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Nov 26, 2012Calfeggs posted a message on [PURE VANILLA] ••SIMPLECRAFT•• [NEW MAP] [WHITELISTED] [ADULT COMMUNITY] [ANTI-GRIEF]My friends Valint and Vullcoid might sign up soon, they are nice, mature players, but are under your age limit. Can ya make a few more exceptions?Posted in: PC Servers
Aug 13, 2012Go to the website Doc.Posted in: PC Servers
Aug 11, 2012Oh, okay.Posted in: PC Servers
PS: I might feel nice enough to spare you >
Aug 10, 2012IT'S OOOOONNNNN!!!!Posted in: PC Servers
(I warn you, we seem to have some issues with hackers. Oh well, we can still kick their a**es.
Jun 7, 2012Hi, I think they should introduce pigmen as a new kind of village. They would have a simpler building style, and have a different behavioral system.Posted in: Suggestions
Interaction- Unlike villagers, if you attack pigmen, they fight back. Also if you trade (see next part) they like you.
Trade: To trade, it is a lot more simple and sort of chance based. You use the 'drop item' button once one gets in a staring contest with you, then it picks it up. If it is something good, like a pickaxe or something, it will either keep it and walk away, or squeal and give you something in return (if you kill one you traded with, they drop what they picked up previously). If it is something dumb, like dirt, they squeal and attack you.
I think this is simple, and would give the game back that surreal, alone feel that I miss so much.
What do you think?
Jun 5, 2012Hey people! I want to see your hardcore worlds! Just give me screen shots of the outside, the inside, and even chest contents if you would like!Posted in: Survival Mode
Put it all in spoilers if you feel like being nice.
PS: For those of you who don't know how to make one, put this: [ spoiler ] INSERT PICTURES HERE [ / spoiler]. Just don't use spaces in the [ this space ] and you'll make a spoiler!
- To post a comment, please login.
Apr 23, 2012Posted in: Resource Packs
This project is currently set on hold. Thanks to everyone for the support and understanding!
R3D CRAFT, pronounced Red Craft, is a high-res texture pack that can be applied to the game Minecraft. Based on the default texture that comes along with this game, R3D CRAFT enhances the missing realism; with use of high quality textures, smoother colortransitions, realistic shapes, shadows, lighting, missing details + so much more.
This texture is made for those who seek more quality in-game, but also want to keep the default design and feeling. Therefore, this texture tries to stay close to the default appearance by matching the correct colors and indication of shape.
Default Miencraft → R3D CRAFT → R3D CRAFT Shader Support + Sonic Ether's Unbelievable Shaders
R3D CRAFT + R3D CRAFT Shader Support + Sonic Ether's Unbelievable Shaders
R3D CRAFT + R3D CRAFT Shader Support + Sonic Ether's Unbelievable Shaders
You can also download from Curse:
R3D CRAFT on Curse:
- R3D CRAFT 32x32 on Curse!
- R3D CRAFT 64x64 on Curse!
- R3D CRAFT 128x128 on Curse!
- R3D CRAFT 256x256 on Curse!
- R3D CRAFT 512x512 on Curse!
R3D CRAFT Shader Support on Curse:
- R3D CRAFT Shader Support 32x32 on Curse!
- R3D CRAFT Shader Support 64x64 on Curse!
- R3D CRAFT Shader Support 128x128 on Curse!
- R3D CRAFT Shader Support 256x256 on Curse!
- R3D CRAFT Shader Support 512x512 on Curse!
R3D CRAFT: Default Realism on Curse:
Addons created by the community:
- R3D CRAFT: DEFAULT REALISM ADDON by VansiusProductions
- R3D CRAFT Shader Support (Parallax, Bump Mapping and more) by TheAddictioN974
Want to create addons?
There's nothing stopping you from expanding upon R3D Craft. Feel free to do so. You are not breaking any rules or upsetting anyone.
Since the Minecraft client allows you to add more than one texture pack to the resource pack panel, you can simply create an addon. Make people download both your addon and this resource pack. After your users have downloaded your resource pack addon, direct them here so they can download this base resource pack which your resource pack adds upon.
