There's a few reasons why kids like it. It's like an infinite block of legos, it's like a zombie survival game, it lets them talk to people online, they like the graphics, it's popular with friends at school. And there's reasons their parents like it. It's not gory, or mature, it has retro graphics, and generally feels safe, at least in singleplayer.
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Member for 9 years and 15 days
Last active Sat, Apr, 15 2017 21:35:06
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Apr 6, 2017FGHIK posted a message on Why are there so many REALLY little kids on Minecraft?Posted in: Discussion
Mar 13, 2014Posted in: Recent Updates and Snapshots
I just tried it myself, and it turns out a very small amount of them DO. they run away fast as an ocelot, and it's hilarious. I'd suggest spawning a few large groups and lighting one near the middle to try it.Quote from Polie
Nope, it isn't.
I tried both triggering them in survival and with flint and steel, and nope, this isn't real.
Yep, I guess. It did say on mojang.com that they had updated mob AI!
Apr 26, 2013FGHIK posted a message on :Petition: keep saddles craftable. Jeb ruining horses and pigs at the same time.It should be craftable, everyone deserves to be able to ride a horse god damnit. I mean just imagine on the big servers out there, saddles will become one of the most expensive highly sought after items in the game. What about the people who prefer farming to mining or such things? It can be expensive, but it's pretty illogical to have an obviously leather saddle non renewable. Can no one in minecraft, people who understand how to build portals to hell and create robots, understand how to make a saddle?Posted in: Future Updates
Mar 15, 2013FGHIK posted a message on Option to turn off hunger in creative/adventure mapsI think they should make adventure mode health work like it did pre-adventure update. That would work, no? But yeah, some system should be added. Support!Posted in: Suggestions
Mar 12, 2013You know what would be cool? Medkits. They'd be iron ingots around a gold apple, and would heal all your hearts and fill your hunger when you touched them. The resupply cabinet would be nice as well, but I'm not sure what the recipe would be or how exactly it would work. And just maybe... the sandvich.Posted in: Minecraft Mods
Mar 8, 2013FGHIK posted a message on [DISCONTINUED][Forge] Better Villages Mod [V1.4][Universal] Updated Spotlight NeededI think you should perhaps make the ocean villages better, like how they are changed in desert biomes, but make the buildings look like ships or something.Posted in: Minecraft Mods
make an atlantis village with villagers and squidmen underwater. squidmen should do something other than trade, but still be passive
how about a "dock" for ocean villages?
the atlantis should be an underwater glass dome
maybe squid men should give you pet fish?
make an atlantis village with villagers and squidmen underwater. squidmen should do something other than trade, but still be passive
how about a "dock" for ocean villages?
the atlantis should be an underwater glass dome
maybe squid men should give you pet fish?
Villagers are already squids
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Dec 31, 2011Posted in: Minecraft Mods
As of 2016, I have moved on from the minecraft modding community and left the maintenance of my mods in the capable hands of covers1624 with whom I have regular contact. Thankyou for all your support over the years.
All mods require Code Chicken Lib. As of 1.10 it is no longer auto downloaded so you'll need to download it below (or from curse) too
As of 1.8, Not Enough Items is now an add-on to the Just Enough Items mod and therefore requires JEI to be installed.
Code Chicken Core is part of Code Chicken Lib as of 1.11
You are welcome to include any of my mods in modpacks as long as you provide credit. My name and a link to this page is fine.
Go for it!
If you hate adf.ly, feel free to throw $5 in the donate button and put your email address in the comments, and I'll mail you a direct link whenever I update a mod. Otherwise I think you'll find that 5 seconds of your time isn't that much
I have spent hundreds of hours working on these mods. I loved every bit but if you'd like to show your appreciation for my effort and time spent creating these mods. Please donate. If you'd like a little note like sponsored by... or want me to prioritise a certain feature you are more then welcome to include a short message with your donation.
Old PostDownloads and InstallationIn case you missed it DOWNLOAD MY MODS HERE
CodeChickenCore requires MinecraftForge. Get it at http://files.minecraftforge.net/
WR-CBE requires ForgeMulitpart, an opensource library for having multiple things in the one block space. Get it at http://files.minecraftforge.net/ForgeMultipart/
CodeChickenCore will automatically download a dependancy, CodeChickenLib, into your mods folder. Do not get spooked out.
All mods require CodeChickenCore.
All mods go in the mods folder.For Mod DevelopersAll of my mods have source avaliable on either BitBucket https://bitbucket.org/ChickenBones or GitHub https://github.com/Chicken-Bones
Throwing CodeChickenCore (obfuscated or dev) into the /jars/mods folder of your mcp environment will enable you to throw any other obfuscated mod into your mods folder and play with it in your dev environment.
Yes this means you can test your mods with NEI in mcp just by throwing NEI and CCC into your mods folder.
Developing with my mods is now even easier. Simply download the dev package, put it in /jars/mods and link it in eclipse or whatever IDE you use. For recompilation, just put all the dev versions in /mcp/lib as well.CodeChickenCoreThis is just a library of classes that all my mods use. You need to install this if you are going to install any of my mods.
Just throw this in the mods folder.
CodeChickenLib Formerly known as CodeChickenCore-Public, CodeChickenLib is a simple java library of utilities that I believe may be of use for other modders
The following public release contains some libraries that I believe may be of use to other modders.
It currently contains the following:
- Model library cable of importing obj files
- 3D transformation library
- Flexible and simple packet system
- Colour helper classes
- A few other misc helper functions
All source code in this package is provided to any modder under the following conditions.
1. The modder notifies me the first time they decide to use any code from this package in their mod.
2. All classes that are used must retain their original name and be MOVED to a DIFFERENT package containing "codechicken"
3. The modder may use as many or as few classes from this package and modify them as heavily as they wish.
4. Credit is displayed that the public can see. (You may or may not wish to include my name in your mcmod.info file)
Just move the classes you want to another package and include them in your mod, there will be no conficts or dependance on CCC if you put them in another package.
Other CodeChickenCore sources are released under the same conditions as above with the following exception: They need not retain their original names, and may be incorporated, in any modified partial form into your own classes. If they do retain their original names however, they must be repackaged so there are no conflicts.
If you want to make a mod that simply includes my version of CodeChickenCore as a dependancy (and don't want to package sources into your mod). Go ahead! There are no conditions on dependancies.
