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Jul 30, 2012It does seem pretty interesting actually. However, I'm not sure that "sandbags" are a good drop really. Perhaps just sand and a decent amount of experience. Also, I believe the spawn rate should be dropped to about that of a spider jockey's spawn rate. These things seem very powerful, and it would be a bit aggravating to deal with one every two or so days if you lived in the desert.Posted in: Suggestions
Jul 29, 2012Seems like an okay idea I guess. I know that they for sure need something to change about them when they attack. My strategy is simple and highly effective. Simply do not look at them at all, walk up close to them with a sword, and hit their legs repeatedly. They will not be able to reach you because you are knocking them back slightly with each hit, and they will not teleport away. This ensures the death of the enderman, unless another mob sneaks up behind you. I think they should teleport away when they take damage, even from a player. They should still take the damage, but teleport away and try to come back at you from a different angle again.Posted in: Suggestions
Jul 28, 2012Posted in: SuggestionsBefore Reading ThisThe main purpose of this would be to store your experience in bottles for safekeeping, or for sharing with other players.
As many of you probably (or at least should) know, there is a "Bottle o' Enchanting" avalaible through creative mode/mods that spawn items. It is used as a splash potion to give you (or target player) experience orbs. This is quite handy, however they are only available in creative mode or through the use of mods that allow cheating. I personally think they should be obtainable in survival mode.
Of course, you wouldn't simply just craft one, or you would have a much easier way of obtaining experience orbs. Instead, perhaps the player can take a regular glass bottle and place it in the enchantment table, just as you would place a tool or a piece of armor to be enchanted. Instead of actually enchanting the bottle, it would give you the option (and only this one single option) to turn it into a "Bottle o' Enchanting". This would subtract the amount of experience the "Bottle o' Enchanting" provides, from your current amount of experience; just putting your experience in a bottle.
I am sure many of you have collected mass amounts of experience in order to receive many epic enchantments, but finally died before being able to enchant your tools/armor/etc. (I know this has happened to me a few times). This can be quite aggravating. In survival single player, you could store your experience in chests, and not lose next to all of your experience upon death. In survival multiplayer, not only would it benefit you in this way, but you could give your experience to your friends, and vice versa. Lets say you had about 44 experience, and you were about to go on a raid on a pvp server. You could really use 6 more experience to get a maximum enchantment, but its daytime and the raid is starting in just a couple of minutes. With this, you can get that 6 experience from one of your friends, get that maximum enchantment, and be completely prepared for the fight.
There is no new item implementation here, so I would imagine it surely couldn't be too difficult to add in. However, the enchantment table would need a new button option to provide the player with a "Bottle o' Enchanting". If this would be too difficult, or not worth the time, an empty glass bottle could be placed in the workbench instead, and provide you with a "Bottle o' Enchanting", as opposed to placing in the enchantment table.
Edit: Book instead of bottle?Perhaps there could be a book that stores xp, instead of just simply converting the experience into "Bottle o' Enchanting". This book could be crafted using a writable (not written) book, and a Bottle o' Enchanting, (Bottles o' Enchanting can be obtained by trading with villagers in 1.3), and maybe another ingredient to make it a bit more difficult to obtain, such as an ender eye.
Credit to this edit idea goes to Epicness1324 for mentioning storing it in a book, and jc3833 for coming up with how the book should be made.
Edit: Pay Extra Xp to store your Xp?There was a problem with the entire idea of implementing this, but I feel that I have successfully come up with a solution. The loss of Xp was of course intended to be an extra penalty for death. Implementing this would be a way to get around that penalty, so instead of actually just avoiding the penalty entirely, I suggest that maybe there be a price to pay for you to store your Xp.
(I am going to use random stats for this example. These may or may not be the actual stats to be used.)
For Example: Lets say that you can store one level of experience at a time. It would of course cost your one level to store it, because you are taking it and putting it somewhere. However, perhaps it should actually cost Xp to be able to store that one level. Lets say it costs 2 levels to store 1 level. So when you store your one level, you lose 3 experience levels from your bar. 1 for the one being stored (technically not losing that one), and 2 for the price of storing it (those 2 are actually being lost because you paid them to be able to store that 1 level). This would make storing experience rewarding, and costly at the same time, thus solving the problem with the Xp death penalty
Jun 27, 2012I like it the way it is now and so on, as ArrogantLobster said. The 1.3 update looks awesome with a villager trading system, and being able to write in books. Things just seem to be getting better in Minecraft. Nothing that I dislike about the game other than a couple things I wish were added. (The lantern update would have ticked me off incredibly bad, but thankfully it wasn't ever implemented) I personally haven't had any trouble surviving for a long time. Did I in the past? Of course, but I believe everyone did because it was their beginning of Minecraft. Learning how to play, and after learning it, mastering it. Everyone dies quite often in that stage. If anything, Minecraft has gotten a bit more difficult with hardcore mode, and the new mob AI. Because of all the new things added, there are more things to do and enjoy. Because Minecraft is a sandbox game, you can choose if you want to do those things or not. That's the beauty of it. :')Posted in: Survival Mode
Feb 4, 2012Yesh, I too like fixing up the paths, and then later adding on to the buildings and making them better. It would be really awesome sawce if the villagers could get the new capabilities like Notch had mentioned long ago. Like being able to trade with them, and maybe a follow command so you can bring them to your village/city. If the towns each had a name, and a chest with awesome goodies in it (but if you steal from it, the villagers in that town will become hostile and try to kill you. Perhaps with diamond swords to do more damage, but the swords would not be dropped upon death.) I really think villages are great, and have a great potential for greater things.Posted in: Discussion
Jan 28, 2012Honestly, if the occurrence of veins of iron/coal were less common, that would kinda suck. Sure, I myself have about 15 or 16 stacks of iron ingot in my fav world, but I am also planning on making a city. If ores were reduced, no one would be able to legitly start and save up enough iron for such a thing (rails, ironblocks, iron tools, etc.). The way it is now doesn't seem to be too much, or too little for me. It is just perfect. But then again, that is just my opinion I suppose.Posted in: Suggestions
Jan 14, 2012Posted in: Minecraft ModsQuote from CJCon
That part made me literally lol. :laugh.gif:
I think a wiki for this stuff is kind of needed.
It's good knowing that atleast 1 other person agrees xD
I mean, with TooManyItems, I can see all the different kinds
of swords you can get but...
-how much damage does each one do?
-how much durability does each one have?
-how do you craft these things??
So many questions!
Unfortunately, I'm not sure whats going on either. I still can't really tell
which NPC's are friendly and which are going to attack me until I get too close.
Yeah. Wiki is a must. I have pretty much figured out which npcs are good, and which are bad, but thats about the extent of what I know xD As for the rest of the mod... wiki plz :3 lol
Jan 12, 2012Posted in: Minecraft ModsQuote from CJCon
First of all, this mod is really cool. =D I can't believe that I had never found this until today.
But another thing I was wondering was, is there any sort of guide for this mod?
I mean, it adds so much but I can't figure out a lot of specifics- and I feel bad spamming this thread with questions.
Like, I've heard that it adds 20 new items to the game.
What are they? How do I craft them?
Also, I saw a Miner that had a in his hand.
So I killed the crap out of him (expecting him to drop the Diamond) but he didn't.
I tested it again by killing a Miner that had but he didn't drop that either.
So I guess the drops don't work that way?
I'm sure some of this has been answered before, but there are 347 pages
and I don't want to search through all of them xD.
That's also why I was asking if there was any sort of guide or wiki page.
... Sorry for the long post :mellow.gif:
I too was hoping there was a wiki page of some sort, as there are not many good youtube videos explaining much about it. I am also wondering if I may be having problems with the mod, or if its supposed to be this way. The Assassins will not help me fight after they join my side (right clicking them with a book). They just follow me around, get in the way, and stand there when I'm attacking or being attacked. Also, when I give them food, they thank me for it, and tell me to take "these seeds to make bread." and then they die immediately after saying that, without giving any seeds. I also cannot craft the alignment checker... Other than that, I believe everything is working, but these are some major problems, as they are key points of the mod. Is it just me, or does everyone have this problem? :sad.gif:
Jan 7, 2012Make an ancient underground city with broken down buildings and a city wall. Cover everything in vines, and use mossy cobble for that extra ancient look. It could have a bunch of different buildings, including a library which could have signs on the bookshelves that tell a story about the city. There could even be a secret hidden in the city that leads to an area full of treasure.Posted in: Survival Mode
As a separate project, you could make a large dock, complete with massive ships, and storage rooms. You could get creative with it, and make each ship different in design (some being pirate ships, small merchant ships, private ships, war ships, etc.)
An even larger project could be to build an Empire. An enormous city, with large towering walls. The city stretches on farther than you care to walk, and has a main castle in the center. Atop this castle could be a large stone such as lapis lazuli (that would look amazing using the Ovo's Rustic lapis block texture) that could be considered the Empire's spiritual power source. Make a floating wizard's tower or palace, with water/lava falls and fanciful architecture. A bank, a smithy, a trade shop, a regular shop, a restaurant, a bar, a mansion or two, a temple, a giant kangaroo, and fields of bamboo, a spleef stadium... I could go on with this forever. The possibilities are endless! :3
Sep 10, 2011C0nf1ict posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]Tbh, I have no idea if this has been said or not, (there's only like almost 700 pages of comments to look through, lol) but I would greatly appreciate it if there were a command that would allow you to set the type of mob a mobspawner will spawn, and the quantity and all that good jazz. I realize there are other mods for it and all, but it would be great if I could just redownload spc and have it all in one thing. Hope this is added, or maybe shown to me if it is already in there. Thnx. :wink.gif:Posted in: Minecraft Mods
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Dec 6, 2010simo_415 posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]Posted in: Minecraft ModsSingle Player Commands (SPC)Version 4.9 for Minecraft 1.6.2
If you're looking for a server, or need to contact me, currently the best place is through this PvP survival server: pvp.darkmines.net.
Download Automated Installation [COMING SOON]
for a video tutorial on how to use the installer
Download Manual Installation [Preferred] - [Alternate]
NEW INSTALL INSTRUCTIONS - CLICK HERE
Item and Block codes
For Minecraft 1.6.2 - Download Here
Big thanks to q3hardcore for many of the new features
/killall and /butcher now work
Compatability with Mod Loader, PlayerAPI and Forge
The current SPC installer is broken, a new one is being worked on which will be out in a few weeks (hopefully)
New installation instructions, below.
