• 0

    posted a message on Minecraft 1.13 Update Opinion Thread

    So,did they fix the low performance problem?

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!
    Quote from TyranntX»

    The Megalania reminds me of the Komodo Dragon in Mo' Creatures


    One of my favorite pets of that mod along the elephant.
    Posted in: Minecraft Mods
  • 0

    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!
    Quote from ASDFGirl»

    Here's the Megalania preview, as promised. The model saw some very minor tweaks over the weak. Also sorry, I know I spelled Varanus wrong but I can't fix it :/


    Megalania Preview


    I didn't know the Megalania used to dance waltz.
    Posted in: Minecraft Mods
  • 0

    posted a message on Asking something really serious
    Quote from Code404»

    Is cursing someone in Minecraft illegal?


    No it's not ilegal,but you should ask yourself is something is wrong rather that if something is illegal first.
    Quote from Code404»

    I was really hate Japanese since they think us Chinese is very bad, so I said in the server that I hope them to die. however i regret this


    While it's true that they are being really rude to you that's not a justification for you to act that way, the good thing is that you show regret of what you said and my advice to you next time is that report them to the authorities and don't tell them that you are gonna report them(You can take a screenshot as proof of that).

    Also Just because you found some Japanese People that were rude to you doesn't mean that all of them act that way, avoid generalizing people because that leads to incorrect conclusion based on personal experiences.
    Posted in: Discussion
  • 0

    posted a message on What is an Update you Think would Restore Minecraft to Another "Golden Age"?

    The Game is not dying but it seems that the game doesn't have the same impact on the gaming community it had some time before(Like between 2012 and 2014) this is something normal considering this game reached it's peak on those years on YouTube and while general interest of the game hasn't fallen other games have overshadowed the fame of this game.



    Of course there is the argument that the new content of the last updates has delivered poorly on quality of content(I don't totally agree with this but i see were are the going with that) but that is for other debate.

    Posted in: Discussion
  • 0

    posted a message on Better Overworld : Project Zulu 1.7.10 -- Mobs, Blocks, Items, Structures and Game Mechanics -- UPDATED TO v1.4C2 (03/07/2015)
    Quote from Fu_Yang»

    Is this mod still alive?


    Unfortunately not, a shame i used to help the coder of this mod with ideas but he hasn't connected in on a long time but you can still download this mod for the 1.7.10 version, if you want a mod that has content similar to this one you can use this one https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/2775366-wild-mobs-new-and-unique-mobs-in-the-style-of?page=15#c296
    this one is 1.7.10 version too but it is going to be updated soon.
    Posted in: Minecraft Mods
  • 0

    posted a message on What is the best way to terraform?

    You can make it look natural by the uses of brushes from WorldEdit idk exactly how it was made but i remember i used some of them to make an island on an ocean.

    Posted in: Discussion
  • 1

    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    I have a problem,i tweaked a bit the config so frozen oceans appear at latitudinal climates but his happens



    Frozen Ocean Always appears at spawn,this is my Config if this helps


    # Configuration file

    "assorted parameters" {
    # Use more random generators, better behaved rivers, and larger rare climates
    B:"0.5 generation"=true

    # Use 1.6 compatibility mode
    B:1.6Compatibility=false

    # place little islands near shore rather than in deep ocean
    B:"Allow Derpy Islands"=false

    # Biome size, exponential: 4 is regular and 6 is large biomes
    I:"Biome Size"=4

    # Use red sand mesa for mesa borders. False uses desert like vanilla
    B:"Mesas for mesa borders"=false

    # per thousand; vanilla is 10
    I:"Mushroom Island Incidence"=10

    # generate as if CC weren't on; for loading pre-existing worlds or just preventing chunk boundaries
    B:"No Generation Changes"=false

    # suppress Bop sub-biome generation
    B:NoBoPSubBiomes=true

    # Percentage of rivers prevented; changes cause chunk boundaries at some rivers
    I:PercentRiverReduction=0

    # increase smoothing steps; also shrinks unusual biomes some; changing produces occaisional chunk walls
    B:"Smoother Coastlines"=true

