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Apr 12, 2013Posted in: SuggestionsThe Ender Heart - A New Ender Dragon Drop
(Not the best sprites)
The Ender Heart is a new drop from the Ender Dragon. It only drops in Singleplayer. The Ender Heart is a consumable item that gives the consumer two more maximum Heart Containers. It comes with a downside, however. Natural damage (Fall damage, drowning, burning, lava, suffocation, starvation..) will deal an extra heart of damage.
When the item drops from the Ender Dragon, it will drop as a "Solidified Ender Heart", being the second sprite. The heart right now is utterly useless. If you want to consume it, you need to repair it in an Anvil. Put the Solidified Ender Heart on the left and put an Eye of Ender on the right to get a consumable "Ender Heart" (being the first sprite) at the cost of thirty levels.
Even after death, the two extra Heart Containers will stay with you. They will stay with you indefinitely.
In Multiplayer, the Ender Heart simply doesn't drop from the Ender Dragon. This is for the sake of balance. You know, there are multiple people, so it'd be unfair if only one of them got to have the added effects. They can be spawned in using the /give command or Creative mode and used as a valuable gift from the administrators.
Last of all, there's a cosmetic effect. All of your normal heart containers (and the new ones) will appear to be solidified. It's just a cosmetic effect, a nice one IMO.
Thanks for reading this wall of text! Feedback is appreciated.
Nov 20, 2012Posted in: Recent Updates and SnapshotsQuote from Jazukai
The new almost complete-overhaul of the sounds in the game are awful.
I haven't been a fan of many previous sound changes, but they were small things I adjusted to, like the door sounds, some were improvements, such as TNT's boom effect, and the addition of new mobs is fine.
Grass sounds like sand, sand sounds like gravel, chopping wood sounds like tapping on rubber.
I feel like the people in charge don't care about the experiences that made Minecraft so popular in the first place. The oldschool sounds were part of the appeal, and had no reason to be changed.
Even if they felt the need to update them, why they're so inaccurate is beyond me.
I think the sounds should be left alone, and changed back.
In such a short time of existence, the previous updates have increased in nostalgia value. Things just aren't the same now.
Are you still able to mine? Check.
Play the game how YOU want to? Check!
You're complaining about sounds, FFS. If they give you a headache, mute the game. If you dislike them, change them with mods. It's not hard.
Oct 28, 2012Posted in: SuggestionsQuote from Eraed
I really don't see a use for this. Crafting looks like a pain and it keeps the same basic value of gravel.
Also coding a limited liquid isn't something minecraft is used to.
What's rotten flesh useful for? Sponges? End Stone? All compressed ore blocks? Lapis Lazuli only dyes wool blue. Speaking of wool, once you've made a bed, it's useless. Well, besides paintings, but those are also useless. What about dyed leather armor? That's useless too.
Aesthetics =/= useless.
As for the second part, it doesn't sound too hard.
1. Every tick, the game checks if there's a solid block below the source block of the liquid concrete.
- If there is, leave the liquid as is.
- If there isn't, make the liquid source move down one block. (Or turn it into an entity, like gravel?)
2. After 100 ticks (5 seconds on a good machine), replace the liquid with a solid concrete block.
Oct 26, 2012Posted in: DiscussionQuote from masta_of_stealthFan
Are you guys kids below 14? Im 25 i thought the show was to kiddy i wanted to change the noses.
1. You're a hypocrite. You're saying they're below 14 for supposedly liking Spongebob, yet you have an MLP (the show is meant for young girls) avatar.
2. Age =/= maturity.
3. On-topic. People complain about this all the time. Mojang won't change it just for you. You can try going in the textures and removing the nose from all the villager textures.
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Apr 23, 2014Posted in: Minecraft Mods
TheMasterCaver's World (TMCW) is essentially a "total conversion" / "alternate development path" mod reflecting my own vision of the game as it might have evolved since 1.6.4, the most recent version I've ever played on due to changes in later versions, which partly influenced the development of this mod (I never actually made it with the intent to be a "fork" of the game but simply a collection of features made to enhance my own enjoyment of the game, as well as the enjoyment of modding itself, which led to the addition of many "secondary" features).
This includes many of my own unique features in addition to my own ideas of how some newer features could have been implemented, such as 1.9's "attack cooldown", Mending, favoring mining instead of resource farms, and especially terrain generation, the original and still main focus of this mod, hence its name (suggested by ScottishMushroom).
There are also features which are directly based on newer versions, if not functionally identical, including biomes, blocks, mobs, and game mechanics; as well as features restored from previous versions or even never properly implemented, and features taken from suggestions made by others (both for this mod and vanilla itself). In total, there are more than 500 new blocks/items/biomes/entities, and as many as a thousand additions and changes in total.
Another major focus of this mod is optimizations and bugfixes, including bugs which still haven't been fixed, or at least reduced, in the latest vanilla version, and bugs introduced by the client-server merge in 1.3.1, which ended the "golden age" for many players due to previously multiplayer-only bugs and latency/desync issues in singleplayer. Despite the amount of content added the footprint of the game is no higher than, or even lower than, vanilla 1.6.4 (the usual recommendations for modded versions, e.g. allocate more memory, are irrelevant).
Note that I primarily made this mod, and mods in general, for my own use and this affects the development/update schedule of this mod (I've not made significant updates for several years at a time while playing on my first world/other worlds; major updates (version 1, 2, etc) reflect major changes to world generation/internal mechanics and are not guaranteed to be backwards-compatible with older worlds), as well as what features/suggestions I may implement.
Version 5: https://www.dropbox.com/s/4xv6qmwuexfes13/TMCWv5.zip
Version 4.5: https://www.dropbox.com/s/ioa73iyby4nl3sg/TMCWv4.5.zip
Version 4: https://www.dropbox.com/s/3i24vzsdv9iaom3/TMCW_v4.zip
Version 3: https://www.dropbox.com/s/7rdter2h82lbvwl/TMCW_v3.zip
Version 2: https://www.dropbox.com/s/u81i9z7d1905m6m/TMCW_v2.zip
Version 1: https://www.dropbox.com/s/oqftqd9fxttolvo/TheMasterCaversWorldMod.zip
Installation instructions for the official launcher (also included in a Readme in the download; note that other than the name of the installation "TMCW" must match the name of the json file in the download, e.g. TMCWv5):
1. Create a new installation named TMCW with 1.6.4 as the version and click Play to download 1.6.4 (if you don't already have it), then close the launcher.
2. Go to the versions folder in .minecraft (%appdata% on Windows) and copy the 1.6.4 folder and rename it and the jar inside to TMCW.
3. Replace 1.6.4.json with the TMCW.json file in the download.
4. Using a zip utility like 7Zip or WinRar, add the contents of the "Mod" folder to TMCW.jar and delete the META-INF folder (note that the contents of the "Mod" folder were merged into the jar, don't add the folder itself, or anything else in the download).
5. Open the launcher and edit the installation you made to choose TMCW from the versions list; select it and you should be able to launch the game; since TMCWv4.5 successful installation is easy to confirm since the title of the game window will be "TheMasterCaver's World (version #)", otherwise, the changes to world generation will be obvious (e.g. "-123775873255737467" in vanilla 1.6.4) and the player skin will be my own skin (1.6.4 used an old skin server which no longer works, requiring a resource pack to change).
6. If the game fails to launch you may have misspelled something (e.g. "Failed to download file ... Exists: Nonexistent") or added files incorrectly (e.g. "NoClassDefFoundError") or forgot the delete META-INF (e.g. "SHA-256 digest error for aab.class", or similar). Newer Java versions (e.g. Java 17) have not been tested but if vanilla 1.6.4 runs then so should TMCW, but it is usually recommended to use e.g. Java 8 to run older versions.), the default player skin is also my own skin.
