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Dec 8, 2012DiEvAl posted a message on Java bug/glitch with calculating percentages? Please help!Do you mean 7.000000000000000001%, 14.000000000000000002% and 28.000000000000000004%? It's because of rounding errors. The easiest way to prevent this in your case is to multiply before dividing.Posted in: Modification Development
2DiEvAl posted a message on Keeping Chucks Loaded!?Posted in: Maps DiscussionQuote from dbptwg
No, but the chunk that spawn is in remains loaded at all times, if you can fit your needs in that area/relocate appropriately.
It's not just the chunk with spawn. It's 16x16 chunks around the spawn.
1DiEvAl posted a message on Need Help Making a Tekkit Adventure Map~!Have you considered using Feed The Beast instead of tekkit? It has mostly the same mods, but it doesn't have those legal issues that tekkit has.Posted in: Maps Discussion
1DiEvAl posted a message on [1.2.5] PhysicsCraft Pre-Beta [0.18]: Cloth Physics and Rope Collisions Preview Vid AddedI think McGyver (without 'a') is better, because MC is MineCraft. ;-)Posted in: WIP Mods
2DiEvAl posted a message on Block TransmuterI think I know how this works.Posted in: Redstone Discussion and Mechanisms
When water breaks the torch (or maybe when first piston moves), this code executes:
setBlockWithNotify(x, y, z, id1); setBlockMetadataWithNotify(x, y, z, meta1);
It sets the block id, updates adjacent blocks, sets metadata, and updates adjacent blocks again.
But the first block update updates a piston, that executes this code:
setBlockWithNotify(x, y, z, id2);
So in the end you get block id2:meta1.
2Posted in: Requests / Ideas For ModsQuote from Stormweaver
I like the concept; I don't think the approach is quite right though.
The best solution I can think of (there are likely better ones out there, but still) would be to move all of the pre-game stuff into the launcher, and include a patcher in the launcher that automatically patches the jar with the mod files for a particular world when selected; then the jar is loaded and goes straight to world generation. This would have the added benefits of making all mods installation-friendly (ala 'put zip in mods folder'), and possibly allowing for the sharing of 'modpacks' through single text files containing the installation order and ID configs.
I had very similar idea. But in my solution if you leave the world and then re-enter it immediately minecraft.jar wouldn't be reloaded. It's too late here, so I'll describe it tomorrow.
Also, it's possible to make main menu a separate java app that is "between" launcher and minecraft.jar. Similarly to this mod: http://www.minecraftforum.net/topic/819387-mod-manager
1Posted in: Requests / Ideas For ModsQuote from JSPGAS3
isnt notch making something like this?
1) He promised API to be in 1.5... now it's 1.0.0 and still no API.
2) It's a bit different.
1What if modified base classes will be stored as diffs? This way multiple mods that modify same class can work together! (unless they modify same methods)Posted in: Requests / Ideas For Mods
1DiEvAl posted a message on [1.2.5] Zeppelin [0.31] [WIP]Posted in: WIP ModsQuote from zombomat
after installing and crafting in minecraft i get an message, to reinstall it from the creator when i right click on it. but i did what was in the instruction. modloader installed and than i put the mod_Zeppelin-client-220.127.116.11.19.zip into the mods folder. i didnt have any other mods installed but the modloader and zeppelin mod. what did i forget?
Have you put c.class into minecraft.jar? It's the same as rp.class in 1.8.1.
1DiEvAl posted a message on [1.2.5] Zeppelin [0.31] [WIP]I know how to make all blocks from other mods rotate correctly when rejoining world!Posted in: WIP Mods
Just don't allow crafts to rejoin world :smile.gif:
@Mineraleer: It's 1.0. You searched what the other guy was talking about, but it didn't prevent you from looking dumb.
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66Eagle_Orion posted a message on [1.2.5] PhysicsCraft Pre-Beta [0.18]: Cloth Physics and Rope Collisions Preview Vid AddedNOTES ON NEW "NAMES" POLL:Posted in: WIP Mods
[spoiler]Sirentropy and I are combining our mods into one to get the best of both worlds. Both of our mods are similarly coded, so it shouldn't be too difficult to merge them. On top of that, we have a new member joining the team, Shereis, who also has experience with moveable block-chunks modding of the kind sirentropy and I have used.
Advantages/Disadvantages of merge:
-Debugs: As I understand it, he's already worked out many of the rendering bugs on his end, which will save me time on my end. I've already worked out ship collision algorithms on my end, which I'm sure would save him plenty of time as well. etc. etc.
-Features: Everything you like from each mod gets bundled into one package.
-Compatibility: His is Forge. Mine is Vanillacraft. We might be able to take advantage of this to create multiple versions for different compatibility scenarios. If you're using Forge, we'd have a version for that. If you weren't, you wouldn't have to install it. I'd be maintaining the vanilla-modded version. Plus, I believe Skydaz can create an installer that will check what version of Minecraft you're running, and install the correct version of the mod accordingly. Even simpler.
-Faster development: Working in teams can actually slow things down, if team members are disorganized or aren't thinking along similar lines. However, since sirentropy and I clearly have similar ambitions, and I've already confirmed we have similar code designs for moveable blocks, I think it will only speed things up, and considerably I hope.
-I don't care! I want to speed up development on this sucker! I have so many things planned, and I don't see how I'm gonna be able to do it on my own. I know I have the ability and necessary knowledge of physics to pull it off, I just need time or a team.
-If you have any comments for against though, please post.
We're trying to decide a new name for the mod. A crucial idea of the mod is to allow players to create both small-scale and large-scale inventions based off of moveable blocks or other items (i.e. my ropes, axels, cloth, etc. for ship mechanics based off of newtonian mechanics for instance (if I can finally get back to coding a few critical aspects of those), or just the general ability to build ships. Ultimately, we hope to create a set of tools with diverse uses that have unpredictable outcomes, depending on how creative players are. This kind of led us toward "MacGyver", a character known for his inventiveness, ingenuity, and resourcefulness. You can look him up. He's an icon.
PhysicsCraft is a Minecraft moveable blocks mod that implements physics for force, torque, pressure, drag, and everything else you would need to build ships along with an assortment of other things (I'm hoping players will even come up with new uses for it). It is similar to the Ships and Boats Mod or Zeppelin mod, but the physics is more in-depth, and the overall purpose of the mod is much more broad.
(Most recent version instructions. Each version's instructions are included in the downloads)
Note: MUST PLACE BLOCKS AT SEA LEVEL: All buoyancy calculations assume sea level water (at the moment. Water hydraulics should fix that in the future.) Weird crazy things may happen if you place them elsewhere.
Now back to the instructions:
To place the first moveable block in minecraft:
1. Find some water a few blocks deep (keep it at sea level, or strange things may happen).
2. Right click with whatever block in hand to place your first blocks.
3. Add more blocks, or to start on a new ship. Place a new block on the water away from your last ship.
4. Also can place blocks on ropes in Creative Mode.
NOTE: These keyboard controls are temporary features of the mod. I plan to have ships completely controlled by physics in the future, once I've sufficiently developed ropes, axles, and friction, so that anchoring and rudder steering are well within the players means. I may also develop a cloth mod on similar principles as the rope mod for sail building.
If you have multiple ships, you can choose which to control just by simply looking at it at close range (specifically, putting your target reticle over it close enough such that you could place a block on it.) Whichever set of moveable blocks you were in block-placing range and aim of last is the set of blocks you currently control.
To move the blocks around:
1. i and j keys to move forward and backward.
2. j and l keys to turn left or right.
Advanced Controls (Enabled and disabled by clicking c):
Disable/enable gravity: Press x
(must be in advanced controls to activate/deactivate this.
Will remain activated when switching to easy controls, though.)
To move in world coordinates:
1. i and k for world z axis
2. j and l for world x axis
3. u and o for world y axis (moving up and down).
3. f and h keys to rotate about x axis
4. g and v keys to rotate about z axis
5. r and y keys to rotate about y axis
6. p to stop the moving blocks entirely
To move in local coordinates:
Hold down alt while using any of the keys listed above.
This allows you to rotate about the moving blocks x axis instead of the world x axis, etc.
Rope Instructions (Includes video.)
This video has now audio, but I hope it helps show you how to rope is placed, extended etc. I'll try to post the time in the vid that relates to each of the following instructions (EDIT: scratch that. Maybe later. Too much to post right now.)
Instructions that will be in the download:
Note: Can only use ropes in Creative Mode currently. I need to make a recipe for survival mode.
TO PLACE A ROPE:
-Find the rope item in item menu (the icon needs work, I know)
-Hover over block
-right click to place
When you first place, you'll be grabbing one end of the rope.
-right click again to "unravel" more rope (make it longer.)
-left click to let go.
If you have already placed a rope, you can select certain points along the rope (places it can bend.) When targeting one of these "nodes", you will see a yellow selection box highlighting it.
-Left click to grab the node.
-Left click to release again.
-Note: Cannot grab a node within two nodes of a "fixed" node, (a node tied to a block for instance. Any node that won't move. Use swords to "un-fix" nodes, (and cut already not-fixed nodes.)
-While holding a node, right click any block to "tie" the node to that block.
TO EXTEND ROPE AFTER CREATION
-If you have grabbed the end of a rope and have the rope item equipped, and are NOT targeting a block, right clicking will extend the rope (just like when you first placed it.)
TO CUT A ROPE:
-Equip a sword.
-Left click at the node where you want to cut (unless it's at the end of the rope, or a tied or fixed position, .)
-To "untie" a rope, use sword to "cut" the tie (NOTE: in these cases, will not cut the rope in two.)
Rope Bugs to look out for. Check info on youtube video page for more details:
Installation Instruction: Installation instructions are in the downloads! Just check the .txt files. Mac Users: I've been told the directory for the minecraft.jar file on a Mac is: library > Application support > minecraft >bin. Although apparently several users right now are experiencing an issue that makes the mod inoperable. I will try to fix this as soon as possible.
NOTE: This mod is in a VERY early stage of development. There may a few glaring bugs, plus some core components not added yet. Check back frequently for updates.
DOWNLOADSWater Breaking Bug Fix : <<<<< Just put ki.class in minecraft.jar, same as the rest of the files. WARNING: I no longer have Minecraft 1.2.5 (just the eclipse MCP work environment) so I wasn't able to test putting this in minecraft.jar, but it should work.
