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Dec 14, 2012Creeperkiller999 posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]This...This is truly incredible! This is by Faaaaaarrrrrr the best mod i have ever seen .but this is also the laggiest mod i have ever seen.200fps goes to 19fps 0.0. i would love to use this on a daily basis but it causes way to much lag. . I do have optifine too.Posted in: Minecraft Mods
Oct 30, 2012Creeperkiller999 posted a message on The Dalek Mod - Updated (Dec 2020) - Tardis, Sonic Screwdrivers, Daleks, Cybermen, Time travel and much more!Looks like a good mod,i would download it , but i don't have enough file space on my computerPosted in: Minecraft Mods
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Dec 14, 2011Noctriss posted a message on [1.12.2]Affinity HD Resource Pack - x64, x128, x256, x512, x1024Posted in: Resource Packs
Welcome to Affinity-HD-, a semi-realistic fantasy resource pack for minecraft. With this pack your gaming experience will reach a whole new level. This resource pack is perfect for all gaming mods, weather you are roaming around the world trying to survive, or planning your next megastructure in your city, it can fill all your needs. Created back in 2011 and constantly getting updated means you don't have to worry about the pack getting abandoned or not being available.
Affinity-HD- is the first modular resource pack for minecraft, it has been split into modules, Each module contains textures from its description, when you put all the modules together you get the complete package. This was done to improve user options and customizations. With modules you can combine x256, x128 and x64 pieces, and optimize the pack the way that you want, you can combine it with other packs, or just use the parts that you want. A whole new world awaits you with Affinity-HD-, head on to the downloads page and get the best fantasy resource pack out there.
For all the perks of a modular design visit Affinity-HD About Page.
Affinity-HD has now been split into modules, each module holds the textures according to its descriptions on the download page. Optifine is recommended to have, if you do not have this mod, I cannot help you.
You can view the Moular tutorial and how to use modules on this page Affinity-HD Tutorials.
However if you prefer a Bundle version is also available for easier download.
Join the official Discord Chanel: https://discord.gg/CP6SGsW
Texture pack copyrighted under CC BY-NC-SA 4.0 licence.
Website still under development as well as the texture pack. For any bugs or suggestions, feel free to contact me on the website, forums, or any social media that is listed on the site for help and assistance. I will try to solve whatever problem you have
Have fun, enjoy, slay monsters, and stay creative!
Mar 11, 2012XRDBlade posted a message on [32x] [1.3.2/1.2.5] JohnSmith Texture Pack Mod Support (Batteries Not Included)Posted in: Resource Packs
Information & External Downloads
These textures are designed to fit the JohnSmith texture pack. By downloading JohnSmith alongside this, you get textures that blend near-perfect together. JohnSmith is a 32x32 texture pack, which is double the size of the default Minecraft resolution. You must use MCPatcher or OptiFine to see textures correctly.
Download John Smith
If you enjoy my work, It's appreciated whenever you hit that rep button.
Latest Update | September 12
I'm going to put a halt on this and restrict myself to doing these on free time. Can't do much during the school year.
-Added IC2 from John_Lemon.
-Upcoming update to Better Than Wolves.
JohnSmith for his brilliant artistry in his texture pack to get me to make mod support.
Lilyo for a dash of inspiration of his original mod support.
Urian the talented artist who originally compiled textures up until BTW 2.94, consisting of the concept of nearly half of the current textures.
Roemba for Mystcraft support.
John_Lemon for IndustrialCraft support.
Vattic for temporary placeholders from Faithful.
List of Supported Modifications
[1.2.5] Better Than Wolves v3.72 by FlowerChild
[1.3.2] CraftGuide v1.5.2 by Uristqwerty
[1.2.5] ExtraBiomesXL 2.20 by MisterFiber
[1.2.5] IndustrialCraft 2 v1.103 by Alblaka
[1.3.2] Mystcraft 0.9.2.00 by XCompWiz
[1.2.5] Mystic Pack by Axebane, updated by Grim
[1.3.2] Not Enough Items v1.4 by Chicken_Bones
[1.3.2] Too Many Items 2012-08-16 by Marglyph
Work In Progress and Requested ModsBetter Than Wolves v3.91 [90%]
ExtraBiomesXL 2.2.7 [60%]
IndustrialCraft 2 [25%](John_Lemon)
RedPower 2 [43%]
Connected Textures Extended(JohnSmith)
Direwolf's Let's Play Mods
Yogbox1). Download Better Than Wolves for JohnSmith.
