• 1

    posted a message on Cracked Stone/Cobblestone

    Are you thinking of Cracked Stone Bricks? There's a cracked version of Stone Bricks, not of Stone nor of Cobblestone.

    Posted in: Discussion
  • 0

    posted a message on Server Ram usage climbs and drops dramatically

    Provided that this is about Minecraft: Java Edition, if you give the server up to 10-ish gigabytes of RAM allocation, that's normal; As far as I know, Java's "RAM garbage collection" kicks in to clear unused RAM away when it's about to run out of RAM.


    The more RAM that you allocate to the server, the less often it has to do this, but the bigger a lag spike will occur when it does. (Conversely, if it has less RAM allocated, it will do this more often, but with smaller lag spikes.)


    This also applies for players/clients, not only servers. (The RAM allocation and usage are not the same between players/servers, but it's still nice to know.)

    Posted in: Server Support and Administration
  • 0

    posted a message on Can I change fonts in Minecraft 1.12.2?

    In the "Language" menu, there's an option called "Force Unicode Font" or something like that. What happens if you enable that?

    Posted in: Java Edition Support
  • 0

    posted a message on Newest update?

    Minecraft: Java Edition is currently at 1.14(.4), while Minecraft: Bedrock Edition (e.g. Minecraft: Pocket Edition) is currently at 1.13(.1).


    There are publicly-available development versions of Minecraft: Java Edition 1.15 and Minecraft: Bedrock Edition 1.14 currently available, and Minecraft: Java Edition 1.15 is planned to fully release "late 2019", but in any case, there's still a long while until 1.16 for either edition.


    (No, Bedrock Edition is not outdated compared to Java Edition; Its versioning is different and unrelated to that of Java Edition, with Bedrock Edition 1.13 being roughly equivalent to Java Edition 1.14, I think.)



    There's no official release window for 1.16 published for either edition.

    Posted in: MCPE: Recent & Upcoming PE Updates
  • 0

    posted a message on Villagers loop trade food and don't breed.
    Quote from hydromindlive»

    Ok i tried and nothing happend, this is so weird, i can't get a breeder that has always worked to work XD...Please help, here is the type of breeder that I'm trying to make.


    As far as I know (note that I could be wrong), that design doesn't work for 1.14.4. And it really doesn't look like that there's much room there for them to walk around the beds and such, like I suggested earlier.

    I've attached an image of the design that I'm currently using (in which baby villagers will walk over the open trapdoors and get taken way by a water stream underneath, and the closed trapdoors hold unrelated water to hydrate the farmland), which works for me in vanilla Minecraft: Java Edition 1.14.4.
    In 1.14.2, the beds were 3 blocks up, in the walls, and the breeder worked then, but I had to put the beds on the floor for it to work in 1.14.4.
    Posted in: Discussion
  • 0

    posted a message on Villagers loop trade food and don't breed.

    Are the beds surrounded by floor blocks, all of which can be walked on by the villagers? If not, try making it so. I remember a villager breeder design with the beds being up near the ceiling working for me in 1.14.2, but not in 1.14.4, and then making some floor for the beds fixed it.

    Posted in: Discussion
  • 0

    posted a message on Custom 1.14 Texture Pack loads and uses vanilla textures.

    Actually dont close this, now minecraft doesnt read it. I've tried compressing it into a zip and it didnt work.


    Make sure that the "pack.mcmeta" file and the "assets" folder are in the root of the Zip, as in the very first thing that you see when you open the Zip in WinRAR or such.
    In other words, don't compress the "Highschool" folder into a Zip; Compress the contents of the "Highschool" folder into a Zip.
    Posted in: Resource Pack Help
  • 0

    posted a message on Custom 1.14 Texture Pack loads and uses vanilla textures.

    "C:\Users\[Name]\AppData\Roaming\.minecraft\resourcepacks\Highschool\minecraft\textures\block\lapis_block.png"


    In your resource pack, you have minecraft/textures/block/lapis_block.png.
    The closest default texture to that is assets/minecraft/textures/block/lapis_block.png.

    As far as I'm concerned, you should just have to enter the "Highschool" folder, make a new folder called "assets", move the "minecraft" folder into the "assets" folder, and then the resource pack should probably work afterwards.
    Posted in: Resource Pack Help
  • 0

    posted a message on Custom 1.14 Texture Pack loads and uses vanilla textures.

