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    posted a message on [V1.7.3] Extended2x2 (on Hiatus)
    On hiatus. Yofreke and I are still in touch, so we do still hope to revive it eventually, but don't hold your breath. It's not going to be anytime soon. Even if we do pick it back up, it'll likely be a solid month or more to get everything up to date and working with all the new content since 2x2's last update.


    NOTE: Install Modloader FIRST, THEN install Minecraft Forge after, then install 2x2Crafting+EIBeta last.
    If you don't like the way packs work, then just go into the config folder open up the mod_ExpandInv file in notepad and set "AUTOPACK" to true. This will equip the player with a permanent backpack that cannot be removed or changed.

    - To craft a regular backpack, simply place cloth or leather on either side of a chest.
    - Specialty packs require you to place a corresponding block (workbench, furnace, dispenser, TNT) over a backpack, with leather to each side of both the block and the backpack.
    - a White cape can be crafted with 2 string above 4 cloth. This cape can then be crafted with dyes to turn it into any of the 15 other colors available. Each cape has its own unique appearance and emblem in 3rd person view, and these files can be edited or altered to suit the player's tastes.
    - Crafting a cape above a backpack will create a capepack, which will allow the player to wear a cape while still accessing inventory.
    - Satchels give the player minor inventory access, but additionally if the jump button is held while falling, then the player can activate any parachutes that are in the inventory of a satchel.
    - Parachutes are made from 6 wool above 3 string, or by crafting an unpacked chute by itself.


    GOT A PROBLEM?
    READ THE FAQ
    (If you are seeing this, the FAQ is not finished, and the information about the various items may not be up to date)

    TABLE OF CONTENTS
    - New Features
    - Current Downloads
    - Credits, Support Banners, and Past Polls
    - Installation and Review Videos

    - General Feature Changes
    - Hand Tools
    - Directional Markers(UPCOMING)
    - Explosives - Shields(UNPOLISHED) - Arrows- Saplings for Wood(DONE) - Topiary - Workbench Supplements
    - Blocks



    WHAT'S NEW

    Yofreke and I have finally decided that it is time to give you people a taste for what you've been clamoring for and are putting out an early UNSTABLE DOWNLOADS release for you to play with. We recommend making a backup of your minecraft.jar both before and AFTER installation, so that if Notch puts out his 1.4 update, you'll still have access to the latest features, like Shield and Ammunition Slots, Shields, Flint Tools, Rotating Slings, Colored Blocks, Logs requiring axes and hatchets on ALL difficulties, and even a little thing that we've lovingly dubbed "the properties file" Incredible. Not 24 hours go by and Notch launches the 1.4 release. I'm thinking that our time at this point will be best left to wait another week, not only for modloader to update, but also to see if Notch will be putting out any last minute patches. In the meantime, people who were fortunate enough to make a backup of 1.3.01 will still be able to get a sneak preview of the things to come. Hopefully Yofreke will be able to use the time to work on getting the colored blocks working better, but that depends on how he's feeling. Having the update hit this way may have very well short circuited the poor *******.


    LATEST DOWNLOADS
    (Does NOT work on 1.4 or higher, updates to 1.5.01 coming soon)[/anchor]
    LATEST: Unstable Release V0.4.03 R2 B1.3_01
    This release requires Modloader 5 and accessing the Colored Blocks will require Block IDs+ (I am not entirely sure if Block IDs+ is still needed if the Colored Blocks are disabled) Currently there are thought to be no game crashing bugs, but other incongruities may occur.
    NOTE: Not being able to mine logs by hand is NOT A BUG, it is a FEATURE.

    PREVIOUS: Primary Release V0.4.02 B1.3_01 r3
    This release requires Modloader 4. It CAN be RUN using Modloader 5, but Portable Grills will crash the game and other bugs may also occur.
    NOTE: Not being able to mine logs by hand is NOT A BUG, it is a FEATURE.



    General Features:

    By Default, Log Blocks will no longer be mineable unless using a Hatchet or Axe. Before a hatchet or axe are built, the player must break leaf blocks in order to gather saplings for making sticks, and from the sticks, make planks.


    An Ammunition and Shield Slot are added to the Inventory. All items that are specific to the player's equipment slots have been updated with the ability to right click while holding the item to equip it to the appropriate slot. This currently applies to ammunition, shields, helmets(pumpkins may or may not be included), chestplates, leggings, and boots.

    New Tool Tier Added -

    Flint Tools and Hand Tools; Durability of Gold, Power/Damage/(speed?) of Stone. With this, the player now has near infinite starting options.