Common Pitfalls My model renders like this: http://puu.sh/29Da9
Different 3D modelling programs export with different coordinate systems. Minecraft uses a another strange one. Commonly try passing a new YZSwap() to the coordinate system parameter of the object loader.Not Enough Items (NEI)Overview
NEI is a successor to both Too Many Items and Recipe Book. It arose around the same time as Craft Guide when Alexandria and a few others on the IRC suggested that I merge both Too Many Items and Recipe Book to remove their greatest flaws, ironically too many items, or in the case of recipe book, too many recipies. Too Many Items was great, but the one thing it lacked was an easy way to search and sort your items. When you had a mod like Red Power coming along with 10000 items both TMI and Recipe Book were racking up the pages. Even if you don't want to use NEI for cheating in items, you will likely feel right at home with the Recipe component of the mod.
VideosA good mod spotlight highlighting most features of the mod by Direwolf20.
A very well done spotlight by MinecraftScorpian. It's the most up to date showcasing 1.4
A nice mod review by piedudeaus
Another mod Spotlight by Phobic Bus with information on how to install.
A third mod Spotlight by iPodmail. Please note that this does not REQUIRE CodeChickenLoader.
Differences\EnhancementsNow you're probably thinking, I've seen TMI before, what a ripoff. What makes this one so much better? For a detailed explanation read on. A simple list is below.
- Recipe Mode (Crafting, Smelting, Brewing)
- Item Searching
- Item Subset Dropdown menu (Hiding\Showing)
- Complete SMP support if installed on server
- Enchantment Sector
- All types of Mob Spawners obtainable and place able.
- Magnetic Mode
- Heal Button
- Mob Spawners in SMP show the mob type
- Advanced configuration files
- In game Options Menu
- A few handling tweaks
- An Extended API supporting extended item damages, mod based sorting tags and custom recipes with ModLoader type loader
Detailed Information Recipe View
Recipe view contains 2 functions, Recipes and Usage. Pressing the recipe key (default R) or usage key (default U) while hovering over any item will take you into this mode. Once in recipe view clicking will bring up recipes and right clicking will show usages. The back recipe key (default BACKSPACE) can be used to go back to the last recipe and the Esc or Inventory key is used to exit.
Recipe view shows you all the ways to craft that item, be it with a Crafting Bench, Furnace, Brewing Stand or another custom crafting inventory (Eg Alloy Furnace from RP2).
Unlike Craft Guide when a recipe can be made using multiple types of the same item (Eg the different colours of wool or the different types of wood), the ingredients will cycle through the available subtypes. So the wool will change colour.
Usage mode shows you all the recipes that contain that Item.
And it shows shapeless recipes too.
The ? button will appear when the type of recipe matches the container you currently have opened. Eg. If you show shaped recipies while using a workbench.
Clicking on this button will return you to the main inventory wher you will see highlighted overlays in the slots prompting you of which items to put where.
Item Search Box
The Item Search Box is the black bordered rectangle at the bottom. Only items that contain the text in the Item Search field will be shown in the Item Pane. The search box must be clicked on to start typing. Right clicking on the search box will clear it instantly. It is not case sensitive. Any search terms will be saved and loaded when you restart minecraft.
The search box also supports wildcards * (any string of characters) and ? (any one character) as well as the complicated java.regex pattern matcher. As an example Bl?ck shows names containing Black and Block. Also ^Block would show items starting with block such as Block Breaker and block$ would show items ending with block such as noteblock or diamond block.
The Item Subsets button is a dropdown menu containing many different grouped sets of items. Clicking on a set will show all the items it contains and right clicking will hide them all. Double clicking on a set will show only the items in that set.
Mods can use the API to generate their own tag sets.
Shift clicking on a set will type @setname into the search bar which will make the Item Pane show only items in that set.
If you rightclick on the Item Subsets button the buttons for saving subsets will appear. These function identically to the normal save states, renaming, save\load\delete, but they will save and load the items you have hidden and shown.
You can also add your own sets using the config file located in ".minecraft\config\NEISubsSet"
By pressing the enchantment key (default X) you can bring up the enchantment selector gui. It allows you to put an item in the slot and select the enchantments and level that could be applied from an enchantment table. The level can go up to a maximum of X. Clicking on an enchantment toggles it on and off. (To prevent unnice bugs)The normal multiple enchantment conflict rules apply so you can't have fortune and silk touch together etc. Unfortunately due to space limitations some names have had to be shortened, Projectile to Proj, Protection to Protect, Bane of Arthropods to Arthropods. Enchantment names will only be shortened if there is not enough space. Eg Protection will be shortened to Protect if you set level 8 because VIII takes up a bit of space.
The trash can button functions in 4 ways. All operations apply both to your personal inventory and any inventory you may have opened (Eg a chest).
1. Click on it while holding an item it will delete the item you are holding.
2. Hold SHIFT while clicking on it with an item in your hand and it will delete all the items of that type in your inventory.
3. Hold SHIFT while clicking on it will clear your inventory.
4. Just clicking normally will toggle Trash Mode
When trash mode is enabled any item you click on will be deleted. Holding SHIFT and clicking on any item will delete all items of that type.
Clicking on the C button will toggle creative mode. This is self-explanatory. Simply change from creative to survival and back again. Note that on SMP servers this will change only you into creative mode and not the entire server.
Again another self-explanatory button, if it's raining right now this button will be enabled activated. Clicking it will change the rain to on or off.
The last of the toggle buttons. When magnet mode is enabled any items within a reasonable distance will pick themselves up and fly towards you. Items wont be attracted if they can't fit in your inventory though.
The 4 buttons with the sun and moon are time set buttons. They will set the time to Dawn, Noon, Dusk and Midnight when clicked. These will only advance time forward to not break machines relying on world time. So if you click the day button multiple times it will keep advancing the days.
The heart button will heal the player, fill the hunger bar and stop them burning if on fire.
There are 7 save states capable of saving your entire inventory and armour to disk. Right clicking on a state will let you rename it. The x Button appears next to loaded states will clear them. Save states are a global feature that can be transferred between worlds and even servers.
This is just the regular MC Style options configuration. It allows you to edit various settings and especially Key Bindings.
The first Button Toggles wether NEI is Enabled or not. If it's not enabled you wont be able to see anything except the options Button. The enabled state is separated for SMP and SSP.
The Cheat Mode button toggles between Cheat Mode and Recipe Mode. Recipe mode is for playing legit and just using the recipe book component. The save states and cheat buttons will disappear and the Item panel will not spawn items into your inventory.
Extra Cheats sets wether the Create, Rain, Magnet, Time and Heal buttons are to be shown.
Button Style switches between the default Minecraft Button Style obtained from your texture pack and the old school black box TMI style (showcased below)
Item IDs toggles whether to show the ID of the item in the tool tip. This will work for all items in your inventory as well as the panel.
