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  • Razeredge
  • Registered Member
  • Member for 11 years, 11 months, and 5 days
    Last active Sun, Apr, 13 2014 18:08:43
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  • View Razeredge's Profile

    3

    Oct 14, 2012
    Razeredge posted a message on So the people on The WarZ forums are mind bogglingly stupid...
    Quote from SM8

    "If I were to build a computer for the same price, I'd probably break it and not even get 90 FPS"

    Also please tell me in what universe the M17x would spike at 600FPS

    The universe where you're rendering a 2d plane.

    In wireframe.
    Posted in: Hardware & Software Support
  • View Razeredge's Profile

    1

    Oct 12, 2012
    Razeredge posted a message on This is Why Im afraid of the Ocean.
    Quote from fm87

    I assume you're referring to this:

    http://en.wikipedia....oot_discoveries

    Damn, Canada, what's going on up there?

    That's BC for you.
    Posted in: Computer Science and Technology
  • View Razeredge's Profile

    1

    Sep 30, 2012
    Razeredge posted a message on PICKING A NEW GPU/PSU, OPINIONS?
    The 7770 doesn't get "killed" by the 6850. They are still pretty much neck and neck, with the 7770 outperforming the 6850 in DX11 titles.
    Posted in: Hardware & Software Support
  • View Razeredge's Profile

    1

    Sep 19, 2012
    Razeredge posted a message on Midian
    Man, I can't wait to get on. This is the first Minecraft server I've actually wanted to return to after playing for 5 minutes apart from my own server...
    Posted in: PC Servers
  • View Razeredge's Profile

    5

    Sep 14, 2012
    Razeredge posted a message on How do TechEd Teachers drive you insane?
    My IT teacher came to me for build advice.

    'Nuff said.
    Posted in: Computer Science and Technology
  • View Razeredge's Profile

    1

    Sep 8, 2012
    Razeredge posted a message on Is Razer Good
    Why yes, I am good. B)

    I've heard good things about their keyboards and mice, but not much else.
    Posted in: Hardware & Software Support
  • View Razeredge's Profile

    1

    Aug 25, 2012
    Razeredge posted a message on Windows 8
    I think that the Metro (or formerly Metro) UI is getting a lot of unnecessary hate. Looking at screenshots of it, I think it could turn into something quite nice. The one thing I dislike is having all Metro apps fullscreen by default, but I think there will be ways around this.

    I'm going to wait for it to actually be released before judging it.
    Posted in: Computer Science and Technology
  • View Razeredge's Profile

    1

    Aug 19, 2012
    Razeredge posted a message on Is it time to think about a PC upgrade?
    The Core 2 Quad should last a little while longer. Add another gig of RAM and a GPU upgrade and you should be able to game just fine on it. When you need to replace the Core 2 Quad and motherboard, just keep the graphics card, power supply and any other part you can keep.
    Posted in: Computer Science and Technology
  • View Razeredge's Profile

    1

    Jul 25, 2012
    Razeredge posted a message on Sapphire 6950 on sale at Newegg for $200, get it while it's hot!
    http://www.newegg.com/Product/Product.aspx?Item=N82E16814102987&nm_mc=AFC-C8Junction&cm_mmc=AFC-C8Junction-_-Video Cards-_-Sapphire Tech-_-14102987&AID=10440897&PID=3938566&SID=
    I think it's the second time this card went on sale for this low, but it's a heck of a deal for the price!
    Posted in: Computer Science and Technology
  • View Razeredge's Profile

    1

    Jul 19, 2012
    Razeredge posted a message on What, in your opinion, is the stupidest idea on modern Computers
    The idea that electronics should be disposable. Why the hell should we be making smaller and smaller computers that basically give a big "**** you" to the environment if ONE thing on them goes bad?

    Human greed at its finest.
    Posted in: Computer Science and Technology
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  • View sp614x's Profile

    4541

    Apr 8, 2011
    sp614x posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    Hello everybody,


    This mod adds support for HD textures and a lot of options for better looks and performance.

    Doubling the FPS is common.


    You can follow the OptiFine development here: reddit.com/r/OptiFine, [email protected] or http://optifog.blogspot.com.

    Resources: translations, documentation, issue tracker.


    Get the Magic Launcher for easy mod installation, compatibility checking and more.


    Donate to OptiFine and receive the OptiFine cape as a sign of your awesomeness.

    The cape is visible to everyone using OptiFine. Thank you for being awsome.


