• 0

    posted a message on single player creative now broken in 1.9

    I know what the problem is. If you have a weaker computer like a laptop (in my case) and you have render distance set too far, Minecraft's rendering bugs out and you get what you see in the screenshots. Try reloading the world or decreasing render distance by a few chunks.


    No permanent solution otherwise, except get a better computer :/


    P.S. I had this issue in 1.8 as well, it's not new.

    Posted in: Java Edition Support
  • 0

    posted a message on New Command-Block-Only Command - /wait
    This has probably been suggested before, but I agree that this should be implemented. Especially since I am frustrating myself with trying to create a long and compact repeater chain myself in a custom map.
    Posted in: Suggestions
  • 0

    posted a message on [Mapmaking] More doMobSpawning arguments and new command "SpawnNaturally"
    Alrighty.

    So it is known that the gamerule doMobSpawning can be used to enable/disable mobspawns. What would be convenient is the implementation of another argument in a format like this:

    gamerule DoMobSpawning <true/false> <"mobname">

    so that the spawning of certain mobs can be restricted. For example, if someone wanted a zombie-survival-open world map, they could add an MCedit schematic that disables all other hostile spawns besides zombies via command blocks. (ex: "/gamerule doMobSpawning false" and then "/gamerule doMobSpawning true Zombie")

    Now onto the new command.
    /SpawnNaturally <entityname> [dataTag][spawnrate][maxlight]

    Where spawnrate is the rate which custom mobs spawn(1 being default)
    and maxlight being the maximum light level they can spawn in.



    While normal mobs can be disabled/enabled via doMobSpawning (assuming my suggested changes take effect)

    Custom mobs with potion effects/characteristics/items can be spawned through monster spawners or via the /summon command.

    While this may work fine for adventure maps where spawners are likely to be untouched due to adventure mode and players are guaranteed to be directed past spawners or pressure plates or tripwires that summon stuff, this command would allow custom mobs to be spawned naturally at the same rate of other naturally spawning hostile mobs, requiring the same light level or even a customizable light level(i.e. allowing pumpkin-headed zombies to spawn in broad daylight)

    Of course, the only problem with this is, how can one have custom zombies spawn naturally without having to re enable default zombies via doMobSpawning? Should the two commands be merged into one gamerule? Should custom mobs gain a variable that makes them exempt from being blocked by doMobSpawning?

    Discuss. I want to see what everyone else thinks.
    Posted in: Suggestions
  • 0

    posted a message on How to restrict certain hostile mobs pawns using command blocks?
    But would TheMy5teryMan's post work if multiple command blocks were used with each individual parameter?
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on How to restrict certain hostile mobs pawns using command blocks?
    Is it possible to restrict natural hostile mob spawns using command blocks?

    Like, if I wanted only creepers to spawn but not zombies or endermen, etc, could only their respective spawning be disabled?

    EDIT: I figured out that using "kill" and repeating it would work to eliminate undesired mobs , but that would kinda be annoying as other mobs would still spawn, just vanish shortly after.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    I followed the instructions almost exactly, and this is what I get:
    Couldn't download https://s3.amazonaws.com/Minecraft.Download/versions/1.6.2_Optifine/1.6.2_Optifine.jar for job 'Version & Libraries'
    java.lang.RuntimeException: Server responded with 403
    at net.minecraft.launcher.updater.download.Downloadable.download(Downloadable.java:85)
    at net.minecraft.launcher.updater.download.DownloadJob.popAndDownload(DownloadJob.java:102)
    at net.minecraft.launcher.updater.download.DownloadJob.access$000(DownloadJob.java:10)
    at net.minecraft.launcher.updater.download.DownloadJob$1.run(DownloadJob.java:84)
    at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:439)
    at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:303)
    at java.util.concurrent.FutureTask.run(FutureTask.java:138)
    at java.util.concurrent.ThreadPoolExecutor$Worker.runTask(ThreadPoolExecutor.java:895)
    at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:918)
    at java.lang.Thread.run(Thread.java:680)

