Pretty sure this place doesnt even get moderated anymore tbh
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Member for 7 years, 10 months, and 4 days
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Oct 31, 2016Posted in: MCPE: Mods / Tools
Minecraft Forums, atleast the MCPE section has been going downhill for the past 2 years or so, it's definitely no where near it's peak anymore. It used to be great, especially when it was consistently moderated, but that's kind of stopped now. And due to no moderation people have been posting so much junk.
mcpedl.com is a really good "market place" for MCPE Addons and any MCPE content in general. It's the most used too, @_tomcc (one of the MCPE Devs) even tweeted about mcpedl.com, telling people it's a great place to nab addons.
Oct 25, 2016Posted in: MCPE: Mods / Tools
Hey guys! I swear it's been forever since I've posted on here, I'm well known for making the PokecubePE mod using ModPE Script. The PokecubePE mod has long since been discontinued, however since the release of 0.16 and MCPE 0.16 Addons, I have created the first Pokemon Addon!
Version 1 of Pokecube doesn't feature custom mob models, however the next update will along with more catchable Pokemon, I'm still learning how to use MCPE Addons well!
Mobs Drop Pokeballs! Kill a mob, and they will drop pokeballs.
Download Version 1:
1. Unzip the PokeAddon v1.zip file.
2. Move the [Behaviour] PokeAddon folder to the behaviour folder for Minecraft PE/W10.
3. Move the [Texture] PokeAddon folder to the resources folder for Minecraft PE/W10.
4. When creating a world, select the PokeAddon Behaviour and Resource/Texture Pack.
- Over 15 Pokemon!
- 5 Catchable Pokemon
- Pokemon Battles
- Custom Pokemon Themed Texture Pack
- More Catchable Pokemon
- Custom Mob Models
Please leave a like + subscribe on the video!
Images are attached at the bottom.
Dec 22, 2015Posted in: MCPE: Mods / Tools
Okay uh. Where to start.
I'm going to be asking the person I passed on the development of Pokecube PE to, the rights back. o:
And hopefully start Pokecube PE v5.
Just edited the main post, hoping for a release soon - though I wont be making any promises. ^-^
Hoping for a new years release. or just after.
Jun 26, 2015Hexdro posted a message on SmoothCube - "Say No To Cubes" [Android - Works on Any Version]Posted in: MCPE: Mods / Tools
SmoothCube. My newest mod, it will work on any version of MCPE (in reason). Using the water fluid render trick i've changed about 15 or so "natural blocks". It looks pretty cool.
I am aware there has been other mods like this; But they either:
1. Didn't have as many blocks implemented as I did or...
2. Were buggy (eg: blocks didnt break).
Download Link - v1:
Current Bugs - v1:
Blocks don't drop the correct blocks. (Stone drops stone instead of cobblestone.) - This will be fixed in a few days.
If you place a torch, it changes the block below it to a mushroom block.
Will upload one soon. If you want to create your own video go ahead, just link to this MC Forum Thread and my youtube channel/twitter account.
Twitter Account: https://twitter.com/hexdro_
Youtube Account: https://www.youtube.com/user/hexdro
PS: Please don't mention Pokecube PE on this thread. I WILL be updating it soon. I have been flooded with school work and exams. Any rude comments will be ignored. Contrary to belief modders have personal and social lives.
Jun 22, 2015Posted in: MCPE: Mod / Tool Discussion
As I said in the OP, If Redstone isn't out when 0.12.x is released I will try along with MrARM to continue it.
Jun 22, 2015Hexdro posted a message on [DISCONTINUED] Now for iOS! PocketPower Redstone Mod v2.0 - Updated for 0.12.1! - Byteandahalf <3Posted in: MCPE: Mods / Tools
Here the official thread for pocketpower v1.1.
Jun 16, 2015Posted in: MCPE: Mods / Tools
Oh, changes happening to Pokecube PE. I'll list them all. Some of you may be happy about it, some of you may be extremely mad. I'm taking a much more realistic route with Pokecube to have it more "minecraft-like" for version 5.
-there's 4 pokeballs, normal, great, ultra, master.
-to craft a pokeball you need to gather apricorns and use buttons.
-pokemons follow you now, you can have upto 6 pokemon.
-if a pokemon dies it dies forever (so it's more like a wolf).
-HP Bar on top of pokemon.
-Pokemon evolution is based on friendship, not "levels".
-took out levels (Since there is none in the pokemon anime).
-Pokemon battling is real-time like wolves, they will defend you against zombies, etc.
-GUI for selecting pokemon.
-You don't start with a starter pokemon, instead your given a Masterball to catch what YOU want.
-Fossil system, fossils may drop out of ores, when you mine them. Tapping on the fossil will spawn a random level 1 fossil pokemon.
