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Mar 1, 2012What you have heard is partially true, there is a mob that drops iron ingots. Thats the Iron Golem. But that can only be found in villages and takes 15 hits with a DIAMOND sword to kill.Posted in: Recent Updates and Snapshots
Really you wouldnt see them if you were playing on a map like Skyblock, while you could make an iron farm in SuperFlat IF you had generate structures on.
The other half is that mobs do drop rare items, such as iron armour or tools for example, among other items.
Feb 14, 2012How about this:Posted in: Suggestions
You can put maps and clocks on walls like you do for paintings. The maps would display exactly the same thing they would as if you were holding them, and clocks would show the correct time of day.
Let me know what you think!
Sep 25, 2011Do what alot of people do. Play your world, and when a new update comes out go to the nether, travel 200 blocks or so and make another portal. You can have railways going between update stations in the Nether.Posted in: Survival Mode
Jul 14, 2011FriggenPie posted a message on ☺EchoCraft☻ | Beta(semi release) | Heroes(races) | Fantasy RP | 24/7 | 90 Slots | Spells | MOREGotta say, I'm loving this server =PPosted in: Minecraft Survival Servers (archive)
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Mar 4, 2011Vechs posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)Posted in: Maps..
Hi guys, Vechs here! I started making custom stuff for Minecraft back in 2010, and the Super Hostile series is my best-known contribution to Minecraft fans everywhere!
The main objective of my maps (aka custom Minecraft worlds) is to find and complete the Victory Monument. This is a structure with slots on it for blocks. To win a Super Hostile map, you must place each of the requested blocks in the appropriate slot on the Victory Monument. There are 16 colors of wool blocks to find, and also in older maps, the 3 material blocks, of iron, gold, and diamond.
CTM stands for Complete the Monument, which is the genre my Super Hostile series created. Unlike Adventure maps, which typically have very rigid rules and restrictions, CTM maps are about playing Minecraft in a mostly normal fashion, but with a goal to work towards.
For the most part, Super Hostile is like playing Minecraft normally, but it's more difficult and you have a long-term goal to work towards. Also you may find yourself in some unusual terrain. Oh, and the map is designed to kill you, so keep that in mind.
Going forward, Super Hostile maps made after 2020 now also require a custom modpack, which can be found here:
Currently Under Construction:
Super Hostile: Vexelvania (working title)
Super Hostile: Spellbound Caves II
The new official home of Super Hostile is here! Download the maps at:
And lastly, here is a bunch of legal stuff. The short version is: feel free to make videos about my maps, watching people play helps me make better maps; please don't rip-off my work and claim it as your own; and please don't upload my work to other websites.
Users are free (and encouraged) to create videos of the MAPS and share the videos online, using websites such as YouTube. Users are also free to include advertisements and monetize their videos of my maps. Watching people play my maps is by far the best way for me to learn how to make better maps. If you have made video's or LP's (Let's Play series) of my maps, then thank you very much!
TERMS AND CONDITIONS
MAP (MAPS, plural) - Data that interfaces with the Minecraft client to extend, add, change or remove game content.
MOJANG - Mojang AB
OWNER - , Original author(s) of the MAP. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MAP despite use of MOJANG code.
USER - End user of the map, person installing the map.
THESE MAPS ARE PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THESE MAPS TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THESE MAPS. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THESE MAPS FALL ON THE USER.
Use of these MAPS to be installed, manually or automatically, is given to the USER without restriction.
These MAPS may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of these MAPS must have advance written permission from the OWNER. ANY attempts to make money off of these MAPS (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
These MAPS are 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 these MAPS require advance written permission of the OWNER and may be subject to certain terms.
"Super Hostile", "Victory Monument", "Super Docile", "Hostile Trails", the "Vechs'" brand and "Race for Wool" are Trademarked ™(2011) by the author. The MAPS herein and the character "Vechs" are Copyright ?(2011) and are the intellectual property of the author (Vechs)
Oct 14, 2011Netherrack. It's all over the Nether, no scratch that, IT IS THE NETHER.Posted in: Suggestions
But for how common it is, it's totally useless. Oh sure, you can light it on fire, and make red things from it, but that's it.
1) Obviously make Nether Brick, using the same method as normal brick. Smelt it into Nether slabs at a 1:1 ratio, make Nether Bricks.
1a) Nether Brick Stairs, Nether Brick Fences, Nether Brick Furnace (Credit: scynscatha), Nether Brick Slab (Make red statues so much easier. No seriously.)
2) Here's the new thing: Bloodsteel! You're dying to know how to make it, so here's the run-down
2a) Smelt a block of Netherrack to create a Nether Slab
2a) Arrange 8 Nether Slabs in a circle, with a Blaze Powder in the center, to create Nether Essence, which is purified Netherrack
2b) Smelt the Nether Essence into Nethersteel, the first metal form of Netherrack.
2b) If you wish to continue on and create Bloodsteel, arrange 8 Nethersteel on a crafting table in the same circle, but use a Ghast Tear in the center. This will create Blood Essence, which is an even more pure form of Netherrack.
2c) Craft 4 Blood Essence into a square, and create a Blood Ingot, which is a solidified form of Blood Essence, and is essentially the almighty Bloodsteel!:
Tools made with Bloodsteel and Nethersteel are created the same as normal tools, but use Blaze Rods instead of sticks, because sticks would obviously be incinerated by the fiery powers of the Nether.
A simple version of the above steps would be this:
Netherrack to Nethersteel ratio -> 8:1 + 1 Blaze Powder
Netherrack to Bloodsteel ratio -> 256:1 + 8 Blaze Powder and 1 Ghast Tear
You may be wondering; why the long process? Well, if you notice, the Netherrack block is riddled with impurities, with trace amounts of a substance that is tough enough to be crafted (The bright red parts). Breaking down a fire-resistant material in a furnace is also going to take some time.
---------------------------Properties of Nethersteel and Bloodsteel--------------------------
Nethersteel is a purified form of Netherrack, tough enough to last a decent while, but not so good in the long run. Nethersteel armor provides 25% resistance to fire, and is equal to Iron. Will not burn in fire, but it will burn in lava.
