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[Minecraft] Beta testers at war

1888991939499

Posts

  • Duke 2.0Duke 2.0 Time Trash Cat Registered User regular
    New snapshot. Includes Fireworks and books you can enchant a single effect on, which can be used to combine with equipment in the anvil.

    But really all you need to know is that there is a firework effect that is crafted with diamonds, to really show the neighbors how excessively rich you are.

    VRXwDW7.png
  • AaronKIAaronKI Registered User regular
    Smelt Netherack to get Nether Bricks.
    Can be crafted into Nether Brick Slabs.

    Nice.

    soempty.jpg
  • ArcSynArcSyn Registered User regular
    AaronKI wrote: »
    Smelt Netherack to get Nether Bricks.
    Can be crafted into Nether Brick Slabs.

    Nice.

    Wait, we can make Nether brick now? Woo!

    4dm3dwuxq302.png
  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    I logged in tonight to find an Enderman chilling in my house. He was 5 feet from my face.

    And then to add insult to injury, he vanished before I could kill him for his pearl.

    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
  • MuddBuddMuddBudd Registered User regular
    Aegis wrote: »
    I logged in tonight to find an Enderman chilling in my house. He was 5 feet from my face.

    And then to add insult to injury, he vanished before I could kill him for his pearl.

    Did he steal part of your wall?

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • Forbe!Forbe! Registered User regular
    PierceNeck wrote: »
    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?

    Take a look into running Terrain Control mod. It allows you to set biome creation parameters, overall biome size, which biomes spawn next to others, how frequently caves/canyons are created, where buildings spawn if at all (dungeons, towns, etc). You can also change average terrain height, how tall the terrain is, etc. Too many features to really explain in one post. It has a bit of a learning curve, but for the best seamless creation of a map with little work to be done, its the way to go, IMHO.

    There is even an option to make specific biomes as islands, so if you get your settings right, you can spawn a large ocean with intermittent biomes as islands. Another option would be to set up a map as just straight ocean, then make smaller maps with the specific island you want and then go back with MC edit and transfer the landmasses over.

    bv2ylq8pac8s.png
  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    MuddBudd wrote: »
    Aegis wrote: »
    I logged in tonight to find an Enderman chilling in my house. He was 5 feet from my face.

    And then to add insult to injury, he vanished before I could kill him for his pearl.

    Did he steal part of your wall?

    My wall is thankfully still only temporary cobblestone so no. He was carrying around dirt.

    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
  • HounHoun Registered User regular
    MuddBudd wrote: »
    Aegis wrote: »
    I logged in tonight to find an Enderman chilling in my house. He was 5 feet from my face.

    And then to add insult to injury, he vanished before I could kill him for his pearl.

    Did he steal part of your wall?

    https://www.youtube.com/watch?v=WJsMNjp_JFA

  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    Hahahaha, that video is great.

    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
  • lu tzelu tze Sweeping the monestary steps.Registered User regular
    When did they put in the new attack sounds for Endermen? They're fucking terrifying.

    World's best janitor
  • FleebFleeb has all of the fleeb juice Registered User regular
    edited December 2012
    Blarg ignore me

    Fleeb on
  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    lu tze wrote: »
    When did they put in the new attack sounds for Endermen? They're fucking terrifying.

    I KNOW RIGHT

    I was in the old Underdark map exploring LumberIce and came across one of them. Uuuuururrghhh scary

  • MackenzierMackenzier Gold Star Police Ninja Lurking... less than usual.Registered User regular
    That video is great, just the attitude of complete acceptance alone.

    I've always had a tendancy to build cavernous structures, but now I'm continually worried that I'm going to be playing host to the next Enderman Social.

    Steam: Mackenzier
    FFRK: 9rRG
  • FleebFleeb has all of the fleeb juice Registered User regular
    edited December 2012
    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)

    Well, so far I can get Extrabiomes to work using the latest experimental use-at-your-own risk versions of Forge and Extrabiomes. Adding in any other mods tho is an exercise in frustration. It works with Thaumcraft, but as soon as I add Mystcraft it starts crashing. Same with Mo'Creatures. God dammit they need to get modding working right, this is ridiculous.

