Ah ok hhhmmmmmm, what about this?
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Sep 15, 2017Kaijucraft333 posted a message on [WIP] [1.7.10] GODZILLA MOD V1.6.6 ---V2.0 Now In Production!--- (LOOKING FOR MORE TEAM MEMBERS!)Posted in: Minecraft Mods
Jun 26, 2017Kaijucraft333 posted a message on So there's good news, and then REALLY concerning news...Posted in: Discussion
For people who thinks Mojang is killing Minecraft Java Edition
Jun 15, 2017Posted in: Suggestions
Mojang, please. Remove the crafting guide book. Because discovering how to craft something is what makes Minecraft unique.
Now because there are guides for showing how to craft things and worst of all you can just click the icon and automatically craft it, it makes Minecraft crafting system unoriginal.
Before you are saying that people will forget how to craft certain things and make it difficult for newcomers.
There's a thing called "watching Minecraft tutorials on YouTube" or "Opening the Minecraft Wiki."
What if you don't have a WiFi?, Minecraft wiki is pretty useless if you don't have a WiFi or if your internet runs like a potato.
May 27, 2017Posted in: Discussion
I thought Minecraft is for everyone?
Apr 15, 2017Kaijucraft333 posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 UpdatePosted in: Minecraft Mods
why does it matter if they look like wyverns?
Mar 30, 2017Posted in: Recent Updates and Snapshots
It looks like I don't have to keep looking back at the MC wiki when crafting things!
Mar 17, 2017Posted in: Discussion
Microsoft has nothing to do with the development of Minecraft.
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Dec 31, 2016Posted in: Minecraft Mods
Due to minecraft forum's new requirement of owning a twitch account and the fact that I don't have any interest in doing that, I have decided to leave minecraft forums entirely. These shaders aren't going anywhere, but I won't be watching this thread anymore after my account becomes unusable on october 23'rd, 2017. As I type this, the only other contact method I have is through the shader labs discord (https://discord.gg/FMghhxk), so for the forseeable future that will be the recommended place to report bugs or request features. This also means I won't be replying to this topic anymore to announce new releases, but the download link should still be valid for all versions, past or future. If minecraft forums ever removes the twitch requirement (and doesn't replace it with an even worse requirement), I'll gladly come back, but right now the odds of that are pretty slim. I just hope that people can continue enjoying these shaders without me.
Welcome to Builder's QOL shaders! As the name suggests, this shader pack adds a few features to make the game look nicer, without going completely overboard. It doesn't have volumetric lights, bloom, or even shadows; but it does have a handful of features that I think blend in quite nicely with vanilla, and are cheap to do computationally. As such, it should (hopefully) be very good on framerate.
Noteworthy features and screenshots can be found here. This is not the complete list, but hopefully it should give you an idea of what this shader pack was designed for: being usable in survival, even on low-end computers like mine.
- All: Separated underwater fog from regular fog
- All: Enabled optifine's old lighting setting by default, this replaces my hacky SHADE_FIX code.
- QOL and modded: Overhauled underwater fog colors
- QOL: Clouds and void clouds now render through end portals
- QOL: Fixed failure to compile when fog was disabled
- All: End portals that are in the end now show the overworld
- All: Moved ambient and block config screens out of the misc. page and into the main page.
- All: New effect for end portals
- All: Possibly fixed a compile error on some graphics cards
- Hotfix 1: All: Fixed end portals being invisible with BRIGHT_PORTAL_FIX is enabled
- All: Added support for blindness
- All: Added support for some modded blocks (botania, ars magica, and streams so far). If you notice certain "effect blocks" failing to apply their effects (like tallgrass not waving or water not refracting), you'll need to enable block ID fix (under "internal stuff").
- QOL: Removed nether-vision, since nightvision has been supported for quite a while now.
- All: Added sliders for some config options (for versions of optifine which support it)
- All: Re-enabled end portal effects by default, since the version of optifine that fixes them has been released for MC1.9 and above, and is available as a preview for older versions like 1.7.
