Followup: The addition to saturation bar is performed after the addition to food bar, right?
Also, doesn't seem there's a saturation bar mod compatible with 1.5.2, right?
EDIT: Forgot to thank you for the prolonged description.
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May 8, 2013- A relieving simplicity in some aspects.Posted in: Discussion
- An intriguing complexity in other aspects.
- Room for creativity.
- Room for cooperation.
- Room for challenge.
- Open world (compared to other games), in terms of size and in terms of what you can do.
- Providing aspects of realism that are not common in games.
- Lego-style graphics.
May 7, 2013Hello, first off I hope this isn't just a repetition of an old topic, couldn't find one, so here I am, posting about it.Posted in: Discussion
I've been confused with two wiki statements, and the general opinion:
Statement #1 (which I understand to be agreeing with the public opinion):
once the hunger bar starts rippling (zero saturation), "wasting" the visible hunger points is no longer an issue, because if you don't eat, they will be going away soon anyway.
Statement #2 (which I understand is disagreeing with the public opinion):
Eating food with a food value more then what is currently missing from your food bar will not give you extra saturation.
So let's take two examples cases, in both we'll be using one Cooked Fish, first case will have hunger bar full by 75%, second case full by 95%.
In first case clearly the fish will not waste any value of saturation nor food points.
In second case however, based on statement #1, I understand it will be as effecient if you eat it right away as if you waited for the bar to drop to 75%, however with statement #2, it would not be the same effeciency, since eating it right away will waste a worth of 20% regeneration of the food bar.
I hope I've described my concern clearly, I'm confused, which one is it?
May 6, 2013I'm not emmersed in modding environments, but what I can say for you is to compare "yourself" and "your mod" to other mods and modders, what is the difference?Posted in: Discussion
If you could use the help of a Software Engineer (a type of programmers), leave me a PM, and I'll be happy to assist.
Nov 4, 2012Hello. I'm having a repeating problem of chunks not loading, or parts of them, unless I become adjacent to the non-loading sector, or relog into the world. I highly believe this was discussed elsewhere, but I couldn't find a working solution for me.Posted in: Discussion
The first screenshot is from a newly created creative world, I flew high above my spawn point, almost maintaining my exact X and Z values, waited a few seconds, then took the screenshot.
Although this shot shows that some chunks have loaded beyond the bugged chunks, usually it doesn't happen that way. Usually all chunks beyond the initial non-loading chunks will not load as well, and as said before, will fix only if I relog into the world or get close up to the chunk border.
Now this second shot is even more uncomprehendable:
So lets see, I'm inside the bugged chunk, and the upper & lower parts of it are loaded, but the middle part is not? I could call this a "bugged bug", if that was a term. This case needed me to dive to the bottom of the ocean to fix, instead of bordering/going into the chunk.
There's also other variants of how this bug would look like, they basically differ in how much chunks are not loaded, which parts of these chunks, and the location of the chunks relative to my current position. It sometimes feel like I have X-ray, seeing caves & underground as well as above-surface mobs, and sometimes like I'm having my "render distance" being too short on specific directions, e.g. east.
The bug seems even more producable when speeding with a boat in the sea, and I'm throwing a hunch on the following: this bug becomes more producable the more I play in a single session, the more total time I've played in the active world, and the more the game versions are progressing (I think 1.2.5 was more stable), but that's just a non-statistical hunch. I hope somebody have positive experience with this thing.
Aug 10, 2012Yep, name is good too, although I'm not sure how good it would look when you got 50+ villagers. I wouldn't like to have something that is not readable or that disturbs my line of sight. If it can be shown properly, then by all means!Posted in: Suggestions
Other approaches would be having names in the trading menu, or (and I know this one looks really ridiculous) having a rooster in one of the village buildings which somehow leads you to the whereabouts of individual traders.
Got a few other ideas/notes on trading, but for now I don't wanna derail the topic from its title.
Aug 10, 2012Out of the blue, this idea spawned in my head while trying to find a specific villager within my big NPC village, he's basically my favorite trader cause all of his offers appeal to me.Posted in: Suggestions
Currently, there's five villager skins based on the professions, my idea is to add minimal, random variations in the skin from one villager to another, to help in distinguishing individual villagers and give each a semi-unique character (actually, it's just to find your favorite traders from between the crowds :P).
How to do it? One approach would be through hats and helmets, it doesn't conflict with the current skin situation. Another approach would be using armbands, which might have a ridiculous look I know, but it can serve for the purpose. We can probably get lots of ideas on how to do it.
So what you guys think?
Aug 9, 2012@ScoutX:Posted in: Survival Mode
In regards to the map stuff, I tried "Minecraft World Map" and it was great. All of the output were areas that I've accessed at one point in the past, so it works to know what is already generated, and what is not.
About active chunks, I did a wheat-based test on "Superflat", where I've left my character idle near the map center, precisely in coordinates: (0 < X < 8) and (Z almost equals zero), which is basically chunk #1.
The crops managed to grow in X = 125.5, but did not grow in X = 140.5. So, if I'm to exclude the chunk that I'm standing in, then from what I've seen in my test, I would assume that the activity range would be 7 chunks in each of the four directions.
So in short, on "Far" render distance, which is my case, amount of active chunks are 15 x 15, with your character in the center. In the past, I thought it was 31 x 31, bang on my head.
Edit: Forgot to thank ScoutX and all the other posters. Cheers.
Aug 7, 2012KtX2SkD posted a message on How many people have actually Gotten the pig & cliff achievement?I placed the saddle on the pig, and then lured it using Wheat to a 5x5 flat area that is 15 blocks high from the ground, then I started reducing the size of the 5x5 area to what I think it was 2x2 or less, and then rode the pig, and then attacked it. It'll panic and accidentally jump off.Posted in: Achievements & Stats
PM me if you need further help.
Aug 3, 2012First, I hope I chose a suitable title.Posted in: Survival Mode
So this is my first time undergoing a patch in Minecraft, how does pre-existing worlds react to the new patch?
For example, integrating the trade system is trivial, but the existence and generation of Emerald Ore will only happen in newly generated chunks, whereas all previously generated chunks will remain without any Emerald Ore, even if they were eligible to spawn it in the first place, correct?
If so, then how can I know about the possible difficulties that I might face in a pre-existing world when I migrate to a new patch? For now I know about the Emerald Ore issue assuming that I've generated lots of chunks in my world before patching, which might have happened, you know.
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