    Furnaceless Smelting -

    Iron and Gold Ore that are touching lava source blocks can drop smelted ingots instead of the ore blocks. This is NOT an easy alternative to using a furnace, as you're just as likely to have the ore or ingot burned up by the lava when you mine it, and the less lava that is touching the ore results in lower chances of getting the smelted ingot, which will require you to place and mine it several times over in order to get the ingot drop. This is pretty much only intended for hardcore 2x2 fanatics who want to explore the entire game without relying on the workbench at all.


    NOTE: For durability, all hand tools (Dagger, Hatchet, Hand Pick, Trowel, Boomerang) are roughly half as durable as their full counterparts. At the current time, the values for hand tools are Gold - 17, Wood - 30, Stone - 66, Iron - 126, Diamond - 781

    Dagger:

    The Dagger has the same function as a sword, but only does as much damage as an axe, except for diamond, which does 3.5damage. It's main advantage lies in only needing 1 of its primary component instead of 2, and in being able to be crafted without the workbench, allowing you to craft it on the fly in case your sword breaks, or in case you simply haven't been able to gather up enough material, but still find yourself harried by aggressive mobs.
    The Dagger can also be thrown by pressing right click, but deals .5 less damage than when used melee. The range is roughly 1/5 that of the Bow, with a max range of about 10 blocks. If it hits a mob, the dagger will deal the damage, and then fall to the ground, when it hits a block, it will stick to the block it hits like an arrow, and can be picked back up by touching it. Throwing a Dagger counts as a use against its durability, and hitting a mob counts as a second use.
    There's one tiny Easter Egg in the daggers, but most probably will never find it. It's related to one of the secrets about the boomerangs.


    Sling:

    The sling has a slower firing rate than the bow, with a maximum firing rate equal to the maximum rate at which a single enemy can be damaged (you will lose ground if dealing with 2 or more enemies, or if you miss at all). The sling has half the range of the bow at roughly 25 blocks over a flat plane. The ammunition for the sling is Stone Bullets, which are crafted directly from gravel blocks. The main advantage to the Sling is the greater ease at finding/making ammunition and the less difficult requirement of only needing 1 string instead of 3.
    Right Click must be held to throw a bullet with the sling. It takes roughly a second after right click was initially pressed for the bullet to be thrown.
    Future plans - Animation for the sling should hopefully be improved to make it more clear that holding right click will eventually throw a bullet if they hold it down.


    Stone Bullets:

    Stone Bullets are the ammunition used for Slings. 1 Gravel block will craft into 1 Stone Bullet. A stone bullet does half the damage of a normal arrow and cannot be picked back up to the inventory after being fired from the sling, even if not striking anything.
    Sling currently can only throw Bullets.
    Stone Bullets can either be placed in the Ammunition Slot through the inventory screen, or if the Stone Bullets are actively held, right clicking will automatically switch the Bullets to the Ammunition Slot (and whatever ammunition is in the ammunition slot will go to the player's hand) If the Ammunition Slot runs empty, and the player still has more ammunition of the same type as what just ran out, it will automatically be moved to the Ammunition Slot (ammunition still in the crafting grid section will not be moved) If the player attempts to use the Sling while Stone Bullets are not equipped to the Ammunition Slot, then the game will automatically search through the player's inventory and equip any Stone Bullets the player may be holding.


    Trowel:

    The Trowel does just as much damage as the shovel when used as a weapon. Trowels can break snow to get snowballs. The only disadvantage Trowels have over their full sized counterparts is the halved durability that all hand tools have.
    A Trowel has a special feature over a Shovel that when right clicking on dirt or grass, it will function as a Hoe, allowing you to till dirt and gather seeds.(double durability is incurred for these actions)


    Hand Pick:

    The Hand Pick does 2/3 the damage of a Pickaxe(rounded up to the nearest .5) when used as a weapon. :wood: & :cobblestone:(and i think :GoldBar: ) =1 heart, :Iron: & :Diamond: =2 heart.
    A Hand Pick made from the same material as a Pickaxe will be able to mine the same blocks as that same Pickaxe can.
    A Hand Pick has a special feature over a Pickaxe that when right clicking on dirt or grass, it will function as a Hoe, allowing you to till dirt and gather seeds.(double durability is NOT incurred for these actions)


    Hatchet:

    With the implementation of the hatchet, Log blocks only drop logs when broken by an Axe. Before a hatchet or axe are built, the player must break leaf blocks in order to gather saplings for making sticks, and from the sticks, make planks.
    Hatchets do as much damage as a Pickaxe when used as a weapon. Aside from the standard loss of durability that all handtools take, Hatchets are twice as slow as regular Axes on all wooden materials except for the Workbench, which still takes 4.06 seconds. Handaxes also don't mine as efficiently as axes, dropping 8 sticks instead of a log block, so it is just as efficient for the number of sticks the player can get from each block, but the number of obtainable planks is cut in half, and log blocks for building with or making charcoal are impossible without the axe.
    The Hatchet can also be set to be capable of breaking leaf blocks as fast as a sword, but without any double durability drain that the sword suffers from.


