Time Zone/ Location: Pacific
Why should we pick YOU: I'm an interesting person. Trust me. Can I borrow five dollars?
Something interesting about yourself: I enjoy sandwich.
(OPTIONAL QUESTIONS) (MIGHT HELP)
First Name: Bryan (but seriously I just go by Chewy)
Skype (We have a group chat): Honestly can't remember. I can make a new one if need be.
What is love:
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Last active Wed, Dec, 30 2015 00:48:53
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Jul 26, 2014Chewy2014 posted a message on MeefCraft Server [Whitelisted] [Survival] [Vanilla] [New Map] [Small] [14+] [20 slots]Posted in: PC Servers
Sep 11, 2013There's obviously no changing your mind on this subject, but let me at least leave you with this:Posted in: Discussion
I'm not sure how much you've followed the development of Minecraft, but this game is their job. They have worked for 3 years on this project, day in and day out. They have worked with the community no matter how stubborn or rude it was. Whatever it was we asked for, they tried their best to give it to us. The folks at Mojang are respectful of all opinions and have always had an open ear for suggestions.
If you don't think the game is worth the money, at least think about how much Mojang has been dedicated to this project and its community. For the three years I've been following their work I haven't been let down. Consider paying not for the game, but for the amount of respect that Mojang has given us over the years.
Jul 15, 2013Chewy2014 posted a message on What did you do when you encountered your FIRST creeper?I probably said something along the lines of "omigahd wat is dat ting it luks sad" and then promptly died as the result of a hug-induced explosion.Posted in: Survival Mode
May 19, 2013Chewy2014 posted a message on Can I add mods to an already generated vanilla world?You can add mods to it and new chunks will generate the way the mods have programmed them to. Unless, of course, the mod developer has programmed in an exception to worlds that existed before it was installed, but I don't think that's likely.Posted in: Mods Discussion
In general you can add pretty much any mod and it will work properly with existing worlds.
May 4, 2013Chewy2014 posted a message on StabPunch [1.7.2] 24/7 Vanilla Survival Mature +18 White-ListIn Game Name - Chewy2014Posted in: PC Servers
Age - 17
Minecraft Specialty - Building villages and redstone
Why you want to play here - The vanilla experience--Too many modded servers out there lately
Who's hotter, Jessica Alba or Marisa Miller - I honestly don't know who either of those people are
Mar 21, 2013Gonna play with my bro, will edit w/ resultsPosted in: Maps
After playing the map it seems there are too many issues. First, you start in creative with no indication of whether you are supposed to be or not. Second, the boat race is far too narrow, you can't make any of the turns. I suggest widening it a bit (maybe just 2 blocks or so).
Further, you haven't addressed the issue of what happens if you die. We both died at the same time in the lava maze and we weren't sure what to do after that.
We couldn't be bothered to go any farther because it seems a little too confusing. Perhaps an update to address these issues?
Jan 4, 2013I will agree, the image of the current game is a little... off... from what I thought it would turn into back in alpha.Posted in: Discussion
Honestly, though, I love the game how it is. That's not to say I don't miss alpha or 1.7.3, I just don't feel it's necessary to go back in time to remove a feature that, in my opinion adds some content to the game. I do have grievances with the current game, but with all the updates they've been pushing out they have been getting resolved little by little.
I respect Mojang as a company. I stand by everything they do because I'm loyal to them and love everything they do. I have no urge to complain about what they do, because they work hard to do it. They ask the community what they want in the game, and when it finally gets added there are still people who complain that they added it. I've never understood the MCF community, but they are a bunch of ungrateful people who don't understand the hard work Mojang does. I'm sick of seeing threads like this and people like you who can't keep their bad opinions to themselves.
Please, stop playing the game. Get off the forum, and don't come back. The respectable side of this community doesn't want you here.