    # add testing routines and crash in suspicious circumstances
    B:TestingMode=false
    B:VanillaBiomesOn=true

    # Generate land masses and climate zones similar to vanilla 1.7
    B:VanillaLandAndClimate=false

    # True for triple-width rivers
    B:WiderRivers=false

    # impose Climate Control generation on the Biomes o' Plenty world type
    B:alterBoPWorlds=false

    # impose Climate Control generation on Highlands world types
    B:alterHighlandsWorlds=false

    # biomes not saved on edges; more than 3 has no effect; -1 deactivates saving biomes
    I:biomeRingsNotSaved=3

    # Number of Chunk Biome layouts cached. Above 500 is ignored. 0 or below shuts off chunk info caching
    I:cacheSize=0

    # climate not saved on edges; -1 deactivates saving climates
    I:climateRingsNotSaved=3

    # Have Climate Control set the biomes for village generation; may be incompatible with village mods
    B:controlVillageBiomes=false

    # Comma-delimited list of externalBiome Names. No quotes or line returnsYou will have to reload Minecraft after changing this.Names not in the list aren't removed from the configs but they have no effect
    S:externalBiomeNames=

    # force small continent near origin
    B:forceStartContinent=true

    # max height value for allowing rivers; 10.0 allows everything; 0.75 is plains but no hills
    D:maxChasm=10.0

    # Maximum Number of Rescue attempts. Negative numbers mean no limit
    I:rescueLimit=-1

    # subbiomes not saved on edges, default 3, -1 deactivates saving sub-biomes
    I:subBiomeRingsNotSaved=-1

    # suppress Climate Control generation in default, large biomes, and amplified worlds
    B:suppressInStandardWorlds=false

    # True for double-width beaches
    B:wideBeaches=false
    }


    ##########################################################################################################
    # climate incidences
    #--------------------------------------------------------------------------------------------------------#
    # Blocks of land are randomly assigned to each zone with a frequency proportional to the incidence. Processing eliminates some extreme climates later, especially for quarter size zones. Consider doubling hot and snowy incidences for quarter size zones.
    ##########################################################################################################

    "climate incidences" {
    # relative incidence of cool zones like forest/plains/hills/taiga/roofed forest
    I:"Cool Zone Incidence"=2

    # relative incidence of hot zones like savanna/desert/plains/mesa
    I:"Hot Zone Incidence"=4

    # relative incidence of snowy zones
    I:"Snowy Zone Incidence"=1

    # relative incidence of warm zones like forest/plains/hills/jungle/swamp
    I:"Warm Zone Incidence"=3
    }


    ##########################################################################################################
    # climate zone parameters
    #--------------------------------------------------------------------------------------------------------#
    # Full-size is similar to 1.7 defaults. Half-size creates zones similar to pre-1.7 snowy zones. Quarter-size creates fairly small zones but the hot and snowy incidences are limited
    ##########################################################################################################

    "climate zone parameters" {
    # True freezes oceans in snowy latitudes. Only used with latitudinal climates.
    B:"Frozen Icecaps"=true

    # half the climate zone size from vanilla, unless quartering
    B:"Half Zone Size"=false

    # Use Ice Mountains instead of Ice Plains in mountain chain areas
    B:"Ice Mountains in Mountain Chains"=true

    # Use Mesas as mountains in mountain chain areas
    B:"Mesas in Mountain Chains"=true

    # Place mountains in chains
    B:"Mountains in Mountain Chains"=false

    # quarter the climate zone size from vanilla
    B:"Quarter Zone Size"=false

    # ignore climate zones altogether
    B:"Random Biomes"=false

    # Number of climate zones to shift the band from the default of the warm - to - cool transition at 0. Positive numbers shift the bands up.
    I:bandedClimateOffset=0

    # Width of banded climates (climate depends on latitude). 0 or less for normal rules. Width is in terms of climate zones, whatever they are
    I:bandedClimateWidth=4

    # X offset for initial spawn search in blocks
    I:xSpawnOffset=0

    # Z offset for initial spawn search in blocks
    I:zSpawnOffset=0
    }


    ##########################################################################################################
    # ocean control parameters
    #--------------------------------------------------------------------------------------------------------#
    # Frequencies are x per thousand but a little goes a very long way because seeds grow a lot. SeparateLandmasses = true makes an oceanic world with these settings andSeparateLandmasses = false makes a continental world
    ##########################################################################################################

    "ocean control parameters" {
    # frequency of large continent seeds, about 8000x16000
    I:"Incidence of Continents,Large"=0

