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CycloneSP wrote:The sun! it burns!!! Oh wait, that is just the aura of awesomeness coming off of FC. <puts on shades> Ah, much better.
Don't have the appropriate resources to do a proper check but when checked with a mob spawner: It would appear I was laboring under a false conception. Apologies for wasting your time.FlowerChild wrote:You very sure about that man? The spectacles use what is basically a copy/paste of the mob spawning code to determine what they see. To my knowledge, mobs only check the light-level of the block they spawn on (as in, at their feet), not the one above.The Phoenixian wrote:It seems that spectacles can get false positives: When lighting up a room they will detect if the floor is at or below light level seven even if the block above is 8 or higher.
If there is indeed an issue, I will of course fix it, but I think you may be misinterpreting how mob-spawning works.
Yeah, same here. Anything beyond Optifine and BTW in anarchy is cheating, imoTheAnarchitect wrote:Aha! The fact that this conflicts with Rei's Minimap is the hidden feature!
Seriously, I consider people using Minimap on an anarchy server to be a real problem, so the idea that they no longer work together pleases me.
Nice. I'm glad someone picked up on that. The description I plan for MCF will go something like this:Six wrote:Wow, it just struck me how much awesome lore this adds to Minecraft.
Endermen can teleport around freely.
When mobs spawn, it is essentially a one time teleport onto the map.
Ender spectacles show you where mobs can be teleported in.
Wow, ok, I was just wondering about that in my dev-diary thread. Sweet :)TheAnarchitect wrote:Aha! The fact that this conflicts with Rei's Minimap is the hidden feature!
Seriously, I consider people using Minimap on an anarchy server to be a real problem, so the idea that they no longer work together pleases me.
I'd guess that once they've gotten into a universe, it's fairly easy to move around inside. It's getting from universe to universe that's tricky. That's a totally uninformed guess, based on no information whatsoever.Sarudak wrote:Hm... Does this mean that endermen are/will be limited in where they can teleport to by light levels?
Well according to FC, the areas highlighted by the specs can only spawn mobs because they're weak spots in space-time and that's why ordinary hostile mobs can spawn in. The thing is though, none of the other mobs have the innate ability to teleport, so it makes sense that while they may need these spots to get into the overworld initially, once they're there they don't need to work as hard to move around.Sarudak wrote:Hm... Does this mean that endermen are/will be limited in where they can teleport to by light levels?
Rianaru wrote:As always, your updates drag us kicking and screaming towards our enjoyment. Bravo, sir.
Kaitocain wrote: Snow is not fire, so it can still rain.
That's what I've been wondering about too, and so far I haven't come up with a satisfactory answer. However, there's one thing that's been skipped over so far though. We know where endermen come from, but if all the monsters are slipping through these holes into the overworld, then where are they coming from?Prof_Ion wrote:So does this mean that torches posses the ability to strengthen these weeks spots? or is it light that does it? So suddenly magic torches or light strengthens weaknesses in time and space preventing monsters from teleporting to that spot with the exception of endermen?
Rianaru wrote:As always, your updates drag us kicking and screaming towards our enjoyment. Bravo, sir.
Narnia?Inatun wrote:That's what I've been wondering about too, and so far I haven't come up with a satisfactory answer. However, there's one thing that's been skipped over so far though. We know where endermen come from, but if all the monsters are slipping through these holes into the overworld, then where are they coming from?Prof_Ion wrote:So does this mean that torches posses the ability to strengthen these weeks spots? or is it light that does it? So suddenly magic torches or light strengthens weaknesses in time and space preventing monsters from teleporting to that spot with the exception of endermen?
<cues dramatic music>Inatun wrote: That's what I've been wondering about too, and so far I haven't come up with a satisfactory answer. However, there's one thing that's been skipped over so far though. We know where endermen come from, but if all the monsters are slipping through these holes into the overworld, then where are they coming from?
*click*... home, home is dead...FlowerChild wrote:<cues dramatic music>
FlowerChild wrote:I'm drawing a line in the soul sand.
finite8 wrote:Give me all your diamonds and your enchanted gear or your base is going to resemble a Chunk Error.
>:D oh this sounds like what is coming will be oh so fun, <Runs off to sharpen swords, and plan new base filled with water> (Edit: Then I remembered hard core buckets... OFF TO THE OCEAN! Though gives me a reason to finish extending my second rail to my ocean stronghold.)FlowerChild wrote:<cues dramatic music>
Perhaps you are within the safezone of the world spawn? Has anyone checked there to see if that has swirls when dark? I wonder if that being the spot where Steve was hurled into the world and seemingly bound to has anything to do with there not being monster spawns there...?DocHussey wrote:I'm wondering if that's all there is to these specs... I've never had any mobs spawn within my central area, however there are alot of swirls emitting from my home, both inside and near it. Maybe they have another use, FC went a little heavy on the code, or that I'm really frigging lucky...
And would Mob Spawners would be arcane artefacts that actively weaken the area around them when they sense a nearby sentient presence?Prof_Ion wrote:So does this mean that torches posses the ability to strengthen these weeks spots? or is it light that does it? So suddenly magic torches or light strengthens weaknesses in time and space preventing monsters from teleporting to that spot with the exception of endermen?
You're right in that there's a baseclass conflict BUT the minimap still works when you overwrite said class with the BTW version. In fact I was unable to find out what this class does for Rei's.TheAnarchitect wrote:Aha! The fact that this conflicts with Rei's Minimap is the hidden feature!
Seriously, I consider people using Minimap on an anarchy server to be a real problem, so the idea that they no longer work together pleases me.
Try the waypoint marker, the ones that float in the world itself instead of just on the map.M!C wrote:You're right in that there's a baseclass conflict BUT the minimap still works when you overwrite said class with the BTW version. In fact I was unable to find out what this class does for Rei's.TheAnarchitect wrote:Aha! The fact that this conflicts with Rei's Minimap is the hidden feature!
Seriously, I consider people using Minimap on an anarchy server to be a real problem, so the idea that they no longer work together pleases me.