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    posted a message on Minutor - OSX/Linux/Windows 2.0.1

    Major change is 1.15 support:

    • Biome data is now variable along the Y axis (not used by the game by now, but the storage format has changed again.)

    New features:

    • Zoom out beyond 1:1 (until it crashes because of out of memory...)
    • Sea Ground Mode
    Posted in: Minecraft Tools
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    posted a message on Minutor - OSX/Linux/Windows 2.0.1

    No Bedrock support. Minutor is developed for the Java version of Minecraft.

    Posted in: Minecraft Tools
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    posted a message on Minutor - OSX/Linux/Windows 2.0.1

    There are still problems with the MacOS version.

    But you can test the current Windows Build.

    Posted in: Minecraft Tools
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    posted a message on Minutor - OSX/Linux/Windows 2.0.1

    As it is raining, all wood logs are processed and I'm back at the laptop, you will see some progress soon...


    That old commit from beginning of this year solves all 1.14 problems.

    These from last month fix some severe trouble with definition files.

    And the one from yesterday gives some speed bonus for rendering (8x for me).

    Posted in: Minecraft Tools
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    posted a message on Minutor - OSX/Linux/Windows 2.0.1

    Yes, deleting that folder removes all old definitions. It is intended to be auto-updated but that was not working in all versions (for various reasons and therefore unfortunately for most releases...). We now have an automatic repair function that helps in some cases.


    If you fear to damage anything by deleting files, you can achieve the same thing by:

    • [View]->[Manage Definitions] and then remove everything
    • Definition files are rebuild on next start
    Posted in: Minecraft Tools
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    posted a message on Minutor - OSX/Linux/Windows 2.0.1

    It is released officially!


    And the reason for the long lasting release process is that both (mrkite and myself) are not playing Minecraft anymore (or only once every 3 month). And as someone already mentioned, full-time job and family absorb most of the time. So there will only be progress during vacation periods.


    Have fun

    EtlamGit

    Posted in: Minecraft Tools
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    posted a message on I can't log in at all

    Can you try to use the old laucher from: https://minecraft.net/en-us/download/alternative


    I have simmilar issues with the normal launcher and only on one PC, but the old launcher works.

    Posted in: Java Edition Support
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    posted a message on Minecraft Unable to fetch server status

    I know that.

    (Could we please skip the noob part)

    Posted in: Java Edition Support
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    posted a message on Minecraft Unable to fetch server status

    Did that, no effect.

    Posted in: Java Edition Support
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    posted a message on Minecraft Unable to fetch server status

    The old launcher is working fine. So the game itself is not affected, it is a pure launcher problem.

    After once starting the old launcher I can play "offline" with the new launcher again (probably within the next 2 weeks).

    It seems that the new launcher is not able to do any kind of internet connections.


    I already deinstalled/reinstalled the AntiVirus solution and disabled/enabled/checked Firewall settings.

    Posted in: Java Edition Support
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    posted a message on Thebombzen's Mods
    Quote from thebombzenยป

    EnchantView is not started yet eeeuhheheh I know I know.


    I think it is a good chance now, to repeat an idea for Enchant View, I mentioned some time ago:

    • Link to old post
    • the current Minecraft code for enchantment information supports only ONE SINGLE enchantment to be transmitted from server to client
    • my idea is to cycle through all enchantments (if more than one for current seed)
    • for that a timer is needed on server side (e.g. toggle every second)
    • the client does not need any modification !!!

    This means, that at client side only one enchantment is visible at each time. But if multiple are available for the current seed, they cycle around. So the player can see all of them after some time.

    Posted in: Minecraft Mods
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    posted a message on Tutorial: How to move a Swamp Hut (also called Witch Hut)
    If I double click on the entry called "BB: 6 integers" I get an edit window to modify the attributes of that tag.

    There are two views, a text and a hex one. It is easier to edit in the "Text View".
    Posted in: Discussion
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    posted a message on Is there a way to count mob kills in XP grinder?
    I modified Annoyed_grunt's suggestion a bit and have now a working solution, without the potential wrong counting problem described above:

    First set up the scoreboard objectives:
    /scoreboard objectives add kill_skeleton1 stat.killEntity.Skeleton Skeleton Trigger
    /scoreboard objectives add xp_skeleton dummy Skeleton kills in grinder
    To prevent wrong counting I placed a reseting command to an area where a player has to pass by to get to the grinder. It my case there is a tunnel leading to the grinder and I placed the area to its end. So one regularly updated command block has to do:
    /scoreboard players set @p[x=X2,y=Y2,z=Z2,r=3,score_kill_skeleton1_min=1] kill_skeleton1 0
    The counting part is similar to the suggestion and uses two command blocks connected via a comparator, a detector and a counter:
    /execute @p[x=X1,y=Y1,z=Z1,r=2,score_kill_skeleton1_min=1] ~ ~ ~ /scoreboard players remove @p[x=X1,y=Y1,z=Z1,r=2] kill_skeleton1 1
    
    /scoreboard players add @p[x=X1,y=Y1,z=Z1,r=2] xp_skeleton 1

    The location X1,Y1,Z1 is near the drop shaft and X2,Y2,Z2 is the end of the tunnel and the only entrance to the grinder.

    I decrement the detection objective "kill_skeleton1" in the first detection command block to prevent timing glitches when two command blocks handle the same objective. Therefore the second counting command block is only used to increment the final objective "xp_skeleton". The reset and the first detection command block are clocked by a standard redstone clock.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Is there a way to count mob kills in XP grinder?
    Thanks for your suggestions, I will try to test some of them this week.

    In this special case I use the following scoreboard objective:
    /scoreboard objectives add kill_skeleton stat.killEntity.Skeleton Skeletons killed
    I see a potential problem in your example: If the player is exploring the world (far away => grinder and command block unloaded) and then kills some Skeletons, both scores get incremented (lets say to 10). When coming back to the grinder, this 10 is subtracted from the first score which is not correct behavior.

    A valid selector based on player location would be in my case:
    /scoreboard players add @p[x=777,y=15,z=83,r=2] kill_skeleton2 1
    In my opinion I need something that triggers my counting command block on each Skeleton kill (instead of using the clock). And my command block then increments the second objective (like in the example above). The objective kill_skeleton2 is defined with dummy source.

    I also prefer to have both objective counts unmodified, therefore doing the subtraction on a third objective. This would allow to show also the grinder kills separately.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Thebombzen's Mods
    I think EnchatView will not be able to be server side only that easy:

    In ContainerEnchantment.java line 189..201 on random enchantment from the calculated list is selected and stored in field_178151_h[0..2] as enchantment clue. And for this field only one entry per level is possible. This data is probably transferred somehow to the client. And the client GUI is also only capable to display that single clue.

    As solution I could image to change that clue field every e.g. 1 second in a non random way (cycling through the list of enchantment ids). Each time the update has to be sent to the client. Now the player has to spend some time to watch the enchantment clues to toggle around.
    Posted in: Minecraft Mods
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