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Nov 14, 2013Changed a few things in the Towns' map,Posted in: Requests / Ideas For Mods
- Added mushroom housings beginning.
- Changed problem with savannah village stairs going wrong ways
Towns present for the moment:
Link to the map again
Jan 3, 2014Hi,Posted in: Requests / Ideas For Mods
I am currently working on a Town mod - slightly bigger and more varied villages - and at the moment I am mainly trying to do the same thing as the vanilla villages, random location, random placement, but popped and unchanged houses. I also feel the need for a more complex house generation system where each house can be unique.
What I was trying to work a similar logic for procedural houses and by creating wall by wall a perimeter that must find a way back to its origin. A second story would follow the same logic with chances to have balconies (meaning less inside space). Same could be done with a basement.
House tops and outside decoration is also what makes a house unique. That could be easily done (I believe) By having specific kind of decoration that would be placed randomly.
Dec 12, 2013Hi there, I agree with you on the fact that something that is not usable to between 21 to 57 percent of the internet user should not be used. I also agree that adf.ly is terrible looking.Posted in: Requests / Ideas For Mods
What do you think should replace it though?
It seems to me that this website is considered the norm in this community - for the moment. I don't know any replacement to it yet but as soon as people will start to use it, others will do.
I guess a better way for modders to get paid for their services and time should be a more centralized donation system.
I'd like to hear known modders on how much they actually get percentage wise from ads as opposed to donations.
Nov 18, 2013Posted in: Requests / Ideas For ModsQuote from Dezitron
As for Floating Villages, they could be done, but the case would be much like that of the Jungle Villages [...] The Disco Village idea made me laugh a bit, perhaps they could be a super rare village type?
Floating towns can be done by having a disc of white glass on which it would spawn as normally, but later ^^'
As for Funky Town, why not. But I'm not making the houses so somebody's gotta do it Please make use of redstone circuit, lamps and game discs, whoever will do ^^
Dezitron, do you mind adding links to the map and schematics on the topic?
Quote from arkume8beltz
I think in forests the houses can be maked with wood,the plains with stone,dessert with sandstone,the others the idea stay well..
Maybe can add's ocean villages with glass around..villages in a rabines..underground villages..vilages of pigmen(not zombie pigmen..)in the nether..(quarz villages like greeks..)
I like the idea..
Hi arkume8beltz, if you want you can download the map to see the different town types already being created.
For ocean village I'm not sure what you mean, if you mean a village underwater we explained how it would be impossible - or simply anaesthetic to have glass at water level. and if you mean a village overwater, I am not sure how to do so while still be pretty and somehow realistic. But if you have an idea let us know!
As for the ravines, I'd really like to do that but unfortunately we cannot tell from the code where a ravine will be created, so there is no way - that I know of - to find out where they are to make towns down there.
For underground towns, it's similar to underwater since doors need open air above their out side. BUT there could be a way to have it happened by having an air tube reaching ground level with glass at each endings over all the doors. Not sure how that will look but I'll work on that. Later ^^'
Pigmen village seems legit, but they are not yet implemented and I do not wish to change any mob or block. This way, everything is town generation, and people who go on a server having this mod on, or who download a map in which the mod was used, will not need the town mod to be installed. If pigmen do get added to vanilla (minecraft without mods), then I'll be happy to make a pigmen town.
I'd like to see your version of a greek village, if you're interested, download the map and/or Schematic and send back pictures!
Edit: Updated map with fireworks in the castle working, beginning of tundra houses, descriptions.
Nov 15, 2013Hi Tropicreeper, I would really like if we don't change anything block wise and physic wise yet. Although it would be fun to have underwater towns and water breathing villager creatures!Posted in: Requests / Ideas For Mods
Changing the villagers' clothing per biome seems interesting! But I don't want to touch that yet. It would have to be small changes so people with other textures are not dulled out.
Disco town, I am not sure I like the idea but if others are in, I don't mind at all. There is a total of 14 different towns with one variant each to make, so why not! We're up to 7 at the moment.
Floating towns IS a good and feasible idea, if one can work on a town model to make a sort of paradise version it would be fun
Nov 8, 2013B77 posted a message on Shadow realm. Same world, different spawnings/looks/dynamicsI was looking at the different world generation processes out there but haven't found what I want to see come to life.Posted in: Requests / Ideas For Mods
The exact same world created and modified with the players' intervention, but its "shadow", dynamically different, version. A change in one affects the other.
