- Registered Member
Member for 7 years, 11 months, and 7 days
Last active Wed, Aug, 19 2015 04:25:32
- 0 Followers
- 872 Total Posts
- 60 Thanks
Oct 20, 2014ZeWind posted a message on How do you kill Death? (Concidering he was non-fictional or real)Lower his self-esteem.Posted in: General Off Topic
Oct 20, 2014Hey everybody,Posted in: Hardware & Software Support
I've recently purchased a 2TB external hard drive, and I've been putting in some files, but when I tried to place a rather large folder (33.08GB) into the hard drive, it says I cannot copy the folder, because it is too large for "this format". I've tried looking up ways to just move the folder, not copy it, but I couldn't find anything useful. Any help would be appreciated.
Oct 25, 2013ZeWind posted a message on What is the horrible green exploding 4-legged creature in Minecraft?Creepers are the bane of most players in Minecraft.Posted in: Discussion
They are well known for their overall creepiness and the ability to sneak up on you. However, they hiss for about a second before exploding, which might give you time to attack.
They are the game's unofficial mascot. If a skeleton's arrow kills a creeper, they can drop a music disc.
To kill the creeper, I suggest sprinting up and hitting it, then retreating. This takes practice, however.
This is a practically creeper-proof house. The thick walls, fence, glass around the door and a well lit interior protects the risk of dying to creepers.
Hope I helped! (and gave you useless information)
- To post a comment, please login.
Aug 12, 2011FOR THE LATEST AND GREATEST CLICK BELOWPosted in: Discussion
Cubeaism – A Minecraft Religion
While day dreaming at work I created a fictional “religion” for the minecraft world. Play testing turned out to be fun in terms of role-play so I thought I would share. The religion of minecraft – Cubeaism – has three gods each representing different aspects of the world.
Terrae, is the female god of nature and is represented via trees, grass, mushrooms, lakes and rain. Also her eye is the sun, and it is said the day is actually her keeping an “eye” on the world. While she does, her creations prosper and grow.
Roki, is the male god of the deep and is represented via stone, minerals, lava and bedrock. His eye is the moon, and the night is the time he watches the world. While he does, it is a sign to take shelter or mine in the depths of the world.
Net, is the younger sibling of the two and is represented by mobs both evil and good. As he matured he created the various mobs of the world. But having created the evil mobs, Terrae and Roki banished him to the Nether as punishment.
The three working together created the minecraft world. Read the full creation story here:
In the time before there were 3 siblings; Roki, Terrae, and Net. They were bored with all that they had in their own dimension so pooling together their powers they decided to create a world to entertain them. Roki acted first, cutting off his finger and using it to build the bedrock core of the world. Then cutting off the rest of his arm he layered the world in smoothstone. Gathering his remaining energy, he struck the world as hard as he could with his right arm. The force of the blow created massive amounts of pressure causing diamonds, gold, iron and coal to form at different layers of the world. The resulting earthquakes created great chasms and cave openings leading deep into the earth.How to play Cubeasim!
Terrae, looking upon Roki's work said "It's a good start, buts it’s hard and cold. This world needs beauty and softness as well." And with that she reached down and picked up chunks of smoothstone and ate them. Chewing and melding them with her delicate tongue she turned the stone to dirt and spat it back up covering the world. Then she ran her hand over it and layered the dirt with grass short and tall. With great care she pushed 4 of her fingers into the earth. Removing each of them one by one; from the holes the first oak, birch, pine and spruce trees were born. She then cut her arm, and bled out onto the world creating the oceans.
Net, the youngest of the three was impressed with what the other siblings had done. But he had not yet fully realised his powers and became sad. He shed a tear and it fell onto the world the brothers had created, from the tear a tiny retarded chicken was born. Net was overwhelmed with joy at his creation, even though it had zero survival instincts and would aimlessly wander off cliffs as often as anything else, he still loved it. Over the years as Net further realised his power he created pigs, sheeps, cows, wolves and squids. The other brothers were proud of him and having watched him developing decided to teach him how to focus his power. With this, Net was able to create the first human.
The humans of the world prospered, and adored their creators. Terrae and Roki took shifts to watch the world, Terrae's eye was bright like fire and caused all her creations to prosper as she watched them. Roki's eye was white and cold, signalling the time for the humans to rest. Many ages past as the world prospered, Roki and Terrae were finally content and continued to watch over it. Net however, became bored and restless again. Using his power he created the first slime for his amusement. While mostly harmless, the slime had the power to hurt the other beings of the world. When Roki and Terrae looked upon it they were upset, and banished it to only live in the very depths of the world, away from the humans.
