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Aug 30, 2012Villagers do absolutely nothing other than trade so maby an AI change is in order with new buildings and villager professions.Posted in: Suggestions
Guard Villager: will patrol the village and attack hostile mobs, is as strong as a zombie and will trade with blacksmiths for better gear and the priest for enchantments
Archer villager: will stay in an archer tower and shoot enemies. can be seen trading with butchers for better armor and getting enchantments from priests. has the strength of a skeleton.
Miner villager: will dig and mine out small 3x3 caves for stone and ore that are similar to abandoned mine shafts but with no monster spawners/cobwebs, mine tracks stretch the entire cave, and it is well lit by torches. can upgrade/enchant pickaxe. will give ore to blacksmiths
Lumberjack villager: will chop down trees for wood. will upgrade and enchant axe.
Carpenter villager: will build buildings, farms, tree farms, and repair roads.
Farmer villager: will harvest and plant wheat in farms and will plant saplings in tree farms. Carries an unbreakable hoe.
Blacksmith villager: will keep furnaces burning and make gear with the things the miners obtain to give to Guard villagers.
Bucher villager: will stay in ranches and breed all animals, collect eggs from chickens, milk cows, and kill all animals for their drops. will give food to all villagers and leather armor to archers
Liberian villager: will generate xp from bookshelves.
Preist villager: enchants other villagers gear.
Archer tower: a 10 meter high tower with a ladder in the center. has fence posts stacked at the corners of a 3x3 and around the 5x5 top surrounded by a fence to stop them from falling off.
General store: a shopkeeper will be in these they have all trade options of other villagers(except enchantments) and hold at least 5 offers at once with no offer cap.
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Mar 29, 2011Captain_Chaos posted a message on WorldPainter - graphical & interactive map creator/generatorPosted in: Minecraft Tools
Welcome to WorldPainter, a graphical and interactive map painter / generator. Quickly generate expansive, natural looking landscapes, with full manual control over the terrain, using an easy to use and well performing program.
Check out these great examples of both usage and results of WorldPainter. Note that I didn't create these landscapes, or these videos:
- Custom biome painting
- Create your own custom brushes
- Add custom objects from bo2 files or schematics to the world
- Customise the location and frequency of underground ores and resources
- Add snow and ice
- Easy to use yet flexible and powerful paint-like tools
- Create oceans, landmasses, plains and mountains
- Change the terrain type, add trees and create caverns
→ To download WorldPainter, go to the official website at https://www.worldpainter.net/
→ For support, please use the official WorldPainter subreddit!
Troubleshooting - FAQ - other documentation - support.
You can check the change log here. The installers were created with . WorldPainter is free and open source software, released under the GNU Public License (GPL) version 3. The source code is hosted on GitHub.
It should be pretty self-explanatory, and the rest you should be easily able to find out by clicking around. Don't forget to try all your mouse buttons, and try holding them down! Post in this thread to get support from me or other users of WorldPainter.
The Load and Save functions save the map in WorldPainter format. The Export function exports the map to a Minecraft world. By default it is exported right to your Minecraft saves directory. You can then open the world in Minecraft under Singleplayer.
The Import and Merge functions allow you to import the landscape from an existing map, and then merge any changes you make to the landscape back to the existing map. It is not meant for general purpose map editing! WorldPainter is, and always will be, a map generator, not a map editor. Note that this functionality is dangerous! Use it at your own risk. Please see this post for important information about how these functions work, and their limitations.
This tool is not meant to create ready to run single player maps, it's meant to create server levels and adventure maps. The idea is to create the basic landscape, with your mountain ranges, oceans, forests, snow and ice, lakes, hills, etc. using the tool, and then go in and fill in the details with other tools.
WorldPainter takes a lot of time to create and maintain. Even though it is free, please show your appreciation by donating: or .
You can also donate bitcoins! The bitcoin address for donations is: 1NK8PFYFetTiWReujPsQXDcarXKJuYtqgF. You can also scan this QR code with a Bitcoin app:
Linking to WorldPainter
If you want to link to WorldPainter from your own site or another forum, I would be honoured! But please don't link directly to the downloads, or upload the files to file sharing sites or host them yourself! Instead, please link people to the official homepage: https://www.worldpainter.net/
Nov 25, 2011ChaosGuardian posted a message on Did the Terrain Become BORING? (UPDATE 6/5/13 - 1.7 is a biome update?)Posted in: Discussion*NEWS*Update 6/5/13
Word has come out that 1.7 may include biome changes. Stay tuned.--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The Adventure Update was supposed to give us more motivation to explore, but instead the motivation was taken away. Here's why:
Many of the features included in the 1.7.3 generator that brought the game to life were unexpectedly removed when 1.8 hit our clients. Due to this, monstrous amounts of variety are now non-existent in Minecraft. Most of the problems with the generator today are due to limitation. With that being said, every seed is now basically identical, meaning there is WAY too much predictiveness in the terrain:
LIMITED HEIGHT VARIATION
For instance, we can only find mountains in the Extreme Hills (EH) biome and the X-hills biomes (ForestHills, DesertHills, etc.) In the EH biome, height changes are forced, ALWAYS leaving us with a sloppy mess of turquoise spam reaching to the heavens. In the X-hills biomes, the same thing happens, except height changes hardly ever reach "mountain level."