-Eggs may drop on the floor from time to time in the wild. Hatching one will spawn a random level 1 pokemon.
Jun 14, 2015Posted in: MCPE: Mods / Tools
They were used in an old version of Pokecube.
Anyways, I'm working on the update as we speak. I've slightly changed the crafting of pokeballs to be more like "Pixelmon" in a sense, however it is simple. You find apricorn trees, break them for apricorns and an apricorn+button = pokeball.
- To post a comment, please login or register a new account.
Feb 3, 2013500_Internal_Server_Error posted a message on BlockLauncher: an Android app that patches Minecraft PE without reinstallBlockLauncher: a custom Minecraft PE launcher for AndroidPosted in: MCPE: Mods / Tools
formerly known as MCPELauncher.
BlockLauncher is a custom Minecraft PE launcher that wraps around Minecraft PE and provides loading of patches, and (in the Pro version) texture packs, and server IPs.
Just choose Options on the main screen, then select mods. It is that easy!
This program loads libminecraftpe.so from the currently installed copy of Minecraft PE, so it should be compatible with the mod patching features of PocketTool and QuickPatch.
- Jelly Bean users cannot use original textures - they will get the standard demo texture pack
- You can't use the hidden Camera item
Download free: http://zhuowei.github.com/MCPELauncher/MCPELauncherApp-release-beta.apk
Get addons: My addons
For testing, please use an official unmodded copy of Minecraft PE.
Any ideas on how I can make this better than the official launcher?
Source code: https://github.com/zhuowei/MCPELauncher
This program uses aFileChooser by Paul Burke. See https://github.com/zhuowei/aFileChooser for licensing information.
This program contains code derived from 2of1's awesome Andhook library: https://github.com/2of1/andhook
This program contains no Mojang-derived code. All methods are implemented based on the official APK's method names and preference files only.
Thanks to Snowbound for his PTPatch reading code, NathanX for the icon, and jiayong for the Chinese translation.
Releases after 1.6 have changelogs documented on GitHub: https://github.com/zhuowei/MCPELauncher/releases
1.5.ultimate_answer_to_life_the_universe_and_everything: (December 9th, 2013)
- Experimental update for 0.8.0 build 8
- Available through the public beta channel only
1.5.5: (November 21th, 2013)
- Added support for HP Slate 7, Hisense Sero Lite 7, and other Rockchip devices
- ModPE scripts can now define custom blocks (thanks, MrARM and Byteandahalf)
- Item descriptions are now correctly shown in ModPE
- ModPE scripts can now control sneaking
- Added new translations by Kmcpe, PEmapmodder, MelomanCool, VasuZ, and Michal16
1.5.2: (November 11th, 2013)
-Added a new Croatian translation by QyMineAsap
-Added an updated Korean translation by KMCPE
-ModPE Script runtime can import longer scripts now
-Added experimental ModPE Script texture downloader to Pro
-Added support for coloured text in chat
-Fixed ModPE's Level.setTile not taking block data - thanks to CheesyFriedBacon
1.5.1: (October 20th, 2013)
- Added support for more ModPE Script methods, and experimental support for running ModPE scripts on the client in local Wi-Fi Multiplayer games
- Added a screenshot function
- Added an updated Korean translation by kmcpe
1.5: (October 12th, 2013)
- Support for Minecraft PE 0.7.6
- Removed support for Minecraft PE 0.7.5 and below
1.4.6: (October 8th, 2013)
- Even more ModPE script improvements: thanks to MrARM, KsyMC, CheesyFriedBacon, and InusualZ for their contributions
- Some changes may break ModPE Scripts that add custom items or switch gamemode. If a script stops working, please ask the developers to update it.
- Removed the Insert Text workaround and added a Manage ModPE Script button on the in-game patch manager
- Drop to a feature-limited mode when live patching cannot be enabled (for example, on Samsung Knox-equipped devices)
1.4.5 Release Candidate: (September 20, 2013)
1.4.2-1.4.4: (Month of September, 2013)
- Mainly ModPE improvements. Thanks to MrARM, InusualZ, and a bunch more people
1.4.2 Beta 3: (September 7th, 2013)
- Fixed ModPE scripts methods: clientMessage, spawnCow/Chicken/PigZombie with textures
- added bl_spawnMob and bl_setMobTexture methods
1.4.2 Beta 2: (September 7th, 2013)
- Didn't upload correctly
1.4.2 Beta 1: (September 7th, 2013)
- Support for Amazon version of MCPE
1.4.1: (September 5th, 2013)
- Added support for Gingerbread version of MCPE
- Added mystery feature in Pro
1.4: (September 4th, 2013)
- Added updated Korean translation by Koongchi123
- reason for late updated explained with a mysterious change in the program.