    Download OptiFine

    Get all OptiFine versions here: optifine.net

    Features


    • FPS boost (examples) - doubling the FPS is common - decreases lag spikes and smooths gameplay
    • Support for HD Textures (info) - HD textures and HD fonts (MCPatcher not needed) - custom terrain and item textures - animated terrain and item textures - custom HD Font character widths - custom colors - custom block color palettes - custom lighting - unlimited texture size
    • Support for Shaders (info) - based on the Shaders Mod by Karyonix
    • Dynamic Lights - allows handheld and dropped light emitting items to illuminate the objects around them. It is similar, but not related to the Dynamic Lights mod
    • Variable Render Distance (example) - from Tiny to Extreme (2 x Far) in 16m steps - sun, moon and stars are visible in Tiny and Short distance
    • Configurable Smooth Lighting (examples) - from 1% - smooth lighting without shadows - to 100% - smooth lighting with full shadows
    • Performance: VSync Synchronizes framerate with monitor refresh rate to remove split frames and smooth gameplay
    • Smart Advanced OpenGL - more efficient, less artifacts - Fast - faster, some artifacts still visible - Fancy - slower, avoids visual artifacts
    • Fog control - Fog: Fancy, Fast, OFF - Fog start: Near, Far
    • Mipmaps (examples) - Visual effect which makes distant objects look better by smoothing the texture details - Mipmap level - OFF, 1, 2, 3, Max - Mipmap type - Nearest, Linear
    • Anisotropic Filtering (examples) - Restores details in mipmapped textures - AF level - OFF, 2, 4, 8, 16 (depends on hardware support)
    • Antialiasing (examples) - Smooths jagged lines and sharp color transitions - AA level - OFF, 2, 4, 6, 8, 12, 16 (depends on hardware support)
    • Better Grass Fixes grass blocks side texture to match surrounding grass terrain
    • Better Snow (examples, credit) Fixes transparent blocks textures to match surrounding snow terrain
    • Clear Water (examples) Clear, transparent water with good visibility underwater
    • Custom Sky (info) Use custom textures for the day and night skies. Multiple layers, blending options, time configuration.
    • Random Mobs Use random mob textures if available in the texture pack
    • Connected Textures (examples) Connects textures for glass, glass panes, sandstone and bookshelf blocks which are next to each other.
    • Natural Textures (examples, idea) Removes the gridlike pattern created by repeating blocks of the same type. Uses rotated and flipped variants of the base block texture.
    • Faster Math Uses smaller lookup table which fits better in the L1 CPU cache
    • FPS control - Smooth FPS - stabilizes FPS by flushing the graphics driver buffers (examples) - Smooth Input - fixes stuck keys, slow input and sound lag by setting correct thread priorities
    • Chunk Loading Control - Load Far - loads the world chunks at distance Far, allows fast render distance switching - Preloaded Chunks - defines an area in which no new chunks will be loaded - Chunk Updates per Frame - allows for faster world loading - Dynamic Updates - loads more chunks per frame when the player is standing still
    • Configurable Details - Clouds - Default, Fast, Fancy - Cloud Height - from 0% to 100% - Trees - Default, Fast, Fancy - Grass - Default, Fast, Fancy - Water - Default, Fast, Fancy - Rain and Snow - Default, Fast, Fancy - Sky - ON, OFF - Stars - ON, OFF - Sun & Moon - ON, OFF - Depth Fog - ON, OFF - Weather - ON, OFF - Swamp Colors - ON, OFF - Smooth Biomes - ON, OFF - Custom Fonts - ON, OFF - Custom Colors - ON, OFF - Show Capes - ON, OFF (supports HD capes)
    • Configurable animations - Water Animated - OFF, Dynamic, ON - Lava Animated - OFF, Dynamic, ON - Fire Animated - OFF, ON - Portal Animated - OFF, ON - Redstone Animated - OFF, ON - Explosion Animated - OFF, ON - Flame Animated - OFF, ON - Smoke Animated - OFF, ON - Void Particles - OFF, ON - Water Particles - OFF, ON - Rain Splash - OFF, ON - Portal Particles - OFF, ON - Dripping Water/Lava - OFF, ON - Terrain Animated - OFF, ON - Items Animated - OFF, ON
    • Fast Texturepack Switching Switch the current Texturepack without leaving the world
    • Fullscreen Resolution Configurable fullscreen resolution
    • Debug - Fast Debug Info - removes lagometer from debug screen - Debug Profiler - removes profiler from debug screen
    • Time Control Default, Day Only or Night Only - works in only in Creative mode
    • Autosave - Configurable Autosave interval - A fix for the famous Lag Spike of Death

    Editions


    Even Older Versions

    Even older versions of OptiFine are available in the OptiFine history.