2). Extract / Unzip.
3). Drag the "/btwmodtex" folder into your respective JohnSmith.zip1). Download CraftGuide for JohnSmith.
2). Extract / Unzip.
3). Drag the "/gui" folder into your respective JohnSmith.zip1). Download ExtraBiomesXL for JohnSmith.
2). Extract / Unzip.
3). Drag the "/extrabiomes" folder into your respective JohnSmith.zip1). Download IndustrialCraft 2 for JohnSmith.
2). Scroll down the page and click "2. Download the IC2 addon."
4). Extract / Unzip.
5). Drag the "/armor" and "/ic2" folders to your respective Johnsmith.zip.1). Download Mystcraft for JohnSmith.
2). Scroll down the page and click "Download".
3). Click "Skip Ad" on adf.ly and Save.
4). Extract / Unzip.
5). Drag the "/myst" folder into your respective JohnSmith.zip.1). Download Mystic Pack for JohnSmith.
2). Extract / Unzip.
3). Drag the "/mysticores" folder into your respective JohnSmith.zip1). Download Not Enough Items forJohn Smith.
2). Extract / Unzip.
3). Drag the "/codechicken" folder into your respective JohnSmith.zip1). Download Too Many Items for JohnSmith.
2). Extract / Unzip.
3). Drag "tmi.png" into your respective JohnSmith.zip
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 11, 2012Posted in: Minecraft ModsExtrabiomesXL
ExtrabiomesXL is a collaborative open source mod for Minecraft which adds new biomes and an assortment of natural blocks and items that enhance gameplay and make exploring fun and interesting. Keep up-to-date on the latest development news and general interest regarding ExtrabiomesXL on http://extrabiomes.com/. The official ExtrabiomesXL wiki is the best place to read any kind of information regarding ExtrabiomesXL.
ExtrabiomesXL 3.16.3 was tested using Minecraft Forge 10.13.4.1481, which can be found here.
ExtrabiomesXL on CurseForge;quot;]
- Google Drive folder of all ExtrabiomesXL versions
ExtrabiomesXL is delivered in a single universal download which can be installed on clients and servers alike.
- Install Minecraft Forge
- Drag the ExtrabiomesXL download into the mods folder (Don't unarchive it)
Resource Pack Support
A list of resource packs and texture packs which support ExtrabiomesXL can be found on our wiki. We can't guarantee all of these will be up-to-date, however.
ExtrabiomesXL team member gwydion0917 has utilized Custom Stuff 2 to add special red rock versions of furnaces, buttons, pressure plates, etc. It can be found here.
The changlog can be found on our Wiki.
ExtrabiomesXL is currently available in English, French, German, Italian, Polish, Portuguese, Russian, Simplified Chinese, Spanish, and Swedish.As ExtrabiomesXL updates with new content, however, we can't guarantee these localizations will remain up-to-date. We'd greatly appreciate any assistance in ensuring all of ExtrabiomesXL's localizations are up-to-date and accurate. A list of the localization files can be found here. Always feel free to add new languages! Our localizations are done by hand, by speakers of the select language for utmost quality, so please no Google Translate. Thank you!
You are free to distribute ExtrabiomesXL in your modpack, so long as it's not being used to make money.Credits
- Original mod by MisterFiber
- Development, design, quality control, and artwork by the ExtrabiomesXL team
- Plenty additional contributions by open source contributors
If you have any problems or questions, please ask in the forum. Be advised, however, that we can never diagnose or fix anything without a complete log file. You should post your complete log (ForgeModLoader-0.log, or ForgeModLoader-client-0.log) on pastebin (or any other similar text sharing service) and then post a link to it here in the forum. The community around this thread likes solving support issues and the most important step you can take is posting your complete log file. Any support requests should be handled publicly where everyone can benefit. Please do not PM the team members with support requests!
