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    posted a message on 14w30c Graphical Glitch on Horizon
    Sorry about the F3 thing. You're right, I should've included that.

    I tried it with many render distances, from 2 to 16. Also, my FOV is unchanged from default. I knew about the RAM adjustment, just forgot about it. Still, after I tried that, nothing changed. Then I noticed that no matter what I set the RAM allocation to, F3 would show that 455MB was allocated. I set the argument to -Xmx8G since the article you referred me to recommended you set it to half of your total system RAM. Still shows 455MB. I figured that maybe I had a bad Java install. So, I uninstalled Java and installed the current release of 7 again. Still showed allocation of 455MB, but the black bar was gone and I was getting a solid 120 FPS (what I have the max set to). I then scratched my head in confusion and installed Java 8 again. Still 455MB allocated and still no black bar.

    Not sure why the allocation is not changing, but the bar is gone. It may have been a bad Java install as it seems to be gone finally. I'll continue to mess with it, but I'm currently of the mind-set "If it ain't broke, don't fix it".

    Again, Echo23, thank you for your helpful suggestions. Have some upvotes :P
    Posted in: Recent Updates and Snapshots
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    posted a message on 14w30c Graphical Glitch on Horizon
    Very good suggestion. However, I downloaded and installed it and the problem is still occurring.

    Thank you for the suggestion though, Echo23.
    Posted in: Recent Updates and Snapshots
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    posted a message on 14w30c Graphical Glitch on Horizon
    I started messing with the snapshot today and saw this on the horizon:




    After the world loads up, this black bar appears on the horizon. I have tried adjusting every setting (mipmap, smooth lighting, graphics, full screen, etc.). Nothing made it go away. My laptop (2014 Razer Blade Pro) does not have this issue. My desktop is a custom built system with a Titan, I7 4770K and 16 GB of DDR3 2400 RAM. It runs everything I throw at it just fine. It is also running the exact same GeForce driver that my laptop is running. I have also rolled it back to the previous snapshots with the same problems. The current stable release of MC does not have this issue.

    I'm assuming it has to do with the changes to the way the world is rendered. If anyone could help me figure this out, I'd be grateful.
    Posted in: Recent Updates and Snapshots
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    posted a message on Compatibility Thread (For Androids!)
    Seems to work well on my Motorola Droid Bionic.
    Posted in: MCPE: Discussion
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    posted a message on Selections Menu
    I agree with this. The more options the better. I suggested something similar here. Mine is just terrain generation options, though.
    Posted in: Suggestions
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    posted a message on Ovens: Extra Cooking Slot
    In 1.8 food is stackable. You can put stacks of food in the forge.
    Posted in: Suggestions
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    posted a message on Specified World Generation
    Quote from pandm

    good idea. Pangea wouldn't quite work though.


    Why not? If you specified the radius, it would generate it for that radius from the original spawn. Say, if you specified 5000, it would generate a giant land-mass with a radius of 4000 and then ocean for the other 1000. After that, it would generate terrain normally. If used on a server, you could use something like Border Lands to stop people from traversing the ocean.
    Posted in: Suggestions
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    posted a message on Specified World Generation
    Let me start off by say that I love what Notch and everyone has done with the terrain generation in 1.8. Everything just feels far more natural. Except for the fact that I find a lot of pine forests butted right up to deserts. Seems odd, but I can get over it.

    What I would like to see is a way to specify the general theme of your terrain when you start a map. I'm thinking something along the lines of world generation in the Civ games. What I mean is, when you go to start a new game, there would be a drop-down to choose things like:

    Classic- The terrain will be generated just as Minecraft always has.
    Continents- The world would be generated with decently-sized land masses separated by oceans and seas. These land masses would have a large variety of biomes on them.
    Island chains- Largely ocean map with chains of islands dotting it. The islands could vary greatly in size, as could the number of islands. Each grouping of islands would have only one or two biomes.
    Earth-Like- Mixture of continents and island chains.
    Pangaea- One gigantic landmass surrounded by ocean.

    Then, you would also set the block radius from the original spawn that this terrain would be generated. So, if you set it to something like 5000, it would stick to the terrain theme for that distance and then go back to generating terrain in the classic method. Possibly only use this for the Pangaea option.

    I think this option would be great on its own. When paired with themed servers, such as faction wars, it would make it feel more realistic.

