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Calacbolg 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:
Overview
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!
Gallery
Supporting this suggestion
Special thanks
[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]
Overview:
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.
The disadvantages:
•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.
The problems:
•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:
[spoiler]Terrain:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
Biomes:
By default, nothing will change.
Ore generation:
By default, nothing will change.
Structures:
By default, nothing will change.
The Void:
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.
Superflat settings:
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:
[spoiler]Settings:
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.
Chunk occlusion/exclusion:
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?
A: No.
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!
Gallery:
[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!
[url=http://www.minecraftforum.net/topic/1707097-cubic-chunks-infinite-height-elimination-of-x-ray-and-more-60-supporters/page__st__0][img]http://img833.imageshack.us/img833/443/hov.png[/img][/url]
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).
Special thanks:
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.
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PacozzTacozz posted a message on Door bannersI came up with an idea were you can put banners on doors with shift click and it would stick. you can do this however it looks a little awkward and when you open doors the banner doesn't move with the door therefore looking very lame. this would be cool for great halls on castles that would your emblem on them. (first pic shows what it looks like now and 2nd has door open)Posted in: Suggestions
this is quite a small suggestion so tell me what you think -
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UndeadGaming606 posted a message on Morganite (Diamond might not be the most valuable ore anymore!)NOTE: Morganite is a real pink gemstone that is rarer than diamond in real life.Posted in: Suggestions
Morganite would be a new pink ore that is a bit rarer than emerald ore. It generates in small veins like emerald, too. However, morganite ore can generate in any biome. Morganite ore can only be mined with a diamond pickaxe and it drops one morganite when mined. 9 morganite makes a block of morganite. A morganite block is a pink, slightly transparent block. If you want to show off how rich you are, you could make some fancy, pink windows from the blocks. By putting a morganite gem in your crafting table, you get 4 morganite dust. This can be combined in a square shape to create 1 morganite.
4 morganite dust around 1 eye of ender makes a morganite eye. Morganite eyes look like pink eyes of ender. If you make a shovel except with blaze rods instead of sticks and a morganite eye as the material, you get a staff of teleportation. It shoots out ender pearls. When used, it gives you a phasing debuff for 5 seconds. If you teleport with this debuff on, you take 4 hearts of damage. This ignores all armor except bejeweled armor (this is shown below). If you have a full set of bejeweled armor, it is lowered to only a heart of damage. It only has 150 uses before it breaks. If my amethyst idea was to get added (look at my signature), it would be 8 morganite eyes around a basic staff. It can be enchanted with unbreaking.
A new, special item that can be created with morganite is the morganite amulet. It is crafted with 7 string in the shape of leggings and 1 block of morganite in the bottom middle slot. The morganite amulet can be worn in the chestplate slot. It does nothing normally. However, it can be enchanted so there is a reason to wear it and it has 10. Every 3 seconds the amulet is on, it must consume 1 glowstone dust to keep working. If there is no glowstone dust in your inventory, it has no effect and loses 1 durability. This is the only way to lose durability with this item. If it loses all its durability, you must add 1 morganite to it in an anvil, costing 3 levels. It can get these special enchantments:
1. Iron Fists: Gives you an infinite strength 1 effect. Up to level 1.
2. Quicksilver: Gives you an infinite haste effect. Up to level 3. If it is on level 2, you get a level 2 haste effect. If it is on level 3, you get a level 3 haste effect.
3. Obsidian Heart: Gives you an infinite health boost effect. Up to level 2. If it is on level 2, you get a level 2 health boost effect.
4. Frog Legs: Gives you an infinite jump boost effect. Up to level 2. If it is on level 2, you get a level 2 jump boost effect.
If you surround 4 morganite around a piece of golden gear, you get bejeweled gear of that type. Bejeweled gear looks like gold gear, but has little pink gems in it. It is exactly like normal golden gear, except it can get special enchantments. Here are the enchantments:
1. Moonlight: Each level acts like a level of protection that only works during the night. However, it adds on to your normal protection enchantment. It can go up to level 2 and can go on any piece of armor.
2. Pack Hunter: If your tamed wolf is nearby, you do a heart more damage. It does not stack if you have multiple wolves nearby. It can go up to level 1 and can go on swords.
3. Scorch: You automatically smelt blocks you break. So if you have it on an axe, you turn logs into charcoal. If you have it on a shovel, clay turns into bricks. If you have it on a pickaxe, iron ore turns into iron ingots. It can go up to level 1 and can go on pickaxes, shovels, and axes.
