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[Minecraft] Beta testers at war

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Posts

  • destroyah87destroyah87 They/Them She/HerRegistered User regular
    edited December 2012
    Dhalphir wrote: »
    Idea - sink the railway underwater into a glass tunnel.

    You got right ahead and build that dirt tunnel and hollow it out.

    You know, this right here is why Minecraft really needs a water-breathing enchantment/potion.

    I would love to build more stuff underwater, but it's always such an ordeal, not to mention dangerous, that I usually choose other projects to work on.

    destroyah87 on
    steam_sig.png
  • Forbe!Forbe! Registered User regular
    There are helmet enchantments that allow for extended underwater breathing/damage reduction due to lack of oxygen, as well as faster underwater mining.

    bv2ylq8pac8s.png
  • AlwaysNewDepthsAlwaysNewDepths Registered User regular
    edited December 2012
    AaronKI wrote: »
    https://dl.dropbox.com/u/104024798/The Underdark 3 (Final).zip (86mb)

    Due to popular demand (emphasis on demand) on the ArcBele server, here's the Pre-Converted version of the Underdark 3. I added a chest full of armor, tools, food, and torches at Spawn.

    There's some odd lighting in certain areas, but it's otherwise functional. For the most authentic experience, play with the Render Distance turned down to Short.

    Does the spawn stay loaded like it does in SMP? Because you can use a minecart + cobwebs or an item stack of -1(infinite dispenser) to create a intermittent signal to a command block to make night last forever so you don't see a sunlit sky in the distance on higher render distances.

    Also, If you guys find my underdark stash cube you shall never need diamond again.

    AlwaysNewDepths on
  • Styrofoam SammichStyrofoam Sammich WANT. normal (not weird)Registered User regular
    Well the bridge from Wang Town to Temperance is complete, though completely undetailed at the moment.

    wq09t4opzrlc.jpg
  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    edited December 2012
    Spooky Swamp is nearly complete, at least my initial ideas for it. Witch's Hut is up (Incidentally, WTB: One Witch) with a Nether Portal conveniently nearby to provide spooky sounds.

    I might cover the main swamp island with some more trees and vines and build another hut or something down the line. Maybe some pumpkins and jack-o-lanterns.

    Aegis on
    We'll see how long this blog lasts
    Currently DMing: None :(
    Characters
    [5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
  • HugglesHuggles Registered User regular
    Is anyone reading the thread playing with Thaumcraft 3? I'm getting wisps up the wazoo despite not really using much magic yet. Great mod though, highly recommended.

  • Al BaronAl Baron Registered User regular
    Nought wrote: »
    To whoever installed Treecapitator on the server. God Bless.
    I don't know why this mod is still a mod instead of a default thing.

    steam_sig.png
  • Duke 2.0Duke 2.0 Time Trash Cat Registered User regular
    I'm not getting any wisps, despite massively destabilizing the local nodes so they spawn. So far the node just spawns weird non-wisp mobs, grants short random buffs/debuffs and calls down lightning from time to time.

    Also really struggling to get a massive mob farm up. Seriously, you want a ton of feathers and leather. And blue wool depending on how much gold you want to transmute.

    VRXwDW7.png
  • DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    lu tze wrote: »
    Bele wrote: »
    I do not plan to put any mods that require forge on the server, so no extra mobs or blocks.

    This makes me happy. Mods are awesome but I got really sick of MC when I was spending more time curating my mod collection than actually playing the game. Maybe when the API comes out things will be easier to manage, but for now I am perfectly happy with a nice vanilla server
    Forge has its own modloader now, so it's the only thing you need to dig around inside the jar for. Everything else is pretty much drag and drop now, it's not that bad.

    I wouldn't hold your breath for that API, you'll end up pulling a Carradine.

    I know this is from the last page and someone else probably already mentioned this, but with Magic Launcher you never need to dig around inside the jar.

    JtgVX0H.png
  • HugglesHuggles Registered User regular
    Duke 2.0 wrote: »
    I'm not getting any wisps, despite massively destabilizing the local nodes so they spawn. So far the node just spawns weird non-wisp mobs, grants short random buffs/debuffs and calls down lightning from time to time.

    Also really struggling to get a massive mob farm up. Seriously, you want a ton of feathers and leather. And blue wool depending on how much gold you want to transmute.

