Alright, so I implemented nigathan's solution, and it worked perfectly, so thank you!
However, I've still trying to figure out how to disable water spread locally in an area. I used a fill command for the area in question, changing flowing water into stationary water, figuring that would prevent it from spreading. Nope. I then tried changing all flowing water into air, but that also changed all stationary water into air. So I'm rather baffled at the moment. Thoughts?
For the first thing, I would say use a /blockdata command on a clock and a command to detect rain or the particles rain makes, but that's impossible since you can't detect particles and rain insn't an entity.
Cauldrons already collect water in the rain. What I am more looking for is that when the cauldron is completely full, I can do something (throw an empty bucket at it? right click with a bucket in hand?) and receive in return a full water bucket.
(Unless mabye you used a /testforblock command at coordinates where you were going to make an infinite water source so if it detected a water block it would make it so it couldn't flow there. If you would like, I could test it tomorrow or Sunday and then tell you the results.).
The main use for this, where not having flowing water is ok, would be at my water storage area. That's a fixed area of coordinates, so that would be fine.
So I've been playing in a world with lava oceans, only getting water from underground. So I set a challenge for myself: I can only use water I find or make. No infinite springs, or that ruins the novelty of the world.
But after the third rainstorm, I realized that perhaps I should be using cauldrons to fill buckets, but that doesn't work!
Additionally, not using infinite springs is a lot HARDER than you'd think.
So basically, there are two things I'd be looking for:
-Something that makes buckets fillable from full cauldrons
-Something that prohibits water from filling together, a la infinite sources (but lets water still flow if possible)
[09:20:14] [main/INFO]: Setting user: ridiqulus
[09:20:14] [main/INFO]: (Session ID is token:e5b8d5e286cf448e83a22ceaadd1ca0c:5f259d5c5cec4805b81396ea2916de11)
[09:20:14] [Client thread/INFO]: LWJGL Version: 2.9.0
[09:20:14] [Client thread/ERROR]: Couldn't set icon
javax.imageio.IIOException: Can't read input file!
at javax.imageio.ImageIO.read(Unknown Source) ~[?:1.7.0_13]
at azd.a(SourceFile:500) ~[1.7.2.jar:?]
at azd.Z(SourceFile:340) [1.7.2.jar:?]
at azd.e(SourceFile:689) [1.7.2.jar:?]
at net.minecraft.client.main.Main.main(SourceFile:103) [1.7.2.jar:?]
[09:20:15] [Client thread/INFO]: Reloading ResourceManager: Default
[09:20:16] [Sound Library Loader/INFO]: Sound engine started
[09:20:16] [Client thread/INFO]: Created: 512x256 textures/blocks-atlas
[09:20:16] [Client thread/INFO]: Created: 256x256 textures/items-atlas
[09:20:21] [Client thread/WARN]: Unable to play unknown soundEvent: minecraft:music.menu
[09:20:32] [Client thread/WARN]: Unable to play unknown soundEvent: minecraft:gui.button.press
[09:20:39] [Client thread/INFO]: Stopping!
almost the same?
Doesn't seem to be the same... your error reads: "javax.imageio.IIOException: Can't read input file!" while mine reads as "org.lwjgl.LWJGLException: Pixel format not accelerated"
Typically different exceptions indicate different problems. As for yours, I would try reinstalling Minecraft (back up your saves and such and all that jazz).
figured it i deleted the driver through device manger and installed the beta catalyst once that finished i went back to device manger and was able to change the driver form the microsoft WDDM 1.1 to the amd driver
I did that too, and now it's working...weird. It even gets CCC working.
Thanks for the help bigdudeandy, I really appreciate it. It's been annoying being stuck on certain OS's for Minecraft other than Windows lol.
Alright, so I upgraded to Windows 8.1 because I only had keys for 8, and was tired of features it had and needed the new ones. Microsoft had promised fully compatibility...but apparently drivers aren't part of "everything". So now Minecraft won't run from the launcher, instead spouting this:
Description: Initializing game
org.lwjgl.LWJGLException: Pixel format not accelerated
Time: 11/17/13 10:53 AM
Description: Initializing game
org.lwjgl.LWJGLException: Pixel format not accelerated
at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:244)
at org.lwjgl.opengl.Display.createWindow(Display.java:306)
at org.lwjgl.opengl.Display.create(Display.java:848)
at org.lwjgl.opengl.Display.create(Display.java:757)
at org.lwjgl.opengl.Display.create(Display.java:739)
at azd.Z(SourceFile:367)
at azd.e(SourceFile:689)
at net.minecraft.client.main.Main.main(SourceFile:103)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:244)
at org.lwjgl.opengl.Display.createWindow(Display.java:306)
at org.lwjgl.opengl.Display.create(Display.java:848)
at org.lwjgl.opengl.Display.create(Display.java:757)
at org.lwjgl.opengl.Display.create(Display.java:739)
at azd.Z(SourceFile:367)
-- Initialization --
Details:
Stacktrace:
at azd.e(SourceFile:689)
at net.minecraft.client.main.Main.main(SourceFile:103)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 33533808 bytes (31 MB) / 76087296 bytes (72 MB) up to 1908932608 bytes (1820 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Launched Version: 1.7.2
LWJGL: 2.9.0
OpenGL: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
Is Modded: Probably not. Jar signature remains and client brand is untouched.
