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Aug 25, 2014Overland98 posted a message on A Look At The Web Shop Pricing On The Largest ServersNice post, I can see you've a put a fair bit of effort into it. These statistics, are in my opinion, why the EULA changes should go through. Though for the sake of not starting a debate here I won't continue on that subject. Nonetheless, they are pretty interesting, if not surprising.Posted in: Discussion
Aug 8, 2014Notch used to release weekly updates for a while, so I don't see how it is bad that Jeb is adding new things. Why does it matter that he added Rabbits? I could say Notch added a fair few things which can be considered to be more useless (ie. Snow Golems.) And does it really matter that there is a few more types of door? I love how Minecraft used to be, but I also love all the new things we're getting.Posted in: Discussion
Jun 17, 2014Very interesting story, I'm glad you shared it with us. If you are intending on leaving, I guess... I'll say as a former server owner myself; thank you for what you did to contribute to Minecraft over the past few years or so. And I hope you have as much fun doing what you do next as you have here.Posted in: Discussion
Jan 31, 2014Quite simply, Notch means that the game itself has no rules/boundaries in what you can achieve within it. However, servers often have rules to prevent other players ruining their experience of the game-play or enjoy the freedom that players can get within Minecraft. If you choose to break what the owners/admins/ops have set the rules as, it's their server, so they have every right to keep their server as they see fit and remove rule breakers. This once again can apply to the unlimited boundaries or no rules that Minecraft is known for, as it allows admins to create a server they or their players want. Nonetheless, if you believe that servers like that are a waste of time, then variations of no to little rules servers are very common and shouldn't be hard to find.Posted in: Discussion
Aug 28, 2013Overland98 posted a message on AUSSIE | MineCapital | Survival | SMP | McMMO | Custom Terrain and much moreEven through I've only been playing on this server for a short time, it is quite a nice server. The staff have been amazingly helpful and have answered my questions with little delay. The custom generated world is also amazing, and sometimes seems to good to build on. Overall, I would recommend this server.Posted in: PC Servers
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Apr 8, 2011sp614x posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)Posted in: Minecraft Mods
This mod adds support for HD textures and a lot of options for better looks and performance.
Doubling the FPS is common.
Get the Magic Launcher for easy mod installation, compatibility checking and more.
Donate to OptiFine and receive the OptiFine cape as a sign of your awesomeness.
The cape is visible to everyone using OptiFine. Thank you for being awsome.
Get all OptiFine versions here: optifine.net
- FPS boost (examples) - doubling the FPS is common - decreases lag spikes and smooths gameplay
- Support for HD Textures (info) - HD textures and HD fonts (MCPatcher not needed) - custom terrain and item textures - animated terrain and item textures - custom HD Font character widths - custom colors - custom block color palettes - custom lighting - unlimited texture size
- Support for Shaders (info) - based on the Shaders Mod by Karyonix
- Dynamic Lights - allows handheld and dropped light emitting items to illuminate the objects around them. It is similar, but not related to the Dynamic Lights mod
- Variable Render Distance (example) - from Tiny to Extreme (2 x Far) in 16m steps - sun, moon and stars are visible in Tiny and Short distance
- Configurable Smooth Lighting (examples) - from 1% - smooth lighting without shadows - to 100% - smooth lighting with full shadows
- Performance: VSync Synchronizes framerate with monitor refresh rate to remove split frames and smooth gameplay
- Smart Advanced OpenGL - more efficient, less artifacts - Fast - faster, some artifacts still visible - Fancy - slower, avoids visual artifacts
- Fog control - Fog: Fancy, Fast, OFF - Fog start: Near, Far
- Mipmaps (examples) - Visual effect which makes distant objects look better by smoothing the texture details - Mipmap level - OFF, 1, 2, 3, Max - Mipmap type - Nearest, Linear
- Anisotropic Filtering (examples) - Restores details in mipmapped textures - AF level - OFF, 2, 4, 8, 16 (depends on hardware support)
- Antialiasing (examples) - Smooths jagged lines and sharp color transitions - AA level - OFF, 2, 4, 6, 8, 12, 16 (depends on hardware support)
- Better Grass Fixes grass blocks side texture to match surrounding grass terrain
- Clear Water (examples) Clear, transparent water with good visibility underwater
- Custom Sky (info) Use custom textures for the day and night skies. Multiple layers, blending options, time configuration.
- Random Mobs Use random mob textures if available in the texture pack
- Connected Textures (examples) Connects textures for glass, glass panes, sandstone and bookshelf blocks which are next to each other.
- Natural Textures (examples, idea) Removes the gridlike pattern created by repeating blocks of the same type. Uses rotated and flipped variants of the base block texture.
- Faster Math Uses smaller lookup table which fits better in the L1 CPU cache
- FPS control - Smooth FPS - stabilizes FPS by flushing the graphics driver buffers (examples) - Smooth Input - fixes stuck keys, slow input and sound lag by setting correct thread priorities
- Chunk Loading Control - Load Far - loads the world chunks at distance Far, allows fast render distance switching - Preloaded Chunks - defines an area in which no new chunks will be loaded - Chunk Updates per Frame - allows for faster world loading - Dynamic Updates - loads more chunks per frame when the player is standing still
- Configurable Details - Clouds - Default, Fast, Fancy - Cloud Height - from 0% to 100% - Trees - Default, Fast, Fancy - Grass - Default, Fast, Fancy - Water - Default, Fast, Fancy - Rain and Snow - Default, Fast, Fancy - Sky - ON, OFF - Stars - ON, OFF - Sun & Moon - ON, OFF - Depth Fog - ON, OFF - Weather - ON, OFF - Swamp Colors - ON, OFF - Smooth Biomes - ON, OFF - Custom Fonts - ON, OFF - Custom Colors - ON, OFF - Show Capes - ON, OFF (supports HD capes)
- Configurable animations - Water Animated - OFF, Dynamic, ON - Lava Animated - OFF, Dynamic, ON - Fire Animated - OFF, ON - Portal Animated - OFF, ON - Redstone Animated - OFF, ON - Explosion Animated - OFF, ON - Flame Animated - OFF, ON - Smoke Animated - OFF, ON - Void Particles - OFF, ON - Water Particles - OFF, ON - Rain Splash - OFF, ON - Portal Particles - OFF, ON - Dripping Water/Lava - OFF, ON - Terrain Animated - OFF, ON - Items Animated - OFF, ON
- Fast Texturepack Switching Switch the current Texturepack without leaving the world
- Fullscreen Resolution Configurable fullscreen resolution
- Debug - Fast Debug Info - removes lagometer from debug screen - Debug Profiler - removes profiler from debug screen
- Time Control Default, Day Only or Night Only - works in only in Creative mode
- Autosave - Configurable Autosave interval - A fix for the famous Lag Spike of Death
Even Older VersionsEven older versions of OptiFine are available in the OptiFine history.
If you have previously used MCPatcher for HD Textures, HD Fonts or Better Grass (important)Follow these steps to prevent a possible "Black Screen" problem when installing OptiFine:
1. Temporarily revert back to the Default Texture Pack.
2. Uninstall the HD Textures, HD Fonts, and Better Grass mods from the MCPatcher. These functions are included in OptiFine.
3. Set Graphics to Fancy
4. Install OptiFine and test with the Default Texture Pack to make sure everything is working.
5. Select your previous texture pack and graphics settings
6. Run Minecraft and enjoy
Compatibility with other modsWhen installing OptiFine together with other mods always make sure to install OptiFine last. The only exception are mods which are designed to be installed after OptiFine and say so in their install instructions.
If you need ModLoader: Install OptiFine AFTER ModLoader.
If you need Forge: Install OptiFine AFTER Forge.
MCPatcher is NOT needed for HD textures, HD fonts and BetterGrass, they are included in OptiFine. Install OptiFine without MCPatcher's HD features for best performance.
If you need DynamicLights (ModLoader edition): Install OptiFine AFTER DynamicLights.
Compatible with: ModLoader, Forge, SinglePlayerCommands, TooManyItems, PlasticCraft, CJB's Modpack, Zan's Minimap, Rei's Minimap, DynamicLights, GLSL Shaders 2, LittleBlocks and many other.
Not compatible with: CCTV, The Aether.
For Minecraft 1.6.2 and newerA. Simple (for OptiFine 1.6.2_C4 and newer)
- Double-click the downloaded JAR file and the OptiFine installer should start
- Click "Install" and OptiFine will be installed in the official Minecraft launcher with its own profile "OptiFine"
- Start the official launcher and play
- Use the official launcher to download and start once Minecraft 1.6.2.
- Double-click the downloaded JAR file and the OptiFine installer should start
- Click "Extract" and save the OptiFine MOD file
- Start Magic Launcher
- Click "Setup"
- Select Environment "1.6.2"
- Click "Add" -> select the OptiFine MOD file
- Click "OK"
- Login and play
- Use the official launcher to download and start once Minecraft 1.6.2.
- Go to the minecraft base folder (the official launchers shows it when you click "Edit Profile" as "Game Directory")
- Go in subfolder "Versions"
- Rename the folder "1.6.2" to "1.6.2_OptiFine"
- Go in the subfolder "1.6.2_OptiFine"
- Rename "1.6.2.jar" to "1.6.2_OptiFine.jar"
- Rename "1.6.2.json" to "1.6.2_OptiFine.json"
- Open the file "1.6.2_OptiFine.json" with a text editor and replace "id":"1.6.2" with "id":"1.6.2_OptiFine" and save the file
- Copy the files from the OptiFine ZIP file in "1.6.2_OptiFine.jar" as usual (you can use the 1.5.2 instructions for this) and remove the META-INF folder from "1.6.2_OptiFine.jar".
- Start the official launcher
- Click "Edit Profile" - Select "Use version:" -> "release 1.6.2_OptiFine"
- Click "Save Profile"
- Click "Play" or "Login" to start the game. If only "Play Offline" is available, then log out and log in again to fix it.
Installation for Minecraft 1.6.2 with Forge
- Use the official launcher to download and start once Minecraft 1.6.2.
- Use the Forge installer to install Forge
- Use the official launcher to start once Minecraft with the Forge profile.
- Start Magic Launcher
- Click "Setup"
- Select Environment "Forge9.10.X.Y"
- Click "Add" -> select the OptiFine ZIP file
- Click "Advanced"
- In the field "Parameters" add "-Dfml.ignorePatchDiscrepancies=true"
- Click "OK"
- Login and play
B. Simple (for OptiFine 1.6.2_C4 and newer)
- Put the OptiFine JAR file in the Forge "mods" folder
- Start Minecraft and Forge should automatically load OptiFine
B. Complex (not working for Forge #780 and #781)
- Use the official launcher to download and start once Minecraft 1.6.2.
- Use the Forge installer to install Forge
- Go to the minecraft base folder (the official launchers shows it when you click "Edit Profile" as "Game Directory")
- Go in subfolder "Versions"
- Go in subfolder "Forge9.10.X.Y"
- Copy the files from the OptiFine ZIP file to "Forge9.10.X.Y.jar" as usual (you can use the 1.5.2 instructions for this) and remove the META-INF folder from "Forge9.10.X.Y.jar".
- Start the official launcher
- Select profile "Forge"
- Click "Edit Profile"
- Select the checkbox "JVM Arguments" and in the field next to it add "-Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.ignorePatchDiscrepancies=true"
- Click "Save Profile"
- Click "Play" or "Login" to start the game. If only "Play Offline" is available, then log out and log in again to fix it.
For Minecraft up to 1.5.2If possible start with a clean minecraft.jar and check the mod compatibility section above.
A. Easy Installation
1. Download and start the Magic Launcher
2. Click Setup, click Add, select the downloaded zip file
3. Click OK, login and play Minecraft
B. Manual Installation
1. Locate your minecraft.jar file. On Windows, it's in %APPDATA%/.minecraft/bin
2. Create a backup of minecraft.jar
3. Open minecraft.jar in an archive editor (WinRar/7-Zip/etc)
4. Delete the META-INF folder.
5. Copy (drag and drop) the .class files from the downloaded zip file into the jar file, replacing previous files.
6. Run Minecraft and test!
1. Locate your minecraft.jar file. On Mac, it's in /Library/Application Support/minecraft/bin
2. Create a backup of minecraft.jar
3. Rename minecraft.jar to minecraft.zip and double-click it to extract the contents
4. Rename the resulting folder to minecraft.jar and open it
5. Copy the .class files from the downloaded zip into the minecraft.jar folder, replacing previous files
6. Run Minecraft and test!
Please test and report back, include CPU, GPU and FPS before/after. Feedback is always welcome.
CopyrightThe mod OptiFine is Copyright © 2013 by sp614x and the intellectual property of the author. It may be not be reproduced under any circumstances except for personal, private use as long as it remains in its unaltered, unedited form. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this mod on any other website or as a part of any public display is strictly prohibited and a violation of copyright.
