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Aug 21, 2013Hello you know how waterfalls are really cool in minecraft? well i think they should be a structure that can spawn with different rooms and loot. The water falls would be 2-5 blocks wide and 20-40 blocks tall and could spawn with a hole leading to a dungeon connecting to diferent rooms and etc. The waterfalls would only spawn in cliff biomes (coming in next update) and would fall into the ocean.Posted in: Suggestions
In the dungeons (about a 25 percent of spawning in waterfalls) there would be trapped chests cobwebs and iron doors,mossy cobble and vines. each room would consist of a module that would connect to other modules but stopping at 30 modules max. the loot for the chests without spawners near them would consist of wood and stone tools of any kind, seeds, cocoa beans, flowers, leather armor and bread. The spawners by the chests would be skele,zombie,spider,and zombie villager. The loot for these rooms would be iron tools, gold ingots melon/pumpkin seeds rarely diamonds , enchanted books and coal.
The dungeon has a chance of either expanding down or up only 1 level increasing the module count by 20 (can only do this once) through vines or stairs and would be increased difficulty even spawning blazes slimes etc. But the rarest loot you would be able to obtain would be a wither skeleton skull spawning at a 0.5% chance on the lower/higher levels.
Some of the modules would have trapped chests broken nether portals furnace rooms and hallways. Here are some photos of what i think they would look like. Also to prevent buggy generation the entrance room would be defaulty the same in each structure to prevent spawning incorectely.
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Feb 26, 2013Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Supporting this suggestion
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
By default, nothing will change.
By default, nothing will change.
By default, nothing will change.
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
Nov 13, 2012Drago posted a message on [Collection] -:Tales of Dreadsky, and other CTM maps by Drago:-(Dreadsky Isles at 10000 Downloads!)Posted in: MapsWelcome to...
-Tales of Dreadsky #1 - Dreadsky Isles has been fully released, and is compatible with Minecraft 1.6.2-1.7.10! Get it here!
-Tales of Dreadsky #2 - Dreadsky Depths has been canceled. I will not be making any more CTM maps.
-Find me on twitter!
Check out this awesome trailer for Dreadsky Isles, made by my buddy Cameron! (cameron274/halfpixel274)
Hi there, and welcome to my CTM Map thread! I encourage all conversation in this thread; if you have an LP of one of my maps, feel free to post each video here as they come out. Likewise, if you have feedback or criticism of one of my maps, this is the right place to post it.
For those who don't know what a "CTM" map is, they are a genre of maps originating from Vechs' Super Hostile Series.
#1. Find and complete the Wool Monument.
#2. Use at least Easy difficulty, never Peaceful.
#3. Do not leave the map boundaries.
#4. Find wool in chests. Do not use sheep/dye/spider silk.
#5. Survive in any way you can think of.
#6. You may craft the metal and gem blocks for the Wool Monument.
#7. You may use string for non-Wool Monument uses (beds, etc.)
#8. No creating Nether Portals or crafting Ender Chests. You may use pre-made Ender Chests, but you cannot move them.
#9. Have fun. >:3
Support me and my continued work on Dreadsky Depths by putting the banner below in your signature!
Or you can use the banner below, letting people know about Dreadsky Isles!
Old Banners:You can also use these banners created by Pieluvr!
February 17, 2013 - 250 Downloads
February 22, 2013 - 500 Downloads
March 3, 2013 - 750 Downloads
March 21, 2013 - 1000 Downloads
April 12, 2013 - 1500 Downloads
May 1st, 2013 - 2000 Downloads
May 16th, 2013 - 2500 Downloads
May 30th, 2013 - 3000 Downloads
September 2nd, 2013 - 4000 Downloads
November 18th, 2013 - 5000 Downloads
February 15th, 2014 - 6000 Downloads
March 28th, 2014 - 7000 Downloads
May 25th, 2014 - 8000 Downloads
August 2014 - 9000 Downloads
September 2015 - 10000 Downloads
To LPers:For anyone hoping to make an LP using this map, feel free to do so! I love to see LPers
die to my silverfishenjoy the map. All I ask is that you post a link to this thread in your video description. Feel free to post your videos as they come out in this thread, or only post them periodically. Chances are I'll find them eventually anyway.