So why is this bad? Although this brings us joyous mountains, they are never spread apart, or landlocked by flat land. Thus, if you find a mountain you are nearly 100% sure to find more and more. Also, when you see turquoise grass, you are 100% sure to find mountains. It's predictability at its greatest. This is bad because the pre-1.8 generator contained more height variation. You could literally find any type of landscape. Just look at the variety of landscapes you could find in pre-1.8 in comparison to current generation:
As you see from this picture, the only way to achieve max-height terrain is to visit the EH biome. No, X-hills will not allow you to do this. What we do know is that EH biomes and X-hills together give us a somewhat decent array of variation, but 1.7.3's array was a LOT bigger. Want proof?
In this image, not only is there an overhang and a thin rocky formation, but there is flat land isolating both of these. There is no way to represent full random height variation in one picture, but this may give you a hint as to what it may be. What else can we bring to the plate?
Beta 1.8+ babies may not know what this is. Here is a picture of the most popular seed before the terrain was ruined. Glacier was its name. Now, this isn't the best picture of the Glacier Mountains, but I will attempt to describe it. Imagine a seasonal forest with mountains sprawling across the whole biome. This may seem like the equivalent of today's ForestHills sub-biome but it is not! An area such as the Glacier Mountains was not something you would see every five minutes. It was found by seed-hunting -- another damaged factor due to the 1.8 terrain changes. Ladies and gentlefish, this seed may just describe what height variation is all about. You see, if you exited the area of the mountains, there'd be terrain nothing like it. You would see occasional hills and land easy to build on! And guess what? This all happened within biomes of the same name. There were no limitations nor restrictions.
Now before you start replying (and I urge you not until reading ALL of this post), let me show you what the 1.7.3 generator could do, even though people may think it wasn't possible.
The picture above IS Beta-1.7.3 terrain, not Release-1.3.2. Yes, flat land was possible. REMEMBER, we are not asking for the previous generator! We want the current one improved so that everyone is happy!!!!
FORCED ENDLESS CAVES
Another flaw of the current generator is the underground generation. There are simply too many caves, and this problem is existent in every world, just like our height variation problem. Often, I find myself bored in-game, because within the first five minutes of a newly created world, I'm already set for life because I found a cave that extends on and on. Literally, we can now find stacks of iron ore and enough diamond to last us half a year within the first hour of gameplay!
So why is this bad? It is understandable some people may like having extensive caves, as do I, but not all the time. Minecraft always needed more challenge, and this cave problem definitely worsens the issue. Back in pre-1.8, there were caves of varying sizes -- the same amount of variety that the mountains had. Now we are limited to seemingly endless tunnels and caverns. Don't you miss "conquering" a cave in less than 10 years? I know I do.
Don't believe me? Look at this:
You could say "that's just one area in one world." WRONG. Look at this:
This is absurd. The people who enjoy extensive caves are sure happy, but the people who want caves of varying sizes should be enraged!
SLOPPY SAND BEACHES & ABSENCE OF GRAVEL BEACHES
Another problem with current terrain generation includes the formation of beaches and the absence of gravel beaches. Gravel beaches were an undeniably cool feature to pre-1.8 generation, and Mojang had no reason to remove them when the Adventure Update hit our clients. Remember the "404 Challenge?" Well now it's impossible to have anything merely resemble it (except for the extensive cave system, of course). Sandy beaches are now always sloppily generated, therefore lowering the rate of variety within every world.
Why is this bad? It is obvious that the removal of gravel beaches upsets many people, as it does to me. Sandy beaches on the other hand definitely need work. Take a look at this current beach:
..Well that was awkward. The generator seems to just replace random coasts with sand blocks. Face it, pre-1.8 had things like this as well, maybe not as common, but definitely existent. However, pre-1.8 also had good looking beaches! This is what we call VARIETY -- when things stop reappearing over and over again.
Ok, admitted, the picture above may be a little biased. Let's throw in a picture that an opposer gave to me:
This is someone's example of a perfect beach. You've got to be kidding me. First off, two things need to be pointed about before getting into the specifics.
1. This is set on the Large Biomes option. Good terrain should be available to those who play on the default setting!
2. This "beach" is adjacent to a jungle biome. Beaches next to jungle biomes tend to look a bit nicer in comparison to those that are adjacent to other biomes. Therefore, this picture is a little biased itself.
