Ah yes, the competition. I remember that well. Yes, those were fun times. I had aimed to make mine as close to scale as possible, based on the movie design, although I only got about half of the interior fitted out (and I didn't think of using the paintings to spruce it up). I also remember that it was made of cobblestone (as there wasn't that wide a range of blocks back then to work with), and I ended up using one of your alt textures for the cobble to make it look right, even if it made the rest of the world's constructions look out of place. I believe it was one of the metal panel textures that I used, either used straight or modified to have a 2x2 grid of panels per block (to match the stairs used in the construction).
As for the sub that Pipehead and Gestankfaust worked on, I was not part of that team, although their work was quite impressive.
All this talk of subs is making me want to rebuild that now in my Domed City world. I had just started adding a harbor as well, although I'm again running into the issue of have a very shallow bay. Luckily we have creative mode now!
It's quite amazing how few blocks we had back then...kind of defined this pack though. Aye, these newcomers don't realize how easy they have it!
I've long since resorted to using mcedit to carve out large dock basins, though I also spend an inordinate amount of time refining things in creative mode, as there's nothing more relaxing than a hands on approach and the hypnotic sound of blocks crumbling or being placed. However, that original dock was mostly dug out and lined in 'survival' mode (as that was the only mode we had!), with me rushing back to base before nightfall to avoid skellies and creepers...lol! we didn't even have beds to speed things up back then, but it helped concentrate one's efforts in being efficient, by internal building at night and external expansion during the day. I probably would never have started making suspended railways if it hadn't been my fear of being ambushed during the day and night.
The choice of materials and decoration we have these days is just mind-blowing.
Yeh! Having just spent the evening roaming around a 1.7 snapshot world looking at the new biomes and the deep, deep ocean, I'm hankering after designing something under the sea. I just wish I could easily transfer Newglim to a 1.7 world. I seriously glitched things up last time I did that! I remember you explaining why my entire city had sunk by one block in relation to the world I'd transported it to, and I'm still clearing up my region perimeter by a combination of mcedit and hand, but there are also just too many chunk glitches of flat vertical faces through mountains, etc. when I travel further afield.
Any advice on easily transporting a large multi-chunk wide city to a new 1.7 world, would be mightily appreciated. As I only use mcedit to carve out and flatten new building plots, a task that would otherwise take all day, I'm not that familiar with all it's possibilities. Having said that, I expect it will be quite some time before mcedit is compatible with 1.7 after such huge changes. I might be better transferring in 1.6 and keeping virgin territory unexplored until I load up in 1.7. With the new profile system I should be able to experiment a bit more safely.
My suggestion would be rather than trying to copy your city into a new world, copy the save and just delete everything that isn't the city and let the game re-generate the chunks with the current terrain generator. I'd also take some time with AMIDST to find a seed that has terrain you like near the location of your city rather than trying to shift the city around on the map.
In regards to the large cliff faces, personally I'd just be lazy and put in some devices along the boarders and some hand-wavy notes about a large transporter project and alternate dimensions. (Implying that the whole city was somehow teleported to a new land.) I'd rather have a mystery in the game world than spend hours trying to hand-smooth the landscape.
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Tis far better to be a witty fool than a foolish wit.
I found a solution to my lack of good, cross-compatible white blocks problem (See: my request for white quartz blocks alts). I tweaked the "very smooth" alt for the white clay block a mite. Thought I might as well submit the modified version so you could do with, or not, as you see fit.
Its funny. White with a very faint blue tinge to it looks whiter than actual pure white does. Wonder why that is.
Okey time for a wall of text from LORD MJ, and I'm sorry about that, but I have a lot of stuff to say.
I recently had an idea to create a underground environment based on Metro 2033. I completed that game 3 years ago, but I just realized how impressive and immersing the environment in that game was.
So I wanted to use a good texture pack, I thought that searching for a good texture pack would take me ages because I'm quite picky when it comes to texture packs. I was wrong, the first Google search result was your texture pack. I was impressed with the screenshots, and I downloaded the pack.
When I started Minecraft, my mind was blown away. The world looked amazing. The connected grass textures, clouds, tree trunks that absolutely look amazing. But once the night settled! OMG!! First I was blown away by the sunset colors, then when I saw that beautiful night sky with all the stars and the Moon. I just wanted to switch my difficulty to Peaceful and stargaze. Seriously! In how many games can you stargaze?! The only other game I can think off is Skyrim.
Absolutely awesome job! And this is a big compliment, because I don't use texture packs. I like how Vanilla looks, and most of the texture packs out there make Minecraft look ugly to me.
Now my world look awesome, but I want even more with it. So now I'm learning Minecraft modding, so I can add 3 different things. First is to play different ambient sounds when I'm in different rooms, so for example I can hear machines running in the background or people talking at the market. Next, I noticed that you have lots of alternate textures I want to take all those alt blocks that I like, and add them to the game as different blocks, so I don't have to change the texture from the default pack. The more blocks I have, the more my world will look awesome. And finally I want create textures based on your pack for a mod called BiblioCraft. I love to do interior decoration in my buildings. My buildings always look better inside then they do outside.