    If you have previously used MCPatcher for HD Textures, HD Fonts or Better Grass (important)

    Follow these steps to prevent a possible "Black Screen" problem when installing OptiFine:

    1. Temporarily revert back to the Default Texture Pack.

    2. Uninstall the HD Textures, HD Fonts, and Better Grass mods from the MCPatcher. These functions are included in OptiFine.

    3. Set Graphics to Fancy

    4. Install OptiFine and test with the Default Texture Pack to make sure everything is working.

    5. Select your previous texture pack and graphics settings

    6. Run Minecraft and enjoy

    Compatibility with other mods

    When installing OptiFine together with other mods always make sure to install OptiFine last. The only exception are mods which are designed to be installed after OptiFine and say so in their install instructions.

    If you need ModLoader: Install OptiFine AFTER ModLoader.

    If you need Forge: Install OptiFine AFTER Forge.

    MCPatcher is NOT needed for HD textures, HD fonts and BetterGrass, they are included in OptiFine. Install OptiFine without MCPatcher's HD features for best performance.

    If you need DynamicLights (ModLoader edition): Install OptiFine AFTER DynamicLights.

    Compatible with: ModLoader, Forge, SinglePlayerCommands, TooManyItems, PlasticCraft, CJB's Modpack, Zan's Minimap, Rei's Minimap, DynamicLights, GLSL Shaders 2, LittleBlocks and many other.

    Not compatible with: CCTV, The Aether.

    Installation


    For Minecraft 1.6.2 and newer

    A. Simple (for OptiFine 1.6.2_C4 and newer)

    - Double-click the downloaded JAR file and the OptiFine installer should start

    - Click "Install" and OptiFine will be installed in the official Minecraft launcher with its own profile "OptiFine"

    - Start the official launcher and play

    B. Easy

    - Use the official launcher to download and start once Minecraft 1.6.2.

    - Double-click the downloaded JAR file and the OptiFine installer should start

    - Click "Extract" and save the OptiFine MOD file

    - Start Magic Launcher

    - Click "Setup"

    - Select Environment "1.6.2"

    - Click "Add" -> select the OptiFine MOD file

    - Click "OK"

    - Login and play

    C. Complex

    - Use the official launcher to download and start once Minecraft 1.6.2.

    - Go to the minecraft base folder (the official launchers shows it when you click "Edit Profile" as "Game Directory")

    - Go in subfolder "Versions"

    - Rename the folder "1.6.2" to "1.6.2_OptiFine"

    - Go in the subfolder "1.6.2_OptiFine"

    - Rename "1.6.2.jar" to "1.6.2_OptiFine.jar"

    - Rename "1.6.2.json" to "1.6.2_OptiFine.json"

    - Open the file "1.6.2_OptiFine.json" with a text editor and replace "id":"1.6.2" with "id":"1.6.2_OptiFine" and save the file

    - Copy the files from the OptiFine ZIP file in "1.6.2_OptiFine.jar" as usual (you can use the 1.5.2 instructions for this) and remove the META-INF folder from "1.6.2_OptiFine.jar".

    - Start the official launcher

    - Click "Edit Profile" - Select "Use version:" -> "release 1.6.2_OptiFine"

    - Click "Save Profile"

    - Click "Play" or "Login" to start the game. If only "Play Offline" is available, then log out and log in again to fix it.

    Installation for Minecraft 1.6.2 with Forge

    A. Easy

    - Use the official launcher to download and start once Minecraft 1.6.2.

    - Use the Forge installer to install Forge

    - Use the official launcher to start once Minecraft with the Forge profile.

    - Start Magic Launcher

    - Click "Setup"

    - Select Environment "Forge9.10.X.Y"

    - Click "Add" -> select the OptiFine ZIP file

    - Click "Advanced"

    - In the field "Parameters" add "-Dfml.ignorePatchDiscrepancies=true"

    - Click "OK"

    - Login and play

    B. Simple (for OptiFine 1.6.2_C4 and newer)

    - Put the OptiFine JAR file in the Forge "mods" folder

    - Start Minecraft and Forge should automatically load OptiFine

    B. Complex (not working for Forge #780 and #781)

    - Use the official launcher to download and start once Minecraft 1.6.2.

    - Use the Forge installer to install Forge

    - Go to the minecraft base folder (the official launchers shows it when you click "Edit Profile" as "Game Directory")

    - Go in subfolder "Versions"

    - Go in subfolder "Forge9.10.X.Y"

    - Copy the files from the OptiFine ZIP file to "Forge9.10.X.Y.jar" as usual (you can use the 1.5.2 instructions for this) and remove the META-INF folder from "Forge9.10.X.Y.jar".

