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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from felinoel»

    It is being updated to 1.8 first.

    Sorry to be the one to inform you but it may not be updated for a very long time. Just look at the forums of the website, the mod owner has no more time to update it and was looking for others to basically update it for him. You must have good knowledge of programming and his mod.
    Posted in: Minecraft Mods
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    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    Quote from Angeltxilon»

    One question: Has already been achieved to solve the problem of non-generation of ores and structures?



    Edit
    I'm ill informed how this works currently since i've last read it a few years ago, however the problems still seem to be the same. So please tell me if somethings not needed or i'm wrong.

    Personally here is my take on how this could be solved.

    Create a layer called y - 0 (I think Y is height)
    Anything below 0 would simply be -1 through infinity/desired end.
    Keep the general height of the overworld where the player is at in the vanilla game
    This would solve some terrain issues and structure spawning issues. because the surface of the world would literally be the same as vanilla, you know except for the giant mountains and floating skies. It would also allow more ores to keep spawning how they do now or you can say "Diamonds, spawn at -20."

    My personal opinion on how the giant land masses could spawn
    There can be really tall mountains, extremely tall but not +80k high. Some floating islands and larger land mases but not 100+, or even 20k+. This would solve the light issue since there is no giant mountain above you or landmasses above you.

    Light Issue solved
    To solve this even further why not just give the chunks chunk coordinates? It is separate from individual block coordinates as it relates to the entire chunk itself. Lets say that this chunk is labeled at -20 y (Height) and last time it updated there was no land mass above it. If the player explores and goes to the chunk labeled 80 y in the sky it would affect the -20 chunk the next time you load it, saying there is blocks above it.
    It's not how it would work in real life but it sure would work well in the game. In real life if you had something that high the sun wouldn't even place a shadow directly below it and the size would amplify its shadow greatly.

    As for falling I don't think thats much of an issue, just don't run minecraft on a potato pc. Empty chunks of air shouldn't take that long to load, especially since thats what the majority of the fall will be.

    Posted in: Suggestions
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    posted a message on The Villager Update
    Quote from Skulldeath50»

    Just here's the trick: Talk to people before making suggestions. That way, you learn the problems before you send it to the public. My chair idea went through many stages before it was actually a thread.


    Chairs



    Doesn't matter. I've talked to many people with the improvements I would like to see in the game and they've all agreed. Go to these forums its like a different identity, nobody agrees and its for stupid reasons. Thats why I don't post a majority of my suggestions because I know this small minority online won't accept simple ideas. It's absolutely ridiculous, I don't know if its because a majority of users on websites like these are younger kids or what but half these people don't realise that the game already has very op things in them. By their reasoning Monster spawners should be removed, villagers should be a heavy grind.
    They create magical problems that you've got no idea on where they even pulled it from, and the worst part is they don't help to solve them, nope just no support.

    Form your suggestion of a chair, I don't like it. Why couldn't it be just something simple like right clicking on it and sitting. I think its absolutely ridiculous that that you have to literally write "You still take damage from hunger, wither affects" to actually get support. Not to be blunt but i'll be it, honestly what else would you expect?


    I'll leave this topic for a while, sorry something on reddit got me worked up but I still stand by what is said.

    Posted in: Suggestions
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    posted a message on The Villager Update
    Quote from Paladinluke»


    But the merchants would be extremely rare as well. Ender eyes would be fairly expensive and you wouldn't be able to buy 64 in one session (limited supply perhaps). I was just giving that as an example of a hard to get item. Can you name something else off the top of your head?


    So you went from saying "It would be too easy for the player to make them work for you" to "It would be too hard for the player to make them work for you". Again, the builders are not made to be player slaves. They do not take requests. They only build for the village to make the world dynamic.

    Sorry if I derailed your topic here with that arguement, but it needed to be said. I mean who honestly thinks that they would build personal buildings for you if you have not stated it. Harvest resources from something they've built? I don't think so. It would be much easier to get 8 saplings and plant them then to actually wait for this worker to build something. I think the problem here is that a lot of players here are younger and still need to learn some critical thinking skills. That and they expect things to be handed out to them. I would really love a mature minecraft forums than a kiddy friendly one where the rainbow shines over everything thats said.
    Posted in: Suggestions
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    posted a message on How hard is minecraft modding?
    Quote from DuhDerp»

    The hardest part is going to be the creative side of things. Textures, sounds, what your mod does specifically, etc. The actual coding, once you've learned the language, is really as simple as the proverbial "insert slot A into tab B" stuff found in assembly instructions for anything that has to be put together.