As said before, the main problem with today's beaches is that they are always going to have this form. Only one or two horizontal lines of sand are actually on sea-level. Again, we had crappy beaches and good beaches in 1.7.3 and this is good because of the variety it brought to the game. We all shouldn't be able to reach preffered terrain everywhere we go, right? That's the challenge and fun!
Take a look at this picture of a pre-1.8 beach:
Now that's what I call a good looking beach! Look how many consistent sand blocks are actually on sea-level. Compare that to the one or two lines of consistent sandy-coasts in current generation. Remember, pre-1.8 also had crappy beaches, which is a good thing because it distributed variety into every world.
Keep in mind, this thread is NOT about the existence of oceans, the "RPG" features, the existence of the new world generation features, biome size, random placement of biomes, and possibly more. We also do not endorse the return of past generators or a new world option.If you want to discuss these said features, you are in the WRONG THREAD.
WHY MODS ARE NOT THE SOLUTION:
Quote from Shreaders »Mods are a temporary fix to a long-term problem. Most of the terrain altering mods out there do not even live up to the standards that are put forth in this thread. They all are attempts to bring back 1.7 map generation into the current terrain. If you're asking Isn't this what we want? No, and this means that you did not read the full thread. So please go back, re-read the thread, and then re-post.
What we want done to the terrain is have it tweaked to add more height variety per biome. We want the structures and everything that was added since 1.8 except for the flat, dull, boring land. Mods do not fix this as they create ugly jumbled up and chewed up land masses all over the place (Which those types of land masses can also be neat if harnessed and used correctly by mojang.)
Did not know that? Re-read the thread, and re-post.
So for those of you who keep coming on here advertising different mods that we can use: 45 people have mentioned the same thing before you: so do not bother as it will not silence us. We feel the current map generation needs to be altered to satisfy all of Mojangs player base not just 25% (and yes those numbers are accurate .. the poll for this change is at 75% yes and 25% no) Did not know that? Simple.. Re-read the thread, and then re-post.
Tell Mojang about this issue!
Jeb's Twitter: http://twitter.com/#!/jeb_Dinnerbone's Twitter: http://twitter.com/#!/DinnerboneMojang's mailing address (MOST EFFECTIVE CONTACT METHOD):
The Minecraft TeamMojang AB
Maria Skolgata 83
118 53, Stockholm
You must include The Minecraft Team, otherwise they will not get it.
Check out these related threads!
Quotes From Different Players:
Quote from Mattressi »
I'm a little confused that this isn't a bigger complaint: I mean, swamps look ugly, sure and there are a few bugs here and there, but BIOMES ARE ABSOLUTELY RUINED. Seriously, I can't even play anymore - I'm just so bored by the landscape. I like mountains with trees (regular, pines and birch) and snow. I can have either mountains OR snow OR trees. Awesome
Seeds are completely pointless now - all they do is determine your spawn point. Might as well just use one seed and ask at the start if you want to start in the biome with trees, the biome with mountains or the other biomes with nothing in them.
Has anyone tried tweeting jeb about this (I'm pretty sure Notch isn't working on Minecraft anymore)? To me, this is the single largest issue with Minecraft currently. Varied and crazy terrain was one of the greatest things about Minecraft pre-1.8. Now, Minecraft's terrain is more boring than in real life. Realism I could possibly stand (in a game with creepers and which originally became popular because of its crazy and interesting randomly generated terrain), but it simply isn't realistic to have no snow on any mountains, to have no trees (one tree per chunk doesn't count - I'm talking forests) anywhere where it snows, to have almost completely flat terrain everywhere except in one specific area which has huge mountains and nothing else.
Some have said it's this way because of NPC villages - if that's the case, I'd much rather have no NPCs at all if it will bring back an interesting world.
Please, can someone here who uses twitter contact jeb and link him to this thread or ask if he realises that Minecraft's terrain generation is horrible and boring now, and whether he intends to fix it? If Mojang think it's fine as it is and don't fix it, I honestly won't be playing anymore. Bring back variety and craziness or lose those of your customers who enjoyed (above ground) exploration, building in unique locations, searching for the best seed, admiring the views and even just doing other things in a world that didn't feel like a void.
Quote from Strottinglemon »The problem I have with it is: EVERY. WORLD. LOOKS. EXACTLY. THE. SAME.
Quote from Homem Pigman »Moving mountains to a single biome was simply the worst idea in all of gaming history. And even those look bland.I want the extremely random worlds that made Minecraft be awesome!
Quote from Mamrok »The terrain is a lot LESS complex than it used to be. What made the old generator more complex is, that the
physical terrain overlapped with all biomes, so that we had a lot of combinations. The biomes now are very homogenic and are seperated from each other with surgical cuts. 1000 blocks of flat forrest *poof* 1200 blocks of flat desert *poof* 1000 blocks of treeless extreme mountains *poof* 1000 blocks of flat forrest. very complex...