I highly advise changing the game directory (you can simply add a folder name to the end of the default path without creating one; e.g. ".minecraft\TMCW", which will be automatically created when you launch the game), both to avoid issues with the game crashing due to loading invalid settings from options.txt (since TMCWv4.5 this is no longer an issue) and/or resetting them as well as loading a world in the wrong version (since TMCWv5 only worlds it created can be opened, and it also stores statistics files under a different name, but vanilla can still see/load worlds it created).
Also, if Optifine (only supported by TMCWv4 and earlier) is used it should be installed first by manually copying the contents of the Optifine jar to the Minecraft jar (same process as described for TMCW), not by using its installer (the order the files are added may not matter but I installed TMCW after Optifine). There are no other mods that TMCW is compatible / have been tested with, including other mods I've made, so don't try to mix them.
This is also a singleplayer-only mod; I have not written it to be compatible with multiplayer.
Version 5 update:The product of years of development, TMCWv5 adds more new content than all previous versions combined, bringing the total number of features added by all versions to 325 blocks, 103 biomes, 45 entities/variants, 34 items, and 7 enchantments, in addition to dozens of new structures, trees, changes to game mechanics, and more (these include nonfunctional features present in vanilla such as giants, bark logs, and even 2x2 oak trees, and does not include variants of blocks that do not have an item form, such as plant variations in flower pots, only the addition of large flower pots). Note that due to the scale of the changes TMCWv5 cannot load worlds created in earlier versions; they will not even appear in the saves menu, only worlds it created (all other files are now completely separate from vanilla so the only issue with sharing game directories is loading a world created with TMCW in vanilla).
One of the biggest changes is a complete rewrite of world generation, which consequently generates completely different worlds from earlier versions and was a major reason for the delay in releasing TMCWv5; some of the core changes and new blocks were added in an intermediate update, TMCWv4.5. Cave generation in particular is much more varied with many new variations added, as well as increases to the size of the largest caves, which can exceed a million blocks in volume, 600000 for ravines and 1.7 million for a giant cave region (for comparison, in previous versions they could reach about 500000, 425000 and 1.3 million respectively), and large caves are significantly more common. Also, only the very largest caves are now excluded from generating near the origin; due to this the "NoExclusion" patch that previously disabled this exclusion has been dropped, partly also to ease maintenance:
This is one of the largest single caves that I have found, with a volume of nearly 1.1 million blocks, located at at 420, -956 in the seed "6511199847387183207" (it is at the bottom-center of the image above, with the small cave to its lower-left representative of a typical "large cave" in vanilla 1.6.4, with the largest known such cave having a volume of about 26,000 blocks):
The same seed also has an enormous ravine at -620, 112, and they can get much larger - up to 368 blocks long and 50 blocks wide. This also shows how underground biomes now extend all the way down to and even including bedrock, with ore and bedrock variants added to match the "biome stone" blocks (these are a stone-like block variant which has the same properties as stone, thus you need Haste II + Eff V to instantly mine "sandstone biome stone", as opposed to earlier versions where it was real sandstone/snow/ice/etc, but it was limited to the upper third of the underground, and only lined caves before TMCWv4):
Another significant change to world generation is that the area within about 1000 blocks of the origin is always entirely non-ocean biomes - it is highly unlikely that spawn will be in/next to an ocean or on a small island, and it will be within a relatively flat and open biome (plains, tropical swamp, meadow, mega tree plains, bushlands, or oasis) in the Default world type; Large Biomes may place biomes too far away to be detected, and also has different origin continent generation so oceans aren't so far away (due to this Large Biomes is not simply an upscaled version of Default until you get further from the origin). Land is also more common, making up about a third of the world, compared to about a fifth in vanilla (about 75% ocean, plus "rivers" along shorelines). Here is a large-scale land/ocean map:
Also, all world generation (caves, terrain, feature placement) now fully utilizes a 64 bit seed; previously, and in vanilla, only biome generation used all 64 bits with the result that any seed which differed by a multiple of 2^48 had the same non-biome dependent features, and even the biome generator itself had "shadow seeds" which reduced the number of unique biome maps to 2^63, but this was fixed. Text seeds also now use a 64 bit hash function instead of 32 bit (e.g. "TMCWv4" now hashes to "-4968953994433483799" instead of "-1816924181"), and the selection of a random seed enables any 64 bit seed to be chosen (it was previously based on Random, with 2^48 possible 64 bit values, some of which likely had the same lower 48 bits), and a random seed is now only used if the textbox is completely empty so you can directly enter 0 as a seed (there was no technical reason why this wasn't allowed):
"-123775873255737467" and "-556121437483305083" in vanilla 1.6.4, showing similar biome and river borders (these have the same lower 48 bits and should produce very different biome maps since the biome generator uses a 64 bit RNG, but due to a poor algorithm there are only 2^63 unique biome maps and many of those have many similarities when only higher-order bits change. TMCW previously used the same methods as vanilla):
The same two seeds in TMCWv5, which are entirely unique down to river and biome borders:
"-2143500864" and "-7379792618385405355" in vanilla 1.6.4 (these are "shadow seeds", which give the same biome map but different terrain and reduces the number of unique biome layouts to 2^63 since every seed is one of a pair):
The same two seeds in TMCWv5, which again produce completely different worlds:
There are also several new biomes added, as well as many minor biome variants to improve existing biomes (e.g. Ice Hills now has its own "river" variant which uses the same generation as its parent biome):
Tropical Ocean, which has coral reefs, which can also be found in small patches in all non-frozen ocean variants. Tropical Ocean generates alongside "hot" biomes as well as in large patches in open oceans, and the seafloor is entirely covered in sand, predominately quartz sand. Also shown is a Quartz Beach, which generate alongside "tropical" biomes like Jungle and Tropical Swamp, and has quartz sand and sandstone instead of regular/yellow sand and sandstone:
Frozen Ocean now generates as a proper biome, instead of in tiny patches around the edges of Ice Plains (most of the "frozen" water alongside them in older versions/vanilla are actually Frozen River); similar to Tropical Ocean it can be found alongside snowy biomes and in patches of open ocean; unlike other biomes they try to avoid generating right next to opposite extremes. As shown here they also have icebergs made out of packed ice and Polar Bears, one of three variants of bears. The seafloor is also entirely gravel:
Oceans also have Shipwrecks, which come in 3 different sizes with the largest having a chest hidden below the deck (all sizes are fairly common but the largest size with loot is much rarer than in 1.13+):
Quartz Desert, which includes a new structure, Quartz Desert Pyramids, which has a main pyramid and two smaller pyramids; the main pyramid contains a maze inside which leads to a treasure room at the top which has the same loot as desert/jungle temples. One of the most notable features is that the walls are made out of "Reinforced Quartz Sandstone", which takes an extremely long time to mine even with an Efficiency V amethyst pickaxe; however, once you reach the treasure room there is a button which when pressed will convert it into normal quartz sandstone. There are also mob spawners hidden under the walls in the maze which spawn skeletons and white husks. Also visible in the distance are Saguaro Cactus, a large branched form of cactus (like normal cacti breaking the base will cause the entire plant to break; however, instead of dropping itself it drops saplings; if Silk Touch is used (blocks must be broken from top-down for efficiency) they drop logs which work the same way as wood logs (Silk Touch is not required):
Mushroom Forest, which has uniquely blue-green foliage, even affecting the color of spruce leaves (the only biome that currently does so), and huge mushrooms in all colors:
Mesa Plateau Forest, which generates at the top of Mesa Plateau and provides a source of wood and passive mobs in an otherwise barren biome which only has rabbits:
Another feature of Mesa biomes is the addition of mineshafts that generate above sea level; these are in addition to normal mineshafts and are smaller with spruce wood supports and gold ore which generates as part of the structure (it can only be found in mineshafts). Unlike underground mineshafts they only generate sections that have at least one block without sky exposure above them (this is only applied to mesa mineshafts, and only in non-Superflat worlds, avoiding the bugs that 1.10's implementation brought). Another change made to mesas is the addition of a red variant of clay which replaces the normal gray clay that previously generated:
Mineshafts in general were improved by adding platforms below all pieces, not just corridors, and they can no longer intersect themselves vertically (the "floor" of a piece, where the wooden platforms are, is now included when checking for intersections), and the type of wood is based on the types of trees found in the most common biome around the central room/start (most treeless biomes default to oak with some having other types of wood):
Badlands; this is not a rename of Mesa but an entirely new biome which is a combination of Mesa with different colors and a red sand desert; below the surface stone is replaced with red sandstone with pockets of red clay and red sand:
Icelands, a frozen version of Mesa and Badlands made out of snow blocks and packed ice, including new opaque and blue ice variants, as well as "vegetation" made out of ice and scattered blocks of "dry ice" underground:
Uniquely, instead of having lava caves in Icelands, as well as Ice Hills and Ice Plains Spikes, contain water instead of lava, and no lava is allowed to generate within these biomes (it may flow into them; low-level lava/water is separated as shown here). Also visible are Glow Squid, which can be found in any body of water below the surface:
Big Birch Forest, which includes two new variants of birch trees, including a 2x2 form, both of which also occasionally generate in normal birch forests, much as big oak trees do:
Autumnal Forest, based on a suggestion, including many of the mobs; including Black Bears, which are smaller than other variants and always hostile and never naturally spawn as babies; Autumnal Creepers, which are similar to normal creepers but have rubies added as a rare drop, making it renewable; Vampires, which have a chance of inflicting Poison when attacking and if attacked may spawn bats at the player's location which will chase them until the vampire is killed; and a new structure, Pumpkin House, which appears as a large pumpkin and contains two witches, a black cat, and a chest with loot. There are also 4 new variants of "autumnal" trees and bushes with their own leaf and sapling blocks, thus can they be grown anywhere. Despite appearances this is not a "hot/dry" biome; my custom biome coloring system allows them to be separate from the color:
Villages can now generate in Savanna Plateau and use "compressed cobblestone" variants and all-bark logs; villages in general are also more common for a given area of spawn biomes (the spacing was reduced and up to 3 attempts are made if a village failed to generate; they are still confined to their spawn biomes to help avoid derpy villages), and additional torches were added to ensure that every building is lit and the smallest houses now have doors:
Roofed Forests now have Woodland Mansions; a large cubical structure similar in design to my bases which has many different rooms in various combinations inhabited by witches and cave spiders (the whole structure acts like a witch hut with cave spiders added to the spawn list). Similar to 1.11 they are fairly rare but nowhere near as much; this one was found at -688, -816 in the seed "6511199847387183207" and a sampling of 10 Roofed Forests had 2 mansions (the sheer number of biomes makes any one biome fairly rare; the grid size for mansions is only 14x14 chunks vs 80x80 in 1.11 but there is an 80% failure rate due to terrain that is too hilly):
Mushroom Islands are much more colorful with more colors of mushrooms and Mooshrooms to match - green, blue and purple in addition to red and brown (brown was added in a later vanilla version):
Last, but not least, the Nether has finally had new content added, after having been neglected until now (one reason is because I barely spend any time in it, mainly using it to collect quartz for XP and my main base, never returning afterwards); including new mobs, Nether Husks, Nethermites, naturally spawning Endermen, dungeons (nether husk, witch, normal skeleton, zombie pigman. Similar to Endermen dungeons in the Overworld zombie pigmen spawned form spawners are always hostile but will not alert other pigmen when attacked), red and brown huge mushrooms, veins and lakes of magma blocks, lava lakes (small lakes that appear anywhere as in the Overworld), veins of gravel and soul sand (gravel does not fall during world generation), Nether gold ore, and significantly more "normal" caves, including larger variants and ravines (the ratio of air:solid blocks was slightly reduced to offset the increase in caves, there are still large empty areas though. Caves also form a secondary "lava level" at y=4):
Here are some of the many mobs/mob/entity variants that were added, not including ones mentioned above, along with some notable changes to existing game mechanics:
Zombies now have a Husk variant, which comes in 4 different colors; yellow, red, while, and pink ("nether"), with Giants having all the same variants except for pink as they do not spawn in the Nether (the code does fully support it though). The color generally matches the biome they are found in; yellow = desert, red = mesa and badlands, white = volcanic wasteland and rocky mountains, pink = Nether) and they all have similar behavior as the ones added in 1.10 (the duration of Hunger is lower due to draining much faster but costs more hunger overall). Nether husks also spawn with golden equipment and drop gold ingots, nether brick item, and glowstone dust as rare drops; the Giant form drops its corresponding color of sand (1-2 and up to 5 when killed with Looting). Also, they can spawn anywhere within their respective biomes (including below sea level), as well as exclusively from husk spawners found in various structures:
Endermites and Nethermites were added; Endermites may spawn when an Enderman teleports after being attacked by a player while both variants are an uncommon natural spawn in the Overworld/End and Nether respectively (this represents the only change that TMCW has made to the End so far, besides just refactoring the world generation code).
Skeletons now have a baby variation with similar behavior to baby zombies (move faster and fit in 1 block high spaces), and a Stray variant was added which mainly spawns in snowy biomes and a few other biomes (as with Husks they spawn anywhere as 50% of skeletons). There is also a chance, based on difficulty, that a skeleton will spawn with a sword instead of bow:
Added rabbits, which come in 10 variants, including a new red variant and naturally spawning killer rabbits (using the original name/texture), and spawn in most biomes, most notably in biomes which previously had no passive mobs, such as deserts; they are also immune to fall damage and cactus as they otherwise tend to kill themselves too easily:
Added 8 new tamed cat variants; black cats also spawn in witch huts and pumpkin houses, and ocelots were added to the passive mob spawn list and these do not despawn (only one spawned as "hostile" mobs), making them easier to find, including on Peaceful difficulty:
Similar to husks there are yellow, red, and while silverfish variants, and silverfish now naturally spawn in any biome below sea level (naturally spawned silverfish cannot enter blocks unless they have been attacked by a player). There are also more variants of monster eggs, renamed to Infested (block) for mossy/cracked stone bricks, the 1.8 stone types, and red sandstone (red sandstone always spawns red silverfish while other types depend on the biome they are in):
Fish now spawn in oceans, lake biomes, rivers, and swamps, can can be caught with a water bucket, giving a Bucket of Fish which can then be placed as water/fish; the model is based on the cod model for 1.13 while the color is based on the 1.6.4 "fish" item, which was not changed:
Another notable change to mobs is that nametagged hostile mobs and tiny slimes will not despawn and turn passive on Peaceful (interestingly, according to the code tiny slimes are not supposed to despawn on Peaceful in vanilla):
Hostile mobs also now require a block light level of 5 or less to spawn (sky light is still 7 or less, and the failure rate is still level/8 so a block light level of 5 gives a 5/8 failure rate); this complements the minimum light level that cave maps will map (6 or more).