1.4 Beta 1: (September 4th, 2013)
- Support for MCPE 0.7.5
- View source of ModPE Scripts
- (Unchanged Amazon-only release)
1.3.3 Beta 3: (August 23th, 2013)
- Support for ModPE Script spawn mob methods in Amazon copy of MCPE 0.7.3
1.3.3 Beta 2: (August 22th, 2013)
- Support for the Amazon copy of MCPE 0.7.3
1.3.3 Beta 1: (August 18th, 2013)
- New splash screen
- support for spawning Zombie Pigmen in ModPE Scripts
1.3.2: (August 17th, 2013)
- Added partial support for new ModPE script methods
- Added updated translation by KsyMC
1.3.1: (August 15th, 2013)
- Experimental support for Minecraft PE 0.7.3
- Removed support for Minecraft PE 0.7.2 and below
1.3: (August 15th, 2013)
- Pulled due to chat crash
1.2.10 Beta 1: (August 7th, 2013)
- Switched to a built-in version of Saurik's Substrate hooking framework for BlockLauncher addons
- Added procCmd callback to ModPE Script runtime
1.2.9: (August 7th, 2013)
- Added updated translations by MelomanCool and Mine_Nick95
- Scripts can now access player before any events are fired
1.2.9 Beta 1: (August 6th, 2013)
- ModPE Script: Refer to entities internally with entity IDs to prevent crashes when accessing a dead entity
- Disable player-related ModPE Script methods before a player clicks an animal/block to prevent crashes
1.2.8: (August 5th, 2013)
- Support for ModPE Script 0.3
- Import from clipboard
1.2.7: (August 4th, 2013)
- Show warning message when importing scripts on Minecraft 0.7.1
1.2.6: (July 30th, 2013)
1.2.7 Release Candidate 1: (August 3rd, 2013)
- Disable ModPE scripts in a multiplayer world to prevent crashing
1.2.7 Beta 9: (August 2nd, 2013)
- Support for some future ModPE Script methods: tick hook (calls bl_tickHook), and passing in a side parameter on interaction.
1.2.7 Beta 8.1: (August 2nd, 2013)
- Support for Mod PE Script 0.2
- Support for setVel* methods
- One crapton more logging
1.2.7 Beta 8: (August 2nd, 2013)
- Pulled due to crashes
1.2.7 Beta 7: (August 1st, 2013)
- Pass in the proper blockId in the ModPE right click hook1.2.7 Beta 6: (August 1st, 2013)
- Added ability to import script from any URL
- print() calls from ModPE now displayed as Toasts
1.2.7 Beta 5: (August 1st, 2013)
- Fixed crash when tapping a block with bare hands
1.2.7 Beta 4: (August 1st, 2013)
- One MOAR method implemented in the ModPE script runtime
- Added logging to track down a crash
1.2.7 Beta 3: (August 1st, 2013)
- Ever moar methods implemented in the ModPE Script runtime
1.2.7 Beta 2: (August 1st, 2013)
- Implemented more methods and callbacks from the released version of Treebl's ModPE script runtime
1.2.7 Beta 1: (July 31th, 2013)
- Preliminary ModPE Script support
- Turned off the incomplete ModScript stuff as it crashes on Gingerbread
- Added new Russian translation by MelomanCool
1.2.6 Beta 1: (July 29th, 2013)
- Support for Android 4.3
- Some work on ModScript support
1.2.5: (July 22th, Pro only)
- Added ability to patch servers running on an alternate port
- Removed parts of the anti-backup code, which is malfunctioning on Gingerbread
1.2.4 (July 21th, Pro only)
- Replaced built-in texture pack with a modified version of NathanX's Slickcraft
- Server List to keep track of common servers
- Added support for mcpe-server URIs to add servers to the list by clicking on a link in webpages.
1.2.3: (July 8th)
- Added Minecraft 0.7.1 support again due to popular demand
- Enable large heap in Pro
1.2.2: (July 8th)
- Release pulled within an hour due to a bug
1.2.1: (July 7th)
- Hide the keyboard when exiting
1.2.1 Beta 2: (July 7th, 2013)
- Keyboard Fix: Electric Boogaloo. Use the SHOW_FORCED flag to force the keyboard to show.
- Realms login fix on Gingerbread devices.
1.2.1 Beta 1: (July 5th, 2013)
- Attempted fix to the keyboard problem. Didn't work.