Also the additon of ravines and rivers doesnt have anything to do with how the terrain and biomes are created. They are just superimposed over the landscape.
Quote from giraffeartillery »This more realistic terrain generation is incredibly bland. Once you see one biome, you have basically seen them all.
The old one was varied and the biome mixing created some nice landscapes. Also spawning on a beach made it feel like you washed up on the shores of a unknown land. I wouldn't mind some modifications to the underground how ever.
Quote from Domino »The sizes are perfect, but they need more variety in each one.
Quote from Flygonair »I was gonna post a hate comment, but once i looked at the screenshots i realised you were right! I haven't seen any awesome looking mountain formations since 1.0.0! All i've been seeing is the same old plains, swamps, and pine forests!
Quote from MineCrak »I used to be ok with there being some caves, but now the entire damned underground is swiss-cheesed with them... Now I hate them.
Perhaps the people who love the endless caves are playing the game in Peaceful or Creative mode. Caves are a whole different matter in Normal difficulty. They are constantly getting in the way of my mines and underground constructions.
I would rather have fewer but more epic caves or actual caverns then an endless ant farm of caves everywhere I dig..
Quote from xlea99 »I kind of used to hate people who said the terrain was boring... but it is REALLY flat. I guess I have to agree now. While I'm in love with oceans and mushroomlands and jungles, there is not as much interesting stuff in the world. I really wish that jeb would put back in what notch took out: Mountain landforms.
By that I mean not a mountain biome, but allowing allowing mountains to spawn in any biome on their own. That was one reason that the 1.7.3 generator was so friggin amazing.
If Jeb made it so that mountains could spawn in the same sort of way as lakes, then things would get a lot better. Then, mountains would be spawning in forests, giving us back that good-ole' tree filled mountain range we all love. It could spawn in Praries, to allow villages to be at the top of the world. It could spawn in deserts, to give us back those sand falls. They could spawn in oceans, so you could find just a random huge mountain in the ocean, kind of like a survival island. Heck, they could even spawn in swamps. Allowing for some pretty cool crap to happen.
Also, Jeb needs to put back the gravel beaches. I loved the look of those, and they just made things look so good.
Quote from Wiggycat314 »I have been a heavy Minecraft player since Alpha 1.2.0_02 when I first started playing. It wasn't the mining or the monsters that urged me to play; it was the sense of adventure. Most of the time, when I make a new world, I don't plan on building, I spend most of the time exploring the unknown and seeing what Minecraft has to throw at me.
When the ability to use seeds came out in Beta 1.3, it was then that my sense of exploration really started to rise. So many words and letters to type, so many worlds, but so little time. I loved it, each world had it's own uniqueness to it. If you managed to find a very nice world, you knew that this world was yours and no one else had one like it (unless you shared the seed).
When 1.8 came out, it really hit me hard. There was little to no variety in the worlds anymore. Seeds (in my opinion) were then obsolete. What's the point of sharing seeds when every world looks the same.
Quote from Creative_Explorer »It is a fact that the terrain has less variety in it than before.
Quote from Frogging101 »I don't know why, but there are way way way too many caves. I don't recall there being this many before 1.8. I like exploring caves, and it's cool to navigate the enormous mineshafts. But only to a certain point. After spending hours and hours in a seemingly endless cave system, it just gets boring and repetitive. The cave system that I've been in since I started this world 3 days ago is just way too big. I dug a staircase mine type thing for a bit, just to collect a few ores to get me started. Within about 5-10 minutes I found my self in a cave system. 3 days later, I'm still in the cave system. I've seen about 3 ravines, destroyed 2 cave spider spawners, gotten lost in 2 different abandoned mineshafts and maybe 20 different caverns. I have half a chest full of coal, and the other half is iron, gold and a few diamonds.IT NEVER ENDS.
Quote from Owl Exterminator »I love enchanting, I love the new biomes, I love all of the new features, and there isn't one I would ever want removed from the game. I miss the old world though. The new world isn't the same, it doesn't even compare. I'm sorry to all those people I insulted back when the adventure update went live. I'm sorry because I know why you were upset.
I wouldn't be against Mojang hiring a guy on full time to do nothing but work on the terrain, as long as it gets done.Quote from DrakBadgerwaffles »
Also, is the Bukkit team actually still part of Mojang? I thought they were hired on and since then I've heard very little out of the progress they are supposed to be making.
Here's a rundown of how I think they are splitting their efforts. I'm thinking Bukkit got there, wanted to finish working on the Mod API, opened up the core program and realize that it was just a bunch of empty classes that would require a ton more time than they figured. Then 1.4 was held back to compensate.
Meanwhile, Jeb and Dinnerbone get to work on RPG stuff because Dinnerbone really only knows how to work with entities and Jeb is really only good at picking up the slack that Notch created when he would have his brain-farts so infrequently since the beginning of 1.8pre.