Dec 25, 2012There used to be a very popular method called Phoenix Mining, and I used to use that. Essentially it is branch mining, but with the added mobility of a path that goes straight through, cutting travel times in fractions. Here is a link to the thread, it actually has a lot of other information too.Posted in: Survival Mode
Dec 25, 2012I find the enchantment books completely useless for getting a certain enchantment. Sure, if you're trying to unload some levels so you don't lose them they're perfect, but if you're trying to get Silk Touch or any specific enchantment you should enchant the tool directly. You're chances of getting the enchant you want are drastically reduced by the fact that books can have any enchant, while tools can only have the ones that are compatible with them.Posted in: Survival Mode
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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.
Feb 26, 2013Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Supporting this suggestion
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
By default, nothing will change.
By default, nothing will change.
By default, nothing will change.
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
Mar 14, 2013Rayvolution posted a message on ♦ SixtyGig Resource Pack ♦ (Cartoon Style, Clean, Semi Faithful) (Build 1-14-2014) -> Quartz added! <-Miss me? I've released my new game on Steam! Come check it out.Posted in: Resource Packs
PSA: THIS PACK REQUIRES MCPATCHER! OPTIFINE IS NOT A SUITABLE SUBSTITUTE!!! IF YOU CAN NOT INSTALL MCPATCHER, DOWNLOAD SIXTYGIG LIGHT!
Visit the Official Website
Want to see my Live Stream while I work and play?
If you love my pack (or hate it?) Please leave a comment! I love hearing your feedback! Also don't forget to give some and love!
- My goal is to bring the feel of the vanilla texture pack to life in a more cartoony high resolution artwork. Why do I call it semi-faithful? It's not a true faithful texture pack. It won't be *exactly* like vanilla pixel:pixel like most faithful packs would be, it's still going to be completely my original work hand drawn from scratch. But it will be based on the vanilla texture pack. If you pay close attention to my textures, you'll notice I almost always use the same base colors and shapes of the original vanilla textures, only deviating where allowed without breaking the ultimate feel of Minecraft. A good example would be textures with very distinctive shapes like planks, chests, doors and bricks will retain their original shape/form, just redrawn into my art style.
The purpose of being faithful to the original vanilla blocks is simple, a lot of texture packs go wrong (in my opinion) by totally changing the basic design of the blocks, shaping them into another block style entirely. For example, the planks in Sphax's famous BDCraft, while beautiful, look more like box crates than MC style planks. While that is perfectly fine in a single player environment, I feel it's not good in a multiplayer environment. You want to know your builds look good with vanilla so everyone can enjoy your masterwork, not just you with your texture pack! With my pack, you won't have to switch back and forth!
EVEN IN 1.7: MCPatcher is required to take advantage of this packs full capabilities!
Here's a link to MCPatcher, install it
LATEST BUILD 1-14-2014
Download MC1.7.x (PMC)
Download MC1.7.x (Curse)
Download MC1.7.x (Mirror)
Download SixtyGig Light (Non-MCPatcher users ONLY - Not recommended!!)
SixtyGig light is a special version of SixtyGig with all the bells and whistles stripped from it, it is the only version that will properly work without MCPatcher! It is NOT recommended. Any computer can install MCPatcher unless you have some sort of odd mods that conflict with it, you should make every effort to install MCPatcher and AVOID using this version.
But, if you have no other options, this version will allow you to use SixtyGig.
Patch Packs are small resource packs you can load on top of SixtyGig, offering a more customized experience that may suit your personal tastes!
Patch Pack: Connected Ore Blocks (Primary)
Full CTM For Coal, Lapis, Iron, Gold, Redstone, Emerald and Diamond blocks!
Patch Pack: Seamless Glass (Primary)
This pack removes the alpha layer's grid pattern in the blocks, taking it away from faithful but making it more seamless in appearance.
