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    posted a message on What is your go-to food?

    Baked potatoes are magic:


    • Harvest them with fortune to get extra potatoes
    • Cook them for a decent source of XP
    • Compost leftovers for a good source of bonemeal (better than raw potatoes)

    I usually have a bunch of farmland dedicated to potatoes, an XP-collecting furnace array to dump them into, and hopper most of them into a composter.


    My other go-to in the most recent versions is dandelion/orchid suspicious stew for in-base food. Mushrooms auto-spread (or grow huge with bonemeal), one of the two flowers is farmable with bonemeal almost anywhere, and the saturation effect is insane. The inconvenience is fine when I'm hanging around my base, so I can either harvest materials all day without eating, or take a couple of nasty falls and fast-regen without having to eat a ton. I grab a stack of potatoes when I head out, and the rest of the time my potatoes are making me XP and bonemeal.

    Posted in: Survival Mode
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    posted a message on Isabella II Status Thread (Updated 17 January 2020)

    For modding blocks into Isabella style, I generally do one of two things:


    1) Start with an Isabella (or modded Isabella, see first post) block close to what I'm looking for, and edit that.


    2) Start from a non-Isabella block, put it next to a set of Isabella blocks it should match in your editing software, and decrease the contrast and saturation (and fiddle with brightness as needed) until it feels right.

    Posted in: Resource Pack Discussion
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    posted a message on TheMasterCaver's World

    Many thanks! I found the equivalent code, and it was in fact untouched (as I expected based on my dive into the history of Minecraft's BigTrees). Those tweaks were the exact fixes needed. I'm doing all of my Alpha work in bytecode via JByteMod, so I'd been figuring everything out from context. I've fixed a bunch of silly bugs in terrain gen, but I hadn't followed that trail yet.


    I already had the log fixes (as well as some other tweaks to the branch generation) but the rest was very helpful!

    Posted in: Minecraft Mods
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    posted a message on TheMasterCaver's World

    A bit of an odd request, but perhaps you can help:


    I'm trying to fix MC-50640 (the oak worldgen/sapling differences) in Alpha, but haven't quite nailed down where the problem is. I see that you've fixed it. Do you perhaps have a specific change notation available? (Looking for the official fix didn't help, due to the sheer level of refactoring between Alpha and 1.13 where it was fixed.)

    Posted in: Minecraft Mods
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    posted a message on What does you mine look like?

    These are in my Alpha 1.2.6 mod, but you can adapt them to modern vanilla.


    First is my linear mine. I dug this out with TNT (just like in current versions, my TNT drops everything) and then decorated a bit. The pillars are a natural formation from the way I stuff my TNT into boreholes. It's 2 charges per section, top and bottom. I push the cart along to hold drops. After about 300 blocks, the tunnel turns and loops back.









    This is a new wide-area "quarry" style mine I'm experimenting with. It's single charges of TNT, which (due to my borehole style) make a nice set of pillars and arches. I tidy them up, add some details and lighting:



    Posted in: Survival Mode
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    posted a message on TheMasterCaver's World

    I felt bad for birch not having a large tree variant, so here's an unsolicited suggestion (feel free to use, adapt, ignore, or do whatever you like with it): what about a coppiced birch? Birch trees with their trunks cut or broken can re-grow multiple straight trunks from the stump:







    Using the Poplar variant, here's a mock-up using 3x3 birch trees, each 1-3 blocks above the "stump" and with the outer trunks offset by 1 from the base:





    Posted in: Minecraft Mods
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    posted a message on TheMasterCaver's World

    (Apologies if I seem spammy) Is there anywhere to see a complete changelog up to the current v4.5? I'm trying to get a handle on what's changed from vanilla 1.6.4, and from just reading the thread it's hard to filter out what's not yet implemented from v5 discussion. The v4.5 changelog only seems to include the differences from v4, but I didn't see a changelog in the v1-4 zip files.

    Posted in: Minecraft Mods
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    posted a message on TheMasterCaver's World
    Quote from TheMasterCaver»


    Note that there are some major changes to fundamental game mechanics which many players will find totally game-breaking if the response to Mojang's past attempts to make similar changes are any indication - [...] iron golems only drop iron if directly (melee attacks only) killed by a player


    The funny thing is, first generation (pre-hopper) iron farms like work almost perfectly with this change. There are some adjustments needed to the lava blades due to golems being able to swim now (they'll usually fight the current and die in lava, so you have to massively shorten the lava blade and put a roof over it to keep them down in the water), and you need to remove the crusher and use your sword instead, but you can still have a (much smaller than in modern versions) almost-passive iron source inside your base. Not enough to build with iron, but maybe enough to keep your iron supplies topped up while you're farming wood and crops, until you have time to go mining again.

