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aliceingame

0.77.11 bug and translation mistake

162 posts in this topic

Additional question: I have created an SMP world and can't seem to find any sheep in it. Searched a couple days and a quite a distance from my home (used even an Rei's Map to help me track the animal mobs), but without success. Are there any conditions on spawning sheep?

 

All animals now have conditions for spawning based on climate. Sheep tend to spawn in high places like mountains, where it's a bit cooler.

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Name: Armor texture

 

 

Category: Annoying

 

 

Description: All armor pieces except for the two leather sets (No idea why there are two) are fine when in item form but when I put them on they render on me like this: http://prntscr.com/1qju02

 

 

Deleted your config?: Yes... same result... - P.S. is there a special texture pack? In the version before 1.6.2, the logo said TerrafirmaCraft... now its the vanilla minecraft. Is this intended? -

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Name: Armor texture

 

 

Category: Annoying

 

 

Description: All armor pieces except for the two leather sets (No idea why there are two) are fine when in item form but when I put them on they render on me like this: http://prntscr.com/1qju02

 

 

Deleted your config?: Yes... same result... - P.S. is there a special texture pack? In the version before 1.6.2, the logo said TerrafirmaCraft... now its the vanilla minecraft. Is this intended? -

 

 

Are you using any mods other than TFC and Forge?? Optifine for example?

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Are you using any mods other than TFC and Forge?? Optifine for example?

Well I was using MAtmos... but I uninstalled it today... could that affect the textures?

P.S. I even downloaded a TFC txt pack and I got the same result 

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Type: World generation error

Codename: Herobrine

Category: Non-essential

Description: On world gen blocks sometimes seem to have wrong IDs, including generation of vanilla player-made blocks.

Example screenshot:

Posted Image

Deleted your config?: Yes, this has happened on clean installation.

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So on our server (I'm an admin) I recently set the time to zero because I needed day to test something. Unexpectedly it reset the year back to 1000 and all the animals became invisible children that are basically useless. I'm not exactly sure why this happens but that's what happened. They are still there. They eat grass and take damage so they can be killed and replaced which is the action I have been taking to fix the problem

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So on our server (I'm an admin) I recently set the time to zero because I needed day to test something. Unexpectedly it reset the year back to 1000 and all the animals became invisible children that are basically useless. I'm not exactly sure why this happens but that's what happened. They are still there. They eat grass and take damage so they can be killed and replaced which is the action I have been taking to fix the problem

 

Setting the time to zero does indeed reset the calendar, which will screw up all the animals because their lifespan and age and all of those calculations are done off of the calendar. So since the date is now 1/1/1000, but they were born say 1/1/1005, they are now negative 5 years old according to the game, causing the issues you stated.

 

If you ever want to change the time of day, do NOT use 

/time set day/0

 Instead check the current time on the calendar and do 

/time add x000

 , where x = how many hours until the next sunrise.

 

So if it's 9pm, and sunrise is at 6am, you would want to do 

/time add 9000

That will make it sunrise of the next day and all time-based calculations will adjust as needed in the same way as if you had slept in a bed.

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Turns out, those vanilla iron blocks I posted in this thread are also attracting zombies. If I lure a zombie close to them, it loses its interest in me and goes to stand on these blocks. I'm not even sure what is causing this. Other mobs seem unaffected too, but I haven't really tested it.

Oh, and zombies that aren't angered by me seem unaffected by this and are just standing about, even in proximity to the iron.

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b77.13

 

Crucible Weirdness

Suggested category: Minor?

Description: I recently posted a thread about how alarmed I was using the blast furnace and crucible to get pig iron; I was expecting 22 ingots worth of steel but got over twice that amount. Well, it happened again. I threw exactly 44 bismuthinite into a crucible (aka, 2x16 and 1x12 bismuthinite) anticipating I'd get 11 bismuthinite and that the 4 ore - 1 ingot rule held true for this fancy new method of smelting. Well, I've gotten 15 and what looks like around a half ingots worth.

 

Deleted config?: Yes, prior to updating my game from 77.12 to 77.13.

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Bioxx added a fix that would hopefully prevent metal dupe when you have metal to melt in the input as the same time you have a mold in output. It should solve this problem.

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oo, that's good to hear. I suppose in the meantime, that means in order to avoid feeling all cheaty, I should melt down all my metal prior to actually placing molds/liquid unshaped metal molds in the output slot.

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