Notable LPs:YouAlwaysWin, or Dumb and Dumber
Map #1 - ToD #1 - Dreadsky IslesDifficulty: Easy-Medium
Version: v.1.4 for Minecraft 1.6.2-1.7.4
Download for 1.6.2-1.7.10
This is my first CTM map, and your introduction to the world of Dreadsky and the "Tales of Dreadsky" series. The difficulty ranges from Easy to Medium, but depending on how you play certain areas (rushing, planning ahead, exploring, etc.,) it can be very difficult.
SMP's Revival Pictures:
(This is my preferred texture pack, and also the one I think this map looks the best in. It is not required to enjoy the map, but I highly recommend using this texture pack, even if you don't use it while playing the map. It can be found and downloaded here.)
Map #2 - ToD #2 - Dreadsky Depths
Dreadsky Depths is canceled. It was originally going to be a 5-intersection map taking place underneath the cataclysm-torn ocean of Dreadsky. My interest in the project wavered over time, and although I tried a few times to revive and complete it, in the end, I decided to stop working on it.
Default Pictures:(Area: Parasitic Paradise)
(Area: Sunken Temple)
(Area: Trickleflood Hollow)
(Area: A Bridge and a Hard Place)
SMP's Revival Pictures:(Area: Parasitic Paradise)
(Area: Sunken Temple)
(Area: Trickleflood Hollow)
(Area: A Bridge and a Hard Place)
Current Progress:Progress updates won't be as frequent as they were when I was making Dreadsky Isles, and neither will I be giving out a full list of area names. However, what names I do give out, I'll be adding to this list.
- Not yet started
Starting Area (No wool) -
Cavern of Tranquility (Wool Monument) -
Intersection 01 -
-Sunken Temple -
-Parasitic Paradise -
-Harmonious Divide -
Intersection 02 -
-Trickleflood Hollow -
-Palma Castle -
-? - (~0% done)
Intersection 03 -
Jaws of the World -
-Deadman's Drought -
-A Bridge and a Hard Place -
Intersection 04 -
-? - (~5% done)
Map #3 - ToD #3 - Dreadsky Heavens
Version: Unreleased, still being planned.
Dreadsky Heavens is canceled as well.
Jun 13, 2013Posted in: SuggestionsBELLSA MECHANICAL SOUND BLOCK
Bells are a block whose main purpose is to create deep, loud sounds. There are two varieties of bell; Iron and Gold. These two bells have different properties and are used in different ways. I will cover them below.
CraftingBells are crafted in the manner shown below.
Bell RingsKEPT HERE FOR HISTORICAL PURPOSES ONLY!
Gold bells must be placed on Bell Rings which are crafted like so.
Gold Bells are the larger type of bell. They are an entity and therefore has health. Bells visually resemble a cube with a thicker doughnut shaped ring around the bottom with the clapper inside.
Gold bells may be tolled by either physically pushing the bell or using a piston to push it. Redstone cannot be used to toggle it as it is an entity. A lead can also ring the bell if it is attached to the bell. Simply using a mechanic from my other thread, pull the rope in and release it.Gold bells, when struck produce a deep tone. Gold bells can damage entities too if it hits them whilst in motion.
Bells slowly degrade over time and will show cracks. There are three stages; Freshly Cast; Damaged; Severely Damaged. Every strike has a 1 in 2 chance of reming 1 health point from the bell.
There are two different kinds of gold bell; a small bell and a large bell. The different sizes give it a louder sound and larger radius of influence.
Small bells are 1x1x1. They can be heard 64 blocks away. Small bells have 100 health points and therefore can be, with luck, rung around 200 times before breaking.
