- We are the top Minecraft RPG Server! Herocraft offers a vibrant, ever changing world with danger around every corner. Custom plugins offered to the public but made for Herocraft found here!
- Started Oct. 2010, server cap is 500;
- Herocraft is the home of the Heroes-RPG - plugin - The Heroes RPG plugin is an all-in-one RPG system that transforms Minecraft from a simple building simulator into a fully functional RPG game.
- From customized and dynamic classes to skills Heroes changes the way people play Minecraft. Players are able to venture out into the world to gain experience and power by defeating not only the world's natural inhabitants but other players!
- For those interested in a game-changing RPG addition to Minecraft there isn't anywhere better to be.
- 99th_slayer
- Registered Member
-
Member for 12 years, 2 months, and 14 days
Last active Sun, Sep, 7 2014 17:18:59
- 0 Followers
- 174 Total Posts
- 4 Thanks
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90
Kainzo posted a message on âHerocraft đ Minecraft RPG Server Multiplayer đ THE ORIGINAL RPG SERVER (2010) Heroes RPG!
JUST LOG IN AND PLAY!server-ip =play.hc.toVote for us and earn XP & Souls!
NOTrollsNO WhiningNO SpamNO Internet e-BonicsNO HackingSpecial Key = {HCxy} , where x is the first alphanumeric character in your IGN (in-game-name) and y is the number of characters in your IGN. For example, Notch's key would be {HCN5}Herocraft features a Wiki project often referred to as HeroWiki. This project aims to document anything and everything Herocraft-specific from politics to unique elements (such as our upcoming Heroes RPG Plugin) and everything in-between. See it here for all your questions: Herocraft Wiki!The HeroWiki also contains all relevant information to the Heroes plugin. As the developers, we are very proud of what we have created, and have a small taste of what we used the plugin for below.One of Heroes' main features is a fully customizable class system and that's something we've been happy to take advantage of. Herocraft features five main paths which each have four specializations.Within the Heroes plugin, as well as Classes, are Professions.Professions are a secondary set of skills player can use to acquire materials and produce resources. Your profession is separate from your choice of which path to follow, as such your profession level is leveled independently of your PathThe starting profession for all players is the Crafter.
Please note, EVERYONE can log in - we are now using an AUTO-WHITELIST!play.hc.to
STEP ONE: REGISTER ON HEROCRAFTONLINE.COM WITH YOUR IN-GAME NAMESTEP TWO: LOG INTO MC.HEROCRAFTONLINE.COM and TYPE /REGISTER <EMAIL>
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sp614x posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)Posted in: Minecraft ToolsHello everybody,
the Magic Launcher is a new Minecraft launcher which can load mods dynamically without changing or patching the minecraft.jar.
No more mod installation problems, just select your mods and enjoy.
Screenshots
Features
- Minecraft - selectable minecraft.jar
- Mods - load mods dynamically without changing minecraft.jar
- Design (screenshots) - Minecraft style
- News - Minecraft
- selectable environment
- automatic version detection
- automatic library download
- configurable window size, also maximized
- selectable minecraft folder
- selectable java executable
- java memory limit
- java custom parameters
- show error log
- multiple user profiles
- remember password
- configuration profiles
- META-INF does not have to be deleted
- automatic mod compatibility checking
- external mods detection and compatibility checking
- shortcut to external mods folder
- configurable external mods
- automatic mod requirements checking (ModLoader, ModLoaderMP, Forge, GuiAPI)
- Reddit
- Twitter
- Blogspot ...
Download
Get all MagicLauncher versions here: magiclauncher.com
Download MagicLauncher 1.3.4 (fixed Reddit RSS feed, fixed server status check, increased account limit to 100, fixed handling of derived profiles (Forge + LiteLoader), fixed "${version_type}" in main menu): for Windows, for Mac, for Windows/Mac/Linux
Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Note for Minecraft 1.6.2+To run Minecraft 1.6.2+, go to Setup -> Environment and select 1.6.2. If the Environment 1.6.2 is not available, use the vanilla launcher to download and start Minecraft 1.6.2, then Environment 1.6.2 should appear in the list.
To run Minecraft 1.6.2+ with Forge, go to Setup -> Environment and select 1.6.2_Forge_XYZ. If the Environment 1.6.2_Forge is not available, use the vanilla launcher to download and start Minecraft 1.6.2, then use the Forge installer to install Forge and then the Environment 1.6.2_Forge_XYZ should appear in the list.Starting
Double click the downloaded file and the MagicLauncher should start.
Older versionsDownload MagicLauncher 1.3.2 (fixed Reddit RSS feed): for Windows, for Mac, for Windows/Mac/Linux
Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.3.1 (fixed Reddit RSS feed, added Searge and Grum twitter, removed Notch twitter feed): for Windows, for Mac, for Windows/Mac/Linux, Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.3.0 (fixed Minecraft version detection, added support for inherited profiles (Forge installer), fixed library downloads, updated server checks, fixed parsing of twitter feeds): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.2.6 (added support for version specific mods, vanilla inherited profiles, updated server checks and wiki links, fixed library classpath, fixed login with migrated accounts): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.2.5 (added support for Minecraft 1.7.4): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.2.4 (updated to use the new assets structure, fixed missing sounds in 1.7.2): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.2.3 (fixed to correctly save login name and password): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.2.2 (updated to use the Minecraft 1.7+ login protocol, added automatic library download, added check for library rules, added performance fix for Intel integrated graphics, updated server status check, fixed classic environment, fixed handling of authentication problems): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.1.7 (fixed missing sound, fixed Forge compatibility check, fixed Twitter feeds): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.1.6 (fixed window size, fullscreen and base folder for Minecraft 1.6, fixed twitter feeds to use direct links): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.1.5 (updated to support newer snapshots, added search in the log window, fixed twitter feeds, many small bugfixes): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.1.4 (compatible with the Minecraft 1.6 launcher, added Mojang server status check, added support for multiple accounts, added option "Close after login", added support for coremods, fixed external mod handling, updated Forge support, fixed crash when parsing configuration, updated news feeds): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.0.0 (better Forge mod detection, fixed Twitter feeds, default memory limit 512M): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.9 (fixed news to load fully in background, added multi-selection for mod list, added button Replace mod, testing in Setup uses username from login field, added warning for modified minecraft.jar): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.8 (added support for ForgeModLoader, fixed option News, fixed Forge and ModLoader detection, removed broken IGN news, equal startup and maximum memory): for Windows, for Mac, for Windows/Mac/Linux
Alternative downloads: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.7 (added option News for faster startup, fixed Forge detection): for Windows, for Mac, for Windows/Mac/Linux
Alternative downloads: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.6 (added custom directory for Mac/Linux): for Windows, for Mac, for Windows/Mac/Linux
Alternative downloads: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.5 (added checkbox ExternalMods, fix for external mods after crash): for Windows, for Mac, for Windows/Mac/Linux
Alternative downloads: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.4 (fixed offline mode): for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.3 (copy profiles, external mods can be deactivated per configuration, automatic mod requirements checking (ModLoader, ModLoaderMP, Forge, GuiAPI)): for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.2 (added profiles, window size, window maximized, java path, java parameters and base folder, fixed external mods folder to be under custom base folder): for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.1 (added profiles, window size, window maximized, java path, java parameters and base folder): for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.0 (textured buttons, more complex checks, gray inactive mods, fixed SPC problems): for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.8.9 (textured buttons, more complex checks, gray inactive mods): for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.8.8 (resizable dialogs, windows exe and 64-bit java): for Windows, for Mac, for Mac/Linux/Windows
Download MagicLauncher 0.8.7 (remember me, native window style): for Windows, for Mac/Linux/Windows
Download MagicLauncher 0.8.6 (fixed startup problems): Download 1Changelog
1.3.4 - fixed Reddit RSS feed, fixed server status check, increased account limit to 100, fixed handling of derived profiles (Forge + LiteLoader), fixed "${version_type}" in main menu
1.3.2 - fixed Reddit RSS feed
1.3.1 - fixed Reddit RSS feed, added Searge and Grum twitters, removed Notch twitter
1.3.0 - fixed Minecraft version detection, added support for inherited profiles (Forge installer), fixed library downloads, updated server checks, fixed parsing of twitter feeds.
1.2.5 - added support for Minecraft 1.7.4
1.2.4 - updated to use the new assets structure, fixed missing sounds in 1.7.2.
1.2.3 - fixed to correctly save login name and password
1.2.2 - updated to use the Minecraft 1.7+ login protocol, added automatic library download, added check for library rules, added performance fix for Intel integrated graphics, updated server status check, fixed classic environment, fixed handling of authentication problems
1.1.7 - fixed missing sound, caused by the sound thread being interrupted while writing log. Fixed Forge mod detection when Forge is loaded as environment library. Fixed RSS feeds to use cached static files.
1.1.6 - fixed window size, fullscreen and base folder for Minecraft 1.6, fixed twitter feeds to use direct links
1.1.5 - updated to support newer snapshots, added search in the log window, fixed twitter feeds, fixed crash when profile name starts with quotes, fixed crash when profile environment not found.
1.1.4 - compatible with the Minecraft 1.6 launcher, supports all Minecraft versions downloaded by the new launcher. Added Mojang server status check with fancy lights and tooltips. Added support for multiple accounts. Added option "Close after login". Added support for coremods, similar to the External Mods. Fixed external mod handling, mod activation and deactivation is done correctly now. Updated Forge support, mods are corectly reactivated after Forge has finished loading the mods. Fixed crash when parsing configuration entries ending with "\\". Updated news feeds, added Mojang news.