    Boomerang:

    Yes, that's right, you can already make your avatar look like Link, you've got the sword, you've got torches, bow, explosives, and what are essentially Light Arrows, so why not just go whole hog and throw in boomerangs?
    Aim with Mouse, right click to throw. When thrown, the boomerang will fly straight out and then return to the player. If the boomerang will ricochet off of solid blocks. If it hits a mob, it will knock them back similar to a snowball, returning to the player if the mob was hit directly, and continuing on its path if the mob was hit after a ricochet.
    If the Boomerang hits any items that are dropped on the ground it will pick them up and bring them back to the player. Boomerangs can also be used to shear sheep, and knock off torches and other objects that only require 1 hit to break; torches, redstone torches, flowers, mushrooms, saplings, reeds, seeds, and crops. Additionally, boomerangs will also activate any buttons or levers that they hit during their flight, as such they can be used to activate explosive traps without the need for you to be within punching range.
    A Wooden Boomerang has a range about twice that of a melee attack, Gold, Stone, Iron, and Diamond are 2x, 3x, 4x, and 5x melee range respectively. Durability is roughly half that of a tool of the same material. The boomerang can be thrown infinitely without affecting the durability, but each mob hit, item broken, and item picked up will count as a separate use.
    Note: The Boomerang has a few "secret" features. Some are deliberate, some are bugs. See if you can find out what they are.



    Directional Markers:NOT YET IMPLEMENTED

    A Direction Marker can be placed on the ground or on walls, and its direction will depend on the angle it was placed from. (similar to signs, but able to adjust the direction even when placed on a wall) Right clicking on a direction marker that has just been placed, or while holding any directional marker in hand, will change its direction. This would allow players to mark paths they came from or plan to take, or even just indicate Cardinal Direction North for orientation purposes.
    Recipes for direction markers are very flexible, able to be crafted by combining single stick with any color dye component, or any of the items that can be used to craft those dye components directly(provided its from crafting and not smelting, currently Rose, Dandelion, and Bone)



    Powder Bomb:

    The Powder Bombs can be thrown using right click. If a block is currently being targeted, then the powder boomb will simply be placed on the block that is targeted. When placed, the powder bomb will leave a residue much like redstone dust that will catch fire if any of the blocks next to it are on fire, or if Flint&Steel are used on it. If thrown at a block that is already on fire or at a torch, the powder bomb will explode, potentially breaking all adjacent blocks to the explosion,(harder blocks are less likely to break) as well as damaging any enemy that is immediately touching the block that is broken.

    Grenade:

    The Grenade is lit by pressing right click, and then thrown by releasing right click pressing right click again. It explodes with a power of 2 (creepers have an explosion radius of 3, and TNT has an explosion radius of 4), as well as damaging enemies caught in the blast radius. If held too long after being lit, the Grenade will explode in the players hand, injuring them.
    Future Plans - Currently, if an unarmored player is in the exact center of an explosion, they will die, even at full health. Reducing the explosion power of the Grenade seems to have little effect, but it is being tested to see if the "intant kill" nature of the Grenade can be negated.


    Small Shields:

    (If you don't like the shield having a cross, you can just treat it as a sword. It's open to interpretation)
    Small Shields are used and function in roughly the same manner as Full Shields, but have roughly half the number of uses as their full counterpart. ( :wood: / :GoldBar: = 16, :Iron: = 32, :Diamond: = 128) Even when actively guarding will only prevent full damage if the attack was taken to a small area surrounding the exact center of the screen. Any damage outside of this area comes from the front it will only be reduced by 1/2 before being applied to armor and HP. Damage from any other direction will still be fully applied to armor and HP.
    In the case of arrows, Small shields will only catch or absorb their damage if caught in the center of the screen. Small Shields obscure roughly the same amount of the screen while the player is not actively guarding, but much less of the screen is obscured while guarding with a Small Shield than with a Full Shield (due to the reduced area of protection the small shield offers)
    To completely understand how small shields work, please refer to my idea for Full Shields below:

    Full Shields:

    (If you don't like the shield having a cross, you can just treat it as a sword. It's open to interpretation)
    The shield is equipped to the Shield Slot as armor, but operates slightly different than other armor; rather than absorbing a percentage of the damage to the player based on damage the armor has taken, (resulting in the player still possibly taking damage when hit) shields operate on an all-or-nothing basis until completely destroyed. If the shield is selected from the quickbar, using it as an item will automatically switch it to the Shield slot, allowing players to have a backup shield ready for when a badly damaged shield is about to break.
    In order to guard with the shield, it must first be Equipped and then the sneak button must be held. While guarding with the shield, by holding the sneak button, using left or right click will be disabled, but all damage from the front is applied completely to the shield first. This prevents damage to other equipped armor and health, but results in the shield getting damaged much faster than regular armor. Damage from all directions other than the front will bypass the shield entirely, even if equipped and active.
    While the playing is using sneak to guard with the shield, they will still move slower and not fall off blocks as if Sneaking, but they will not be able to move as far out to the edge of a block while guarding. This ensures that if the player lets go of the sneak button in order to use left or right click, they wont fall off the block.
    The shield will show up in the bottom left hand view of the players screen, obscuring a small portion of the screen when not active, and a larger portion of the screen while active.
    The shield loses 1 point of durability for each .5 damage blocked.

    Full Wood -
    Durability; 32 (fire x1, fire if active x2, arrow x1)
    This is also the only armor that can be created from wood.
    Wooden Shields take damage if the player is on fire while they are Equipped, even though it will not act to absorb any of the damage the player takes.
    Wooden Shields will automatically add arrows to the player's inventory if successfully blocked, though full damage of the arrow is given to the shield.

    Full Gold -
    Durability; 32 (fire x0, fire if active x0, arrow x2/3)
    Gold Shields do not absorb fire damage taken by the player while Equipped, but neither is that fire damage counted against the number of uses the shield has.
    Gold Shields do not add arrows to the inventory if blocked, but it will cut the damage applied by the arrows to the shield by 1/3.

    Full Iron -
    Durability; 64 (fire x0, fire if active x1, arrow x1/3)
    Iron Shields do no not absorb fire damage taken by the player while Equipped, but can take damage from fire if actively guarding while the player is still on fire.
    Iron Shields do not add arrows to the inventory if blocked, but it will cut the damage applied by the arrows to the shield by 2/3.

    Full Diamond -
    Durability; 256 (fire x 0, fire if active x0, arrow x0)
    Diamond Shields do not absorb fire damage taken by the player while Equipped, but neither is that fire damage counted against the number of uses the shield has.
    Diamond Shields do not add arrows to the inventory if blocked, but cut all damage applied by the arrow to the shield.



    Torch Arrow:http://www.minecraft...=844558#p844558

    When fired from the bow, Torch Arrows do no damage, but allow you to place torches at long distances, anywhere you can aim with the bow. Because of their extra weight, Torch Arrows can only be fired half as far as normal arrows. If you fire an arrow at the underside of a block, it will place the torch, but since torches cannot be placed on the ceiling it will immediately fall off, dropping a torch that can be picked up into the inventory. Once a Torch Arrow has placed a torch, then the arrows cannot be recovered as they are destroyed in the process of placing the torch. If a Torch Arrow is fired into a spot that cannot accept a torch then the torch arrow will still be recoverable. Torch Arrows can be fired at mobs, but do no extra damage over a regular arrow, so the torch used to craft it will be wasted.
    Torch Arrows can either be placed in the Ammunition Slot through the inventory screen, or if the Torch Arrows are actively held, right clicking will automatically switch them to the Ammunition Slot (and whatever ammunition is in the ammunition slot will go to the player's hand) If the Ammunition Slot runs empty, and the player still has more ammunition of the same type as what just ran out, it will automatically be moved to the Ammunition Slot (ammunition still in the crafting grid section will not be moved) The same functionality applies to regular arrows as well. If the player attempts to use the Bow while Arrows are not equipped to the Ammunition Slot, then the game will automatically search through the player's inventory and equip any Arrows the player may be holding, starting with regular arrows, and then Torch arrows if no regular arrows can be found.


