Bonemeal did the trick. There's a very small chance that any tree can sprout into a super-tree (bigger than normal, with branches), and it seems that confining the tree so that a small one is impossible, since the size of a small tree would mean trying to make leaves in the wall, and spamming bonemeal means that despite the small chance of getting a super-tree, you can essentially brute-force the game into rolling the dice over and over every time you use the bonemeal before it finally manages to spawn one.
Soartex. I really like it, because it gives everything the detail of an HD pack whilst still giving a relaxing and smooth look that most HD textures don't.
I'm seeding the multiplayer world for the first time, and before I invite all of my friends I want to find the perfect starting point. I'm crippled with indecision over what sort of world to start everyone in. Halp!
'worstseedever' is my favourite. Exposed coal and iron, plenty of sand, grass, water, reeds and trees (it's only missing clay in terms of things I look for in a starting spot). Oh, and you start right next to a monster spawner, and there's about 5 hidden monster spawners in the immediate area, under about 3 layers of rock! It's crazy.
You could always move the spawn point to a different location after you generate the map as well.
I tried out the Soartex texture pack, and it is amazing. Also the 64x64 texures turn my game into a Slideshow. SO ANNOYED WITH THIS DAMN LAPTOP! I wish I had upgrade money right now.
Ironic thing is, I haven't even started to build the main building of that whole complex. Spent something like four hours doing one side of the front facade, which is still missing the roof then I have the other side to do. Well, I guess part of those four hours was building a bridge to reach a building my buddy was building.
And the worst part, is that my bottle of gin is almost empty!
We are also on v1.5 now! the only thing thats not working are all the glorious rail lines we have since minecart mania isn't updated yet.
Is it bad I still haven't updated from the base 1.4?
Well I would be in that situation but I decided to dive into 1.5 after hearing that most plugins still function. Also I was expecting bukkit to have put out a 1.5 recommended build and people were getting ansy.
Thankfully the essentials team picked up groupmanager, as I would still be on 617 if they hadn't updated it themselves.
We are also on v1.5 now! the only thing thats not working are all the glorious rail lines we have since minecart mania isn't updated yet.
Is it bad I still haven't updated from the base 1.4?
Well I would be in that situation but I decided to dive into 1.5 after hearing that most plugins still function. Also I was expecting bukkit to have put out a 1.5 recommended build and people were getting ansy.
Thankfully the essentials team picked up groupmanager, as I would still be on 617 if they hadn't updated it themselves.
I hate to use their group manager but doesn't seem to be much of an option.
We are also on v1.5 now! the only thing thats not working are all the glorious rail lines we have since minecart mania isn't updated yet.
Is it bad I still haven't updated from the base 1.4?
Well I would be in that situation but I decided to dive into 1.5 after hearing that most plugins still function. Also I was expecting bukkit to have put out a 1.5 recommended build and people were getting ansy.
Thankfully the essentials team picked up groupmanager, as I would still be on 617 if they hadn't updated it themselves.
I hate to use their group manager but doesn't seem to be much of an option.
Yeah, I would have much preferred for the dev to have continued support for it, but not much that can be done. Its still better then permissions is in my opinion.
Yeah, I would have much preferred for the dev to have continued support for it, but not much that can be done. Its still better then permissions is in my opinion.
The fact that the default permissions, even with the new dev, still doesn't support making changes in game, is surprising.
* Let players sign up as “mod developers”. This will cost money, and will require you agreeing to a license deal (you only need one per mod team).
* Mod developers can download the source code from our SVN repository. As soon as we commit a change, it will be available to all mod developers, unobfuscated and uncensored.
* Mod developers get a unique certificate for signing their mods. This means players can see who made what mod and choose to trust individual developers. The cost of signing up makes sure only serious developers have access to this certificate.
The rules of the license deal will contain:
* Mods must only be playable by people who have bought Minecraft
* You can’t sell your mods or make money off them unless you’ve got a separate license deal with us
* The mods must not be malicious (obviously)
* We retain the right to use your mod idea and implement it ourselves in Minecraft. This is to prevent the situation where we have to avoid adding a feature just because there’s a mod out there that does something similar. It’s also great for dealing with bug fixes provided by the community.
