That should be implemented, as this could open new ways of PvP for servers and maps.
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Dec 2, 2017Posted in: Minecraft Mods
Scythes could have the beheading property, with cleavers getting a new property giving extra drop chance for things like gunpowder, rotten flesh, or ender pearls. Cleavers are typically a sort of dismembering weapon anyway, so it could still work.
Beheading for Scythes, Dismember/Eviscerate for Cleavers.
I think that Cleavers should drop more loot (more meat?) from animals, because it's the first think that I thought when I have read your suggestion.
Nov 26, 2017AugiteSoul posted a message on upon opening a world error shows "A fatal error has occured, this connection is terminated"Posted in: Modded Client Support
Nov 19, 2017AugiteSoul posted a message on AoA--21 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items•- (Beware of Biomes! March 9th, 2016)Posted in: Minecraft Mods
One word: WONDERFUL
This mod is amazing and complex. It have EVERYTHING: different and beautiful dimensions, cool mobs with cool abilities, epic weapons, epic armors, gods, what can help to you, minigames, skills, bosses ect.
This is my favorite for 3 years. Great job, Xolova, great job.
-How are you progressing with Shyrelands, Everland, Ethereus, Playtopia and Labricon?
-What's with Necromancer (Warlock of Death)?
-What will be in the Angels and Demons update?
-This mod compatible to make maps with it?
Thanks for your anwsers.
Good luck for AoA, other mods and life.:)
(Sorry, if my language was bad, but I'm not english)
The mod is dead. If I were you, I would stop hoping an update.
Nov 18, 2017AugiteSoul posted a message on Update Aquatic (1.14): All Information We Have So FarPosted in: Recent Updates and Snapshots
Loving how they planned a gigantic (and quite cool for once) update, yet they can't write the name of the update correctly.
Why not name it Aquatic Update instead of Update Aquatic?
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Nov 11, 2017Posted in: Recent Updates and Snapshots
The purpose of this thread is that I'll post some interesting, strange or obscure things you can do with the new features that are being added in 1.13, as well as some other things that may be little-known until the wiki gets updated enough to cover them.
Feel free to post about anything else awesome or fascinating you've found and I'll put it here! (If I think it's awesome enough...) If you want some ideas of what could be put in try checking out the 1.11 or 1.12 threads.
The new command system:
The biggest thing to come for 1.13 is the brand-new command system, which is bad news for existing maps but good news for future maps. I'm not going to rant about how 1.13 breaks everything, but instead focus on the positives - some awesome new things you can do with the new command system that was not possible before!
Note, this is not a full-on tutorial about everything about the new command system - it will only highlight some special things you can do with them.
If you are here for a full-on tutorial, well... you're in the wrong place, I'm afraid. But please do read on.
Custom Boss Health Bars finally make a return!
Added in the recent 17w45b snapshot, the /execute store command is more or less the replacement for the rather cumbersome and somewhat finicky /stats command.
It has a couple of different modes, first of which:
/execute store result score <name> <objective> run command...
This command will store the result of commands like say /fill. If you stick a /fill command in afterwards then the number of blocks filled will get stored in the <objective> under <name>. /stats used to be able to do this, but, like I said, /stats was a bit cumbersome.
Anyway, onward to something else new:
/data merge block <pos> <nbt> /data merge entity <target> <nbt>
What does this do? /data is a new command that essentially combines the old /entitydata and /blockdata commands. However, /data also comes with a brand new mode:
/data get block <pos> [<path>] [<scale>] /data get entity <target> [<path>] [<scale>]
Instead of changing the nbt data of blocks or entities, /data get will "get" the data. The <path> argument is what nbt header you want to "get", for example, "PersistenceRequired", and <scale> can be used to scale the value if it's numeric. How might this be useful, you might ask?
Well, you can chain the /execute store result score command with /data get to get something truly amazing.
/execute store result score <name> <objective> run data get entity <target> [<path>] [<scale>]
Using this command, you can get the numeric nbt data from any entity and put it in a scoreboard objective!
Here's an example command:
/execute as @e[type=zombie,name="Bob",limit=1] run execute store result score Bob MobHealth run data get entity @s Health
The first /execute as bit makes the command be executed from the closest zombie named "Bob". Then, look at the very end, at the "data get entity @s Health" bit. It gets the "Health" nbt tag from Bob the zombie.
Now, in the very middle, after the "execute store result score" bit - it stores in the scoreboard objective "MobHealth" under the name "Bob".
This means whenever the command is run, the amount of health that the closest zombie named "Bob" has left is stored in the objective! This command can be plugged into a repeating command block to constantly update Bob's health.