New "Compatibility" Version (0.19) (Note: this version is not necessarily compatible with forge or modloader, but the code has been rewritten such that only 4 class files in the base code are edited. Of those, two files only have one line of coded added each. This should greatly facilitate my ability to make versions of the mod compatible with various different mods. But I haven't done any other mod compatibility testing yet.)
Another note regarding rope collisions: The algorithms for rope-collisions are only half-implemented in this version. Also, I have not worked out cloth placing, so you won't have that yet. Time for me to start on fluid dynamics so that I can put cloth more to work with winds. After that, I'll get to the cloth placing.
(0.18) (Ropes just added for Creative Mode. Does not include SMP or water displacement feature of the earliest version, but those should be added soon)
Note on File System For This Version:
[Spoiler]The file system is different for 0.15 and 0.18. If you were working with a previous version, and you would like to update your files for this one, it should be a simple matter of changing directories. Before, all moving blocks data was stored under saves > yourworldsavefile > SUB. Now, it's under saves> yourworldsavefile > Physics > SUB0 for the first ship, SUB1 for the second, SUB2 for the third, etc. etc.
I haven't tried this myself, but if you put your old SUB file in a Physics folder, and rename it SUB0 (or SUB followed by any integer for that matter,) it should work i think. Nothing else about the saved data was changed.[/Spoiler]
Earliest released version (Potentially slow, especially after adding several blocks. Processing speed has been considerably optimized since this version. It is SMP and SSP enabled. No rotations, torque, etc. but DOES contain water displacement):
BLOCK MASS LIST:
This is the code for block masses. The masses are in kilograms. Most things that I could check density for (metals for instance, but not flowers) I used to determine the right number. For example, iron is 6980 kilograms per cubic meter. I assume these blocks are a cubic meter size. So the steel block is set at 6980 (I figure pure iron can't be that much different than steel in density.) If you think about it, most of these values are HUGE (average person probably ways about 70 kilograms), but a cubic meter is pretty huge. Will just have to assume Minecraft people have enormous strength.
Videos: (Check youtube comments for more info. I've decided to stop posting everything here aaaall the time)
Cloth and rope collisions info (along with other plans info):
Forge, modloader, and other compatibility: I'm talking back and forth with SkyDaz about developing an installer that will streamline compatibility with modloader, vanillacraft, forge, and possibly other mods simultaneously (a lofty endeavor. May be far more difficult than I think. But fingers crossed.)
Hydraulics: Hydraulics will require more editing of the base Minecraft code, so I'm waiting on the Minecraft 1.3 update on that one.
Cloth and rope require very little base-code editing, so I'm not concerned about continued development on them currently in 1.2.5. Hence why I started on cloth. I also started on cloth because it might inform some of my decisions on developing rope collisions, rigid rope, and chains. The cloth algorithm is a variant of an algorithm I tried for ropes early on, but ditched due to certain breakdowns in the algorithm under certain cases. However, given the success of this algorithm version with the cloth mod, I'm planning to revisit it for chains.
Planned 0.2 Updates:
-Cloth placement, cutting, stitching.
-Cloth-rope attachement (for raising and lowering sails, for instance. Probably need axels for this, but that's why I'm working on rope-to-block collisions.)
-Wind currents (might as well enable them if I have cloth now.)
-Rope recipe for survival mode
-Ropes more stable when tight (done)
-Ropes collide with blocks (in process)
-Chains and rigid ropes (thinkin' 'bout it)
-Axels and server-type commands? (Waiting on the axels 'til I get a reply from someone. I'm thinking of blending my moveable block system with the more conventional Entity Block system used by other modders (use my system for large structures. Use Entity blocks for small things, like small axels, or collision/explosion-induced "block shrapnel") Been talking to Pheenixm about it for the past week or so, but I haven't heard from him in a few days. If he contacts me soon, I'll be able to get this part started.)
Cloth Physics and rope collisions (not released yet):
Rickety Bridge Experiment
Large scale moveable structures (Could have probably made it much larger, if I didn't run into the rendering bug)
Rope and Resizeable Blocks Vid (resizing not released yet: gotta make a sensible implementation. Block scaling is near END of video (not EXACT end, but shortly before.):
GameChap and Berty Video
Rotations and Torque Physics First Vid:
Second Update Vid (shows some early water displacement features I'm waiting to re-implement until I can come up with something more advanced.)
Multiple Ships Vid:
Comments on various plans for the mod (not comprehensive. I have many more besides):
Comments on rope and resizeable blocks:
The block scaling only came up recently after I realized it could solve my keel building and boat internal-mechanics size issues. It had been in the back of my mind for a while, when I realized the linear algebra for scaling would be a breeze after already implementing the math for rotation and translation. But since it wasn't directly related to my intentions, I ignored it until it occurred to me it could be useful. The creator of the LittleBlocks mod had similar reasoning: smaller blocks make more complex circuitry practical. The same should apply for ship mechanics.
I figure the way I'll implement it for player use is similar to the hammer method I saw on an old mod (not sure if it was LittleBlocks) only instead of a crafting menu, you hold an actual hammer, and smash things with it. Also may be a "ninja chop" mode for axes that slice blocks in half. In any case, I'll try to get it incorporated sensibly in the future.
But for now, ROPE! I need to work out the items and crafting recipes for it, as well as placing it, tying ropes together, etc. before I can release a version of the mod with the ropes feature.
Then you should be able to build anchors, swinging chandeliers, rickety bridges and maybe even lassos (if you're feeling Indiana-Jonesy).
Earlier comments on ropes and axles:
[Spoiler]I also hope to eventually add ropes and axles to this mod. Rope would be made of segments that could be tied or wrapped around blocks. The segments would move together according to the inverse kinematics CCD algorithm (scratch that, segments move through spring force between the nodes between segments). Axles, along with rope, would allow you to do a lot of stuff. (lift and drop anchors, sails, alter rudders, make wind vanes and swinging chandeliers, and I hope, with the hot air mod, allow you to transfer rising hot air into rotational energy as a fuel source, sort of like a steam engine. That was basically the fuel mod for this that I've suggested earlier. I'd probably disable netherrack endless flames and add some sort of ignitable compressed coal block.)[/Spoiler]
Comments on course plan and overall purpose of the mod (related to players working with the physical mechanics):
[Spoiler]I'm adding a few basic tools (ropes and, soon, axles) that can be used for engineering purposes related to the physics. Moveable blocks are currently controlled by keys, but I eventually want it to be completely controlled by physics also. I also want the nature of how stable ships are and how they move to be completely up to the player. Basically, you create the nuts and bolts of how everything operates in a ship using very basic items. For example, with just ropes and axles, you could create a set of moving blocks from a steering location at the top front of a ship, to a rudder at the bottom base. And that rudder controls the ship directly through actually drag forces already calculated for each exposed face to each block. How that mechanism weaves through the belly of your ship, is up to you.
To an extent this may be more appropriately titled Engineers Craft in the future. I'm not implementing advanced physics just to watch awesome physics simulations. I want the player to be able to bend the physics to their will in creative fashion, possibly in ways I won't even think while coding this mod. But right now I'm still getting all the physics features worked out. And I need to re-implement SMP.[/spoiler]
Comments on SMP:
[Spoiler] After i realized Minecraft has an update just a few weeks off that will completely alter programming for SMP, I decided to wait on re-implementing SMP until then. For now, I'll work on features of the mod that shouldn't require too much change for the update.[/Spoiler]
Updates, in reverse order:
Changes made in multiple ships update:
-You can now make multiple ships! (duh)
-Rendering optimization. Before this update, every time the game created the first moveable block, it geared up to basically render thousands of new blocks as far as the eye can see (derp.) I tailored Minecraft's current rendering system to only set up to render those moveable block chunks that contain moving blocks (like 4 or so at the start, not 4000.) It should be somewhat faster now. Note: the moveable block chunks are NOT the same as the world chunks that the moving blocks may be in. Don't think I destroyed the Minecraft world rendering engine. It should be just fine.
-Resolved some particle effect issues with breaking blocks, although now there's a new one. When a block is destroyed, the particles come out black. Their textures aren't applied for some reason.
-Not really a bug, but something I haven't implemented yet: boat to boat collisions. They'll just go right through each other. They should still collide with the rest of the world though.
Changes made in rotations preview:
-Pretty much re-wrote the code. Works off of principles of momentum and angular momentum now. Also had to create the methods and objects for affine matrix transformations.
-Changed a couple of data structures that were making physics calculations slow.
-Drag is now calculate individually for each face, as well as the associated torque to that drag.
-Torque is always about the center of mass. Speaking of which, it now calculates the center of mass, about which everything rotates.
-Buoyancy is not calculated directly, but rather water and air pressure on each block face (and associated torque). This will useful later for the hot air mod. And when I get a hydraulics system of sorts working, this might be used to simulate other phenomenon, like a block being pushed out of a tube by a column of water.
-Collisions are also calculated by a new algorithm, that right now assumes collisions are inelastic, but it can easily be updated for elastic collisions.
-Added a more complex weighting system
One interesting thing to note is the implementation of a moment of inertia matrix tensor (you can google it.) If you'll notice near the end of the rotations preview vid, every time I try to rotate a rod of blocks about a different axis, it aligns with that axis. This is a consequence of a physical mechanics phenomenon, related to the Principle Axis Theorem and the moment of inertia tensor. Basically, any rotating body only has certain axes that it can rotate around stably. If it rotates around any other, that rotation will eventually deteriorate into a principle axis rotation, which in this case, happens to be along the rod of blocks, since that is the easiest direction about which they can rotate. Just a nifty side-note.
As shown in following video, this is filmed in SMP.
Sorry for video glitchiness. After filming it once, I didn't wanted to film it all over again with better framerate settings. This is the SECOND update in my minecraft ship mod. See my first video for preliminary details. For this one, added block collisions, buoyancy, drag, and water "carving" for enclosures (so that water isn't mysteriously pouring through a solid wall.) It first checks to see if the enclosure is fully enclosed below sea level though. Later I will update buoyancy and other physics so this can run in other settings not at sea level (lakes in caves (there's a mod for that right?), the Nether lava lakes, etc.)
