|Following all the instructions on the website when I try to use the Aether, BUT (5) | Posted on July 9, 2012, 12:15 p.m.|
|Maybe post a screenshot of your magic launcher config? Might enlighten us some as to what's going wrong. Also any errors from the config -> show log button. (I forget the exact labels of everything, but you can probably figure out what I mean by that!)
|Stupidest ban reasons you have seen/experienced? (19) | Posted on July 8, 2012, 9:44 p.m.|
Well since someone else posted a non-MC experience...
Back during Counterstrike beta 6 or 7, I joined a random server with my playername set to "Got AWP?" I killed someone with a submachine gun at point blank. I was promptly banned for sniping.
|Anyone here plays with Thaumcraft 2? (7) | Posted on July 8, 2012, 9:28 p.m.|
|Best thing to research = sticks. You effectively get 8% chance of a fragment off of one wood block, and they are equally as effective in the boost slot as the top slot. But that makes the whole research portion of the mod really boring. I highly disrecommend doing that.|
More interesting ways to get good research items:
* Add TC artifacts (or at least the common ones) to the Better Dungeons loot chests.
* Get the Relic Hunter enchantment and kill stuff with it. (Unfortunately, that requires research in the first place. Lost category.)
* Make a chicken farm. Take your millions of eggs to a tainted area. Throw eggs, kill tainted chickens for common tainted artifacts. Works best if you stand in a pond -- water slows them down enough that you won't get overwhelmed. (Also, I hope you have a mod that moves items onto your hotbar as you use up a matching stack.)
* If you like the idea of making an automatic artifact farm, use a Buildcraft Filler in Clear mode over a large flat tainted area. Plants respawn very quickly when they're cleared out, the filler will never "finish" and shut down. Then just add something to suck up the items. (Magic+Dark+Dark or something like that? I have a terrible memory for seals.)
And yeah, bookcases are the boost item to use most of the time you want to boost something (fragments and most theories). Save the strong artifacts for things like getting specific theories from particular items (eg Brain in a Jar from Zombie Brain), Tricky+ theories, etc.
|is better enchantment an op mod? (7) | Posted on July 8, 2012, 9 p.m.|
|A bit overpowered by itself.|
Incredibly overpowered when paired with something like Thaumcraft. (Extra enchants, plus repairing items without spending your XP.)
|Trouble with FPS while farming and breeding (5) | Posted on July 8, 2012, 8:54 p.m.|
|This is going to sound crazy, but if your FPS plummets specifically when you get within 16 blocks of the chicken farm... it's the sound. At least, back in beta 1.8 or 1.9, the game trying to play the chicken sound file so much would seriously bog down my computer. Further than 16 blocks away, the animals make no sound, so it wasn't an issue.|
But yeah, at around 300 you start having problems regardless.
|Following all the instructions on the website when I try to use the Aether, BUT (3) | Posted on July 8, 2012, 8:46 p.m.|
|That error message kind of sounds like it's trying to load it twice. Do you have it installed in the jar and also loading through something like Magic Launcher?
|How much should I sell bottled XP for? (15) | Posted on July 6, 2012, 11:59 a.m.|
|Whatever you sell them for, I would suggest doing it now. When people can use raw ore as XP, I imagine the value of bottled XP will go down.
|Newbie question (3) | Posted on July 5, 2012, 4:47 p.m.|
It's possible to download an earlier version from a third-party source.
Not exactly. (It's against the TOS for anyone to redistribute the binaries.) But what is allowed is the use of a tool that takes the current version, and rolls it back to any previous version by applying patches in reverse.
The tool I know of for that is MCNostalgia, which worked great when I tried it out. It allows you to go all the way back to early alpha, IIRC.
|New snapshot and blog post out. (8) | Posted on July 5, 2012, 3:25 p.m.|
Boat durability was upper last snapshot, and lily pads have been nerfed for months.