R3D CRAFT - Version 0.3.1 (04/04/17):
- Fixed some issues with Daylight Detector
- Added item: Flower Dandelion
- Added item: Flower Houstonia
- Added item: Flower Poppy
- Added item: Oxeye Daisy
- Changed item: Dirt
- Changed item: Grass
Go to r3dcraft.net for more.
Go to r3dcraft.net for more FAQ.
To all of you who have followed this project for a while; Gamers, Content-creators, YouTubers, Modders and so on. I would like to thank you guys especially. Your patience is both questionable and admirable. Maybe you guys don't know, but you are essentially the pillar that holds this project up. Without you, R3D CRAFT would not have been where it is today. Thank you. Thank you for your support.
Here is ways you can support this project:
- Download R3D CRAFT and play Minecraft
- Write comments, feedback and/or suggestions to me on this forum.
- Share your experiences with R3D CRAFT on social media
- Share R3D CRAFT to your friends and followers
- Follow me on Facebook, YouTube and Twitter
- Be creative! Make whatever you want with the use of R3D CRAFT. Videos, artwork, games and so on (read guidelines below)
R3D CRAFT banners:
© 2012-2022 Thomas Angeland
Jul 29, 2011Posted in: Minecraft Mods
The Herobrine Mod V3.6
Please note: This mod is officially discontinued and only works till Minecraft Version 1.7.10, but I will keep this page up. You can get the mod here http://proseda.bplaced.net/herobrine/herobrinemod.html#.Vv_iFvmLSUk Thank you all, it was a great time You can download the source code here http://www.mediafire.com/download/lz1csg0t8usjyai/HerobrineModSRC.zip
You can get the updated version here:
Use at your own risk! Im not accountable for random hearth attacks, poop in the pants, and other paranormal things I won't buy you new pants! Do not even ask!
I DO NOT grant redistribution rights to this mod to anyone that asks.
Thanks for over 2'200'000 Downloads!
Backup your minecraft world, you've been warned then copy the zip file into the mod folder
How to useRecipe for the Herobrine Totem Block
B= bone S = SoulSand
DO NOT PLACE TWO TOTEM BLOCK IN A MAP! HEROBRINE WON'T WORK WITH TO TOTEM BLOCKS!
Totem building guide
Download[Minecraft 1.7.10/1.7.2] click here (BUILD 23.07.2014/0245PM)
You can not upload this mod to another website, but you are allowed to use my original adf.ly link (this one http://adf.ly/cnkOO) , this will lead all the time to the newest version, everything else is forbidden.
How to use uploaded.net
- There is a new config file in the config folder, check it out.
- Few bug fixed
-Report them-Totem might not working well, work around: activate prank mode
Source CodeHere you can get the three most important herobrine source code parts, the building system, the entity and the events.
1.5.1: http://www.mediafire...rva5736jbt388b71.4.7: http://www.mediafire...hyea1h52k57hka3
You are allowed to use this code in your project, but you are not allowed to use it in your ownherobrine mod.
Change Log24.05.2014: 3.66 Bugfixes
22.03.2014: 3.6 Bugfixes and Spanish Language Files thanks to janitoalevic
06.03.2014: Long time no see, its for 1.7.2
23.10.2013: 3.5 balancing, spawnbug fixed, added different new stuff
05.10.2013: 3.45 fixes
28.09.2013: 3.4 for 1.6.4 + balancing
02.08.2013: Bug fixes, readded update checker and records
28.07.2013: 3.2 forge only
21.06.2013: 3.11 bug fix
17.05.2013: Soundbug fixed
03.05.2013: 3.1 for 1.5.2
22.04.2013: The Virus update, new content
21.04.2013: Bug fixes
20.04.2013: 2.97 Added a new mob
11.04.2013: Forge fix 2.96
24.03.2013: Bug fixes
22.03.2013: Ready for 1.5.1 Version 2.95
16.03.2013: Ready for 1.5 Version 2.9
11.01.2013: 2.85 Ready for 1.4.7
21.12.2012: Ready for 1.4.6, but nevermind, the end is near!