    Let me know what you think.
    Posted in: Suggestions
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    posted a message on [Coming Soon] The Aether Collab - King, Kodaichi, Shockah!
    I have just completed reading all 29 pages of this thread and the only word that I can use to describe what is happening here is:

    wow
    Posted in: Mods Discussion
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    posted a message on Beginner Tip: How to Avoid Getting Lost in Caves
    My method of placing torches on the right on a wall and on the left on a horizontal surface has become second nature to me. I do it now without even having to think about it. If I find a branch that dead-ends, I leave the torches where they are, but place two pieces of cobble at the entrance to that passage at the intersection. That clearly show that I explored it and that there is nothing more of interest. Any passage not marked with cobble must have something worth mining or exploring. Those passages can be labeled with signs if I see the need.
    Posted in: Survival Mode
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    posted a message on Beginner Tip: How to Avoid Getting Lost in Caves
    I usually end up getting lost somehow in my cave networks no matter how much I try to study and memorize each passage. After I lost a stack and a half of iron about 10 diamond and a full set of diamond tools from falling into a lava pit while trying to fumble my way out, I decided to come up with my own method.

    When exploring a new cave, I always place torches on the right on a wall or other vertical surface. Torches on the left I always place on a horizontal surface. For large caverns I just mentally divide in two relative to the way I entered and continue to light it in this way. If there is no wall to the right of me to place it on, I put down a block of sand or wood and place it on the side of that.

    So, it would look like this going in:

    :Red: [] [] :Red: []
    :Orange: [] [] [] :Orange:

    And this going out:

    [] :Red: [] [] :Red:
    :Orange: [] [] [] :Orange:

    This has already saved me so much time and trouble I'm smacking myself for not thinking of it earlier.

    Keep this thread going. These are great ideas and am starting to think that it should get a sticky.

    :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: for you, my friend.
    Posted in: Survival Mode
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    posted a message on ██►The Kingdoms: New Dawn◄██ - Open to the public again!
    IGN: stern23

    Age: 30

    Character Description: Explore. Mine. Build. Defend. Trudging through vast caverns avoiding lava and those filthy creatures. Finding that precious vein of diamond. Helping your fellows build a safe, organized and wealthy kingdom. Defending what is ours.

    These are the things I live for.

    Faction: Le Royaume d'Igor

    And, yes, I did.
    Posted in: Minecraft Survival Servers (archive)
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    posted a message on Hell Penalty
    Quote from Creeper Cultist »
    Wouldn't you much rather see evil, twisted and mutated versions of normal plants? :iapprove:

    They could even be unique and required for some recipes, requiring you to introduce hell elements into normal world ecosystem.


    I'm all for it. Like I said, if hellplants exist make it so that you could either plant them in the corrupted soil or they grow in it. I do like the idea of perverting plants and trees already there. That would be sweet.

    I can just see it now. Playing on an SMP server and exploring the world. While climbing normal mountains, punching normal trees and battling normal monsters, you come up to a cliff. When you walk to the edge of the cliff and look down, there is a hellish tower in a lake of blood surrounded by twisted trees and demons.
    Posted in: Alpha - Minecraft Halloween Update
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    posted a message on Hell Penalty
    Quote from Fonzi_254 »
    Maybe, if you catch some Hell Fish, you could put it in the normal world, but it can only survive in blood water or something.


    I had that thought too. If there are hellfish and hellplants, you could either put them in and around the bloody water/helldirt or they could just start to spawn and grow.

    Although, from the preview pic, I doubt those things exist. Plants, maybe. Fish, only if they can swim in lava. Unless, of course, there's water in hell that we haven't been shown yet. Which is completely possible.

    EDIT: Barbossa came up with an interesting idea in this thread:
    viewtopic.php?f=1016&t=56228&p=907532#p907532

    That idea would fit in very well with this one, in my opinion.
    Posted in: Alpha - Minecraft Halloween Update
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    posted a message on Interesting thought I had about "Bloody Cobble."
    I like this idea. It goes well with this topic:
    viewtopic.php?f=1016&t=56957&p=907493#p907493

    I would like to add that I think that it would be great if farm animals would attack these hellish beasts. Due to them going against the "natural order" and all. Would be hilarious to see some demon spawn and then get dog-piled by a herd of cow and a flock of chickens.
    Posted in: Alpha - Minecraft Halloween Update
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