1.0.0 - detects Forge mods by checking for mcmod.info, updated FML detection, fixed Twitter feeds after twitter removed the old RSS feeds, default memory limit set to 512M to avoid swapping to disk
0.9.9 - fixed news to load fully in background should eliminate blocking on slow or missing internet connection; added multi-selection for mod list - group add, replace and remove are supported; added button Replace mod; testing in Setup uses username from login field - if empty generates a test username; added warning when using modified minecraft.jar as this usually leads to various problems.
0.9.8 - added support for ForgeModLoader, fixed mod compatibility detection when fields and methods are still available in the parent class (Forge), fixed ModLoader detection to also check if ModLoader is inside the mod (Forge), fixed dialog Setup not to reset option News, startup and maximum memory are now equal, removed broken IGN news
0.9.7 - added option to turn off news tabs for faster startup, fixed Forge detection, auto-resizable message dialog
0.9.6 - added custom directory support for Mac and Linux
0.9.5 - added checkbox ExternalMods to disable or enable all external mods at once, fix for external mods after a crash, fixed some hanging file locks on external mods
0.9.4 - fixed offline mode to start correctly
0.9.3 - copy profiles, external mods can be deactivated per configuration, automatic mod requirements checking (ModLoader, ModLoaderMP, Forge, GuiAPI), detection of duplicate mods, detection of internal mods placed in external mods folder, detection of empty or not unpacked mod archives.
0.9.2 - fixed external mods folder to be under custom base folder
0.9.1 - added configuration profiles, window size, window maximized, java path, java parameters and base folder, fixed non-ascii paths, allows mod from jar files, "Manage" creates folder "mods" if not existing
0.9.0 - fixed some problems
0.8.9 - textured buttons, more complex compatibility checks, gray inactive mods, checkbox Check compatibility
0.8.8 - resizable dialogs, windows exe works with 64-bit java, button "Add mod" starts in minecraft folder, fixed HTML problems with Java 1.5, added failed start detection, extended logging, launcher closes only if Minecraft has successfully started.
0.8.7 - implemented "Remember me", native window style, resizable/maximizable window, .EXE for Windows
0.8.6 - colors for status fields, beter compatibility checks
0.8.5 - UI corrections, slimmer scrollbars
0.8.4 - fixed log window to terminate JVM on failed start, added search for ModLoader in minecraft.jar, java startup memory set to 128M
0.8.3 - fixed java classpath when starting from path containing spaces
0.8.2 - added incompatible mods warning, startup logging
0.8.1 - fixed NPE if folder "mods" not existing
0.8.0 - first releaseFixing common problems
1. The order of the mods is important as some of them are designed to "overwrite" parts of other mods.
2. The ModLoader has to be first in the mods list, use the button Up to move it to first position. ModLoader is not needed if Forge 4.0 or newer is installed.
3. Then come (if you need them) ModLoaderMP and Forge.
4. Then come the rest of the mods and last comes OptiFine. Only one OptiFine edition may be active as they overwrite each other.
5. Do not forget to start with a clean minecraft.jar. If it is already modified or patched, then some mods may not work correctly.
6. A mod should appear either in the internal or the external mod list, but not in both at the same time.
7. Mods which have status "No mods found" needs to be repackaged to be used. The mod ZIP file usually have a folder "put_in_minecraft_jar" or similar which contains one or more files like "acx.class". The contents of this folder have to be zipped in a separate ZIP file and added as an internal mod. This solution works with almost all problematic mods.
8. If you get an error "No accelerated mode found" or "Bad OpenGL drivers" you may try running Minecraft with less memory. Go to "Setup -> Advanced", enter 256 in the field Memory and test again. This helps with some integrated graphics cards.TODO
- Check for new Minecraft version and update Minecraft
- Incremental GC (-XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode)
- XX:MaxDirectMemorySize
- mcmod.info in subfolder
- Configurable news tab
- Export mod list
- Update user skin
- Auto login
- Security
- LiteLoader mods
- Drag and drop
- Languages
- Command line options
- Mods with a subdirectory root
- Detect libraries (TurboModelThingy)
- Better conflict detection
- Portable, relative paths
- Limit worlds per profile
- Minecraft font
- Backups
- Support for patchers
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WildBamaBoy posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)Overview | Download | FAQ | How to Play | Recipes | Changelogs | Update Progress | Bug Tracker | Repository | Special Thanks
-Updated to 6.0.0-beta for Minecraft 1.12.2 on June 1st 2019-
Latest News (6/1/2019)Although the forums will soon be in read-only mode, we wanted to let those still following this thread know that....
We're back! MCA has been updated to 6.0.0-beta. This version has been written from the ground up to be more robust and compatible with multiplayer and other mods. Check it out and continue the discussion post-forums here: https://minecraft.curseforge.com/projects/minecraft-comes-alive-mca
Say goodbye to those ugly and boring squidward-nosed villagers! Minecraft Comes Alive (MCA) aims to give Minecraft's villagers an expanded use within the game by transforming them into humans.
Comprehensive Install/Gameplay Review by IDEDonline
Developer Let's Play Below by SheWolfDeadly
- No more terrible villager sounds! "Hrrh?", you might ask? Villagers are now human, have names, speak to you, and can be male or female.
- You can interact with villagers in many ways, such as chatting with them, asking them to follow you, hiring them to do work, giving them gifts, and more!
- Interacting with villagers builds relationships. Get your relationship high enough, and you'll be able to marry a villager.
- Once you're married, you can have children. Children will grow up over time and do many different chores for you.
- Children eventually grow up into adults, who can get married and have children of their own.
- You can marry other players and have children in SMP and LAN.
- There's no loss of original Minecraft functionality. MCA villagers can be traded with, and any modded villagers are not overwritten with MCA villagers.
Note: MCA connects to a remote server to check for updates and also send us crash reports.
Alternate Download:
You can also download MCA and RadixCore via CurseForge. CurseForge may not always have the latest versions of MCA.
If you don't see the links to CurseForge just above, there may be issues with the downloads at the moment. Use other download button.
Support MCA by pasting one of these banners into your signature! We'd gladly accept any more that are made.
Current logo by RicardoEsteves
http://i.imgur.com/mpeoW2e.png
Logo by NeonXperience
http://i.imgur.com/px2Ac.png
Logo by ChimneySwift11
http://i.imgur.com/hAKzn.png
MCA is licensed with the MCA Minecraft Mod license, previously GPL v3. This license is available here. It is simple to understand, but here it is in bullet-point form.
YouTube
- You can create monetized YouTube videos showcasing this mod.
Distribution
- You can re-distribute MCA at will on your website, however you can only distribute this mod through our adf.ly links. Do not use your own links or mirrors.
Modpacks
- You can use MCA in a modpack, however you must provide credit to us and link to this forum page or our website.
- Your modpack must not generate revenue of any kind. Exceptions apply.
- You must not modify MCA's source code, file structure, binaries, or assets.
- Troubleshooting is your responsibility if you create a modpack and MCA fails to work correctly.
Source Code
- Source code is made available for educational purposes only, with the exception of the MCA API.
- MCA, its source code, and byte code cannot be modified, recompiled, or redistributed for public use except by the maintainer of the repository.
- We reserve the right to incorporate private modifications of MCA into the public version, with adequate credit provided.
Modifications
- Any modification of this modâs code, binaries, or assets is strictly forbidden from public distribution.
- Texture packs and resource packs are welcomed and encouraged, but may only contain the modified textures and/or sounds. You cannot distribute a copy of this mod with the texture/resource pack already installed.
Continuity- This mod, its assets, code, and binaries are released into the public domain when it is said to have reached its end-of-life as described in the license.
Many awesome people have made MCA what it is today. You are all properly credited on the Special Thanks page on our website.
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1783
epicSplashBattle posted a message on Pixelmon 8.1.2 (12th Nov 2020)
PixelmonThe Pokemon mod for Minecraft!
To find out more about this mod you can check out the Pixelmon website!
Submit bugs here on out issue tracker - Click me!
Pokemon is the intellectual property of GameFreak and is trademarked by Nintendo GameFreak and Creatures Inc. -
4544
sp614x posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)Posted in: Minecraft ModsHello everybody,
This mod adds support for HD textures and a lot of options for better looks and performance.
Doubling the FPS is common.
You can follow the OptiFine development here: reddit.com/r/OptiFine, sp614x@twitter or http://optifog.blogspot.com.
Resources: translations, documentation, issue tracker.
Get the Magic Launcher for easy mod installation, compatibility checking and more.
Donate to OptiFine and receive the OptiFine cape as a sign of your awesomeness.
The cape is visible to everyone using OptiFine. Thank you for being awsome.
Download OptiFine
Get all OptiFine versions here: optifine.net
Features
- FPS boost (examples) - doubling the FPS is common - decreases lag spikes and smooths gameplay
- Support for HD Textures (info) - HD textures and HD fonts (MCPatcher not needed) - custom terrain and item textures - animated terrain and item textures - custom HD Font character widths - custom colors - custom block color palettes - custom lighting - unlimited texture size
- Support for Shaders (info) - based on the Shaders Mod by Karyonix
- Dynamic Lights - allows handheld and dropped light emitting items to illuminate the objects around them. It is similar, but not related to the Dynamic Lights mod
- Variable Render Distance (example) - from Tiny to Extreme (2 x Far) in 16m steps - sun, moon and stars are visible in Tiny and Short distance
- Configurable Smooth Lighting (examples) - from 1% - smooth lighting without shadows - to 100% - smooth lighting with full shadows
- Performance: VSync Synchronizes framerate with monitor refresh rate to remove split frames and smooth gameplay
- Smart Advanced OpenGL - more efficient, less artifacts - Fast - faster, some artifacts still visible - Fancy - slower, avoids visual artifacts
- Fog control - Fog: Fancy, Fast, OFF - Fog start: Near, Far
- Mipmaps (examples) - Visual effect which makes distant objects look better by smoothing the texture details - Mipmap level - OFF, 1, 2, 3, Max - Mipmap type - Nearest, Linear
- Anisotropic Filtering (examples) - Restores details in mipmapped textures - AF level - OFF, 2, 4, 8, 16 (depends on hardware support)
- Antialiasing (examples) - Smooths jagged lines and sharp color transitions - AA level - OFF, 2, 4, 6, 8, 12, 16 (depends on hardware support)
- Better Grass Fixes grass blocks side texture to match surrounding grass terrain
- Clear Water (examples) Clear, transparent water with good visibility underwater
- Custom Sky (info) Use custom textures for the day and night skies. Multiple layers, blending options, time configuration.