14.12.2012: Reminderbug fixed
23.11.2012: Ready for 1.4.5 + Bugfixes
16.11.2012: Ready for 1.4.4 + Bugfixes
29.10.2012: Ready for 1.4.2
08.10.2012: Small bug fix
30.09.2012: Fixed the spawn issue
27.09.2012: 2.54 bug fixes and added a configurator
18.09.2012: 2.53 Tweaks
11.09.2012: 2.51 bug fixes and readded chuck norris
09.09.2012: 2.5 Partially rewritten the mod FACELIFTING after a year
08.09.2012: 2.42 Bugfixes
30.08.2012: 2.41 with bugfixes and update reminder
27.08.2012 2.4 for 1.3.2 finally..
07.04.2012: 2.31 fixed every bug i know
06.04.2012: 2.3 is here, lot of bug fixes and a contest!
05.04.2012: now for 1.2.5
12.01.2012: Herobrine is back
04.01.2012: Removed Santa, Fixed dreams
21.12.2011: 2.0 Christmas Edition
20.12.2011: 1.91 pre-christmas stable
20.12.2011: 1.9 pre-Christmas realease
19.09.2011: Notch is fixed + MCP ting item bug too
18.09.2011: Its out for 1.8.1
06.09.2011: Added Nightmares, 1.8 Final is out
01.09.2011: New Notchbug fixed, sorry for that
30.08.2011: 1.53 is near, added two disc's and made herobrine stronger
27.08.2011: Fixed bugs added new features
23.08.2011 Fixed a tunnel bug hope it works
21.08.2011: Updated Notch, fixed bugs
20.08.2011: Notch is tamable, heroswine and cowbrine do now things
19.08.2011: Lot of things are adjustable with the herobrine.ini
19.08.2011: Chuck Norris and Notch added
19.08.2011: More Polterbrine events
19.08.2011: You can now add your own buildings or traps
19.08.2011: 1.5 Beta is out
06.08.2011: Removed Notch
01.08.2011: It's done
31.07.2011 0823PM: Nearly done
31.07.2011: Betatesting done, time for a break
31.07.2011: Made the night through, added lot of scary stuff
31.07.2011: The update is near
30.07.2011: Added sound
And Credits goes to
- Lockn'Load for helping me with 1.3.2
- BlahBlahBlahGAMING for his herobrine song
- Orchid for his awesome banner
- Gothtigger92 for her herobrine song
- pitman-87 for the magicbox support and the code
- Halucid for the Notchskin
- Studnicky for the Chuck skin
- Koquitlum for making this awesome banner
- theshrimpy1 for testing the mod for hours, and correcting the readme file
- Killtherun1 for supporting me and making two good videos
- GameChap for his awesome video
- Redworthy for beeing Redworthy
- Remlly for the screenshots
TERMS AND CONDITIONS. RESPECT COPYRIGHT!0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.MOJANG - Mojang ABburnner- , Original author of the MOD. Under the copyright terms accepted when purchasing Minecraft
(http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.USER - End user of the mod, person installing the mod.
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
You can not upload this mod to another website, but you are allowed to use my original adf.ly link to provide a downloadlink on your webpage, this link will lead all the time to the newest version, so you do not have to check for updates. Everything else is forbidden.
This mod is supported by ads from adf.ly,google adsense and ads from my own game (Monsters In Love). Ads might be shown during playing Minecraft.
You are not allowed to use the mod in "modpacks".
You are allowed to use this mod in your videos (Let's Play, etc.).
If you like my mod and want to donate, anything you can give would be appreciated. Feel free to donate. I need my coffee... With a donation you support me and the development of the mod.
Users who did donate
- 5$ andriyasdf
- 5$ Speed
Thank you guys!
<---- Do not forget to vote this post up
Jun 3, 2012MCFUser6867051 posted a message on "...But I'm from Planet minecraft..." and other sad stories of those who try to get O.P.edI put a sign up on the rules board:Posted in: Discussion
"No, we don't care if you're from Planet Minecraft. In fact, kindly leave if you're going to be a twit and pretend you are."
Nov 19, 2012user-6844775 posted a message on Cave-Gen mod 2.27_5 - New World type [New ruins roleplay system,LAN support]Posted in: Minecraft Mods
New block and item id's: 200,201,203,204,3190 Changeable
Works with Opitifne now!