Attack/Gathering Speed: Equal to Iron
Mining Capabilities (What can it mine?): Equal to Iron
Bloodsteel is the embodiment of the Nether. Light, durable, and possessing incredible tolerance to magic, it's best for nearly everything. Bloodstone armor provides total immunity to fire, but the immunity decreases as the durability decreases. Dropped form cannot be destroyed (Except by Void), but can be despawned.
Attack: Equal to Iron, will light mobs on fire
Gathering Speed: Equal to gold (Gold applicable only, otherwise Iron)
Durability: Higher than iron, less than Diamond
Mining Capabilities: Equal to Diamond
Enchantments: Special Enchant
Not what you were expecting, right? Well, read on, because Bloodstone has a very special attribute unlike any other.
Yup, that's right. Bloodstone gets its very own enchantment; Netherflame. It is a level 50 enchant, so nothing to dismiss as small. Enchanted Bloodstone gets a reddish gleam that gives off light half that of a torch.
Netherflame Tool Enchant:
Attack: Equal to diamond, will light mobs on fire
*Nether exclusive: Right clicking will launch a Ghast Fireball, with the same speed and damage, but no explosive properties
Gathering Speed: Equal to Diamond + Gold (AKA fastest in the game)
Mining Capabilities: Diamond
Effect: The concentration of the Nether's power and evil attracts mobs to you, as long as you're wielding it
Netherflame Armor Enchant
Resistance: A single enchanted piece of armor provides total immunity to everything fire-related that does not decrease with durability.
*Nether Exclusive: Will deflect any ranged attacks at close range (3 blocks far)
Effect: The armor is constantly on fire (Will not obstruct your view, unlike normal fire), providing a light level of 12 around you, and it'll set mobs on fire upon contact. If you touch water, the fire is extinguished until you leave the water.
Enchanted Bloodsteel Blade:
Enchanted Bloodsteel Pick
Nov 11, 2011I have to agree, moon phases+square moon=absolutely ridiculous. It looks... just down right stupid to be blunt. Though, thankfully texture packs can (last I heard?) change it back to a circle.Posted in: 1.0 Update Discussion
As to why it was taken away? Notch probably gave in to a small sect of whiners, which he assume represented the entire minecraft populace.
Pro tip: Whiners will whine. Those satisfied with something, very, very rarely comment on their satisfaction.
Oct 25, 2011Regular_Hexahedron posted a message on Summoning Potion - A Way Of Adding In Game Distance TeleportationHere's an idea to allow players to bring in friends from distant areas, without needing mods that add teleportation.Posted in: Suggestions
The Summoning Potion
The summoning potion would be a splash potion created by brewing together a few Eyes of Ender.
Upon being thrown it doesn't actually affect creatures in the area. Instead it creates a glowing 2x1 (human sized) purple rift in space, which lasts for around 5 minutes before vanishing.
When a rift is open all enchanting tables in the game would have an additional spell listed, a one way teleportation spell that sends you to that rift. This spell would have no xp cost to cast.
If there are multiple rifts open the enchantment table would list each one, along with the name of the player who threw the potion, allowing you to choose which to go to.
Basically the summoning potion allows you to invite every player in the game to a specific spot. You toss a summoning potion, and then any player can use any enchantment table to join you from anywhere in the game.
Obviously it's a little risky to do on a PvP server. Enemy players could also emerge through the rift and attack you. Of course that's risky for the enemy player too, since they don't know where you put the rift and you could very well be waiting to ambush them.
It would also be useful in SSP since you can teleport to a rift you yourself created. For example, let's say you need to return to your base to get some supplies. You could create a temporary rift in your current spot, walk back to your base, then use your base's enchantment table to return to where you were and save yourself a hike. The fact that the rifts have a limited duration, and cost resources to create, should keep this from being overpowered. You also have to leave the enchantment table behind when you teleport, so while you could use this as a sort of recall potion to escape from a cave it requires abandoning an enchantment table.
Oct 10, 2011Potions and enchanting are basically just fantasy-themed crafting, and XP and levels have absolutely no effect on your character. It's treated like a material or regular drop from mobs. So, no, not much like an RPG at all. You still don't have character specific stats or skills, nor does your character personally advance. You're still collecting stuff and crafting better items just like you always have. Just because it has an aesthetic change and is called a potion rack instead of a furnace or an enchanting table instead of a work bench doesn't mean the gameplay has changed any.Posted in: 1.0 Update Discussion
Nice try, though.
Sep 27, 2011Posted in: Suggestions
Waiting for you to put money where your mouth is, son. Generally, when one argues a point; they provide argument against said invalidity, insignificance, stupidity, or disrespect that you claim against. I see none, so there is nothing for you to refute outside of a few coined terms and boasting your enormous unwarranted self-importance.Quote from Tigax
Allow me to respond in a manner you are used to hearing in real life and which specifically depicts my reaction to your threat
Now that that is out of my system, let us assume that you have some fraction of validity, significance, intelligence, or due respect. (still laughing)
Speaking from the horse's mouth, Notch calls this game a beta as it is not the final version. Simply because you pay for a product does not mean it is not beta. It simply means you become a member of the closed beta. I've seen plenty of games IN beta which have cash shops, DLC, and other full-retail items. The game is beta until the creator officially releases it. This game is not, though I would argue that the amount of viral publicity toward it is phenomenal.Minecraft is a WIP (Work In Progress), not a beta, when money was accepted in exchange for a release of the game, WIP or otherwise, it was officially no longer in beta, it was no longer being tested; updated, yes, tested, no.
Again, it's still a beta. Paying money for an incomplete product means you know the product is an incomplete project when you purchase; in this case, beta means it is far from the final desired product where the retail or released version has everything that the creator would deem necessary.The 1.8.1 release is not there to be beta tested in hopes that the bugs will be worked out so it can be released as a final version, 1.8.1 is released as a working version of a work in progress, while the "pre-release" A.K.A 1.9 has been pre-released as a beta test so that the bugs can be found and squashed before it's release as a work in progress and we can move on to 1.9.1 et cetera.
Even then, upheaval is made from one released version to the next; considering World of Warcraft's considerable upheaval when Cataclysm was released. Even then, these versions of the PAID and RELEASED games were called "beta" before official release. You still had to pay for the subscription, you still had to purchase all relevant previous expansions, it was still called a beta and not a WIP, figure that out.
