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    posted a message on Snapshot 13w19a Ready for Testing
    Secretly it's not Grum, Mojang's sealing a deal with Sesame Street.
    Posted in: Minecraft News
  • 1

    posted a message on Snapshot 13w18a Ready For Testing; 1.5.2 Now Live
    Quote from GrandChaos9000

    Actually the 'coal block' was existed about this snapshot since before in Minecraft 2.0 (April Fools).

    But maybe, the features are okay.


    Even if true, I'm referring to actual updates to the game that matter and aren't riddled with jokes. Because of this, the April Fools update doesn't count. Yeah, it's been said some things would appear from the April Fools update but in terms of an update that will actually get updated and bugfixed, not counted then.
    Posted in: Minecraft News
  • 3

    posted a message on Snapshot 13w18a Ready For Testing; 1.5.2 Now Live
    "Added a coal block"
    Took long enough.
    Posted in: Minecraft News
  • 2

    posted a message on The Dumbest Thing Anyone Has Ever Said
    Parents who are too cautious. Example you and your parent(s) are walking and you're in a parking lot. Someone starts backing up and your parent is behind you seeing that you also see the car backing up, looking straight ahead at the car. "Watch out, that car is backing up!"

    Gee....thanks, I went blind for a second there.
    Posted in: General Off Topic
  • 1

    posted a message on Snapshot 13w16a Ready For Testing!
    Quote from Macinator900

    I'm actually pretty disappointed. The horses just look like a copy paste from Mo' Creatures into Minecraft. :l

    I bet I'll be able to breed unicorns and stuff just like in Mo' Creatures. I'll try it out.


    What did you expect with the guy who created Mo' Creatures was working with Jeb to get horses into Minecraft? This was extremely foreseeable if you ask me, especially like the other mods that have worked their way into Minecraft (the 3D spinning items in Fancy from a mod, albeit with the mod you didn't need to put your graphics onto Fancy). People just can't take change, it's like the new Mewtwo form in that regard...


    I'm finding the new additions to the upcoming 1.6 update awesome so far. Woot, donkeys~
    Posted in: Minecraft News
  • 1

    posted a message on [FORGE] [1.6.2] BiomeBGM
    Quote from Biiim

    So. I tried to make a Terraria soundpack, but is not working D:

    I made it like this. Can you see if something is wrong here ?


    Inside night and nightstorm, there is night.mp3, inside storm, there is day.mp3, inside under, there is cave.mp3.

    When i click on Minecraft main menu mod button (The forge one), Biome Background Music appears, so i think is a music error.


    Quote from Sydric1

    i think you have to either change the mp3 to ogg or go in the config and change the setting for mp3 to true

    idk i havnt been able to get mine to work

    i dont know what to name the music files i see very little info in the readme
    if anyone has a working sound pack id like to see the setup so i know how to place the files corectly


    You have to name each song after the corresponding biomes so example in the night folder you want a song at night to play in the Forest, you'd name it Forest (with the file extension being .ogg or .mp3, just make sure to edit the biomebg config file to true for MP3 if using MP3's), same goes for daytime music in the root of the biomebg folder, Forest (you know the drill, .mp3 or .ogg). Do this for every folder.

    I've been tinkering around with this mod for a few minutes and I love everything about it. Terraria music really fits with Minecraft's environments though I know that may be obvious or just an opinion. Could I suggest having a feature (possibly turn it on or off in the config file) so that you can have the current song that is playing fade seamlessly into the next song if you enter a new biome if a song is currently playing. I've messed around a little and it doesn't seem to happen, if it does or suppose to I either somehow missed this or I did not see where it was explained it did not work as if yet. From my messing around with the mod, seems the current song plays in it's entirety until over and then the next song plays. When entering or exiting the Nether, have the music stop as you're being transfered to or from and then the Nether's music to play, same for The End. It's not that big of an issue really but some kind of fade in/out would be pretty amazing!

    One more idea also and it'd fall hand-in-hand I think with the feature I listed above. If a song is playing and you enter a different biome that has the same song to play (like Terraria's overworld day theme for Forest and ForestHills) somehow make it so the song would continue, no fade in/out would occur. After, play the theme from ForestHills or Forest for whichever biome you just entered. Basically possibly some way of grouping certain biomes in each folder together so if you're entering a biome in that group and were previously also in one of the same group, continue the current song til over then play the new biome's music. (if any of that made any sense, I am bad at explaining)
    Posted in: Minecraft Mods
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