Items and XP orbs also now float in water:
Here are screenshots of all the new blocks and items, excluding "similar" variants (e.g. infested granite, which looks just like granite, or mushroom blocks other than caps):
New items/item models, as well as a new item frame rotation mechanic (beds at the top); many redundant items were eliminated by having blocks drop themselves (e.g. bed block vs bed item,, which used a different ID), which enabled custom 3D block models to be used instead of the generic "2D with thickness" item model:
These are all the plants that can be placed in flower pots, with additional models obtainable by right-clicking them while sneaking; the tree models are different at every coordinate for a virtually infinite number of possible forms (not shown - every color of huge mushroom model, which are all the same as the brown ones shown). Also visible in the lower-left is a large variant of flower pot, crafted with a U of bricks (including the lower corners), which may be more aesthetically pleasing for larger plants:
Glow Ink Sacs can be used to make glowing item frames, signs, and paintings (added later); signs have white text instead of black and only the text glows. These are also shown inside a cage of Obsidian Glass, which blocks light while letting you see through:
Stalagmites are one of the most complex and varied blocks that I've added with a total of 21 item forms/base variants (7 each of small/large/giant) and 168 total variations when including complete render-only forms (you can also individually mine the blocks from larger variants; the item that drops will depend on how many blocks were above/below the one that was mined as also indicated by the size of the selection box and breaking animation, which covers up to 3 blocks at once):
Stalagmites also make renewable lava possible; if you place a liquid source block above the block a stalagmite is on and if it drips the corresponding liquid (usually water but netherrack, and stone in volcanic wasteland, drip lava) it will gradually fill a cauldron:
There are also dozens of new variants of ores to match their corresponding biome-specific underground blocks (only gold has a netherrack variant); this also shows the variants of sandstone from the side as well as 12 new bookshelf variants, corresponding to 0-11 books which can be added/removed by right-clicking them (the original recipe crafts a "normal" bookshelf which cannot store/remove books, same for any naturally generated bookshelves):
Several new additions, Hammers, Smelting, Vein Miner, Luck Of the Sea/fishing non-fish items, and Dry Ice/ice generators, completely change or add fundamental new game mechanics, respectively allowing uncrafting, using Fortune on iron and gold and/or not needing a furnace to smelt them, mining multiple blocks at once (besides blocks like cactus which cause other blocks to lose support), and a new way to obtain various items:
Hammers function as a multipurpose mining tool (i.e. they can mine and harvest stone, wood, and many other blocks faster, even blocks like glass) and more signif8natly, an uncrafting tool - many blocks will drop some of the materials they were made with when mined instead of themselves, or turn into entirely different blocks, such as cobblestone, which turns into gravel, then gravel sand, then sand, making it renewable with some effort. Storage blocks, such as iron/coal/etc blocks, as well as quartz blocks, are converted with 100% efficiency, otherwise Fortune can increase the drop rate (Silk Touch does not work on hammers). Notably, when used on iron and gold ore they drop "raw" items which are affected by Fortune:
Also shown is the effect of "Smelting" a new enchantment which directly converts iron and gold ore into ingots, and enables the full effect of Fortune (hammers only apply half the effect, up to 1.6 items/block as opposed to 2.2; along with raw iron/gold blocks being crafted with 4 items this helps make Smelting much more desirable than easily obtained hammers).
Another new enchantment is Vein Miner, which allows you to mine up to 8 ore blocks at once (4 * level, with 2 levels) when applied to a pickaxe (completely mining most single ore veins other than coal/quartz), and up to 3 wood blocks above/below you when applied to an axe (ideal for carving a staircase up a 2x2 or 3x3 tree; only level 1 is needed):
Both Smelting and Vein Miner are classified as "true treasure" enchantments, meaning they can only be found in naturally generated chest loot (for comparison, Mending is only excluded from the enchantment table), and Vein Miner can only be found as a level 1 enchantment, except in "double dungeons", where both enchantments are most likely to be found (each is about 15 times more common than other enchantments in the first of 2-3 chests; double dungeons are about 1 in 16 dungeons, 1 in 5 in network cave regions), they are also about twice as likely in nether dungeons.
Also, fishing rods can now get Luck Of the Sea (via a book) and can catch items other than fish, even enchanted books (but not Smelting or Vein Miner), and the time between catches is shorter and less random (this was mainly added due to the addition of fish mobs, which otherwise makes fishing obsolete once you've found a river/lake/ocean). Note that Luck of the Sea is required to catch any treasure, and the area has to be "open" (similar to newer versions) as a strong nerf to AFK fishing farms (the way Mending works is also a major nerf as you can't automatically repair items; still, this would allow unenchanted fishing rods to be used if they could catch treasure by default).
Additional enchantments include Swift Sneak, functionally identical to the enchantment added in 1.19 (increases sneak speed by 15% per level, from 30% to 75% at level 3), and Long Fall, which allows you to fall one block further per level (up to 7 blocks at level 4) without taking damage, useful in situations where you frequently fall a bit too far (it is incompatible with Feature Falling but Protection is compatible and reduces fall damage), with both most commonly found in abandoned mineshafts (unlike Smelting and Vein Miner they can be obtained from the enchantment table and trading but at a reduced chance).
An interesting new block, Dry Ice, now allows you to make ice/packed ice generators in a similar manner to cobblestone generators; when water touches dry ice it will freeze and turn into ice (flowing water) or packed ice (water source); ice can be directly harvested while packed ice can be obtained by mining the ice with a non-Silk Touch tool, which will create a source block which then turns into packed ice (it may be easier to just craft packed ice from ice):
Notably, the idea for dry ice came from a suggestion which has unfortunately since been deleted and it was never properly archived; as in the sugguestion the main source is the surface is Ice Plains Spikes, where it generates in patches, along with single blocks in caves underground, including in Ice Hills and Icelands.
Other notable features include barrels, a cheaper, lag-free alternative to chests (I did previously improve the performance of chests but they are still rendered as entities), and composters, which give dirt instead of bonemeal and can compost more blocks and items than the 1.14 version.
Maps have also been completely reworked, including dozens of new colors, the ability to map the Nether, End, and most significantly, caves:
These are "cave maps", which will map areas with a light level of at least 6 within 8 blocks (taxicab distance and going around, not through, walls) of a player-placed torch (naturally generated torches do not count); this is similar to "MCMap", the mapping tool that I use to create renderings like this:
A surface map showing how different biomes have different colors (only general biome colors are used due to a limited palette); block variants, such as stained clay and wool, also have their own colors:
A map in the End, which was previously unmappable (they would show a grainy pattern). You can also see another feature of maps; while viewing a map your coordinates are displayed in the upper-left (this applies to surface maps as well, the screenshot above was taken before I added this):
Cave maps can be used to map the Nether (surface maps do not work); as mentioned above, this requires that you place torches regardless of visibility; this also shows how they work in more detail, notice the isolated diamond that corresponds to the torch at the top-center of the image:
Despite all of the content that has been added over the years TMCW remains incredibly lightweight; baseline memory usage is less than 30 MB (on a default Superflat world at 8 chunk render distance; the only thing a normal world changes is the amount of blocks loaded, depending on render distance every 16 block increase in depth (based on loaded sections, which is 1 for default Superflat) requires up to 21 MB of additional memory), and the size of the 1.6.4 jar plus TMCWv5 is smaller than vanilla 1.8 despite having far more content and a lot of redundant/dead code from unused vanilla classes:
A full list of all additions and changes can be found here (the download fo the mod includes this as well as lists of blocks, items, biomes, recipes, mechanics, etc):
Descriptions for earlier updates have been moved to the comment section to reduce the size of this post (it exceeded the character limit and had nearly 200 images), and reduce the amount of formatting that I need to fix every time I update it:
Version 4.5 update
Version 4 update
Version 3 update
Version 2 update
Version 1 update
MCMap for TMCWv5:
This is an adaptation of MCMap by WRIM, itself an adaptation of the original made by Zahl, both of which are unfortunately no longer readily available as Zahl's thread was deleted and WRIM's website expired (archived version of Zahl's thread with a link to WRIM's website; the link above is to WRIM's GitHub) which correctly renders most new blocks and block variants in TMCWv5 and contains bugfixes and improves its cave rendering mode, the one feature that makes it stand out from most map rendering tools (unlike most such tools it only renders caves that have been explored, specifically, if there are torches in/near them; this is much like how my cave maps work except walls are ignored, but by using a realistic range false positives are minimized):A comparison of the same world rendered with Minutor and MCMap:
For comparison, this is how MCMap 2.4.3 renders the same world; it is possible to fix some of the colors with its colors.txt file but the majority of blocks in TMCWv5 are variants of existing blocks and what blocks have what variants is hardcoded into the program (for this reason I have not provided a colors.txt), and some blocks do not render at all:
Examples of the underground rendering mode, including an animation of what I explored over 10 days, showing how only explored caves (with torches) are rendered:
An example of the output window when underground mode is used; the original version prints out the location of every torch it finds (appears to be debug output that was left in), which I removed and replaced with the total number of torches found when finished. This and other changes help speed it up as well:
Mar 6, 2012Posted in: Suggestions
Last Updated: June 20th, 2013 at 3:55 AM
I pray this becomes at least 1% more popular than my "The Haven" idea. Like the latter idea, this post contains images of what I'm trying to show off. Better I give you that than a baseless wall of text. If this idea gets enough support, I will keep adding to it. This includes good suggestions from other people as well.