And you have provided no supporting argument as to why one would wish to play pre-release over release. If you can name... I'll go with ... Three sounds like a golden number... Three reasons why this would be a suggestion worth considering, then I will consider it.I cannot forgive you for being contrary to a suggestion which you completely avoided speaking to, because there is nothing to forgive. You made no contrary argument as to why the game client or community would be worse for having the ability to play either the pre-release or released version of the game with a click instead of having to go into the file system and change filenames and such.
Until then, I see no point because:
- There are only incremental improvements from here-on-out.
- The modding API, from Notch's statements alone, will be released along with the official release.
- Any removal of old systems (minecart glitch) will be supplemented with inclusion of new elements.
- Older modes will have considerably more bugs, glitches, and memory usage (optimization comes at the end of development in most dev models).
- Older modes will have less blocks, tools, and features.
- As time moves on, more and more servers will move toward the more-content-rich patches leaving fewer pre-release servers which leaves less options for play for the non-released players. Of course, die hard servers will continue to exist; but let's not dwell on the exceptions to a generalization.
That's six points, to make things easier, pull that other hand out of your pants to help you count.
So, I'm a mouth breather because I reject a poorly represented idea with ambiguous necessity of inclusion? I wouldn't call my rejection to be absolute; and I surely wouldn't call my 6 reasons for rejection to be thoughtless. Perhaps you would like me to disregard all 6 of them and agree with you like a little yuppie. That's not happening either. Also, how is my rejection ambiguous when I laid out the SAME reasons in my previous posts? I suppose you are just looking for unrealistic unilateral support for your half-baked idea.I am no stranger to ambiguous, thoughtless and absolute rejection of my ideas; you can easily click the Moar Armor, NPC Towns, Quests and Skills in my signature to see my thread from almost a year ago which suggested many aspects of the 1.8 update. The suggestion, much like this one, met rejection after rejection from the mouth-breathers, yet here a year later we are enjoying it.
Here's a tip. If it's half-baked, move your idea back into the oven to completely finish.
PS - I'll say whatever the Hell I want to whoever the Hell I want. I don't need your conception of idiot (a blanket which seems to wrap comfortably around you) to dissuade me from speaking my mind. Simply because I disagree with your idea doesn't mean I'm an idiot. If there's a hole in the boat, I'm going to point it out. In this case, I pointed out six. Now you can either argue with me that the holes don't exist as water gushes in, or you can fix the damn problem.PS - keep your threats on the playground at school, on the internet you just sound like an idiot
If you spent at least half the time you spent circumnavigating around the word "moron" reading your suggestion and improving instead; you wouldn't have people taking a **** parade over your pride and joy.
Aug 27, 2011SabbyKat posted a message on Release dates, 1.8 FAQ, all known Content, and more!et's clear this up, shall we?Posted in: 1.8 Update Discussion
----> 1.8 MINECRAFT UPDATE HAS BEEN RELEASED! <----
Well darn! We're a sticky thread now! Within this thread you will find nearly all known information about 1.8 and its released content, as well as the smaller details about each that are known, or at least have solid evidence to back them up!
If I am missing any information, PLEASE post what, and I will add/fix it up right away
PLEASE NOTE: a mark with a '*' beside it is newly learned, and updated information I am updating as I get solid evidence.
GorgeousTaylor was here. :3
RUMORS AND THE TRUTH
My World is Gonna Be Lost in 1.8!
- Incorrect! With Notch's clarification, ALL features of 1.8 can exist, in newly generated chunks in old worlds. Understand though... the terrain changes may cause new chunks to generate in RADICALLY different ways then your current generated land. A flat plains beside new chunks may run into a 128 tall wall of stone from a mountain biome, making for a hideous sight. But everything from 1.8, should work in prior maps... for now.
- Yes, your old 404 seed and such, WILL NOT GENERATE THE SAME WORLD EVER AGAIN AFTER 1.8! No, there's no way to fix it. No, Notch is not making a program for you to do so. The new terrain will generate in a manner totally alien to the current seeds, so it would be impossible to mimic it, as such terrain simply cannot exist in that shape again.
- Custom Seeds and the ability to enter them are confirmed for 1.8! They are under the 'more world options' button! So don't panic about not being able to enter custom seeds at all!
- 1.8 is part of the adventure UPDATE, not mode. The adventure update seeks to add adventure-like additions to survival, which reward/encourage exploration and challenges.
- The Adventure MODE is a POSSIBLE addition in the future, which will turn minecraft into a kind of blocky-RPG, and may add such features as potions, classes, alchemy, limited-ability-to-break blocks, keys and traps, and such things exclusive to Adventure MODE.
- 1.8 IS THE ADVENTURE UPDATE TO SURVIVAL MODE.
Endermen and Diamonds
- These were a TEMPORARY item for PAX (the game event Notch and Jeb were at), since they did not know what Endermen were going to drop.
* - ENDERMEN NOW DROP ENDER PEARLS.
The Fog Toggle Key (IS BACK)
* - The fog toggle key WAS removed in the original pre-release, BUT HAS BEEN RE-INSTATED in the second pre-release and full version. The render distance options are still available.
- The lighting engine has received a complete, total overhaul in 1.8. Not only is it now MUCH more efficient, it looks much better. It gives off a gradual fuzzy glow that tapers off in the distance, rather than block-by-block.
- Night time lighting is MUCH easier on the eyes, and prettier. While torch light is reddish, moon light is blue.
- Lighting now does not need to 'update' each time a block changes, making for transitions from night and day smooth and instant, no stuttering or jumping.
- Torches DO NOT provide light when held, and lanterns HAVE NOT been added in 1.8.
- SMP will now keep a list of servers you have joined, if they are connectable, how many players are on them, and what your ping is to them!
* - Keep in mind that you must manually add servers to this list.
- Vanilla SMP now has a Player List of online players! It is accessed by pressing the tab key, and it also displays each player's connection strength.
- There is now a field of view slider which lets you see more around you. The slider goes from 'Regular' to 'Quake Pro'.
- A brightness slider has been added. You can use it to adjust the brightness in game. Allows those with darker monitors to see in darkness without messing with their monitor's brightness settings. The setting extremes are 'Moody' at the lowest end or 'Bright' at the highest.
- There is a 'More World Options' button when creating a world, that allows you to input Custom Seeds, and toggle naturally-generated structures.
