Basically what my idea is, is that
would become something like
where the backpack is a free space, where items can be placed anywhere in the space, not restricted to the grid, and there would be weight that would restrict the amount of items you can have in your pack (obviously at a very high threshold to compensate for the current amount of items we can hold now).
This could also be applied to other inventory-based blocks, like chests or dispensers. Not sure how it'd work for furnaces, but perhaps, it could be organized as a shelf-type interface with fire as a background. where items would be thrown on top, and fuel could be thrown on the bottom in this kind of interface.
Just an idea that came to mind a while ago, probably wouldn't work well, but suggesting it for anyone that might be interested.
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Mar 1, 2012Kingdaro posted a message on [1.1][Whitelist] Creative server! Let's code! [ComputerCraft][Mature community]* In game name: KingdaroPosted in: PC Servers
* Age: 15
* Screenshot/world save/text file/anything that shows
that you know programming: http://pastebin.com/5WX5GjAM
* Additional anything: TURTLES.
Jan 16, 2012Posted in: Minecraft ModsQuote from shantomken
And as you want to be an ass about, if YOU haven't paid attention, THIS FORUM covers Computer Craft just fine because all computer craft is about is programming. But it seems that pea, you call a brain, in your head can't seem to grasp that Computer Craft is all about coding and programmers could care less about someone as insignificant as you.
Well god, I'm sorry I mean jesus. With you throwing out all those random uncalled for insults you're making yourself look like the bigger **** here. I was asking if many people's requests for an adequate forum/wiki, which actually exist if you had even paid attention to a good chunk of the thread's posts, had been filled and I would've offered to create one if not.
A forum or wiki is a much better medium for sharing content and finding tutorials and such created within the thread. If you're a new user looking for a quick tutorial or even on where to start on what to make what you wanted, I'm sure you'd just love looking through over 150 pages of ******** just to find something that could easily be access in a categorized fashion.
I asked twice for a simple answer, Yes, or No. That's all people had to say, but apparently whereas they're out there making Minecraft in Minecraft and Operating systems doing that is waaay too much effort apparently, and it just pisses me off how big of dicks, like you, some of these people can be.
No offense to the people who actually did these things, for the record.
Dec 26, 2011Simple code written up in five minutes, lolPosted in: Minecraft Mods
pass = 'password' write 'Enter Password: ' input = read() if pass ~= input then print 'Access Denied' sleep(1) os.shutdown() end print '\nWelcome.\n'
put your wanted pass where 'password' is.
Dec 25, 2011Posted in: Minecraft ModsQuote from ahandfullofpoo
Wow... i think i'm retarded or something.
i tried to make the locking thingy but when i put my password in, it always tells me its the wrong one D:
can someone help me out? this is what i have so far
You're not retarded because it's hard for me to see the problem here.
Perhaps if you used the print function for the first line instead of write? read might be picking up the "Password" part as well, but I'm not sure.
actually no, I see the problem, correctpassword should be before everything else because when it checks to see if password == correctpassword, correctpassword hasn't been set yet.
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Oct 26, 2011BenJ posted a message on BenJ's Ultimate Guide to Making Things Look Good (Update 1/18/14 Read latest post!)The guide has moved:Posted in: Survival Mode
Jun 6, 2012Insurrection posted a message on The "survival" part of the game is bad on a fundamental level.Posted in: Survival ModeI'm sure you've seen quite a few people mention that MC is crap. Maybe they've listed reasons why, maybe they haven't- but outside the MC community, there's a lot of hate towards this game. Specifically, the "main" game mode, survival. Why? Well, that's what this is for- to list precisely why this game is bad. More than just complaining, I'll list (happily) how it can (and probably should) be done better.
As a preface, if you're going to just post "well if u dont like it, dont play it!" or "they work hard on it! why dont U make ur OWN game and see how easy it is!!!", do yourself a favor and don't. For one, I know how hard it is to make a game. Especially one with as much potential as MC. That's what frustrates me- it has so much potential and work put into it, and had a lot going for it early on, but somewhere around alpha it just lost its focus. Anyway...
1a: The reliance on the wiki/community.
Survival mode relies HEAVILY on the wiki to know what to do. Short of a few easy-to-understand concepts (blocks break, right clicking places them, etc), you pretty much don't know what to do without loads of trial and error. Or rather, without the wiki/community videos. This is unacceptable.
It's ok for a game like Sonic the Hedgehog or Mario to not have a tutorial- they're generally easy to play games, and their basic mechanics are introduced within the first stage of their game. Past that, you typically don't need to know much more than moving and jumping. However, Minecraft relies heavily on the user knowing the recipe's for virtually everything- it also relies on them knowing a lot of things like what a lot of the items even do. Nether Warts, Eye of Ender, etc... they're all items you only know the purpose of because of the wiki or videos that highlight updates.
Now, I'm sure one of you will raise their hand and proclaim "But I didn't even USE the wiki! I learnt it ALLL by myself! Check and MATE!". Good for you- you're an exception. The fact is, most people use the wiki or youtube videos to understand what the hell to actually do in this game (again, for survival- creative is a moot point to this rant).
Again, this is unacceptable for any kind of game with complex mechanics. There's no books you can find through the game, no NPC's you can ask for help from, no tips you generally get... nothing. You have to either figure out through mindless trial and error, or consult the wiki. Ugh.
To explain why this is particularly crappy, it's been like this since this game was created. It was acceptable in indev, and even in alpha. But then beta came around... still no form of tutorial or teaching methods. And then 1.0 came out. STILL NOTHING. Sigh.
1b: How to fix it.
Give the player a book straight in their inventory. Something like a "recipe book", where you can place items in your inventory, and see what possible things you can make from it would be nice (similar to Terraria's guide).
This alone would solve a lot of problems honestly, but some more effort towards this would be nice. It doesn't need to be a straight up "Hello, and welcome to minecraft!" tutorial- I can see why that'd be dumb. But there's NO effort to even make it a sort of "Here is how it works, now you try" tutorial like a lot of classic games used to do.
What MC currently feels like is one of those random old NES games that had a lot of weird mechanics, and you needed to consult the manual on how to do basically anything. Actually, it's almost exactly like that. There's a reason games are either simple, have some form of a tutorial/teaching stage, or are terrible.
2a: The difficulty.
Difficulty in the current game is... silly. It's a step backwards in what difficulty should be. Instead of changing game mechanics a bit to actually enhance difficulty, it just artificially enhances difficulty by increasing/decreasing mob health and damage. This is silly, and frankly, lazy.
What's worse, is that you can change difficulty at any point of the game- this makes the entire idea moot. Yes, there are games that do this- that doesn't mean they're doing it right. I mean, why fight through a stronghold when you can set difficulty to peaceful? Oh, because it "gives you the option to"? No. It's a game about survival. Why give me options like this where I can make the journey easier? It's like giving a 12 year old kid the option to cheat in a math test, then hope they don't.
Now, allowing players to change difficulty upon starting a world is fine. It's changing it mid-game that is full-on stupid. Of course, this hasn't been changed since difficulty was even introduced- flat out stupid, lazy game design.
2b: How to fix it.
-Make health and mob damage the same across all difficulty levels.
-Remove the ability to change difficulty modes mid-game.
-Do more things like the "zombies can break down doors in hard". THIS actually makes for difficulty- mob intelligence. Preferably, make zombies able to break down doors in normal.
-Add more mechanics that are changed via difficulty.
-Make normal harder than the current game, and hard truly difficult. Easy should be about as easy as it currently is (which is actually very easy).
-Give mobs a lot more abilities. Zombies that can turn villagers into zombies, make zombies not de-spawn in hard, allow spiders to hang upside down, etc. Then adjust whether these abilities work or not depending on game-mode.
These types of things are acceptable. Bloated mobs that can kill you easier are not.
3a: The mobs.
Similar to the above bit about difficulty, but it's a problem in of itself. Mobs are not hard. They're just a nuisance. The most difficult time I've had with mobs is when I have 2 creepers closing in on me with a skeleton nearby, and I'm stuck in an abandoned mineshaft. Even then, I got out of it almost unscathed.
The thing is, they could still be much better- but right now, they're nothing more than- again- a nusiance. They spawn a distance that's further than their sight range, and they despawn after a short enough distance, too. Also, all of them are insanely easy to escape. The hardest mob to escape is Endermen, and even then all you need to do is go into a proper shelter and you're fine. Or just... hit them until they die, like all the other mobs. All the rest are insanely easy to escape, and even coming face-to-face with them is easy.
The only time they can kill you is if you're in an insanely inconvenient place (above lava, etc), and by some cosmic chance the worst possible thing happens. Even then, it's due to YOU messing up- not the mobs being difficult. For a gamemode that's supposed to be about survival- for a gamemode that the community pegs as "OMG SO SCARY AND DIFFICULT"- it's really not that hard. At all.