    Depending on what exactly you're going to be doing, some extraneous disciplines might also need to be learned--artistic design, higher levels of math, historical accuracy, etc.


    Where would you recommend I start? Would it have to be the basics of java or just start with tutorials in blocks. If with java how long would you guess I have before I can start crafting mods. I normally wouldn't ask that question but I got college coming up.

    Trust me though, i'm not short on the creative side if i'm allowed to be creative.
    Posted in: Discussion
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    posted a message on How hard is minecraft modding?

    I've been on and off about it, really have. I want to mod but I don't at the same time because I fear I wont have a life anymore. I'm also about to be learning other programs (Going to college for this, but not to learn java.) so I don't want something to complicated now. Yes i've seen the how to make a simple block videos but they don't tell you much, I'm more interested in the type of things that make power transport possible, ruins and tornadoes.

    Posted in: Discussion
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    posted a message on The Villager Update

    Hopefully this all makes sense and is comprehensible. No personal hate to you at all I just think as with every new update your one of the players that would be upset by the change, we can't please everyone.

    Quote from Acknid»

    That would be terrible. The "armorer" villager already sells chainmail, and a villager should never sell Ender Eyes... All it takes is for a player to camp an easy trade, bank up on emeralds, then get easy access to the Ender Eyes. There's a reason why some of the rare stuff in the game is never sold.

    The problem is not the reason for them building. The problem is them building.


    I don't see how this justifies the idea. Again, some insane AI programming is needed for this. I know it's not valid criticism to claim what Mojang has to go through, but in a game with infinite possibilities of terrain, it's too much work for something a player can do much faster.


    I believe all of your problems to be unfounded. I would bet money that if the spawner blocks were never added than any suggestion to would be horribly put down. People would just sit there and complain (I would use another word but its a family friendly place) that it can be used to set up farms for mobs and a way to get infinite amount of items. Not to mention its an extremely easy way to get a lot of xp fast and make the enchantment system even more worthless.
    I think it would be fine to allow villagers to sell these items. We're not playing a grind fest here but a game. Not to mention I can already abuse villagers to buy sharpness 1 books or any enchanted book, combine many of them in anvils and then have the best enchanted gear possible. Even have many spares.



    The villagers do not take requests. They just sell building materials and buy materials. That's all they do for the player.




    The problem is not the reason for them building. The problem is them building.


    Arguement 2
    Oh boy you get some free materials in the form of glass, wood and cobblestone. It's like they can't all be easily farmed faster than actually stealing them from the building. It's not like I can chop wood and get 4 a piece from trees compared to 1 from a plank. It's not like I can't already nick off some wood at a farm currently in game or make a very compact cobblestone generator.



    I could see people manipulating the villagers with spawners but mind you that they would only build accordingly to the villager population. Sure, you could manipulate the builder to construct a large house, but expect to be neighbors with 5-10 villagers. If you wanted them to build neighborhoods the size of manhattan, you would need the population of manhattan.





    I don't see how this justifies the idea. Again, some insane AI programming is needed for this. I know it's not valid criticism to claim what Mojang has to go through, but in a game with infinite possibilities of terrain, it's too much work for something a player can do much faster.


    I don't think you've even coded before. It's not this easy but I feel like these would be the steps to actually make it work.

    • Tell the builder AI once a day to check village population and available buildings that can be build
    • If a building is available choose it, if more are than build at random or in order.
    • Check distance between player built objects and already completed houses
    • Don't mark a plot within the distance of these blocks (Wood planks, cobblestone, beds, torches ect)
    • Pick the plot
    • Tell the worker to fill up these areas with the correct material
    • When completed run a test to make sure the entire building has been built
    • Find nearest gravel
    • Dig out a path to the newly created object
    • Fill in the area just dug
    • Victory

    You could even tell the worker to check buildings occasionally for damage, and when it's damaged to repair it.