This infuriated Net and he demanded the brothers allow his creation room on the surface. The two refused, and having seen the brothers make sacrifices to enhance their powers he did the same. He cut off his ear, and used it to create the first zombie. Terrae and Roki were unable to banish this creature and it quickly began to decimate the humans that the pair loved so much. Seeing the progress of this monster made him want to create more, he pulled a bone from his arm to create skeletons and a 8 of his toes to create the spiders. Terrae, seeing Net's growing insanity cut out an eye and used it to curse his monsters with fire whenever she looked upon them. Roki and Terrae then turned to Net furious with him and pooled their powers together to banish him to a world of suffering and pain; The Nether. In his last defiant act before his banishment, Net tore his heart out and created the mighty creeper. This creature will stalk the land, immune to the powers of Terrae's eye, and would be a great calamity on the world
The humans of the world wiped out, their structures now overrun with creatures and slowly growing moss. Terrea and Roki turned to one another, and using all the energy they had left, they summoned one final human. Spent, the 2 gods are now only able to take turns passing there eye across the world, keeping close watch on their last creation. Steve
Simply pick your favorite god from one of the three posts below. Follow the guide to work your priest through the various levels of that path. I found it fun to make separate worlds and have that world devoted to a particular god. I would be in essence a priest of that god and follow the rules and rites of passage that apply to that faith. At differing levels of each path there are different challenges and build requirements.
When you have finished a path in full come here and post pictures! I would love to see them
There is another "game" based on restrictions to enhance game-play created by Iamchris27 that centre's itself around building a city through a number of stages. Worth checking out. Link here.
Other Gods / Figures / Lesser Gods
Penna: A peaceful path concerned with building in the sky. Fairly easy and is a different approach to most traditional building methods.
Glueco: Glueco loves cake. Build cakes for him. Cakes as far as the eye can see. A light hearted and more humorous take on the Paths. Very easy (except for level 4 haha)!.
Poise: A Cthulu inspired lesser god. Extremely difficult path. Still a WIP. Horror inspired ocean building path. If you can't handle it stick with Glueco...
Notch: A mysterious figure little is known about. He is rumoured to be the creator of the 3 known gods and to have a beard that is the very definition of manhood. It is said appropriate prayers to Notch will allow the player to remove all evil from the world via quoted: “peaceful mode”. Any ancient texts found in relation to this omniscient and omnipotent figure should be submitted to me immediately.
ArchebuS: A devout priest of Roki who went beyond his duties as one of the faithful. This figure was chosen by the 3 gods to act as the metatron or “voice”. The gods imparted their knowledge’s and wisdom onto him and he spreads the word to new potential priests. He is said to appear as a humanoid/crow creature in a black suit.
HerobrinE: Appears in almost human form but with hollow empty eyes. Even followers of Roki are afraid of this being. Nothing is known of his habits, goals or his purpose. It is unknown whether he is the creation of one of the three gods... or a product of something even more sinister.
Further reading can be done on the fan maintained wiki:
(created and supported by Dbone5100)
Dbone5100 - SAINT - Ascended 9:14 AM on 27th March 2012
Gideon_Seymour - SAINT - Ascended 12:08 AM on 17 January 2012
devonbot - SAINT - Ascended 1:00 AM on 17 January 2012
Wendingo/DarthBayne - Scribe (Heavily influenced Penna's Path)
Tigerjt - Scribe (Created Penna's Lore, Page 7)
Sealystar - Scribe (Post's help inspire various lores)
AbysmalNinja - Scribe (Helped Create Poise's Lore, Page 7)
WhisperingSiren - Scribe (Discovered Penna's Shrine, Page 7)
Alpha2Digamma - Scribe (Helped with Cryona's lore and path)
MarginallyDwarven - Scribe
Fifedrum2 - Scribe
engie_ninja - Scribe
Rlack - Scribe
AbysmalNinja - Acolyte of Terrae
Allison3 - Acolyte of Terrae
Empire - Accolyte of Terrae
Darkshied001 - Accolyte of Terrae
K1dsta - Acolyte of Roki
MarginallyDwarven - Accolyte of Roki
Gideon_Seymour - Accolyte of Roki
Holy_Molez - Accolyte of Roki
BlueRedstoneGuy - Accolyte of Roki
Latrommi - Accolyte of Net
iceyy981 - Accolyte of Net
Feb 26, 2013Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Supporting this suggestion
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
By default, nothing will change.
By default, nothing will change.
By default, nothing will change.