Also, mobs always spawning anywhere during the night is- again- not hard. It's just annoying, and kills the ambiance and feel of the game outright. Anyone who says "omg but if they didn't spawn during the night it'd be 2 EASY" is an idiot. It's forced difficulty. Imagine if, during Half Life, headcrabs were just everywhere. And they kept spawning. All the time. But all you needed to do to keep them away was continually swing your crowbar. That's not difficulty, it's annoying.
Now, the Nether I will admit is pretty well done- it's got tension. Zombie pigmen don't attack you unless you attack them, which adds a layer of tension just right there ("oh god ffff don't hit them don't hit them"). Ghasts are a threat, but not an annoying one. The ability to bounce back their fireballs makes them feel like- *gasp*- a video game challenge. Instead of a mindless set of blocks to walk into your sword solely to annoy you. Blazes and Magma cubes are "eh", but they're not bad, either. They add a little bit to the ambiance of the Nether, and that it's not all safe. So, kudos to Mojang for that.
I'd also like to say that there really isn't much mob variety- sure, each mob should have a purpose (rather than just being there because they can be), but there are tons of uses you can find for new mobs. There's only 5 regular mobs in the overworld (Creeper, Spider, Zombie, Skeleton, Enderman). The rest are either variations of existing mobs, a (terrible) boss, in the nether, or very rarely spawned to the point that they're not considered a threat anyway (silverfish and slimes).
3b: How to fix it.
-Give mobs a longer sight range. WAY longer. If I can see them, they should be able to see me. Like, 128 blocks long. Automatically, they become more of a threat with this- besides, it's just a stupid generic MMORPG thing where mobs only see you within X distance. KILLS the idea of them being threatening.
-Make zombies- at the very least- faster. They're such a joke right now. And I don't mean on "hard" difficulty, I mean for ALL difficulty modes. They should be as fast as the player.
-Make creepers only spawn underground. Having them spawn aboveground is just... it kills tension, and ruins the image they have of "scary" even more. They're only remotely threatening underground- keep them this way.
-Make it so mobs only spawn in a light level of 4 or less, rather than 8 or less. This makes it so they only spawn in dense areas of forests, jungles, or underground. I've personally played around with this myself, and holy crap it feels great.
-Make spiders able to crawl upside down, and also make them actually change their image when they're doing this (as well as crawling upside down). Seriously, they look upright when crawling up walls... that's just silly, and lazy.
-Put in those planned mob prefixes- as in, mobs that randomly spawn with special effects/abilities. Things like being faster, able to light the player on fire, able to jump higher, able to be 3x as big, able to bounce projectiles back at the player, etc... there's tons of ideas for this. They shouldn't spawn ALL the time, but maybe a 1-in-10 chance to have a prefix (where the prefix itself is random). In of itself, this makes the world more dynamic.
-Make more biome-specific mobs. As in, enemy mobs- not more pets. They should have a use, but then it's not like zombies have any real use. I'd suggest that new mobs be able to drop items used for new potions, or something. This'd make biomes waaay nicer to go to, and is in line with the next section.
-Make slimes spawn above-ground, holy crap. They're important mobs, but tediously searching for them underground is INSANELY ANNOYING. I'd suggest making them spawn in swamps- the "only spawns in certain chunks" thing is alright, but still. They should spawn aboveground.
-Make new mobs drop items useful for the general game- again, ingredients for unique potions is a fantastic idea. Or just... other things that are truly unique (instead of more variations of the same crap).
In general, there's just so many things you can do with mobs to make them feel better within the flow of the game. But adding just those things alone would make mobs way more interesting, threatening, and actually add to the world rather than simply being there. And that's what they need to be- not just a mindlessly spawned thing here and there that you sorta gotta pay attention to and then LOL SSS CREEPER BOOM (: because no that's not scary. It's annoying.
4a: The biomes and terrain in general.
The terrain in MC is... heavily lacking. It used to be alright, then it was cool, then it was crazy, and now it's just boring. The main reason for this is that all biomes feel the same, just with a different mustache. Deserts are just plains with sand and cactus. Taigas are just forests with snow. Sure, they look different, but outside of a few minor "features", biomes all feel the same. The only ones that really feel different are ocean and jungle. Even then, they don't offer anything different- there's no real reason to go to them (aside from maybe "lol cats! (:" in jungles).
Now, I'm not one of those who is all "WAHH GO BACK TO ALPHA GENERATION". I'm ok with the current system- that's not the problem. The problem is that the current system is HEAVILY under-uitilized, and could be greatly improved. The idea of technical biomes that use all the same things as another biome (IE: desert hills, etc) is pretty good, but again, is under-uitilized.
There's also the fact that generation is capped to 127 still, despite there being an increased world height. The official explanation? "We wanted to give players breathing room". Holy crap, are you serious? You're going to do something we've been asking for over the past several years, then not use it? AGHDSGHSD.
And of course, there's no point to different biomes. Sure, in the upcoming update, deserts and jungles will have temples- neat. But they don't offer anything ultra special- they just make diamonds easier to get. Uugh... you might as well let players get diamonds just by combining dirt. Besides, why go to a jungle then when I can go to a desert? Or vice-versa. This crap alone makes me really feel that Mojang doesn't get what it means to make a good game, and instead are content with pandering to idiots who lap up anything they give them.
4b: How to fix it.
-Have more unique, biome-only rewards. Things like ingredients for new potions- USEFUL new potions. Hell, lilypads could be used for a "Potion of Water Walking". Things like this make biomes useful to travel to.
-As per above, more biome-specific mobs. Not "SssSand creeper (:", or mummies that are zombies with a different skin, or something equally dumb. I mean a mob that's really different from the other ones still, and give unique item drops. Snakes that are the size of silverfish, but can poison you, and only attack you if you get pretty close to them. Sharks that only spawn in ocean biomes, and drop shark fins used for... some water-based potion. Things like this. I could go on for hours, but I'd rather make a mod to show how it can be done.
-Make trees taller. Seriously, they look like crap. I've already doubled the height of oaks and birch, and they look great (like they always should have looked). Pine/spruce look alright, though.
-Make use of the extra space you now have. This just infuriates me. First off, make the earth deeper- make it ~90 blocks instead of 63. This means, yes, making everything generate higher to match this, but this is fine. Then, make mountains (extreme hills) generate higher than just 64 blocks from the sea level (127 - 63 = 64). With the average sea level of 90, the average mountain should go up to ~200 (110 rather than 64 blocks from sea level). This still gives 56 blocks for players to build on top of the mountains. This is plenty to build a multi-level mansion with roof space. From the peak.
-Make a proper pre-requisite system to biome generation- right now, it's pretty much entirely random where biomes spawn, so you have taigas next to deserts, etc. They should use a flowchart of sorts- getting which biome is there, then deciding which biome(s) to generate around it depending on whether or not it would be appropriate to place it there. This wouldn't be too hard to implement, and would make things look a lot better. This also relies upon more biomes being put in (for more "transitional" biomes, like savanna between plains and desert), but that's kind've a given.
-As mentioned above, more biomes. Not just for the sake of having them, of course- but by now, that should also be a given. Things like Savanna's, Bogs, Marshlands, Hills (Just hills, not extreme hills... which should be renamed to mountains, anyway), Badlands, and plenty more. All of which have some use, and all of which should look different.
-Variations of existing biomes. Things like spruce forests (not just in taiga's anymore), rocky mountains (all stone instead of grass/dirt), forest mountain (think eastern United States) and so on would be nice. Variations of stone types would help, as well- brown, dark grey, etc. Similar to the variations in wood.
-Make plains more flat. Right now, they're basically hills, and that's a little silly. Make a hills biome, splitting it from the plains biome.
-Deserts shouldn't have pools of water in them. This is just stupid. Players should have to use desert wells for water here.
-Make dirt/grass slabs (again), then use it for generating hills. It's silly that I have to jump up just to go over a hill. Just have the slabs generate every other block on hills, or something, and it'd work fine.
In general, the terrain should always feel enjoyable to be around. It also shouldn't feel so... "squished" as it does. Playing vanilla a lot, and I always feel like I'm tightly squished into certain areas. I just don't get this feeling of "endless landscape".
5a: Lack of equipment choice.
I really hate this. There hasn't been a real new weapon since swords. That's... I just don't even have a word for this. Disappointed? Something like this. The last update to combat was Beta 1.8. That's... unbelievable. In the course of this game, only one weapon? COME ON.
Yes, I know- pistons, dispensers, blah blah. Those are mechanical things, not direct weapons. I'm talking spears, axes, maces, flails- anything. There's so many ideas, so many ways to go about it- but nope. Just... nothing. Just swords. UUGH.
There isn't even an excuse for this. It wouldn't make things "too complicated". ALL it does is give the player more of a choice of weaponry. And choice is good. Not "this is harder 2 get than sord, but its STRONGAR" choice, I mean actually balanced choice.
This can all be applied to equipment, too- there's just... the armor. Why use leather when I can use iron? Or why use iron when I can use diamond? They should come in different weight values, where heavier armor gives more defense, but reduces your abilities the more of it you have (more on this later on).