This option will cycle between Shown, Auto and Hidden. Auto will show ID's only when NEI itself is shown and enabled.
This has the added use of showing you exactly how much damage a tool has sustainer. Eg the Sapphire Pickaxe below has taken 6 damage.
Save states merely sets weather or not to show the save states, self-explanitory.
If Item drops are disabled any EntityItems in the world will be deleted. So mining a block or dropping an item will give you nothing. Someone said they must have it for lag removal so I added it.
The KeyBindings all do what they say. Click on them and then press the key you want to change it to.
NEI makes all types of mob spawners obtainable in your inventory and place able. Any custom mobs you may have will also be assigned a spawner. The spawner item will show the entity inside of it just like the block. Hostile mobs will have Red names and Passive mobs Blue names. The bug in SMP where all mob spawners show pigs has also been fixed. Any users who have NEI installed (even if they are not Ops) on a server with NEI will be shown the correct mob.
Various Inv Tweaks
Ctrl clicking on any item in your inventory will give you more of it, just as if you clicked on it in the Item Pane. If you pick up an item and hold shift while placing it in a container then all items of that type you have in your inventory will also be put in alongside the placed item. Useful for transferring all your cobblestone to a chest in one go.
Everything that you can do in SSP can be done in SMP if the server has NEI installed. If not then NEI can still spawn items using the give command if you are an OP. Most of the features are only enabled for OPs.
There are many options in NEI that can be configured in "config\NEI.cfg". Note that most of these are editable in the options menu.
A configuration file will be generated in config\NEIServer.cfg containing various confiutation options for servers. The config file comments explain the functions. In short it allows you to assign certain functions to be used only by certain players. So you can select who can use OP enchantments etc. There is also a banned blocks section, any blocks that are banned wont show in a user's item panel. Bedrock is banned by default so connected users can't spawn bedrock, (unless you specify their name).
Extended API There is an extended API built in to NEI to allow mods to integrate properly. This is demonstrated with the RedPower module that provides Alloy Furnace recipes and RedPower specific subsets.
I am aware that there are many different crafting inventories out there. BTW's anvil, IC2 has a bunch etc. However I only use the Alloy Furnace from RedPower. Therefore I welcome modders who want to make small modules like the RedPower one for various other mods.
The source package should help guide modders through. NEI uses a modloader like config loading system. Simply call your configuration class NEI****Config.class and implement IConfigureNEI and package it with your mods. Any calls to NEI should be made from this class or subclasses. Your mod must not directly call any NEI functions or classes as that will make it dependant on NEI to function. Simply include the config and classes with your mod and it will be activated only if NEI is installed.
NEI RedPower ModuleDue to Eloraam's kindness she has permitted this small module that will add features to NEI from RedPower. It will add the RedPower dropdown tags you see in the screen shots, Show all types of microblocks and redwires and add the Alloy Furnace recipe handler. Install it if you have RedPower.
Installation and PluginsSame as the rest of my mods, place the jar in the mods folder.
An install video is in the spoiler below.[media][/media]
Mistaqur has plugins for Thaumcraft, Buildcraft, Forestry, Railcraft and an IC2 fix at https://bitbucket.org/mistaqur/nei_plugins/wiki/Home
Credits Inspired by TooManyItems and Recipe Book.
Many friendly and supportive Beta Testers.Ender StorageOverview
EnderStorage is a mod that offers a means to store your items in The END, causing them to be everywhere and nowhere at the same time. All EnderStorage makes use of the magic of colors to link storage with its little piece of The END. Any EnderStorage with the same color code share inventory (even across dimensions). Currently there are two types of storage, EnderChest and EnderPouch.
EnderChests are a stationary type of EnderStorage. You can use dye on the wool pads on top of the chest to alter its color code. As an alternative, you can craft an EnderChest with three dyes to change the color code as well. EnderChests work as any other chest for the purposes of blocks that manipulate chests contents. This makes EnderChests an ideal way to transport items over vast distances in an instant.
EnderPouches are a mobile type of EnderStorage. You can use an EnderPouch on any EnderChest to change the pouch color code to match that of the chest. EnderPouches access the same inventory as their EnderChest counterparts, allowing easy access to your base resources right from your inventory.
As of 1.2, Using a diamond on the latch of an Ender Chest will move it to a seperate network for the player that used the diamond. This allows each player to have acceess to all 4096 frequencies without conflicting in SMP.
VideosMod Spotlight by Direwolf20
[media][/media]Wireless Redstone Chicken Bones Edition (WR-CBE)Overview
In its simplest this is a mod that allows you to transmit your redstone state wirelessly. Even if you dont use redstone this mod could still be for you. Found an awesome landscape you'd like to mark, a cool cave to explore, or keep losing your way from base to base? Ever wished that compass pointed somewhere else or there was a way to mark things on a map. Well now there is. With the wireless addons component of this mod you can use wireless signals for navigation.
The signals are synchronised in a dimension called the Redstone Ether or REther. This dimension has no physical form and purely stores signals. It can be accessed by combining the Interdimensional properties of Obsidian, Glowstone and EnderPearls from the OverWorld, Nether and Ender with redstone to enter the RedstoneEther. There are 5000 different frequencies storing independent state, name and colour. Due to the dimensional nature of the REther signals sent in the nether will translate into the OverWorld and vice versa.
Differences from the original modNow you're probably thinking, I've seen a mod like this before. What makes this one so much better? For a detailed explanation read on. A simple list is below.
- Advanced GUI
- Triangulator vector based
- No GUI to use remote just hold right click. Remotes also set frequencies
- Fancier block models integrated with RedPower Logic
- Sniffer fades out and shows frequency with mouse over
- Frequency Naming
- Coloured Frequencies
- Wireless Map
- Addons for SMP
- SMP frequency permissions and Private Sniffer
- Interdimensional Ether
VideosA nice mod spotlight by Direwolf20.
A mod spotlight by pcmaster highlighting a few more of the applications of WR-CBE.
Detailed Information CoreGUI
As you can see the gui has had some serious advancements.
Yes the simple gui is still there
A frequency in the REther can be made to resonate at a speed equivalent to the wavelength of a certain wavelength of light. You may set the colour of a frequency in the advanced gui by pressing the Phase Shift Button. The colour is a purely aesthetic effect used by the addons for identification in inventory or on the map. The slot above the Phase Shift button will cycle through the items in your inventory. By default the colours are the dyes and redstone is the resetter. Black and white cannot be used. If RedPower is installed the colour setters are the different coloured lumar and white is reset. Note: Colours are purely for easy identification on the addons. They provide no technical properties.