As you can see, buoyancy counterbalances newly implemented weights, which are different for different blocks (honestly though, those gold blocks should probably STILL be a lot heavier.
Unfortunately I was in a swamp and couldn't fully submerge the raft after enclosed to show that it was submarine ready, but it is.
Note, block movement is a LOT smoother than it appears. It's the video glitchiness.
Fixes (just started this list)
-Fixed Modloader incompatibility (I think... I've checked it with regular modloader. Haven't checked ModloaderMP)
Bugs (I'll start updating this list soon.)
[spoiler]Update: Block collision added. I'll upload a new video when I can, but for now, don't be fooled by the first video. Passing through the blocks was just an early bug to be ironed out. To all newcomers, I'm currently setting up an SMP server with this. Transferring the mod over to server form actually turned out to be easy this early in the stage. I'll be working on the SMP and SSP versions in parallel. No concerns there. If any of you would like to test this now please post, and I can provide a link to the jar files (I'll have to soon anyway just so I can get some friends to test the server for bugs.)[/spoiler]
I wasn't sure how to describe this in a title, but the following video should show it all:
This idea in simplest terms is the following: Have you ever seen one of those giant ships that people sometime build? Like this guy's (or girl's)? Have you ever wished they could actually move? Well, my goal is to make that possible.
I came up with the idea about a half a year ago, did some snooping around the minecraft coder pack then, but didn't get started on it for real until about 3 weeks ago. You can check the youtube video description for more detail, or the following spoiler, from a help thread I posted way back when (Note: Youtube description is a LOT more concise. Also the same description is in the Minecraft Videos section.)
[spoiler]And I quote (myself):
Until then, I'll let you all in on what I'm trying to accomplish, in case you have any smart ideas on how to do what I'm trying to do simply, since I'm still puzzled how to accomplish it. I was thinking a while back about how of all the awesome new world and biome settings, Twilight Forest for example, I didn't see any aimed towards oceans. That's understandable, to add to oceans the scale and detail seen in trees in Twilight Forest and have it be important would require several add-ons:
A: More interesting islands (maybe each may have one of several unique ores, villages, structures, plants, etc.)
B: More interesting water (I'm thinking water that ebbs and flows, maybe a simple addition to code that causes still water in ocean biomes to populate block locations above and around it and also disappear in a wave like fasion.
C: More transportation options
It's part C that I'm particularly focusing on, and I'm working off an idea that I thought of before this one while I was doing piston experiments. I don't want to create recipes for different type of sailboats. I know some people have no problem with the idea that you can make sherman tank off a crafting table (I'll admit, it's awesome, but improbable.) I want to be able to build my ship just like any of the buildings you would create in minecraft. I need a set of blocks moving in unison off the global world grid and axis that follow laws of physics (working out buoyancy, wind drag, and water currents is something I plan to do in the future, but that's not my focus right now). Here's how I'd like to do this:
Each ship, or whatever else you decide to make off-grid, will exist within it's own "local" grid with a local boundary box(that may have to be something other than cubed shape). This grid will have a set of axes and an origin that will move and rotating according to gravity, buoyancy, and whatever else I set up. The blocks on a specific local grid will move in unison with the origin and axes, and will be placed relative to it, that way the physic and unified motion only has to be calculated for the entire grid as an object, rather than each individual block. This is a start to streamlining this for performance. Players will be able to stand on blocks in this local grid, add blocks to the local grid (expanding it's boundary box) and remove blocks just like on the regular world grid.
So, say, you could have a ship, floating on water. You can add and remove anything from it like in the regular world. You can live in it, have your bed. If you've appropriately structured it to take advantage of wind drag and ocean currents (this mod may have ONE added block type: a cloth block, with tons of wind drag (I also plan to give blocks a wind drag property and give the world a wind speed and direction setting.) Cloth can be spread out or crumpled to fill a varying number of block spaces. With enough of it, you can make a sail) you can travel from place to place in the awesome new ocean biome doing whatever it is you do as a captain of the ship you built yourself, of whatever size and shape, as long as it's not too heavy (or more specifically dense) that it will sink.
(Yes, when I say work out bouyancy I mean something like that. I want to add weights to blocks, including air, and do buoyancy calculations for these local grids to determine if they have less weight than their displaced world grid blocks, to see if they will float. Air will also have a weight, and I would also like to make a hot air mod of sorts, that way you could build air ships of any shape and size.)
I'd also like to see the guy who did the Tales of Kingdoms mod make a Tales of Captains mod, and the guy who did the millenaire village mod do the part A) more interesting island villages mod. Anyone interested in making the ocean biomes, that would be great.
Now back to MY problem: How the heck I make these local grids, is something I'm trying to find out while making minimal adjustments to the code. Object-oriented Java fails me here, because so many class in Minecraft.jar rely on the assumption that blocks are on the world axis and grid. Even setting blocks relies on that, and that's the part I'm trying to tackle first. If anyone has ANY bright ideas for a simple change to the code that will pull this off let me know. I want to work within the framework of the code as much as possible and not have to create a whole set of classes to do exactly what the main classes do, just with one addition. That would be loads of pain, and I would be losing tons of debugging that's been done to the main minecraft code. I also don't want to work off the entity framework. I did some experiments with falling sand for the physics, and it worked nicely, but the Entity class will NOT be optimized for this at all.
Obviously I've resolved that last problem.
I'd be willing to provide the source code, for anyone who would like to contribute to this project.
Current programming itinerary:
-Finish Ropes and axels (Ropes first. Axels next)
-Add solid block to block friction and elastic collisions (currently have inelastic collisions. Adding elastic shouldn't be a stretch, no pun intended.)
-Set up new water hydraulics that should assist me in making a much cleaner water displacement algorithm (will postpone for a while)
-Test hydraulics for draining and filling spaces (for submarines mainly. If I got the hydraulics working, pistons would do the rest for me, opening and closing compartments. I hope minecrafters will find multiple uses for this though.)
-Re-implement everything missing from the most recent version that was in the earlier version (including SMP). I'll improve SMP lag issues in the process of the code re-write.
-Weight systems for entities (Entity is almost anything that isn't a block and moves in some way: players, animals, exp orbs, items like beef and broken blocks hovering on the ground, etc.) Player's weight will include what they're carrying.
-When I get chests working again (I'll probably wait on the debug until the new Minecraft version roles around in August), I'll set up weight systems for those too based on how much they're carrying.
-A cloth mod? (Not a far cry implementation from the rope physics implementation. Would make for much better sails (especially ones you could unravel, like in a real ship.)
-Add hot air physics.
-And at some point, get all the blocks that currently don't work on a set of moveable blocks working.
61dudearent006 posted a message on 10 bit redstone computer, with basic GPU,game supportspecs:Posted in: Redstone Creations
CPU/ALU: arentel 1008, 10 bit 8 function
GPU: ANDEX 2D-lux, 4 bit, 4 draw modes and 2 RAM modes.
RAM: 150 bits of writable memory, 15 slots.
Flash: 1320 bits of program ROM, 60 slots
Size: very big
Default clock speed: 17.8 seconds (overclockable)(NOTE:1.2 IS OVERCLOCKED BY DEF!)
too slow? too little RAM? too simple? find the NEW redgame 2 here! note: harder to program!
I am planning to make an easy to use Java program that can compile code for this computer.
also, this thing has user inputs and conditional branching. it whas 2 screens, a GPU and a binary screen with a decoder (for e.g. scores). these can be changed/used by changing the value in certain ram slots, and executing a function.
the trailer video thing:
changes in latest version, proof it works and the new bar graph demo!:
unofficial videos: (not by me)
The ALU was copied from my old CPU, wich can be found in my chanel.
The GPU was custom-made for the redgame and the redgame 2 before I startd building them. A smaller GPU is on my chanel running paint.
lastly, i did give full credit to the maker of the number screens maker in the credits.
Note: since version 1.2 you do not have to refer to the map for turning on and off, and programming. All buttons can be controlled form spawn, and the program manager is connected via minecart rails.(OK, just by walking,sorry)
RAM acessor(the floating wires)-done
NUMSCREEN- design done,connected
UI(user imput)-done,2 sets
protocol mux(executes functions)-done
Java compiler-started, still serious work to do.
fixed ALU subtractor
added more signs
fixed some bugs.
added glass roof to prevent snow damage
added demo program, instructions included.
MAJOR CHANGES! YAY!
now has a decent, WORKING demo.
ALU addition fixed.I think.
video of operation.
programs can turn off the computer and stop lag. clock and reset are still necessary.
inverted UI fixed.
glitch with GPU that I found while testing the bar graph demo fixed. forgot what it was, related to saving shapes.
code now commented to the max.
clock and everything can now be controlled from the main location.
underground access to progmem
something... I know i'm missing something...
fixed RAM list
added RAM hookups
minor modifications to first page
spelling mistakes fixed
ordered stuff a bit
fixed incorrect input protocol
updated to new functions
got rid of old stuff.
many more little changes.
numberscreen- Minecrafter9, all credit goes to him for the screen, all I did was add a piston monitor and find a way to control it without the normal buttons n levers.
EDIT: downloads for the original RG1 have been taken down, since it doesn't work with modern redstone and it's just plain obselete. but do not fear! you can view /download the newer redgame 2 and 3 with these links:
RG2 (RedGame 2) also getting obselete, but working 100% fine at time of writing.
RedGame 2 trailer | RedGame 2 fourm post (with download)
RG3 (RedGame 3) very modern and powerful (relative to the RG1&2) but still buggy. includes a DPI (like USB) system and many awesome things!
RedGame 3 trailer | RedGame 3 fourm post (with download)
below posts, to about page 4, are from the WIP.
before you post, read the FAQ below:
want this in your sig?:
Q: will this run minecraft in minecraft? crysis?
A: NO, SHUT UP AND STOP ASKING.
Q: MINESEPTION!(or related things)
Q: how do I (insert incredibly easy to do thing here)
A: read the manual, and watch the tutorial video. it explains everything.
Q: what is the point of this?
A: advancement in tech, epicness, adfly money, fun, proof that my life is not worthless, etc.
Q: what can this do?
A: It is capable of conditional branching, taking inputs, and the most epic thing, work with a GPU. I have coded a bar graph program, and it can possibly run a very simple game.
Q: YOU ARE EPIC!
