
- Drakoflame
- Registered Member
-
Member for 12 years, 10 months, and 19 days
Last active Mon, Mar, 21 2022 13:25:55
- 1 Follower
- 653 Total Posts
- 58 Thanks
-
1783
epicSplashBattle posted a message on Pixelmon 8.1.2 (12th Nov 2020)Posted in: Minecraft Mods
PixelmonThe Pokemon mod for Minecraft!
To find out more about this mod you can check out the Pixelmon website!
Submit bugs here on out issue tracker - Click me!
Pokemon is the intellectual property of GameFreak and is trademarked by Nintendo GameFreak and Creatures Inc. -
3
CreativeMD posted a message on WildWest v0.2.7 - A mod made for a community projectPosted in: Minecraft ModsWildWest
It only a small mod, it was designed for a german community project taking place in the wild west.
Content
- Campfire
- Log seat
- Trading Block
Downloads
WildWest v0.2.7 mc1.7.10 download requires CreativeCore v1.3.13+
Old Downloads
WildWest v0.2.6 mc1.7.10 download requires CreativeCore v1.3.11+
Changelog
0.2.7
- Ported to CreativeCore v1.3.13
License
This mod is Copyright © CreativeMD (TeamCreative) and licensed under GNU 3 http://www.gnu.org/licenses/gpl-3.0.en.html
You may not redistribute this mod in any way, without a written permission.
You may use this mod for modpacks, as long as you give credit to the author(s) and link to this forum post.
Plans
- No big plans so far, feel free to post suggestions
- No port for 1.8!
Modpack
Feel free to use it in your modpack
-
1
ArloTheEpic posted a message on Mystic Geodes ModPosted in: WIP ModsWe're going to need more than a mod name to start suggesting things...
-
3884
Calacbolg 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:
Overview
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!
Gallery
Supporting this suggestion
Special thanks
[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]
Overview:
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.
The disadvantages:
•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.
The problems:
•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:
[spoiler]Terrain:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
Biomes:
By default, nothing will change.
Ore generation:
By default, nothing will change.
Structures:
By default, nothing will change.
The Void:
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.
Superflat settings:
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:
[spoiler]Settings:
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.
Chunk occlusion/exclusion:
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?
A: No.
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!
Gallery:
[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!
[url=http://www.minecraftforum.net/topic/1707097-cubic-chunks-infinite-height-elimination-of-x-ray-and-more-60-supporters/page__st__0][img]http://img833.imageshack.us/img833/443/hov.png[/img][/url]
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).
Special thanks:
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.
-
6
0willabusta0 posted a message on Rubber Duct Pipes Hang those pipes UP! Transport items and fluids between rooftops!! Realistic rubber tubes! Set your tubes freePosted in: Requests / Ideas For Mods
Ever wished you could clean up that mess of blocky pipes in your laboratory? Ever wanted to stylishly transport items or fluids?
Now I've seen the the epic wiring system of Immersive engineering and it look and works spectacularly.
So all I am saying is cant we create something similar to this that is a box shaped entity strung from two pointsand then the input and output connector blocks at each side would transfer the items or liquids between them.OR as proposed by Drakoflame"as a begining for the mod (should someone ever decide to do so), it would probably be easier to do what IE does, and just use Ray Tracing (going from one point to another, checking for obsticals then rendering a line) but with a bigger cable, maybe eight or ten pixels tall (would still render as a 2d object that always faces the player). Then, later on once people ahve made it common practive to have ray-traced pipes that look freeking awesome, someone can come along and do the unthinkable, and make items render in the pipes. But before that happens, have 2 states for the types of pipes: Off and On. On will have a collored arrow (blue: liquid; white: item; red: energy) animated that goes from one point to the other, and when there isn't anything in the pipe, it doesn't get animated!"Other things later in development to consider:
hanging mini conveyor belts for items?(instead of pipes being able to)
crafting with rubber from other mods!use by length?(more comes out of your pocket as the connection is longer)transporting Pneumatic Craft Pressure!!!(one of my favorite Ideas!)FLAXbeard's steam support!!!Liquid pressure system to transport liquids faster in stronger reinforced pipes!pressure explosions!optional Rf powered pumps for fluids(maybe in config)!movement animations!rubber pipe collisions with blocks!redstone connections?Project Red hanging Bundled cable?
Sometime in the past I made a little more vague proposal for this and a modder caught on and started work on it.But alas he has vanished a long time ago.
This concept is so simple I just wonder why no one has done it...It doesn't seem like it'd be hard to implement.
I just hope this thread goes somewhere and doesn't go dead... -
1
LordEric posted a message on GrowthCraft - [JUL-15-2014] Proper 1.7.10 releasePosted in: Minecraft ModsAnother suggestion I'm reposting: being able to heat kettles with mod heat sources, Thaumcraft Nitor in particular.
-
2
Azumarill posted a message on GrowthCraft - [JUL-15-2014] Proper 1.7.10 releasePosted in: Minecraft ModsI like the idea of large, multiblock barrels! 3x3x3 sounds absolutely fine.