- Random Mobs Use random mob textures if available in the texture pack
- Connected Textures (examples) Connects textures for glass, glass panes, sandstone and bookshelf blocks which are next to each other.
- Natural Textures (examples, idea) Removes the gridlike pattern created by repeating blocks of the same type. Uses rotated and flipped variants of the base block texture.
- Faster Math Uses smaller lookup table which fits better in the L1 CPU cache
- FPS control - Smooth FPS - stabilizes FPS by flushing the graphics driver buffers (examples) - Smooth Input - fixes stuck keys, slow input and sound lag by setting correct thread priorities
- Chunk Loading Control - Load Far - loads the world chunks at distance Far, allows fast render distance switching - Preloaded Chunks - defines an area in which no new chunks will be loaded - Chunk Updates per Frame - allows for faster world loading - Dynamic Updates - loads more chunks per frame when the player is standing still
- Configurable Details - Clouds - Default, Fast, Fancy - Cloud Height - from 0% to 100% - Trees - Default, Fast, Fancy - Grass - Default, Fast, Fancy - Water - Default, Fast, Fancy - Rain and Snow - Default, Fast, Fancy - Sky - ON, OFF - Stars - ON, OFF - Sun & Moon - ON, OFF - Depth Fog - ON, OFF - Weather - ON, OFF - Swamp Colors - ON, OFF - Smooth Biomes - ON, OFF - Custom Fonts - ON, OFF - Custom Colors - ON, OFF - Show Capes - ON, OFF (supports HD capes)
- Configurable animations - Water Animated - OFF, Dynamic, ON - Lava Animated - OFF, Dynamic, ON - Fire Animated - OFF, ON - Portal Animated - OFF, ON - Redstone Animated - OFF, ON - Explosion Animated - OFF, ON - Flame Animated - OFF, ON - Smoke Animated - OFF, ON - Void Particles - OFF, ON - Water Particles - OFF, ON - Rain Splash - OFF, ON - Portal Particles - OFF, ON - Dripping Water/Lava - OFF, ON - Terrain Animated - OFF, ON - Items Animated - OFF, ON
- Fast Texturepack Switching Switch the current Texturepack without leaving the world
- Fullscreen Resolution Configurable fullscreen resolution
- Debug - Fast Debug Info - removes lagometer from debug screen - Debug Profiler - removes profiler from debug screen
- Time Control Default, Day Only or Night Only - works in only in Creative mode
- Autosave - Configurable Autosave interval - A fix for the famous Lag Spike of Death
Editions
Even Older Versions
Even older versions of OptiFine are available in the OptiFine history.
If you have previously used MCPatcher for HD Textures, HD Fonts or Better Grass (important)
Follow these steps to prevent a possible "Black Screen" problem when installing OptiFine:
1. Temporarily revert back to the Default Texture Pack.
2. Uninstall the HD Textures, HD Fonts, and Better Grass mods from the MCPatcher. These functions are included in OptiFine.
3. Set Graphics to Fancy
4. Install OptiFine and test with the Default Texture Pack to make sure everything is working.
5. Select your previous texture pack and graphics settings
6. Run Minecraft and enjoy
Compatibility with other mods
When installing OptiFine together with other mods always make sure to install OptiFine last. The only exception are mods which are designed to be installed after OptiFine and say so in their install instructions.
If you need ModLoader: Install OptiFine AFTER ModLoader.
If you need Forge: Install OptiFine AFTER Forge.
MCPatcher is NOT needed for HD textures, HD fonts and BetterGrass, they are included in OptiFine. Install OptiFine without MCPatcher's HD features for best performance.
If you need DynamicLights (ModLoader edition): Install OptiFine AFTER DynamicLights.
Compatible with: ModLoader, Forge, SinglePlayerCommands, TooManyItems, PlasticCraft, CJB's Modpack, Zan's Minimap, Rei's Minimap, DynamicLights, GLSL Shaders 2, LittleBlocks and many other.
Not compatible with: CCTV, The Aether.
Installation
For Minecraft 1.6.2 and newer
A. Simple (for OptiFine 1.6.2_C4 and newer)
- Double-click the downloaded JAR file and the OptiFine installer should start
- Click "Install" and OptiFine will be installed in the official Minecraft launcher with its own profile "OptiFine"
- Start the official launcher and play
B. Easy
- Use the official launcher to download and start once Minecraft 1.6.2.
- Double-click the downloaded JAR file and the OptiFine installer should start
- Click "Extract" and save the OptiFine MOD file
- Start Magic Launcher
- Click "Setup"
- Select Environment "1.6.2"
- Click "Add" -> select the OptiFine MOD file
- Click "OK"
- Login and play
C. Complex
- Use the official launcher to download and start once Minecraft 1.6.2.
- Go to the minecraft base folder (the official launchers shows it when you click "Edit Profile" as "Game Directory")
- Go in subfolder "Versions"
- Rename the folder "1.6.2" to "1.6.2_OptiFine"
- Go in the subfolder "1.6.2_OptiFine"
- Rename "1.6.2.jar" to "1.6.2_OptiFine.jar"
- Rename "1.6.2.json" to "1.6.2_OptiFine.json"
- Open the file "1.6.2_OptiFine.json" with a text editor and replace "id":"1.6.2" with "id":"1.6.2_OptiFine" and save the file
- Copy the files from the OptiFine ZIP file in "1.6.2_OptiFine.jar" as usual (you can use the 1.5.2 instructions for this) and remove the META-INF folder from "1.6.2_OptiFine.jar".
- Start the official launcher
- Click "Edit Profile" - Select "Use version:" -> "release 1.6.2_OptiFine"
- Click "Save Profile"
- Click "Play" or "Login" to start the game. If only "Play Offline" is available, then log out and log in again to fix it.
Installation for Minecraft 1.6.2 with Forge
A. Easy
- Use the official launcher to download and start once Minecraft 1.6.2.
- Use the Forge installer to install Forge
- Use the official launcher to start once Minecraft with the Forge profile.
- Start Magic Launcher
- Click "Setup"
- Select Environment "Forge9.10.X.Y"
- Click "Add" -> select the OptiFine ZIP file
- Click "Advanced"
- In the field "Parameters" add "-Dfml.ignorePatchDiscrepancies=true"
- Click "OK"
- Login and play
B. Simple (for OptiFine 1.6.2_C4 and newer)
- Put the OptiFine JAR file in the Forge "mods" folder
- Start Minecraft and Forge should automatically load OptiFine
B. Complex (not working for Forge #780 and #781)
- Use the official launcher to download and start once Minecraft 1.6.2.
- Use the Forge installer to install Forge
- Go to the minecraft base folder (the official launchers shows it when you click "Edit Profile" as "Game Directory")
- Go in subfolder "Versions"
- Go in subfolder "Forge9.10.X.Y"
- Copy the files from the OptiFine ZIP file to "Forge9.10.X.Y.jar" as usual (you can use the 1.5.2 instructions for this) and remove the META-INF folder from "Forge9.10.X.Y.jar".
- Start the official launcher
- Select profile "Forge"
- Click "Edit Profile"
- Select the checkbox "JVM Arguments" and in the field next to it add "-Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.ignorePatchDiscrepancies=true"
- Click "Save Profile"
- Click "Play" or "Login" to start the game. If only "Play Offline" is available, then log out and log in again to fix it.
For Minecraft up to 1.5.2
If possible start with a clean minecraft.jar and check the mod compatibility section above.
A. Easy Installation
1. Download and start the Magic Launcher
2. Click Setup, click Add, select the downloaded zip file
3. Click OK, login and play Minecraft
B. Manual Installation
Windows/Linux Instructions:
1. Locate your minecraft.jar file. On Windows, it's in %APPDATA%/.minecraft/bin
2. Create a backup of minecraft.jar
3. Open minecraft.jar in an archive editor (WinRar/7-Zip/etc)
4. Delete the META-INF folder.
5. Copy (drag and drop) the .class files from the downloaded zip file into the jar file, replacing previous files.
6. Run Minecraft and test!
Mac Instructions:
1. Locate your minecraft.jar file. On Mac, it's in /Library/Application Support/minecraft/bin
2. Create a backup of minecraft.jar
3. Rename minecraft.jar to minecraft.zip and double-click it to extract the contents
4. Rename the resulting folder to minecraft.jar and open it
5. Copy the .class files from the downloaded zip into the minecraft.jar folder, replacing previous files
6. Run Minecraft and test!
Please test and report back, include CPU, GPU and FPS before/after. Feedback is always welcome.
Copyright
The mod OptiFine is Copyright © 2013 by sp614x and the intellectual property of the author. It may be not be reproduced under any circumstances except for personal, private use as long as it remains in its unaltered, unedited form. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this mod on any other website or as a part of any public display is strictly prohibited and a violation of copyright. -
765
Noppes posted a message on Custom NPCsPosted in: Minecraft ModsJoin my discord for the latest information: https://discord.gg/9xZuaA4
If you dont want to loose items or blocks in 1.7, make sure to open your worlds with the latest 1.6.4 atleast once.
