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    posted a message on Minecraft HD[64x] {10/29} New log textures and horse textures!

    v19.1.5 (following ShadowTime's naming convention) has now been released!


    Changes since the previous release:

    v19.1.5 - mrdhobbs
    -Added grass path textures
    -Fixed shield textures, so applied banners are shown
    -Corrected chicken head texture (thanks to Amoox!)
    -Added elytras, lingering potions and dragon's breath
    -Added end rod, end crystal and end stone brick textures
    -Updated clock and compass textures
    -Fixed iron bar textures

    Just follow the same link as last time: http://minecraft.curseforge.com/projects/minecraft-hd-64x-fan-updated-by-mrdhobbs
    Posted in: Resource Packs
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    posted a message on Minecraft HD[64x] {10/29} New log textures and horse textures!

    Droplexx,


    Click on the link in my signature, then click on the "Files" link near the top of the page - that will take you to a page with both the CTM Add-on and the full resource pack!


    I hope this helps...

    Posted in: Resource Packs
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    posted a message on Minecraft HD[64x] {10/29} New log textures and horse textures!

    Thanks for the positive responses to this pack :)


    I'm already working on v19.0.5, with the following changes made so far:


    Chicken head texture updated, as per Amoox's suggestion

    Added Elytras (items and entities)

    Added lingering potions and Dragon's Breath

    Added grass path blocks


    Let me know if there are any other updates/changes needed, and I'll see what I can do ;)

    Posted in: Resource Packs
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    posted a message on A Noob Question about Hostile Mobs
    Quote from DuhDerp»



    As far as your mob grinder, the fact that it's only 85 blocks off the ground means there's still around 40 blocks of earth full of caves. You most likely didn't light them all up, and combined with the overall distance between you in your base and your grinder probably takes away almost all your spawns there.


    robotkirby, I'll expand on DuhDerp's paragraph a little bit:

    Your base is at y=8, the farm is at least 100 blocks higher, but lower than y=128, so we'll estimate at y=120. The ground is 28 blocks lower (around y=92) - so I assume you are in some sort of hills biome? Anyway, as mentioned by DuhDerp, any hostile mobs within 128 blocks of the player (at y=8) will be included in the mob "total", and due to the mob cap (the maximum number of hostile mobs that will be "loaded" at once), this will reduce the chance of a mob spawning in the farm.

    Assuming the ground is relatively flat, you will need to search out (and light) the whole surface and all caves within a 128-block radius of your position. Using very simplified maths (and assuming a cube rather than a sphere because I can't be bothered to look up the formula!):

    128 blocks in each direction = a cube with sides 257 blocks long, stretching from y=8 to y=92. Volume = L x W x H = 257 x 257 x 84 = 5,548,116 blocks! Even assuming 50% of this area was made up of water or air (from caves), you're still looking ensuring over 2.5 MILLION blocks are unspawnable! I think this explains why the mob farm is not working as well as you'd hoped. :)

    You'll find the most efficient farms are built high in the sky, with the AFK platform a further 20-30 blocks higher (at least 128 blocks above the surface, to avoid surface mobs being loaded), or they are built in areas where other mobs cannot spawn (over oceans, above the nether roof or in the End away from the main island).

    If you are on a server, then that adds to your problems, because the mob cap is shared between you and the other players (roughly speaking).
    Posted in: Survival Mode
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    posted a message on Ideas for gathering EXP for auto-cooking?

    I'm not aware of any way in vanilla Minecraft to "store" XP in the way you want. My best suggestion would be to create a large array of furnaces (maybe 20 or so, depending upon how many stacks you want to smelt), that way the smelted items remain in the furnaces until you empty them and gain the XP. You could use a hopper system to automatically feed the furnaces, so your only job would be to empty them once they have finished smelting.


    If XP is that important to you, do you not think your time would be better spent on a simple mob grinder? I don't know what the exact numbers are, but I can't believe you get very much XP from smelting, whereas a mob farm with 100 mobs waiting for you to kill will quickly fill your XP bar :)

    Posted in: Survival Mode
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from IStealyourRAM»



    Check your settings, it works fine for me.



