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Jan 2, 2015MrClayMinnow posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)Mithion, we greatly appreciate it. In my opinion this is one of those epic game changing mods.Posted in: Minecraft Mods
Jul 13, 2014MrClayMinnow posted a message on Tall Worlds Mod - Raising the world height cap without causing lagMan when you release this it is going to be epic. Can't wait and good luckPosted in: WIP Mods
Jul 6, 2014MrClayMinnow posted a message on Survival Overhaul Mod [Not released yet] - We're looking for experienced coders!This mod is not dead it is very much alive and every one is concentrating really hard on coding at the moment.Posted in: Requests / Ideas For Mods
so please be patient. We did hit a bit of a bump there for a bit but every thing and every one is back and working better then ever.
Apr 19, 2014I am sorry if this has been answered already but have you figured out how to get ores from other mods to have the background of UBC stones.Posted in: Minecraft Mods
I ask this because I am working on a mod team
(I know that at the time of this posting that it says that we will not be using forge but that has changed it will be forge)
and we wish to have our mod work with yours. It is just that we want a seamless collaboration between our mod and any others mod that we put in the compatibility list. One of the guys suggested that if you could some how look at all six sides of the ore the stone that shows up the most would be the one that the ore will gets an over lay for.
Apr 12, 2014MrClayMinnow posted a message on Survival Overhaul Mod [Not released yet] - We're looking for experienced coders!Posted in: Requests / Ideas For ModsQuote from JoNax_97
I actually do; water will be vital for you and your animals, as well as a power source. Making water finite forces you to collect water for drinking, and to put your water mill on a real river, not alongside a source block inside your house...
I think this will require adding something like water barrals or some type of water collection item and be able to collect rain water. ah and have rain water some how able to fill in small holes in the ground making water blocks.
Mar 31, 2014MrClayMinnow posted a message on Mod Idea Contest: Your Idea For A Mod May Become RealityI have been looking for a mod that add structures to the minecraft world things like old farm houses, ruined villages, beaten down castles, swamp towers, grave yards things of this nature.There are a lot of structure mods out there but most of them add spawners to there ruins I would like just ruins with out spawners.Posted in: Requests / Ideas For Mods
Mar 27, 2014OK I think this idea should be fairly simple and easy.Posted in: Requests / Ideas For Mods
some time now I have been wishing for a way to find crafting recipes in game. I know NEI shows you the recipes but to me this feels like cheating and going on line to look up these crafting recipes is a pain and still feel a little like cheating so I figured why not have a mod that will have books with short stories and crafting recipes in them. have these book be found in dungeon chests and chest from other mods. Just last night I had a thought what if some one wants to have a story of there own and be able to have it spawn in there world. So I think if you decide to do this you could make it so that the mod is actually a "blank slate" or no prewritten books were people can go into the config and write there own books that can be found through out the world and if they want they could post their books (stories) on a thread to be used by any one who wants to.
I know that the idea of recipe books is fairly simple but finding then inputting the recipes (from mods as well) would take quit a while and that is why I suggested the "plank slate" part. Give me the part where I can write the stories/recipes and I will do the bothersome task of looking them up and inputting them.
Mar 18, 2014once harvest craft has been updated I only have two more mods I am waiting on before I start playing in 1.7.2. Can't wait.Posted in: Minecraft Mods
With that said I do not and am not planing on using NEI (not enough items) and constantly looking up crafting recipes almost feels like cheating a little. So... I know you are busy but I was wondering if sometime you can make a mod were your crafting recipes are written in books that can be found in chests all over the minecraft world. I think this would add a new reason to go exploring and make it feel as if I earned the new recipe.
If you don't think you will I understand and thank you for making harvest craft. It is one of several mod I now use that I won't play with out any more.
Mar 3, 2014well I am looking for some one to do a new custom mob spawner.Posted in: Requests / Ideas For Mods
The main thing is I want to be able to have hostile mobs spawning even during the day but with the way that they spawn now I tend to get swamped by hostiles before I even have a chance to get my new world/s started.
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Dec 28, 2011RusticRedemption posted a message on [x64][1.15.X] Ovo's Rustic Pack: Redemption v1.7 WIP [Updated: 2020-02-20]Posted in: Resource PacksNOTE: Do not send PMs to the RusticRedemption Account, instead just post in the topic.
This is the continuation thread for Ovo's rustic pack, now slowly being completed by the community. We will try to keep this post updated as people submit textures. Find Ovo's original post HERE! All PMC traffic has been redirect to this thread. Ovo has let me know that he is currently done working on textures for good, along with playing Minecraft. However, he did say that he will try keep his PMC page updated with what we release.
Add-On packsTo install, add the zip to the resource pack folder, and activate it in Minecraft! (Optifine required)
Shader FilesNormalmaps and speculars for use with shader packs
Block ModelsAdditional models and textures for various blocks in minecraft.
Get it Here!
CTM & Random Mobs
Extra connected textures for many blocks, random & biome-specific mobs:Get it Here!
CTM Shader files add-on: Get it Here!
Ovo's Classic GUIAn older style UI for people who do not like the current UI - WIPv1.1 for 1.10.X ~ LoardVader
Ovo's Transparent GUIA transparent UI style for epople who do not like any of the other styles. - WIPv1.1 for 1.10.X ~ LoardVader
1.6.X - 2019-07-28
Change log 1.6.4 - 1.14.X [Update brought to you by Takkantis]
- Recipe_Book.png UP
- Anvil.png UP
- Blast_Furnace.png UP
- Brewing_Stand.png UP
- Crafting_Table.png UP
- Dispenser.png UP
- Enchanting_Table.png UP
- Furnace.png UP
- Generic_54.png UP
- Hopper.png UP
- Horse.png UP
- Inventory.png UP
- Shulker_Box.png UP
- Villager2.png UP (incomplete)
- Advancements.png UP
were packed in with the gui images, so i separated them and then reworked them.
- Absorption.png UP
- Blindness.png UP
- Fire Resistance.png UP
- Haste.png UP
- Hunter.png UP
- Invisibility.png UP
- Jump Boost.png UP
- Levitation.png UP
- Luck.png UP
- Mining Fatigue.png UP
- Nausea.png UP
- Night Vision.png UP
- Poison.png UP
- Regeneration.png UP
- Resistance.png UP
- Slow Falling.png UP
- Slowness.png UP
- Speed.png UP
- Strength.png UP
- Unluck.png UP
- Water Breathing.png UP
- Weakness.png UP
- Wither.png UP
(Most particles were just transferred from the single image they were all in, to multiple images except a few so I'm just going to list the ones i directly changed or created.)
- Bubble.png UP
- Damage.png UP
- Effect 0-7 (made a mix of ovo's particle and a remade version of the default)
- Heart.png UP
- Lava UP
- Fishing Hook (Technically an entity now, but was in the particle image.)
- Cod_Bucket.png ++
- empty_armor_slot_boots.png UP
- empty_armor_slot_chestplate.png UP
- empty_armor_slot_helmet.png UP
- empty_armor_slot_leggings.png UP
- empty_armor_slot_Shield.png UP
- End_Crystal.png ++
- Iron_Nugget.png UP
- Phantom_Membrane.png ++
- Pufferfish_Bucket.png ++
- Salmon_Bucket.png ++
- Tropical_Fish_Bucket.png ++
\Paintings\ (just converted from a singular image to individual images.)
- Rain.png UP
(slightly edited to make the rain lighter and tried to avoid getting those gutter streams.)
Change log 1.6.2 - 1.14.X
Added & Updated Textures (++ = Added | UP = Updated)
-xxx_dye [Takkantis] ++/UP
-observer_back.png [Takkantis] ++
-observer_back_on.png [Takkantis] ++
-observer_front.png [Takkantis] ++
-observer_side.png [Takkantis] ++
-observer_top.png [Takkantis] ++
-birch_trapdoor.png [Takkantis] ++
-oak_trapdoor.png [Takkantis] ++
-dark_oak_trapdoor.png [Takkantis] ++
-jungle_trapdoor.png [Takkantis] ++
-spruce_trapdoor.png [Takkantis] ++
-acacia_trapdoor.png [Takkantis] ++
-jungle_door_top.png [Takkantis] UP
-acacia_door_bottom.png [Takkantis] UP
-acacia_door_top.png [Takkantis] UP
-jungle_door_bottom.png [Takkantis] UP
-acacia.png [Takkantis] ++
-birch.png [Takkantis] ++
-dark_oak.png [Takkantis] ++
-jungle.png [Takkantis] ++
-oak.png [Takkantis] ++
-spruce.png [Takkantis] ++
-acacia.png [grumptumtugger] ++
-birch.png [grumptumtugger] ++
-dark_oak.png [grumptumtugger] ++
-jungle.png [grumptumtugger] ++
-oak.png [grumptumtugger] UP
-spruce.png [grumptumtugger] ++
-acacia_boat.png [Takkantis] ++
-birch_boat.png [Takkantis] ++
-dark_oak_boat.png [Takkantis] ++
-jungle_boat.png [Takkantis] ++
-oak_boat.png [Takkantis] ++
-spruce_boat [Takkantis] ++
Change-log 1.6.1 - 1.14.X ~ This update brought to you by Takkantis.
File name discrepancy fixes:
- smooth stone / slab block
- raw / cooked fish items
- lapis lazuli item
- cocoa beans item
- ink sac item
- bone meal item
- music disc strad item
- compass item
Small Cauldron fix/tweak to block and item
Missing files replaced
- Blast furnace Top [Takkantis]
- Chest fix [melonthrids]
Added & Updated Textures (++ = Added | UP = Updated)
Change-log 1.6 - 1.14.X
Added & Updated Textures (++ = Added | UP = Updated)
- barrel_top [Takkantis] ++
- barrel_top_open [Takkantis] ++
- barrel_side [Takkantis] ++
- blast_furnace_top [Takkantis] ++
- blast_furnace_side [Takkantis] ++
- blast_furnace_font [Takkantis] ++
- blast_furnace_front_on [Takkantis] ++
- Stripped_Oak_Log [HystericalFalcon] ++
- Stripped_birch_Log [HystericalFalcon] ++
- Stripped_spruce_Log [HystericalFalcon] ++
- Stripped_jungle_Log [HystericalFalcon] ++
- Stripped_acaiea_Log [HystericalFalcon] ++
- Stripped_dark_oak_Log [HystericalFalcon] ++
- Blast_furnace [Takkantis] ++
- Brewing_stand (updated) [Takkantis] UP
- recipe_book [Takkantis] ++
- recipe_book_icon [Takkantis] ++
v1.4.1 for 1.10.X - [2016-09-29]
- Fixed issue with Minecraft saying the pack is incompatible.
v1.4 for 1.10.X - (2016-09-21)
<span style="color: #993300;"><span style="color: #993300;"><span style="color: #000000;">Change-log 1.4 - 1.10.X Added & Updated Textures (++ = Added | UP = Updated) Textures Blocks nether_wart_block.png -Schlutt ++ bone_block_top.png -Schlutt ++ bone_block_side.png -Schlutt ++ redstone_dust_dot.png -speedygunner UP redstone_dust_line0.png -speedygunner UP redstone_dust_line1.png -speedygunner UP cauldron_side.png -Takkantis UP cauldron_top.png -Takkantis UP carrots_stage_0.png -Serrinatta UP carrots_stage_1.png -Serrinatta UP carrots_stage_2.png -Serrinatta UP red_nether_brick.png -Schlutt ++ Entity Bear polarbear.png -Schlutt ++ chest normal.png -Takkantis UP trapped_double.png -Takkantis UP trapped.png -Takkantis UP ender.png -Takkantis UP Skeleton stray.png -Schlutt ++ stray_overlay.png -Schlutt ++ Zombie_Villager zombie_butcher.png -Schlutt UP zombie_farmer.png -Schlutt UP zombie_librarian.png -Schlutt UP zombie_priest.png -Schlutt UP zombie_smith.png -Schlutt UP Items reeds.png -Serrinatta UP potato_poisonous.png -Serrinatta UP potato_baked.png -Serrinatta UP potato.png -Serrinatta UP carrot.png -Serrinatta UP carrot_golden.png -Serrinatta UP </span></span></span>
-Updated to 15w36! (except new command blocks and zombie villagers)
-Added banner textures
some missing GUI interface (Bars, resource pack arrows, server
selection, spectator widgets, world selection, new stats icons)
-Changed ender eye item (+: it's a lot better now (sorry whoever drew that one that we had before) -: no animation for now)
-Changed golden apple a little bit (removed 'plastic' look)
-Updated enchanting table GUI (at last)
-Updated widgets (missing buttons for Realms invitation messages and difficulty lock)
-Updated inventory GUI (for 1.9)
-Fixed firework explosion: for some reason light particle was removed
-Removed annoying line on red carved sandstone block (i remember someone asked for this)
i made tipped arrow projectile different from simple arrow, it's subtle, yet noticeable
For ORR resource pack contributors: added vanilla textures as reminder to change them
2014-11-14 – 1.2.1
- Rotated redstone line texture to be the right way
- Added empty potion bottle texture
2014-11-14 – 1.2.1
- Rotated redstone line texture to be the right way
- Added empty potion bottle texture
2014-05-12 - 1.1.5
- Actually added flower textures
- Actually Added base horse textures (still no armor)
- Changed redstone repeater texture to match redstone comparator (also, added animation for activated repeater)
- Added leaves textures for new trees
- Fixed steve.png texture (basic skin)
- Fixed redstone dust texture
- Added iron trapdoor texture
- Removed colored glass texture with permanent textures
2014-03-12 - 1.1.4
- Added flower textures. [Allium, Houstonia, Oxeye Daisy, syringa]
- Added base horse textures.
