Joe Rovang
- rofang
- rofang
- America/New_York
- Yes
- No
Mesa Plateau F M sub-biome redundant?
After exploring the different types of Mesa sub-biomes, I understand what's unique about all of them except for one. (This isn't an obvious problem per se, but I bring it up because I'm wondering if a terrain feature isn't working as Mojang intended.)
- Mesa is kinda low and flat.
- Mesa (Bryce) adds spires.
* Mesa Plateau is high and flat.- Mesa Plateau F adds a bit of plant life.
- Mesa Plateau M has steeper terrain.
By the letters, one might expect the final sub-biome, "Mesa Plateau F M," to have both a steeper terrain and a few trees. Having visited several such areas after finding them in Amidst, however, I've found no plant life in F M (unlike F, which does have some), and I'm tempted to say the terrain looks actually very much like plain-old Mesa (low and mostly flat).
Is this intended?
After exploring the different types of Mesa sub-biomes, I understand what's unique about all of them except for one. (This isn't an obvious problem per se, but I bring it up because I'm wondering if a terrain feature isn't working as Mojang intended.)
- Mesa is kinda low and flat.
- Mesa (Bryce) adds spires.
- Mesa Plateau is high and flat.
- Mesa Plateau F adds a bit of plant life.
- Mesa Plateau M has steeper terrain.
By the letters, one might expect the final sub-biome, "Mesa Plateau F M," to have both a steeper terrain and a few trees. Having visited several such areas after finding them in Amidst, however, I've found no plant life in F M (unlike F, which does have some), and I'm tempted to say the terrain looks actually very much like plain-old Mesa (low and mostly flat).
Is this intended?


This is certainly not due to mods (I have none installed), and I have a hard time believing it's intentional (er, except for the fact that the pods have always looked this fugly on breaking ever since they were introduced). What else in the game changes color like this while it's being broken?
Anyway, if it is intentional, I'd like Mojang to say so themselves.
:-D
Here's my crash report for the same issue; my Java isn't old. While destroying a jukebox, the game crashed, and on reloading, the chunk had been reset to its original state as far as I can tell. My poor home.
I have to admit I can't get jukeboxes to crash since upgrading to Java 1.7.0_10. Edit: Aha, I can thanks to the tip below about exiting the world and going back in to destroy previously placed jukeboxes.
Dang, I sure got attached to this shortcut in a hurry. Inventory management is painful without it now.
Agreed, this was the biggest boost in pleasantness in my Minecraft experience in a long time. It made a BIG difference.
This is a ruinous bug for MacBook users, and yet I can't find any report for it that isn't marked "Duplicate" or "Invalid."
I think there are a lot of people really used to this legacy setup (which, newer mice aside, is still pretty integral on a MacBook when using the trackpad alone, as many of us do). Is it out of the question to allow MC to detect both Control as a binding and Control-click?
A bug (or feature downgrade) introduced by software Minecraft installs and uses heavily seems like something worth letting people upvote here if it's important to them, regardless of whether someone at Mojang personally programmed the thing in question. Mojang might be inclined to make a specific workaround for it if a lot of people indicate they care, for example (and users could express their concern in vote form without having to post comments that have to be read, like mine).
Well, the impression I got was that you can either monitor Control-anything (like Control-A) or you can monitor Control-clicks-that-become-right-clicks. I have trouble imagining people binding Control-anything, at least in the numbers rivaling MacBook Control-clickers. If Minecraft could detect Control-by-itself as a keypress AND Control-mouseclick, that would seem to please the most number of people by my (admittedly biased) estimation.
I do find that the feature works with an item in-hand, but this certainly seems unintuitive and clumsy. Why in the world would it be like this on purpose?
Indeed. At this rate, a status of "Won't Fix" would at least be more honest. A comment from Mojang saying, "Up yours, MacBook owners," is optional.
Grum: Thanks for your attention and your reply on Github. In addition to the inability to upvote, I was experiencing an inability to comment on this thread (until you reopened the issue). It's odd because I was able to comment here when it was locked before, but I don't know if something about the bug tracker was changed or if a mod considered the discussion here unhelpful. Anyway, reopening appreciated and I'll cease the general grumbling now.
