- SomeoneOverTheRainbow
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Member for 11 years, 10 months, and 1 day
Last active Sun, Oct, 10 2021 21:58:54
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- 39 Total Posts
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Dunklestien posted a message on Realistic GamemodeNO. minecraft isn'nt about realism. its about having fun. if this was implemented it would sit unused until mojang came to there senses and took it out.Posted in: Suggestions -
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Skylinerw posted a message on Data Tags?Posted in: Recent Updates and SnapshotsQuote from Tuggers03
Hey Guys,
Tuggers03 Here,
I am a bit of a noob with data tags and I was wondering if someone could help me with them.
First of all, Is there a list of data tags? Such as the "InGround" tag or other ones.
Secondly, I would like to know what the data tag is to change the power of a TnT explosion to harm mobs/players but not harm the environment. (If possible)
I think those are my only questions for now.
Thanks for reading and have a great day!
~Tuggers03
The_Dulin has pasted the link containing all entity NBT tags, which includes your PrimedTnt. Here's a list for all items/player tags: http://minecraft.gamepedia.com/Player.dat_format
Unfortunately PrimedTnt cannot have its explosion modified, as its only available tag is "Fuse", which determines how long before it explodes. There is no way to shut off environmental damage for TNT either, which is extremely unfortunate. You can resort to using "Fireball" entities, which can have their damage turned off with the 'mobGriefing' gamerule and have their explosion radius modified. Only issue is there is no way to prevent fire from being created unless the explosion radius is set to 0 (which deals minimal damage to entities). -
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marfig posted a message on X.Y the Environmental UpdateAn update exclusively made of bug fixes, where all development resources went into fixing the game, instead of adding new content that just adds to the number of existing bugs, has been requested since I remember on a regular basis by several players.Posted in: Future Updates
Mojang listens. Just not to this.
You think we will ever have one? Or its a fat chance?
I will always be sorry for how software development has evolved through the years and how all the wrong marketing philosophies have crept also into this industry. The idea customers only answer to new content is this old tiring (false) mantra you expect to hear from a marketing guru (you know, people that were sent to the "B" Ark -- if you know the reference). It's not what you would expect from software development companies that started as garage initiatives. And it is not what you would expect from people that once were themselves begging for their software to be fixed.
X.Y stands for the Minecraft version (may Minecraft live forever!) that in the year 7156 will be an exclusive bug fix. It will happen, because by then we humans have evolved enough to actually show the ultimate display of corporate care: i.e. to sacrifice a potential sales revenue in the name of their existing and loyal customers.
And some people will complain there's no features. Like some people complain there are new features. And the world will keep spinning as it always did and Minecraft won't disappear from the face of the earth because one update was meant to fix as many bugs as possible.
May we live to 7156. -
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Ickabodx posted a message on A Bouncy FeatureThere are going to be some awesome parkor maps made after this.Posted in: Future Updates -
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DraonEye posted a message on A Bouncy FeaturePosted in: Future UpdatesQuote from Leftypower123
Maybe it bounces us as well? Like 3 blocks? But if so what's the point of horses or building up?
-Lefty
Mapmakers -
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King_Korihor posted a message on How does the addition of Searge and TheMogMiner change the game?In case anybody missed the announcment, Searge (one of the major developers involved with MCP) and Ryan Holtz (also known as MogMiner) have been formally hired by Mojang and will be working directly with Jeb and Dinnerbone on Minecraft.Posted in: Future Updates
Searge has been explicitly hired to work on the API system. I have no idea how that is going to be impacting the development of MCP other than his pet project for making a deobfuscator for CubeWorld is likely to be put on the back burner. I expect a further announcement about that today (Sunday November 3rd) that will clarify that role. So far he hasn't given up on getting MCP going for 1.7.2 although Minecon isn't getting it done any faster.
The other is that MogMiner is going to be working explicitly on the rendering engine for Minecraft. I don't know so much about him, so if others on this forum have some additional details on what we can expect from this effort.
On the whole I think this is going to be a sign of very good things in the future for Minecraft, and it also shows that Mojang is investing into the future of the game in a very substantive way. These are both accomplished software developers that already know, understand, and love the game in a big way so I am glad that this hiring move has been made.
*Edit*
I had no idea, but this is something to consider from a Mojang tweet:
Turns out that stained glass was added by@TheMogMiner, so we can now thank/blame him for that
This is definitely a feature I'm impressed with, and something that has been stumping the Minecraft development team for some time. If that is something he can turn out just as an afterthought as he is still trying to get adjusted to working for Mojang, I'm really excited. -
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Benjamin5349 posted a message on How does the addition of Searge and TheMogMiner change the game?And here I was thinking that Minecraft was coming close to slowing down. This can only mean good things.Posted in: Future Updates -
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keepitcovert posted a message on [13W24A/1.6] [Resource Pack] Cowboys don't use swords *Now with bandits!*Posted in: Resource Packs
I'm a pretty big fan of B-lazin Saddles (by BdoubleO100 & GeneriKB), but being a fan of westerns, seeing them run around with swords was driving me crazy. So to improve the realism of the series, I decided to create a few textures I think would improve Immersion.