A: thank you!
(sorry that I did not add the other sig, it seems stretched)
6TheMightyAnonym posted a message on The Forum Has Been Upgraded!I am soooo close to organizing a group of people to recreate the old layout on a new site.Posted in: Minecraft News
If things don't get fixed within a week, I'm seriously going to do so >.>
65pwnedgod posted a message on Getting and Identifying Error logsPosted in: Mods DiscussionGetting, Identifying, and Reporting Errors Logs.Your Minecraft Crashes or something? Did you see a error screen in a blink of a eye? Then follow this Guide. Carefully read all of this and you'll be able to solve your problem and identify your what your error report is.Works with all Operating Systems. The screenshot shows that it is on Mac but it works for all OSes.If you don't understand this, Read it all over again until you know it.This thread is meant to tell:
- How to get error logs
- Identifying error logs/ Types of error
- How to correctly report a error onto threads
Please give this a + and reply to this thread if you got any problems. (please the post error logs here as well as your installed mods)
Before you argue read this guide all over again.
If you hate this thread or this ****s you up or you feel i am a smartass just don't read this or reply. Don't complain if this is ugly too.
If you're a modder that would like to link this thread, go ahead.
But first off make sure you
1. Make sure you have deleted Meta-INF!
2. Have the right version of mod to Minecraft. I.E MC 1.1 mod do not work with weekly build so do no ask the modder. This includes future weekly builds.
3. Reading the error report. You could get a solution if you do read the report. Read below for info. Don't post errors that have a solution listed here.
1. How to get error logs
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If you're suddenly getting a saving chunks in game and a error report showing for a nano seconds or hang in the mojang screen and then Black Screen. Do this so modders know what's your error.
This is works for all OSes and pretty much easy to do.
First off. You need to download the tool MCPatcher.
Download the version that is suitable version for your OS and run it.
Once you run it you should see a screen like this:(this is on mac)
Click the test minecraft button and do not press anything than that button.
If you got a error it should look like this:
Copy the whole error log(or the error at the bottom) and post it into the thread.
Before you post the error logs make sure you READ IT FIRST!
FOLLOW the "how to correctly post error logs into threads" to correctly post one without getting the page longer.
Method 2:(The magic way)
Download a launcher created by sp614x located here
Once you log in you should see a logging window as well as a crash report if it crashes.
The logging window is different but the crash report screen is the same as above.
Method 3:(Batch or Command lines)
This uses the power of Batch files of your windows so it pretty much works only for windows and if you don't want MCPatcher.
Download and run this Error test by mDiyo or Run this command at the Command Prompt
java -Xms512m -Xmx1024m -cp "%APPDATA%\.minecraft\bin\*" -Djava.library.path="%APPDATA%\.minecraft\bin\natives" net.minecraft.client.Minecraft
Same as above if you see the error.
This is works for all OSes but only if you got Modloader installed.
First off go into your minecraft directory and find the file named Modloader.txt
Use your text editor's 'find' to find the error by finding the word "java." (without quotes or the ")
Or if the author of the mod actually needs you to post the whole modloader.txt then do that.
Example. Inside the modloader.txt:
Dec 29, 2011 9:01:25 PM ModLoader init FINE: ModLoader 1.0.0 Initializing... Dec 29, 2011 9:01:25 PM ModLoader readFromClassPath FINER: Adding mods from /Users/*sensoredname*/Library/Application Support/minecraft/bin/minecraft.jar Dec 29, 2011 9:01:25 PM ModLoader readFromClassPath FINER: Zip found. Dec 29, 2011 9:01:25 PM ModLoader addMod FINE: Mod Initialized: "mod_InvTweaks 1.35 (1.0.0)" from mod_InvTweaks.class Dec 29, 2011 9:01:25 PM ModLoader setupProperties FINER: axeIds set to 258, 271, 275, 279, 286, 1052 Dec 29, 2011 9:01:25 PM ModLoader setupProperties FINER: toggleKey set to 46 Dec 29, 2011 9:01:25 PM ModLoader addMod FINE: Mod Initialized: "mod_Timber 1.0.0" from mod_Timber.class Dec 29, 2011 9:01:25 PM ModLoader addMod FINE: Failed to load mod from "mod_PathingActivated.class" Dec 29, 2011 9:01:25 PM ModLoader addMod FINER: THROW java.lang.NoClassDefFoundError: SettingBoolean at java.lang.Class.getDeclaredFields0(Native Method) at java.lang.Class.privateGetDeclaredFields(Class.java:2291) at java.lang.Class.privateGetPublicFields(Class.java:2324) at java.lang.Class.getFields(Class.java:1359) at ModLoader.setupProperties(ModLoader.java:1697) at ModLoader.addMod(ModLoader.java:274) at ModLoader.readFromClassPath(ModLoader.java:1227) at ModLoader.init(ModLoader.java:825) at ModLoader.AddAllRenderers(ModLoader.java:186) at wb.<init>(wb.java:76) at wb.<clinit>(wb.java:9) at net.minecraft.client.Minecraft.a(SourceFile:265) at net.minecraft.client.Minecraft.run(SourceFile:644) at java.lang.Thread.run(Thread.java:680) Caused by: java.lang.ClassNotFoundException: SettingBoolean at java.net.URLClassLoader$1.run(URLClassLoader.java:202) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:190) at java.lang.ClassLoader.loadClass(ClassLoader.java:306) at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301) at java.lang.ClassLoader.loadClass(ClassLoader.java:247) ... 14 more Dec 29, 2011 9:01:25 PM ModLoader addMod FINE: Failed to load mod from "mod_AITools.class" Dec 29, 2011 9:01:25 PM ModLoader addMod FINER: THROW java.lang.NoClassDefFoundError: LModSettings; at java.lang.Class.getDeclaredFields0(Native Method) at java.lang.Class.privateGetDeclaredFields(Class.java:2291) at java.lang.Class.privateGetPublicFields(Class.java:2324) at java.lang.Class.getFields(Class.java:1359) at ModLoader.setupProperties(ModLoader.java:1697) at ModLoader.addMod(ModLoader.java:274) at ModLoader.readFromClassPath(ModLoader.java:1227) at ModLoader.init(ModLoader.java:825) at ModLoader.AddAllRenderers(ModLoader.java:186) at wb.<init>(wb.java:76) at wb.<clinit>(wb.java:9) at net.minecraft.client.Minecraft.a(SourceFile:265) at net.minecraft.client.Minecraft.run(SourceFile:644) at java.lang.Thread.run(Thread.java:680) Caused by: java.lang.ClassNotFoundException: ModSettings at java.net.URLClassLoader$1.run(URLClassLoader.java:202) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:190) at java.lang.ClassLoader.loadClass(ClassLoader.java:306) at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301) at java.lang.ClassLoader.loadClass(ClassLoader.java:247) ... 14 more Dec 29, 2011 9:01:25 PM ModLoader readFromModFolder FINER: Adding mods from /Users/buntaranwibisana/Library/Application Support/minecraft/mods/1.0.0 Dec 29, 2011 9:01:25 PM ModLoader readFromModFolder FINER: Directory found. Dec 29, 2011 9:01:25 PM ModLoader readFromModFolder FINER: Adding mods from /Users/buntaranwibisana/Library/Application Support/minecraft/mods/mod_ZombieAwareness Dec 29, 2011 9:01:25 PM ModLoader readFromModFolder FINER: Directory found. Dec 29, 2011 9:01:25 PM ModLoader init FINE: Mod Loaded: "mod_InvTweaks 1.35 (1.0.0)" Dec 29, 2011 9:01:25 PM ModLoader init FINE: Mod Loaded: "mod_Timber 1.0.0" Dec 29, 2011 9:01:25 PM ModLoader AddAllRenderers FINE: Initialized
Before you post the error logs make sure you READ IT FIRST! and FOLLOW the "how to correctly post error logs into threads" to correctly post one without getting the page longer and getting yourself look stupid.
Method 5:(Sudden crash without saving chunks)
This method only works if you're suddenly getting minecraft to close immediately without the saving chunks screen a hs_err_pidxxx.log appears on the directory where minecraft is installed into.
Usually this is a Out Of memory error which does not show the out of memory screen.
So do assign more RAM into minecraft. Search the thread to get more RAM in MCF to get the guide.
2. Identifying error logs
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There are some types of errors. Such as:
1. Block ID Conflict or java.lang.IllegalArgumentException: Slot XXX is already occupied by *insert block name here* when adding *insert other block name here*
Now Block ID Conflict is the thing that most people sometime doesn't know about. Example of them:
java.lang.IllegalArgumentException: Slot 209 is already occupied by [email protected] when adding [email protected] at yy.<init>(Block.java:212) at forestry.BlockSoil.<init>(BlockSoil.java:23) at forestry.config.ForestryBlock.initialize(ForestryBlock.java:31) at forestry.config.Config.load(Config.java:126) at forestry.ForestryCore.load(ForestryCore.java:44) at forestry.ForestryClient.load(ForestryClient.java:71) at mod_Forestry.load(mod_Forestry.java:42) at ModLoader.init(ModLoader.java:830) at ModLoader.AddAllRenderers(ModLoader.java:186) at wb.<init>(wb.java:76) at wb.<clinit>(wb.java:9) at net.minecraft.client.Minecraft.a(SourceFile:265) at net.minecraft.client.Minecraft.run(SourceFile:644) at java.lang.Thread.run(Unknown Source)
Sometimes this type of error starts with a ExceptionInInitializerError and followed by a Block ID Conflict error.
How to solve:
1. READ IT FIRST
2. Find the mod related to the Block ID Conflict
3. Find the mod's Config. If both of the mod doesn't have a config then you have to use method 2
4. Change the block ID located in the Config
5. Run the game again and repeat this process until the conflict are gone
1. Download the mod named ID Resolver and it's requirements by ShaRose and install it
2. Follow the conflict screen and ID Resolver will try to assign it to another ID
Method 2 is easier than method 1 but i recommend method 1 because method 2 will sometimes crash certain mods such as Pam's Mods.
2. java.lang.ArrayIndexOutOfBoundsException: XXXXX
Info from java docs:
Thrown to indicate that an array has been accessed with an illegal index. The index is either negative or greater than or equal to the size of the array.