    - Start the official launcher

    - Select profile "Forge"

    - Click "Edit Profile"

    - Select the checkbox "JVM Arguments" and in the field next to it add "-Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.ignorePatchDiscrepancies=true"

    - Click "Save Profile"

    - Click "Play" or "Login" to start the game. If only "Play Offline" is available, then log out and log in again to fix it.

    For Minecraft up to 1.5.2

    If possible start with a clean minecraft.jar and check the mod compatibility section above.

    A. Easy Installation

    1. Download and start the Magic Launcher

    2. Click Setup, click Add, select the downloaded zip file

    3. Click OK, login and play Minecraft

    B. Manual Installation

    Windows/Linux Instructions:

    1. Locate your minecraft.jar file. On Windows, it's in %APPDATA%/.minecraft/bin

    2. Create a backup of minecraft.jar

    3. Open minecraft.jar in an archive editor (WinRar/7-Zip/etc)

    4. Delete the META-INF folder.

    5. Copy (drag and drop) the .class files from the downloaded zip file into the jar file, replacing previous files.

    6. Run Minecraft and test!

    Mac Instructions:

    1. Locate your minecraft.jar file. On Mac, it's in /Library/Application Support/minecraft/bin

    2. Create a backup of minecraft.jar

    3. Rename minecraft.jar to minecraft.zip and double-click it to extract the contents

    4. Rename the resulting folder to minecraft.jar and open it

    5. Copy the .class files from the downloaded zip into the minecraft.jar folder, replacing previous files

    6. Run Minecraft and test!

    Please test and report back, include CPU, GPU and FPS before/after. Feedback is always welcome.


    Copyright

    The mod OptiFine is Copyright © 2013 by sp614x and the intellectual property of the author. It may be not be reproduced under any circumstances except for personal, private use as long as it remains in its unaltered, unedited form. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this mod on any other website or as a part of any public display is strictly prohibited and a violation of copyright.
    Posted in: Minecraft Mods
  • View jaquadro's Profile

    190

    Dec 4, 2011
    jaquadro posted a message on NBTExplorer - NBT Editor for Windows and Mac

    NBTExplorer is a low-level graphical NBT data editor originally based on NBTedit. The key difference is NBTExplorer's full support for Minecraft .mcr/.mca region files, a directory-tree interface for easily exploring multiple worlds, and support for the latest NBT standard. NBTExplorer is built on top of Substrate.

    NBTExplorer can read:

    • Standard NBT files (e.g. level.dat)
    • Schematic files
    • Uncompressed NBT files (e.g. idcounts.dat)
    • Minecraft region files (*.mcr)
    • Minecraft anvil files (*.mca)
    • Cubic Chunks region files

    The NBTExplorer zip and installer packages for Windows now include a second utility, NBTUtil.exe, for command-line control of NBT data. NBTUtil currently has a limited featureset compared to NBTExplorer.



    Windows Users
    NBTExplorer is a Windows .NET application, and requires .NET framework 2.0 or higher to run. Note: If you run Windows 8 or later, you may get a SmartScreen warning when first running the program. See the related FAQ entry for more information.

    Linux Users
    NBTExplorer has been tested for compatibility with recent Mono runtimes. Minimally, your system needs the mono-core and mono-winforms packages, or whatever set of packages is equivalent.



    Mac Users
    A Mac-specific version of NBTExplorer is available with a native UX. It is compatible with Mac OS X 10.7 or higher. It will not run on 10.6, sorry.

    As of August 22, 2013, I've begun signing NBTExplorer with an Apple Developer ID certificate. If you have GateKeeper configured to only allow software from the App Store, then you will need to change GateKeeper to allow running signed downloaded applications, or following these instructions to bypass GateKeeper:

    For older unsigned versions of NBTExplorer, you may also receive a cryptic "OSStatus error -67053" if you try to bypass GateKeeper the normal way by right-clicking the app and selecting 'Open'. Here are some instructions to bypass GateKeeper for NBTExplorer:
    1. Download NBTExplorer
    2. Copy the NBTExplorer.app out of the zip, to your /Applications folder
    3. Open your Terminal, found in /Applications/Utilities
    4. At the prompt the Terminal gives you, type exactly the following:
    5. ", courier, monospace">xattr -rd com.apple.quarantine /Applications/NBTExplorer.app
    This will clear the quarantine attributes that prevent NBTExplorer from running.

