The EAS System will warn you of any watches/warnings that you are under.
Works for people in a set amount of radius.
Will put an alert on your screen.
Watches/Warnings system:
Hosts and moderators can set warnings via radar.
If a are is excpected to have a disaster there will be a watch set for that area for 30 minutes.
Warnings will warn the players under thar warning of imminent danger. (For example if under a tornado warning is active, players in that area are advised to take shelter ASAP)
Also, Tornado emergencies are for if large amounts of life are excpected to be taken by a tornado.
Tornadoes:
Tornadoes range in size and strength EFO being the weakest (and usally smallest) to EF5 Being the most powerful and destructive (and usally the largest).
EF5s are very rare.
Tornadoes can happen in any part of the map(some parts rarer than others).
You can see size strength of tornadoes via radar.
Tornadoes can last from seconds to minutes.
If a tornado goes over water, it will become a water spout.
Hurricanes:
Will start out as thunderstorms over the ocean.
They will eventually mature into a tropical storm then Hurricane.
If it is excpected to go over land as a tropical storm that area will be under a tropical storm watch.
If excpected to go over lang as a hurricane that area will be under a hurricane watch.
If definitely going over land as one that area will be put under a warning for one of them.
Will they physically change the world? I'm reading your suggestion as "more intense rain" and "tornado particles" but nothing else, but I could be wrong.
Rollback Post to RevisionRollBack
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
I'd see it as happening similar to Corosus' mod, which is quite awe-inspiring in its quality. It'd add some serious challenge, with location and building material being of much more importance. More people might end up building in deserts or away from the coast to avoid most of the storms. Of course, if sandstorms and blizzards were to be introduced with this, that could make tundras and deserts more challenging as well, with snow or sand layers building up. As for floods, those could be simply water pooling up akin to 1.13's waterlogging mechanic, eventually turning into full-on water sources, and flowing into open spaces and around things like doors, breaking glass panes and such. Stronger blocks like stone and glass blocks would block out the water, with cobble turning into moss stone over time and wood becoming wet and eventually rotten.
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
No Support. Nobody wants their house destroyed by trollish events that are impossible to avoid. People shouldn't have to build in the desert or away from coasts. People should be able to build wherever they like with no fear of destruction.
I just don't see how it is trollish. There are some disasters you can benefit from. Earthquake opens a ravine under your house? Free ravine AND space for a basement without much of the mining. (just an example, not actually in the suggestion) Volcano erupts nearby? Free obsidian, quite possibly. Not to mention free rare ore when it stops, as you can mine away at it to find diamonds and such.
Btw, by your logic zombie hordes are trollish as they can wipe out whole villages, leaving you with no way to trade for stuff you might need later (sure, you can go mining for it, but then what are ya gonna do with those emeralds you picked up? Can't control the hordes themselves, only preventative measures can be used.
Here are ways one can prevent or at least mitigate the damage.
Floods: Tough barricades made of stone or other hard materials as a levee. Dirt works as well, but is more fragile, despite the fact it can absorb some water.
Earthquake: Buildings made of tough materials, built low to the ground can avoid much of the damage. Building underground is risky though, as it exposes more of your build to seismic forces. Earthquakes are often on fault lines. A seismometer/seismograph can identify areas of increased seismic activity, which can indicate a fault line nearby. Avoiding these areas can significantly reduce the damage done by an earthquake to your builds.
Hurricanes: Again, strong materials like stone or brick are recommended, and putting planks in front of glass blocks/panes can protect them from flying debris that can break them. Use the advice on floods to protect from the storm surge, which is the deadliest part of a hurricane. The strong materials can also help withstand a tornado, which can spawn from hurricanes. Mother Nature is not trollish, she's just fickle sometimes.
