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    posted a message on Ultimate Customized World Generation Guide
    There is a certain feature in Minecraft I think has very little representation and interest on the forum... Custom World Generation! We have whole forums--hundreds of topics--dedicated to the discovery and sharing of seeds. But what are seeds, compared to the beauty of a world with well-customized terrain?

    Unfortunately, most of us lack the time and the effort it takes to learn the tools of the trade. Since their introduction in snapshot 14w17a, we maybe play around with the settings a little bit, and generate some ugly land, and then we are through. The best we can do is check out the presets. Discouraged with our impassable, ugly mountains, or an ugly, lumpy world completely underwater, or a world that just crashes the instant you try to open the game, we give up.

    That is not the way to do it!

    It's up to the community to learn how to really master this unique tool. I can't do it myself. I won't do it myself. But I DO want to spike the interest of those of you on the forum today--I want you to try to learn, post what you know, share what you can! And don't just post screenshots, let us know what you changed!

    Key Tip
    Before generating your custom generated world, you can click "Presets" and find a text box with all of your settings presented in simple text. Sharing this text will probably be the most effective way to tell others what you did if you changed multiple settings. (hint: click inside the box and hit home, shift+end, ctrl+c to copy its contents)

    Later, to revise the world and modify the settings, remember you can always re-generate a world anew from the main menu, if you'd like to adjust one of the settings without starting completely over with a new seed and settings.

    Example screenshots
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    Resources
    - Excellent resource for beginners, but lacking updates
    Minecraft Wiki Customized World Type (wiki) - The go-to official reference with descriptions of each function



    Other Notable Threads
    http://www.minecraftforum.net/forums/minecraft-discussion/recent-updates-and-snapshots/383280-14w17a-custom-world-generation-presets-post-your
    http://www.minecraftforum.net/forums/minecraft-discussion/seeds/2085003-custom-world-type-great-hills


    The "1:1 Comparison Project"
    I'm hoping to collect a few side-by-side comparisons of what these options change. My plan is to use "Seed 0" and the 0,0 coordinate to take a few screenshots of the default world generation, and have right next to each screenshot a picture of the same feature, but after a certain value was changed.
    At this point I don't have any screenshots, but I would love if some of you could help. This is certainly a very tedious task... I attempted it myself but was having some issues--it seemed like just being in the same coordinate, same seed, didn't produce the same area even when only the slightest values were changed. Maybe I was doing something wrong, though. Does anyone care to submit? :)



    That's all for now guys, I know it's hardly the "Ultimate" guide it claims to be, but as far as I can tell, it's the best we've got on this forum!
    Posted in: Customised Worlds
  • 0

    posted a message on [Idea] Creative Mode controls like Sauerbraten (block extrude and other features)
    I have an idea for Creative Mode that might make a good mod.

    I doubt many of you are familiar with the game "Sauerbraten" or "Cube 2", but it is a FPS with emphasis on a world editing mode with some heavy-duty cube-based editing features. Now, they are totally different games, down to the core programming (Minecraft's "voxels" to Sauerbraten's polygons) but look at this!





    Now obviously the arch itself is not possible in MineCraft--it is blasphemy in the eyes of almighty Notch--but look at the extrude feature! And the way whole volumes of blocks are modified and changed from one type to another. (in Sauerbraten it is really only changing the face texture... but this feature in MineCraft would be altering the whole volume)

    This would be a complete redo of creative mode. Placing and removing is done with the mouse wheel instead of the buttons, which frees them for making selections and opening properties. The end result would be some kind of savvy mix between genuine Creative Mode and world edit mods.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Map not zooming out correctly
    I could mitigate this if I could use /give command to give myself a map centered on the appropriate location...



    It's not a fix, but it's a solution. I'm not sure if the command works like that. But the center coordinates are part of the NBT tags.

    - edit 8/27/2014: -
    Large-scale "zoomed out" maps aren't behaving erratically. They now align themselves to an even larger grid. This grid is not consistent with my original big map, so I didn't recognize the new pattern. So if you are experiencing this problem, you have to throw away all your old big maps, because they almost certainly won't line up to the new grid setup.

