It didn't turn out the way I was hoping, but I spawned on a tall island mountain. It wasn't practical to do any building on top of it (the mountain was so steep that I couldn't actually reach the bonus chest I spawned with). I built my base inside it, and tried to do it as a series of Russian nesting dolls. It was an interesting experiment, but inside the close confines of a mountain you completely lost the effect and it just turned into blobs of color.
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Sep 17, 2017DuhDerp posted a message on Is there any way to see every server I bought a rank on?Posted in: Discussion
And no, changing your username will not affect anything. At least, it didn't when I changed my Minecraft username from what it was to what it is now, after I bought perks off a small server
This depends on when it was purchased and perhaps more importantly whether the specific server had been upgraded to the new UUID system at the time. Under the current system (the new UUID system), each unique account is given an ID number that connects account stuff to your in-game stuff. This meant that it doesn't matter what your name happens to be at the time, your dogs and cats, ender chests, plots and claims, and attached perks would still recognize you as you. Under the old system, which is used by legit servers refusing to upgrade to/past versions that implemented UUID and approximately imitated by cracked servers (which removed/disabled the whole authentication process and therefore cannot access who you really are), once you changed your name you lost access to anything that was owned by you.
It's been a long, long while since the UUID was put into place, however, so other than cracked servers there's probably nobody left using the old system by now.
Sep 17, 2017Posted in: Discussion
I believe you can also click on the lower right corner of the main splash screen, where it says Mojang AB. That was put in for those who just wanted to see the credits/poem without actually getting to the end and killing the dragon. Since you're not in a world, it probably doesn't flip the seen switch.
Sep 16, 2017Posted in: Suggestions
I imagine maps could be given an inventory (9 slots should be plenty without overcrowding the map) under the new item scheme being created for 1.13/1.14, accessible via shift-rightclicking without a block selected. Nametags could be used as markers:
1)shift-rightclick on a block to set the name and the coordinates. The name would initially be recorded as the block selected. The coordinates would be a new, separate value used only by the map item to construct map markers shown on the map display.
2)use an anvil to change the name. There could be 6 different reserved names of the same style as _Jeb, Grumm, or Toast that trigger the use of a special icon, with anything else showing just the text name or a player head icon. Perhaps some hilarity could be extended to these special names being used on mobs, but otherwise it'd be something specific to the map functionality.
You would just need to open up the map's inventory and move the nametags into it, and if done in this way we wouldn't have to worry about a limited number of markers (beyond the size of the inventory applied to the map item). We'd still only have the 6 icons for predefined stuff, but perhaps the new system will remove or improve upon that restriction as well. Additionally, if they're kept as separate items stored within we can easily add/remove them as the world (or the map's owner) changes.
Edit: alternatively, we could give simple arrows a rename in an anvil using a "name: text;pos: text" format, to be parsed and applied by the map rendering code so it doesn't interact with the nametagging of mobs. Perhaps also include a icon property for use in resource packs or something downloadable by the user (which I assume would untie them from the 6 slots left that you referenced).
Sep 13, 2017DuhDerp posted a message on The most efficient and practical way to branch/strip mine.Posted in: Survival Mode
Because coal. Silk Touch is great when you know what you want to get, but it's far more practical from a storage perspective to smelt as needed. I still try to enforce some limits on myself, however, so if I hit my self-imposed cap on cobble then any more after I'll just turn into smooth stone, then stone brick, and so forth.
Sep 13, 2017DuhDerp posted a message on What is your opinion on raiding as a form of protest?Posted in: Discussion
Raiding as a form of protest generally means either:
1)you're a troublemaker, got caught and dealt with, and are now back with a vengeance to prove that you can't be taken down so easily
2)you know someone who got in trouble, believed their side of the story, and tried to insert yourself into the situation as an uninvolved 3rd party. Having been shut out by the staff (because you're an uninvolved 3rd party, being neither staff nor the person dealt with for the infraction), you're taking to the public eye to try to crowdsource your campaign for change. You're bound to just make a fool of yourself as you finally push the owner to reveal more information about what happened and showing that your friend lied to you about what went down (this could also potentially backfire by turning the public against you as well).
Sep 13, 2017DuhDerp posted a message on [Help] Minecraft 1.7.10 with mods installed, fps down on an Intermediate LaptopPosted in: Modded Client Support
That being said, I'm still confused as to your frame rate not changing between lowering Minecraft settings (this did include lowering render distance too?), but I'm also confused at that graphics running Crysis or whatever on Ultra too though. My laptop with a Core i3 4010U (1.6 GHz), 6 GB RAM, SSD, and Intel HD 4400 runs the game (version 1.10) decently-ish (would guess between 40 FPS and 60 FPS but I never really monitored it) at medium-high settings with a render distance of 10 or 12. I don't use mods though besides Optifine, so have you tried without mods?
I do not know if this is different in 1.7.10 versions or not, but Optifine gives you detailed control over the different types of particles and animations in the game whereas in vanilla all you get control of is how pervasive particle use is (all, minimal, off). In the 1.10+ versions of Optifine, there are something like 25 different effects in this section and they control things like fire, lava, lava particles, water, and terrain. Most of these are fairly limited in scope (entirely or for the majority of playing scenarios) and therefore while they do help with lag they basically don't really provide much improvement overall. Terrain animations, however, seem to have a millions-of-blocks amount of impact and by turning this one option off you can significantly improve lag issues without changing anything else at all.
Some of the animations are too obvious, and I find turning them off just makes the world look extremely weird (at times, I've even gotten disoriented by it).
Sep 13, 2017Posted in: Discussion
Tutorials: Gnembon (he's more about the principles behind the farm, less about the "okay, place this block here, then another block, break this block...")