Thoughts? This seems kind of an odd way to go about things, and adding money to the equation seems questionable. Might just be me, though. That said, overall this doesn't seem to work well with those that might want to just casually make a little mod or two. Even the bigger modders don't seem to benefit a lot, as modding generally just means decompiling and deobfuscating the code, then updating things to work with the new version, so all this does is give them a bit of a headstart (at least, from what I understand given my brief forays into MC modding).
What he says about a modding API may be true (that it wouldn't really help the more complex mods, like Mo' Creatures and Finite Liquids, but even then it would just mean they deal with the status quo while smaller mods become easier and less frustrating to update), but this doesn't seem like the only answer.
Edit: I suppose one incredibly cynical view is that this means people pay Mojang to develop their game.
Mostly because the wording is really fucking vague, like... will ANYONE who makes a mod have to have this license, or can people still do their current thing? Cause if it's the first one, we'll see 90% of the mods go poof.
Edit: I suppose one incredibly cynical view is that this means people pay Mojang to develop their game.
I did kinda-sorta feel like this for a while, but I haven't really thought a whole lot about it yet.
I think it's a very bad solution for people just wanting to make small mods. This isn't a mod API, this is access to the entire Minecraft source code. That's a whole lot more low-level than an API. I was expecting something more like what Blizzard does for WoW: you have an API you can write shit for with Lua. This is Java all the way down.
I wouldn't go so far as to say they're getting people to pay to make their game, but it does seem incredibly backwards to charge for a modding API. I can't think of any other company doing this, but I'm not well educated on mod API history. I know Valve have free tools, and Crytek will soon be releasing one with no mention of a charge.
I can see Mojang charging about €15 for this. Multiply that by an ambitious... 500 sales? Probably a lot less than that: mod-makers have been getting along without too much trouble already, and as long as Bukkit stays on the game, they'll continue to do so. Does Mojang need that money so badly? I've not had a problem with anything Mojang's done until now - they seem to breaking rules that much larger developers don't. You just don't charge for an API. You either don't release one, or you release one for free. You make your money from licensing full-blown mods.
Yeah, I was thinking essentially Garry's Mod. A lua interpreter for people who want to make their own blocks/game types/creatures/whatever (ie 90% of mods). Or just at a minimum some official version of Modloader that helps the update treadmill a bit. The thing is, as far as I understand it, currently modding Minecraft means essentially taking portions of the game's code, changing it, and inserting it back into the client (either manually or with something like Modloader). How this differs from doing that (albeit without having to decompile and deobfuscate every game update), I'm not sure.
Here's a random thought: Mojang is too small to do a proper mod API. It is after all a fair amount of work to do all the initial hooks between the API and the full source.
So it was either "full access now" or "an API when pigs fly".
Oh yeah, definitely. But imagine the PR they would get if they instead hired the Bukkit guys for the single project. They've got the money, and there's people who can do the job.
It's Java, the source is already kind of out there, it's just slightly obfusticated.
The plan seemed to involve access to the git repository though, so in essence realtime access to the source rather than monthly updates.
Then again, whether that makes a material amount of difference is another question. Pirating MC isn't exactly hard right now, so making it any easier may be entirely superfluous.
Edit: It should be noted that one of the reasons Infiniminer died was a source code leak, which led to incompatible forks and such. It's possible this may have been a half-baked idea Notch thought of to prevent that from happening, but who knows. This just seems so weird - why propose something so radical, then almost immediately step back from it?
Posts
Bonemeal did the trick. There's a very small chance that any tree can sprout into a super-tree (bigger than normal, with branches), and it seems that confining the tree so that a small one is impossible, since the size of a small tree would mean trying to make leaves in the wall, and spamming bonemeal means that despite the small chance of getting a super-tree, you can essentially brute-force the game into rolling the dice over and over every time you use the bonemeal before it finally manages to spawn one.
Old PA forum lookalike style for the new forums | My ko-fi donation thing.
and compatible with 1.5 if i'm reading right.
https://dust514.com/recruit/kUfWrW/
Old PA forum lookalike style for the new forums | My ko-fi donation thing.
I'm seeding the multiplayer world for the first time, and before I invite all of my friends I want to find the perfect starting point. I'm crippled with indecision over what sort of world to start everyone in. Halp!
I tried out the Soartex texture pack, and it is amazing. Also the 64x64 texures turn my game into a Slideshow. SO ANNOYED WITH THIS DAMN LAPTOP! I wish I had upgrade money right now.