Volcano: Very rarely, you'll find a volcano generating in the world. They start out dormant, and over the course of several days/weeks/months, they may become more active. A volcanology table (crafted with 5 iron, one redstone dust, and one magma block) can detect volcanic activity within 1-200 blocks of where it is placed. This helps to determine if the volcano is becoming active, and if so, you should prepare. At first it'll rumble, with steam and smoke billowing out of the top. After a certain time, it will either have a dome collapse, or it will violently erupt, causing a pyroclastic flow moving at triple the speed of lava in the overworld, which has a chance depending on block hardness to break any block in its way, excluding the obvious like bedrock, barriers, etc. Lava will then flow down the sides, and occasionally melt stone and other stone-like blocks in its way. During this time, you may hear explosions and see hot obsidian blocks (obsidian with some of the magma texture overlaid) flying at you or your build. A wall made of stone or stone brick can hold them back, as they only have a blast power just slightly more than a creeper. To prevent lava from melting your structure or burning down wooden builds, I recommend a water moat around your house, as it will cool the lava and prevent it from reaching you.
So many ways to prevent damage, and yet some people just want to watch suggestions burn.
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
Here are ways one can prevent or at least mitigate the damage.
What about the natural environment? In some ways I hate it more when a creeper randomly blows up and destroys the terrain or a tree than when it damages my base, and I even modified Endermen so they can't grief torches that I placed while caving (either by picking up a block with a torch on it or a block with water/lava next to it, which would then flow out, or a block like gravel with more gravel on top, which can fall down) - even if I'd probably never see it (once I'm finished exploring an area there is no reason to ever return; however, the maps I make of explored caves depend on torches to show up):
private boolean torchCheck(int x, int y, int z)
{
// Prevents Endermen from picking up blocks with torches/water/lava around them (anything above)
if (this.worldObj.getBlockId(x, y + 1, z) != 0) return false;
int block = this.worldObj.getBlockId(x - 1, y, z);
if (block == Block.torchWood.blockID || (block >= 8 && block <= 11)) return false;
block = this.worldObj.getBlockId(x + 1, y, z);
if (block == Block.torchWood.blockID || (block >= 8 && block <= 11)) return false;
block = this.worldObj.getBlockId(x, y, z - 1);
if (block == Block.torchWood.blockID || (block >= 8 && block <= 11)) return false;
block = this.worldObj.getBlockId(x, y, z + 1);
if (block == Block.torchWood.blockID || (block >= 8 && block <= 11)) return false;
return true;
}
Similarly, one time I was playing and noticed a lot of lag spikes (an unusual experience for me; hint, hint, what would a hurricane or volcano affecting a huge area do? Especially with the state of optimization in the latest versions) and I came up and saw this:
Yes, I actually cut down the burned trees, which took a while out of time I'd much rather spend caving, and replanted them:
The next thing I did was reduce fire spread in biomes with giant trees by making them appear as "humid" biomes (this method is called by fire blocks to determine if fire spread should be reduced in a biome):
// Retards fire spread to reduce threat of massive forest fires (normally set when rainfall is greater
// than 0.85, only used by BlockFire)
public boolean isHighHumidity()
{
return true;
}
I even applied a change that Mojang made in 1.9, making item frames and paintings immune to lightning (even if I've never experienced any damage from them; Mojang did greatly buff fire spread from lightning though so that wooden buildings are now a terrible idea, but even my first world, which has a (wood) plains village at spawn (always loaded), has never seen any damage to buildings over 143 real-time days of playtime, I don't have to worry about villagers turning into witches either):
// Prevents lightning from damaging item frames and paintings
if (!(entity instanceof EntityHanging)) entity.onStruckByLightning(this);
Some other changes that I've made to help preserve the natural world include modifying passive mob pathfinding so they really try to avoid caves and oceans (in vanilla I've found animals all the way down at lava level or in the middle of an ocean):
public float getBlockPathWeight(int x, int y, int z)
{
// Grass blocks have a weight of 10, 0 otherwise (Mooshrooms use mycelium instead)
float weight = (this.worldObj.getBlockId(x, y - 1, z) == this.spawnBlockID ? 10.0F : 0.0F);
// A skylight level greater than 7 adds 1, overriding block light, which only adds up to 0.5
if (this.worldObj.getSavedLightValue(EnumSkyBlock.Sky, x, y, z) > 7) weight += 1.0F;
weight += this.worldObj.getLightBrightness(x, y, z) - 0.5F;
// Biomes which do not spawn passive mobs have a weight of -5 applied
if (!this.worldObj.getBiomeGenForCoords(x, z).hasAnimals()) weight -= 5.0F;
// When below sea level weight is reduced by 0.1 per block to favor higher y-coordinates
// (1 added to ensure that light doesn't override this)
if (y < ChunkProviderTMCW.getSeaLevel()) weight -= ((float)(ChunkProviderTMCW.getSeaLevel() - y) / 10.0F + 1.0F);
return weight;
}
Or modifying trees so they never undergo leaf decay, even if a block is broken (Mojang "fixed" this in 1.9 by disabling block updates during world generation, and in 1.13 by increasing the distance from 4 to 6 blocks but some leaves are still too far away), and more (there's a good reason why my mods like "TheMasterCaver's World" are mostly focused on world generation, including improving things that aren't very good, like "beaches" or "rivers").