Finding Your Seed
- When pressing F3, you can now see the seed number of the world you're on.
* - Mojang has an updated logo, with their "orange square" to the left of their name.
- A new background is displayed on the title screen, portraying a world slowly revolving.
- Selecting an 'invalid' Texture Pack will no longer cause black screens, but revert to the default texture pack. Source
When creating a world, you have the option to make it "Survival" or "Creative". After you choose, there is no way to change your world's mode, unless you alter the game files. Creative mode is specifically for building, and has no challenge. It is only limited by your imagination.
The Creative Player
- In Creative mode, your player is completely invulnerable. No health bar, no hunger bar. Mobs still spawn, can be damaged, and provide drops, but cannot hurt you.
- Your inventory has been replaced by the Creative selection screen. Here, almost every single block and item is available for your choosing, in infinite quantities. This includes many blocks that are unobtainable in Survival mode, such as bedrock.
* - If you pick up an item in Creative mode, and it cannot go into your hotbar, you can still access it by activating a crafting table, where your inventory functions as normal.
- Any block can be instantly mined, no matter what tool you are using, if any. These blocks do not provide drops, as all of them are accessible from your selection screen.
- Flying is available in this mode. To activate, simply double-tap your jump key (it can actually be harder than it seems). Once your flying, use the shift key to descend. This can be used to easily navigate landscapes in Creative mode.
Creativity in S.M.P.
- In S.M.P., any OP can access Creative mode with a simple command. This command is "/gamemode [username] 1", where the 1 is replaced by a zero if you wish to access Survival mode again. When OPs are using Creative mode, the world functions as normal for the other players.
TERRAIN AND BIOME CHANGES AND ADDITIONS
Terrain generation arguably receivedlargest update in 1.8, with an ungodly addition of changes, new content, and improvements.
- The biome code has been completely revamped, and is now "fractal-based". Each biome is now absolutely GARGANTUAN in comparison to their previous versions, and are MUCH more distinct. This means that exploration is necessary to discover new terrain features. No longer will you stand at the edge of a mighty desert, and see the end of it on the other side.
- "Cross-over" between biomes is usually more refined, due to biome distinction. You shouldn't find grass mixed in a desert, or chunks of sand 20+ blocks from the edge of a desert, in blobs. However, the distinction of biomes means that there is a drastic border between two biomes, that is sometimes quite jarring.
* - In all, the seven biomes are: Deciduous forests, coniferous forests, plains, mountains, swamps, deserts and oceans.
* - Forest biomes are more dense than you would expect, and it is easier to become lost in them. The deciduous type is filled with normal trees and birch trees, while the coniferous type is exclusively filled with pine trees. Although it should snow in the latter biome, IT DOES NOT, and this is confirmed to be an accidental ommission. Snow should be re-instated in 1.9.
- Mountain biomes are a LOT more extreme than their previous equivalents. They have long ridges of enormous mountains, with deep valleys in between them, making for beautiful Minecraft vistas. Finding 'smooth' ground is usually very difficult. Conversely, it is very easy to take crippling fall damage.
- Swamps are one of the more curious biomes. Their trees grow a new type of foliage, vines! These can be harvested with shears, and spread along adjacent tiles. The darker areas underneath these trees, means that you can find more mushrooms in swamps. You will also encounter large, shallow pools of water, in which trees can be naturally generated.
- Ocean biomes are the biomes between 'continents'. They are MUCH larger than you would expect, and much deeper. It is possible to drown by diving to the bottom and attempting to reach the top again. Though, nothing else of note has been done for them, sadly.
* - Tiny islands can be found in the aforementioned ocean biomes. They are usually devoid of features, and can form archipelagos. Spawning on one provides an extra challenge.
- Rivers have been added. They do not generate with a current, and are mostly at 64 height. Many times, they will separate biomes, and will eventually lead to the ocean. These rivers make for nice landmarks, as they are very long and extensive.
- Ravines have been added as well, and they are the river's deadly cousin. Tearing through the land, they can be relatively wide. very long and EXTREMELY deep, easily killing hapless players with fall damage.
* - Ravines are usually crawling with other perils, such as lava flows, strong water currents and swarms of hostile mobs. They can even generate underneath the surface, and these ravines are pitch black, making for terrifying experiences.
* - Tall grass is treated differently than it was before. It is no longer "offset" from the tile grid, and fits within each tile perfectly. Reception has been mixed. It should also be noted that tall grass CAN NOW BE SHEARED AND OBTAINED as an item.
* - Reeds can now grow on sand. This allows for more reeds on the map, and easier reed farming. For those who are unfamiliar with "reeds", I mean sugar cane.
* - Water has been provided with a new particle effect. It is tiny and easy to miss, but seems to be an improvement.
- "NPC" villages are relatively uncommon structures that can appear on the surface of any biome, but they require flat land. Although they are devoid of NPCs in 1.8, they will eventually provide a home for whatever NPCs we receive in future updates.
* - The villages are made up of houses, farms, watchtowers, a smithy and a community well. Common materials include: Wood, wooden planks, cobblestone, gravel, glass panes, fences, trapdoors, wooden doors, wooden stairs, wooden pressure plates, stone slabs and torches. The farms are irrigated and grow wheat, while the smithy has a lava forge surrounded by iron bars.
- Abandoned mineshafts. Ancient mines, littered with wooden beams and torches at specific intervals. They function as labyrinthine mazes, in which players can easily become lost. Many times, they are intersected by ravines, adding to their peril.
* - Along the floor of these mineshafts are minecart rails, that can be looted. And if you explore far enough, you can discover dungeon chests! New loot includes: Coal, gold ingots, lapis lazuli, iron picks, diamond gems and watermelon seeds!
- A special variant of spider is located in abandoned mineshafts. They are called Cave Spiders, and they can poison the player (more information is available in the "mobs" section). Their mob spawners are surrounded by natural cobwebs, which can be sheared or attacked for string.
- Strongholds. They can be described as souped-up dungeons, made up of the new "stone brick" block. Not quite as confusing as the abandoned mineshafts, but they still take a while to navigate, and can still be intersected by ravines. ONLY THREE ARE GENERATED PER MAP, and they can only be generated 500 blocks away from your spawn point, or more.