And of course, the materials- why use leather or wood? Or hell, why use stone? There's absolutely no point to, since after a very short period of time, iron becomes so readily available. Diamond is understandable to not want to use, but it's still better than iron in every single way.
There's also no more stats than just... damage. Sure, enchantments blahblah... but no, I mean actual stats for weapons. Not "str, dex, int" kind of stats. SENSIBLE things- knockback, attack speed, etc. Hell, those two alone would be enough for good variation in weapons. You could have a weapon with high knockback, but low damage and speed. Or one with high speed, but low knockback and damage. SO MANY OPTIONS. YET NONE OF THEM EXPLORED.
And I think this is what it comes down to, when people rant about MC- there's so many things that could be done. SO. MANY. So many GOOD THINGS. Yet they choose to add... cats. And... cocoa plants. And... more decorative blocks.
Don't get me wrong, those are ok things. It's that they choose them over much better things. And it's been like this for several years now. This is infuriating, knowing they COULD add things that would objectively add more to gameplay, but they don't. And at this point, it feels like they won't.
Or no, that's not entirely accurate- it feels like when they do add things they should, they do a half-assed job, take months to add it in, then call it a day and never re-visit it. If they added new equipment, they'd add one new weapon, and it'd be the same as a sword but have a different secondary. Or, it'd be harder to get than swords, and better in every way. And that'd be it. That's all we'd get.
5b: How to fix it.
-Add in "Knockback" as a weapon stat. At the same time, add "knockback resistance" to armor, with heavier armor having more knockback resistance. Mobs should also have varying levels of knockback resistance- skeletons could be easy to knock back, but zombies would be harder. Generally speaking, it should be harder to knock things back than it is right now.
-Add an attack speed stat for weapons. The fastest should be the default attack speed (which is 3 per second IIRC). Pretty straightforward-
-Make new weapons. Battle axes, maces, spears, crossbows- all of that, and preferably more. Give them unique levels of of those 3 stats (Damage, knockback, and attack speed). Then, give them unique secondary abilities (right click)- spears can be thrown, maces can stun, and so on. Maybe even make different weapons have another ability- spears could hit 1 block farther than regular weapons, etc. Tons of ideas, and as long as they're balanced, they'd be fantastic.
-Increase default sprint speed. Then, divide armor into different "armor classes", or assign them different "weight" levels. The better the armor, the heavier it is- heavy armor would make you sprint slower, and after a certain point, you'd be unable to sprint with really heavy armor. It should also disable certain other abilities (again, more on this later) after certain points. This would make going without armor fairly viable- just the same, going in full armor would mean you'd not be knocked back nearly as easily (and plus still be a juggernaut).
-Add more material types. Not just "dragon ore! better than diamond, but is really hard to get (:", because mods that do this are stupid as hell. I mean things within the bounds of iron or diamond- with unique uses. A "fire" ore that makes your weapons able to set things on fire with a set chance. Or tools that allows you to cook ores/etc you mine with a certain chance. And the armor can reduce fire damage, and with the full set can make you immune to it. But it'd be slightly worse than iron- better than stone/leather, but still a bit worse than iron. And that's just one new material type- there's so many more ideas. GOOD ideas, not just ideas that add more to "hurr tier 6 elite ultra dragon equipment!1".
Right now, equipment isn't even really a thing- you just have sword, bow, and armor. Diamond is the best for all of those. Hurrrr HAV FUN. No, there needs to be variation. Both in the weapon types, and in material.
6a: Lack of player abilities
You can jump. Yay! You can "sneak". Yay! You can sprint. Yay!
And that's it.
6b: How to fix it.
Add Smart Moving. This is all this needs. Literally, that's it. Smart moving is great on so many levels. The armor thing I mentioned earlier- about how heavier armor could disable certain abilities- would be applied here. IE: Wearing heavy armor wouldn't let you "charge jump".
Also, sprinting shouldn't require double tapping, because that's stupid. Smart moving adds a sprint key anyway, so... yeah. It should be, by default:
WASD: Movement.Shift: Sprint.Ctrl: Sneak.E: Grab.Q: Inventory.Z: Drop item.
I've been using this layout, and it's basically perfect. It just feels great. I don't care if people need to re-adjust to it- the types of people who would complain about new controls aren't the types of people you should listen to anyway. Speaking of...
7a: The community is terrible.
Anyone who has the slightest amount of intelligence would realize that the MC community is absolute rubbish. They complain any time something new is added, yet at the same time, are ok with anything Mojang adds. You get an outcry of mindless complaints, and an outcry of mindless support against said complaints. There's little to no intelligence to be found here. No real discussion, just "YA I LIKE THAT" "NO DATS STUPID". No objective discussion, little to no intelligence criticism of ideas. And it's depressing. It doesn't need to be this way- it can be stopped.
But it isn't. Instead, Mojang laps it up. ****ing minecraftchick got hired onto Mojang. They feed the utterly stupid crap they fell into, and continue to make money off of it. It feels like they would sooner make a Minecraft spinoff game where you play as a creeper, filled with stupid "now u ARE the creeper! SsSSSs (:" nonsense and idiotic fan pandering that makes them millions of dollars, than they would actually add any good content that might get complained about.
This is what angers people the most. Redditors, "bronies", and so on are more listened to than any form of objective criticism. Complete cesspools are more of a priority to consider than anyone with the slightest amount of intelligence.
Why? Because they're not hard to deal with. Mojang can make "super TNT" that is just a bigger TNT explosion, and people would lap it up. Oh sure, some people would complain, but they wouldn't have to deal with people railing on them for making bad decisions. Because it's what people want. It's the kind of mindless crap you expect a 12 year old to suggest, and then it gets put in. It's why we have wolves, cats, "the end", and so on. Pretty much all of the terrible choices of gameplay- and lack of initiative to fix anything- can be traced back to Mojang's consistent fan-pandering. Because the people they pander to let them be lazy as hell. They're the kinds of people who gladly pay hundreds of dollars to go to an ill-planned out "convention" all about an unfinished game.
They're the kinds of people who, when they add something that's remotely challenging, complain about it ENDLESSLY until it's made easier, yet somehow are ok with artificially difficult ******** like the "Ender Dragon". Or when anything is added that goes contrary to what they're used to, they whine and cry and throw a temper tantrum. And not in the "This is absolute CRAP, and here is why..." way, in a well thought out forum post. No, they just WHINE. They don't ever give any GOOD reasons, they just whine, cry, and complain. Because they're used to Mojang never changing the things they're used to.
It's like a kid who's constantly given candy his whole life- and after 10 years, the parents realize he's an obese, unhealthy mess. Finally, the parents take away the candy, and then they IMMEDIATELY scream and cry. Endlessly. Until the parents give him back his candy.
AND THAT'S EXACTLY WHAT MOJANG DOES NOW. They give the fat kid their candy back. And it's utterly infuriating. They won't listen to the intellectual, well-thought out posts given by people who insult them for being so ****ing lazy, because it might hurt their feelings. No, they listen to to types of people who have goddamn ponies from a TV show directed at little girls, and people who use years old "memes" that have been beaten to death as their avatars with SOME mention of the ****ing creeper in their signature.
7b: How to fix it.
STOP. JUST STOP. Stop the pandering. Start changing things that need to be changed. Steve looks like ****. There, I said it. He's the ****ing TEST MODEL you used when the game first started! I DON'T CARE IF IT'S "ICONIC". I don't care if there are millions of youtube videos with steve's shitty looking head for the thumbnail. If you- the community, Mojang, Zeus, whoever the **** is reading this- ever want this game to change for the better, REALIZE THAT THIS KIND OF THING NEEDS TO CHANGE. If this keeps up, we will never be able to have Minecraft reach its potential.
Start being properly criticial of yourself- and start taking CRITICISM. Yes, from places like /v/- ESPECIALLY places like /v/. No, not the stupid posts- the ones that are well thought out and make ****ing sense. Stop pandering to the "MINECRAFT IS ABOUT BUILDING!!1" crowd, too- they have creative mode, for ****'s sake! STOP SHITTING UP SURVIVAL MODE BECAUSE OF THIS CROWD.
If it means you need to alienate the stupid people who would complain about things like removing the ability to swim up falling water, do so. ABSOLUTELY do so. They'll get over it, grow up, and realize how much better the game would be. Or they'll leave.
Yes, people might leave. OH ****ING NO. It's not like this game is subscription based anyway, you've already made your money. But it comes down to this- who do you want to play your game? A million stupid people who would prefer instant gratification and have NO sense of what makes a proper game and would stop playing once they grow up, or 250,000 people who genuinely enjoy a good video game? And it's not a matter of "making a lot of money vs making no money", because Minecraft is already making MILLIONS just by EXISTING. You don't need to "market" anymore or anything- people will keep buying it.
If anything, at this rate, it will turn into World of Warcraft- where the continuous pandering will alienate your core userbase, and replace it with 12 year olds who have no ****ing sense of what's good. While it'll EXPLODE for a few years, it won't have NEAR the staying power it will- and eventually, something better will come out to dethrone it. Because there CAN be something better. BECAUSE YOU NEVER LET THE GAME REACH ITS FULL POTENTIAL.