4. Dripping: Dirt you till is automatically wet. It can go up to level 1 and can go on hoes.
5. Diamond Strength: You can mine everything diamond pickaxes can mine. It can go up to level 1 and can go on pickaxes.
6. Venom: Your sword gives the poison effect for 3 seconds to enemies you attack. You can get fire aspect and venom on one sword. If you have level 2, the poison effect is level 2. It can go up to level 2 and can go on swords.
7. Vampire: When you attack an enemy, you have a chance to get healed a heart. With level 1, there is a 5% chance to. With level 2, there is a 20%. With level 3, there is a 35% chance. It can go up to level 3 and can go on swords.
If my amethyst idea were to get added (like I said earlier, look at my signature), there would be an ability for morganite. You can add morganite to a piece of armor to make the armor invisible because morganite blocks are see-through. However, the player wearing the gear will emit the ender particle effect if the invisible armor has any enchantments on it or any other abilities.
You can now enhance some blocks and items using morganite to make it so you can enchantment them. You can upgrade these blocks/items:
1. Bejeweled Gear: Already talked about it.
2. Bejeweled Boat: The bejeweled boat is crafted with 1 boat and 1 morganite. If this boat was to be destroyed by a crash, you would get your morganite back. This boat can be enchanted with surf 1-3 (increases speed), plated 1 (makes it much more resistant when hitting blocks), and netherbound 1 (makes it work in lava).
3. Bejeweled Dispenser: The bejeweled dispenser is crafted with 4 morganite around a dispenser. This dispenser can get the same enchantments a bow can except for flame and unbreaking. All these enchantments can go to the same level they can on a bow and they have the same effects as they do on a bow.
4. Bejeweled Anvil: The bejeweled anvil is crafted with 1 anvil (cannot be damaged) and 4 morganite around it. The bejeweled anvil can get the unbreaking enchantment and 2 new enchantments called heavy and descriptive. Heavy can go from 1-5 while descriptive only has 1 level. Heavy increases the damage of the anvil when it falls someone. Descriptive makes it so you can change the lore of items on it with a new GUI interface only on bejeweled anvils with this enchantment.
5. Bejeweled Furnace: The bejeweled furnace is crafted with 1 furnace and 4 morganite around it. The bejeweled furnace can be enchanted with molten 1-4 (increases how fast it cooks items) and luck 1-2 (makes it so you have a 10% chance to get an extra item when smelting, level 2 increases it to 20%).
By surrounding 1 morganite dust with 8 redstone lamps, you get 8 mystic lanterns. This looks like a normal redstone lamp, except changes colors and gives off light without being powered. When powered, it stays on the color it was on when powered.
Credits:
1. Macapple96: Helped me balance out the amulet and the staff of teleportation.
2. TheqoreeZ: Helped me balance out the amulet.
Want to show your support? Add this banner to your signature!
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UndeadGaming606 posted a message on The Alchemy Update (An update all about potion brewing!)This idea is about overhauling potion brewing. It will encourage players to brew potions and it will overhaul combat with all these new potions.Posted in: Suggestions
Potion of Resistance: This potion is brewed by adding an obsidian fish to an awkward potion. The obsidian fish is crafted with 1 obsidian and 1 clownfish. This is NOT edible. It looks like a clownfish except the orange stripes are black and the white stripes are purple. The reason I made it like this is because obsidian takes forever to mine and clownfish are immune to sea anemones.
Potion of Haste: The potion of haste is created by brewing blue powder into an awkward potion. Blue powder is crafted with 1 lapis lazuli and 1 blaze powder. It looks like blaze powder except is blue. There is no reasoning behind this, I just wanted to give lapis a new use. Blue powder can also be combined with an ender pearl to make an eye of the sea. It works like an eye of ender, except points to the closest ocean monument.
Potion of Stickiness: This potion, unlike the two above, is not an effect currently in the game. It allows you to climb up blocks like a spider. The way it is created is kind of complicated. You must get a rare drop from a new mob that spawns in jungles. These mobs are lemurs. Lemurs spawn randomly throughout jungles during any time of day. Baby lemurs can spawn, but they don't drop anything. Lemurs cannot be hunted to extinction, like ocelots. This rare drop is a lemur paw. After that, you must combine a lemur paw and a slimeball to make a sticky paw. After that, you must brew the sticky paw into a potion of leaping (so jump boost potions aren't useless). I made the ingredients like this because lemurs can climb trees and slimeballs are sticky.
Potion of Dullness: Dullness potions (mining fatigue potions) are simply brewed by adding a fermented spider eye to a potion of haste.
Potion of Absorption: Absorption is a pretty strong effect. To balance this out, you must brew a sponge (because it absorbs water) into an awkward potion to make an absorption potion.