- Lite and modded: Fixed desaturation being applied to the nether
- Lite: Fixed fog being completely black when entering a dark area
- All: Fixed fog/sky colors being incorrect during sunset while it's also raining
- All: Block shading is now reduced during rain
- QOL and modded: Fixed a dumb derp.
- QOL: Disabled vanilla clouds by default (you can still enable them manually through video settings)
- All: Added compatibility for camera being under lava (requires optifine preview HD_U_C2 or later)
- All: Improved sunset colors a bit more
- QOL: Cloud density now randomly fluctuates with time, so some days will be cloudier than others.
- QOL: Added depth of field (disabled by default)
- QOL and modded: Fixed ugly edges on ice when ice scattering is enabled
- QOL: Fixed minor visual artifact with fog on stained glass in the nether/end
- QOL: Removed debug mode and LIGHT_FIX options, since neither of them have been used since they were implemented.
- All: Enabled the GL_EXT_gpu_shader4 extension in hopes that I can better optimize my code. If this causes compile errors for anyone let me know and I'll revert it.
- All: Fixed compile errors on some graphics cards
- All: Code cleanups
- All: Tweaked sunset colors again
- All: Fancy stars/galaxies now fade out around the moon
- QOL and modded: The sun/moon now fade out near the horizon when infinite oceans are enabled.
- Modded: Fixed failure to compile when infinite oceans are disabled (whoops)
- All: Standard bug fixes and improvements
- Lite and modded: Changed versioning system to keep major versions consistent between editions. All future releases will match the major version of the QOL edition.
- QOL: Added config option to bring back the old clouds. This is why we can't have nice things.
V1.13.0: The BIG update 2, the sequel!
- QOL: Clouds have been massively overhauled to actually look like the type of clouds you'd expect from a high quality shader pack
- QOL: Added void clouds to the end
- All: Brand new overworld star renderer, complete with galaxies too! (both can be toggled independently)
- All: Removed hacky end portal code, as optifine has now kindly implemented a proper fix for it in HD_U_B9. However, since that version is still in beta, end portal effects have been temporarily disabled by default until it's officially released and back-ported to all supported MC versions.
- All: XP orbs now cycle through the entire color spectrum instead of just yellow and green (configurable). Coincidentally, this has also fixed a few bugs with circular shadows as well. And speaking of which:
- Lite and modded: Ported circular entity shadows from main version.
- QOL and modded: Improved detection of which hand is currently rendering. It's still not perfect when rapidly rotating your camera while eating/drinking, but at least half of your hand won't think something different from the other half anymore. As such, the COMPAT17 option has been removed. And speaking of hands:
- Lite and modded: Ported hand sway from main version.
- Lite and modded: Nightvision fix (also known as OLD_LIGHTMAP) is now disabled by default, since the version of optifine required for nightvision to work properly has been out of beta for quite a while now.
- All: Generic code improvements and bug fixes, as usual.
- All: Improved brightness of fog again
- All: Generic code improvements
- Modded: Fixed sea level being at y52 instead of y63. I changed that for my own use because I was using biome bundle at the time (which has a lower sea level than vanilla), and forgot to change it back to normal when I released it.
- QOL and modded: Revamped noise algorithms for water refraction/reflection and ice scattering. Both now use new noise functions, water now takes sky access and rain strength into account, and ice scattering now has LOD.
- QOL and modded: Tweaked sun reflections a bit
- QOL: Fixed clouds not having volumetric effects behind transparent objects, which caused z-fighting issues in some cases
- QOL: Ender sky effects now apply to end portals too
- QOL: Better glass more accurately reflects reality. still not flawless when there are other transparent things in front of or behind it though.
- QOL: Ported cross-processing from modded version
- QOL: Ported wet dirt from modded version
- All: New feature: Can now remove biome coloring on sugar cane (disabled by default)
- All: Fixed star rendering
- QOL: Possibly improved enchantment glow rendering. Still doesn't work with held items, but it should work slightly better with other mobs/players now.
- All: Reduced block shading underground slightly
- All: Vignette for held lights is now configurable
- QOL: Ported new block alias system from the modded version. Once again, if you notice that tallgrass no longer waves or that water no longer refracts, you'll need to enable ID_FIX to revert to the old system!