And if you think "lol, mojang wont read this... you're wasting your time", the sad thing is, you're right. They WON'T. They won't listen to why their precious CREEPER SSSSsSSS DIAMONDS STEVE (: isn't liked by the rest of the gaming community. They'll only listen to mindless compliments and kudos by people who have no idea what they're talking about.
I can go on for hours- HOURS- on what they could add. I've already given plenty of suggestions- suggestions that many intelligent people agree with on some degree or another. The thing is, I don't need to. If this last bit- about not pandering to idiots- were to be considered and executed, everything else would fall into place. But at this point, I realize it's futile. The ideas won't get spread around. Even if my mod that I'm working on gets to be insanely successful, it won't be implemented. If it did, it'd get stripped of any and all good content, and put in as a zombified, watered-down, buggy mess. Because they would rather listen to ****ING REDDIT than any REMOTELY well thought-out idea that would upset 12 year old children with ADHD.
And that, ladies and gentlemen, is the core problem of what's wrong with Minecraft.
Some FAT's (Frequently Answered Things). If you want more detailed responses, read through the thread instead of being an ignorant shithead.
This rant/discussion is not about mods. This is about the vanilla game. More specifically, the vanilla survival mode, and how it could be better. If you want a more detailed answer, read through the thread.
"Minecraft is not an RPG."
The changes I'm proposing are not intended to turn it into an RPG in the slightest. If anything, they would turn it from a boring, tedious, grindy game (a signature of RPG's) into a unique, dynamic, and enjoyable game.
"Players should be given the choice to play the game exactly as they want to."
If you don't want to die, go play creative mode. If you want to build, go to creative mode. The option to "play as you want to" is there- why have a magical button that can make the game easier for you with a simple click? It's not necessary.
"The game is about building, not fighting."
Creative mode is for building. Just because survival mode lacks content doesn't mean it's "not about fighting". That just means it lacks content.
"The game is fine."
It isn't. If it were "fine", they wouldn't still be adding updates and fixing things. Even if it WERE fine, why can't it be better?
"Your changes are crap. They wouldn't make the game better."
Suggest better ones then! I highly encourage this.
Jul 19, 2011ZeppelinPosted in: WIP Mods
0.31 released! Leaves work again!
668,116 downloads! Woot!
Zeppelin is a mod you can use to fly ships around in the Minecraft world. It is not limited to the world grid, but can move freely in space.
An awesome runthrough by GNS.
My old, very old video:
New Zeppelin video from BigFatPolarBear
Aether compatible (was) - Watch Neth's awesome video
Install video brought to us by Mine123Crafter!
Nice video from Neth!
A great video brought to us by The Original Minecraft Mod Showcase (with some unfortunate crashes (which are now fixed!))
A nice video by thinwhiteduke89, shows how to craft the controller and steer a ship around.
Video from robbaz :
An interview (of me) done by killthenrun1
Courtesy of KensukeNL:
Note: This mod is BETA - There is a good chance it will crash, but is stable enough for people to use now. If you get a crash dump, please post what you were doing, and the crash log in this thread.
Create a craft controller block
Airship moves forward/back, up/down, and can turn. Ship moves forward/back and can turn. Elevator only goes up/down. Turntable only rotates.
Place this block on your 'ship'. The direction you place the block will determine the forward direction for the craft. Right click the block. The craft will be determined. If it is too large, you will get an error. Default max size is 1024 blocks.
Blocks that will not be accepted as part of a ship by default (you can change this - see configuration section):
- A few more random things like flowers and mushrooms
The following blocks will be included, but will not chain to other blocks when detecting a ship (you can change this - see configuration section):
- Minecart Rails
- Redstone Wire
- Redstone Repeaters
- Melon/Pumpkin Stem
- Lilly Pad
- Nether Wart
- *See config for exact list
8 Increase speed
2 Decrease speed
4 Rotate left
6 Rotate right
* Align to grid
You can configure the controls in your options.txt, see below.
You can control the ship as long as you are standing on it (or near it in some cases).
If you jump off while the ship is in motion, wave goodbye.
Right clicking the controller block will cause the ship to stop, realign to the world grid, and rejoin the world.
Create a compass block!
This compass is placed like a regular block, and will point Notch-North (towards the rising sun, at +X)
Any sign on an active craft will have the following string transforms done to each line.
#X# - The current X position of the controller.
#Y# - The current Y position of the controller.
#Z# - The current Z position of the controller.
#S# - The forward speed of the craft.
#A# - The current ascent rate of the craft.
#R# - The current rotation rate of the craft.
#H# - The current heading of the craft.
#C# - The ID of the craft.
Additional ideas for this are welcome!
A remote control for the Zeppelin controllers!
- Link a remote to a controller via right-clicking it when active.
- Right clicking anything else will tell you the craft it is linked to (message shown in screenshot above).
- If you have a remote in your hand, you can control the remote ship with the normal controls.
- If you are on a ship, and have a remote in your hand, you control the remote ship, and not then ship you are on, so you can make hanger doors and stuff without giving commands to both ships at once.
- #C# sign will tell you the ID of the ship.
- Remote linkages persist across saves.
- You can have multiple remotes for one craft.
mod_Zeppelin-client-18.104.22.168.31.zip (Adfly) MD5 A34F100C426EBA6711B6B20CDAE69C1D
*Installation of 0.31 requires you to extract wu.class from the mod_Zeppelin-client-22.214.171.124.31.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-126.96.36.199.31.zip (optional) (Adfly) MD5 65C039004BBCB61C10D548C4DB48D3F4
mod_Zeppelin-client-188.8.131.52.30.zip (Adfly) MD5 4E0CE98C9F8769FD3CE2831B94DA6694
*Installation of 0.30 requires you to extract wu.class from the mod_Zeppelin-client-184.108.40.206.30.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-220.127.116.11.30.zip (optional) (Adfly) MD5 65C039004BBCB61C10D548C4DB48D3F4
mod_Zeppelin-client-18.104.22.168.29.zip (Adfly) MD5 D9FE5CB97EA6208ECCE4CFC3FA91900E
*Installation of 0.29 requires you to extract wu.class from the mod_Zeppelin-client-22.214.171.124.29.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-126.96.36.199.29.zip (optional) (Adfly) MD5 5AF28E882A912B9625DD4F7BCF10D5DE
mod_Zeppelin-client-188.8.131.52.28.zip (Adfly) MD5 4567EFD6A9716E4A3FB688089F69A2BF
*Installation of 0.28 requires you to extract wq.class from the mod_Zeppelin-client-184.108.40.206.28.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-220.127.116.11.28.zip (optional) (Adfly) MD5 30A192F540BBEDE220EA753E591322FC
mod_Zeppelin-client-18.104.22.168.27.zip (Adfly) MD5 2DF0D9F80D24A933B9118AD303AD1344
*Installation of 0.27 requires you to extract wq.class from the mod_Zeppelin-client-22.214.171.124.27.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-126.96.36.199.27.zip (optional) (Adfly) MD5 30A192F540BBEDE220EA753E591322FC
mod_Zeppelin-client-188.8.131.52.26.zip (Adfly) MD5 5132FC0B102D6545B836F2F04F029FF8
*Installation of 0.26 requires you to extract vi.class from the mod_Zeppelin-client-184.108.40.206.26.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-220.127.116.11.26.zip (optional) (Adfly) MD5 2DCE55C39EABAC30BD81E917C900DC89
mod_Zeppelin-client-18.104.22.168.25.zip (Adfly) MD5 F0503DE667229A1C3DA9753BC95D5A23
*Installation of 0.25 requires you to extract vi.class from the mod_Zeppelin-client-22.214.171.124.25.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-126.96.36.199.25.zip (optional) (Adfly) MD5 2DCE55C39EABAC30BD81E917C900DC89
mod_Zeppelin-client-188.8.131.52.24.zip (Adfly) MD5 B1A18BB21672F88A2FCE23AB9E165B02
*Installation of 0.24 requires you to extract vi.class from the mod_Zeppelin-client-184.108.40.206.24.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-220.127.116.11.24.zip (optional) (Adfly) MD5 2DCE55C39EABAC30BD81E917C900DC89
mod_Zeppelin-client-18.104.22.168.23.zip (Adfly) MD5 C8313329348F64E31C7465981A16D1B0
*Installation of 0.23 requires you to extract c.class from the mod_Zeppelin-client-22.214.171.124.23.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-126.96.36.199.23.zip (optional) (Adfly) MD5 61F52602DE5A8C74F209D13A688A9B94
mod_Zeppelin-client-188.8.131.52.22.zip (Adfly) MD5 70F3FC8A28E563EB6381740CE16C96A9
*Installation of 0.22 requires you to extract c.class from the mod_Zeppelin-client-184.108.40.206.22.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-220.127.116.11.22.zip (optional) (Adfly) MD5 61F52602DE5A8C74F209D13A688A9B94
mod_Zeppelin-client-18.104.22.168.21.zip (Adfly) MD5 732AEDF971AD0780C4650714021BD5E1
*Installation of 0.21 requires you to extract c.class from the mod_Zeppelin-client-22.214.171.124.21.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-126.96.36.199.21.zip (optional) (Adfly) MD5 61F52602DE5A8C74F209D13A688A9B94
mod_Zeppelin-client-188.8.131.52.20.zip (Adfly) MD5 6B5ED7A456330ABA9ACA5D0C73B98BAC
*Installation of 0.20 requires you to extract c.class from the mod_Zeppelin-client-184.108.40.206.20.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-220.127.116.11.20.zip (optional) (Adfly) MD5 61F52602DE5A8C74F209D13A688A9B94
mod_Zeppelin-client-18.104.22.168.19.zip (Adfly) MD5 392803DB9E5AEAA1827E562F740A709A
*Installation of 0.19 requires you to extract c.class from the mod_Zeppelin-client-22.214.171.124.19.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-126.96.36.199.19.zip (optional) (Adfly) MD5 61F52602DE5A8C74F209D13A688A9B94
mod_Zeppelin-client-188.8.131.52.18.zip (Adfly) MD5 3A4867EEC6B203D9333BB28FDD90C9A8
*Installation of 0.18 requires you to extract rp.class from the mod_Zeppelin-client-184.108.40.206.18.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-220.127.116.11.18.zip (optional) (Adfly) MD5 E04CA4B70F36FC5D8185D31BDBCFEC57
mod_Zeppelin-client-18.104.22.168.17.zip (Adfly) MD5 E80F8CF16555FC3DF8F8D34538633E92
*Installation of 0.17 requires you to extract rp.class from the mod_Zeppelin-client-22.214.171.124.17.zip and place it in your minecraft.jar.