One would access the shadow world by using a portable portal crafted from an eye of ender with a clock (yeah, that or something else).
It would change the texture to mainly just black and white tones;
It would have misty water, and won't affect the players moving through;
Villagers could wander as ghosts above ground;
Villages (And anything made of wood and cobblestone) would be translucent (if possible);
Lava would be blue, and applying a regenerating enchantment to gears.
Nether monsters could span in this side of the over world.;
The gravity would be forgiving, making falling slower and not dangerous (if possible);
The blocks and ores picked from one dimension can be placed or used in the other one;
An item could be feather sandals from flying creeper, which can make those who wear them fly like in creative mode;
Snow is black and deadly;
Ghostly spiders would shoot sticky goo that slows you down before attacking;
Amethyst (healing properties) ore could replace lapis lazuli, as would quartz (=nether quartz + other properties) with coal,
What do you think?
Nov 11, 2013Well, so far the main logic for easy making of different village types is thatPosted in: Requests / Ideas For Mods
- Houses have 6/5, 8/7 and 10/9 base (the front door side has one block in the street for stairs to door, lamp, hanging roof, etc.)
- Temples when present are 17/17.
- Generic constructions (forge, stable etc.) are 12/11
- Generic small constructions (Town's portal, statues, etc.) are 5/5
- Generic big constructions (castle, cemetery, windmill, etc.) are 17/17 like the temples.
Each Town type has a specific lamp post, road block as well as a road block up (I hate having to jump on a street instead of casually running like a freak). I would like the ability to add city wall even though I don't plan doing so till much later.
So I'll post a schematics for the basis of each town, (3 houses, 1 temple, 1 road, 1 road up, 3 wall pieces, 1 lamp post) if anyone wishes to make their own so we can see which is best.
All chests should be filled with stuff that you may want or not but that would make sense in the biome. Only 2 to 5 slots will remain in.
The actual coding will take a while to do, especially for the jungle villages (which will come later).
As for backyard addition, beah I like the idea but it adds too much complexity. And I have a windmill in the map I sent
Nov 1, 2013B77 posted a message on To the World's Ends! (Discworld-like Finite Generation)An infinite flat world? Give me a break!Posted in: Requests / Ideas For Mods
Everybody knows that the world is flat yes, but it's small and circle shape!
Why do I want small finite worlds?
A smaller world means a more compact world. Thus folks have to explore what is given.
The only thing it does is that everything that is
(x-8)^2 + (y-8)^2 > r^2
(farer than a circle of r radius of centre 8,8)
is simply not created. If you walk beyond, you fall into the void. No other modification. Simple et efficace.
What is already generated would not be touched so it would not affect already generated maps.
Size of the worlds:
Small: 2048^2 (128^2 chunks, size of the biggest map).
The reason why it should not be centred at 0,0 is that this makes it easier to have a centred map.
I don't see it necessary to change the world generation GUI but if people have a clear preference over big AND small worlds, there could be a choice of world size (Small, Medium, Large, Infinite) like, just under world type (Normal, Superflat, Big, Amplified).
What could make sense is to have moons and planets passed the void, accessible either by floating, by building, by portals from the neither, or by airship (I love Archimede's ship mod).
It should not modify the world more than this. No need for special ores or anything. Just to change world generation is great.Unless somebody wants to meet the Turtle.
I am currently looking at ways to make it but am no great modder. Nevertheless, if nobody wants to do it but I get at least a few wants, I will try.
What's your thoughts?
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Aug 25, 2013Posted in: Requests / Ideas For Mods
I had this Idea while building a tree house in Minecraft. It was night, and there was a bunch of mobs on the ground, and i thought "Hmm, if it was always night, i'd probably wouldn't be able to go down from my tree house with all these mobs around" Which gave me an idea for a apocalypse mod. I looked it up, but most of the apocalypse mods seem to be zombie apocalypse or creeper apocalypse, and have only the said mob spawn, which is not what I wanted, so I decided to make a request. If no one makes this mod, I might make it... after I learn some programming.