    The reason why I suggested an overhaul is because its very easy to not make this op (Even though you can get more resources in the time waiting for it to be rebuilt.) Perhaps one day we can see the resources a village has through the Villager and if they don't have enough then don't build it. Perhaps the players can donate. Until then, there is really no point for these things to be in the game but to give you bad deals and add some buildings.

    Yes the player can do it but they're not, its the environment around them thats doing it. The game right now is to static as is, with this change the world would actually feel more alive. This is more of an opinion you're trying to make fact, do we want the world to feel more alive or do we want the player to be the only force to ever change something in this world?

    To sum everything I said up the game is already op as is and if all of these ideas were presented to us now before they were implemented we would never have anything like Mob Spawners, op village traders, gold farms, iron farms and more. Any way that this can be abused is no different than how the game already is.

    Posted in: Suggestions
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    posted a message on The Villager Update

    I think you would love the Milianaire mod. Although outdated (1.710) it provides the closest real village you can get to. It allows you learn languages of the local inhabitants, declare warm build new buildings and more.


    As for your ideas I think its not fit for the game. I never have seen a dynamic feature be added into the game and I dont think I ever will with mine craft. The world is static and nothing changes it except for you (and a few creatures but thats not dynamic.) The world itself is incredibly stale and refusing to change. Players have to change it. This would be literally the first thing that actively changes the environment dynamically without player input.

    Also I don't think building random buildings for no reason is an approach to do. What they need is an overhaul. I've always felt that villagers never came in the way that the developers intended for them to be but rather a feature they got halfway through and droped.


    Partial support - Villages and villagers need an overhaul. I like the Merchant though.

    Posted in: Suggestions
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    posted a message on Wallpaper

    Did not find a mega wallpaper thread (Hooray!) So i'm going to show all of you this.

    https://i.imgsafe.org/ff28f57cb0.png

    This image came out of an accident really. I was testing out mass storage rooms and I've built up with room.

    Posted in: Discussion
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    posted a message on Spawn points, it's time for an update
    Quote from jdc997»

    Yes, it's so hard to keep your items without a plugin.

    /gamerule keepInventory true. Many players use this all the time.

    Or just bring another bed and sleep.

    For just three wool and planks, you can set up an easy fast-travel system around your entire world, provided you've been to that location before. Let's say you're on a single player world (cause that's a thing) where you have two bases 10,000 blocks apart (hyperbole, but still a valid example), both with a bed and an ender chest. You need to transport a large amount of materials to your other base, so you put the materials in your ender chest, and jump off a cliff. You die, and then you respawn at your other base and take the materials from your ender chest.

    It becomes even easier if you have keepInventory on.

    Wait, now you're adding a cool down? It's annoying enough to have to wait 5 seconds in Terraria because I died to respawn. Having a cool down period in which I can't respawn in my bed would just be frustrating. What if I only have one bed?

    As for why it needs to be harder to craft, is because it's powerful, like I explained before.

    I'm sorry for the long await in a response but I've been busy. I'm going to drop this on the forum, but I do want to argue one last time, its in my blood.

    I mean this in the nicest way possible, please think more. I never heard one Vanilla minecraft story where somebody actually kept their items upon death. That command is also cheating and is not how the game was meant to be played. Thats as if I typed /game mode c Because I got tired of looking for clay and spawned it in. No, if you actually want to play vanilla without cheating you will not use these commands and harvest the resource yourself. And if you die you will witness yourself walking back to pick up your items. It shouldn't be the developers worry if little jimmy wants to cheat.


    As for the cool downs, its an area of affect that only occurs when you respawn. Once you respawn the timer would start before its use able again. I originally thought this up to prevent pvp abuse but it also partially destroys one of your arguments. Have fun transporting things via ender chest while you have a timer.
    Whats exactly wrong with this way of fast item travel anyways? It's not like your going to make a minecart rail for that far of a distance.I just think its a convenience thing.


    I will end my arguement with this - If beds are op in vanilla (without commands) then just remove them from the world.
    I just wanted to end on a note its very easy to find problems in anything and harder to fix them without actually having it in front of you. We're not actually going through with this and I doubt a developer will ever see this suggestion. Even if they did they wouldn't go on a long debate but rather just implement it then test it, fix it and either push it out or remove it.
    Posted in: Suggestions
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    posted a message on Anyone else feel the pain?
    Quote from Meowstic»

    Log in and die. Stop prolonging the agony over something you can't stop.