Many other things
How to install (Minecraft 1.6.2)
1. Close Minecraft launcher (if open)
2. Navigate to where minecraft is installed (eg: on Windows %appdata%/.minecraft)
3. Go to versions and copy the 1.6.2 directory and name it something else (eg: 1.6.2.mods). Alternatively, if you have done this for another mod already backup the Minecraft JAR.
4. Open the jar file (using an archive utility, such as 7zip) in the mod directory you created (eg: 1.6.2.jar) and copy all of the files into it except for WorldEdit.jar
5. Delete the files in the META-INF directory except for MANIFEST.MF
6. Close the jar file
7. Copy WorldEdit.jar into .minecraft/bin
8. Rename the jar file to the same name as the directory (eg: 1.6.2.mods.jar)
9. Rename the json file to the same name as the directory (eg: 1.6.2.mods.json)
10. Open the json file in a text editor and the line that contains the id (eg: "id": "1.6.2") change it to the same name as the directory (eg: "id": "1.6.2.mods")
11. Save and close the json file.
12. Start up the Minecraft launcher
13. Create a new profile
14. Select the version that you just created (eg: 1.6.2.mods)
15. Select the rest of your settings.
16. Launch the game.
Note: Using a 3rd party launcher such as Magic Launcher may save you a lot of time in managing mods.
Code is open source at: https://github.com/simo415/spc
For more information on commands use /help in game or visit http://youtube.com/user/spcmod
Periodically I will put up a picture and video which I think are good representations as to what Single Player Commands is capable of. If you would like to get your picture or video featured here please send me a link (via PM or post) and if I like them they will get featured.
Note: Videos should focus on SPC and can be any length (preferably at least 30 seconds)
Stuck on a command, confused or just looking for something new? Check out http://www.youtube.com/user/spcmod for a simple demo of most of the commands this mod provides.
To bring up the command "console" type 'T' then type in the command. Below is a brief run through of the command list:
ADMIN: Due to the number of youtube links here, this content has been removed.
For a list of WorldEdit commands please visit the WorldEdit wiki page: http://wiki.sk89q.co...dEdit/Reference
//limit - Set a maximum number of blocks to change at most for all operations. This only affects yourself. Use this to prevent catastrophic accidents. This command will not override the limit in the configuration if it is set.
//brush clipboard - Switch to the clipboard tool.
//brush cylinder [-h] [height] - Switch to the cylinder brush tool.
//brush smooth [iterations] - Smooth the region.
//brush sphere [-h] - Switch to the sphere brush tool.
//mask - Clear the mask
//mask - Set a mask
//mat - Change the material used by your current brush.
//size - Change the size of the current brushes
//chunkinfo - Get the filename of the chunk that you are in.
//delchunks - Generate a shell script to delete chunks.
//listchunks - Print a list of used chunks.
//clearclipboard - Clear your clipboard.
//copy - Copies the currently selected region. Be aware that it stores your position relative to the selection when copying.
//cut - Cuts the currently selected region.
//flip [dir] - Flip the clipboard.
//load - Load .schematic into clipboard.
//paste [-ao] - Pastes the clipboard.
//rotate - Rotate the clipboard.
//save - Save clipboard to .schematic.
//search - Search for an item by its name.
//worldedit reload - Reloads WorldEdit's configuration.
//worldedit tz - Set your timezone. This is temporary.
//worldedit version - Gets WorldEdit's version.
//cyl [height] - Create a vertical cylinder.
//forestgen [type] [density] - Make a forest.
//hcyl [height] - Create a vertical hollow cylinder.
//hsphere [raised?] - Create a hollow sphere.
//pumpkins - Make a pumpkin forest
//sphere [raised?] - Create a sphere.
//ascend - Go up one level.
//ceil [clearance] - Get to the ceiling.
//descend – Go down one level.
//jumpto - Jump to the block that you are looking at.
//thru - Go through the wall that you are looking at.
//unstuck - Go up to the first free spot.
//up [distance] - Go up some distance.
//clearhistory - Clear your history.
//redo [number of steps] - Redo your last (undo) action. This command replays back history and does not repeat the command.
//undo [number of steps (default – last)] - Undo your last action.
//move [count] [direction] [leave-id] - Move the selection's contents. A block can be specified to fill in the left over area.
//overlay - Place a block on top of blocks inside the region.
//outline - Build walls, floor, and ceiling.
//regen - Regenerate the selection region.
//replace - Replace all non-air blocks blocks inside the region.
//replace - Replace all blocks of the specified block(s) with another block inside the region.
//set - Set all blocks inside the selection region to a specified block.
//smooth [iterations] - Smooth the selection's heightmap.
//stack [count] [direction] - Stacks the selection.
//walls - Build the walls of the region (not including ceiling and floor).
Dec 1, 2011Posted in: Minecraft Mods
Join my discord for the latest information: https://discord.gg/9xZuaA4
If you dont want to loose items or blocks in 1.7, make sure to open your worlds with the latest 1.6.4 atleast once.
Want to show your support? Buy me a drink
Latest update video
Always backup your world before updating.
Read the Todo List before making suggestions
- Requires Forge, download here
German download: here
External Dialog Editor
- 1.7.10b and lower: download (last updated 19-jun-2014)
- 1.7.10c and higher: download (last updated 24-aug-2015)
- source code
This mod adds a set of tools to create npcs with different roles/jobs and other functions. It gives Creative Players a way to liven up their world with fully Customizable NPCs.
- Starting info
- Installation Guide
- Content Packs
- Frequently Asked Questions
- Todo and current plans
- Dialog Setup
- Factions Setup
- Fan Made Machinima
- Adventure Maps
- Bug/Issue Tracker
Main developer: Noppes Co developer:
- Licensed under the Creative Commons BY-NC
- If you want to use it for a modpack, include a link to this thread
- If you want to use this mod for an adventure map go ahead. No need to ask for permission
- People who do youtube videos on this mod, feel free to post them here
If you are using mcpc+ there are multiple permissions you can usepermissions:
customnpcs.npc.gui customnpcs.npc.create customnpcs.npc.edit customnpcs.npc.delete customnpcs.npc.reset customnpcs.npc.freeze customnpcs.npc.ai customnpcs.npc.stats customnpcs.npc.display customnpcs.npc.inventory customnpcs.npc.advanced customnpcs.spawner.mob customnpcs.spawner.create customnpcs.global.playerdata customnpcs.global.bank customnpcs.global.dialog customnpcs.global.transport customnpcs.global.faction customnpcs.global.quest customnpcs.global.recipe customnpcs.global.naturalspawn customnpcs.mounter customnpcs.pather customnpcs.villager
by default players will have none of these permissions unless they are opped
Tutorial/Show Off by SCMowns
Without these guys this mod wouldnt have been possible, they are awesome. Thanks for all your support.
- For skins:xSparky, willxo, DrakonsLTU, arugaicastle, Kasumi10102, meecube, DiggyDiggyHole1223, Jimorrison, MrTylon, DrakonsLTU, GingerNinjaSam, C0NV3X, fatacemcafee, MineWarCrafter, Eliwood407, NethanielShade, Tcc, MineWarCrafter, rhaidenp, Zach8460, araelb123, Gurinderm101, gui_maldito, Fox0427
- For items: Torzel, C0NV3X, Eliwood407, Scorpinax, llama66613, meecube, lazeckvar, werff, DiggyDiggyHole, Moety5, adscomics, tobbiusness
- For blocks: Redmann, tobbiusness, MineWarCrafter, owned645
- Making/Imporving models: Verdana, CarbonLord, DjGyarados, Jimorrison, Solidfire
- For banners: KingMiner, Bosch, Darkcrafter31, MrTylon, aditya25
- For extensive testing and being awesome on the forums: Darkcrafter31, MrTylon, Mr. Rinkachi, Kasumi10102, Archadeas, belldyl, Collserra, Taj, willxo, CarbonLord, C0NV3X, Eliwood407, Mikieee, tobbiusness, Charanor
- For translations: CZ:fritol33, DE:Waringham, Datixum, PL:Patrykgazing, RU:Overbolt, BR:Teraxo, ID:aditya25, KR:Cuz, FR:DjefNukem, AR:matias491, CN:miguo
- Special Thanks to: Verdana for letting me use the pony model, KodaichiZero for letting me use his grooving animation, TheKyleb for letting me use his music.
<a href="http://www.minecraftforum.net/topic/833003-"><img src='http://i.imgur.com/m6yxj.png' /></a>
<a href="http://www.minecraftforum.net/topic/833003-"><img src='http://i.imgur.com/MZMYs.png' /></a>
<a href="http://www.minecraftforum.net/topic/833003-"><img src='http://img560.imageshack.us/img560/7007/customnpcbanner3.png' /></a>
<a href="http://www.minecraftforum.net/topic/833003-"><img src='http://i.imgur.com/42bg6.gif' /></a>
Jul 22, 2011This thread is discontinued.Posted in: Minecraft Mods
For Mincraft 1.1 and later, go to this thread.
I have given Infiniti324 permission to post a topic for the 1.1 version of this mod on Planet Minecraft.
If you want to check out my new mod, go here.
Small enough to hold in your hand, strong enough to rule the land!
Clay Soldier Mod V4 by KodaichiZero
Special thanks to VikomMedia for helping me a lot with preparing for the release of 3.5 and 3.6, mDiyo and SmallDeadGuy for helping me test V4
- Version 1 Stuff
- Version 2 Stuff
- Version 3 Stuff
- Version 3.5 Stuff
- Version 3.6 Stuff
- Version 4 Stuff
- Other Info
An awesome trailer by cherchell58!
A very lengthy showcase/demonstration video by ShaftHandlers!
An installation video for CSM and TMI, by Dannybtwproductions.
An installation video for MAC OSX by kristo123321.
Hall of fame:
A great showcase video for version 3.5 by MutantNoodles :smile.gif:
Fantastic spotlight video for V2 by Captain Sparklez!
This guy actually manages to pronounce my name properly!
Awesome mod trailer by ThePhail!
Cool spotlight video by Jamie1051!
Nice video by SilentSwords.
