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    posted a message on Work Bench: an Entity Builder. -Suggestions welcome. :)
    Quote from aRandomWizzard»

    I personally belive that vanilla should be simple, so despite the fact I think this is an amazing suggestion I don't really feel it fits with vanilla. I still support though!


    Perhaps the concept could be even further simplified to be of vanilla usefulness. Mods are good, but we're trying to make it so builders don't have to use mods to make better looking objects in Minecraft.
    Posted in: Suggestions
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    posted a message on Work Bench: an Entity Builder. -Suggestions welcome. :)
    Quote from aRandomWizzard»

    No support for vanilla, but you're onto a good idea for a mod here.


    I appreciate your candor, and please forgive my prying but... why not vanilla? Is there a specific reason?
    Posted in: Suggestions
  • 1

    posted a message on Work Bench: an Entity Builder. -Suggestions welcome. :)
    Quote from flaminghawk83»

    That logic is...illogical...
    You're saying that because you didn't post the suggestion, you don't like it?

    Thats funny.

    Well even if he didn't post the idea, I'm sorry if I upstaged his genius.

    Sorry 12345 Miner. -Your idea is fabulous.

    Quote from Hex_27»

    Nope, that isn't possible with spigot.

    As for the idea, amazing. I would love to have this in game, it would create many different possibilities. But would the game render these "new creations" as whole blocks, or just entities like itemframes?

    I was originally thinking that they would just be entities, -but you bring up a great point in the way of designing whole new blocks in-game. The only problem is that things start to get complex. -Here's one possible way of doing it:


    The creation of entirely new blocks should really be available via a Modding-API feature. But I doubt Microsoft/Mojang sees Minecraft as an 'engine' anymore. The capability then, would have to become a part of the game. -Perhaps it could be done with a new decoration block, found only on a quest through a dungeon or stronghold.


    They could call it something like the "Philosopher's Stone", which basically gives the user access to creating their own block-types via alchemy. You could sample a current 'block type': Basic, Falling, Liquid, or Decoration, and then add mathematical settings which changes the way the block acts as well as paint new textures for them.


    For instance: Lets say you'd like to add a block called 'Quicksand'. You could start out by sampling the 'Water' block then mess with settings until it pulls you down and it constricts movement... then when your head is under the water, it just acts the way water does... kills you when you run out of oxygen. Then you could add a dark-brownish sand texture, and VIOLA: You have a whole new block in the creative mode inventory.

    Posted in: Suggestions
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    posted a message on Work Bench: an Entity Builder. -Suggestions welcome. :)

    Thank you all for your comments thus far. They've really helped me pinpoint my focus on this suggestion.

    Especially you JCM, thank you for correcting my misconceptions... -I will fix those discrepancies in the main thread.

    You'll all have to forgive my confusion on these things, now I understand how to talk about it.


    I am setting the Work Bench separate block question to a poll as it seems to be a reoccurring issue.


    NEW POLL:

    1.) Should the "Work Bench" become a whole new block or entity via recipe?

    2.) Should the "Work Bench" stay the way it is: similar to how chests get thrown together to make double-chests.

    Posted in: Suggestions
  • 2

    posted a message on Work Bench: an Entity Builder. -Suggestions welcome. :)

    Support


    Yes. This. Perhaps we should be able to determine the size of it, so we can have a 2x2 gui, 3x3, etc.


    Yes, this could be easily added to the GUI, but originally I was thinking a person would just increase the size of the grid by putting down more crafting tables. Perhaps one way would be better than the other.


    There is, of course, also the problem of being able to sit in something like a chair. -I wonder if the saddle could be used somehow in the recipe to indicate a layer is sit-able.


    Also, the use of crafted hinges would be good for indicating a way to flip the entity... like doors and tops to chests.

    Posted in: Suggestions
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    posted a message on Mash Blocks

    I like your idea skittles.

    Posted in: Suggestions
  • 8

    posted a message on Work Bench: an Entity Builder. -Suggestions welcome. :)

    Resource packs may take care of this in the future, but what about creating your own entities using blocks?


    We have things like the armor stand and chests and boats, -which are all entities... but what if you wanted an actual chair or table of unique design? Here's how I would do it:


    NOTE: This is liable to evolve as I get constructive opinions of others.


    1.) We start with a Crafting Table... but then we add a second one next to it. -That's what turns it into a Work Bench.




    2.) The Work Bench, in contrast to the Crafting Table, would not only have a grid for placing a group of blocks, but also layers, giving it 3 dimensions. You could increase the number of slots in the grid by adding more crafting tables to the group.



    3.) Each layer would contain a set of blocks that make a layer, adding the layers together and you'd get something like this:



    Perhaps with some ultra-refining, the concept could really prove to be quite useful.


    There is, of course, still the problem of being able to sit in something like a chair.

    -I wonder if the saddle could be used somehow in the recipe to indicate a layer is sit-able.


    Also, the use of crafted hinges would be good for indicating a way to flip the entity... like doors and tops to chests.

    Be sure to cast your vote at the top.

    Posted in: Suggestions
  • 0

    posted a message on Mash Blocks

    It would be nice to have a way to create your own blocks and items from inside the game. I think this is what skittles is getting at.


    With command blocks it is somewhat possible to create your own furniture, but quite frankly inconvenient.

    Mojang has put plenty into the Minecraft engine, but they should focus on a simple way to make new entities within the game itself possible.

    Posted in: Suggestions
  • 0

    posted a message on Slimes...