Jan 7, 2012WildBamaBoy posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)Posted in: Minecraft ModsOverview | Download | FAQ | How to Play | Recipes | Changelogs | Update Progress | Bug Tracker | Repository | Special Thanks
-Updated to 6.0.0-beta for Minecraft 1.12.2 on June 1st 2019-
So long, Minecraft Forums! With its upcoming closure, we're announcing the MCA Community Discord! Join today: https://discord.gg/T5xQ8E2
Looking to support development? Earn some cool perks on Patreon:
Latest News (6/1/2019)Although the forums will soon be in read-only mode, we wanted to let those still following this thread know that....
We're back! MCA has been updated to 6.0.0-beta. This version has been written from the ground up to be more robust and compatible with multiplayer and other mods. Check it out and continue the discussion post-forums here: https://minecraft.curseforge.com/projects/minecraft-comes-alive-mca
Say goodbye to those ugly and boring squidward-nosed villagers! Minecraft Comes Alive (MCA) aims to give Minecraft's villagers an expanded use within the game by transforming them into humans.
Follow/subscribe to @SheWolfDeadly for MCA updates, and awesomeness in general!
Comprehensive Install/Gameplay Review by IDEDonline
Developer Let's Play Below by SheWolfDeadly
- No more terrible villager sounds! "Hrrh?", you might ask? Villagers are now human, have names, speak to you, and can be male or female.
- You can interact with villagers in many ways, such as chatting with them, asking them to follow you, hiring them to do work, giving them gifts, and more!
- Interacting with villagers builds relationships. Get your relationship high enough, and you'll be able to marry a villager.
- Once you're married, you can have children. Children will grow up over time and do many different chores for you.
- Children eventually grow up into adults, who can get married and have children of their own.
- You can marry other players and have children in SMP and LAN.
Note: MCA connects to a remote server to check for updates and also send us crash reports.
- There's no loss of original Minecraft functionality. MCA villagers can be traded with, and any modded villagers are not overwritten with MCA villagers.
You can also download MCA and RadixCore via CurseForge. CurseForge may not always have the latest versions of MCA.
If you don't see the links to CurseForge just above, there may be issues with the downloads at the moment. Use other download button.
Unfortunately there's always the chance of running into a bug while playing MCA. You have five options when reporting a bug.
Do nothing - That's right. If your game crashes while you are playing, you don't have to tell us. We will automatically be notified and your crash report will be sent to us. If you never make it into the game, though, we won't receive that, so let us know you are having that sort of issue!
Post on this forum page - Myself or mezzodrinker will likely respond within a few hours. If you receive no response, post again. If you have a crash report, please surround it with spoiler tags so that the forum can be kept nice and tidy.
Create an issue on GitHub - This requires a GitHub account, which is free. We usually respond within a few minutes. You will also be automatically notified when the issue is fixed. Please include your Minecraft version and MCA version. Go to our Issue Tracker to create an issue.
Send a private message - You can send your question or bug report via private message to me here on the forums. While I may not respond, all private messages are read.
Support MCA by pasting one of these banners into your signature! We'd gladly accept any more that are made.
Current logo by RicardoEsteves
Logo by NeonXperience
Logo by ChimneySwift11
MCA is licensed with the MCA Minecraft Mod license, previously GPL v3. This license is available here. It is simple to understand, but here it is in bullet-point form.
- You can create monetized YouTube videos showcasing this mod.
- You can re-distribute MCA at will on your website, however you can only distribute this mod through our adf.ly links. Do not use your own links or mirrors.
- You can use MCA in a modpack, however you must provide credit to us and link to this forum page or our website.
- Your modpack must not generate revenue of any kind. Exceptions apply.
- You must not modify MCA's source code, file structure, binaries, or assets.
- Troubleshooting is your responsibility if you create a modpack and MCA fails to work correctly.
- Source code is made available for educational purposes only, with the exception of the MCA API.
- MCA, its source code, and byte code cannot be modified, recompiled, or redistributed for public use except by the maintainer of the repository.
- We reserve the right to incorporate private modifications of MCA into the public version, with adequate credit provided.
- Any modification of this mod’s code, binaries, or assets is strictly forbidden from public distribution.
- Texture packs and resource packs are welcomed and encouraged, but may only contain the modified textures and/or sounds. You cannot distribute a copy of this mod with the texture/resource pack already installed.
- This mod, its assets, code, and binaries are released into the public domain when it is said to have reached its end-of-life as described in the license.
Many awesome people have made MCA what it is today. You are all properly credited on the Special Thanks page on our website.
Mar 29, 2011Captain_Chaos posted a message on WorldPainter - graphical & interactive map creator/generatorPosted in: Minecraft Tools
Welcome to WorldPainter, a graphical and interactive map painter / generator. Quickly generate expansive, natural looking landscapes, with full manual control over the terrain, using an easy to use and well performing program.
Check out these great examples of both usage and results of WorldPainter. Note that I didn't create these landscapes, or these videos:
- Custom biome painting
- Create your own custom brushes
- Add custom objects from bo2 files or schematics to the world
- Customise the location and frequency of underground ores and resources
- Add snow and ice
- Easy to use yet flexible and powerful paint-like tools
- Create oceans, landmasses, plains and mountains
- Change the terrain type, add trees and create caverns
→ To download WorldPainter, go to the official website at https://www.worldpainter.net/
→ For support, please use the official WorldPainter subreddit!
Troubleshooting - FAQ - other documentation - support.
You can check the change log here. The installers were created with . WorldPainter is free and open source software, released under the GNU Public License (GPL) version 3. The source code is hosted on GitHub.
It should be pretty self-explanatory, and the rest you should be easily able to find out by clicking around. Don't forget to try all your mouse buttons, and try holding them down! Post in this thread to get support from me or other users of WorldPainter.
The Load and Save functions save the map in WorldPainter format. The Export function exports the map to a Minecraft world. By default it is exported right to your Minecraft saves directory. You can then open the world in Minecraft under Singleplayer.
The Import and Merge functions allow you to import the landscape from an existing map, and then merge any changes you make to the landscape back to the existing map. It is not meant for general purpose map editing! WorldPainter is, and always will be, a map generator, not a map editor. Note that this functionality is dangerous! Use it at your own risk. Please see this post for important information about how these functions work, and their limitations.
This tool is not meant to create ready to run single player maps, it's meant to create server levels and adventure maps. The idea is to create the basic landscape, with your mountain ranges, oceans, forests, snow and ice, lakes, hills, etc. using the tool, and then go in and fill in the details with other tools.
WorldPainter takes a lot of time to create and maintain. Even though it is free, please show your appreciation by donating: or .
You can also donate bitcoins! The bitcoin address for donations is: 1NK8PFYFetTiWReujPsQXDcarXKJuYtqgF. You can also scan this QR code with a Bitcoin app:
Linking to WorldPainter
If you want to link to WorldPainter from your own site or another forum, I would be honoured! But please don't link directly to the downloads, or upload the files to file sharing sites or host them yourself! Instead, please link people to the official homepage: https://www.worldpainter.net/
Apr 23, 2014This is a mod that I made for my own use that I thought I'd make available for download if anybody else wanted to try it. It is a combination of world-gen changes, bug fixes (some fixes implemented in later versions, plus some other features added in later versions, and even a feature that was added to 1.8, cave openings in deserts and mesas, before they even added it to the snapshots), and things that both help and hinder gameplay; and for the second version, a new tier of items.Posted in: Minecraft Mods
Changelog for version 5 (if it is not finished by the time the forums close this will be changed to a link to a zip file containing the changelog until then; I can update the file without having to edit the thread): https://www.dropbox.com/s/j3nvdeh0sd097o5/TMCWv5_changelog.txt
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....m6m/TMCW_v2.zip
Patch for version 2 (install last) if you don't want the 1.8 stones (unpolished versions) to drop themselves, instead dropping cobblestone like regular stone and requiring Silk Touch to harvest (this is now the default behavior in version 3): https://www.dropbox.com/s/rrtcbain9ub5eo3/TMCW_v2_SilkTouchStones.zip
Original version: https://www.dropbox.com/s/oqftqd9fxttolvo/TheMasterCaversWorldMod.zip
Installation instructions (also included in a Readme in the download; replace TMCWv5 with the appropriate version):To install, create a new profile named TMCWv5 with 1.6.4 as the version and click Play to download it, then 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 TMCWv5. Replace the json file with the one found in the root of this archive; it has already been
modified so the launcher will not try to redownload the jar. Install the mod files directly into the jar using
a zip utility (do not try to rename it to zip and use Windows because there is a class file in the vanilla jar
with a reserved Windows filename which will break things), and delete META-INF. You should then see a new version named TMCWv5 appear next to 1.6.4 in the version list in the launcher; successful installation is easy to confirm by the title ("TheMasterCaver's World (version 5)") and/or generating a new world (the seed "-123775873255737467" in vanilla looks like this) and/or checking if the Creative inventory has new blocks (granite, etc), the default player skin is also my own skin.
Note that I highly advise changing the game directory (you can simply add a folder name to the end of the default path without creating one, 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 and/or resetting them as well as loading a world in the wrong version.
Also, if Optifine is used it should be installed first by manually copying the contents of the Optifine jar to the Minecraft jar, not by using its installer (the order the files are added doesn't matter for older versions but TMCWv5 overwrites some classes modified by Optifine).
This is also a singleplayer-only mod; I have not written it to be compatible with multiplayer. It can be used in the server jar though to pregenerate a world using a tool like Minecraft Land Generator.
NOTE - This mod will NOT work with Forge, and I do not intend to provide any compatibility; the only mod it has been verified to work with is Optifine, and some of its functionality is reduced (TMCWv5 does not support things like Better Grass/Snow, Clear Water (underwater fog is still affected, but not water opacity, which is always like Clear Water/vanilla 1.13+) alternate block tetxures (except where my own blocks have location-based textures), smooth lighting level, and more; some Optifine features were made compatible though by using reflection to access the fields it adds to GameSettings and replicating them with my own code).
Version 4 update:
After a long wait version 4 has finally been released; the main reason why it took so long was because I spent more than a year playing on my first world with very little progress made until I finally decided to set it aside after reaching a major milestone. Many, many new features and changes have been added, too many to list here.
Most significantly, many new types of caves and cave systems have been added, going far beyond the larger caves and ravines added in earlier versions:
A chart of all of the variants of cave systems and caves that are in TMCWv4; large caves and ravines are unchanged from earlier versions:
The same map but with all caves and mineshafts included; the majority of caves are based on vanilla 1.6.4 generation. For scale, both of these are 2048x2048 blocks, or one level 4 map:
On average, you can expect to find the following per level 4 map:1 giant cave region (1 every 16384 chunks)
2 colossal cave systems (1 every 8192 chunks)
3 network cave regions (1 every 5461 chunks)
4 vertical cave systems (1 every 4096 chunks)
4 maze cave systems (1 every 4096 chunks)
4.8 combination cave systems (one every 3400 chunks)
6.4 of the largest type of single cave (1 every 2560 chunks)
6.5 of the largest type of ravine (1 every 2500 chunks)
6.9 circular room cave systems (1 every 2360 chunks)
6.9 ravine cave systems (1 every 2360 chunks)
34.1 small clusters of special caves (1 every 480 chunks)
34.4 larger than usual ravines (1 every 476 chunks)*
126 larger than usual caves (1 every 130 chunks)*
240 of all types (1 every 68.3 chunks)
*These are not guaranteed to be any larger than vanilla-size caves/ravines. Vanilla large caves and circular rooms also have a larger size variation.
There will also be an average of two strongholds (one every 8192 chunks; unlike 1.9 a truly infinite number of strongholds generate across the world, all of which can be located with Eyes of Ender; the minimum distance from the origin is 640 blocks, the same as before 1.9, while it is not guaranteed that there will be any within 1152 blocks, much less three. By design though it is impossible for them to be much further than 2048 blocks), 108 abandoned mineshafts (one every 152 chunks, about 2/3 the vanilla 1.6.4 frequency since they can't generate too close to special cave systems, the largest size of caves, or dense areas of normal caves; this is still about 1.5 times more common than since 1.7, and they are not rarer close to the origin, but within 512 blocks they are smaller), 400 dungeons (one every 41 chunks, about the same as vanilla 1.6.4, which is about 2.5 times more common than since 1.7), including 21.8 double dungeons (one every 750 chunks; these are 5% of dungeons in most areas except network cave regions, where the chance is 20%). Normal cave frequency is one size 1-39 cave system every 20 chunks, the same as vanilla 1.6.4 (excluded from around special cave systems); several parameters (width, curviness, chance of larger caves, caves deep down/above sea level) are varied over 16x16 chunk regions, with 25% of these regions being unaltered.