Yes, TMCW does have a "volcano biome" but they are simply mountains with lava lakes and springs, same for its massive ravines that far exceed anything found in vanilla - they never change so you can safely build in/around them. Plus, it would probably be difficult to code in such large-scale effects when taking into account chunk loading; it would make things even uglier when you have chunk walls all over the place where everything is damaged on one side but intact on the other - the game just isn't made for this, unless you want limited world sizes, and otherwise if they were small enough you could just run away from them without anything happening in the now-unloaded chunks they were in, making them more of a hassle than anything.
Absolutely no support, even if I'd never play on such a version, just as I haven't played in any version past 1.6.4 (zombie sieges? They are thankfully broken in 1.6.4, which also thankfully doesn't have "pillagers", just a different type of siege, and I even completely removed the siege code to prevent wasteful CPU usage on failed starts. Even then, they only occur if there are enough villagers, so naturally generated villages, as well as any that I've made, are safe so they may as well not exist anyway (IMO they are more of a punishment for players who like building big villages for fun) - natural zombie spawns are plenty enough, especially in 1.6, before Mojang nerfed them). This is also one reason why I don't play on Hard (zombies breaking doors), instead modding the game so you can have fun things like spiders with potion effects on other difficulties (not that they are even that common anyway, so I made them more common on Normal than on Hard in vanilla, same for armored mobs, zombies with weapons, etc).
Also, as far as "Hard-only" effects go, I do not like the idea of things locked to difficulty; likewise, a special "natural disaster" gamemode that would appeal to a very limited number of players isn't worth adding, any such players can already use one of the (many?) natural disaster mods out there (not updated to the latest version? You are playing a modded version, separate from vanilla with its own "updates" and features - similarly, I see TMCW as not a mod for 1.6.4 but its own version).
I just don't see how it is trollish. There are some disasters you can benefit from. Earthquake opens a ravine under your house? Free ravine AND space for a basement without much of the mining. (just an example, not actually in the suggestion)
Sure, but YOUR HOUSE GOT DESTROYED.
Volcano erupts nearby? Free obsidian, quite possibly. Not to mention free rare ore when it stops, as you can mine away at it to find diamonds and such.
Sure, but YOUR HOUSE GOT DESTROYED.
Btw, by your logic zombie hordes are trollish as they can wipe out whole villages, leaving you with no way to trade for stuff you might need later (sure, you can go mining for it, but then what are ya gonna do with those emeralds you picked up? Can't control the hordes themselves, only preventative measures can be used.
Actually, I agree. Zombie hordes are trollish. Villagers need to defend. (But that's another post for another thread.)
Here are ways one can prevent or at least mitigate the damage.
Floods: Tough barricades made of stone or other hard materials as a levee. Dirt works as well, but is more fragile, despite the fact it can absorb some water.