    Glowstone Arrow:NOT IMPLEMENTED

    Glowstone Arrows are capable of traveling the same distance and as regular arrows. Unlike regular arrows, when Glowstone arrows are fired into a block, each arrow provides +5 to the light level in that area. A maximum of 3 Glowstone arrows can be fired into a single space,(further Glowstone arrows will either bounce off to a space to side or just outright be wasted) which will provide the same light level of placing a Glowstone block. Glowstone arrows can be fired underwater and even at ceilings. Since the arrows convert to a "block" when they hit the side of a block, they must be broken by hand in order to gather them, and breaking them will only return a single arrow, even if 3 had been fired at that spot.
    Additionally, skeletons and zombies will take .5 more damage than a regular arrow, and spiders will have a chance of becoming passive when struck by a Glowstone Arrow, provided the spider's HP is still at 8 or higher after the attack.


    (inspired by Sparr0)
    Flint:

    Normally when you break gravel blocks, you will have a random chance of it dropping flint instead of a gravel block. By placing gravel blocks down and repeatedly breaking them, it is possible to eventually craft an entire stack of 64 gravel into 64 flint, but this takes what feels like an hour to do and is just generally tedious. By crafting 3 gravel, this will allow you to instantly convert it to flint at the cost of completely losing the other 2 blocks of gravel. A full stack of 64 flint could be crafted from 3 stacks of 64 gravel blocks in mere seconds instead of nearly an hour of tedious labor.



    Sticks:

    This allows players to use excess saplings to go towards creating Sticks. This is primarily aimed towards making it feasible to implement the game mechanic where Axes and Hatchets are required to get drops from breaking logs, and not when broken by hand.
    If saplings are ever updated to be tree-variety-specific, the recipe will work with any combination of sapling varieties, provided they are arranged correctly.

    Wood:

    4 sticks crafted together = 1 wood, yes, this is not equal exchange, since 2 wood can be used to craft 4 sticks, but this prevents the player from simply crafting back and forth between sticks and wood whenever convenient. This is another crafting recipe primarily focused on making it feasible to implement the game mechanic where Axes and Hatchets are required to get drops from breaking logs, and not when broken by hand.


    (inspired by Nitramite)
    Leaf Graft:

    Leaf Grafts act the exact same as regular leaf blocks, and will wither(disappear) if disconnected from a supporting block the same as regular leaf blocks. The advantage is that Leaf Grafts can be placed by the player instead of needing grown.
    With the addition of specific tree varieties, Leaf Grafts will default to placing the generic leaf type, but if the player aims at a Birch or Pine log or leaf block, then the Leaf Graft will take on the characteristics of that type of tree. If saplings are ever updated to be tree-variety-specific then the type of sapling used will determine the type of Leaf Graft that is produced.

    Topiary Blocks:

    The player has the option of taking any four saplings they find and, instead of planting it to grow a new tree, may directly craft them into 2 Topiary Blocks. Topiary Blocks look almost exactly like regular Leaf Blocks :Leaves: except their textures are reversed or turned sideways. Topiary Blocks wont disappear when disconnected from a Trunk or Ground. This is particularly useful for building large trees and tree houses, or disguising forges, work benches and chests as topiary pieces. When broken, Topiary Blocks will have a 25% chance to drop 2 saplings instead of a Topiary Block.
    With the addition of specific tree varieties, Topiary Blocks will default to looking like the generic leaf type, but if the player aims at a Birch or Pine log or leaf block while placing the Topiary Block, then the Topiary Block will take on the characteristics of that type of tree(which can then be removed without affecting the placed Topiary Block). If saplings are ever updated to be tree-variety-specific then the type of sapling used will determine the type of Topiary Block that is produced. (all saplings must be of the same type for the recipe to work)
    Topiary Blocks might be placeable, but fancy and fast graphics are still being worked on, as i getting leaf blocks to register topiary as logs.



    Handcarts:NOT YET IMPLEMENTED

    By adding a lever to a Minecart, it is possible for the player to create a Handcart that the player can power to directly, even while riding, provided the Hadcart is on rails (like the powered minecart, it will not work while off rails, but can be pushed around directly by the player.

    To use its function, the player must alternately press the left and right buttons. This is not a simple rapid press, but requires the player to start off with a slow rhythm, and then steadily increase that rhythm as the Handcart picks up speed. tapping too slow OR too fast will cause the tap to fail.
    The player must also hold either forward or backward to chose which direction the Handcart will apply its acceleration towards when activated. This will be relative to the direction the player is facing. So if the player is on north/south tracks, and faces north, and holds forward, the handcart will accelerate towards north. If holding backwards the handcart will attempt to accelerate towards south (if the minecart is already moving north, then this would SLOW the northward speed until reaching 0, and then would begin to accelerate towards the south)
    Of course, the Handcart will only be able to move at full Powered Minecart speed if the player is tapping with perfect timing which can be difficult to maintain for extended periods of time and moving the mouse to look around could cause the direction the player is facing to cause the acceleration to be applied in the other direction. If the Handcart is pushing other minecarts, it will
    With this addition, Powered Minecarts will be updated to travel TOWARDS the player when the player provides fuel to it (provided it is not linked to another minecart in some manner that might be implemented by other mods or future updates)