This mod was originally created by I Am David Minecraft, who discontinued it and made it open source. I worked hard to add new things to the mod and enhance those already included.
"How long have you been wandering these caves? You hate all about it. The smell, the monsters but most of all the omnipresent darkness. It has been long since mankind abandoned the surface and ventured deep underground. Now the only things on the surface are dead trees, ruins and monsters. What happened? You don't know. The few you encountered on your journeys don't know. Noone remembers."
Videoreview by HairymanBreast (V.2.27_1)
Videoreview by Jaden (Vox Populi channel) (V.2.25)
Videoreview by Stuboh95 (outflowgamingnetwork) (V.2.0)
This mod adds new world type - Caves. Living in these caves is difficult. Resources are limited, ores are scattered and many monsters wait for their prey.
There are also biomes, called zones. The mod currently features four zones, which work as classic biomes from 2.2
Rock zone - this zone resembles regular cave. Ores don't spawn in veins, but as single blocks. They are not limited by height. Remoted sheds and ancient ruins are lying in the deeps and stalactites and stalagmites can be found all around.
Snow zone - dead, snow-covered wasteland. Ores are burried deep in snow(in the same fashion as in rock zones), icicles hang from the ceiling and noone lives here except for monsters haunting this frozen hell. However, adventurer brave enough can find and rob big dungeons with exclusive loot. If he doesn't get killed first, of course.
Jungle zone - Place which most resembles life. Grass covers dirt in higher places of the cave. Giant roots of ancient trees grow here more than anywhere else and long vines hang from the ceiling of the cave. You cannot find any ores here at all. You can sometimes encounter remoted shack.
Tectonic zone - The exact opposite to snow zone in terms of temperature, but maybe even deadlier. There is no escape from the monsters, as ground is covered in hard obsidian.
Dungeons - Their appearance depends on the zone they are in. In rock zone, walls of dungeons are made of cobblestone. Dungeons found in snow zone have walls made of snow bricks. Jungle dungeons are made of mossy cobblestone.
Big dungeons - These can be found only in snow zone. They are a bit like regular dungeons. However, they are far more dangerous. They contain four spawners randomly chosen from Zombie, Skeleton, Spider and Creeper. Large chest full of valuable loot waits for those who prevail.
Bridges - These can be rarely found in snow zones, leading to distance. You can use them to shorten your travels. But be careful.
Roots - Technically not structures, but still very important. Roots of ancient, dead trees and plants provide the main source of wood. They can be found in two forms:
Dark and brighter tips of roots sticking out of cave walls.
Thick threads leading from top to bottom of the cave.
Remoted sheds - You can sometimes encounter small shack with locket doors and barren windows. These are homes of hermits and other lonely existencies. Sometimes these shacks can be found empty, their owners either out or dead.
Ruined villages - Many people spent their entire lives underground. Many towns were destroyed by monsters. These ruins are now scattered everywhere. Sometimes you encounter few buildings. If you travel deeper, you can find entire abandoned cities, now inhabited with monsters.
Villages - you can very rarely encounter human settlement. However, these settlements are not like the ones that stood on the surface. These have walls for protection and people rarely open their gates. Each village have it's unique name. You can change it's name via command.
Ancient ruins - If you venture deep enough, you can find old remains of unknown ancient civilisations. These ruins are now inhabited only by monsters. If you are brave enough, you can try to find lost treasuries in these ruins or even purge them from monsters. Don't forget these ruins were there for millenia, a lot of corridors could be destroyed or hidden - there can be some rooms that are not connected to the rest of the system.
You can sometimes find them thanks to the air shafts. but beware, they are deep.
Surface - It is now completely dead. Only ruins sometimes found among dead trees and clouds of gas mark that there was life.
Sometimes you can find holes leading underground.
Different waterfalls can be found in every zone.
Lakes have different layout, based on the zone and sometimes even height.
Ravines and vanilla caves now generate in the world too.
Ice caves in snow zone
Blocks, items and recipes
Icicles - Hang from ceiling in snow zone. They can be used to craft ice.
Stalagmites and stalactites - You can destroy them with Pickaxe to obtain shard(chance is 1/3).
Shards - Can be used to create lantern (with Lantern plugin)
Mossy stone(removed) - weaker than stone, if you break it with pickaxe, you have 1/3 chance it will drop mossy stone, otherwise it will drop cobblestone.