    Posted in: Minecraft Mods
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    posted a message on TheMasterCaver's World

    Having just tried a bit of this in a test world, I really like it. I tend to categorize Minecraft versions by era, counting the SMP/SSP code merge up until the Update that Changed the World (1.3.x-1.6.x) as the Adventure Update Expansion era. From what I'm seeing, this mod fixes a bunch of the errors Mojang made in that era, and expands things in the direction (IMO) they should have gone, instead of what they've done in the modern themed content update era.


    It makes me really excited to try what you're making for v5, and I think this is going to become my other primary Minecraft version (the other being a custom-modded Alpha 1.2.6+ version I've put together).

    Posted in: Minecraft Mods
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    posted a message on TheMasterCaver's World (version 1)

    I'm not much of a commenter, but it's neat to see the updates from your world. Now that I've stopped chasing the newest version, I've been staying on a single world as well, and it's funny how different that feels. I've been kicking around the idea of keeping a record myself, though (since I'm currently excavating a huge area for an underground "biome") it wouldn't be anywhere near as visually interesting, and I'd be tallying "double-chests of cobblestone excavated" instead of "ores collected and mobs killed".


    TL;DR: we're quiet, but your readers are here and enjoying your posts!

    Posted in: Survival Mode
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    posted a message on Yushatak's Texture Pack [16x16] v5.1 (Last Updated For 1.14.4)
    Wheat changes are still there





    Crap. You're right, I accidentally uploaded an intermediate version. Here's revision 114b which I've been using (so I know it works as advertised).


    Feel free to use/ignore any of the tweaks you like (or let me know what you want removed for the official version and I'll repack it). If you want to remove anything yourself, the double-slabs and saplings use the matching "blockstates" files as well as models. Everything else is just the model:


    • buttons use [wood-type]_button, [wood-type]_button_inventory, [wood-type]_button_pressed, plus the button_pressed_wood and button_wood JSONs
    • pressure plates use [wood-type]_pressure_plate and [wood-type]_pressure_plate_down JSONs
    • fences use [wood-type]_fence_post, fence_post_wood and fence_post_wood_alt (for the birch) JSONs
    • rotated slabs use [wood-type]_planks_r and cube_all_r JSONs
    • sapling growth uses [wood-type]_sapling_sm and cross_sm JSONs (yes I cheated and didn't rename them all from when they were small)

    EDIT: I see you already grabbed what you needed, that's good.

    Posted in: Resource Packs
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    posted a message on Yushatak's Texture Pack [16x16] v5.1 (Last Updated For 1.14.4)

    OK, here's the new version.


    I removed the changes to wheat and leaves, buttons now have bark sides, birch fences have a shifted texture to minimize black spots, petrified slabs are fixed, pressure plates are log slices, and saplings are normal sized by default, getting slightly larger when they try to grow.

    Posted in: Resource Packs
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    posted a message on Yushatak's Texture Pack [16x16] v5.1 (Last Updated For 1.14.4)

    Yeah, the leaves are a personal taste thing.


    I think I can offset the birch bark texture a few pixels, I'll play with that later.


    The buttons should be doable, I'll have to check the model. Might need to make a variant to separate it out from stone buttons.


    I didn't even think of petrified slabs, but that's an easy fix.


    IIRC wheat needs that extra air block to grow naturally, so you'd need to have deliberately done something odd to clip it.


    Saplings actually have growth states. Small saplings haven't attempted to grow yet, regular size saplings are trying to grow but haven't become trees yet. I do a lot of tree farming, so I find it useful, but again it's a taste thing. Would making the saplings taller than normal when growing be better?


    Something else I could add: would you like the wooden pressure plates to use the log ring texture instead of planks? It makes for nice tables, door mats and decorations, but makes them much more obvious if you were trying to keep them hidden.


    Feel free to use the models. I'll give you a poke when I've fixed the stuff you highlighted. I can even separate out the wood and the plants/leaves for you.

    Posted in: Resource Packs
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    posted a message on Yushatak's Texture Pack [16x16] v5.1 (Last Updated For 1.14.4)

    A question: is your pack considered "best" when combined with the old "programmer" vanilla textures, or the new vanilla textures? Which way do you use it?




    I made an add-on pack which just does some blockstate/model magic to add bark textures to the upright fenceposts, log knot textures to wooden buttons, vertical planks on double plank slabs, taller full-grown wheat, and no-lag fluffy leaf models.

    Posted in: Resource Packs
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    posted a message on Yushatak's Texture Pack [16x16] v5.1 (Last Updated For 1.14.4)

    Looks good overall. Some mismatched or unchanged textures:


    • Dark oak and acacia - not sure if these were changed? Is that intentional?
    • Stripped logs look vanilla, don't match unstripped logs of the same type
    • unpowered repeaters use the default texture
    • Stonecutter has a broken blade model (similar to the lantern's old problem)
    • Iron door item is silver
    • Observer uses vanilla textures/colors
    Posted in: Resource Packs
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