- Added slime block
- Added new stone and smooth stone textures
- Updated widgets.png
- Other small changes
Eventhough Ovocean basically gave permission for people to use his texturesfor people to use to continue on their own flavor, it cannot be said the same for those who have contributed to Redemption. You MUST ask permission within this thread or you will be reported! Do not PM us for permission as it will be ignored or you will be told to post your request in this thread.This community thread and texture pack are maintained by Apachey, LoardVader,and Pythros.
Texture submissions are always wanted! New textures of missing stuff and re-textures of existing stuff, all submissions will be considered for inclusion (especially any missing textures).
- Llamas (including "decorations" and "spit")
- Totem of Undying
- Vex (and vex_charging)
- Observer block (back/front/side/top)
- Shulker (other 15 new colors)
- Shulker shell (item)
- Shulker box (block) shulker_top_(16 colors).png
- Horse GUI edit, move saddle/armor position and add llama carpet thing
- Map (items) change to blank map and then add map_filled_marking.png
- Map_icons.png (map) edit adds monument/mansion icons
- Nitwit villager
- Nitwit zombie
- Husk (zombie variant)
- Magma block (animation)- Some horses/donkey/mule including skeleton horse +zombie horse
- Boats (all 6 types)
- Elytra (entity) + item
- Shield + item (entity/shield_base.png & shield_base_nopattern.png)
- Frost block (4X frosted_ice_0.png to frosted_ice_3.png)
- Brewing stand GUI edit for blaze powder slot
- Sweep attack (entity/sweep.png)
- Status effects (levitation, glowing, luck, bad luck)
- End gateway portal? (particlefield?)
- End gateway beam? (entity/end_gateway_beam.png)
- Redstone lines, dot and overlay
- Snow golem derp face
- Clock and dial, + compass (old textures exist but need to be updated)- Chicken minor edit (neck texture?)
<span style="color: #993300;"><span style="color: #993300;">textures blocks frosted_ice_0.png frosted_ice_1.png frosted_ice_2.png frosted_ice_3.png magma.png observer_back.png observer_front.png observer_side.png observer_top.png structure_block.png structure_block_corner.png structure_block_data.png structure_block_load.png structure_block_save.png entity boat boat_darkoak.png boat_acacia.png boat_birch.png boat_jungle.png boat_oak.png boat_spruce.png enderdragon dragon_fireball.png illager evoker.png fangs.png vex.png vex_charging.png vindicator.png llama decor decor_black.png decor_blue.png decor_brown.png decor_cyan.png decor_gray.png decor_green.png decor_light_blue.png decor_lime.png decor_magenta.png decor_orange.png decor_pink.png decor_purple.png decor_red.png decor_silver.png decor_white.png decor_yellow.png llama.png llama_brown.png llama_cremy.png llama_gray.png llama_white.png spit.png shulker particle.png shulker_black.png shulker_blue.png shulker_brown.png shulker_cyan.png shulker_gray.png shulker_green.png shulker_light_blue.png shulker_lime.png shulker_magenta.png shulker_orange.png shulker_pink.png shulker_purple.png shulker_red.png shulker_silver.png shulker_white.png shulker_yellow.png zombie husk.png alex.png elytra.png end_gateway_beam.png shield_base_nopattern.png sweep.png gui container shulker_box.png brewing_stand.png [Needs Update] horse.png [Needs Update] icons.png [Needs Update] inventory.png [Needs Update] items acacia_boat.png birch_boat.png broken_elytra.png clock_00.png to clock_63.png compass_00.png to compass_31.png dark_oak_boat.png elytra.png end_crystal.png jungle_boat.png map_filled_markings.png oak_boat.png shulker_shell.png spruce_boat.png structure_void.png totem.png map map_icons.png [Needs Update] particle footprint.png </span></span>
Here's Ovo's pack style in his words:The best description I can make of the style I was going for is by showing what's already done. But in a wordier manner, I would say It's inspired by nature, hand-made stuff and fantasy; relatively simple and round shapes with a few details; colorful yet not too saturated ; no flat color plastic looking stuff/always have a bit of natural grain.
Looking for Pocket Edition? JacquesRemy has converted this pack over for us! Their thread is over here!
OVO'S RUSTIC PACK: REDEMPTION FOR ANDROID
Rustic Redemption Image Vault
Images are located in their respected folder as it were if it was in minecraft.jar.(Google Drive) -- Click on open folder to view contents as a thumbnail. If you can a weird error when trying to download from the link above, you have third-party cookies blocked in Chrome like myself, Pythros. You will need to add an exception. To do so, go to Settings\;Privacy\Content Settings\Manage Exceptions under Cookies and
add ..]googleusercontent.com, then press OK.If you find any errors in naming or missing credits, send a PM to LoardVader describing what is wrong and he will fix the problem. But please follow this guideline to make it easier to understand the problem!
Ovo's original credits:
JohnSmith for the water and lava animations.
Ghost2 for the HD paintings re-composition.
Someone unknown, Misa, Sumpumpolis, XSSheep, Ovocean for the font.
Misa, we are currently using some of her buffs and de-buffs textures as place holders.
Jul 7, 2013Posted in: Suggestions
Ok, so I had an idea, and I searched for Slime, got about 3 related results in the whole listing, the rest were just random. Also: The full editor is stupid, it deletes all the empty lines, like you'd never pressed enter, to I have to put those back every time.
- So here's my (first) idea: Slime slabs and panes
When the player right clicks a block with a slimeball, it places a slimy green semi-translucent block, about the size of snow (not snow blocks, but the thin snow), it slows the player down and can be broken to give a slime ball. It is most easily harvested by hand, and occurs naturally in slime spawning areas. Also it can be placed on a wall where it will become a Slime Pane.
- My next idea: Slime caves
My next idea is a new generated structure, called a Slime Cave, the slime cave looks a series of caves that stay rather flat (not going very much higher or lower at any spot than any other spot). These caves are often covered in slime slabs and slime panes, with slimes spawning here excessively, and other mobs having a much lower chance to spawn.In addition, there would be a room with slime spawners and a giant slime for a "boss" of sorts, he wouldn't drop anything special though, he's just a very large slime who would split into 4 large slimes.New: May contain some of those new slime blocks that they're adding in 1.8, not really sure how that would work so post ideas.
- My Third idea: More Slime colors
(Currently the most liked idea in the poll.)More slime colors: So, you're probably thinking "well what if I don't want it to be green" (well, you're probably not thinking that, but still) so, I have a solution for you: Slimeballs could be dyed (crafted with dyes) to make another color slimeball, and therefore another color slime slab.But it doesn't stop there, Slimes will actually have a 5% each chance of spawning (40% chance total) in the following colors:
- darker Green
This really has no effect other than aesthetics, and one can die them into ordinary Slimeballs using lime dye.New: The player can also dye slimes directly, you want all your slimes you spawned green? just right click the slimes themselves with lime dye.This would also allow map makers with custom resource packs to re texture a certain color of slime, for example: A map maker making a partially undersea level could texture yellow slimes to look like sponges, then spawn in several slimes, and color some yellow to make the look like sponges while dying others blue to blend in with the water and a third group green for enemies on land.Example two: A map maker could texture red slimes to look like dirt, yellow ones to look like stone and white ones to look like diamond ore, then spawn slimes in various locations and dye them into a camouflaged color to ambush the player on their map. The Slime blocks would also be dyable. Also, name a Slime jeb_ for a rainbow slime.
- Magma cubes
Per request of Roundninja, I'm putting this section here.Magma cubes, like slimes have their own equivalent of the ideas I've proposed for slimes. Magma Cube Panes and Slabs currently have no differences from their Slime equivalents other than appearance.Magma cubes would have Magma Cube Caverns, covered in Magma Cream Slabs. Magma Cube Caverns are larger and more spacious than Slime caves, but lava often generates inside of them.Magma cubes can also be died, but they can only be died certain colors:
- Red (They look brighter red)
- Orange (They look similar to lava)
- White (Look brighter than they were before)
- Black (Look like their original form)
I know this is short, but I already explained how these things' Slime counterparts function and work, and the Magma Cube versions are the same unless specified otherwise..Other
- White Slimes look a slightly pale blue tinted clear color, and are much more translucent than other colors.
- Please view this, it's sort of a forth idea of this suggestion: http://www.minecraft...th-a-new-twist/
Gallery Slime Slab, made with Adobe Photoshop Elements 5.0 Here's a banner, please put it in your signature to attract more readers: make sure to post the URL elsewhere in your signature so people don't just get horribly lost looking for this post.
Feb 26, 2013Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Supporting this suggestion
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
By default, nothing will change.
By default, nothing will change.
By default, nothing will change.
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
Mar 29, 2011GnomeWorks posted a message on Dungeon Mobs (reference to new thread in last post)Posted in: Minecraft ModsDungeon Mobs [v3.0.5]
MC Version: 1.6.4
Last Update: 14-06-17
Requirements: Forge (1.6.4-22.214.171.1247)
Download: ( )
Biomes O' Plenty, ExtraBiomesXL, Highlands
Default Block IDs Used
Dungeon Mobs is intended to be a more dangerous analogue to Mo' Creatures. Instead of providing new animals that liven up the overworld and improve ambiance, this mod introduces a variety of new hostile mobs, all of which hate you.
However, it's not just enough that they hate you. Each of the mobs in this mod presents a different challenge, requiring you to think tactically about how to surmount the difficulty they pose. While the old stand-by of "hit it with your sword" may work for some, that may not always be the best - or even viable - solution.
An overview of the mobs (with pictures and descriptions for each) follows.
Hope you like fire. And lava. And things that turn stone into lava.
This is a thoqqua.
Thoqquas are unusual creatures, more elemental entity composed of raw earth and flame than normal living creature. Thoqquas are incredibly sensitive to invasion into what they perceive as their territory, and will seek out and remove such threats with flame.
In addition to their overly sensitive nature, thoqquas are dangerous even with their mere presence: thoqquas burrow through all but the densest of materials, transforming stone into magma with but a touch of the incredibly intense cone of flame that serves as their head. While this transmogrified lava will eventually revert back to its original form, while it transitions it becomes a form of stone known as "magma rock," which radiates intense heat and can release the lava trapped in its core if disturbed.
It will catch you, and it will hurt.
This is a blade trap.
A relatively uncommon device found in the secret places of the world, the blade trap is aptly named: it is a trap, and it is bladed.
When an overly-curious individual should wander near it, the blade trap springs to life, flinging itself towards the intruder with incredible speed. Once it reaches a safe place - or perhaps just runs into a wall - it powers down, turning back into an inert block, lying in wait for more prey.
Do note that you cannot construct these devices of mayhem: they "naturally" "spawn" in the world, but only in locations that are clearly built by intelligent hands. You can place these objects if you are in creative mode (look under the combat tab, naturally), and these devices will ignore players in creative mode.
