- Omnimetatron
- Registered Member
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Member for 13 years, 9 months, and 17 days
Last active Wed, Sep, 18 2024 03:52:24
- 5 Followers
- 709 Total Posts
- 84 Thanks
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Jun 16, 2014Omnimetatron posted a message on Mojang Announcement: EULA, and ServersI notice my question I posed to Owen regarding the enforcement of server monetisation guidelines, and how users are supposed to report servers. I guess there's time for the the iron fist to become apparent under the current velvet glove approach.Posted in: News
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Dec 15, 2013Omnimetatron posted a message on Saturday with Sach: Whats In a NameOddly enough I've had the name Wilch Habos for around 17 years now, although it started as the name of a very short-lived bounty hunter in an old Star Wars PnP RPG I used to play in my teens. It's actually one of those names you get by combining parts of your own name with other details about you.Posted in: News
It's been fun reading all of the above origin stories, I guess it does tell rather a lot about people. Some definitely more amusing than others :-) -
Jun 15, 2012Omnimetatron posted a message on Snapshot 12w24a Available for Testing!So they've ruined Ender Chests? Well, for now anyway. Collective Minecraft Community unite, we have some developers to harrass Otherwise, half implemented features (miss) and much needed bug-fixes make this just about an average update. Roll on w25!!Posted in: News
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Jun 2, 2012Omnimetatron posted a message on Snapshot 12w22a Ready For Testing!I still wander what is still yet to come in 1.3, I mean even if next week is the release, or in a couple of weeks, what is being added week by week as it gets closer to whatever deadline they have set. I think the modding API with mark the end of 1.3 snapshots, then we'll have a couple of weeks of cleaning the code (although that assumption is based upon pre-bukkit examples) before the stonking 1.3 release properPosted in: News
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May 28, 2012Omnimetatron posted a message on Emerald Blocks on the Way?Probably one of the most game changing updates since the Halloween Update. It's starting to feel like a 'proper' game Excellent!!!Posted in: News
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May 3, 2012Omnimetatron posted a message on Snapshot 12w18a Is Here For Testing!I like the way this is heading A few notable bugs (?) so far...Posted in: News
No sound from doors, fence gates, and empty dispensers (no clicking!)
A step in the right direction -
Jan 26, 2012Omnimetatron posted a message on Minecraft Poll; Sneak Peek of the Jungle//i44.tinypic.com/t9b71s.png" width="" height="" alt="" />" width="" height="" alt="" />Posted in: News
New mob: Ocelot :biggrin.gif: Niiiiiiice... -
Sep 2, 2011Omnimetatron posted a message on 1.8 Updates: Player Sprints & Pig SnoutsNaw, the pigs look even cuter now :biggrin.gif:Posted in: News
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Jul 27, 2011Omnimetatron posted a message on 1.8 Updates: New Mob...Revealed?Looks kinda creepy, which I suppose it has to to fit in with zombies, skeletons, creepers, and the like. I find it strange two of them are holding blocks, stranger still that one of the blocks is grass which when mined, or blown up, whatever, always becomes dirt. As has already been observed, they probably spawn the same block on which they are stood. I guess what I'm really wondering now is what they actually do with these blocks??Posted in: News
Anyway, still looking forward to 1.8!! :smile.gif: -
Jul 21, 2011Omnimetatron posted a message on Notch Reveals Leveling and PermadeathSweet! I can't see how these additions are a bad thing, as long as they are implemented well. I mean, with these features I may not need to play any other games :tongue.gif: Anyhow, stop all your moaning about "this doesn't feel minecrafty" or whatever; the game isn't finished yet, and until it is nobody can really say what the game is or isn't (except awesome!)Posted in: News
Peace -
Jul 17, 2011Omnimetatron posted a message on 1.8 Updates: More GoodiesI don't think this has been said enough times: 1.8 is gonna be EFFING EPIC! :laugh.gif:Posted in: News
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I did a bunch of testing on the snapshot. Overall it was a positive change, which is an opinion shared by many of us in the Official Minecraft Feedback Discord. While there were a few rare issues, mostly when at higher speeds when using a smaller render distance, the changes overall are a good step forward.