    # frequency of medium continent seeds, about 4000x8000
    I:"Incidence of Continents,Medium"=0

    # frequency of small continent seeds, about 2000x4000
    I:"Incidence of Continents,Small"=10

    # frequency of large island seeds, about 500x1000
    I:"Incidence of Islands,Large"=40

    # frequency of medium island seeds, about 250x500, but they tend to break up into archipelagos
    I:"Incidence of Islands,Medium"=60

    # Rounds of continent and large island expansion in oceanic worlds (with separateLandmasses off). More makes continents larger and oceans narrower. Default is 1.
    I:"Land Expansion Rounds"=1

    # True mostly stops landmasses merging.With default settings you will get an oceanic world if true and a continental world if false
    B:SeparateLandmasses=true
    }


    ##########################################################################################################
    # oceanbiomeclimates
    #--------------------------------------------------------------------------------------------------------#
    # Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land
    ##########################################################################################################

    oceanbiomeclimates {
    S:"DeepOcean climate"=DEEP_OCEAN
    S:"Ocean climate"=OCEAN
    }


    oceanbiomeids {
    I:"DeepOcean ID"=24
    I:"Ocean ID"=0
    }


    oceanbiomeincidences {
    I:"DeepOcean Incidence"=100
    I:"Ocean Incidence"=100
    }


    oceanbiomevillages {
    B:"DeepOcean hasVillages"=false
    B:"Ocean hasVillages"=false
    }


    ##########################################################################################################
    # vanillabiomeclimates
    #--------------------------------------------------------------------------------------------------------#
    # Climate Types are: SNOWY,COOL,WARM,HOT,OCEAN,DEEP_OCEANMEDIUM,PLAINS,LAND. MEDIUM is COOL and WARM, PLAINS is COOL and WARM and HOT, LAND is all four land
    ##########################################################################################################

    vanillabiomeclimates {
    S:"Birch Forest Hills M climate"=DEFAULT
    S:"Birch Forest Hills climate"=DEFAULT
    S:"Birch Forest M climate"=DEFAULT
    S:"Birch Forest climate"=Cool
    S:"Cold Taiga Hills climate"=DEFAULT
    S:"Cold Taiga M climate"=DEFAULT
    S:"Cold Taiga climate"=Snowy
    S:"Desert Hills climate"=DEFAULT
    S:"Desert M climate"=DEFAULT
    S:"Desert climate"=Hot
    S:"Extreme Hills M climate"=DEFAULT
    S:"Extreme Hills climate"=MEDIUM
    S:"Extreme Hills+ M climate"=DEFAULT
    S:"Extreme Hills+ climate"=DEFAULT
    S:"Flower Forest climate"=DEFAULT
    S:"Forest Hills climate"=DEFAULT
    S:"Forest climate"=MEDIUM
    S:"Ice Mountains climate"=Snowy
    S:"Ice Plains Spikes climate"=DEFAULT
    S:"Ice Plains climate"=Snowy
    S:"Jungle Hills climate"=DEFAULT
    S:"Jungle M climate"=DEFAULT
    S:"Jungle climate"=Warm
    S:"Mega Spruce Taiga climate"=DEFAULT
    S:"Mega Taiga Hills climate"=DEFAULT
    S:"Mega Taiga climate"=Cool
    S:"Mesa (Bryce) climate"=DEFAULT
    S:"Mesa Plateau F M climate"=DEFAULT
    S:"Mesa Plateau F climate"=Hot
    S:"Mesa Plateau M climate"=DEFAULT
    S:"Mesa Plateau climate"=Hot
    S:"Mesa climate"=DEFAULT
    S:"Mushroom Island climate"=DEFAULT
    S:"Plains climate"=PLAINS
    S:"Roofed Forest M climate"=DEFAULT
    S:"Roofed Forest climate"=Cool
    S:"Savanna M climate"=DEFAULT
    S:"Savanna Plateau M climate"=DEFAULT
    S:"Savanna Plateau climate"=DEFAULT
    S:"Savanna climate"=Hot
    S:"Sunflower Plains climate"=DEFAULT
    S:"Swampland M climate"=DEFAULT
    S:"Swampland climate"=Warm
    S:"Taiga (snowless) M climate"=DEFAULT
    S:"Taiga (snowless) climate"=Cool
    S:"Taiga Hills climate"=DEFAULT
    }