    Huh. I guess I might just have pitched my house away from any nearby nodes or something. Maybe it has something to do with building it in/above one of those barrow-mound surface dungeons...

    I haven't seen a cow yet. None. Despite repeatedly massacring the local hordes of sheep, no cows. I ended up stealing a bookshelf from a nearby village instead. They certainly weren't using it, what with the zombie invasion and everything. I guess it was more than fair payment for saving the two of them who just so happened to live in a house with bookshelves.

  • RadiationRadiation Registered User regular
    Holy crap that farm we have set up by the village.
    That thing is amazing.

    PSN: jfrofl
  • FleebFleeb has all of the fleeb juice Registered User regular
    Cows and sheep, as far as the eye can see.

  • Duke 2.0Duke 2.0 Time Trash Cat Registered User regular
    So my singleplayer Thaumcraft world glitched out. One chunk near my home won't load, and from that bottomless abyss spawned thousands of sheep. Switching to creative mode to rain down damage potions isn't helping much, so I'll be forced to make a new world for schenanegans.

    VRXwDW7.png
  • DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    Duke 2.0 wrote: »
    So my singleplayer Thaumcraft world glitched out. One chunk near my home won't load, and from that bottomless abyss spawned thousands of sheep. Switching to creative mode to rain down damage potions isn't helping much, so I'll be forced to make a new world for schenanegans.

    I enjoy using Thaumcraft and Mystcraft together (plus Extra Biomes XL). It really adds to the magical aspect when you can create whole new worlds to harvest resources from and to explore. That and it looks totally sweet having books sitting on stands and stuff.

    JtgVX0H.png
    Huggles
  • JerikTelorianJerikTelorian Registered User regular
    Al Baron wrote: »
    Nought wrote: »
    To whoever installed Treecapitator on the server. God Bless.
    I don't know why this mod is still a mod instead of a default thing.

    The community is really fucked up about mods, and on more than one occasion there was a huge outcry because Mojang wanted to include a thing that was in a popular mod.

    SteamID -- JerikTelorian
    XBL: LiquidSnake2061
    Shade wrote: »
    Anyone notice how some things (mattresses and the copy machines in Highrise) are totally impenetrable? A steel wall, yeah that makes sense, but bullets should obliterate copy machines.

    I don't know about you, but I always buy a bullet proof printer. Its a lot more expensive, but I think the advantages are apparent.
  • HugglesHuggles Registered User regular
    edited December 2012
    Darmak wrote: »
    Duke 2.0 wrote: »
    So my singleplayer Thaumcraft world glitched out. One chunk near my home won't load, and from that bottomless abyss spawned thousands of sheep. Switching to creative mode to rain down damage potions isn't helping much, so I'll be forced to make a new world for schenanegans.

    I enjoy using Thaumcraft and Mystcraft together (plus Extra Biomes XL). It really adds to the magical aspect when you can create whole new worlds to harvest resources from and to explore. That and it looks totally sweet having books sitting on stands and stuff.

    I'm mostly testing out TC3, and I'm totally sold. I had a great time a while back on a survival-island style map with Mystcraft, ending up with a lonely wizard's mansion rising straight out of the ocean with nothing for miles around, linking to strange and unusual dimensions.

    I'm really considering running a magic-themed server for a few friends using TC3, Mystcraft and EE3 when Pahimar gets around to releasing a more feature-complete alpha. Also RP2 minus machines because fractional blocks and red alloy wiring is civilization, volcanoes are awesome and marble and basalt and their bricks really need to be vanilla blocks.

    TC3 has to be the best mod for internal explanation too. Too his credit, Azanor likes to obfuscate much of the mod, but gives you enough to go on that you can really figure it out instead of needing a wiki or NEI to find recipies. More mods need a Thaumonomicon!

    Huggles on
  • MuddBuddMuddBudd Registered User regular
    I am planning to start up a TC3+Mystcraft game, but I need to find texture pack first. I was using [email protected] textures for so long, and now those don't update.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • HugglesHuggles Registered User regular
    MuddBudd wrote: »
    I am planning to start up a TC3+Mystcraft game, but I need to find texture pack first. I was using [email protected] textures for so long, and now those don't update.