He may not have majesty, but he certainly has spineties.
This is a manticore (do note that these manticores cannot fly).
Ill-tempered cousins of lions and other such large predatory cats, manticores possess innumerable spines, which serve as their primary means of attack. When angered - or even just hungry - they are able to launch a volley of spines at their prey.
Of course, unlike humanoids - or similarly-shaped undead - that seem only able to handle shooting one piece of ammunition at a time, the manticore is well aware of its biological advantage, and leverages it as best it can: its volley, while aimed, is not just aimed at its target, but at the area surrounding its target.
The hunter has been temporarily removed while its code is revamped.
His name is Wilhelm. And those are his dogs.
Not all villagers are peaceful, and not all choose a sedentary lifestyle of milling about and trading with random adventurers. Some are called to another path, and the hunter is one such individual.
Iron golems protect villages, that is true, but they are big, slow, and easily out-witted, only defending the grounds of the village itself. The hunter is more active: an avenger, if you will, whose purpose in life is to hunt down those who have harmed his people and enact revenge.
If you have harmed members of a village, they may send a hunter after you. Encountered in the wilderness, or sometimes even in the cavernous depths, the hunter's prey is you, and they will not stop until you are dead.
Of course, villagers know that they tend to be somewhat outmatched by the adventuring type, and so hunters often train a pack of hounds to assist them in their trek. When the hunter spots you, or if you attack the hunter, his hounds will immediately assist him in bringing you down.
If you have not harmed any villagers in your life, then the hunter will simply pass you by - he is not interested in you, but in someone else. Of course, if you choose to pick a fight, the hunter is more than willing to oblige.
Note: The hunter does, from time to time, seem to cause a "leaking worlds" problem. I've narrowed it down sufficiently that it doesn't happen that often, but it can happen. This can potentially cause excessive lag, so be on the lookout.
See that guy on the left? That's going to be you.
This is a cockatrice.
Born of a yolkless egg, cockatrices are vile creatures of rude temperament. They are particularly well-known for their ability to turn their prey into stone - an unfortunate effect for those who venture into their lairs. While their bite is mostly harmless, there is always a chance that one nip will turn you into inert stone, along with all your gear.
Of course, should you manage to return to the site of your untimely transformation, perhaps you will find your petrified self and be able to free your items from your past incarnation.
Bet you can't find just one!
Lizalfos are lizardmen who wield swords and dwell in the depths. They will always appear in a twinned pair, never singly, and each pair acts roughly in tandem.
Lizalfos carry a shield-like device, with which they are quite adept and able to block incoming projectiles. The lizalfos is not a creature that can be engaged at range. Lizalfos are also quite agile, able to leap high distances, and - much like cats - always land well and on their feet, never taking damage from a fall.
Due to their ability to work in pairs, a lizalfos that is badly wounded will flee combat rather than risk death, allowing its twin to take over the fighting while it licks its wounds and recovers. While fleeing, a lizalfos becomes exceptionally fast, and will flee even faster if wounded yet further. Once its wounds have healed, or if its twin sees fit to flee, it will rejoin the fray.
Upon defeat, a lizalfos will sometimes drop its sword, which is usually of significant quality.
Now you see him, but in a few moments, you'll either not see him, or see five of him.
This is a rakshasa.
Rakshasas are an unusual breed of creature, which deals deep within the darkness of the world. Though unrelated, they get along relatively well with illithids, and you may stumble across them plotting together.
Rakshasas are powerful spellcasters, capable of many tricks, including invisibility and the ability to make illusory copies of themselves. They are masters of using arcane energy to harm their foes, and prefer to fight at a distance.
Being spellcasters, rakshasas occasionally carry tomes of power with them. While not useful by themselves, they can be used to imbue powerful magics into weapons, armor, or tools.
He's cute, I suppose... until he breathes fire.
This is a hell hound.
In essence, a hell hound is the demonic relative to the common wolf. Unlike natural wolves, however, hell hounds are malevolent, and are not interested in being your friend - only in spreading fire, an interest they pursue readily by breathing forth bursts of flame. Even their bite itself is enough to set creatures on fire.
Hell hounds can be found in the overworld, albeit rarely. They are significantly more common in the fiery pits of the Nether from whence they spawn, where their natural affinity for the inferno puts them right at home.
He's a cultured creature, with a taste for delicacies. He only wants to eat your brain...
This is an illithid, also known as a mind flayer.
Their physical attacks are not very strong, but as they attack you, they latch their tentacles onto your head, and when all four are attached, they extract your brain, killing you instantly. In the meantime, their mental powers keep you constantly slowed, allowing them to catch up to you with no problem.
And if you think that bringing your little dogs and cats to the party will help you, you would be rather wrong. As illithids are only interested in eating human brains, they have another use for such simple-minded creatures: turning them on their masters. Illithids will take a few moments before dealing with you to dominate the minds of your animal companions, turning the tide against you. Of course, their control over them is based upon their mind, so if you kill the illithid, your not-so-faithful friends will return to your side.
Important: Due to the way tamed animals save their data, any animals that are dominated will stay that way if you close the game - or it crashes - while around an illithid. This is being worked on, but I can't say how long it will take. Engage illithids with pets along at your own risk!
An overgrown sonar-using lizard. Probably trouble.
This is a destrachan.
Do not be fooled their somewhat unorthodox appearance or garish colors: the destrachan is a fearsome predator of the depths. Their mastery of their sonar capabilities is such that they can produce the frequencies required to shatter glass, crumble stone, and dissolve metal with little to no difficulty.
When hunting, they can modulate their vocal frequency so as to disrupt the very air itself, resulting in a shockwave of explosions as the water in the air is instantaneously boiled by way of resonant frequency. When pressed, destrachans resort to their claws rather than their sonic attacks, and while not as deadly as their harmonics, they can still rend flesh with relative ease.
As a side effect of having such destructive powers, destrachans themselves are highly resistant to kinetic force: explosions will do little to faze them.
A cross between a spider and a lobster, and aptly named...
This is a cave fisher.
The cave fisher dwells in the darkness, and unlike their cousins - spiders - they don't tread onto the surface. While they share the ability to climb, cave fishers also sport a number of abilities beyond those of the common spider.
Cave fishers will hurl webs at their targets, ensnaring them and making them easier prey for the fisher to catch. They also have the ability to grab their targets from a distance and reel them in to within striking distance - hence the clever name, "cave fisher."
Big, mean, and green. Also: hungry.
This is a troll.
Trolls are fairly normal when it comes to their combat tactics - they mostly just smack you until you stop moving. What distinguishes trolls is their extreme hatred of sunlight, rapid regenerative abilities, and hunger.
Trolls will spawn in caves even in the highest mountains, but only if they are incredibly dark - far darker than even normal monsters can spawn in. Trolls will flee sunlight to the best of their ability, and will be slowed while in sunlight... and also gradually turn to stone. While they are mostly harmless in daylight, they are incredibly dangerous in darkness, where their regeneration will make even the most dangerous of weapons nigh-useless against them. Only one thing is known to overcome their regeneration: fire.
Sure, it's got teeth. But the eyes are the thing to watch out for.
This is a beholder.
Capable of flight, these beasts stalk the deep parts of the world. While most other creatures are dangerous only if you get within reach of their claws, the beholder is a ranged monster, shooting bolts of magical power.
If an eye ray should strike you, you will be subject to all manner of horrible effects. Each ray is different, applying different effects - some will simply damage you outright, some will poison you, others will slow you. Regardless of the primary qualities of the ray, it will always remove enchantments from some of your items.
Even if an eye ray should miss you, it can still prove dangerous - if an eye ray strikes ground, it will explode.
Those claws aren't just for show.
This is a hook horror.
Despite the ridiculousness of only having claws for hands, the hook horror is a dangerous foe. It is quite adept with its hooks, capable of quickly eviscerating flesh and rending armor, and - against creatures that wield items - capable of ripping things right out of your hands. Enchanted armor may be better able to hold itself together against this creature's onslaught.
It will also occasionally - and without warning - whip itself into a frenzy, barraging its target with a flurry of claws.
"But GW," you say, "that's a picture of a model in Techne! That's not a screenshot!"
"Well," says I, "you'll see why I did that, soon enough."
This is an umber hulk.
Three words exemplify the umber hulk: big, nasty, and scary. Rarely spawning in the depths of the world, this is not a foe to be underestimated.
Fortunately they are rather slow. But that is their only weakness: they are incredibly tough and ridiculously resilient, immune to fire, and hit like a sledgehammer. Only the best-geared of adventurers should attempt to do battle with these beasts - to engage them otherwise is folly.
Looks harmless enough, ya? And sure, it's harmless...
This is a shrieker.
By itself, the shrieker is completely and utterly harmless. You can walk right up to one, and it won't even attack you! They don't move, and while they might shake a bit, they're not intelligent in the least.
However, shriekers aren't named ironically. When exposed to light, or when attacked or otherwise jostled by a creature, the shrieker emits an ear-piercingly loud trill, which attracts the attention of nearby creatures - making them appear suddenly by the shrieker, without warning.
One way to think about a shrieker is that it is basically a living mob spawner... that can spawn any hostile mob (native to the overworld), and can summon a fairly large group at a time.
Like a zombie. But worse.
This is a ghoul.
In essence, the ghoul is another undead thing, similar in nature to zombies. Compared to zombies, however, ghouls are tougher, faster, and more dangerous: when you are struck by a ghoul, you are almost entirely paralyzed for a few moments. That might not be so bad if there is just the one ghoul, but if there are more... well, that will probably not end so well.
However, unlike zombies, you won't find ghouls on the surface. While they burn up in sunlight just like all other undead, they are only found underground (no higher than 60 blocks above bedrock).
The ghoul texture is based on the Painterly Pack's zombie skin.
He just wants to be your friend. Especially if you have iron...
This is a rust monster.
Rust monsters are denizens of the underground that feed on metals, both ferrous and precious, though they prefer ferrous metals. You won't see them outside (usually), and they will only appear near veins of their preferred meals, even if they're not exposed. In this way, having these creatures around might actually be somewhat helpful, as they can lead you to iron and gold veins you might've otherwise missed. Also, like most other hostile mobs, rust monsters do not spawn in well-lit areas.
These creatures are not particularly interested in you, unless you happen to be wearing, wielding, or just carrying metal somewhere on your person, at which point they will attack you viciously (or if you attack them first). Not only do they attack you, but they will also do severe damage to iron or gold items on your person - and if you hit them with an iron or gold weapon or tool, it will damage that item incredibly more than it would normally.
If you get caught in a situation with a rust monster and would prefer to retreat than engage in combat, you can drop items it likes to eat to draw its attention away from your metallic hide. Dropping an iron ingot might not be fun, but if it saves you oodles of durability on your iron armor and weapons, it might be a worthwhile sacrifice. Of course, once you attack the rust monster yourself, it suddenly is more interested in making you dead than eating whatever you happen to drop... and, of course, once you're dead, you drop everything in your inventory. So the rust monster will gleefully consume every last bit of metal you had on you before you manage to get back to where you died.
- Install Forge.
- Download the .zip file from the link at the header of this post.
- Put the .zip into your /.minecraft/mods folder. Do not unzip it.