Then Notch leaves after delivering terrain so uninspired that he forgot to add roses, snow, and mountains (Really!? How can some people think current gen is better than 1.7.3 when it didn't even launch with ROSES and SNOW!?), Jeb takes up the torch of the entire game, makes beaches and X-hills their own biomes because he has no idea what mess of cobwebs Notch put up, and here we are with vertical beaches, endless biomes of flat terrain, and mountains that are so forced that even their heights are the same...
And some people still think 1.8 and up is better than 1.7.3? The development process alone is horrible enough to be deal-breaker.
Quote from xBella »Gah. I honestly can't stand the 1.3.2 terrain generation at all anymore. If I play singleplayer, it's always with my 1.7.3 .jar because it's just an eyesore to look at the current terrain generation. The terrain of 1.7.3 makes it seem like a whole new game. Honestly, I love jungles and swamps but I would trade it and NPC villages for the 1.7.3 terrain. That doesn't mean I want Jeb to just re-add 1.7.3 terrain and dump jungles and swamps, I just want him to improve it.What happened to the savannahs? It bugs me so much to see a desert next to a jungle. I don't even know why they removed the temperature system. I miss the beaches and the gravel beaches that were everywhere. Beach houses were possible back then. If you wanted a proper beach house now, you'd have to have a tiny 2x2 house just to fit it in the beach. It also annoys me a lot when people tell me to use Large Biomes if I want better beaches. Why should I have to use Large Biomes to enjoy a feature that was once perfect? We don't need the 1.7.3 terrain generator back, we need the current one improved.
Quote from shady_slim »Sweet gods...witches and bats over terrain? Exploring neat new places is what makes this game (for me)
Jun 18, 2012iChun posted a message on [1.5.2] Mob Amputation [v1] Blood and gibs! And an Easter Egg!Mob Amputation for Minecraft 1.5.2Posted in: Minecraft Mods
Video demo (with annotations):
While working with the mod I accidentally got this effect:
A great Mod Spotlight by GamersDissent
Inspired by the Mob Dismemberment mod
- Zombie Pigmen (with blood!)
- Zombies (with blood!)
- Tools will have a random chance of amputating limbs of mobs. Swords and axes being the highest, followed by pickaxes, arrows and fishing hooks, and finally spades.
- Can be configured to allow 100% success in amputation with any item (Like in the video)
- Works only on Skeletons, Zombies and Zombie Pigmen.
- Headless mobs will eventually die after a brief moment. (Can be toggled)
- Skeleton's attacking behaviour changes when its bow arm is cut off! (This is disabled in SMP)
- Gibs can be punched. Perfect for entertainment purposes.
- Works on SMP too!
There is also a config file in /config/ to disable or edit certain effects.
Copy the zip file into /minecraft/mods/
- Health showing mods show the health of each gib.
- Conflict with Improved First Person mod. Disable easterEgg in the config to fix.
If your item does not extend ItemSword/Pickaxe/Axe/Spade, feel free to add it to the custom list for the mod. Simply execute this function once. Note that it is a probability from 0 to 1, in doubles. You can also add vanilla items, but it will override the defaults.
Also add your own entities for gibbing chance.
mod_Gibbing.addCustomItem(int itemID, double chance) mod_Gibbing.addCustomEntity(int netID, double chance)
For the updated version, check the site.
Like this mod? Check out the Mob Dismemberment mod!
Download at iChun's Official Blog
Or get 1.5.1v1 here.
Oct 18, 2011Mob Dismemberment for Minecraft 1.5.2Posted in: Minecraft Mods
Mod showcase by NimsGaming (Thanks!):
Don't you think that mobs like zombies and skeletons, being what they are, should be easily dismembered and gibbed?
Think no more! With this mod some mobs gib whenever they die!
- Zombie Pigmen (with blood!)
- Zombies (with blood!)
Mod is as is, no editing options required!
There is also a config file in /config/ to disable or edit blood effects.
Copy the zip file into /minecraft/mods/
- Health showing mods show the health of each gib.
- Gibs sometimes don't appear even though all of them are supposed to. I'm not sure why this is happening and suspect its a Minecraft issue.
- Made gibs face upwards rather than downwards.
- Updated for 1.3.2.
- Fixed regibbing issues caused by some versions of forge.
- Added maximum gib count to config.
- Attempted fix at the "limbs stuck in head" bug.
- Updated for compatibility with the Mob Amputation mod.
- Gibbing works on Skeletons and Creepers as well
- Zombies bleed when gibbed, can be disabled.
- Attempted fix at gibs mounting player.
- Gibs now die if it doesn't touch the ground for more than 10 seconds.
- Gibs fade away after 5 seconds from hitting the ground now.
- Explosions from TNT and Creepers cause gibs to fly away.