- All: No longer disabling optifine's native dynamic lights. Do note that it it still not recommended to use both at the same time!
All changes below here only apply to the QOL edition, since the modded and lite versions did not exist until now.
- Possibly fixed entity shadows being too bright again. Maybe.
- Improved opacity of clouds: denser areas are now more opaque than less dense areas, the overall opacity has been reduced, and it no longer gets more opaque when raining.
- Fixed z-fighting with clouds on water/ice
- Fixed circular shadows thinking that XP orbs were made entirely out of shadows
- Made clear water and bright water separate config options
V1.10.0: The WINDsday update.
- Added wind effects to tallgrass
- Rain has been overhauled to more accurately simulate wind too. It's also now configurable for those of you who build houses without overhangs on your roofs
- Some rain effects now no longer apply above cloud height
- Fixed circular entity shadows only applying to spiders and endermen. Also made this configurable too.
- Added config option that fixes hand sway issues when blocking/eating in old MC versions
- Organized the misc. config page
V1.9.0: The ender update!
- Added ender nebulae/stars. I hope I can apply this effect to ender portals in the future, but currently that's waiting on a bug fix in optifine.
- Tweaked water fog: now green-ish at close range, and blue-ish at far range. Also applies more strongly now so water isn't quite so invisible when used in fountains anymore.
- Held end rods now emit purple light
- Tweaked overworld cloud colors/opacity again
- Entity shadows are now perfectly circular
- Made sunsets even MORE pretty! (and slightly less overwhelmingly red)
- Added some effects to clouds that give them the illusion of being more 3D than they actually are
- Reduced brightness of nether-vision, since it was too bright to be useful at close range. Also affects larger radius now.
- Fixed fog rendering weirdly with better stained glass
- Tweaked water fog color during sunset
- Tweaked cloud colors very slightly
- Added readme, for people on old MC versions where in-game config options aren't a thing.
- Added alternate blending method for stained glass which looks much more realistic
- Made nether fog/sky get brighter every now and then
- Fixed dark stripy patterns appearing on water in older MC versions
- Fixed spiders and endermen being too bright
- Fixed entity shadows being too bright
- Fixed grass becoming too red under certain circumstances
- Added nether-vision, a workaround for shaders not supporting night vision. (activate by holding a nether star)
- Reduced blur in several places to improve framerate
- Buffed dynamic lights in the nether
- Water fog color is now darker at night
V1.6.0: The BIG update!
- Added clouds! Attempt number 1: They look quite minecrafty and square at the moment. I will probably tweak them many times in the future, but the framework for them is now in place.
- Finally fixed transparent stuff not rendering through water
- Revamped held lighting system: different items now emit different colors of light, and some items will also flicker with time. Additionally, zooming in with optifine now increases the distance held lights are effective for.
- Enabled hand sway by default
- Sunset fog colors are now less overwhelming when it rains
- Improved shadow colors at sunset (now matches the color of the sunset instead of being always blue-tinted)
- Fixed border between oceans and infinite oceans being visible when refraction is disabled
- Improved ocean/infinite ocean rendering, the border between them should now be even more invisible
- Fixed ugly fog colors below the horizon when infinite oceans are disabled
- Fog colors now adjust to darkness faster
- Improved brightness of fog again
- Tweaked underwater fog color
- Made hands slightly less boring
- Added LODs to water reflections. No more super pixelated sun reflections at sunset!
- Glass and ice are now half as reflective as water.
- Water blur now depends on fog density, which means that infinite oceans no longer calculate excessive blur when they don't have to.
- Fixed incorrect blur values during rain. Maybe. No idea if this was even an issue before I tweaked a bunch of other stuff.
- Various other tweaks/improvements.
- Sunsets are now redder
- Held lights now follow the 1/dist^2 rule slightly more accurately, which further reduces the "circle that follows you" effect.
- Improved fog colors based on brightness some more, dark fog should now only apply to being in a cave, and not to being in a house.
- Cobwebs no longer have shadows.
- Dead bushes are no longer affected by grass patches.