- 1.5.2: Dungeon Mobs v2.6.0 - ( )
- 1.5.1: Dungeon Mobs v2.3.2 - ( )
- 1.5: Dungeon Mobs v2.1.0 - ( )
- 1.4.7: Dungeon Mobs v1.11.3.Fc - ( )
- 1.4.6: Dungeon Mobs v1.11.3.Fc - ( )
Known Compatible Mods
Witches & More
Walled City Generator
Metallurgy Core + all modules
Chicken Bones Core
Balkon's Weapon mod
Crossbow Mod 2
Ancient Warfare catapult mod
Custom Mob Spawner
v3.0.5 Bugfix: Some. + Illithids properly remove helmets. + Illithids properly insta-kill under their normal circumstances for doing so. + Cave fishers no longer throw webs at targets they cannot see. v3.0.4 Bugfix: Many. + Block textures now function properly. + Rakshasa images should no longer crash. + Rust Monster item-seeking behavior should no longer crash. + Blocks converted to lava by thoqquas will now follow progression to magma rock even if the parent thoqqua is despawned or killed. + Beholder eye rays now cause additional effects based on game difficulty. + Shriekers now summon additional mobs based on game difficulty. + Blade trap now generate during world generation, and do not spawn like mobs. + Blade trap generation is no longer ridiculous. v3.0.2 Bugfix: Many. + Fixed various sound-related issues for many mobs. + Dungeon Mobs should continue to follow their spawn restrictions when Mob Spawner Controls is installed (in addition to the modifications from MSC). + Blade trap spawns should no longer be ridiculous. + Lizalfos should now spawn their twin when spawned from a shrieker. + Rakshasa magic missiles no longer cause crashes. + Beholder eye rays now work properly. + Rust monster occasional targeting issues resolved. Blade traps now have an upper bound on spawn height. v3.0.1 Bugfix: Duplicate methods in rust monster render file removed. v3.0.0 Update: Minecraft v1.6.4 Bugfix: Trolls should now regenerate properly. v2.6.0 (FINAL RELEASE: Minecraft v1.5.2) New mob: thoqqua. Bugfix: Cave fishers now generate webs properly. Blade traps now have a spawn egg. Beholders should no longer take explosion damage from their own eye rays. v2.5.3 Bugfix: Bad manticore, stop taking null pointers. v2.5.2 Bugfix: Mob spawner issues have been resolved. Cockatrices now drop feathers. v2.5.1 Added configuration file. v2.5.0 New mob: blade trap. Bugfix: Destrachan targeting problems have (hopefully) been resolved. Hell hounds should now breathe fire more regularly. v2.4.0 Update: Minecraft v1.5.2 Bugfix: Some. + Rust monsters targeting problem has been hopefully resolved. + Lizalfos propensity for lag has been reduced. + Trolls should now regenerate properly. + All mob seek ranges are now based on difficulty level. v2.3.2 (FINAL RELEASE: Minecraft v1.5.1) Bugfix: Petrified entities should behave properly. Bugfix: Illithids should now properly interact with helmets. v2.3.1 Hunter temporarily dummied out due to technical difficulties. Bugfix: The "exploding cockatrice" problem has been resolved. Bugfix: Permanent solution to "leaking worlds" found and implemented for lizalfos. v2.3.0 New mob: manticore. Cave fisher web generation has hopefully been fixed. Cave fisher potential contribution to "leaking worlds" problem has been removed. v2.2.0 Update: Minecraft v1.5.1 v2.1.0 (FINAL RELEASE: Minecraft v1.5) New mob: hunter. Bugfix: Lizalfos should no longer cause excessive lag. Bugfix: Lizalfos should no longer make hurt sounds when falling. v2.0.1 Bugfix: Rakshasa ranged attack range has been fixed. Bugfix: Destrachan ranged attack range has been fixed. Bugfix: Beholder eye rays no longer crash the game. v2.0.0 Update: Minecraft v1.5 Bugfix: Many. + Cockatrice hit box has been adjusted. + Cockatrice will no longer petrify players in creative. + Player statues should no longer have NBT issues when saving data. + Lizalfos no longer make fall sounds after falling. + Cave fisher no longer fishes for players in creative. + Umber hulk hit box has been adjusted. + Shrieker no longer causes damage. v1.11.3.Fc (FINAL RELEASE: Minecraft v1.4.6/v1.4.7) Bugfix: Cockatrices should stop being dumb. v1.11.3.Fb Bugfix: Lizalfos no longer causes leaked worlds. Bugfix: The "exploding cockatrice" problem has been resolved. v1.11.3.F Bugfix: Many. + Cockatrice hit box has been adjusted. + Cockatrice will no longer petrify players in creative. + Player statues should no longer have NBT issues when saving data. + Lizalfos no longer make fall sounds after falling. + Lizalfos should no longer cause excessive lag. + Cave fisher no longer fishes for players in creative. + Cave fisher web generation has hopefully been fixed. + Cave fisher potential contribution to "leaking worlds" problem has been removed. + Umber hulk hit box has been adjusted. + Shrieker no longer causes damage. v1.11.3 Bugfix: Shriekers should no longer suffer entity creation problems related to entity IDs. v1.11.2 Bugfix: Beholders should no longer spawn in inappropriate locations. Minor code maintenance in preparation for future expanded mod support. v1.11.1 Bugfix: Statues should no longer move. Bugfix: Troll ghosts should no longer haunt your nightmares. Bugfix: Beholder block disintegration should function properly. Cockatrice have been added to potential mob spawner spawns. Cockatrice spawning depth has been adjusted. Cockatrice animations have been improved. Players will hear a "turn to stone" sound upon being petrified. v1.11.0 New mob: cockatrice. Bugfix: Attempted to resolve problem of mobs not spawning in SMP. v1.10.2 Bugfix: Rakshasa y u no work? Bugfix: Mob spawners y u no work? v1.10.1 Bugfix: Another attempt at resolving concurrent modification issues with rakshasa. v1.10.0 New mob: lizalfos. Mod Support: Highlands. Bugfix: Mobs attempting to spawn near mob spawners should no longer crash. Bugfix (?): Removed potential for rakshasa concurrent modification error. Beholder received minor graphical fix. v1.9.0 New mob: rakshasa. Dungeon mobs should no longer be able to spawn near mob spawners not of their type. Illithids now save some data (but not domination data - still forthcoming). v1.8.2 Bugfix: Destrachan sound waves should no longer collide with arrows. Bugfix: Beholder eye rays should no longer collide with arrows. Hell hounds will now spawn anywhere in the nether. Illithids will now socialize with each other. Beholders received an animation upgrade. v1.8.1 Hell hounds will now save their data appropriately. Hell hound fire and smoke particle generation will occur regardless of fire placement (to show area of breath attack). Hell hound fire breath will now destroy water blocks. Hell hound sounds timed somewhat better. v1.8.0 New mob: hell hound. Illithid domination behavior slightly modified and improved. Illithids rate of mind blasting is now dependent on game difficulty. Illithid animation now reflects "grappling." Shriekers can now spawn illithids. v1.7.0 New mob: illithid. Mob spawners can now potentially spawn all dungeon mobs other than shriekers. Mob spawners for dungeon mobs will ignore the mobs height requirements for spawning. Cave fishers will spawn webs at their targets location (if they have one), rather than around them constantly. Trolls now have a "turn to stone" sound. Beholders should now face you when firing an eye ray. Shriekers will now spawn dungeon mobs of all types (other than themselves), regardless of height, but will still not spawn them on the surface. v1.6.1 Bugfix: API implementation should now function properly. Destrachans animations have been updated. Destrachan harmonics attack has been tweaked. Cave fishers will now hunt bats. Beholder eye rays will have no effect on players in creative mode. Beholders will now attack targets that attack them. Umber hulks will not cause status effects to players in creative mode. Shriekers should deal no damage, and will be nonresponsive to players in creative mode. v1.6.0 New mob: destrachan. Bugfix: ExtraBiomesXL support should now function properly. Bugfix: Cave fisher behavior was still a bit off, should be good now. v1.5.6 Bugfix: Mod interfacing should no longer cause problems if you lack the mods being interfaced. Bugfix: Cave fishers now behave appropriately. v1.5.5 Bugfix: Seriously, SMP should be fine now, kthx. v1.5.4 Mod Support: Biomes O Plenty. v1.5.3 Bugfix: SMP sound problems have been resolved. v1.5.2 Mod Support: ExtraBiomesXL. v1.5.1 Fixed potential issue in SMP regarding cave fishers. Cave fishers now save their data appropriately. v1.5.0 New mob: cave fisher. Bugfix: Modified eye ray behavior to hopefully disable poor interaction with arrows and thrown entities. Beholders have had their rate of fire reduced. Beholders disenchant chance has been modified to take into account game difficulty. v1.4.0 New mob: troll. Bugfix: Again, potential bugfix for issues in SMP. Beholders now have drops. Bigger mobs now have a separate step sound. v1.3.1 Potentially fixed some potential problems involving sound in SMP. v1.3.0 New mob: beholder. v1.2.2 Hook horror shadow is now more reasonably sized. Hook horrors have more drops. Shriekers now die if the block under them is removed. Cleaned up entity registration code. v1.2.1 Bugfix: Shriekers will no longer enter an infinite loop when attempting to spawn mobs. v1.2.0 New mob: hook horror. Umber hulk now has drops. v1.1.0 New mob: umber hulk. Rust monster model changed slightly. Rust monster is now animated. Shrieker spawn rate adjusted (lower). Shrieker now responds correctly to light. Shrieker mob spawns no longer spawn in walls and floors. Ghoul spawn rate adjusted (lower). v1.0.0 Initial release.
_303 - for being a generally helpful fellow.
ZeuX and r4wk - for writing Techne.
Zorn_Taov - for assistance in cleaning up my entity registration code.
r4wk - for assistance in finding the elusive bug that was plaguing SMP.
Wreckage - for being incredibly helpful in reporting SMP-related bugs.
Crudedragos - for being helpful in figuring out the "leaking worlds" problem.
DraxisWuf - for assistance in resolving the "exploding cockatrice" issue.
MohawkyMagoo - for being a generally helpful fellow.
Jan 5, 2013Mark719 posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]Posted in: Minecraft Mods
What is Magical Crops?
Magical Crops is mod that changes the way you gather and get resources, if you are bored of mining this is a perfect way of keeping your resources high, you can grow most Vanilla items and ores such as Iron ore, Lapis Lazuli and Bones. Also grow many types of mod ores/items, such as Copper, Tin, Lead and Certus Quartz.
What can you grow with Magical Crops?
Vanilla - Coal, Redstone, Glowstone, Iron, Gold, Lapis Lazuli, Diamond, Emerald, Wither Skulls, All dyes, Monster head, Bones, String, Leather, Blaze rods, Slime balls, Obsidian, Ender Pearls, End Stone, Experience, Nether warts, Nether Brick, Netherrack, Quartz, Dirt, Cobblestone, Sand, Feathers and possibly a few more that I may of missed.
Mod Compatibility - Copper, Tin, Silver, Lead, Certus Quartz, Sapphire, Ruby, Peridot, Aluminium, Force, Cobalt, Ardite, Nickel(Ferrous), Platinum, Thaumcraft Shards, Uranium, Rubber, Vinteum, Blue Topaz, Chimerite, Moonstone, Sunstone, Iridium, Yellorite, Osmium, Manganese, Sulfur, Dark Iron.
Food - Tomato, Corn, Strawberry, Blueberry, Raspberry, Blackberry, Cucumber, Grape, Chili, Potato and Carrot.
Compatible with Minecraft 1.6.4 and latest forge found here.
Compatible with Minecraft 1.6.4 and Forge 126.96.36.1993
Change log: http://pastebin.com/hAQCZLEH
Compatible with Minecraft 1.6.4 and Forge 188.8.131.523
Change log: http://magicalcrops....change-log.html
Compatible with Minecraft 1.6.4 and Forge 184.108.40.2063
Change log: http://magicalcrops....-changelog.html
Compatible with Minecraft 1.6.4 and Forge 220.127.116.113
Change log: http://magicalcrops....-changelog.html
Compatible with Minecraft 1.6.4 and Forge 18.104.22.1683 (Mod Crops)
Compatible with Minecraft 1.6.4 and Forge 22.214.171.1243 & (Thaumcraft Golem Support)
Compatible with Minecraft 1.6.4 and Forge 126.96.36.1993
Compatible with Minecraft 1.6.2 and Forge 188.8.131.524
Compatible with Minecraft 1.5.2 and Forge 184.108.40.2060
Supporting Magical Crops
Really like this mod? Wondering how you can support me as a developer to keep updating and making new mods? There are a few ways of supporting for anyone.
Patreon - This is a site that is made to support people like me, using this site you can pledge an amof money which is your choice per month to show your support, depending on how much you support there are rewards including access to BETA builds of Magical Crops! http://Patreon.com/Mark719
Paypal Donation - This you most likely have already heard of and done before, a simple donation to my PayPal account can really help me out, whatever amount you feel is right will help. Click the button below to donate.
Follow me on Twitter! - Following me on Twitter is another way of showing support by giving me feedback, I tend to post images of new up and coming features and ask thought on if you like it and what can be improved, so if you would like to get involved in all that please follow me, @MarkDCUK
Permissions and Copyright Information!