- Mod is now fixed and enabled in SMP.
- Mod is disabled in SMP due to conflict.
- Zombies should drop XP orbs now.
Like this mod? Check out the Mob Amputation mod!
Download from iChun's Official Blog
Or get 1.5.1v1 here.
Apr 1, 2013Posted in: Minecraft News
I don't know about you guys, but I've been ready for a change in Minecraft for a long, long time. So, it is with great pleasure that I reveal to you the next iteration of Minecraft, courtesy of Mojang: MINECRAFT 2.0!!! What does this new version include? Let's take a look at the details, courtesy of Dinnerbone, from Mojang!
- Added new Super Hostile game mode, for a much more challenging Survival experience.
- Difficulty setting is now per-world and may never be changed once set.
- Added new graphics setting “Ultra Realistic” with new patent-pending experimental 4D-rendering.
- Added new chase-style 3D camera perspective. Animals
- Added new realistic food/hunger system to animals.
- Overfeeding animals may have a negative effect on gameplay.
- Added a new “Horse” animal, with two different breeds to choose from.
- Each animal now has a gender and personality, introducing new farming mechanics.
- Added a new rare breed of chicken known as a “Diamond Chicken”.
- May lay diamonds or lapis instead of laying eggs.
- May also blow up from too much pressure. Handle with care.
- Added new friendly Pink Wither, which is the complete opposite of a wither.
- Shoots out Love, which heals the nearby land and causes things to grow faster.
- Known bug: Having both a Pink Wither and a Wither in your world at the same time may
- cause up to a 200% increase in framerate. Will be fixed for launch.
- All animals may be fed Golden Apples to unleash their hidden magical properties (see new Magic section).
- Chickens are now classified as a Monster and are no longer a friendly Animal. Monsters
- Chickens do not appreciate being looked at and may get upset.
- Attacking a lone chicken may summon additional chickens to its defense.
- Zombie Pigmen now spawn with battlesigns and no longer use swords.
- Fixed a bug causing Skeletons to miss their targets on occasion.
- Added new Redstone Bug monster (see Redstone section).
You can see all the exciting changes in Minecraft 2.0 by visiting Mojang's site: click here!
SethBling to take over Mindcrack, Shows off Minecraft 2.0!
Changes to Minecraft Forum
In addition to changes to Minecraft, we here at Minecraft Forum are very excited to announce some really sweet changes to the forum itself!
- The front page news will now be featuring only Minecraft 2.0 videos, maps, and mods
- The front page will also be used to show off many other games besides Minecraft, which is now old by internet standards
- Due to low usage, the following sections will be deleted from the forum on April 14th:
- Minecraft Discussion
- Contact Forum Administration
- A new forum section, "Minecraft 2.0" will be added, and will be the only unlocked section of the forum. Every other section not deleted will be locked and archived.
- All rule infractions will now result in an email being sent to the users' parents. The staff felt that suspensions and bans were not effective, and that this new measure will be far more proactive in establishing a friendly environment for everyone.
- I will be retiring from MCF to pursue my lifelong dream of being a mime.
- Any user caught typing the word "bacon" will have their avatar changed to a pretty princess, and their user name changed to match.
- Private messaging and Search will be disabled on April 14th due to low usage.
- The only videos on the front page that do not feature Minecraft 2.0 will be Curse videos, such as this fine review:
We know these exciting new changes will make life better for everyone here on the official Minecraft Forum! Since we will no longer have a "Contact Forum Administration" section, feel free to leave any and all suggestions you have for the new and improved Minecraft Forum in the comments below!
Oct 7, 2012Let me tell you about my first minecraft night. I bought the game on august 14th of 2011, about a month before the adventure update. I had about an hour or so before I had to go to a job interview. I had been stuck at home for months after graduating college, and the monotony, among other things, was starting to get to me. I needed something... anything to get my mind off of my situation for a while. I had watched a few youtube videos, and seen web comics here and there, so I knew the absolute basics: punch trees, make a crafting bench, and don't hug those sad cactus thingies.Posted in: Recent Updates and Snapshots
I don't remember all the details, but I do know that I had kept playing the game even after returning from the interview very late that evening. It was raining (in the game) and I had just completed my first wooden box of a house. I dug a staircase down and fell into an underground lake. Then I tried various crafting recipes to find something to help me get out of the cave. I crafted a bunch of wooden pressure plates, not knowing what they were, and placed them on the bottom of the pool before eventually digging my way back up to my base.
My most vivid memory, however, was when I first broke the number one rule of minecraft. I dug streight down, right in the middle of my house. I jumped a little in my seat when, after digging down for a dozen layers or so, the block I landed on started sparkling and glowing. I had never heard of redstone before, but I guessed it had something to do with electricity since it was all shiny. I remember the first time I found gold, lapis,and I think also diamond just from digging down that first time, and I had no idea of how they were used in game. Everything was so new and full of potential, like when you're a little kid. Almost every experience is a new experience. Your first day of school, your first time going to the dentist. Your first time at a swimming pool.