Building: Grian (he watches Iskall85, too, and Iskall is just tickled pink about it; wouldn't be surprised if one day he does a collab or something with him)
"Everyman": Mojo in the Wild, ToAsgaard, Vaygrim (part of the Direwolf20 crew, think he might do mainly streaming though)
Server Owners (catching hackers, trolling, server play[factions, minigames, etc]): DoniBobes, RGAGaming, CreepersEdge
Sep 11, 2017DuhDerp posted a message on Is Intel HD Graphics is enough to have a lag free modded survival?Posted in: Discussion
Can you elaborate? I remember versions 1.3, 1.7, and 1.8 all having severe performance impacts (1.7 and 1.8 especially were horrible), but when I went from 1.8 to 1.9, and then from 1.9 to 1.10 where I now am, I didn't notice anything.
The lag I still do notice is that initial horrible lag for about ten seconds when entering the Nether (started with 1.8 and even affects my faster PC) and my weaker PC only has issues with jungles, but strangely it seems to just be select ones, and only when looking at them (started with 1.7). I like to keep myself informed on performance impacts and changes, so what are the terrain animations and what did they do? I wonder if it might be worth trying to change on my weaker PC.
There are roughly 25 different animation options that can be separately toggled. Terrain seems to be by far the most expansive one, with all the others being for things that are either frequent but limited (ie, water/lava, fire, etc) or just rare entirely. Given how vastly the game improves by turning it off by itself, my relatively uneducated guess is that it affects the way grass and leaves gets rendered (coloring and biome blending still happens). Aside from a generally complete lack of lag, I don't notice anything different about leaf or grass blocks so it might be a far more subtle result than turning off the water/lava/fire animations (this makes those things look completely weird to the point of disorientation to me).
I assume it also affects blocks like prismarine that have an actual animation (prismarine will change colors from green to blue), but I'm generally nowhere near the stuff so I don't actually know one way or the other. Unless there's just some underlying thing applied to every block even if it's unused by said block, I can't imagine what else it would apply to that isn't already covered by the other options (my further assumption is that anything affected by those other options isn't handled by Terrain).
Sep 10, 2017Posted in: Survival Mode
It will probably just be fastest to spawnproof a wide area of caves below the surface and attracting any endermen you can catch up with, but you could also build a mobgrinder to avoid having to run around the surface in the first place.
One very simple and fast design is to simply build a grid of bunkers, manholes, or hunting stands (very tiny enclosures to give you some protection if/when you need a rest or a timeout) all interconnected via a series of enclosed trenches. You can cache supplies (ie, arrows) at each station, and if you spot an enderman too far away or none at your current location you can move around to keep fighting instead of wasting starlight waiting for endermen to show up. Enclose each station with a small fence to keep other mobs away, and if you need to jump into no-man's land carpets can let you cross the fence easily. The fence can also be used to your advantage to filter aggro endermen to you without those other mobs getting in the way (endermen will just teleport inside the fence to get to you). The majority of this work will simply be the spawnproofing to force spawns to the surface and teleport-proofing to keep the endermen there.
But, you know, all that running around a large area can be pretty inefficient. A contained mob grinder, though it may require a bunch of time/materials upfront to set up plus all the spawnproofing to make the rates worthwhile, can free up all of your time to handle other things.
Sep 10, 2017Posted in: Discussion
Is this within a single version of Minecraft, or was this particular shaft in an area of the world that spanned many different versions (for example, chunks generated in 1.7.10 then the server upgraded to 1.8 or later)? At particular version boundaries, key underlying mechanics regarding worldgen and world data were changed which caused all entities to be deleted or even IDs switched around (so all that smooth stone in the nearby mountain potentially could've turned into, say, blue wool.)
Another scenario wherein things like chests could go missing (although I think it's more along the lines of inventories being deleted rather than the inventory block items themselves) is when the appropriate structures datafile was tampered with. The game would not regenerate existing, explored structures and you would end up with whole nether fortresses and such where all the chests were empty or just not there (the latter I believe happened when Nether Fortresses were first introduced into Minecraft, they first appeared without chests in the snapshots and then later were given chests...those who found snapshot-generated fortresses didn't get any loot from them.)
Sep 10, 2017Posted in: Discussion
We probably shouldn't be discussing bots at all, but bots that completely play the game for you so you don't actually even have to be in your chair at the computer at all have existed since at least as far back as 1.7.10 and probably much earlier than that. They are possible, but much like mob grinders very few people wish to put in that amount of work to make them happen so they take shortcuts that easily get them caught.
Sep 10, 2017DuhDerp posted a message on Is Intel HD Graphics is enough to have a lag free modded survival?Posted in: Discussion
(Recent) versions of vanilla/modded Minecraft seem to use much more complex graphics stuff by default, which just adds to the extreme load the renderer gets put under. While the OP will definitely have to tweak things a little bit more, most of the rest of us who maybe played fine with 1.7.10-1.9 but now have major issues with 1.10+ can pretty much wipe out 90% of the lag issue by turning off a single particle type via the Animations (Terrain animations) settings provided by Optifine.
Render distance, fast/fancy graphics, fast render, fast math, and all the other stuff we can tweak via vanilla/optifine settings? Combined they don't really come close to the wreckage that Terrain animations does to Minecraft.
Sep 10, 2017Posted in: Discussion
Water is a transparent block, despite reducing light sources by 2 for every block traveled through. If all that's between your bobber and the sun are transparent blocks then you are considered to have direct access to the sky even if no skylight can reach you.
I think it should be different, based on the amount of actual sunlight reaching the bobber, so that the change in rates isn't so abrupt.
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