    On the plus side, it is now much easier to make really big joined maps. Once you get off the edge of the first big map, just make a new big map anywhere. You don't have to carefully count blocks out to the new center of the new map. It's a better system but now all our maps are outdated.
    Posted in: Java Edition Support
  • 0

    posted a message on Map not zooming out correctly
    - edit 8/27/2014: problem resolved by me -


    Hey guys, there is a bug I am encountering from at least as far back as 14w32d and onward to 1.8 pre-2.

    Maps behave quite erratically when scaling up with paper. You're supposed to be snapped to a chunk-grid on the first map, then every subsequent map, your chunk is centered. When you make the biggest map, you will seem to be in the middle (assuming you are standing where the first map was crafted.

    http://minecraft.gamepedia.com/Map

    Well, mines' not doing that. Sometimes it centers the zoomed-out map on the top left corner. Sometimes it doesn't. I'm trying to play the game, and combine a lot of full size maps in pure vanilla survival. It is not fun when you carefully calculate the coordinates of the next map, journey out there, only to find that the map is being a punk and you are thousands of blocks away from where it put the center. I have ruined so many supplies I just gave up and used cheats to deliver a stack of empty maps and paper. It just isn't working.
    Posted in: Java Edition Support
  • 0

    posted a message on Embedded teamspeak-like function? Add audio chat to vanilla, with voice volume controlled by how close players are to you

    Kudos to you good man!!

    Apparently I am not nuts! Someone came up with this a long time ago!

    And it's a good demonstration of how it can be sort of difficult to troll people with this, since the volume is so strongly dependent on location. In any case, it's impossible to troll the whole server (like with chat) unless everyone was standing still in the same place.
    Posted in: Suggestions
  • 0

    posted a message on Embedded teamspeak-like function? Add audio chat to vanilla, with voice volume controlled by how close players are to you
    Quote from Meropo
    This is great if you want 6 year olds screaming in your ear all day.

    Then turn off the feature or, better yet, don't play on servers with screaming 6-yr olds?

    If such a feature existed, it wouldn't be implausible to add a user-block feature, either. But trollsack is probably right, this is too technically demanding to be real.
    Posted in: Suggestions
  • 2

    posted a message on Embedded teamspeak-like function? Add audio chat to vanilla, with voice volume controlled by how close players are to you
    I like to dress up my topics with images, but there's really nothing here to look at. This one is all about sound.

    So what if, they added a sort of function to SMP so players could speak to each other, like most people do with TeamSpeak? I bet someone has suggested this before, and why not? I think Mojang wants to be as independent as possible--but a majority of multiplayer worlds out there have to rely on this 3rd party software. It doesn't have to be like this! Teamspeak may as well be mandatory on some servers. I feel like Minecraft could use its own chat feature.

    The benefit to this is, the properties of your voice could be altered by in-game events. For example, Nether-only chat. Distortion effects when under the effects of spells (imagine potions of Speed II raising the pitch of your voice chipmunk-style).

    Which brings me to my unique addition to this idea: Voice that fades in and out as you approach other players. This makes it so that you are only chatting with people close to you, not everyone on the whole server at one time. You can say "Hello!" to someone passing by, and it's not like everyone in the whole world all over the server will say "Hello!" back. Using whisper/tell functions are klunky to use if you are in a small group of friends on a large server, trying to have a private conversation. Then things just go back to teamspeak.

    The volume of the sound would be similar to any other sound in the game. Stand next to someone and hear their mic at full volume. Stand 30 blocks away and they might be a bit hard to hear. And of course, you'd have a "Speech" bar added to the Sounds menu, with a slider to control its volume--or turn it off entirely. So if you didn't want to listen to other people or have them hear you, it could easily be turned off.

    I feel like this would not only make the game more fun and immersive, but also make it more stable and independent.
    Posted in: Suggestions
  • 0

    posted a message on Make leaves passable! Make them climbable!
    Think about it this way--it would make cutting down trees much, much easier.

    I find that tree cutting is one of the more tedious chores in vanilla. Especially if you're in need of oak wood, and your farms keep spawning "big oaks" which are an enormous pain to see the end of. Chunks of log suspended in midair, because they were to hard to see, or more or less inaccessible because of the particular way you were cutting the tree.