The much requested feature to assign names to frequencies is here. It's fairly intuitive, just look at the screenshot above.
The transmitter is simple. Power it with redstone and it will broadcast to all receivers on that frequency.
A receiver will power connected devices if there are any transmitters currently active on its frequency.
There is a fairly complicated permissions system in place for SMP management.
The /freq command can be used to manipulate various cofigurations. Use /freq help to learn what they are and how to use them.
It is advised that the Private Sniffer from the addons module is used for managing private frequencies, as this does not require the player to be an OP.
Frequencies are split into three ranges; public (0-1000), shared (1001-5000) and OP managed.
Public frequencies are there for anyone to do whatever they want with.
Shared frequencies are like public frequencies, however use of the private command a frequency can be locked to just one player.
These ranges can be changed through the freq set and get commands. Also the freq jam/open commands and the freq scan command can be used to allocate ranges of freqs specifically to certain players.
Anyone who doesn't have permission to access a freq will be shown a greyed out square on their sniffer. They will be unable to set any device to that frequency. However they can still use devices set by other players.
What more can I say, Epic huh.
The Wireless Bolt is generated by jammers and REP's. The bolt will "jam" any devices nearby preventing them from working. Transmitters will stop transmitting, receivers will stop receiving and any devices a player is carrying will no longer work. Dont worry the effect lasts for a limited time period. For some reason cognitive processing causes a detectable effect in the Redstone Ether and a the bolt will also seek out nearby mobs and players dealing damage in the process. Fortunately more intense cognitive abilities provides some resistance to the effect, so players wont take as much of a blow as that sheep over there. Wreak havoc on your fellow player's wireless contraptions or make a visually entertaining mob trap.
For those who are intirested, L-Systems.
The remote is a handheld transmitter operated by holding right mouse. The frequency change GUI is opened by right-clicking while sneaking. If a remote is used on a wireless tile it will change the frequency of the tile to that of the remote, useful for setting the frequencies of multiple devices quickly.
The triangulator is essentially a wireless compass. It will point to the nearest transmitter on the frequency its on. The frequency change GUI is opened by right-clicking while sneaking. If there are no active transmitters in this dimension or you are using a remote at the same time the triangulator wont know where to point.
For the techy guys the triangulator doesnt actually point to the nearest transmitter, rather it adds all transmitters on the frequency based on their distance to the player in the ration 1/d therefore if you have 3 transmitters 20 blocks east and 1 transmitter 10 blocks west it will point east. So if you want to confuse someone using a transmitter to mark their way home put 5 somewhere nearby.
The sniffer is a device that can detect which frequencies are on and show them to you. Incidentally It will also show you which ones you dont have access to in SMP.
The private sniffer is an upgraded version of the normal sniffer. It has main purpose in SMP where you can click on a frequency that is shared to make it private. Private freqs will show as green.
The wireless map is pretty self-explanatory. Any transmitters on any frequency will show as beacons on the map, even if they are not visible from the sky.
There is a green beacon in the desert, an orange beacon in the forest and three red beacons near the center. And yes I'm in a plane.
While it would be great to simply make your old maps wireless, problems with the map system make that near impossible. I may make a cartographer mod for copying maps and setting different scales.
The wireless tracker is a throwable device that will stick to entities and transmit a signal. Use Sneak+Right Click to set the freq and then throw it. You can then use the map/sniffer/triangulator to track down your target at any time.
These guys will even stay stuck to players through portals and between logouts. However if an entity is 'unloaded' or a player is logged out the tracker will dissapear until the entity returns.
Trackers can be removed from an entity by pulling them off with a sticky piston or by melting the adhesive with fire. Once the tracker is no longer sticky it will spin like an item and can be picked up. Note that the tracker will quickly cool down and revert to it's normal sticky state.
The Redstone Ether Pulse or REP is essentially the redstone version of an EMP. It is a throwable device that will generate the jamming effect apon impact. A second click with one in hand will detonate an aerial REP. The resulting energy wave will prevent further REPs from being thrown for a few seconds.
LogicFormerly known as WR-CBE Redpower, this module contains the blocks of the mod. It requires ForgeMultipart, an open source multipart library to be installed and allows the tiles to be placed on walls and ceilings with covers and other multiparts.
Note the jammer is supposed to be disabled when powered.
Wireless Recievers and Transmitters can be used as a computercraft peripheral when placed next to a computer. Use them like you would any other peripheral. The methods are setFreq(frequency) and getFreq()
Credits Aliaz - Original Wireless Redstone mod.
Danny494 - Textures for REP, Sticks, Bowl, Map, Sniffer, and a lot of texture drafting\base textures.
Alexandria, madindehead, Kenny - Beta Testing.ChickenChunksOverview
As you all should know, the minecraft world is seperated into chunks. 16x16 areas that are loaded depending on how close a player is to them. If you have machines or plants or anything that does something in a chunk that is not loaded because there are no players nearby nothing will happen.
This mod adds a block called a chunkloader, when placed it will keep chunks around it loaded even if no players are nearby or even online. So now your plants can grow and your automatic quarries can run, even when you're not around.
What makes my chunkloader betterSo you've seen a few of these things around before, Teleport Pipes has one, Railcraft has two. Immibis has one. Here's a short feature list.
- Will reload chunks after a server restart
- Works with frames
- 100% not buggy guarantee (I'll fix it if you find a bug).
- External viewer for seeing the loaded chunks and making sure everything works.
- Server owners can set the number of loaded chunks per player, per dimenion and globally.
- Will load and unload mystcraft dimensions as needed.
- Server Operators can set them to only work when a player is online.
Simply place the chunkloader down and open up the Gui. It now belongs to the person who placed it and chunks that it loads will count towards their limit. You can only open the Gui if you own the chunkloader.
The radius determines the number of chunks to load around this one inclusive.
The shape is either Circle, Square, LineX or LineZ all of which are self explanitory. A radius 3 with square will load a 25x25 chunk area.
The number of chunks loaded is shown below the radius.
The total number of chunks you have loaded out of the amount the server has allowed you is shown at the bottom.
The show lasers button will show some spinning lasers that border on the loaded chunks for easily seeing if your blocks are in the loaded area.
Using the command /chunkloaders will activate the ChunkVeiwer if the server has allowed you to.
It will be centered on the player in the current dimension when first activated. You can move it around by dragging it with the mouse.
The Red blocks are loaded chunks.
The Yellow blocks are chunkloaders.