* - Stronghold rooms can be very distinctive. Some of them are made up of wooden planks, ladders and fences. Others are obstructed by iron bars and iron doors, the latter of which can be operated with buttons. Finally, libraries can be found, including a plethora of bookcases, and chests that contain paper and books.
* - Strongholds have some loot, a lot of which is shared by abandoned mineshafts, but legitimate red apples can only be found in strongholds. As was intended, they can be crafted into golden apples.
* - Keep in mind that the notorious silverfish may be unique to strongholds. See the "mobs" section for more information.
* - As aforementioned, snow is absent from 1.8, unless you load a previous world with snow in it. This will be fixed in 1.9.
* - The cloud layer is higher than it once was, now taking place at the uppermost point of the Y-axis. This prevents clouds from intersecting with structures.
* - At the map's bottom layer, a black fog has been implemented, obstructing the player's vision. For this reason, it is not advised for the player to spend time here unless they are prepared. Similarly, the Void is now black instead of blue, and has been provided with a new particle effect.
* - The Far Lands seem to have been replaced by a vast ocean. This goes against Notch's previous statements, so it may be an accidental ommission, or the Far Lands may simply be "farther out" than they were before.
THE SURVIVAL ASPECT
(Hunger, Stackable Food, Animals, Farming)
The Hunger Bar
- The hunger bar is an entirely new method of restoring health! Instead of directly restoring your health, food items serve to fill your hunger bar. A full hunger bar can allow for automatic health regeneration. This means that you can no longer spam porkchops to insta-heal, and that strategic retreats and resource management are more necessary than ever.
- If you are worried about the hunger bar, remember that almost all food is NOW STACKABLE to 64, and that there is more food than ever, nearly double the amount as before. This is explained in detail further along.
- Where your armor bar used to be, the hunger bar is now located (the armor bar is now above the health bar). Here, the hunger bar appears as ten drumsticks, which gradually deplete. At nine or more drumsticks, your hearts will regenerate themselves, at a rate of one half-heart per second.
* - Your hunger bar CANNOT deplete while you are idling, and depletes FOUR TIMES as fast when you are sprinting. When your hunger bar is empty, you cannot sprint at all. Sprinting is explained in the "combat" section.
* - When your hunger bar is empty, you will actually LOSE hearts at a gradual rate. The extent of this is decided by difficulty. On easy, your hearts will deplete to five. On normal, they will deplete to one half-heat. On hard, you can actually be killed by starvation, posing a whole new danger. The hunger bar cannot harm you on peaceful.
* - Although it was not mentioned in the patch notes, animals do not seem to be de-spawning or re-spawning as they did before. Animals have been reported to be inordinately common or extremely scarce, suggesting that they solely spawn with the chunk, and that different results cannot be offset by re-spawn rates.
* - The lack of reliable re-spawning encourages farming and exploration. Thankfully, there are more farming options and food types than ever, but a lack of animals can pose a problem for finite maps.
* - The lack of reliable de-spawning has certain benefits. Animals can be kept in reserve for when you absolutely need meat, saddles are no longer wasted on pigs that will just de-spawn, and most importantly, chicken farming is more efficient than ever. Unfortunately, sheep do not yet regrow their wool, so shorn sheep can stick around for ages, while remaining relatively useless.
* - To chicken farm, you must trap chickens and collect eggs from them. An egg has a chance of spawning a chicken, and with more chickens come more eggs, meaning exponential chicken growth. Therefore, chicken meat is the only reliably renewable meat in the game, besides fish.
Food and Eating
- All food is NOW STACKABLE to 64, with the exception of mushroom stew. This means that food will not take up your entire inventory, and can easily be carried on the fly.
- Eating food requires you to hold down the right-click button, until the food is gone and hunger is restored. The animation consists of food particles flying everywhere as the food is brought to your face. Walking is brought to a crawl while you are eating.
* - The new food types and values. Melon slices, raw fish, raw chicken, apples and cookies heal for one (1) hunger. Raw porkchops and raw beef heal for one and a half (1.5) hunger. Rotten flesh heals for two (2) hunger. Bread and cooked fish heal for two and a half (2.5) hunger. Roast chicken heals for three (3) hunger. Mushroom stew, cooked porkchops and steak heal for four (4) hunger. Golden apples heal for five (5) hunger.
* - There are new status effects attached to some food items. Rotten flesh is the new zombie drop, as zombies NO LONGER drop feathers. When rotten flesh is eaten, your hunger bar becomes green and depletes more rapidly than normal. This can also happen if you consume too much raw chicken. If you eat a golden apple, you will receive one half-heart of health regen even when your hunger bar is NOT full. This allows for a whole heart of health regen when your hunger bar IS full.
* - Watermelons are a new source of food that can be farmed. Melon seeds are ONLY acquired in abandoned mineshaft chests. When planted on farmland, a stem is grown. If mature, the stem can ALWAYS grow a fruit on any adjacent farmland tile, and nine adjacent farmland tiles are required for maximum efficiency.
* - Destroying a watermelon affords up to five melon slices. Each melon slice can restore one (1) hunger, OR can be crafted into more melon seeds. Stems can also be destroyed for more seeds, but this is less efficient, as a mature stem can afford an INFINITE NUMBER OF WATERMELONS.
* - Bone meal works on watermelon stems, but WILL NOT automatically afford a fruit. Instead, the stem will mature to the point where it CAN grow a fruit.
* - Mushrooms will still spread, but CANNOTspread INFINITELY. Thankfully, there is a new method of mushroom farming! When bone meal is applied to any mushroom on dirt or grass, a GIANT MUSHROOM is grown of the same color. Destroying the giant mushroom's "cap blocks" has a relatively low chance of dropping more mushrooms of the same color.
*- The above method is an excellent way to stock up on stew, but mushroom stew CANNOT BE STACKED like other foods. If you eat mushroom stew, you will receive a bowl afterwards.
New Damage Values
(Damage Nerf, Critical Hits)
* - ALL PLAYER DAMAGE HAS BEEN NERFED! With any weapon, or lack thereof! The nerf is equal to one half-heart (0.5), so that unarmed damage only deals one half-heart now, as it did before Beta 1.5. This is especially noticeable while punching animals, and rewards alternate methods of combat.
