• 3

    posted a message on Blaze's Floating Islands Preset
    main
    ________
    Blaze's Floating Islands
    About the preset:
    This preset dramatically changes terrain landscape, making your gameplay focused on looking ABOVE, not BELOW. It will not add just an unique feel to the gameplay, but also change the way you play and see the game while exploring exceptionally unique landscape. Your gameplay is focused on looking ABOVE since most of the action will happen on the tiny or massive floating islands around the map, plus the fact that diamonds will only spawn above layer 192, on the few islands that are actually that high above "ground". You will be able to find exposed diamonds while flying around with an Elytra, but you can also still go to the deep layers,where you can find plenty of mineshafts, dungeons, lapis, gold and redstone (iron and coal are located on middle layers).
    HD Screenshots + Coordinates


    Overview


    Overview


    Overview


    Villages


    Mesa Biome


    Desert Biome


    Desert Biome


    Mushroom (Floating) Island Biome (this screenshot is from a mushroom island-only preset variation)


    Diamond Generation (Above layer 192)


    Deep Layers Ore Generation


    Two distinct mineshafts and a village. Seed: -1895927775. Coordinates: -785/5/550.


    Bedrock Suggestion
    I personally recommend to turn bedrock into quicksand while playing on this map. Mobs, such as slimes, players and items will eventually fall through bedrock, into the void.
    To do this, set up two command blocks with the commands below them and activate them. Keep both inside your world spawn chunk, so they keep loaded.
    [Repeating Command Block]: /execute @e ~ ~ ~ detect ~ ~-1 ~ minecraft:bedrock 0 /tp @e[r=0,c=1] ~ ~-.07 ~
    [Repeating/Chain Command Block]: /execute @e[type=item] ~ ~ ~ detect ~ ~ ~ minecraft:bedrock 0 /tp @e[r=0,c=1] ~ ~-.93 ~

    Ore, Mob and Structure frequency and LAG comparison
    Animals: less common than usual
    Slimes: common all around the map
    Aggressive mobs: slightly more common (big dark areas, less caves)
    Mushroom Islands: very rare or none (unconfirmed)
    Mesa biomes: as rare as usual
    Ocean Temples: very rare or none (unconfirmed)
    Mineshafts: much less rare
    Dungeons: much more common, but only in rare and specific areas (mineshafts and big caves)
    Diamonds: much more common, but only in rare and specific areas (very high islands)
    Coal, redstone, iron, lapis lazuli: slightly more common
    LAG: not as light as a regular map, but actually not too laggy, like other presets or AMPLIFIED (except for rare occasions (~0,5% of the chunks), where certain chunks cause TPS spikes - this requires either a potent MP server or some time to load and un-glitch the chunk). On average, should run even on most below-average computers without big issues.

    How to use Custom Presets
    Minecraft > Create New World > More World Options > World Type: Customized > Customize > Presets > [Paste preset in] > Done

    Preset (copy-paste)
    {"coordinateScale":700.0,
    "heightScale":700.0,
    "lowerLimitScale":512.0,
    "upperLimitScale":512.0,
    "depthNoiseScaleX":200.0,
    "depthNoiseScaleZ":200.0,
    "depthNoiseScaleExponent":0.5,
    "mainNoiseScaleX":80.0,
    "mainNoiseScaleY":160.0,
    "mainNoiseScaleZ":80.0,
    "baseSize":1.0,
    "stretchY":1.0,
    "biomeDepthWeight":1.0,
    "biomeDepthOffset":0.0,
    "biomeScaleWeight":1.0,
    "biomeScaleOffset":0.0,
    "seaLevel":1,
    "useCaves":true,
    "useDungeons":true,
    "dungeonChance":50,
    "useStrongholds":true,
    "useVillages":true,
    "useMineShafts":true,
    "useTemples":true,
    "useMonuments":true,
    "useMansions":true,
    "useRavines":true,
    "useWaterLakes":true,
    "waterLakeChance":95,
    "useLavaLakes":true,
    "lavaLakeChance":85,
    "useLavaOceans":true,
    "fixedBiome":-1,
    "biomeSize":3,
    "riverSize":5,
    "dirtSize":0,
    "dirtCount":0,
    "dirtMinHeight":0,
    "dirtMaxHeight":128,
    "gravelSize":16,
    "gravelCount":12,
    "gravelMinHeight":0,
    "gravelMaxHeight":64,
    "graniteSize":15,
    "graniteCount":5,
    "graniteMinHeight":0,
    "graniteMaxHeight":128,
    "dioriteSize":50,
    "dioriteCount":5,
    "dioriteMinHeight":0,
    "dioriteMaxHeight":128,
    "andesiteSize":50,
    "andesiteCount":5,
    "andesiteMinHeight":0,
    "andesiteMaxHeight":128,
    "coalSize":24,
    "coalCount":12,
    "coalMinHeight":40,
    "coalMaxHeight":192,
    "ironSize":16,
    "ironCount":12,
    "ironMinHeight":80,
    "ironMaxHeight":192,
    "goldSize":6,
    "goldCount":4,
    "goldMinHeight":0,
    "goldMaxHeight":40,
    "redstoneSize":10,
    "redstoneCount":6,
    "redstoneMinHeight":0,
    "redstoneMaxHeight":20,
    "diamondSize":12,
    "diamondCount":6,
    "diamondMinHeight":192,
    "diamondMaxHeight":256,
    "lapisSize":10,
    "lapisCount":2,
    "lapisCenterHeight":32,
    "lapisSpread":32}