mod_Zeppelin-client-126.96.36.199.16.zip (Adfly) MD5 33BA77CE12C5B5089F720CA6191D4C4B
*Installation of 0.16 requires you to extract rp.class from the mod_Zeppelin-client-188.8.131.52.16.zip and place it in your minecraft.jar.
mod_Zeppelin-client-184.108.40.206.15.zip (Adfly) MD5 0F83936FF5E089BF72113ECCD3EB8FF3
*Installation of 0.15 requires you to extract rp.class from the mod_Zeppelin-client-220.127.116.11.15.zip and place it in your minecraft.jar.
mod_Zeppelin-client-18.104.22.168.14.zip (Adfly) MD5 EBBDD154AE97A3545DDA47287A45C148
*Installation of 0.14 requires you to extract rp.class from the mod_Zeppelin-client-22.214.171.124.14.zip and place it in your minecraft.jar.
mod_Zeppelin-client-126.96.36.199.13.zip (Adfly) MD5 5CB7DAECC9482C2904D3335F49541BC6
mod_Zeppelin-client-188.8.131.52.12.zip (Adfly) MD5 BEAF37139A090E5ED119BDC9A3E86AEA
mod_Zeppelin-client-184.108.40.206.11.zip (Adfly) MD5 CCDB6AFA0D4FAA84F6176FFB0822DF77
mod_Zeppelin-client-220.127.116.11.10.zip (Adfly) MD5 E6CE76FD85D45F5A367E06DD78252EE8
mod_Zeppelin-client-18.104.22.168.9.zip (Adfly) MD5 49AEAA09FE98279772BD4B6DEE6DE698
mod_Zeppelin-client-22.214.171.124.8.zip (Adfly) MD5 B2177D110C2DA1CCD5977E457FA22ACF
mod_Zeppelin-client-126.96.36.199.7.zip (Adfly) MD5 FE7091A1C52261DEC30D1252423114C3
mod_Zeppelin-client-188.8.131.52.6.zip (Adfly) MD5 3AC37D4A1C7B84FA48E3A54B99FA1C23
mod_Zeppelin-client-184.108.40.206.5.zip (Adfly) MD5 A209D259BB7AB1055605219CE5BA0871
mod_Zeppelin-client-220.127.116.11.4.zip (Adfly) MD5 7B0C974BC4997E75CD179502354D2B71
mod_Zeppelin-client-18.104.22.168.3.zip (Adfly) MD5 B424D36B6516DC2C86F032D49465A808
mod_Zeppelin-client-22.214.171.124.2.zip (Adfly) MD5 BCBB86C34DAD8481C23DB83718CC0516
mod_Zeppelin-client-126.96.36.199.1.zip (Adfly) MD5 34900889907507B3D327B420DD328124
This mod requires ModLoader!
- Install ModLoader
- Place Zeppelin-client-&--#60;version&--#62;.zip in the /mods/ folder.
- (0.14+ only) Extract the specified class from mod_Zeppelin-client.zip, and put it in your minecraft.jar
- (1.0.0 for Mac)
- Cart Mod
- CCTV (craft controls will fail)
The configuration file can be found in your minecraft folder under /config/mod_Zeppelin.cfg. If it does not exist it will be created at runtime. These configuration settings are currently implemented, along with their defaults:
block.controller.id = 195
This is the controller block ID
block.compass.id = 196
This is the compass block ID
zeppelin.max_craft_size = 1024
This is the maximum size the controller will attempt to detect. Larger craft are slower, so this depends on how fast your computer is.
zeppelin.disallowed_blocks = 1,2,3,8,9,10,11,12,13,30,31,32,37,38,39,40,51,52,59,78,79,87,88,90
A comma separated list of blocks the controller will skip when searching for a craft. See wiki for ID listing. Air and Bedrock are always skipped.
zeppelin.nofollow_blocks = 6,27,28,30,31,32,50,51,55,59,63,65,66,68,69,70,72,75,76,77,93,94,96,104,105,111,115
A comma separated list of blocks the controller will include, but not continue searching past. (think minecart rails on an elevator, you dont want to pick up the whole track, just the part on the elevator).
zeppelin.diagonal_connections = false
Allows diagonal search for the controller block. Do not connect your floors diagonally, you can fall out.
zeppelin.render_distance = 128
Max distance for rendering the ship. Do not increase unless you have a good reason.
zeppelin.accurate_player_on_craft = true
Selection of player detection method. True = new accurate method. False = old box method.
zeppelin.update_properties_on_mod_update = true
If true, config file will be updated when the mod updates.
zeppelin.print_flight_text = true
This can be used to disable the in-flight status text, if you only want to use the instrumentation signs.
zeppelin.keyboard_repeat_rate = 150
This is the value in milliseconds for the keyboard repeat rate (how often it presses when you hold it down). If you set this to 0, it works like it did prior to 0.22.
zeppelin.dynamic_lighting = false
Enable this for full lighting effects (light in real world will light up Zeppelin craft, Zeppelin will darken when entering caves)
zeppelin.minimal_sprites = false
Enable this so Zeppelin only uses 1 terrain sprite index for the controller.
The block rotation database is located in /config/MetaRotation/Vanilla.meta. If you would like to add rotation support for another block (ie buildcraft) you can create another .meta file in this directory, and it will be automatically included. If you create entries, please post them and I will add them to the section here so we can get a nice database going.
The following spoiler contains any MetaRotation data that people create for other mods. If you change the block ID, you will have to update it. But the : meta numbers will be the same. Take the chunks you want, and put them in a .meta file in your /config/MetaRotation/ directory.
; Map frame.
201:2 -&--#62; 201:4 -&--#62; 201:3 -&--#62; 201:5 -&--#62; 201:2
- Fixed crash with leaves and a few other blocks from 0.30
- 1.2.5 support!
- 1.2.4 support!
- Fixed dispensers firing fireballs sideways
- Fixed world height &--#62; 128 bug.
- Better dispenser action! Doesn't fire sideways anymore!
- Turrets and other 'stationary' entities should stop floating upwards.
- Works much better with Djoslin's cannonpowder mod.
- You can now set the compass or remote ID to -1 to disable them (therefore consuming no block IDs or sprites)
- Added minimal_sprites option for people strapped for terrain sprites.
- Signs rotate properly again.
- 1.2.3 support!
- Fixed crashes when removing blocks from bottom of craft.
- Added Netherrack and Soul Sand to default disallowed list.
- No more getting pulled off the ship.
- Readdition of the dynamic_lighting config option. Enable this to get full lighting effects (torches/etc in the world will light up Zeppelins as they move past).
- Some alignment issues fixed.
- Several optimizations for large craft.
- Redstone signals should propagate better on ships.
- Rejoining world should no longer drop you through the floor.
- 1.1 Support!
- Fixed grabby ships (accurate player detection)
- Dispensers fire! But dispensers can't be broken in flight, and you can't use their inventory in flight.
- Improved world faking.
- Fixed keypresses incrementing by 2 when first pressing.
- You can now hold down multiple keys.
- You should no longer get a broken stack in your inventory when placing the last item in a stack.
- You should no longer be able to place a block where there is already a smaller block.
- Dispensers should no longer fire two items at once. This should also fix some other bugs with pistons.