Here is a series of charts comparing the variation in cave density to vanilla 1.6.4 and 1.7 or later; notably, over a 16 chunk radius there is a 20:1 variation, quadruple that of 1.7 and ranging from just half as many caves to twice as many. The odd spikes seen in the first couple charts on the left are due to special cave systems; otherwise, you can see that TMCW closely tracks vanilla 1.6.4; TMCW has slightly more caves due to the ground being deeper and extra caves being added; I also counted the largest variants of caves as multiple caves depending on their width (a cave with twice the width has 4 times the volume):
In addition, dungeons are more varied, with mob-specific loot (e.g rotten flesh in zombie dungeons), a rare variant with 2 spawners, each spawning a different mob, and 2-3 chests and chiseled stone bricks in the floor, and dungeons with stone bricks (plain or a mixed of mossy and cracked) instead of cobblestone walls (the floor is always cobblestone and moss stone in normal dungeons):A double dungeon, which also comes in a smaller variant with spawners in a straight line:
A normal dungeon with stone brick walls, which can also be a mix of mossy and cracked:
Desert temples are also more varied, with a chance of either of two types of trap and/or spawners:Each of the following has a 10% chance:
1. Pressure plate (vanilla)
2. Pressure plate with skeleton spawners
3. Pressure plate with zombie spawners
4. Pressure plate with skeleton spawner and zombie spawner
5. Trapped chests
6. Trapped chests with zombie spawners
7. Trapped chests with skeleton spawners
8. Trapped chests with skeleton spawner and zombie spawner
Each of the following has a 5% chance
9. Pressure plate and trapped chests
10. Pressure plate and trapped chests with skeleton spawners
11. Pressure plate and trapped chests with zombie spawners
12. Pressure plate and trapped chests with skeleton spawner and zombie spawner
Fossils and igloos have been added, which are very similar to their vanilla counterparts (igloos have a generic zombie villager and do not have brewing stands since there are no zombie variants and brewing stands do not require fuel. They also generate in Winter Taiga and Winter Forest but not Ice Plains. As for fossils, they generate in all variants of swamp and desert with a 1/64 chance per chunk with the main difference being that coal ore can be found around, but not replacing, bone blocks and they do not generate if 5 or more corners are exposed, to prevent them from floating in giant caves).
New blocks have been added; Rail Block and Cobweb blocks, which respectively let you craft 9 rails or 4 cobwebs into blocks for storage, very helpful when clearing out a mineshaft and storing them; the convert them back into rails or cobwebs mine them (pickaxe or shears without Silk Touch; cobweb blocks are also destroyed by water). Cobweb blocks also have a unique "sticky" property; players and mobs can sink slightly into the sides of the block and will be slowed down in the same manner as cobwebs (silverfish are able to make their way through the "space" between two blocks).
(note that the ID is not the same since I added these blocks to an otherwise vanilla Minecraft installation so I could compactly carry rails when caving, and later, directly harvest cobwebs instead of crafting string into wool)
Packed ice now has its own block ID so it can act like an opaque block instead of retextured ice (before it was ice with a data value of 1).
Empty Monster Spawner blocks have been added; these can be obtained by mining spawners with Silk Touch and are decorative blocks, which can also serve as light sources if lit with flint and steel (light level 15 with flame/smoke particles).
Bone Blocks have been added, which function the same as the vanilla block and are used to make fossils.
Ruby Ore and Ruby Blocks, as well as Ruby (item), have been added; like a few other features I added these for fun (the game even has the texture for ruby as well as language definitions for ruby and ruby ore). Ruby ore only generates in the Rocky Mountains biome at a frequency similar to gold anywhere below sea level; veins are generated a bit differently from other ores (one center block with up to 4 additional blocks against an adjacent face). The only purpose of ruby is decoration; ruby blocks are similar in texture to the old (pre-1.6) lapis blocks but red. Any pickaxe can mine the ore, which drops 1-2 rubies (up to 8 with Fortune III):
More new biomes; Desert M, with Oasis; Rocky Mountains; Great Forest, and Meadow:Desert M; small oasis with palm trees and jungle-like ground cover, small water pools, and occasional animals, generate as a sub-biome:
Rocky Mountains; large snow-capped mountains made up of stone and andesite with stone gradually transitioning to coarse dirt and grass at lower elevations, which are covered with spruce trees, including a new variant, and stone/andesite boulders (similar to Mega Taiga):
Great Forest; large spruce trees (the same ones in Rocky Mountains) and a variant of large oak whose leaf clusters are like small trees generate here, interspersed with small oaks; the predominate type of tree varies on a chunk-by-chunk basis so there is much more variation in tree cover, unlike the random generation in other biomes:
Meadow; a flat, plains-like biome with more flowers and occasional large oak trees, with patches of Meadow Forest in a similar manner to regular plains and forest. The large oaks are the same as the ones found in Great Forest, with another variant resembling several small trees stacked on top of each other generating in the forests. As with other types of trees, they can be grown from their respective saplings within their corresponding biomes:
(this is actually from a Superflat world but the biome doesn't look any different)
Here is a rendering of a 2048x2048 world:
Villages generate with different blocks based on the biome they start in, and can generate in more biomes; their frequency was slightly reduced because of this (for a given amount of spawn biomes they are still more common than in vanilla; this is also true for other structures, with jungle temples up to twice as common for a given amount of jungle, but rarer overall):A Plains village, which are the same as vanilla except the paths are made of cobblestone, intersecting Ice Plains; this also shows that when a field generate in a snowy biome it generates a glass roof with a door over it so the water does not freeze (this is based on the biome the field is in, not the type of village):
A Savanna village; jungle wood replaces oak wood and cobblestone:
An Ice Plains village; Nether quartz-based blocks replace most blocks:
A Meadow village; spruce wood replaces oak wood; logs have bark on all sides; while cracked stone brick replaces paths and stone brick replaces cobblestone:
Also, you may notice above that the double stone slab in blacksmiths was replaced with an anvil, which is usually very damaged but can also be slightly damaged or even undamaged.
Witch huts can also generate in Tropical Swamp and desert temples generate in all variants of desert (similar to villages their frequencies were adjusted for the frequencies of their biomes).
Biome and landmass generation has been altered; oceans are much less extensive than they are in vanilla 1.6.4, but are still much larger than in 1.7, with landmasses of varying sizes added to oceans, replacing the numerous small islands that generated in earlier versions (these islands still exist but are much rarer; as before they are Mushroom Islands with their biomes replaced with other biomes), as seen in these AMIDST maps (individual biomes are not shown because they cause AMIDST to glitch out and crash; each map is about 25,000 blocks across):
The Ice Plains and Desert areas shown on these maps correspond to snowy and hot climate zones respectively; unlike the climate zones in 1.7 they only make their respective biomes more common and exclude a few biomes of the opposite extreme, while allowing most other biomes to generate so they are much more varied.There is also some separation between climate zones but it is still common to see hot and cold/snowy biomes next to each other since there is no exclusion from the edges of normal climate zones, which contain nearly all biomes.
A 1.9-like "cooldown" feature has been added; if a mob is struck during its damage immunity period the damage dealt by subsequent attacks will be reduced, from 100% at 1 second or more since the last attack down to 0% at half a second; hitting the mob again within 1 second will increase the penalty time (max of 1 second). Regardless of this, spam-clicking is still deleterious to your weapons because every single hit will cause them to lose durability, regardless of whether damage was actually inflicted (this was seen to be a bug and was fixed in 1.7; the fix is very simple but i think it is a good deterrent).
Armor has been modified again; each armor point now reduces damage by 3.33% for players and 4% for mobs, with zombies able to have up to 22 armor points. Diamond armor has 18 armor points, amethyst has 20, and all other armor is the same as vanilla; this means that diamond now offers the same amount of protection as iron in vanilla (60%) and amethyst is slightly lower than before (66.6% vs 70%; previously tiers below diamond had more points to offset the decrease in protection).
Protection enchantments also now reduce damage by a fixed amount; full Protection IV is 60% additional damage reduction (vs 40-80% in vanilla 1.6.4, and a fixed 64% in 1.9+). Feather Falling (etc) caps out at 75% (vs 52-80% in vanilla 1.6.4 and 80% in 1.9+).
Most weapons and tools deal 1 less damage than before, with amethyst replacing diamond (+7 attack damage, 8 total for a sword, while diamond is now +6 and wood is +3), and also mine slightly slower, again, with amethyst remaining the same.
Axes penetrate armor; up to 80% of armor points can be penetrated at the rate of one armor point per 2 points of damage when wielded by zombies and one point every 4 points for players, which makes zombies with axes more dangerous but does not make them too effective when players use them; maximum penetration is also reduced to 60%. This is still enough that an amethyst axe with Sharpness V requires only 6 hits to kill a zombie in amethyst armor, compared to 12 with a Sharpness V amethyst sword.
Amethyst items can now be enchanted on the table and have an enchantability of 15, higher than iron or diamond (previously I set it to 0, disabling enchanting, due to its rarity and wastefulness of random enchantments, but this meant that mobs could never spawn with enchanted amethyst items).
Added Mending enchantment, which must be applied to an item if you want to be able to keep repairing it since renaming no longer keeps the prior work penalty from increasing; unlike the 1.9 enchantment you must repair items in the anvil. the enchantment adds 8 levels to the cost of an item; however, I removed the additional charge for the number of enchantments when an item is repaired (but not when adding enchantments); the net effect is that non-Mending items cost less while Mending items cost about the same as vanilla 1.6.4 repairing. Mending can only be found in naturally generated chests or as a villager trade; there are no special restrictions (e.g. higher cost) but enchanted books are a rare offer since unlike 1.8+ every time you trade their final offer there is just a 1.75% chance of choosing a single enchanted book trade (from testing you may have to spend upwards of 2,000 emeralds across dozens of villagers before you unlock it).
Hoes can be enchanted with Fortune and are required if you want it to work on crops; crops can still be harvested without hoes but Fortune will not work. Note that they lose durability when breaking any block, preventing infinite Fortune exploits; likewise, shears also lose durability so Silk Touch can't be exploited.
Creepers no longer stop moving when they are about to explode and their damage has been tweaked so they deal less damage point-blank but relatively more damage at a distance, and more damage than they would deal in vanilla if one walks up to (into) you. Their countdown radius was also decreased from 7 to 5 blocks but due to their movement it can be more difficult to run away from them before they explode.
Diamond is now renewable, as Giants will drop a diamond if killed with Looting (level * 33% chance), making amethyst the only armor/tool material that is not directly renewable (excluding mob drops). Due to their rarity and size making a mob farm to farm Giants likely won't be very effective, plus I do not consider such farms as a reason to/not to add something like this.
Mob spawning has been altered; mobs now despawn when more than 96 blocks away from the player (instead of 128 blocks) and in a cylinder instead of sphere (the 32 block despawn radius is the same). The effect of this is to make mobs more concentrated around the player without increasing the mob cap (it was actually decreased, but not enough to offset the decrease in space); you can also no longer build a mob farm 128+ blocks above the ground and have it work well without lighting up all caves, though the distance is less (a 128 block radius has 1.78 times the area of 96 blocks).
Several bugs have been fixed, both from earlier versions and vanilla bugs, such as what happens when the seed "107038380838084" is used, which now creates a normal world; I also modified the way the chunk seed is calculated so the "mirrored caves" bug mentioned no longer occurs in any form. The game also should never crash with an ArrayIndexOutOfBoundsException when accessing a biome ID, which was caused by the client and server threads accessing the biome generator at the same time and causing it to output invalid values (this has always been an issue but became very common, mainly when loading an existing world, after I made a change to the biome and/or MapGenScatteredFeature, probably due to a timing change).
And many more changes...
In addition, I included several additions in the download; one lets you use AMIDST (note - an older version must be used, such as 3.6, which I used; the latest versions also completely refuse to load modded profiles) to view land/ocean and climate zones (individual biomes are not shown because unknown biomes cause AMIDST to glitch out and crash); another lets Minutor show the correct biomes and blocks; there is a modified class that lets you create a Superflat-like world with only caves and structures (I used this when testing to quickly generate large amounts of terrain with Minecraft Land Generator); and there is a utility that shows the locations of various types of caves and cave systems as well as mineshafts and strongholds. There's also a pre-modified json file so you don't need to edit it yourself (due to how difficult it has become to get the launcher to accept modded versions; if I could I'd use an automated installer).
Map update (8/1/2015):Maps have been updated so they render like they do in 1.7 and later, completely filling in item frames, and hardened and stained clay (all colors) now render using the color for dirt, instead of the default stone color, which makes mesas look better on maps:
In addition, maps are now centered to a grid according to the map scale; for example, fully zoomed (level 4) maps will be centered at multiples of 2048 blocks, starting at 0, 0; to make a map centered at 2048, 0 you zoom out the map while standing anywhere between +1024 to +3072 (X) and -1024 to +1024 (Z), or go off the right edge of an existing level-4 map centered at 0, 0.