Potion of Health Boost: Health boost is an even stronger effect. To create this potion, you must add a golden tear to an absorption potion (so absorption isn't useless). To create a golden tear, you surround a ghast tear with 8 gold ingots.
Potion of Floating: The potion of floating is crafted by adding a guardian tail (a new rare drop from guardians) to an awkward potion. This potion makes it so that you will float to the top of the water without holding space bar. You must crouch to go down.
Potion of Reaching: Elephants are new animals that are only found in savannas. They spawn rarely, but in large herds. If you stand near them, they may step on you doing 5 hearts of damage on hard, 4 hearts of damage on normal and easy, and 3 hearts of damage on peaceful. They are neutral. If you attack an elephant, that elephant will attack back and all other elephants will run around going crazy. The stomping will do damage to all mobs except the Wither, the Ender Dragon, and other elephants. When an elephant dies, it drops 0-3 ivory and always one trunk. The trunk can be brewed into an awkward potion to create the potion of reaching. This potion effects how far away you can place blocks, attack mobs, etc. Each level adds 1 more block to the range, however you start with a range of 2 blocks. Ivory is used to make ivory blocks, which look similar to quartz blocks except have a gray tint and no border around it. Ivory blocks are created with 4 ivory in a square shape and it gives you 8 ivory blocks.
Level 3 Potions: To create a level 3 potion, you must add a new ingredient called bejeweled beans to a level 2 potion. This new ingredient is crafted with 1 cocoa bean and 1 diamond and you get 1 bejeweled bean. Bejeweled beans look like cocoa beans except are the same shade of blue that diamonds are.Removed due to being overpowered.
Potion of Saturation: The way saturation works is different now. It acts like a potion of healing, except heals hunger. It heals 4 half hunger (2 full hunger) at level 2. It heals 2 more half hunger on level 3 and 2 less on level 1. The reason you'd use this is because you can make the splash version. To create this, you must brew a quartzchop into an awkward potion. To create a quartzchop, you combine 4 nether quartz with 1 cooked porkchop. It looks like a cooked porkchop, except it is a white color. The quartzchop acts exactly like a cooked porkchop when eaten.
Potion of Hunger: The way hunger works is different now. Hunger works like the exact opposite of saturation. To create this potion, you must brew a fermented spider eye into a potion of saturation.
Potion of Starving: The new starving effect acts like the old hunger effect. Rotten flesh, raw chicken, etc. gives you starving instead of hunger now. To create a potion of starving, you brew a poisonous potato into an awkward potion.
Potion of Aggression: When you're fishing, you may get a piranha! A piranha is in between a pufferfish and a clownfish in rarity. You can brew a piranha into an awkward potion to create a potion of aggression. This has no effect on players. Instead, it effects mobs. It causes mobs to become aggressive and attack all nearby mobs and nearby players. They'll even attack other mobs of their species.
Potion of Nausea: To create a potion of nausea, you must brew a bowl of goop into an awkward potion. You will get the bowl back after you brew it. You create a bowl of goop with 1 mushroom stew, 1 rotten flesh, 1 slimeball, and 1 spider eye. It looks like mushroom stew except the actual soup part is green. It is NOT edible.
Potion of Curing: To create a potion of curing, you must get a new food found in jungles. When you destroy a jungle leaf block, there is a 1/925 (I believe it is 1/200 for getting apples from oak trees) chance to get a mango. Note that there are way more jungle leaves to break in a jungle then there are oak leaves in a forest of the same size. Mangoes can be eaten and heal the same hunger and saturation an apple does. Mangoes can be brewed into an awkward potion to create a potion of curing. This potion removes all potion effects from the user.I know some people are gonna complain about mangoes being too rare. I'm trying to make them be a lucky find, like apples are.
Bottle'O'Enchanting/Potion of Wisdom: The bottle'o'enchanting (now called the potion of wisdom) is brewed in a very special way. You must fill a cauldron with water. Next, click on it with an ink sac turning it into a black color. Click on it with cocoa beans next. The water turns from black to green. You can now fill glass bottles with this green liquid. The glass bottles turn into potions of wisdom. You can brew gunpowder into them in a brewing stand to create a splash potion.
Potion of Ignorance: By brewing a fermented spider eye into a potion of wisdom, you get a potion of ignorance. It removes a very slight amount of experience. It has no effect if the person has no experience levels.
Make sure to leave feedback! -
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craftingTARDIS50 posted a message on Cooked CarrotHelloPosted in: Suggestions
I recently had a realization. Carrots and potatoes are both rare and only spawn in villages yet only one of them can be cooked but both are eaten cooked in real life. So why not add them in minecraft too? I present cooked carrots!
