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    posted a message on [1.7.10 - 1.20.6]Sildur's shaders [PC/MAC/INTEL] Vibrant v1.51, Enhanced v1.16, Basic v2.2 are out now! (August 8th, 2022)

    This shader is hands down the best one out there in my humble opinion :)

    Quick question about lighting and white balance: Can someone point me in the right direction for tweaking the white balance of the lighting to be a bit less amber/yellow? Would also love to increase the intensity a tad as well.

    Edit: I am tweaking line 487 of composite.fsh

    vec3 torchcolor = vec3(0.84, 0.26, 0.11)*eyeAdapt*(0.5+(1.0*night));

    Are the 3 values in vec3 RGB? Can someone recommend a good setting for a less-yellowy light all around?


    Posted in: Minecraft Mods
  • 0

    posted a message on Client crashing at logo screen with new snapshot (13w02a)
    Quote from mremodrulez

    replace the whole .minecraft folder, happened to me, this worked

    But what about my saved worlds?

    Nevermind. I copied the "saves" and "screenshots" folder to another place. Then I did as you said and deleted the entire .minecraft folder altogether. I installed minecraft, copied the snapshot jar over, and then I pasted my saves/screenshots folder back into .minecraft.

    Started minecraft up and its working like a charm!

    Thanks mremodrulez!
    Posted in: Java Edition Support
  • 0

    posted a message on Client crashing at logo screen with new snapshot (13w02a)
    I deleted everything and installed a fresh copy of 64 bit java.
    I deleted minecraft and reinstalled.
    I copied the .jar from mojang.com for the latest snapshot.

    When I start minecraft, after the login screen, I see the orange Mojang logo for 4-5 seconds and then the error screen with the below crash log.

    Any ideas?

    ---- Minecraft Crash Report ----
    // I just don't know what went wrong :(

    Time: 1/10/13 10:19 PM
    Description: Failed to start game

    at javax.imageio.ImageIO.write(Unknown Source)
    at bem.c(SourceFile:312)
    at beo.b(SourceFile:134)
    at bcd.c(SourceFile:429)
    at net.minecraft.client.Minecraft.a(SourceFile:296)
    at atr.a(SourceFile:56)
    at net.minecraft.client.Minecraft.run(SourceFile:506)
    at java.lang.Thread.run(Unknown Source)

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

    -- System Details --
    Minecraft Version: 13w02a
    Operating System: Windows 8 (amd64) version 6.2
    Java Version: 1.7.0_10, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 449500280 bytes (428 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB)
    JVM Flags: 2 total; -Xms512m -Xmx1024m
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Suspicious classes: No suspicious classes found.
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    LWJGL: 2.4.2
    OpenGL: GeForce GTX 680/PCIe/SSE2 GL version 4.3.0, NVIDIA Corporation
    Is Modded: Probably not. Jar signature remains and client brand is untouched.
    Type: Client (map_client.txt)
    Texture Pack: Default
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
    Posted in: Java Edition Support
  • 0

    posted a message on Looking for: Mr Neutron from Monty Python
    If you can make a great skin of this character, I will build a shrine in your honor in my world and be forever in your debt!

    The Most Dangerous And Terrifying Man In The World

    Posted in: Skins
  • 0

    posted a message on To those who think people who play MC cracked are bad people...
    Anyone who can afford to play a 20 dollar game, can afford to pay 20 dollars.

    Case closed

    Absolutely everything else -- every word, every argument, every diagram and explanation -- is just an excuse to convince yourself or others that you're not a degenerate


    20 bucks is 3 hours of work at minimum wage. If you've played Miencraft for 3 hours, congrats, you could have paid for minecraft. So stop with the ******** excuses and pay for the games you play you degenerates. :P
    Posted in: Discussion
  • 0

    posted a message on Help me with my cave spider xp farm dilemma
    Thanks Wonderfoole, I'll give this a try. Ill have to see how far i can move right before the left spawner is > 16 blocks. Hopefully it will give me enough room to just drop the 3rd spawner spiders straight down and to the right.
    Posted in: Discussion
  • 0

    posted a message on Help me with my cave spider xp farm dilemma
    Thanks guys. yes, its a legit world.