Note that the new center location when zooming out is based on your current position, so if you initialize a level-0 map at 0, 0 then walk to 300, 0 before zooming it out once the new level-1 map will be centered at 256, 0, not 0, 0. Similarly, at 500, 0 it will be centered at 512, 0, and so on.
Some other changes/additions:
- Podzol can now be crafted with dirt and spruce leaves, using a 2x2 recipe similar to coarse dirt but with leaves in place of gravel, giving you 2 podzol
- The crafting recipe for granite was changed to a 2x2 recipe to be consistent with the other stones since I thought it was a bit odd
- Dead bushes drop 0-2 sticks when broken, a feature that has been added in the 1.9 snapshots
- Dead bushes were made renewable by using bonemeal on sand or gravel, which will give you (usually) 3-6 dead bushes. They can also now be placed on dirt in addition to sand, gravel, hardened clay, and stained clay (they had been added to mega taigas but they only generated on any sand near water due to this omission).
- Oak wood planks can be crafted from 4 sticks in a 2x2 pattern, giving you two planks, just a fun feature I thought to add which goes well with the above since it means that means that sticks and planks are renewable in a Superflat preset like Desert; a Skyblock-type map without trees would also be a fun thing to play (get sticks from witches)
- Desert temples now have stained clay in place of wool, and a "bug" (possibly not) was fixed by removing an extra block present on the back side (possibly to represent the block that would normally cover the opening at the top, which I'd covered up to help make them darker so mobs spawn inside)
Version 3 update:As with the last version, this is another major update that add more biomes and new blocks; world generation is not compatible, as are changes to amethyst ore and blocks, which are now based on the same block ID as obsidian, using metadata to distinguish them; the same was done with other new blocks such that the diamond Ender chest is the only new block added.
New biomes: Additional new biomes, taken from 1.7 plus my own, have been added:
Vanilla Mega Taiga variants: These are based off the vanilla 1.7 mega taiga biomes, with the same trees (grown from 2x2 spruce saplings, in any biome since they are the only 2x2 spruce trees; 50% chance of either variant), unlike my own mega taiga which uses my own trees; notably, the ground cover contains podzol and coarse dirt, added using a Perlin noise function:
As seen here you can also craft coarse dirt; Silk Touch is required to harvest it, while it can be directly tilled into farmland (instead of reverting to normal dirt):
Savannas: These generate with acacia trees made of jungle wood logs and oak leaves, which can be regrown with oak saplings in a savanna biome (1/5 chance of a regular oak tree instead, same as the world generation chance). there are three variants, a flat plains-like savanna which also features villages and horses, making them a bit more common (I'd already doubled their effective frequency by reducing their spacing but the number of biomes more than offsets this; horses can also be found in Hilly Plains biomes), Savanna Plateau, an elevated version of savanna, and Savanna Mountains, featuring extreme terrain which usually exceeds y=128, the limit for terrain generation prior to 1.7, and often has huge overhangs and floating islands; this was done by blending in noise with the normal noise functions:
Roofed Forest: In the second screenshot above you can see a roofed forest in the foreground, which contains trees consisting of spruce wood and oak leaves; like the other trees I added, they can be regrown from oak saplings in a 2x2 arrangement in their respective biome (the same arrangement grows other 2x2 trees in other biomes).
Ice Plains Spikes: An uncommon technical biome found in Ice Plains, featuring spikes of packed ice (based on ice with a different texture, this causes it to be transparent to light and treated as transparent for placing blocks and mob spawning). Packed ice can also be crafted with 4 regular ice, a feature not present in vanilla but I thought it should be:
Mega Mixed Forest: Based on the mixed forest biome, with all types of small trees (large oaks have been removed - only from this biome though), but with their giant variants instead - mega trees (as in mega forest and mega tree plains), big jungle trees, all three mega taiga tree variants, and 2x2 big oak trees; unlike the other "mega tree" biomes there are only giant trees so it is fairly open underneath:
Flower Forest: A relatively sparse forest with large numbers of flowers, including many new variants, which are also found in patches elsewhere:
The new flowers were added using dandelions as a base, using metadata; including the vanilla dandelions (renamed from "flower", as they were named until 1.7) and roses (not retextured/named to poppies) a total of 16 variants can be found; note that blue orchids are only naturally found in swamps but all flowers can be grown with bonemeal, with 25% of flowers being roses, 25% dandelions and 50% other flowers (7.5 - 7.5 - 85% in Flower Forests):
Red, pink, orange, white tulips
Cyan Roses (from Pocket Edition)
Paeonia (unimplemented flower)
Note that these are all one block high; the * flowers use modified textures from their double versions. These can also be crafted into their respective dyes. Note that if you place a non-rose flower in a flower pot it will appear as a peony and drop a dandelion; this is a bug due to how the game renders them (normally invalid metadata simply gives the default texture) and they also drop always dandelions (changing this would require changing the block rendering, editing a 400 KB class probably also modified by Optifine; and to accommodate more flowers flower pots would have to be converted to a tile entity (as in 1.7), again with its own new rendering methods).
Other changes (some added in the last update to version 2):
-Added crafting recipes for unpolished stone variants
-Silk Touch now required to mine unpolished stone variants (previous version had this as an option)
-Wolves no longer despawn (as they spawn like passive mobs they otherwise disappear from a world unless you find and tame them soon after exploring new chunks); they are rarer however (lowered spawn chance) except in mega taiga biomes
-Tree density varies from chunk to chunk, using various (depending on biome) noise functions; for example, the density of trees in savannas is varied from 1-4 attempts per chunk over 4x4 chunk regions, blending in adjacent regions). This is less obvious in forests due to the greater tree density.
-The underground depth was increased by two more blocks, with lava now generating at y=3 and ores proportionally lowered; diamond is now found up to y=8 but is more common in the upper layers (50% instead of 10% of peak concentration on the highest layer) than vanilla since it was adjusted for the increased space (59 instead of 52 layers below sea level; caves were shifted down accordingly with some extra caves generating higher up and ravines having a wider range). This also means that there are only three layers down to bedrock, still enough that lava pouring down on you is a hazard when mining (as amethyst ore is about 8 times rarer than diamond above y=2 you ideally want to mine standing on bedrock; at y=1 it is about half as common).
-Changes to biome distribution; my previous method of making some biomes less common did not scale very well, requiring values to be changed every time a new biome was added; I changed it to a weighting system which gives common biomes a weight of 4, uncommon biomes a weight of 2, and rare biomes a weight of 1. Following is a list of biomes by each category; there are a total of 73 biomes and their variants (the following doesn't include variants), including 23 vanilla biomes (21 excluding the End/Nether):
Common biomes (* = original vanilla 1.6.4 biomes):
Mega Tree Plains
Big Oak Forest
Forest Mountains (2 variations, effectively a common biome)
Mega Mixed Forest
Mega Taiga (vanilla; both of these are effectively an uncommon biome)
Mega Spruce Taiga
Biome generation in vanilla snowy zones:
8% Winter Taiga
8% Winter Forest
8% Mega Taiga
3% Mega Taiga (vanilla)
3% Mega Spruce Taiga
30% Ice Plains*
40% other biomes (taken from lists above)
-Reduced mining time of diamond Ender chests by 50%, which still takes twice as long as obsidian to mine and you still don't get them with Silk Touch (I figured that taking 10 seconds even with Efficiency V was a bit too long; by comparison, normal Ender chests take slightly less than half the time of obsidian).
-As an odd side effect of using obsidian as the base for amethyst ore and blocks it is possible to use them to make a (very expensive) Nether portal; they also now take twice as long to mine as a result:
-The original amethyst ore block still exists in the code (/give playername 200 1 can be used to obtain it but it is just a block with the texture of amethyst ore) and is used to keep statistics when amethyst ore is mined, which would otherwise count as obsidian; this is done by redirecting the block stats for obsidian when the appropriate metadata (1) is mined, the same technique also enables changing the drop (amethyst and XP instead of itself). This also means you can craft obsidian since amethyst blocks are also based on obsidian and is not redirected (the original block no longer exists, replaced with a crafting recipe for obsidian with metadata 2).
-Reduced amount of loot in strongholds; or rather, reduced the chance of the maximum, as instead of generating a fixed number of items per chest I randomized the count; for example, vanilla dungeons have a fixed 8 tries to place items in a chest (some may overwrite previous tries) while I randomize this between 6 and 20, or max(6, 4 + random(random(17) + 1)); 50% of the time there will be 8 or fewer tries since random(17) returns 0-16, averaging 8, and doing this twice cuts the average in half again, while there is only a 1 in 289 chance of 20 tries.
-Passive mobs will favor pathfinding to points above sea level when they are below (path weight progressively reduced for each layer below); this discourages them from walking to caves, especially once you've lit them up (I've even found animals that ended up all the way down at lava level).
-The pre-1.7 restriction of the height of terrain to no more than y=128 was removed, with the result that mountains and even rarely hills can exceed this limit:
Winter Forest Mountains (default):
Big Oak Forest Hills reaching y=130, which is representative of the x-hills height in most biomes that have them. Mega Forest Hills could possibly have treetops exceeding y=200 depending on the maximum height hills can reach:
Version 2 update:The second version of this mod greatly extends the number of new biomes added with many sub-biomes and variants added, with all the basic biomes in the original version plus a new "Winter Forest" biome that is a snowy version of the forest biome (the regular snowy taiga was renamed to "Winter Taiga" to fit; the "snowless taiga" biome I added is simply "Taiga"). There are now a total of 36 new biomes, with 16 basic biomes (generating as normal biomes, e.g. Plains, Forest, etc) and 20 sub-biomes (e.g. Forest Hills); for example, Mesa now generates as three separate biomes in one (Mesa, Mesa Plateau, and Mesa Edge), there are two variants of Forest Mountains (same names but different height ranges) plus an "Extreme Forest Mountains" sub-biome. This compares to 15 basic plus 2 sub-biomes/variants in the original version:
Basic biomes (Plains, Forest, Desert, etc):
Forest Mountains (two variants, one with increased height variation)
Mega Tree Plains
Taiga (vanilla taiga renamed to Winter Taiga)
Lake (also sound as a sub-biome)
Big Oak Forest
Sub-biomes (Forest Hills, Desert Hills, Extreme Hills Edge, etc):
Hilly Plains (hillier variant in main biome)
Extreme Forest Mountains
Mountainous Desert Hills
Mixed Forest Hills
Spruce Tree hills
Birch Forest Hills
Mega Forest Hills
Taiga Hills (vanilla Taiga Hills renamed to Winter Taiga Hills)
Lake (as a sub-biome in many other biomes)
Frozen Lake (same as above but found in snowy biomes)
Mega Taiga Hills
Big Oak Forest Hills
Extreme Mountains (sub-biome in Extreme Hills)
Winter Forest Hills
Winter Forest Mountains
Desert Beach (variant of beach along deserts, identical to normal beaches except sand above y=65 isn't converted to grass/dirt)
In accordance with the addition of many x-hills biomes the maximum height ranges of their corresponding biomes were reduced a bit, although still a lot more variability than seen in vanilla (e.g. refer to this thread) with the x-hills sub-biomes having increased height variation beyond what their main biomes had originally.
Biome distribution was also changed; in "normal" areas (non-Ice Plains in vanilla) most biomes, both vanilla and modded, have the same chance of occurring, except for Volcanic Wasteland, which has 1/4 the frequency, and Mega Taiga, Ice Plains, Lake, and each variant of Forest Mountains (which effectively makes Forest Mountains as a whole as common as the other "common" biomes). Areas formerly occupied by Ice Plains in vanilla are split between 15% Winter Taiga, 10% Mega Taiga, 5% Winter Forest, 30% Ice Plains, and 40% other biomes.
Beach generation was also improved with Beta 1.7.3-style beaches instead of the sloppy messes often seen in vanilla default worlds afterwards (refer to this thread again); even around mountains beaches are mostly within 1-2 blocks of sea level, instead of splashed up the mountainside, most of the biome is also above sea level with a (usually) sharper drop-off to the ocean depths; essentially, height variation relative to sea level was forced to be much lower and I added a special method that removes sand blocks above sea level within 6-8 blocks of water to a height of 2 blocks (if there aren't any blocks above them within 1 block) and replaces blocks above y=65 with grass/dirt, except in deserts, with a special variant of beach ("Desert Beach", otherwise the same) to have a consistent maximum height of sand along shorelines (i.e. no sand stretching up a hillside):
The new stone types (granite, diorite, andesite) in the 1.8 snapshots were also added, using the same data values (variants of stone) and the same crafting recipes for the polished versions (no recipes for crafting the raw blocks as there really isn't any need for them). In world generation, 8 veins of each generate between y=0-63, which is somewhat less than in the snapshots (10 veins across 0-79, same ratio of veins/layers, making up around 13% of solid blocks (stone and ore) underground) since I thought they should remain below sea level; the exception is the Volcanic Wasteland biome where they generate with twice the number and range (16 and 0-127):
Yep, granite, diorite, and andesite in 1.6.4!