    On another subject, what's the name of the mod that makes trees easier to harvest, where you just have to break one block? I thought it was Forestry, but that does way more than I'm interested in.

    Fleeb on
  • DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    edited December 2012
    Fleeb wrote: »
    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)

    Well, so far I can get Extrabiomes to work using the latest experimental use-at-your-own risk versions of Forge and Extrabiomes. Adding in any other mods tho is an exercise in frustration. It works with Thaumcraft, but as soon as I add Mystcraft it starts crashing. Same with Mo'Creatures. God dammit they need to get modding working right, this is ridiculous.

    On another subject, what's the name of the mod that makes trees easier to harvest, where you just have to break one block? I thought it was Forestry, but that does way more than I'm interested in.


    I know I mentioned it earlier, to MuddBudd but did you check to make sure it's not block id conflicts? Mystcraft's blocks conflict with some of Extra Biome's blocks and you have to change the id numbers for them or else the game will crash on startup. Remember to scan the crash log (if you're using Magic Launcher and testing before running it should come up automatically, I don't know what happens if you're just doing manual mod installs), and look up in this quote tree to find out how to change the ids.

    Darmak on
    JtgVX0H.png
  • FleebFleeb has all of the fleeb juice Registered User regular
    edited December 2012
    I totally missed that, thanks!

    Yup, worked. Just changed redrockslab.id to 2242, super easy.

    Fleeb on
  • lu tzelu tze Sweeping the monestary steps.Registered User regular
    Darmak wrote: »
    Darmak wrote: »
    Fleeb wrote: »
    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)

    Well, so far I can get Extrabiomes to work using the latest experimental use-at-your-own risk versions of Forge and Extrabiomes. Adding in any other mods tho is an exercise in frustration. It works with Thaumcraft, but as soon as I add Mystcraft it starts crashing. Same with Mo'Creatures. God dammit they need to get modding working right, this is ridiculous.

    On another subject, what's the name of the mod that makes trees easier to harvest, where you just have to break one block? I thought it was Forestry, but that does way more than I'm interested in.


    I know I mentioned it earlier, to MuddBudd but did you check to make sure it's not block id conflicts? Mystcraft's blocks conflict with some of Extra Biome's blocks and you have to change the id numbers for them or else the game will crash on startup. Remember to scan the crash log (if you're using Magic Launcher and testing before running it should come up automatically, I don't know what happens if you're just doing manual mod installs), and look up in this quote tree to find out how to change the ids.
    The crash report tells you which ID is conflicting, then you can change it in the configs.

    You'll only get one ID per crash though, so it can get annoying if lots of blocks conflict. I swear I read somewhere that Forge's modloader would change conflicting IDs automatically, but I must have dreamt it.

    P.S. TreeCapitator is what you're looking for. There's also another mod that does exactly the same thing, but I can't remember its name. TreeCapitator is the more famous.

    World's best janitor
  • DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    Yeah, I know how the crash log works, I was saying I don't know if it pops up if you're doing manual mod installs or if you have to go find and open the crash log yourself.

    I did forget to mention that it only shows you one id conflict at a time, so you'd have to change one block id until you got it right, then the next block, then the next, etc.

    Or do what I did and change every Mystcraft block all at once just to make sure. :rotate:

    JtgVX0H.png
  • FleebFleeb has all of the fleeb juice Registered User regular
    lu tze wrote: »
    Darmak wrote: »
    Darmak wrote: »
    Fleeb wrote: »
    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)

    Well, so far I can get Extrabiomes to work using the latest experimental use-at-your-own risk versions of Forge and Extrabiomes. Adding in any other mods tho is an exercise in frustration. It works with Thaumcraft, but as soon as I add Mystcraft it starts crashing. Same with Mo'Creatures. God dammit they need to get modding working right, this is ridiculous.

    On another subject, what's the name of the mod that makes trees easier to harvest, where you just have to break one block? I thought it was Forestry, but that does way more than I'm interested in.