- You can now hold down keys instead of having to press every time.
- Added configurable repeat rate for keys.
- Huge mushrooms actually work this time.
- Fixed vines and leaves crashing ship.
- Fixed buttons not rotating
- Fixed player moving too fast when ship is in motion.
- Fixed player moving slow and wierd when ship is in motion.
- Fixed some disappearing (I hope).
- Added huge mushroom rotation data.
- Fixed torches and doors crashing ship.
- Fixed signs not rendering.
- Fixed some of TMI's issues (still has extra Unnamed blocks)
- Fixed stack overflow when placing items sometimes.
- Added config option for remote item ID.
- 1.0.0 support!
- Remote control added. See OP for details.
- Several crashes fixed.
- Added #C# for identification of craft.
- Optional guiControls download to fix the "Done" button in controls. (NOT REQUIRED to play zeppelin)
- Sounds work again.
- You should no longer get glued to blocks.
- Controller should no longer get stuck activated.
- Sign instrumentation panels added! See op.
- Config added to turn off in flight text if you only want to use instrumentation.
- Compass block added! See op.
- Several acheivements and statistics added.
- Y_limit removed and detected automatically instead.
- Crafts are more 'grabby' and should prevent you from falling off as much.
- Craft will no longer align to grid if this would cause them to clip inside other blocks.
- Furnaces work.
- Pistons work as long as they are above the controller Y.
- Many other mod blocks will maintain state now, but are non-interactable.
- Ships should no longer disappear.
- Saplings and other small objects should no longer crash the game when attached to a craft.
- Redstone breaks in one hit, no longer shows tnt texture.
- Craft can be deactivated with redstone.
- All .meta files in /.minecraft/ are now found and included.
- .meta entries found in files override vanilla ones.
- Clicking on a ship with no item in your hand will no longer crash the game.
- Improved rotation collisions
- Added vanilla rotation for rails and vines
- Fixed issue with blocks forgetting metadata when destroyed
- No-follow blocks config introduced.
- Correct amount of items is dropped when destroying a block.
- Chests now have 1.8 animations, and no longer lose contents.
- Signs keep text
- New turntable controller added!
- Crafts now collide when rotating instead of noclipping into objects.
- Fixed crash with saplings/grass/mushrooms
- Support for custom rotation data
- 1.8.1 support!
- You can place blocks on active craft
- Craft no longer twitches
- Paintings don't fall off
- Improved collisions and general position detection for many things
- Major FPS improvements
- Craft which are too large now say how many blocks were detected (up to 8*max size)
- Redstone support!
- Cakes, beds, slowsand and farmland collide (almost) correctly. Beds and cakes now work.
- Block max damage now based on hardness (and breaking animations!)
- Improved craft detect option
- Added config option for craft detect method
- Improved grabbing and collision.
- Visible selection box
- Most tile entities will retain their data now
- Added render distance config option.
- Rewrote render class to use built in minecraft calls.
- Pistons and dispensers now retain their orientation and inventory (dispensers) during flight.
- Craft-Craft collisions disabled in favour of faster game. This will be fixed in the future.
- Half-bed and Half-door bug should be fixed.
- Craft duplication should be fixed.
- "Craft Controller" split into three blocks. Airship Controller, Ship Controller, Elevator Controller. See recipes above.
- New crafting recipes for the three blocks.
- Added reverse speed of -1.
- Speed changed to range from -1 to 20 (old 10 is the new 20).
- Workbenches work during flight.
- Chests work during flight, and across saves.
- Fixed stair direction rendering.
- Fixed fence rendering thanks to nudurandal!
- Added / to beginning of texture path to support re-texturing.
- Align to grid no longer stops the craft.
- Added config option for diagonal connections.
- Added config option for upper Y limit.
- TNT no longer crashes the game.
- Align to grid will now align entities on the ship as well.
- Players should no longer fall through the blocks.
- Items should no longer duplicate.
- Stairs collide like slabs for now.
- The controller will no longer cause a stack overflow if it hits lava.
- Craft will now ascend with items on board (dropped items or minecarts/boats)
- Craft are less 'grabby' about players near them.
- Controller block rotation fixed (again).
- Controller block can be activated via redstone signals.
- Blocks on active craft can be attacked and destroyed. This means they are vulnerable to all attacks, player, TNT, arrows, etc.
- TNT can be activated with right click when part of a craft.
- Slabs work
- Rotation of blocks! The following blocks rotate correctly:
- Stairs (wrong while flying, correct when reentering the world)
- Signs (on walls) (still get erased)
- Redstone repeaters
- Holes should no longer appear in craft when returning to the grid &--#62;.&--#62;
- Configuration option - zeppelin.default_lighting - can be used to disable lighting on craft to speed up rendering. See op.
- Active craft now save across sessions! Yay!
- Controller block is activated and deactivated with right click. It no longer auto-destroys.
- Default block ID changed to 195 to better fit with Aether.
- Fixed the player shifting when ship is rotating.
- Implemented directional controller block. The placement of the block determines the front of the craft.
- New controller block texture, brough to us by Aoefanatic! Thanks!
- Some optimizations to make things a bit faster
- Configuration file for settings now in /config/mod_Zeppelin.cfg. See configuration section for details.
- Removed cobblestone from disallowed list
- Fixed renderCraftEntity:28 crashes
- Removed ModLoaderMP requirement
- Increased maximum craft size to 1024
- Torches/Doors/Ladders etc no longer crash. They are invisble and non-collidable on active craft, but successfully reintegrate when the craft rejoins the world.
- Initial release
- You can walk through walls sometimes
- Pistons only work if they are higher than the controller.
Torches emit no light, neither does glowstone.
- Players can sometimes fail to collide horizontally with blocks when the ship is rotating
- Bounding boxes are grid aligned even during rotation.
- Water is crazy. Stay away from it. Submarines are not possible yet.
- Pressure plates do not power redstone.
Controller disappears randomly. Placing a block causes it to reappear. Ship can vanish and disappear at a previous location. Signs not rotating properly. Issues with redstone signal propagation through repeaters
- Creative doesn't work properly.
- Ships consume fuel (configurable)
- Crashing the ship at high speed will cause blocks to break
- Larger ships are slower to accelerate and turn (configurable?)
- More complicated (and expensive) recipe
Q: What is the block ID for the controller?
A: Block ID 195 by default in version 0.5 and higher (165 for 0.1 through 0.4).
Q: How can I change the controls?
A: Either use the in game control editor, or edit the options.txt in your .minecraft folder (Start-&--#62;Run-&--#62;%appdata%/.minecraft/). The numbers for the keys are scancodes, which you can find here. Minecraft's config.txt requires DECIMAL scancodes. NOT hex. Picture!
Here's a different control scheme based on arrow keys, pgup/pgdn, home/end.
Q: But the "Done" button is in the way! How can I change the controls in game?
A: Download the guiControls fix in the Downloads section. Put the file in your minecraft.jar, and then the "Done" button will move when you resize the window.
Q: I can only move up and down! Help!
A: Make sure your NUMLOCK is on! If you don't know what that is, google it!
Q: I get a black screen and no crash dump, what can I do?
A: If you get the black screen with no error, create the following batch file file (or put it in your start-&--#62;run)
java -Xms512m -Xmx1024m -cp "%APPDATA%\.minecraft\bin\minecraft.jar;%APPDATA%\.minecraft\bin\jinput.jar;%APPDATA%\.minecraft\bin\lwjgl.jar;%APPDATA%\.minecraft\bin\lwjgl_util.jar" -Djava.library.path="%APPDATA%\.minecraft\bin\natives" net.minecraft.client.Minecraft
You should now get a command prompt with all the java messages, and minecraft should start. When it crashes, this window should have your stacktrace.
Q: Why can't I use block X?
A: You can try! See the configuration section above.
Q: Aether/modblah doesn't work!
A: Check for a block ID conflict in your modloader.txt
Q: I have an error report that says "avax.imageio.IIOException: Error reading PNG metadata"
A: Make sure you have the latest version of java. If that still doesn't fix it, post the error report.
Q: Can you make a Bukkit / Spout version?
A: No. SMP will be ModloaderMP.
Q: Can you make this compatible with MineCraft Forge?
A: It is compatible! Zeppelin is not dependent on forge, but will work alongside any forge mod you have.
Q: Where is OPTIONS.txt?
A: In the %APPDATA%/.minecraft/ folder on windows, or in &--#60;user&--#62;/Library/Application Support/minecraft for OS X.
Q: I can't find the controller in creative mode!
A: Creative is not supported yet. You can probably craft the controller like normal, but I don't know if it will fly.
Q: My question wasn't in here!
A: Make a post! Start it with 'I read the OP but...' and please state what version of the mod you are having issues with. If you ask a question that was answered in this post, I will not answer you!
Zeppelin ( "the software" )
Copyright © 2011, Patrick "blakmajik" Wilkerson ( "the copyright holders" )
All rights reserved.