Here is a cutaway of a Superflat world with ores generated to show how common they are:
Perhaps most significant is the addition of items from a mod I previously used; amethyst armor and tools, although nerfed from the original mod (which was actually nerfed already as you can see in the link), which gave you tools with the mining speed of Efficiency V diamond and a sword equivalent to Sharpness III diamond; in this case they are basically just a more durable replacement for diamond, having the exact same stats except for three times the durability. In addition, they can only be enchanted with books (enchantability of zero). The ore is also about six times rarer than diamond, but distributed so it about half as common in the first layer above bedrock (so the common advice to mine above lava will net you little ore, around 1/8 as common as diamond there; factoring in durability this is a smaller difference than it would seem as three times the durability means it is effectively only twice as rare, similar to how diamond is about 6 times rarer than iron within its range but diamond tools are 6 times more durable):
Ore distribution in the lowest 10 and 1 layers above bedrock in a Superflat world; amethyst ore is the "future block" with an ID of 200; note that nearly a third of it is present in the lowest layer (y=1) alone, with the relative abundance being only 1/8 of diamond above y=2 (1/8 chance of generating above y=2, 100% otherwise, not quite as common below since ore veins cross up to 4 layers down from where they generate). Also, you can see the relative abundance of the new 1.8 stones:
The ore and block (made like diamond, etc, blocks) also requires a diamond pickaxe or itself to mine with half the mining time of obsidian for the ore and a third for the block; they are also resistant to normal explosions (although so rare that this is of little use, though you could TNT-mine to find ore). Amethyst gems can also be found in naturally generated chests.
Various other tweaks were made, such as making cave generation more randomized (fewer large cave systems generating at fixed points, with more variation around each point, and more random caves generated; colossal cave systems have a check added that prevents two from generating right next to each other). Mob spawners are also tracked in the statistics so you can see how many you've mined (both the per-session stats in the inventory screen and the saved in-game stats); I also made them available in the Creative inventory (they only spawn pigs though). Emerald ore also generates in Forest Mountain (same abundance as Extreme Hills) and Volcanic Wasteland biomes (where it also generates in veins similar to diamond, one per chunk, plus a few single ore veins) in addition to Extreme Hills, although is still rarer than in vanilla since the biomes together are still less common than Extreme Hills in vanilla. Villages and temples were also made twice as common (average distance is about 70%, resulting in 0.7 x 0.7 = 0.5 normal spacing) to compensate for rarer plains and deserts (still rarer overall) but with an exclusion zone of 32 chunks from the origin, so spawning in a village is impossible (speaking of spawn, it isn't uncommon to find yourself spawning right at 0,0 because the game failed to find a proper "spawn biome", which are plains, forest, taiga, and jungle, the vanilla spawn biomes).
Note that this mod uses a custom language file containing names for the amethyst items, as well as custom textures (these can both be changed with the appropriate resource packs).
December 30, 2014 update:
Palm trees now generate in beach biomes, using an algorithm that results in 1/4 of chunks containing palm trees, similar to how slime chunks are determined, except involving 4x4 chunk areas. There are four variants, including one that generates two trunks that split apart, and they are growable by growing a regular jungle sapling in a beach biome; they are made up of jungle wood and leaves, with the leaves being permanent so they can be placed without decay restrictions. Note that they are mainly decorative, and with only 33-41 leaves (single trees, with double trees being around 1/5 of trees) and a 1/40 chance of a sapling per block it is likely you can't sustainably harvest them. They also generate four cocoa pods ("coconuts") around the base of the leaves and uniquely, generate with curved trunks, similar to acacia trees in 1.7.Palm tree variants; the double tree variant will always use a smaller canopy or the smallest for the lower trunk:Also, various tweaks were made to the generation of rivers, with rivers mostly having very wide and well developed channels and even cut through mountains without drying up (haven't come across any yet, they only narrow down). Swamps, deserts, and mesa biomes also use their own river variants; in the case of deserts and mesas, using "desert" and "mesa" as the underlying biome, instead of the "river" biome. The pond-like rivers in swamp and jungle biomes use normal river generation, exclusive of the modifications to regular rivers; jungle rivers are also based on the "jungle" biome so will have lush green grass and vegetation when above sea level, instead of bare patches of off-color grass. All snow biomes also use frozen rivers, not just ice plains:
Palm trees on beaches (default and large biomes); note that naturally generated trees only generate on sand:
August 30, 2014 update (updated September 1):
Here is a 2000x2000 world rendered with and without vegetation, snow and ice, the latter of which shows rivers and height variation better:
Instead of making Ender chests double chest size by default I added a new block - the Diamond Ender Chest; intended for transporting items long distances or for safekeeping; unlike standard Ender chests they cannot be mined with Silk Touch and take much longer to mine (4x longer than obsidian, about 10 seconds with an Efficiency V diamond pickaxe), to discourage using them as "backpacks" (when mined they will drop eight diamonds and eight obsidian). Also, they are independent from regular Ender chests, saving their contents in a separate place in the player data file so you can use them along with normal Ender chests and your inventory to transport up to 117 stacks of items at once:Crafting recipe (note that the inventory icon is bugged and shows up as a normal chest, not sure how to fix it but they render and work correctly when placed); note that you need 16 diamonds to make a pair of chests:Note: If you upgrade by overwriting the existing mod you'll still have double chest-sized regular Ender chests because I no longer include the respective class for it, using a new class for the diamond Ender chest. Also, note that items in the last three rows will be lost if you upgrade with a clean jar, so be sure to empty your Ender chest first, at least the lower three rows (the first three rows were untouched when testing).
Mining a diamond Ender chest; you get back the diamonds and obsidian but not the Eye of Ender, but those are renewable so nothing is lost:
Inventory comparison between regular and diamond; note that they both have different items:
Also, Mesa biomes were tweaked so that instead using of a single color of stained clay across the whole world for each layer up to four different colors are used in a wave pattern with each layer shifted 1/4 the peak-peak distance so they change over at different points:
Original description/version 1 update (most of this applies to later versions as well):First, I added many new biomes to the normal 1.6.4 biomes, many of which were also tweaked, with a general increase in terrain variability by modifying the min/max height ranges so that normal biomes have a range similar to the normal X-Hills biomes (e.g. Forest -> Forest Hills) and those biomes in turn have a range closer to that of Extreme Hills (which were also modified a bit, though things get wacky with much more increase in height):
Big Oak Forest: Forest exclusively populated with big oak trees, including a 2x2 variant:
Birch Forest: Pretty similar to the biome with the same name in 1.7:
Bushlands: Plains-like biome with small bushes dotting the landscape (a modified form of the bushes in jungle biomes but with spruce leaves and variable size; the smallest bushes also have the log generated in the ground so they can have just one layer of leaves above ground):
Forest Mountains: A mountainous biome similar to Extreme Hills but heavily forested; oak, birch, and spruce trees generate in this biome:
Hilly Plains: Similar to plains but with hills and even mountains but usually more flat than mountainous; because this biome is based off the plains biome horses spawn here as well, though villages only spawn in vanilla plains, which were made slightly flatter in turn:
Ice Hills: Mountains made of ice covering snow found in Ice Plains, replacing 1/3 of normal Ice Mountains as a technical biome; caves in the mountains also have walls made of snow/ice:
Lake: A biome that is entirely underwater, forming large shallow lakes; islands consisting of plains, forest, jungle, taiga, and desert generate as technical biomes:
Mega Forest: Forest with enormous trees, able to exceed cloud level from near sea level; trees were modified from jungle trees (oak leaves and wood). Regular and big oak trees and bushes (see Bushlands) can also be found. (note that this biome in particular can lag chunk generation due to the size and number of trees):
Mega Taiga: Taiga biome with enormous spruce trees (3x3 trunks), regular spruce trees, and moss stone/cobblestone boulders (the last taken from 1.7):
Mega Tree Plains: Similar to Mega Forest (see above) except trees are much more scattered and there are no understory trees/bushes:
Mesa: Like the biome in 1.7, except caves and ores generate in the clay (stone replaced with clay as a final decoration step) and dirt/gravel pockets are replaced with clay. Dead bushes and cacti, which can be placed on hardened clay, generate. Occasional dead trees (based on big oak trees but not generating leaves) can also be found (I entirely made this myself, not by copying over code from 1.7):
Mixed Forest: A forest containing oak trees, birch trees, spruce trees and small jungle trees, the latter modded to be taller:
Mountainous Desert: A much more mountainous version of the normal desert biome, which, similar to plains, has a slightly decreased max height. Also, exposed stone in mountains is avoided by replacing exposed blocks with sand or sandstone, including inside caves near/above sea level, which can also cut though the surface, same for the normal desert (caves were modded to cut though all blocks except bedrock; floating sand is avoided by replacing sand blocks over air with sandstone, this also applies to beach biomes):
Snowless Taiga: Same as taiga biome but without snow; unlike 1.7, the regular taiga biome is the default snow-covered taiga (which IMO should have been left alone in 1.7):
Spruce Hills: Generates as a technical biome in Mega Tree Plains:
Tropical Swamp: Variant of swamp biome with bright jungle-green grass/leaves and small jungle trees and a great number of water lakes at the surface; average ground level is mostly above sea level otherwise:
Volcanic Wasteland: A mountainous biome with a great deal of lava lakes and lava springs, both on the surface and underground. Mountains are covered with patches of obsidian, cobblestone, gravel, and less commonly grass with occasional stands of trees with few leaves and no branches (i.e. like a volcanic eruption blew them off). Oases of desert, plains, and forest also generate as technical biomes, so the whole area isn't a barren wasteland. In addition, ores of all types except emerald are more abundant in this biome, being found up to 1.5x their normal heights (50% more coal and iron density-wise); magma cubes also spawn, regardless of light level:
Aside from these new biomes and small changes to some existing ones, I also tweaked several existing biomes, such as Extreme hills, which have more trees including spruce trees. Caves are also MUCH more abundant in Extreme Hills, with extra caves generated above y=32 (normal cave systems aren't affected); many of the mountains are truly Swiss cheese, though caves don't cut through the surface unless they are "large caves" (circular chambers) or stone is exposed. Note also that iron ore can be found to y=127 at 1/3 the abundance below sea level, same for everywhere else:
Jungles: Melons naturally spawn in jungles, the only source of melons as melon (and pumpkin) seeds don't generate in mineshaft chests (ETA: readded as of 5/26):
Ice Plains: 2/3rds of Ice Plains were replaced with other biomes (within the normal Ice Plains area, not the entire biome), avoiding vast frozen wastelands, as seen below. Trees also mostly occur in clusters instead of single isolated trees and include spruce trees:
Islands: Islands with actual biomes in oceans are much more common, done by making Mushroom Islands 15 times more common, then making 14/15 of those other biomes (so Mushroom Islands have the same frequency). The min/max height of oceans was also tweaked to make "ocean" islands less common (due to the seafloor rising above the surface, biome is still ocean):
Also of note is that I modded new biomes in even as I was playing my current world; I did so in such a way that existing biomes at the edges of what I explored were unaffected (avoiding sudden terrain changes), but no matter if biomes fully in it were; it is impossible to recreate my world for this reason as the plains biome I spawned in is now a mesa biome when the world is recreated, and spawn is now a few hundred blocks to the south (the game is coded so that only certain biomes are valid spawning areas).
Another change to world generation is the removal of the upper layers of bedrock and lowering of rarer ores (other than iron and coal), as caves go 5 layers deeper before becoming filled with lava; diamond is only found to y=10 instead of y=15 (5 layers above lava in caves).
Here is a comparison between vanilla 1.6.4 and my modded world generation; AMIDST actually does work with my mod but uses the 1.7 biome names in place of mine and shows some villages in the wrong biomes (apparently it looks at the biome ID and not whether it is actually a savanna):
In addition, here is a list of biomes with the (approximate) probability of generating in a given area; the biomes I added together have about the same occurrence as vanilla biomes, but mostly rarer individually:
Vanilla biomes (47.3% of all biomes; default is 14.3% of each, excluding areas with only Ice plains and associated Taiga, and forests as a technical biome in Plains):
Extreme Hills: 9%
Modded biomes (52.1% of all biomes, total 99.4% due to rounding):
Hilly Plains: 4.5%
Forest Mountains: 9%
Mountainous Desert: 4.5%
Tropical Swamp: 4.5%
Mixed Forest: 4.5%
Mega Tree Plains: 2.3% (contains Spruce Hills as a technical biome)
Birch Forest: 2.3% (contains plains and hilly plains as technical biomes)
Mega Forest: 2.3%
Snowless Taiga: 2.3%
Volcanic Wasteland: 2.3% (contains plains, desert, and forest as technical biomes)
Lake: 4.5% (contains plains, desert, forest, taiga, jungle as technical biomes/islands)
Ice Hills: (33% chance of replacing Ice Mountains)
Mega Taiga: 1.1% (6.6% of areas normally Ice Plains, which in turn take up 33% of their normal area with the rest the normal biome mix and taiga)
Big Oak Forest: 2.3%
Islands in oceans have the same mix of biomes, after a 6.7% chance of Mushroom Island.
