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    posted a message on Minecraft 1.13 Update Opinion Thread

    "Wanting" and "Having" are two entirely different issues. All *MY* games I loved as a teen have been ruined by time: life moves on, and so have I. Oh yeah, that's right, I can login to Good Old Games. I use emulators. I can play Minecraft using older versions.

    And so can you.

    New content is being created using new techniques. Data Packs are a "thing", and they allow for "mods" to the game not possible before unless you were using Forge or set up a Spigot server JUST so you could play a "single player" map of some sort. I look forward to the coming explosion of new maps and new possibilities.

    Absolutely nothing stops you from enjoying your old maps in the versions on which they were created. Even WITHOUT command block changes, anything redstone or using some other version-specific quirk in the game would require you use the older version ANYWAY.

    So you can keep playing older maps of the game using older versions, as many do, you can look forward to new maps using new techniques, or do both. But getting salty because Time Marches On is just silly.

    Posted in: Recent Updates and Snapshots
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    Thank you! Sorry I missed it. And yes, the problems I found have already been reported. In the case of "Glowing", I had to turn off "Fast Render", I think, but everything is as I would expect now. :)

    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    Is there a proper place for bug reports? I'm testing OptiFine 1.13.1 HD U E3 beta5 and Villagers, players with "Glowing" are a solid glow color rather than outlined. Also, grass and variants (clover, double-tall) are gray. It's cool if these are known bugs and all, I just want to report them in the correct spot if they have not been already.

    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    BDCraft might work as a guide to CTM

    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    I do have to laugh. Minecon is coming up this month where the 1.14 features will be announced. 1.13 took SO FREAKIN' LONG to roll out, and when it did it was more a "rough snapshot" quality release than an actual "Release". I have to wonder if my server players (basically my wife) will push for us to be running 1.14 Snapshots before I can get Vivecraft (requiring Optifine) on my server. It takes as long as it takes, and putting money in the tip-jar will be a priority for thanking the Project Lead for the work. :)

    Posted in: Minecraft Mods
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    posted a message on Commands are broken and dead in 1.13
    Quote from Part_Toon»

    You know, I never thought of that, I should try that out and see how it goes. ;)


    I plan to update my custom pack data pack, and I plan to ruthlessly use the ideas from Hermitcraft's data pack... with credit, of course. But the main thing as far as the OP, the tinkering done with commands and how data packs are supported is DA BOMB! I'm even using the Furniture data pack Ant Venom featured:

    Are commands dead and broken in 1.13? Not hardly. We're just getting started here.

    Posted in: Recent Updates and Snapshots
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    posted a message on [ItemBound v1.9.] (Custom item skins + custom loot!) (150,000+ total downloads!!!)

    Yup yup yup... I'm waiting on ViveCraft, which can't go ANYWHERE to get started on coding until Optifine and Forge are out. And I've already skipped 1.13.ZERO for 1.13.1, and I'm *NOT* going to the buggy, half-baked so-called "release 1.13."

    Patience is a virtue. Practice virtue.

    Posted in: Resource Packs
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    posted a message on Commands are broken and dead in 1.13

    Datapacks ARE DA BOMB! While yes, you may have to retool commands and such, please be sure to check out https://xisumavoid.com/vanillatweaks/ and the various data packs Xisumavoid has as potential "templates" for what you wish to do. He not only has a "function main:uninstall", he's even having it call certain commands at intervals of one second or more rather than calling commands EVERY ... SINGLE ... TICK, which is seriously hard on the server and unnecessary for many things. I have my own data pack for custom things on my server. I'm going to pick apart MSpaceDev's work (who did much of the coding, and a few others also on Multiplayer Sleeping and Custom Armor Stands) so I can be sure to have an "uninstall" and "slower ticking rate" for my custom work.

    This is an opportunity to not just make a "1.13" version of your world, but do your world better with tools you couldn't anticipate having before.

    The problem with experience is that you have to experience it first. The good news for 1.13 data packs, you can lean on someone ELSE's experience. :)

    Posted in: Recent Updates and Snapshots
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    I understand it is taking longer than normal because of the item ID changes and various other changes behind the scenes. That's ok. I just wondered if 1.13 work was going to help moving forward or just slow down the process further on a version nobody will really want to use when 1.13.1 is the "proper" release.

    Posted in: Minecraft Mods
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    posted a message on Drowned-proofing techniques wanted…

    Quote: 1 blaze powder [from blaze rods] + 1 slime ball > 1 magma cream
    D'oh! I missed that one. Yeah, we need some magma cream. :) "Learn something new..."

    I like the low-rate mob farm idea. Something like Mumbo Jumbo's ink farm in Season 5.



