16.93, y=84.00, z=302.27]]
    Type: Integrated Server (map_client.txt)
    Is Modded: Definitely; Client brand changed to 'forge,fml'
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from Thodstan

    It must be Mo'Creatures, any idea how to change mob ID's?

    EDIT: Its not mo creatures, its DivineRPG.

    Thanks for finding the conflict :D I use NEI to help with ID conflicts but I guess nothing picks up IDs for mobs :/

    Um, any way to know the IDs divineRPG uses? Cause I don't see a single one in it's config.. :/ So can't know which ID to give the rosesters....
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from Thodstan

    Umm, all the chickens in the flower biome are whales >.< Anyone have a fix?

    Haha, glad I'm not the only one to see that crazyness :P
    Posted in: Minecraft Mods
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