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
Oct 20, 2014People change and games and players move on. I only have three games that I still play from their inception, and that's RTCW:Enemy Territory, Counterstrike Source and Minecraft. Everything else has been uninstalled, deleted etc.Posted in: Discussion
There are lots of things I don't really like about 1.8.*, not least the extraordinary lag which makes the game uncomfortable for me to play on an older system, but as with most things in Minecraft, if you don't like them, they are easily avoided. For example; who makes fireworks? All that effort into coding all of that stuff and I bet a very small percentage of people actually bother to make and use fireworks. The new blocks like Andesite, Granite etc, I'd never really use them for building, so they would just go the same way as dirt and gravel.
I think with the advent of things like build teams on Youtube, groups of friends who put huge amounts of effort into Minecraft, normal players think they too should be investing heavily into the game and they really don't have to. I have lost count of the amount of servers I have joined, thinking this is it, I am going to put everything into this, this is the one, then I build a house, get bored, delete server and repeat, ad nauseam.
Pick a version you're happy with and play it until you're bored. Then have a rest, play something else and come back. Everything will all still be there.
(Including 1.8's lag!)
Apr 11, 2012Update:Posted in: Forum Discussion & Info
With the recent forum software upgrade, the title system is a little bit different. For one, any title you unlock will be available for use from that point on. With that in mind, any hidden title you earn will be usable at any point, not just for the specific post count it shows for. That also means that when you get to that specific post count for a hidden title, it will stay beyond that post count, rather than revert back to the previous title. While we could have simply removed the hidden ranks due to the new system, we decided to keep them in place at the same post counts to unlock.
The update to post ranks is finally here! Sorry to take so long on that. It was a bit difficult trying to keep most of them the same, add new ones, and still keep things on a fairly steady title change scale. Oh, and laziness.
First off, Pig Tamer is not the final title anymore! In fact, it's just been flat out removed. It was placed there before because at the time, we only had one person even close to it. Now that so many are passed it, it's not really needed as a placeholder anymore. There are now far more ranks after 5000, and a few minor tweaks to some lower ranks. There's been a few new hidden ranks added as well. For now, we'll wait until people find them before added them to the spoiler'd list.
(Once you get past the post number mentioned, you have that title until you reach the next number)
0 - Newbie
1 - Newly Spawned
2 - Out of the Water
10 - Tree Puncher
40 - Carpenter
70 - Stone Miner
100 - Coal Miner
150 - Zombie Killer
250 - Iron Miner
350 - Gold Miner
500 - Redstone Miner
700 - Diamond Miner
900 - Lapis Lazuli Collector
1200 - Obsidian Miner
1500 - Void Walker
2000 - Nether Resident
2500 - Ghast Hunter
3000 - Glowstone Miner
4000 - Blaze Extinguisher
5000 - Portal Expert
5556 - Creeper Destroyer
6500 - End Dweller
8000 - Enderman Ender
10000 - Enderdragon Slayer
15000 - Farlander
20000 - Beyond the Horizon
42 - The answer to life, the universe and everything
64 - Full stack
314 - Mathematical Dessert
404 - ERROR 404: User Not Found
413 - Stuck at Home
666 - Mark of the Beast
1337 - IRC HACKER
2001 - A Space Odyssey
5555 - Creeper
9001 - Over Nine Thousand
9999 - Dragon Egg
Oct 19, 2013What would you do if a giant mouse with a Gatling gun that shoots bubbles made out of orange soda that was farmed from a redstone farm established by a creeper who just so happens to be my cousin but not as strange as my niece from Pandora which is really a nice place but not as nice as Los Santos which is also a horrible place appears at your house?Posted in: Forum Games
Oct 10, 2013Here's some progress pictures on what I've been working on. Found some horses while out exploring and sightseeing, figured I'd make some nice stables for them. Only about half of the basic structure is done, still have a lot to do!Posted in: Survival Mode
So whatcha think?
Oct 7, 2013Posted in: Hardware & Software SupportQuote from fm87
Schools are distributed funds based on the department in many areas.
I once, back in 2009~ mind you, what the budget per classroom projector and smartboard was.
To my best memory it was strict 1000 USD each classroom at Virginia anyway, specifically southwest.
Quote from ZeWind
Hmm, I think I should get the first one.
It is your call honestly. Google the product name(s) a bit and compare yourself, videos if you can of people using em.
Oct 7, 2013Posted in: Hardware & Software SupportQuote from ZeWind
My budget is $600.
What exactly type of connection you looking for, such as D-SUB (VGA), HDMI/DVI or Compnent (RGB).
Many "cheaper" Projectors are D-SUB only to cut down from the License costs needed for HDMI and digital conversion licenses needed.
Example of this one, if you have a laptop or something, assuming so, then you can easy just use this one for your needs. This ONLY has D-Sub since it allowed the cost of the unit to be much cheaper.
Unfortunately given I do not know how much space you have in your backyard and similar, I cannot offer screen suggestions, given you would need tripod based.
- To post a comment, please login.