    Ink Quill:NOT YET IMPLEMENTED

    With the addition of the Ink Quill, books will gain the ability to be opened and read. Books will be blank be default, but if the player has an Ink Quill anywhere in their inventory, they will be able to edit it, typing to write words, and using the mouse buttons to draw. If maps are implemented, then the Ink Quill will also be needed for those.
    When a Map or Book are edited, they will drain the durability of the Ink Quill. When drained, the Ink Quill will be replaced with an empty bowl, the ink having run out and the feather worn out.


    (inspired by Sarbinger)
    Hypno Watch:NOT YET IMPLEMENTED

    Right click while holding in order to hypnotize passive mobs. This includes Pigs, Cows, Sheep, Chickens, Squid, and Spiders during the Daytime. While the hypnosis lasts, mobs will become friendly towards the player. (provided they are not harmed) They will follow, but NOT BUMP INTO the player. Pigs may be controlled while ridden, sheep and chickens may be right clicked on with the fist to shear or pluck them without harming them.(chickens have % chance of giving egg when right clicked on) Right Clicking a cow from ANY angle with a bucket will give milk. Right clicking on a squid will drop ink without harming the squid. Spiders can be equipped with a saddle while hypnotized and ridden, with control, even allowing the player to go up walls. Hypnotized spiders will still become hostile at night, or if attacked by the player or damaged from falling, and attack the player even if being ridden (the spider will throw the player off when they turn hostile)
    Each use of the Hypno Watch takes roughly 3 seconds that the player must be holding it down while aiming at a mob.(the mob does not actually need to be looking at the player) If the player's aim drifts off of the mob during this time, the player will still lose durability even though the hypnosis will fail. Hypnotizing a mob that is already hypnotized will reset the time for which that mob is hypnotized and uses no durability, hypnotizing an unhypnotized mob drains double durability, and hypnotizing a mob that HAS BEEN hypnotized will use normal durability.


    (inspired by LoZfan03)
    Bow Drill:

    While Flint & Steel is easy to make, having to burn through a piece of iron in order to make one can be a pretty steep price if it's early in the game. As an alternative, the Bow Drill allows you to use sticks, wood, string, and paper to start fires. It takes 4-5 seconds to start a fire, and also requires 1 sheet of paper be used as a type of ammunition for starting each fire, but it's durability is the same as the Bow (which currently is infinite)
    The bow drill has a secret feature, but not in how its used.

    Paper:

    To make the Bow Drill a little easier to use, paper can now be crafted in sets of 2, instead of only 3.



    Glowstone Sand:NOT YET IMPLEMENTED

    Glowstone Sand is about half as bright as a full Glowstone block (roughly that of a portal block) but has the advantage of dropping a Glowstone sand when broken, allowing the player to place or move it without restrictions. If unsupported, it will fall like sand (its light will go out during the fall and relight on landing) allowing the player to drop lights into deep caverns to see what is in the bottom. However the most important feature of Glowstone sand is its ability to be smelted into a Glowstone block, allowing players to get a 4:1 return ratio instead of a restrictive 9:1 return ratio when mining Glowstone, but at the cost of extra time and resources spent on the smelting process.

    If Glowstone was modified to drop 2-4 pieces of Glowstone Dust,(similar to what redstone ore does) then this would allow the player a method to nearly break even when gathering and placing Glowstone.


    (Updating Small Ore Blocks to Slabs suggested by Zaveno)
    Ore Slabs:

    Ore Slabs don't really have any major advantages, but allow the player a few conveniences over Ore Blocks. They cost less to make, so if the player actually wants to use them for building, rather than storage, it is a more cost effective method to building. This also has the advantage of allowing crafting recipes like the golden apple to use a middle ground on resources; more than just a simple ignot, but not as much as a 9 ingot ore block.
    Similar to Stone Slabs, Ore Slabs are half the height of an Ore block, but 2 Ore Slabs can be stacked to form a double slab block that is the height of a normal block. When stacked this way, they use the old texture that Ore Blocks used to use, so players who like both styles don't have to pick one to get rid of. Of course due to only needing 4 Material, they can be crafted without the workbench.
    Ore Slabs currently have lighting issues with the "empty" half above the block. It will be worked on.