    Awesome IStealYourRAM! :) That's fixed it :)
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    I have noticed a bug, using the latest Optifine (Ultra B1) and Minecraft 1.9:


    When converting grass into a grass path, the nice darkened edges you get with default Minecraft are gone when Optifine is installed - see attached images (the first is default Minecraft, the second is with Optifine.


    This is with the default resource pack. I have tried various different settings (such as fancy grass), but none seem to help.

    Posted in: Minecraft Mods
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    posted a message on Minecraft HD[64x] {10/29} New log textures and horse textures!

    With thanks to ShadowTime1290, a new project has been set up on Curseforge for my updated version of this great resource pack: http://minecraft.curseforge.com/projects/minecraft-hd-64x-fan-updated-by-mrdhobbs


    It's currently at the stage of "Under Review", so it won't be available just yet, but once the moderators have "OK'd" it, then you will be able to download the pack from there.


    I have included the main resource pack and the Connected Textures add-on pack, which has also been updated for Minecraft 1.9.


    [Edit]The project has now been approved, so you can now download the resource pack from the link above![/Edit]

    Posted in: Resource Packs
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    posted a message on How to disable cooldown on a 1.9 vanilla server?

    As per Wikipedia: (https://en.wikipedia.org/wiki/Software_bug)

    A software bug is an error, flaw, failure or fault in a computer program or system that causes it to produce an incorrect or unexpected result, or to behave in unintended ways.

    By definition, the new combat mechanic is not a bug: it is a system that is working as intended my Mojang. Just because it doesn't suit you or your style of play does not make it a bug.

    Regarding the cooldown, I think the best solution for you is to roll back to 1.8.9, or look toward migrating to a Spigot or other modded server. I'm sure that (in time) a mod will be released to remove the cooldown feature, but if it is ruining your gameplay that much then why not just roll back to a release that doesn't have it? I don't see why Mojang has to include switches and flags for every single feature they include in the game - the more options there are, the more complex troubleshooting and bug-squashing become.
    Posted in: Discussion
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    posted a message on Minecraft HD[64x] {10/29} New log textures and horse textures!

    I've messaged ShadowTime1290, but I've not had a response so far. I am still working on the resource pack (currently trying to work out why doors and trapdoors are giving the pink and black squares - something to do with the format of the 3D files), so when (or "if") it gets released, it'll be as good as possible :)

    Posted in: Resource Packs
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    posted a message on Minecraft HD[64x] {10/29} New log textures and horse textures!

    I am using a version for 1.9 that I have updated, and includes some of the new textures, but I don't want to release it without the author's permission.

    Posted in: Resource Packs
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    posted a message on Any tips on long voyages?
    Quote from lotus49»

    The guardians only spawn in water (although they survive out of water fine). Other mobs will spawn inside an ocean monument in the same way that they do anywhere else but lighting it all up stops them spawning just as it does elsewhere.


    Really?

    According to the wiki: http://minecraft.gamepedia.com/Ocean_monument

    The area of the ocean monument will only spawn guardians after generating, also being the only location they spawn.

    One of the reasons I built my base in an ocean monument is because no other mobs can spawn within it. Obviously, you still need to ensure any area outside of the monument is spawn-proof (either through lighting or water), but internally you are quite safe :)
    Posted in: Survival Mode
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    posted a message on KINDRED - Small community/OP builds - looking to add a few players

    We've had some good applications so far, but there's still room for a couple more victims recruits!


    Get your application in soon :)

    Posted in: PC Servers
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    posted a message on Why isn't this endermite trap working?

    Ergrak,


    Try lowering the endmite by 1 bock. When I made one of these farms on the server I'm on (spent ages building it 100 or so blocks away from the island, and 40 blocks above the killing room), I was dismayed to have the same thing happen as you - the endermen were not interested in the endermite. I then realised that the minecart the endermite was in was 1 block too low, so had to raise it by a block - suddenly I got swarmed by endermen! :)


    So, try moving the endermite up or (easier) down by a block or two, then moving away to test.

    Posted in: Survival Mode
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    posted a message on Some suggestions for material combination

    duythemcer,


    I prefer the left side (with the red clay) out of the two you show.


    Is that spruce or dark-oak logs you're using? How about keeping with that dark theme, and surround the red glass with a dark border (either more logs, or a dark block such as black clay/wool or coal block)? I like the combination of red and black/dark :)

    Posted in: Survival Mode
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