Can I use Magical Crops in my ModPack?: Yes, you may use Magical Crops in your mod pack as long as credit is given to Mark719, Please do not contact me about mod pack permissions, if you can not meet the requirements then you cannot use the mod. Messages asking for permission will be ignored.
Copyright & TERMS AND CONDITIONS
This mod (plugin, a patch to Minecraft source, henceforth "Mod" or "The Mod"), by the terms of http://www.minecraft.net/copyright.jsp is sole property of the Mod author (, henceforth "Owner" or "The Owner"). By default it may only be distributed on minecraftforums.net, mcmodcenter.net. It may only be mirrored or reposted with advance written permission of the Owner. Electronic Mail is fine if you wait for a response. URL shorteners or other attempts to make money off The Owner's Mod are strictly forbidden without advance written permission.
Nov 27, 2012Posted in: Minecraft ModsAbout:
Ore Dictionary Converter is a mod that adds blocks and items that convert between different versions of the same ore using the Forge ore dictionary. This allow ores and ingots to be stacked and use less space in the inventory or chests. To use it, craft an Ore Converter, then right click with it in hand to open its GUI.
This mod is made available under the terms of the LGPLv3.
Ore Conversion Table:
Automatic Ore Converter:
Blocks and Items:
The Ore Converter is an item that allows ores to be converted. To use it place it in the hotbar and right click with it in the hand, it will open a GUI. The GUI has 2 sets of slots. In the left 3x3 slots is where the ores are placed, and in the right 4x4 slots is where the target ore is converted (similar to using a workbench).
Ore Conversion Table:
The Ore Conversion Table is a block that has the same function as the Ore Converter but is placed in the world.
Automatic Ore Converter:
The Automatic Ore Converter is a block that automatically converts ores when they are placed on the input slots. When activeted it will open a GUI. The gui has 3 sets of slots. In the top left 4x2 slots is where the ores are placed, in the top right 3x2 slots is where the converted ores are pulled out, and the bottom 9x2 slots are used to set a specific version of the ore to convert (if none is specified, the first ore in the dictionary is selected, and if the item is not on the Ore Dictionary, it's placed directly on an output slot).
The Automatic Ore Converter works with hoppers, Buildcraft pipes, etc.
1.5.2 (For MC 1.7.10)Latest source code: Github
1.5.1 (For MC 1.7.2)
1.5.0 (For MC 1.7.2)
1.4.3 (For MC 1.6.2/1.6.4)
1.4.2 (For MC 1.6.2/1.6.4)
1.4.1 (For MC 1.6.2/1.6.4)
1.4.0 (For MC 1.6.2/1.6.4)
1.3.0 (For MC 1.4.7/1.4.6)
1.2.1 (For MC 1.4.7/1.4.6)
1.2.0(For MC 1.4.6)
1.1.0(For MC 1.4.5)
- Install Minecraft Forge 10.13.0.1200+)
- Put the jar file in the mods folder.
- Added NEI recipe support (Shows what the Ore Converter supports, and to what items it can convert).
- Updated for Minecraft 1.7.10.
- Fixed crash on startup on server.
- Updated for Minecraft 1.7.2.
- New config system for ore name filtering:
- Uses Java's Pattern class regular expressions.
- Supports multiple expressions separated by commas.
- Has both a whitelist and a blacklist.
- Automatic Ore Converter now processes a up to full stack every 5 ticks.
- Fix NPE on startup.
- Updated to Minecraft 1.6.2
- Items in Automatic Ore Converter can be inserted or extracted from any side.
- Added the Automatic Ore Converter block:
- Automatically converts when items placed
- Compatible with BC3 pipes, and RP2 tubes (input from the top and bottom, and output from the sides)
- Removed the use of the Ore Converter in the workbench for conversion.
- Fixed shift clicking behaviour on the ore converter GUI.
- Updated to Minecraft 1.4.6
- Added a new GUI to the Ore Converter:
- Opened by right clicking with an Ore Converter in hand.
- Can Convert to any of the versions of an ore.
- Added a new block: Ore Conversion Table:
- Open the same GUI as the Ore Converter item when right clicked in the world.
- Added Ore Converter item
- Conversions are now done by placing the Ore Converter and ores in the crafting area (recipes are shapeless and Ore Converter is not consumed)
- The Ore Converter can convert up to 8 stacks at a time.
- Initial Release
Ore Conversion Table:
Automatic Ore Converter (using pipes/tubes):
This mod is licensed under the GNU Lesser General Public License, version 3. This grants the right to redistribute binaries (either standalone or in mod packs) and the source code of this mod. You also have the the right to modify and redistribute files in the mod as long as proper credit to the original author is provided and the modified source code is made available.
May 7, 2013Zaggy1024 posted a message on Better Archery v1.6.2 (Adds new bows, arrows, quivers, more)Posted in: Minecraft ModsI will not be updating this mod.The reason I am trying to hand this off is inIf you want to use the mod in a mod pack, just credit me and link to this thread.Also, it appears I broke the whole first post, so I guess there's no more info about how to use the mod. This is why I hate WYSIWYG.Better Archery ModFor Minecraft 1.6.2/1.6.4
This mod adds some new bows, various new arrow types, and quivers to hold arrows and allow you to easily switch between arrow types to fire.
This mod does not replace vanilla bows, so if you want to use the bows from this you'll have to craft them. The vanilla bow crafting recipe is removed, however, and the crafting recipe for the normal bows is changed to have leather for padding on the string, see the list of bows below.
The bows from this mod are meant to be used with the quivers, not with arrows straight in your inventory, because with quivers you can nock the arrows quicker and switch between them more conveniently. Do not judge the pull-back times without your arrows in a quiver in your inventory.
This mod has to replace the vanilla arrows to make them able to split, expect a message saying item ID 262 is mismatched.
Skeletons will spawn with this mod's bows, with a small chance of spawning with a longbow, and a larger chance to spawn with a recurve bow. They also have a chance of spawning with potion arrows (poison or weakness). If you enable "allowSkeletonGriefing" in the config, they also have a chance of spawning with fire arrows, and a much much lower chance of spawning with impact explosive arrows, but only in hard mode.
Mar 31, 2014JoNax_97 posted a message on Survival Overhaul Mod [Not released yet] - We're looking for experienced coders!Posted in: Requests / Ideas For Mods
*** The Total Conversion That is Compatible With Things!!! ***
- The mod's coding development has had a lot of delays and start-overs, mainly because of a poor organization and a constant replacement of the coders.
- The final team will be smaller and easier to control and organize, so we expect a more stable development from now on.
- The texturing and modelling part of the mod has have no setbacks, so new content is being constantly generated.
As it refers to the team, we broke out ally with Team Infinity, because it brought us more headaches than benefits. We will work on our own, and ask for punctual help when needed for an specific topic/problem.
Referring to the conceptual development and it's derived texture and modelling work, I'm doing it by myself, so at least that is going strength to strength.
- We have stepped back with the changes in the mod, both in the main concept, as in the coding.
- The port to Minecraft: Pocket Edition is paused until we have enough code for the developer to work with.
- The name will stay the same. We stepped back with that, too.
- The mod's web page is already under construction, and will be on-line in the coming months!
As it refers to the coding, we are getting back to forge, even when it's a little too limiting for the developing. The reason we're doing this is because the new developer, TheNexus777, told us about a special forge tool that allows us to modify base classes without losing compatibility. We all hope this to succeed.
As it refers to concepts, will be focused strictly on survival again. the new plan is to make a series of brother mods, that are meant to be played together, but they can be played stand-alone, anyway. Each one of them will focus on a specific minecraft aspect, and will have complete interaction with the others. The only dependency will be survival overhaul, probably. We don't discard the idea of making a core mod, though
As it refers to the mc: pocket edition, we'll have to delay it because we're now focused on the main PC version, and as some concepts will have to be reworked in order to fit better the mobile layout, this takes too much time. Apart from that, we don't have enough code for the mobile developer to work with.
Even older news
- There's been a complete change, both in the main concept of the mod, as in the coding dynamics.
- We have joined another modding team in order to work faster.
- We'll thinking about a port to Minecraft: Pocket Edition!
- The mod will suffer a(nother) name change.
- The mod will have it's own web page!
As it refers to the coding, we are not using forge no longer, because it didn't allow us to make changes to the existing classes of minecraft, and it was way too limiting for the developing. This change will allow us to have complete control of the mod, with no restrictions. The price for this is a total loss of compatibility with other mods, sadly.
As it refers to concepts, the mod will not be focused strictly on survival any more, because of the coding changes. We are now making a complete overhaul, that will eventually cover every aspect of the game. As we cannot rely on other mods to provide extra functionality any more, we will have to code everything from scratch.
Anyway, in the future I'll try to talk with other mod's creators, and ask them to rewrite their mods in a way that thy function with ours. They'll keep as the conceptual developers of their mods, but the code will belong to us. I hope that most modders won't have any problem with this, but if that situation occurs, the most probable thing is that we'll just re-invent the mod's main concept, and merge those ideas with the base mod.
As it refers to the team merging, you may want to know that we are now part of the Team Infinity, which will take our ideas and help to code them. You can visit [url=http://www.teaminfinitymc.com]teaminfinitymc.com[/url] for more information.
You may want to know that a guy contacted me, and told me he is a mc:pe modder, and that we wants to make a port of the mod to the pocket edition! we are glad to welcome Darth377 to the team!
In his own words:
[quote name='Darth377' timestamp='1397444466' post='30503998']
Don't expect the mobile edition to be ready at the same time as the PC edition, though. Coding will be a little slower and some concepts will have to be reworked in order to fit better the mobile layout.
As the main concept of the mod will expand out of the strictly survival related, our current name will not fit much longer. One of the possible new names is Minecraft: complete overhaul, or something along those lines. If you think you have a name that fits in well with our mod, feel free to post it here!
As it refers to the new web page, It will contain information about the mod's developing, a wiki, information about the developers, and probably some start-up guides. I expect to start working on it the next month, so I won't be ready until June or July. Anyway, as long as it's in developing stage, you'll be able to take a look to he finished parts.
MAIN CONCEPT OF THE MOD
I've been playing minecraft for a long time now, and most of the times I play with many mods.There are just three things that annoy me:
- First: Minecraft has a poor starting, in which you can be almost-invincible after 5-10 minutes.
- Second: that most mods center themselves in the later game, keeping the first part of the game's progress untouched.
- Third: that those mods that try to improve minecraft's earlier game, change things that are necessary for later-game mods.
With these three thing in mind, I though of making a new mod, one that improves the sense of progression in the early game and, at the same time, allowing the player to have a sesne of progresson that leads to a late-game experience, completely integrated with the first part of the game.
My inspirations when thinking about this were mainly TerraFirmaCraft (although is a little too complicated for me); Better than Wolves (such a well done mod); MITE (A new mod that you can find [url=http://www.minecraftforum.net/topic/2467282-164-minecraft-is-too-easy-mite-mod]here[/url]); and Cogs of the machine (which is outdated since 1.4.7).
There are other mods that have some ideas, concepts and mechanics, as I thing they greatly improve minecraft's sense of progression/survival aspect.
The thing is, that I've never done a single line of code (well, I've made the classic Hello World in many languages, but I don't think is would help) and so, I need coders that may help to turn this into a reality. I have some skill in texturing and 3D modelling, but help with that is very appreciated too.Now, do you want to know how wold this mod feel like? Well, there's something I wrote, that may explain the new game mechanics:
YOUR FIRST DAY OF GAMEPLAY
You spawn in the biome you've selected (except if you selected 'random biome'). Let's say that you spawn in an island surrounded only by sea.
What is the first thing you think about? Punching a tree? Forget it.
You'll need to locate some basic resources before even being able to craft anything. You'll need fresh water (Forget drinking out of the sea), any source of food (even that moss that you see over that rock will start to look yummy in a few hours) and some gravel. The last one is necessary in order to find flint and a rock.
You'll need both for making sharpened flint, that will be you zero-tier tool, since there's no wooden tools any more. Once you've found all of the above, It's finally time to punch something! And No, it won't be a log. That would destroy your hands. You'll start by cutting some weak branches. If you're lucky, it will drop itself, along with some leaves.