There are certain types of this error:
1. Out of Bounds Block ID
Out of Bounds block id is usually caused by user error when assigning block IDs such as when they set it above 255.
It looks like this:
java.lang.ExceptionInInitializerError at forestry.ForestryClient.initialize(ForestryClient.java:63) at mod_Forestry.<init>(mod_Forestry.java:29) at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method) at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source) at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source) at java.lang.reflect.Constructor.newInstance(Unknown Source) at java.lang.Class.newInstance0(Unknown Source) at java.lang.Class.newInstance(Unknown Source) at ModLoader.addMod(ModLoader.java:275) at ModLoader.readFromModFolder(ModLoader.java:1179) at ModLoader.init(ModLoader.java:824) at ModLoader.AddAllRenderers(ModLoader.java:186) at aam.<init>(aam.java:61) at aam.<clinit>(aam.java:10) at net.minecraft.client.Minecraft.a(SourceFile:259) at net.minecraft.client.Minecraft.run(SourceFile:629) at java.lang.Thread.run(Unknown Source) Caused by: java.lang.ArrayIndexOutOfBoundsException: 2017 at forge.Configuration.getOrCreateBlockIdProperty(Configuration.java:66) at forestry.ForestryCore.<clinit>(ForestryCore.java:207) ... 17 more
It can start without the ExceptionInInitializerError.
2. Modder's fault
Sometimes they may do a user error when coding:
But it usually says like
java.lang.ArrayIndexOutOfBoundsException: -1 at zx.a(Chunk.java:387) at ry.b(World.java:489) at ry.d(World.java:602) at xie.Xie.setBlockAndMeta(Xie.java:708) at xie.blocks.XieBlockFurnace.onDestroyed(XieBlockFurnace.java:182) at xie.blocks.XieBlockFurnace.e(XieBlockFurnace.java:313) at aes.a(PlayerController.java:46) at dm.a(PlayerControllerSP.java:58) at dm.b(PlayerControllerSP.java:91) at net.minecraft.client.Minecraft.c(SourceFile:1211) at net.minecraft.client.Minecraft.k(SourceFile:1537) at net.minecraft.client.Minecraft.x(SourceFile:705) at net.minecraft.client.Minecraft.run(SourceFile:658) at java.lang.Thread.run(Unknown Source)
DO REPORT THIS SUCH ERROR NOT THE OUT OF BOUNDS BLOCK ID!
3. java.lang.NoClassDefFoundError: *insert class name here*
Info from java docs:
Thrown if the Java Virtual Machine or a ClassLoader instance tries to load in the definition of a class (as part of a normal method call or as part of creating a new instance using the new expression) and no definition of the class could be found.
The searched-for class definition existed when the currently executing class was compiled, but the definition can no longer be found.
This usually happens when you did not install certain required mods
Here is the referring classes that i've found is popular:
But before you post this error make sure you INSTALLED THE MOD'S REQUIRED APIs
Otherwise it is modder's packaging stupidity.
4. java.lang.NoSuchMethodError: *insert text here* or NoSuchFieldError: *insert text here*
Info from java docs:
Thrown if an application tries to call a specified method of a class (either static or instance), and that class no longer has a definition of that method.
Normally, this error is caught by the compiler; this error can only occur at run time if the definition of a class has incompatibly changed.
This usually happens when you got a base class conflict, Wrong Minecraft Version etc.
So make sure you:
1. Have the correct version for minecraft's version
2. Have merge for conflicting classes
3. Install from clean jar
4. Re-install the mod
Just don't report this error. MCP Compiler never actually allows wrong named Methods.
5. RedPowerCore: BlockID XXX exists, autoAssign is disabled.
This is RedPower Related error. Usually happens just like Block ID errors.
How to solve:
Delete .minecraft/redpower/redpower.cfg. that way red power will re-assign the block IDs
6. java.lang.VerifyError: (class: *insert mod class here*, method: *insert method here* signature: (*insert signature here*;)V) Incompatible argument to function
Info from java docs:
Thrown when the "verifier" detects that a class file, though well formed, contains some sort of internal inconsistency or security problem.
Most likely you have not used the fixed version of a API or Some user error when installing.
How to solve:
Make sure you have updated to the lastest Related mods.
Info from java docs:
Thrown when an application attempts to use null in a case where an object is required. These include:
- Calling the instance method of a null object.
- Accessing or modifying the field of a null object.
- Taking the length of null as if it were an array.
- Accessing or modifying the slots of null as if it were an array.
- Throwing null as if it were a Throwable value.
Applications should throw instances of this class to indicate other illegal uses of the null object.
Happens when modders accidently made a method or other stuff that points into a null. Such as a unhandled method or field.
Info from java docs:
Signals that an unexpected exception has occurred in a static initializer. An ExceptionInInitializerError is thrown to indicate that an exception occurred during evaluation of a static initializer or the initializer for a static variable.
Usually followed by another type of error. Read the bottom one instead.
Info from java docs:
Thrown to indicate that an index of some sort (such as to an array, to a string, or to a vector) is out of range.
Usually followed by a ArrayIndexOutOfBoundsException but usually not Out of Bounds block ID.
Info from java docs:
InvocationTargetException is a checked exception that wraps an exception thrown by an invoked method or constructor.
Before you report this error make sure you got the lastest version of the mod.
11. java.lang.NoSuchMethodError: buildcraft.api.LiquidData.<init>(IILyq;)V
Another mod related error. Usually when you guys trying to install forestry with BC 2.1.12 or other mods that require BC 3.1.x
Other types of error that i have not yet shown needs to be reported.
3. How to Correctly Report a Error log into modder's thread
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This is will prevent yourself from getting the page longer and prevents people from thinking that you're stupid.
First off open all spoilers on mod author's page and open your find feature in your browser. Find any text related to the bug/crash you have encountered. If it finds one then the author already know that. This will prevent you from looking stupid. If there's one, then the author didn't know/wrote about your bug/crash then report it.
Use this code to post your error logs:
[spoiler]*insert error logs here*[/spoiler]
And thats about it about error logs.
But the most important stuff is MAKE SURE YOU READ THE ERROR LOG and DELETE META-INF!
2MineCrak posted a message on [IDEA] Unified Modding System (U.M.S)Thank you everyone for your participation.Posted in: Requests / Ideas For Mods
In such a short time I have already seen tested and proven Modders offering ideas and methods by which a Unified Modding System could be implemented, as well as Commitments by others who already have code and ability that could make this a reality.
By what I am currently seeing I am hopeful that something can be made, agreed upon, and implemented that can give us all what we really want with this Game.
We all know that the majority of players have no interest in jumping through different hoops every week in order to have some fun, especially when the core of this game resides on people investing their precious time developing their personal Minecraft world, and NOT losing it..
Whatever else happens, we already know at this point that telling people they either HAVE to use one mod or another will no longer fly. These days that just means that they will generally go with the mod that works with more of the other mods that they like or start using a system that allows them to have multiple copies of Minecraft installed.
** I believe that both Modders and Players, often one and the same, want the same thing. I also believe that both can have everything they want, with no compromises.
by the way: Please don't be upset if you don't get a +1 from me right away. I'm already out of them and get so few per day by this forum... Plus, you all know how many different threads I visit and spend my +1's in every day. :wink.gif:
Quote from PureTryOut
This is quite a good idea! And even one of the developers of MCP has seen this thread!
This means you can install every mod available without worrying that it will crash your game. You just load your game, create a new world, select which game mode you want, and there you go.
Although i'm wondering now, if you do want to use several mods in 1 world, how would you do that?
Can you choose the mods in a list?
And of course this also has to be available in multiplayer.
And the last thing, you want 1 API for everything? So that API handles dimension creation, world generation, new blocks and all other stuff. This would be a very great idea, I get irritated if I like a mod but it needs like 3 API's, and then for a different mod you need to install 2 more API's...
Now hope Notch will see this and implement it in the game, so the modders could work with that.
Quote from PureTryOut
I think you should also ask Risugami the creator of ModLoader to join the project, since he has experience with working with loading mods and stuff.
Thank you for your questions. I've seen you before and I know that you love mods and want the best for them.
In answer to one of your questions; If an entire copy of minecraft is kept in a subfolder within the minecraft.jar, perhaps several of them, then any mods could be applied to any of those sub-folder copies of the game. Easy. In fact, something like MCPatcher could do it without breaking a sweat. Each sub-folder, with such a tool, could get it's own install of each mod.
A post has, of course, been made to Risugami's thread. How could I not? And also to the Forge thread. Unfortunately; there are so many other modders and threads that I believe should also be included. As such; I have entrusted a copy of the invite to the MCP thread as well. I trust that all Modders check the MCP thread from time to time.
I guess that this issue serves to highlight the scattered nature of the current Modding Community. We all want the same thing, lets find a way to share resources to make it happen!
3by the way + me if you like my new response graphic :wink.gif:Posted in: WIP Mods
4Posted in: WIP Mods
In other news:
This is totally relevant to The Minecraft Forums.
In other Other news, I move that if anyone uses CAPSLOCKOMG in this thread, they shall be ignored. And I mean, unnecessarily. Put it in bold red letters in the OP, so that if anyone does use caps, it is obvious they didn't read the OP and therefore get no help.
Anyone second the motion?
2MineCrak posted a message on [1.2.5] Zeppelin [0.31] [WIP]Posted in: WIP ModsQuote from Netjerenbau
I've had a couple of things disappear now. It's always in the same area, as if there's a line along z365 across which nothing can cross.
The elevator in my tower which just goes up & down works perfectly, everything else breaks on the line of death.
Yikes, like the Bermuda Triangle.. Except it's the Minecraftia Square... :wink.gif:
1479Solaria posted a message on 1.0 New Features! OFFICIAL Report on New Features! MINECRAFT IS RELEASED!Posted in: 1.0 Update Discussion
[color="#8B0000"]Remember these are "Pre" releases and nothing is completed until the full release.[/color]
[color="#000000"]Find any new features? Screenshots? Report them all here![/color]
Note: This is NOT the place to report bugs. Just new features.
Report bugs here.
[color="#8B0000"]1.0 PreRelease 2 (For 1.1)[/color][color="#000000"]
- No trolling.
- No spamming.
- Read entire OP before posting.
- No advertising.
- No reporting/posting about bugs you find.