So I have lots of work ahead of me, but for the first time I'm playing Minecraft to build epic things. I was always an adventurer since Alpha 1.2.1. But now I want to learn how to build in Minecraft, and it's all thanks to your texture pack that inspired me to work on this.
Thank you for making this awesome texture pack, it's truly amazing that you're still working on it. And I don't care how slowly the updates come, as I know that your working on it as much as you can. I will wait with great anticipation for the next version.
My suggestion would be rather than trying to copy your city into a new world, copy the save and just delete everything that isn't the city and let the game re-generate the chunks with the current terrain generator. I'd also take some time with AMIDST to find a seed that has terrain you like near the location of your city rather than trying to shift the city around on the map.
Do you mean load up a copy of the world in mcedit and delete all the broken chunks around my city? That sounds a lot simpler than moving the city...why didn't I think of that? I'll test it out when I get time, though I better do that after I manage to update for 1.7 or things will be delayed even more than necessary.
When surrounding chunks are deleted around my city, hopefully erasing the offending glitches, does mcedit smoothly blend the new chunks with the old, or will I just get more glitches? Only being lazy here, as one little experiment would confirm that, but I know I'll get carried away and start trying to fix everything. If anyone knows the answer to that question, it will be you, Fool!
In regards to the large cliff faces, personally I'd just be lazy and put in some devices along the boarders and some hand-wavy notes about a large transporter project and alternate dimensions. (Implying that the whole city was somehow teleported to a new land.) I'd rather have a mystery in the game world than spend hours trying to hand-smooth the landscape.
I was thinking along similar lines really, in that I was leaving the worst offending areas for when I eventually overrun them with constructions, but it really is a massive ring of offending vertical flatness that will take years to properly disguise! I've also explored quite large areas beyond, so that I would really have to travel great distances to take advantage of all the new biomes we're getting in 1.7.
I found a solution to my lack of good, cross-compatible white blocks problem (See: my request for white quartz blocks alts). I tweaked the "very smooth" alt for the white clay block a mite. Thought I might as well submit the modified version so you could do with, or not, as you see fit.
A shall include this in the next update of the GS Alts Collection download, along with appropriate credit of course.
I must apologize that I haven't had time to even think about making a marble alt for quartz columns, etc. Every snapshot at the moment presents yet more things for me to muse over. Biome colouring and plants is going to be a huge task in balancing everything.
I was hoping I'd have been able to upgrade all the various ctm plants from 32x to 64x including the 32x grass, but it's just too big a job at this time. Also in the typical disorganized random style I'm noted for, I started upgrading other things like cobble, ice, vines, reeds, etc. Now having to roam around every new snapshot world to get a feel for how things will look with kahr's latest awesome MCPatcher work and muse over the huge range of colours for all the new and old biomes we now have for 1.7, well...it's a bit daunting to say the least.
I'd probably also take a look at a combination of the stone columns and the marble-like stone slabs to get a temporary alt marble column...even playing around with bleaching one of the marble hardened clays might prove fruitful. They were all designed to give plenty of options for making epic opulent imperial throne rooms and the like. However, I don't play in survival, so I'm not fully aware of how limiting it is to have Victorian style green cast-iron columns when you really need something along the lines of classical Greek marble.
Okey time for a wall of text from LORD MJ, and I'm sorry about that, but I have a lot of stuff to say.
I recently had an idea to create a underground environment based on Metro 2033. I completed that game 3 years ago, but I just realized how impressive and immersing the environment in that game was.
So I wanted to use a good texture pack, I thought that searching for a good texture pack would take me ages because I'm quite picky when it comes to texture packs. I was wrong, the first Google search result was your texture pack. I was impressed with the screenshots, and I downloaded the pack.
When I started Minecraft, my mind was blown away. The world looked amazing. The connected grass textures, clouds, tree trunks that absolutely look amazing. But once the night settled! OMG!! First I was blown away by the sunset colors, then when I saw that beautiful night sky with all the stars and the Moon. I just wanted to switch my difficulty to Peaceful and stargaze. Seriously! In how many games can you stargaze?! The only other game I can think off is Skyrim.
Absolutely awesome job! And this is a big compliment, because I don't use texture packs. I like how Vanilla looks, and most of the texture packs out there make Minecraft look ugly to me.
Now my world look awesome, but I want even more with it. So now I'm learning Minecraft modding, so I can add 3 different things. First is to play different ambient sounds when I'm in different rooms, so for example I can hear machines running in the background or people talking at the market. Next, I noticed that you have lots of alternate textures I want to take all those alt blocks that I like, and add them to the game as different blocks, so I don't have to change the texture from the default pack. The more blocks I have, the more my world will look awesome. And finally I want create textures based on your pack for a mod called BiblioCraft. I love to do interior decoration in my buildings. My buildings always look better inside then they do outside.