Type: Client (map_client.txt)
Resource Packs: []
Current Language: ~~ERROR~~ NullPointerException: null
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Anisotropic Filtering: Off (1)
From what I can see it's because OpenGL isn't installed/available. I've got the default Windows drivers installed for my adapter...
ATI Mobility Radeon HD4200 Series (Microsoft Corporation - WDDM v1.1)
Yes, I've tried installing both the latest Catalyst stable and Catalyst beta, neither work (the beta actually goes so far as to blue screen my computer...).
Any advice from other Minecrafters who figured this out?
I like the idea of the ghast riders, and the witch/bat duo is kinda neat. So long as the gameplay wasn't broken in their favor, I'd be fine with it.
My problem is the traveler. 3k blocks is a far far way away. If I'm even cognizant of a village in that distance, I'm prolly within 3k blocks of said village. That means randomly villagers will wander away from the village (there goes trades), walk to my pig farm, and try to take a pig of mine. The only way I'd feel "safe" knowing that my villagers are all accounted for are encasing them in cages. Sorry, can't support the traveler idea.
You really don't know the definition of hacking do you?
Do tell, what definition do you use? Because in order to mod Minecraft, you have to decompile the jars, deobfuscate the source code (which, because it is closed source, is breaking into it), and alter it to suit your purpose. Tell me how that's not hacking.
Sorry for the mysterious silence. Here's the status of this project:
The original post laid out some ambitious goals, and as amazing as it would be...well there's been some changes. Not only have there been changes, but it's kinda died out a bit. That doesn't mean RealTime is dead! Instead it means that for the moment no progress is being made, other than letting things brew. I personally am unable to commit time to it as I foresaw I would be able to due to life stuffs coming up.
What does that mean for us, the interested persons in RealTime?
It means waiting...sorry... Pretty much, subscribe to this thread and I'll post here when a new one starts, link and all. I apologize again about this, and feel free to keep discussing it here...just hang on a little bit longer!
I like the changes! One thing...from the home page, while signed in, clicking "Your Details" brings you to this page that has nigh unreadable font colour...
One, Minecraft is for the Xbox360, not the XboxOne, and as far as I've heard, there's been no news of an update/port to the new console (however, the XboxOne will be backwards compatible fully, so it might be able to play Minecraft...but it'd still be treated as and considered an Xbox360 game). As such, anything pertaining to the XboxOne doesn't /really/ pertain to the Minecraft. That'd be like saying the rules for your Gamecube retroactively change the rules for your N64 games...it just doesn't make sense.
Secondly, you mention making videos on youtube as part of all this...that's still going to be up to Mojang. Not Microsoft.
I'm fully aware that there will be bugs, but do you know of any seriously big mods like industrialcraft or buildcraft or thaumcraft or some other mod that probably ends in craft, that I would loose? I know you probably haven't tested it with everything, but if there's any incompatabilities, I'd love to know before hand.
I don't know everything about it in this regard, but I believe the only mod we're having a trouble with is NEI. But that is what alpha testing is for, finding these little incompatibilities and ironing them out. If you are concerned about losing anything, I would suggest making a back up of your saves folder, just in case (good practice for installing any mod)
0
Alright, so I implemented nigathan's solution, and it worked perfectly, so thank you!
However, I've still trying to figure out how to disable water spread locally in an area. I used a fill command for the area in question, changing flowing water into stationary water, figuring that would prevent it from spreading. Nope. I then tried changing all flowing water into air, but that also changed all stationary water into air. So I'm rather baffled at the moment. Thoughts?
0
Cauldrons already collect water in the rain. What I am more looking for is that when the cauldron is completely full, I can do something (throw an empty bucket at it? right click with a bucket in hand?) and receive in return a full water bucket.
The main use for this, where not having flowing water is ok, would be at my water storage area. That's a fixed area of coordinates, so that would be fine.
0
Hi all,
So I've been playing in a world with lava oceans, only getting water from underground. So I set a challenge for myself: I can only use water I find or make. No infinite springs, or that ruins the novelty of the world.
But after the third rainstorm, I realized that perhaps I should be using cauldrons to fill buckets, but that doesn't work!
Additionally, not using infinite springs is a lot HARDER than you'd think.
