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    posted a message on trees.
    Quote from ozay34

    Don't tree's already do that? I see random saplings on the ground a lot (or at least used to) that I never placed.


    That's probably because leaves generated too far away from logs in that chunk. If you're not actively IN the chunk, or just spawned a new world, nothing will have decayed because it's unloaded. Once you get within a certain range, though, it starts running checks for leaf decay, and those leaves that spawned too far from the tree (or from trees that didn't start burning from lava proximity until you closed the gap) often drop saplings.
    Posted in: Suggestions
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    posted a message on Train Your Pets!
    So, I know this is an old thread, but since it's been bumped twice today I thought I'd include a link that might make the folks looking for this functionality happy. At the very least maybe it won't get necro'd as much?

    As it happens there is a fantastic mod for exactly this thing, and it comes with a bunch of other cool bonuses, too.

    Check out Doggy Talents; it has your skill system, and adds some AI tweaks like the ability to play fetch with your dogs. There are also optional settings for dog hunger or invulnerability (although they still become unable to fight if they take too much damage too quickly) in case you get too attached to them. Oh yeah, and you can name them/specify their skins individually!

    It's been my favorite mod for...well, basically forever, though it seems the mod has transitioned to a new maintainer so it might be a bit before it's back up to the same glorious shape it once was.

    As much as I'd like to not have to mod my client for these things, I somehow doubt they'll ever be added to vanilla Minecraft. Long, long ago, Jeb mentioned wanting to add dog breeds, which is basically just the unique-skin aspect of this mod. He's basically running the show now and it doesn't even seem to be on the wishlist; cats got that feature instead. And that isn't even going into how it would almost certainly break the game in a million different ways.
    I love the mod, but I feel like it probably won't stop being a mod anytime soon.
    Posted in: Suggestions
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    posted a message on THE NEW LAPIS TEXTURE? HOW ABOUT NO!
    Quote from Mute

    To be fair if someone has something large built out of lapis they might have to change it around some due to the texture difference. Still not much of a reason to complain though.


    It doesn't seem like much of a difference when you compare the two textures like that but if you go in game and build something out of lapis you can see more of a difference.



    First one is the old texture, the second one is the new texture, personally I like the new texture more.


    Upvote for you, that's the most useful demonstration of the change I've seen.

    Personally, I like the new texture better, and would remind the OP that it is not his/her privilege to uninvite folks with dissenting opinions. We've just as much the right to mention here that we disagree with you, as you would should you choose to hijack threads made in the affirmative. Constructive criticism and debate are key to making decisions that benefit everyone in the long term, and any aversion to those things is probably a sign that your position needs some work. <3
    Posted in: Recent Updates and Snapshots
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    posted a message on Your WEIRDEST Minecraft Habits
    Sometimes I pretend there are other people in my game.
    Not like, villagers or anything, but other people playing Minecraft with me on my single player server.
    It's kind of pathetic, actually, because I like to imagine that they ask me to build things for them. There are always four or five more houses than I need surrounding my own, because my imaginary friends need a place to "live", too.

    Oh, and I also do the leaf thing that is apparently surprisingly common around here. Except I'm not being OCD or anything, I just have a tendancy to cut down trees in the dark, from the bottom up, and I always set the lighting level to "moody", so I can't see when the last block is broken. Instead I listen for the sound of a broken leaf block and that's how I know I've mined the whole tree.

    But one thing I absolutely can't stand is a half-mined tree, either because someone only took what they needed on a multiplayer server, or because some natural lava formation burned half of it down upon generation. I will always, always mine the rest of the tree so that it deteriorates. It just looks ridiculous otherwise.
    Posted in: Discussion
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    posted a message on What should NOT be added to minecraft?
    This thread has risen from the dead! Ohhhhh!

    Well, since it's already been bumped, why not throw my two cents in there;
    I don't think firearms are appropriate, and I see it suggested a lot. It just doesn't fit, in my opinion. Though I guess I could learn to live with a really primitive single-shot kind of gun. Still pushing it.
    Posted in: Discussion
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    posted a message on "travel bag"
    Wow, you guys... kind of overpack.
    Even when I'm going on an extended mining trip, I don't bring that much.