Backstory (plot/summery can and will be changed. Open to suggestions)Minecraftia was a empty, but peaceful place. The mobs wandered by night and hid by day, villagers lived peacefully in their villages, protected by iron golem sentinels. The days were warm, the sky was clear, and no mob was unhappy. But after decades of peace, Steve arrived with his brethren. They where different. They where never satisfied, always strived for more. Trees fell, mountains where hollowed out. They attacked and killed mobs, enslaving villagers and killing the golems to add to their ever increasing hoard.
They brought technology into Minecraftia, that was true, but the technology was made on the corpses of the mobs, and benefited none but Steve and his kind. The land was stripped dry, ores depleted, forested gone, mountains leveled and seas filled. Mobs slaughtered by the thousands. But it was not enough. Even the wastlands of the Nether and the barren End was stripped to fuel the ever increasing greed of Steve and his people. No mobs could stand against them. And even the Enderdragon and the Withers fell.
But when the Dragon Egg was brought to the Overworld, the amazing amount of energy that it contained was sought by all of Stevekind. Wars. Famine. Destruction. All of technology once used to defeat the mobs where now turned on each other, and great wars devastated the land. From the highest mountains of the Overworld, to the most barren wastlands of the Nether, and even the vast reaches of the Void in the End was ravaged by the war. And in this chaos, the power of the Dragon Egg was researched. Each nation to seize the Egg build on the research of others. But the energy of the Egg was far beyond their power. The unleashed power of the Egg mutated the mobs and plant life, causing the mobs to grow and multiply rapidly while the trees grew taller than the tallest buildings. The mobs, empowered by the Egg, destroyed the once-great civilization of Stevekind. Villagers, long since enslaved by Stevekind, took refuge in the treetops, hunted by the mobs they once called brothers, long ago. Minecraftia was no more, it's once great age of civilization over. Now was a new age. The surviving Stevekind no longer sought tachnology, or wealth. Surviving was worry enough
World Gen-------------------------------------------------------------------First of all, there will be tall trees all around the world like the tall trees in the jungle biomes, except of all kinds, they would cover the entire world. The world would be divided into 4 layers.
The first layer would be the canopy, which would consist of the tops of the tall trees, mobs would seldom spawn, and you will spawn here. Also villages will spawn here as well. light levels would be 15 at day and 4 at night, like normal. there are no animals, but you can sometimes find plants you can eat. wood and food is pretty much all you can get here
The second layer would be the understory, and be made up of the trunks of the large trees and some leaves and vines. a few mobs will spawn, but not much. you might find some small huts, which may be occupied with either villagers, or witches. The light level would always be gloomy and never go past 7.
you can find some loot. mostly food, but rarely stone, or even ingots
The third layer will be the ground. The light level would always remain at 4. mobs will spawn quite often, and you will find ruins of old towns and villages. There will be no tall grass, grass, or flowers and the trees will have no leaves. You most of the chests you find in the towns will be empty, but some will have food(bread, meat, soup, etc), and extremely rarely, grass(block[has like 0.0000000000001% chance to spawn]), iron/gold, or seeds(wheat seeds, pumpkin seeds, carrots, potatoes, etc). most of the dirt is gone, exposing bare stone.
The forth and last layer is the underground. Mobs spawn here at a ridiculous rate, and sometimes, you can see overrun bunkers of people who tried to hide underground. Most of the ores have been mined out so you have to dig quite deep to find ores.
The nether will be relatively the same, however, glowstone will be a LOT rarer, and blazes and nether skeletons will spawn everywhere, not just nether in nether forts.
No loot chests. just the basic village houses and small farms. rare. Appears in the canopy
A hut with a lone villager. has a loot chest. contains mushrooms, bread, and rarely cobble. semirare understory
A village hut that has been abandoned and overrun. might contain loot chests with mushrooms, rotten flesh. uncommon. understory
Same as a village hut, but with a witch. Has a loot chest with glass bottles, spider eye, water bottles, and extremely rarely, a potion. quite rare, Has darker colored wood than villager huts. understory
An abandoned, overrun witch hut. might have a loot chest. chest has same contents as witch hut, but also at a lot lower rate, and can be empty. rare. understory
ruins of... something, obviously, but too damaged to tell what it was. no loot chests. but perhaps a basement? uncommon. ground
A area of land that is somewhat free of giant tree trunks. would have been a good place to build, had it not been for the mobs.... semirare. ground
A village that was abandoned and overrun a long time ago. the surrounded by walls long since fallen, it can hold some things that we have long forgotten how to make.....