Using this concept, it is now finally possible to create custom boss health bars again, and what's more it's easier than ever - we just need one more command, using another form of /execute store:
/execute store result entity @e[type=wither,name="Bob",limit=1] run scoreboard players get Bob MobHealth
This is like "execute store result score" but instead of storing in a scoreboard objective, it stores the value in the nbt data of the chosen entity. Here I've chosen a wither named "Bob". Put these two commands one after the other in a repeating and then a chain command block or both in a function that is constantly looping in order to have a constantly updating
boss health bar for... Bob the zombie.
Note: Before anyone says we could chain those two commands into one command, I already tried it, and either some bug in the snapshot isn't allowing it to work properly, or maybe I'm not doing it properly...
/execute store result entity @e[type=wither,name="Bob",limit=1] run execute store result score Bob MobHealth run data get entity @e[type=zombie,name="Bob",limit=1] Health
If it is a bug, hopefully they'll fix it later.
A really stupid bug exists that Mojang are flat out refusing to fix for absolutely no solid reason whatsoever that makes creating the custom wither-boss health bar annoying, and, namely, that if you make the Wither have the NoAI tag set to 1, its health bar will not appear to go down at all, meaning if you do summon a wither to use for the boss health bar, make sure its NoAI tag is still 0. (Note that this bug has existed since 1.9's snapshots. It's not a problem with 1.13.)
To stop it flying around and blowing everything up, put it in a box made out of bedrock (another bug in this snapshot means the mobgriefing gamerule does nothing. And neither does any other gamerule). Oh, and make it silent. And wire up a repeating command block to constantly kill all its wither skulls. Lastly, you'll need a resource pack that makes the wither-shoot-wither-skull noise silent, because even if the wither has the Silent tag set to 1, it still makes noises when it shoots wither skulls.
Oh, and ender dragons won't work either. Their health bars just plain won't show up.
Anyway, despite all the drawbacks, the ability to get mob nbt data into scoreboards, and vice versa, is such a powerful concept that I'm sure can be extended to a variety of other uses as well, which I am sure to put down here as soon as I (or somebody else who comments down below) discover them.
Other awesome uses for execute store:
I'm not going to go into detail for most of these, but here are a few examples of some that I've both come across from other people (links included) and that I've come up with myself.
- Color-shifting leather armor.
- Far easier to animate armor stands' pose.
- Create an army of clones that can replicate all your poses (even I'm not too sure how they did it).
- Easily increase or decrease the velocity of a projectile.
Laser vision and black holes:
The new local coordinates system involving the ^ symbol is a little like relative coordinates that use ~, except they take into account player rotation as well.
What that means is that /tp @s ^ ^ ^5 will teleport you 5 blocks forward in the direction you are facing, so if you're facing north-west, you'll be teleported 5 blocks north-west. Even if you're facing directly upwards, you'll be teleported 5 blocks into the air.
So what does this have to do with laser vision and black holes?
You want laser vision, right? A beam coming out of your eyes? Run these commands in a repeating command block followed by chain command blocks:
/execute as @p at @s run particle minecraft:enchanted_hit ^ ^1.5 ^1 0 0 0 0 3 /execute as @p at @s run particle minecraft:enchanted_hit ^ ^1.5 ^2 0 0 0 0 3 /execute as @p at @s run particle minecraft:enchanted_hit ^ ^1.5 ^3 0 0 0 0 3
And so on, adding more command blocks with more higher numbers depending on how long you want the beam to be. You can also change what particle you want for a different colour, e.g. if you want a bubble beam like from Pokemon you can do that. Or a fire beam? Or a purple dragon breath beam?
Right now I'm too lazy to make more commands that makes it so your beam damages mobs or destroys blocks, but so what? It looks so cool!
If you do really want to make it damage mobs, I guess at the same place where particles are placed, it would summon a temporary armor stand (make it invisible and NoGravity:1 and Marker:1), which all have the tag "laser". Then a command would execute from all armor stands named laser and inflict instant damage to all mobs within r=2 of the armor stand. Then one last command would kill all armor stands with tag "laser."
To destroy blocks, it's even easier. Just do:
/execute as @p at @s run setblock ^ ^1.5 ^1 minecraft:air destroy
Then change the 1 to other numbers.
Other awesome uses for the local coordinates:
- Create a moving black hole that slowly pulls in all entities in your world. (Awesome video by Phoenix SC)
Inspired by the black hole video, I came up with these uses for black holes:
- Black Hole Grenades
- A small planet with its own gravity (like from Super Mario Galaxy). Of course, it would be a bit hard to walk on it, but still...