Now, for non-biome related changes, I modified the generation of many structures:
Abandoned Mineshafts: Instead of generating in any random chunk, mineshafts generate to a fixed grid with a spacing of 14 chunks, generating at 7,0 and 0,7 relative to the grid, with a 40% chance of generating at a point, thus an overall chance of about 0.004 (default is 0.01 pre-1.7 and 0.004 after) while a decrease in frequency within 80 chunks of the origin was removed so they generate at the same frequency everywhere. The size of mineshafts was also made variable, with the default size being 8 sections from the start (dirt room) and the variable size being 5-10 sections, weighted towards the lower end (average size is smaller than vanilla); for example, here is a relatively small one (smaller mineshafts also have a higher chance of chests per length of corridor, inversely proportional to the size, although often still have none):
Based on a look at Mineshaft.dat using NBTExplorer they can contain anywhere from 10 to 275 children (structure components, equivalent to the distance between two supports in corridors, crossings, and stairs), with vanilla mineshafts averaging around 125.
In addition, I fixed the bug noted here, which causes "bubbles" in oceans (also in solid ground) and messed-up connections to the starting room. Astonishingly, despite a fix (which I used) provided over a year ago, Mojang still hasn't fixed this very easy to fix bug (well, yeah).
Caves: Similar to mineshafts, large cave systems are generated every 14 chunks at relative coordinates 0,0 and 7,7, plus a variation of +/- 1 chunk from these points, with a 70% probability of generating at each point for an overall frequency of 1/140 (vanilla 1.6.4 caves are generated with a frequency of 1/15 and 1.7+ caves 1/7); while much lower than vanilla, the minimum size is 16 with a max of 40 (max is 40 in vanilla 1.6.4 and 15 in 1.7+), weighted towards the low end; overall, there are more large cave systems as this comparison between my current world and my first main world (vanilla shows), but as you can see vanilla has more huge cave complexes formed by many cave systems generating in close proximity due to the random placement:
Vanilla pre-1.7 generation, same scale:
There are also small caves randomly generated across the map, similar to caves in 1.7+, with a size of 10 and frequency of 7. However, in extreme hills, extra caves with a size of 2015 and frequency of 10 generate above y=32, in addition to all of the aforementioned; mesa also has extra caves but a smaller size of 10 and volcanic wasteland size 5/frequency 5.
In addition, large cave systems have a 1-in-50 chance of becoming a colossal cave system, intentionally made to approximate the largest known cave system in vanilla (which has around 120 caves across 6 cave systems generated within a few chunks of each other, determined by having the game print out the size and location of cave systems); they are generated as 6 separate cave systems with a size of 20, plus a size 16 system, within 10 chunks of each other (made so they don't generate too close to each other), otherwise impossible due to the non-random placement mentioned above:
Typical "colossal" cave system:
Largest known cave system in vanilla (seed -123775873255737467 in 1.6.4 or earlier at -800, -1050):
One thing to note in the comparison above is the number of caves that break the surface (green areas); individual caves in large cave systems have a 50% chance of only being able to cut through stone, while small caves have a 100% chance of doing so, except in Extreme Hills.
Also of note, caves and ravines that pass under bodies of water will generate normally but only remove stone blocks, instead of simply glitching out (the game checks for water and normally doesn't generate any part with water in the path); the floating sand removal mentioned above also means that sand under bodies of water won't collapse into caves (sometimes still happens if there is gravel underneath); caves under oceans and lakes are much less likely to be flooded out (a sandstone roof generates if a cave directly hits water, as with exposed stone on the seabed). I also tweaked the generation so that individual caves (not cave systems) and ravines have more variability; caves can get up to three times bigger, but averaging the same size as vanilla, while ravines can be from half to twice as long, wider/narrower, and deeper/shallower, and more curved, again averaging close to vanilla.
Here are several examples of just how big caves can get:
Strongholds: Normally in vanilla caves and ravines "cut" apart strongholds because they are coded so that walls only generate if there are solid non-air blocks where they would otherwise be; I avoid this by modifying the code so that walls are always generated regardless, similar to other structures. Also, I removed code that checks for liquid in the bounding boxes so pieces can generate under water and lava; this avoids stuff like End Portal rooms separated from the rest of a stronghold, barring any other possible generation bugs (End Portal rooms always generate but not other parts) and allows it to generate as fully as it can:
Also, they are more dangerous:
Yes, that is a creeper spawner you see in the first one, with silverfish spawners randomly placed in libraries (as real-life silverfish eat books); dungeons can also have them along with other mobs not found in vanilla dungeons, plus they spawn mobs at a much faster rate, 5-10 seconds and 12/6 mobs for zombies, skeletons, spiders and silverfish; 10-20 seconds and 6/4 mobs for cave spiders, Endermen, and creepers; and 10-30 seconds and 4/2 mobs for witches (vanilla is 10-40 seconds and 4/6 mobs; 4 spawned per cycle and 6 within range):
These dungeons are rarer though, with 36% being zombies, 18% each of skeletons and spiders (vanilla is 50% zombie and 25% each of skeletons and spiders) and 9% each of creeper, enderman or witch dungeons.
Mob spawners were also made explosion-proof (includes TNT), but creepers can still blow up chests.
The upside is that they contain better loot, as other structure chests do, proportional to their rarity (even diamond tools/armor in some chests; of course, rarer than other items), with no useless items (if you want string, just kill some spiders, etc) and more items (chest slots) possible.
Desert Temples: Ever found a temple that just has a cave under it? That's because a mob spawned in the loot chamber and blew it up. Well, not here, as I replaced the pressure plate with trapped chests, with an extra TNT under each one (13 total, meaning a bigger explosion if you set it off), plus an example of chest loot; note the lack of rotten flesh and bones, which is compensated for by adding zombie and skeleton spawners (randomly selected):
Jungle Temples: Similar to desert temples, except the trap was buffed by adding fire charges in addition to arrows (may or may not have both):
These are both rarer though due to all the added biomes.
Witches and cave spiders also spawn naturally, witches at the same rate in 1.7, and cave spiders at twice the rate of witches and restricted to bellow sea level (as they are called cave spiders, not abandoned mineshaft spiders, though you won't encounter more than 1-2 at once outside of them). In addition, giants naturally spawn, only above sea level at 1/5 the frequency of witches; they are also a bit different from vanilla in that they deal 5 hearts instead of 25 (on Normal), drop 20 XP instead of 5, and burn in daylight (given lava damage in addition to fire damage so they take about the same amount of time to die) and set you on fire for longer than normal zombies and all the time.
Updated 6/18 - Also, here is what the inventory screen looks like (only in Survival mode); it shows your score and coordinates in the upper-left, stats for ores mined and mob kills (counts 8 common Overworld mobs only) during the current session (not total mined as seen in the statistics) below that (the "R" key switches between a list of totals, percentage of total, number of ore mined relative to coal, and individual mob kill counts), and death point in the upper-right (only if you died since starting the current session; "R" clears this and hides the display):
Ender chests can also hold a double chest of items, done by simply changing the number of slots from 27 to 54:
Other changes are as follows:
Buffed zombies, which can spawn reinforcements (not just call for help) on Normal difficulty, although with a minimum distance from the player (so not in your face), as well as doubling a bunch of values like "leader zombie bonus". Baby zombies can also fit in 1 block high openings, similar to 1.7, and also drop XP (12 XP instead of 5, also the same as 1.7) and items, including picked up items (so you don't have to worry about losing stuff). Also carry more weapons, with axes and pickaxes added, and a 1-in-5 chance of diamond items instead of iron.
Bats drop experience (1-3) when killed, like passive mobs and squid.
Fixed infinite animal panic bug (animals run around forever after getting hit instead of calming down; fixed in 1.7).
Fixed sprint-jumping only adding exhaustion of normal jumping when it should be 4x higher (also fixed in 1.7, leading many people to report huge increases in hunger depletion - but why sprint-jump all over the place? Only PvP really warrants it).
Fixed/reduced server lag due to zombie pathfinding, using a combination of Forge source code and another fix.
Removed enchanted item glint from held items (still present on armor and in inventory).
Distance flown stat only counts actual Creative-mode flying, mainly because of misunderstandings when I post my stats and they see that I've "flown" (otherwise, the game thinks you are "flying" when you sprint-jump or get knocked back by mobs).
Game waits for internal server to finish shutting down when you quit before returning to title screen (displays "Shutting down internal server..."), avoiding chunk corruption and not saving properly, also the cause of worlds not deleting properly (i.e. you quit a world then delete it right after, the server is still saving so the delete fails; then you make a new world with the same name and you get chunks from the first world in the second).
All pieces of armor have the same durability as a chestplate, which may be good or bad depending (i.e. if you made a full set at once they will all break at the same time leaving you with zero protection). Diamond armor is also as relatively durable as iron armor is compared to iron tools with a durability of 1500 (241/251 * 1562), instead of just 1/3 as durable as diamond tools; this does increase the repair cost though (repair cost solely depends on durability, not material).
The amount of protection per armor point was changed from 4 to 3.5% so full armor points provides 70% damage reduction instead 80%, making diamond armor about a third better than iron (diamond tools mine about a third faster than iron, so basically diamond armor has the same advantages as tools do); other types of armor have slightly different amounts of points to closely match with vanilla (e.g. leather has 8 armor points for 28% protection, iron has 17 for 59.5%, up from 7 (4x7 = 28) and 15 (4x15 = 60) respectively).
Added a fix for mob pathfinding that causes a northwest bias over time, particularly noticeable with villagers and likely contributing to their tendency to crowd into one house; from a test I did, they now wander around much more of the village and even recognized more doors (only seen within 16 blocks).
Removed void fog, which is otherwise very dense due to lowering the bottom of the world by 5 blocks (added 5/11; I didn't add this sooner because I just used Optifine to disable it).
Enabled growing Mega Trees and Mega Taiga trees from saplings, in a similar manner to giant jungle trees; see this post for details.
Fixed leaf decay issues with big oak trees by adding extra logs to branches (extending upwards into leaf bunches, instead of ending at the bases); this issue was so bad that they were mostly removed from natural world generation in 1.7 due to lag. 6/4 - a similar fix was done to jungle trees by modifying their branches, although some leaves still occasionally generate disconnected from the canopy.
Saplings grow into biome-specific trees in most biomes; here is a full list of biome-specific trees (regular size trees); otherwise growing as normal:
- Oak trees: Grow as swamp trees in (Tropical) Swamp biomes; exclusively grow as big oak trees in Big Oak Forest. 2x2 trees grow as giant oak trees in Big Oak Forest and otherwise grow as Mega Trees.
- Spruce trees: Both variants (tall type and Christmas tree-like type, only the latter normally grow) grow in Taiga (all variants), Ice Plains and Forest Mountain biomes with 50/50 of each type. In Bushlands and Mega Tree biomes they grow as bushes (excluding the smallest variant, which replaces the ground under it with a log). Only the tall variant grows in Spruce Hills.
- Jungle trees: Generate with vines and cocoa pods in Jungle and Tropical Swamp; grow taller than usual in Mixed Forest.
Really? It's supposed to be a secret.
Is that a baby zombie on a cave spider? Yes, 1% of cave spider spawns (making it extremely rare even though I decided to make cave spiders twice as common, which is still rarer than most other mobs) are cave spider jockeys (an allusion to chicken jockeys, which I've tried to add but couldn't figure out how to make the chicken hostile (tried adding player as attack target, etc); not so much of a problem disabling egg-laying and despawning them though, a must to avoid problems):
Wait, what did that bat just drop? Yes, bats can drop torches (0-2, like other mobs), rather silly and pointless given how many I use but could help you if you ever ran out (makes some sense as real-life bats easily navigate in caves and torches help you navigate in caves; come to think of it, it would have made more sense for a bat drop to be used to make Night Vision potions than golden carrots):
Jun 16, 2012Posted in: Minecraft Mods
The Betweenlands is a mod developed by the Angry Pixel modding group. This large and expansive mod adds a whole new dimension with a plethora of exciting new content that offers an exciting and challenging survival experience.
The Betweenlands dimension is a dark and mysterious realm where strange, monstrous creatures roam amongst the remnants of a long lost civilisation. Do you dare to explore?
Features include -
More information can be found on the mod's CurseForge page and on the official wiki.