Earthquake: Buildings made of tough materials, built low to the ground can avoid much of the damage. Building underground is risky though, as it exposes more of your build to seismic forces. Earthquakes are often on fault lines. A seismometer/seismograph can identify areas of increased seismic activity, which can indicate a fault line nearby. Avoiding these areas can significantly reduce the damage done by an earthquake to your builds.
Hurricanes: Again, strong materials like stone or brick are recommended, and putting planks in front of glass blocks/panes can protect them from flying debris that can break them. Use the advice on floods to protect from the storm surge, which is the deadliest part of a hurricane. The strong materials can also help withstand a tornado, which can spawn from hurricanes. Mother Nature is not trollish, she's just fickle sometimes.
Volcano: Very rarely, you'll find a volcano generating in the world. They start out dormant, and over the course of several days/weeks/months, they may become more active. A volcanology table (crafted with 5 iron, one redstone dust, and one magma block) can detect volcanic activity within 1-200 blocks of where it is placed. This helps to determine if the volcano is becoming active, and if so, you should prepare. At first it'll rumble, with steam and smoke billowing out of the top. After a certain time, it will either have a dome collapse, or it will violently erupt, causing a pyroclastic flow moving at triple the speed of lava in the overworld, which has a chance depending on block hardness to break any block in its way, excluding the obvious like bedrock, barriers, etc. Lava will then flow down the sides, and occasionally melt stone and other stone-like blocks in its way. During this time, you may hear explosions and see hot obsidian blocks (obsidian with some of the magma texture overlaid) flying at you or your build. A wall made of stone or stone brick can hold them back, as they only have a blast power just slightly more than a creeper. To prevent lava from melting your structure or burning down wooden builds, I recommend a water moat around your house, as it will cool the lava and prevent it from reaching you.
People shouldn't be forced to.
So many ways to prevent damage, and yet some people just want to watch suggestions burn.
People shouldn't be forced to build ugly walls of dirt or spontaneously abandon gtheir homes for little to no reason because of some trollish natural disasters. People should be able to build whatever they want, wherever they want.
Natural Disaster types:
Hurricanes
Tornadoes
Floods
Monsoons
Weather Equitment and Crafting recipies:
Tornado Siren
2 sticks 1 redstone 1 iron
Radar
5 iron 1 Redstone 1 map
Handheld radar
1 iron 1 Redstone 1 map
Emergency Alert System
1 Block Of Iron 3 Redstone
Ideas And Comments:
EAS System:
The EAS System will warn you of any watches/warnings that you are under.
Works for people in a set amount of radius.
Will put an alert on your screen.
Watches/Warnings system:
Hosts and moderators can set warnings via radar.
If a are is excpected to have a disaster there will be a watch set for that area for 30 minutes.
Warnings will warn the players under thar warning of imminent danger. (For example if under a tornado warning is active, players in that area are advised to take shelter ASAP)
Also, Tornado emergencies are for if large amounts of life are excpected to be taken by a tornado.
Tornadoes:
Tornadoes range in size and strength EFO being the weakest (and usally smallest) to EF5 Being the most powerful and destructive (and usally the largest).
EF5s are very rare.
Tornadoes can happen in any part of the map(some parts rarer than others).
You can see size strength of tornadoes via radar.
Tornadoes can last from seconds to minutes.
If a tornado goes over water, it will become a water spout.
Hurricanes:
Will start out as thunderstorms over the ocean.
They will eventually mature into a tropical storm then Hurricane.
If it is excpected to go over land as a tropical storm that area will be under a tropical storm watch.
If excpected to go over lang as a hurricane that area will be under a hurricane watch.
If definitely going over land as one that area will be put under a warning for one of them.
Can spawn tornadoes.
Strength will be shown on radar.
Will cayse floods.
Floods:
Will happen after certain days of rain.
Can be caused by hurricanes.
Monsoons:
Basically a longer lasting flood.