- Fixed the horizon separating from the rest of the sky when rotating your camera rapidly during sunset. This is a temporary fix for a bug in optifine. Once it does get get fixed on optifine's end, I'll leave this code in but disabled by default for people playing in old MC versions.
- Fixed water fog getting applied twice when underwater and looking at water.
- Fixed several minor visual artifacts related to desaturation. Also added desaturation data to debug mode output.
- Fixed several major visual artifacts on water with clear water disabled (I really should have tested this better)
- Fixed fog not applying to hand during rain (since fog density is positive during rain, even at 0 distance)
- Fixed compile issues on some graphics cards
- Fixed water having an identity crisis
- Fixed more flickering on lava. Again.
- Fixed incorrect fog/sky colors underground
- Fixed some artifacts related to new fog rendering algorithm. Fog should now work correctly through transparent blocks.
- Fixed normals of lava not getting set, causing flickering issues.
- Sun now reflects off of ice/glass, even in your hand!
- Fog is now calculated more accurately for water that isn't part of the ocean. The down side of this is that infinite oceans look... well, different. You can decide for yourself if they're better or worse.
- Clear water now also controls weather or not to overwrite water's texture with 0% opacity
- Added desaturation to the end
- General bug fixes/improvements
- Added nether and end shaders (no more infinite oceans outside the overworld!)
- Added some effects to lava
- Improved block detection for water/lava on old minecraft versions
- Initial release: re-coded my original version from scratch. Many effects are temporarily removed until I figure out how to make them not quite so laggy.
Step 1: download and install optifine.
Step 2: place the shader zip file inside .minecraft/shaderpacks
Step 3: select it from options > video settings > shaders
For versions of minecraft earlier than 1.10:
Most features will still work in earlier versions, but there are probably a few things which will break due to old optifine versions not supporting them. If you find things that are broken in earlier MC versions, let me know, and I might be able to fix it. No guarantees though.
You will need to make sure that you have optifine version HD_U_D7 or later, otherwise a lot of things are likely to be broken.
For versions of minecraft earlier than 1.7.10:
You will also need to download and install the shaders mod by karyonix. I will not be supporting these versions, so apologies in advance if it doesn't work.
If you get a chat message saying "[shaders] Error: Invalid program", simply screenshotting that message is not enough to find out where the problem is. I'll also need your log file, which can be found in .minecraft/logs/latest.log. If you have forge installed, use .minecraft/logs/fml-client-latest.log instead. Do NOT simply copy-paste the entire file into a reply to this thread. Either put it in a spoiler, or use a site like pastebin instead.
If things are rendering weirdly or other graphical glitches occur, you'll need to take a screenshot or video recording of the issue. Describing it with text is not helpful.
Jul 17, 2016Posted in: Minecraft ModsFROM THE MODERATORS: READ THE NOTICE AT THE END OF THIS POST BEFORE POSTING
Welcome to JurassiCraft!
JurassiCraft is a mod based on Jurassic Park on Jurassic World franchises, but is not only limited to it. This mod allows you to create dinosaurs by extracting DNA from fossils and amber, and putting that through a process until you get a baby dinosaur! Not only does this mod add dinosaurs, it also adds many prehistoric plants!
Confused how to use this mod? Visit our wiki! It contains all the information you will need to create your very own dinosaurs!
Currently, this mod contains only 10 dinosaurs, but more will be added in the future!
This mod contains many things, but here are some of the main things it includes:
- Dinosaurs! This mod contains many dinosaurs, as that is the main focus of this mod.
- Plants! If your dinosaur pen is empty, why not add some beautiful prehistoric plants to fill it up?
- Machinery! In order to create dinosaurs, you will need machinery. This mod contains many machines that will be useful in your journey to bring dinosaurs back!
- Decorations! Want to create a Jurassic Park? We've got you covered! This mod contains many decorations you can use to decorate your very own Jurassic Park.
- Vehicles! Need to get around your park? Sure, we've got them!
- Fossils! To create dinosaurs, you'll need DNA, fossils are a perfect way to get DNA!
- Skeletons! Create your very own museum, using skeletons constructed with the fossils you find!
Want to take a look at these dinosaurs before downloading? Take a look at our DeviantArt!