    My one suggestion is that only big slimes steal items out of your inventory, and they would have to be the items you're not currently holding in your hand, only the stuff in your inventory.


    Everything else I support. It'd be cool to see an old sword floating around in a big slime.

    Posted in: Suggestions
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    posted a message on Camouflage Armor

    GREAT SUGGESTION. This would be useful just with PVP alone.

    Posted in: Suggestions
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    posted a message on ☽ HARROWCRAFT: THE DARK HARVEST ☽ [PERSONAL COMMUNITY] [SURVIVAL] [RP] [PVP] [ECONOMY]

    The IP is now available for anybody to access the server. Please feel free to join!

    Posted in: PC Servers
  • 2

    posted a message on ☽ HARROWCRAFT: THE DARK HARVEST ☽ [PERSONAL COMMUNITY] [SURVIVAL] [RP] [PVP] [ECONOMY]








    NOTE: IN THIS SPOILER BELOW IS THE APPLICATION TO BE A BUILDER OR A MODERATOR.




    ----------------------------------------------------------------

    COME SEE WHAT WE'VE GOT STARTED:

    IP: 192.99.17.180:28315

    EDIT: I'm also creating a custom music pack just for the server.
    Check out on my sample tracks on the Harrowcraft blog:


    Add this to your signature:
    [url="http://www.minecraftforum.net/forums/servers/pc-servers/2566086-harrwcraft-the-dark-harvest-personal-community"][img]http://1.bp.blogspot.com/-pBhjB1_MQeY/VlZ6NBBMr9I/AAAAAAAAAsA/1TiptEbI69U/s1600/TagFoot.png[/img]
    Posted in: PC Servers
  • 0

    posted a message on Mcpatcher folder in pack is causing OptiFine to belly-ache.

    Try removing and re-implementing your pack's features one at a time until you narrow down the cause.
    I hope that helps you.

    Any assistance helps. I'm narrowing down the issues here, because of your guys' insight.


    I thought at first that it was maybe the placement of my colormap files, as well as the .png formatting.

    But I only have two files:


    sky0.png and fog0.png in the colormap directory. Like this:


    assets/minecraft/mcpatcher/colormap/sky0.png

    assets/minecraft/mcpatcher/colormap/fog0.png


    Could it be that I've just put them in the wrong folder for the 1.8.1 setup?

    Could it be a formatting issue?

    Posted in: Resource Pack Help
  • 0

    posted a message on Mcpatcher folder in pack is causing OptiFine to belly-ache.

    ---- Minecraft Crash Report ----
    // On the bright side, I bought you a teddy bear!

    Time: 11/8/15 6:37 PM
    Description: Unexpected error

    java.lang.NullPointerException: Unexpected error
    at cuj.a(TextureUtil.java:320)
    at CustomColorizer.getCustomColors(CustomColorizer.java:455)
    at CustomColorizer.getCustomColors(CustomColorizer.java:433)
    at CustomColorizer.update(CustomColorizer.java:152)
    at TextureUtils.resourcesReloaded(TextureUtils.java:280)
    at TextureUtils$1.a(TextureUtils.java:320)
    at cvt.a(SourceFile:99)
    at TextureUtils.registerResourceListener(TextureUtils.java:324)
    at cjh.frameInit(EntityRenderer.java:2483)
    at cjh.b(EntityRenderer.java:1180)
    at bss.at(SourceFile:906)
    at bss.a(SourceFile:317)
    at net.minecraft.client.main.Main.main(SourceFile:124)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:497)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:27)


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.8.1
    Operating System: Mac OS X (x86_64) version 10.9.5
    Java Version: 1.8.0_60, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 52622392 bytes (50 MB) / 212852736 bytes (202 MB) up to 1060372480 bytes (1011 MB)
    JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    Launched Version: 1.8.1-OptiFine_HD_U_C7
    LWJGL: 2.9.2
    OpenGL: Intel Iris OpenGL Engine GL version 2.1 INTEL-8.28.34, Intel Inc.
    GL Caps: Using GL 1.3 multitexturing.
    Using GL 1.3 texture combiners.
    Using framebuffer objects because ARB_framebuffer_object is supported and separate blending is supported.
    Shaders are available because OpenGL 2.1 is supported.
    VBOs are available because OpenGL 1.5 is supported.

    Using VBOs: No
    Is Modded: Very likely; Jar signature invalidated
    Type: Client (map_client.txt)
    Resource Packs: [NocturniumPak]
    Current Language: English (US)
    Profiler Position: N/A (disabled)


    Thanks for the timely reply Meringue. I normally don't ask these trouble-shoot questions on the forums, I try to figure it out myself. But I am at a loss.

    Above is the error log from the crash.

    Posted in: Resource Pack Help
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    posted a message on Mcpatcher folder in pack is causing OptiFine to belly-ache.

    Hey guys,


    I'm a pixel-artist attempting to halloweenify the default resource pack. I know you can use OptiFine to use McPatcher textures.


    Here's my problem:


    1.) If I try to put the mcpatcher folder in my pack, and reload the pack, OptiFine will just reject it and default to Vanilla Textures.

    2.) If I try to load minecraft using this pack, OptiFine just crashes minecraft.

    3.) Any other Resource Pack not using a McPatcher folder works fine.

    4.) I have done a fresh install of Minecraft and Optifine twice.

    5.) I'm a Mac.


    Anybody have any ideas as to why my pack is failing?

    Posted in: Resource Pack Help
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