    Already did. Problem is that it takes 3 hours to log in.
    Posted in: Discussion
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    posted a message on Anyone else feel the pain?
    Quote from Mettan»

    You've not felt the pain until you go obsidian mining and end up BELOW the obsidian.


    You don't fear that you won't get out alive. You know that you won't get out alive.


    That has happened before, luckily I have freinds.
    Posted in: Discussion
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    posted a message on Anyone else feel the pain?

    Going to go bucket a lot of obsidian in the nether and there is a huge drop off cliff into lava. So I decide to go ahead and dig strait down in a 2 by 2 fashion, so that if one side gives way to lava i'm alive. Well, it turns out my auto pilot was to strong and i've hit lava. Now i'm in a lava lake disconnected from the server since I fear quit.
    I don't think I can get out alive, i've accepted that fact.


    Full diamond Armour, diamond pick diamond sword sharpness 2, health potion, invisible potion and an entire inventories worth of buckets. It wont be untill a few hours untill I can log back in, server is called 2b2t, and I wouldn't reccomened joining it if you're a kid. Search up camping rusher to see why its so popular (P.S He did it. 400 que ussuallly) :(

    Also broke a diamond enchanted pick before, meant to repair it.

    Posted in: Discussion
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    posted a message on Error loading resource packs (Small report)

    This is the crash report file report. Occurred when I tried opening the resource packs.
    Mods being use are as follows : Moudoux (Optifine included[Shaders included with Optifine])

    ---- Minecraft Crash Report ----
    // I bet Cylons wouldn't have this problem.

    Time: 6/23/16 10:06 PM
    Description: Unexpected error

    java.lang.NullPointerException: Unexpected error
    at net.minecraft.c.i.a(Unknown Source)
    at net.minecraft.c.a.a(Unknown Source)
    at net.minecraft.c.a.a(Unknown Source)
    at net.minecraft.client.Minecraft.runTick(Unknown Source)
    at net.minecraft.client.Minecraft.runGameLoop(Unknown Source)
    at net.minecraft.client.Minecraft.run(Unknown Source)
    at net.minecraft.client.main.Main.main(Unknown Source)

    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.10
    Operating System: Windows 10 (amd64) version 10.0
    Java Version: 1.8.0_25, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 183308328 bytes (174 MB) / 263208960 bytes (251 MB) up to 1060372480 bytes (1011 MB)
    JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    Launched Version: Moudoux
    LWJGL: 2.9.4
    OpenGL: AMD Radeon (TM) R9 200 Series GL version 4.5.13399 Compatibility Profile Context 15.200.1062.1004, ATI Technologies Inc.
    GL Caps: Using GL 1.3 multitexturing.
    Using GL 1.3 texture combiners.
    Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
    Shaders are available because OpenGL 2.1 is supported.
    VBOs are available because OpenGL 1.5 is supported.

    Using VBOs: Yes
    Is Modded: Definitely; Client brand changed to 'Moudoux'
    Type: Client (map_client.txt)
    Resource Packs:
    Current Language: English (US)
    Profiler Position: N/A (disabled)
    CPU: 8x Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz
    OptiFine Version: OptiFine_1.10_HD_U_B6
    Render Distance Chunks: 12
    Mipmaps: 4
    Anisotropic Filtering: 1
    Antialiasing: 0
    Multitexture: false
    Shaders: null
    OpenGlVersion: 4.5.13399 Compatibility Profile Context 15.200.1062.1004
    OpenGlRenderer: AMD Radeon (TM) R9 200 Series
    OpenGlVendor: ATI Technologies Inc.
    CpuCount: 8

    Posted in: Java Edition Support
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    posted a message on How to merge multiple profiles?
    Quote from MauveCloud»

    I've seen some complicated instructions for doing things like this involviing renaming the minecraft jar and editing .json files to tell the launcher not to re-download, but a simpler answer might be to use a different launcher, such as MultiMC, and install these mods as jar mods, which doesn't require manually copying the files into the minecraft jar.


    How would I edit that .json file? I need to know what link i'm looking for to delete it. The Minecraft.jar needs to be renamed to the folder that its in.
    Posted in: Mods Discussion
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