Snow bricks - can be crafted from snow blocks. They can also be found in snow zone.
(From left to right in back: icicle, stalagmite, stalactite. In the middle: Mossy stone(removed), Cave lantern(removed), Snow bricks
and Shard in front)
Four blocks of snow can be crafted into four snow bricks
Four icicles can be crafted into block of ice
Icicle and bucket can be crafted into bucket of water
You can now use some commands added by this mod. These are meant only for Cave world, not Vanilla world. You have to have allowed cheats or be in creative to be able to use them(exactly as vanilla commands)
cw.villagenum - returns number of existing villages in current Cave World
cw.villageinfo - returns number of existing villages in current Cave World, their names, population and location. Note: Villages that are far from you will display their population as 0, or close to 0
cw.villagerename <oldname>,<newname> - renames village with name <oldname> to <newname>. If given village doesn't exist, you will be informed. You can't rename village to name, which already belongs to another village in the world. You must separate <oldname> and <newname> with ,
cw.ruinsnum - returns number of existing ruins in current Cave World
cw.ruinsinfo - returns number of existing ruins in current Cave World, their names, location and if they are purged
Mods listed here WILL work alone (without Cavegen), but CaveGen is able to use contents of these mods to add new stuff.
Gamemodes: SSP, LAN, SMP
Link to full thread:http://www.minecraft...ilkcocoacoffee/
If used with CaveGen, you can rarely found coffee plants growing in Jungle zone. Their rarity is derived from rarity set in Cocoacraft config file.
Gamemodes: SSP, LAN
Link to full thread: http://www.minecraft...arryable-light/
Have you ever thought it would be great to have carryable source of light? Well, now you can make one! This mod adds Lantern.
You can carry it around or simply place it on ground/hang it from ceiling.
Crafting recipe for Lantern using CaveGen mod.
You can also craft it without CaveGen mod using Glowstone dust instead of Glow shard.
It may happen that lantern stops emit light even if you still have it in hand - simply make a few steps and it lights back on.
If you fly with lantern equipped the light will not update as fast as you travel, resulting in occasional spots of light in your trail. These will disappear if you walk over them or you load your world again. They won't cause any trouble.
I sometimes left a comment on youtube. My username is WHReaper
Videoreview by Joshua (SpiceyWrapGames)
Videoreview/Playthrough by 123sendodo
Videoreview by MistsofMinecraftia
Videoreview by Darkeness_dude
To install Forge, go to C:/Users/Yourusername/AppData/Roming/.minecraft/bin/ and open minecraft.jar with WinRar or something similar. Then drag files from forge archive inside and delete META-INF folder.
To install Cave-Gen mod, go to C:/Users/Yourusername/AppData/Roming/.minecraft/mods/ and unzip the whole archive into this folder. There should be now one archive(do not unzip this one) and folder called CaveGen, which should contain txt file called VillageNames.
If the folder mods is not there, launch Minecraft after installation of Forge once and it should create the folder.
Cave-Gen 2.27_5 - http://adf.ly/Xinty
Hints and bugs
This mod does NOT work on server. BUT it works fine via LAN
If you play any world and then you switch to any cave world(and you don't shut the game in between), informations about villages will not load. You need to either shut the game and then start your cave world, or load it twice (i.e. you exit first world, you load cave world, you exit cave world, you load cave world again)
You can set the maximum number of villages and ruins that can generate per world in config file. -1 means infinite number of villages. If you set the number to let's say 3, then you play the world and you encounter all 3 villages and later you decide you would want more villages on the map, simply set the number in config file to higher number (let's say 5). Then, if you load the world again, two more villages can generate. Of course the new ones can generate only in parts of your world which weren't yet generated - i.e. where you haven't been yet.
You can turn off greeting and leaving message in villages via config file (change true to false at line called villageMessagesEnabled).
You can edit list of names used for villages. Open you .minecraft directory and go to mods/CaveGen. There is file VillageNames.txt, which contains names for villages. You can add and remove as many names as you wish. Each line is one name. Names can contain spaces. Names CANNOT contain "@" or ",". Each name can be assigned only to one village in game. If you find more villages in game than you have names in VillageNames.txt, game will name them DefaultVillageX, where X corresponds to order in which villages have been generated.