    Technical Info
    Coal spawns in big amounts, but less often than usual, on layers 40-192.
    Iron spawns in big amounts, but less often than usual, on layers 80-192.
    Gold spawns in big amounts, but less often than usual, on layer 40 and BELOW.
    Redstone spawns in big amounts, but less often than usual, on layer 20 and BELOW.
    Diamonds spawns in big amounts, but less often than usual, layer 192 and ABOVE.
    Lapis spawns in big amounts, but less often than usual, on layers 0-64, mostly on layer 32.
    Ocean biomes are dried out, so this makes mushroom islands and ocean monuments harder to spawn, sadly. All other biomes and structures should be available
    Posted in: Customised Worlds
  • 0

    posted a message on Realistico texture pack, with Advanced Mapping

    It doesn't have to be animated, but I can't wait for a Magma Block texture to be added

    Posted in: Resource Packs
  • 0

    posted a message on Werrus Shaders [I'm Back! Go To Page 11 For Updates][400,000+ DOWNLOADS!!]

    On POM Shaders Addon, on gbuffers_terrain.fsh,

    "const float bump_distance = 32.0; //bump render distance: tiny = 32, short = 64, normal = 128, far = 256
    const float pom_distance = 32.0; //POM render distance: tiny = 32, short = 64, normal = 128, far = 256"

    both bump_distance and pom_distance seem to be assigned but never used, therefore changing those values seem to have no effect. I feel trolled, I needed that feature.

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.12.2] Fanciest Wall Anvil Replacer - Likely the best design you'll find!

    It was kind of tricky since I didn't sleep well so my brain did some stupid things but... It doesn't matter, here it is!



    Screenshots

    Screenshot4

    screenshot2

    screenshot6


    The upgrade costs:

    1 Dropper
    1 Hopper
    2 Redstone torches
    3 Comparators
    7 Redstone
    1 Repeater

    4 Dirt/Anything

    IMPORTANT: Put all DIRT inside the dropper BEFORE placing an undamaged anvil on top of the observer OR put 3 dirt inside the dropper and 1 inside the locked hopper AFTER placing an undamaged anvil on top of the observer.


    The new size becomes [6W x 6L x 10H].


    I'll eventually record the whole video again for the new version, and keep both, since the other one is still has the two advantages of being more compact and having no exposed observer.

    Posted in: Redstone Creations
  • 0

    posted a message on [1.12.2] Fanciest Wall Anvil Replacer - Likely the best design you'll find!

    For a second I thought nobody would notice my thread, thanks a lot for giving me feedback, I'm happy someone liked it!

    Also, I didn't even think about making it fully auto, I'm working on it right now. I've finished making the redstone counter part that should luckly be enough to activate the mechanism whenever an anvil breaks.

    edit: nice catch on telling me that I was going to have to count the block state changes, I probably wouldn't have tought of it


    I should at least post screenshots of the full final and automatic mechanism here, and if someone still has interest on it, I might make another video about it. :) (if I post nothing after this, it went wrong AND I forgot to update this)

    Posted in: Redstone Creations
  • 1

    posted a message on [1.12.2] Fanciest Wall Anvil Replacer - Likely the best design you'll find!


    Screenshots (not as good as seeing the animation on the video)

    Screenshot1

    Screenshot2Screenshot3


    The anvil comes from the wall being pushed sideways, and damages itself on the fall.

    Can store around 251 anvils.

    No pistons exposed.

    If your ceiling 3 blocks tall, you will probably need to cover up a single hole on the wall with a stair or trapdoor, as shown in the first screenshots, but it's optional, and other than that, it should be completely flush with the wall and not take ceiling space. If 4 or more blocks tall, though, you might have to cover more of the wall up.

    The whole contraption takes [6W x 5L x 7H] blocks of space.

    ---

    Material list:

    5 Sticky pistons
    4 Slabs
    26 Redstone
    5 Redstone torches
    6 Repeaters
    2 Comparators
    1 Block of redstone
    2 Observers

    Posted in: Redstone Creations
  • 0

    posted a message on [17w50a] Permanently on redstone lamps (survival friendly)

    Probably not very good if you want them on the ground, but still pretty good.

    Any way to keep them on using the bottom instead? (I'm probably not going to use it, just curious)

    Posted in: Redstone Creations
  • 1

    posted a message on Bed changes in the snapshot, yay or nay?