This also mixes in with KakarottoYo's idea:
Shouldn't the Nether Villagers be pigmen or something?
No. And I'm probably the 0.00003% of Earth's population that thinks this way. I think Nether Villagers should be something original, or something's that close to being original, and not some cheap Pigmen copy (zombie or otherwise).
I think large minotaur-man creatures represent their defensive nature better than pigmen anyway.
I don't care for the details, I just wanna see images!
Keep scrolling down until you get to the first picture of the red Nether Villager.
So... The Nether Villagers in that image... What are they?
They're a mix between minotaurs and humans. These creatures are a combination of two things, which is sort of like pigmen, so if you wanted these creatures to resemble pigmen in some way, there you go. They are a bit taller than the player.
Why are their left arms nothing but a bone?
Perhaps they all have the same genetic defect. These are one of those things where players must debate that for themselves.
How do they behave normally?
Like their Overworld counterparts, they stay together (although not as tightly) and have different color versions to "resemble" their occupation. They don't need some hulk or golem to protect them, as they can beat the living hell out of enemies (players and mobs alike) all on their own, if provoked, but they attack alone, and not together. They walk slightly slower than a zombie.
With addition of Nether mobs coming out of portals to the Overworld, the Nether Villagers can do this too, though this is painfully rare. Every night has a 1% chance of this happening, and can only happen on a non-raining night. If a N. Villager enters the Overworld, it will just wonder around aimlessly.
How do they behave on the Peaceful difficulty?
Exactly the same as this thread describe's them, but they don't get provoked. Meaning you can beat them as hard as you want without penalty. On Peaceful mode...
What do they live in?
Caves found in the Nether. These caves are often supported by Nether Brick. Torches can be occasionally found in these caves.
How rare are these villages/caves?
About 20% rarer than that of an Overworld village.
What sounds do they make?
They rarely make sound, but when they do, they sound like normal human grunts, although with a very deep pitch and echo. The "Mystic", "Collector" and "Colossus" variations have a much more powerful and distant echo.
When taking damage, they emit a deep "human plus bull" type grunt.
How do they respond to specific world hazards?
Much like any other Nether creature, these new Villagers are unaffected by fire and are slowed when in lava.
If a N. Villager manages to reach the Overworld through a player's portal. The sun not will damage them.
How are they provoked?
They are provoked by either hitting them or stealing from their chests (if they see it). They only get provoked individually, and do not attack in groups like wolves or Zombie Pigmen.
How do they attack?
Just by following you and touching you. Each hit varies depending on the type of N. Villager you provoked. They do not stay hostile, as they will hit you 1-2 times for every time you hit them, stand still and stare at you as if to wait for a response. If you hit them too many times, they will keep hitting you until death. They do not attack as a group if just one N. Villager was hit. A "Collector" N. Villager will never lose its hostility.
Wait, you said they have their own chests?
Yes, unlike the light brown ones found in the Overworld, the ones found in Nether Village caves are a dark red with a yellow lock, but have the exact same mechanics as an Overworld one. You can call them "Nether Chests" or "Dark Chests" if need be. The GUI on the new chests is dark red, rather than the normal grey.
What do they drop on death?
They drop 0-1 horns. They can be used to brew an Angry Potion. The "Baron", "Mystic" and "Collector" types can drop more than just their horns.
What could be found in these new chests?
Look at the list below. Top to bottom = Least to most rare:
- Soul Sand
- Netherbrick Fence
- Iron Ore
- Gold Ore
- Iron Ingot
- Gold Ingot
- Nether Wart Seed
- Ripe Nether Wart
A "Ripe" Nether Wart is something that is only found in a N. Villager chest in an area where an Alchemist lives. As you could have guessed, this new Ripe Nether Wart is chemically altered rather than just physically. In brewing, the Ripe Nether Wart added to a water bottle will create an Excess Potion. Ripe Nether Warts can also be eaten, which will regenerate both health and hunger for 2 minutes.
These potions act like Awkward Potions, but will double any effects and double the time. Any potions created from an Excess Potion will have a green aura, rather than the standard blue one.
Do different colored Nether Villagers have their own attributes?
Yes. See below:
Added Abilities: None
Spawn Chance in Village: 50%
Added Abilities: Does +2 damage. Moves +15% faster. Drops an extra 1-2 exp. orbs on death.
Spawn Chance in Village: 20%
Added Abilities: Does +2 damage with extra knockback. Moves +25% faster. Drops an extra 2-4 exp. orbs on death.
Spawn Chance in Village: 18%
Rampant (Colors based off ShadowKreach's idea)
Added Abilities: Does -2 damage. Moves +50% faster. This is a mob you may not want to kill due to its potential trades. Drops 3-6 exp. orbs on death.
Spawn Chance: 5%
Hunter (Based off DeJoth's idea)
Added Abilities: Does +2 damage. Moves +15% faster. Attacks Zombie Pigmen, Magma Cubes and Ghasts that come near them. Drops 2 extra exp. orbs on death. Can jump up to 3 blocks in height.
Spawn Chance in Village: 15%
Added Abilities: Does +2 damage with extra knockback. Moves +10% faster. Can seldomly "telekenetic" punch any enemy from 10 blocks away, although this can easily dodged as the Mystic will remain completely still when "charging" this "telekenetic" punch. This is the only mob that can flawlessly hurt a Ghast if they're close enough. When killed, this mob can drop any valid item in Minecraft's existence. Drops an extra 2-4 exp. orb on death. Can sometimes deflect arrows. Immune to all splash potion effects.
Spawn Chance in Village: 7%
Added Abilities: Does +8 damage with insane knockback. Will never lose its hostility once made. Each hit has a 30% chance to make the player drop any item in his inventory at random. Will drop 1-3 of any rare item on death, as well as 35 experience.
Spawn Chance in Village: 2%
Added Abilities: Oh my friend, you're looking at the rarest gem of Nether Villagers. Moves +20% faster. Will never become hostile against players, although it can never take damage. Receives -30% knockback. Can teleport just like an Enderman, but this occurs only when it wants to return to its "village area" and can't get back to it by just average walking and jumping. Go ahead, add some ingots in his village's chest, and see how friendly he really is.
Spawn Chance in Village: 0.05% (1% on Hardcore)
Do these Nether Villagers have their own spawn eggs in Creative Mode?
Yes, and each Nether Villager type has their own chance amount of appearing when the egg is used:
- Normal - 90%
- Torus - 85%
- Baron - 70%
- Rampant - 50%
- Hunter - 45%
- Tormenter - 10%
- Colossus - 0%
Where exactly in these Nether Villager caves do the dark red chests exist?
In the deepest part of their caves, although they can be rarely found near the cave's entrance as well.
How big can these caves be?
Imagine a normal Overworld village fitting inside a cave, that's how big they can be.
New Questions/Answers Added as of 3/29/2012 9:31PM
How do they inflict damage?
They do NOT always do the max amount of damage that you see in the list of Nether Villager types. They can also do a minimum of -4 hit points of damage. For example, a Baron is capable to doing between 4 and 8 points of damage, which is randomized between these limits.
New Questions/Answers Added as of 7/13/2012 3:41PM
Do these Nether Villagers trade like the normal ones?
Yes, the currency they accept is Blood Diamonds, here is a chart of what each N. Villager trades.