    If you could just climb around the big oak, collecting the logs while hanging from the branches, it would make the process so much easier. You know those spruce trees that grow *slightly* higher than you can reach from the ground? Much, much easier to handle now.
    Posted in: Suggestions
  • 0

    posted a message on Make leaves passable! Make them climbable!
    Quote from trollsack
    No support.

    Meh, this could be abused during pvp. And it could cause issues, such as accidentially climbing trees. Isn't really a good idea for this type of game. I would support this if it was only available through cheats.

    How would this be abused during pvp? Several people mention this... I don't understand. It certainly doesn't give advantages from one person to another.

    Accidentally climbing trees would not be an issue. I don't think you were reading--you would use spacebar to climb, sort of like swimming, not like walking against a ladder. Unless you're used to pointlessly hopping into leaf blocks, it's not going to be an issue.

    Quote from MUSHROOMSOCK

    Maybe leaves should break if you stand on them for too long?
    You should also be able to fall/walk through them if you are crouching.

    I do like this idea about them breaking. Makes it dangerous to climb leaves, and prevents players from making long-standing structures like ladders or walkways out of just leaves.

    But the falling I think should be automatic, like spider web but faster. That would make it more like falling speed on a ladder I suppose. Holding crouch would make you "grab" your position on the leaves and stay in place, again much like ladder mechanic.

    Quote from Bayside308
    No support


    This would be so badly abused in PvP like Survival Games. Climb to the top then break the leaves. This also doesn't seem to fit into minecraft :/

    Can't people just craft ladders and climb to the top if they really wanted to?

    And... do we really want to throw away ideas for vanilla because they would mess up Survival Games and other particular maps? Guys, all my bases got ruined back in Alpha, when spiders gained ability to climb walls. And it's happened a hundred times since then for a myriad of other reasons? Added sprinting? Broke my map. Changed spawn mechanic? Broke my map. Changed villager breeding? Broke my map. Added ore? Broke my map. This will never end. If you want to play with old game mechanics, this is why they added the launcher and easy access to old versions.
    Quote from darthvader45
    I give slight support. Logs should be climbable and leaves able to be walked through, plus leaves(to be more balanced) should only reduce fall damage, and if the player falls from too high up, it breaks the leaves.

    I agree with some of this, that leaves only reduce fall damage, not eliminate, and that it potentially breaks the leaves.

    I have this vision in my head, of a player jumping off a tall cliff in amplified map type, and landing in the treetops below. He smashes a hole through the canopy and lands on solid ground, but manages to survive.

    How can you say "no" to that??
    Posted in: Suggestions
  • 0

    posted a message on Make leaves passable! Make them climbable!
    Let's say you are going through a jungle. What do you do?



    You trudge through the underbrush, machete in hand, bashing the leaves away and forging a trail!!!

    ...or, in a very anticlimactic way, you hop on top of the underbrush and leisurely stroll over it.

    Let's say you're out of the jungle. You're in a field, and a creeper is chasing you. Quick, climb that tree!



    Or... feebly paw at the trunk as he blows you up.

    What about Minecraft's new biome, the roofed forest?

    It is dark and mysterious, perfect for...



    Nope, just run across the top on the leaves. Like, literally, running. Crouching Tiger, Hidden Creeper.



    Here is my suggestion:

    • Make leaf blocks passable. The player should move through them similar to web, but not as slowing.
    • Make leaf blocks climbable. The space-bar makes you "climb" the leaf block, moving up through it at a slow pace, though not as slow as moving through web.
    • Make leaf blocks break falls. What could be softer than landing in a bed of leaves??
    Consequences of this:

    • Jungles more jungle-y (you need to chop through them now, since trudging through the leaves would be slow)
    • Forests more realistic (you can't just run across the top, as the leaves slow you down, and you slowly fall through them)
    • Trees offer safety (if you can jump up and reach a leaf block, you can climb up!)
    • New practical uses for leaf blocks in building (use as ladders, to cushion falls without water (read: in the Nether!!)
    Posted in: Suggestions
  • 0

    posted a message on User ID and login disaster on LAN game
    Quote from Zenitra
    This occurs as a consequence of maps having a player 'file' for the host that contains their inventory, stats, experience, etc ..., regardless of the player that is currently acting as the host.