    vanillabiomeids {
    I:"Birch Forest Hills ID"=28
    I:"Birch Forest Hills M ID"=156
    I:"Birch Forest ID"=27
    I:"Birch Forest M ID"=155
    I:"Cold Taiga Hills ID"=31
    I:"Cold Taiga ID"=30
    I:"Cold Taiga M ID"=158
    I:"Desert Hills ID"=17
    I:"Desert ID"=2
    I:"Desert M ID"=130
    I:"Extreme Hills ID"=3
    I:"Extreme Hills M ID"=131
    I:"Extreme Hills+ ID"=34
    I:"Extreme Hills+ M ID"=162
    I:"Flower Forest ID"=132
    I:"Forest Hills ID"=18
    I:"Forest ID"=4
    I:"Ice Mountains ID"=13
    I:"Ice Plains ID"=12
    I:"Ice Plains Spikes ID"=140
    I:"Jungle Hills ID"=22
    I:"Jungle ID"=21
    I:"Jungle M ID"=149
    I:"Mega Spruce Taiga ID"=160
    I:"Mega Taiga Hills ID"=33
    I:"Mega Taiga ID"=32
    I:"Mesa (Bryce) ID"=165
    I:"Mesa ID"=37
    I:"Mesa Plateau F ID"=38
    I:"Mesa Plateau F M ID"=166
    I:"Mesa Plateau ID"=39
    I:"Mesa Plateau M ID"=167
    I:"Mushroom Island ID"=14
    I:"Plains ID"=1
    I:"Roofed Forest ID"=29
    I:"Roofed Forest M ID"=157
    I:"Savanna ID"=35
    I:"Savanna M ID"=163
    I:"Savanna Plateau ID"=36
    I:"Savanna Plateau M ID"=164
    I:"Sunflower Plains ID"=129
    I:"Swampland ID"=6
    I:"Swampland M ID"=134
    I:"Taiga (snowless) ID"=5
    I:"Taiga (snowless) M ID"=133
    I:"Taiga Hills ID"=19
    }


    vanillabiomeincidences {
    I:"Birch Forest Incidence"=10
    I:"Cold Taiga Incidence"=10
    I:"Desert Incidence"=25
    I:"Extreme Hills Incidence"=0
    I:"Forest Incidence"=10
    I:"Ice Mountains Incidence"=0
    I:"Ice Plains Incidence"=5
    I:"Jungle Incidence"=20
    I:"Mega Taiga Incidence"=5
    I:"Mesa Plateau F Incidence"=20
    I:"Mesa Plateau Incidence"=20
    I:"Plains Incidence"=10
    I:"Roofed Forest Incidence"=0
    I:"Savanna Incidence"=30
    I:"Swampland Incidence"=15
    I:"Taiga (snowless) Incidence"=5
    }


    vanillabiomevillages {
    B:"Birch Forest Hills M hasVillages"=false
    B:"Birch Forest Hills hasVillages"=false
    B:"Birch Forest M hasVillages"=false
    B:"Birch Forest hasVillages"=false
    B:"Cold Taiga Hills hasVillages"=false
    B:"Cold Taiga M hasVillages"=false
    B:"Cold Taiga hasVillages"=false
    B:"Desert Hills hasVillages"=false
    B:"Desert M hasVillages"=false
    B:"Desert hasVillages"=true
    B:"Extreme Hills M hasVillages"=false
    B:"Extreme Hills hasVillages"=false
    B:"Extreme Hills+ M hasVillages"=false
    B:"Extreme Hills+ hasVillages"=false
    B:"Flower Forest hasVillages"=false
    B:"Forest Hills hasVillages"=false
    B:"Forest hasVillages"=false
    B:"Ice Mountains hasVillages"=false
    B:"Ice Plains Spikes hasVillages"=false
    B:"Ice Plains hasVillages"=false
    B:"Jungle Hills hasVillages"=false
    B:"Jungle M hasVillages"=false
    B:"Jungle hasVillages"=false
    B:"Mega Spruce Taiga hasVillages"=false
    B:"Mega Taiga Hills hasVillages"=false
    B:"Mega Taiga hasVillages"=false
    B:"Mesa (Bryce) hasVillages"=false
    B:"Mesa Plateau F M hasVillages"=false
    B:"Mesa Plateau F hasVillages"=false
    B:"Mesa Plateau M hasVillages"=false
    B:"Mesa Plateau hasVillages"=false
    B:"Mesa hasVillages"=false
    B:"Mushroom Island hasVillages"=false
    B:"Plains hasVillages"=true
    B:"Roofed Forest M hasVillages"=false
    B:"Roofed Forest hasVillages"=false
    B:"Savanna M hasVillages"=false
    B:"Savanna Plateau M hasVillages"=false
    B:"Savanna Plateau hasVillages"=false
    B:"Savanna hasVillages"=true
    B:"Sunflower Plains hasVillages"=false
    B:"Swampland M hasVillages"=false
    B:"Swampland hasVillages"=false
    B:"Taiga (snowless) M hasVillages"=false
    B:"Taiga (snowless) hasVillages"=false
    B:"Taiga Hills hasVillages"=false
    }