~ Version 1 Features ~
So you're probably wondering to yourself "A mod involving clay? No Way! I need all the grey goop I can get for my brick castle!" Well put those tried, burnt hands to rest for a second and think about this: What if you could create your own miniature army out of clay and stage the most epic battles imaginable in a space small enough to be your backyard? Now before you accuse me of being a madman, take a look at this mod. Read ahead through the pages, and you'll see just what kind of violent mayhem you can cause with just a few simple materials plucked right from the ground.
- - - - -
Here's how it works: A clay soldier is an item you can hold in your hand. It is crafted using a clay block (for substance) and soulsand (for sustaining intelligent life). Specifically, one block of clay and one block of soulsand can be used to create four soldiers. Once you have a nice little pile in your hands (up to 16), right-click to place them all at once. They will quickly spread out and begin to roam the landscape. They walk slow and don't jump very high, but they have enough arm strength to climb up a single block. Unfortunately, since they lack a decent skeletal support structure (or even skin, for that matter), their delicate figures can be horribly mutilated by even the weakest of blows. A player can cripple a clay soldier in just a single punch. So naturally, they aren't hostile towards anything bigger than themselves. So, what in the world are they qualified to fight against? ...Other clay soldiers, of course!
Clay soldiers have a team-based mentality. They respect similar colors of their race, and treat their identical equals as brothers. But when colors other than grey come into play, things start to get a little bit more exciting! You can use red dye, blue dye, green dye, yellow dye, orange dye or purple dye to change the color of your soldiers, and then set them loose to start a fight! Grey soldiers are peaceful unless attacked, but all other colors will rush in for the kill without mercy! Their natural hatred towards members of a different spectrum allows for a lot of exciting events to take place in your Minecraft world. Build giant battlefields, arm your fortresses to the teeth, and let your soldiers transform the earth into a sea of crumbled clay!
...But then again, it's just a bunch of identical clay men, right? And there's nothing interesting about that, is there? If only there were some way to make things more interesting... OH WAIT, there is!
Of course it's not just clay! there's MUCH more you can do with your miniature armies! Choose from a variety of equipment, arm your men to the teeth, and have a showdown to see which type of assistance is more beneficial to survival! All you need to do is press q to drop an item on the ground for them. You can even drop a large pile, and the clay men will split it amongst themselves.
Since clay soldiers are so small, most conventional weapons such as swords and bows become unwieldy. So the most obvious thing to do is to start from the basics. A simple stick can easily be held by a clay soldier, and is their fundamental source of offensive power. It will randomly increase their attack by half a heart, or a full heart for 15 uses before it breaks.
Another thing to worry about is protection. Because they're so small, how could any kind of armor fit onto them? Well, it turns out that just one piece of leather can be easily folded into a handy chestplate, reducing every blow from a fellow soldier by 50% for 15 hits in total. Simple and classy.
As for the issue of health recovery, clay soldiers have the intrinsic ability to digest and break apart the atoms within carbon-based food products to produce raw element compunds that can repair their weakened molecular bonds. In short, they can eat food to gain health. Since one piece of food is too much for them, they will divide it into four meals and eat them correspondingly when their health gets low. Combining all four meals, any food item is enough to recover their entire health bar. This will work for any item of food (and for mushroom stew, they'll even eat the bowl). The only exception is cake - it's way too large for a clay soldier to carry all at once, so they won't accept it.
Moving onto more interesting things, clay soldiers seem to have the ability to recognize a monarch among their ranks. Gold is a symbol of power, so using their incredible metalsmithing skills they will craft a gold ingot into a crown and wear it. Each team will only have one king, unless the kings are so far away from each other that they can be considered as rulers of different regions. When one clay man becomes a king, the rest of the nearby team members will follow it diligently and stay very close. Some may wander due to the fact they technically have no eyes and cannot see their leader, but for the most part, they become a very tightly-knit society.
Everyone knows that anything can be made at least 5 times cooler if it glows in the dark. With lightstone dust, you can turn your soldiers into living glowsticks, and any night time battlefield into a raving disco dance floor! Keep track of your troops by using lightstone dust at night. Best of all, it lasts forever, just like our current torches :smile.gif:
As if a gigantic clay war wasn't awesome enough, now you can add explosions into the mix! A clay man will instinctively incorporate sulfur into their basic body composition to make themselves appear "creepier" to their opponents. But those black specks aren't just for show! When a besulfured clay soldier meets his demise, a small explosion will bring his enemies along for the ride. It will also destroy three or four adjacent dirt blocks, but it's nothing to worry about.
For what they lack in cake-consuming ability, they make up for in their ability to eat sugar. Just one lump of it will send any soldier into a frenzied craze for a whole minute, making them more agile and greatly increasing their walking speed. They tend to be responsible though, and they won't eat another lump of sugar before the effect wears off.
In times of great despair, teammates fall and great armies die, leaving the tired souls of each individual fighter with nothing to do but rest for eternity. That's only the case for humans, though! Clay soldiers only become incapacitated when their bodies are too mangled to even bend a single joint. With a simple lump of clay, any soldier can patch up a fallen comrade's wounds and send him right back to the battlefield, effectively causing a full revival. One clay lump is enough to revive four fallen soldiers. Just don't expect any ressurecting to take place in the middle of a fierce battle.
Well, that information was all fine and dandy. But something just doesn't seem right... don't some soldiers ride mounts onto the battlefield so that they can really get the drop onto opponents? I mean, no army can truly be threatening unless it has the ability to harness the raw power and energy of one of nature's finest beasts. And well... oh, never mind. This mod does have mounts after all.
Indeed it is true, any clay soldier can be given the ultimate gift in times of war: something to sit on. Using dirt and soulsand, you can craft a few horses for your personal armies to use and enjoy. Horses have no team alleigance, so any soldier can use any horse. While a soldier rides a horse, he will experience greatly increased speed. Also, 50% of all incoming attacks directed at the soldier will instead affect the horse. The horse has 50% more health than the soldier, so in most cases, the horse will be taken as a prize for winning the fight.
When a clay soldier dies, his body will always be dropped on the ground in the form of a doll, so you can ressurect him again immediately if you just pick him up. You'll never lose a single soldier (unless you've given him gunpowder and he explodes), so you can keep the battles going for as long as you want! Make videos, post pictures, tell your friends, and heck, go outside and make some real clay soldiers or something. Just don't forget to download the mod, because you'll be missing out on one of the best things that ever got dug out of the sand!
~ Version 2 Additions and Changes ~
For those looking to make even tougher soldiers, look no further than your nearest arts and crafts store. With simple materials like flint and cloth, your soldiers can enhance the equipment they already have! If a soldier has a stick and there is a piece of flint nearby, he'll use the flint to sharpen his stick for additional attack power! And if there is a block of wool nearby, an armored soldier can grab a handful and make some padding to lessen damage even further. The flint and cloth won't be consumed in the process, so they can be used infinitely! Remember, a cozier soldier with a sharper stick is a happier soldier.
As if sharper sticks wasn't enough, now there's an even better way to fight dirty! Redstone dust is good for mainly two things - nerding out your Minecraft world, and making people's eyes sting worse than a snail in a salt factory. If you give your soldiers a handful of redstone dust, they'll throw it in their opponents eyes to temporarily blind them. And while blind, a soldier is completely defenseless and unable to attack! It works for up to 2 uses, but if I were you, I'd bring a pair of goggles just in case any dust gets thrown astray.
For those stubborn opponents who seem to walk around everywhere when all you want them to do is stand still, there's slime. If you give your soldiers a slime ball, they'll make like Dr. Scholls and apply that green goo directly to the feet of their opponents. One slime ball is enough for two counts of adhesive. While a soldier's feet are stuck, they cannot move an inch. They can't be pushed or knocked back, and will only get free after about five seconds - or if the block underneath them is destroyed. Until then, they're just sitting ducks, so you might as well get out the bread crumbs.
You'll discover as you experiment with the clay soldiers that it's unfortunately very easy to get carried away. If you spawn too many of the soldiers, they have a propensity to find their way out of their battle arenas and into just about every nook and cranny in your world. When worse turns to worst, there's the Clay Disruptor. A handy little device made of 2/3 clay, 1/6 redstone and 1/6 stick, it's incredibly powerful when in the right hands. Pressing the shiny red button on the front causes the device to emit incredibly powerful radioactive waves that are capable of instantly killing nearby clay soldiers and causing cancer in small butterflies. Every time you use it, all soldiers in a 16 block radius are as good as toast. It lasts for 16 uses before it implodes upon itself and ceases to exist in our universe. And for some mysterious reason, it seems to work on dirt horses too. So if you're looking to cause some clay genocide, this is the right tool for the job.
~ Version 3 Additions and Changes ~
So you've got a military force armed to the teeth with everything you can possibly give them. One problem: they are still made of clay, so when you talk about their guts... well, they don't really have a whole lot to talk about. That's where iron ingots come in handy. When you give a soldier an iron ingot, they will use it to craft themself a skeletal core, making them stronger and heavier. And as a result of this, the knockback of their strikes will be greatly increased! In turn, they will also fly back a much shorter distance when struck by someone else. Two ironed-up soldiers will cancel out each other, however. The downside to this powerup is that the poor old dirt horses can only handle so much weight, so a soldier with an iron core will not be able to ride one.
ARRGGH! WHY NOT BOWS! I WANTED BOOOOWWWSSSS!!!!
Woah, settle down there Mister Piggy. Let me explain. Clay soldiers can use a gravel block to create a supply of throwable rocks. One gravel block is enough for 15 shots. The clay soldiers will hold these rocks in their left hands, and throw the rocks when their enemies are within range. They will back off and try to play defensively, but if an enemy gets too close then they will resort to physical attacks. Also, do you remember those attack-enhancing powerups, like the slime and the redstone dust? Well those powers still apply to the rocks. With the right combination of powers, even just a few rock-throwing soldiers can be an unstoppable force.
Here's a little something I cooked up special for all of you. I'd like to thank a special fellow named "Popular Demand" for making this possible. Here's the thing: a ton of you seem to think this mod is about building a clay civilization with lots of pretty houses rather than fighting. You're incorrect of course, but I decided to do something for you anyway. And this is what you get: A clay soldier is now able to pick up STACKS OF AT LEAST 5 LOGS. Hear that? Not one log, and not two logs. A stack of at least five logs or greater and up to a maximum of 20 logs. What do they do with said logs? They build houses, of course! There are three different random kinds of houses they can build. 5 logs builds a small abode, 10 logs creates a lavish livingspace, and a full 20 logs will fabricate a fabulous fortress (with a bonus chest of sticks inside!). To build these houses however, they will need a good deal of space and no other clay dudes around. Unfortunately, a clay soldier who is holding logs will basically forfeit their ability to fight, climb walls and even ride horses. But if they are attacked, they will drop their logs and defend themselves.