* - Critical hits have been implemented, to reward... Hitting while falling down, I guess. If you hit anything while you are travelling downward, you will strike for +50% damage! This damage rounds up for heart value purposes, so if you crit while unarmed, you will deal a whole heart (keep the damage nerf in mind).
* - If you strike while you are jumping UP, you will NOT crit. Thus, it is easier to crit while falling from a height than falling from a jump. To make sure you've done it, look out for the "stars" animation.
* - Armor's buff no longer applies to certain types of damage, such as drowning and burning, but still works as normal in other scenarios.
- After every MANUAL KILL, you will receive a number of experience orbs. These colorful orbs go toward filling your experience bar, right above your hotbar. Once this bar is full, you will be rewarded with skill points. Currently, these skill points are not useful for anything, but they will be used to purchase skills in 1.9.
- If you die, you will drop ALL of your experience orbs, depleting your experience bar back to empty. This will have a much larger impact once skills are implemented. Another thing to remember is that, experience orbs only drop from MANUAL KILLS, so mob traps will not afford any.
- Sprinting is in! And it is RIGHTEOUS! To sprint, you must double-tap the forward movement key. This allows you to run at DOUBLE the speed of normal movement, which is very useful for anything from fast travel to mob evasion!
- If you jump while sprinting, you can surpass four blocks of space in front of you. This is especially useful while navigating extreme terrain, such as in mountain biomes or ravines. It will probably revolutionize parkour maps.
* - If you ATTACK while you are sprinting, you will knock any mob or player back by EIGHT BLOCKS. This amazing knockback can come in very handy if you are low on health and hunger, although it is harder to achieve than you may think, and can backfire.
- Sprinting has a few downsides. It depletes hunger FOUR TIMES as quickly as normal movement, and it does not allow for easy turning, only forward movement. So, it should not be used in ANY situation.
* - Blocking has been implemented! It is activated by right-clicking, while you are wielding any sword. It prevents damage from being taken, but only blocks damage from the front, and prevents you from attacking as well.
* - It is a bit difficult to time your blocking when facing enemies that lack attack animations, such as zombies and spiders. However, skeletons' arrows can be deflected by blocking.
The Overhauled Bow and Arrow
- The bow has a much different dynamic than it used to, and is now MUCH more valuable. By holding down the right-click button, you can charge your arrow, allowing for three stages of charge. A charged arrow will travel farther and fly faster.
- The new arrow damage is decided by speed. The slowest arrow will only deal one heart of damage, but the fastest arrow will deal FIVE HEARTS of damage. Considering that faster arrows also travel farther, it is less wasteful for you to always charge your bow.
- When the bow is charged, it zooms in on the cursor. This allows for easy sniping of hostile mobs, but note that gravity is still a factor, although it can be superceded by speed.
* - Skeletons now have THE SAME BOW AS THE PLAYER. They will actually charge their bows with a visible animation, and their charged arrows are more accurate and have a longer range than before. Watch out!
NEW MOB INFORMATION
- Endermen are a new mob that spawns as a passive entity, but will become aggressive if you place your cursor DIRECTLY over them. Otherwise, they won't attack the player.
* - They look fairly creepy (or adorable, depending on the player). Standing three blocks high with long, spindly limbs, they bear a resemblance to someone else we know. They are completely black, sans their purple eyes and purple smoke particles as of the current 1.8 build. Oddly, they emit zombie noises. This may be an oversight.
- As aforementioned, Endermen become aggressive when focused on. As long as your cursor is still on them, they will stand still, but if you look away, they attack. An aggressive Endermen deals two and a half (2.5) hearts on normal, just like a zombie. They seem to possess ten hearts like most mobs. Unlike other mobs, the Enderman can TELEPORT to reach their intended victim!
- Enderman teleportation has a fairly impressive range attached to it, so be careful. The distance is set, so they may have to teleport multiple times to reach you, but they WILL. They can actually teleport at point-blank range in order to navigate behind you or to the side.
* - When Endermen are NOT aggressive, they have an amusing gimmick. They use their disproportionately long arms to pick up the blocks around them, just like the player can. However, they do not seem to have an inventory, as they can only pick up and place one block at a time. To their benefit, they can pick up ANY block, even player-placed ones or ones that the player can't pick up.
- Endermen have a couple of weaknesses you can exploit. First of all, they are burned in the sunlight, just like zombies and skeletons. Second of all, they TAKE DAMAGE IN WATER. It is gradual, and does not seem to be on par with lava damage, but this includes ANY water, even rain. Third of all, wearing a pumpkin on your head will prevent your cursor from focusing on an Enderman, stopping it from becoming hostile.
* - The Enderman drop is completely unique. It is called an "Ender pearl", and its usage is unconfirmed.
- Cave Spiders look like regular spiders, but their dimensions are significantly smaller, they are blue in color, and they are only found in abandoned mineshafts.
- They inflict a poison status effect on the players they bite. Your hearts will turn yellow, and you will gradually lose health. This makes Cave Spiders a pain to deal with, and you should not combat them unless you are prepared. Keep in mind that poison damage CANNOT kill you if your hunger bar is full.
- Because their dimensions are smaller, Cave Spiders can navigate the cramped passages of abandoned mineshafts more easily than the player can. Their mob spawners are usually tucked away behind a barrier of natural cobwebs, that can be sheared or attacked for string. Cave Spiders themselves, also drop string. They do NOT drop poison of any kind.
- This mob's texture was discovered in the 1.7 files. It is present in the 1.8 version of the game, but is very small and uncommon.
* - Silverfish only seem to spawn in strongholds. This is because of their unique method of spawning. When a stone brick is broken, there is a chance that a silverfish will pop out, attacking the player. If a silverfish is engaged in combat, it can allow other silverfish in the area to escape from their blocks. This allows for exponential silverfish growth, until the player encounters an unbeatable wave of silverfish.
* - Silverfish have very low health and damage, so they must rely on their numbers to overwhelm the player. They do not drop anything, and possess spider noises.
* - It is extremely difficult to defeat silverfish in combat due to their exponential growth (as long as there are stone bricks in the area). Killing the original silverfish with lava, instead of attacking it, will prevent other silverfish from attacking you. Or you can just run away from it, at which point, the original silverfish will simply de-spawn.