(Required for SixtyGig, not needed for most other packs unless specified)
1. Download MCPatcher here: http://www.minecraft.../topic/1496369-
2. Close minecraft, if it's open.
3. Doubleclick on the MCPatcher file you downloaded in step 1.
4. Hit Patch.
5. Done! Go do next set of steps below.
(Standard for all packs)
1. Download the pack (Kinda no brainer there!)
2. Open up minecraft
3. Go to Options -> Resource Packs -> Open Resource Pack Folder. A folder should open.
4. Put the file you downloaded in step 1, inside the folder that opened in step 3.
5. Go back into MC, select the pack.
PATCH PACKS 1.7:
1. Download the patch pack you want, place it in /resourcepacks/ with SixtyGig.
2. In 1.7, simply load the patch pack on top of SixtyGig within Minecraft.
PATCH PACKS 1.6:
1. Unzip the patch pack and drag+drop all the contents into the SixtyGig pack.
Direct Downloads: 58,230!
14 Jan 2014 - Quartz added!
10 Jan 2014 - Flower Pots (Item and Block) added!
5 Dec 2013 - Removed placeholder textures (To make pack easier to load with other packs)
6 Oct 2013 - Wheat Crops added!
19 Sep 2013 - CIT-Supported Spawn Eggs added!
18 Sep 2013 - Charcoal, maps and paper added! Empty Bottle fixed.
14 Sep 2013 - Rain Splash, enchantment table glyphs and Splash potion (star) and damage particles added.
12 Sep 2013 - Splash Potions added!
9 Sep 2013 - 250,000 downloads!!!!!
9 Sep 2013 - All regular potions added!
31 Aug 2013 - Bows added!
28 Aug 2013 - All Music Discs added!
27 Aug 2013 - Potatoes, Poisoned Potatoes and Baked Potatoes added.
26 Aug 2013 - All Hardened Clay Added, Stone, All Ores and Bedrock Improved.
22 Aug 2013 - Full BetterSkies support.
20 Aug 2013 - Double and Single Chests added! (Trapped and regular)
18 Aug 2013 - Sticks, Blaze Rods, Coal, Gold Nuggets, Ghast Tears added, pack and mojang.png changed!
17 Aug 2013 - All Paintings added!
17 Aug 2013 - 200,000 Downloads!!
13 Aug 2013 - Birch Leaves fixed.
10 Aug 2013 - Command Block added!
10 Aug 2013 - Lapis Block Improved!
8 Aug 2013 - Coal Block Improved!
2 Aug 2013 - Wood, Stone, Iron, Gold and Diamond Pickaxes added!
31 Jul 2013 - 150,000 downloads!!
30 Jul 2013 - Anvil GUI added!
20 Jul 2013 - Furnace and Container GUIs added!
18 Jul 2013 - Dispenser and Crafting Menu GUI added.
17 Jul 2013 - Inventory GUI added.
13 Jul 2013 - Armor icons, Air Bubble icons, and action bar added.
10 Jul 2013 - 100,000 DOWNLOADS!!!!
9 Jul 2013 - Options Background changed, XP Orbs, Boss healthbar and horse stamina bar added.
7 Jul 2013 - Color coded GUI/Interface/Menu text added!
6 Jul 2013 - Raw and Cooked Porkchops and Beef added! Also custom splash page messages!
5 Jul 2013 - 90,000 Downloads!
2 Jul 2013 - Wood, Stone, Iron, Gold and Diamond Shovels added, plus 1.6 fixes for horse bar GUI and logs.
30 Jun 2013 - 1.6.x Resource Pack Released!
29 Jun 2013 - 80,000 Downloads!
29 Jun 2013 - Apple, Golden Apple and Wood, Stone, Iron, Gold and Diamond Axes added!
27 Jun 2013 - Wood, Stone, Iron, Gold and Diamond Swords added!
23 Jun 2013 - Flint and Eggs added!
22 Jun 2013 - Gunpowder, Glowstone Dust, Redstone Dust and Sugar added!
21 Jun 2013 - Cake added!
18 Jun 2013 - Writing Book, Written Book, Book, Enchanted Book and Feather added.
17 Jun 2013 - Melon, Glistering Melon, Firework Charge, Magma Cream, Slimeball and Snowball added!
16 Jun 2013 - Cauldron and Hopper Added!
14 Jun 2013 - Anvil Added!
11 Jun 2013 - Waterlily Added!
08 Jun 2013 - Mossy Cobble Added, New redrawn Cobble and improved Mossy Stone Bricks!
08 Jun 2013 - 60,000 downloads!
06 Jun 2013 - Enchantment Table and Book Added!
03 Jun 2013 - Beds Added!
01 Jun 2013 - Soulsand added, Brewing stands fixed!
31 May 2013 - Lava and Flowing Lava added!
30 May 2013 - Water and Flowing Water added!
29 May 2013 - 50,000 Downloads!
28 May 2013 - Enderpearl and Carved Stone added.
If you're interest in making unofficial mod texture support for SixtyGig, please contact me. I have a lot of resources at my disposal to help you out, including free web hosting and FTP access for your files.
Official Mod Support (Packs by me!):
Unofficial Mod Support (Packs by other people!):
- You may only use your own textures, or remixes/edits of SixtyGig's.
- They must be 64x64, and of course, cartoony!
- The textures must be faithful to the mod's textures. Just like SixtyGig's is faithful to default.
- If it's a CTM-supportable texture (most blocks/in-game objects), it must have a minimum of 9 textures.