I searched cooked carrots and I didn't see anything so if I am mistaken please correct me. I also know there are golden carrots but nobody really bothers to make them. Not me or anyone else I've ever seen play minecraft. But now to the idea. It would give 5 hunger points. It would be obtained by obviously cooking it in a furnace. I have no demo texture or pictures as I usually do so sorry. It is also short but the idea is simple. So please mojang! I know you wanted no more foods because there were already to many but please just add this one more to make things even! -
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Badprenup posted a message on Lights become colored when placed by colored glass?Posted in: SuggestionsQuote from BrandSPimhttp://www.minecraftforum.net/forums/minecraft-discussion/suggestions/62108-colored-light-originally-the-colored-glass-topic
Redundant, use the search button before posting
Bingo. Locking thread, please use the thread linked above. -
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theboss24611 posted a message on Glitched Picturesi have noticed that pictures only detect blocks and not other pictures resulting in the pictures below. i think that when a picture is placed it should detect how many blocks in size it can be and if any pictures are in that area that it can be in, if it detects another picture it will shrink the size capability.Posted in: Suggestions
please fix this and please support me on this idea -
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Badprenup posted a message on Tamable Flying MobsSorry, this is vague to the point where I have to lock it as being redundant. There have been several well thought out, unique flying mob ideas already. Just saying "There should be a flying mob you can tame" isn't enough detail to differentiate from those.Posted in: Suggestions
Locked. -
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JP585 posted a message on We have mob head blocks, why not mob body blocks?I think it would be great if you could get body blocks in the game. How I could see it is, rarely, mobs would drop various body parts.Posted in: Suggestions
Defeat a skeleton or Zombie, you have a chance for skeleton upper body or a skeleton lower body. Defeat a creeper, you have a chance for a creeper head, upper body, or lower body. Then you can place those blocks to build a statue piece by piece, possibly in differing orientations. Using item data, you could even import player skins onto body blocks.
As a bonus, you can equip the upper and lower bodies over yours, causing it to look like the mob's body.
Adventure map makers could use it to build NPCs for the players to talk to.
Later on, I could even see being able to give items/armor to the statues to hold.
Possibly even mix and match body parts to make a frankenstatue. - To post a comment, please login.
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75% Support
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Rose red = red obsidian
Dandelion yellow = yellow obsidian
Cactus green = green obsidian
Lapis lazuli = blue obsidian
And here's a picture of red obsidian, yellow obsidian, green obsidian, and blue obsidian compared to normal obsidian (large):
And that's all. If you like this idea, click the rep button.
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Of course, this will not be the texture forever, they are working on another endermite model, and they will also provide some purpose to the endermite.
No this is not a cheap copy of the Endermite, it is a mix of the endermite and the magmacube for 2 reasons: they emit fire particles (like the magmacube), and you can see it has glowing eyes (like the magmacube). They have a rare (10%) chance of spawning when a big Magma Cube is killed. These mobs don't spawn in the overworld without killing a magma cube. They drop 0-1 xp, and have a 25% chance of dropping 1 magma cream.
They deal 1 (half a
If you support this suggestion, click the green rep button on the bottom right hand corner of this forum post, and add this to your signature:
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Pros:
* In case you accidentally place an ender eye wrong in the frame, right clicking can give you back the eye.
* Useful for retrieving naturally generated ender eyes from portal frames.
Cons:
* Occasionally, an ender eye can fall into the lava below the portal and get burned.
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Hello Minecrafters! So, if you are looking at this forum post then you are probably having trouble with texture packs, or as of 1.6, resource packs. Either you are having problems with textures or the packs lag your game or the packs are not recognized by Minecraft at all. This tutorial/guide will teach you how to fix that issue. Not only will this guide teach you how to fix the issue, this guide will also teach you how to use packs. So, let's begin!
TL;DR
Make sure the texture pack is installed correctly.
Make sure the texture pack is compatible with 1.5.
If the texture pack is not appearing, contact the owner to check if it is not compatible with your version of the game.
If you use HD packs, reduce lag by turning off Smooth Lightning, turning the render distance down, changing the graphics to Fast, and trying a mod like OptiFine.
If you are getting pink/black 2x2 checkerboard patterns on blocks as textures, consider this post.
How to Use Texture/Resource Packs
Texture packs and resource packs allow players to customize the look and feel of the game. So, you probably missed the pre-1.5 days when to open a texture pack, all you had to do was exit the world, click on the "Texture Packs" button on the main screen, and scroll down and select your pack. Click Done and you're good to go. You are also good to go if you use 1.4.7 or earlier.