    Posted in: Minecraft Mods
  • 1

    posted a message on The Rediscovered Mod: Unused, Unimplemented, and Removed Features

    Quite Sad because this mod had a lot of unique features.

    Posted in: Minecraft Mods
  • 1

    posted a message on The Rediscovered Mod: Unused, Unimplemented, and Removed Features
    Quote from Th3MCHobbiest»

    When 1.13 is released, will you be removing fish from this mod?


    This mod is dead...
    Posted in: Minecraft Mods
  • 0

    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    Quote from Geethebluesky»

    I didn't have a problem with zombie villagers, I had a problem with 100s of MCA villagers spawning in a single village with maybe 12-15 houses, some that didn't even have doors. That many villagers at all created tons of lag.

    Oh i Understand, sometimes i prefer to play on a world without villagers(I play with JAS mod) and in order to get them i cure them, i like the repopulation theme.
    Posted in: Minecraft Mods
  • 0

    posted a message on More Unique Mobs

    I like the whole 1.13, and illagers for sure, but guys


    Take a look at 1.10:


    Strays = farm of tipped arrows


    Poalr bears are useless


    0.00001 fossil chance


    And the worst... ENDERMEN IN NETHER


    And i hate 1.9 combat. It broke minecraft completely. How aare people now fighting elder guardians???


    Fossils and Polar Bears are good(while the polar bears could be better),the rest is meh guardians are not that strong and the temple blocks their own projectiles.
    Posted in: Suggestions
  • 0

    posted a message on Minecraft 1.13 Update Opinion Thread

    The best Update i have seen on a while because the sheer amount of Aesthetics it has and the improvements, I like a lot the new tridents and also the new mobs we are getting.

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on More Unique Mobs
    Quote from PCAwesomeness»

    1.11 and 1.13 beg to differ.

    1.11 Was OK,1.13 is Really Good because the sheer amount of things we are getting.
    Posted in: Suggestions
  • 0

    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    Quote from Geethebluesky»

    I finally got it to work somewhat well by pregenerating the server map with CMS set not to populate newly-generated chunks with mobs, and moving villagers to their own spawn category "VILLAGER". That means I have to rely on spawning villagers "naturally" over game ticks, which I don't like since it also means any structures I create end up counting as "villages"... but at least I don't have the game-busting 100+ villager chunks anymore.

    Another side-effects is that undertakers spawn with the squidward skin... not 100% sure if that's because of my configs though. I put both the vanilla and MCA villagers in the VILLAGER category, and only the undertakers look like this. It's kind of a nice story twist though, since easy to imagine villagers going nutty due to working with dead people all day long. :)


    Quote from Geethebluesky»

    I finally got it to work somewhat well by pregenerating the server map with CMS set not to populate newly-generated chunks with mobs, and moving villagers to their own spawn category "VILLAGER". That means I have to rely on spawning villagers "naturally" over game ticks, which I don't like since it also means any structures I create end up counting as "villages"... but at least I don't have the game-busting 100+ villager chunks anymore.

    Another side-effects is that undertakers spawn with the squidward skin... not 100% sure if that's because of my configs though. I put both the vanilla and MCA villagers in the VILLAGER category, and only the undertakers look like this. It's kind of a nice story twist though, since easy to imagine villagers going nutty due to working with dead people all day long. :)

    You can disable them from spawning entirely and just cure the zombie ones that appear.
    Posted in: Minecraft Mods
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