So I have lots of work ahead of me, but for the first time I'm playing Minecraft to build epic things. I was always an adventurer since Alpha 1.2.1. But now I want to learn how to build in Minecraft, and it's all thanks to your texture pack that inspired me to work on this.
Thank you for making this awesome texture pack, it's truly amazing that you're still working on it. And I don't care how slowly the updates come, as I know that your working on it as much as you can. I will wait with great anticipation for the next version.
Thank you for all those very kind encouraging words, LORD MJ.
There's many a time I look at my old textures and wonder why anyone would trouble to use them now, but as previously mentioned, I've always tried to make textures that are more suited to massive constructions (whilst not quite ruining the experience for those who like to play in survival) and I think in that respect it still fulfills a useful role.
I still always create new textures with the thought in mind of, "how ambiguous can I make this texture, whilst still remaining reasonably faithful to a world of Imperial, Victorian, Industrial machines and architecture", and "how can I make this new texture work well in combination with other textures". Hence, why some blocks don't always end up as literal steampunk versions of their Minecraft counterparts.
I'm very gratified indeed at your comments, but in particular I'm very glad that you enjoy some of the things I've spent so much time on creating (like the night and day skies), because that makes the effort worthwhile...thank you! I really look forward to seeing what you come up with over time and hope you stick around to see what else I manage to come up with.
Speaking of which, I've finished the first draft of the new mossy cobble, which doesn't look too bad as the new mossy boulders. Give me a sec or two and I'll upload some pics of it and a few of my new water biome colouring.
I must apologize that I haven't had time to even think about making a marble alt for quartz columns, etc. Every snapshot at the moment presents yet more things for me to muse over. Biome colouring and plants is going to be a huge task in balancing everything.
I was hoping I'd have been able to upgrade all the various ctm plants from 32x to 64x including the 32x grass, but it's just too big a job at this time. Also in the typical disorganized random style I'm noted for, I started upgrading other things like cobble, ice, vines, reeds, etc. Now having to roam around every new snapshot world to get a feel for how things will look with kahr's latest awesome MCPatcher work and muse over the huge range of colours for all the new and old biomes we now have for 1.7, well...it's a bit daunting to say the least.
I'd probably also take a look at a combination of the stone columns and the marble-like stone slabs to get a temporary alt marble column...even playing around with bleaching one of the marble hardened clays might prove fruitful. They were all designed to give plenty of options for making epic opulent imperial throne rooms and the like. However, I don't play in survival, so I'm not fully aware of how limiting it is to have Victorian style green cast-iron columns when you really need something along the lines of classical Greek marble.
It is always good to hear that you are always ahead of the curve Glim when it comes to new updates. Something that I think would be a neat idea would be to do smaller updates whenever you finish a new block.
Thank you for all those very kind encouraging words, LORD MJ.
There's many a time I look at my old textures and wonder why anyone would trouble to use them now, but as previously mentioned, I've always tried to make textures that are more suited to massive constructions (whilst not quite ruining the experience for those who like to play in survival) and I think in that respect it still fulfills a useful role.
I still always create new textures with the thought in mind of, "how ambiguous can I make this texture, whilst still remaining reasonably faithful to a world of Imperial, Victorian, Industrial machines and architecture", and "how can I make this new texture work well in combination with other textures". Hence, why some blocks don't always end up as literal steampunk versions of their Minecraft counterparts.
I'm very gratified indeed at your comments, but in particular I'm very glad that you enjoy some of the things I've spent so much time on creating (like the night and day skies), because that makes the effort worthwhile...thank you! I really look forward to seeing what you come up with over time and hope you stick around to see what else I manage to come up with.
Speaking of which, I've finished the first draft of the new mossy cobble, which doesn't look too bad as the new mossy boulders. Give me a sec or two and I'll upload some pics of it and a few of my new water biome colouring.
No problem. One thing I like about you is that you actually reply and talk with your users. Not many Minecraft custom content creators do that.
I really like mossy cobblestone. I always want to build something cool with it, but I just don't have enough of it. Needless to say, I was very happy to see those boulders in 1.7 Can't wait to see the new version.
This really depends on what caused those glitches. If you, when you copied over the world, accidentally copied it at one block lower level (e.g., so y=64 in the old world save would be y=63 in the new one), then you'll still have a misaligned sea-level from your current world into your new one. Anyway. If chunks are deleted, MCEdit won't regenerate new ones - Minecraft will generate them next time you happen to load them up in your world, with all the vertical glitchyness that will be the outcome of that. I think this latter answer is actually the answer to your question, no? I'm a bit tired...