    Coal Slabs:

    Similar to the Ore Slabs, Coal Slabs using only would allow coal, one of the most common of ores, to be compressed for space using only the 2x2 crafting grid, and also for more efficient smelting and fueling for powered minecarts and any future furnace powered machines. 16 coal blocks would do just as much smelting as 64 pieces of coal, and would run a powered minecart for a similar ratio of time.
    2 Coal Slabs can be stacked to form a double slab block that is the height of a normal block, and mining a double slab block with a wooden pick or higher will return 2 coal slabs.
    Ore Slabs currently have lighting issues with the "empty" half above the block. It will be worked on.


    (Credited to msj2705)
    Colored Sand (and Stained Glass):NOT YET IMPLEMENTED

    Though this mockup recipe only shows one arrangement for each color, Sand can be crafted in any arrangement with dyes in order to craft Colored Sand. (NOTE: Undyed sand is treated as "light gray" and thus is not included as a color that sand can be dyed to) Colored Sand offers a non-flammable, but gravity-influenced alternative to colored cloth. Each Colored Sand Block can in turn be smelted to produce Stained Glass:



    (inspired by Ianmac)
    Portable Grill:

    The Portable Grill is the on-the-go solution for cooking meat. Portable Grills are stackable and each grill can cook 1 meat (or any other food type that becomes cookable), and takes roughly half as long to cook each piece of meat compared to using a furnace. The Portable Grill CANNOT be used to cook anything other than food.
    To use, it must be set on the ground and the meat must be placed in it the same way as a furnace, but the Portable Grill already comes with its own fuel, and will only consume fuel while actively cooking, thus no worries about wasting fuel by not turning meat over fast enough. The Portable Grill does not require a pickaxe to pick up, but once it is done cooking, it will only drop a single cobblestone along with the meat it has cooked.



    (inspired by Glyph255)
    Satchel:NOT YET IMPLEMENTED

    The player already has a backpack (Do you think the player carries their entire inventory in their hands?) but despite being able to carry entire mountains worth of blocks, people still find themselves running short on mobile storage. To address this issue we introduce the Satchels, similar to chests in general function, method of access, and that they are not stackable, the key differences are that the Satchel only has 3 slots of storage, but picking it up does not remove the items from a satchel, allowing them to be carried as a group while only using a single slot. While this effectively allows a player to potentially triple their carry space, this is not without disadvantages;
      - The items each satchel contains cannot be accessed unless the satchel is placed on the ground, nor is there anyway to distinguish satchels from each other or verify the contents of a satchel without placing it on the ground and opening it.
      - Once a satchel is placed on the ground, it is susceptible to disappearing (along with any items it had) if the player wanders out of map range. To prevent their disappearance, Satchels must be carried by the player.
      - Satchels are also highly susceptible to destruction. Although this makes it easy for the player to pick up the satchel with a single hit, if a Zombie, Spider or Skeleton touches it, it will destroy the satchel and spill its contents, and any explosions (creeper or otherwise) or fire or lava will instantly destroy the satchel along with any items it might have been containing.
      - If water touches a satchel, that satchel will be dropped as if broken, but provided it is picked up, its contents will not be lost.
      - Satchels cannot be stored in other Satchels or in Chests.





    WHAT'S NEW

    Directed by Grey Acumen
    Super Sexy Coding by Yofreke
    Mod Compatibility Tested by CaptDryfter

    Requires MODLOADER V4 to run. (V5 can run it, but has bug issues)
    Special Thanks to Cryect for his basic boomerang code.


    Want Unmodded Minecraft to play this way?
    Show your support at
    ---------->>>GET SATISFACTION!<<<----------


    Please Update to the code for the Newer Banners.
    They point to THIS thread instead of the old suggestions thread.
    Copy this code and paste it into your signature to show support:
    [url=http://www.minecraftforum.net/viewtopic.php?f=25&t=164050][img]http://img203.imageshack.us/img203/8279/craftingbanner.gif[/img][/url]

    Thanks to Raposa318
    Copy this code and paste it into your signature to show support:
    [url=http://www.minecraftforum.net/viewtopic.php?f=25&t=164050][img]http://img830.imageshack.us/img830/4302/smallcb.gif[/img][/url]

    This code may or may not be working:
    [url=http://www.minecraftforum.net/viewtopic.php?f=25&t=164050][img]http://img143.imageshack.us/img143/4302/smallcb.gif[/img][/url]




    VIDEOS

    How to install and short gameplay demo video:

    Current Video by Xenoph, shows the majority of the features already implemented.

    German Installation Walkthrough and Review, Parts 1 and 2

    French Review (I really wish I was multilingual now, so I could understand what these guys are saying)

    So far no one has touched on the secret features in their reviews, but I suppose that will just make it all the more fun when people find out.