The Green blocks are chunks that are being held by a chunkloader
The Blue blocks are players.
In the top left the number of ChunkLoaders, Held Chunks (by Chunkloaders), Loaded Chunks and Players in this dimension are shown.
The numbers on the axis are the coordinates in blocks. The Horizontal is the x axis and vertical is the z axis.
Mousing over a chunkloader or player will show info about it as a tooltip.
You can see three sets of chunks, one around the player, one around the spawn point and some around a chunkloader.
The Gui will close if you leave the server.
Server Config Options
The server operator can set the number of chunks per player, per dimension and overall that are allowed to be force loaded.
The server can also add player names to a list to have chunkloaders only work when the player is online.
There is also an option to disable the automatic world loading for mystcraft dimensions if you don[/media]
Credits MouseCop - Art.EAQQ. When will your mods be updated?
A. When it's done or a week after the last person asks, whichever comes later. Don't expect all your mods to be ready for at least a month.
Q. java.lang.NoClassDefFoundError: codechicken/core/something
A. Install Code Chicken Core.
Q. I can't spawn items!
A. Change from Recipe Mode to Cheat Mode
Q. Can we have wireless bundled cables (or any other variant)?
A. No, it involves lots of code and design, would be very difficult to integrate nicely and is quite overpowered.
Q. I get a saving chunks or black screen. ur mod sux cuz it r no wurk.
A. Logs or it didn't happen.Reporting Bugs
If you want me to help you with problems you are having with any of my mods do everyone a favour and follow a few steps first.
1. Make sure you have a running FML/Forge installation. If you have that then I can rule out all prerequisites to this mod like failing to delete Meta-INF or install FML.
2. Tell us what happened. And if it's a visual glitch what you can do to cause it to happen.
3. Get us an FML or MultiMC log. You should be able to find FML logs in your .minecraft folder.
4. Post the information on the thread.
Always use pastebin for logs.
Do not PM me with any issues, I will delete your PM. Use the thread or IRC
Victorzimmer for giving me an ftp server to host on.
While any of my mods should not destroy your world, I take no responsibility for damage done to your minecraft your world or the chair you are sitting on.
Apr 8, 2017Petethepug1 posted a message on Having trouble with an item sorting system, help would be appreciated.Posted in: Redstone Discussion and Mechanisms
Well, if you don't care about making another junk chest. I would highly recommend making that other chest, and link it to hoppers below the farm that eventually fall into lava.
Something I also found is that you forgot to make your repeater (the one next to that comparator on top.) set on one tick, I don't know if you made that intentional or not but the reason the guy in the tutorial set it on one tick was to prevent burn out with the redstone, and having problems with the sorting systems becoming jammed.
Just click the repeater once and I think it should be fixed, but if its not fixed still go for the other method above.
If it still doesn't work, make sure to re-check everything, hoppers, redstone components, so fourth becuase everything should be working normally.
Apr 6, 2017Posted in: Discussion
What you used in the past was a feature of a mod called Not Enough Items. Similar functionality exists in mods for 1.10 called Light Level Overlay Reloaded (this is the one that puts red and green numbers on the tops of every block) and I believe Just Enough Items (does the red and yellow X's).
Feb 26, 2013Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Supporting this suggestion
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
By default, nothing will change.
By default, nothing will change.
By default, nothing will change.
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
Jan 5, 2013Mark719 posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]Posted in: Minecraft Mods
What is Magical Crops?
Magical Crops is mod that changes the way you gather and get resources, if you are bored of mining this is a perfect way of keeping your resources high, you can grow most Vanilla items and ores such as Iron ore, Lapis Lazuli and Bones. Also grow many types of mod ores/items, such as Copper, Tin, Lead and Certus Quartz.
What can you grow with Magical Crops?
Vanilla - Coal, Redstone, Glowstone, Iron, Gold, Lapis Lazuli, Diamond, Emerald, Wither Skulls, All dyes, Monster head, Bones, String, Leather, Blaze rods, Slime balls, Obsidian, Ender Pearls, End Stone, Experience, Nether warts, Nether Brick, Netherrack, Quartz, Dirt, Cobblestone, Sand, Feathers and possibly a few more that I may of missed.
Mod Compatibility - Copper, Tin, Silver, Lead, Certus Quartz, Sapphire, Ruby, Peridot, Aluminium, Force, Cobalt, Ardite, Nickel(Ferrous), Platinum, Thaumcraft Shards, Uranium, Rubber, Vinteum, Blue Topaz, Chimerite, Moonstone, Sunstone, Iridium, Yellorite, Osmium, Manganese, Sulfur, Dark Iron.
Food - Tomato, Corn, Strawberry, Blueberry, Raspberry, Blackberry, Cucumber, Grape, Chili, Potato and Carrot.
Compatible with Minecraft 1.6.4 and latest forge found here.
Compatible with Minecraft 1.6.4 and Forge 126.96.36.1993
Change log: http://pastebin.com/hAQCZLEH
Compatible with Minecraft 1.6.4 and Forge 188.8.131.523
Change log: http://magicalcrops....change-log.html
Compatible with Minecraft 1.6.4 and Forge 184.108.40.2063
Change log: http://magicalcrops....-changelog.html
Compatible with Minecraft 1.6.4 and Forge 220.127.116.113
Change log: http://magicalcrops....-changelog.html
Compatible with Minecraft 1.6.4 and Forge 18.104.22.1683 (Mod Crops)
Compatible with Minecraft 1.6.4 and Forge 22.214.171.1243 & (Thaumcraft Golem Support)
Compatible with Minecraft 1.6.4 and Forge 126.96.36.1993
Compatible with Minecraft 1.6.2 and Forge 188.8.131.524
Compatible with Minecraft 1.5.2 and Forge 184.108.40.2060
Supporting Magical Crops
Really like this mod? Wondering how you can support me as a developer to keep updating and making new mods? There are a few ways of supporting for anyone.
Patreon - This is a site that is made to support people like me, using this site you can pledge an amof money which is your choice per month to show your support, depending on how much you support there are rewards including access to BETA builds of Magical Crops! http://Patreon.com/Mark719
Paypal Donation - This you most likely have already heard of and done before, a simple donation to my PayPal account can really help me out, whatever amount you feel is right will help. Click the button below to donate.
Follow me on Twitter! - Following me on Twitter is another way of showing support by giving me feedback, I tend to post images of new up and coming features and ask thought on if you like it and what can be improved, so if you would like to get involved in all that please follow me, @MarkDCUK
Permissions and Copyright Information!