1.2: (July 4th, 2013)
- Minecraft PE 0.7.2 support
1.1.3: (June 19th, 2013)
- Amazon support
- Don't crash when patching a zero-length invalid patch
- For the Play Pro release: ability to redirect Realms to Shoghicp's server list
1.1.3 Beta 1: (June 16th, 2013)
- HIGHLY experimental Amazon support
1.1.2: (June 12th, 2013)
- Added new translations by Mine_Nick95 and Koongchi
- Added option to hide in-game patch manager button
- Added experimental Minecraft Realms support
1.1.1: (June 7th, 2013)
- Updated for Minecraft PE 0.7.1
1.1: (June 5th, 2013)
- Misc. fixes
1.1 Beta 1: (June 5th, 2013)
- In the last release, I accidentally some code, so I fixed that.
- Updated language file in the built-in texture pack
- Better hovercar
- Notice for people who need to re-extract texture pack and for the currently not working Realms page
1.1 Beta 0: (June 5th, 2013)
- The first beta that barely works with 0.7.0
- patching features moved into the Hovercar
1.0.8 beta 1: (May 12, 2013)
- Enabled reverse landscape mode. Thanks, snowbound!
- Added an updated Korean translation by Koongchi123
1.0.7: (April 29, 2013)
- Added a new Spanish translation by Mine_Nick95
- Virtual menu key support enabled again
- detect Minecraft version changes and go into safe mode or repatch - now fully compatible with PocketTool and QuickPatch
1.0.7 beta 1: (April 28, 2013)
- Fixed "Quit and Copy Worlds" button in Multiplayer not working
- Added icon to Hovercar
- hopefully fixed the change skin intent
- Added new translations by jiayong and Insane96MCP
- deleting mods in Live Patching works now
- Enable/disabling texture packs now 10x faster
1.0.6: (April 11, 2013)
- Added an intro screen for first-time users
- Added a "show information" button to the patch management screen
- Added new translations by MineeFann and @minecrafting_er
- Reorganized the options menu
1.0.5: (April 1, 2013)
- FINALLY! a screen to uninstall addons
- Fixed Jelly Bean devices unable to erase text in sign edit screen
- Added new translation by @minecrafting_er
1.0.5 Beta 1: (March 31, 2013)
- Added manage addons screen
1.0.4: (March 31, 2013)
- Added new translation by Koongchi
1.0.4 Release Candidate: (March 27, 2013)
- Skin support
- sensitivity option added
- Finished transition to BlockLauncher name
1.0.4 Beta 2: (March 25, 2013)
- Experimental in-game patch manager: enable the hovercar via Options -> enable in game patch manager
- Trying Snowbound's suggestion of using BlockLauncher for the name
1.0.4 Beta 1: (March 23, 2013)
- Enable/disable option in patch screen
- automatically pulls in patches from PocketTool's patches dir
- Added new translation by Koongchi
- App now targets API 17 (Jelly Bean), and now gets the Holo theme
1.0.3: (March 20, 2013)
- Peaceful mode toggle
- organized settings panel
- Fixed settings not saving sometimes
- added a notice screen if your device does not have Minecraft installed
- Added new translations by pedronc1 and Koongchi
1.0.2: This release was pulled.
1.0.2 Beta 1: (March 18, 2013)
- Support for importing patches from file managers - just tap on a .mod file to import it!
- Automatically restart MCPELauncher after installing/removing an addon
- Added a new translation by jiayong620
- Fix texture issue when using built-in textures on Jelly Bean
1.0.1: (March 10, 2013)
- actually load the fallback textures on Jelly Bean
- Added a "enable experimental addon support" option for native addons
1.0.1 Beta 1 + (1/infinity): (March 3, 2013)
- Fixed live patching on Gingerbread
1.0.1 Beta 1: (March 2, 2013)
- Proof-of-concept addon loading
1.0: (February 21, 2013)
- Added a new awesome icon by NathanX
- First Google Play release
1.0 Release Candidate 1: (February 19, 2013)
- About screen added
- Less Out of Memory crashes when loading really large texture packs
1.0 Beta 8: (February 17, 2013)
- Only re-patch if required
- automatically patch the Gui_blocks patch if the texture pack doesn't have the file
1.0 Beta 7: (February 17, 2013)
- Built-in RepetiCraft texture pack to demo the texture pack changing feature and to give Jelly Bean users some textures
- Added two Mojang files - font/default8.png and lang/en_US.lang for interoperability on Jelly Bean. Please don't sue me.
- Change the reported DPI of your screen to change D-PAD size
1.0 Beta 6: (February 16, 2013)
- Patches! Yay!
- Proper Free version that limits patches to 3 and doesn't have texture pack or IP patching support
1.0.0 Beta 5: (February 9, 2013)
- Added a new Simplified Chinese translation by jiayong620
- Patches the version number of Minecraft to read ">9000!" for teh lolz
- Added a Nerdy Stuff page with a button to dump libminecraftpe.so from RAM to compare differences against the copy stored on disk. Not useful for anybody except for debugging.