- A complete independent survival experience with hours of gameplay
- A whole new dimension to survive in
- Many new creatures and monsters to fight
- Bosses to defeat
- Plenty of unique biomes and structures to explore and loot, from towering fortresses to scattered underground ruins
- An extensive herblore system that allows you to create over 30 unique infusions from 14 different aspects found in plants
- A unique farming system with several new crop types
- Over 300 new blocks to build with, including various machine blocks and a whole lot of plant life
- Over 350 new items, including lots of unique weapons and loot, complete tool and armour sets, plenty of food items, new raw materials, scraps of lore and more
- Over 250 new sounds, including 7 immersive ambient tracks and 33 music tracks
- Lots of new mechanics, including food sickness, corrosion of tools, decay of the player, and a combat circle revolving around 3 new gem items
- Randomly occurring events, including changes in the weather as well as sometimes more supernatural occurrences
- Special built-in custom shader effects to make the worlds look even prettier
- Multiplayer compatibility so you can survive with your friends
- ...and much, much more!
The Betweenlands download
The Betweenlands on CurseForge
The Betweenlands repository on Github
For frequent news and updates, follow @BetweenlandsDev on Twitter
Feeling a bit overwhelmed by all the new stuff? The official wiki for the mod can be found here!
We now also have an official Discord server for The Betweenlands where you can hang out and maybe chat with the developers (we're usually around).Come drop by and say hi!
Sep 6, 2012Posted in: Minecraft ToolsWhat is MCreator?
MCreator is software for modding Minecraft without programming knowledge (mod generator). It's very simple to use, and its concept is easy to learn. With MCreator, you can make your own mod as you wish. Making new blocks, items, achievements, new types of existing blocks, mobs, biomes, foods, tools, plants, machines (and more!) is possible with MCreator. You've probably never seen a mod maker with so many features. After creating a new mod, you can share it with MCreator's community so other users can use your mod, comment, give you ideas or join with work on your modding project.
Official website: https://mcreator.net
[Download on the website]
NOTE: MCreator is a very active project and has a lot of support but on its website: mcreator.net. This forum thread is not actively maintained anymore.
Nov 5, 2012SycloneSJS posted a message on 128x64 CHROMA HILLS RPG/Cartoon ish**1.14v2 update LIVE + Shader add on pack 09/09/2019!Posted in: Resource Packs
Hi all, I'm a 40 (something) yr old artist/designer from the UK I've been working on Chroma Hills since Sept 2012. This project has been a real labor of love and a passion to create my vision of Minecraft. It's been a massive commitment to work at this detail level and with the continuing updates from Mojang. I'm overwhelmed at how many people now use it and look forward to the updates.
Chroma Hills is the official pack of Sonic Ethers Unbelievable Shaders SEUS support with many additional textures to create bump mapping and specular effects.
The pack also features 2000+ additional textures that are supported by MCpatcher and Optifine mods.
Connected textures, random mobs, custom skies supported.
Official website http://www.chromahills.com
Download link http://chromahills.com/
Legal terms http://www.chromahil...forum/legal.php (strict please read)
MANY, MANY MORE PICTURES HERE! https://syclonesjs.imgur.com/
You can now support Chroma Hills via Patreon pledges here http://www.patreon.com/syclonesjs
Jan 13, 2012sonicether posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]Posted in: Minecraft Mods
Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
Please read this entire post before attempting an install or posting about a bug.
Development news is posted on my Facebook/Twitter page: http://www.facebook.com/SonicEther
If you would like to access beta and experimental versions of SEUS Renewed and support the development of SEUS, check out my Patreon page: https://www.patreon.com/sonicether
SEUS Renewed screenshots!
SEUS Renewed is an on-going project! Feel free to report any issues you encounter.
Setup (PLEASE READ)
OptiFine has taken over shader support for Minecraft. Go download and install OptiFine first! ALWAYS USE THE LATEST VERSION
You need to install this mod to use my shaderpack!
Once you've got OptiFine installed, to use a shaderpack, follow these instructions.
1. Navigate to your .minecraft folder (google is your friend if you don't know how to do this).2. Create a new folder called shaderpacks (without capital letters) if it isn't already there.3. Go download my shaderpack "Sonic Ether's Unbelievable Shaders" from below and place the shaderpack in this directory.4. Valid shaderpacks include .fsh and .vsh files that the Shaders Mod reads to tell your GPU what to do during runtime. These files must be in a folder named shaders within any shaderpack. Shaderpacks may only be uncompressed folders or .zip files.
The following is an example of the file layout possibilities for the shaderpack Sonic Ether's Unbelievable Shaders v10.1 Ultra.minecraft/shaderpacks/SEUS Renewed 1.0.0/shaders/[.fsh and .vsh shader files here]or.minecraft/shaderpacks/SEUS Renewed 1.0.0.zip/shaders/[.fsh and .vsh shader files here]
If this layout is not respected, your installed shaderpacks will not work. This is the first thing youshould check if your game looks like vanilla Minecraft.
5. In Minecraft, go to Options > Video Settings > Shaders. Here you will see a list of your currently installed shaderpacks. Select a shaderpack by clicking on it.
6. In Options > Video Settings > Shaders, make sure that "Old Lighting" is set to Default!
7. Click Shader Options in the bottom right corner of the Shaders selection screen (for v11.0 and Renewed) to setup SEUS-specific options. Here you can choose from Low, Medium, High, Ultra, and Extreme profiles, as well as tweak any individual option to suit your needs!
Sonic Ether's Unbelievable Shaders
SEUS Renewed is a re-imagining of SEUS and is an ongoing project. Check the links at the very top of this post to follow its development!
Make sure to always use the latest version of OptiFine!
-Improved GI and SSAO
-Super smooth Temporal Anti-Aliasing
-Completely reworked system for day/night cycle based on atmospheric scattering
-Accurate sunlight color via atmospheric scattering
-Accurate ambient sky lighting from atmospheric scattering via Spherical Harmonics
-New atmospheric scattering on distand land for a natural sense-of-scale
-New underwater rendering
-Normal/bump mapping from torch/artificial light
-Screen-space shadow tracing for better contact shadows
-Vastly improved performance with long render distance settings
-Physically-based specular highlights from sunlight
-Improved 2D clouds
-Improved rendering of stained glass
-New rain/wet effects
-End and Nether shaders
-Improved POM and POM self-shadowing
-Many more, too many to list here!
-Tweak Shader Options to adjust SEUS v11.0 based on your hardware!-Variable Penumbra Soft Shadows-Proper rendering of transparent objects-Proper light absorption through stained glass-Stained glass colored shadows-New volumetric clouds-New water rendering-Water caustics-Crepuscular rays (volumetric light rays)-Improved GI-Vastly improved shadow and GI render distance-Automatic exposure adjustment based on average brightness-New tonemapping operator-More natural/realistic lighting values-Atmospheric scattering-New BRDF for diffuse and specular lighting-Spider/Enderman eyes no longer look glitched-Lots of other improvements!
SEUS v10.2 Preview 1
SEUS v10.2 Preview 1 Ultra (work in-progress)-Single bounce diffuse global illumination from sunlight!-SSAO-Fixed day/night cycle-Various other bug fixes
SEUS v10.1 Lite Coming Soon...
Some issues have been fixed from Preview 1. Some new features have been added.-Puddles form when it rains and create reflections. This effect is meant to be seen when using a resource pack with normal maps. Go download ChromaHills which has normal maps.
-New procedural clouds rendered directly in the sky and in reflections (transcending screen-space)-Cloud shadows. When clouds are covering the sun, direct sunlight dims.-Torchlight color is much more mellow and less orange.-Better specular highlights from sunlight when a texture pack with specular maps is used.-"Smooth lighting" reverted back to old rendering mode.-Tonemapping adjustments-Overall less harsh outdoor lighting
This preview version still has some issues but is overall faster and improved over v10.0. A full release of v10.1 will be released soon. It has not been tested for use with OptiFine.
LEGACY VERSIONS:SEUS v10 RC7 Ultra
SEUS v10 RC7 Ultra (1.6.2 compatible)
SEUS v10 RC6 Ultra
SEUS v10 RC5 Ultra
SEUS v10 RC4 Ultra
SEUS v10 RC3 Ultra
SEUS v08 Lite
SEUS v08 Standard
SEUS v08 Ultra
Once the mod is properly installed, there are a few things you can do to ensure maximum performance.
-Run the game in a smaller resolution in full-screen
-Lower your render distance
-When OptiFine is installed, try toggling "Options > Video Settings > Performance > Smooth FPS:". "ON" gives more responsive input and more steady fps, but likely lower maximum FPS.
Reporting an Issue
If this mod is giving you unusual results, please make sure that you installed everything correctly first.
If you are using this mod on a Mac, I'm sorry to say that I am powerless to provide Mac support. I apologize.
I can't help you if you don't provide these details:
-Describe your issue thoroughly. Provide a screenshot or video if you can.
-Describe your system specs. If you forget this step, I cannot help in any way.
-Include the output log along with your issue report.
-Describe the shaderpack, OptiFine mod version, and Minecraft version that you are running when encountering this issue.
Nov 17, 2010Posted in: Minecraft Mods
Compatible with Minecraft 1.12.1
This Mod adds more creatures to the game.
You're welcome to add this mod to your modpack. No need to ask for permission
We have a new website!! Please check it here: http://mocreatures.org/home
The MoCreatures official server is back at:
discorddiscord for MoCreatures server: https://discord.gg/sxc6rrE
Download the Mod:
Minecraft version 1.12.1
Minecraft version 1.10.2
Minecraft version 1.8.9
Minecraft version 1.8.1
Minecraft version 1.7.10nothing to report now
How to Install Mo'Creatures Mod:Minecraft 1.6.x+
1. Install Forge using the installer.
2. Launch the game using the Forge profile. Exit the game.
3. Copy the MoCreatures.zip, CustomSpawner.zip into the .minecraft/mods folder.
4. Play! (Make sure your profile is set to Forge)
Download the files linked above
Please make a backup of your minecraft.jar file and then:
1. install Forge (unzip the .zip file and add all of its contents to your minecraft.jar file)
2. install GUI Api (just copy the .jar file into the /coremods folder)
3. Delete the META-INF folder in the minecraft.jar file
4. locate your .minecraft/mods folder
5. copy the MoCreatures.zip and CustomSpawner.zip files inside your \.minecraft/mods folder
You can watch this video explaining how to install the mod v6.0.0. (thanks to TheGofa)
And this one that explains how to set up a server with Mo'Creatures 5.0.0
This video shows how to install MoCreatures 5.1.5 on Mac (thanks to michaelsmiles)
PixelPaperCraft has a section for Mo'Creatures!
Previous VideosThis video explains how to transfer your pets from Minecraft 1.5.2 to 1.6.2
this one is in Spanish and explains most of the features of Mo'Creatures:
This video shows the New Big Cats and Manticores
-fixed crashing bug when hitting werewolves with a tool
-another attempt to fix aquatic animals crashing bugs
-fixed hybrid bigCats and pet amulet bug
-animals can be tamed by riding them again
-fixed Jellyfish crashing bug
-fixed bug that made wyverns revert back to mother wyvern
-exorcised Aquatic animals crashing bugs
-Tamed Ligers can obtain wings by receiving an essence of light
-fixed tiny creatures appearing with the summon command
-fixed game crashing bug when Ents were planting flowers
-fixed game crashing bug with MoCPetNames
-fixed game crashing bug with PetAmulets
-fixed MoCreatures tab name
-fixed Mammoth Platform name
-bunnies can be tamed again
-small creatures can be picked up again
-fixed light blue kitty bed icon
-fixed amulets and fish nets
-BigCats move faster
-fixed bug with inventories of BigCats, Horses
-fixed bug with entities moving sideways
-fixed duplicating item bug when using item on off hand
-fixed animation bug with aquatic entities receiving damage
-Bears can now be tamed by giving meats to cubs
-Bears can now be ridden and given chests
-Split bears into separate entities
-Split ogres into separate entities
-medium fish were split into separate entities
-small fish were split into separate entities
-hybrid big cats are now separate entities
-Updated for Minecraft 1.10.2
[8.1.3] and [8.2.2]
tamed animals will no longer attack the player
tamed bears can be commanded to sit with the whip
fixed invisible kittybeds
[8.1.2] and [8.2.1]
-fixed bug where ghost big cats will revert to normal cats after reloading game
-fixed bug where amulets will disappear from tamed big cats
-fixed bug with wyvern lair spawnings (the default mocreatures and customspawner .cfg files need to be erased for the fix to take place)
-tigers and leopards now show chests
-added more big cat hybrids (thanks to Cybercat5555): Leoger (between leopard and tiger), Panthger (between Panther and tiger), liard (between male lion and leopard) and lither (between panther and male lion)
-Updated for MC 1.8.9
-BigCat overhaul, split the bigcats into their own categories: lions, tigers, panthers, leopards
-split stingRays and MantaRays
-BigCats can be tamed by giving pork or raw fish to a cub
-big cats can mate by giving them pork or raw fish and keeping them in an enclosed space
-white lions and white tigers are a rare spawn with a 1/20 chance
-ligers are obtained by breeding a male lion with a Tiger
-there is a hybrid between panther and regular leopards
-giving a dark essence to a panther gives it wings
-giving a light essence to a male lion, white male lion or liger will give it wings
-Manticores are a new mob, red manticores are found in the Nether, blue manticores in snowy biomes and dark and green manticores elsewhere
-Manticores can drop an egg, that can be hatched to obtain a pet manticore. Pet manticores can be ridden once they turn into adults
-There are ghost versions of the big cats that can be obtained randomly when a tamed big cat dies
-winged big cats, ghost big cats, hybrid big cats and manticore pets are sterile (they can't breed)
-fixed kitty beds icons and behavior
-synchronized flying horse wing flapping animations and sounds
-cleaned up the code
-fixed komodo animations
-fixed server code
[8.0.0] devA - Note this is not a release ready version, for testing purposes only
-werewolves will receive higher damage from items / weapons with 'silver' in the unlocalized name or name of the material. They won't receive extra damage from gold weapons
-werewolves won't complain as much when transforming from human to werewolf form
-improved werewolves moving speed when hunched
-improved dolphin riding code
-turtle swimmimg animation improved
-piranhas move as a herd and attack differently
-deers will jump when fleeing from entities
-horses can also get ready to breed by feeding them a golden carrot
-turtles / bunnies will not receive damage when riding a player
-updated ogre attack animations
-improved minigolem / golem throwing stone accuracy
-added three more crab textures
-foxes now spawn cubs that follow adults and flee from players
-improved maggot animation
-improved ant food picking behavior
-added female turkeys
-ents now plant all the flower varieties
-added bear attack animation
-decreased frequency of goat bleets
-wraiths do not collide with entities, added attack animation
-skeletons, silver skeletons and zombies can now ride scorpions and wild wolves as well as mob horses
-MoCreature inventories can be opened by interacting with the creature while sneaking (right click while pressing shift). The MoCreatures 'keys' are no longer obtained by adding a chest to a creature and the crafting recipe was removed.