Large bells are 3x3x3. They can be heard 256 blocks away and have a very deep sound. Large bells have 500 health points and can be rung around 1000 times before breaking.
Damaged bells may be repaired by right clicking them with gold ingots for 8 hearts, gold nuggets for one heart and a gold block for 84 hearts.
But wait, there is more! Bells can be enchanted!
ENCHANTING BELLSGold Bell items can be enchanted in an enchanting table. They can only be enchanted at Level 50 or higher. This is to help balance it and also to show how more xp is required to 'cover' the entire bell surface. It also means the player has to work harder to obtain the levels.
A bell can only contain one effect unless you use an anvil and enchanted books. Enchanted books can thus also receive these effects however at a considerably rarer level than items.
There are a few enchantments available to bells. These are listed below.Black is common, Orange is medium and Red is rare.
GROWTH I - IV
This enchantment lasts for a day before wearing off.
It increases the speed at which crops mature and trees grow. A 25% increase for Level I, a 50% for II and so on.
HARVEST I - IV
This enchantment lasts for a day before wearing off.
It increases the number of drops you can receive from a crop. 50% more for I, 75% for II and so on.
DOWNPOUR I - II
This enchantment lasts for a random amount of time above 5 minutes.
This makes it rain. II has a chance to make a thunderstorm.
This will last until it starts raining again or it turns night unless activated during the night in which the it will stay clear for a random amount of time.
This enchantment makes the rain go away and clouds to disappear.
UNBREAKING I - III
This enchantment lasts forever
Similar to tools, it reduces the speed at which a bell takes damage.
FERTILITY I - IV
This enchantment lasts for a week.
It increases the drop rate for crops and apples as well as passive mobs by 25% for I, then increasing by 10% every level up.
SPEED IThis enchantment lasts for a day.It increases the speed which furnaces cook, brewing stand brew etc.
RANGE I - III
This enchantment lasts forever.
This basically increases the range of the enchantment by 10% for every level.
PEACE I - VIThis enchantment lasts for an entire day and night.
This enchantment reduces the rate at which hostile mobs spawn. 5% for Level I, 10% for Level II, 15% for Level III, 20% for Level IV, 25% for Level V and 30% for Level VI.
The enchantments affect the area that you can hear the bell in. That is, 64 blocks for normal and 256 for large.
Now you may be thinking; this is too overpowered! Not so. Enchantments speed up bell damage. Well, all of them except unbreaking. Enchantments also cannot be used more than once every 15 minutes. If you attempt to use one within 16 minutes of previously using it, it will ring but no effect given. This is to spur you into making multiple bells for different effects.
An idea may be a room of bells that you can use to control things. Or perhaps a little bell tower in your farm which speeds up growth.
INTERACTION WITH VILLAGERSGold Bells are also found in villagers. A small sized bell will spawn along with the church in a new structure at the top of the church resembling a small bell tower. A lead will hang down beside it which priests can pull.
These bells will have Unbreaking III on them and thus will hopefully never break.
Priests will toll the bell daily at sunrise, signalling the start of a new day. During zombie sieges the priests will also toll it. Tolling bells will also make villagers stop and walk towards it as long as the bell continues to toll as long as it is not during a siege or other attack.
Iron Bells are smaller and resemble more common classroom bells. They are mounted on walls like item frames and ring when a redstone signal is applied to them. These bells may be tuned like note blocks by varying the power of the signal.
Iron Bells can be heard up to 64 blocks away.Iron Bells last forever however their sound is much softer and higher pitched than gold bells.They are cheaper and are good for indoor usage where sound range is not important.
They also produce a sound as long as a current is applied to them making them good for alarms and other attention grabbing uses.
UsesBells have many possible usages that are outlined below.Gold bells can be used for churches, clock towers, bell towers and other places where large, stereotypical bells are needed.Iron bells are more versatile and can be used in railway stations, schoolhouses, homes, boarding houses, signal boxes, hospitals, shops, announcements, morse code, as an alarm, signal, alert or doorbell and much much more.