Another largely demanded feature was a better way to manage clay soldier equipment. Well, here it is. A clay soldier near a chest may look inside of it and see if there is any equipment they need. It may take a little while for them to notice a chest, but they will see it eventually. They'll take what they need instantly and leave the rest for everyone else. And if a soldier has clay, they can even bring teammates to life if their bodies are stored within a chest.
And yet another largely demanded feature was the ability to control soldiers. Well, this is pretty much the best I can do! Use a fishing rod to guide a group of soldiers to a central location. I won't get into it, but adding the ability to control a soldier is both VERY difficult to do and causes LOTS of problems, mainly incompatibility with other mods. So, I had to compromise. As an alternate to this, you can also use a dye that is the same color as their team and they'll swarm around it.
Last but not least, it's everyone's favorite dimension-warping handheld tool again! This time, its power has been increased significantly. Not only can it instantly kill all clay-based lifeforms in the near area, but it can also instantly destroy all clay blocks in a 12-meter radius! This opens up a ton of possibilities for fun clay-based projects. Just make sure not to build a stadium out of clay blocks - you'll most likely regret it.
~ Version 3.5 Additions and Changes ~
As promised, this update brings you four new colors of soldiers! There's nothing too special about pink and brown soldiers. In fact, they fight exactly the same way as all the other colors. But if you really want to go through the trouble of getting cocoa beans just to have an additional color, then you have my sympathy! And of course, I didn't stop there. The other two new colors have some very special properties that could quite possibly change they way you think about clay wars...
That's right! White soldiers are completely peaceful. So if a band of ruffians shows up at their doorstep, they'll have no choice but to sit back and take the hurt! They spawn with slightly lower HP (15) than normal, and they won't pick up offensive items. What use are they then? Well, you could have a race to see which team can kill clay soldiers the fastest! And being peaceful makes them the only team which doesn't attack hostile mobs. Now, as for the other team...
Brawler is really the only suitable word for these furious fighters. Black brawlers are so full of rage and fighting spirit, that they will even fight each other! They will also avoid picking up team-based items, such as golden crowns and revival clay. And since they spawn with higher HP (30), there's no telling which one will be the last one standing! And as if that wasn't enough, the boundaries of war have been expanded even further with new items...
What's lighter than a feather? Not a clay soldier! But even so, troops can take advantage of a feather's marvelous air-resisting properties to parachute down from great heights. Once a clay soldier detects that it is falling from a high location and is at the risk of receiving fall damage, it will automatically deploy its carefully-hidden feather and glide down safely. But be careful! Any soldier which has a mount, a heavy iron core, or is carrying logs will not be able to use their feather.
It's the answer to two problems in one simple item! soldiers can't see far enough? Get goggles! Soldiers aren't cool enough? Get goggles!! This convenient piece of headgear extends a clay soldiers's sight range by 5 blocks and also functions as a stylish set of imitation eyes. And to make things even better, all you need is one glass block to make a set of goggles for your whole army! Just make sure to drop it on the ground with q.
Here's a feature that everyone's been waiting for. Well, most people. At least half the people in my forum inbox. Anyway, it's the new Snow Pegasus Mount! A soldier will treat a pegasus mount just like a regular dirt horse, except this one will hover above the ground as its rider traverses the landscape! The snow pegasus can also survive more hits than a regular dirt horse, but at the same time, is just a little bit slower. This new mount is craftable using snow blocks, soulsand and a feather. For more info on crafting, see the summary section.
Unless there's something terribly wrong with you, you probably don't like seeing horse and pegasus carcasses littering the battlefield during an all-out clay war. For those who do have compassion for our miniature equine friends, a new feature has been added! Clay soldiers now have the ability to revive horses, just the same as they would normally revive their friends. And they still use the same material to do so, which is clay lumps. It's hard to tell why that would actually work, but I'm not asking questions.
We're getting closer and closer to the end of our V3 features, so don't give up yet! This handly little addition enables any clay soldier to access a chest within a minecart! It even works as a unit shipment vehichle - load it up with clay dolls and clay lumps, then send it down the road! One cart could change the tide of any battle - and you decide who gets it!
And now, the secret feature! It is a secret so secret that not even the best secret-keepers know about it! It's so great, it's reason to celebrate! It's the ClayCam!
This incredible new feature allows you to view the action close-up! Just right-click a soldier and see the action from over his shoulders! Pressing shift will disable the ClayCam. The smooth and quick camera movement allows you to see the detail of a war like you've never seen it before - until the unit dies, of course!
~ Version 3.6 Additions and Changes ~
Despite the amount of clothes that clay soldiers are able to procure, there has never been a simple material for them to make a cape with. Well, now there finally is. Using a diamond, a clay soldier will not only craft himself a very flashy blue cape, but his abilities as a fighter will increase massively as a result! His health will be multiplies by twenty (20), his weapons and armor will last much longer, he will be able to use food and weapon add-ons for longer, and he will even have a permanent speed-boost effect! Just one super soldier can take down an entire army of foes! But exactly how long will one super soldier last? It's your job to find out!
And just when you thought the mod couldn't get any more intense... There's ZOMBIES! ...or VAMPIRES! ...or ALIENS! In fact, I don't really know what they are, but they're corrupted and evil! When a clay soldier grabs ahold of an enderman pearl, it gets infected with corruption. And suddenly, nothing else matters except spreading it. When a corrupted soldier attacks and kills another innocent soldier, it doesn't die... It gets all of its health back, becomes evil, and joins the corrupted horde! It doesn't matter what team he's on. A non-corrupted soldier is an enemy. And by the time you realize their piercing cries of agony, they'll already be gone. And they'll start coming... for YOU!!!
...And no matter what happens, don't let a super soldier get corrupted... or else you will have quite a problem on your hands.
Other Things that were Fixed:
- - the claycam now works with everything and is compatible with ALL mods.
- soldiers now respond quicker to chests in the nearby area.
~ Version 4 Bugfixes ~
- - the old stairs bug is now fixed.
- behaviour regarding picking up items during battle is slightly improved.
- the glowing is now working again.
- mod will be going open source shortly.
- - - - -
~ Summary of all Crafting Recipes ~
Pink, Brown, Black and White colors are created the same way.
~ Planned Features for Future Updates ~
* Will be going open source soon.
This mod will work with any other mod (even The Aether, I know because I'm a developer). You do however need ModLoader to run this mod.
You must first install Risugami's Mod Loader before this mod will work. Please do not attempt to install old versions of the mod loader into the 1.0.0 client.
If you are using a Mac computer, search for a special Mac installation tutorial if you have problems installing the mod. "Minecrafter" or something like that might work.
Once you've successfully install the three requirements above, simply drag all the files included in the zip into the jar. Remember to leave the image files in the clayman folder, and drag the folder itself into the jar.
Support The Mod:
Here's a custom signature banner that you can use if you don't already have one.
Risugami's ModLoader - Required to run the mod.
- Adf.ly Links -
CSM V4 - for 1.0.0
Optional Pack - Don't install this unless you are using Risugami's Spawner GUI.
- Adcraft.co Links -
CSM V4 - for 1.0.0
Optional Pack - Don't install this unless you are using Risugami's Spawner GUI.
- Old Versions -
CSM V3.6 - for beta 1.8.1
Donate: ...only if you want to! Added by request.
Also, This mod seems to have been featured on some site I'm not familiar with. I saw a cool Kenshiro mod on there. They asked me to post this image here, so here you go:
Despite the overwhelming amount of demand for the ability to control clay soldiers, I will not be adding this feature. The requirements for such a thing to be possible involve massive amounts of edits to the original game files, a lot of custom code from scratch and more time than I have available. It would take a miracle for the mod to actually be compatible with anything else as a result. Therefore I shall not be making this feature and instead will focus my efforts on SMP and other creative additions.
Jun 14, 2011Posted in: Minecraft Mods
MAtmos is a sound atmosphere generator for Minecraft. Whenever you play on any multiplayer server or in singleplayer, it looks at your surroundings and generates natural noises as a soundscape, such as birds chirpling in the forest, rumbling noises near a lava lake or wind gusts on a hilltop. This fills out the perpetual silence of Minecraft.
All information and download information has been moved here:
This mod is no longer officially updated, but there are unofficial builds available linked at the top of the Downloads section.
Hurricaaane/MC-Commons on GitHub
Hurricaaane/MAtmos on GitHub
All mods are under WTFPLv2 unless noted otherwise. Redistribute/Modify at will.
No need to ask permission for use of my mod in mod packs, I won't reply, the answer is yes you are allowed to, and I don't care where you use it
Jul 17, 2011Mirror (Minecraft 1.6.2)Posted in: Minecraft Mods
Rei's Minimap v3.4_01
[Server] Login Message v0.5
[ForgeServer] LoginMessage v0.5
[Clinent] LoginMessage v0.5
ModLoader SMP Enabler
I made a new mini-map.
Some say the authors.
Quote from ReiFNSK »Please do not modifications to forcibly enable Entities radar with SMP.
Please do not modifications to forcibly enable Cave mapping with SMP.
It is allowed to include this mini-map in your mod pack basically.
Please make a link to this topic and display the name of the ReiFNSK however.
There are no plans for publishing the source file.