Unfortunately, 1.5 Redstone update "ruined" everything. Mojang removed the texture packs button from the main screen and instead moved it to the Options menu.
So if you use version 1.5 or later, then there is the advantage you can switch packs in-game without exiting your world. Press Esc while you have your world open, go to Options and then click on Texture Packs, and then just go on from there, pretty much.
Now if you use version 1.6 or later, the button is changed to Resource Packs when Resource Packs were added but it works the same way.
To install a pack, just download and then copy-paste the pack's folder or zip file into the pack folder the game provides you; it's as simple as that.
Texture or Resource Pack Won't Appear In List
If you cannot find the texture or resource pack in the list, that means Minecraft is not recognizing the pack.
First of all, make sure that the pack is in the folder and installed properly. You can find instructions above.
If the pack is still not appearing, then you may be trying to download a resource pack, but have actually downloaded a texture pack. In that case they must be converted to be compatible with the game.
If it is still not appearing, you may want to ask the pack creator to see if the texture pack you are using is not compatible with your Minecraft version.
Also make sure that the resource pack has a "pack.mcmeta" file that is configured correctly (Tip from user Sketch). If not, then the pack won't appear.
Resource Packs Lag the Game
HD texture packs can cause a little bit of lag because they have to map large images to the blocks. Minecraft is a voxel-based video game, voxels are blocks that need images or colors on them. These images, depending on their size, can either lag the game or decrease lag. Using 8x8 "Mini" packs can decrease lag. I sometimes call these packs "lag packs" because they can decrease lag. So Yeah. If you use HD packs, then you can reduce lag by turning off Smooth Lightning, turning the render distance down (if your render distance is at Short or Tiny then bring a clock with you because you can't see the sun or moon), changing the graphics to Fast, and trying a mod like OptiFine.
Pack Appears In Red And Says "Incompatible"
1.5 users may have this problem. Texture Packs meant for 1.4 and earlier are no longer fully compatible with snapshot 13w02a (1/10/13), and then finally 1.5 (3/13/13). This update changed the terrain.png and items.png files into their own image files in their own image folders in the "textures" folder in the minecraft.jar. If you see this message on a particular pack, it means that pack still uses the old terrain.png and items.png files, and does not use the textures folder. This means that the textures for the blocks and items remain unchanged. In that case just delete the pack, install a 1.5 updated version of the pack, and reinstall that new updated pack. If there is no new 1.5 version of the pack, then sorry.
Textures Are Problematic
There can be several causes and problems. First of all, make sure the back you are using is compatible with 1.5 and uses the new texture system from 13w02a. Any pack that uses terrain.png and items.png will not work in 1.5 correctly. If you are having graphical glitches, then you should consider getting a new graphics card.
If you are getting pink/black 2x2 checkerboard patterns on blocks as textures, consider this post.
I don't know how to fix any other texture problem, so please reply to this forum post if you have any other texture problems and I can figure out how to fix 'em.
SO YEAH. That was how to fix texture/resource pack problems. Thanks for reading.
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At X/0, Y/0, and Z/0 is the Void. Typing /tp 0 0 0 in chat will bring you the Void because Z/0 = 1 block below the last layer of bedrock.
At X/12,550,820, the terrain is severely distorted. One side effect of this distortion is that the map shakes while the player is moving. This distorted land was called the "Far Lands". It was removed in Beta 1.8.
At X/12,550,820 and Z/12,550,820, you will travel to the corner of the map. It's called the Corner Far Lands. Once again, removed from Beta 1.8.
At X/30,000,000, something unexpected happens. Instead of this being the end of the world, chunks are generated, but walking on them will cause you to fall into the Void and be killed. Instead, using Creative flying will allow you to "walk" on these so-called "fake chunks", and you can dip below them to see cave systems, lava lakes, and maybe even abandoned mineshafts, dungeons, or even strongholds. No mobs spawn here.
At X/32,000,000, this is commonly talked by Minecraft users as the "end of the world" but we will get to the the hard limit later, and as of snapshot 12w25a, is the farthest region of Minecraft that can be accessed without mods. Fake chunks generate, and entering this boundary will cause the world to crash and be "disabled". A disabled world always has the X/Z coordinates at this boundary, and the player cannot move any direction.
At X/2,147,483,648, no more chunks appear to generate. Going about 1 block further will cause the game to crash. Thus this is the maximum amount of world the player may access in-game (without mods).
At X/34,359,738,368, no more chunks generate anymore. Due to the game crashing at X/2,147,483,649, this boundary is pretty much impossible to reach.