Note: Failure to post complete log files using the directions outlined above severely reduces the likelihood that you will achieve a successful outcome to your support your support issue. How to receive support if you do not have a crash report. In the event that Minecraft didn't crash and you did not get a crash report, don't worry. Crash reports are not helpful or wanted. To receive support for your issue, post a complete log by following the above instructions.
A list of frequently asked questions is available on our Wiki.
VideosThere are currently no up-to-date videos for ExtrabiomesXL. Only videos using a recent version of ExtrabiomesXL displaying our new content are allowed on the OP. For a comprehensive list of videos from previous versions, refer to our wiki.
Show your support for ExtrabiomesXL with one of our community made banners available from the wiki!
ExtrabiomesXL by The ExtrabiomesXL Teamis licensed under a Creative Commons
Jan 29, 2013NMcCoy posted a message on LegendGear - Items and more, drawing inspiration from ZeldaPosted in: Minecraft Mods
Archived for posterity:
LegendGear is a mod inspired by The Legend of Zelda and other classic games, providing new weapons, consumables, and accessories, as well as adding a couple new plants to world generation. LegendGear is a Forge mod; once you've got Forge set up, just drop LegendGear in your mods folder and you're good to go.
READ THE FAQ BEFORE ASKING ABOUT MODPACKS.
Changelog - Last update April 12, 2013
Fixed Titan Band not throwing carried entities
Fixed server crash
Fixed crash on bombing tnt
Updated for Minecraft 1.5.1, no new features
Fixed a handful of bugs
Enabled sword pedestal+skybeam block "distant repair" effect
Feature freeze until Minecraft 1.5
Requires the latest Forge for some features.
Improved reed pipes
added Milk Chocolate
improved various rendering and collision issues
added Headband of Valor and Whirlwind Boots
arrows can break jars
added Focus and Soul Tether enchantments
added Ender Medallion
Added config options for falling stars
Addressed reported bug of stars falling in the Nether
Added Starstone, craftable from 9 Star Pieces and placeable as block
Skybeam Block now uses Starstone in crafting
Slime Sword is now craftable
Disabled loading of quiver-type items in crafting grid by default due to buggy interactions with other mods' crafting grids (they will still collect dropped items)
Added Reed Pipes
Added falling stars at night
Added Stardust, Star Piece, Skybeam Block, and Starbeam Torch items
Added a LegendGear creative tab
Added Thaumcraft aspects to many LegendGear items
Fixed bug with healing causing you to drop Titan Band-lifted creatures
Changed material of mystic shrubs to plants
Fixed some strange behavior if multiple pots suck up an item at the same time
Addressed compatibility issue with Titan Band
Added config options for additional hookshot-capable blocks
Improved sword pedestals; can now take sword by right-clicking hilt
Fixed a server crash related to clay pots and mob pathfinding
Added some not-fully-implemented blocks and items, due to rushing out a bugfix release; play with them in Creative at your own risk, if you like
Creative mode players now do not accumulate hearts in inventory.
New config option: add item IDs for pedestal to recognize as swords
New config option: add item IDs for custom bows that will make quiver put arrows in your inventory (for the bows that do not call Forge's ArrowLooseEvent)
New config option: enable safeguard to prevent easy grinding of emerald shards
Added caltrops, jars, sword pedestal, and hookshot.
Made XP shinier.
Looting enchantment now increases emerald shard drop quantity from mobs.
Bombs can now destroy cobblestone, TNT, and jars by default.
Dispensers now dispense armed bombs.
Swords can now be augmented with medallions by crafting them together.
Mirror particles possibly behaving better now.
Frequently Asked Questions/Requested Features/Demanded Explanations (Read this!)
Boots/Headband/some other item isn't doing anything!---
Install the latest version of Forge.
You should make [some other mod's thing] work with [your stuff]!
There's options in the config files to add item IDs for these things, as best as I can make them work. Beyond this, there's not much I can do - I am not going to go out of my way to specifically engineer compatibility with a mod that I do not myself use, when I could be making more of my own stuff.
What's with [X]? I don't remember that from any Zelda games...
This is not a Legend of Zelda mod. This is a mod inspired by many things, including Zelda, but it's not meant as a faithful implementation or recreation of anything in particular. It's a collection of things I felt like making, some of which are inspired by something from a game, some of which were just things I came up with.
Can I include your mod in my modpack, or post it on my website?
