Adrian brightmoore already made an alchemy filter for that. The thing with filters is, though, that instead of only applying to your selection, you got to do those square selections. Most people will just select a big box, causing you to apply the tool to all air blocks in the middle too in cave-term maps. It's just far more efficient to work with a brush tool, then with a giant filter selection. That's why using brushes in WE feels quicker sometimes, while it's actually slower.
2 Problems at the moment. 1) I can't get numpy to work, so I have to recompile and run every test that way, which is really annoying. 2) I still can't figure out a good editor allowing me to browse all classes fast. Notepad++ kinda stinks, maybe some1 knows something like eclipse for python?
I program for a living, and I recently had to pick up Python for a project I was doing. I've been using PyCharm, and I really love it. The tab autocompletion and the built in debugging really make it convenient. http://www.jetbrains.com/pycharm/
Awesome texture pack, still one of my favorites! side note: have you looked at all into adding some of the sounds of the game to the pack? might help a bit with the immersion
so I'm using this with the enchantmentapi plugin for bukkit, which allows for a bunch of new enchantments, obviously stored on the items as lore text. Is there a way to generate loot for this plugin that allows for these additional enchantments?
wow, the 1.5 textures look awesome. Any chance we can get a beta version soon? I've been playing around with the snapshots a bit but having to be in default is no fun much rather have some Zelda-ey goodness to go with it:D
Hey, I was wondering how hard it would be to implement "Epic Loot" drops. These would consist of a chest with a sand block on top and with a sign on it which would say the items name (this is the same as the unique weapons in Vech's maps) These would be items that have specific enchants on them. The config for them might have the item id, the list of enchantments and enchantment levels, as well as the name of the item to put on the sign.
I think uniques like this would add to the fun of exploring and would allow for a lot of customization also
Amazing job on the new additions. As for suggestions, On my server we use shovels as spears, hoes as scythes picks as warhammers and shears as knives for combat purposes. maybe some alts that make them look more like weapons would be nice
Just so everyone knows, you can fix the Iron Golem transparency glitch by copying the one in the root to the mobs folder, overwriting it. It seems the one in the mobs folder is the wrong size, while the other one is perfect. After that the Golems should work perfectly.
Amazing update btw. Really demonstrates your mastery of 16x, there isn't one texture I dislike among all the new updates
Actually, I would love having animated plants. making it look like there is a breeze blowing every now and again would go along way towards making the game feel alive
1
0
I program for a living, and I recently had to pick up Python for a project I was doing. I've been using PyCharm, and I really love it. The tab autocompletion and the built in debugging really make it convenient. http://www.jetbrains.com/pycharm/
0
0
0
1
An easy way to make villager shops
0
0
0
0
2
I think uniques like this would add to the fun of exploring and would allow for a lot of customization also
0
0
Amazing update btw. Really demonstrates your mastery of 16x, there isn't one texture I dislike among all the new updates
1
0