So basically, there are two things I'd be looking for:
-Something that makes buckets fillable from full cauldrons
-Something that prohibits water from filling together, a la infinite sources (but lets water still flow if possible)
Thanks~! <3
0
Doesn't seem to be the same... your error reads: "javax.imageio.IIOException: Can't read input file!" while mine reads as "org.lwjgl.LWJGLException: Pixel format not accelerated"
Typically different exceptions indicate different problems. As for yours, I would try reinstalling Minecraft (back up your saves and such and all that jazz).
I did that too, and now it's working...weird. It even gets CCC working.
Thanks for the help bigdudeandy, I really appreciate it. It's been annoying being stuck on certain OS's for Minecraft other than Windows lol.
0
Full report:
// Daisy, daisy...
Time: 11/17/13 10:53 AM
Description: Initializing game
org.lwjgl.LWJGLException: Pixel format not accelerated
at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:244)
at org.lwjgl.opengl.Display.createWindow(Display.java:306)
at org.lwjgl.opengl.Display.create(Display.java:848)
at org.lwjgl.opengl.Display.create(Display.java:757)
at org.lwjgl.opengl.Display.create(Display.java:739)
at azd.Z(SourceFile:367)
at azd.e(SourceFile:689)
at net.minecraft.client.main.Main.main(SourceFile:103)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:244)
at org.lwjgl.opengl.Display.createWindow(Display.java:306)
at org.lwjgl.opengl.Display.create(Display.java:848)
at org.lwjgl.opengl.Display.create(Display.java:757)
at org.lwjgl.opengl.Display.create(Display.java:739)
at azd.Z(SourceFile:367)
-- Initialization --
Details:
Stacktrace:
at azd.e(SourceFile:689)
at net.minecraft.client.main.Main.main(SourceFile:103)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 33533808 bytes (31 MB) / 76087296 bytes (72 MB) up to 1908932608 bytes (1820 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Launched Version: 1.7.2
LWJGL: 2.9.0
OpenGL: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
Is Modded: Probably not. Jar signature remains and client brand is untouched.
Type: Client (map_client.txt)
Resource Packs: []
Current Language: ~~ERROR~~ NullPointerException: null
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Anisotropic Filtering: Off (1)
From what I can see it's because OpenGL isn't installed/available. I've got the default Windows drivers installed for my adapter...
ATI Mobility Radeon HD4200 Series (Microsoft Corporation - WDDM v1.1)
Yes, I've tried installing both the latest Catalyst stable and Catalyst beta, neither work (the beta actually goes so far as to blue screen my computer...).
Any advice from other Minecrafters who figured this out?
0
/give <IGN> minecraft:dragon_egg
1
My problem is the traveler. 3k blocks is a far far way away. If I'm even cognizant of a village in that distance, I'm prolly within 3k blocks of said village. That means randomly villagers will wander away from the village (there goes trades), walk to my pig farm, and try to take a pig of mine. The only way I'd feel "safe" knowing that my villagers are all accounted for are encasing them in cages. Sorry, can't support the traveler idea.
0
Do tell, what definition do you use? Because in order to mod Minecraft, you have to decompile the jars, deobfuscate the source code (which, because it is closed source, is breaking into it), and alter it to suit your purpose. Tell me how that's not hacking.
0
Sorry for the mysterious silence. Here's the status of this project:
The original post laid out some ambitious goals, and as amazing as it would be...well there's been some changes. Not only have there been changes, but it's kinda died out a bit. That doesn't mean RealTime is dead! Instead it means that for the moment no progress is being made, other than letting things brew. I personally am unable to commit time to it as I foresaw I would be able to due to life stuffs coming up.
What does that mean for us, the interested persons in RealTime?
It means waiting...sorry... Pretty much, subscribe to this thread and I'll post here when a new one starts, link and all. I apologize again about this, and feel free to keep discussing it here...just hang on a little bit longer!
0
I like the changes! One thing...from the home page, while signed in, clicking "Your Details" brings you to this page that has nigh unreadable font colour...
EDIT: ELMAG Page has missing pictures and text?
0
I too, was unaware of this feature...gonna go play with that now xD
0
One, Minecraft is for the Xbox360, not the XboxOne, and as far as I've heard, there's been no news of an update/port to the new console (however, the XboxOne will be backwards compatible fully, so it might be able to play Minecraft...but it'd still be treated as and considered an Xbox360 game). As such, anything pertaining to the XboxOne doesn't /really/ pertain to the Minecraft. That'd be like saying the rules for your Gamecube retroactively change the rules for your N64 games...it just doesn't make sense.
Secondly, you mention making videos on youtube as part of all this...that's still going to be up to Mojang. Not Microsoft.
5
No.
Go home, shut up, and stop whining. If it upsets you this much, keep it separated into stacks of one in your chest.
0
Cuz I'm awesome like that~ xD
0
I don't know everything about it in this regard, but I believe the only mod we're having a trouble with is NEI. But that is what alpha testing is for, finding these little incompatibilities and ironing them out. If you are concerned about losing anything, I would suggest making a back up of your saves folder, just in case (good practice for installing any mod)
EDIT: Post 555