No, except under specific circumstances:
If you host a private server with fewer than 20 members, you may distribute my mod to your players only, as part of a modpack, through private communications such as email, Skype, or a password-protected file sharing system.
If you maintain a major modpack such as Feed The Beast, you may contact me and we can negotiate.
Otherwise, you may only share this mod by linking to this forum post - any other distribution, in whole or in part, is expressly forbidden. The code, images, and sounds in this mod are original work (or derived from Mojang's content for the purposes of functional and aesthetic compatibility, where applicable) and are protected by copyright.
Hearts and Shards
Slain enemies and the new Mystic Shrubs have a chance to drop hearts, which instantly heal you a small amount when collected, and emerald shards, which can be assembled into emeralds if you collect a lot of them - a total of 64 shards makes 1 emerald. To assemble emerald shards, hold a stack of at least 8 of them and right-click to make an emerald piece, and do the same with emerald pieces to make emeralds. If you need to make change, you can craft an emerald into 8 pieces, and a piece into 8 shards, using the crafting grid.
These fascinating teal plants grow in clusters scattered across the landscape. They can be chopped down to get a chance of hearts, shards, and arrows, and will slowly regrow on their own. During a thunderstorm, they become energized, dropping more valuable things, and with a chance of very special prizes - but they will discharge with a lightning strike if you or a mob steps on them, so be careful! Mystic shrubs cannot be transplanted with shears, but the very rare Mystic Seed will allow you to grow a new cluster of them.
Bombs and Bomb Flowers
Bombs are a new throwable item, with a maximum stack size of 16. Bombs explode 4 seconds after being thrown, dealing a moderate amount of explosive damage and very high knockback in an area of effect, without damaging blocks. Bombs cannot be crafted, but can be gotten from energized mystic shrubs, or from a creeper that dies to an explosion. They can also be harvested from Bomb Flowers, which grow near lava, if you have a Bomb Bag. Bomb Flowers can be transplanted by shears if fully grown, and will grow on smooth stone or netherrack next to a pool of lava (similar to sugarcane’s growth requirements).
Quiver and Bomb Bag
These handy new tools will enable you to more readily carry arrows and bombs, as well as seeing your supply of them at a glance. The quiver can hold up to 200 arrows, and the bomb bag can hold up to 50 bombs. Both can be emptied and filled by use of the crafting grid - craft a quiver on its own to take arrows out of it, or craft it with arrows to fill it; the same applies for the bomb bag and bombs. (For convenience, the quiver can also be filled by right-clicking with it in your hand.) Right clicking with the bomb bag will throw a bomb, and left-clicking on an armed bomb with it will disarm the bomb, enabling harvesting of bomb flowers.
This valuable item is handy for returning to the surface after exploring a mineshaft or cave - when used, after a moderate charge time it will teleport you to the most recent place that you were under open sky while having the mirror in your inventory.
This versatile throwing weapon can deal damage to multiple enemies, break tall grass and similar blocks, and retrieve dropped items for you. It will magically home in on you on its return path, though if you somehow manage to avoid it for several seconds it will drop onto the ground ready to be picked up. It deals a bit less damage than a diamond sword, and has 750 durability - each block broken or mob hit consumes one use.
A valuable but pricey consumable item - if you would get killed with a phoenix feather in your inventory, it will automatically use itself to revive you at half health, giving you a few seconds of invulnerability in the process. The phoenix feather has a maximum stack size of 1.
Medallions are magical items that store up a particular type of energy. In this version, there are four types - Fire, Wind, Earth, and Ender. When a medallion is first crafted, it’s uncharged, requiring you to take 50 total points (25 hearts) of damage of a particular type with it in your inventory in order to charge it. The fire medallion requires fire or lava damage, the wind medallion requires damage from arrows, and the earth medallion requires falling damage. The Ender Medallion is charged by staring at endermen. When fully charged, a medallion can be thrown, shattering it for a powerful area-of-effect attack, or it can be crafted into various items.
Each of these three medallions can be crafted into a protective amulet, which can counter 50 points of damage while actively used (holding right-click) before breaking. The Pyro Amulet converts fire damage into healing, the Geo Amulet converts falling damage into a powerful shockwave, and the Aero Amulet reflects incoming arrows back at the shooter.