This mod requires Minecraft 1.10.2.
Found a bug?
You can post an issue report on our GitHub! If we don't know about it, we can't fix it!
This mod wouldn't be possible if it wasn't for the amazing team that has dedicated so much of their time to this mod.
- Cody Rex
Modelers / Texturers:
- Cody Rex
From the moderators:From Ralex:
Due to the thread nature and history, the following rules have been placed on this thread.
1) Posts that are just "welcome back", "yay", or related and do not have any context beside that will be removed. It's nice that the thread is allowed back, but please do not make those kind of posts since they will be spam.
2) Arguments are to be reported and not replied to. If there's a problem going on, then the posts starting it should be reported. Replying will not solve it, and makes it worse for you and me.
3) We are allowing the thread back on the conditions that the issues prior are resolved. Should those issues re-surface and show that they will not be resolved in any reasonable manner, we will re-lock the thread.
Jun 28, 2017Posted in: Minecraft ModsThe Obsidian Suite - Entity Animation Made Easy
The Obsidian Suite is a trio of Minecraft mods that advances Minecraft modding and animating. The entire project is open source! By creating easy to use tools, animations can be developed and deployed like never before. The Suite consists of three sections: The Animator, The API, and The Overhaul.
All mobs can be animated - the player, vanilla mobs, and custom mobs.
The Obsidian Animator is a utility tool for Minecraft that is used to create animations for use with Minecraft mods. It allows models to be imported from a range of sources, and the animation files can be implemented when modding using The API. Models can be imported from Tabula, an awesome Minecraft modeller. Other import sources are available and more will be added soon. The Animator is compatible with the Version Checker mod, which allows automatic updating (recommended).
The Obsidian API is where the magic really happens. The API is the foundation of The Animator, and adds support for adding animations into the game when modding. The API replaces excessive model code and poor quality, hard coded, tedious animations with simple file importers and excellent animations made using the Animator. Compared to traditional model and animation code, The API can reduce thousands of lines down to a mere handful. With expansive and inclusive functionality, the API can cater for animation you can think of.
The Obsidian Overhaul is a work in progress project that uses The Animator and The API to upgrade vanilla Minecraft. While it doesn't add any content, it raises the standard of the game to include better animations. Designed as a baseline that all other mods can build upon, The Overhaul is a must have for any Minecraft player that cares about their game looking good. The Overhaul is a big undertaking - it will replace all the default models and animations with sparkling new ones. It will need support from as many people as possible, animator, modders and fans alike!
Sep 16, 2017Posted in: Discussion
That may be somewhat true but make no mistake they're leaving Java Edition out because they can't add micro transactions without massive backlash.
I have a subpar laptop that isn't even built for gaming yet I still average 50 FPS. Running on an Intel i3 and 8Gb of ram and the laptop is almost three years old. I've tried Windows 10 Edition and I absolutely hate it. It's MCPE on a PC and I don't like the look of it. Moreover, I hate the micro transactions with a burning passion. I've played multiple editions of the game including Xbox, Win10, MCPE, etc and I'm not a fan of any of them. The PC version has and will always be my favorite and I'm very disappointed with the way Microsoft is going about this. Taking the original edition of the game and turning it into some not-as-important copy that gets kicked off to the side of the road, so to speak, along with its loyal community.
It's not gettign kicked to the side though!
They're slightly changing the name (to a name that is already commonly used by the community anyways to make distinctions between versions), but it's still gonna be the same team of developers working on the game. If they moved the Mojang team from Minecraft Java to work on the Bedrock version, or would cut the budget of the tea developing Minecraft Java I'd be worried, but there's no sign of that being the plan, or that going to be the plan any time in the near future.
They're not kicking anyone to the side, and it's sad that people perceive this as such. Guess we'll just have to wait until after Better Together then, so people can see what little impact that update is going to have on the Java version of Minecraft.
Sep 16, 2017Posted in: Discussion
The disappointing part is that they're making all the other 'secondary editions' of the game the main game all because they value their precious micro transactions above keeping the actual main edition as the main edition of the game. I think this'll be the start of a downhill for Minecraft. Whenever companies shift their focus towards raising their revenue things don't end well.