- Fast processing
- Beautiful map rendering:
- Expression of semitransparent blocks
- Bump-map expression of height
- Expression of dynamically changing lighting
- Automatically generate the block colors from your texturepack
- Biome color
- Entities radar
- Cave mapping
- Waypoints (Can not teleport)
- Ingame keyconfig
- ZanMinimap frame appearance
- Indication of slime spawning chunks (Does not work in multiplayer after minecraft 1.2)
Rei's Minimap v3.4_01 [1.6.2] [1.6.1]
Rei's Minimap v3.3_06 [1.5.2]
Rei's Minimap v3.3_04 [1.5.1] [1.5]
Rei's Minimap v3.2_06 [1.4.7] [1.4.6]
Rei's Minimap v3.2_05 [1.4.6] [1.4.5] [1.4.4] [1.4.2] [1.3.2] [1.3.1] [1.2.5]
Rei's Minimap v3.0_06 [1.2.4] [1.2.3]
Rei's Minimap v3.0_02 [1.1] [1.0.0]
Rei's Minimap v3.4_01 [1.6.2] [1.6.1]
Rei's Minimap v3.3_06 [1.5.2]
Rei's Minimap v3.3_04 [1.5.1] [1.5]
Rei's Minimap v3.2_06 [1.4.7] [1.4.6]
Rei's Minimap v3.2_05 [1.4.6] [1.4.5] [1.4.4] [1.4.2] [1.3.2] [1.3.1] [1.2.5]
Rei's Minimap v3.0_06 [1.2.4] [1.2.3]
Rei's Minimap v3.0_02 [1.1] [1.0.0]
How to Enable Cave mapping / Entities radar on SMP
Cave mapping and entities radar of the SMP is disabled by default.
When the server owner (using bukkitplugin/other) sets the key word to motd(login message), they become effective.
Please set the keyword to motd referring to the following.
&1: cave mapping
&2: entities radar (player)
&3: entities radar (animal)
&4: entities radar (mob)
&5: entities radar (slime)
&6: entities radar (squid)
&7: entities radar (other living)
Cavemap and EntitiesRadar(player,animal,slime) enable.
("&" marks color codes. If your server uses a wrapper with different codes then use this for reference).
for CommandBook(bukkit plugin)
`B: cave mapping
`G: entities radar (player)
`C: entities radar (animal)
`R: entities radar (mob)
`P: entities radar (slime)
`Y: entities radar (squid)
`2: entities radar (other living)
Cavemap and EntitiesRadar(player,animal,slime) enable.
It is not possible to use it with the vanilla server that cannot set motd.
I made it for official server. / Forge server / Client(LAN Server)
for Vanilla Server [1.6.2] [1.6.1] [1.5.2/direct] [1.5.1/direct] [1.5/direct] [1.4.7/direct] [1.4.6/direct] [1.4.5/direct] [1.4.4/direct] [1.4.2/direct] [1.3.2/direct]
for Forge Server [1.6.1 or later] [1.5 or later] [1.5.1/direct] [1.5/direct] [1.4.6/direct] [1.4.5/direct] [1.4.4/direct] [1.4.2/direct] [1.3.2/direct]
for Client (LAN Server) [1.6.2] [1.6.1] [1.5.2/direct] [1.5.1/direct] [1.5/direct] [1.4.7/direct] [1.4.6/direct] [1.4.5/direct] [1.4.4/direct] [1.4.2/direct] [1.3.2/direct]
LoginMessage Minecraft 1.3.1 or earlier
for Minecraft Server 1.3.1 (adfly) (goo.gl/direct)
for Minecraft Client 1.3.1 (adfly) (goo.gl/direct)
for Minecraft Server 1.2.5 (adfly) (goo.gl/direct)
for Minecraft Forge Server 1.2.5 (adfly) (goo.gl/direct) (Forge / Forge+MLMP)
for ModLoaderMp Server 1.2.5 (adfly) (goo.gl/direct) (MLMP)
for Minecraft Server 1.2.4 (adfly) (goo.gl/direct)
for Minecraft Server 1.2.3 (adfly) (goo.gl/direct)
for ModLoaderMp Server 1.2.3v2 (adfly) (goo.gl/direct)
for Minecraft Server 1.1
for ModLoaderMp Server 1.1
for Minecraft Server 1.0.1
for ModLoaderMp Server 1.0.1
for Minecraft Server 1.0.0
for Minecraft Server Beta 1.8.1
for ModLoaderMp Server 1.8.1
for Minecraft Server RC2
v3.4_01 [08-Jul 2013]
-Fixed: not visible PlayerEntity of entity radar
-Support: Minecraft 1.6.2
v3.4 [04-Jul 2013]
-Support: Minecraft 1.6.1
v3.3_06 [10-May 2013]
-Fixed: Lighting bug fixes
v3.3_05 [03-May 2013]
-Fixed: Minor bug fixes
-Support: Minecraft 1.5.2
v3.3_04 [20-March 2013]
-Fixed: Exception occurs in the twilight forest
v3.3_03 [19-March 2013]
-Fixed: Defect of character display of waypoints
v3.3_02 [16-March 2013]
-Fixed: Error when generating the color of the texture
v3.3_01 [16-March 2013]
-Fixed: Display the coordinates of round map
v3.3 [14-March 2013]
-Support: Minecraft 1.5
v3.2_06 [22-December 2012]
-Fixed: Updates to the map when you're riding a boat or cart, etc.
v3.2_05 [01-August 2012]
-Fixed: Color of the leaf of "The Twilight Forest"
-Fixed: Enemy of InvasionMod became purple color (EntityRadar)
-Support: Minecraft 1.3.1
-Support: Minecraft 1.3.2 (17-August 2012)
-Support: Minecraft 1.4.2 (25-October 2012)
v3.2_04 [23-June 2012]
-Added: configuration of the "Preloaded Chunks" (This setting was always enabled in v3.2 ~ v3.2_03)
If enabled, you might get a bug
v3.2_03 [21-June 2012]
v3.2_02 [21-June 2012]
-Fixed: NullPointerException in "Set Waypoint" (Default:C-Key)
v3.2_01 [20-June 2012]
-Fixed: Waypoint and Deathpoint
-Fixed: Spam message when using the Forge
-Changed: Remove the delay to the start of the minimap.
v3.2 [17-June 2012]
-Added: Smooth color of the grass/leaf/water of the biome border
-Fixed: Marker is hidden when using RenderDistance of OptiFine
v3.1 [24-May 2012]
-Changed: Scrolling and rotation of a minimap were smoothed.
-Changed: The motion of an entity radar was smoothed.
-Fixed: An error when "sneak" is assigned to a mouse.
v3.0_06 [19-April 2012]
-Changed: InvasionMod's Enemy type are changed from "OtherLiving" to "Monster".
-Fixed: NullPointerException has occured on EntityRadar if InvasionMod is not installed.
v3.0_05 [19-April 2012]
-Added: Darken the dead entity (EntityRadar)
-Change: Enemy of InvasionMod became purple color (EntityRadar)
-Fixed: PlasmaCraft liquid did not appear.
v3.0_04 [08-April 2012]
-Support: Minecraft 1.2.5
v3.0_04 [25-March 2012]
-Support: Minecraft 1.2.4
v3.0_03 [05-March 2012]
-Fixed?: Error: -8 and Error: 16 (Minecraft 1.2.3)
v3.0_02 [04-March 2012]
-Support: ModLoader for Minecraft 1.2.3
v3.0_02 [03-March 2012]
-Fixed: Overhead pressure plate, the reaction under certain conditions
-Support: Minecraft 1.2.3
v3.0_01 [14-January 2012]
-Support: ModLoader for Minecraft 1.1
v3.0_01 [13-January 2012]
-Fixed: display a marker of long-distance
-Support: Minecraft 1.1
v3.0 [07-January 2012]
-Added: Ability to display the waypoint on the game screen
-Fixed: Changing how to convert lowercase to uppercase
v2.9_02 [05-January 2012]
-Fixed: Specify the charset encoding when saving the configuration and waypoints
v2.9_01 [01-January 2012]
-Fixed: Biome names were listed on large map
-Fixed: Show dimension names
v2.9 [12-December 2011]
-Added: Map scale setting
-Changed: Deletion method of waypoint
v2.8_04 [29-November 2011]
-Fixed: Cavemapping when using HeightMod
v2.8_03 [28-November 2011]
-Fixed: Spelling correction
v2.8_02 [26-November 2011]
v2.8_01 [24-November 2011]
-Added: Entities radar dimmed low position
v2.8 [19-November 2011]
-Added: Largemap zoom-in/zoom-out
-Added: Entity radar (lightning bolt)
-Change: Largemap label
-Support: Minecraft 1.0.0!!
-Support: ModLoader for Minecraft 1.0.0 (21-November 2011)
v2.7_04 [14-November 2011]
-Support: Minecraft RC2
v2.7_03 [12-November 2011]
-Fixed: Mob(monster) that had been displayed EntityLiving. (1.9pre6)
-Fixed: Could not be switched EntityLiving.
v2.7_02 [12-November 2011]
-Support: Minecraft Beta 1.9 Prerelease 6
v2.7_01 [10-November 2011]
-Added: Update check
-Fixed: Color of water and the lava
-Fixed: Behavior of RenderType on SMP
v2.7 [09-November 2011]
-Added: ZanMinimap texture
-Added: 4 levels of opacity maps (25%/50%/75%/100%) was.
-Added: Set the opacity of individual large map and common map.
-Added: Grid view of the chunk
-Change: Toggle Waypoints operation(Toggle Waypoints Dimension/Toggle Waypoints Visible)
-Change: Key configuration screen
-Change: Do not show the direction in which a square map.
-Fixed?: error when generating a color from the texture blocks.
-Readded: Entities radar
-Readded: Cave mapping
v2.6_01 [28-October 2011]
-Fixed: Spelling correction
v2.6 [21-October 2011]
-Added?: Height MOD support? (Beta 1.9 Prerelease 4)
-Added: Temperature/humidity is expressed as a color
-Added: Displayed biome name in large map
v2.5 [14-October 2011]
Height MOD support? (Beta 1.9 Prerelease 4)
-Changed: The current coordinates will be set if the coordinates of a waypoint are emptied.
-Fixed: Leaves of the rubber of RedPower 2 was gray
-Removed: Orange coloration of the direction of the sunrise
-Removed: Setting the direction of the sunrise (Beta 1.9 Prerelease 4)
v2.4 [12-October 2011]
-Added: View another dimension waypoints
-Fixed: Leaves of the rubber of IndustrialCraft2 was gray
v2.3_01 [12-October 2011]
-Fixed: Disabled threading was not able to update the biome.
v2.3 [07-October 2011]
-Added: Sunrise direction setting.
-Added: Minecraft Forge Support. (block color generator)
-Fixed: Block color generator.