The Earth Medallion can also be crafted into a Titan Band, which lets you pick up, carry, and throw other living creatures. Any damage to you or the creature you’re carrying will cause you to drop it.
Augmented Swords Updated!
Combine a sword with a charged medallion in the crafting grid to augment the sword with an additional offensive ability. Charge the sword by holding block, and unleash the attack by releasing block and swinging the sword when it's fully charged. Using the special attack consumes a percentage of the sword's durability, based on the material's enchantability rating; a gold sword will last for 100 activations, while an iron sword will last for 56 and a diamond sword will only last for 40. Choose your weapon wisely!
Augment: Earth Medallion
Creates a shockwave in the ground around you.
Augment: Fire Medallion
Launches a fireball directly ahead, igniting what it hits.
Augment: Wind Medallion
Launches a whirlwind ahead of you that carries creatures and objects with it.
Augment: Ender Medallion
Teleports you to a targeted living creature. You can block within the next 2.5 seconds to return to your starting position.
Sugar Cubes and Rock Candy
Sugar cubes are not recommended for use as a construction material, as rain has a tendency to melt them. Rock candy (with real rock flavoring) will give you a 15-second sugar rush, boosting your movement speed, as well as providing an additional effect depending on the flavor.
Milk Chocolate New!
This tasty treat will cure status effects like a bucket of milk will, but is somewhat more portable. And delicious.
Good old smashable jars! They will slurp up the first item drop they come in contact with, and drop it again when smashed. You get lots per crafting, because I don't want to deprive anyone of the joy of smashing pottery.
Nasty pointy things! They can be placed on any level surface, and when stepped on they are destroyed, inflicting 1 heart of damage and severely hindering movement for 5 seconds. Watch out, because they blend in rather well with stone surfaces, easily injuring the unwary.
Sword Pedestal Updated!
A proper place to store the most legendary of swords! Or any random sword, whatever floats your boat. Right-click an empty pedestal with a sword to place it proudly on display; right-click the pedestal with an empty hand to draw the sword.
When it contains a sword, the pedestal strongly powers the block below it with a redstone signal. Great for traps, noteblock fanfares, etc.
New: If a sword pedestal is powering a Skybeam Block two blocks below it, it will very slowly repair a sword placed in it, as long as no players are nearby. This works even when the chunk is not loaded.
BOING! This is the Hook Shot! It extends and contracts and... BOING! It can grapple many things!
(Any wooden block, to be specific.)
Star Pieces, Starstone, and Stardust
When exploring at night, a star might fall from the sky! If you get to it before it evaporates, you'll be rewarded with a Star Piece and a handful of XP. If you arrive too late, you might still find a single Stardust where it landed. These new materials can make a variety of new items. Nine star pieces can be crafted into a Starstone, which can be placed into the world as an alarmingly shiny block, crafted into a Skybeam Block, or saved for additional future uses...
This mysterious powder, made from a Stardust and either kind of mushroom, can have a variety of strange effects on creatures and blocks. Experiment!
This block, when powered, will send a scintillating beam of colorful light into the sky. Goes great with sword pedestals!
These mysterious devices enable you to travel by riding on beams of light! Align a series of them spaced no more than six blocks apart, then board by jumping onto a torch while holding the sneak key. Torches won't connect around sharp corners (and prefer to connect in as straight a line as possible), so plan your curves carefully. Build and maintain speed by holding the sneak key on downhill slopes and releasing it on uphill ones. If you jump, or run out of speed, you'll dismount the beam.
Chained Blocks, Locks, and Keys
These items, accessible in creative mode, are intended for adventure map makers. When a player right-clicks a locked block with the appropriate key, the key will be used up and all connected chained or locked blocks will vanish.
Focus: Can be applied to swords. Makes augment abilities charge faster - 1.5x for Focus I, and 2x for Focus II.
Soul Tether: Can be applied to swords, or to any enchantable item by using a book and anvil. When you die, any items enchanted with Soul Tether will return to you when you respawn.
Headband of Valor and Whirlwind Boots New!
Some new items for those who favor speed and finesse over heavy armor. When wearing a Headband of Valor, your melee attacks will deal significantly more damage, but only when you have no armor bonus. The Whirlwind Boots greatly boost your sprint speed - and with a level start, you can even run across the surface of liquids!