    Do drowned actually spawn like Ghasts do? Ghasts need one spawnable block at the bottom of the area they are to spawn in (and so much room around) to spawn, even though they spawn in mid-air. Does it work for drowned like that?

    This *REALLY* ought to be good for some Mythbusting testing. Yes, it may actually be an issue, but it would seriously be good to point at a video rigorously testing the conditions under which drowned will spawn, and thus know exactly how one can prevent them from spawning, if possible. I already suggested Xisumavoid test mob spawning on packed and blue ice. Anyone else take a turn on asking him solve this message thread?

    Posted in: Survival Mode
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    Is 1.13.1 different enough Optifine has to be recoded separately for that version? Spigot appears to have pretty much brushed off 1.13.ZERO because of how flawed that release is. Finishing up Optifine for 1.13.ZERO just to have to start all over for 1.13.1 seems like such a cruel hand to be dealt. :(

    Posted in: Minecraft Mods
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    posted a message on Drowned-proofing techniques wanted…

    Yeah, was thinking that just getting magma would be much easier, and the magma cream would be far more useful as potions.

    https://minecraft.gamepedia.com/Magma_Block Quote: Crafting- 4 Magma Cream

    I'm confused on how farming blaze and slimes would help towards magma, but given how now magma even spawns on ocean crevices, I'm rather confused but... I do get confused easily enough.

    I think a 3-wide water moat pushing mobs against a wall, and having the wall lined with magma blocks would be pretty spiffy to keep mobs stuck. If drowned come up out of nearby water and to the surface adjacent to the town, that should solve their problem.

    For a shallow area, lighting it up with sea pickles should be interesting enough. If you can find a skele spawner, you have infinite bone meal. Infinite bone meal plus one pickle plus one coral and some redstone, you can have a pretty spiffy pickle farm. It cranks those things out like crazy!

    Posted in: Survival Mode
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    posted a message on Teamless God Mode and Glowing

    Xisumavoid's AFK does does use Scoreboard to AFK and to change color. The problem with a "God Mode" for the player is having mobs ignore the person so "God Mode-ed". I think for now we'll just do without AFK. I hope to avoid plugins even though I'm using Spigot. I think it's likely when 1.14 Snapshots come out, I'll be told to start putting 'em on the server. :)

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Drowned-proofing techniques wanted…
    Quote from FuzzyCatBus»

    With the new update they introduced Sea Pickles. They produce light and once you have a few of them and some coral blocks (silk touch required) they are really easy to farm. You can place the coral blocks down under water and then put some sea pickles on the coral and bone meal the sea pickles. They will multiply and you can easily harvest them. Once you have enough they can be placed on any block and 4 pickles produce enough light to prevent spawning. And on the up side, they are really unobtrusive and can be camouflaged with sea grass.




    There are various pickle farms on YouTube. I used the one by Xisumavoid to great success. If your base is on land and you have shallow waters, some sea pickles masked by kelp and seagrass may be enough of a ticket to solve problems. Areas where you can make a wall that extends out into water would help from land mobs, and docks over areas you can NOT wall should make things fine. Mobs will not pathfind over ladders. If they can't get up to the pier, it doesn't matter how many spawn there unless you are dealing with in-game boats. If you light up a shallow area using sea pickles for a boat launch, that should fine to get moving and avoid drowned. Do keep in mind they move SLOWLY.

    Drowned burn up in the day, so they simply don't come out of the water where doing so will kill them. At night, you also have to worry about phantoms if you neglected to sleep in a long while, and it will be very hard to deal with that. Other than those points, what you may wish to do is see just how big *specific* problems are. You could invest in making a sea pickle farm you don't actually need for your purpose, or protecting yourself from mob action that don't keep specific mobs from attacking you.


    I hope this helps!

    Posted in: Survival Mode
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    posted a message on Teamless God Mode and Glowing

    HermitCraft Data Packs have an "AFK" utility that toggles a light gray when players are idle for a while. Unfortunately, it uses "teams" which interact with my "Glowing" team (for players who want to see where each the other is in cooperative play) and "God Mode" team (for an elderly gentleman who plays on our game with his adult son, but can't fight mobs or stay out of lava very well). God Mode actually has all newly spawned mobs on the "God Mode" team so that mobs will ignore him, except they don't get the healing and night-sight benefit.

    Since HC AFK and my custom stuff use teams, we have an interaction where if someone goes AFK, it removes them from the special teams. Is there a means to recode HC AFK *or* my custom stuff so it doesn't go through the /team mechanic? I think my God Mode pretty much has to stay with team because of the problem of not wanting mobs to attack my God Mode player even if he is otherwise invincible.

    Posted in: Commands, Command Blocks and Functions
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