Spawns in clearings. rare
Here the army tried to hold back the mobs till the people could escape... they failed...
However, it can still help you survive a bit longer...
A lab that used to make lots of goodies. you can find lots of great things here. But something about this place attracts mobs... Mob spawn rate x2, mobs can spawn near you. (just being around a lab can cause a siege). ground really, really, rare
Some people thought the underground was safe. they where wrong. No amount of defenses would have saved them. They brought their music discs, their toys.... they did not not know how serious this was.....
These people where smarter. they brought food, weapons, defenses... they died before they used most of it, but time has ruined most things....
Prepared, rich, these people tried to make there base self-efficient and highly defensible. All they managed to do was use up all the ores and die.... you can still get some stuff that hasn't gone bad yet. Some gear in pretty good shape too. underground really rare
These people survived, they thrived, but now, the lack of sunlight and food has weakened them. they have lots of loot. Has lots of golems. However, If you don't find them fast enough, they WILL be overrun.
underground. Stuff of legends
Mobs and Spawns----------------------------------------------------------Mobs target the closest villager/player/golem/animal to attack. It will change targets if:
1. attacked by another villager/player/golem/animal
2. bumps into another villager/player/golem/animal
3. It's target dies
Spawners will be removed, meaning you can't make mob farms, and spiders will have a 25% chance of spawning as a cave spider.
All animals (cows, pigs, chickens, bats, dogs, cats, etc) will be hostile to you unless you are holding food(carrots for pigs, wheat for cows, etc). Dogs and cats will have better AI and cats will fight like dogs, but also fight creepers, and will move back after each attack to prevent getting damaged, or having creepers blow up. Vanilla animals will not spawn. However, breeding wild animals will get you domesticated(vanilla) animals. however, cats and dogs will give birth to tamed baby wild cats/dogs, and vanilla cats/dogs are only available through spawn eggs
Zombies will attack livestock, so you wont find much, but the animals will fight back, and if you get grass, you can make a pasture on the canopy to spawn vanilla animals. them in so you won't have too hard of a time getting meat.
mobs will rarely have any tools or armor, so you'll have to make most of your tools and armor. Also, skeletons will usually spawn without bows, but will be faster than any mob and will be able to climb as high as spiders. Spiders will be able to jump really high and far (maybe 3 blocks high, 10 blocks long).
Zombie pigmen are somewhat slower, but always aggro. Gasts have bigger firepower and faster shooting. Blazes and withers spawn everywhere, basicly, the nether is a lot more dangerous than it used to be
Blazes also shoot fireballs at the same rate of skeletons shooting arrows
Resources--------------------------------------------------------------------Zombies will no longer drop carrots or potatoes, so the only way to get crops will be to find them in the ruined towns. However, mushrooms will grow everywhere (kinda like swamps or the nether), and be the main source of food.
tools, and weapons got via loot will never have full durability. they have been used by others who tried to survive... and failed
Naturally generated leaves are NOT vanilla leaves. They take longer to break, and when broken have a chance to drop a leaf item. these leaves are tougher than you'd think, and can be made into armor, or used to bandage wounds.
To get vanilla trees/, you must find sapling in loot chested. (sapling drop rate seriously nerfed for vanilla tree leaves)
Trees will have 3 layers. bark, sapwood, and heartwood.
the bark is easily broken by hand, and can be used as fuel, or turned into a fragile, but cheap building material. Grub and insects can be found in the bark and can be eaten(think of apples from leaves). the sapwood is just the vanilla wood with different textures. heartwood is made of a very hard material, and takes a long time to break. It can be gotten with an axe, and is somewhere between wood, and stone.
Killing animals by fire will give you burnt meat instead of cooked meat, so you'll need a furnace to cook meat.
Villagers will have a fairer trade than normal ex:16~23 coal for 1 emerald --> 8 coal for 1 emerald, 4~5 diamonds for 1 emerald --> 1 diamond --> 2 emeralds
When lava touches water, it will evaporate it, meaning you can’t make cobblestone generators for infinite cobblestone
Dirt, sand, gravel, etc will now be much more rare, due to the dangers of getting them and them not generating as much
Iron golems spawn when a village is generated, but after that, they never spawn again.