- You can't put the download link behind Adfly (or anything like it) anywhere on the internet.
- You must host the files on the SixtyGig webserver. (You'll be given an FTP account)
- You must layout the .zip file with the textures in such a way players only need to drag+drop the mod textures out of your pack and directly into the SixtyGig pack.
- "dead" mod packs will be removed. (Either incomplete and no progress has been made in several months, or extremely out of date)
- You are free and modify my texture pack for your own personal use however you deem fit. But you MAY NOT DISTRIBUTE THOSE CHANGES WITHOUT MY PERMISSION.
- You are free to use this pack in any screenshots or videos you like, including monetized youtube videos.
- You are free to make this pack your official server texture pack, but your users must go to an authorized download location to obtain the pack.
- You may never put a link to my pack behind adf.ly or any other for-profit service. If you want someone to download my pack, please direct them to one of my official download locations only.
AUTHORIZED DOWNLOAD LOCATIONS:
Also; If you want me to link to your any of your work via your screen name in the list below, leave a link as well!
(Some have been sped up for viewing purposes!)
Aug 7, 2013OvusOvus posted a message on OSS: Fully Functional Space Station (with download)Hello. I'm Ovus. I've been working on this project for a while now, and I feel like it's about time I show it to someone, rather than continue to work on it in SSP where nobody else can see it. This is a completely self sustained satellite space station equipped with fully functional solar powered redstone pulse light system, moving engine system which powers on only when it receives light, self sustained biological department with foods and lumber generation, a cobble generator, Observatory, Skywalks, Portal entry and emergency sprinkler system. This visual skeletal design is inspired by a YouTuber whose name I can't remember (He's a very young kid who has been called the "mini-Sethbling". If anyone remembers his name, please post to give credit.). I built this nearly 100% legit (with the one exception that I MCEdited the solar panels in because Mojang had released the solar panel update the moment I finished gathering the materials and buildinga whole panel system, and rather than undo a ton of work I had already accomplished, I decided to give myself a break and just do a quick update of the work I had already accomplished). I play exclusively in Normal Surivival, and I enjoy the challenge of adventuring and working for my build materials. Basically that means I built this entire thing on dirt scaffolds, built so high into the sky that the Earth literally disappeared into the haze below. It was quite the challenge, and I'm proud to say I didn't once fall and die So without further adieu, here is a tour of the OSS (Ovus Space Station). The texture pack is "Conquest".DOWNLOAD: http://protolime.com...gdomsofovus.zip (World best viewed with the Conquest texture pack. If you're not using the Conquest texture pack, you're not seeing what I built.)Walk outside, take the portal to the Nether, then the portal to the ship. Keep in mind, the majority of my world is a Survival Single Player work-in-progress. If you do any modifications or highlights of any of my builds, please credit me, and please don't try to profit off my work, unless you supply me a sufficient kick back, of course This is the mid-section exterior airlock. The levers on either side control the iron airlock door at the bottom. The exterior iron airlock door in the center is button activated on both sides, minimizing extended exposure to the vaccum. All exterior airlocks in the ship follow this safety procedure. If you wear a pumpkin outside it feels like you're wearing a space suit Outside view of the mid-section exterior airlock. At the bottom you can see the pulse generator and the lightstone circuit connector just above it, which supplies power to the south end of the ship.Closer view of the exterior of the mid-section. In the back left you can view see the Portal room.View from the south end of the ship. You can see the pulse circuit running along the center. This lights up, pulses of light that wash down the inside and outside of the OSS.The lighting of the ship is activated by the two solar wings of the ship (the only non-legit work on the ship was that I MCEdited the quartz in to lay out the panels, because I didn't feel like