Can I use Magical Crops in my ModPack?: Yes, you may use Magical Crops in your mod pack as long as credit is given to Mark719, Please do not contact me about mod pack permissions, if you can not meet the requirements then you cannot use the mod. Messages asking for permission will be ignored.
Copyright & TERMS AND CONDITIONS
This mod (plugin, a patch to Minecraft source, henceforth "Mod" or "The Mod"), by the terms of http://www.minecraft.net/copyright.jsp is sole property of the Mod author (, henceforth "Owner" or "The Owner"). By default it may only be distributed on minecraftforums.net, mcmodcenter.net. It may only be mirrored or reposted with advance written permission of the Owner. Electronic Mail is fine if you wait for a response. URL shorteners or other attempts to make money off The Owner's Mod are strictly forbidden without advance written permission.
Apr 29, 2012bluemagic123 posted a message on Renewable Resources Mod v1.3 - Big Update for 1.5.1Status update (Nov. 11 2014):You all have not had any word from me for over a year regarding me updating this mod to more recent versions. First of all, I need to apologize for this; I am sorry for those of you who were interested in this mod to have kept you waiting, promising updates later on, only to disappoint you in the end. As my workload became busier and busier, I started to lose interest in Minecraft. In addition, due to how many base classes I edited in order for this mod to work, updating was super tedious. At the end of last year, I was relying on winter break in order to find the time to update my mods. However, college apps took way longer than expected. Afterwards, my busy schedule resumed, and then I entirely lost interest in Minecraft, becoming inactive on these forums and in updating my mods. At the end of this past summer, I started to regain interest in Minecraft after reading about all the new features that would be added in 1.8. Now that I'm in college, I have more free time than I was in high school, so I decided I could try to get back into modding. While playing 1.8 and getting bored over how tedious things were, I became inspired to make another mod, which is what I am working on right now. However, I hope I will have time to eventually return to this mod, and then my Simple Mod Maker (no guarantees though). If I do get around to updating these mods, I will completely reprogram them; much has changed about the source code and the game, plus back then my programming was more messy. Hopefully I will be able to make this mod much easier to maintain.Posted in: Minecraft Mods
The Renewable Resources Mod
If you came here hoping to see a mod that lets you infinitely duplicate items simply by standing in front of the crafting table and furnace, prepare to be disappointed. The goal of this mod is to make every item obtainable (able to be collected in your inventory) in survival mode renewable, while maintaining the challenge (or tedium) required to maintain them, adding a minimal number of items/blocks, and making it unnecessary to give up emeralds to villagers.
This mod will be most enjoyable to people who play survival maps with limited resources, people like me who hoard resources without using them in fear of running out, or people who simply want alternate methods of obtaining items.
First of all, because coal and charcoal, iron ingots, gold ingots, and emeralds are renewable, let's make their ores renewable:
Next, let's make lily pads renewable.
Note: only jungle leaves will work for this recipe. No other type of leaves will work.
In order to produce redstone, you will need to have already obtained redstone, and you must have a cauldron. This mod alters the behavior of the cauldron; you can still use it the normal way, but you can also add rose red dye and redstone dust to it by right-clicking the cauldron with these items.
The cauldron on the left contains redstone, and the cauldron on the right contains red dye.
These two cauldrons have both ingredients in them.
Once a cauldron has both ingredients in it, simply right-click it with gunpowder. The gunpowder will soak up the solution, transforming into redstone dust, and the cauldron will be depleted by one level.
Right-clicking a cauldron with a water bucket at any time will refill the cauldron and dilute the solution back to normal water.
Of course, because redstone is now renewable, its ore should be renewable:
In addition, many more items are now renewable (redstone torches, repeaters, etc.).
This mod changes the way bonemeal works. First of all, if you use bonemeal on grass in a swamp or jungle, 50% of the tall grass will be the fern variation. Also, if you use bonemeal on grass in a desert, 50% of the tall grass will be the kind that looks like a dead bush. In addition, using bonemeal in a desert will make actual dead bushes instead of flowers.
Finally, using bonemeal on a block of sand will produce a single dead bush.
An infinite lava source can be made, similar to water. However, in order for a flowing lava block to turn into a lava source block, all four block around it must be lava source blocks. In addition, the block above the flowing block must be any kind of lava.
This is the ideal infinite lava source (of course, with blocks less fragile than glass). Simply sneak above the open space, look straight down, then right-click with a bucket.
Alternatively, you could dig underneath the lava, place a sign so it doesn't pour onto you, then look up to collect the lava without any danger of falling in.
The renewability of many items will require you to go to the nether. First of all, it turns out that blaze rods are actually containers for highly concentrated heat. This mod lets you smelt a blaze rod to get a block of fire!
Fire blocks can also be used as fuel. I wouldn't recommend it though; they have the same fuel value as blaze rods
Of course, because fire blocks are now renewable, chain mail armor is also renewable!
I know, none of these items are obtainable in vanilla survival mode. But fire blocks seemed like the best solution to the following two recipes:
The glowstone recipe is shapeless.
What, you don't understand the recipe for glowstone? Here's an explanation:
Hopefully, you know that the formula for glucose is C6H12O6. Well, we will assume that the sugar in Minecraft is glucose. Sugar combusts with the formula C6H12O6 + 6O2 --[/media]I will soon make a video of my own for the most recent version.
Download for Minecraft 1.5.1
1. If you haven't already, install Forge for 1.5.1
2. Back up your .minecraft folder.
3. Using a program like winrar or 7zip, open your minecraft.jar file (inside the bin folder inside your .minecraft folder).
4. Drag all the files in the mod folder you downloaded into your minecraft.jar file.
5. If you haven't already, delete the META-INF folder.
6. Enjoy, and report any bugs you find.
Download Link: http://bit.ly/ZPmgZG
Important: If you want to uninstall this mod or update Minecraft, make sure you convert every single multi-purpose block into iron blocks in every single map, and mine every single recipe adder block with a pickaxe that's worse than iron.
None. If you find one, please report it!
-Updated to Minecraft 1.5.1
-Completely stopped updating the ModLoader version (only Forge version now)
-Added a config file for many things (such as block IDs and recipes)
-Changed the way the recipe adder checks for duplicate recipes to minimize bugs and maximize compatibility
-The multi-purpose block can be renamed and will retain its name when placed (similar to chests and furnaces)
-The multi-purpose block will output a redstone signal to comparators based on how full the four cooking slots are
-The multi-purpose block can interact with hoppers
-Added a construction recipe for cobwebs
-Added a fuel cell recipe for nether quartz
-Added a recipe for nether quartz ore
-Dirt can now also be made with pumpkin seeds and melon seeds
-Halved the default chance of getting ore from stone in the multi-purpose block
-Each piece of diamond now requires 16 coal/charcoal to make instead of 4
-Changed the recipe for redstone ore
-The recipe adder now also requires a nether star to craft
-Added two more achievements ("Magic Brewing" and "Very Expensive")
-Fixed the multi-purpose block rendering in the wrong color in the inventory
-Minor bug fixes
BUG: The recipe adder and custom recipes do not work client-side (it still works server-side). I have no idea how long this bug has been in this mod.
v1.2 (Only the ModLoader version)
-Updated to Minecraft 1.4.6.