E-Mail: &--#60;[email protected]&--#62;
Due to the copyright notation of Mojang AB, the copyright holders of minecraft, any modification is the intellectual property of the authors of the modification, as long as you don´t mark original modified or non modified minecraft files as your own.
See also: http://minecraft.net/copyright.jsp
"Decompilation" means the translation of binary forms of the software into source forms of the software with or without the help of programs (including, but not limited to, decompilers).
1. The use of the software in binary forms without any modification is permitted.
1.1 Copying the software in binary forms without any modification for private purposes is permitted. Do not publish without a written permission of the copyright holders.
2. Redistribution of the software in source or binary forms, with or without modification, is only permitted with a written permission by the copyright holders.
3. Modification of the software in source or binary forms is only permitted with a written permission by the copyright holders.
4. Reading the source code of the software is only permitted with a written permission by the copyright holders or a special permission.
4.1 A special permission is automatically achieved, when the usage of the source code of the software is only for private, non commercial, reference purposes. (Including, but not limited to, learning, inspiration)
4.2 Copying the source code of the software is only permitted with a written permission by the copyright holders.
5. Decompilation of the binary files of the software is only permitted with a written permission by the copyright holders or a special permission.
5.1 A special permission is automatically achieved, when the usage of the decompiled source code is only for private, non commercial, reference purposes. (Including, but not limited to, learning, inspiration)
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Mar 4, 2012ags131 posted a message on [1.1][Whitelist] Creative server! Let's code! [ComputerCraft][Mature community]* In game name: ags131Posted in: PC Servers
* Age (minimum 12 years): 18
* Screenshot/world save/text file/anything that shows
that you know programming:
Heres a website I coded with HTML, CSS, and PHP. (Its no longer being worked on as of a few weeks ago) http://mcags.com/mcags/
Heres a Minecraft client I am writing that is capable of connecting to offline mode servers. So far it functions as a basic chat bot. https://github.com/a...necraftLibrary/
I've done some Lua coding in Roblox a few years ago and Love2D more recently.
* Additional anything:
Been programming for about 9 years and have used 8+ languages. (Several variations of basic, Lua, C#, A small amount of Java, HTML, ASP, PHP (With MySQL), and maybe more that Ive forgotten.
Also, Im currently in college for Computer Engineering, One of my current classes is C++.
Some C++ code: (Its actually the code I wrote for a Lab Exam)
using namespace std;
const double PI=3.14159;
cout << "This program will calculate the area of a circle." << endl;
cout << "Please enter a radius:(enter -1 to exit) ";
cin >> radius;
if(radius <= 0)
cout << "Number must be greater than 0!" << endl';
cout << "Area is: " << (PI*(radius*radius)) << endl;
} while (radius != -1);
//My method of pausing since I dont use VC++ (I use Code::Blocks)
cout << "Press Enter to continue...";
Sep 4, 2011Info before you read: This is to be part of a series of complete biome overhauls. As the name implies, the biomes will be almost completely overhauled: with many new mobs and several blocks added to give a reason for exploration and adventure that 1.8 couldn't really provide. For example: you plan to enter the Nether, but always seem to burn to death. You've got to track through the hot desert in order to find a material you'll need for a potion of fire resistance. Maybe you're the kind of person that hates going to retrieve items and/or XP when you kill mobs from a distance? Why not track down a Falcon in the Grasslands and attempt to tame it?Posted in: Suggestions
I know this has been done a million times before, but this is the first time we've received information about one single biome. Unless you've been living under a rock, you've seen the new picture that Notch released of the swamp biome.
Unfortunately, the biome is lacking in many ways. While I'm sure Notch will continue to improve upon this "swamp" in the future, I've decided to make a topic dedicated to improving the swamp, and only the swamp.
Here are some images of a decent swamp, created by a user from Reddit.
Although the tree coverage isn't quite as dense as I would like, already several improvements have been made over Notch's version.
* Forced fog
* Greenish, murky water
* Larger and taller trees
* Much more abundant foliage (tall grass and shrubs)
Let's take a look at some of the new blocks that can be found in the swamp.
Mud is basically the Overworld equivalent of Soul Sand. It's sticky and slows you down about 20%, and your feet sink into it. This block, by itself, is generated near the watery areas of the swamp, on the edges and under the water itself. Grass grows on Mud that is not within 4 blocks of water, so there's absolutely no regular dirt in the Swamp.
Tar is the big, deadly brother of Mud. It's much rarer, but sinking into it gives a good possibility of dying. It spreads about as slow as Lava, but most of the time it just generates in non-moving pools. If you place a block in the tar, there's a small chance that some bones will pop out as the tar disappears.
Generic Swamp Plant
It's a generic swamp plant. Really, what do you expect? This plant has 2 possible sprites, which are randomized when it generates.
Here you can see a picture of some cattails and other plants found near a small pond. More on these later!
Now, you're probably asking "What about the new animals and monsters that live here?" Well, I'm getting to that.
What's a swamp without the stereotypical alligator? This creature can be found lurking in water that is at least two blocks deep. With the murky water, it's extremely hard to see this creature. Once you get within 4 blocks of the water it's hiding in, it will pop up and attempt to rip you apart.
Speed: Fast for the first five seconds of aggression, then Normal
Damage: 2 on Easy, 3 on Normal, 4 on Hard.
Spawns: Under water that is at least 2 blocks deep
Used to make Alligator Skin armor, which provides the protection of leather, but a constant speed boost of 10%. Also used to make a Satchel, which can store 8 extra items at the price of one inventory slot.
A creepy floating monster composed mostly of swamp matter and stringy bits of plants. Once spawned, it patrols in a circle-shaped radius around its spawn point. When it spies the player, it will shoot out a special green fire that won't burn trees, but it will hurt you.
Health: 20, takes half damage from melee weapons but double from arrows.
Speed: Very Fast
Damage: 2 on Easy, 2 1/2 on Normal, 3 on Hard
Spawns: In dark areas of the swamp.
Drops: 2-5 Mushrooms, 1-3 Generic Swamp Plant
A rare chance of dropping Frayed Vines, which are combined with gunpowder and generic swamp plants to make Swampfire! It deals green fire damage to nearby mobs, regardless of whether they are in water or not.
A disgusting, oozing monster made entirely out of gas. It's immune to everything but fire, and will attempt to suffocate the player.
Health: Almost instantly killed with Flint and Steel or Torches, immune to any other form of damage.
Damage: 1 heart/second on Easy and Normal, 2 heart/second on Hard.
Spawns: Near coal in the swamp biome only.
Drops: 2-4 Tar Blocks, 0-5 Coal, 2-3 Flint
A terrifying creature indeed: putting your crosshair close to this creature will cause you to become completely immobilized for several seconds. You'll have to find ways to combat this creature without looking at it!
Note: The Aether mod creators used THEIR OWN VERSION of this creature for their mod. This is the original version made by Firehazurd.
Damage: 1 on Easy, 2 on Normal, 2 1/2 on Hard
Spawns: On Mud or Grass in the swamp biome at night.
Drops: 3-4 Cockatrice Feather, used to make a special arrow that stuns mobs for several seconds.
Well, nasty things that want to kill you are wonderful: but are there no peaceful creatures in the swamp? Yup, we got that too.
A large but passive creature, the Mud Crawler is typically found in groups of 2 or 3 near mud and water. They bask in the sun, occasionally sliding into the water and swimming around. If approached, they make loud bellowing sounds and back away. If attacked, they stir up a large dust cloud to escape into the mud or water.
Spawns: on Mud
Drops: 3-4 Mud Blocks, 0-2 Generic Swamp Plant
Swamps are infamous for having lots of insect life. In Minecraft, even the spiders are giant- so why not crickets? These little buggers (HA HA HA) are the swamp equivalent of pigs: they're common and a good source of food. They can also be tamed.
Spawns: on Grass
Drops: 1-2 Juicy Cricket Leg
Taming: Once given 4-5 Cattails, they will follow you around. They can be told to stay, and will occasionally drop Cricket Eggs, which heal 1 heart but can be stacked up to 64.
A gigantic caterpillar. If it "feeds" on Milkweed plants (doesn't actually consume the block, but walks over it for a bit and then moves on) it will drop Sticky Sap. This item can be eaten to heal 3 hunger points, but it takes a total of 5 seconds to eat. It's really only for those times when you don't want to waste food.
Spawns: On Grass
Drops: 10-15 Leaves
A note about the new mobs: If you're going to complain about the amount of creatures added in this topic, keep in mind that none of the normal mobs will spawn here. No creepers, no skeletons, no pigs. However, the zombie remains, but its skin is replaced with this:
If you're still uptight about the amount of content for the swamp biome, I will be making other topics for the rest of the biomes, as well.
New Dungeon Type: Overgrown Dungeon
New Feature: Herbalism
[Pictures Removed for Now]
A grand total of six new plants can be found in the swamp biome! Most of these can only be found in this biome.
The Herbalism feature has mostly been merged with Alchemy. The only major difference between the two is that plants can be found in all biomes (not just a few scattered ingredients that drop from certain mobs) and must be crafted in a mortar and pestle.