If they're not working, you need the latest Forge. Check the FAQ.
Reed Pipes Newish!
A musical instrument, played by right-clicking. The note is determined by the vertical angle you're looking at. Sneaking enables five additional notes, giving you access to a full minor scale.
-If you are carrying a chicken with the Titan Band, you can use it to glide gently downward.
-If you have a quiver and a bomb bag, both non-empty, you can crouch while shooting to fire a bomb arrow! They don't go as far, but they explode on impact!
-Shift-clicking on a quiver or bomb bag in the output slot while filling it from the crafting grid can, under some circumstances, cause loss of ammo. (There shouldn't be a reason to shift-click it, since it's unstackable.)
-Boomerangs don't remove themselves from your inventory properly in creative mode, leading to excessive quantities of boomerangs.
License and Distribution
Redistribution/rehosting of this mod is not permitted, except under two circumstances:
- Hosts of small private servers may share the unaltered mod file with players through private channels (e.g., email, Skype).
- Maintainers of modpacks may not incorporate LegendGear into their modpack except under the terms listed in the FAQ; if they meet these criteria or otherwise have specific permission from me, the maintainer may distribute LegendGear as part of the modpack as long as permission to do so has not been subsequently revoked.
$20 - KakerMix
$20 - Ryudo
Dec 15, 2012Are you tired of clear skies?Posted in: Suggestions
When it rains, do you wish it wouldn't be so hard?
Here I shall discuss possible new weather conditions that could make your Minecraft worlds feel more alive and realistic rather than frozen in time.
Note about Seasons- Dinnerbone is adding seasons, apparently, so I've altered the suggestions. The bold text tells how the weather conditions will act to the seasons.
1. Light Rain/Snow
Every time it rains or snows, it seems to rain and snow far too much.
In addition to the current rain/snow storms, we could have precipitation in smaller amounts.
The light level would be one level higher than it is during normal rain/snow storms.
2. Overcast skies
When it's not stormy, the skies are always partly cloudy(default weather).
Why not have overcast skies, where it is as cloudy as if it is gonna rain, but with no rain at all?
The light level would be just one level lower than default weather.
3. Clear skies
Why have clouds all of the time?
Clear skies would be free of any clouds.
The light level would be the same as default weather.
4. Occasional snow
Basically, there should be a chance of snow happening instead of rain.
For extreme hills and forest biomes, 20% of the time it rains snow could fall instead.
It would freeze water and put snow on the ground as snow normally does.
Winter only; in summer, uncovered snow/ice will melt in those biomes.
This condition would cut your visibility in half.
The skies would become overcast.
For oceans and swamps, your visibility would become 25% of what it normally is.
Deserts would be unaffected.
Light level would drop to that of normal rain/snow.
In all rainy biomes, hail should have a chance to fall.
A slim chance of course, 10% of the time it rains, hail would fall instead.
Hail would deal half a heart of damage for every three seconds a mob is not under some cover.
Light level would be one level lower than that of normal rain/snow.
Blizzards would be similar to hail in that they damage the player and would have a 10% chance of happening.
Blizzards would deal half a heart every ten seconds a mob is not under cover.
In addition, snow from blizzards would pile up quickly, placing layers on top of each other.
Visibility would also be halved, just like with fog.
These would happen in snowy biomes only.
Doesn't occur in summer, more frequent in winter(20% chance)
Sandstorms would deal half a heart for every 5 seconds not under cover.
Visibility would be cut in half.
In addition, movement would be slowed while not under cover.
These would only happen in deserts, and like the other damaging weather conditions, they'd happen 10% of the time there's a weather condition.
9. Don't follow me to the next biome!
If it rains in one biome, it shouldn't rain in every other biome.
Weather should be a regional thing.
Damaging weather conditions(hail, blizzards, sandstorms) would not happen in easy and peaceful mode.
One last thing- regarding beds...
While this doesn't seem to be weather related, well, it actually is.
Beds end weather instantly, and using beds resets the weather timer.
My suggestion is that beds, when slept in, will, rather than simply skip to the next morning, speed up the clock to a point where about thirty seconds of resting is a whole Minecraft day.