    It has always been weird how you needed two blocks below the bed to place it, but you could remove them right after placing, yet I don't see how this new change could be good for the players either... Even if it's unrealistic, floating beds are cool.

    Posted in: Discussion
  • 1

    posted a message on Bed changes in the snapshot, yay or nay?

    Do you mean the beds will break if you break the block beneath it? I haven't looked up for the newest snapshots yet

    Posted in: Discussion
  • 0

    posted a message on Why Does MY Minecraft Look Horrendous?

    Shaders tend to make night much darker, maybe that's what he means by contrast, IDK

    Posted in: Java Edition Support
  • 0

    posted a message on Interest pool - Would you like a survival-friendly sign shop?

    Basically, I was working on a sign shop for myself, but it got too good in my opinion to make it just for myself, and I spent more and more on time onto it, showed it to my friend, he liked it, and now I'm showing to you guys too, and asking for opinions and suggestions.
    The shop consists in multiple modules, which I plan to distribute as a Full Shop schematic/map, and mcedit schematics for each shop module (Core module, Egg-shop module, Tool-shop module, etc.)

    This is main conversion shop (core module), where you can sell items (and buy most of them back). Focused on rare and non-farmable items, but with a few price-nerfed farmable options. Includes non-regularly-obtainable items, such as buyable Dragon Eggs, for a very very high price, and Steve Heads, among "all" other important unobtainable items. There will also be a buy-only expansion for this, for items that you can buy, but cannot sell.

    Here, all spawn eggs are sold, and also custom mob spawners (they are actually given using /give, and can be stored normally in player's inventory), so the player can make custom mob spawners without cheating or going into creative mode, technically. Both the spawners, and some spawn eggs, such as Evoker's, tend to be also VERY expensive for kind of obvious reasons.

    There will also be a tool shop, that sells not only maxed out tools, but also unobtainable tools, such as swords and axes with Sharpness and Smite, for example. Not just that, but there will also be the unbreakable version of all them, but those are actually just a but better and a bunch more expensive than the Unbreaking III + Mending tools. There will also be armors sold in all those variants too.

    I also made a Gamerule shop, where you can buy command-books to use. The teleport one, for example, is very useful when playing with 2 players, you and a friend, so you can /tp to him and him to you without cheating. If you don't like cheating, remember all modules other than the basic one are optional, so you can just not add them, or break the specific sign you don't like :) fully customizable.

    This is a free-exchange market. You can trade an item for another one as much as you want. Just place a pack of rotten flesh on the first furnace and it will be instantly replaced with cobblestone. Place the cobblestone pack into the second furnace, and it becomes rotten flesh again. This shop is meant for very basic resource exchange, without profit loss, so you don't have, for example, rotten flesh stacks filling your chests and being useless.

    I even included two command block creations on the shop, the first one is a quarry. After following a few steps, it will infinitely mine blocks for you.

    The second machine allows you to change your worldspawn. (now that I think of it, maybe I should have made it into a book from the other shop)

    Posted in: Discussion
  • 0

    posted a message on [1.16.1] AtomicStryker's Infernal Mobs - Diablo Style Modifiers

    Infernal Mobs mod is quite spicy, not exatly on the good way, but I still like it somehow.

    Maybe a Cannibal Mob trait would be cool too (like a "Rare Cannibal Alchemist Ninja" mob), and Cannibals would attack other agressive mobs when hurt to heal for like 100% of the damage dealt.

    Just a random idea I felt was worth mentiong tho, thanks for the mods

    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders custom sky overwriting resource packs

    I normally wouldn't answer, since it's a very old post, but I feel like its very rude that nobody answered after all this time, so better late than never. edit: nevermind, I'm stupid, I confused forum join date with post's date

    I myself made some testing on this using Werrus shaders, and I found out that the damn custom sky is on the final.fsh and final.vsh files inside the shaders folder (I assume that, since when I delete the final.fsh and final.vsh the sky -and a few more stuff- goes away).

    The issue is whenever I try to delete "sky-related" lines from the code, the whole "final" files stop being read and the shaders start looking awful.

    If someone actually knew about shader creating, it probably could be possible to delete just the sky-related part of the shader, but maybe it would look bad, or, in worst case, it would be too attached to the other shader components and might always make the shader look bad if deleted.

    Anyway, it seems tricky to get rid of the shaders's skies, but I'll keep trying.

    Posted in: Mods Discussion
  • 0

    posted a message on Werrus Shaders [I'm Back! Go To Page 11 For Updates][400,000+ DOWNLOADS!!]

    Hey Werrus, why waving command blocks?

    edit: only chain and repeating, not impulse. hope it gets fixed

    Posted in: Minecraft Mods
  • 0

    posted a message on Realistico texture pack, with Advanced Mapping

    bump

    Posted in: Resource Packs
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