- Telekinesis/The Force
Brand new command success messages:
I could definitely tell that the command system had been overhauled as many of the familiar messages that one may have gotten used to upon using certain commands have changed, such as:
/setblock: Used to say simply "Block placed", now says "Changed the block at <x> <y> <z>"
/summon: Used to say simply "Object successfully summoned", now says "Summoned new Zombie" or whatever mob you summoned. If you summon a renamed mob it'll even have that mob's name, e.g. if you name a mob "jar of jellybeans!" it will say "Summoned new jar of jellybeans!"
/reload: Used to say "Successfully reloaded functions, loot tables, and advancements", now just says "Reloading!" I wonder if it's supposed to have a success message, because that never happened for me.
I'll probably miss the old messages.
The pointy stick of debugging:
I'm not sure if the debug stick item was intended to be in the game, but you can do some really cool things with it in order to get blockstates that you normally can't get under certain conditions. Examples include:
- Use the debug stick on grass to change it to "snowy" grass. It's really white grass - what grass with snow on it looks like if there was no snow on it!
- On ladders you can change what direction they're facing. The best part is that you can then use it on a pillar with ladders on it to create floating ladders, and then remove the supporting blocks to create entirely free-standing ladders.
- On fences, walls, glass panes and iron bars, you can use right-click to extend or un-extend the fence part of a fence and left-click to change which side you're extending or un-extending.
- Use it to more easily edit rails, the rotation of glazed terracotta, the axis of logs, among other things.
So I'm seriously hoping that they'll keep the debug stick in the game and not nerf it too much by the time 1.13 comes out.
They've finally gotten around to adding buttons, pressure plates and trapdoors for all types of wood.
You can craft buttons, pressure plates, and trapdoors for the other types of wood just like with the oak variants that have existed for ages. You can also shoot any wooden button with arrows and trigger any wooden pressure plate by dropping an item on it.
These new variants will be very useful for resource packs in custom maps for creating more of a variety of trapdoors and buttons and pressure plates.
Old unobtainable blocks:
Bark blocks, mushroom blocks as well as some special "seamless" variants of double slabs, used to be obtainable with commands, but now they can be obtained more easily.
Bark blocks are crafted just like a crafting table except instead of four planks use four logs. You get three bark blocks per craft.
Mushroom blocks of red, brown, and stem types can be obtained in the creative inventory. You can get the "pore" side of mushroom blocks by placing another mushroom block of its same type against that side to permanently change that side. They can't be crafted yet.
Smooth quartz, stone slabs, red sandstone and sandstone also can't be crafted (yet) but they are available in the creative inventory.
If you've been playing Minecraft for as long as I have (I started on Beta 1.6.6), you'd probably remember the old wooden slabs that had the same properties as stone - you needed a pickaxe to break them, not an axe, and they wouldn't burn in fire. Then a bit later they added different types of wood and slabs to go with them.
For some reason they've added the old wooden slabs back into Minecraft, and they're now called "petrified oak slabs." They're not craftable, but you can get them in the creative inventory.
It's infested with surprise!
Monster eggs have a brand new sneaky surprise - not only are they now called "infested blocks", they'll break easily upon trying to mine them, making it much more difficult to avoid them. However, you can press F3 to bring up the debug screen and look at any block you suspect is an infested block. In the top-right hand corner it will say what block you're looking at, and if it says for example "infested_stone"... well, there you go.
Horses are not the only to be eternally changed:
A massive amount of controversy seems to have sparked from the recent change to the horse model, making it simpler, which I can totally understand. The biggest thing that put me off personally was noticing that saddles no longer look 3D - instead they appear to be painted over the horse's body.
Anyway, one thing that no-one seems to have noticed is that horses were not the only mob to have their model changed. Donkeys did, too. They have the same model as horses now, with the same changed legs, the same stubbier tail. Mules, too. Heck, they even changed zombie and skeleton horses!
Don't forget to post anything you find that you think is awesome or interesting in the comments!
Dec 4, 2017Posted in: Suggestions
The skeleton horse and the zombie horse are in my opinion the more badass mobs I've ever seen. When they were added to they game, I could not wait to see what they will become !
And, well, this was a disappointment : except a rare spider jockey remake, they've been forgotten.
So I'll give a new life to these creatures with the following ideas : the point is that having a undead horse is way more easier than having an alive one
- They can spawn at night, and in addition of the random spawning in the field of view of the player, it can also spawn at the limit of his field of view, like if it was running from the outside (I hope you see what I mean)
- They always move, so it's not rare to see one
- The skeleton and the zombie horse can be tamed with special food items like poisonned potatoes, rotten flesh (need your suggestions !)