If I were you, I'll keep the leaves with me. I'm sure they'll dry up and make a good igniter some day. So, now that you have a branch, you can use your flint to peel it and make a stick.
Now, you have to make a decision: Are you going to make a hatchet out of the flint, that would break trees, but wont be useful for hunting, of maybe it'll be better to make an improvised knife, in order to gather some food? If you have enough gravel, you can make both, but.. do you have enough?
The sun is starting to fall in the horizon, and you flint tool will be a joke for the monsters out there. You have a new task to do: finding a hole to spend the night. Making a shelter out of dirt is not an option, as it would fall off because of it's own weight.
You're about to eat the berries, but they may be poisonous. You'll have to take the risk. Only some seconds before the sunset, you finally find a natural hole in the cliff, near the beach. you use your tool to soften the dirt, and take some.
It will make an acceptable cover for the monsters not to see you. You get into what you call home, and block the entrance with some dirt. The hole is almost in total darkness. You are tired after a whole day of working, so you fall asleep. But, how, may you be saying? I gathered no wool to make a bed! Bff, beds are for pussies. I guarantee you that you won't see one in many, many weeks.
Sleep easy; tomorrow will be a harder day than today, for sure! After all, this is a survival game, isn't it?
THE SURVIVOR'S WEB PAGE
In the near future, there will be webpage and a wiki, containing useful articles about the new blocks, items, mobs and features, as well as a quick-start guide and state-of-the-art techniques developed by veteran Minecraft survivalists, ready for you to learn how not to die the first week! You will also find informatuion about us, the developrs, and up to date news about the mod's developing.
Until the first public version of the mod is released, most of the wiki will be speculation and future plans, as well as a blog, for you to know how things are going.
Although the mod can to be played with the default texture pack, there's a texture recompilation that I've made for my own usage, and most of the mod's textures will be meant to follow the texture pack's style. It is very similar to vanilla, although it has some changes, like animated textures, some blocks a little less pixelated, and so on. There are also changes made in order to fit the mod, like pistons now having an iron texture instead of stone, because the mod will change it's recipe.
Most of the textures come from different 16x texture packs, so I don't own any of the work, besides putting it together and making minor changes. Here you can find the textures, updated for 1.6.X: [url=http://mega.co.nz/#!i0IDSJSB!0kLjNXbm_KGdrQAxzwA9BeVn2HVx-1BVBdkeHeXSpXg]Textures[/url]
Note that they need Optifine's improvements to display in all their glory
Here, I will post all the new Ideas I come up with along time, so expect this section to be updated very often!
NEW NEEDS AND TWEAKS TO THE EXISTING ONES
- Health: You start with two hearth less than in vanilla, and you gain one every five levels of experience, until you double the default amount. You loose health if you're starving, dehydrated, or if you're injured in some way. You also loose health if you punch a hard block with your hand, like a log or stone. You die if it reaches zero. It will replenish very slowly (slower than in vanilla) if your hunger and thirst are fulfilled, ad will do a little faster if you're sleeping. You can also refill it by eating a golden apple, using potions or an medical kit.
- Hunger: Depletes a little slower than now, and doesn't deplete that much from things like running or killing mobs. If it's too low you may feel nausea, If it's been at 0 for much time, you'll star to starve and deplete health. You can refill it by eating food. The kind of food determinates how much hunger you refill.
- Thirst: Depletes around twice faster than hunger, and depletes even more with physical activity. It will deplete faster if your body temperature is high, and if you eat salty food. You can refill it by drinking water or other drinks, or by eating juicy food. Drinking salty water will refill it, but it will make it deplete faster.
- Sanity: Depletes in complete darkness, or when attacked by a monster. Depletes even faster if seeing a phantom-like mob. It refills in luminous spaces or when sleeping. As long as it depletes, it starts to cause some strange things: You will hear noises, see mobs that aren't there, see things distorted, loose ability to run, have random blindness and even be unable to move nor attack, if it reaches zero.
- Temperature: Reacts to biome's temperature, although your body tries to regulate it. Depletes in cold biomes, by drinking cold water or eating cold food, by swimming in any water other than warm water, when it's raining, or if you're sick. It Refills in warm biomes, by drinking hot food or hot drinks, by swimming in warm water, by being near fire or lava/magma, or if using warm clothes. Note that the best temperature is a moderate one, no too cold nor too hot. If you're too cold you may have hypothermia, and if you're too hot you'll dehydrate may and catch a heatstroke. Note metal armor will make oscillation faster; it will cool you down if the environment is cold, and it'll warm you up if the place is very hot.
- Stamina: It depletes a lot when placing or breaking blocks, by jumping, running, swimming and climbing. It also depletes when you craft something or use a crank to generate energy. The main way to refill it is to sleep, and the place where you sleep defines the amount of refilling.It refills constantly, and does a little faster by standing still some time. It also refills by eating protein-rich meals, or energy bars. It can never be higher than the fatigue. If it is at the maximum, you gain a boost for mining speed, running, swimming, etc. If it's too low, you may experiment mining fatigue and slowness. Anyway, you can still craft things if it reaches zero, bot it takes you slightly longer.
- Fatigue: Depletes constantly, in a rate that it takes 16-18 hours to reach zero. You can refill it completely with a full night of sleep, and the place where you sleep doesn't matter. You can also refill it by drinking coffee or energy drinks. If it's too low, you may suffer random blindness as you eyes can't keep open, slowness, and you may randomly place things in the grid when crafting, or drop your current item. When it reaches zero, it starts to deplete your sanity, no matter the circumstances.
- Oxygen: It will deplete if you're underwater or in a place with no clean air, such as a fire, near lava, at a very high place or deep in a cave. However, it will deplete much slower than underwater. If it reaches zero, you'll start to feel nausea, and your health will start to deplete. You can keep it high by using a scuba helmet underwater, an air filter when very deep or in a fire, or an oxygen mask in any situation, specially at high altitudes.
NEW MATERIALS FOR TOOLS AND ARMOR
I had made the stats of the materials found during the game, from the very first minute, to the latter game.
Between parenthesis, you can find:
Strength:For tools,it refers to the speed of destroying and the capability of mining certain blocks. For weapons, it represents the damage amount. For armour, It means the capability of absorbing damage.
Tier:It means the amount of effort/steps you have to pass through before you can obtain it..Duration:For tools and weapons,it means the amount of work/damage it can do before breaking. For armor, it means the amount of damage it can absorb before breaking.
Rarity:It refers to the average time elapsed before you come along the material the tool is made of.
.Flint (Strength:2)(Tier:0) (Duration:1) (Rarity:1)
.Bone (Strength:1)(Tier:1) (Duration:2) (Rarity:2)
.Carved Stone (Strength:3)(Tier:3)(Duration:4) (Rarity:1)
.Polished Stone (Strength:4)(Tier:4) (Duration:5) (Rarity:1)
.Raw wood (Strength:1)(Tier:1) (Duration:3) (Rarity:1)
.Polished Wood (Strength:2)(Tier:4) (Duration:4) (Rarity:1)
.Copper (Strength:5)(Tier:3) (Duration:6) (Rarity:3)
.Bronze (Strength:6)(Tier:5) (Duration:7) (Rarity:5)
.Iron (Strength:7)(Tier:6) (Duration:9) (Rarity:5)
.Steel (Strength:9)(Tier:9) (Duration:10) (Rarity:6)
.Diamond (Strength:10)(Tier:7) (Duration:11) (Rarity:9)
.Other gems (Strength:10)(Tier:7) (Duration:11) (Rarity:10)
.Aluminium (Strength:8)(Tier:9) (Duration:9) (Rarity:4)
.Plastic (Strength:6)(Tier:10) (Duration:6) (Rarity:)
.Wool (Strength:1)(Tier:1) (Duration:2) (Rarity:3)
.Fabric (Strength:1)(Tier:3) (Duration:1) (Rarity:1)
.Leather (Strength:2)(Tier:2) (Duration:3) (Rarity:3)
.Fur (Strength:2)(Tier:2) (Duration:3) (Rarity:2)
.Hide (Strength:3)(Tier:2) (Duration:4) (Rarity:2)
.Copper (Strength:5)(Tier:4) (Duration:6) (Rarity:3)
.Bronze (Strength:6)(Tier:5) (Duration:7) (Rarity:5)
.Iron (Strength:8)(Tier:6) (Duration:8) (Rarity:5)
.Steel (Strength:9)(Tier:9) (Duration:9) (Rarity:6)
.Diamond (Strength:10)(Tier:7) (Duration:10) (Rarity:9)
.Other gems (Strength:10)(Tier:7) (Duration:10) (Rarity:10)
NEW CRAFTING SYSTEM
Crafting tables:The crafting tables will be remade, making them modular, and introducing a new tool system, that will be necessary for objects to be made. There will be 3 basic things needed to craft an object:
Materials (what you use now to craft things), tools (that apply modifiers to the materials), and energy.
The basic for of energy will be your own strength, and then you'll be able to obtain mechanical energy from the nature, and even electrical energy.
As an example, let's say that you want to craft orange dye.
First, you'll have to put the material (red flowers) in the table, and apply a tool on it. In this case, a mortar. Then, you'll do the same with the yellow flower. Then, you go to your oven, dry the colored pastes into powders, and finally put the powders in the table again, and mix them in the mortar.
There will be 3 tiers of crafting tables, excluding the specific workbenches an automatic tables:
- TIER 1:The basic crafting table, will be like a tool bag, made out of leather/fabric and tools. You'll be able to carry this one, and it's power to craft things will depend of the tier of the tools put inside. It has a limited capacity, so you'll have to choose wisely which tools you'll need the most during your journey. It has a 3 by 3 grid.Here's an image of the tier 1 table, think of it as a bag extended on the floor:
- TIER 2:This one approaches the most to what a crafting table is now. It's basically a drawer fulfilled with tools. It has a better storage capacity than the bag, and it's able to keep items on it. It has a 3 by 3 grid. It needs, at least, bronze tools to work.
- TIER 3: This is the better of the manual-powered tables. It's a 4-block structure, so it's difficult to carry (4 slots in the inventory). It's made out of wood and metal, and it has a 4 by 4 grid, plus an auxiliary 2 by 2 grid. It has space for all the existing tools. It needs, at least, iron tools to work. Automated Crafting tables:Those tables will need a mechanical power source, such as a crank, a windmill or a clockwork engine. They can craft things without depleting your energy, as you don't have to make any force in order to get thing produced. There will be 2 tiers of mechanical tables:
- TIER 1: It'll be made from the tier 3 table, and works using cogwheels. It's able to make a recipe continuously, as long as is uses only one tool. The tool can be changed n order to make a different recipe. However, it's unable to assembly things.
- TIER 2: It'll have more cogwheels and mechanisms than the tier 1, but it'll be able to make recipes that use up to 3 tools. It's still unable to assembly things. It has a better seed than the basic one.
THE NEW PLAYER GUI
Here I'll explain this mess:
1- The player's portrait. Nothing new.
2- The armour slots. The same as now.
3- Jewellery slots. Reserved for magical stuff.
4- Clothing slots. Note that there's only space for chest plate and legs.
5- LOL it seems that I forgot to put the number.
6- Crafting grid. The same as now.
7- Tool slots. By putting an object here, you tell the game that you don't want to use it as an ingredient, but as a 'modifier'.
8- Crafting Product slots. If more than 2 things result from the crafting, they'll appear as soon as you pick up the current one.
9- Energy button. You'll need to push the button in order to make the work. It comes with a fancy bar indicator.
10- Item slots. You can't store blocks here. Note that you can carry as many stuff as before, but, as they're items, the weigh in much less.
11- These slots are blocked because an external circumstance. I'll dig into that later.
12- Block slots. You can't put items here. Note that you can carry less blocks than now.
13- Left-hand hotbar. I may upgrade to 4 slots. Not sure.
14- Right-hand hotbar. I may upgrade to 4 slots. Not sure.
THE NEW CRAFTING TABLE GUI (TIER 1)
1- Tool slots. By putting an object here, you tell the game that you don't want to use it as an ingredient, but as a 'modifier'.
2- Crafting grid. The same as now.
3- Crafting Product slots. If more than 4 things result from the crafting, they'll appear as soon as you pick up the current one.
