Weird. 12w30e vanilla and my 32x32 texture seems to work fine.
And I probably have to start getting used to what multiplayer is like. I was at 5 hunger and ate my cooked pork chop. After the first one went through, I released my right mouse button so I only eat one chop.
Doesn't work that way anymore. Can't cancel eating anymore. The game happily went on to consume the second chop. orz
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Just a friendly request, could the new OptiFine for 1.6.1 take into consideration custom game directory?
I.e. instead of always looking inside %appdata%\Roaming\.minecraft\resourcepacks for texture, please accept custom game directories, so that I can sort and separate my different version's texture/resource packs into different custom directories like so:
F:\Minecraft\1.5.2\.minecraft\texturepacks
F:\Minecraft\1.6.1\.minecraft\resourcepacks
F:\Minecraft\ServerA\.minecraft\texturepacks
F:\Minecraft\ServerB\.minecraft\resourcepacks
F:\Minecraft\TwitchGame\.minecraft\resourcepacks
Thanks!
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Does Forge respect custom game directories?
For example, if I create a profile that points to F:\Minecraft\1.6.1-MyMod\.minecraft\ as the game directory, and have Forge installed into %appdata%\Roaming\.minecraft\versions\1.6.1-MyMod\, will Forge accurately put all its working files in F: instead of AppData?
Setting up my 1.5.2 mods with the new launcher and a custom directory I want to set aside for purely 1.5.2 stuff, I found that OptiFine refuse to acknowledge custom directories and will only allow the game to load texture packs from %appdata%; while Forge also insists to create all its working files in %appdata%.
I want to use custom directories to separate my different save games and texture packs for different versions.
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Thank you very much! In the mean time I'll try and read through this long thread and see if I can't pick up little tidbits of gem inside.
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I have my brightness at 100%. Now if I turn it down to Moody, then the whole cave is like I'm seeing it through a water tank.
I'd really love to use shaders for the outside. But exploring underground with the shaders on is very uncomfortable. Is there anyway to adjust for this?
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So yes it was nerfed. Yes it was then reverted. And yes it will still be changed in future.
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The game currently has the following types of houses/structures when generating a village: Huts, Cabins, Houses, Butcher's Shop, Library, Blacksmith, Church, Wheat farm, Well, Lamp Posts, as well as gravel roads. It is a good idea to first make sure you have your snow biome variation of all of these types of structures. These alone can create enough variation for a village with over 30 doors.
Then you can start adding your own designs. For example I have these little "shacks" that serve as roadside stores surrounding my plaza:
More pictures on this shack can be found here: http://imgur.com/a/XhUbw
If you study the guide to villagers written by IronMagus:
http://www.minecraftforum.net/topic/1270377-village-mechanics-a-not-so-brief-guide/
then you'll realize that you could always "hide" one of those "multi-door love-shacks" out of view, giving you the door count without the painful sight.
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Although no amount of hiding would be safe from a simple see-through texture change.
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Water is also useful against creepers. When you're in a tight corner or when the tunnel is too ragged that hitback won't get the creeper to a safe distance, you can always just pour water between you and the creeper. In a smooth tunnel this alone would be enough to keep the creeper at a safe distance and let you snipe it off with your bow, or build a "kill-gap". In a ragged tunnel this will buy you enough time to build a kill-gap or turn that corner into a better battlefield.
* Kill-gap: a row of blocks at eye-level blocking off all pathing, leaving the feet level blocks open. Dig one down and you can freely hit at mobs. This is very, very effective especially at very confined spaces. Sometimes when I venture into a large empty space with multiple exits that all may have mobs, I pre-build my kill gap in my tunnel leaving one block open, then charge out and attract the mobs back. Come back through the opening and fill it up. Then it's easy kill time.
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I don't touch diamond ores beyond the first five without Fortune III!
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Best thoroughness - branch mining.
Simplest - quarry or straight line.
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As for playtime before buying, it was exactly 59 minutes 59 seconds. I played the PC Gamers demo and bought the game after the demo ended.
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If you do vertical access shafts you should always dig two block wide shafts. The reason?
1. Stand between the two blocks, you cannot fall into lava this way. You will always be standing on the remaining block.
2. One block for a ladder, the other block stays empty and gets a water source about 6 blocks above the bottom, with a sign holding it up at 3 blocks high. This allows you to jump directly into that shaft and land into the water, then drop through the water to end up right where your mine is, unharmed. If you have always rode the ladder down then you haven't saved much time compared to the staircase tunnel.
Lastly but not least, if your vertical shaft has direct view of the sky, that is, standing inside the shaft you can see the sky directly above you, then you don't need any torches because sunlight casts a level 12 light onto blocks regardless of its height. You can dig all the way to bedrock without ever using a torch and still see everything like it's above ground.