-Fixed?: Roundmap looked square. (Minimap Option &--#62; MapMask Type &--#62; Stencil)
v2.2_02 [02-October 2011]
-Fixed: Reflection (field name), I forgot to update. (Beta 1.9pre2 only)
v2.2_01 [01-October 2011]
-Fixed: Block-colors generate of HD Texture
-Fixed: Memory usage of the new RenderType
v2.2 [01-October 2011]
-Added: Automatically generate the block colors from TexturePack
v2.1[Guinea Pig version] [25-September 2011]
-Added: Swampland biome color
v2.0 [22-September 2011]
-Added: New lighting style of beta 1.8
v1.9_02 [20-September 2011]
-Changed: Adjustment block color.
-Fixed: In the SMP, did not work if the address of the server contains a line break.
-Fixed: When Threading and Environment Color were enable, the error might come out.
v1.9_01[Guinea Pig version] [18-September 2011]
-Added: BlockColor - MC Beta 1.8
-Added: Slightly detailed error message.
-Changed: Put the delay to the start of the minimap.
v1.9[Guinea Pig version] [14-September 2011]
-Added: Options - Coordinate Type, Font Scale
-Added: Hotkey - Waypoint List
-Removed: Entities Radar
v1.8 [25-August 2011]
-Added: Supports Minecraft Extended
-Added: Block color of Aether V1.02
-Changed: Slime spawning chunks was displayed only with Overworld(Dimension=0).
-Fixed: Waypoint was not able to be loaded with SMP, except for port 25565.
v1.7 [19-August 2011]
-Added: Show slime spawning chunks
-Added: Death point
-Fixed: Scrollbar of waypoint list
v1.6_01 [14-August 2011]
-Fixed: Mob and Animal of the Entities Radar Options had reversed.
v1.6 [14-August 2011]
-Added: The color of the block was able to be specified with the file. (.minecraft/mods/rei_minimap/blockcolor.txt)
-Changed: Organizing Options
-Fixed: Block ID of Aether was acquired from not fixation ID but the name.
-Fixed: When dimension move with SMP, the bug to which cavemap/entities radar was invalid is corrected.
v1.5 [05-August 2011]
-Added: Semitransparent indication of the map
-Added: Show the direction of the entity (Entities Radar Options)
-Changed: to hide the edges of the large map.
-Fixed: Illegal waypoints file name characters "_" is replaced by
-Fixed: Slight correction of the cave map
v1.4 [29-july 2011]
-Added: Cavemap support in SMP. default is disabled.
-Added: Entities radar support in SMP. default is disabled.
-Added: Setting of position where map is displayed.
-Added: The transparency of entity is decided by the vertical interval.
-Changed: Integration of modloader version and non-modloader version.
v1.3 [25-july 2011]
-Added: Default zoom setting
-Added: Thread priority setting
-Added: Fullscreen map show waypoint name when press "Toggle Zoom" (Default:Z-Key)
-Added: Some hot keys
-Added: Cave Map (it is disabled now in SMP) Cavemap doesn't react if there is no light.
-Added: Entities Radar (it is disabled now in SMP)
-Changed: Organizing Options
-Additionally, some small changes
v1.1_02 [23-july 2011]
-Changed: disappear minimap while open the GUI except the minimap.
v1.1_01 [19-july 2011]
-Fixed: It was not possible to start when modloader was not used.
v1.1 [18-july 2011]
-Changed: disappear minimap while open the inventory
-Fixed?: HD fonts
-Added: 1.5x zoom
-Changed(I forgot to write this): save the settings to %APPDATA%\.minecraft\mods\rei_minimap
Please move the rei_minimap folder to mods when shifting from v1.0v1.0 [17-july 2011]
The FAQ is ScrollDown or click here!
Please read the FAQ before you ask questions.
Some epic dude called Kane_Hart made a cool spotlight video of this mod!
Other small mods [25-March 2012]
Sound Fix Mod (Sound changes in the vertical direction...small effect)
[Minecraft 1.1 compatible AudioMod]
[Minecraft 1.1 for comparison (Activate only while hold down the L-Ctrl)]
back to the old color of the swampland
I'm not good at English,
so,,, If I make mistakes in my English,please pardon me.
Please tell me corrections of the menu
Please write it in Japanese if you understand Japanese.
I would appreciate you informing me of any questions, comments or requests you may have.
I may implement it
Feb 12, 2012Posted in: SuggestionsIMPORTANT: Long time has passed and now I am certain that developers don't care about forums and community suggestions. But you CAN implement random textures into your texture pack and clients with MCpatcher or optifine will see them. I made a tutorial a while ago but it is horribly outdated and I have no idea how it works now and I don't feel like updating it, sorry.
The idea:According to my idea, there would be few different textures for every block (or almost every) that game would randomly pick when the block is placed or found already placed. Common suggestion was also to add random items too.This should improve the way everything looks (especially with texture packs) and it would work similarly to random mobs mod that is already supported and used in many texture packs. Look below if something is not clear for you yet.
Scheme below is OUTDATED due to changes in 1.5 then later in 1.6 In fact it's easier implement with today versionsMore pictures in the spoiler!
Misa's Realistic texture pack with this addition:
Quote from Misa
Y'know, this idea has been a working feature of MCPatcher since mid-April... I've supported it in my pack since it first came out. I'm kinda surprised people still don't know about it at this point. Check the documentation on the MCPatcher thread under the information for texture pack authors. The random texture feature is under the CTM support (method=random). You can even give weights to the random textures so that some are more likely to randomly show up than others. Here's just a few examples of some of the stuff you can do with the feature:
Random textures on grass, tall grass, and flowers.
Random textures on stone bricks to make them look a bit less perfect.
Random mushrooms with a closer shot of some of the random stone bricks.
Random labeling on TNT blocks. (You can also use random textures to give fences unique art not shared with planks.)
All of the above screenshots were taken with only MCPatcher installed(no other mods), and my pack selected.
- I've found few replies in various posts about this, but I wanted more people to see it. This is only an suggestion so far, and i simply modified my terrain.png files.
- Mojang has already done something like this - mossy and cracked bricks in strongholds that add much more variation. And if any of you played Terraria, you should get the idea because variations between grass, blocks and everything else is also seen there.
- And since many of you mentioned, this could be optional, let's say a texture pack artist doesn't have enough time for this, he simply leaves all variants of block texture same.
You're welcome to send me more pictures showing how this feature looks in a texture pack of some kind. I'd post them here.
You'd really help if you post this banner into your signature!!! (copy-paste the code below)
Jun 6, 2012Alkein posted a message on Better NPCs - Bringing more life to the land-squidwards!UPDATE MAY 31 2013: It has been a very long time since i last revisted this post, and everynow and then I receive emails about a new post, for the time being i think that this post i have here covers enough that i dont need to add anything to it, but it i see an amazing comment pop up in my emails i will most likely come back and add it.Posted in: Suggestions
The villagers in minecraft have a very boring life, they sit around waiting for someone who may or may not exist to come and trade with them, ignoring all the other npc's in the world. What if they could do war on eachother and their jobs actually meant something? Read more to find out!
If anyone wants to make a mod out of this, let me know.
UPDATE - (this was taken from the Wiki)
Improved villages and villagers to make them more self-aware
- You can now restore a desolate village or create a completely new village
- Villagers can now like and dislike you
- Villagers who dislike you will refuse to trade
- Villagers will dislike you more for killing their friends or allowing them to die
- Depending on how much villagers like you, they will start to offer you better trades
- Trades may be made permanent again or last shorter/longer
Just remember, Not everything here needs to be implemented if anything does. So stop whining about it being too complicated.
Table of Contents:
1. NPC Interface
2. NPC hunger and health
8. Villages and Castles
11. Abandoned Villages
12. Families and names
13. Repopulating abandoned villages
17. Morale/Military Strength
18. Village Spawning System
19. Races + Religions
20. New Items
(The following two items are 2 other peoples suggestions, used with permission)
22. Village Generation Fixes
Thanks to CardboardPixel for making picture of the interface.
Starting from top left to bottom right, you have NPC health in the top left. Then NPC faction. Then Hunger. Then gifting box. Then NPC name. Reputation bar, Chat, NPC emotion (face), Usual trading interface, inventory.
When you click on an NPC's name you will be able to see a list of his family and what their jobs are. it will also say what job the NPC you are talking to has and his family reputation with you.
The leader/king, commander and any NPC with a job would have a special additional interface.
When you click on the faction name for the leader, he brings up a list of EVERYONE in his town, and what jobs they have. and the town reputation bar. Clicking on the faction name for any other villager wont bring anything up.
When you click on the Commanders faction name button you will see an interface showing the Military strength of his faction and the faction they are at war with (if any), the Supplies for both factions, and the reputation for both villages. You also see the morale of his army and the enemies.
Any NPC with a job will bring up a little statistics page when you click on his faction name button.
Lets use miner as an example:
Name - Steve Doppleganger
Job - Miner
Stone mined - 325
Coal mined - 114
Iron mined - 95
Gold mined - 12
Redstone mined - 23
Lapis mined - 4
Diamond mined - 3
The interface could also look like this:
THANKS TO Brinjal66 FOR THIS SECOND PICTURE!
Check out his thread including this here: http://www.minecraft...ew-trading-gui/
NPC Hunger and Health:
NPC's will now show you their health in the NPC interface. They will also have hunger and will need to eat like a normal player, but not near as often. When the NPC is hurt he may have to go to the priest if he cant find food. When an NPC is hungry they will pay more for food, but when they are full they will pay less for food.
NPC's will have emotions. Most NPC's will be happy, indifferent or worried based on the current status of any ongoing war, all NPC's will be happy if there is no war. Their will be Gains and Penalties that you earn based on you actions towards an NPC, Positive actions give you gains, Negative actions give you Penalties
The emotions will be:
Happy, Gain = 10% increase in rep gain, 10% better prices, half bonuses for family members
Angry, Penalty = 10% decrease in rep, 10% lower rep gain, No trading, half penalties for family members
Worried, Penalty = Runs away from player
Sad, Gain = 10% increase in rep gain from gifting, Penalty = No trading, (gifting enough breaks the penalty)
Indifferent, No gains or penalties
Disappointed, Gain = 10% increase in rep gain from trading Penalty = No gifting, rep gain is 5% slower
The action triggers for emotions would be:
Killing an NPC, family or town member
Just having a certain amount of rep
Fighting for a faction
Donating to any job chest or the town stockpile in the town hall
When you hover over the emotion face on the interface it will show the emotion, the reasons for why (can be multiple) and the gains and penalties you have with that person.