1.0.0 Beta 4: (February 3, 2013)
- Added ALL the options (except for sensitivity)
- App now runs in fullscreen mode
- Added notice when people try to create a world
1.0.0 Beta 3: (February 3, 2013)
- Added Options support - intentionally remade the options screen so that translations would be easier
- As a side effect, Xperia Play support
- Lock orientation to landscape
1.0.0 Beta 2: (February 3, 2013)
- Added Vibrate support
1.0.0 Beta 1: (February 3, 2013)
- Initial release of the fixed version
1.0.0 Beta 0: (January 6th, 2013)
- Epic fail proof of concept version that didn't work.
Jun 8, 2012Posted in: Minecraft Mods
PixelmonThe Pokemon mod for Minecraft!
To find out more about this mod you can check out the Pixelmon website!
Pixelmon development is now at an end. However, the site will continue to run.
Submit bugs here on out issue tracker - Click me!
Pokemon is the intellectual property of GameFreak and is trademarked by Nintendo GameFreak and Creatures Inc.
Aug 16, 2013Furminator posted a message on Dimension-Door [Prequel to Dungeon-Craft] [Updated for MCPE 1.2]Posted in: MCPE: Maps
Go back to the past, before Dungeon-Craft and discover the events that take place before the adventure began. You are a magician that has been given a life-sentence in Dungeon-Craft, but you have a secret escape up your sleeve, a dimension door. The dimension door can teleport you through walls, and other dimensions. Will you escape, or never see the light of day again... adventure is knocking at Dimension-Door.
1.2.13 Latest Version
Special thanks to TacoTonyLoL and Lilhurkgamer for beta testing!
Jun 17, 2014Posted in: Discussion
I'm JTE. I joined Minecraft around nearly the beginning, way back in the Summer of 2009, when Glass Blocks and Sponges were newly implemented and the only server mods for Minecraft were simple Batch file wrappers which would read the server's text output and input bans. It's been five years since then, so please forgive me if the details of this document are a little off, or missing.
With all this eula drama blowing my way, I don't know, I guess I feel the need to write my story down so I can let go of it. I don't expect to get much attention, I'm just here to get my thoughts out.
So let me tell you about Minecraft.
Hosting a vanilla server for Minecraft was some form of Hell. There was a giant list of all public servers which anyone could use to join, absolutely no form of hack detection/prevention, no automatic map backups, and all free accounts could join and grief the extremely limited area of your map to death at any time. The most basic of gameplay building blocks were there, but that was it.
In order to manage it properly, I had to build a convoluted player trap out of bedrock I called the "frying pan" just so I could keep people from wandering off to destroy things before I got the chance to fly over and keep an eye on them. This was actually common practice at the time, and served essentially the same function as whitelisted servers.
One of the flaws of Minecraft at this point was that if a player were to walk one block away, place two blocks down where they spawned, and then hit the respawn button, it would spawn them on top of wherever they were, allowing them to break out and escape. So I had a hive of one-block-wide spaces built on top of the 'frying pan' where players who tried to break out without asking nicely would wind up trapped, essentially putting them out of the frying pan and into the fire.
The dawn of mods
Being the tinkerer I am, and knowing that indie games like to keep things nice and simple, I soon created an intermediary server Perl script, to act as a proxy between my client and my server, and set to work figuring out all of the messages passed back and forth between them. My proxy server was quickly able to perform simple modifications, such as reading slash commands (including /me), spawning idle player dummies all around the map, or allowing the placement of coal and gold ores, and even liquids.
So now we could not only build with blocks, but we could build little blockmobiles on our roads and then sit actual player characters inside them. Neat. But there was more to be done!
Using the proxy server, and with help from another early modder's research, I eventually compiled documentation of the complete networking protocol now publicly available for Minecraft Classic servers. Armed with this private research, and over the course of 26 sleepless hours, I turned my Perl script into a fully fledged Minecraft server, which could generate maps, accept any number of clients, automatically detect hackers, allow the in-place painting of blocks (and other creative tools), build trees by placing a single block (before saplings had function), and even produce custom water and lava block 'physics'. I was even able to, astonishingly enough, trick clients into re-downloading the map from the server, and therefore could host multiple maps on a single server or reload maps from the last backup on the fly. (Now we could play Spleef without having to rebuild!)
All without looking at, modifying, or compromosing any of Notch's code. Notch agreed that my server software is entirely my own creation, and I am free to do with it anything that I please.