redoing all the work assembling the materials after having just finished them when the update dropped). When the solar panels reach a certain level of light (close to late morning light), they send a signal to the rest of the ship.When the solar panels are not receiving light, this section keeps this circuit hot, which keeps all of the engine room pistons (which are connected to the pulse generator) permanently extended, and in effect turning them "off". This means that pistons do not move until the solar panels deactivate the hotline, therefore when the solar panels receive enough light, the pulse generator "kicks on" and the engine pistons begin extending and retracting with the pulse. From most sections of the ship, the sound of the engine is usually the only way you can know what time of day it is.Another view of the pulse generator.Mid-section connecting the Airlock (above) with the Observatory (below).Exterior view of the mid-section with the Airlock on top and the Observatory on the bottom.View of the bottom sections. The white pod on the left is a lightstone switching device which switches out a floor lightstone block with a normal block, the glass section in the middle is the Observatory, and the large dark section on the right is the Genesis Chamber.This is a view of the engine room with the center shaft leading back to the Portal room, leisure room and another shaft to the Biological Department.Exterior view of the center shaft.View of one of the engines. Each lever toggles whether the piston pulse on or off.This lever toggles whether the lights pulse down the hall or are sustained lights.This lever toggles all power to the south end of the ship, effectively toggles the lights on or off. That means there are three possible settings. No lights. Sustained lights. Or pulsing lights.Leisure room. On the left is the Portal room. On the right is the shaft to the Biological Department.Portal room, the only way to access the ship, as it is suspended far into the sky. I also grow mushrooms in here.Top down shot of the exterior of the leisure and Portal rooms. The line of white hulls in the center is the Biological Department.Alternate view from inside the Portal room.One of the few windows inside the ship, from the Portal room.Leisure room entrance to the Biological Department.Shaft to the Biological Department.The Biological Department. It's set up to allow a player to play exclusively out of the OSS, living only on the resources grown in the ship. For months I played only eating food out of the ship, only using wood and cobble produced on the ship. It is completely self sustaining.Entrance to the Genesis Chamber.Interior of the Genesis Chamber. There is a chicken named Gunther the 15th offscreen at the bottom. Gunthers 1st - 14th have all since deceased.Wheat and carrots.There are only two other members on the OSS, one purchases paper, and the other sells redstone. That means I can use this wheat farm to produce paper, which I can then use to generate more redstone without ever having to leave the ship.Alternate view of the Biological Department hall.Pretty self explainatory here.This is back at the north end of the ship. This is the juncture between the north airlock, the Core (cobble generator) and the crew quarters. There is a lightstone above just off screen which can be broken to release water in case the ship catches fire from the Core.Exterior view of the emergency water pod.Crew quarters, where I keep potions of healing in case I have to heal one of the stupid crewmembers, as well as golden apples and potions of weakness in case I have to get more. I do this by shutting off all the lights on the ship, moving far into the north end, waiting, and then going into the darkened center of the ship to find a zombie villager.Entrance to the Core.The Core (cobble generator).North wing airlock.Interior of the airlock system. As you can see, there is a set of two button activated-only doors, for safety precautions.Exterior of the north airlock.I'm not going to tell you what happens if you jump. All I am going to say is this: Trust in SCIENCE.View of the OSS from the town of Elstree.Hope you enjoyed my tour ofthe OSSPosted in: Survival Mode
Jun 8, 2013FireroseNekowolf posted a message on 1.6- The most dissapointing update ever? **UPDATED 1.6**Posted in: Recent Updates and SnapshotsQuote from Oh_its_that_guy
However, I assumed that 1.6 would also have new biomes, fish, birds...I overestimated mojang.
