Try making a new item, the client knows how because it's 1.7.2. You will see it briefly, the the server 1.6.4 rejects the item id and it disappears. Some people have reported that the item can get stuck in the database of the server also and unable to get rid of it.
Here's how to move all of a item stack type without having to click all stacks.
Http://
I'm posting this now because the majority of videos I've seen only cover shift clicking each stack. And searching seems to bring up pages that don't cover the fastest way. Here's the fastest way I've found to speed up moving items of the same type.
I've been playing around with fill with layer and ran into an issue with quantity of objects. (may be working as intended, was 1.6.0)
Is there a way to cut down the fill frequency more or is this a bug/limitation with fill with layer?
For example, I want to add a specific tree to all plains biomes on a minecraft generated map. But the catch is I want to keep it really sparse but still have it randomly put on the map rather than brushed.
I create my custom layer, add for example Lentebriesje's large white oak schematic. I set the relative frequency to 1% which is as low as it gets. Then fill with layer "white oak" and check the "only on plains" option. I set the slider under fill with layer to lowest setting.
I get this result on average with a 10,000x10,000 minecraft map merge. Looks like I need 0.1% or less to get the desired effect.
Desired effect would be to limit the minimum distance of next object placed. Like if fill would start in a corner, then move on X axis with definable parameters. example: X=min 50m, max 100m with Y offset +/- random less than 35m "if" biome = plains. then fill would just randomly place the object but keep a defined distance. Without loosing automation required for large maps.
I hope that makes sense. But i'm kinda new to worldpainter, If there is a automated option I'm missing I'd appreciate any input. 5 hour merge/load times on a 10k square map, heh
Zombies tear through villages now with increased difficulty. Doors don't stand a chance anymore. If your on a survival multiplayer server with trading villages, lock up the villagers fast before night and get away or it's a zombie apocalypse x3.
It's pretty much just credit to the devs. Grum is on this project, herobrine is working on another game right now. Not the easiest to google but its out there.
0
https://forums.bukkit.org/threads/where-are-people-getting-bukkit-for-1-7-2.187449/
Try making a new item, the client knows how because it's 1.7.2. You will see it briefly, the the server 1.6.4 rejects the item id and it disappears. Some people have reported that the item can get stuck in the database of the server also and unable to get rid of it.
2
Http://
I'm posting this now because the majority of videos I've seen only cover shift clicking each stack. And searching seems to bring up pages that don't cover the fastest way. Here's the fastest way I've found to speed up moving items of the same type.
0
100 on the air block and 1 on the object did the trick. I might get 1 or 2 oak per plains biome. Also used it for deserts to put a random palm tree.
0
Is there a way to cut down the fill frequency more or is this a bug/limitation with fill with layer?
For example, I want to add a specific tree to all plains biomes on a minecraft generated map. But the catch is I want to keep it really sparse but still have it randomly put on the map rather than brushed.
I create my custom layer, add for example Lentebriesje's large white oak schematic. I set the relative frequency to 1% which is as low as it gets. Then fill with layer "white oak" and check the "only on plains" option. I set the slider under fill with layer to lowest setting.
I get this result on average with a 10,000x10,000 minecraft map merge. Looks like I need 0.1% or less to get the desired effect.
Desired effect would be to limit the minimum distance of next object placed. Like if fill would start in a corner, then move on X axis with definable parameters. example: X=min 50m, max 100m with Y offset +/- random less than 35m "if" biome = plains. then fill would just randomly place the object but keep a defined distance. Without loosing automation required for large maps.
I hope that makes sense. But i'm kinda new to worldpainter, If there is a automated option I'm missing I'd appreciate any input. 5 hour merge/load times on a 10k square map, heh
0
0
0