I think the main issue with the different sea levels is that Minecraft itself changed the sea level some updates back, and Glimmar's city was created before that update and was brought to a more recent version. As such, he should go and change the Y level of his city when copying over to compensate for that, although that may result in some oddness with the bedrock layer…
I think the main issue with the different sea levels is that Minecraft itself changed the sea level some updates back, and Glimmar's city was created before that update and was brought to a more recent version. As such, he should go and change the Y level of his city when copying over to compensate for that, although that may result in some oddness with the bedrock layer…
If Im not mistaken, the sea level has always been 64 has it not? Unless something in 1.7 is changing I was pretty sure that was something that has always remained the same. And if it is still an issue, if Glimmar's city is far enough from an ocean he should be able to do it anyway without ever noticing the difference, but I dont know exactly how NewGlim looks
A possible solution though to the uneven new chunks around the city when it is finally ported would just be to make a simple border of a machine type thing and put a backstory, saying you have teleported the city somehow. Would probably be much better than going back by hand and refining all the awkward borders between old and new chunks.
If Im not mistaken, the sea level has always been 64 has it not? Unless something in 1.7 is changing I was pretty sure that was something that has always remained the same. And if it is still an issue, if Glimmar's city is far enough from an ocean he should be able to do it anyway without ever noticing the difference, but I dont know exactly how NewGlim looks
A possible solution though to the uneven new chunks around the city when it is finally ported would just be to make a simple border of a machine type thing and put a backstory, saying you have teleported the city somehow. Would probably be much better than going back by hand and refining all the awkward borders between old and new chunks.
It was changed back in the days of Beta. I believe it was Beta 1.8 that had the change. From the Wiki:
Before 1.8, the sea level was at layer 63 instead of 62. Players who have maps created before this update will find one-block-high "waterfalls" at the edges of the terrain previously generated when moving into new, post-1.8 terrain.
I'm not that familiar with the features of MCedit as I do all of my large scale terrain sculpting in game using the VoxelSniper plugin for bukkit. It's a bit arcane to use though. (That and well it's a bukkit plugin so you have to be running an updated bukkit server.)
Course if you really want to just make it simple and lazy, use some command blocks and the teleport command to set up an airship route (or whatever) to some arbitrary point way out in lands you haven't explored. Pick a spot far enough that you aren't likely to hit the edge of your currently generated area and treat it like founding a new colony. That way you avoid hitting cliffs at the edges and side-step the problem of having to travel seven days and seven nights to get to new terrain.
Here's a few pics of the new Mossy Cobble (first draft, as it needs more variety and better distinction between sides and top and bottom faces):
Click the spoiler for more examples:
Hope you like!
I'll have to catch up with your posts in detail tomorrow now, folks, sorry. I was up most of the previous night with work and my youngest starting with the snuffles and I'm on a long bike ride tomorrow. So I need to catch some serious z's. However, glancing through, I'll say now many thanks for the help on how to best integrate my old city with a new world. My problem is indeed one of my city being lower or higher (can't remember which without double checking!) by one block than the surrounding land. So I'm guessing I'm going to have to fix that first in mcedit?
It's gorgeous.
I'm jealous. I'm trying to redo some of the basic texture of my pack and I'm having some serious troubles, especially with cobble. (Actually only with cobble; that's all I've attempted... ;))
It was changed back in the days of Beta. I believe it was Beta 1.8 that had the change. From the Wiki:
Hm, odd, could have sworn it was at level 64. Why would they even change that in the first place, one block in height does not seem like an issue big enough to wreck old worlds over.
On the Moss Stone: I like! Massive improvement for sure, and that old ruin on the ice seems like a good idea to base a city off of.. Hm... Still think its amazing just for a first draft Lookin forward to the rest Glim
If you delete chunks (using MCEdit or Chunky or some other tool), when the chunks are re-created, they will use the biome data of the Minecraft version they're recreated with. That means that you can delete some of the chunks you've explored but not built on to get mesas or deep ocean or savannahs or whatever you wish in those chunks instead. Someone else already mentioned AMIDST which can be really useful to locate biomes in a given world/from a given seed. Esp. if you end up copying/moving your structures from your current world to a new one, you can use AMIDST to "scout" for seeds that have a biome layout to your liking.
This is the bit that's worrying me. If I delete all the surrounding chunks (to bring newer biomes closer) I'm just going to end up with yet more vertical mountain faces? That's if I can even figure how to raise or lower my city by one block! Is raising a selected group of chunks a relatively easy thing to do in mcedit?
As it stands, I've already fixed a good 50% of the 'waterfall' problems due to the difference in ocean levels, but I've still to scrape off the top one block level of ocean in my city (which confirms my city is one block higher)!
I was really hoping for some magically easy way of lifting the city (Larry Niven style - old sci-fi 'Cities in Flight' series) and dumping it down in 1.7, all smoothly blended in, but that's just wishful thinking I realize now.