    If you have problems with the native client or you're running OS X 10.6 or older, you can still run the Windows version of NBTExplorer on your Mac by following the Linux instructions and installing the Mono runtime. You may still need to disable GateKeeper quarantine on the downloaded files.

    Download: Windows / Linux (Version 2.8.0) [MSI installer or ZIP archive]
    Download: Mac (Version 2.0.3)

    Project Page: Github

    I recommend backing up worlds before modifying them with this tool.

    Frequently Asked Questions

    Q: NBTExplorer didn't save my changes -- why?

    A: It's possible you forgot to save. The more likely answer is NBTExplorer did save your changes, and if you were to immediately re-open your world in NBTExplorer, you would see that your changes are still there. Instead, Minecraft erased or ignored your changes when you loaded your world. The most common trap is editing player settings or inventory on a single-player world and making your changes in a .dat file instead of in level.dat. Minecraft will overwrite your .dat file on load with the contents of the player tag in level.dat.

    Q: I'm on Windows and NBTExplorer crashed on start / didn't run.

    A: Did you get a message box listing one or more exceptions? Reply to this thread with the information so you can be better helped.

    If you didn't get any message box though, or you only received a standard "program has stopped working" message box, then you have deeper issues with your .NET environment. Do any other .NET programs run on your computer? If yes, then try deleting the NBTExplorer.exe.config file that was installed / came with the zip. This will cause NBTExplorer to prefer the .NET 2.x/3.x framework over the 4.x framework, and may allow the program to run if your .NET 4.x framework is toast. You should still do something about that, of course.

    Q: I'm on Windows and NBTExplorer crashed with a scary warning.

    A: Windows 8 and later includes a program filter called "SmartScreen" that prevents unrecognized software from running. Its warning looks something like this:



    If you see this screen, press the "More info" link to get a "Run Anyway" button. This will launch the program, and you shouldn't see the warning again unless you update NBTExplorer.

    NBTExplorer is SAFE and has an established reputation in the Minecraft community. However, you don't need to take my word at face-value. The source code is publicly available for inspection, and you can download and build your own copy if you so wish.

    SmartScreen builds up reputation on individual files. So you may see this warning if you download a freshly released update of NBTExplorer, but not if you download a version that has been out for a while. Unfortunately the permanent fix for this is to buy very expensive signing certificates that must be renewed annually, which is not viable for a free tool like this.

    Q: The Mac version doesn't run on my Mac!

    A: If you're running OSX 10.6.x or earlier, the Mac version is confirmed to not work. It has been tested and confirmed to work for people on 10.7.x and 10.8.x, although that may still not be a guarantee that it will work for you, or that it will be bug-free.

    If you're having problems running the Mac-specific version of NBTExplorer, there is still a high probability that you can run the Windows/Linux version instead. thhinds has posted a more detailed set of instructions here. It won't be as pretty -- you'll get a very crude looking version of Windows UI styling instead of native OSX styling, but it should still do the job. I can't do anything about this unless an experienced Cocoa developer that also has some .NET/Mono experience is willing to step up and help me determine why it won't run on older versions of OSX.

    Q: When I run the Mac version, I see: OSStatus error -67053

    A: It has been reported that this is caused by Gatekeeper disallowing NBTExplorer from running because it is not a properly signed application. Please refer to the instructions in the "Mac Users" section above for bypassing GateKeeper's check. NOTE: As of August 22, 2013, I have begun signing NBTExplorer. Try downloading the latest version first.

    Posted in: Minecraft Tools
  • View jaquadro's Profile

    11

    Apr 6, 2011
    jaquadro posted a message on [SDK] Substrate - Map editing library for C#/.NET [1.3.8]
    --- What is Substrate?

    Substrate is a .NET/Mono SDK written in C# for reading, writing, and manipulating data in Minecraft worlds. Substrate isolates the different levels of map data such as blocks, chunks, and regions, and natively supports modifying Alpha and Beta worlds using the same block and chunk interfaces. Substrate also provides interfaces for other data such as Entities, players, and general level data.

    --- Requirements

    Substrate requires .NET Framework 2.0 or higher, or Mono, to run. Compiling Substrate source code requires a compiler that supports C# 3.0 or higher (Visual C# 2008 Express or higher, or comparable Linux tools).

    For convenience to developers, Substrate ships with separate .NET-2.0 and .NET-4.0 assemblies, so that you can include the assembly that best matches your application's target framework.