- Do NOT ask for help with any issues in this topic.
[color="#8B0000"]Weekly Releases (For the future 1.1)[/color]
- Apples drop from "normal" trees.
- Mobs no longer 'trample' crops. They will if they jump.
- Press "B" and you can change the game mode (surv/creative)
- Can now use shears to destroy tall grass and break it again
- Taiga biomes are back.
- Sheep eat grass and regain their wool
- Farmland is no longer destroyed by items and particles
- Added multiple languages
- Corrected a setTileEntity multiplayer bug
- Corrected a powered rail bug
- Corrected a redstone update bug
- Automatic "Snap Shots": "These "snapshots" will be named 11w47 ( year and week) + a, b, c etc (in case we do more than one), in one word such as "11w47a" - Jeb_
- Fixes double door glitch (fixed in 1.0.1?)
[color="#8B0000"]Minecraft 1.0.1 Official Release[/color]
- Icon change of the last achievement, "The End."
- Redstone wire that is not connected to anything now resembles a single red dot.
- That's it. Sorry guys. Well, all of the 1.9 stuff is in too. But that doesn't count as 'new' material. ;P 1.9 info is organized below for your convenience. Have a nice day. *Smiles*
[color="#8B0000"]Minecraft 1.0.1 is released!
The game should download the update as with any normal update! (Force Update on the Launcher)[/color]
[color="#8B0000"]Release Candidate 2 (RC2)[/color]
Post about this will be around #2400 within this topic.
- New Sounds were added shortly before the RCs. Info added in Pre6 too.
- New Getting hurt sound!
- New Explode sound!
- New Chest opening sound!
- New Arrow Shooting sound!
- New Door opening sound!
- New throwing sound! (Eggs / Snowballs)
- New throwing sound! (Eye of Ender)
- New Enderman Teleporting Sound!
- New Enderman Getting hurt Sound!
- New 'Gathering' Orbs Sound!
- New Eating Sound!
- New Potion Drinking Sound! (And you do not 'eat' the bottle anymore.)
- New "Baby" Sheep Sound!
- Blazes have "metallic breathing-in" Sound! Make same sound as a tool breaking when they get damaged.
- Colored sheep now have a random chance of giving you a colored lamb.
- Bows now have durability.
- Quit-Game button in game menu.
- Tools now have a break animation and make a sound when breaking. Blazes make the same 'break' noise sound when hurt.
- Double-Doors open different. Open one left door, and it will open both. [/color]
- Square Moon/Sun
- Water physics fixed.
- Explosion damage 'fixed'.
- Enderdragon is IN the game.
- List of bugs fixed [F] here.
- Redstone is faster to mine.
- Redstone wire no long trys to "snap" into a block with a redstone torch ontop of it.
- Option -> Particle change (Void).
- Mining Obsidian takes about 3 seconds. Bug?
- ALL doors require redstone - BUG - Confirmed.
- New blocks
- Enderdragon healer
- Enderdragon egg
- Stairs drop stairs when mined.
- Iron bars mine faster.
- Infinite lava has been removed.
- Baby sheep can now be "colored". If parents are of different colors, then you have a 50-50 shot of the color. White counts as a color.
- The "F" key commands have been removed.
- Redstone unplaceable on glowstone. Bug?
- New Sounds! Doors, bow, and explosion.
The Enderdragon's health is now shown at the top of the screen in a purple health bar when you are in the End.The Enderdragon now spawns a platform with an End portal and a pillar with an Enderdragon egg on it in its center.Entering the portal causes the end game text/credits to roll(and then respawns the player in the overworld as if they died). Thanks to Forever A Troll post #2323.
Minecraft Credits upon ending of the game
Posts start on #1968. Offical change log here.[/color]
- Squids swim up. Passive squid animation is now vertical.
- Slimes no longer have a 'depth y0-16' restriction.
- Pigmen no longer accumulate fall damage while swimming in lava.
- Ender Dragons
- Now take damages by player.
- Glows purple when killed, disintegrates and floats upwards - new animation effect.
- Drops loads of XP and one obsidian block.
- Have the same eye shining thin Enderman has.
- Dragon makes "a player gettin hit sound" when damaged.
- Mobs 'neutral' in creative mode. Except for spiders, ghasts, and silverfish.. Note: Enemies from spawners are still hostile.
- Dragon Eggs. - Not in game, recently tweeted by Notch.
- Baby animals in SMP.
- Items retain their enchantments if chest is destroyed.
- Fences no longer connect to leaves.
- Lily pads are no longer gray in inventory, have a tool tip.
- Melons breaking into more than one piece again.
- Fixed fence "hitboxes".
- Balancing of enchantments.
- Find 'iron' gear in strongholds.
- Silk touch does not work on spawners.
- Game Crashing piston glitch fixed.
- Eye of Ender now points directly to the Ender Portal.
- Camera rotation
- I, J, K, L, N, and M control where your looking (I,J,K,L are up down left & right, N and M are rotations)
- F9 Adds a fixed camera angle. ( You can move this with I, J, K, and L)
- M+N resets the view. *Important*
- H and Y are the zoom controls
- H + Y together resets the zoom
- F9 locks your view
- Tweet from Jeb_ (As you know I always forget at least one thing when upload a release... The "camera controls" (F6 etc) are not supposed to be there =/) So..don't get your hopes up. Though these features are really nice for everyone..except the flying in survival mode.
- Toggle fly with F6. Survival mode.
- You receive a warning when changing render distance to far only if you're not running Java x64.
- Option to turn off clouds in the video menu.
Textures/Liquid Movement Mechanics
- Texture Tweeks
- Monster Spawners
- Iron Block
- Wood Planks
- New Water Physics for vertical movement.
- Water is back the way it was before pre4, plus: Whenever a water source is surrounded on all sides by blocks or water (not necessarily source blocks) and it has an air block or (non source) water block below, then that air/water block turns into a water source. From Darquan (I think it is intentional. It eliminates the underwater currents when you place and remove a block. The behaviour seems to be carefully chosen such that it cannot automatically flood entire caves, nor does it seem to break typical ways of using water for automatic harvesting.) Bug.
- Water can be placed in water again.
- "End Stone" (from The End) and "Mycelium" from the Mushroom biome!
- Lava can be made infinite by digging 1 square down, and making a "plus" sign - 5 squares total. Fill the outsides with lava.
- Thanks to Arbitror for the gif.
- Lighting is different. Colors are now better matched with the color of the light source.
- Longer reach for fighting mobs.
- Creative mode - logging back in will no longer make you 'fall' from falling.
- Player bow draw-back animation improved.
- Range of attack distance in creative has Reports of better FPS.
- Balancing of enchantments.
- New Achievements
- DIAMONDS! - Acquire diamonds with your iron tools.
- Enchanter - Use a book, obsidian and diamonds to cunstruct an enchantment table.
- Librarian - Build some bookshelves to improve your enchantment table.
- Overkill - Deal eight hearts of damage in a single hit.
- We Need to Go Deeper - Going through a portal to the Nether.
- Return to Sender - Destroy a Ghast with a fireball.
- Into Fire - Relieve a Blaze of its rod.
- Local Brewery - Brew a potion.
- The End? - Locate the End.
- The End. - Defeat the Ender Dragon.
- Villages now have small fenced off patches of dirt with either wheat or tall grass growing in them, connected to the houses.
- Light glitch on stairs fixed.
- Jumping makes you lose xp points. Bug for some?[/color]
Posts on part 4 start at #1484
Twitch released the change-log for part 4 here.
- Moon/Sun are round. Moon has phases. Direction of sunrise/set has changed.
- Glistering Melon added. Crafted with Melon and Gold Nugget. Non-edible.
- Cutting up melon gives you 1 melon slice. Bug.
- Glistering melon can be used for initiating brewing.
- Villages a lot more common? Need more info on this.
- Endermen seem to be stronger.
- Water freezes faster.
- The potion of swiftness now leaves a visible effect on the player.
- Signs can be rotated easier.
- You can attack/kill mobs through glass.
- Supports HD Texture packs. Press F3+T to reload the texture pack.
- Pig spawners are an obtainable block now. Just use the silk touch enchantment on any mob spawner and it gives you a pig one.
- Mobs CAN spawn on glass. Bug?
- You can place Water on Water like Stone on Stone now.
- You can't throw Water into Water any more.
- Walking through webs is faster. Unconfirmed.
- Strongholds contain more chests.
- Enderpearls can be found in stronghold chests.
- Toss "Ender Eye" into sky to find location of strongholds.
- New texture for the placeholders on the portal. No longer 'crystal'.
- "The End" is the new realm.
- Cannot leave. You will have to die
- Hard to leave "The End in creative mode.
- Dragons are not available yet. You can get them via hacking above.
- Ground breaks into cobblestone.
- From Jeb: The exit from "The End" is the end. Then you respawn.
- Obsidian pillars.
- Enderdragons skins exist.
- Experience orbs are black.
- Cannot build Netherportals in "The End".
- Use Eye of Ender on the 'portals' in the strongholds.
- Maps in the End are blank.
- Large floating island.
- Beds explode.
- Water is place-able.
- You'll have to generate a new stronghold with a pre4 map in order for the portal to work without hacking.
- All potions with gunpowder = Splash Potions. Throw-able. Works with all potions. Putting them in dispensers are fun.
Quote from Dima~Cheveyo_On_Post_1795 »
Potion of Regeneration
Potion of Strength
Potion of Swiftness
Potion of Fire Resistance
Potion of Poison
Potion of Weakness
Potion of Slowness
'Sharpness I' enchanted sword
'Bane of Arthropods' effect
- There is a chance you get multiple effects when you enchant items.
- Enchantment Table now has a tooltip name on creative mode.
- Enchanted levels are 1-7. Adding bookshelves gets you more and more 'higher' levels. So far the report is up to 1-50.
- Enchantments now have names.
- Bane of Arthropods I/II/III/IV/V - Adition damage to spiders. 0.75-1.5 hearts extra damage per level.
- Sharpness I/II/III/IV/V - Addition damage to mobs. 0.5-1 heart extra damage per level.
- Fire Aspect I/II - Lights mobs on fire.
- Smite I/II/III/IV/V - Extra damage to zombies, zombie pigmen and skeletons.