Also: agave and tequila, perhaps? Apparently blue agave is massive -- which would make their huge cores ("piñas") inherently conducive to minecraft's cubic meter scale -- and totally compatible with established Growthcraft alcohol processing. It actually looks like most of the plant is edible after being processed in various ways.
-
1
Phantomshade posted a message on Cave-Gen mod 2.27_5 - New World type [New ruins roleplay system,LAN support]Can you update this to 1.7.2., this mod would be awesome for The Spider Queen Reborn mod.Posted in: Minecraft Mods -
7
WeeHeeHee posted a message on PrimeCraft 7x7 FaithfulPrimeCraft: 7x7 Faithful V1.30 (Updated for 13w41a Snapshot)Posted in: Resource Packs
The first 7x7 texture pack out there! (Yes, it is possible)
Official Release Video:
My Other Resource Packs:
Here's some additional information:
I created these textures over the past month, completely on my own (besides the default resources).
I used GIMP and a mixture of color-picking, scaling using both linear and no method, overlaying two different scaling methods to smooth out the texture while keeping some contrast, and hand-drawing textures. I even ventured into subtracting vanilla textures from each other to find the transformation needed for my own. For instance, I had my own cobblestone and needed to turn it into endstone. I grabbed the vanilla textures, subtracted one from the other, the applied the result (cropped to 7x7) over my own cobblestone to get the endstone.
If you don't mind the 7x7 but it still messes with your head a little bit, I highly recommend you use it for just one playing session. I promise you'll get used to it. For me, switching from 7 to 16 is like going from 16 to 32. If you can stand going back from 32 to 16, you can definitely go from 16x16 to 7x7.
There is one block texture I did not do.- Cocoa beans. God damn these things are complicated. They consist of a cuboid which changes size three times, and a stalk which intersects with the cuboid in my tests, giving me huge problems.
- To post a comment, please login.
1
1
the recipie has changed, please use JEI or look at the front page for the new recipies for the backpacks
4
First: do not ever download any mod from that site, only download from Minecraft Forums, Curseforge, Curse, Planet Minecraft, or any mod that the modmaker links you to via one of those sites.
Second: the 1.7.10 version DOES. NOT. HAVE. THE. MIDDLE. TEIR. BACKPACKS. only the 1.9 and 1.10 versions do. Yes, the 1.7.10 version has the items in the NEI menu. No, they do not work. Yes, they are supposed to be untextured.
Third: Update to 1.10.2, 1.7.10 is not being supported anymore for most mods, I can't say the same for this mod, but most mods are beginning to move forward.
Sorry if this came off as rude but... really, its been said several times, its not a bug, not an error, not an issue, its an outdated version that does not have that feature, update to use it.
1
yes thank you much. Question/suggestion/request:
Can you make something completely unrelated to candles completely? That being a desk, bookshelves, and podiums? It'd be super fun to have a book shelf that you can fill with books and watch the texture change as you fill it (kinda like Bibliocrafts, but for 1.10.2 :D), the desk would probably be another similar thing, but could have lots of pretty candles on it :3 and the podium would, also, be for books, but could be nice decorations for church type builds that also have books on it
2
When a bow from this mod breaks, it turns into an unstrung bow which can be pulled back like a normal bow to be re-stringed.[/b] This process consumes three string from your inventory. Enchantments are lost when this happens.
Any bows that are crafted from the normal bow should
not need the normal bow to be damaged, if that is the case, then it's a
bug.[/b]
Normal bow:[/b] This bow is basically the same as the vanilla bow.
Spoiler (click to hide)
Recurve bow:[/b] This bow fires faster arrows than the normal bow, has less durability and takes longer to pull back.
Spoiler (click to hide)
Longbow:[/b] The longbow is the longest-range
bow in this mod (so far). It fires much faster arrows than the normal
bow, has the same durability, and takes much longer to pull back.
Spoiler (click to hide)
Yumi:[/b] Has the same durability as the normal
bow, higher power/range than the recurve bow, and takes a bit less long
to pull back than the longbow. Its stats are basically between the
recurve bow and the longbow, except its durability is the same as the
longbow and normal bow.
Spoiler (click to hide)
Composite bow:[/b] The composite bow is the
fastest-firing bow (in rate of fire) of them all. The crafting recipe is
(so far) the most complicated, too. To craft it, you'll need two rotten
flesh, a water bottle, a bone, a stick, a piece of leather, and three
string. The crafting recipes using all these items are below.
Sinew:
Bottled rotten flesh (crafted with rotten flesh, not sinew):
Hide glue:
Bow:
Spoiler (click to hide)
Arrow types:
The arrows (including the vanilla one) are in their own creative tab.
Spoiler (click to hide)
Fire arrow:[/b] Arrows that are on fire. They light blocks on fire after a fraction of a second, then burn away.
――――――――――――――――――――――――――――――――――――――――――
Impact explosive arrow:[/b] Explodes on impact with the ground or a mob. The explosion is quite small.