    If you uploaded your map file and sent me the link I could attempt to rescue your player data and edit it back into your player file using a NBT File Editor, no guarantees on the data being retrievable however, but it is worth a shot.

    I appreciate that, but I think at this point it's no use. Once I opened it, it wrote over my whole inventory.

    I can get the armor again. What REALLY annoys me is loosing all those statistics... The unknown bragging rights, gone forever in the blink of an eye.

    I see the problem at large, and I wonder if there is a way to fix it. Like gerbil said, it would come with wins and losses. Seems like the "fix" would ruin a lot of downloadable maps, unless they had command blocks or something to set the inventory of the player. This seems like a legit fix, but it puts a lot on the map maker. Maybe it's worth it, though. Because this bug could have been pretty brutal.
    Posted in: Java Edition Support
  • 0

    posted a message on User ID and login disaster on LAN game
    Hello, this isn't strictly a "bug" (in that there was no game crash or bug report) but...

    My wife and I usually play together on a world using LAN connection. She uses the desktop which hosts the game, and I use a laptop to join in. The problem started when I started experiencing a lot of lag in the Nether, so we tried to switch computers. We both logged out, then I logged in on the desktop using my own account. But when I logged in, I wasn't in the Nether anymore. I was in her house, with all her equipment and experience! It was my skin, my account, but essentially all HER player data.

    So then she logs in on the laptop, and she appears... as herself! Her house, her equipment, her experience, all that! So now, all my stuff is LOST and all of her stuff has been DUPLICATED! We tried switching back but it did not fix things.

    This is, at worst, a pretty sucky way to permanently lose a good set of enchanted diamond armor on a straight vanilla world. It is, at best, a pretty cheap way to dupe a whole friggin inventory load of anything you can imagine...
    Posted in: Java Edition Support
  • 0

    posted a message on How old do you think Steve is?
    Quote from Ivya
    Well, instead of looking at the skin itself, we should look at actual statistics.

    Steve is technically 1.85 meters high, or 185 cm.

    I found a graph showing the average height compared to age. The graph is based on northern European counties. I chose this graph because Steve was made in Sweden so it is only fitting.

    Look at the graph. I added lines at 185 cm and where it intersects at an age.

    So it appears that Steve is almost 15 years old...

    But! Notch has said that Steve is “Not a male Human Being or a female Human Being, but simply a Human Being. The blocky shape gives it a bit of a traditional masculine look, but adding a separate female mesh would just make it worse by having one specific model for female Human Beings and male ones. That would force players to make a decisions about gender in a game where gender doesn’t even exist.”

    The previous graph is for males. So I took a graph for females.

    As you can see, the line goes straight above any specific age.

    This means that Steve is anywhere from 15 to years old.

    I hope this post was helpful. +1 it if you think so.

    (Note, I can not confirm the authenticity of the graphs shown. This is purely and estimate and researched guess.)

    I am impressed by your method!

    However, your application is lacking...

    • For starters, the line you drew was at 190 cm, not 185 cm. See, you drew it halfway between 180 and 200. 185 is just below that.
    • You drew the line on the UPPER boundary, which represents the TALLEST POSSIBLE PERSON for that age. You need to draw it to the middle line, labelled "0" which means average height.
    • They don't intersect with the 0, which means Steve is taller than average, and some unspecified age over 15. So your conclusion is accurate! But there were some nits I had to pick.
    Posted in: Survival Mode
  • 0

    posted a message on Is it possible to have DEATH BY PORTAL?
    When a portal is made in the Nether, and you are far away from the starting portal, it makes a new portal in the overworld...

    http://minecraft.gamepedia.com/Nether_Portal

    So my question is... WHAT IF SOMEONE IS STANDING THERE WHERE THE PORTAL APPEARS??

    It would be death by Nether Portal! Who is willing to test this out?
    Posted in: Discussion
  • 0

    posted a message on Vanilla SURVIVAL - Mature 18+ Whitelist 24/7/365
    I was already a member but took a really long break... can someone re-add me to the whitelist?
    Posted in: PC Servers
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