    --- Download

    Latest Version: 1.3.8

    If you are interested in the development of Substrate, follow or fork the project on the Github Project Page

    --- Additional Information

    See the Introduction wiki page for more information on important classes provided by Substrate: Introduction

    Largely complete API documentation is included with the Substrate download. A number of example projects are also included in the download, and available in the source tree.

    Substrate is provided under the permissive MIT license. If you find this project useful in your software, consider mentioning it in the credits or about box of your application, but this is not required.

    Of course, any feedback, ideas, bug reports, etc. are welcome either in this thread, or on the project page.

    --- Examples

    using System;
    using Substrate;
    
    // This example replaces all instances of one block ID with another in a world.
    // Substrate will handle all of the lower-level headaches that can pop up, such
    // as maintaining correct lighting or replacing TileEntity records for blocks
    // that need them.
    
    // For a more advanced Block Replace example, see replace.cs in NBToolkit.
    
    namespace BlockReplace
    {
    	class Program
    	{
    		static void Main (string[] args)
    		{
    			if (args.Length != 3) {
    				Console.WriteLine("Usage: BlockReplace &--#60;world&--#62; &--#60;before-id&--#62; &--#60;after-id&--#62;");
    				return;
    			}
    
    			string dest = args[0];
    			int before = Convert.ToInt32(args[1]);
    			int after = Convert.ToInt32(args[2]);
    
    			// Open our world
    			BetaWorld world = BetaWorld.Open(dest);
    
    			// The chunk manager is more efficient than the block manager for
    			// this purpose, since we'll inspect every block
    			BetaChunkManager cm = world.GetChunkManager();
    
    			foreach (ChunkRef chunk in cm) {
    				// You could hardcode your dimensions, but maybe some day they
    				// won't always be 16. Also the CLR is a bit stupid and has
    				// trouble optimizing repeated calls to Chunk.Blocks.xx, so we
    				// cache them in locals
    				int xdim = chunk.Blocks.XDim;
    				int ydim = chunk.Blocks.YDim;
    				int zdim = chunk.Blocks.ZDim;
    
    				// x, z, y is the most efficient order to scan blocks (not that
    				// you should care about internal detail)
    				for (int x = 0; x &--#60; xdim; x++) {
    					for (int z = 0; z &--#60; zdim; z++) {
    						for (int y = 0; y &--#60; ydim; y++) {
    
    							// Replace the block with after if it matches before
    							if (chunk.Blocks.GetID(x, y, z) == before) {
    								chunk.Blocks.SetData(x, y, z, 0);
    								chunk.Blocks.SetID(x, y, z, after);
    							}
    						}
    					}
    				}
    
    				// Save the chunk
    				cm.Save();
    			}
    		}
    	}
    }


    --- Projects Using Substrate

    - NBTExplorer - A graphical NBT data editor.
    - MACE - Random cities generator.
    - Teeth of Time - Simulates effects of weather and time on worlds.
    - Eedit - A simple graphical editor for item enchantments.
    - Avanti! - A Paint-like Minecraft world editor.
    - SeeSharp - A Minecraft map exporter / renderer.

    If you've published a tool using Substrate and would like it listed, post your request.

    --- Update History

    [1.3.8]
    - Fix: Item enchantments no longer reset on tree load.
    - Fix: TagNodeString will now accept null values.
    - Fix: Casing error in 'playerGameType' tag.
    - Fix: Initialize Source properties in INbtObjects.
    - Fix: Region Loader no longer tries to pad out non-4KB-aligned files.
    - Fix: Setters in FusedDataArray.
    - Fix: Crash when parsing TAG_END in an NBT List type.
    - Internalized Ionic.Zlib.
    - Updated item and block info for MC 1.5 and 1.6.
    - World classes now accept dimensions specified as strings.
    - Allow setting TileEntity data on blocks not registered as Tile Entities.
    - Regions are now sorted by y,x coordinates on enumeration (contrib. by Sukasa).
    - Added support for GeneratorName setting (contrib. by cry-inc).
    - Added many more attributes to Level (contrib. by snoopen).

    [1.3.7]
    - Fix: Wrong tag name for additional block IDs ("AddBlocks" instead of "Add")
    - Fix: Anvil worlds can now handle block IDs >255
    - Fix: Empty chunk sections below heightmap were not written
    - Fix: NBT Tree discarding root node name on load
    - Fix: Various Entity and TileEntity issues
    - Raw NBT tree exposed on more objects (Entities, TileEntities, Items...)
    - Generic TileEntity objects will be created if specific types are unknown
    - Region files multithread safe
    - MobSpawnerTileEntities have updated data fields

    [1.3.6]
    - Fix: Bug in index calculations of Anvil composite byte/nibble arrays, causing incorrect block updates.
    - Block updates for Minecraft 1.4.