Dangers-------------------------------------------------------------------mobs will be attracted to light, villagers and golems, livestock, pets, noise, and fighting, so the amount of mobs attacking you can quickly multiply, as more mobs will be drawn to the sound of fighting.
When attacking, mobs will make a 'angry' noise that will attract mobs by the dozens
If a large amount of mobs gather, it can trigger a 'siege'. What it basically means is that tons of mobs will try to kill you and there is a high chance of the mobs even reaching the canopy and wiping out everything near the area
All mobs, except the creeper will be able to climb to some degree, and mobs will be able to climb on top of each other so they can reach any height when there are enough of them Kinda like this
Zombies will be able to break all blocks you can. The time it takes to break a block will be determined by the block's blast resistance. Each unit of the block's blast resistance will amount to 1 second taken to break the block.
Ex wood planks, having a bl of 15, will take 15 seconds to break. a cobblestone block, having bl 30, will takes 30 seconds to be broken
(Note: trees will regenerate leaves that are broken over time, this means that leaves are somewhat farmable this is mainly to prevent sieges poking holes all over the canopy)
Defense----------------------------------------------------------------------There will be more golems, each with unique abilities, to help you defend your base.
Pets such as wolves and cats will have more health and attack, and be a lot more smarter. they'll be a huge asset to your survival.
Wild animals. Sounds funny, but having wild, untamed animals can help you too. the animals will attack the mobs, and can even lead them away. getting them back might be a challenge, though
Fire will now spread and burn slower, and also go out easily. You can extend the life of fire by feeding it sticks, wooden things, leaves, etc. fire can help you out of a tight spot in a pinch.
Guns can be found rarely as loot. it need ammo to work and can break. makes a really loud noise. use with caution.
Traps can be found, and a few made as well. you won't last long with out these
Deterrents. barbed wire, spikes, barricades, and more to slow down mobs, keep them away, and thin out the herds before they arrive.
Golems & Pets------------------------------------------------------------------Pumpkins can be found scattered around the canopy and understory, main use will be to make golems
Snowballs from snow golems will now deal 1/2 heart damage.
Wolves are now stronger, faster, and have more health. Better ai prevents falling off themselves or pushing you off.
Ocelots no longer chase off creepers, however, they fight, just like wolves. They can climb and don't get fall damage, and attacks creepers as well. After attacking, withdraws to prevent getting hit or having a creeper blow up.
A fat grub is spawned when a infested golem dies. Can be tamed with rotten flesh. It is slow, but it attaches to a mob and eats it, killing it quickly. It heals by attacking other mobs or being fed meat
Extra golems include-
Made like snow golems, but with leaves. Fast, but somewhat weak attack, low health
Special:can climb walls. if targets are more than 10 blocks away, will throw leaves that deal 1/2 heart damage
Made with like iron golems, uses heartwood. Normal speed, good health and attack
Special: if right clicked with a grub, turns into a infested golem
Made by 'infesting' a heartwood golem with some grubs. slow, weak health, weak attack.
Special: when dead, It drops spawns a fat grub
Made like snow golems, Slow, but extra sturdy. strong attack,
Special: when it dies, it spawns a cobblestone block where it was standing
Made like iron golems, Slow, but huge amounts of health.
Special: when low on health, it 'shields' reducing all damage taken by 80% it still attracts mobs. but will not attack at this state
made like snow golems, throws flint doing 2 hearts of damage, slow firerate
Special: Has a small chance to light target on fire
made like Iron golems, good health Normal speed.
Special. can 'suffocate' mobs by hugging it. suffocating mobs will not teleport, shoot, explode, or attack
Made from coal blocks in a iron golem shape. normal health, speed, and attack
Special: once on fire, always stays on fire, and light things it hits on fire
Made with coal blocks and a wither head, in a snow golem shape. Same stats as a wither.
Special: gives wither effect on hit
Fighting and Healing----------------------------------------------------You do not heal as fast, healing at a low speed of one heart every minecraft day.
Bandages, pills, salves, etc can be found or made to help heal
Hunger now decides how fast you heal. at full hunger, you heal at a rate of 1 heart every 10 minuets(half a minecraft day). If your hunger bar is empty, you do not heal
The more hurt you are, the more damage the next attack does. If you lost 1 heart, you have a 5% chance to get a additional 1/2 heart damage on the next hit. If you lost 2 hearts, you have a 10% chance to lose a additional 1 heart the next time you get hurt. and so on. It accumulate really fast, so be aware.