I think the main issue with the different sea levels is that Minecraft itself changed the sea level some updates back, and Glimmar's city was created before that update and was brought to a more recent version. As such, he should go and change the Y level of his city when copying over to compensate for that, although that may result in some oddness with the bedrock layer…
If only I hadn't decided to move my city en-masse back then by deleting all the surrounding blocks and letting MC regenerate, I wouldn't be in this pickle. I could have done it the harder way and lifted individual buildings and reconnected them in the new landscape. In the grander scheme of things it would have turned out less work I think.
A possible solution though to the uneven new chunks around the city when it is finally ported would just be to make a simple border of a machine type thing and put a backstory, saying you have teleported the city somehow. Would probably be much better than going back by hand and refining all the awkward borders between old and new chunks.
I think this may be my only sane option now really. As mentioned, I'd kind of been working towards expanding to the problems areas and then dealing with them in piecemeal way, appraising each glitch with my architect's eye and seeing what I could make of it.
I know it sounds selfish of me, but it's still kind of my private space to relax in, making new constructions and testing out new textures and videoing 'em. So it's not yet available for download...sorry!
To be honest being the cranky old timer that I am, I'd find it really hard to have other people trespassing all over it and using it for their own purposes! You probably all know some one in real life who glares at you when you lean on their fence...I'm that guy!!
Course if you really want to just make it simple and lazy, use some command blocks and the teleport command to set up an airship route (or whatever) to some arbitrary point way out in lands you haven't explored. Pick a spot far enough that you aren't likely to hit the edge of your currently generated area and treat it like founding a new colony. That way you avoid hitting cliffs at the edges and side-step the problem of having to travel seven days and seven nights to get to new terrain.
I like the idea, mate, but it kind of sounds a bit complicated to me, having never used command blocks for anything other than decorative purposes. Also I don't want to lose the flow of being able to just expand outwards from my original build. Having said that, the idea of having some kind of H G Wellsian teleportation booths dotted around allowing me to wing off to significant places sounds wonderful, so I need to research how to do that when I have some free time.
It's gorgeous.
I'm jealous. I'm trying to redo some of the basic texture of my pack and I'm having some serious troubles, especially with cobble. (Actually only with cobble; that's all I've attempted... ;))
Anyway, great job as always!
I'd been putting it off for an age, but it wasn't as terrible an exercise as I'd been anticipating - yes, hard work, but not so bad once I'd got stuck in. I know exactly where you're coming from though. If it's any consolation, zamaj, I really struggle to get started on these old blocks again. I just have to remember to tackle each area one at a time though, ctm being both a blessing and a curse.
It's the common-all-garden blocks that are the worst, especially stone, due to the insidious way they effect so many other related blocks and the importance of tiling. Grass/Dirt combo and the Stone and stone related blocks (ores and such) are what I'm psyching myself up for.
Glad you like the mossy cobble...sadly it was a bit rushed, but it didn't turn out too bad...I think!
...On the Moss Stone: I like! Massive improvement for sure, and that old ruin on the ice seems like a good idea to base a city off of.. Hm... Still think its amazing just for a first draft Lookin forward to the rest Glim
Thanks, Jester. It works quite well if all of a construction is mossy cobble, it's just not as effective looking if it's combined with normal cobble at the mo'. It also needs more work in making variations for side and top faces, due to the way light would cast shadows according to orientation. The normal cobble also needs a little more refinement for the same reason.
That would probably give the best result, yeah. I'd probably remove y=1 since that will be mostly bedrock anyway, without opening up the void as if you removed y=0. But other folks might have better suggestions.
If you stand on level 62, your feet and legs will be at level 63 and your upper body and head (and eyes) at level 64. The Y-coordinate listed in the debug (F3) screen is the eye position, and thus that would list 64 (point something) when you are standing on the water level.
Notch was still the main coder back then, no?
I need to know if it's possible to highlight my city chunks and then drop them down by one block...would that be possible? I bet with the smoothing out I've already done I'll end up creating more ocean waterfalls. What a pickle I got myself into unwittingly. Entirely my own fault and something I could easily have rectified if I'd realized soon enough, as I keep regular backups of my Newglim world, but like the twit I am, I launched into a number of constructions, tunnels and suspended railways and the like and made it all but impossible to return to an earlier world.
Anyways, much thanks guys for all the help and suggestions.
That mossy cobble looks awesome! I'm already thinking to create a very cool sewer complex with it.
Don't ask :P, I just like sewers in video games. I have no idea why.
Oooo! Me too!
I think sewers are creepy places, but incredibly atmospheric as a result. It was always my intention to try and create a believable system of sewers under my city, but it didn't quite turn out that way. Instead I have a kind of underground canal system instead, which definitely has a 'sewery' feel to it, but back in the day, when boat travel was the most efficient way of getting about, it had greater significance. Now I make them for atmosphere and decorative reasons and flit about in the air in creative.