    Usually, when I'm traveling I carry;
    An iron sword.
    A pick, also iron
    Around 10 bread, or a melon stack (I have too many).
    And small handful of torches (maybe 12).

    All of that goes in my hotbar, and that's basically all I take with me. If I know I'll be away from home or underground for a long time, I typically add a second pickaxe and a half stack of sticks.

    The key to traveling light is to plan ahead for what you'll find when you're underground. I've found a lot of my "bag" space is wasted on extended mining trips because I bring things that I inevitably find. For example, I used to bring crafting benches, and planks in case I run out of sticks, but I have a habit of stumbling into abandoned mineshafts, which have wood planks in the walls and floor. The same go for torches; miners are constantly tripping over coal, and if you have access to / brought some wood source with you, you don't actually need to overload on them because they can be made as you go. Over time I've just sort of cut down on things like that, 'til there isn't much left.

    That said, it's mainly because I can't stand the awful feeling of losing your stuff permanently after dying in some far off land, so I'd rather hoard it all at home. I guess that's sort of cowardly, isn't it? :P
    Posted in: Survival Mode
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    posted a message on Harvesting suggestion
    I really like this idea, actually!
    Since the addition of bonemeal and the tweaks to farmland that made them not revert to dirt when walked across (which, by the way, I really appreciated, as that was very frustrating), hoes have become almost totally useless. Especially with melons; just till the land once, and provided you don't jump on your farmland, you'll probably never have to do it ever again. Meanwhile, the hoe just sort of takes up space forever, or you throw it in a fireplace.

    So yeah, I like this a lot. I don't think drop rates for melons or pumpkins should be increased, to keep more than 1 whole melon's worth of slices, or 2 pumpkins, from popping out of one melon or pumpkin, respectively. But that could totally work for wheat, carrots, and potatoes! The idea for faster or instant harvest of melons or pumpkins is a good alternative, too, as is the enchantability of the tool.

    Good submission! I wanna see this.
    Posted in: Suggestions
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    posted a message on Mob heads in Dungeon chests
    Eww, then they'd be touching all of the food in there!

    But seriously, not sure how I feel about this. I can't imagine why any miners in a soon-to-be-abandoned mineshaft would save things like that. Plus, they DO drop in survival, last I checked, so they are legitimately obtainable otherwise.
    But I guess I wouldn't be upset to see them there or anything, provided they were reasonably rare. I don't like the idea, personally, but it isn't too absurd so why not?
    Posted in: Suggestions
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    posted a message on new plant: corn
    This is essentially a reskin of any existing vegetable. :(

    It needs something unique and interesting in order to have a chance of ever being considered.
    Posted in: Suggestions
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    posted a message on New Diverse Difficulty
    I'm not too fond of this. I appreciate the time you put into it, but it seems like it'd just create a ton of clutter in the difficulty selection.
    Most of this stuff is slight statistical variations (amount of damage dealt, detection radius, armor percentages), which makes them just kind of fluffy as additions. The few things that are actually new (an "easy mode" variation where mobs spawn, but either ignore you or do no damage) sound more detrimental than anything. It allows players to farm for items from mobs that can't actually fight back. It almost sounds like you want it for that reason, and that the rest of the list is filler. It wouldn't serve any other purpose. :(

    Further, none of the names or descriptions are really intrinsically understandable. If I saw this list in-game, I'd have no idea what "Just Pie" means. This wouldn't be fixed by adding an in-game description because, frankly, the additions are equal parts arbitrary, technical, and confusing.

    My suggestion for your suggestion is to narrow your list down to one difficulty mode that you would like to add, because as it stands right now it reads: "Exactly Like _____ Mode, But With ______". If you cut it down to one additional difficulty, you could really refine it and make it valuable and unique.
    So no support.
    Posted in: Suggestions
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    posted a message on Worst Place You Have Ever Spawned In
    Once I spawned in 2fort. It was awful, no one tried to cap the intel and we were all stuck there for hours.
    Posted in: Survival Mode
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    posted a message on skeleton safe shooting
    Quote from Rubisk

    Well actually it's not me they supposed to be shooting at...

    No ideas?

    Tried tripwire with a piston behind it, if tripwire activated it was closed, but skeleton's arrow was able to go above tripwire.