Existing Mob Changes
- All animals will now RUN AWAY FROM THE PLAYER when struck. This makes it a bit more difficult to kill chickens and the like, and plays into the interaction between sheep and wolves.
* - In the "survival" section, you will find information on how animals have received a level of persistence. Look there if you wish to learn more. Keep in mind that this does NOT include squids.
- The pig model has changed somewhat. Their snouts are now three-dimensional, rather than flat. An aesthetic change with no functional purpose.
- Zombies now drop rotten flesh instead of feathers. This item restores two (2) hunger, but poisons the hunger bar, making deplete more quickly. Feathers can still be obtained from chickens.
- Cows and chickens now drop meat, just like pigs do. This meat can be cooked in a furnace, as expected. Raw chicken has a chance of poisoning the player's hunger bar if you eat too much of it, just like rotten flesh does.
NEW BLOCK INFORMATION
- Stone brick is a new block that can be found in strongholds. It can be crafted by the player, by placing four smoothstone blocks in a 2x2 grid. Stone brick more durable than cobblestone, and looks a bit better as a building material for structures.
* - Naturally-generated stone brick actually comes in three forms. The standard form, a "mossy" form, and a "cracked" form. The latter two cannot be crafted by the player.
* - Fence gates are similar to trapdoors, but they are placed vertically rather than laterally, allowing for perfect gates through fences! They are crafted with two vertical wooden planks, flanked on either side by two vertical sticks, in a 3x2 crafting grid. That's two wooden planks and four sticks in all.
* - Glass blocks can now be crafted into glass panes! These panes link together like fences, and make better windows than glass blocks. To craft sixteen (16) glass panes, you must place six glass blocks in a 3x2 crafting grid, as if you are crafting fences. Unlike glass blocks, glass panes are retrievable.
* - Iron bars are similar in concept to glass panes, and therefore fences, but they are crafted from six iron ingots, and are more durable. Like glass panes, you will receive sixteen (16) iron bars at a time.
- New slabs and staircases are available. Placing clay brick or stone brick in a slab or stair pattern will afford the new blocks. As you would expect, they are clay brick slabs, clay brick stairs, stone brick slabs and stone brick stairs.
- Vines are a new type of foliage that grows in swamp biomes. They hang from trees, and can spread for an infinite number of blocks downward. They can also spread to the other adjacent tiles, but only for a limited number of blocks.
- Vines can be harvested with shears, and placed anywhere. After that, they will spread as they do in the wild. They cannot be crafted by any means.
- As aforementioned, tall grass can now be obtained with shears, just like leaf blocks and the new vines. This allows for more aesthetic possibilities.
- Watermelons are a new block that can provide food for the player. They are explained in the previous section on "survival", in the farming category.
The Overhauled Chests
- Chests are now entities that can visibly open. This comes with an animation and a new sound effect, and it is visible even if another player is opening the chest. You cannot view the items inside the chest, or place items in the chest, unless you have its interface open.
- Chests can now face any direction by default. Before, they could only face west if placed by the player, on open ground. But now, they can face any compass rose direction in this scenario.
Images of 1.8 content!
New image of pigs - with a snout!
New image of ivy in action! This looks really neat! Damn Terraria rip off though... :tongue.gif:
Poor, yet viable screenshot for Giant Mushroom Forests! Also if you look at the 'tiny mushrooms' all over, it agrees to my speculation of mushroom blocks breaking into small mushrooms.
New Picture! Shows some of the new items, and points them out out (I rock with microsoft paint! :tongue.gif:). To clarify, that block in the top looks like bedrock, yet all the other blocks around it are ore-blocks over their ore... except that one.
Gonna be lazy and Borrow from the Wiki first ,then hunt down stand alone images that aren't there after!
Underground Ravines - marvels of natural beauty in 1.8 :biggrin.gif:
A ravine going through a stronghold cutting it in two - Notice the odd 'vines (iron vines' top right, stairs top left, dead skeleton beside the zombie, doors, and other little... doodas).
It can be confirmed here strongholds ARE made of the new mystery brick block.
A picture of older 'NPC villages, Giant mushrooms which look like crap I hope they are improved, and in the bottom right, a surface ravine that has bugged out the sand!
The first released Image of 'the Endermans...'
An example of a Mountain Biome, River, and a Giant Mushroom randomly out of place... lol
Evidence showing Enderman don't attack with a pumpkin on, also showing 'Arrow sticking'(Woot!), and some basic NPC villages (though they look MUCH more advanced in the demo at PAX).
And that's it for pics for now! Sorry, gotta hunt more down. :tongue.gif:
Movies of 1.8 from PAX
New Video showing roof-stalking Enderman, ocean-born cities, and tons of other neat stuff! :biggrin.gif:
New footage of Abandoned Mineshafts and the 'Blue Spider'! :biggrin.gif:
A very CRYSTAL clear, in depth, very detailed examination of the 1.8 Demo and its content! It's so yummyyyy, I'm scanning over it for new information too :smile.gif:
Older video of 1.8 at PAX, quite blurry, but still interesting for a new POV.
Below is a new Video on Macbook playability of Minecraft, and maybe some hints for 1.8, gotta peek. :tongue.gif:
And I'll just put this here for now, and go look around for more common spam-questions, and update this! Please bump and add your own 'FAQ' points for addition! I know there is a sticky, but it's rather... inactive. And this isn't a discussion of up coming content, but common questions asked. :smile.gif:
Tips and tricks for 1.8
Moving structures from a 1.7 world, to a 1.8 world
Note: Mcedit will need to be updated to 1.8, so it may take a few days (even weeks) until it updates after 1.8 releases! I'll update here when it is up to date as well.
1. First, we need to acquire Mcedit http://www.minecraft...th-mc-beta-173/here.
2. Launch it, update it, blah blah.
3. Find your world (check what your world name is.
4. Now stop! Click options, and look at the controls for movement to not get confused. :tongue.gif:
5. open your world (maybe back it up in case)
6. fly up reallyyyy high over your city.
7. Click a point. Select another point opposite of it (like a square).
8. Use the new 'nudge' menu that appeared to modify the 'selection' up, down, left, or right, until the 'box' completely covers all parts of your city above and below ground (make sure of this!!)
9. when satisified, click 'export'. Name it. click ok. Bam. you have a copy of your city.
10. close Mcedit, launch minecraft, create a new world (when in 1.8).