I know it sounds selfish of me, but it's still kind of my private space to relax in, making new constructions and testing out new textures and videoing 'em. So it's not yet available for download...sorry!
To be honest being the cranky old timer that I am, I'd find it really hard to have other people trespassing all over it and using it for their own purposes! You probably all know some one in real life who glares at you when you lean on their fence...I'm that guy!!
I completely understand you and I just noticed that the nether in your texture
IS THE BEST NETHER I'VE EVER SEEN !!!!! SIR YOU JUST GOT A NEW LOVER FOR YOU AND YOUR TEXTURE and just small question may I (if not ignore that) what program/s do you use for designing your pack??
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Curse PremiumIt's quite amazing how few blocks we had back then...kind of defined this pack though. Aye, these newcomers don't realize how easy they have it!
I've long since resorted to using mcedit to carve out large dock basins, though I also spend an inordinate amount of time refining things in creative mode, as there's nothing more relaxing than a hands on approach and the hypnotic sound of blocks crumbling or being placed. However, that original dock was mostly dug out and lined in 'survival' mode (as that was the only mode we had!), with me rushing back to base before nightfall to avoid skellies and creepers...lol! we didn't even have beds to speed things up back then, but it helped concentrate one's efforts in being efficient, by internal building at night and external expansion during the day. I probably would never have started making suspended railways if it hadn't been my fear of being ambushed during the day and night.
The choice of materials and decoration we have these days is just mind-blowing.
Yeh! Having just spent the evening roaming around a 1.7 snapshot world looking at the new biomes and the deep, deep ocean, I'm hankering after designing something under the sea. I just wish I could easily transfer Newglim to a 1.7 world. I seriously glitched things up last time I did that! I remember you explaining why my entire city had sunk by one block in relation to the world I'd transported it to, and I'm still clearing up my region perimeter by a combination of mcedit and hand, but there are also just too many chunk glitches of flat vertical faces through mountains, etc. when I travel further afield.
Any advice on easily transporting a large multi-chunk wide city to a new 1.7 world, would be mightily appreciated. As I only use mcedit to carve out and flatten new building plots, a task that would otherwise take all day, I'm not that familiar with all it's possibilities. Having said that, I expect it will be quite some time before mcedit is compatible with 1.7 after such huge changes. I might be better transferring in 1.6 and keeping virgin territory unexplored until I load up in 1.7. With the new profile system I should be able to experiment a bit more safely.
Thank you!
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Curse PremiumIn regards to the large cliff faces, personally I'd just be lazy and put in some devices along the boarders and some hand-wavy notes about a large transporter project and alternate dimensions. (Implying that the whole city was somehow teleported to a new land.) I'd rather have a mystery in the game world than spend hours trying to hand-smooth the landscape.
Its funny. White with a very faint blue tinge to it looks whiter than actual pure white does. Wonder why that is.
Also check me out on:
WordPress, Etsy, and Spore.
I recently had an idea to create a underground environment based on Metro 2033. I completed that game 3 years ago, but I just realized how impressive and immersing the environment in that game was.
So I wanted to use a good texture pack, I thought that searching for a good texture pack would take me ages because I'm quite picky when it comes to texture packs. I was wrong, the first Google search result was your texture pack. I was impressed with the screenshots, and I downloaded the pack.
When I started Minecraft, my mind was blown away. The world looked amazing. The connected grass textures, clouds, tree trunks that absolutely look amazing. But once the night settled! OMG!! First I was blown away by the sunset colors, then when I saw that beautiful night sky with all the stars and the Moon. I just wanted to switch my difficulty to Peaceful and stargaze. Seriously! In how many games can you stargaze?! The only other game I can think off is Skyrim.
Absolutely awesome job! And this is a big compliment, because I don't use texture packs. I like how Vanilla looks, and most of the texture packs out there make Minecraft look ugly to me.
Now my world look awesome, but I want even more with it. So now I'm learning Minecraft modding, so I can add 3 different things. First is to play different ambient sounds when I'm in different rooms, so for example I can hear machines running in the background or people talking at the market. Next, I noticed that you have lots of alternate textures I want to take all those alt blocks that I like, and add them to the game as different blocks, so I don't have to change the texture from the default pack. The more blocks I have, the more my world will look awesome. And finally I want create textures based on your pack for a mod called BiblioCraft. I love to do interior decoration in my buildings. My buildings always look better inside then they do outside.
So I have lots of work ahead of me, but for the first time I'm playing Minecraft to build epic things. I was always an adventurer since Alpha 1.2.1. But now I want to learn how to build in Minecraft, and it's all thanks to your texture pack that inspired me to work on this.
Thank you for making this awesome texture pack, it's truly amazing that you're still working on it. And I don't care how slowly the updates come, as I know that your working on it as much as you can. I will wait with great anticipation for the next version.