- Knockback I/II - Knocks mob and players backwards upon hit.
- Looting I/II/III - Mobs have a chance to drop more loot.
- Sword of Featherfall I/II/III/IV - Fall-down slowly, less fall damage. (Only applies to boots.)
- Aqua Affinity I - Eliminates the harvest penalty of mining blocks underwater. (Only applies to the helmet.)
- Projectile Protection I/II/III/IV - Protection against projectile entities (e.g arrows)
- Respiration I/II/III - Underwater breathing time +15 seconds; time between suffocation damage +1 second. (Only applies to the helmet.)
- Fire Protection I/II/III/IV - Protection to fire. (Lava?)
- Blast Protection I/II/III/IV - Protects from explosions. Creeps & TnT.
- Protection I/II/III/IV - Converts environmental damage to armor damage.
- Pickaxe of Efficiency I/II/III/IV/V - Dig faster. +10% mining speed to each lvl.
- Unbreaking I/II/III - Adds chance to ignore 'usage' of tools with each use.
- Sword of Looting I - Chance for more drops.
- Silk Touch I - Lets you mine blocks without breaking them. You can get glass blocks back. Efficient for glowstone mining.
- Pickaxe of Fortune I/II/III - Chance of multiplying the drop rate.[/color]
Enchanting techniques that have been found.
Most of my testing was done in creative with a diamond sword. I did some tests in survival and couldn't see anything that made me think it was much different to creative.
It's relatively easy to test. Go in creative make a floor of shelves and a roof of shelves only and test what enchant levels you can get. You still get 5 same as with just the table.
It seemed unlikely to me that adding shelves that did do something would suddenly make ones that did nothing do something. Unlikely but not impossible. Now my first thought was that possibly the algorithm to modify the enchantment level might be influenced by not only bookshelves but also by the shelves surrounding that bookshelf, but tests I made didn't seem to indicate that was so.
So far the only positions I've found that add to enchantment levels are
If there are any other positions of shelves that increase the enchantment level I've been unable to find them.
The shelves can be blocked by almost everything. I tested Ladders, torches, redstone torches, levers, buttons, trapdoors, wood & stone pressure plates, signs, redstone and repeaters and found they all block the shelves from increasing enchanting level. The only thing I found that did not block the shelves was pictures.
NB the 8 corner shelves are not blocked by the other shelves.
Lvl50 Enchantment - shadowskeeper21 post #1794
Lvl 50 Confirmation post #1718
Thanks aXu for the following information. Post #1739
For those who want to edit your items' enchants (with NBTEdit, for example), enchants are saved in following manner:
Data -> Player -> Inventory -> (your item here) -> tag -> ench -> (TagCompound) ->
id: Id of enchant (list of them at wiki)
lvl: Level of enchant (too big numbers won't crash MC, but it doesn't show them in roman numbers)
You can even enchant other items than those normally enchantable. For example, I tested it with wood planks It shows the glimmering animation in inventory, but not in your hand (dunno if this applies to only blocks or all items not enchantable).
[color="#000000"]Information released after Part 3[/color]
Enderdragons (Sounds really neat when you say it). Link to topic here.
Click here for full image.
Eye of Ender is the new stronghold locator where the portal to The Ender will *probably* be. Throw it up high in the air and it will fall about 5 blocks in a new direction. Go in the direction it lands. Do this too much and it may return to The Ender.
From the looks of the following image, you have to fill it with "Ender Eyes" in order for it to activate.
Posts about Part 3 start with post number #892 for those who want to read them.
- Baby Animals! Parents seem to 'follow' babies after birth. Do not drop loot for XP. Faster animation and they eventually grow up. Baby sheep can be sheared. Grow up time seems to be 1 day.
- Animals have a Cool down after breeding.
- You can saddle baby pigs and ride them
- Wheat bug is fixed.
- FPS is better? Unconfirmed.
- Number above XP bar. Level?
- Silverfish Spawners in dungeons.
- Snow fall breaks torches.
- Breaking book shelves give you 3 books.
- Mini mine spiders are 1x1 and not poisonous. Unconfirmed.
- Eye of Ender. Ender Pearl + Blaze Powder. Use unknown.
- Able to "eat" milk and water.
- Pie chart in the F3 screen is in! (And its a circle..in minecraft! wtf..) XD
- Navigate through some of the features by using the number keys, or 0 to go back.
- Crystal Block.
- Fishing Rods can be enchanted.
- Cauldron Icon.
- Color of the label of highlighted object is now purple. Inventory for example.
- Swords and bows have been weakened.
- Endermen do more damage. Unconfirmed.
- Notch's Take on the new baby animals: The idea with the baby animals is to alter the original models to make them act as new ones. This scales well. Say we want to do old animals or robot animals or whatever in the future. By having it be mutators to the original models, we can add a new animal by just adding a single new model instead of adding four (or whatever) new ones. And even better, to introduce a brand new variant of animals, we don't need to go through them all and add that variant. Source.
Credit goes to: Seriousity for finding most of these. <3
Offical Potion Topic
Amazing Potion Guide!
- Potion brewing stand. Step 1 is to fill them with water.
- Milk Removes all effects.
- Redstone increases the duration of a potion. Confirmed.
- Glowstone decreases the duration of a potion and increases effectiveness. Confirmed.
- Cauldrons will hold water for you. Water will "evaporate" over a period of time.
- Right click with glass bottles to draw water. It makes the water level go down lightly.
- Cauldrons can be moved with pistons without losing the water.
- They can be fill with water buckets only. Not lava.
- You can climb into them! Bathtubs and sinks are now possible.
- You can walk across them.
- Brewing stand is activated by putting nether wart in the upper slot. Possible use of other 'activation' items unknown.
- Positive Potions
- Healing Potion: Water Bottle + Netherwart + Ghast Tear (InstantHealth)
- Healing Potion: Water Bottle + Netherwart + Ghast Tear + Glowstone Dust (InstantHealth II)
- Potion of Healing: Awkward Potion + Glistering Melon
- Fire Resistance Potion: Water Bottle + Netherwart + Magma Cream (Fire Resistance 3:00)
- Fire Resistance Potion: Water Bottle + Netherwart + Magma Cream + Redstone (Fire Resistance 8:00)
- Strength Potion: Water Bottle + Netherwart + Blaze Powder (Strength 3:00)
- Strength Potion: Water Bottle + Netherwart + Blaze Powder + Redstone (Strength 8:00)
- Strength Potion: Water Bottle + Netherwart + Blaze Powder + Glowstone Dust (Strength II 1:30)
- Swiftness Potion: Water Bottle + Netherwart + Sugar (Speed 3:00)
- Swiftness Potion: Water Bottle + Netherwart + Sugar + Redstone (Speed 8:00)
- Swiftness Potion: Water Bottle + Netherwart + Sugar + Glowstone Dust (Speed II 1:30)
- Negative Potions
- Poison: Water Bottle + Netherwart + Spider Eye (Poison 0:45)
- Weakness Potion: Water Bottle + Netherwart + Fermented Eye (Weakness 1:30)
- Potion Of Slowness: Water Bottle + Netherwart + Sugar + Fermented Eye (Slowness 1:30)
- Unknown Potions
- Mundande Potion: Water Bottle + Redstone
- Thick Potion: Water Bottle + Glowstone Dust
- Awkward Potion: Water Bottle + Nether Wart
- Animated Enchantment Table!
- Pages flip randomly.
- The words are suppose to be random and they are not suppose to make sense.
- Break with pickaxe in order for it to 'drop'. Or you will lose it...forever.
- Enchanting table is made like so:
Placing bookshelves near the enchantment tables.
[color="#000000"]Air Portals to "The Ender"[/color]
[color="#000000"]Ender Goo will be a portal to "The Ender" and will be the home to the mysterious endermen and deadly enderdragons. Confirmed by Notch.[/color] Source.
Quote from Mouzi
It's called an Air Portal in the code and you can fix it with Ender Eyes.
Doesn't seem to work as of now.
Also, disregard the obsidian, I tried flooding it with water.
Also, someone mentioned that the server now loads a third "level" so that would kind of confirm skylands. Though they have existed before and you can get to them by hacking but I don't know if Notch has changed the skylands for this update.
The sky dimension actually works like it used to work (it's been in the code for quiiite a while) but it gets overwritten by the real world terrain if you visit the real world first. The chunks are in the same folder so they get mixed up.
currently the skylands is just the normal world with different colored sky and clouds are way lower (underground with the normal terrain). The sun is always in the middle of the sky.
- Ender goo's texture is half a block or so above the physical block.
- Able to physically interact with stuff, it cant be walked through (the texture can be however), and can be stood upon for a platform.
- Is similar to a half step, except very very thin.
- Underside has a stone texture.
- Can be removed with water.
- Can be burned by lava.
- Ender Goo will be a portal to "The Ender" and will be the home to the mysterious endermen and deadly enderdragons. Confirmed by Notch. Source.
I say try adding this to the Air Portal and seeing what it does. ;P
New name until further notice/investigation: Ender Goo.
123 - Brewing Stand
124 - Cauldron
125 - Eye of Ender
116 - Enchantment Table
117 - Brewing Stand
118 - Cauldron
Screenies and Information released after 1.9 Part 2 and before Part 3.
[color="#000000"]Baby Animals! It's a baby moo moo! With a....big..head!XD A few pigs are in the background[/color]
[color="#000000"]Glossy Armor - notice the sword is purple.[/color]
[color="#000000"]A circle in minecraft! Madness![/color]
[color="#000000"]Enchantment Table Interface[/color]
[color="#000000"]The letters come from the Standard Galactic Alphabet.
Well played internets, you are good. (3)
These names will be random and confusing. (7)
Each spell costs experience levels. (15)[/color]
Quote from Viktn0r
The Standard Galactic Alphabet or SGA is used in the Commander Keen series of computer games. It was created by Tom Hall, who originally just wanted to make the writing on signs in the games look futuristic or alien. Then he realised that he could create a whole alternative alphabet and add cryptic messages throughout the games.
- Animal Breeding! Use wheat to breed. Hold wheat in your hand and they all 'should' follow you. Reports of this being a bit buggy. If you hit an animal in heat, it will stop being in heat.
- Snow Golems attack each other when you try to breed them. And User. Use wheat to make friendly towards you.