I'd like to note I think one-button hardware is arrogant and stupid; nuts to Apple for doing it. All the same, lots of us have this type of setup. Also, Control isn't used for a lot in Mac software (owing mostly to its use as a right-click modifier?); Command is the modifier of choice (it's the Mac equivalent of Ctrl in Windows). In this regard, I'd kinda fault Minecraft for hard-coding the Control key when everything else is configurable.
In the interest of sharing, I have an older MacBook with a single trackpad button. At work, I use a Magic Trackpad, but at home (the only place where I play(ed) Minecraft) I use the laptop without peripherals (there's only room for a laptop on my cooling lap pad). In either mode, I use software called BetterTouchTool to reconfigure which buttons do what: on the Magic Trackpad, tiptap-right (index to index+middle) is my right-click, but with the built-in trackpad I stick to Control-click because the small trackpad was picking up stray tiptaps too much (especially in Minecraft). Two fingers at once is my scroll function.
I dislike any Minecraft right-click solution which conflates "look" with "destroy" or "use," because it's really nice to be able to let up on the action while continuing to look around at what's jacking me up from behind. (Also, two fingers would apparently overlap with scrolling, as the above post brusquely described.) To that extent, I'm not sure how well I'd handle the buttonless trackpad described above.
But getting back to the point: I still heavily use Control-click as right-click at home, it worked well for Minecraft, and I think at least part of the latest problem could be solved by not hard-coding Control to game functions (Control isn't just any old key in OS X; Command is a better equivalent for how PC users treat their Ctrl key). All the alternatives I've tried in Minecraft have left me feeling so clumsy that I'm more comfortable just not playing at all.
It seems a certain (smallish) subset of players feel passionately about this change. I wish we could collectively be passionate about it without being so rude, but anyway, the analogy about the W key isn't unfounded; this method of right-clicking was a critical part of our ability to play well.
Insults aren't necessary; let the vote count here speak for itself. As 1.6 goes live and the wider community begins to complain on forums about the change (assuming 1.6 updates everyone's LWJGL version), let's link them here and tell them to vote it up.
I can't fathom that being a viable option, insofar as Mojang upgraded LWJGL because it included features they wanted to take advantage of in 1.6 and beyond, didn't they? I vote in favor of making all modifier keys configurable to give the option of freeing up Control for faux-rightclick. I still haven't heard any explanation for why Control was ever given hard-coded functions to begin with.
Oh man, that 1.6.2 Control-clicking feels so good. All is right with the world. :-D
Oh, yeah, good point, Christopher. The controls interface still recognizes the Control keypress instead of Grum's fix. Workaround for now: If you don't already have Use Item assigned to "Button 2," your only way to take advantage of the fix for now is to briefly plug in a 2-button mouse just to get the controls menu to use that setting.
@Peter: I could swear I recently saw the sticky left-click issue mentioned on MinecraftForum (not just a Mac issue?), but I'm not able to find the post now. I also remember having this happen to me in past versions, but not with the frequency you and others have described.
Hmm, is there a mod fight going on as to whether this should be reopened? I'm wondering if the people who report it's still affecting 1.6.2 are reporting this because the Controls menu isn't privy to Grum's hack: while Control-click is interpreted as button 2 in-game, you have to have Controls set up to use button 2. In 1.6.2, if you try to change Use Item to button 2 using Control-click, Use Item gets set to the Control key instead. That's the existing bug I know of.
In 14w03b, I find that after boating across a large body of water, when I exit, I'm dumped some distance behind where I was (the boat and shore are barely visible in the distance). I'm not left on the continent from which I started boating, but it's pretty far from where I should be.
Edit: Also, this happens for me in Survival Mode, but I see this issue is marked as Creative.
No sunflowers in newly generated Sunflower Plains biome.
Running 14w04b. The sunflowers generate when the chunk is generated in 1.7.4.
Er, thanks, but supposing something did change about F, I was addressing F M. Some plant life was already known to exist in F.
Seed was in the original screenshot I attached.