Warning\Watches list:
Severe thunderstorm watch
Severe thunderstorm warning
Flood watch
Flood Warning
Flash flood watch
Flash flood warning
Tornado watch
Tornado warning
Tornado emergency
Hurricane watch
Hurricane warning
Tropical Storm Watch
Tropical Storm warning
Will they physically change the world? I'm reading your suggestion as "more intense rain" and "tornado particles" but nothing else, but I could be wrong.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
I'd see it as happening similar to Corosus' mod, which is quite awe-inspiring in its quality. It'd add some serious challenge, with location and building material being of much more importance. More people might end up building in deserts or away from the coast to avoid most of the storms. Of course, if sandstorms and blizzards were to be introduced with this, that could make tundras and deserts more challenging as well, with snow or sand layers building up. As for floods, those could be simply water pooling up akin to 1.13's waterlogging mechanic, eventually turning into full-on water sources, and flowing into open spaces and around things like doors, breaking glass panes and such. Stronger blocks like stone and glass blocks would block out the water, with cobble turning into moss stone over time and wood becoming wet and eventually rotten.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
No Support. Nobody wants their house destroyed by trollish events that are impossible to avoid. People shouldn't have to build in the desert or away from coasts. People should be able to build wherever they like with no fear of destruction.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
I support random earthquakes that open up giant crevices.
I just don't see how it is trollish. There are some disasters you can benefit from. Earthquake opens a ravine under your house? Free ravine AND space for a basement without much of the mining. (just an example, not actually in the suggestion) Volcano erupts nearby? Free obsidian, quite possibly. Not to mention free rare ore when it stops, as you can mine away at it to find diamonds and such.
Btw, by your logic zombie hordes are trollish as they can wipe out whole villages, leaving you with no way to trade for stuff you might need later (sure, you can go mining for it, but then what are ya gonna do with those emeralds you picked up? Can't control the hordes themselves, only preventative measures can be used.
Here are ways one can prevent or at least mitigate the damage.
Floods: Tough barricades made of stone or other hard materials as a levee. Dirt works as well, but is more fragile, despite the fact it can absorb some water.
Earthquake: Buildings made of tough materials, built low to the ground can avoid much of the damage. Building underground is risky though, as it exposes more of your build to seismic forces. Earthquakes are often on fault lines. A seismometer/seismograph can identify areas of increased seismic activity, which can indicate a fault line nearby. Avoiding these areas can significantly reduce the damage done by an earthquake to your builds.
Hurricanes: Again, strong materials like stone or brick are recommended, and putting planks in front of glass blocks/panes can protect them from flying debris that can break them. Use the advice on floods to protect from the storm surge, which is the deadliest part of a hurricane. The strong materials can also help withstand a tornado, which can spawn from hurricanes. Mother Nature is not trollish, she's just fickle sometimes.
Volcano: Very rarely, you'll find a volcano generating in the world. They start out dormant, and over the course of several days/weeks/months, they may become more active. A volcanology table (crafted with 5 iron, one redstone dust, and one magma block) can detect volcanic activity within 1-200 blocks of where it is placed. This helps to determine if the volcano is becoming active, and if so, you should prepare. At first it'll rumble, with steam and smoke billowing out of the top. After a certain time, it will either have a dome collapse, or it will violently erupt, causing a pyroclastic flow moving at triple the speed of lava in the overworld, which has a chance depending on block hardness to break any block in its way, excluding the obvious like bedrock, barriers, etc. Lava will then flow down the sides, and occasionally melt stone and other stone-like blocks in its way. During this time, you may hear explosions and see hot obsidian blocks (obsidian with some of the magma texture overlaid) flying at you or your build. A wall made of stone or stone brick can hold them back, as they only have a blast power just slightly more than a creeper. To prevent lava from melting your structure or burning down wooden builds, I recommend a water moat around your house, as it will cool the lava and prevent it from reaching you.