I believe that bells would be a beneficial addition to Minecraft as they are a simplish concept which can bring much to the game.
Questions Asked By Spaceboot1What can bells do that noteblocks cannot?1. Gold Bells are visually more complex.
2. Gold Bells are deeper and louder than noteblocks.
3. Gold Bells can be heard over 64 blocks away.
4. Gold Bells possibly could attract passive mobs.
5. Iron Bells are higher pitched and have a different sound.
6. Iron Bells play as long as they receive power.
7. Iron Bells are visually smaller than noteblocks.
8. Iron Bells would be more visually appealing than noteblocks in certain circumstances.
Dec 5, 2012Posted in: WIP ModsQuote from Regular Hexahedron
People love exploring Minecraft. Discovering amazing mountains, caves, and valleys procedurally generated by the infinite world generator.
What if there was another world, also procedurally generated, but with randomly created buildings, corridors, streets, bridges, towers, stairways, and canals? A world of man made structures rather than natural terrain. But one where the random generator can create all kinds of mind boggling things that no human would have the time to create.
Original suggestion here:
Mazeworld, a largely popular suggestion in the suggestion forum, is now being worked on as a mod. It is an infinite dimension of structures and dungeons, representing both chaos and order. The dimension is divided into various districts (analogous to biomes in the overworld).
At the moment this thread has become more of a discussion on how to better accomplish the structure generation, not only to introduce more variety but also so we have some open source code that can be used for other mods involving structure generation.
I'll try to update the OP for major changes.
Some suggested features include:
Garden District: An overgrown, lush district full of life. While garden districts represent nature in Mazeword, they should still be very orderly in some sense.
Temple District: A district of ornate buildings resembling places of worship. I'm picturing it as having a somewhat ancient Greek style, with columns everywhere, as well as perhaps having some repeated symbols etched into the architecture (for example, the symbol on the banner in my signature).
Foundry District: A fiery district representing industry. The foundry district should contain lava flows, minecart tracks, furnaces and anvils. Most of the structures should have kind of a burnt-earth color to them.
Venice/Atlantis District: A district that has been flooded with water. The surface should have plenty of canals and bridges (creating a Venice-like feel). Below, flooded hallways and hidden grottoes make exploration a challenge.
Tower District: A district that's basically a maze of towers and walkways going everywhere. Navigation in this dense city center should be difficult.
Libraries: One popular feature that has been suggested quite a bit is giant libraries. I'm not sure if an entire district could be designed around libraries, so I'm hesitant to describe this as a district in of itself, but libraries should definitely play a part somewhere.
Towers: Mazeworld's skyline should be broken up by crazy, twisting towers everywhere you look. Walkways should connect these towers in a very irregular and random fashion. These towers could have very different looks stylistically, though I think European castle styled towers should be fairly common.
Aqueduct System: Another striking feature of Mazeworld should be the enormous aqueduct system spanning across the map. This will be basically the most efficient way to travel long distances in Mazeworld, though the aqueducts themselves should form a maze on an epic scale.
Epic Structures: Every once in a while while exploring, players should come across vast, epic structures on the surface that seemingly defy all explanation. These would likely take up an entire district's worth of space.
Help would be appreciated, as fleshing out an entire dimension is a tall order for a busy college student with little modding experience .
Apr 1, 2012Galactic_Muffin posted a message on Colored Glass and Colored Light! (originally Just the 'Colored Glass!' topic but Mojang added our idea! :D Congrats everyone!)NEWS:------------------------------------------------------------------------------Posted in: Suggestions
HUGE NEWS!it's been a year and a half of supporting and discussing this suggestion, it no longer is a suggestion that i can claim as mine for it is an idea that was molded and cared for by so many people, this suggestion is an idea that belongs to the community and because of your help for the past year and a half, we have finally made a breakthrough...
Guys, WE DID IT!