Ores are not dependant on the height and also they don't spawn in veins.
Poorest loot is in chests on the surface. Better is in shacks. Even better is in ruined buildings and dungeons. Best is in big dungeon.
You can get to The End by collecting end portal frame blocks which can be found in chests, building end portal and filling it with eyes of ender.
There are no strongholds or shafts.
2.27_5 - Fixed commands
2.27_4 - Fixed bug that prevented plugin functions from working(i.e. latern crafted using shard with lantern mod and coffee plant in jungle zone with cocoacraft)
2.27_3 - Fixed dirty code for saving data
2.27_2 - Recipe adding moved from Lantern mod into CaveGen plugin container
2.27_1 - Fixed bug crashing game when launching vanilla world before playing any cave world
2.27 - New village house - Cattle shed, more stalagmite(8), stalactite (8) and icicle(4) types, stalagmites and stalactites generate more, snow zone is now more icy - ice on ceiling and ice caves, caves and ravines now generate correctly through snow and obsidian in snow and tectonic zone, improved house generation algorithm in villages(special buildings should be now more scattered through the village - there should not be two blacksmiths next to each other), old shed is back, whole system of ruins implemented - similar to villages(names are generated by custom name generator, they generate below level 30, if you destroy all spawners in ruins you will purge the ruins and you recieve some experience), 2 new commands(for ruins), inner changes to generating algorithm - should slightly increase the performance during world generation
2.26_1 - Fixed bug crashing game using LAN
2.26 - Switched from Modloader to Forge, Full and correct LAN support using packets, Plugin container supporting CocoaCraft and Lantern mod, Lantern plugin, lantern can be placed on ground or hung from ceiling, removed Mossy stone, removed Cave Lantern and Lantern (since you can now place Lantern on the ground, the lying lantern now replaces cave lantern in case you install Lantern plugin), mcmod.info file with description and mod icon in Forge mod manager, new village names (now 40 in total!), Villages now shouldn't generate too close (they requre at least 50 blocks wide gap), You need pickaxe to obtain shards
2.25 - Fixed villages count setting via config file, new installation, more roots in jungle zone, villages have unique names chosen from editable list, greeting when entering/leaving village (can be disabled via config file), population check (will not work on far villages), 3 new commands(see Commands tab above), ravines, vanilla caves, big dungeons have roof, you spawn on surface, fixed lighting bug on surface, changed color of the sky, added holes leading from surface underground, added gravel to rock zones, mycelium to jungle zones and thin snow to snow zones, added lantern item, vines can occasionally spawn in rock zone, correct temperatures for biomes (water in snow zone will now freeze), simplification of some parts of mod(could run better if it caused you lag), numerous enhancements for current algorithms
2.2 - full biomes support!, biomes are set as large, new zone - tectonic, bottoms of lakes are biome-specific and sometimes even height-specific, jungle zone is made of grass and dirt, long hanging vines in jungle zone, new village house - Inn, icicles can now hang on ice or snow, new texture for moss stone, fixed block bounds for stalactite, stalagmite and icicle, new crafting recipe(see crafting), moss stones have now 1/3 chance of dropping instead of 1/4, improved checks for main generation algorithm, completely new algorithm for generation of bridges - they won't end in the air + they can lead to both directions, more efficient ore-spawning algorithm, new generating algorithm for spawners, corrected little bug in village generation check
2.1 - waterfalls over lava pools,water pools and frozen water pools(their generation depends on zone), jungle zone now contains more water, Villages! Featuring walls, several buildings and of course villagers, number of villages can be configured in config file (.minecraft/config/mod_CaveWorld.cfg)(the number determines maximum number of villages(-1 means infinity)), hermits in sheds now have real beds, stalactites and stalagmites are now correctly named, generation of structures now can be turned on or off by generate structures button in creation of new world, stalactites,stalagmites and icicles can now be placed only on proper terrain and place(i.e. icicles require block of snow above, stalagmites requre block of stone below...) and they will also drop if you destroy the required block, glow shards have now only 1/3 chance to drop, glow shards have new texture, mushrooms now naturally generate in jungle and rock zone, new types of ruins(in 2.0 there were 4 ruins, now there are 10 in total!) with more hidden chests, several bugfixes and improvements of some algorithms
2.0 - (most significant changes from the last version by I Am David Minecraft) Added small roots sticking out of the wall, surface now looks more dead than unfinished. Completely new structure generating algorithm. New ruins, shacks. Many tweaks in old code. More variety in chest loot. Bridges(they were originally in the code, but they weren't used). Changed the config file to simplier one. You no longer spawn on the surface. Fixed some bugs. Updated for 1.4.4.
