It bothers me they have headcrests like cockatoos for some reason, as all parrots are based on macaws. Also, kids DO NOT feed a chocolate cookie to real birds. Mojang got avocados right, but also forgot chocolate/cocoa is just as poisonous to parrot species.
- Stormalisk
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Member for 9 years, 5 months, and 28 days
Last active Thu, Nov, 16 2017 23:57:06
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Mar 30, 2017Stormalisk posted a message on Minecraft 1.12 Snapshot 17w13aPosted in: News
All parrots are based on macaws, the green one is a military macaw:
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Apr 21, 2016Stormalisk posted a message on New Minecraft LEGO Set Coming in June?Posted in: News
I'm skeptical on this set. It would seem much better in the 110$-120$ range, about 50 bucks more than a regular 1600 box set. I know some new blocks were made for this, but that doesn't seem to support almost a 200 dollar mark-up.
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So the 1.8 armor stand "campfires" will work with this mod. However, the extinguish sound exists on them and it is quite loud and obnoxious. I am wondering if it would be possible to remove the extinguish sound on them.
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You can reduce the tree/flower spawn rate in the config.
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Redstone is no longer broken due to activation, and pistons do not create "ghosts" or get stuck,
However found a bug where sometimes pistons will not fire at all or are deleted themselves if adjacent to each other. As is used in the "missile silo" redstone build.
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So I ran a test replacing mumbo jumbo's "missle silo" contraption with BiS's blocks. I ran it and it broke a bunch of the redstone underneath it, as well as creating "invisible blocks". Seems like it tried to run but failed?
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So, found out striders burst into flames. Even in water.
What could be the issue?
EDIT:
Found the issue, it has something todo with Ted's World Gen. Only strider is affected. When world type is normal, striders are fine.
Tested the nether, they don't burn in it. Totally clueless to the bug with Ted's Old World Gen.
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How would one make the battle music stop almost instantly after all available hostiles are no longer present? I increased background fade and fade strength to make smoother transitions between biomes. However, this forces me to wait almost a minute after battle for normal music to resume.
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Got a naming bug for you:
Eggs and Waila seemed to be borked at the moment. Eggs only apparent with finch.
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-nesting intensifys-
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Well, try artifice then. It has basalt along with marble and new flowers. That plus red logic could be a replacement for Project Red.
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Might be Natura and Project red's generation method might be conflicting. I started with Natura, 80-113 FPS. When I put on PR it lowered to 50-70.
If you're willing immibis's red logic is a good alternative to PR. (Lacks the generation though, both be a good and bad depending on what you want. All I wanted was logic gates and redwire.)
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So I found an issue with IDs, I'm trying to use a recipe mod to change exnihilo ingots into metallurgy ones. However, it won't recognize their in-game name. I am not sure why, I thought I typed everything right. Do they use a metadata?
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Is there any way to place a carpenter's tile underneath a bed? Including the carpenter's bed?
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Is there any possible fix? Current mods I have that add stuff to the nether is Metallurgy and Natura, so those could be examples (BoP has nether biomes, may provide a clue fix too?)
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Oh, that is what I am trying todo. Is get them to spawn in the nether.
I noticed the white-list, I'll try that.
EDIT: Tested it, finding none of the generation. Overworld is working fine though.
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Ran into an issue with setting orespawns in dimensions:
<add>
<ore>ExtrabiomesXL:terrain_blocks1 1 1</ore>
<target>minecraft:netherrack 1 0</target>
<veinSize>33</veinSize>
<veinCount>12</veinCount>
<minY>0</minY>
<maxY>256</maxY>
<dimensions type="blacklist">0</dimensions>
</add>
<add>
<ore>Botania:stone 1 1</ore>
<target>Natura:soil.tainted 1 0</target>
<veinSize>33</veinSize>
<veinCount>12</veinCount>
<minY>0</minY>
<maxY>256</maxY>
<dimensions type="blacklist">0</dimensions>
</add>
No ores will spawn it seems, pretty sure I am overlooking something.