Sir, that is glorious.
I had to cheat slightly and revert the server to 1.5 from 1.5_2 but w/e. I can live with the bugs but cant live with the nonfreezing water.
Skulls for the skull throne?
http://www.youtube.com/watch?v=UGo7iMUcxLc
http://www.youtube.com/watch?v=Udp5ozoYfxM
were do i sign up to join the army to take down the evil cult?
https://dust514.com/recruit/kUfWrW/
And the worst part, is that my bottle of gin is almost empty!
I can't be arsed dealing with the possibility of drowning or the extreme darkness.
http://www.minecraftforum.net/viewtopic.php?f=25&t=120185
LOL: Batmantis
MTGO: Batmantis88
Battlemans: DiscoCabbage | Elite: Dangerous: Aleksandr Khabaj
Is it bad I still haven't updated from the base 1.4?
Well I would be in that situation but I decided to dive into 1.5 after hearing that most plugins still function. Also I was expecting bukkit to have put out a 1.5 recommended build and people were getting ansy.
Thankfully the essentials team picked up groupmanager, as I would still be on 617 if they hadn't updated it themselves.
I hate to use their group manager but doesn't seem to be much of an option.
Yeah, I would have much preferred for the dev to have continued support for it, but not much that can be done. Its still better then permissions is in my opinion.
The fact that the default permissions, even with the new dev, still doesn't support making changes in game, is surprising.
Thoughts? This seems kind of an odd way to go about things, and adding money to the equation seems questionable. Might just be me, though. That said, overall this doesn't seem to work well with those that might want to just casually make a little mod or two. Even the bigger modders don't seem to benefit a lot, as modding generally just means decompiling and deobfuscating the code, then updating things to work with the new version, so all this does is give them a bit of a headstart (at least, from what I understand given my brief forays into MC modding).
What he says about a modding API may be true (that it wouldn't really help the more complex mods, like Mo' Creatures and Finite Liquids, but even then it would just mean they deal with the status quo while smaller mods become easier and less frustrating to update), but this doesn't seem like the only answer.
Edit: I suppose one incredibly cynical view is that this means people pay Mojang to develop their game.
Old PA forum lookalike style for the new forums | My ko-fi donation thing.
Mostly because the wording is really fucking vague, like... will ANYONE who makes a mod have to have this license, or can people still do their current thing? Cause if it's the first one, we'll see 90% of the mods go poof.
I did kinda-sorta feel like this for a while, but I haven't really thought a whole lot about it yet.
I think it's a very bad solution for people just wanting to make small mods. This isn't a mod API, this is access to the entire Minecraft source code. That's a whole lot more low-level than an API. I was expecting something more like what Blizzard does for WoW: you have an API you can write shit for with Lua. This is Java all the way down.
I can see Mojang charging about €15 for this. Multiply that by an ambitious... 500 sales? Probably a lot less than that: mod-makers have been getting along without too much trouble already, and as long as Bukkit stays on the game, they'll continue to do so. Does Mojang need that money so badly? I've not had a problem with anything Mojang's done until now - they seem to breaking rules that much larger developers don't. You just don't charge for an API. You either don't release one, or you release one for free. You make your money from licensing full-blown mods.
Old PA forum lookalike style for the new forums | My ko-fi donation thing.
So it was either "full access now" or "an API when pigs fly".
http://notch.tumblr.com/
That's the fastest backtrack I've ever seen. But then again... wouldn't that just mean rampant piracy, given everyone would have source access?
Old PA forum lookalike style for the new forums | My ko-fi donation thing.
Steam
Really, "ensure quality"? Here's a shocking idea: let the community decide what is good and what gets used.
The plan seemed to involve access to the git repository though, so in essence realtime access to the source rather than monthly updates.
Then again, whether that makes a material amount of difference is another question. Pirating MC isn't exactly hard right now, so making it any easier may be entirely superfluous.
Edit: It should be noted that one of the reasons Infiniminer died was a source code leak, which led to incompatible forks and such. It's possible this may have been a half-baked idea Notch thought of to prevent that from happening, but who knows. This just seems so weird - why propose something so radical, then almost immediately step back from it?
Old PA forum lookalike style for the new forums | My ko-fi donation thing.