So many ways to prevent damage, and yet some people just want to watch suggestions burn.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
What about the natural environment? In some ways I hate it more when a creeper randomly blows up and destroys the terrain or a tree than when it damages my base, and I even modified Endermen so they can't grief torches that I placed while caving (either by picking up a block with a torch on it or a block with water/lava next to it, which would then flow out, or a block like gravel with more gravel on top, which can fall down) - even if I'd probably never see it (once I'm finished exploring an area there is no reason to ever return; however, the maps I make of explored caves depend on torches to show up):
Similarly, one time I was playing and noticed a lot of lag spikes (an unusual experience for me; hint, hint, what would a hurricane or volcano affecting a huge area do? Especially with the state of optimization in the latest versions) and I came up and saw this:
Yes, I actually cut down the burned trees, which took a while out of time I'd much rather spend caving, and replanted them:
The next thing I did was reduce fire spread in biomes with giant trees by making them appear as "humid" biomes (this method is called by fire blocks to determine if fire spread should be reduced in a biome):
I even applied a change that Mojang made in 1.9, making item frames and paintings immune to lightning (even if I've never experienced any damage from them; Mojang did greatly buff fire spread from lightning though so that wooden buildings are now a terrible idea, but even my first world, which has a (wood) plains village at spawn (always loaded), has never seen any damage to buildings over 143 real-time days of playtime, I don't have to worry about villagers turning into witches either):
Some other changes that I've made to help preserve the natural world include modifying passive mob pathfinding so they really try to avoid caves and oceans (in vanilla I've found animals all the way down at lava level or in the middle of an ocean):
Or modifying trees so they never undergo leaf decay, even if a block is broken (Mojang "fixed" this in 1.9 by disabling block updates during world generation, and in 1.13 by increasing the distance from 4 to 6 blocks but some leaves are still too far away), and more (there's a good reason why my mods like "TheMasterCaver's World" are mostly focused on world generation, including improving things that aren't very good, like "beaches" or "rivers").
Yes, TMCW does have a "volcano biome" but they are simply mountains with lava lakes and springs, same for its massive ravines that far exceed anything found in vanilla - they never change so you can safely build in/around them. Plus, it would probably be difficult to code in such large-scale effects when taking into account chunk loading; it would make things even uglier when you have chunk walls all over the place where everything is damaged on one side but intact on the other - the game just isn't made for this, unless you want limited world sizes, and otherwise if they were small enough you could just run away from them without anything happening in the now-unloaded chunks they were in, making them more of a hassle than anything.
Absolutely no support, even if I'd never play on such a version, just as I haven't played in any version past 1.6.4 (zombie sieges? They are thankfully broken in 1.6.4, which also thankfully doesn't have "pillagers", just a different type of siege, and I even completely removed the siege code to prevent wasteful CPU usage on failed starts. Even then, they only occur if there are enough villagers, so naturally generated villages, as well as any that I've made, are safe so they may as well not exist anyway (IMO they are more of a punishment for players who like building big villages for fun) - natural zombie spawns are plenty enough, especially in 1.6, before Mojang nerfed them). This is also one reason why I don't play on Hard (zombies breaking doors), instead modding the game so you can have fun things like spiders with potion effects on other difficulties (not that they are even that common anyway, so I made them more common on Normal than on Hard in vanilla, same for armored mobs, zombies with weapons, etc).
Also, as far as "Hard-only" effects go, I do not like the idea of things locked to difficulty; likewise, a special "natural disaster" gamemode that would appeal to a very limited number of players isn't worth adding, any such players can already use one of the (many?) natural disaster mods out there (not updated to the latest version? You are playing a modded version, separate from vanilla with its own "updates" and features - similarly, I see TMCW as not a mod for 1.6.4 but its own version).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Sure, but YOUR HOUSE GOT DESTROYED.
Sure, but YOUR HOUSE GOT DESTROYED.
Actually, I agree. Zombie hordes are trollish. Villagers need to defend. (But that's another post for another thread.)
People shouldn't be forced to.
People shouldn't be forced to build ugly walls of dirt or spontaneously abandon gtheir homes for little to no reason because of some trollish natural disasters. People should be able to build whatever they want, wherever they want.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.