    [1.3.5]
    - Minor changes to RegionFile to make it easier to extend (e.g. for Cubic Chunks). (not released)

    [1.3.4]
    - Fix: Bug in unicode handling of NBT strings which could result in inconsistent NBT binaries being written.

    [1.3.3]
    - Fix: Bug in player loading that could cause Anvil 1.2 worlds to not load. Was introduced in 1.3.2.

    [1.3.2]
    - Fix: ChunkManager.SetChunk did not set chunks at the requested location correctly.
    - Fix: ResetLava in BlockFluid could possibly convert lava blocks into water.
    - Fix: BlockManager could not set blocks above 127. BlockManager is now abstract and split into two concrete classes for Alpha and Anvil.
    - Block, item, and player data updates for Minecraft 1.3.

    [1.3.1]
    - Fixes bug in chunk creation causing the Z coordinate to be used for both X and Z.

    [1.3.0]
    - Unified Anvil map support
    - Multiple breaking changes for Anvil support
    - Block and item updates through Minecraft 1.2

    [1.2.0]
    - Anvil beta (not officially released)

    [1.1.0]
    - Adds TileTick management throughout most of the API
    - AutoTileTick property in AlphaBlockCollection for automatically managing TileTicks.

    [1.0.3]
    - Fixes a bug where clearing the player spawn would have no effect
    - Fixes a bug where deleting a chunk would correctly update the cache, resulting in lost work

    [1.0.2]
    - Fixes a bug reading items with enchantments
    - Fixes a bug enumerating entities not registered with EntityFactory
    - Fixes a bug setting text on sign TileEntities
    - Exposes more direct access to the Chunk cache

    [1.0.1]
    - Fixes a serious bug where entities were written out with invalid data, causing chunk regeneration
    - Several block data enums where updated with fixes
    - Animal entity types are now subclasses of EntityAnimal

    [1.0.0]
    - Ionic.Zlib integrated into the Substrate assembly
    - Project split into .NET2/.NET4 output
    - Added full Enchantment API for items
    - Player and Mob classes updated with additional data
    - Entity/TileEntity registires are enumerable
    - ChangeValueType added to TagNodeList class

    [0.9.0]
    - Data resource / map (item) editing
    - Conversion utilities for map editing
    - NbtFile updated to handle differing compression requirements

    [0.8.4]
    - Fixes TileEntity data not being copied with chunks
    - Unknown/Nonstandard NBT tags are now round-tripped in most objects

    [0.8.3]
    - Fixes painting entities not being updated correctly when their chunk is relocated
    - Entities and TileEntities support MoveBy method for special relocation handling

    [0.8.2]
    - Fixes a bug where Entity/TileEntity coordinates were not updated with chunk

    [0.8.1]
    - Fixes a bug where chunk modified chunk coordinates are not saved

    [0.8.0]
    - 1.9pre5 block, item, and entity types
    - Fixed several bugs in Entities, including an exception caused by Enderman
    - Entity/TileEntity architecture updated to support inheritance, avoid future bugs
    - Optional cache size parameter in OpenWorld/CreateWorld

    [0.7.3]
    - Fixed crash when encountering XPOrb while enumerating entities

    [0.7.2]
    - 1.8 Entity types
    - Added missing properties to Arrow and all Mob entities
    - Fixed lighting bug with Chest blocks

    [0.7.1]
    - 1.8 Block and Item types

    [0.7.0]
    - Major refactoring. You will need to tweak your projects
    - CHM documentation for most of the common APIs
    - Intellisense XML file for the same
    - 1.7 Block and Item types
    - Schematic import and export support
    - CLS Compliance
    - Enumerable PlayerManager
    - Timestamp data exposed
    - NBT Validator event support
    - Numerous bugfixes including cache and TileEntity bugs

    [0.6.2]
    - Fixes bugs with some entities and tile entities

    [0.6.1]
    - Fixes bug with TileEntity updates

    [0.6.0]
    - Added fluid simulation for water and lava
    - AutoFluid property (disabled by default)

    [0.5.3]
    - Fixes performance regression
    - Fixes additional lighting bugs

    [0.5.2]
    - Lighting bugfixes and performance improvements
    - TileEntity fixes
    - Beta 1.6 block and item types
    - 'State' property to BlockInfo (solid/nonsolid/fluid)
    - Chunk copying / setting
    - ItemInfo classes and supporting data enums
    - Re-exposed the PlayerManager
    - All missing examples added