Herbalism also allows you to make potions using alternate ingredients, or even potions that you couldn't get any other way (potion of lightness, potion of endurance, potion of defense.)
New Feature: Spider Caves
As of this suggestion, there will no longer be normal caves in the Swamp Biome: rather, they are Spider Caves. These Spider Caves are basically slightly smaller caverns with lots of webs around. All stone in the caves are covered with webbing, making them harder to mine, but also having a chance of giving you string or web. Only spiders and small centipedes, which climb on walls, spawn in these caves, and mostly gold and iron can be found here. There are also several scattered chests that are covered with webs, and contain loot of fallen adventurers.
[Picture to be Added]
Total list of other tweaks and changes:
* Sand no longer generates in the swamp, and is replaced by Mud.
* Trees can and will generate in the water.
* Logs can generate on the ground, representing a "fallen log."
* Coal is three times as common here, and other ores are about twice as common.
* Fog is forced to the Tiny render distance.
* Water color is a dark, murky green/brown.
* All caves in the biome are Spider Caves (to be added soon!)
Daveyx0 for the Alligator, Cricket, and Caterpillar models and textures
Check the topic out here
GreyAcumen for the original Satchel idea and texture
charle88 for the Tar Block, Floating Flamme, Shallowbreath, and Mud Crawler suggestions. Check out those topics here.
Firehazurd for the Cockatrice Suggestion.
Rhodox for the Generic Swamp Plant, Lily Pad, and Cattail textures.
Multisensory for the first swamp images.
The team currently consists of:
Equeon: me. The creator of this topic.
Futil: the awesome mob creator.
RealSurge: the texturer.
AdventurerOK: the coder / partly texturer.
If you support, put this in your signature!
Herbalism textures are done, and that only leaves two parts left before the topic is done. The mod may take some more time, but with a basic generation and most sprites made, it shouldn't be long before a basic version is made!
Also, to the people who see this suggestion: please post your thoughts, comments, improvements, dislikes.
Dec 26, 2011The creator of ComputerCraft has recently allowed me to make this thread for the ComputerCraft Program Library.Posted in: Mods Discussion
Link to ComputerCraft:
MOVED TO THIS FORUM
It adds a password to get into the OS.
The default password is cheese. Changeable once you login by saying edit startup. Supports startup Sounds. Hydrogen's original lock was a base, edited and optomised by me...
Password Protected Terminals by streetstar5
Security Lock by streetstar5
You will have to rename it when it downloads."
Acts as a door lock.
Can't put code until someone tells me how to make spoilers... You will have to rename the file once downloaded."
GameAPI by VertexBeta
Used to create 2D Ascii-Style games.
Download Link/Copy of code: http://pastebin.com/5WX5GjAM
Basic Calculator by PokerPop
Calculator by streetstar5
print("Welcome to the calculator!")
print ("Please choose one of the four option: for addition type '+', for abstraction type '-', for multiplication type '*' and for division type '/'.")
calc_q = read()
print("Put your first number here: ")
number1 = read()
print("Put your second number here: ")
number2 = read()
if calc_q == "+" then
etaresult = number1+number2
print("The result is: ")
elseif calc_q == "-" then
result = number1-number2
print("The result is: ")
elseif calc_q == "*" then
result = number1*number2
print("The result is: ")
elseif calc_q == "/" then
result = number1/number2
print("The result is: ")
else print("You put the wrong operation!")
print("If you want to use the calculator again, press enter. If you want to exit the program, type 'exit'")
continue_q = read()
until (continue_q == "exit")
print("Thank you for usining Pop's calculator!")
End of calculator
local num1 = 0 local num2 = 0 function add() write "Enter your first digit: " num1 = read() write "Enter your second digit: " num2 = read() print ("Answer: "..(num1+num2)) end function subtract() write "Enter the digit you are subtracting from: " num1 = read() write "Enter the digit you are subtracting by: " num2 = read() print ("Answer: "..(num1-num2)) end function multiply() write "Enter your first digit: " num1 = read() write "Enter your second digit: " num2 = read() print ("Answer: "..(num1*num2)) end function divide() write "Enter the quotient: " num1 = read() write "Enter the dividend: " num2 = read() print ("Answer: "..(num1/num2)) end print "Microsoft Calculator 1.3 \nPlease choose one of the 4 options: \nAdd: '+', Subtract: '-', \nMultipy: '*' and Divide: '/'\nTo exit, type quit" while true do operation = read() if operation == "+" then print("ADDITION") add() elseif operation == "-" then print("SUBTRACTION") subtract() elseif operation == "*" then print("MULTIPLICATION") multiply() elseif operation == "/" then print("DIVISION") divide() elseif operation == "quit" then break else write (operation.." is not a mathmatical or logicial.\nMath is my only language, \nso speak that!: ") print("If you want to use the calculator again, press enter. \nIf you want to exit the program, type 'quit'") end end
Dec 26, 2011Posted in: Minecraft ModsQuote from iced199
One Suggestion. Make the recipe harder. Its way too simple and cheap. Other than that, my life is complete.
You can always throw away some diamonds or gold every time you make one... seems to me the primary difficulty is right where it's supposed to be - in the programming.
Dec 21, 2011I normally wouldn't respond, but there seems to be a new thread like this everyday. In a nutshell, it is not the game, it is you.Posted in: 1.0 Update Discussion
Every game has a honeymoon, well the honeymoon is over, the cat is out of the bag so to speak. There is not going to be a hundred updates coming on the horizon, there never was gonna be. If you ask me I can't believe Notch made it this far, I mean this is a long time to be playing around with a game, that really doesn't have an end.
The man was able to come up with this very unique and interesting game, now it is time for him to move on and leave this in capable hands, so he can go make another unique and interesting game.
If you need over stimulation, then maybe minecraft is not the game for you. Even if you play creative mode, you still have to be imaginative, and that is where your excitement has to come from, you, not the game. I have been playing this game since Alpha, it is amazing how much it really has changed, but it is also amazing at how much it hasn't changed. Here are the basics, you build, you kill, you mine, and now you can make potions, or enchant. They are all the same basic thing, nothing has truly changed, so I love to play this game, because I find new ways to do all those things, I invent clever things to make life in the game easier, I go off on adventures once in a while to keep spice in the marriage. That is it, the game is going to be what it is, just like every other game out there.
When I was a kid, and you had to go to the arcade to play games you picked a couple of favorites, and you stuck to them and got good at them. Only then would you move on to something different. Seems like nowadays everyone has to have a new game every week, I mean, you don't even really get to learn game dynamics that way, maybe you don't even see what the game really is that way. Think of it(for those of you who have played rpgs)like this, if you played Phantasy Star, or Final Fantasy say 7, what could you possibly accomplish in a month? I have accomplished some things I want to do in this game, but I just come up with new challenges so I always have something to accomplish. If I happen to not want to play it, I will play one of the other games I happen to play.
Well, this could go on and on, but I just wanted to say a few words, food for thought lets just say.
Dec 16, 20111. If it were made more difficult, then there would be constant threads about it being too hard.Posted in: 1.0 Update Discussion
2. There are almost certainly mods which will add more challenge to the game.
3. Jeb can do the most good by focusing on the localization, mod API, and serious game-breaking bugs first.
Dec 4, 2011Hello, I am Patrick Star, here with an important announcement. I will be running for the 2012 presidency. I know this may come as a shock to you, as I am already employed as an actor in the hit kids TV show, Spongebob Square Pants, but I reassure you I am running.Posted in: General Off Topic
“Lets just take our problems, and push them some were else”
This is the time to think about getting rid of our problems. With our stance on pressing issues, we will get things done.
We are not Democrat, nor Republican. We aren’t independent either. We took all those problems, and push them some were else! We are the Bikini Bottom party, and we are looking to be elected in 2012.
My plan on foreign policy is to take it, and push it some were else. This is why we are now out sourcing all our foreign policy jobs to Mexico!
Gun control? We got a fix. We drag a magnet over the entire country, picking up all the guns, and push the huge magnets, with the guns attached, to Mexico. Its their problem!
Other candidates are a problem to me, but you know what I do to problems? I take them, and push them some were else. Some people would call this a problem, but I call it problem solving.
But now, onto more pressing issues.
Childhood obesity is a big problem to me. In fact, I have cut down a lot of my weight since I began to run! This issue needs resolving, for the childrens sake. My time working in child entertainment, I have noticed they use simple processes to get rid of problems. I will simply take all our unhealthy food, and push it to Mexico.
Many people believe that my views are unconstitutional. Can you guess what I did with the constitution? I will push it some were else.
Many people have criticized my policies, saying it is ultimately going to create a super police state. I see them as problems, and have pushed them some were else.
If you want to talk about my policies, please feel free to be pushed into Mexico, because I see people who question government as problems.
Remember, Patrick Star for President! We will take all the problems, and PUSH them some were else. That is my motto, so it is now your motto, because if its not, that’s a problem.
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