    The real problem here is that if they are all in front of me, the one of the spawners is too far away to spawn spiders.
    Posted in: Discussion
  • 0

    posted a message on Help me with my cave spider xp farm dilemma
    I will add photos as soon as I am able.

    I have an area with 3 cave spider spawners arranged thusly:

    :Spider: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :Spider:
    :: :: :: :: :: :: :: :: :: :steve_tearful:
    :: :: :: :: :: :: :: :: :Red:

    The two spider icons are 22 blocks apart horizontally. One spawner is a block higher and farther forward, but otherwise they are, for all intents and purposes, level with each other.

    The 3rd spider is denoted by the red wool. This spawner is 10 blocks away horizontally, but 11 blocks vertically (upwards) from the other 2.

    Crying steve is where i stand in the middle of the 3 spawners to kill/collect.

    I have the two level spawners hooked up. I have tried many different things but cannot get the 3rd spawner hooked up. Because cave spiders see through walls, they track me and will not move past me to join up with the other two.

    Is there something im missing here? Any mob trap experts have any inisghts as to how to bring the rear spawner spiders a common collection point with the other two?

    Cheers all
    Posted in: Discussion
  • 4

    posted a message on Mojang: The new wolves are CREEPY.
    Agreed. You might do better by tweet this to the new AI guy about moving functions out of the base class.

    All animals need a tad of randomness. In addition, cats should meow less often, dogs shoud bark less often, and both should growl/hiss when hostile mobs are around :D
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Redstone + Block = Conductive Block
    Quote from whoastopthat

    This would make it ten times easier to hide redstone. I totally agree with this idea.

    yay. I feel validated. Thanks guys.

    (By the way, i want that cupcake in your avatar :biggrin.gif:)
    Posted in: Suggestions
  • 4

    posted a message on get your sh*t together mojang...
    Yes, get your **** together.... and fling it at the OP :biggrin.gif:
    Posted in: 1.1 Update Discussion
  • 0

    posted a message on Redstone + Block = Conductive Block
    Quote from alex_error404

    Repeater - Block - Repeater

    You now have a conductive block.

    You're missing the point. I am perfectly aware that a single block is conductive already. What i mean is effectively turning any block into redstone, and being able to string them together like redstone.

    The new light block is a great example. At present you cannot have 2 fence posts and then a functional light block on top without rigging redstone torches or a lever to it. But if you could take a fence post + redstone and create a conductive fence post, you could easily create it.

    Generally, this change would allow us to "hide" the redstone circuitry more easily if a layer of stone wall could actually be part of the circuitry.

    You could also have underwater circuits.

    The list goes on.
    Posted in: Suggestions
  • 0

    posted a message on Redstone + Block = Conductive Block
    To address the new switchable light block, many people are mentioning this type of idea in one form or another.

    The recipe (replace cobble with any other block basically):

    Description: Certain blocks could be combined with a single redstone to create a conductive version of that block.

    - Conductive blocks look identical to original block

    - Conductive blocks perform the same as placed redstone

    - Would not work on blocks like doors, water, lava, fence gates, repeaters. I.e. actuators and functional blocks

    - Conductive blocks would have a different tooltip from their original counterparts

    - When placed in the world, conductive blocks could briefly glow (like redstone ore blocks) when struck, or have a different colored outline (red instead of black?) to make debugging easier.
    Posted in: Suggestions
  • 0

    posted a message on Redstone charged Fences
    I posted this in another thread, but it seems like this is great thread to add it as well.

    What if any block + redstone = a conductive version of that block that looked identical to it (aside from tooltip)? Blocks that are actuators or that have function (repeaters, torches, fence gates, doors, etc) wouldn't be included obviously, but most other static blocks could simply become conductive by adding 1 Redstone to them.
    Posted in: 1.1 Update Discussion
  • 0

    posted a message on what should lamps be used for?
    Quote from demijan

    Well what we really need is redstone pipes and redstone friendly blocks. For example;

    I'd go further and say that combining 1 of a certain block with 1 redstone creates a redstone version of that block.

    Should work for most static blocks (cobble, wood, etc. Also steps, fenceposts).
    Posted in: 1.1 Update Discussion
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