On the forums, these very forums before they were handed over to Curse, I was heralded as the "Minecraft Hacking God" for a day or two. All of my changes were big improvements to the core function and gameplay of Minecraft itself. Even the fact that I built in a safety switch to prevent the flood of lava covering the entire server from making the server eventually freeze over near-indefinitely from the exponential growth of 'thinking' blocks was a big thing. Notch himself came to my server from IRC and flooded it with lava just to ascertain exactly how well it handles. (Answer: Not particularly well, but at least it didn't die completely and admins were still able to simply reload the map without disconnecting anyone, right?)
( thread )
Back then, Notch arbitrarily had a golden name hanging over his head, being a VIP and all. I was jealous, so I invented colored names for different tiers of server moderators / administrators, the server owner (me) being colored Red (my favorite color), just so I can feel special. (The reality was that admins of my server could set their name to literally anything, at any time, on the fly, color code spam and all.) If you were ever on a Minecraft server and the server admins have red names -- I started that. Notch even went and specifically made the skin-grabbing code strip colorcodes out so that it would still show the correct skin despite having a colorful nametag in the next version.
Leaving the forum
And then I announced that I planned to add fancy new game modes to my server, so you could play a giant boardgame of Battleship with Minecraft blocks for pieces, or Zombie Tag versus like mods of other games do, and so on. The moderator Zuriki didn't like that idea, and immediately did a 180, revoking my custom forum title, and even threatening to ban me from the forums entirely should my server software ever be released there (for free and open-source or otherwise). After a lengthy and childish argument, wherein Zuriki claimed I would be "stealing money from Notch", and when finding my server software was 'production ready', I simply packed up my topic and left, dropping only my email address for anyone to contact me if they want it.
Here's where my story gets muddled, people thinking that I was fighting with Notch directly despite Notch previously stating outright that I am free to do anything I like with my server software in the first place. So I made use of that and started privately selling my server software to individual buyers for around $10 each, entirely by email, advertised solely by word of mouth. I only made around 14 sales out of that, before my server started spreading like wildfire, as each server admin shared the source code with their friends to try and program new features into it together, and those people freely shared it with more people, and so on until the market was entirely saturated. I did of course use the first bit of money to pay for my Minecraft account (which at the time, offered no benefits other than a custom skin) and the rest went to a couple Steam games and buying three more Minecraft accounts for my friends. This was the first and only time I've ever been paid for anything I programmed.
Anyway, among all of this open source server sharing (after all, it would be difficult and pointless to make a Perl script closed-source), all sorts of new game modes and life cropped up. Lava survival servers, floating water stairway challenges, I was quickly changing the very community itself by allowing the first real modding to take place. JTE servers were the best. And soon it was being replicated in other languages like Python, the same tools I pioneered becoming further expanded on with spout blocks, finite water systems, and the ability for players to cross between the server's maps individually. Now everyone could have their own sandbox to play in, and challenge packs could contain multiple "levels"...
Survival Test, indev, infdev, and Alpha
Meanwhile, Minecraft had been progressing seperately, having destroyed its basic multiplayer (and probably most of its engine) to introduce NPC creatures, zombies, pigs, and so on. With the account that I purchased, I was able to follow it all, every step of the way, from the beginning, and just sort of watch how it progressed. Since there was no networking in these versions, I didn't have much work to do, and just sort of kept my silence. Seeing Notch struggle with some of this, I offered to let me help him with programming, but he turned me down, saying he needed Minecraft to "get his name out there" first. He said that maybe he'll let me work with him on his next game, after Minecraft. (Then he went and hired someone else to be a 3D model artist, and then finally established the entire company Mojang around the success and continued development of Minecraft..)
When crafting was introduced, I made the first full recipe list graphical crafting page on my website at the time, EchidnaTribe.org
By using in-game sprites and GUI elements entirely ripped from screenshots with basic image editing software, I was able to show not only how to build every tool, but even which mobs drop what resources and how to smelt for iron. At the very bottom of the list, as a sort of in-joke, since Notch had recently removed the test Apple item from existance, I put that you need to kill Notch in order to get apples. Then right next to it, since apples still needed a use, I put that if you surround an apple with gold ingots (not blocks) you would get a golden apple.
I invented the Golden Apple, guys. (Proof, scroll down to the bottom of the page under the ??? section.)
When Secret Friday Updates rolled around, Notch loved randomly implimenting "community rumors" as actual features of the game to tease and delight everyone, based on what he heard secondhand. This is how pig saddles came to be, among other things, and to this day if you look in the source code you can see that any player named Notch will have a random chance of dropping apples, even if he had none in his inventory.
Finally, when the multiplayer mode of Alpha came out, long after scrapping nearly everything of the engine and remaking it for infinitely large worlds (a move I always felt was tremendously unnecessary and poorly implimented), it was full of bugs and problems, and split the entire community in half at the price-point, now allowing paid accounts for full servers that free accounts could no longer access. Time once again for JTE to come out and introduce things like persistent inventories and time of day locks and alternate map generators and whatnot, right? Well, not quite...