Normal, Torus and Baron
They do not sell items.
Hunters have no interest in trading.
Tormenters have no interest in trading.
Tormenters have no interest in trading.
New Questions/Answers Added as of 7/28/2012 1:59PM
What does an Enchanting Orb do?
If you're lucky enough to have a Mystic appear, and not ed off enough to not trade with you, you'll have access to this item. An Enchanting Orb can be used to give any weapon or tool a single random enchantment at no level cost, but it will only give it the weakest version of an enchantment, so it's best to this orb when something is already enchanted.
Using this orb on an already enchanted item will make all existing enchantments upgrade an interval. Meaning "Sharpness III" can be set to "Sharpness IV". Enchantments at their highest levels will go no higher. If all enchantments are maxed out, a new enchantment at its weakest is added.
Jan 14, 2012Posted in: Suggestions
A while back notch said that water bodies would not all be located at y=65. And they arent. They are somewhere between 64 and 66. When I heard this I thought it would be some 30 block difference between water bodies, but nope. Sometimes we get a glitched pattern when the water level does down by one but thats it.
We need waterfalls that look something like this
Picture from inHaze's custom world
Fill in the poll and a comment with what size you think waterfalls should be. Do you want to see waterfalls that are as humongous as the one above or do you think they should be somewhat smaller?
According to the current poll results, it looks like roughly 22% want waterfalls that are not quite as big as the one above and almost 100% support adding waterfalls.
Support the thread
Copy this into your signature box if you support waterfalls
<a href="http://www.minecraftforum.net/topic/944112-waterfalls/"><img src="http://i.imgur.com/e2dvN.png"></a>
It looks like this
Thanks ObscuryT for the banner
Supporters up to 8/20/13
Dec 21, 2010See here for MCNostalgia 2.0, sonicrules1234 is taking over for now, perhaps indefinitely. I'm tired of Minecraft, and will see you all again in a few months when I grow bored due to the lack of new games. Thank you, all.Posted in: Minecraft Tools
I am not responsible for any damage you do to your computer using these tools. If you don't trust them, you can look through their code yourself, just open them up in a text editor.
Cyborg, how can I best contact you?
On Esper.net IRC, in the channel #risucraft
MCNostalgia v1.0.4MCNostalgia is a tool that takes binary difference patches and applies them to the latest version of Minecraft, essentially reverting it to an older version, without ever distributing any .jar files illegally. Binary difference patches are made by taking the differences between two files, one is the source/old file (in this case the latest version of Minecraft), the other is the output/new file (in this case an older version of Minecraft). To patch the files, MCNostalgia requires Minecraft to be unmodified, that means no imported textures even.
2.0 is a complete rewrite being co-produced with sonicrules1234
Installation - Heads up, this is really really simple, for both Windows users and Mac users, got it?
- Download the 'Windows' version of MCNostalgia and the patches. If you really want to use the python form instead, download the 'Other' version and make sure you have python installed.
- Extract the archive to any folder.
- Run MCNostalgia, it should enter Configurator mode.
- Choose which options you would like enabled, if you want it to work with different directories than the default ones, you will have to modify the config yourself. It is recommended that you leave errors and logging enabled. Close MCNostalgia and run it again.
- Install Python 2.7.X (NOT 3.X.X) if you don't have it already.
- Download the 'Other' version of MCNostalgia and the patches.
- Extract the archive to any folder.
- Run MCNostalgia, if it doesn't run from a double click, try running it via terminal or a shell script with the command "python MCNostalgia.py", it should enter Configurator mode.
- Choose which options you would like enabled, if you want it to work with different directories than the default ones, you will have to modify the config yourself. It is recommended that you leave errors and logging enabled. Close MCNostalgia and run it again.
- Install Python 2.7.X (NOT 3.X.X) if you don't have it already.
- Install bspatch if you don't have it already, using "sudo apt-get install bsdiff" (or something similar, it differs between flavors)
- Download the 'Other' version of MCNostalgia and the patches.
- Extract the archive to any folder.
- Run MCNostalgia, if it doesn't run from a double click, try running it via terminal or a shell script with the command "python MCNostalgia.py", it should enter Configurator mode.
MCNostalgia also hopefully supports SunOS/Solaris and other Unix systems, to match Minecraft. However, I am in no way positive if python or bspatch supports your OS, nor if this tool will even work. It probably will, so long as python does, but I'm not sure. For the most part, it should follow the Linux instructions.
Patching - Since so many people are having brainfarts, this is what you use to go back to previous versions.
- Choose a version in the patches and copy all the ptch files as well as the checksum file into the bin folder where you extracted MCNostalgia to. The files, not the folders.
- Run MCNostalgia
- Choose Patcher
- Play Minecraft!
- Run MCNostalgia
- Choose UnPatcher
- Play Minecraft!
- Run MCNostalgia
- Choose Configurator, this will run the Configurator again for you to configure the settings again.
So you want to have this tool, for example, patch minecraft that's not in your application data? Well, crack open MCNostalgia.ini and let's take a peek.
appdata = blahblahblah - This line points to where minecraft.jar, lwjgl.jar, lwjgl_util.jar, and jinput.jar are
bin = blahblahblah - This line points to where the backup and logs will be saved, and where the .ptch files should be
As a reminder, I am not responsible for anything you break by altering these settings.
1.0.4 26/09/2011 - Fixed issue with people using single quotation marks in folder names.
1.0.3, 19/09/2011 - Added line telling people where to put their patch files if MCN can't find them. Added versions to checksums. Added timestamps to logs. Individual patches are now zipped individually, so you no longer have to download five files for one version. Logs are now saved constantly, instead of when program is closed (because that didn't always work).
1.0.2, 29/05/2011 - Now catches all errors, rather than just where they were likely. Errors should now print line number as well. Fixed issues with macs. If the back up already exists, it will try to back up again anyways, to ensure it has the files to patch. MCNostalgia will now close after running the Configurator; this is to prevent the issue where the other options stop working after the Configurator is run.
1.0.1, 29/05/2011 - Improved OS detection. Checksum file is now read when you start patching instead of only when you start up MCNostalgia, so you can hot swap the patches and checksum file while MCNostalgia is running. MCNostalgia no longer quits upon starting if there is no checksum file in the bin folder. Included msvcr90.dll for those of you who don't have it.
1.0, 28/05/2011 - Partial rewrite. Fixed issues with macs and linux(hopefully). Added checksums. Got rid of alerts as they were only used in two places. Added exe version for Windows so they don't have to get python. You will have to redownload patches for this version, as each set of patches now include a checksum file.
0.7, 25/12/2010 - Minor fixes, patches are in a separate download now so that they may be updated without having to redownload the tool itself
0.6, 24/12/2010 - Removed two debug prints, added checks for missing ini/ini options
0.5, 24/12/2010 - Python implemented, more idiot proofing
0.2, 22/12/2010 - First public release, minor improvements to batch scripts
0.1, 21/12/2010 - Test release
CyborgDragon: Me, durr.
okushama, ZeuX, amh7912, lahwran, GenuineSounds: Testing
Notch: For making this game
_303: For pushing CyborgDragon to port it to Python for multiplatform support (I'm lazy)
InsanityBringer and lahwran: For getting InDev working!
Currently Available Versions
Creative 0.0.13a_03 - Not included, won't run
Creative 0.30 - Not included, won't run
SurvivalTest 0.30 - Not included, won't run
InDev January/February? ?? 2010 - Not included, doesn't function, can't load/create worlds. Contains Rana and other MD3 mobs, but not MD3 versions of old mobs. Has title menu.
InDev February 23 2010 - Has been patched by InsanityBringer, you can play it now!