- Endermen now take FOUR standard (non-critical) hits with a diamond sword. Zombies & Zombie pigmen 3.
- Endermen now instantly teleport away from water. Agro seems to reset after this. They also dodge all arrows and do not die in the sunlight anymore. New sound effect likely to come in the official release of 1.9
- Zombie Pigmen now randomly drop rotten flesh or gold bits instead of everytime.
- Chickens avoid lava.
- Golden apples have a sparkly animation.
- Golden apple also grants you Regeneration buff for 30 seconds.
- Golden nuggets are officially called "Gold nuggets" now.
- New Items: glass bottles, several new music discs, blaze powder, spider eyes, fermented spider eyes and magma cream. *Items uses unknown - bottles obviously for 'potions' as mentioned on twitter and not implemented yet. Possibly with official release.
- Ender pearls teleports you with the cost of damage when thrown.
- Ender perls do not work in MP.
- Items can be repaired now, just as Notch specified - combine two damaged items to make one with more uses.
- Can't get glass panes back when you break them anymore .
- Pumpkins can be “crafted” into 4 Pumpkin Seeds.
- Milk acts as a "clear all" for effects.
- Wood fences now connect to walls. Fences now only take up the space they appear to, as well as attaching to any solid block adjacent to them. This makes walking through diagonal-oriented fences possible.
- Pressure plates on top of fence posts now make sound when you walk on them or next to them. Cannot place pressure plates on top of nether fence.
- Fences can be placed like normal blocks.
- Normal fences and nether fences don't connect.
Thanks Mouzi for the following information
And a list of descriptions and IDs for them. Excuse the code tag (I couldn't find a
EDIT: All possible potion potency levels seem to have I, II, III and IV but not anything over that. After that it will just say potion.potency.5 and 6 and so on.
ID Code name In-game name Description 1 moveSpeed Speed Movement speed increases, known levels: I, II and III 2 moveSlowdown Slowness Movement speed decreases, plausible levels: I, II and III 3 digSpeed Haste Mining speed increases, known levels: I, II and III 4 digSlowDown Mining Fatigue Mining speed decreases, plausible levels: I, II and III 5 damageBoost Strength Damage dealt increases, known levels: I, II and III 6 heal Instant Health Constantly heals you at a fast rate. EDIT: This actually is not meant to have a duration or has a duration of 0. Will do instant damage when you drink the potion. Known levels: I, II and III 7 harm Instant Damage Constantly damages you at a fast rate. EDIT: This actually is not meant to have a duration or has a duration of 0. Will heal instantly when you drink the potion. Known levels: I, II and III 8 jump Jump Boost Increases jump height, level I to around 1.75 blocks and level II to 2.5 blocks, known levels: I and II EDIT: Level III jumps to around 3.25 blocks and you will take a bit of fall damage and level IV to around 4 blocks. 9 confusion Nausea Screen goes wavy, makes walking difficult 10 regeneration Regeneration Regenerates health (faster) EDIT: Apparently an old effect too, this has been since 1.8 11 resistance Resistance Probably raises your armor class temporarily 12 fireResistance Fire Resistance No fire damage, you will still catch fire, you can also dive in lava (you can not drown in it either). 13 waterBreathing Water Breathing Infinite breath, bubbles still appear but will not decrease. 14 invisibility Invisibility Does not seem to do anything as of now, mobs still attack and no visual change. 15 blindness Blindness Similar to the bedrock fog, you only see black after a few blocks. 16 nightVision Night Vision Night becomes a lot brighter, does not seem to affect caves (unconfirmed). 17 hunger Hunger Old effect, known as food poisoning or disease. Decreases food bar faster. 18 weakness Weakness Opposite of strength? Damage dealt decreases. 19 poison Poison Old effect. Look up poison on minecraft wiki. Known levels: I and II
Quote from ihave13gp
- 1 blaze rod -> 2 blaze powder
- blaze powder + slimeball -> magma cream
- spider eye + brown mushroom + sugar -> fermented spider eye
Example of the new fences
Blue Spider effect and drop
Giving an animal wheat will generate love hearts above its head for a short period of time.
Bring two similar animals together after they've been given food, and a few seconds later a third animal will spawn (of the same type). There aren't any baby animals though, sadly.
- Slimes also drip through the block they are above.
- Hardcore Mode
- Fire from lava doesn't burn you for nearly as long.
- Auto-jumping has been placed back in.
- New ID's for Items and CDs at the bottom of this post.
- F5 is back! (Hit twice to see in first person).
- Tooltips have purple edges.
- Name tag "TESTIFICATE" over the villagers is gone.
- Villages seem bigger.
- XP Gain from jumping has been removed/fixed.
- F8 cinematic mode is back
- Right clicking while holding a weapon = blocking.
Quote from ihave13gp
I decompiled the minecraft.jar files to have a look at the modified health and damage of mobs:
Endermen take 20 hearts of damage and deal 3.5 hearts of damage on normal(was 2.5).
Spiders take 8 hearts of damage.
Zombies take 12 hearts of damage and deal 2 hearts of damage on normal(was 2.5).
Cave spiders take 6 hearts of damage.
TyrantWave found these prefixes in the jar:
Those are all classified as potion.prefix.
"potion.prefix.mundane", "potion.prefix.uninteresting", ....
This could mean these are specifically potion only, or it's more generic and could be related to enhancements to items as well. (As potion works for that too)
[color="#000000"]New ID's & Records - Part 2[/color]
117 - Potion
118 - Glass Bottle
119 - Spider Eye
120 - Fermented Spider Eye
121 - Blaze Powder
122 - Magma Cream
New Record/CD IDs
2002 - Blocks
2003 - Chirp
2004 - Far
2005 - Mall
2006 - Mellohi
2007 - Stal
2008 - Strad
2009 - Ward
2010 - 11
- Blocks under water/lava "drip" into cave/cavern below.
- Trees on higher altitudes have less leaves.
- Grass drops more seeds.
- Lava flows faster.
- Do not jump infinitely when holding down space bar.
- Dried up river-beds in plains biome.
- Animal do not breed.
- Pumpking seeds are back in the chests in the dungeons!
- Lots of reports of mega-oceans.
- Armor values are now determined differently.
- Roses are back.
- Saplings drop less.
- Mushroom biomes ARE islands.
- "Infected" cows via shrooms
- Shearing Mushroom Cows nets you around 2-5 (need verification on precise range) red mushrooms, and also gets you a normal cow.
- According to the picture, new grass?
Quote of OgreSean
Mushroom Island: Warm biome. Frequent Rain. Somewhat Mountainous. Land base level near sea level.
Mushroom Island Shore: Warm biome. Frequent Rain. Flat land. Land base far below sea level (same as ocean.
Thus, Mushroom Island biomes actually spawn in the middle of Mushroom Island Shore biomes. However, the land for Shore biomes is underwater, which makes them appear like Oceans.
The top block for these biomes is the "mycel" block I mentioned earlier (which is not town related after all, but does play some kind of melody). No monsters, animals, or squids spawn in these biomes EXCEPT for mushroom cows.
- "Snow" biomes more rare.
- Snowman! - Built by Two snow block then pumpkin PLACES not crafted. Not sure how to make a snowman without a pumpkin head. They fight other "bad" mobs. They drop snowballs.
- Snowmen work in the Nether. (Bug? Unconfirmed.)
- Snow now settles on ice.
Quote of OgreSean
Frozen Ocean: Cold biome. Occasional Rain. Somewhat Mountainous. Land base level far below sea level. No animals spawn in this biome.
Frozen River: Cold biome. Occasional Rain. Flat land. Land base level somewhat below sea level. No animals spawn in this biome.
Ice Plains: Same as Plains, except cold temperature.
Ice Mountains: Same as Extreme Hills, except cold temperature.
Have fun with the hilarity of the snowmen attacking other mobs!
Images for Part 1
- Lilly Pads - Picked up by "Punching". Place by putting next to another lilly or surface block. Lilly Pads turn grey when picked up - bug?
- Darker grass - new grass texture for swamps
- Darker water around the swamp area
- Village Monks - 1 Priest is dressed in white
- A few other skins reported - aprons and pink?
- Reported that the mobs folder have 6 different textures for the villagers. (Butcher, Farmer, Librarian, priest, smith & villager).
- Nether Brick
- Nether Fence
- Nether Stairs
- Nether Stronghold - Netherholds!
- Nether Slimes
- "Blaze" Mob
- Nether Dungeons (Same a netherholds?)
- Netherwart - nether plant (A nether mushroom? Need more clarification.)
- Ghasts shoot "bombs" now.
- New Sounds by pigmen and ghasts (unconfirmed)
- Pigman drops "Rotten Flesh" & "Gold Nugget" - 3x3 craft = Gold Ingot
- Ghasts drop "Ghast Tear" - Unknown use
- Blazes drop "Blaze Rod" - Unknown use.
[color="#000000"]New ID's - Part 1[/color]
Quote from OgreSean
After decompiling the 1.9 Pre-Release minecraft.jar, here is everything I've found so far:
ID 110 - "mycel" - Apparently related to Villages, and has appearance of either grass or snow. If we had updated sounds, it would apparently play some kind of town melody when the player is nearby or when it is stepped on.
ID 111 - Water Lily
ID 112 - Nether Brick
ID 113 - Nether Fence
ID 114 - Nether Brick Stairs
ID 115 - Nether Stalk (some kind of plant that grows over soulsand and appears in nether strongholds)
ID 369 - Blaze Rod
ID 370 - Ghast Tear
ID 371 - "Gold Nugget"
ID 372 - Nether Stalk Seeds
ID 10 - Frozen Ocean
ID 11 - Frozen River
ID 12 - Ice Plains
ID 13 - Ice Mountains
ID 14 - Mushroom Island
ID 15 - Mushroom Island Shore
Enderman had their spawning frequency cut in half.
ID 13 - Small Fireball
ID 61 - Lava Slime
ID 62 - Blaze
ID 96 - Mushroom Cow
ID 97 - Snow Man
ID 120 - Villager
[color="#000000"]Click the Plus if I helped you! ---->[/color]
[color="#FF0000"]Feel free to PM me if I missed your report. Do not abuse this. I will not respond to requests for 'help' that pertain to 1.9 pre-releases.[/color]
Keep it classy.
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