My Twitter: https://twitter.com/TheRealLordMJ
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Curse PremiumDo you mean load up a copy of the world in mcedit and delete all the broken chunks around my city? That sounds a lot simpler than moving the city...why didn't I think of that? I'll test it out when I get time, though I better do that after I manage to update for 1.7 or things will be delayed even more than necessary.
When surrounding chunks are deleted around my city, hopefully erasing the offending glitches, does mcedit smoothly blend the new chunks with the old, or will I just get more glitches? Only being lazy here, as one little experiment would confirm that, but I know I'll get carried away and start trying to fix everything. If anyone knows the answer to that question, it will be you, Fool!
I was thinking along similar lines really, in that I was leaving the worst offending areas for when I eventually overrun them with constructions, but it really is a massive ring of offending vertical flatness that will take years to properly disguise! I've also explored quite large areas beyond, so that I would really have to travel great distances to take advantage of all the new biomes we're getting in 1.7.
A shall include this in the next update of the GS Alts Collection download, along with appropriate credit of course.
I must apologize that I haven't had time to even think about making a marble alt for quartz columns, etc. Every snapshot at the moment presents yet more things for me to muse over. Biome colouring and plants is going to be a huge task in balancing everything.
I was hoping I'd have been able to upgrade all the various ctm plants from 32x to 64x including the 32x grass, but it's just too big a job at this time. Also in the typical disorganized random style I'm noted for, I started upgrading other things like cobble, ice, vines, reeds, etc. Now having to roam around every new snapshot world to get a feel for how things will look with kahr's latest awesome MCPatcher work and muse over the huge range of colours for all the new and old biomes we now have for 1.7, well...it's a bit daunting to say the least.
I'd probably also take a look at a combination of the stone columns and the marble-like stone slabs to get a temporary alt marble column...even playing around with bleaching one of the marble hardened clays might prove fruitful. They were all designed to give plenty of options for making epic opulent imperial throne rooms and the like.
Lol! That's like the little flecks of blue in my washing powder...it makes everything come out whiter!
Thank you for all those very kind encouraging words, LORD MJ.
There's many a time I look at my old textures and wonder why anyone would trouble to use them now, but as previously mentioned, I've always tried to make textures that are more suited to massive constructions (whilst not quite ruining the experience for those who like to play in survival) and I think in that respect it still fulfills a useful role.
I still always create new textures with the thought in mind of, "how ambiguous can I make this texture, whilst still remaining reasonably faithful to a world of Imperial, Victorian, Industrial machines and architecture", and "how can I make this new texture work well in combination with other textures". Hence, why some blocks don't always end up as literal steampunk versions of their Minecraft counterparts.
I'm very gratified indeed at your comments, but in particular I'm very glad that you enjoy some of the things I've spent so much time on creating (like the night and day skies), because that makes the effort worthwhile...thank you! I really look forward to seeing what you come up with over time and hope you stick around to see what else I manage to come up with.
Speaking of which, I've finished the first draft of the new mossy cobble, which doesn't look too bad as the new mossy boulders. Give me a sec or two and I'll upload some pics of it and a few of my new water biome colouring.
Oh, I understand completely.
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WordPress, Etsy, and Spore.
No problem. One thing I like about you is that you actually reply and talk with your users. Not many Minecraft custom content creators do that.
I really like mossy cobblestone. I always want to build something cool with it, but I just don't have enough of it. Needless to say, I was very happy to see those boulders in 1.7 Can't wait to see the new version.
My Twitter: https://twitter.com/TheRealLordMJ
I think the main issue with the different sea levels is that Minecraft itself changed the sea level some updates back, and Glimmar's city was created before that update and was brought to a more recent version. As such, he should go and change the Y level of his city when copying over to compensate for that, although that may result in some oddness with the bedrock layer…
If Im not mistaken, the sea level has always been 64 has it not? Unless something in 1.7 is changing I was pretty sure that was something that has always remained the same. And if it is still an issue, if Glimmar's city is far enough from an ocean he should be able to do it anyway without ever noticing the difference, but I dont know exactly how NewGlim looks
A possible solution though to the uneven new chunks around the city when it is finally ported would just be to make a simple border of a machine type thing and put a backstory, saying you have teleported the city somehow. Would probably be much better than going back by hand and refining all the awkward borders between old and new chunks.
is there download for glimmer's city ??
It was changed back in the days of Beta. I believe it was Beta 1.8 that had the change. From the Wiki:
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Curse PremiumCourse if you really want to just make it simple and lazy, use some command blocks and the teleport command to set up an airship route (or whatever) to some arbitrary point way out in lands you haven't explored. Pick a spot far enough that you aren't likely to hit the edge of your currently generated area and treat it like founding a new colony. That way you avoid hitting cliffs at the edges and side-step the problem of having to travel seven days and seven nights to get to new terrain.