Your problem, and mine, is that those experiences are impossible to relive. I dug up my old 1.7.3 jar file while cleaning up my old iMac to give to my sister, and loaded a new world on it. While it was fun seeing all the old stuff as it was when I bought the game, it wasn't at all like that first rainy night I spent trying to build my first house.
Jun 20, 2012Posted in: Minecraft Modswoot, finally got the popular star to off-center my title graphic!
Video by da_moe. A great mod trailer that shows off almost everything the mod had to offer as of the time it was made.
Video by LooksMinecraft. A really nifty, straight-to-the point quick video.
Video by JKapGaming, an excellent review that even shows off the bending knees!
Video by SkyDoesMinecraft, a remake because it just had to be done!
Video by Thescorpi0n, very nice presentation and shows all features of V1.
Video by Minecrafter1912, made in German for the more Deutsch of us fellows.
What This Mod Does:
This mod aims to improve the atmosphere of Minecraft by changing the in-game models to allow for better animations and subtle effects. It aims to give a more realistic effect to parts of the game that can benefit from it, like simulating physics and making model parts move that don't normally move.
Unlike most mods, this one allows you to mix and match the files within. Each file does a specific thing, which is listed in the features section. If you don't like a feature, don't install it. Just be careful, all of these files overwrite base classes, so you may need to revert to a clean minecraft.jar to uninstall them.
This is also an ongoing mod, which means that new content is constantly getting added. New content will normally show up in the extras section, so check there first.
Wiggly Ghast Tentacles - acm.class
Divides ghast tentacles into parts and makes them wiggle realistically, like those tentacles monsters you always see at the movies. Makes them a little more scary, but ultimately nicer to look at.
Gives a jellyfish-like effect to the swimming animation of squids. Also makes their tentacles flow more while moving. However, does not fix the jerkiness glitch which still exists in all versions of the game.
Changes wolf tails to be fluffier and flowier, wagging realistically while they stand and run. There's an alternate version of this file in the extras section that gives wolves normal sized tails but still the same animation.
Takes away the stick tails of the current ocelots and gives them something nicer instead. Fully animated flowing tails that move while they stand or run, and even curl around their bodies when they sit.
A very subtle animation, makes a pig's snout move when it oinks. It only moves up and down one pixel, so it may be hard to see, but it's there. Just a little bit more life for your livestock.
A highly requested feature (I swear!), this makes the udders on cows wobble around when they walk. Even affects baby cattle for some reason. Also makes their udders have nipples, but if you're sensitive to that kind of thing, there's a nipple-less version in the extras section.
What animal makes that noise? Chickens, of course. This one makes chicken beaks open and close when they cluck, and their heads move back and forth when they strut, just like the real deal.
A subtle change, this makes villagers wiggle their big noses every once in a while! Since they don't talk yet, they wiggle wiggle instead. It's a small change, but I always get a kick out of it.
Exactly the same as above, except for iron golems! What's left to say?
A pleasing visual change, this makes the insides of slimes flow around like liquid. They splish-splosh about even more when they jump. The eyes, the mouth, and the core itself all move independently.
Adds a custom death animation to magma cubes, which causes their bodies to form into a pile of steamy, delicious hamburger patties when they die. Unfortunately, you can't eat them because they're way too hot.
A truly stunning visual addition. Spiders now finally have the knees they've always dreamed of. Also affects cave spiders.
This one's pretty simple, but it doesn't show up in SMP. It adds an attack animation to zombies so they will flail their arms at whoever they're attacking. As an added bonus, a small percentage of zombies will have a limped leg, making them a bit closer to the walking dead we're used to seeing.
Extras: (install these AFTER installing the main mod package)
Wobbly Creepers - gj.class
This is the best custom animation in the entire collection. In fact, it's so good that it can't even be in the full mod, it has to be in the extras section. The file name itself says "good job" to me for making it. It's that awesome.
Inspired by the TNT video by Captainsparklez.
Due to popular demand, here's an alternate version of the Fluffy Wolf Tails, which provides the same great animations without being fluffy. It's the same size of tail as usual.
For the more sensitive folks, this makes cow udders wobble around as they walk without adding on the extra nipples. Kind of lame in my opinion, but what'cha gonna do?
It's the same thing as regular Bucka Bucka except the red thing under the chicken's beak swings around as it walks.
If an enderman is angry and it isn't holding a block, it will wave its arms around wildly while chasing its target. Suits their twisted nature very well. Doesn't show up in SMP for the same reason that they don't open their mouths normally.
This file makes a snowman's arm swing when it throws a snowball. Little known fact: all snowmen are left-handed. There are two bugs though: doesn't show up in SMP for the same reason as the zombies, and the arm might sometimes get stuck in the up position.