Mojang officially released a screenshot (https://mojang.com/2...napshot-13w41a/) showing colored glass implemented and fixes on the transparency issues they were having before. I can say with confidence that if it weren't for all your support for this topic, there's a good chance that colred glass wouldnt have even been included in this snapshot. For that you guys can be proud to be apart of something big, something that could change the way Minecraft feels forever. Thank you for all your support! And thank you Mojang for putting up with us and taking the time to implement our suggestion! :3Topic:---------------------------------------------------------------------------
However, its not over yet, with the addition of colored glass, there is so much more we can do with it. Adding colored glass could be the beginning of big additions such as colored light in the future; So i will be changing the title of this topic to Colored Light!
Due to this topics' popularity I want this topic to act as an outlet for the communities' ideas and opinions on the topic of colored glass and its implementations in the future. So everyone, let us move on to the next step of our suggestion topic and help make a difference!
"So, I was mining today and stumbled upon beautiful natural glowing crystals in an underground ravine!"
"...Then I investigated a red glow I could see creeping through a tunnel shaft and found myself in the middle of a zombie hive! o__O"
Well, those are some of the things we could be saying if colored glass and colored light were added to MC!
(images above are not real screenshots. They were Photoshopped by me to show what MC could be like if this topic's proposals were implemented)
[NOTE]Colored light and glass is something I believe all minecrafters should be able to enjoy with each other without the midleman or knowledge of mod installing. So for that reason, this suggestion is directed towards vanilla. We do however welcome mods here since it's said that "Colored light isn't possible." -_^
Here is how it could work:
Color Glass Blocks & Changing The Color of Light
Colored Glass and Colored Light are features I have wanted to see in Minecraft for some time. I wanted to see these features implemented so bad that I have come up with some ways it could be used in the game; it would greatly increase building potential and the ability for a player to customize an atmosphere by modifying the color of light. Based on my knowledge working in the game industry as an indiegame digital artist, I know that the impact something like colored glass and light would have on minecraft would be more important than most people know. In fact, it may even be safe to say that even Mojang underestimates the aesthetic importance of colored light and being able to manipulate it.
Here is a little diagram that briefly explains my proposition:
Here is a colored light mod that CptSpaceToster in a video spotlight! check it out! (ehem you too mojang -_^) colored light IS possible and it IS necessary this video shows that:
Here is a different crafting recipe that was originally suggested by ChadGarion25. It is fantastic and gives cauldrons an actual use.
Tell me what you guys think
Support colored glass by wearing this banner:
(Signature will NOT work if you do not paste this code into your signature via code editing mode. Turn on editing mode with the little switch at the top left corner of the editor)
Also, if you like this suggestion and want to help it become a reality, give the first post in this thread rep points, and get your avatar featured in the 'We Love This Post!' banner down below the OP!!!
Cool Ideas by you guys -_^:
Quote from ChadGarion25
Redo how dyes are handled all together by giving cauldrons a purpose; making dye into a liquid form
- Cauldrons containing water can be right clicked with powdered dye to color the water (a tint of water won't require new block types)
- 3 objects can be dyed by right clicking the cauldron of dye whilst holding them. In this case, wool blocks, glass blocks, and glass panes (you can still take stained glass blocks of the same color and craft panes)
Here are some images that better explain the proccess:
Quote from neraphim
If i were to make any suggestions, i would recommend a simple refraction system. Like redstone only carries current 13 blocks or so, the glass panels could, if encased in non-opaque blocks, carry the light further than it would normally travel (like optic fibers). Additionally i would suggest colored redstone lamps, so that the color could be turned on and of at the switch of a button.
I have received a lot of comments about glass blocks and changing light color causing too much lag or requiring an entire overhaul of the light engine MC currently has implemented. What people don’t fully understand is how MC lights work and where in-game lag actually comes from in videogames. I can't say I completely understand how exactly the MC lighting engine works as I have not seen the code, however it is briefly explained here: http://www.minecraft....net/wiki/Light if you have any better knowledge or sources that explains these points better, feel free to critique my points and share your insight on the topic.
"Why did you label the topic as 'original'? This isn't the first colored glass topic, you know..."