At this point, Notch kept changing up the network protocol faster than I could descipher it on my own, and this time I didn't have a random stranger leap out at me and hand me a half-finished document I could just fill in the blanks for or anything. With every new version, the client would just start crashing blatantly from the messages my server sent, and eventually I just gave up trying. Nowadays there's even full-on SSL-like encryption going on in Minecraft's networking, not just the hassle of HTTP logins to deal with.
I still have it sitting on my harddrive -- the half-finished OmniServer meant to bridge the gap between all Minecraft versions, be they Classic, Alpha SMP, or a new custom client written from scratch, with its finitely sized Classic-mode maps and day-lock in Alpha and infinitely-large segmented maps implimented in Classic, made to host all kinds of creative new arcade-like NPC-driven minigames I have a design document of, sitting forever in stasis now... It's a shame that never came to pass.
I'm sure you all know what happened next. Modders started de-obfuscating the client and server's source code and making amazing new add-on packages of blocks and game mechanics, directly implimented into the server and/or client, basically all hell broke loose and the community stance on modding had shifted entirely from where it was when I introduced my little server way back when. Even before Alpha SMP was out, people were modding the Survival Test client to connect to Classic servers and spawn client-side zombies anyway.
So now we have an army of deobfuscaters, coders, and inter-dependant modders all keeping up with an endless update treadmill, because Notch never made a proper modding system for Minecraft and continued to re-obfuscate every single build because it's not a free open-source software and never has been. The community has long outgrown me, as well as the morality that drives me. In fact, the community outgrew Notch, and now it's threatening to try and overthrow Mojang as well.
Such is the modding momentum we have built from that point long ago. It all started with one awesome wandering programmer's tiny server script.
The original JTE server distribution files, untouched since 2009 (and probably no longer functional)
The proxy tool I wrote and used to figure out the network protocol, including the original output logs.
more pre-alpha screenshots
"How Blocktopia Started", history of TheOne's JTE server.
The original "JTE's 100% Custom from-scratch Minecraft Server" thread. Ancient drama, immature mannerisms, and all.
JTE's Custom Spleef Server thread, the dumbed-down and closed-source release of the server software set up for a specific limited purpose.
Sep 20, 2012Posted in: WIP Mods
Good Night's Sleep Beta 2.3.2 for 1.6.2
I am not dead, I swear.
Sorry for just abandoning this mod ages ago. After the 1.7 and 1.8 Minecraft Forge updates, there were some major changes that made this mod beyond repair. I also stopped playing Minecraft for a while.
But... Thanks to some of my friends who happened to be playing Minecraft the other day, I decided to revisit this mod and see if I can "resurrect" it.
So... over the past two weeks, because I am slightly insane, I basically re-coded the mod from the ground up to work with MC Forge 1.10.2 (there were over 1700 compiler errors to start out with). I haven't even added textures and item names yet, and even worse, I don't have the latest version of my source code to work with, so some content from the nightmare is missing at the moment.
Getting this mod back to where it was will take a very long time, but I just wanted to give anyone that still follows this forum a heads-up.
I just need to stay motivated - we will see how far I get.
The Good Night's Sleep mod adds two new dimensions, the good dream and the nightmare. Each dream land is accessed through sleeping in its corresponding bed, rather than stepping through a portal.
As of now the good dream is far more developed than the nightmare. Therefore, I have made a recipes .png that displays all the good dream recipes. I only included the good dream recipes because:
- I am not as far with programming the nightmare
- the recipes for the nightmare are almost exactly parallel to the good dream
- I was running out of time, since I would have to leave the next week
Eventually, the mod will be complete with a variety of ores/materials, mobs, dungeons, bosses, and maybe even custom sound effects.
Any ideas would be greatly appreciated. After all, this mod is only in its beta stage.
This also means there are some bugs to be found. Finding them and sharing them is also a great help for me and the mod.
Have a good night's sleep.
More information, download, and installation instructions on CurseForge Page: http://minecraft.cur...eep-dimensions/
If you wish to use this mod in a mod pack or use the code for private use in some way, you must have my permission. All mirrors of this mod must have permission. Any attempt to make money off of this mod is strictly prohibited.
Jan 10, 2014Atheo posted a message on Asylum Lost [Horror - Adventure] [Based on Outlast] [Screenshots & Trailer Added]Posted in: MCPE: Maps
Welcome To Asylum LostA Horror-Adventure Map
You are Dred Liv, an investigative reporter who took the job no other dared do. You volunteered to venture into Crane Asylum, known as "The Crane". It was shut off from public access, as numerous rumors stated that Crane Asylum committed gruesome experiments on it's patients. The Crane has been abandoned for over ten years, or so they say. Sightings have said you can still see patients walking the halls, or a figure standing in the window, waiting. Will you live to tell the tale of the horrors that lie within Crane Asylum?