Most emotions will work in stages, going from angry to sad or something of the sort, depending on the reasons. Say you were to kill a random NPC in the village, his family members would get mad, most other villagers would be worried, and the leader would be disapointed. after a certain amount of time ingame the family members would become sad (no longer attack you on sight) the other villagers would become indifferent along with the leader.
When you talk to an NPC you will see your reputation with them based on stuff you did around town or by helping them or their family. When you increase the reputation of a villager in a family, his family rep increases by a percentage based on how many family members there are. When you get a villagers rep to full the town rep increases by a percentage based on how many town members there are. But when you get a family to max you gain an extra bit of rep with the town. Killing villagers brings your rep down, and the entire family will hate you, going to 0 rep. You will start off with having 10 rep for every villager. unless you are in very good standing with the faction they are at war with, then you will start with 5 rep or even 0.
This is the cool part and fits in with trading quite nicely. When you help an NPC by, gifting him items (full rep gain), Trade him items (3/4 rep gain) or help his village (1/4 rep gain) you will gain rep. The rep you earn will help you gain power among a village. Maxing your reputation with each citizen helps alot for increasing your Village rep.
Here is a simple example:
Action | NPC rep gain | Village Rep Gain
Gifting items to an NPC | Full | 1/4
Trading with an NPC | 3/4 | 1/2
Donate items to Village chest | 1/4 | Full
Going to war with enemy faction | 1/2 | Full
You would be able to trade just like normal except for a completely new UI (see above) and the ability to Gift items. When you gift the item you put it in the gift box and click on the Give button. this will increase reputation. The npc will eat food and use tools and armor. The NPC also might just donate it to their community chest.
Factions would have their names stored in a .txt file so you can add to it.
Factions would go to war against each other and would control multiple villages across the land. The villages would get mad at eachother based on things like:
You control too much land
You are too strong of a threat and must be eliminated before you grow stronger
You have been stealing from our village
You have stuff we want
Your village would look better if i was ruling it
Alot of those options leave it open for randomization.
NPC's Now elect a leader or a King for their village or castle. The leader is in charge of all of his people, if you kill them they will get worried. But if you have 100 rep with all his villagers you become his advisor. This means you will get special dialouge when he talks to you, And you can give him advice on what to do next, you can suggest to attack a village, build more houses (up to a max), collect more supplies or arm your men.
Every suggestion you make will reduce your rep with him by 5 meaning you have to give him gifts to make him happy again.
A new king or leader will be chosen when the old one dies after 3 minecraft days.
Villages taken over by a leader or king will never receive their own king unless the player asks to be the king and if loved by the town he fought for. The king will always stay at his own castle, any other village he take will only be able to build wooden walls, not cobblestone reinforcements.
Villages, Castles and Capitals:
The npc's are striving to rule the world, they will not build new cities, they will just upgrade their own. All villages will start out rather small having at least 1 well, 1 blacksmith, 1 church, 1 watchtower, 1 town hall, 1 barracks, 2 houses and 1 farm. They will usually spawn on flat areas but not just in the grasslands, forests will have trees cleared out for the village, the village wont be so close to water that its being flooded, or halfway into a hill.
Eventually when the lumberjacks have harvested enough wood the builders will build a wooden wall around the village. Then later on when the miners have collected enough cobblestone, they will reinforce the walls and put a cobble stone layer on the outside. The only buildings that will have buildings built outside that wall will be a capital city.
A capital city is where the king or leader of a faction lives, the faction will not make anymore capital cities unless an abandoned city is captured and the NPC's start a new faction there. the City names will be stored in a .txt file that can be edited.
Currency would be alot like it is in 1.3 but based on the stages of the city growth it would work like this:
Normal village: Gold nuggets used as currency.
Village with wooden walls: Lapis used as currency
Village with cobblestone reinforcements on walls: Emeralds as currency
It would be balanced so that if you were to buy alot of supplies at a normal village and then go to a castle and sell them, you would make no profit and would not benfit, because supplies would be less in the small villages, meaning higher prices. Which leads into this:
The cost of items would increase or decrease based on the amount of items in the town chest, For an example lets use wheat.
Wheat base price: 5 gold nuggats for 5 wheat
Wheat price when 64 stack in town chest: 1 gold
Wheat price when 10 or less in town chest: 15 gold
Wheat base price in a second stage (wooden wall) village would be: 1 Lapis for 10 wheat.
Wheat base price in a third stage (reinforced wall) village would be: 1 emerald for 20 wheat.
This would make it a viable option to buy items cheap, and sell them later for more!
To make it a little more interesting, traders may run between discovered villages that dont hate eachother, if you see one in the middle of nowhere you could follow him to a village or kill him for some random loot.
When you kill too many people or break too much stuff the whole village will turn hostile.
I know it isn't really an original idea, but i think i can make it unique this time.
Sure you will be able to find empty villages and loot them, but now with the new NPC mechanics that would be added, you will be able to turn a thriving castle into a ghost town. There would be requirements for how you force a group of NPCs to abandon their village. Here are some i thought up:
Destroy 20+ Blocks in the wooden walls around the village (only if upgraded)
Destroy 5+ Blocks in every building
Kill a minimum of 5 villagers (for small town) or 10 villagers (large town)
Kill the leader (counts as a villager)
Stomp out 4 farm-ground at every garden
Take 10 Wheat from every garden
Take at least 1 item from the blacksmiths chest
Kill every single villager.
Kill King - Civilians run in fear and some leave town until they join another village
Destroy 50 blocks from the outer wall
Destroy 10 blocks from every house
Kill a minimum of 15 villagers
Kill a minimum of 2 iron golems
Steal 3 items from blacksmiths chest
Kill every villager AND every single golem
All other village requirements apply to this.
The same requirements here apply to other NPC's villages fighting eachother, They will try to accomplish these goals.
You would also be able to retake a village. This can be done by advising your castles king to increase the size of his kingdom. He will send villagers to fix the damage and repopulate. There will be no leader in villages taken over by Kings. You will have to find the village that the king lives in to do this.
The best method to take over a castle/village is to place some tnt near some buildings and near the walls, then you kill the leader, set off the tnt and kill anything left fighting, many villagers will get scared and run away if so much gets destroyed so fast, especially when their leader dies.
Families and names:
I thought this would fit in nicely with the reputation system, so i added this in too.
Since NPCs have names, they can also have a last name, which decides which other NPC's are in their family. If you do good things for 1 family member the rest will get a small rep bonus compared to the one you helped.
Families may spread to other cities or a city may be entirely made up of one huge family.
When you terrify villagers away by pillaging their village the family may start again in another village
The last name would be chosen for babies by whichever family is bigger (since there isn't really any females)
Faction, NPC, Village and family names (last names) Will all be stored in different .txt files so the player can edit them as they wish.
Repopulation for abandoned viillages:
When you want to repopulate villages, you could buy a villager egg from the leader of the village after getting 100 village rep. When you place 2 villagers into a new village, it will be a 10% chance that they decide to make it their own and elect their own leader (1 of the 2) and start you off with 100 village rep for that village, but with a 90% chance they will stay true to their leader.
The rules for this is:
The village/castle must not be inhabited
It must have 2 fully restored inhabitable buildings
There must be 2 villagers placed in the village
The villagers will repair the rest
There obviously is going to be jobs for this village. Not all villages will have all the jobs, most likely only capital cities will.
Here is what i came up with:
Smith: Makes armor and weapons
Fletcher: Works with the smith, makes bows.
Builder: Uses wood and cobble from the community chest to build houses and walls
Librarian: Sells books that have a few small stories about the world. The stories would be something like: "The [Faction name here] assaulted one of [insert faction name here]'s Villages, they have been rising in power recently. Some rumors are going around that they have an army of 100 men!"
Basically just history books selecting a random faction name from a large list of faction names and using one of many predetermined stories. Just to give your village a little bit of background.
Lumberjack: Cuts down wood and puts it in the town chest
Farmer: Farms wheat and puts it in town chest, milks cows. (limit of 1 field per village)
Leader: Stays in town hall. wears an iron crown.
King: Stays in town hall. Wears a GOLD crown.
Priest: Stays in and around the church, Heals hurt villagers (may use a new item, Holy water)
Alchemist: 1 per town, mixes potions with ingredients you put into its chest
Hunter: Kills animals for food.
Commander: Builds iron golems, Leads armies to war. (3 iron golems allowed per village, only 1 can go to war) wears a cape.
Solider: 4 sub types, Will be decided upon a child growing up. 50% chance of a child being a solider.
--------------Warriors: 40% chance a solider will be a warrior. Basic fighting mob, avoids TnT and fire, kills enemy NPC's
--------------Archer: 40% chance a solider will be an archer. Shoots from afar
--------------Demolitionist: 10% chance a solider will be a demolitionist (will run in first to destroy walls
--------------Pyromaniac: 10% chance a soldier will be a pyromaniac. Runs in and burns down houses and people during a battle.
Magician: 1% chance of a magician spawning with a village, 5% chance one will be born after a castle upgrade. A Magician will have an enchanting table in his house with bookshelves around it.
Miners: Miners will work in the towns mineshaft, it wont be large but he will bring back useful minerals and cobblestone for building and smithing.
Butcher: kills cows from the field and cooks meat, then puts in village chest. lives with farmer
Thief: Wears black and a mask, goes to other villages and steals from them, uses sneak when near another village to indicate that they cant see him. Lives in the barracks.
Villager: Normal villagers cant just be lazy slobs, they have to pull their weight, so what do they do? When there is a battle at their village they will put out fires caused by pyromaniacs, they will do this by either running to the well with a bucket of water or just trampling the fire (punching it out)
They also will defend themselves if need be, but they cant use swords.
Not all cities will have ALL the buildings, if any do it will be a capital city
Farm: A farm is a nice fenced in area that starts with 2 of each type of farmable animal. A farmer lives in a little house outside of this (1 per town)
House: This is where any NPC without an occupation lives
Town Hall: This is always in the center of town, contains the Treasury and the town storage.