    I know I mentioned it earlier, to MuddBudd but did you check to make sure it's not block id conflicts? Mystcraft's blocks conflict with some of Extra Biome's blocks and you have to change the id numbers for them or else the game will crash on startup. Remember to scan the crash log (if you're using Magic Launcher and testing before running it should come up automatically, I don't know what happens if you're just doing manual mod installs), and look up in this quote tree to find out how to change the ids.
    The crash report tells you which ID is conflicting, then you can change it in the configs.

    You'll only get one ID per crash though, so it can get annoying if lots of blocks conflict. I swear I read somewhere that Forge's modloader would change conflicting IDs automatically, but I must have dreamt it.

    P.S. TreeCapitator is what you're looking for. There's also another mod that does exactly the same thing, but I can't remember its name. TreeCapitator is the more famous.

    Yeah had to edit the cfg manually. No biggie because it was just the one conflict. TreeCapitator, that's the one. Danke!

    Darmak
  • lu tzelu tze Sweeping the monestary steps.Registered User regular
    edited December 2012
    Darmak wrote: »
    Yeah, I know how the crash log works, I was saying I don't know if it pops up if you're doing manual mod installs or if you have to go find and open the crash log yourself.
    A report is displayed when the game crashes, that's what I meant. It displays the log for you.

    lu tze on
    World's best janitor
  • AkimboEGAkimboEG Mr. Fancypants Wears very fine pants indeedRegistered User regular
    Fleeb wrote: »
    I totally missed that, thanks!

    Yup, worked. Just changed redrockslab.id to 2242, super easy.
    Yeah, the dev versions of EBXL are conflicting with Mystcraft. The next version (3.6.0), which should be out soon, adheres to some new Forge guidelines for id allocations and should no longer conflict. Specifically:
    Changed default blockIds to conform to new Forge partitioning of 4096 blockID space. New defaults are:
    Terrain blocks begin at 255 and descend. Currently this consumes ids 255 and 254.
    Other blocks begin at 2200 and ascend. Currently 2200 thru 2223 are in use.

    Give me a kiss to build a dream on; And my imagination will thrive upon that kiss; Sweetheart, I ask no more than this; A kiss to build a dream on
  • MuddBuddMuddBudd Registered User regular
    Like I said, for me at least, it's crashing with just Extrabiomes and Forge active, no Mystcraft installed at all.

    I can live without Extrabiomes.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • FleebFleeb has all of the fleeb juice Registered User regular
    edited December 2012
    Great, now something I've done seems to have deleted my custom skin. And even if I re upload it I'm still stuck as ugly Steve :(

    Fleeb on
  • PierceNeckPierceNeck Registered User regular
    Forbe! wrote: »
    PierceNeck wrote: »
    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?

    Take a look into running Terrain Control mod. It allows you to set biome creation parameters, overall biome size, which biomes spawn next to others, how frequently caves/canyons are created, where buildings spawn if at all (dungeons, towns, etc). You can also change average terrain height, how tall the terrain is, etc. Too many features to really explain in one post. It has a bit of a learning curve, but for the best seamless creation of a map with little work to be done, its the way to go, IMHO.

    There is even an option to make specific biomes as islands, so if you get your settings right, you can spawn a large ocean with intermittent biomes as islands. Another option would be to set up a map as just straight ocean, then make smaller maps with the specific island you want and then go back with MC edit and transfer the landmasses over.
    That sounds interesting, and I'm going to check it out. But it doesn't sound like it does what I'm looking for. I want to custom build each land mass because every cluster of islands/asteroid things are going to have a unique look to them as well as have a specific biome. And I don't want any other available land except for what I build.

    Of course, once I look at it, it may do exactly what I want.

    steam_sig.png
  • SeriouslySeriously Registered User regular
    that happens a lot actually, it's probably not anything you did


    these days I can't stand the sight of steve so whenever I download a new snapshot I replace the default skin with my own

  • HounHoun Registered User regular
    Fleeb wrote: »
    Great, now something I've done seems to have deleted my custom skin. And even if I re upload it I'm still stuck as ugly Steve :(

    Isn't this usually caused by an authentication issue?