- They do not attack exept if you harm them.
To give them a purpose, they can now wear a saddle and an armor like any classic horse...but don't think you'll have a fully functionnal horse for free ! You will have to pay a price : the life of undead horses is extremly fragile :
- half less health compared to living horses
- loses health with time (I would say 1 heart by 20 seconds, your suggestions are welcome)
- loses additionnal health when "walking" (1 heart by 5 seconds ?)
- loses even more health when "running" (1 heart by second ?)
- When their health comes to 0, they collapse into some bones (and flesh if it is a zombie).
The health of a horse can be recharged with some bone meal (but the player needs to dismount and wait a bit without doing anything else).
"But what would be the difference between a zombie horse and a skeleton horse ?" you'll ask. And the answer is : armor. Flesh is considered like armor, and is too lost with time and effort. If you "recharge" a skeleton horse with some flesh, it will become a zombie horse, and if a zombie horse has been hit too much, it will become a skeleton horse.
I'm waiting for you additionnal ideas !
Nov 26, 2017Posted in: Suggestions
Mooshroom islands aren't too important to Minecraft as much, so I came up with some ideas which could make it better :
- If you were to place grass on mycelium, it would turn the same color as the mycelium's grass to fit it. Also, this should be compatible with tallgrass.
- If you were to use an axe with the enchantment Fortune on a Giant Mushroom's stalk, you would receive Mushroom Stalk (More about later)
- Players now are able to find Abandoned Castles on Mooshroom Islands. Also, Mooshroom islands are much bigger and have a higher chance of spawning.
- Mooshroom cake is now craftable using :
- Mushroom infected Zombies exist.
Now about Mushroom Stalks.
They can be crafted into Mushroom Planks, which you can use to decorate with, along with Mushroom Plank Stairs and Slabs.
Abandoned Castles are found by chance, and contain generic loot such as gold and iron. The model for it is downloadable here : (Still in progress. Download will be released later.)
Mushroom Cake heals 8 hunger points, just like Pumpkin pie or steak.
Mushroom Infected Zombies are here to make Mushroom islands a little more difficult, and they spawn in Mushroom Caves, which I forgot to mention.
Mushroom caves are just caves going deep into the island with the regular ores here and there, but have mostly Iron Ore.
Well that's my small idea to make mushroom islands a little more interesting.
Nov 16, 2017Posted in: Suggestions
Hello there! I've come up with a rather strange idea, but it's one that I think sounds at least decent. A new item: cosmic dice! They would have a 1/128 chance to come from structure chests, husks, strays or endermen. Upon right clicking on a solid block, it would create a 4x4 horizontal frame of "rift blocks". The rift blocks can be broken with an iron pickaxe or higher. They would look like obsidian that twinkles like Super Mario World's star world(picture at the end of post). You can light the frame with a spacetime compound(recipe at the end). When you go into the portal, it will take you to a floating void island as large as a size 5 biome. It can be one of 6:
NOTE: Using cosmic dice in a rift dimension will not do anything.
The sky would be like the Overworld's night permanently, but with galaxies, aurora and no moon. The void would look like this as well. If you drop into the void, you drop into the Overworld relative to where your portal was in the rift dimension. Multiple rift dimensions can exist in a world. In every kind of rift dimension, dimensional travellers will spawn uncommonly. They look like endermen, but they are 1.5 blocks tall. They can come in purple, green and blue variants, and are passive traders. They will give you things from different biomes and dimensions in exchange for emeralds. Here's an example of what some trades would look like:
4 emeralds --> 16 magma cream
6 emeralds --> 24 chorus fruit
2 emeralds --> 8 diamonds
After the ender dragon has been defeated, you can buy a bottle of dragon's breath for 32 emeralds. Same for the wither and the nether star. Also in every rift is flux ore in the stone that yields, well... flux. 9 flux can be crafted to make an emerald. You can also brew them to make a wildcard potion. If you drink it, it will give a random effect, negative or positive. If you brew it with nether quartz, it makes the only effects you get from it negative. You can make it positive if you brew it with lapis lazuli. In these rift dimensions, there are all of the regular Overworld ores(with a special netherrack texture for hell) as well as nether quartz(can be in stone with a special texture). A random selection of Overworld and Nether mobs(except blaze) can be found in each dimension, with 6-10 different mobs(+ dimensional traveller). They all each have their own rare, unique mini-structures with valuable loot that's nearly End City level. They consist of two floors, each with a spawner and chest. The spawners will only have mobs that are selected for that dimension. Each dungeon has a specific style:
Forest: Large hollow tree trunk
Desert: Small sandstone pyramid
Tundra: Igloo with an ice-brick basement
Mesa: Small mineshaft
Jungle: Miniature jungle temple
Hell: Small nether fort
NOTE: Each rift has at least 1 mini-structure.