    Are you trying to make a trap for record-farming from creepers?
    Posted in: Survival Mode
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    posted a message on Roxa's Mods. Tall Doors, Experience (Storage) Gems, Stone Stairs, seeds as a fuel and more!
    Quote from SnatchNL

    This is cool, finally a mod which JUST adds tamable/ridable horses without all kinds of other nonsense added. Thank you.

    Only one thing, they don't quite move fast enough in my opinion, sprinting on foot feels faster.


    I have to agree with you on this. If you're still around, maybe try this for me, and see if it makes it any better:
    While riding your horse, give it a punch. Just one, and with your hand. It should freak out and try to run away (with you still on it), and in doing so it moves quite a bit faster than your horse normally does at a full gallop.

    Now, once it's done spazzing, try to run at full speed in any direction.
    It should still be running at that speed, until you dismount.
    I can repeat this "bug" on my own client but have no way of knowing if it's just me.

    Anyway, my point is, that feels like a good "full speed" reference point. Not so fast that it's crazy, but it is a little faster than a normal sprint. I can't tell if the horse is always supposed to move like that and doesn't due to an error, or if it's never supposed to be at that speed, because sometimes, very rarely, I can get a horse to do that without smacking it around.
    For a while I thought it would depend on what surface it was running on, but that doesn't seem to be the case.

    But yeah, I really like this mod. So far I think I can confirm that they will only spawn in newly loaded chunks, but they're fairly common when they do spawn, so they won't be hard to find. I cleared out a couple of biomes of all wildlife, so I'll be able to tell shortly whether they can spawn in old ones that aren't at the passive mob limit.
    I especially appreciate the vanilla nature of this mod. It feels like it would fit seamlessly into normal minecraft; not only does it use regular items for taming/riding, but it has a grand total of 0 obnoxious fluff items! It feels good to know that if I ever need to update my client, I wont force chunk errors by having non-supported items in any of my chests.

    So keep up the fantastic work!
    Posted in: Minecraft Mods
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    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    It's been a while since the mod author of the 1.4.6 version has said anything.
    Still, what's present is looking promising. At this point all it's missing are a handful of skills, and a way to adjust individual skins. Most everything else is there.

    Any word on how it's going?
    Posted in: Minecraft Mods
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    posted a message on Compilation of Bonemeal Solutions - The Poll!
    Quote from Wanderer

    Thanks for the response! I've added your name next to your suggestion to credit you for the idea.

    My opinion is really not that there is too large a gap, but that there should not be a gap. Our arrows are just as powerful from a standard bow as they are from a dispenser, you know? I included the suggestion because it's reasonable and "compromising", but I wouldn't advocate it even if the gap was 3 by hand and 4 by dispenser. (4, I should add, being the number of uses I personally think it should take to grow any given plant from freshly-planted to fully-grown, including trees.)


    Oh, I'm sorry if you felt pressured to do that, I wasn't insisting that you do! I just thought that it was only fair for me to admit that my opinion would be skewed toward the one I actually came up with.

    You have a very good point with the arrows, actually. Projectiles fired from dispensers function exactly the same as ones fired manually.
    I'm not entirely certain that's the same thing, though, since you don't fire arrows constantly; you could potentially want to bonemeal crops until you can't bonemeal them anymore, that's the point of automated farming, yet you don't want to constantly be firing infinity arrows. You wait for a mob to step on a pressure plate or something.

    Actually, that just gave me an idea. Do hoppers/droppers accept fired arrows as input? If they do, someone should try to make a hallway that infinitely fires the same arrows from the walls, like an Indiana Jones movie.

    Sorry, but back on topic. The arrow thing is an interesting point, I'll have to think about that. The difference is mainly to offset that you can load dispensers with a ton of bonemeal, and then come back to a slew of product. It made sense that they might have a diluted effect as a compromise, but perhaps that isn't optimal either. After all, you might say the same for arrow based mob traps!

    I do agree with you on the last bit, though; I think that whatever happens, crops and trees ought to require the same amount of nutrients. I mean, I get that trees are bigger and all, but currently crops take more so that clearly isn't the intention, and I think Minecraft would benefit from the simplicity of a consistent fertilizer requirement instead of adding another statistic to check the wiki for. <3
    Posted in: Recent Updates and Snapshots
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