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    posted a message on A Blocky Tribute to One of My Favorite Games


    This was a lot of fun to build. It was fairly easy, with the exception of Duster. I had to cut off some details from Duster to make up for the concrete color palette. I'll probably add Flint and Salsa to this later.

    Posted in: Creative Mode
  • 7

    posted a message on My thoughts on 1.13's new Default Resource Pack, and Minecraft's evolution in general.

    1.13 snapshots are going to be available "soon". And I've gotta say, it's one of the more contested updates in Minecraft's history. The back-end technical changes, such as removing the block limit, seem to be uncontroversial. Data Packs, which may eventually become a considerable alternative to Forge, are very much underhyped in my opinion, but there's no considerable dislike for this addition.


    However, there's one big change that seems to have a sizable portion of the playerbase disgruntled: The Default Resource Pack is being redone, to have the textures look nicer and have more consistency with one another. Many seem to dislike this, and I think the reasoning that many have for this is very much flawed.


    The 2 big complaints you'll hear are "It doesn't look like Minecraft!" or the more blatant "We're used to this! It shouldn't be changed!". This is grumpy old man talk, yet it comes from people my age. Minecraft is a changing game. It is growing and evolving and will continue to do so for as long as people are playing it. Just because you're used to something doesn't mean it can't be improved. The Default Resource Pack is quite inconsistent, with different blocks looking like they really don't belong in the same game. Obsidian gets a mention for looking completely out-of-place in Minecraft. With this retexturing, the game will look smoother, and overall nicer. It's not what you're used to, but it's an improvement, and you should become used to it. Minecraft is changing and evolving and it shouldn't stop doing so, just because something has went unchanged for an extended period of time. Simply put, people need to take off their nostalgia goggles and view these new textures with no bias towards what one is used to. If people do this, they'll quickly realize that this new default Resource Pack is an improvement to the game.


    This same sort of thing happened when 1.9, the Combat Update, was revealed. People got upset because it changed things. People were used to the equipment-based combat system, so when it was being reworked into skill-based combat system that was overall an improvement to the old one, people got upset because they didn't want to have to get used to the change. But then, after a while nobody minded the new combat system, because it wasn't actually bad, it was better than the old one, AKA the click mashing contest. Quite simply, people hated it simply because it changed things, which is a terrible mentality to have when playing a game that's constantly evolving.


    TL;DR I think people should stop being so against the idea of Minecraft evolving into a better game, and be more willing to embrace these sorts of changes.

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on [1.12.2] Problems with Woodland Mansions in a Superflat World.

    Thanks! I'll close the topic, and cross my fingers for a fix.

    Posted in: Java Edition Support
  • 0

    posted a message on [1.12.2] Problems with Woodland Mansions in a Superflat World.

    Heya! I've been trying to generate a Superflat World filled with Woodland Mansions. But no matter what I do, no Mansions spawn. The wiki says to use "woodlandmansion(distance=[x])" I used distance=0 at first, but nothing happened, so I kept slowly raising the distance, but no matter what, nothing happened.

    Yes, I'm using the Roofed Forest Biome, and yes, I've tried enabling the trees, and other decorations. Still, nothing happened.

    I'd really appreciate a bit of help! :)

    Posted in: Java Edition Support
  • 0

    posted a message on [Concept] Smart Cannon: A Self-Preparing TNT Cannon

    So, I like TNT cannons. Like, a lot. But I dislike having to open my inventory and whip out the TNT, and THEN place it down, however many TNT I'd need. Well, I've thought of a very simple way to automate this, and have your TNT cannon, assuming it's a simpler one, require a pull of a lever, and nothing more. You'd just need the tools you'd normally need, and a few Command Blocks. So, what you do is build your cannon as normal, but instead of attaching the lever to the cannon, have the lever on the end of a forked Redstone wire system. Firstly, you would activate several command blocks that use the /setblock command to automatically place however many TNT you'd need for whatever cannon you're using. and then, the fork in the wire would lead to the cannon itself, or whatever is activated to begin the cannon's shooting process. It would, however, have several triple-tick repeaters to make sure the cannon isn't started until after the TNT is placed by the Command Blocks. If this is done correctly, you shouldn't ever have to load the cannon.


    However, if the cannon you're using is a more complex one, there may still be dispensers that you'd have to fill every now and then, though you wouldn't have to load the TNT. Something else to be noted is that the cannon will have a cooldown time of about 4 or 5 seconds should you be using this method. If you tried to reactivate it during the cooldown time, you wouldn't like what would happen.


    I have built and tested this myself using a very simple TNT cannon, and it works just fine. If you have issues with this, and you're certain your cannon isn't built in a way that disallows this, consider letting me know.

    Posted in: Redstone Discussion and Mechanisms
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