Yeah, exactly. I think it would have made more sense to make a release with those changes, gauged the reactions of the larger community, and then decided whether boats needed to be further buffed or not.
|New snapshot and blog post out. (6) | Posted on July 5, 2012, 11:20 a.m.|
|I approve of the sign recipe change. Much like ladders, they were overpriced, only more so. Not that wood is particularly hard to come by.|
I honestly didn't realize that signs still didn't stack in vanilla, I've been using mods that do that for so long.
I'm meh on the boats thing. I think just upping their durability and specifically nerfing lily pads would have probably been enough.
|Crops won't grow :( ? (8) | Posted on July 5, 2012, 11:16 a.m.|
Well if it is during sunny time, the block still looks wet / hydrated.
Farmland doesn't become hydrated/dehydrated immediately. It is random, in a way very similar to leaf decay. On average it'll be about 47 seconds, but it can be nearly instant or take days.
(But the setup you posted a picture of is fine, since the water can be up to 4 blocks away diagonally, as long as it is on the same level.)
|I just don't understand why my minecraft plays like ass. (13) | Posted on June 29, 2012, 3:29 p.m.|
you might lose a lot of work due to missing mod content corrupting saves though.
I think that's not true anymore, or at least, not how I read your sentence. I believe that when vanilla Minecraft loads a world that has a block or item that doesn't exist (ie, came from a mod you uninstalled) then that block or item is deleted, rather than crashing your game. So yes, you lose any work that was built out of those blocks, but your save isn't "corrupted" the way that it used to be (crash on load or crash on open-a-chest).
Of course, I could be completely imaging that. It's not something I ever test on purpose. :)
|What determines how fast the world chunks load when you travel to new places? (7) | Posted on June 29, 2012, 3:22 p.m.|
|I guess you didn't understand me. Perhaps this is more clear: "As many different pieces are involved, which part of your system is the bottleneck depends on your particular system."
|I just don't understand why my minecraft plays like ass. (6) | Posted on June 29, 2012, 12:56 p.m.|
Maybe I should do that, but I've done so much in my yogbox game.. I'll be sad to just toss all I have done.
Well, in theory you can keep your world. You would need to set up all the important mods to use the same block IDs that they use in the yogbox; that should all be in config files in the yogbox folder. (I think that's somewhere like %appdata%/.technic_launcher/Yogbox if you're running windows. Just go to %appdata% and you should be able to find it from there.)
Of course, that'll be kind of a PITA, but maybe less painful than losing your world in this case. ;) If you decide to go that route, definitely back up your world first. Also, I would suggest first grabbing a couple of the major mods, setting them up with Magic Launcher (with default settings), and create a new test world just to see whether that fixes your problems or not. If not, then pursuing that path further won't help.
And It's possible that I just happened to try the technic launcher at a very bad time, so I don't mean to completely discourage you from trying to get that working. Just warning you about my experience with it.
|What determines how fast the world chunks load when you travel to new places? (5) | Posted on June 29, 2012, 12:34 p.m.|
|The correct but not particularly helpful answer: it depends on your system.|
Traveling to new places doesn't involve much loading things from disk -- after all, there's nothing there, so all it has to load is the fact that there's nothing to load. However, I think that vanilla minecraft (without optifine) does all chunk creation in a single thread, and saves a chunk out to disk as soon as its done generating, so disk write time might actually be a factor.
|I just don't understand why my minecraft plays like ass. (2) | Posted on June 29, 2012, 12:26 p.m.|
|I found that trying to play with the technic launcher completely bogged down the game. Using a similar set of mods that I cooked up myself using Magic Launcher worked much better. Based on a search of the Technic pack forums at the time, this was a pretty common problem, and the typical response seemed to be "shut up, you're stupid, ban". *shrug*|
...So, does everything run fine if you're not using Technic?
|is it just me? (6) | Posted on June 29, 2012, 11:23 a.m.|
|One thing I've learned from the internet: it's never just you.|
On the rare occasion that I try to make a purely aesthetic project, it almost never comes out right. (Mostly I stick to making crazy machines.)
|What is the best way to tame ocelots? (4) | Posted on June 28, 2012, 5:24 p.m.|
|One thing of note, it's not just movement that scares them off, turning too fast scares them off too. If they've crept up to your side, turn very slowly to give them the fish.