4- Energy button. You'll need to push the button in order to make the work. It comes with a fancy bar indicator. Energy usage here is better than in the Player GUI, so less clicks are needed.
5-Item slots. You can't store blocks here. Note that you can carry as many stuff as before, but, as they're items, the weigh in much less.
6- These slots are blocked because an external circumstance. I'll dig into that later.
7- Block slots. You can't put items here. Note that you can carry less blocks than now.
8- Left-hand hotbar. I may upgrade to 4 slots. Not sure.
9- Right-hand hotbar. I may upgrade to 4 slots. Not sure.
There will be 4 tiers f tools: Basic, medium, advanced and electrical.
Basic tools: These can be made out from flint (Or better; take a look at my material-tiers table above). They can be used, at most, in a tier 1 table (if made from a worse material than polished stone). The tools are: Hammer, knife, needle, mortar, hatchet, hoe, nails.
Medium tools: These can be made out from polished stone (Or better; take a look at my material-tiers table above). They can be used, at most, in a tier 2 table (if made from a worse material than bronze). The tools are: cutter, axe, shovel, pickaxe.
Advanced tools: These can be made out from bronze (Or better; take a look at my material-tiers table above). They can be used in any table so far. The tools are: wrench, screwdriver, scissors, nipers, drill, screws.
Electrical tools: These are electric versions of the above tools, and need a power source and mechanisms to work. The tools are: welder, and electrical version of the above tools.
SOME RANDOM IDEAS (By skillinazn)
New Types of Swords Using Mixed Materials: These swords have varying durabilities, damage, and speed and require a mix of materials to make it. For example, what if I wanted a sword that allows me to break leaves faster but have a significant amount of durability at the same time? I will mix a diamond and gold to make the sword half diamond and half gold. This will increase the speed at which you can break leaves. You will also get a slight durability boost that is greater than gold but weaker than iron. Damage will be put in the middle of these two materials. For now, these can be made with two sets of materials. Later on I hope to be able to smelt two materials into alloy ingots and make the creation of the swords more realistic. These will be applicable to tools as well.
(We were thinking about integration with tinker's construct, that would give something similar to this, instead)
Upgrade-able Armor: Allowing the ability to add more metals to reinforce armor, you can use the anvil and make any piece of armor more durable than before. Different pieces of armor upgrades may either reduce damage taken from wearing it or making it last longer. If possible, I would want to make the reinforcement process have a chance of failing since no one can make upgrades 100% of the time.
Survival Kits: Survival kits make it easier for people to carry the tools they need to go on an adventure. These kits can vary from different situations such as emergency food, back up tools, etc. These are one use items only, and need to be crafted with a specific storage item to bundle the items together.
(Although, this idea conflicts with one I (JoNax_97) have, that is to have different inventories for items and blocks, since the last ones are a lot heavier, you'll be limited to carry only 8 stacks of blocks. Anyway, I like the ideas of stacking unused tools and weapons, in an item that opens once used, and can't be packed again)
Tents: Awhile back when I was modding I figured out how to spawn a simple house through the use of one block. I thought this may be a good way to create simple tents for people to stay in during their Minecraft journey. There's no need to cower in a hole anymore when you can sleep at the safety of a tent. Tents will have three tiers for its sizes. They will likely be made out of wool. I wanted to have tents act as giant entities so that it would look nicer, but I don't think you can sleep inside an entity. Another idea would be to allow the player to customize the tent tiers, but that's a bit too advanced to do at the moment.
(As there are two mods that do exactly this, [url=http://www.minecraft...ifferent-tents/this one[/url] and [/url][url=http://www.minecraft...nd-new-rewrite/]this one[/url]), currently I don't know whether to replace the mod's functionality, on add compatibility with ... let's say the first one. I like it more)
Campfires: These campfires will be entities that can be used to create more light in a certain area as well as allow you to cook food (only). They're gonna be a real need, as furnaces will be a later-game block.
Mining Light: If we're going with the premise of your mod this light would be a helmet powered by a light bulb (or some electrical light source) that produces light in the direction you are looking at.
(I love the mod that adds dynamic lights, so I might add a new helmet with a directional light. Forget them being made out of glowstone, anyway. It's a very late-game item, and you need the helmet before going to pick diamonds)
NEW WOLD GENERATION
They will consist of wet sand, along with some trash that the sea has thrown into the shore. They are a great pace to look for resources in very early game!
FUTURE PLANS/WORK SCHEDULE
Things we have to do in the near future:
- Code the tier 1 crafting table
- Code the tools for the new table
- Develop the new crafting system
- Develop the new stats system (thirst,sanity, temperature, etc)
Things that can wait a little longer:
- Add new items/blocks with custom functionality
- Add tier 2 and 3 tables Replace vanilla recipes by their tool-using counterparts
- Add new items/block with no special functionality (decorative blocks/recipe needed items)
Things with no developing date (expect them in a more distant future):
- Add compatibility/interaction with other mods
MOD COMPATIBILITY AND INTERACTION
As this mod WILL BE using Forge, there will be automatic (though basic) compatibility with other forge mods. Anyway, there's a future plan to make special interaction with some interesting mods that we think may fit with ours, so they can work better together. They may also have merged functionality in order to improve the player's experience. This section, also known as 'will your mod have any interaction with...?'will contain the future plans related to mod compatibility. Feel free to post the name of the mod you want to know about, and I'll post here my plans for it.
EXPECT ADVANCED INTERACTION WITH (These will be almost-necessary to feel the entire experience):
- Unlit Torches
- Balkon's weapon mod
- Pam's mods
- Small boats
- Thirst Mod
- Wild Caves
- Backpacks mod
- Battle music
- Dr Zhark's Mo Creatures
- Dynamic Earth
- Glen's gases
- Industrialcraft 2
- EXPECT SOME INTERACTION WITH (Some aspects merged/tweaked for a better experience):
- Better Storage
- Smart movement
- Fireplaces mod
- Hopper Ducts
- Herobrine mod
- Mutant Creatures
- Nether ores
- Painter's flower pots
EXPECT COMPATIBILITY WITH (It will just work. None more or less):
- Optifine (maybe)
EXPECT THESE MODS' BASIC IDEAS TO BE REWORKED AND MERGED INTO THE MAIN MOD (Having bot will cause redundancies):
- Ancient Warfare
- Better breeds
- Lots of Food
- Steam ship mod
- Village taverns
THE DEVELOPERS: TEAM INFINITY
AI DEVELOPING CONSULTANT
POCKET EDITION PORTING
As you read this; I'm making and developing new ideas for the mod, so expect the OP to be updated at short intervals!
Thanks for reading, and remember that any constructive criticism is very appreciated!
Jun 26, 2011MatrexsVigil posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)Posted in: Minecraft Mods
Please note: I am no longer using Adfly or any other ad services for my mods. If you've ever thought of donating, please consider doing so.
I now have a Patreon page! http://www.patreon.com/pamsmods
It's still pretty empty because I'm still learning how to set it up but if you donate/become a patron, it'll go to my Paypal account. If you have any suggestions of what I should put on there, let me know!DOWNLOADSSorry guys. The forum update broke the links, and I can't seem to fix them. They keep re-directing to the forum page.
Here is a direct link to all my mods together in one RAR file. You'll need to extract them from the file to use them in the mods file.
Feb 9th, 2014 - Happy New Year everyone! Sorry for my absence, but I've been looking for a job and dealing with my anxiety and bi-polar issues. I've been attempting very hard (see the last few pages of this thread) to update my mods to 1.7.2 but this update has been a disaster. You'll probably notice a LOT of other modders haven't updated either. We're trying but really, we all might have to wait for a much more stable version of MCP/Forge to come out or even for 1.8 itself!
Sept 28th, 2013 - HarvestCraft 1.6.4 v.1.1.4 (All mods now work with 1.6.4 - Tested with Forge1.6.4-220.127.116.118)- Fixed Raisins name- Added a way to turn on/off making salt from water buckets in the config
Download and install the latest version of Minecraft Forge. Download and place any of my mod ZIP files in the /mod/ directory of your /Minecraft/ folder. Done.
Texture Pack Support
Before you post any errors with my mods, please read the following:
If Minecraft comes up with a crash screen, or you look in your Minecraft Forge error log and you see the following in any fashion or combination:
java.lang.IllegalArgumentException: Slot #### is already occupied by mods.AnotherMod.BlockAwesome@4436289f when adding mods.PamMod.BlockPamWhatever @3fa501b5
DO NOT POST IN THE THREAD. You are having a Block ID/Item ID conflict. Please open the config files for the AnotherMod and the PamMod in question located in /.minecraft/config/ in a program such as Notepad++.
Find the entries in both config files for BlockAwesome and BlockPamWhatever that is causing the issue. Figure out their Block IDs. Change one ID from the conflicting number to another number between 300 and 4096. Most often you can change the first or second number and be safe. Most of my mods use the IDs from 39XX to 4096.
I hear by give permission to any non-profit mod pack to use any of my mods listed for Minecraft Version 1.4.6 or higher in their mod packs without needing written permission from myself as of January 28th, 2013. You may not claim my mods as your own and must credit myself and Rhodox of the Painterly Pack in your forum post and/or area of download links.
NOTE: No longer includes Get all the Seeds! mod, you must download it separately.
HarvestCraft 1.6.4 Recipes- Text File - Use search function to find names of what you want - Almost no java code this time
Do you want hunger and food to matter more with HarvestCraft? Hunger Overhaul Mod
Fish fillets and seaweed from Aquaculture will work with HarvestCraft!
NOTE: If you try to break a crop/fruit block and it doesn't break instantly, it's not ripe! Re-growth crops need to be right-clicked to be harvested.
57 new crops
16 wild bushes to find in the wild
22 fruit trees growing across the world of Minecrafia
Over 300 new foods to prepare and items to collect
Eight cooking tools
A peaceful, non-violent way to make string and cloth
Colored cloth stairs and slabs
A non-bee farming way to aquire wax
Hardened leather armor
An easier way to use water and milk in recipes
Sink block (available in four textures) for infinite water
Sheeps drop mutton
Squids drop calamari
Uses the Ore Dictionary for everything
An incredibly detailed config file for turning almost everything on/off as you wish
Vegan/Vegetarian Food options using tofu!
Bakeware, Pot, Cutting Board, Mortar and Pestle
Juicer, Mixer, Skillet, Saucepan
How Crops Work
Crops in HarvestCraft work by default a bit differently than in vanilla Minecraft. There are two kinds of crops--normal and re-growth. To find seeds for my crops, break tall grass or find bushes out in the wild.
Normal crops grow through three stages of growth (that takes a bit longer than vanilla wheat to go through eight stages) and when mature can be broken, dropping 2-4 items of that crop with no seeds. You can also turn on seeds dropping from normal crops in the config file (the normal crops will then drop one crop item and 1-3 seeds).
All of my crop items can be used as seeds when planting (think potatoes and carrots in vanilla Minecraft).
Re-growth crops also grow through three stages of growth and when mature, you can right-click on them to harvest a single crop item. The re-growth crop will then reset a stage to grow again without you having to re-plant.
If it takes more than 1/10th of a second to break a crop, it's not mature.
Updated Crop and Fruit pictures by MAXIMEbrx
List of Normal Crops: Asparagus, Beans, Beet, Broccoli, Celery, Garlic, Ginger, Lettuce, Onion, Peanut, Pineapple, Radish, Rice, Sweet Potato, Tea, Turnip, Barley, Cauliflower, Leek, Oats, Parsnip, Rye, Scallion, Soybean
List of Re-growth Crops: Bellpepper, Cantaloupe, Chili Pepper, Coffee, Cucumber, Eggplant, Mustard, Peas, Tomato, Zucchini, Artichoke, Brussel Sprout, Cabbage, Okra, Winter Squash, Corn, Cotton
List of Trees: Apple, Avocado, Banana, Cherry, Cinnamon, Cococnut, Dragonfruit, Lemon, Lime, Mango, Nutmeg, Olive, Orange, Papaya, Peach, Pear, Peppercorn, Plum, Pomegranate, Starfruit, Vanilla Bean, and Walnut
List of Bushes: Blackberry*, Blueberry*, Cactus Fruit*, Cranberry, Grape*, Kiwi*, Raspberry*, Spiceleaf, Strawberry*, Sunflower, White Mushroom, Rhubarb, Rutabaga, and Seaweed
* Bushes marked with asterisk are re-growth crops
HOW TREES WORK
FRUIT TREE GALLERY
These pictures are for reference of the fruit growth stages only. Fruits can grow on three different types of trees depending on biome.