-Changed the output for the coal, diamond, and emerald ore recipes to only one ore. However, also removed the restriction on using fortune on coal, diamond, and emerald ores.
-Added three Achievements: Skilled Constructor, Refinery, and The Renewable Secret.
-Updated to Minecraft 1.4.4 and 1.4.5. (Only the Forge version.)
-Fixed division by 0 crash with recipe adder
-Fixed crash at start-up in Forge version
-Fixed several recipe adder bugs (and hopefully all of them).
-Minor bug fixes.
-Easier to install.
-Temporarily fixed the recipe adder bug. (If I ever make a server version, I will have to try a different fix.)
-The Forge version is back!
-Added a recipe for bottles o' enchanting.
beta 2.2 (There is no Forge version; after I discovered the recipe adder bug, I decided to try to fix it before updating the Forge version.)
-Updated to Minecraft 1.3.2!
--The blocks added to the creative menu are in the decorations tab.
--The multi-purpose block recipe for cocoa beans has been removed.
-To make chiseled stone brick, you must now have the netherrack at the save y coordinate as the stone brick (see the spoilers for details). The makes it easier and more dangerous at the same time to harvest chiseled stone bricks.
--Using bonemeal will grow something based on the biome of each coordinate, and not on the biome of the block clicked. (Only has a noticeable effect on biome borders.)
--The multi-purpose block should now accept fuel added by other mods.
BUG: Custom recipes do not work, and the game crashes when trying to add a recipe.
-Made a Forge-compatible version.
-Fixed all known bugs.
--Fixed an untested bug in which using bonemeal of a sand block that already has a block on top of it will consume the bonemeal anyways.
--Fixed the functional slot shift-click exploit.
--Fixed a critical, rather embarrassing bug in which shift-clicking the craft results of the construction table would give you more items than it should if that item is not in your inventory.
-Using redstone or red dye on a cauldron in creative mode no longer consumes the item.
-Completed the Recipe Adder block and all its functions.
-Halved the cooking time for dirt, sand, gravel, and clay.
-Fixed the bug where placing stone in all four cooking slots and a piston in the functional slot would rapidly consume your fuel without making anything.
-Added a new block. However, since the only thing it currently does is open up a gui that does nothing, I will not give any specifics yet.
And I did all this in one day:
-Made the fortune enchantment better. Instead of using a lower level of fortune on placed ores, fortune will work normally, and any drops whose number is too high will be lowered to the max number allowed (see "About the Fortune Enchantment" spoiler).
-Temporarily added a recipe to let you obtain cocoa beans from brown wool in a similar manner of getting lapis lazuli from blue wool. (This recipe will be removed when Minecraft 1.3 is released.)
-Added a method to make chiseled stone bricks renewable.
-This mod is now compatible with (and requires) ModLoader!
--Fixed the empty tool-tip bug for the multi-purpose block.
-You may now craft a multi-purpose block back into two iron blocks.
v1.3 - 151 downloads!
v1.2 (ModLoader only) - 42 downloads
v1.1 (Forge only) - 51 downloads
v1.0.1 - 64 downloads
v1.0 - 71 downloads
beta 2.2.1 - 29 downloads
beta 2.2 (ModLoader only) - 15 downloads
beta 2.1 - 72 downloads!
beta 2.0 (ModLoader only) - 41 downloads
beta 1.2 (ModLoader only) - 34 downloads total (14 downloads in just one week!)
beta 1.1 (ModLoader only) - 16 downloads!
beta 1.0 (ModLoader only) - 11 downloads
Terms and Conditions
TERMS AND CONDITIONSTerms and Conditions made by Rotten194.
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
Announcement: v1.3 is finally released!
If I forgot anything, please let me know. Also, if you have a better idea of how to make something renewable, tell me. I likely will not accept it, but if it's good enough, I just might accept it.
If you ever find a bug or crash, please report it. I will try my best to fix it.
If you have any comments, tell me what you think about this mod. (Please keep in mind that the first seven and a half pages of comments were from when this mod was a WIP.)
Sep 16, 2012Forged Swords:Posted in: Suggestions
My suggestion to the Minecraft world, is the ability to add a title and specific color customization to a sword.
The idea is to create and add another fun and exciting challenge for those who want to customize their sword. It doesn't upset any balance and is not mandatory to players who do not wish to do so, but provides the way to get that "perfect sword".
Forging your very own sword!
Name and color custom swords would be made with all 5 sword materials: wood, stone, iron, gold, and diamond, adding customization to every sword possible in the game, for even more blade color!
The color would be added through the use of dyes to the leather handle and cross-gaurd of the sword, as well as an inset gem to the pommel and cross-guard! An already crafted sword would be placed into the the Anvil, first put through with a dye, and then put through again with an inset gem.
Gems/metals to inset on the sword:
Nether Quartz = white
Iron = silver
Diamond = light cyan
Lapis Lazuli block = blue (block because Lapis is used for dye)
Ender Pearl = purple
Emerald = green
Glowstone dust = light yellow
Gold = gold
Blaze Rod = orange
Redstone dust = red
Obsidian = black
Dying the hilt:
Insetting the gem:
A fully colored sword (dyed hilt, inset gem) would have higher enchantability. This means that the normal enchant levels for that sword would bear a greater and more valuable enchant.
A forged sword would have greater durability than the sword of it's material counterpart.
Name Your Sword:
Since 1.4 the Anvil Block has been added. One of its main features is naming tools. Whether or not the whole idea was inspired by this thread, it is a huge triumph that the aspect of naming tools has found its way into Minecraft. You saw it here first folks!
For the name, you would simply use the Anvil and a bit of XP. This idea stays here because this suggestion existed before the Anvil even came out! Here is an image showing what hovering over the titled sword in the inventory might look like:
Dungeons - Legendary Swords!