    This error repeats several times in the console before it finally says



    Gave up trying to download https://s3.amazonaws.com/Minecraft.Download/versions/1.6.2_Optifine/1.6.2_Optifine.jar for job 'Version & Libraries'
    Job 'Version & Libraries' finished with 1 failure(s)!

    and stops.
    I am extracting the jar with "The Unarchiver" and am renaming the folder without making it a zip file "minecraft1.6.2_Optifine..jar...
    This trick worked fine before, why not now?
    Posted in: Minecraft Mods
  • 0

    posted a message on [64x] GLIMMAR'S STEAMPUNK v.22 NOW RELEASED! + Latest Newglim City Download! + GS Redstone Pipes Add-On Pack!
    Hi.
    Just a suggestion, because i can't bother reading more than 10 pages of forum backwards...
    Since resource packs have been implemented, you can add custom sounds.
    I'm not demanding it, but if you have the time...
    Could you add some steampunkish sounds?
    like-pistons, levers, creeper pre-explosion hiss being a steam whistle kind of thing, and maybe new sounds for the iron golems and other stuff?
    Posted in: Resource Packs
  • 0

    posted a message on My idea for a redstone mod
    This is my mod idea:

    It is a more simple version of Redpower wiring and stuff.

    Besides redstone dust my mod could have 2 new kinds of redstone dust.

    1.- Dual-link redstone wire- connects to both default redstone and redstone-B, recipe is shapeless, just 3 redstone dust on any crafting table

    2. Redstone-B This redstone will only connect to other redstone-b wires and dual-link redstone wire, but not default redstone, shapeless recipe with 2 redstone dust on any crafting table.

    This idea is for making more compressed redstone computers without worrying about spacing redstone apart to avoid accidental connections. And for those old-school redstone junkies, normal redstone will still behave normally.
    Other ideas:

    Diamond redstone torch- crafted by putting a diamond over a redstone torch- acts as a veeeery bright light source and will power all types of redstone dust( default, redstone-b,dual-link), also used in crafting.

    Golden redstone torch- doesn't burn out?

    Dual-link and redstone-B torches-same recipe as normal redstone torch, but with redstone-b/dual-link instead of normal redstone above the stick. They each power their type of wire-redstone torches=redstone wire, redstone-b torches=redstone-b wire, etc.

    Infi-repeater-amplifies any redstone signal from any wire instantly over infinite distance. Crafted like a normal repeater, but with diamond redstone torches instead of normal redstone torches, and obsidian instead of smooth stone.

    Extra-delay repeater- act as a normal repeater,works with any kind of wire, except it has a delay of 5-8 ticks instead of 1-4. Crafted by 2 repeaters next to each other.

    Super-extra-delay repeater, crafted with 3 repeaters in a row, has a delay of 9-12 ticks.



    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [1.2.5] Somnia [SSP|ML] (1.4.x WIP)
    Hey you should try making different versions off somnia, such as one that only allows crops and smelting to simulate,or just options in the config to choose what to simulate. I am not wasting minutes of my time for mobs to spawn on peaceful difficulty. I like the suggestion of just being able to toggle the mod ingame. I got this mod for the crops, not for the other stuffs. Great idea though, its very good.
    Posted in: WIP Mods
  • 0

    posted a message on OldDays/NBXlite, SpawnHuman, SSP, SSPC
    Hey you should add the option for old enderman drops(diamonds) and griefing endermen(back in the days when endermen were not programmed to not pick up player-placed blocks.)
    Posted in: Minecraft Mods
  • 0

    posted a message on Spidey1958's Industrial Automation Let's Play
    Nice job, and thanks.
    Posted in: Let's Plays
  • 0

    posted a message on Spidey1958's Industrial Automation Let's Play
    Spidey,

    First of all, could you be more version-specific , because the mod installer's console says that a mod does not recognize the "reccomended stable build" of MCforge. Also, there is no rei's minimap of the version that you
    listed. Please try to tell us EXACTLY which 1.2.5 mods u r using.Also, I didn't know u were using all of the redpower modules besides the core until I carefully scrutinized your "video". Please respond.
    Posted in: Let's Plays
  • To post a comment, please or register a new account.