InfDev June 18 2010
Alpha 1.2.2 - Left in debug key that spawns portals
Alpha 1.2.2b - Debug key removed
Beta 1.1.wut - No font bug, fixed lag issues with leaf decay
Beta 1.1.wut - Attempted fix
Beta 1.1_01 - No font bug fixed
Beta 1.1_02 - Fixed chest bug
Beta 1.2 - Lots of new content
Beta 1.3a - Beds, diodes added. Item spawn debug code present
Beta 1.3b - Item spawn debug code removed
Beta 1.3 PC Gamer Demo - 100 Minutes of play time.
Beta 1.6 - Huge mostly bugfix update.
Beta 1.6.1 - Fixed duping bugs
Beta 1.6.2 - Fixed another duping bug
Beta 1.6.3 - Attempted CPU Fix
Beta 1.6.4 - Attempted CPU Fix, again.
Beta 1.6.5 - Several fixes
Beta 1.6.6 - More fixes
Beta 1.7 - 1.7 Release
Beta 1.8 Pre-release 1b - The leaked one
Beta 1.8 Pre-release 2
Beta 1.9 Pre-release 1
Beta 1.9 Pre-release 2
Beta 1.9 Pre-release 3a - Debug keys left in
Beta 1.9 Pre-release 3b - Debug keys removed
Beta 1.9 Pre-release 4
Do not post these links else where, as it can only end up hurting users and me alike. It can hurt users from lack of information, and it can hurt me from potential loss of profit. It also hurts users because I delete the old files and links every time I update MCNostalgia, and so the links, being placed elsewhere, become broken. Instead, link to this thread.
By downloading, you agree that you have read this section(MCNostalgia), in its entirety, and that if you ask a question answered in this section, you are informed that I may ignore you.
You need both MCNostalgia and the patch files.
Adcraft - Show your support by using these downloads. Unlike adf.ly, these ads are harmless. Don't be afraid to check out any ads that interest you.
MCNostalgia 1.0.4 - Windows
MCNostalgia 1.0.4 - Other
Beta 1.8.1 Patches - All
Beta 1.8.1 Patches - Individual Downloads
you meanie :sad.gif:
A lot of people question the legality of this. Well, it is not directly redistributing the minecraft jar files. It is the differences between the latest jar files and older versions. The difference("patch") files will not work without the files that need to be patched, in this case, the latest version of Minecraft. They will not work with anything else. Now, this clears it of one part of the forum rules, but not the illegality. Well, to clear that up, I've contacted Mojang multiple times, and they have been made aware of it at least twice, their response wasn't much, but I take it as a "do what you will." If they ask me to take it down in the future, I will.
Currently looking for somebody to do a video tutorial of using it on linux, from installing bspatch to running it. Both using terminal and not, preferably.
Jul 4, 2012Posted in: PC Servers
Cassiopeia is a mature, whitelisted vanilla Minecraft server that focuses on a fun, healthy community and a familiar gameplay experience. You won't find any massively game-changing plugins here- merely ones that enhance your experience! We have multiple worlds and run regular events and contests. Check us out today!
Cassiopeia is a Spigot-based server and is currently compatible with the newest release version of Minecraft (1.10). We run a handful of plugins that compliment the vanilla Minecraft experience without completely changing it... think of it as a vanilla ice cream cone with added sprinkles. Here is a quick overview of some basic server information.
Current Version: Minecraft PC ver. 1.10.2
Server IP: cassiopeia.mcnode.net / 126.96.36.199:25565
Main Plugins: ArmorStandEditor, ChopTreeW, EssentialsX, Gravestones, GriefPrevention, Multiverse
World Border: 6000 blocks from spawn
Staff Members: ZombieJill (Owner), Foxcenrel19 (Admin)
For the most up-to-date and complete version of these rules, please take a look at our forum.
- Homophobic, racist, sexist, and otherwise bigoted messages, slurs and other content will not be tolerated.
- Please refrain from excessive swearing and spamming of emotes, images, repeated messages, etc.
- Do not intentionally bait other users into arguments or otherwise instigate arguments or fights.
- All whitelist applicants must be 16 years of age or older.
- Hacking, cheating and exploiting glitches it not allowed. This includes - but is not limited to; using hacked clients, x-ray mods, and any other mods or resource packs that give you unfair advantages. A more detailed FAQ can be found here.
- Extensive, damaging mining/harvesting must be done in the Resource World- click here for an expanded FAQ.
- Have fun! This community is a melting pot of all different sorts of people. Be kind to one another!
To apply to the whitelist, simply fill out the form below and post it on this thread. You can also post your application on our forum. If you are uncomfortable posting your application publicly, you may also send it to me in a private message. A member of the Cassiopeia staff will review your application as soon as they possibly can and every application will receive a response. Think your application was skipped? Let us know!
[b]In-Game Name:[/b] [b]Age:[/b] [b]Location/Time Zone:[/b] [b]When did you start playing Minecraft?:[/b] [b]What is your favorite thing to do in game?:[/b] [b]Do you create Minecraft content on Twitch/YouTube/ect.?:[/b] [b]Do you have any previous bans?:[/b] [b]What drew you to our server?:[/b] [b]Do you have Discord? If so, what is your username?:[/b] [b]Do you plan on creating an account on our forum?:[/b]:
Thank you for reading over this thread! If you have any questions, comments or concerns, feel free to reach out to me.
May 8, 2012oCrapaCreeper posted a message on What are some stupid ban/kick/jail reasons you have seen or experienced?Posted in: Discussion
Jumping while sprinting. I was accused of "Speed exploiting"
Oct 25, 2010Starfrish posted a message on UNOFFICIAL Official BLUESTONE DUST discussion/support topic.**IF YOU LIKE REDSTONE CIRCUITS, YOU NEED TO KEEP READING.**Posted in: Suggestions
I posted a suggestion a while back involving bluestone dust. Now, it seems as though a few other people are using the word bluestone in their suggestions. I just want to be clear that this is based on the FIRST topic to involve bluestone in the manner that I suggested. I wanted to summarize the entire idea so far into a single, well-written (to the best of my ability) and clear post. This idea needs attention from Notch.
Here's a few points I'd like to make very clear right now.
- This is NOT one of the 5,000+ daily attempts at turning redstone circuits into real electricity. If you start shouting out electricity jargon and ridiculously complex ideas, I am going to yell at you.
- The purpose of this idea is to make minecraft circuits smaller and more manageable in ways that a redstone 'computer chip' CAN NOT accomplish.
- This idea is very easy to understand. I don't expect everyone to have a degree in electrical engineering. If you understand redstone circuits, you'll understand this.
- I'm no computer programmer, and I may be wrong about this, but I'm pretty sure this would be easy as hell to implement.
I : The Essential Idea
Redstone is one of the most fun and stimulating aspects of Minecraft, in my opinion, but so often, you run into problems like the following:
= redstone dust
= bluestone dust
= A fusion of redstone in bluestone, that will interact with both. aka 'purple dust'
EDIT: This has caused a lot of confusion, so will now be used to represent a redstone wire crossing over a bluestone wire. THERE IS NO BLACKSTONE DUST. A black tile in my diagrams represents either diagram 6 or diagram 7 (scroll down to see these), and I hope that this update isn't too late to stop confusion.
   
    (diagram 1)
You only want the top left to communicate to the top right, and you only want the bottom left to communicate to the bottom right. With the above configuration, you now have a jumbled mess that won't work that way, because the top half of the diagram (circuit 1, let's say) and the bottom half (circuit 2) are interacting. So what do you have to do? You have do change it to this:
   
     
    (diagram 2)
To keep your wiring from interacting, you separate each circuit with empty tiles. The tiles in between these two circuits are now what I'll call 'dead space'. You can't put any dust on the dead tiles. It's just taking up space. That's why I propose bluestone dust. Bluestone dust is a simple and easy way to eliminate this problem. Bluestone has the exact same properties as redstone, but doesn't interact with redstone in any way. With bluestone dust, you can turn that cumbersome diagram above into this:
   
    (diagram 3)
or even this:
   
    (diagram 4)
Notice how tiny diagram 4 is compared to 2? Think about it. It's the exact same function as diagram 2, but uses nearly half as many tiles. Here's another example of bluestone's ability to tighten circuits.