――――――――――――――――――――――――――――――――――――――――――
Timed explosive arrow:[/b] Explodes somewhere
around 1.5 seconds after being fired. The explosion is almost the size
of a creeper explosion, and is quite deadly. These arrows do not stick
in entities, but bounce off.
――――――――――――――――――――――――――――――――――――――――――
Ender arrow:[/b] This arrow teleports whoever
shoots it to where it lands. By default, these arrows will load chunks
around them so they continue to fly until they land.
――――――――――――――――――――――――――――――――――――――――――
Torch arrow:[/b] Unlike the usual torch arrows,
these will place torches wherever on a block the arrow lands. Multiple
torches can go in one block. Currently there is no check to see whether a
torch will conflict with another's bounds in a block (meaning they can
overlap).
The torches created will interact with liquids and pistons the same as
normal torches, though if a torch arrow lands in water, it shouldn't
place a torch, but instead drop a torch item.
Multiple torches on one block will not increase the amount of light
currently. If they are made to, I believe the increase in brightness
wouldn't be very significant.
Screenshots:
Spoiler (click to show)
――――――――――――――――――――――――――――――――――――――――――
Drill arrows:[/b] These will break through six
blocks of stone. They use the effectiveness of a pickaxe to find out how
many blocks to go through. When they are picked up after being fired,
their flint drill heads will be broken and they'll have to be crafted
again to get back a working drill arrow.
If they hit a mob, they'll cause damage to it and pass through, possibly damaging another mob or breaking a block or two.
They can be crafted with a sticky piston, three arrows, three flints,
and one redstone torch (see below for the arrangement of these items).
――――――――――――――――――――――――――――――――――――――――――
Potion arrow:[/b] These arrows will affect whatever they hit with the effects of the potion they were crafted with.
――――――――――――――――――――――――――――――――――――――――――
Splitting arrows:[/b] All arrows are able to be turned into splitting arrows that can split into a number of arrows between 2 and 15 (inclusive).
To craft them, place 2 or more arrows into the crafting table along with
half that number (rounded down) of string. This is a shapeless recipe,
so it doesn't matter where they are.
There is a command (/splitarrow) to get the damage needed to make an
arrow split into the number of arrows you specify. You can use this
command to give yourself an arrow that will split into that number, too.
See the /help command (for me, page 3) for usage. If the arrow name
parameter of the command isn't entered, it'll default to the item you're
holding.
Last but not least, the quiver!
Quivers can hold up to 64 items in 16-sized stacks, to allow you to have multiple types of arrows per quiver.
Crafting recipe:[/b]
Quiver hotbar overlay:[/b]
With the overlay at the top of your screen, you can select which arrow
type you want to shoot from the quivers in your inventory. Press + to
move your selection forward, - to move it backward. The overlay has
three different animation styles to show the selected arrows, which can
be selected in the config file.
The quiver that contains the arrows you have
selected in the hotbar is rendered on your back if you have the
RenderPlayer API installed. Press backspace to switch between wearing it
on your belt or your back.[/b]
Quiver inventory GUI:[/b]
This GUI is opened by right-clicking while holding a quiver and allows
you to place arrows in your quivers. The button in the middle allows you
to remove all the arrows from the quiver at once. Shift-clicking any
arrow stack in your inventory will fill as many slots in the quiver as
possible with that stack.
Quivers can be dyed:[/b]
First, dye a plain quiver (it must be empty) white with this recipe using bone meal:
Then dye it whatever color you want it to be using the same recipe:
I guess this makes things a LOT nicer for anyone who wants to update and/or see what this mod adds
1
front page, very top
[/b]
he's not going to say anything, you can make a new thread whenever you want, don't worry about him getting angry, if he does for some reason come back, put somewhere on your thread "If Zaggy1024 comes back and requests this be taken down, bla bla bla" and things like that, he was trying to hadn the mod off, where he said it isn't stated, as it was cut off... but he was trying to get another developer.
1
It would probably be for the best if you did a complete re-write just using the textures, or if you want new ones, asking for help. I for one wouldn't mind making textures to try and help bring this mod back to life
other than the other person quoted in this reply, no progress whatsoever has been made
1
at this point you can update it to whatever version you want, just know, that if you DO update it to 1.7.10, there are going to be people begging and asking you to update it to 1.9.4/1.10.2
I myself would love to have this for 1.10.2, but i'm not going to beg someone to do it
1
JNBT is no-longer needed, as Cities no-longer generate. Kino does not have permissions to update JNBT, or include cities, so they were discarded. Sorry for the lack of them, but I honestly didn't like them, as they were a major source of lag and chaos in my worlds.
1
The mod is dead, but, if you type /biomes 10000 and wait for it to search, you can find a city biome that way. The map that pops up is orientated north to south, with the center being where you are.
But again, this mod is DEAD. the newer version is on the new thread linked above, but, it doesn't have the cities, as that was technically another mod, and the new maintainer doesn't have permissions to continue it.