Want to show your support? Buy me a drink
Latest update video
Always backup your world before updating.
Read the Todo List before making suggestions
Read the Frequently Asked Questions and Starting Information before asking questions
Downloads
Custom NPCs Download alternative
- Requires Forge, download here
German download: here
External Dialog Editor
- 1.7.10b and lower: download (last updated 19-jun-2014)
- 1.7.10c and higher: download (last updated 24-aug-2015)
- source code
Information
This mod adds a set of tools to create npcs with different roles/jobs and other functions. It gives Creative Players a way to liven up their world with fully Customizable NPCs.
- Starting info
- Installation Guide
- Content Packs
- Frequently Asked Questions
- Todo and current plans
- Changelog
- Items
- Dialog Setup
- Factions Setup
- Roles
- Jobs
- Fan Made Machinima
- Adventure Maps
- Bug/Issue Tracker
Main developer: Noppes Co developer:
- DarkSignal, check out his Newgrounds Page
Ex developer
Notes
- Licensed under the Creative Commons BY-NC
- If you want to use it for a modpack, include a link to this thread
- If you want to use this mod for an adventure map go ahead. No need to ask for permission
- People who do youtube videos on this mod, feel free to post them here
Resource Packs
- Dokucraft 32x32 resource pack Download by sm284614
- BDCraft/Sphanx
- Oblisgr HD Skins
Permissions
If you are using mcpc+ there are multiple permissions you can use
permissions:
customnpcs.npc.gui customnpcs.npc.create customnpcs.npc.edit customnpcs.npc.delete customnpcs.npc.reset customnpcs.npc.freeze customnpcs.npc.ai customnpcs.npc.stats customnpcs.npc.display customnpcs.npc.inventory customnpcs.npc.advanced customnpcs.spawner.mob customnpcs.spawner.create customnpcs.global.playerdata customnpcs.global.bank customnpcs.global.dialog customnpcs.global.transport customnpcs.global.faction customnpcs.global.quest customnpcs.global.recipe customnpcs.global.naturalspawn customnpcs.mounter customnpcs.pather customnpcs.villager
by default players will have none of these permissions unless they are opped
Video
Tutorial/Show Off by SCMowns
Credits
Without these guys this mod wouldnt have been possible, they are awesome. Thanks for all your support.
- For skins:xSparky, willxo, DrakonsLTU, arugaicastle, Kasumi10102, meecube, DiggyDiggyHole1223, Jimorrison, MrTylon, DrakonsLTU, GingerNinjaSam, C0NV3X, fatacemcafee, MineWarCrafter, Eliwood407, NethanielShade, Tcc, MineWarCrafter, rhaidenp, Zach8460, araelb123, Gurinderm101, gui_maldito, Fox0427
- For items: Torzel, C0NV3X, Eliwood407, Scorpinax, llama66613, meecube, lazeckvar, werff, DiggyDiggyHole, Moety5, adscomics, tobbiusness
- For blocks: Redmann, tobbiusness, MineWarCrafter, owned645
- Making/Imporving models: Verdana, CarbonLord, DjGyarados, Jimorrison, Solidfire
- For banners: KingMiner, Bosch, Darkcrafter31, MrTylon, aditya25
- For extensive testing and being awesome on the forums: Darkcrafter31, MrTylon, Mr. Rinkachi, Kasumi10102, Archadeas, belldyl, Collserra, Taj, willxo, CarbonLord, C0NV3X, Eliwood407, Mikieee, tobbiusness, Charanor
- For translations: CZ:fritol33, DE:Waringham, Datixum, PL:Patrykgazing, RU:Overbolt, BR:Teraxo, ID:aditya25, KR:Cuz, FR:DjefNukem, AR:matias491, CN:miguo
- Special Thanks to: Verdana for letting me use the pony model, KodaichiZero for letting me use his grooving animation, TheKyleb for letting me use his music.
Banners
<a href="http://www.minecraftforum.net/topic/833003-"><img src='http://i.imgur.com/m6yxj.png' /></a>
<a href="http://www.minecraftforum.net/topic/833003-"><img src='http://i.imgur.com/MZMYs.png' /></a>
<a href="http://www.minecraftforum.net/topic/833003-"><img src='http://img560.imageshack.us/img560/7007/customnpcbanner3.png' /></a>
<a href="http://www.minecraftforum.net/topic/833003-"><img src='http://i.imgur.com/42bg6.gif' /></a>
~
-
392
rich1051414 posted a message on Hit Splat Damage Indicators v3.3.2 RPG UI and Damage Amount ModPosted in: Minecraft ModsDamage Indicators
This is a little mod I made for myself back in 1.2.5(there is no 1.2.5 release, dont ask), and I quickly rewrote it for 1.4.2 as I think others would appreciate it too. It was originally thrown together as a fancy debugging tool, but it gives the game a bit of a... rpg feel, so I thought I would release it.
When anything living takes damage, the damage they took will bounce off their head, with a cool little effect.
Now shows the Mob portrait preview with current health when you mouse over mobs! Every registered Mob type(mod mobs too) can have this preview adjusted using config files, so full compatibility is easy.
Have a mob displaying incorrectly? Press period and click the Advanced button and descriptions for the adjustments are listed.
Preview in action:Do not like the new skin? Open up the repositioning GUI and turn it off(Period key(Fullstop) is default, rebind it in Controls).Here is some screenshots of the repositioning GUI:
DOWNLOAD
Receive a donators cape and sparkles for donating 5 or more USDInstallation:
Pickup Forge. You can Find it here. Watch the installation video below if you need help installing. Then Place the DamageIndicators zip in the mods folder.Installation Video by oSPARKSo
[media][/media]Old Versions:
DamageIndicators[1.5.2]v2.7.0.1DamageIndicators[1.5.1]v2.6.2DamageDamageIndicators[1.5.0]v2.5.1 DamageIndicators[1.4.7]v2.4.8DamageIndicators[1.4.6][1.4.7]v2.3.7DamageIndicators[1.4.5]v2.2.7.1DamageIndicators[1.4.6]v2.2.6 Damage Indicators [1.4.5]v1.1.6 Damage Indicators [1.4.2]v1.1.4 DamageIndicators [1.3.2] v1.0.1Change Log:
3.1.2:
Fixed Online Compatibility.[1.6.X]v2.9.2.4:
Fixed servers from crashing if put in mods server side.
Fixed configuration issues when changing minecraft versions.3.1.0:
Added experimental target locking. Disabled by default, it may be buggy so you must manually enable in the configuration.
Fixed a texture stretching issue with health bars of skins.3.0.10:
Fix for the advanced gui when hitting the save button.3.0.9:
Fixes various config related issues. Delete your Damage Indicators config if you continue to have issues.3.0.8:
Fixed smp related issues with capes.Fixed a EntityPlayer casting error that caused minecraft to crash.Fixed the updater to still download the donators list if they have disabled update checking.Moved the cape location to a standard location so image loading failures should not happen anymore.Added an error handler to deal with the rare instance of a corrupted main config, automatically resetting it to default. (Game may still crash, but defaults will be restored on the next start).3.0.7:
Fixes a critical smp crash.3.0.6:
Fixed an issue with capes sometimes not loading for other donators when in smp.Made the particle effect much more subtle.Reimplimented High Compatibility Rendering, to hopefully fix optifine issues.Added an alternate render method, which may fix render conflicts with other mods.3.0.5:
Fix for language related issues.Fixed donator capes not loading properly.3.0.4:
Out of beta now.The last of the bugs with menus and other various issues and crashes should now be fixed.Refresh button added to the skins menu to make it easier to skin.Fixed an issue that caused duplicate entries to appear in the skin menu.Automatically defaults the skin to a valid skin location if the one in the config is incorrect.Fixed the default skin location to be an actual skin location.Fixed the advanced gui so it now should be working correctly again.Fixed the repositioning gui fully and returned all the previous functions.Fixed the crash when typing /help, and fixed a bug with /direload not working in single player.3.0.3BETA:
Started adding in a lang file so the mod can be fully translated, more keys coming in future versions.Reloading skins now also reloads the skin.cfg.Fixed the mcmod.info file, so now version checking should be accurate.3.0.2BETA:
Many many bug fixes.A few features not done yet, but should be disabled for now.Unskinned version has been removed. A skinned version imitating its plain appearance may return(if someone in the community puts one together).2.9.2.2:
Tight up some loose ends on some remaining bugs and oddities with 1.6.4.3.0.0BETA:
First 1.7.2 release.This is a preview, I know there are lots of bugs, but it should be functional.2.9.2.2:
Final update for 1.6.4 before fousing on 1.7.2.Added a configuration option to disable shadowing for optifine compatibility.Added a configuration option to disable critical hits.Added an experimental hook to catch arrow criticals, may or may not work.2.9.2.1:
Fixed a bug with frames with trusses mod, and with the transparent block passthrough for mouseovers:Mouseovers now behave as expected, and will still give mouseovers if you have your crosshairs between the frame and on a mob, but will not induce lag.2.9.2.0:
Critical hits will now pop off an additional text indicator.Add colors should now be fixed, and shadow color should nowrender properly on popoffs.2.9.1.9:
LAN tested and should be working as intended now.Fixed an issue that could of caused popoffs to spam indefinitely.2.9.1.8:
Fixed a bug that could cause over flow errors from opengl to flood the console.Started implementing lan support, although may still be a little buggy.2.9.1.7:
Fixed an issue with buggy drivers that caused this mod to be unusable.2.9.1.6:
Added a bugfix for mods that use entities that extend a living entity, but never actually register the entity, leading to a null pointer.Fixed a rendering glitch with some mods due to a workaround to prevent name tags from rendering.Added a different workaround that should universally disable nameplates but still allows all calls to execute.The old mob rendering can be enforced by enabling the alternate rendering method option.2.9.1.5:
Added 2 new configuration options:Alternate Render Method - This uses an alternate hook to render damage indicators, in case you have an incompatible mod installed.High Compatibility Mod - This will perform additional resets to ensure higher compatibility with mods with leaking set attributes. This will, however, decrease performance, so use it only if you have problems.Both of these options can be found in the Repositioning gui as well, so you do not even need to modify the config manually.All of the gui's have been tweaked to fix a few lingering bugs from minecraft changes.When in any of the guis, the mob or player displayed will follow your cursor around the screen.Mouse overs in the advanced gui now work off of real time, and will not fail to fade in and out if you have a high framerate anymore.2.9.1.4:
Advanced Configurations cleaned up and now no longer exist inside it's own folder.Entities are now sorted and categorized by the mod they belong to.Added Configuration corruption detection and recreation to help prevent crashes related to data corruption.Instead of creashing, you now will get a warning in the log, and the configuration is recreated(and consequently, reset unless it had been successfully read since the last time minecraft started).Because of the massive changes and improvements, old entity specific configurations will be lost.2.9.1.3:
Fix for flicker when portrait vanishes.Changed the portrait to hide based on a realtime clock, and not based on frame count. This will make the time the portrait vanishes consistent regardless of fps settings.Added config option to hide Boss Health.2.9.1.2:
Fix for occational console spam on servers.Fix for error on first time late entity registration.2.9.1.1:
Code cleanup and some performance tweaks.2.9.1.0:
Compatibility fixes with other gui mods.Fixed a console spamming problem when on a server.Fixed a missing entity texture spamming issue on clients.2.9.0.9:
Finished fixing a bug rendering particles on the wrong player.Included a local copy of the cape so download failures are no longer an issue.2.9.0.8:
Fixed cape not downloading if you have update alerts turned off.Cape downloading will attempt 3 times before giving up to help prevent the cape being white.Fixed particles rendering on the player instead of the actual donator they are looking at.Optimized popoffs, as they no longer have a damage limit, so much code could be removed.Corrected a possible bug with update checking.2.9.0.7:
Fixed some rendering inconsistencies in the unskinned version.Tweaked entity watching to be a bit more efficient.Added server motd processing.2.9.0.6:
Finished server support. Will now communicate with servers that have the mod or plugin(not ready yet).Three settings can be toggled, Mouseovers, popoffs, and potion effects.Servers running the forge mod will force all players to abide by the configuration it has set.Servers will deliver potion effect information to clients if potion effects are enabled on that server.Servers can reload damage indicators setting without actually restarting the server, by using direload from the console. This must be run as server from the physical console.Clients will let the player know when the server tells the client what it should or should not allow.Bukkit server plugin, when finished, will be permissions based. This will allow for area specific toggling of damage indicators features.As Always, running the mod on your server will not prevent people without damage indicators from joining.2.9.0.5:
Fixed skinless skin.Added "enemy" identification. If a mob or player attacks the player, their icon will temporarily be red.If a tamable animal targets you, or any of your pets, their icon will change red.Donators now recieve a Donators cape.Donator particles changed so they are less likely to appear greenish.2.9.0.4:
Fixed the scrollbar in the skin gui from not working correctly.2.9.0.3:
Fixed mouseovers not functioning correctly.GUI crashes and rendering issues fixed.Damage indicators moved back to a tick handler off of the render screen event for tukmc compatibility.Tweaks to the raytracer.Some methods rewritten and restructured for future optional server plugin support.2.9.0.0:
Fixed rendering problems with the chat bubbles mod.Fixed a possible crash on the advanced gui.Fixed Unskinned rendering on the advanced gui.2.8.8.0:
Fix for rendering oddities with various other hud mods.(Like Zan's Minimap)Reworked the update checking to be a bit smarter.Made Damage Indicators not crash a server if it is attempted to be run there, it simply won't do anything and inform the player.Called a later rendering call when available, to help trim off unwanted additional rendering.[2.8.7.0:
Fixed an issue with the new raytracer if a glass block is near the end of your view range.Fixed an issue with colors sometimes not saving correctly.Completely reworked the rendering on the popoffs. They have a new look, let me know what you think. This should also give a performance improvement.Reworked how popoffs are registered.2.8.6.0:
Fixed player not rendering and with wrong health information in the repositioning gui.Modified the raytracing to have the ability to pass through non-opaque blocks. Meaning you can target mobs and players through stuff like fences, and glass. This only iterates through at MOST 10 blocks before stopping, to prevent unintentional slowdowns.Added a fallback for strangely registered mobs, and will default to villager for positioning and scaling.Removed all references to ResourceLocations, and instead used an alternate method to load the resources. This should fix incompatibilities between versions, and may allow the mod to work in 1.6.1, but needs testing.Fixed the unskinned version from crashing the game.Optimized the color picker image generation code.2.8.5.3:
Fixed more than one potion box displaying from glitching.Fixed sky glitches and font display inconsistencies.2.8.5.2:
Fixed a rendering issue with potion effects.Enforcing Minecraft version 1.6.2 in the mcinfo for easier error handling.2.8.5.1:
Fixed a layering problem with the portrait.2.8.5.0:
Fixed Mobs disappearing in portraits when using optifine.Fixed a possible crash when clicking around in the advanced menu.Removed almost all attribute pushing when rendering, what this means to you is better performance on slower video cards.Fixed particles spawning out of control when a window that pauses the game is open.Gui rendering moved to forges new RenderInGameGuiEvent, so other mods that need to hide all of the ingamegui will also hide the portrait if needed.Donator particles a little more appearant.Particle Rendering moved back to the tesselator as the optifine bug was fixed.2.8.4.0:
Updated mod to support newer forges.Fixed a potential problem that may cause the skin to render multiple times a frame in some situations.Due to a hard drive failure, the code for my mod had to be recovered via deobfuscation, which due to compile time optimizations, may cause unpredictable behavior in some of that code. Although I am fairly sure I fixed the decompiler errors, one or two may remain, as it is impossible for me to notice them all. If you have any problems or weird behavior, please post them.2.8.3.0:
Donater perks added.Players who donate $5 or more will sparkle to other players running damage indicators.Please provide your in game name when donating and a day or so for me to receive and notice the donation. If you would rather not sparkle, just say so in your donation message.Potion effects fixed for ssp.Some balancing previously implemented reimplemented due to server admin concerns. Invisible players or mobs will not trigger the DI portrait to show.Potion Effects Totally disabled for SMP, currently mostly for balancing. There may be a server mod later to change this.2.8.2.0:
More classes cleaned up/removed for client side only.Particles now pop off heads correctly.Update notifications should now be correct.Damage numbers will no longer pop off yourself.2.8.1.0:
Fixed the way damage indicators handles health values, to get the ceiling instead of the floor, which was causing mobs to show 0 health when they really had greater than 0 but less than 1 health.Fixed my custom checkbox control to correctly bind the appropriate texture so now you can tell if the box is checked or not.2.8.0.1:
Fixed Advanced Compatibility Gui from crashing.Removed some dubugging code from the game.Removed more unnecessary classes.2.8.0.0:
1.6.1 Compatibility added.Thanks to the new way entity health is handled, damage indicators is now fully client side. Server no longer needs to have to mod installed.2.7.0.1:
Quick fix for healthbar text colors not working.2.7.0:
Added the ability to set text colors for custom skins. Check the skin.cfg in the included skins to see the new settings.A critical performance bug was fixed, slower computers should see a major difference.Popoff Handling Thread was redesigned so that minecraft will always have priority over it.2.6.9:
Restructured Skin handling to be easy to code with.Fixed some compatibility problems with various hud mods.Added Text ordering to skins. Olds skins will be unaffected, and the new settings can be found in the 3 provided skins.When someone is using a custom name for a mob, that name now appears in italics, as suggested by VorTr3x.2.6.8:
Moved texture loading to occur later, hopefully avoiding invisible inventory bugs.Changed the way textures are loaded to be more reliable and cleaner.Added some compatibility code to isolate my rendering from what occurs before and after.Fixed compatibility issues with GLSL shaders mod.2.6.7:
Turned off caching when scanning for resources, which could error out with older Sun VM versions of Java.Changed the config loading technique to extract the skin config using the same method used for skin textures. This should , I hope, fix this problem on Mac's.All the portrait rendering rewritten to favor efficiency. Some compatibility code was removed as it caused slow downs and it should no longer be required, so please report bugs.Entity health change monitoring further optimized.The additional packet to communicate max health removed as it caused problems.Max health is now communicated on a per-mob basis, meaning on server sided mods, the same entity type can have different max healths, and still report as expected, also, there is no longer a delay to display changed max health. This max health is suffixed to the end of the original packet, preserving backwards compatibility for servers and clients, while maintaining only a single packet.Particle rendering rewritten to function how I originally intended it to. Now, particles only appear on top of everything if you can actually see that mob, otherwise, it will render normally, meaning blocks that aren't transparent make the pop off not visible, however, will still appear on the other side of transparent blocks. This feature can be turned off in the config, however, is always on when on a SMP server, and will stay this way(in the future, servers will be able to allow this).Coming Soon:Initial Code rewriting started to support permissions and forced configurations. This will be ready for use soon.New Bukkit version to take advantage of the new max health communication.2.6.6:
Was not publically released. Too many changes and potential bugs.2.6.5.1:
Fix for class not found crash.2.6.5:
Added entity information caching to reduce the occurrence of incorrect entity information being displayed at the time the entity is visible.2.6.4:
Fixed rendering error on mob death when not using a skin.2.6,3:
Fixed flickering world issue when using optifine.Added client server syncing of max health values.Updates sent once a minute to reduce bandwidth utilization.Backwards compatibility left in for servers running the bukkit plugin.Bukkit plugin using this new feature coming soon.2.6.2:
Cleaned up some potential rendering glitches from left over code.Reimplemented older more compatible rendering if optifine is not installed.Added a check for optifine, to manual render particles to avoid render order particle bugs that prevent damage pop offs from being visible if rendering particles the typical way.Added a fallback routine to overcome issues with java versions/launchers causing the skins to not directly be detected.Cleaned up the advanced gui, save button now has more appropriate placement.Added a check so invalid values will default instead of crashing the client.Fixed some gui rendering issues with both skinned and unskinned portrait previews.Added additional rendering resets to encourage higher ui mod compatibility.2.6.1:
Fixed flickering on death that can occur on some systems.Added texture resetting as requested.2.6.0:
Optmizations to particle rendering. Profiling pointed at 75% reduced cpu time per particle, but actual results could vary. This will be apparent only in extreme circumstances, like mods that deal thousands of damage, or /kill.Optimizations to the hud display, and things moved around to ensure optimal performance given the situation. The hud does checks whether is should be shown or not earlier, so unnecessary code isnt run.Added additional class type checks to avoid crashes with mods that register non-EntityLiving entities as if it was a living entity.2.5.9:
Fix for possible invisible texture bugs beside some mods when using MultiMC.Possible fix for glerror spam, caused by java errors thrown by other mods. Please report if they continue.2.5.8:
Fixed HUD going white when you change texture packs in game.Possible fix for people incorrectly loading skin positional information from the skin.cfg.2.5.7.1:
Fixed a possible cause of lag while using the Advanced Gui.Fixed skin.cfg getting deleted after reading a skin installed using the new easier to install method.2.5.7:
Z-Level bug on some graphics cards with gui addressed and should be fixed.Finished File based skin loaded. You no longer have to open the mod zip to add skins, they now can be installed to the 'CustomDISkins' directory. Skins can still be loaded from the mod zip like normal and nothing changed internally with how skins are displayed, so dont worry, your custom skins did not break2.5.6:Image removed due to an invalid URL: http://static.minecr...ault/smile.pngTo use the new skin loading, just extract the new skin to the CustomDISkins folder. You skin should be contained within a folder, like this: /CustomDISkins/MyCustomSkin/ContentsOfSkinHere.fileextension
Fixed skin.cfg getting left behind when extracting.Rendering method changed on popoffs, and are now manually rendered. This fixes some issues caused by water, and mostly fixes the optifine issue.The advanced config now shows the mob preview again, this time without requiring you look at the mob once first. The skinless version of this feature may be buggy.2.5.5:
Fixed duplicate entries in the skin config.Fixed an issue with the config color setting when using 4 byte hex instead of 3.Added the ability to change the popoff colors in game.Added a new skin choice, Minimal, which does not render the mob preview. This was added mostly as an example for custom skinners.Still Unresolved bugs: Optifine causes mobs to render on top of damage pop offs, making damage inflicted hard to see.2.5.4.1:
Fix for MultiMC Issues.2.5.4:
Mob drawing on top of the frame fixed.Optifine related anomalies fixed.Custom Skinning improved.The Skin Config is now more organized.You can now set the order in which skin parts are rendered, those with lower numbers render first. This is to give skinners more control over the layering.2.5.3:
Performance issue identified and resolved.Issues with disappearing background fixed.Many other performance tweaks added.2.5.2:
Updated to 1.5.1.Fixed various rendering issues.Skins now unload thereself from memory when you change skins.Enderdragon is now detected.2.5.1
Text rendering bugs fixed.Many bugs with improper scaling and positioning from skins fixed.Added the first stages of an automatic skin discovery system. Currently, in the mod zip, there is a folder called DITextures, within this folder, you can place folders with complete skins and Damage Indicators will automatically load it into the available skins.Added a skin selection menu. You can get there from the repositioning gui.Repositioning GUI cleaned up and is more straight forward. Added a tooltip as no one seems to know you can drag the portrait anywhere you want.Default, Wow-Like, and No-Skin are the three selections in this release. Hopefully some people will contribute so you can add to this.Fixed Font color change due to improper hex conversion when the ingame gui saved a config.You can no longer target mobs that are invisible.Skins automatically scale to 'power of two' textures. What this means is, less white texture bugs, and easier skin creation for artists.2.5.0:
Damage Indicators updated to 1.5.0. Thankfully, I handled my own texture processing, before this update xD.The damage monitoring system switched up a bit to try a new method.2.4.8:
Fix added for the color bleeding bug(pop offs appearing the wrong color).Timeout for player health updates tweaked, while trying to preserve server performance.Fixed a potential issue that could lead some mobs to lost their saved settings on restart.2.4.7.1:
Critical bug in the new mouse over detection fixed.All texture skins are now have 'power of two' dimensions. This will most probably fix the remainder of the white texture bugs.2.4.7:
Ray tracing rewritten to fix mod conflicts, and also increased the efficiency and accuracy.Config handling completely rewritten.Saving settings in game using the gui's is vastly improved, and saving in the advanced gui will only occur if a change would occur.The AdvancedMobSettings folder no longer breaks up mobs into seperate files, they are now all contained within one config file, 'CombinedConfig.cfg'. This should also file FileIO errors caused by illegal file system characters in mob names or class paths..Fixed player names of others not displaying on LAN's.Fixed some outdated code in the unskinned version of the portrait window.Changed the way the portrait detects a mob's name.If the alternate method returns an untranslated key, a translation is attempted, if no translation exists, the portrait window will trim up the name to look correct and hopefully be an accurate description.Default GUI Size increased to 0.75.A few potential rendering bugs noticed and fixed.2.4.6:
Added the ability to resize the Portrait window in the config or Repositioning GUI.Many rendering bugs fixed.2.4.5:
Added additional illegal character checks on filenames to prevent crashes due to mod mob names using those illegal characters.Added a config setting so you can allow the portrait preview to show with the F3 Debug window showing.2.4.4:
Various optimizations and tweaks.You can now see damage through walls again, however, the default range has been reduced significantly. This will increase performance on low end machines, and prevent popoffs from being annoying.Texture loading is now done via an alternate method. Possible fix for those with the white texture bug, but no guarantees.2.4.3:
Skinning potential extended even further. So Texture packs will have more freedom when designing skins.The Font size of the health bar will rescale based on the size of the healthbar.Added a new skin element, potion box, which encases potion effects and grows as the target gains more potion effects.The mob type icon extended, not not only does it show the aggressive state of the mob, now there is 5 different mob type icons that will be displayed. This will help with mod mobs so you can know which enchantment would be best.The Directories have changed, to a simpler directory for the skin location. This will also gracefully break the no longer supported old texture packs.2.4.2
A couple of potential rendering issues patched up.Ichun's body part mods should all be compatible now, this includes mob dismemberment and mob amputation. Now longer are additional confusing steps required. If you have issues, be sure to update his mod as well. Newest versions of both tested successfully.2.4.1
Fixed preview rendering incorrectly in the advanced gui.Added one last additional step when a mobs name cannot be retrieved, so that it will appear more readable, and likely, accurate as well.2.4.0.1
Attempted fix for white texture bug. This fix is only a 'possible' fix. Please report if the bug continues.2.4.0
Some tweaks added to better predict max hp's.Skinning support extended.Texture packs can now modify nearly every aspect of the portrait display.2.3.9
Fixed an oversight that caused the integrated server to continue sending health updates while the player had the advanced gui open, which could lead to temporary severe lag once the gui closes as the processing thread catches up.Fixed a problem with millionaire configs not being found due to non UTF-8 characters which lead to continuous config creation, causing severe lag, most notably, when renaming the villagers.Fixed a problem with probing millionaire health information in the advanced gui, and dropped spawning and killing to get the information,as this seemed to cause thread creation, and now it just stores the information when it is noticed in the world.Added more skinning customization. More options will come in future updates. Open the mod zip and and directory:DamageIndicators/Textures is what is needed in texturepacks. DamageIndicators will read the skin.cfg, if the texturepack has one. This will give you greater control over the appearance.2.3.8
IO lag from improperly registered mobs fixed.Incorrect health should now self-correct automatically eventually, and not only on damage, this applies also to stuck potion timers.Initial dimension change leading to a possible temporary improper health information fixed. Threading and memory usage tweaks, now pre-assigns and reuses the same buffer for packet processing.Preemptive checks on if a player has the mod installed, to further optimize server performance, especially on a mixed server(some with, some without the mod).2.3.7
Fixed a rendering bug experienced by some graphics cards rending the model semi-transparent or invisible.2.3.6
A few minor bugs addressed.Fixed entire Gui disappearing when disabling the portrait via the Repositioning Gui.Want to disable people from using damage indicators? Now support MOTD based disables. This only works with welcome messages, which vanilla is incapable of. If you have a forge server, use the forge mod and disable from the config, if you have a bukkit server, and just want to globally disable some feature, this is how:
The way to disable damage indicators is exactly the same format as Rei's Minimap. I chose to use the same standard to save space in admin's server MOTD length.Anywhere in the motd, you will need a 'prefix' followed by 'option' followed by 'suffix', no one will actually see this.The prefix must be &0&0 and the suffix must be &e&f.