And there's your problem. So really, you set yourself up, not Mojang.
May 22, 2013Posted in: Survival ModeA Decaying World!An awesome superflat map challenge!
This is a special challenge for a certain type of superflat that me and my friends have done before, so I thought I could share it here.
The challenge is to survive in a world that will decay around you. As easy as it may seem, you may find yourself running for your life from the spreading decay!
Generate a survival world, on the superflat generator. Then use the preset:
As soon as you have done this, just play normal minecraft. Don't worry about the decay, as it will only start when leaves are broken or when you find a village (or mineshaft on the ground). Once it starts, it will start eating away at the world until it's all gone. Luckily, you can outrun it.
To help you out, strongholds and mineshafts still generate in the world, just in the sky. It's a lot easier with them to collect resources and survive above ground.
The decay will also stop spreading if you manage to unload the chunk. To do so, just run far enough away from it until it's nowhere in sight.
You don't have to play on easy, or above. You can if you want an extra challenge, though. Or maybe even hardcore if your up for it!
- Make a tree farm
- Make a cobblestone generator
- Get full iron armour and tools
- Build a Lv 30 enchantment room
- Go to the nether
- Defeat the ender dragon
I hope you guys enjoy this challenge! I know I have had a lot of fun playing it! I hope you guys do as well!
Sep 8, 2012pieman509 posted a message on i think jeb is trying to make us play a certain waycouple things to say:Posted in: Survival Mode
#1: the reason jeb is using the mod ideas is because they were GOOD mods, and mojang has the right to license the mod as part of their game.
#2: the idea of enchanting is to give you a reward for doing certain objectives in the game, like mining ores or killing monsters. i don't think that jeb wanted a way to get from 0-30 in 5 minutes with an enderman farm.
#3: mc was meant to be a simple game, and certain things make it better or worse. overall, its the decision of the minecraft developers, we can only give suggestions.
dont hate on me please, just expressing my point of view on this topic
Sep 18, 2011Hello, TMan here to help you out with a ton of tips and tricks, created by the community. I don't want to bore you with a long detailed paragraphed guide. So here are a bunch of tips to help you out, if you'd like I can post examples of your use of these tips, I'll post your projects, I'll add a link that you like.Posted in: Creative Mode
Just ask, I'll always help the best I can!
-Flat-maps! (To build on)
-Super Awesome Schematic Pack!
-Minecraft Builder Series
-Making Things Look Good
-Things To Build!
-Foldager Gaming Videos
-Useful Survival Things
-A circle guide.
-If you don't know what to build, pull up some images from google to inspire you.
-Texture Packs to your liking can improve the way things look a lot! My personal favorite Summerfields.
-Remember, you don't have to go for realism, let your imagination run wild onto Minecraft.
-Minecraft is YOUR world, do anything you want, you have everything you need, the tools and the materials, do anything you dream of.
-There aren't any physics in Minecraft, so don't hold back when building your creations!
-Planning out your build makes it really easy and well put together in the end.
-The "Golden" Ratio.
-Symmetry can help make your creations look more neat and tidy but not everything has to be symmetrical.
-It's easier if you know how or what you want to build so try and choose a theme to build around, like Defense, Luxury, Modern, Futuristic, Med-evil, ect.
