Another thing that hasn't been mentioned is the potential impact that this has on new users. They'll try to create an account to post on the forum, but then be forced to make an account on Twitch and be discouraged by that (since they are not streaming videos and don't want to be forced to apply for a service that they don't want). Needless to say the amount of users on here will drop.
Also, if we have to merge accounts with Twitch to continue posting here, could the user experience be made a bit better? There are so many scripts running on this site that it loads much slower than most other webpages, and I'm still getting sketchy video ads at the bottom of the page that play sound every now and then.
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Thanks for the response, I may start posting tomorrow then.
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Here's a side-by-side comparison of the old and new horse models:
As a user on Reddit pointed out, one of the issues with the horse model is that it's anatomically incorrect; the head "narrows" like a dog's instead of remaining straight like a horse's. The head also looks too big compared to the rest of the body, since the body was made smaller but not the head. I can get by the "stubby feet", if those issues were fixed.
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Based on what I've heard, McJty's modding tutorial seems to be a good one to follow; you can also try Shadowfacts' tutorial (which also gives instructions on how to set up the Forge workspace). Try playing around with the code instead of simply copy-pasting, it will give you a better understanding which will make modding easier in the future.
If you don't know how to code in Java however, modding isn't really a good place to start and I'd recommend looking up some generic Java tutorials first.
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They're not really designed to be moved into though, they were meant to be a hostile place with evil villagers that want to kill you. But I agree that the "hidden rooms" thing should probably be changed, so that every room is accessible without having to break blocks.
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I'm considering making a Survival journal to put in the Survival mode section (to give myself more incentive to play and attempt to increase activity in that forum). However the world that I'm currently playing in is slightly modded; namely, it contains the Quark and Twilight Forest mods (the former adds many small quality-of-life changes, the latter adds a dimension but fits in with vanilla rather nicely). I am not using any large-scale modpacks or tech items, so the core gameplay is still the same.
In general, I will avoid posting modded things to not confuse people, but a few things may slip through occasionally (e.g. decoration blocks, underground generation, particle effects, or things I do in the modded dimension if it's critical to the progress of the game)
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The 1.13 snapshots upgraded from using LWJGL 2 to 3, which included a new version of OpenAL. There was a bug about sounds being too directional, which was resolved as intended due to the OpenAL change. However the main issue I'm getting seems to be a different one: strange filters are being applied based on the direction of your head, and the overall sound quality is noticeably worse than before.
Here is a comparison of repeatedly breaking a grass block in 1.12.2 and 17w43b:
Notice how the 17w43b version sounds less crisp than 1.12, and turning your head up and down changes the amount of high frequencies. This becomes problematic if you move around as sounds play and makes them sound distorted.
Here is also a (slightly less obvious) comparison of me randomly spawning and punching mobs:
I wanted to see if other people are getting similar issues, or if it's a problem with my audio setup. It seems I'm not the only one noticing this however, although it doesn't seem to affect everyone for some reason.
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The world generation of these stone variants should also be changed so that they spawn in large, uncommon clusters, instead of the small and awkward-looking "veins" that we have currently. It would look something like in these screenshots (from a mod that also adds a few other stone types).
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Hello
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The parrots flying issue is MC-696; for now, you could upvote the ticket and hope that it gets fixed someday. I've always felt that dealing with pets was a hassle, especially since it's now easier to accidentally kill them with the sword's sweep attack.
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Indeed, Thorns works on all attacks (including ranged). This is different from the Guardian's "thorns" effect that only affects melee attacks.
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The "Night falls on world" sound is TributeNone, and the "god-pleasing" is TributeAquired (with that exact spelling).
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If you built anything in the current world spawn that requires chunks to be constantly loaded (such as an iron farm), changing the world spawn would unload these chunks and make the new spawn chunks constantly loaded instead. Otherwise there shouldn't be any issues, unless you made a lag-generating device (such as a large redstone contraption that is constantly running).
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The sounds seem a bit strange to me, as if they are playing from a low quality speaker. Maybe it has to do with the updated LWJGL (and OpenAL packaged with it).
Here are video comparisons of sound in 1.12 and 17w43b (the first video being 1.12). The 17w43b seems to have lower quality and the panning is too severe:
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All of the sounds that blocks make can be found on the wiki at https://minecraft.gamepedia.com/Sounds.json#Block_sound_categories. AFAIK there's no way to change the "block sound category"; e.g. give obsidian a different sound from stone.
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The community is still quite active, so there's no need to close the thread.