There are 2 options:
Disable Mousovers: &c
Disable Popoffs: &d
The options &c and &d are not used in rei's minimap and can be merged with those options. If the above confuses you here are three examples:
Disable Popoffs: &0&0&&d&e&f
Disable Mouseovers: &0&0&c&e&f
Disable Everything: &0&0&c&d&e&f
If you also have rei's minimap options in your motd, just add the options above to it, before the &e[/media]Legal:
Due to the copyright notation of Mojang AB, the copyright holders of minecraft, any modification is the intellectual property of the authors of the modification, aslong as original modified or non modified minecraft files are not claimed as your own.This mod is provided freely and may be decompiled and modified strictly for private use, either with a decompiler or a byte-code editor, for educational or personal use.Modifying Damage Indicators to behave in a fashion that undermines a feature added meant to limit the use of this mod, is considered a hack, and is forbidden. Examples being, intentionally modifying the behavior so that it intentionally undermines code written so servers can disable the use of this mod.Modification of this mod for use on public servers is allowed, but this does not extend to distribution of a modified version of this mod.Distribution of any modified version of this mod requires the advance written permission of the owner, rich1051414.©2012 Richard 'rich1051414'/'RichDigits' SmithNote to modpacks:
Distribution unmodified versions of this mod in modpacks is allowed, as long as full credit goes to rich1051414, and is expressed in the credits with a link back to this forum post.Click here to see our donaters![represent]
-
1164
sonicether posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]Posted in: Minecraft ModsSonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
Please read this entire post before attempting an install or posting about a bug.
Development news is posted on my Facebook/Twitter page: http://www.facebook.com/SonicEther
http://twitter.com/sonic_ether
If you would like to access beta and experimental versions of SEUS Renewed and support the development of SEUS, check out my Patreon page: https://www.patreon.com/sonicether
SEUS Renewed screenshots!
SEUS Renewed is an on-going project! Feel free to report any issues you encounter.
Setup (PLEASE READ)
OptiFine has taken over shader support for Minecraft. Go download and install OptiFine first! ALWAYS USE THE LATEST VERSION
You need to install this mod to use my shaderpack!
Download OptiFine
Once you've got OptiFine installed, to use a shaderpack, follow these instructions.
1. Navigate to your .minecraft folder (google is your friend if you don't know how to do this).2. Create a new folder called shaderpacks (without capital letters) if it isn't already there.3. Go download my shaderpack "Sonic Ether's Unbelievable Shaders" from below and place the shaderpack in this directory.4. Valid shaderpacks include .fsh and .vsh files that the Shaders Mod reads to tell your GPU what to do during runtime. These files must be in a folder named shaders within any shaderpack. Shaderpacks may only be uncompressed folders or .zip files.
The following is an example of the file layout possibilities for the shaderpack Sonic Ether's Unbelievable Shaders v10.1 Ultra.minecraft/shaderpacks/SEUS Renewed 1.0.0/shaders/[.fsh and .vsh shader files here]or.minecraft/shaderpacks/SEUS Renewed 1.0.0.zip/shaders/[.fsh and .vsh shader files here]
If this layout is not respected, your installed shaderpacks will not work. This is the first thing youshould check if your game looks like vanilla Minecraft.
5. In Minecraft, go to Options > Video Settings > Shaders. Here you will see a list of your currently installed shaderpacks. Select a shaderpack by clicking on it.
6. In Options > Video Settings > Shaders, make sure that "Old Lighting" is set to Default!
7. Click Shader Options in the bottom right corner of the Shaders selection screen (for v11.0 and Renewed) to setup SEUS-specific options. Here you can choose from Low, Medium, High, Ultra, and Extreme profiles, as well as tweak any individual option to suit your needs!
Sonic Ether's Unbelievable Shaders
Downloads
LATEST:
SEUS Renewed is a re-imagining of SEUS and is an ongoing project. Check the links at the very top of this post to follow its development!
Make sure to always use the latest version of OptiFine!
-Improved GI and SSAO
-Super smooth Temporal Anti-Aliasing
-Completely reworked system for day/night cycle based on atmospheric scattering
-Accurate sunlight color via atmospheric scattering
-Accurate ambient sky lighting from atmospheric scattering via Spherical Harmonics
-New atmospheric scattering on distand land for a natural sense-of-scale
-New underwater rendering
-Normal/bump mapping from torch/artificial light
-Screen-space shadow tracing for better contact shadows
-Vastly improved performance with long render distance settings
-Physically-based specular highlights from sunlight
-Improved 2D clouds
-Improved rendering of stained glass-New rain/wet effects
-End and Nether shaders
-Improved POM and POM self-shadowing
-Improved shadows
-Many more, too many to list here!
OLDER VERSIONS
-Tweak Shader Options to adjust SEUS v11.0 based on your hardware!-Variable Penumbra Soft Shadows-Proper rendering of transparent objects-Proper light absorption through stained glass-Stained glass colored shadows-New volumetric clouds-New water rendering-Water caustics-Crepuscular rays (volumetric light rays)-Improved GI-Vastly improved shadow and GI render distance-Automatic exposure adjustment based on average brightness-New tonemapping operator-More natural/realistic lighting values-Atmospheric scattering-New BRDF for diffuse and specular lighting-Spider/Enderman eyes no longer look glitched-Lots of other improvements!
SEUS v10.2 Preview 1
SEUS v10.2 Preview 1 Ultra (work in-progress)-Single bounce diffuse global illumination from sunlight!-SSAO-Fixed day/night cycle-Various other bug fixes
SEUS v10.1
SEUS v10.1 Lite Coming Soon...
Some issues have been fixed from Preview 1. Some new features have been added.-Puddles form when it rains and create reflections. This effect is meant to be seen when using a resource pack with normal maps. Go download ChromaHills which has normal maps.
-New procedural clouds rendered directly in the sky and in reflections (transcending screen-space)-Cloud shadows. When clouds are covering the sun, direct sunlight dims.-Torchlight color is much more mellow and less orange.-Better specular highlights from sunlight when a texture pack with specular maps is used.-"Smooth lighting" reverted back to old rendering mode.-Tonemapping adjustments-Overall less harsh outdoor lighting
This preview version still has some issues but is overall faster and improved over v10.0. A full release of v10.1 will be released soon. It has not been tested for use with OptiFine.
LEGACY VERSIONS:
SEUS v10 RC7 Ultra
SEUS v10 RC7 Ultra (1.6.2 compatible)
SEUS v10 RC6 Ultra
SEUS v10 RC5 Ultra
SEUS v10 RC4 Ultra
SEUS v10 RC3 Ultra
SEUS v08 Lite
SEUS v08 Standard
SEUS v08 UltraTweaks
Once the mod is properly installed, there are a few things you can do to ensure maximum performance.
-Run the game in a smaller resolution in full-screen
-Lower your render distance
-When OptiFine is installed, try toggling "Options > Video Settings > Performance > Smooth FPS:". "ON" gives more responsive input and more steady fps, but likely lower maximum FPS.
Reporting an Issue
If this mod is giving you unusual results, please make sure that you installed everything correctly first.
If you are using this mod on a Mac, I'm sorry to say that I am powerless to provide Mac support. I apologize.
I can't help you if you don't provide these details:
-Describe your issue thoroughly. Provide a screenshot or video if you can.
-Describe your system specs. If you forget this step, I cannot help in any way.
-Include the output log along with your issue report.
-Describe the shaderpack, OptiFine mod version, and Minecraft version that you are running when encountering this issue. -
1201
Kinniken posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open betaPosted in: Minecraft ModsMillénaire forums for more in-depth discussions than here:
Millénaire 7.0 open beta! Millénaire 7.0 introduces two great new features: a reworked Norman culture and the construction of a massive, end-game marvel: Notre Dame of the New World! Head to the beta page for all the details and the download link.
Millénaire 6.2 for Minecraft 1.12 available!
Millénaire is now officially updated to 1.12.2. Download the new version on www.millenaire.org!
Millénaire is a single- and multi-player mod for Minecraft. It aims to fill the "emptyness" of single-player worlds by adding NPC villages to it, with loose 11th-century Norman, North Indian and Mayans themes and additional cultures planned.
Villages are populated with men, women and children of various kinds, who perform tasks such as trading with the player, expending current buildings or improving existing ones, cultivating crops such as wheat in Norman villages and rice in Indian ones, crafting tools and powerful amulets, etc. As the village expends, the number of villagers increases as couples have children who grow up into new adults.
Help villages grow by trading with them and be rewarded with unique items such as Normand and Indian food or statues and tapestries to decorate your house with. And if they start liking you enough, they might even build you a house of your own.
Millénaire is available in the following languages: French, English, German, Russian, Polish, Spanish, Czech, Swedish, Dutch, Portuguese, Slovenian, Hungarian, Chinese, Arab, Estonian, Norwegian, Ukrainian (more coming!)
Download Millénaire on Millenaire.org.
Want to know more first? Check the overview.
For more information, including a FAQ, known compatibility with other mods, and common install issues, you can check the Millénaire Wiki:
Millénaire Library of user-created content to extend the mod:
Millénaire forum for more in-depth discussions:
Come across small villages while exploring, such as this Norman settlement...
Millénaire review by CGzCinema showing the mod's main features
... or this Japanese one, centred on a rice paddy.
Updates
6.2.10 - 08/09/2019
- It is now possible to donate goods to villages for a big reputation boost
- Added two new advancements, Amateur Architect and Medieval Metropolis
- The keys for the Millénaire menu, the village list and the escort toggle are now set using the standard Millénaire UI
- Players' data is now linked to UUID not player name, enabling players to change their player name without losing their Millénaire progress
- Added two new commands, one to teleport players to a village and one to change a player's reputation with a village
- Fixed a bug where Millénaire stairs and slabs would have display issues when smooth lighting was off
- Fixed a bug where paths could be built over mud bricks
- Fixed a bug where the number of nights spent by a merchant in a village would reset when reloading the world
- Fixed a bug where sub-buildings would appear on the village map, hiding the main building
- Fixed a bug where middle-clicking a full path block in creative would give you a path slab
- Fixed a bug in the handling of Byzantine textures
- Content Creation improvements:
-- New format for buildings' text data, much easier to read than the old one
For older releases, check the wiki page: Millénaire Updates
Or discover a mysterious Mayan pyramid, abandoned in the jungle. (Texture pack: Soartex FanVer with Millénaire HD blocks)
FAQ
Check the FAQ page on the Millénaire wiki: http://millenaire.or...ki/Category:FAQ
Credits
- MinerMiah for the Mayan culture (including skins)
- Minepower for the Japanese culture
- Rasseru for the updates to the Japanese culture
- Ticlon for the Byzantine culture and some of the lone buildings
- SMP for all the Indian skins. Great and fast job! Check also his texture pack that includes a full reskinning of Minecraft itself, Millénaire, and many other mods as well!