Features:- New, more true to life textures for all melee weapons
- Bow is now a revolver, complete with new sounds, and ammo
- New walking sounds. Spur-Tastic! (Sounds amazing)
- Skeletons have been changed to bandits
- "Cat" record has been changed to a saloon type ragtime ensemble
- Custom language file. Changed names of all edited items, all potions, and some chat notifications.
- Change armor to western theme
- Edit paintings
- Continue to change language file to better suit the pack
- Retexture unused blocks into useful decorations(I.E. sponge)
- couple secret ideas =P
[Bowie Knives/Saber]
[Revolver]
[Bandits]
Video by MaristersMines.
Not really a showcase, but show's off a few of the additions in the pack. Thanks mate. =]
Current Version
Installation:
Due to language files not working correctly in resource packs yet, this resource pack does not run as an archive. To install, unzip the archive into your .minecraft/resourcepacks folder, and follow install instructions.txt
Changelog:
- Initial release: Bowie Knives, Saber, 2x4, Bullet
- V1.0: Added Revolver by Zivodor, and custom language file
- V1.1: Changed bow sounds to revolver sounds
- V1.2: Added spur sounds to footsteps
- V1.3: Changed Skeleton to bandit, edited sounds to match, changed "cat" record to saloon-style ragtime music. changed bullet texture to speed loader.
Please do not use in any other packs/mods, rehost, modify, or use in any public manner without express permission from myself.
Copyright © Keepitcovert 2013
Like this pack? Hit that little green arrow and represent!
[represent] -
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Mathy posted a message on Resource Packs allowing for renamed items to be differently textured (and Attributed) to what they were.Posted in: SuggestionsQuote from Syline
There's one problem with your suggestion though: so far, you've only specified the name of the item to be retextured, not the type.
So, if I renamed my bow to "longbow", it would get the texture of "longbow.png".
Alright, but what if I renamed some sticks to "longbow"? They would all get the longbow texture too.
You need to find a way to define what type of item can be renamed such to get the special textures and attributes. Possibly, this can happen in the accompanying text file that defines the new attributes. But this leads to a new problem: what if we want two items with the same name?
For example, you may want to be able to rename a iron sword to "halberd", but have a diamond sword version of "halberd" as well. However, we do not have the space for two halberd.png files. This could be solved by using "Iron Halberd" and "Diamond Halberd" respectively, but that would really complicate the naming process when some names require a material prefix and others don't.
No, it wouldn't. Something like ironsword\halberd.png and diamondsword\halberd.png could fix this, so if it is a diamond sword renamed Halberd it will get the diamondsword texture and vice versa.
Nice suggestion, would work well for servers.
I reported it for you. It won't be locked, just moved to where it will be loved, cared for, and feel warm and fuzzy inside -
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TheEnderDefender posted a message on What are some possible recipes for Craftable Command Blocks?I have an Idea!!!!!!! !! ! EQGFSDglkdsfjgksfdjg;ldjfPosted in: Discussion
L=Lava W=Water V=End Portal frame P=Nether portal block
WVPLWPVLWPVLPWLVPWLVPWLV
WVPWVLWPVLPWLVPWLVPWLVPL
WPVLWPVLWPVLWPVLWPVLPWLV
WPLV PWLVPWVLPWVLWPVLPWV
WVPLWPVLWPLVPWLVPWLVPLWPV
WLVPWLVPWLPVLWPVLWPLVPWLV
WPVLPWLVWPLVWPLVWPVLWVWPL
Seems legit - To post a comment, please login.
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I feel that renaming a bow to "longbow", isn't enough, sure you can edit the texture for all bows, but it wouldn't feel like your longbow was special.Why not add a folder in textures called "custom item textures" so you can have your specially textured longbow.*
But wait, it doesn't do anything new, it's just a retextured and renamed bow. Well it should slow the player down more than a standard bow, and do more damage, right? With the new resource packs, you can give items attributes, which means that you can add features to items (e.g. golden helmet can give you a health boost, a mining speed boost, and a night vision boost that all last until you remove the helmet from your head**) so just add slowing to all bows right? wrong! Your longbow should have it's own special attributes, New Folder! Call the folder "custom item attributes" Mojang, and have the attributes of your longbow in there (slowness and strength is what you would use for a longbow, probably), or maybe just put a .properties file with the same name as the texture.
* File would be called "bow/longbow.png" (a "Mining Helmet"'s texture file would be called "helmetGold/Mining Helmet.png" and so forth).
** You would need a "custom armour texture" folder*** to make it look different on your player model.
*** There would start to be a clutter of folders in the textures folder though, so probably not so many folders in your texture folder, maybe put a new folder in the minecraft folder of your resource pack called "custom textures"**** that has all the information for custom items, armour and blocks**** in it.
**** Yes this should be able to be done for blocks too, that way you could have a "Master Emerald" that when walked on gives you Resistance V, Strength VII (1-hit Kill with bare fists) and Jump boost X (I dunno?), or a nest (hopper) that chickens are attracted too so it is easier to collect eggs.
Another thing that could be added is mobs, like roosters, bulls and such (finally, tameable dragons, Yeah!!!) with features such as health, aggressiveness(peaceful aggressive, neutral, etc.), attack. This would make bosses, like an Arch Mage (witch/ArchMage.png) a possibility.
If you like this idea please rate this up, or use this in your comment (if you do) ->