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Curse Premium.....New GS v13 Mossy Cobble!
Here's a few pics of the new Mossy Cobble (first draft, as it needs more variety and better distinction between sides and top and bottom faces):
Click the spoiler for more examples:
Hope you like!
I'll have to catch up with your posts in detail tomorrow now, folks, sorry. I was up most of the previous night with work and my youngest starting with the snuffles and I'm on a long bike ride tomorrow. So I need to catch some serious z's. However, glancing through, I'll say now many thanks for the help on how to best integrate my old city with a new world. My problem is indeed one of my city being lower or higher (can't remember which without double checking!) by one block than the surrounding land. So I'm guessing I'm going to have to fix that first in mcedit?
I'm jealous. I'm trying to redo some of the basic texture of my pack and I'm having some serious troubles, especially with cobble. (Actually only with cobble; that's all I've attempted... ;))
Anyway, great job as always!
Hm, odd, could have sworn it was at level 64. Why would they even change that in the first place, one block in height does not seem like an issue big enough to wreck old worlds over.
On the Moss Stone: I like! Massive improvement for sure, and that old ruin on the ice seems like a good idea to base a city off of.. Hm... Still think its amazing just for a first draft
Don't ask :P, I just like sewers in video games. I have no idea why.
My Twitter: https://twitter.com/TheRealLordMJ
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Curse PremiumThis is the bit that's worrying me. If I delete all the surrounding chunks (to bring newer biomes closer) I'm just going to end up with yet more vertical mountain faces? That's if I can even figure how to raise or lower my city by one block!
As it stands, I've already fixed a good 50% of the 'waterfall' problems due to the difference in ocean levels, but I've still to scrape off the top one block level of ocean in my city (which confirms my city is one block higher)!
I was really hoping for some magically easy way of lifting the city (Larry Niven style - old sci-fi 'Cities in Flight' series) and dumping it down in 1.7, all smoothly blended in, but that's just wishful thinking I realize now.
If only I hadn't decided to move my city en-masse back then by deleting all the surrounding blocks and letting MC regenerate, I wouldn't be in this pickle. I could have done it the harder way and lifted individual buildings and reconnected them in the new landscape. In the grander scheme of things it would have turned out less work I think.
I think this may be my only sane option now really. As mentioned, I'd kind of been working towards expanding to the problems areas and then dealing with them in piecemeal way, appraising each glitch with my architect's eye and seeing what I could make of it.
I know it sounds selfish of me, but it's still kind of my private space to relax in, making new constructions and testing out new textures and videoing 'em. So it's not yet available for download...sorry!
To be honest being the cranky old timer that I am, I'd find it really hard to have other people trespassing all over it and using it for their own purposes! You probably all know some one in real life who glares at you when you lean on their fence...I'm that guy!!
Yup! That's the cursed update...mumble...grumble!
I like the idea, mate, but it kind of sounds a bit complicated to me, having never used command blocks for anything other than decorative purposes. Also I don't want to lose the flow of being able to just expand outwards from my original build. Having said that, the idea of having some kind of H G Wellsian teleportation booths dotted around allowing me to wing off to significant places sounds wonderful, so I need to research how to do that when I have some free time.
I'd been putting it off for an age, but it wasn't as terrible an exercise as I'd been anticipating - yes, hard work, but not so bad once I'd got stuck in. I know exactly where you're coming from though.
It's the common-all-garden blocks that are the worst, especially stone, due to the insidious way they effect so many other related blocks and the importance of tiling. Grass/Dirt combo and the Stone and stone related blocks (ores and such) are what I'm psyching myself up for.
Glad you like the mossy cobble...sadly it was a bit rushed, but it didn't turn out too bad...I think!
Thanks, Jester.
I need to know if it's possible to highlight my city chunks and then drop them down by one block...would that be possible? I bet with the smoothing out I've already done I'll end up creating more ocean waterfalls. What a pickle I got myself into unwittingly. Entirely my own fault and something I could easily have rectified if I'd realized soon enough, as I keep regular backups of my Newglim world, but like the twit I am, I launched into a number of constructions, tunnels and suspended railways and the like and made it all but impossible to return to an earlier world.
Anyways, much thanks guys for all the help and suggestions.
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Curse PremiumOooo! Me too!
I think sewers are creepy places, but incredibly atmospheric as a result. It was always my intention to try and create a believable system of sewers under my city, but it didn't quite turn out that way. Instead I have a kind of underground canal system instead, which definitely has a 'sewery' feel to it, but back in the day, when boat travel was the most efficient way of getting about, it had greater significance. Now I make them for atmosphere and decorative reasons and flit about in the air in creative.
I completely understand you and I just noticed that the nether in your texture
IS THE BEST NETHER I'VE EVER SEEN !!!!! SIR YOU JUST GOT A NEW LOVER FOR YOU AND YOUR TEXTURE