    MINECRAFT2.0
    Posted in: Minecraft Mods
  • 1

    posted a message on Nether features
    I am going to direct you to the New Nether thread that has been around for a while and already gone in depth with many of the ideas you've raised here.

    I don't mean this as "BLARGHLE Y U NO SEARCH FOR THREADS FIRST?!" but just that you may want to take a look at what ideas already exist for improving the Nether and maybe consider adding your thoughts to that thread instead of running a new one. I do rather like your idea of there being more bridge spawning, I'm getting a mental picture of something like the bridge from Shadow of the Colossus, or other places where the bridges form as if someone took a cave system and filled it with netherrack, then removed all non-netherrack blocks.

    If you do decide to check it out, I recommend starting with the opening post, and then checking out the last 3 or 4 pages, which is where a lot of the updates that haven't made it into the Opening Post yet haven't been discussed.
    Posted in: Suggestions
  • 1

    posted a message on The Aether(Anti-Nether Realm) Current Topic: New Nether
    neither does complaining about other people's posts, but it happens. The main issue that Spiteful fox is trying to stomp down(assuming logic) is people coming here to ask something or complain about something that should be going to the people actually working on the mod. If we're discussing this suggestion and how it should be brought into existance, when there's already a mod that has done that at least in part, then there's no possible way to avoid mentioning or comparing the mod to it, as long as the focus is on bringing ideas to the suggestion, rather than the mod, then it's perfectly valid to be here.

    I honestly don't know what VA was asking (either his second sentence lost some words or he mixed up despite with despise) but either way, since I'm the one who is generally pointing the direction this suggestion is headed, asking my opinion on something does have relation to this suggestion, as it gives people a better idea of what type of changes to expect me to try to make or reject in this thread.
    Posted in: Suggestions
  • 1

    posted a message on The Aether(Anti-Nether Realm) Current Topic: New Nether
    *Greyzilla rampage mode!* RAAAAAOOOOOOWWWAAAAAAARRRRRRRR!!!!!

    Naw, I don't mind even the dumbest of questions. At least they're smart enough to know that they don't know something. It's the people that spread the misinformation, even if by accident, that annoy me. It's not really their fault, but more of a pet peeve of mine.
    Posted in: Suggestions
  • 1

    posted a message on The Nether Update: The Nether Expansion Topics
    Quote from Etb
    3) The poll is somewhat unhelpful, in the way that you can't choose two options, say Fireslime AND Pigmen.

    That's because the move to the new forums removed the multiple selection option from the polls. t used to be that you COULD select multiple different options.

    Of course, since Zurich hasn't been around for months, it's doubtful that the poll, or this topic will ever be updated.
    Posted in: Suggestions
  • 1

    posted a message on Improving The Nether
    Please search for ideas before suggesting them.

    New Nether has things covered already.
    Posted in: Suggestions
  • 1

    posted a message on Better Bows
    Will you people just go to Rangecraft already? Every single thing suggested in this thread is already RIGHT HERE.

    Not only that but it's already being made into a mod. Testing has already begun on the spears and special bows and arrows and such.
    Posted in: Suggestions
  • 1

    posted a message on Redstone Tools
    Mine iron ore, get ore, place ore back down, mine again, get 2 ores, place both down again, repeat from step 1, profit.
    Posted in: Suggestions
  • 2

    posted a message on Reputation Begging
    Oh no! He's asking for people to make his numbers on the internet higher than I think they should be. Those numbers might actually even possibly matter to a handful of people, or at least just him and me, so that makes it just like cheating.

    I DEMAND JUSTICE BE SERVED; PUNISH HIM!
    Posted in: Forum Discussion & Info
  • 1

    posted a message on The Aether(Anti-Nether Realm) Current Topic: New Nether
    I can't believe how this keeps on cropping up. this has nothing to do with speed, it has to do with distance. If you move around a circle that is 10 inches away from the center, and travel 1 inch, you will move X degrees around the circle. If you move around a circle that is 1 inch away from center, then you will move 10X degrees.

    But since you don't know how far below the overworld teh Nether is, nor how far above the Overworld the Aether is, nor even if they have any physical connection to the overworld AT ALL, then there's no reason for any of this to come up. Moving 1 block in teh Nether moves you 8 blocks on the Overworld. There's no advatnage to the Aether being opposite of this, but it might be worth making it a 2:1 ratio, so that moving 1 block on the overworld moves you 2 blocks on the Aether.
    Posted in: Suggestions
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