Salves speed up healing, bandages prevents the extra damage, and pills give absorption, medicine removes negative potion effects depending on type.
Armor takes nearly all damage given you. The type of armor chooses what percent of damage it takes total.
Iron takes 75%, diamond takes 100%, leather takes 30%, etc. Each 1/2 heart of damage blocked by the armor takes 1 durability off the armor.
Lighting---------------------------------------------------------------------Torches will go out after some time, so you can’t light up the entire place to stop mob spawns. redstone torches, glowstone, and redstone lamps will not go out, so you can use them as a permanent lighting source. However, redstone torches and glowstone will not prevent mob spawns, and redstone lamps will attract lots of mobs.
Making golems out of jack-o-lanterns will make them emit light. this can really save you, or mess up your day...
The lower you go, the more dangerous it gets, but you also get more chances to find materials and therefor, a better chance to survive. On they canopy, you can only get wooden tools, due to the lack of anything else. the lower you go, the better tools and materials you get. however, going down is extremely dangerous. Not only is it extremely dark, making even a small light or even the sound of a breaking block can instantly send hordes of mobs to you. prolonged fighting can even lead to a siege, and in worse cases, the siege can go above the canopy, destroying everything and killing everyone.
Well, this is all I have for now. I will try to check regularly, and I'll add more ideas when I get them. Ideas and comments will be appreciated.
Nov 17, 2013Mr_Crayfish posted a message on MrCrayfish's Construction Mod v1.1 - A.O.E. Inspired Construction! Huge Update Beta Release!Posted in: Minecraft Mods
You've seen those instant buildings mods, right click the block and it generates a structure. I've always thought that they could be so much more better. Well I've decided to try my take on it and create something that is completely unique from the rest. Today I introduce to you my Construction Mod! How is this unique from the others? I will elaborate.
In this mod, there are 4 main items/blocks which are involved of the creation of a structure.
The BlueprintA Blueprint is the key to making any structure as it holds the plans on it. I decided this would be a great thing to implement as I wanted to get that real life feel of when constructing a building. The Blueprint can hold any plans you want. (Read Custom Buildings).
Planning TableYou can can't fly a plane without training, same with building, you can't build a structure without a plan. This is where the Planning Table comes in. The Planning Table draws the designs onto the Blueprint at the cost of a certain amount of Ink. The bigger the structure, the more Ink that is required.
Construction BlockI needed a way to translate the plans from the Blueprint to tell me the materials needed. The Construction Block can do that. It will display every required block/item needed to generate the structure. Once you have them, you can proceed to construct your building by placing the required blocks/items into the slots provided. Press the start button to begin the construction process.
The HammerThis is where I have been inspired from Age of Empires (A.O.E.). Once you have the required materials placed into the Construction Block and you have pressed the Start button, you will need to get a Hammer. You begin the construction process by hitting the Hammer on the Construction Block. Now this is where it gets very unique! Every 10 hits on the Construction Block, it will generate 1 layer starting from the bottom until you get to the top. I really liked this idea and it really sets it apart from every instant/construction mods out there.
Sorry for my mini essay but I wanted to tell you guys why this isn't your typical instant building mod. If you read this, thank you +1 me.
Review by TheAtlanticCraft
How To Construct a Building
How To Use The Pencil Tool
This mod requires Forge. To install the mod, simply drag the zip file into mods folder. This is the same for client and server.
There will be no backports, don't ask.
WARNING: Remove old building files from buildings folder. They do not work 1.7.2+
NOTE: This mod alone does not contain any Building Packs. You need to download them below!
BUILDING PACKS HAVE MOVED TO THE NEW HOME OF MY WEBSITE!
Thank me by sending me a donation! Due to the new EULA, I cannot provide special features for donators anymore.
NOTE: Previous donators from my Furniture Mod will be able to access this feature. No need to donate again.
This mod (plugin, a patch to Minecraft source, henceforth 'Mod' or 'The Mod' , by the terms of Minecraft, is sole property of the Mod author (, henceforth 'Owner' or 'The Owner'). By default it may only be distributed on minecraftforums.net, planetminecraft.com. It may only be mirrored or reposted with advance written permission of the Owner. Electronic Mail is fine if you wait for a response. URL shorteners or other attempts to make money off The Owner's Mod are strictly forbidden without advance written permission.