You are correct, this is not the first topic on colored glass, nor am I saying it is. The 'Original' tag in the title is referring to this topic and it's contents specifically. On several occasions, I came across my topic copied directly into Redit and other online blogs; without any sort of credit to the images and content. As the images in this topic were created from scratch by me, copying this topic would be considered art theft.
So to answer your question, the Colored Glass! topic is labeled as original because it is, the original.
Is it possible to change the color of the light?
Yes. Difficult, but possible. It used to be quite easy to light blocks with individual colors in early versions of Minecraft, but with the current light system this is no longer the case. It would require additions to the light system, the renderer, the map file format, and the network protocol. (A technical proposal can be found here, behind the cut.)
(question aswered by Nocte)
Will it cause lag?
Yes, unfortunately the addition of colored light will lower your frame rate. How much? This is hard to predict until someone actually tries it on a variety of hardware, but there's no reason to believe it will be anything drastic. It will also have an impact on memory use -- 64 KB per unpacked chunk to be precise. And of course the color information will have to go over the network somehow. If necessary, it would be possible to add an option to simply ignore the color information, and keep the current system where all block lights have the same yellowish color.
(question aswered by Nocte)
"Are there any Mods with Colored glass or colored light?":
Yes, there are some mods for colored glass and there are older mods that have colored light implemented into MC. Here are just a few of these projects:
• Kovu, a follower of this topic has been working on a colored light prototype. wheather he is doing it with the current minecraft engine or not is unclear but if it is, this proves that colored light is indeed possible with the current lighting engine. it may just need some performance updates. -_^
Discussion found here:
• Nocte, one of the followers of this topic is very knowledgeable of what is going on behind all the gears and pendulums of Minecraft and has been working on this project. He may even tackle colored light. -_^
• CptSpaceToaster, one of the followers of this topic is currently working on a colored glass mod inspired by this topic and he is making big progress on colored light; proving that it is Indeed possible to do. You can watch his progress on his colored glass and light mod topics here:
• Here is a cool mod by Georqq that uses the same system suggested here; smelting colored sands to create colored glass, check it out!:
Colored sands into colored glass
• Here is an outstanding colored light mod that was in the works by theoneandonlyflexo check out his videos and his channel!
"I don't like colored sand because it would add too many new blocks to MC":
I added colored sand as an option for crafting colored glass because it would kills 2 birds with one stone. It would solve problems for people wanting colored glass and people wanting more color variations in standard blocks such as non-burnable, gravity, and stairs/slabs. The colored sand idea actually wouldn't require any new blocks or textures at all. The reason why, is because of how it could be programed. Much like how the biomes change the color of grass and leaves, both can wool and sand. Thus all blocks or future blocks that are craft able from sand or wool could be done in the same way; being colored entirely in code and decreasing the textures needed for the blocks. This solution would obviously require a change to how entities work but it would make way for limitless amount of colored items much like how leather armor works.
Now you may still be thinking, "well, that still doesn't fix the items being displayed in the inventory" actually it wouldn't be much of a problem since all of these items are just as hard to craft, having an inventory full of different colored sandstone blocks and the like, is only the fruits of your labors; having to collect dies, making cored sand and crafting them into stone. If what you are worrying about is the creative menu being overly crowded; this also wouldn't be a problem since the 1.3.1 update that added an improved creative mode inventory with
categorized tabs for various items/blocks and a search menu. If more colored blocks are added, they could simply just be added into to their own tab with would be extremely useful for pixel art artists and the like.
If you are still unsatisfied with colored sand being a step in creating of colored glass, we have discussed other options as colored sand is only a suggestion. Please look at "Cool Ideas by you guys" above for more information.
"Wouldn't it be easier to make colored glass by just combining it with dye like how you make wool?"