Hunters post: A small hut on the edge of town when the village increases in size, to help feed the people (2 per village max) The hunter lives here
Woodsman's hut: another small hut on the side of town for lumberjacks (2 per village max) This is also where the Fletcher lives and works
Church: The priest lives here. (1 per town)
Blacksmith: This is where the smith works, (1-2 per village)
Magic Tower: This is where the rare magician lives, a very mysterious tower. (1 per town, 3 per world)
Mine shaft: Yes, and its not abandoned and has an entrance to the surface near the village, the miners live in houses outside of the entrance
Barracks:Where the soliders and commander lives, has chests in it that when armor and weapons are put it in will increase Military strength, but only if an NPC will use it. (1 max always spawns)
Alchemy center: Where the alchemist lives, contains brewing station and cauldrons outside to catch rain. Cauldrons also inside. (1 max per village)
Library: Where the librarian lives. (1 per village)
Old Bland Village:
Full explanation of what a village would look like if this was added:
Town Hall Pics:
Wizards Tower (rare):
Hunters Post/Woodsmans hut:
Mine Shaft Entrance:
Church entrance (Would look something like the guard tower, But bigger):
MORE NEW PICS!!! (august 20)
The larger villages would have pumpkin farms to explain their iron golems.
This is my idea of a large walled in village. There would be different variations, this one most likely being the biggest (this is the current world i play on)
A Different idea for a keep
A sort of Marketplace area, comes with NPC's that stay in their stalls for the day.
The different types of soliders would fight in different ways.
The archer stays back
The warrior rushes forwards
The demolitionist destroys enemy buildings and trys to avoid blowing up teamates
The pyromaniac runs in through holes in the walls and sets stuff on fire.
The commander would have a cape to set him apart, he would be in the very front or middle of the fight at all times.
Village Spawning system:
Morale would be about how easily NPC's will surrender or how "brave" they will be.
The attacking teams morale will be affected by the commander and army size
For every man in the army more than the enemy team the morale is increased by 1
if the commander dies during battle morale goes down by 10
At the start of the battle, both commanders are worth 10 morale.
For the defending team it will be affected by King/Leader, Army size and commander.
The king being alive in the castle increases the morale by 30
the commander being alive increases it by 10
every man more than the enemy increases it by 1
If the morale falls below 5 the attackers will retreat or the defenders will surrender
Surrender means that the survivors will live peacefully in the city after it has been conquered.
(prisons would just be useless having a building so NPC's can sit around and just add that much more lag)
Military strength is similar to morale, its based on the amount of weapons and armor the NPC's have and what quality
For every wooden/leather weapon/armor MS increases by 1
Every chain piece of armor increases MS by 3 (only given to NPCs if bought from a blacksmith (by player) and put in the Barracks armor chest)
For every iron weapon/armor (or bow) MS increases by 5
for every gold weapon/armor MS increases by 3
For every diamond weapon/armor MS increases by 10
Armies will only advance on the enemy if their military strength is within 20 points of the other army. This will mean more equal battles so the fights are more interesting (even 5 MS can make a difference.)
You wont be bored watching one team Decimate another. Everything will be a close call.
The villages will have a 5% chance of spawning in any biome flat enough to contain the new villages. When a village spawns it will increase the chance of another village spawning (at war) within 150-300 blocks away by 50%.
There would also be new races, and different races would have a higher chance of starting a war or having bad relations with eachother. They would also each have their own religion, for the priests
The races would be:
Humans - most likely to start a war with Nosemen, Indifferent to all non hostile actions, Religion = Notch or a very rare chance Herobrine. Villages who worship Herobrine are limited to 1 per world.
Pigmen - most likely to start a war with dwarves. Get mad if you kill pigs near them. Religion = Mud. 1% chance during the night that all villagers turn to zombie pigmen for the night. If a Villager is struck by lightning they become a zombie pigman permanently.
Nosemen - Most likely to start a war with humans. Most common village type, Religion = Nostrilism (based around Buddhism because they wear robes)
Goblins - All races are very likely to start wars with goblins, +20 to Village population cap, No religion, Just war.
Dwarves - Most likely to start a war with pigmen, Rarest Villages. Houses have basements, Find more ores, faster. Religion = The god of Feasts. (church would be a feasting hall instead of a normal church)
Powder keg - Sold by dwarfs, Expensive (5 emeralds each), blows up a larger area than TnT (3-4 times).
Golden ring - Dropped by goblins, can be turned in to any other races Leader or King for a small bit of extra Rep. (the other races all hate goblins) Can also be broken down into golden nuggets at a crafting table
Crown - Dropped by kings you killed, Can be worn and then your reputation does NOT go down when you ask the town leader to do something and the dialogue changes to more demanding stuff (instead of "You should Attack this village" it becomes (Attack this village). (which basically makes him your advisor and you the leader)
Mud - New Block, Found as the main ground block around pig villages, pig villages have dirt roads.
Cloth - Dropped from and bought by Nosemen and Humans, can be colored, used in the creation of flags, can be placed. When placed it looks like a thin piece of wool (think snow). Used for carpets and banners when building.
Flags - Can be colored, made by 3 sticks and 4 cloth. 3 sticks up the side and four cloth in the top corners. Every village has flags of a certain color placed around it.
Piggy Bank - Used to store emeralds, diamonds and gold nuggets and any other precious shiny item you want. Only bought from humans
Nose Goo - Dropped by nosemen. Combine 9 to make a slimeball.
More added Later!!!
Village Generation Fixes
Thanks to nate890 For letting me use this in my suggestion. Remember to head over to his thread and give him your support!!!
Quote from nate890
Villagers should give quests, and give items in return (like cloathing/emerald). The quests should feature basic tasks and objectives. Some tasks might include: "We need wheat to harvest. Replant our crops with Wheat.", or "Pigs are stepping on our crops. Kill 10 of them within the area of the village." Once again, these are basic examples to get the general idea flowing.
The quest log will feature 3 different randomly picked quests and you have the ability to do them if you're the level, or above the level required (just like the Enchantment Table!). You will not lose you level and experience, like the Enchantment table. Instead, when you complete the quest, you gain EXP (the EXP gain will be the same for every quest, no matter the level or objective).
The items in return will vary depending on what the level requirement for the quest you're doing is.
The quest log should be designed to be easy to use and understand, with a basic idea like such:
A picture of a quest log, given to you by a villager.
A picture of the quest log, given to you by a villager when you have a completed quest.
If you are all in for the idea and feel like supporting, go ahead, set this as your signature:
JP585 has alot of Great idea's involving villages, here a few that i like personally and would also like to be added to the game:
Changes to Village Generation
- Grass and flowers should not replace parts of a generated village.
- Road Shoring: Roads now become two thick. The lower layer becoming a block not affected by gravity. This is to prevent house doors being drastically disconnected from the road, preventing entry and exit. It also has the nice effect of building bridges over rivers and ravines.
- House Stilts: When a house is formed over air, it no longer generates a huge stone pillar. Instead, where there is liquid, air, or plants there remains empty space. At the corners of the house, as well as other logical points, stone pillars are generated. See plains village image for an example of it.
- Railing: If a road should have two blocks of air on one of its sides, a wall of the appropriate type will be placed on the road edge. This will generate an appearance of safety in the village. See plains village image for an example of it. This will generate bridges as well as rails to prevent accidental drops from roads into holes. This will provide a sense of safety in the village. See plains village image for an example of it.
- When a house generates, the spaces directly adjacent to the outside walls of house are cleared of blocks that are not part of the house. This will prevent a house become trapped completely under dirt, sand, gravel, etc or sand.
Before Village Generation Changes
After Village Generation improvement (see bridges, stilts, and farm border)
Check out and support the Thread Here: http://www.minecraft...s-new-villages/
If you liked this idea please press the green arrow in the bottom right!
June 11, 2012.
-Added to Reputation
Later the same day
The next day after that:
And the day after the day above:
Day after the day before this day:
- Added buildings
- added faction rep gaining
-more interface description
Later that night:
-made and took pics of buildings/village (will be up soon) (only did some)
-Made a few changes to the post
June 17 2012-
-Overhauled up to traders
- Major Changes to currency
- added Emotion
- Removed some unnecessary and most conflicting ideas.
- overhauled Factions
June 24 2012-
-Added pyromaniac job
-Gave normal villagers some work to do
-Made small additions to currency
July 6 2012
-Added Races + Religions
- Added New items
July 28 2012
-Added New Items, removed crap ones
- Made a few modifications to Races + Religions.
August 12 2012
- Added new items.
August 13 2012
September 10 2012
-added another banner
September 15 2012
-Fixed a few mistakes in currency
-Switched Diamond currency to Lapis
Sept 26-27 2012
-Added a new interface picture
-added Village Genration Fixes
I hope you like my idea, please support it and vote whether you want it or not!
Here is some banners to show your support!
[url="http://www.minecraftforum.net/topic/1271884-villages-and-castles-pictures/"] [IMG]http://i1079.photobucket.com/albums/w507/Alkein/goodBanner.jpg[/IMG] [/url]
[url="http://www.minecraftforum.net/topic/1271884-villages-and-castles-pictures/"] [IMG]http://i1079.photobucket.com/albums/w507/Alkein/BetterNpcsbanner2.png[/IMG] [/url]
Special thanks to Shrapos for helping me with this idea (IRL friend)
F117nighthawkX - Suggested the Dynamic villagers game mode
arsonwelles - suggested .txt file for villager names
dannybar9 - suggested dynamic prices based on resources, hunger and health
Strottinglemon - suggested to make enemy factions gain rep when you kill opposing faction members
nate890 - Let me put his Quests suggestion in here.
kazar14 - the second banner
JP585 - the Extra Stuff, which contains lots of village fixes.
May 3, 2013I believe that Ender Dragon is quite a challenge since you have to blow up all the cubes at the top of every tower. If you don't the dragon will just heal itself, making it near impossible to kill it with out. It also has quite a bit of health and arrows don't do much to it. I have only beat it in creative because I'm bad at the game lol.Posted in: Discussion
Apr 12, 2013*As of April 11th 2013, all applications will be submitted through Google Forms for your privacy. A bulk of the information about the server is listed there, if you have any questions, reply to this topic, or PM me a message.Posted in: PC Servers
*Please do not apply if you are under the age of 18!!
Welcome to SquareOne!
SquareOne is a private vanilla server hosted for all players above 18. There are builders, survivors miners, and everything else you can think of in SquareOne! We would love to have you as a part of the server. If you're serious about joining the server please follow the link below to the application form to apply. The form will contain a more in-depth description of the SquareOne server.
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