  • Forbe!Forbe! Registered User regular
    edited December 2012
    PierceNeck wrote: »
    That sounds interesting, and I'm going to check it out. But it doesn't sound like it does what I'm looking for. I want to custom build each land mass because every cluster of islands/asteroid things are going to have a unique look to them as well as have a specific biome. And I don't want any other available land except for what I build.

    Of course, once I look at it, it may do exactly what I want.

    Well, like I said, you can set the variables for biomes to generate anything from super huge floating continents, an endless ocean with tiny islands, or an infinite desert (i.imgur.com/gr3au.jpg). Personally, I've used it to make custom maps like you've described (large ocean with biome specific islands), using TC to generate assets to add to a map. TC does the bulk of the work once you figure out how to hone in the settings, then its a a matter of transferring it with MCEDIT and blending it into the map.

    Forbe! on
    bv2ylq8pac8s.png
  • PierceNeckPierceNeck Registered User regular
    Oh ok I see what you're saying. Yeah that sounds like it could save a ton of time.

    steam_sig.png
  • FleebFleeb has all of the fleeb juice Registered User regular
    Seriously wrote: »
    that happens a lot actually, it's probably not anything you did


    these days I can't stand the sight of steve so whenever I download a new snapshot I replace the default skin with my own

    How? Through your minecraft.net profile or is it in the .jar somewhere?

  • SeriouslySeriously Registered User regular
    in the jar

    it's a file labled "char" in the mob folder

  • FleebFleeb has all of the fleeb juice Registered User regular
    Nyah hah. Thanks!

  • lu tzelu tze Sweeping the monestary steps.Registered User regular
    edited December 2012
    Seriously wrote: »
    that happens a lot actually, it's probably not anything you did


    these days I can't stand the sight of steve so whenever I download a new snapshot I replace the default skin with my own
    Won't that only work for your client though?

    You'll be prancing around thinking you're a suave ninja viking or something, and everyone else will just be seeing Steve's ugly, gormless mug.

    lu tze on
    World's best janitor
  • SeriouslySeriously Registered User regular
    yeah

    this is a fix for my eyes though

  • lu tzelu tze Sweeping the monestary steps.Registered User regular
    Selfish bastard!

    World's best janitor
  • HounHoun Registered User regular
    Why not just upload your skin to your account on minecraft.net?

  • SeriouslySeriously Registered User regular
    I did

  • FleebFleeb has all of the fleeb juice Registered User regular
    Yup, same, ain't taking effect.
    Houn wrote: »
    Fleeb wrote: »
    Great, now something I've done seems to have deleted my custom skin. And even if I re upload it I'm still stuck as ugly Steve :(

    Isn't this usually caused by an authentication issue?

    Maybe, I suppose. I'm logging in fine tho, to both the minecraft.net profile and into the client. No errors that I can see.

  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    Regarding the current PA server, two questions: Have we found the Stronghold yet? And did someone setup a nether wart farm? I believe it's all been mined out from the nether (at least my trip there found nothing) and was hoping to find a farm to nab some seeds from to start my own for brewing.

    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
  • LostLost Registered User regular
    Aegis wrote: »
    Regarding the current PA server, two questions: Have we found the Stronghold yet? And did someone setup a nether wart farm? I believe it's all been mined out from the nether (at least my trip there found nothing) and was hoping to find a farm to nab some seeds from to start my own for brewing.

    I have a netherwart farm in my brewery. I can set you up with most of what you will need to get your brewing operation goin' (although I am hurting for blazerods, goo balls, and spider eyes)

  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    Lost wrote: »
    Aegis wrote: »
    Regarding the current PA server, two questions: Have we found the Stronghold yet? And did someone setup a nether wart farm? I believe it's all been mined out from the nether (at least my trip there found nothing) and was hoping to find a farm to nab some seeds from to start my own for brewing.

    I have a netherwart farm in my brewery. I can set you up with most of what you will need to get your brewing operation goin' (although I am hurting for blazerods, goo balls, and spider eyes)

    I've already got a brewery stand built and farmed some blaze rods for someone earlier today. I just need the wart really to get that under control.

    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
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