Fine, since you asked so nicely. This one makes a player's knees bend when walking, running, sneaking, and sitting. Looks pretty fluid and nice. You'll like it, trust me. Also works on any other mobs that use the player model, such as zombies, zombie pigmen, and even some mobs from other mods. Does not come with elbows and NEVER WILL. Incompatible with Smart Moving and Improved First Person.
This one is pretty kneat. Building on the success of Bending Knees Please, this one makes sheep actually bend down to eat grass. It's no longer just their head lowering, their whole body lowers down to get a sweet sample of that succulent cellulose. Did I mention their KNEES bend too? (not when they walk, only when they kneel)
(makes wolves down lie down instead of sitting. hold up some meat and they'll roll over too.)
How To Install:
This mod is quite simple to install, and can be done with multiple methods. This mod does not require ModLoader, but it still works with ModLoader anyway. It will not however be loaded from the /mods folder. The first step is to download the file using the download link below. If you have MagicLauncher, you can follow MagicLauncher's instructions to get it working fast. If you don't, then you'll need to get an archiving tool such as 7-zip or WinRAR, use it to extract all the files from the download zip, and then insert the extracted files into your Minecraft.jar. If you have problems, seek out an install tutorial for ModLoader, follow it, then install this mod the same way.
All the files in the extras section should be installed the same way as the main download.
Really cool sig banner made by pork101!
Aug 22, 2012I recently figured out how to use MCEdit. I decided to create some schematics and share them here on the forums.Posted in: Maps
The inside of the Library (The library is a schematic in the "Structures Collection")
A schematic for an Ender Crystal is included with the "Misc. Collection.
Also in the Misc. Collection, a Charged Creeper Spawner!
An enchanting shack schematic is in the Structures Collection
Do you want all the wool colors? Now you can have them with the Wool Farm included in the Structures Collection.
A simple timber yard in the Structures Collection
Last but not least, 9 of the 16 wool colors can be carried by endermen with the Ender Wool Collection (Currently, there are only 9 wool colors. Each schematic is a spawner that spawns endermen holding the respective wool blocks)
Structures Collection: http://www.mediafire...4cnwx48yfg54gbl
Misc. Collection: http://www.mediafire...lqv9r7ak1ektbqw
Ender Wool Collection: http://www.mediafire...pjzlev0lv38w9yd
Extract the downloaded zip(s) to the folder that you use to run MCEdit
The Ender Wool Collection is still a WIP. the other wool colors will be added later. The other collections will have more schematics added to them as well.
Apr 13, 2011Posted in: Maps-
----------The MEDIEVAL CONSTRUCTION KIT------------
Intro: The Medieval Construction Kit is a collection of schematics. Schematics are a file type used by MCEdit, an editing program for Minecraft maps. With the right schematics, you can create an entire world for Minecraft with very little effort. The point of this thread is to encourage individuals to share their creations in a way that is easily incorporated into other maps by listing them here and making them available for download, and ultimately to facilitate the creation of some awesome Minecraft sets.
Also, check out Vechs' TOWN CONSTRUCTION KIT (more than just towns) for more schematic goodness.
This excellent map was made with the help of Medieval Schematics
LAND OF ELRA! http://www.minecraftforum.net/viewtopic.php?f=1034&t=342153&p=4806839
The second post in this thread is dedicated to being a list of schematics for download.
OR, just download all the files now: http://www.mediafire.com/?1s5olcndiqa222l (this link will be updated as new items are added) Latest update: May 9, 2011
Note: If you have earlier updates of the Medieval schematics, you need to delete the folders before installing these.
Those who have contributed to the Medieval Construction Set
Cynicis - Kezzaa - kokonus - mazeltje - Rahz
If you would like to contribute, feel free to post your creations in this thread. Both maps and schematics, small things or epic things, all are welcome, so long as they are Medieval. Posting your work in this thread indicates a desire to have it available to the community, free of charge, and it may also be added as schematics to the Medieval Construction Kit. The Medieval Construction Kit will always remain free.
To make or use a schematic, you will need to install MCEdit http://www.minecraftforum.net/viewtopic.php?t=15522 and learn to use it. It's a powerful but easy to use Minecraft map editor.
Keep in mind that some things can be built modular. You could submit a castle as a schematic, but you could also submit a castle piece set consisting of walls, turrets, towers, keeps, etc, and those pieces could be used to build a castle. The following is a list of Medieval things that can be made and turned into schematics. Things I have done or am working on are marked with a - but multiple variations of the same thing are welcome.
-Castle (Done but could use more)
-Awnings (inspired from the Mistral City map)
Castle or castle tile set
-Hills (unique and tileset)
-Jousting Arena pieces
Water Wheel house/mill
And anything else including fantasy towers, demonic towers, Great Librarys, or other Epic buildings.
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