Around 5 to 7 already enchanted, colored, and titled swords would become loot in dungeon chests. Much like records, these swords would become well known, and could differ with better or worse enchantments. To keep the balance however, finding one would be EXTREMELY RARE. Submitted ideas for these:
thisguy1045 - Ender: black hilt, purple gems, found with Sharpness and Knockback of any level
moochfloatjr - Blaze's Wrath: orange hilt, redstone gems, found with Fire Aspect I - III
moochfloatjr - Dungeonmaster: grey hilt, emerald gems, found with Smite I - II, Bane of Arthropods I - II
LegoMyLego27 - The Undead Destroyer: black hilt, quartz white gems, found with Smite II - IV
The_Miner_Nick - Harbinger of Wealth: orange hilt, diamond gems, found with Looting I - III
F1am3 - Suns Fury: orange hilt, glowstone gems, found with Fire Aspect I-II, Smite I - II
BioShock_Rules - Annihilator: red hilt, iron metal inset, found with Sharpness III-VI, Fire Aspect I-II
Flamedude166 - Flame's Might: red hilt, obsidian gem, found with Fire Aspect II, Knockback II, +1 enchant
NitrogenSnow - Hurricane: grey hilt, quartz white gem, found with Knockback IV, Smite II
Ampulugator - Slapstick: all brown, found with Unbreaking III, Knockback II, Sharpness I, low durability
Grave Robber: red hilt, obsidian gems, found with Looting I-III, Smite I-IVKholdstare's submissions:
Defiance: black hilt, iron metal inset, found with Sharpness I-IV, Fire Aspect I-II
Arachnophobia: gray hilt, redstone gems, found with Bane of Arthropods I-IV, Knockback I-II
BioHazard: black hilt, gold metal inset, found with Smite III-IV, Fire Aspect 0-II
Excaliber: blue hilt, gold metal inset, found with Sharpness II-IV
Earth: lime hilt, quartz white inset, found with Smite I-III, Bane of Arthropods I-III, Unbreaking III
Nether: red hilt, gold metal inset, found with Fire Aspect II, Unbreaking III
End: black hilt, obsidian gems, found with Sharpness V, Bane of Arthropods I, Smite I
Masamune: black hilt, gold metal inset, found with Sharpness II, Bane of Arthropods I-II, Smite I-II
Juggernaut: white hilt, iron metal inset, found with Unbreaking III.
Sanctumguard: white hilt, gold metal inset, found with Smite V
Inset Effects [Optional]:
Each inset item, described above, will give the end result of the sword a differed effect, depending on the item!
[Nether Quartz] +1 damage to Nether mob types
[Iron] +20 durability, -1 damage against Iron Golem
[Diamond] +30 durability
[Lapis Lazuli block] ???
[Ender Pearl] +1 health when using enderpearl, -1 damage against Enderman and Ender Dragon
[Emerald] 30% chance of Looting I
[Glowstone dust] ???
[Gold] +10 durability, -1 damage against Zombie Pigmen
[Blaze Rod] 10% chance of fire on each hit, -1 damage against Blaze
[Redstone dust] ???
[Obsidian] 30% chance of blocking any given attack
Achievement and Additional Kill Status [Optional]:
"To Forge A Sword" could be added to the achievements section, only completed after fully crafting (with colored hilt and inset gem), enchanting, and titling a sword.
Forged Swords come with a new kill status that simply states: [Name1] was slain by [Name2]'s sword [sword name].
Some other side notes:
- To those of you who say: "I wouldn't want to lose my great sword after creating it and smashing people to bits for such a long time!" Well, the solution is not creating new items or ideas that allow you to rebuild your sword (this becomes too overpowering in the long run), but using the Frame Block that was added in 1.4. Once your sword is on it's last straw, you simply stick it in a chest or frame to show it off as decoration. It has memories and stories with it; it is not wasted.
- This would be great for adventure maps! Quest for the Legendary Sword. Think of all the possibilities!
- Some of you (everyone) want more use for Lapis Lazuli. This helps out with that! Mostly Lapis Lazuli in real life is used for jewelry and such. Using Lapis for the hilt color and adding gems to a forged sword is a great use of it! It doesn't take much, but it is still put to good use!
The mod is out! Make sure to show that page some love, but give feedback here too!
You can check it out here: BladeCraft
Poll Stats: (10/13/14)
Should Forged Swords be added to Minecraft?
- 430 said Yes
- 23 said No
- 22 said The idea needs to be changed before it is added
Should Advanced Swords come with a new kill status that simply states: [Name1] was slain by [Name2]'s sword [sword name]?
- 34 said Yes
- 15 said No
[Removed, vote accepted as YES]
Should a series of small effects be placed on the sword that are determined by the inset gem? e.g: Bone inset gives +1 damage to undead.
- 125 said yes
- 29 said no
[Removed, vote accepted as YES]
CHANGE LOG! Check here for updates!!
-Made more fancy, bolded and underlined
-Added side notes
-Added poll on idea of swords, updated to include kill messages
-Added buffs/debuffs section
-Took out blade submission Dungeonmaster, due to the combo of Smite and Bane of Arthropods (impossible)
-Added change log
-Changed poll to simple kill status (original question was a vote of NO)- don't forget to vote!
-Added more swords
-Added "Achievement get!" style banner
-Removed buffs/debuffs due to complexity as of right now
-Added bit about Dinnerbone's Anvil GUI
-New highlights (mainly to bring pictures to the forefront), some changed bolds
-Changed crafting idea and images to the new anvil block - presented by Badprenup
-Added Dinnerbone's Anvil Block picture
-Added poll stats
-Added question about buffs/debuffs to poll - Don't forget to vote!
-Removed poll about kill status - a vote of YES
-Added kill status to thread
-Changed title to be congruent
-Officially changed idea of Advanced Swords to Forged Swords - check out the banner!
-Added bit about new upcoming mod
-Changed title to fit thread
-Modernized bits about 1.4
-Added concept image and progress to mod section
-Converted idea to add all 5 sword materials
-Added new edited images
-Added Community Update Section
-Updated Community Update Section
-Added Inset Effects idea
4/5/2013 - 5/11/13
-1.5 Nether Quartz traded out for bone inset
If you would like to show support, you can do that in a few different ways!
1. Feedback: Provide feedback on things you may want added to this idea! Taking any and all suggestions for consideration! Support if you like the idea, and if not, state why!
2. Go smash the rep button! !
3. Copy this banner into your signature!
Credit to those who helped form these ideas:
Mar 13, 2014PURE SPECULATIONPosted in: Recent Updates and Snapshots
Dinnerbone suggested that the mites have something to do with the ender dragon egg. Maybe we'll have to capture mites or their meat to feed the dragon so that it will grow?
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