This document is Copyright of -Reaper- and is the intellectual property of the author. It may be not be reproduced under any circumstances except for personal, private use as long as it remains in its unaltered, unedited form. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this mod on any other website or as a part of any public display is strictly prohibited, and a violation of copyright.
Cave-Gen 2.27_4 - http://adf.ly/XiCOV
Cave-Gen 2.27_4 - http://adf.ly/UHBtE
Cave-Gen 2.27_3 - http://adf.ly/SIXA7
Cave-Gen 2.27_3 - http://adf.ly/OuK4b
Cave-Gen 2.27_3 - http://adf.ly/LTO57
Cave-Gen 2.27_2 - http://adf.ly/LTGQU
Cave-Gen 2.27_1 - http://adf.ly/L80Db
Cave-Gen 2.27_1 - http://adf.ly/KhpW9
Cave-Gen 2.27 - http://adf.ly/KNrpU
Cave-Gen 2.26_1 - http://adf.ly/HnFJd
Cave-Gen 2.26 - http://adf.ly/HQtPg
Cave-Gen 2.25 - http://adf.ly/GTjxm
Cave-Gen 2.2 - http://adf.ly/FzBrR
Cave-Gen 2.1 - http://www.mediafire...2159m0p5r3qo53u
CaveGen 2.0 - http://www.mediafire...pfa9a1g555nmwru
CaveGen 2.0 - http://www.mediafire...0okc2h887495a54
Credits and Special thanks
I Am David Minecraft - for making this great mod and making it open-source
Link to the original thread: http://www.minecraft...ow-open-source/
TechGuy543 - for his tutorials and many advices
123sendodo - new shard texture(slightly edited by me)
Strenghtowns - for his tutorials
If you like the mod, hit the + button in right bottom of this post
If you experience any problems or you have some ideas just leave a comment
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 18, 2012iChun posted a message on [1.5.2] Mob Amputation [v1] Blood and gibs! And an Easter Egg!Mob Amputation for Minecraft 1.5.2Posted in: Minecraft Mods
Video demo (with annotations):
While working with the mod I accidentally got this effect:
A great Mod Spotlight by GamersDissent
Inspired by the Mob Dismemberment mod
- Zombie Pigmen (with blood!)
- Zombies (with blood!)
- Tools will have a random chance of amputating limbs of mobs. Swords and axes being the highest, followed by pickaxes, arrows and fishing hooks, and finally spades.
- Can be configured to allow 100% success in amputation with any item (Like in the video)
- Works only on Skeletons, Zombies and Zombie Pigmen.
- Headless mobs will eventually die after a brief moment. (Can be toggled)
- Skeleton's attacking behaviour changes when its bow arm is cut off! (This is disabled in SMP)
- Gibs can be punched. Perfect for entertainment purposes.
- Works on SMP too!
There is also a config file in /config/ to disable or edit certain effects.
Copy the zip file into /minecraft/mods/
- Health showing mods show the health of each gib.
- Conflict with Improved First Person mod. Disable easterEgg in the config to fix.
If your item does not extend ItemSword/Pickaxe/Axe/Spade, feel free to add it to the custom list for the mod. Simply execute this function once. Note that it is a probability from 0 to 1, in doubles. You can also add vanilla items, but it will override the defaults.
Also add your own entities for gibbing chance.
mod_Gibbing.addCustomItem(int itemID, double chance) mod_Gibbing.addCustomEntity(int netID, double chance)
For the updated version, check the site.
Like this mod? Check out the Mob Dismemberment mod!
Download at iChun's Official Blog
Or get 1.5.1v1 here.
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