This mod adds fourteen new flowers that generate naturally across the world, giving the game a bit more color. You can also use flower seeds to plant and grow more flowers just like wheat! In versions for 1.5.2 or higher, you can also craft flowering vines using three flowers on each side of the crafting grid to get six vines. In versions for 1.6.2 or higher, all crops now use a tile entity (so they take up 1 block ID) and if you have GalatiCraft installed, alien flowers will spawn on the moon! You can re-name flowers (normal and moon) in the config file as of 1.6.2
Read the Config File Directions and Recipe guide to get the most out of this mod.
Block IDs: 4000 Flowers, 4001 Crops, 4002 Moon Flowers, 3100-3115 Vines, Item IDs: 14001-14016, Config File: Yes
Would you like a flower pot that will work with my flowers (and even saplings)?
If you have GalactiCraft installed, Moon Flowers spawn on the Moon! (Set to 0 rarity in config to stop this)
Config File Directions
Block IDs - You can set these up to a maximum of 4096.Item IDs - You can set these up to a maximum of 30,000(?).tallgrassdropsflowerseeds - Normally set to false, set this to true if you want flower seeds to drop from tall grass along with wheat seeds.flowerseedRarity - Normally set to 10, this makes flower seeds drop as often as wheat seeds. Lower this number to make them drop less often.flowerdirectlytodyerecipes - Normally set to false, set this to true if you want a single flower to turn into two dye in the crafting grid (like red and yellow flowers).redstoneflowerdyerecipeOutput - This number determines how many dyes you get from crafting the redstone + water bottle + flower recipe. Can be set as high as 64.flowerseedrecipeOutput - This number determines how many seeds you get by combining two flowers in the crafting grid. Can be set as high as 64.enablefloweringvineblocks- This turns on and off flowering vines in the game (only in versions of this mod for MC 1.5.2 or higher)
The output of all recipes is determined by the config file above (except for dyeing wool). All recipes work with all flowers.
This mod adds in sixteen new plants that spawn in Forge Biome Dictionary biomes marked plains, forest, mountain, and hills. They are just for decoration and be planted on grass. You can use the config file to change their names and spawning rarity if you want.
Block IDs: 3077, Item IDs: ---, Config File: Yes
Mob Drop Crops
(Pictures when I have time)
This mod is meant for folks who like to play on Peaceful or who have taken mobs out of their game some other way. Bushes spawn in the world that when broken, drop a mob item. Blaze Flowers and Tear Chalices can only be found in the Nether. You can then take that mob item, combine it with wheat seeds, and get a mob drop seed.
Blaze Flower - Blaze Rod - Nether
Bone Pile - Bone - Deserts
Creeper Pod - Gunpowder - Forests
Ender Pedestal - Eye of Ender - Jungles
Eye Bush - Spider Eye - Beaches
Rotten Mound - Rotten Flesh - Plains
Slime Puddle - Slime Ball - Swamps
Tear Chalice - Ghast Tear - Nether
You must plant mob drop seeds on slow sand in order for them to grow. If a crop doesn't break immediately, it's not mature yet. All crops except the Creeper Pod and Slime Puddle drop 2-4 items upon breaking. Creeper Pod and Slime Puddle only drop one item.
Most of the crops grow normally, although the Creeper Pod grows like a melon/pumpkin (you must have slow sand around the vine for the Creeper Pod to grow) and the Slime Puddle grows like mushrooms (you must use a large patch of slow sand in order for the Slime Puddle to expand). Crops, pods, and puddles can grow slowly.
You can use the config file to turn off each of the 'bushes' generation and change the rarity.
Warning: This mod is super over-powered in a standard world with mobs.
Block IDs: 2830 - 2834, Item IDs: 12030 - 12037, Config File: Yes
This mod adds in three new sets of tools (cactus - wood, sandstone - stone, and glass steel - gold), a new armor set (cactus - leather), sixteen desert-themed plants that only spawn in desert biomes, glass steel ingots (made from three glass and one iron), a glass steel window (resists explosions), and a recipe to turn cactus blocks into planks.
This mod ads in glass stairs, slabs, and tile blocks.
This mod currently adds in a venus fly trap plant that generates in swamp biomes. They deal damage like cacti when bumped, but you can break them and re-plant them where you'd like. You can change their frequency and Block ID in the config file.
Below you'll find all my small and simple mods that add very tiny changes to the world to make things a little bit better. =)
Pam's Get all the Seeds
This mod makes all the seeds in the game in addition to wheat drop from tall grass. Use the config file to turn off seeds dropping or change their frequency.
Block IDs: None, Item IDs: None, Config File: Yes
Pam's Clay Spawn
This mod adds in clay deposits underground with the frequency and density of iron deposits.
Block IDs: None, Item IDs: None, Config File: No
Pam's Huge Mushroom Spawn
This mod adds giant red and brown mushroom spawns across several biomes. Change their frequency in the config file.
Block IDs: None, Item IDs: None, Config File: Yes
Pam's Melon Spawn
This mod adds melon patches in the world similar to pumpkin patches in forest, plains, swamp, ocean, and jungle biomes.
Block IDs: None, Item IDs: None, Config File: No
Pam's Simple Recipes
This mod adds several crafting and smelting recipes to the game.
Block IDs: None, Item IDs: None, Config File: No
Sapling (any) = Stick
Gravel x9 = Flint
Smelt Rotten Flesh = Leather
Smelt Sandstone = Glass x4
Pumpkin x2 = Orange Dye x8
Yellow Flower + Red Flower = Orange Dye x4
Bone x2 = Stick x4
Sandstone = CobblestoneCactus = Oak PlankWheat x2 = Seeds x2
Feather + Paper + Ink Sac + String = Name Tag
Block of Iron/Gold/Diamond + Leather x3 = Iron/Gold/Diamond Horse Armor
Leather x5 (in helmet shape) + Diamond in middle + Gold Bar x2 on bottom edges = Saddle
Sep 6, 2013Silentscope88 posted a message on Better Trees and Tree Generation - 28:3 Supporter/Partial Supporter to Non-Supporter Ratio!Hello, everybody! I just had some great ideas! It's likely a few of them have already been suggested before (in some way, shape, or form - or at least parts of this, as it's going to be a VERY large suggestion), but none will have been posted in this level of detail and depth (hopefully). Since this is going to be very large, I'm going to break this up into sections, bullets, and paragraphs.Posted in: Suggestions
---Section 1: Better Handling of Existing Trees---For starters, some of the generated trees' names are a bit vague or unrealistic. I suggest using new, differently-named blocks for some of the trees, and new leaves. I'll make a list beneath all of this listing trees, current wood types, and the new wood/leaf types I think would be better. As I just mentioned above, I'm suggesting new leaf types for certain trees. Why? Saplings, of course! Some generated trees look great, but we can't actually grow them ourselves, thanks to the saplings they drop. Because of this, I suggest new leaf blocks that drop new saplings so we can get these trees without building them ourselves. Lastly (before I make the list), I suggest new wood blocks and textures. Some of the current blocks are a bit unrealistic on certain trees they generate in. Anyways, I'm going to do the list, now. I'm going to format it like this: >Tree I feel should be changed --- Current name --- New name (and possibly explanation) --- New block texture (I'll try my best to describe it, since I currently lack the ability to create my own textures) --- The kind of planks the wood block is crafted into --- Will the new block appear in the creative inventory? --- New leaf texture --- New sapling texture< Anyways, here's the list:
- Swamp trees --- They're currently called "oak". This is alright, as they are oak trees, but I feel this isn't specific enough. --- I suggest renaming them "Live Oak" (or, as popularly suggested, "Willow") --- The Live Oak block should keep the default Oak texture, as it is an Oak tree --- This should simply craft into normal Oak Planks. No new name for the planks, no new texture. --- The new Live Oak block should not appear in the creative inventory, as it's visually identical to the normal Oak block. Of course, map makers can always use "/give" --- The Live Oak Leaves should simply use the default Oak Leaves texture. The only difference is that the Live Oak Leaves block drops Live Oak Saplings, and not the regular Oak Saplings. --- The sapling should be darker in color, and a bit wider and flatter at the top, as opposed to the round Oak Sapling.
- Jungle trees --- They're currently called "Jungle" (duh). --- I suggest we rename it "Moabi". I'm not sure if this is the tree Jungle trees are based off of, but it seems like it is to me. It may not have the horizontal bark pattern, but the tree does have cherry-colored wood. If this is the incorrect tree, please let me know. --- Nothing else should be changed about this tree.
- Jungle bushes --- They currently use Jungle Wood and Oak Leaves. --- I suggest we simply rename them "Vegetation". --- It should use the same texture as the Jungle Wood block. --- This should craft into Jungle Wood Planks. --- This block should not appear in the creative inventory. --- The leaves should resemble the Oak Leaves, but with a slightly browner coloration. --- The sapling should look like a small cluster of leaves.
- Dark Oak Trees --- They currently use Spruce Wood and Oak Leaves --- I suggest we rename them "Hitachi" or "Monkey Pod" --- The Monkey Pod Wood block should be an earthy shade of brown. --- It should be crafted into either Monkey Pod or Hitachi Planks --- The Hitachi/Monkey Pod Wood block should appear in the creative inventory. --- The leaves should look like a thick, confused mass of Dark Green Leaves. This block should be opaque, unlike normal leaf blocks. --- The Sapling should look like a tree with an umbrella canopy.
---Section 2: New Trees---There are plenty of new biomes, and lots of different trees for said biomes, but what about the diversity of trees within each biome? So far, the most diverse biome is the Jungle, with four different types of trees (Large Jungle tree, Small Jungle tree, Large Oak tree, and Bushes). That's only four types of trees. And one of them doesn't even count as a tree! That is why I've made this second section - to suggest more trees for existing biomes. I'm going to put the list in this format: >Tree name --- Biome tree appears in< Now, on to the list!That's it! Please leave your feedback and tell me what you think! I apologize for the thread being so long, but, hey! There's a poll! Polls are fun, right? Also, if you would like to keep reading, there's the thread changelog and related suggestions listed beneath.
- Spruce --- Just rename it "Black Spruce".
- Makore --- Jungle
- Mahogany --- Jungle
- Baobab --- Savanna
- Cypress --- Swamp
- Mangrove --- Swamp
- Cedar --- Swamp & Forest
- White Spruce --- Taiga
- (PLACEHOLDER FOR FUTURE IDEAS)
- Dogwood --- Plains & Forest
- Dragon's Blood Tree --- Ocean (Islands)
- Norfolk Tree Fern (not actually a tree, but Minecraft can let it slide) --- Jungle
- Joshua Tree --- Mesa
- Banyan Tree --- Roofed Forest & Jungle
- Cottonwood --- Taiga
- Lodgepole Pine --- Taiga
- Fir --- Taiga & Extreme Hills+
- Pine --- Taiga, Forest, & Extreme Hills+
- White Pine --- Cold Taiga
- Palm Tree --- Beach
---Similar/Related Suggestions---Here, I'll link to other similar and related posts that I like. I'll list all of the suggestions below, and I'll format it like this: >What post concerns/pertains to --- URL< Here they are:
- Tree growth --- http://www.minecraft...round-trees-v2/
-EDIT- 12:03 P.M., September 18th, 2013:I just heard somewhere that blocks can only have 16 variations. I'm not sure if this is true, or not, but this would mean that Mojang would have to add a new block with the same properties as wood in order to add so many new types of wood.
-EDIT 2- 12:38 P.M., September 18th, 2013:I just added more trees
-EDIT 4- 12:28 P.M., October 9th, 2013:I added a section dedicated to links to other related or similar suggestions that I like.
-EDIT 5- 8:05 P.M., May 6th, 2014:I removed the acacia trees from the renaming section, renamed "roofed forest trees" "dark oak", and added more trees and their variations. I also added links to other threads in my "better" series.
---Other Suggestions in my "Better" series---
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