Mobs and crops will not speed up, though.
Coming with this, beds will be able to be used during the day to go to night.
To prevent eternal sleep and make it so players can't just skip everything, a player can only sleep in a bed for up to fifteen seconds(Half a minecraft day) and once they get out of bed they must wait a couple of minutes before they can get in again.
Thanks for reading my suggestion.
Note: While I appreciate input on these weather conditions or lighter weather conditions, I would prefer if there were not suggestions for much more damaging forms of weather in the form of natural disasters such as tornados, hurricanes, etc. Balance needs to be considered, and besides, we need these weather conditions to come before we can consider even harsher ones!
A few other topics of mine you should check out...
-New content suggestion: "New blocks- Compost Box and Erosion Chamber" Truly infinite dirt, gravel, and sand
-Argument: "Saddles should be craftable" Includes poll on whether or not you think saddles should be craftable
-Argument: "Enderdragon fight improvements Xbox only?" Xbox had some interesting improvements to the dragon fight that PC didn't get.
-New content suggestion/content discussion: "Minecraft- Volume Alpha and Potential new songs" C418 made a lot of songs that didn't get into Minecraft; in fact, about half the album is made up of those unimplemented songs! That's a dozen potential new songs!
Jan 20, 2013wubblesminecraft posted a message on Overhang with exposed double dungeons (5 books) and Npc village with ravine mineshaft
Seed is -417258576
In this seed you will spawn on the edge of a jungle, taiga, and extreme hills biome. Near your spawn at X= 43 Y= 75 Z= 236 you will come across an awesome overhang with 2 exposed zombie dungeons right next to each other! They have a total of 5 enchated books between them. At X= -313 Y= 64 Z= 824 there is an npc village with a blacksmith squished between a forest and the extreme hills biome. Right next to the village is a nice cavesystem that leads directly to a ravine with an abandoned mineshaft in it.
Jan 19, 2013oakleylj posted a message on I found possibly the seed with the most loot ever!Hey there! I just wanted to show you this amazing seed i found!!!! and i mean AMAZING! this seed has given me so much stuff. I went searching around for an hour and a half and when i came back to spawn this is what my invantory was like:Posted in: Seeds
i know i have the too many items mod, dont worry about that! ( too many items mod link here: http://www.minecraftforum.net/topic/140684-14713w03a-toomanyitems-in-game-invedit-jan-18/ )
Heres the chords for what i found, but im sure theres more that you can go and find for yourself!:
pyramid # 1 chords: x: 665 y: 73 z: -951
desert well # 1 chords: x: 678 y: 64 z: -1091
desert village # 2 chords: x: 647 y: 68 z: -693
dungion # 1 chords: x: 314 y: 64 z: -402
grass river chords: x: 219 y: 63 z: -386
dungion # 2 chords: x: 306 y: 64 z: 67
pyramid # 2 chords: x: 219 y: 74 z: 296
desert village # 2 chords: x: 165 y: 68 z: 260
desert well # 2 chords: x: -243 y: 63 z: 236
desert village # 3 chords: x: -131 y: 63 z: 300
desert well # 3 chords: x: -316 y: 75 z: 146
pyramid # 3 chords: x: -325 y: 74 z: 377
desert well # 4 chords: x: -198 y: 70 z: 517
desert village # 4 chords: x: 36 y: 68 z: 763
desert village # 5 chords: x: 660 y: 70 z: -334
dungion # 3 chords: x: 756 y: 68 z: -682
pyramid # 4 chords: x: 666 y: 74 z: -948
pyramid # 5 chords: x: 601 y: 74 z: -341
desert village # 6 chords: x: 701 y: 69 z: -310
desert mountains chords: x: 536 y: 110 z: -347
I appologise if i wrote down the same chords twice, if i wrote down the same number twice, and if you notice that comment about it and i will fix it as soon as possible!
here are more pics:
And for the moment of truth, the seed is: thisismahpeepeeh
No joke! i know its a weird seed but trust me thats it!
Oh, a couple more things. This is a 1.4.7 seed. Check that first before raging at me. Secondly, and finally, it has to be on "large biomes". That also may be why it wouldnt work. If your doing both of those and its still not working, comment on this post and ill try to help you. Thanks!
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