    Please hold Shift while right-clicking one of the resource pack's PNG files in File Explorer, choose "Copy as path", paste that here, and also let us know what that PNG file is supposed to replace.

    Posted in: Resource Pack Help
  • 1

    posted a message on is Optifine required for Dynamic Lights to work?

    Yes. It's a feature provided by OptiFine.

    Posted in: Discussion
  • 0

    posted a message on World rendering failure

    What happens in vanilla (without Forge, OptiFine, or any other mods) Minecraft 1.12.2 and Minecraft 1.14.4?

    Posted in: Java Edition Support
  • 1

    posted a message on Question of "lamp-post" design...

    Place temporary blocks (such as dirt) in place of the lanterns, place the hoppers on top of them, destroy the temporary (dirt) blocks, and sneak(/crouch) while placing the lanterns on the underside of the hoppers.


    (You could also sneak(/crouch) while placing the hoppers on the sides of the anvil, but then the bottom parts of the hoppers would point sideways into the anvil instead of downwards for the lanterns to latch on. So having some temporary blocks to place the hoppers on top of (or below) is necessary to make the hoppers point downwards.)



    Edit: To help clarify, if a block has a "use" action (such as the hoppers), you can place blocks against them instead of using them if you crouch while pressing the "use/place block" control.

    Posted in: Discussion
  • 0

    posted a message on How to make a dropper spawn a monster instead of an egg?

    What happens if you put the eggs into a Dispenser instead of a Dropper?

    (Droppers always drop items. Dispensers try to use an item, then drop them if they don't have a use for it.)

    Posted in: Creative Mode
  • 0

    posted a message on I am missing something...?

    Unfortunately, the trick isn't easily consistent/consistently easy. If you activate the Elytra and/or rocket too late, you may fall down onto the ground before taking off, cancelling both the Elytra glide and the rocket boost.


    It may help to know that you can only activate the Elytra when falling downwards (so only in the latter half of a jump, not the former half), and that you can only active rockets for flight when using the Elytra, so with those things in mind, you can try to perfect your timing rather than just aimlessly "spamming" the jump and use controls.


    If you're able to find even just a one-block drop, trying to launch off from that drop might make it drastically easier to accomplish it before touching the ground. The same may or may not apply to Elytra-gliding into a pool of water, so that you're already gliding without ground close below you at all.


    Other than that, I have no tips that I'm certain of. One tip that I'm uncertain of is that it may or may not help to look around 15-30 degrees upwards when launching, to help direct downwards momentum forwards instead of waiting out for it to be overtaken by the upwards boost, but I don't know if that's actually relevant or not.



    "TL;DR": You can only activate an Elytra while moving downwards, so try timing your second jump to immediately after the peak of your jump, and then timing the rocket activation to be immediately after the Elytra activation.

    Posted in: Discussion
  • 0

    posted a message on Long term survival world with mods or vanilla?

    I, personally, would go without mods (other than OptiFine). But that's simply because that when vanilla Minecraft gets an update, you can get the new features instantly if you don't use mods, whereas you'd have to wait for the mod loader and then subsequently the mods themselves to be updated before you can go to that version of Minecraft... and at that point, the next major update for vanilla Minecraft might be close, anyway. It gets especially troublesome if one of your mods doesn't get updated/released at all for a newer Minecraft version.


    But my opinion on that is largely due to me just really liking the features that vanilla Minecraft gets; Version 1.13 allows water to co-exist with many non-whole blocks, which I very much like, and version 1.14 overhauled villager stuff, while I'm very into trading with villagers. Version 1.15 doesn't seem to contribute too much new content, but I'm still looking forward to the behind-the-scenes changes. And version 1.16, or whenever the recently-announced Nether Update will be, looks very exciting to me, and not like something that I want to miss out on, even if there are mods/mod packs for older versions that contain much more stuff than that.


    Another argument is that vanilla Minecraft is the "base" game, while mods may be under- or over-powered in comparison to that. Of course, many mods are well-balanced, but still.


    I'm not against mods, of course, I just don't want to miss out on what vanilla Minecraft has to offer. But if you want a different experience than what vanilla Minecraft has, mods and mod packs can maybe give you said experience.

    Posted in: Survival Mode
  • To post a comment, please or register a new account.