|Better Enchanting Mod (3) | Posted on June 28, 2012, 5:21 p.m.|
|Lets you pick your enchants, at an experience cost per enchant strength. Also lets you disenchant items for a partial refund, and repair enchanted items for an experience cost (no material cost).
|Mob trap troubles (4) | Posted on June 27, 2012, 2:32 p.m.|
|Right, sorry, my bad. I think it's radius 24 for the spawning zone of exclusion, and radius 32 for the despawning zone of exclusion, but I can't find a recent source to back up those numbers, only stuff from back in beta.|
Edit: Anyone still have a link to the old post that analyzed spawns/despawns and had neat heatmaps showing these radii?
Another edit: and it's radius 128 for instant-despawn, unless that was changed since beta.
|so how do you feel about minecraft 1.3 update coming soon? (23) | Posted on June 27, 2012, 2:21 p.m.|
Still disappointed that the API is nowhere near coming out. Jeb said back in January that it was a top priority, but there's been no news except for its push back to 1.4 since.
If you haven't been following, they've supposedly been doing a lot of behind-the-scenes work to prep for the mod API -- ie, things that need to be done in order to be able to make a sane API on top of everything. The single-player/multi-player unification was the only part of that really visible to the user.
As for the 1.3 update, I'm quite fine with it getting pushed back further. I want movement (both player and mobs) to be rock-solid in single-player before it comes out. I haven't used a snapshot in maybe 2 weeks myself, but hearsay is that it still has issues.
|Mod to not clear the crafting table inventory when closed? (3) | Posted on June 26, 2012, 4:27 p.m.|
|Hmm, I just assumed that those were only for automatically crafting things, not doing stuff manually. *looks it up* Ah yes, the wiki even explicitly mentions using it for this. Heh.|
|Mod to not clear the crafting table inventory when closed? (1) | Posted on June 26, 2012, 3:49 p.m.|
|Anyone know of a mod that does this? My googling terms are too generic to find one.|
For example, I'm making some buildcraft or redpower thing that has lots of components, and I realize, "oh! I need one more <something>". I want to close the crafting table, leaving the items inside, go make the extra component (either in the 2x2 grid or in another nearby table), then open up the original table and place the last piece into it.
Bonus points if it also includes a button in the crafting table UI that explicitly drops the items or transfers them all back to your inventory.
|Mob trap troubles (2) | Posted on June 26, 2012, 11:57 a.m.|
|16 block radius (spherical).|
While that's totally doable with a drop trap, it is a bit awkward. That's why people tend to favor timed piston-crushing traps.
|Mobs in my house? (6) | Posted on June 26, 2012, 11:51 a.m.|
|Note that the F3 light level is for the block your head is in. Assuming your light isn't coming from the floor, your feet will have a light level 1 lower. It's that block, right above the ground, that the light level matters for.
|Better than wolves, Industrial Craft, Build Craft (13) | Posted on June 25, 2012, 5:01 p.m.|
MagicLauncher. Helps a ton with resolving mod conflicts. The only thing I've found that it doesn't really help with is block/item ID conflicts. For that, I add NEI to the mix and use it to dump a list of all used/unused IDs, and edit config files accordingly.
Also, I'll +1 the suggestion of adding Thaumcraft to your mix. Thaumcraft is neat.
|Well, yesterday was my birthday... (42) | Posted on June 25, 2012, 12:23 p.m.|
|Help with redstone (7) | Posted on June 25, 2012, 12:22 p.m.|
|What the rowan said. Also, in the 2nd/3rd images, I *think* that the single redstone dust between the repeater and the next torch up won't work, for the same reasons, but I'm less sure of that. (Also not sure if I'm correctly interpreting what you intend for it to do.)
|Mine-Z (11) | Posted on June 25, 2012, 12:16 p.m.|
|I thought XP level = thirst|
XP bar = visibility/noise
I'm interested to try it, but mostly for all the other stuff that isn't mentioned here. Same reason I'm interested to buy Arma 2 when it most likely goes in sale sometime during the upcoming steam summer sale.
|Well, yesterday was my birthday... (39) | Posted on June 25, 2012, 12:03 p.m.|
|Happy (late) birthday! I also thought you were older than that, Gastroid.|
(And hurray June birthdays! Today I am 31. If 20+ is an old man, I must be ancient.)