Jan 3, 2014Posted in: Requests / Ideas For ModsQuote from Jacob_Penn
I need people to help me with this mod, I SUCK at Java.
It's an easy todo mod, just make a TE that has an event for i think its onStepped when a player steps on it, teleport them to the other portal.
I know of at least two mods that do this already, i think its TC4 that has portals that are completely seamless and you can see through them
Jan 3, 2014I hope this is the right place for this thread - it's meant to be a discussion about how this could be done rather than a straight up request. But at the same time, it's more of a suggestion than a general discussion, so it felt right here. Anyway: onward!Posted in: Requests / Ideas For Mods
So I was thinking about Minecraft villages the other day - specifically, how they're generated - and it occurred to me that even though their layout is random, their location is random, and the number of buildings is random...the buildings themselves are definitively *not* random. Or rather, they're not procedural. Every structure is generated based on a pre-fabricated model, and placed in the world with only material modifications based on the biome it lands in (it doesn't even respect the village seed's location - if a Well spawns near a biome border, the village ends up with two different building themes instead of sticking with the one the Well sits in). Wouldn't it be better if instead of a measly set of prefabbed base models, villages spawned completely unique buildings every time a village generated, so that each one is just as unique as the procedural terrain it sits on? Of course! Minecraft needs procedural villages - it wants procedural villages - but how would they work?
Now many modders have gotten a handle on how to use arrays of .schematic files to create seemingly randomized world gen that feels more vibrant than vanilla villages. And you even see mods that can generate randomized dungeon mazes that are always different. That's not quite what I'm talking about here. The mazes are closer, though.
What we want is for village structures to generate based entirely on a set of rules, with very little or even no physical base models involved. Now this is not unheard of - many procedural city creators have been developed for various programs, and some of them generate their cities strictly from scratch, with the barest minimum of art assets. And it can theoretically be done in Minecraft. Take a look at this:
Using some fractal concepts and a simple ruleset, the algorithm populates the roads with arbitrarily sized squares, which could potentially be extruded, covered and turned into extremely basic huts with a little more effort. The question is - can you go from there to a fully equipped procedural village with doors and windows, farms, identifiable building types (like the temple and blacksmith), accessories, building material theme per biome, and etc? Could we go further and create structures with multiple rooms or even multiple stories? How much variation could we put into the initial shape? Are we stuck with just randomly sized 4-sided houses, or are L-shapes, T-shapes, or even completely arbitrary shapes possible?
I'd love to hear input on this. I think it has huge potential if it can be done: villages are sized as small as they are because of their limited variation. With a ruleset that gives you limitless variation, village scale wouldn't be an issue. You could generate a whole kingdom and never have to worry about dull repetition. Everything would be different!
I will update the OP as I or others expand on these thoughts.
Jan 2, 2014I kink of like this idea. It would make exploring much easier with out having to back track to your main base every time your inventory is full when you are at a distant mine or a secondary base. some people might say just use nether portals but some times it is difficult to set up portals just right to get you to the right place not to mention that you still have to travel to the other portal in the nether.Posted in: Requests / Ideas For Mods
Jan 2, 2014Don't you just HATE having to travel hundreds of blocks to get to that REALLY good mine?Posted in: Requests / Ideas For Mods
Or maybe you want to easily travel to a friends house?
Portal Doors is your solution!
Link doors to each other and never walk again!
I need people to help me with this mod, I SUCK at Java.
Any and all requests will be heard and considered!