   
   
   
    (diagram 5)
Instead of having to make an unsightly bridge to carry the circuit over the top of the perpendicular circuit, you can make it work in 2 dimensions. Bluestone dust and redstone dust would be laid next to and across each other without screwing up circuits.
II : Concerns / Potential Questions addressed!
There's enough ore underground already, adding a new block that's essentially just like redstone is a waste of space.
That's why there doesn't necessarily have to be a new ore added just to add bluestone dust. In fact, I'd rather there not be a new ore updated, because then we'd all need to start new maps. My idea for this would be to have some sort of device (similar to a crafting bench or a furnace) that works to turn redstone dust into bluestone dust and vice versa. Would it be instant, like the crafting bench? Would it take fuel and time like a furnace? Any of them sound good to me.
Randomman159 contributed this idea: all redstone blocks are turned into red/bluestone ore that drops some redstone dust and some bluestone dust when destroyed. The texture would be changed to red and blue spots, instead of just red spots.
Let's say I have 5 redstone dust and 5 bluestone dust, but I need to make a circuit that's ten dust long. What could solve this?
I have two solutions for this. One is the pretty much described in the first question; you'd just turn redstone dust into bluestone dust and you'd have ten of the same kind. My second solution would be to have a redstone and bluestone fusion kind of thing that you'd create. It would probably be purple or something, and would be hard-ish to make (like requiring coal or something to fuse the red dust and blue dust). This would be the only way to connect a redstone and bluestone circuit.
All of this red and blue lying on the floor, won't it be hard to recognize your circuits when it's all on the ground?
Not at all! In diagrams 4 and 5, the purple color is only meant to represent red dust and blue dust on the same tile. It would hopefully look something like this:
diagram 6 is a representation of a single tile.
  
  
  
  
   (diagram 6)
also, a representation of a single tile.
   
   
   
    (diagram 7)
The redstone dust and bluestone dust, while on the same tile, are next to each other. All of the tile textures would show clearly where redstone dust and bluestone dust are.
This is a great idea! You know what else they should add? Yellowstone dust! And greenstone dust!
No. At a certain point (as in, 2 different kinds of dust) it just gets stupid and annoying to look at. Your circuits will look like puke, and just try to imagine what diagram 6 would look like with 5 parallel colors instead of just 2. Two kinds of dust are enough.
What about redstone and bluestone torches?
As you probably figured, bluestone torches would work in the same way as bluestone dust; exactly the same functionality as redstone, but not interacting. Redstone torches could be converted to bluestone torches, or they could be permenant. That detail isn't very important.
Doesn't the redstone 'computer chip' idea solve this problem?
Yes and no. The computer chip idea will help with making circuits smaller, but you would still have a lot of dead space.
III : Closing
Thanks for reading all the way through, or at least scrolling all the way to the bottom! If you support this thread at all, PLEASE post in it, even if it's just the word "support". The more replies this topic gets, the more noticed it will get. If you don't support, please reply with a reason to not support it.
Any questions that a lot of people are asking, I'll put in section II with my best solution.
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.
Jan 11, 2014Piedro0 posted a message on Ores in EVERY kind of block! (Ores as Metadata) [Now with better Pictures/ screenshots!]Posted in: Suggestions
I thought how to make in-game ores better, we could add Ore metadata on an actual block. This would work as followed: Block; as smooth stone spawns and it's given a metadata of an ore block that would normally spawn at it's place. Imagine a cluster of andesite and the world generation would cause a single diamond ore to spawn at the surface. instead of replacing the block with an ore block, the andesite block would spawn with diamond ore metadata.
(image example- used iron)
Just to clarify:
"Ores in every block" isn't literal. The point is to change the mechanics of how ores work so that they don't need a new kind of block for every ore type. Instead the ore is stored as metadata for the block. A possible extension of this is the ability to put ore in ANY block, however chances are ores would still be restricted to stone blocks like stone, granite, diorite, and andesite, instead of just in stone only.
One could do an entire creative page just for ores (or rather just for ores in stone, granite, diorite, and andesite)... or they could add a shift right click function to the pickaxe in creative mode that allows the player to cycle through different ore values (or other metadata for other kinds of blocks), or leave the creative inventory menu as is and just modify the appropriate console commands to account for ore in blocks other than bland grey stone.
(thanks Unclevertitle for this clarification)
How ores will be handled for mining:
Regarding mining these modified blocks the stuff is very simple:
Mining speed: Block.
Drop and tool tier requirements: Ore.
Iron, gold ores will be dropped as raw non-block items.
Dirt with coal metadata
- Coal ore can be mined with a wooden pickaxe upwards.
- Preferred tool for the dirt block is a shovel.
When you use a Wooden shovel (or better), the block will break at a normal speed and it would yield only the coal chunk.
Otherwise it would break and nothing would drop.
Obsidian with Iron ore metadata (note that obsidian is generated after the world so, no obsidian-infused ore would exist naturally).
- Iron ore can be mined with a Stone pickaxe upwards.
- Preferred tool for the obsidian block is a diamond pickaxe.
When you use a Stone pickaxe (or better), the block will break at a normal speed and it would yield only the raw iron chunk.
Otherwise it would break and nothing would drop. (note: when you use a stone pick, the mining speed would be equal to that of a normal obsidian block)
Show support with the banner:
Due to MinecraftForum's messed up BBCode i cannot post the correct code in the main post, so for the banner code go here:
Reddit thread link:
Feb 24, 2013Krodon posted a message on Crafting Grid added to Creative Menu [CONCEPT ART INCLUDED]Posted in: Suggestions
Some of you might have tried to test out the firework when it was released in the snapshot or in the full version in creative. You opened the menu searched for firework and were shown "Firework Star" and "Firework", you clicked the firework and brought it to your hot bar, when you closed the menu and tried it you waited in awe for the explosion of colour that comes with fireworks, but you were greeted with a fizzle, you may have tried again thinking Mojang made it so there is a chance of the firework failing but the same result, you may have held the right click button, but again, same result. You then probably opened the creative menu, got out a crafting table, plopped it down, then had to assemble it your self, switching from the creative menu to the crafting table, which can be a slight hassle. Or maybe you have encountered hassles with dying leather armour, or even banners. In the 1.9 update there appears to be shields customized with banners, sure it is only a two item recipe (banner + shield), but shouldn't that mean that there should be a quick and easy way of accessing the crafting table?
I suggest a 3 by 3 crafting grid was added to the creative menu, this will reduce the hassle and slightly reduce the time of making fireworks or other things which have the same problem. The change wouldn't be massive and would not really affect anyone negatively. It's one of those things that should have been added.
IMAGE 1: (I forgot to include the output for the grid. I had to re-size the grid to make it fit, which may lead to problems)
IMAGE 2 By Wircea: (Always on the right side of the creative menu)
Image 3 By Apocalypsing: (Separate Crafting Table Tab)
- Easier crafting of different types of fireworks
- Reduced time of crafting fireworks or other items which follow the same rule
- Less hassle
- Solution for the con: Mojang can easily move the crafting grid to its own page on the menu. Mojang has also made HD texture packs downloadable without patcher by resizing the textures (not sure if it would still be HD), so the same could be down to the images.
- You can dye leather armour without switching back and forth from crafting table go menu (use thought of after EnellGmz's comment)
- Easier for snapshot videos as they have access to a crafting grid while showing recipes
- For the resizing thing when I played Minecraft on the 360 and I saw the output item of the survival inventory is larger and it expands the icon. (Though, I think it was double the size, so if it was on the survival inventory on the pc version it would have to be half the size.)
- To fit the crafting grid in the menu I had to resize it, so unless Mojang has a store of mini images or put it on a separate page of the menu this can't work.
People who gave the original post reputation points.
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