Also, nice cake. :)
|Do sheep, cows, and chickens spawn in a superflat world? (6) | Posted on June 23, 2012, 6:33 p.m.|
|You may be using a mod that messes with spawn rates. Normally passive mobs are fairly common in superflat.
|Mods that change when Minecraft music plays? (5) | Posted on June 22, 2012, 12:34 p.m.|
|+1 for Matmos. It doesn't do everything you want (I don't think) but you'll probably like it.
|"Copy" written books? (6) | Posted on June 21, 2012, 5:49 p.m.|
|I fully expect a mod to do it roughly how you described, if Mojang doesn't put something in themselves by the time 1.3 goes live. It's more complex than what I would expect Mojang to do, though.
|A poll: spelunking or exploring? (17) | Posted on June 21, 2012, 5:40 p.m.|
Does nighttime increase the spawn rate in caves, or does it not matter due to low light?
Actually, it [effectively] decreases it slightly. What is key here isn't the spawn rate, it's the spawn cap. In normal conditions, the game hits the spawn cap fairly quickly, and then only spawns more monsters when some of the older ones die or despawn from being idle too long. At night, monsters can spawn on the surface, which means there are less monster "slots" available for down in caves. Caves are therefore safest a little bit before dawn, when there has been plenty of time for monster spawns to happen on the surface. (And I suppose most dangerous a little after dawn, when the undead on the surface have burned up and there are momentarily lots of available spawn slots.)
In practice, though, none of that is really noticeable.
|A poll: spelunking or exploring? (7) | Posted on June 21, 2012, 12:13 p.m.|
|Explore during the day, spelunk at night, IMO. (Though a caving trip can easily last longer than 1 night, of course.)
|The GameFAQs Community List of Suggestions needs your ideas! (119) | Posted on June 21, 2012, 12:11 p.m.|
|Idea from this thread:|
(published book) + (book) + (ink sac) + (feather) = 2 copies of the published book
Or something along those lines. Probably a bit more technically challenging than is immediately obvious because of the way the book data is stored, but OTOH it might be able to leverage the fact that the published book's text is immutable and just make both books point to the same string.
|"Copy" written books? (4) | Posted on June 21, 2012, 11:56 a.m.|
|I do like the idea of adding a crafting recipe of:|
(published book) + (book) + (ink sac) + (feather) = 2 copies of the published book
Would probably be more complicated than that to code, since the crafting system pretty much ignores the "enchantment info" of the items, but something like that.
I'm gonna go post that in the suggestions thread.
|Can you get this for free? (44) | Posted on June 20, 2012, 5:31 p.m.|
I ment how to destroy topics.
I think if you click Message Details on your first post, you can request the thread be locked, as Topic Creator. But why would you want to do that when some of us are having an enlightened debate about the morality of piracy? (Remarkably civil, even, given the controversial nature of the topic.)
|Can you get this for free? (37) | Posted on June 20, 2012, 4:46 p.m.|
notch said it himself that he Condones piracy sometime back.
Not quite. He said that it was wrong, but not a big wrong -- kind of like jaywalking*, not theft. He's also flat-out told people that if they are unable to buy the game (whether due to financial situation or the country they live in), to go ahead and pirate it, but to please buy it in the future if that becomes a viable option for them and they enjoyed it. He has also pointed out, quite rightly, that piracy can encourage sales (as seen in that tumblr link someone posted).
That pretty much exactly matches my opinion on the subject, FWIW.
* As long as you look both ways and are careful, jaywalking doesn't hurt anyone, it just sets a bad example for any small children watching you, who might not be as careful.