Each dimension has a unique decorative block that can be found somewhere within it:
Forest: Cherry wood, leaves and saplings from cherry trees(rare)
Desert: Ancient chests from pyramids
Tundra: Ice bricks from igloo basements
Mesa: Rainbow clay(steadily changes colour, can be found rarely in veins underground)
Jungle: Fruit bush, found uncommonly. Can be harvested for 2-3 passion fruit, can be planted. Can be eaten for 1.5 hunger sticks, good saturation.
Hell: Basalt(rare in veins) Can be crafted like andesite etc. to make a polished version.
Spacetime compound recipe:
Shapeless crafting for lapis, blaze powder, ender pearl and diamond.
Well, that was my idea. Feel free to give criticism in the comments below.
New Idea Edits:
Flux can be crafted into a unique gem that travellers use instead of emeralds.
Cosmic dice are more rare.
Decorative blocks are found in the overworld very rarely, but are more common in the rift.
The rift portal is lit automatically.
Nov 24, 2017Posted in: Survival Mode
I guess this post fit to both survival and redstone/mechanics, so I will post it twice.
I just created a system for automatic wood/log chopping using function.
All you need to do is chop 1 wood/log. Then all of the adjacent and diagonal log/wood next to it will automatically chopped for you.
This isn't really meant to be used for real survival world as I haven't put a way to disabled it. However if you really want it, you could simply copy the function to your own world. And if you are good at commands, you can tweak it as easy as it seems to add the on/off option for it.
And that brings me to the next point. I have been thinking for the best way to implement on/off option, but can't think of a good way to do it. I have thought to use shift and trigger, however it isn't really a practical way to do it. Therefore if any of you have a suggestion, feel free to point it out.
There is a world download if you want to check it out. Don't forget to give a feedback and what you think of it
Remember, this world, functions and commands is for minecraft version 1.12.2 compatible.
Before anything, thank you for your time and attention.
Nov 23, 2017Oozebull posted a message on Technically Better Update (1.13): All Information We Have So FarPosted in: Recent Updates and Snapshots
Bark Blocks now has a crafting recipe.
Nov 17, 2017Posted in: Skins
I just figure, there are a lot of old guides that don't quite describe skins correctly, so why not make my own?
Also, anyone is free to post here if they have any questions about the way I described something.
I'll try and give a better description that is more detailed (or less detailed if need be) at user request.
So, onto the guide then, shall we?
So, this picture may seem pretty overwhelming at first, and that's because it is.
The skin template isn't anywheres close to being this large though. Focus on the black box in the upper left, you'll see the actual size of the skin template.
It's so tiny!
So, that minuscule corner way up there is where the skin is actually drawn upon. Having a file any larger than that isn't allowed by the game's standards (unless you use a resource pack (formerly known as a texture pack) but we won't get into that).
Now, you might be wondering, how does one start making a skin? Well, I have a simple example skin that a newbie could use for making a skin if need be. It doesn't use any of the second layer (labeled as hat, jacket, sleeves and pants).
This is a little skin I originally made back in the days of 1.5.2, before I had premium and cheated the demo to use resource packs. I call him "Yevet" because you replace the Y with S, put S at the end and reverse the order to get Steve. It's just a little joke I had with my friends whenever I played the demo on school computers.
As you might be able to tell after close inspection, the left limbs are a mirror of the right limbs. I can actually display how to do this, with a simple gif.
Now that you know how to do the most simple things with a skin, including converting a pre-1.8 skin to a post 1.8 skin, go out and start making your own skins! I'd love to see your results, so post some of your home made skins here if this helped!
(On a side note, the bit link displayed in the first image actually leads here, and you can find the imgur post that contains the images here.)
Nov 14, 2017ShelLuser posted a message on My thoughts on 1.13's new Default Resource Pack, and Minecraft's evolution in general.Posted in: Recent Updates and Snapshots
The horse is actually more than just bad looking. From what I heard (didn't bother to test this) it also no longer opens its mouth. Which is a serious decrease in functionality / game mechanics. It was part of the horse and what defined it. Horses make noise, and they do stuff. Sometimes opening up their mouths.
That iconic detail has also been removed (so they say) and if that's true it's seriously bad for the overall game I think. Sure, it's only a small detail, but an important one.
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