Easier yes, but wouldn't make much sense. Colored sand would mimic how real colored glass is created and it would open up more opportunities for new blocks using colored sand; including colored sandstone steps. Also, considering the "special properties" of colored glass, I believe it should be slightly harder to craft instead of simply adding color. with that said, I do not intend to say my crafting proposition is the best solution. In fact there have been many great alternative suggestions that have been made here. So keep thinking critically, innovate on existing ideas and give us some great suggestions!
"Has Mojang seen this?"
Yes, in fact we even heard back from Mojang on the topic; Nathan Adams also known as Dinnerbone from Mojang stressed that they have indeed been noticing the feedback on colored glass from the community. He also stated that colored glass is indeed possible and hinted that implementation of colored glass is not a "no"; which is exciting news.
Unfortunately, he also informed us that colored light is impossible on a large scale with the current lighting engine. However he also stated: "The lighting system is extremely broken and needs rewriting" this could mean that there is still a chance, if re-written, a new lighting engine may be able to support colored light. But this is uncertain.
The whole conversation can be found here:
ChadGarion25 informed me of a tweet made by Dinnerbone on 25 Sep at 6:14 AM eastern time where dinner bone posted a comment that could be very promising for colored glass and colored light to be implemented into Minecraft!
Check it out!
So basically what we can assume from all this is:
1) colored glass is very much possible in the current version of Minecraft; except it wouldn't allow other transparent textures to be seen through the glass (much how ice and water works in MC) and it would be difficult to ad a Z-buffer without having performance issues on slow platforms. This may not be much of an issue as most people will not have a reason to blend the colors of glass by stacking and though not completely transparent, it may look ok anyway. however I feel if a z buffer were added, perhaps there could be a toggle in video settings to turn off z-buffering for those who are playing on slower computers. Dinnerbone also hinted that the implementation of colored glass into vanilla is neither a yes or a no... so, I wouldn't give up on it just yet, guys. -_^
2) There are mods that have colored light implemented in versions of Minecraft before the adventure update. Check out theoneandonlyflexo for more info!
3) Yes Mojang has noticed this topic so there is no need to keep tweeting it to them as if they have never seen it.
Oct 5, 2013Posted in: PC ServersGreetings MinecraftersSiNISTER Gaming is starting up a 100% Vanilla Minecraft server located in Sydney Australia.The server will run similar to that of the popular Mindcrack server in that the server will count player deaths as well as remove the natural regen from the game.Like Mindcrack, pranks of a non harmful nature are allowed.The server is currently only going to be a 10 player slot and will expand into the future.Because of this we are only looking for 9 other players to join us.Requirements: Friendly and Sociable.It is suggested but not required for users to start a Let's Play series while on the server.If this sounds like something your are interested in participating in fill out the below form and tell us why we should let you on to the server.
Name:IGN:Age:Location:About yourself:Why should we pick you:
Once we have reached the 10 player cap successful applicant will be given server details and a sever start date will be decided. (when the most of the successful applicants are available so that we can all start together)
Oct 5, 2013Posted in: PC ServersQuote from BalexDrawing
Name: AlexIGN: 3alexbalexAge: 15Location: CanadaAbout yourself: I live for writing creepypastas. So far I have written 18 and counting and they have receive high votes as in detail. I also play in my school band and love drawing. I also won an award in my school at the art festival for abstract art.Why should we pick you: You should pick me because I would be a very active member and that I am very creative. I also love landscaping in minecraft and making my "own" biome. If you would pick me I would be happy.
Quote from Svend TveskægName: Ekrem Harmankaya IGN: Ecko2670 Age: 17 Location: Denmark About yourself: Friendly and funny player who likes to build stuff with people, and also like to chat with people. A lot of experince with Minecraft which will come in handy when playing the game especially with people, because I'm always willing to share my knowledge with people. Why should we pick you: You should pick me because I'm very friendly and often help people with their stuff. I like to contribute to the server overall, and I definetely think the server would become more fun with one as meQuote from haylenjackName: Haylen Jack IGN: creeperthe1st Age: 16 Location: Perth, Australia About yourself: I am a friendy helpful person who is always looking to help someone out. I can take a joke and love a good chat with fellow minecrafters. I am a pretty hardcore gamer i would say and I have made YouTube before. I play I've hockey and have played minecraft since beta. Why should we pick you: basically what I said above.. I am very easy going like a good joke and chat and the server is I'm Australia which has me really excited and I hope I can make the cut. Skype: haylenjack Can't wait to hear from you guys
Have all Been accepted. Details will come once 6 other members have been accepted.Quote from aJek
Name: Jacob G.