    Sphax BDcraft? It's one of my favourite texturepacks, though it is a little cartoony if that's not your cup of tea. I know a Thaumcraft addition is bring worked on, Mystcraft I'm less certain about.

  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    I've been using Sphax BDcraft too and it's gorgeous.

    We'll see how long this blog lasts
    Currently DMing: None :(
    Characters
    [5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
  • AaronKIAaronKI Registered User regular
    MuddBudd wrote: »
    Mystcraft

    Holy crap, that's awesome! I love that it even includes unstable Ages if you take Gehn's approach to writing.

    soempty.jpg
    Huggles
  • HugglesHuggles Registered User regular
    AaronKI wrote: »
    MuddBudd wrote: »
    Mystcraft

    Holy crap, that's awesome! I love that it even includes unstable Ages if you take Gehn's approach to writing.

    Underground bright cave jungle? Check. Infinite flat desert? Check. Snowy eternal night netherrack sky islands with enormous tree roots, mysterious obelisks, glowstone crystals, green sky and red mist? You betcha. Such a great mod.

  • MuddBuddMuddBudd Registered User regular
    edited December 2012
    Aegis wrote: »
    I've been using Sphax BDcraft too and it's gorgeous.

    I'll check it out.

    I'm also thinking of just updating the [email protected] set on my own. I think the last one is like, 1.25 though so it'd be a bit of work.

    As for Mystcraft, apparently he's updated instability since the last time I played, so now ages you create are far more likely to be stable unless you write them weird. (whereas randomly generated blank ages are always unstable)

    MuddBudd on
    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • HugglesHuggles Registered User regular
    Oh, my. Mystcraft is compatible with ExtrabiomesXL, adding new symbols for the new biomes. That's classy, right there.

  • SeriouslySeriously Registered User regular
    oh my

    I should update my mods

  • MechanicalMechanical Registered User regular
    Well that sounds like a great way to kill more time. Have to try that one out.

  • MuddBuddMuddBudd Registered User regular
    Huggles wrote: »
    Oh, my. Mystcraft is compatible with ExtrabiomesXL, adding new symbols for the new biomes. That's classy, right there.

    It doesn't seem to play well with Magic Launcher though, I can't launch a setup with ExtraBiomes without it crashing

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • MackenzierMackenzier Gold Star Police Ninja Lurking... less than usual.Registered User regular
    The gigantic hole is now complete, bask in its glory.

    ...

    Yeah, I said it.

    Steam: Mackenzier
    FFRK: 9rRG
  • Styrofoam SammichStyrofoam Sammich WANT. normal (not weird)Registered User regular
    Now you just have to fill it with something.

    wq09t4opzrlc.jpg
  • MvrckMvrck Dwarven MountainhomeRegistered User regular
    Working on it.

  • ArcSynArcSyn Registered User regular
    Congrats! That alone is quite the feat!

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  • MvrckMvrck Dwarven MountainhomeRegistered User regular
    Is it bad that I look at the overall footprint now that I have to actually start building (including probably 10x10 for an elevator) and am kinda going "I wish I had more floor space to work with"? I have absolutely no idea what is going on the 20+ levels on the inside of the tower yet, but I already feel cramped.

    I have issues.

  • RadiationRadiation Registered User regular
    EXPAND! It is the only way!

    PSN: jfrofl
  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    I feel so proud to finally have completed a pair of redstone-powered contraptions, after not really delving into wiring that much (outside of Tekkit in which wiring was literally laying wire down and building solar panels which is about as straightforward for a new person to understand, even if they do explode if you wired it incorrectly).

    Of course, now I wish for the ability to place blocks on top of redstone dust wire so that I don't have a texture on the side of the block preventing me from covering up the UGLY with another block on top.

    We'll see how long this blog lasts
    Currently DMing: None :(
    Characters
    [5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
  • HugglesHuggles Registered User regular
    Aegis wrote: »
    I feel so proud to finally have completed a pair of redstone-powered contraptions, after not really delving into wiring that much (outside of Tekkit in which wiring was literally laying wire down and building solar panels which is about as straightforward for a new person to understand, even if they do explode if you wired it incorrectly).

    Of course, now I wish for the ability to place blocks on top of redstone dust wire so that I don't have a texture on the side of the block preventing me from covering up the UGLY with another block on top.