- johnlmonkey, Razulra, cubex3 and TheDoctorMouse for skins
- Nandonalt and karahan : some buildings
- joeyjam: icons for the Norman armour
- minami26: graphics for the Norman armour and icons for the Norman tools
- The MCP team, without whose work I would not have attempted this mod
- The #risucraft and #mcp-modding channels, and specifically _303, ZeuX and ProfMobius, for saving me a lot of time with timely help
- MineColony and Builders, for inspiration and useful examples of modding Minecraft
Listen to the villagers discussing their job, life or simply the weather.
Making new cultures
Since Millénaire 1.4, the bulk of a new culture can be made without code (not just buildings and village types like before, but new NPCs as well). As such I'm interested in player-made cultures to integrate in the main game, provided they fit the general theme of Millénaire of "real" cultures from around the 11th century. Players interested in producing one for Millénaire should PM-me about it. If we agree on the idea, I'll provide support in the form of help on how to mod Millénaire and in the form of whatever new code might be needed (for new items, blocks or good productions), though likely not with the buildings and NPCs themselves. I reserve the right to change anything I might not like in a culture I'm shipping with the mod itself, but in practice I intend to leave as much of a free hand as possible to culture designers.Contribution welcome, it helps make Millénaire a rich game!
See what they are doing and what they need in the villages' centres.
Help Wanted
- There is a lot of content to fill up in the Millénaire Wiki, feel free to help: http://millenaire.org/wiki/
- Female and children sounds
- It would be very useful if people who have been playing for a while could post detailed accounts of how they play Millénaire, what they like/don't like, what their goals are when playing, etc. I need more comprehensive feedback, not just small reactions to individual features.
- New lone buildings: the more different kind of lone buildings (or variations of the same kind), the better. People wanting to do lone buildings in the same style as the existing ones are welcomed. You can post your creation in the thread, preferably with a screenshot. I'll add those I think fit in Millénaire.
Trade with them, to help their villages grow and gain unique blocks, foods and items.
Download
Downloads are available from millenaire.org.
Thread for posters to discuss custom building plans in: http://www.minecraft...f=1039&t=253387
Wiki page with adapted texture packs: http://millenaire.or...i/Texture_Packs
Feel like paying me a cider? . Otherwise, I'm always looking for more SugarSync referrals (similar to DropBox but more generous free quotas). Note that you have to install the app, not just sign-in online, for me to get a quota bump.
See their villages develop in prosperous communities...
Reference
For more information, help, known bugs, etc., check the new Millénaire Wiki: http://millenaire.org/wiki/. Feel free to contribute!
...or massive fortresses surrounded by desert.
But be wary in your travels, for hostile bandits and soldiers can be waiting deep in the woods!
Encourage villages to trade with one another, or push them to war and see their men battling while the women and children
take shelter!
And when the pull of adventure becomes too strong, seek out the mysterious Sadhu in the forest to start a great quest on the origins of the world.
Who knows, you might even come across the mysterious Panthéon, the massive structure where the contributors and donors to Millénaire are immortalised.
Note to modpack makers: Millénaire can be freely added to modpacks provided you credit me and provide a pro-eminent link to millenaire.org.
Extras
Signatures by minami26 - now with dynamic version info:
This mod is Copyright (2011) and is my intellectual property. Only minecraftforum.net is allowed to host any of my material without my consent. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Descriptions or other content on the mod (for example, reviews) are allowed as long as the download links provided point to this thread or to the Millénaire Wiki. Works derived from this mod in any significant way, for instance by re-using the mod's source code, are forbidden without written permission. -
396
user-7851964 posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3Posted in: Minecraft Mods
Facebook Page | Official Server | Official Wiki | F.A.Q. | YouTube Channel
Experiencing Lag in Middle-earth? Use FastCraft.
Watch Mind of Mike's exciting new series with the mod, from early 2017. Thanks, Mike!
Mind of Mike also has a beginners' guide to the mod, which is really helpful. You can watch it below:
______________________________________________________________
About the Mod
The Lord of the Rings Mod is a huge expansion for Minecraft that aims to add the world of Middle-earth into the game. This will include content from J. R. R. Tolkien's most famous work, The Lord of the Rings, and from other related tales such as The Hobbit and The Silmarillion.
The mod has been in development since December 2012, with a great amount of planned features yet to come in the future. New updates are published frequently - usually every couple of months.
If you are interested in following the progress of the mod, go to our Facebook page, where we showcase new content for upcoming updates. You can also give feedback there, and submit suggestions. Please read the FAQ before submitting a suggestion!
The official wiki is the place to go if you want to learn about the mod and its contents, or find a server to play on. You can also post suggestions, bug reports, and discuss all sort of things on the wiki forums.
The main features in the mod so far are:- A new Middle-earth dimension
- Over 100 new biomes, sub-biomes, and biome variants, each with their own unique structures and resources
- Biomes are generated in accordance with Tolkien's map of Middle-earth
- The mysterious, unexplored lands of Rhûn and Harad
- The ancient Pits of Utumno, a terrifying dungeon dimension full of Morgoth's evil creatures
- Hundreds of new blocks, weapons, armours, foods, and items
- People and races from the Lord of the Rings world
- An alignment system where your actions can improve or harm your reputation with many independent factions
- New gameplay elements dependent on the player's alignment: trading, unit hiring, and an expanded achievement system
- Randomly generated Mini-Quests, and the Red Book to record them
- A system of modifiers for customising and upgrading your weapons, tools, and armour
- Seamless multiplayer integration in all areas of the mod
And some of the main planned features still to come in future updates:
- Even more blocks, items, and factions from Middle-earth
- Larger, pre-written quests, ranging from minor 'side quests' to epic adventures
- New types of mini-quests
- Characters and places from the Lord of the Rings storyline
- More boss battles
- Ring-forging, siege weapons, and a 'redstone alternative' for Middle-earth
- Other realms... The Undying Lands? First Age Beleriand? NĂșmenor?
For a more in-depth and comprehensive summary of the mod's features, please see this Mod Overview article on the mod's wiki. Also check out the Middle-earth Gameplay Guide, and the Building Tips page if you are so inclined.
(There are, besides those linked above, many other useful guides and articles on the wiki which I have not listed here - go and have a look!)
______________________________________________________________
Downloads
Download the current version: Update 34.3 for Minecraft 1.7.10
Requires Minecraft Forge version 1558 or higher.
The complete changelog for all released versions can be viewed here.
This mod contains a version checker.
Warning: If you are running the mod on a Cauldron (MCPC+) server, you may experience unexpected bugs, crashes or other failures that are not this mod's fault. Please see here for an explanation of why it is not this mod's fault, and why I cannot really do anything to fix it.
Installation
Watch Mind of Mike's beginners' guide on how to install the LOTR mod. (New in 2018)
For more guides and information, including how to install the mod on servers: see the Help section on the mod's wiki.
Downloads for older versions:
(Warning: Older versions may contain old bugs which have since been fixed. Use at your own risk.)
These can be found at the updates page on the wiki.
NEI Plugin
The Ranger Malvegil is developing a plugin for Not Enough Items (NEI) for use with the Lord of the Rings Mod, that shows crafting recipes on Middle-earth tables, barrel brewing recipes, and other recipes from the mod. Thanks, Malvegil!
You can find the forum thread for this plugin here, with downloads and information.
Note that this plugin is not affiliated with the LOTR mod: you should report any problems, crashes, etc. to them, not to us.
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Donate
Some people have expressed interest in donating to the mod, so if you want to donate, here are some fine buttons with which to do so.
______________________________________________________________
Concerning Modpacks
TheAtlanticCraft's Fellowship modpack includes the Lord of the Rings Mod along with over 50 other mods, and they have dedicated public servers running the pack.The link goes to their Minecraft Forums thread which has all the links and information you should need to download and install the modpack. Please note that feedback/bug reports/other issues concerning the Fellowship modpack should be discussed on their forums and websites, and not on this forum post.
If you want to create and publish your own modpack including the mod, you don't need to ask for my permission, but you must credit me as the author of this mod and provide a link to this post. It's only fair!
(If the modpack is just for private use, i.e. it won't be posted anywhere for the public to use - such as for your own use and a small group of friends on a private server - there's no need to do that.)
______________________________________________________________
Signature banners
If you would like to support the mod with one of these banners, copy and paste the following code into your signature:
Middle-earth
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Mordor
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The Shire
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Fangorn Forest
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This mod (plugin, a patch to Minecraft source, henceforth "Mod" or "The Mod"), excepting any and all characters, locations, etc. or other trademarks, which are the intellectual property of the Tolkien Estate, Warner Bros. Entertainment, or other related entities, is the property of the Mod author (Mevans, henceforth "Owner" or "The Owner"). It may only be mirrored or reposted with advance written permission of the Owner. The Mod is intended as a tribute to the Lord of the Rings and the world of Middle-earth and the Owner makes no claim upon the Lord of the Rings or any associated trademarks of the Tolkien Estate, Warner Bros. Entertainment, or other related entities, nor does he affiliate himself with them in any way.
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