11. Run around (use f3 to see your cords), try to run around in all directions at least 500 blocks out, to generate the land. Save world. close it.
12. Open new world, hover over new land, look at it, judge if you have enough land to be comfortable with placing your city in (mcedit cannot generate terrain). If it's too small, or you don't see a spot you like, repeat step 10 and 11. Install a 'speed/fly' hack to speed up exploration for this if you feel.
13. when you find a good spot, click 'import', select your file, and then click somewhere. A transparent 'version' of your city will appear.
14. Use nudge to adjust it so your 'land' is at well, at the proper height. You dont want your city's edges to be 5-6 higher then the land around it if possible.
15. Ensure everything looks nice and tidy, click 'import' below the Nudge menu.
16. Wait for lag and watch your city generate in it's new home! :biggrin.gif:
Hope this helps you, and others out there. :smile.gif:
Aug 15, 2011JabJabJab posted a message on [1.7.3]JabJabJab's Mods [AvAMod1.00, IceMod1.6_02, BrAPI1.01]Major Mods:Posted in: Minecraft Mods
[1.7.3]IceMod 1.6_02 - A mod that gives a dimension of ice so that daunte's 9th level of hell can exist in minecraft.
Info: The topic containing the info (will move stuff over eventually) is at: Topic
Photobucket album: http://s559.photobucket.com/albums/ss31/XDreamersMS/MineCraft/Mods/Ice Mod/
[1.7.3]SpaceMod (in the works) - A mod that adds a space & above Earth Orbit dimension. Planning to add multiple planet dimensions as well. This mod will not be released in alpha or beta, but only on full first release.
Info: This mod will allow you to float in space, generate a space suit for ya while in non-breathable space, and allow you to build space stations and such to congregate. I am planning on smp for this.
This mod will be a nice replica (with more things) of a game called SubSpace (Now called Continuum.) If you are interested in know how this mod will (try) to work like, then go check out the game/wiki
Photobucket album: http://s559.photobucket.com/albums/ss31/XDreamersMS/MineCraft/Mods/SpaceMod/
[1.7.3]AvaMod - A mod that allows you to change your model and skin it, and show it to others using the mod.
Basically explained in this video as well:
Info: This is a mod that gives a database for choosing your model, and your skin, so you have more choices to make as far as models go.
This mod also features a camera control system (default keys: numpad)
Numpad 2 (down) is camera up
Numpad 8 (up) is up.
Numpad 9 (top right) is flip to front view.
Numpad 5 (center) is resetting offset.
What we plan to add in the future:
2). Add Endermen(in 1.8)
3). Allow custom models to be made and sent to people's clients and show.
the models that are in AvAMod are:
(No video yet}
(No special actions yet)
(No video yet}
(No special actions yet)
(No video yet}
(No special actions yet)
(Can customize eyes)
(No video yet}
(No special actions yet)
(No video yet}
(No special actions yet)
(Can customize furr)
7. [empty] (probably will be custom slot)
(No video yet}
(No special actions yet)
(No video yet}
(No special actions yet)
(No video yet}
(No special actions yet)
(No video yet}
(No special actions yet)
(Can sit when sneaking)
[1.7.3]BroadcastMod[1.01] [BrAPI] - A mod that allows a OGG-VORBIS codec streaming sent to the user client.
To use BrAPI, you simply go in-game and press 'b'. You can manage adding your own links to files and such (only .ogg, and .pls/m3u (for .ogg streams only (icecast, etc.))).
Modders can also add links to .ogg files they can update, or their own radio feeds by adding this line in their modloader class:
BrAPI.addBroadcast("http://example.link","Name of Broadcast",1F); //The float is gain level."
1.01 - Fixed SMP.
[1.7.3]AlPacaMod (V1.00) - A mod that adds simple Alpacas you can place in a fenced field and just have something to adore. and also alpacas are cool.
Info: To tame a alpaca, use either wheat or seeds. When tamed, you can make it sit or walk with you. (just like a wolf)
Videos made by other users:
[1.7.3]NoteMod (V1.00) - A mod that adds more sounds for the noteblock.
Info: Just watch the video to see what blocks are used in it.
Note: this is only working for ssp atm. I will try to make it smp compatible.
[1.7.3]MachiniMod(In the works) - A mod that allows customized camera movement. This will try to contain useful features to help with any machinima-relative recording.
Info: There will be a menu to do things in (trying). The camera should and will have controls to manually offset it and lock it.
Sig for this topic:
I'll say this again, I'll be updating things here very rapidly, and that this serves as hub, so I don't spam this forum with topics galore in the comming weeks.[/font]
Jul 23, 2011Emperor_Doom posted a message on ★★-= vonDoomCraft: HD SKINS =-★★ (Dec 19: 11 Brand New HD Skins Added w/ Girls!)[represent]Posted in: Skins
***YOU WILL NEED TO USE A MOD!***
HOW TO USE HD SKINS:
MULTIPLAYER(Requires the HD Player mod) 1) Go to www.HDMINECRAFTSKINS.com- Create an account, using your exact Minecraft login name.- Download the HD Player Mod from the "Downloads" section. 2) Place the contents of the mod into your Minecraft.jar(Delete the META-INF folder if its still there) 3) Once logged into HDMINECRAFTSKINS.com, Click "Database" to search for existing skins/capes. 4) Enter the name of the character you wish to play as in the search bar, 5) Click the "Wear" button next to the skin/cape you wish to wear! HOW TO MAKE YOUR OWN HD SKINS:Obviously, it takes a little more time and effort to create and HD skin than it does a simple 16x32 default skin.But, with a little patience, anyone can have their own customized HD skin to be proud of!To that end, I've put together a series of HD skin templates for anyone to use as a starting point.They can all be downloaded HEREI've also thrown together a forum thread with various skinning resources anyone can use to make HD skins. Find it HERE
Quote from טℴℵƊℴℴℳ »
TERMS AND CONDITIONSQuote from the Bob Loblaw Law Blog »This document is Copyright (2011) (Shane Warner) (Emperor Doom)and is the intellectual property of the author.1. LIABILITYTHIS 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.2. USEUse of this MOD to be installed, manually or automatically, is given to the USER without restriction.3. REDISTRIBUTIONThis 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/MODIFICATIONThis 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.
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