    [0.5.1]
    - Numerous lighting fixes including possible crashing bug
    - Added Beta 1.5 level attributes

    [0.5.0]
    - Major refactoring of Chunk/ChunkRef breaks compatibility, but should be easy to repair
    - Fixes missing Player attributes and bug in level.dat generation
    - Fixes more lighting bugs. Now correctly lights half steps, stairs, and other special blocks
    - Updated chunk caching back-end

    [0.4.1]
    - Lighting fixes for manual chunk relighting
    - Performance fixes for lighting

    [0.4.0]
    - Fixes cache consistency bug, among others
    - Adds manual chunk relighting
    - Example code

    [0.3.0]
    - Adds automatic blocklight and skylight recalculation for all setblockid operations via ChunkRefs or the BlockManager.

    [0.2.1]
    - Fixes serious bug in creating TileEntity or Entity objects.

    [0.2.0]
    - First public release
    Posted in: Minecraft Tools
  • View Wolley74's Profile

    1

    Oct 12, 2012
    Wolley74 posted a message on So the people on The WarZ forums are mind bogglingly stupid...
    *cracks knuckles* looks like we got to get some of the regs in here
    Posted in: Hardware & Software Support
  • View CodofMC's Profile

    1

    Sep 30, 2012
    CodofMC posted a message on Whats the better investment?
    As others have already said, it is silly to future proof your computer because the technology advances far too fast to keep up. The 8000 series of graphics cards are already being talked about and they will not only be faster than the 7000 series, but most likely cheaper as well. It has also been said that there is no point in getting such a high end power supply because power consumption in parts is decreasing. If you get a 1200W power supply, the capacitors will most likely die before you actually use anywhere near that much power. You can run an i5 3570k and a 7950 off of just a 500W power supply these days with the improvements made regarding power consumption.

    I say get a 7950 or 7970 and a 500-600W power supply.
    Posted in: Hardware & Software Support
  • View Inteli7's Profile

    1

    Sep 20, 2012
    Inteli7 posted a message on I need help buying a graphics card.
    Quote from HarleySilverWolf

    It hade a 30 day money back guaranty.

    My **** has a 30 day money back guarantee. Would you like that too?
    Posted in: Hardware & Software Support
  • View ConservativeParty's Profile

    13

    Sep 3, 2012
    ConservativeParty posted a message on YouTube for college
    *looks at sub count* 10 subs

    I'm going to be brutally honest.

    Your whole YouTube plan is never going to happen. Raising enough money through YouTube in one with your account is impossible. It will never grow that much in one year to pay the ~$60,000 needed for tuition.

    Moreover, the time spent on this channel will be time wasted that could be used to study, and actually get into the school in the first place.
    Posted in: Computer Science and Technology
  • View HeavyLobster's Profile

    6

    Aug 24, 2012
    HeavyLobster posted a message on The Apple .vs. Samsung court case verdict
    Quote from battlekid
    Secondly, Samsung did copy Apple. Internal documents released during this case show Samsung discussing how to mimic the iPhone. Look at this picture for one example of a blatant cloning of Apple's design:



    Even product photos show this.



    It's not debatable, Samsung is quite definitely guilty here.

    Pretty much every single mobile phone charger made before this smartphone craze was essentially a converter that looked like a black brick with a cord sticking out with either a round or a rectangular-ish plug on the other end of the wire. I don't remember Motorola, LG, Nokia, Siemens, or any other large manufacturer suing the others.

    And for the second picture:



    Quick, Palm! Sue Apple for infringing on your rectangular device with a touchscreen!
    Posted in: Computer Science and Technology
  • View CodofMC's Profile

    4

    Aug 24, 2012
    CodofMC posted a message on The Apple .vs. Samsung court case verdict
    Quote from SteevyT

    Does the jury ever have the option of "Neither side is right, you are both retarded?"

    In the UK the judge pretty much claimed the patents to be silly and declared that Samsung was not copying Apple. Then they made them run an apology campaign on the Apple site saying that Tab was not like the iPad.
    Posted in: Computer Science and Technology
  • View Xaanos's Profile

    1

    Aug 18, 2012
    Xaanos posted a message on Overclocking memory does nothing...?
    Quote from TheFieldZy


    EDIT: Wait, you meant the GPU? Well, 50MHz isn't a big boost, but yeah, the memory doesn't do as much as the clock speed. Jumped the gun there on thinking you meant regular ram.


    Also depends on how bottlenecked your memory is in the first place something like a 660ti will see bigger gains from memory then say the 6970.
    Posted in: Computer Science and Technology
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