    RP2 microblocks. Of course, then you might as well be using red alloy wire.

  • MuddBuddMuddBudd Registered User regular
    When did Single Player Commands stop coming with Worldedit built in?

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • PierceNeckPierceNeck Registered User regular
    I want to build a world that's entirely covered by ocean with clusters of large floating islands. And each cluster being a specific biome or theme. I believe mcedit will let me create a flat world with a few layers of sand and water, and then voxel sniper/world edit will let me create the land masses. What can I use to set the different areas to specific biomes?

    steam_sig.png
  • DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    MuddBudd wrote: »
    Huggles wrote: »
    Oh, my. Mystcraft is compatible with ExtrabiomesXL, adding new symbols for the new biomes. That's classy, right there.

    It doesn't seem to play well with Magic Launcher though, I can't launch a setup with ExtraBiomes without it crashing

    It's a conflict between block id's. Look at the error message and it should mention what block is causing the issue, you just go in the .cfg file (found in the config folder in the .minecraft folder) and change it's number and keep trying until all the conflicting id's are resolved. I'd say change the Mystcraft block id's since there's less blocks so it's just easier to mass change them all, I think I changed them from around 4096 to about 4056ish and everything worked fine.

    JtgVX0H.png
  • MuddBuddMuddBudd Registered User regular
    Darmak wrote: »
    MuddBudd wrote: »
    Huggles wrote: »
    Oh, my. Mystcraft is compatible with ExtrabiomesXL, adding new symbols for the new biomes. That's classy, right there.

    It doesn't seem to play well with Magic Launcher though, I can't launch a setup with ExtraBiomes without it crashing

    It's a conflict between block id's. Look at the error message and it should mention what block is causing the issue, you just go in the .cfg file (found in the config folder in the .minecraft folder) and change it's number and keep trying until all the conflicting id's are resolved. I'd say change the Mystcraft block id's since there's less blocks so it's just easier to mass change them all, I think I changed them from around 4096 to about 4056ish and everything worked fine.

    Even with just Extrabiomes enabled, it crashes my game. It's not a conflict with other mods that's the problem.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    MuddBudd wrote: »
    Darmak wrote: »
    MuddBudd wrote: »
    Huggles wrote: »
    Oh, my. Mystcraft is compatible with ExtrabiomesXL, adding new symbols for the new biomes. That's classy, right there.

    It doesn't seem to play well with Magic Launcher though, I can't launch a setup with ExtraBiomes without it crashing

    It's a conflict between block id's. Look at the error message and it should mention what block is causing the issue, you just go in the .cfg file (found in the config folder in the .minecraft folder) and change it's number and keep trying until all the conflicting id's are resolved. I'd say change the Mystcraft block id's since there's less blocks so it's just easier to mass change them all, I think I changed them from around 4096 to about 4056ish and everything worked fine.

    Even with just Extrabiomes enabled, it crashes my game. It's not a conflict with other mods that's the problem.

    Are you using the latest version of Forge? If you are, you need to grab the development version of Extra Biomes or else it won't work (and vice-versa if you have the dev version of EBXL without the latest version of Forge)

    JtgVX0H.png
  • MuddBuddMuddBudd Registered User regular
    Darmak wrote: »
    MuddBudd wrote: »
    Darmak wrote: »
    MuddBudd wrote: »
    Huggles wrote: »
    Oh, my. Mystcraft is compatible with ExtrabiomesXL, adding new symbols for the new biomes. That's classy, right there.

    It doesn't seem to play well with Magic Launcher though, I can't launch a setup with ExtraBiomes without it crashing

    It's a conflict between block id's. Look at the error message and it should mention what block is causing the issue, you just go in the .cfg file (found in the config folder in the .minecraft folder) and change it's number and keep trying until all the conflicting id's are resolved. I'd say change the Mystcraft block id's since there's less blocks so it's just easier to mass change them all, I think I changed them from around 4096 to about 4056ish and everything worked fine.

    Even with just Extrabiomes enabled, it crashes my game. It's not a conflict with other mods that's the problem.

    Are you using the latest version of Forge? If you are, you need to grab the development version of Extra Biomes or else it won't work (and vice-versa if you have the dev version of EBXL without the latest version of Forge)

    Hmm, that might be it. I'll try that tonight.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
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