No, they're bundling them together in a new game with a stronger, more polished engine that is easier for them to work on and performs better than Minecraft Java overall.
Minecraft Java is far from a masterpiece, and becomes slower and more bloated with every new update. It was never built to be a big and succesful game, and it is slowly starting to show that. Building a new and better version of Minecraft allows Mojang to continue working on the game, without it becoming completely unplayable.
If you have a PC that has trouble running Minecraft Java smoothly, try Minecraft WIndows 10 Edition once, to see how much better that performs.
Sep 15, 2017Posted in: Discussion
This makes me wants do drink someone else's vomit, i mean seriously? why Mojang?
The role model of MC that all platforms followed, is now becoming a lesser prioritized edition?
They should not rename this. Java is OG and always will be superior because Java is much easier to develop with (and always will be).
Therefore most new content will be with the Java version plus those who play Java are the part of the community who give the most input about the game. We can see there are so many great creations like quarks, crazy craft, etc in Java unlike the bedrock edition.
Those who plays the inferior edition are probably casuals, noobs, or doesn't know the existence of Java edition in the first place.
I guess this was all about the corrupt company who just wants money, even if it means treating the fanbase like garbage.
Well, Rip real minecraft.
It's a name change, to a name that's already extremely common in the community anyways.
Why is this such a problem to you?
Sep 15, 2017Posted in: Discussion
So that they can call the other version "Minecraft", so new people will buy it, and then they can charge people for a new version every year. And charge them for skins, and for using their limited approved servers. And charge for 'add-ons' (killing the modding community, but hey, it makes more cash).
New version every year? Pretty sure Minecraft Bedrock is just gonna receive free updates just like Minecraft Java has always had (and will continue having)
I get that people are upset about Better Together for some weird reason, but please try and actually fact check before you say something that's demonstrably false, and mislead other people.
Sep 10, 2017Mastermined posted a message on Is 1.13 going to change all the textures to a higher res?Posted in: Recent Updates and Snapshots
Because Minecraft's current textures are extremely inconsistent and don't fit in with each other, because several people with different artstyles have implemented them.
Jul 27, 2013Posted in: WIP ModsGenesis is an extraordinary dimension which includes the time of the Precambrian (4500 Ma) until the end of the Cretaceous period (66 Ma). It consists of many unique biomes, realistic flora, a phenomenal diversity of animal species and new mechanisms.
Rich, strange and hostile, the Genesis dimension is a primitive world where there are dinosaurs, primitive mammals, giant insects, marine and flying reptiles, enigmatic animals, giant mushrooms, seed ferns, trees without wood and very old lava and rocks.
The dimension is composed of many biomes as swamp rainforest, rainforest, marsh, woodlands, Araucarioxylon forest, Metasequoia forest, shallow ocean, floodplains forest, red desert and others. Each biome represents a period stage in the prehistory (eg: woodlands = Maastrichtien), characterized by a realistic flora and fauna. The peculiarities of plants, their edibility, their effects, the character of animals, their way of life, are the result of scientific research, assumptions and comparison with the current biodiversity.
The main rock is granite, but there are several rock type as the gneiss, rhyolite, dolerite, anorthosite, limestone and others, generated in layers. The generation of the caves have been reworked. The underground is composed of large komatiitic lava lakes with some small islets.
Oceans may be composed of aquatic plants, corals, ooze for the floor, smokers, fishes, marine reptiles and strange small animals.
Anaghold ~ Project Manager
KdotJPG ~ Programmer
Zaggy1024, MrIbby, Vorquel, Sn0w, ZeeCount, Orthonga, PixelTrixel, Oursvince and you fans.
Sep 2, 2017Kaitlyn_Dragonslayer_99 posted a message on Is 1.13 going to change all the textures to a higher res?Posted in: Recent Updates and Snapshots
To be honest I think most people would agree, but they're being held back by a feeling of nostalgia or fear/discomfort when it comes to change, myself included. People will get used to it though. There have been texture changes for many years, they were a bit strange at first but then we got used to them. I think some people are overreacting a bit.
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