About yourself: I'm a fun person to be around, I work great with others, and I am very adaptable. I started Minecraft when it was in Beta 1.7.3.
Why should we pick you: I've hosted a server like this before and been on a few, none of those few worked out for me. I'm looking for a server exactly like this and would always contribute to any group projects or builds. I would be very active, at least an hour a day. (Please excuse schooling) Thanks for reading.
Quote from THEMONSTOUSKING
About yourself: I like to do massive minecraft projects as i am an experimental builder and when the build is done it will look amazing
Why should we pick you: i am great to get along with. I can bring awesome projects and pranks. Record special episodes with me whenever such as finding the stronghold and whatnot
Can you provide more information about yourself and your minecraft experience.
Oct 3, 2013Foxx246 posted a message on Rixioxcraft-Legit, Vanilla, Mindcrack-Like Server(Snapshots)(White-listed)Hey Guys! Foxx246 here! And I am here to open up my server for others wishing to join! Some info about my server:Posted in: PC Servers
-It is extremely similar to Mindcrack.
-It is on Hard mode.
-It is on 24/7.
-It is Vanilla(No mods).
-We Play On the Snapshots.
-This server has been running for about three months, so some progress has been made.
-THE SERVER IS HOSTED, BUT WE NEED DONATIONS
To join, fill out the application below!
1. IGN(In-Game Name)
4. Favorite Mindcrackers and why.
5. Favorite thing about minecraft.
6. How long have you been playing minecraft?
7. Why should you be trusted?
8. Why you want to join.
9. Can You Donate?
I AM LOOKING FOR ABOUT 10 MEMBERS-I WILL POST WHEN I AM DONE ACCEPTING.
Thanks For Viewing! And Good Luck!
Also, here is Episode #1 of my Server Lets-play:
Sep 17, 2013The latest snapshot has bigger nether portals as an option. This is wonderful and great, and I'm sure the more creative and devious minds are already plotting what to do with these things.Posted in: Suggestions
One of the possibilities that was brought up was that ghasts could easily fly through the larger portals. I think we should go one further; ghasts should seek out larger portals and attempt to enter the overworld through them.
By the time you've gotten to the nether, the game is rather tame. You've got at least iron weapons and armor, so there isn't much that can really threaten you.
If ghasts were attracted to large nether portals (say, anything larger than 10x10), there would be a whole new dimension of challenge in securing the nether-side portal against the flying, shooting menaces. Moreover, this wouldn't screw up any existing worlds because large nether portals don't exist in them yet. It would be a totally optional challenge that the player could elect to tackle once they felt they were ready.
Sep 15, 2013Minecarts are plain gray metal, as a minecart should be. But minecarts aren't just used for mining. They're also trains and rollercoasters and so much more. So why should they be limited to boring old gray?Posted in: Suggestions
I suggest allowing players to paint minecarts, using dyes, with the exact same system as dyeing leather armor. That means you'd be able to combine dyes in millions of different combinations, for 12,326,391 possible colors! Like leather armor, minecarts are entities, so I see no technical reason why dyeing them shouldn't be possible.
Imagine how awesome it would be to have a spiffy red cars in your train system, or a psychadelic rollercoaster with minecarts in a rainbow pattern.
Colored minecarts would function exactly like regular minecarts, and could be combined with furnaces/hoppers/TNT/etc. Their only difference is their appearance.
And if you ever want to wipe a minecart's color, you'd be able to use cauldrons to clean the paint off and restore it to classic gray.
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