-Before you start building know which blocks you will use, create a palette of blocks to build with as an artist chooses the paint they paint with. You should generally use about 3-5 blocks for the majority of the design.
-Despite Minecraft being a game of blocks, you can also build many different shapes.
-Location adds atmosphere, a wooden lodge just doesn't fit in a desert.
-If you make structures more than 1 block thick you can make a different interior material and also use a different exterior.
-You can use anything to build! Crafting benches, furnaces, even cake!
-Use blocks in any way possible, slabs can create windows, stairs can make chairs.
-Max out your space, bigger is better.
-Remember, your structure looks smaller from the inside.
-Exterior lighting is just as important as interior lighting.
-Diagonal builds and curves contrast the blockiness of Minecraft, its a neat effect!
Aesthetics (Touching up)
-Switch up your materials!
-Add in little details like flowers or trees, touch things up a bit.
-Put glowstone behind your paintings. They are translucent and appear much brighter and more vivid with glowstone behind them.
-Add frames around your windows. For example, if your walls are made of Planks, use raw wood to outline the windows.
-Use different materials to make patterns!
-A whole thread on interior design!
(Aesthetic or Furniture Mods Here)
Examples (Cool stuff goes here!)
(Need more of these!)
(Current Projects needed too)
Remember the list is constantly growing, suggest your own ideas. If you want help, just tell me in a post and I'll try my best to help you out .
Jul 1, 2011The need for slimes is clearly a desperate one for many, post 1.7. While I never had a particularly hard time finding them, some seem to have never seen them even now.Posted in: Survival Mode
There are a lot of myths around about slimes, most notably that they spawn near water or lava. This is not true, although they are often found near lava, since both appear near bedrock. A lot of people have attempted to build slime farms at bedrock, to find nothing spawns!
The fact is, slimes only spawn in certain chunks, AS WELL as only being in layers 1-16. Some people know this, but many more do not.
So this means any old bedrock level room won't cut it, it has to be in the slime-eligible chunks. Finding them legit is a process of trial and error . . . the best bet is to make many large tunnels near bedrock and look for slimes spawning in them. If you do not mind using an outside program, however . . .
Trunkz has been so kind as to create a web-app AND a mod that will allow you to detect slime chunks, which you can find here, in his thread. Make sure to give him some rep for such an amazing contribution!. To make the most use of it, you want to find multiple chunks within close proximity. My personal favorite is a row of 3, but a 2x2 square, or even larger, could work. Keep in mind that the odds may be against finding large clusters together, so don't set your sights too high.
Here are some basic blueprints for my farm, and two screen shots.
The general rule is that you want to clear EVERYTHING from bedrock to layer 16 out of these rooms, to maximize spawning rates. Then, you want to install floors, which should increase the spawn rate. The nice thing is, large and huge slimes can spawn in small spaces, but instantly suffocate, splitting into smaller slimes. You can make each floor 2 spaces high, or 3 spaces high. I like fighting large slimes for fun, so my farm is 3 spaces high. The optimal floor placement is depicted in the blueprint.
Furthermore, you want to light each floor fully; this will decrease the spawning of OTHER hostile mobs, not only making each room safer to clear, but will increase the number of slimes that can spawn. Like other mob farms, its very important to not wait IN or next to the chamber. Create a waiting room about 25 blocks away; this will allow the slimes to spawn in the eligible chunks.
I have NOT designed an automated or grinder version of this farm. So far, I've noticed that the slimes LOVE to cluster in the corners. Once left to their own devices, all of the slimes in the chambers will huddle up in one of the corners of the room. Knowing this, some sort of drowning system could be quite easy, I am sure. Its very important to remember, however, that a slime will ONLY split if you do the exact amount of damage to kill it. If you deal more health than it has, it will instantly die, yielding no smaller slimes. Since small slimes are the only ones which drop items, you do not want to do this. Killing slimes with your fist or blocks is ideal.
I know this farm works. 2 days ago, I had about 500 slimeballs; now I have about 3500. Even a few hours with this farm should be more than enough for anyone.
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