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I'd totally forgotten about this until I saw the Comforts mod. Crazy how time flies. At least we got what we wanted, eh?
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Much like we can add jukebox_songs, it would be really handy if we could add note block sounds too using a similar format, and define what block would be required to trigger that sound.
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Ladders could be placed on the underside of a block to become monkey bars.
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I'm not going to be drawing any lines in the sand over this, but yes, it would be lovely if they gave us an update name as the update is announced.
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The copper bulb is probably the biggest addition so far, somewhat less so is the crafter. Not bad additions, but the latter has been available in some modded form or another for many a year. The Trial Chambers? Not bad if you only play vanilla, but will need to experience them in a more complete form to pass any real judgement. Redstoners should have a lot of new toys, and the possibilities for adventure maps is quite exciting. Lots of potential.
Still too early to tell. I can see this being a fair update, depending on how it all pans out.
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I held off on trying out 1.20 as there didn't seem to be anything worthwhile being added, and having played on and off for a couple of weeks, I've not found anything that drew me back in. Obviously I can't say whether a future update will add enough to make playing worth the expenditure of time, but it just feels like an empty and unrewarding experience.
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1.20 feels like an update done on a shoestring budget by a tiny development team. It had no scope to begin with and failed to make much of the content that was added.
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I'd like a little hand bell or something so when used all Allays within seek range will come to me, and any within 64 blocks are given the spectral effect for 20 seconds or so. I seem to lose so many of them, for no obvious reason.
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If I can install an add-on to re-add the "Dislike" counter to YT, then I'm sure MC server operators can install mods to do the same. Choice will still exist, for those with the inclination to look for it.
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I like starting new games of Minecraft, especially in modpacks, but my least favourite thing to do in Minecraft is fixing the often broken terrain around a village. Is there something that fixes them?
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I guess there's another reason for players not to use the recent versions if this issue is that much of a concern. I wasn't aware of any incident before the change that forced Microsoft's hand, but I'm not going to assume ill-intent here, despite Microsoft's shady past. I personally think that they are overreaching though, and that this will only serve to damage Minecraft as a brand/franchise going forward.
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Yeah, dye them before setting off. Sit most, if not all, of them at the entrance to whatever cave it is you're exploring. If you follow the rule of sensible caving and try to only put torches on **one** side of the cave (I know this isn't so easily achieved in the bigger caves we have now), then you'll be able to figure out the directions (further or closer to the entrance you came in by).
I tend to leave one wolf at the cave entrance, then move the pack forward into the cave as you find more forks, branches, massive caverns, and so on. That way, you know that if you hear lots of barking you are getting close to the pack again. Rotten flesh can be used to increase the size of your pack on the go, but this has the downside of also requiring dyes to make the most use of them (making a donkey, mule, or llama tied up at the cave entrance another useful companion to have).
How you choose to use the colours is up to you. You could go from red to purple, like a rainbow, or green (safe) to red (deep in the cave, not safe) as long as you have a system that works for you! There're many things can be noted with the dyes, it's just up to you how to use them.
Lastly, this one might seem a bit wasteful, but you can of course use nametags as well as or instead of dying the collars, especially if you use the same pack of wolves for each caving run.
In any case, while wolves can get in the way while caving and fighting, they do have their uses.
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Horses are strong swimmers IRL, so why not make them swim in Minecraft? If it wasn't for that, I might forgive them needing terrain to be altered to make them useful as every forest is a potential source of damage. A mule or donkey with a train of llamas is probably okay for a nomadic style playthrough, as the carry capacity can be quite useful. I suppose being a horse archer might help in pvp, depending on the terrain.
Looking back at what I've just written, I can't say that I see much use for a horse in normal play as they often require some preparation. They're a good mob aesthetically though, and make any farmstead build look that little bit better.
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I think the point of exploration is to find new structures, interesting and picturesque landscapes, etc.
I suppose on older versions getting to the world border would be an interesting challenge, probably moreso for content creators, but to each their own. Points of interest do make a game more worthwhile exploring, unfortunately for Minecraft most of the interesting procedural structures are hidden underground.
Personally I just explore to find resources I'm lacking, but once I know where the things I want are, I don't have much need to continue going on journeys.