Jan 1, 2014SusannePlays posted a message on More/Better Villages (And not the same structure things, either)Please make a download link to this as soon as possible! It would be so cool! And if this links help you: http://www.minecraftforum.net/topic/1963322-forge-village-mods-more-village-biomes-adjust-village-density-no-base-class-edits/Posted in: Requests / Ideas For Mods
And also a way to have underground and underwater villages (it's a mod though) http://www.minecraftforum.net/topic/1588460-162forge-revamp-rivvests-enhanced-villagers-and-mob-performance-v122-villagers-climb-ladders-better-zombie-dodging/
EDIT: the last link will make so villagers climb ladders so then it doesn't matter if it is ladders in the houses :-)
Dec 14, 2013CASTLE CRASHERS MODPosted in: Requests / Ideas For Mods
Industrial Castle (Plains)
Swamp Temples (Swamps)
Ice Castles (Taigas)
Wizard Castles (End)
Alien Ships (Desert)
Barbarians spawn in Villages and plains
Thieves spawn in forests
Iceskimos spawn in taiga
Stove Heads spawn in mountains
Swamp Troopers spawn in swamps and Temples
Polar Bears spawn in Beaches
Beekeepers spawn in fields
Skeletons spawn in Lava World and in Swamps
Saracens and Royal Bodyguards spawn in deserts
Alien Hominids Spawn in Alien Ships
Lava Dragons spawn in Lava World
Periwinkle Knights spawn in Lava World
Fencers, Gear Knights and Brutes spawn in Industrial Castles
Cult Minions spawn in Wizard Castle
Barbarian Boss: Drops a Barbarian Axe and Barbarian Armor. Spawns near Barbarians
Catfish: Spawns in Lakes. Drops Catfish hide.
Giant Troll: Spawns in forests. Drops Troll hide.
Pipestrellio: Spawns in caves. Drops Bat Wings.
Industrial Prince: Spawns in Industrial Castle. Drops Industrial Prince Armor
Periwinkle Groom: Spawns in Lava World. Drops Periwinkle Armor.
Cyclops: Spawns in Lava World. Drops Cyclops Armor.
Sock Dragon: Spawns in Lava World. Drops Dragon Hide and Sock Hide.
Corn: Spawns in Swamps. Drops Corn Hide
Medusa: Spawns in Swamp Temples. Drops Snake Hide.
Ice King: Spawns in Ice Castles. Drops Ice Armor.
Robot Artist: Spawns in Wizard Castle. Drops Paint Armor
Necromancer: Spawns in Wizard Castle. Drops Necromancer Armor
Undead Cyclops: Spawns in Wizard Castle. Drops Bone Cyclops Armor
Wizard: Spawns in Wizard Castle. Drops Wizard Robes.
Dec 11, 2013I have always appreciated the work the people do making mods for all to enjoy. That devotion to greatness and attention to detail is admirable and well-placed.Posted in: Requests / Ideas For Mods
No matter what I do, IE 11 in protected mods will not download anything from ad.fly. ad.fly is absolute spammy trash to begin with. They have a notorious reputation for gotchas like a link in the middle of the page that says your download is ready... only to send you to another area having nothing to do with the mod. Only thing is, the skip ad > button does not appear for people whose browsers are not open to all kinds of attacks.
So, please stop. You few cents of profit, if any, does not warrant making it impossible for many people to access your content.
Nov 16, 2013Posted in: Requests / Ideas For ModsThanks to a volunteer, this mod will be available for ps4 as an separate modded game!This mod is in development.Team Members:5Progress: 10%
-Continuation of minecraft storyline(Priority-Medium)
This will add new achievements, structures, and bosses to the game.The structures can only be found once like the end portal and bosses will respawn over time.
-In game skin creator(Priority-Medium)
This adds a new block to the game called the closet.When used it allows the player to create and save skins. These are no ordinary skins though.You are able to change the height, gender, and race of the skin.Meaning, you could play as an enderman, a dwarf, or even a pony.All skins and custom made content is saved to the client so if another player is using this mod they will be able to see all custom content.
Abilities:Stalk players, leave mysterious messages, and cause all sorts of mischief.
-In Game Npc/Mob Creator(Priority-Medium)
This is very similar to the custom npcs mod by Noppes. For a general idea of how this will work, check out the mod in the link. This also allows players to create mobs. Players are able to choose which biomes a custom made mob will spawn in and disable other mobs from spawning. Players can also set mob strength, life, and powers.
-Ten New Worlds/Biomes(Priority-High)
This adds ten new worlds each with there own unique theme. Five of these worlds will be planets and five will be dimensions. This also adds new biomes to the default minecraft world. These are the current worlds/biomes.
Still working on these. List coming soon.
Still working on these. List coming soon.
Throwing balls of fire, striking people with lighting, healing other players, and using magic weapons.
Laser rifles, bazookas, flamethrowers, grenades, tanks, and force fields.
This adds better shading and more animations to the game. Only computers with a strong graphics card should use this.
This is a very large mod and planned to be released: July 2014More info and pics coming soon.-This mod is not designed to work with other mods-
Please post any feature requests below.
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