The Rules are also given in the Map.-------------------------------------
No Breaking/Placing Blocks (Unless Told To)
Read All Signs, They Will Help
Do Not Leave Map Boundaries
You May Craft Items To Help You Survive
Follow The Story
There Are Also Tips + More Information In The Map, I Suggest You Read Them.
May 27, 2014Desno365 posted a message on [MOD] Portal 2 Mod | Portal Gun | r015 | by Desno365Posted in: MCPE: Mods / Tools
The Portal 2 Mod web page has moved on my website, check it out: http://desno365.github.io/minecraft/portal2-mod/
Craft the PortalGun and then just shoot!
You can teleport yourself everywhere with these portals.
There are five different PortalGuns with different characteristics.
In this mod you can find also other items inspired by the game Portal: GravityGun, Long Fall Boots, Jumpers. And many other features will come out in future updates.
Instructions:Read the instruction here: http://desno365.github.io/minecraft/portal2-mod/#installation-instructions
Download:Download the latest version of this mod here: http://desno365.github.io/minecraft/portal2-mod/#downloads
- Portal Information UI:
How to craft and items IDs:See the crafting recipes and the IDs here: http://desno365.github.io/minecraft/portal2-mod/#how-to-craft-and-items-ids
Changelog:Read the changelog here: http://desno365.github.io/minecraft/portal2-mod/#changelog
- Tell me your suggestions in this thread
Read the list of known bugs here: http://desno365.github.io/minecraft/portal2-mod/#known-bugs-and-issues
Read the copyrights of this mod here: http://desno365.github.io/minecraft/portal2-mod/#copyrights
Read the list of the people who help me to make this mod here: http://desno365.github.io/minecraft/portal2-mod/#credits
Follow me on Twitter for the latest news about this mod: @desno365
I spent a lot of time to make this mod, so, please, if you like it press the green button ("vote this post up") here below.
Dec 22, 2013Posted in: ScreenshotsThree people worked on this for about a month. It is completely playable on a Pixelmon server along with Johto, Hoenn, and soon Sinnoh. The entire server is supposed to play as a complete Pokemon game, creatively combining all of the regions.
IP: play.pixelbuilt.orgPixelmon version: 3.5.1
Route 3/Mt. Moon:
Dec 1, 2014Posted in: Creative Mode
Pokémon Cobalt & Amethyst (or Pokémon in Vanilla Minecraft) is a work in progress adventure map being developed by Phoenix Projects.
This Forum thread has moved. Please click the following link to be redirected to the official Forum post.
Sep 3, 2013Posted in: MCX360: Looking For
This server only works with 0.9.5, and is very beta! Be sure to report any issues you have to me on this thread!
That's right! This is the server you've been looking for... On this server, you are allowed to do whatever you want (Unless an admin disagrees)! Want to raid your friends house for all his valuables? No problem! Just crash right in! Want to gather a tribe and charge in together? Go right ahead!
What's that you say? It's too good to be true? Well let's make it better. What if I told you this server is online 24/7?! Yep, it is. By 24/7 I mean it is literally up ALL OF THE TIME. The only times it would be down would be if I was updating it or something, and it has to be restarted (Which is almost never). Don't believe me? Try connecting now... (It might be full though.)
How to play
1. Start Minecraft Pocket Edition
2. Press "Play"
3. Press "Edit" in the top right corner
4. Press "External" right next to "Edit"
5. In the "Server Name" box, type anything you want this server to be called
6. In the "Address" box, type huntereb.linkpc.net
7. In the "Port" box, type 19132
8. Press "Add Server"
9. Now press the new world that is on your list, which should be named whatever you named it
10. Once you're done loading, type /register [password] (Replace [password] with what you want your password to be)
11. Next time you play, you must type /login [password] (And use the password you typed in when registering!)
12. Have fun!
YOU MUST TYPE "/register [password]" BEFORE PLAYING! AND IF YOU'RE RETURNING, TYPE "/login [password]" (Replace [password] with whatever you want your password to be!)
STILL CAN'T CONNECT? Your name must be between 3-16 characters with NO SPACES! If it is already taken when you join, the game will say that the account has already been registered, try changing your name. The server may also be full, check back later.
We are not currently accepting admin requests, so please refrain from asking!
Any problems? Post a reply below and I'll try to respond. Please don't post any issues regarding players "griefing", that's part of the game. If you want to report someone, it must be for a good reason, such as hacking.
- To post a comment, please login or register a new account.