• 0

    posted a message on How can I create a custom tree type?

    Thanks, but I want to avoid copy-pasting. What if I want to create a large forest with hundreds of trees, all variants of my custom type?

    Posted in: Discussion
  • 0

    posted a message on WorldEdit - Do really big things in-game! In-game map editor and more

    In world Edit, I can use tools to quickly spawn in trees, such as /forest oak, or /tree spruce.

    I want to make my own variety/species of tree that I can spawn in using commands. It will use vanilla blocks, but I want to manually build the variations of the tree, and save them as a new type. Then use this new type of tree in my commands. Thanks.

    Posted in: Minecraft Mods
  • 0

    posted a message on How can I create a custom tree type?

    In world Edit, I can use tools to quickly spawn in trees, such as /forest oak, or /tree spruce.

    I want to make my own variety/species of tree that I can spawn in using commands. It will use vanilla blocks, but I want to manually build the variations of the tree, and save them as a new type. Then use this new type of tree in my commands. Thanks.

    Posted in: Discussion
  • 0

    posted a message on Smooth door open/close animation
    Quote from CosmicDan»

    They wanted help with code. You linked them to a closed source mod. Are you saying they should decompile it and steal the code? Or harass the developer there to share their secrets? They asked for advice on what class handles the chest lid open/close animation, some people actually like to try and learn things for themselves rather than rip-off an existing mod.

    But it's all irrelevant, the thread is ancient - two years old, and the OP hasn't even posted in over a year so they've obviously moved on.

    Hmm, 4 years later. Are there any working mods yet for smooth vanilla door animations?

    Posted in: Modification Development
  • 0

    posted a message on I may have found a way of significantly improving the FPS.

    Thanks! I actually made a suggestion on reddit for this option to be added, and I found out about the option in custom a few minutes ago lol. I won't go using custom until they have it fully implemented though.

    Posted in: Discussion
  • 0

    posted a message on I may have found a way of significantly improving the FPS.

    IMO, there should be an option when generating a world, to disable caves.

    Posted in: Discussion
  • 0

    posted a message on I may have found a way of significantly improving the FPS.

    Thanks a lot for the detailed reply. Since I made this post, I have slightly changed the way I go about this optimisation. Instead of replacing certain block types with stone, I now just use the "set command", to make the whole selection stone, regardless of what was there before. It's simpler, and may improve fps a tiny bit more. But yeah I did a test where I erased a chunk , so it was all air, and the fps was lower than if that chunk was all stone, which surprised me, but now that you mention faces, makes more sense.

    Posted in: Discussion
  • 0

    posted a message on How do i remove the cave ambience sounds?

    Alternatively, make a resource pack, and replace those sound files with blank sound files, or maybe some different sounds that you won't mind so much.

    Posted in: Discussion
  • 0

    posted a message on I may have found a way of significantly improving the FPS.

    My idea was to use worldedit to select the entire underground of a large area, and use a command to replace all of the sand/gravel/water/lava/air with just plain old stone. Theoretically, stone should be faster, because it performs less calculations than gravity affected blocks, and isn't animated. So I tested it multiple times, with great success. In some cases, I gained 50fps. However, I suspect the effect may not be so great if your system is already struggling to run the game. Though it still might be a worthwhile boost. Especially if your projects are above ground, and you don't care about the underground blocks being replaced with stone. I think this can be done without Worldedit, using the vanilla fill command, albeit, not quite as easily. Can some other people try this out to confirm whether this is as great as i think it is, or if I just need some more sleep... Lol.

    Here is a quick video I made showing 2 test runs, which both returned massive fps gains:

    And by the way, do any of you guys know if there's any blocks in this game that are somehow even less demanding than stone? Maybe stone performs some sort of calculations I'm not aware of. And am I right in assuming that light-emitting blocks such as beacons are quite demanding, and in large numbers will increase lag? I have noticed that while in the heart of my city, with loads of light sources, the game slows to a crawl. Which is why I wanted to optimise the underground in the first place. every extra frame counts!

    Posted in: Discussion
  • 1

    posted a message on VoxelMap [1.16.1 to 1.7.10] - a minimap and worldmap

    We should be able to hold control to select multiple, or hold shift to select all waypoints in the list, from the first click to the second click, like windows file explorer controls.

    Posted in: Minecraft Mods
  • 0

    posted a message on Is it possible to make a high resolution, 3D texture/model for tall grass?

    I want to make a pack that replaces the default tall grass, with a 3d model with realistic looking grass. It'll need to be at least 128*128, but probably more like 256 for it to look smooth. Does this sound practical? Is this tutorial here still useful, despite its age? Thanks.

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Schematic toolbar/menu and placement.

    I want a mod that allows me to quickly and easily load in schematics, and not having to build them. (aimed at creative mode)

    The idea is you hit a hotkey, a menu comes up with a list of all your schematics. (maybe even have icons showing what the schematic is), scroll through the list with the mousewheel, click the one you want, then bam, you're now holding it, and it can be placed anywehere in the world by right clicking. No more block placement is necessary. Unlike Schematica, it actually places the blocks, not a ghost/outline. this would really speed up city-building, as worldedit requires me to type a command to load in a schematic, and another command to place it, and when i have loads of schematics for things like roads, different road widths, angles etc, it can be hard to remember all those schematic names.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on How to change the colour of redstone dust:

    1. Make sure The Optifine mod is installed.

    2. Navigate to your Minecraft Install folder, Most likely at C:\Users\[USERNAME]\AppData\Roaming\.minecraft.

    3. Open the mods folder, and right click on the Optifine .jar file.

    4. Click "Open with WinRar."



    5. Double click on the assets folder to open it.



    6. Open the folder called "Minecraft", then open "mcpatcher"

    7. Now open "Colormap." If it does not exist, just right-click empty space, and click "create new folder", and name it "colormap"

    8. Inside the colormap folder is where you will need to add redstone.png

    9. To create the redstone.png file, open up mspaint.exe, and resize the canvas so that it's 16 pixels wide, and 1 pixel tall.

    10. each pixel will represent the colour of each level of redstone strength. Left pixel is full-strength, while the right pixel is zero-strength. Between these 2 is usually a gradient.

    11. Give these pixels whatever colour you want, and save the file somewhere as "redstone.png"



    12. Now go back to WinRar, and click the "add" button in the top-left corner, then select the "redstone.png" file you created.



    13. It should now be set up correctly. Just close WinRar and run the game, place some redstone, and take a gander at your new colours!


    I made my redstone dust white, so it can be used for road lines in my city:

    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on Anyone else agree that Minecraft needs more realism, and less fantasy?

    Just becasue they add sharks, doesn't mean you would get attacked every minute. They could reduce the likelihood. Perhaps even make the diffiiculty affect it.

    Posted in: Discussion
  • 1

    posted a message on Anyone else agree that Minecraft needs more realism, and less fantasy?

    While your comment makes sense, as far as I know, there's no such game that satisfies my want. Gameplay similar to minecraft, destructible terrain etc, with more realism, and progression, with a detailed world. 7DTD comes close. 7 DTD doesn't allow to build machinery in a way that many mc mods do.

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