XK Minecraft (v3)

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[XK]Mátêrìã
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Re: XK Minecraft (v3)

Post#61 » Sun Jan 15, 2012 1:03 am

I know I sound like a sadist, but I still say you should involve guns or something competitive in the game.

That will get me to play again. Not building a house and then yelling at chewy not to blow it up.
{Pro}Trip: 10.) Being inspired to do drugs. I never did any drugs and only smoked pot like one time before I joined [XK].

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Re: XK Minecraft (v3)

Post#62 » Sun Jan 15, 2012 5:54 am

[XK]Garniso wrote:Someone went exploring I see

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LMAO @ PUN and his "mushroom cows!"
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Re: XK Minecraft (v3)

Post#63 » Mon Feb 20, 2012 3:57 pm

I pretty sure there is a new update out 12w07b, unless I am mistaken?
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Re: XK Minecraft (v3)

Post#64 » Thu Mar 01, 2012 12:07 pm

v.1.2.2 has been published as a full release. However, I will not be updating the server just yet as many people are saying that the mobs are very glitchy at the moment in SMP. So hold off on updating your clients for the time being.

Hopefully this won't be too long of a delay. I can't wait to finally use the mob spawner to rack up the exp.

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Re: XK Minecraft (v3)

Post#65 » Thu Mar 01, 2012 9:35 pm

Still waiting for actual guns. I want to 3sk.
{Pro}Trip: 10.) Being inspired to do drugs. I never did any drugs and only smoked pot like one time before I joined [XK].

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Re: XK Minecraft (v3)

Post#66 » Fri Mar 02, 2012 3:55 pm

I read that there are a lot of glitches in this v.1.2.2 update. One of them being is that the mobs (zombies/skeletons) don't catch on fire during the day-time, amongst other issues with lighting and missing pieces, stairs being replaced by fences. I'm fine with waiting.
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Re: XK Minecraft (v3)

Post#67 » Fri Mar 02, 2012 5:44 pm

I downloaded the map to my PC and I am going to upgrade it to the latest version to see how it goes (probably blow up B's base in the process just for the lulz). If everything goes well, I'll update the server on Monday to give room for further patch updates.

Also, I am thinking of taking off the option for the abandon mine shafts to be spawned in new sections. The amount that gets spawned/is already there is ridiculous as it is so I don't see why we should have them spawn in new sections of the world too.

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Re: XK Minecraft (v3)

Post#68 » Sun Mar 04, 2012 6:11 pm

Just a side note.

I made some significant changes to my area over the weekend hopefully you can use the latest map as of this post to update the server. I won't make any more changes till you update the server. Thanks.
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Re: XK Minecraft (v3)

Post#69 » Mon Mar 05, 2012 12:35 am

Server updated to the latest version.

To keep Pun from going exploring to find the new jungle biome, I have already went ahead and found it. Download the zip file below to see where it is at (basically keep going straight out of my base when you come out of my minecart train tunnel that runs from main)
http://www.xkclan.com/files/minecraft/worldviews/XK_World_03-05-12.zip

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Re: XK Minecraft (v3)

Post#70 » Thu Apr 05, 2012 3:18 pm

Server updated to latest version (1.2.5). Here is a list of changes:
Spoiler: show
Added shift clicking support in furnaces
Added method to easily acquire blocks you have selected in the world in Creative mode using the ‘pick block’ key
Made the Direct Connect dialog remember the last IP for the current session
Fixed issues detected certain links in chat
Fixed wild ocelots behaving like tamed cats
Fixed various chat crashes
Made cats less eager to sit on things
Made cats less patient
Fixed world generation failing under certain circumstances
Fixed issues turning off sound under certain circumstances
Removed all ghost entities under the command of Lord Herobrine
Fixed crash when pasting certain characters in chat
Fixed slash ‘/’ key not behaving correctly in certain environments
Fixed command matching being too greedy (for example: typing ‘/stophammertime’ no longer stops your server)
Fixed not being able to click coloured links
Fixed potential issue with village door detection (which could cause too many villagers)
Made using a stack of bowls on Mooshrooms not consume the whole stack of bowls
Made punching a TNT block with flint and steel in hand destroy and drop a TNT block (right-clicking will activate the TNT)


Current view of the world is available here: http://www.xkclan.com/files/minecraft/w ... -05-12.zip

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Re: XK Minecraft (v3)

Post#71 » Wed Apr 25, 2012 6:30 pm

Current view of the world is available here: http://www.xkclan.com/files/minecraft/w ... -25-12.zip

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Re: XK Minecraft (v3)

Post#72 » Tue May 15, 2012 11:49 pm

Took a copy of the map and then went exploring to see what was beyond the mycelium island Pun found. Needless to say, there is a giant ocean out there.

Warning, this is a large picture:
http://www.xkclan.com/files/minecraft/w ... Render.zip

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Re: XK Minecraft (v3)

Post#73 » Mon May 21, 2012 3:54 pm

[XK]Garniso wrote:Took a copy of the map and then went exploring to see what was beyond the mycelium island Pun found. Needless to say, there is a giant ocean out there.

Warning, this is a large picture:
http://www.xkclan.com/files/minecraft/w ... Render.zip


Shit won't work. :bonk:
Last edited by Garniso on Mon May 21, 2012 6:31 pm, edited 1 time in total.
Reason: It does now
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Re: XK Minecraft (v3)

Post#74 » Wed Jun 13, 2012 12:07 am


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[XK]Mátêrìã
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Re: XK Minecraft (v3)

Post#75 » Wed Jun 13, 2012 12:52 am

That's what we need.
{Pro}Trip: 10.) Being inspired to do drugs. I never did any drugs and only smoked pot like one time before I joined [XK].

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