I'm not sure if jaywalking was actually the comparison he made, and it was on twitter so there's no way I'm going to go try and dig that up, but it was something along those lines.
|Minecraft Webcomic... (13) | Posted on June 19, 2012, 9:40 p.m.|
|Looking forward to more.
|In 1.3 when I have IC2 in my world, can someone with IC2 join and play? (2) | Posted on June 19, 2012, 11 a.m.|
|Since the mod API won't be coming until 1.4, it's hard to say. My hunch is that, as long as you have the same set of block and item IDs, it has a pretty good chance of working.|
OTOH, I expect that it will take a bit longer than usual for mods to update to 1.3 precisely because of the structural changes that enable this.
|Unidentified thumping noise (3) | Posted on June 18, 2012, 1:21 p.m.|
|Possibly zombie-banging-on-a-door, that one is very loud.
|The GameFAQs Community List of Suggestions needs your ideas! (108) | Posted on June 18, 2012, 1:19 p.m.|
|Haha, love it.
|The GameFAQs Community List of Suggestions needs your ideas! (106) | Posted on June 18, 2012, 11:30 a.m.|
* Unbreakable does the obvious.
* Fortune gives an increased chance of saplings/apples/etc from non-player-placed leaf blocks. (Similar to using a Fortune shovel on gravel, getting the special item means you don't get the block.)
* Either Fortune or possibly Looting gives increased wool from sheep. (My first thought was Looting, but now I am leaning towards giving Fortune both these effects.)
* Leaf-whacking, when used against a leaf block, harvests up to n additional adjacent leaf blocks of the same type. n = enchantment strength, adjacent includes diagonals (so 3x3x3 cube).
I'd be happy for someone to come up with a better name for leaf-whacking; naming things is not my strong suit.
|Alright, here's my chief complaint with minecraft. (14) | Posted on June 17, 2012, 7:39 p.m.|
|TC, something to spark your imagination:|
|Snapshots/updates... (3) | Posted on June 16, 2012, 6:19 p.m.|
|The idea is that the only differences between the last snapshot before 1.3 and the official 1.3 release are bugfixes. They might always slip in a few small things, though.
|New-ish to Minecraft: Update Question (6) | Posted on June 16, 2012, 6:16 p.m.|
chunks are 16x16x16 block cubes of land.
Almost right -- they are 16x256x16. That is, 16x16 horizontally, and maximum map height vertically.
There was a mod that made chunks 16x16x16 and allowed you to have much taller worlds, though. (Maybe there still is, I haven't followed it.)
TC, anything that you have been able to "see in the distance" is a generated chunk. Anything further than that, will be newly generated when you get close. Also, emeralds will be easier to obtain from villagers than from digging anyway, but there are going to be new ruins to find in jungles and deserts.
|How often to put power rails/tracks? (3) | Posted on June 16, 2012, 11:18 a.m.|
|Any living entity counts. I used to use pigs for my minecart testing.|
This is what I have copied down from some old post on this board:
Flat Runway, Occupied car = 1:37
Flat Runway, Unoccupied car = 1:7 or 1:8 (1:8 works but it's slow)
Uphill, Occupied car = 1:2
Uphill Unoccupied car = 1:1
|any enchantment mods that work with snapshot 22a? (4) | Posted on June 16, 2012, 11:11 a.m.|
|As a rule of thumb, mods never get updated for snapshots. (This is due to the amount of work necessary to get all the modding tools updated to work with a new code drop.)|
Just another reason to look forward to the mod API!
|Are they ever going to fufill their promises??? (10) | Posted on June 16, 2012, 11:08 a.m.|
|"I am thinking about doing X because I think it would be neat" != "I promise to do X". This is an important thing to keep in mind when reading any developer diary for any project.|
I don't believe a single thing you mentioned was ever promised. Also, I don't believe any of those things were mentioned in Alpha, when you imply they enticed you to buy the game -- they were thought up well into Beta.
Speaking of... is there a new site for the new guy thats heading up the game that I could go to see progress reports?
Twitter. Jeb_ and Dinnerbone are the main devs. Jonkagstrom is the AI guy, but currently working on Scrolls, not MC. The rest of the MC devs don't post much but I think their twitters are evilseph, grum, and... something else. I'm sure you can find links on the mojang site, which is also where you'll find the news posts with the weekly snapshots.