-Improved elephant animations
-Synchronized wyvern wing flapping animations / sounds. The wing flap depending on the flight speed when ridden.
-Added transform animation to Wyverns
-Changed wyvern speed, health, attack damage so the 2nd tier wyverns are significantly better
-Sharkteeh can now be converted into bonemeal
-fixed weapon damage and enchanteability
-added Pet scorpion sitting behavior / animation
-added transform animation to scorpions
-Pet scorpion health boosted to 40 (from 18)
-added wyvern ghosts
-increased Horse health, Horse speed
-Tamed Zebras shuffle again
-The nightmare burning effect last less than before
- Female Ostriches eggs are no longer sterile. Players must now pick up the eggs in order to hatch them.
- Bunnies no longer breed in the wild. In order to breed a bunny, players need to feed it a carrot at full health.
- Fixed Wyverns not laying eggs
- Fixed Pet Amulet glitch with mcMMO
- Fixed Pet Amulet glitch with nametags
- Fixed Ray grow glitch
- Fixed BigGolem dupe glitch
- Fixed wyverns, small fish, and medium fish not dropping the correct egg type
- Fixed possible client crash with Ent's attacking tamed animals
- Added new server '/mocspawn' admin command which allows you to spawn any type of horse/wyvern instantly.
This command should help server admins replace pets that go missing.
Valid Horse types :
Tier 1 : 1-5
Tier 2 : 6-9
Tier 3 : 11-13
Tier 4 : 16-17
Special : 21-28, 30, 32, 36, 38-40, 48-61, 65-67
Valid Wyvern types :
Normal : 1-4, 6-12
Mother : 5
An example of spawning a Zorse would be
'/mocspawn horse 61'
An example of spawning a mother wyvern would be
'/mocspawn wyvern 5'
for previous change logs, refer to the README.txt file
Currently the Mod adds the following creatures:
Ents are peaceful creatures that will be immune to any kind of weapons but axes. They attract nearby small creatures and spawn small plants.
Moles are very shy and hide underground from bigger creatures.
Mini golems are mobs that spawn at night and throw rocks at the player.
Silver Skeletons are aggressive mobs that spawn at night and on dark places. They can sprint towards the player and outrun him/her. They drop bones or silver swords. The silver swords are quite effective against Werewolves
Raccoons attack back if provoked. They can be tamed by giving them any edible item.
-Small and Medium Fishpictures pending...
A nice variety of small and medium size fish that can be trapped with a fishnet and fished with the fishing pole
This is how a fishnet is crafted:
Spawn on beaches next to water. They can be tamed with fishnets
Wyverns are poisonous drakes, they can be found on the WyvernLair.
Wyvern eggs can be obtained by slaying wyverns (but only on the wyvern lair). A wyvern has a 10% chance of dropping an egg.
The egg can be hatched in the Overworld by placing it near a torch and once the Wyvern grows, it can be saddled and armored.
The wyvern lair can only be accessed by using a Wyvern Portal Staff. The staff has only four uses before it's destroyed. There is an alternative recipe that replaces the unicorn with a vial of light.
The staff can be activated on any dimension, and it will teleport the player to the center of the Wyvern Lair dimension.
To return back, the staff has to be activated on the quartz portal of the Wyvern Lair.
-Elephants and Mammoths
Elephants spawn on Deserts, Jungles, Plains and Forests.
Mammoths spawn on cold biomes.
Elephants drop Hide
A calf elephant can be tamed by giving it 10 Sugar lumps or 5 cakes
Tamed elephants are healed with baked potatoes, bread or haystacks
A harness can be put on tamed adult elephants to make them rideable and attach extra things:
If a player 'sneaks' near their elephant, it will sit for a short time, where it can be mounted
To dismount an elephant, the rider has to make it sit first and then it can be dismounted.
Indian Elephants can be given a special luxurious garment:
In addition to the garment, a nice throne can then be given to the Elephant.
Two chest sets can be put on each elephant, allowing it to carry inventory
A key is used to open the inventory.
Mammoths can also carry two extra regular chests.
Three different kinds of tusk reinforcements can be crafted: wood, iron and diamond.
They can be given to tamed adult elephants and mammoths, and taken off with a pickaxe.
While wearing them reinforcement and ridden by the player, they will break blocks.
(However that feature is disabled by default in multiplayer, to prevent griefing)
Mammoths are more effective at breaking blocks than elephants.
A platform can be put on the Songhua Mammoth, allowing them to carry a second player.
To have a passenger, first the rider makes the mammoth sit, then the second player 'sneaks' while close to the mammoth.
The second player can dismount the mammoth by pressing the sneak key.
Komodo dragons spawn on swamps and plains. They attack small animals or players.
Komodo dragons poison their prey.
They drop reptile hide and the bigger Komodo Dragons have a 25% chance of dropping eggs.
An egg can be hatched if placed near a torch and the resulting baby Komodo Dragon will be tamed.
Tamed Komodo dragon can be healed by giving it raw rat or raw turkey.
A saddle can be put on a Tamed adult Komodo dragon so it can be ridden.
Golems spawn at night, and initially consists of only three blocks: the Head, the Core and a valuable ore cube. When the Golem is near a player, it activates and forms its body.
Golems have a powerful melee attack, they also have a ranged attack, where the Golem throws one of the blocks of its arms.
When a Golem is attacked, there is a chance to destroy one of its blocks. The chance of destroying a block depends on the difficulty level. If the chest is open and the core of the golem is exposed, it will suffer damage.
As the Golem suffers damage, it becomes more dangerous. A hint of the danger level of the golem is the color of its power aura. Blue is seen in a Golem that is not attacking. Yellow on a Golem that has started attack, Orange on the Golem that has suffered considerable damage. Red is seen on a Golem about to explode.
The Golem will constantly try to acquire replacement blocks. Every time a block is acquired, the Golem is healed (the amount of the healing depends also on the difficulty level)
It may be wise to look for shelter when the Golem power aura is red, as there is not too much time before the golem explodes.
When a Golem dies, it drops all of the blocks that were part of its body (including the valuable ore cube).
They're slow and they hide in their shells, except when they don't have a shell. In that case they're just slow. Snails drop slime balls.
Including Ants, butterflies, moths, flies, bees, fireflies, dragonflies, maggotts and crickets. Just for ambiance's sake
Turkeys... they drop raw turkey when killed that can be cooked. Pretty straightforward stuff.
check this video by BlockDaddy
Horses are the first controllable mount in Minecraft. You will need to tame them before you can ride them. Once tamed, they won't despawn. There are 44! different kind of Horses available.
Only regular horses, donkeys and zebras spawn in the wild.
Horses need a saddle to be ridden. You can use either regular or horse saddles on them. Once you mount the horse, you'll need to break it by riding it repeatedly, you can make the process easier by feeding the horse hay, sugar lumps or apples.
Tamed horses can be bred with the following combinations:
The Gofa made this video explaining the breeding chart:
This is the formula for the Essence of Undead. The Heart of undead is a rare drop of the Undead horse mobs, found at night. The essence of undead is used to obtain undead horses and heal them.
When riding and undead horse, mobs will not attack you.
To obtain rarer horses, you need a Zebra and the rare essences:
Essence of Fire. The heart of fire is found only as a rare drop of Nightmares on the nether.
Essence of Darkness. The heart of darkness is a rare drop of bathorses.
Bathorses are aggressive mob horses found at night, mostly on underground caves.
The Essence of Light is made by combining the other three essences
The zebras can be found more frequently on plains biomes. You can increase the frequency of Zebras spawning by changing the 'Zebra Chance' option of the mod.
Wild Zebras will flee on sight unless you're riding a white spotted or cow horse (tier 4 horses) or if you're riding another Zebra or Zorse. Once you tame a Zebra, you can breed a Zorse.
Zorses are sterile and if given an essence of fire will transform it to a Nightmare. Giving it an essence of Darkness will transform the Zorse into a bat horse.
If you give an essence of light to a nightmare, you will obtain an Unicorn. Unicorns can buckle other creatures and fall very slowly, floating down.
If you give an essence of light to a Bat horse, while the bathorse is high in the sky at the cloud level, it will trasnform into a Pegasus.
Pegasus and Unicorns can breed a White Fairy horse, however both will dissapear in the process. You need to give them both Essence of lights to get them ready for the mating. Also essence of light is used to heal them.
If you give a light blue dye, a pink dye, lime dye, cactus green, orange dye, cyan dye, purple dye, ink sac, dandelion yellow, rose red, or a lapis lazuli to a white fairy horse, it will transform into a blue, pink, light green, green, orange, cyan, purple, black, yellow, red, or dark blue fairy horse. Fairy horses can carry a small inventory, if given a chest.
Amulets are used to capture horses. The horses will drop any saddle, armor or inventory before being captured in the amulet. Only certain horses can be trapped in amulets:
Amulet of the sky, to capture pegasus or black pegasus
Fairy amulet for the fairy horses
Ghost amulet, that can capture ghost horses
Bone amulet, used to capture skeleton horses
Horses can now wear armor, from softer to sturdier. They mitigate the damage the horses receive.
Iron Horse Armor
Gold Horse Armor
Diamond Horse Armor
And crystal armor for the rare horses
This is how you craft the Horse Saddle:
The only way to dismount a horse is by clicking the sneak key (shift)
Quick guide on how to breed horses:
Rules for breeding:
-The horses to breed should be kept close (no more than 4 blocks away)
-There should be no other horses around (8 blocks)
-You have to feed them both to start the process (suitable foods are mushroom soup or pumpkins or rare essences for the rarer horses)
-it takes time (about 1/2 Minecraft day)
Quick Guide on How to use the Horses' Inventory:
-Donkeys, mules, pegasus, black pegasus and fairy horses can carry bags
-The horse needs to be tamed, and you need to give it a chest (only once)
-A key will appear in your inventory. You can use that key to open any horse inventory. If the key is lost, you can craft a new one.
How to activate the Nightmare's special ability:
-it has to be tamed, you need to give it a redstone.
-after that, ride it... and be careful
You can craft a rope:
that can be used to tie horses and BigCats, so they will follow you.
Ostriches spawn in plains and desert biomes. You can find male, females and chicks. The males will fight back if attacked.
The females and chicks will run away and hide their heads in the ground if attacked.
Beware of the normally passive female ostriches, they'll fight you if you steal one of its eggs.
Wild ostriches can't be tamed, but if you happen to 'acquire' an ostrich egg and hatch it, the chick will be tamed and will follow you around.
You can give your tamed ostrich chick a name. The name can be changed by interacting with the ostrich while holding a medallion or book.
Once the chick becomes adult, it will swap its feathers to reflect its gender. You can command your tamed ostriches by using a whip.
If you give an adult tamed ostrich a saddle, you can ride it. while riding, if you crack your whip on the ground, the ostrich will sprint for a short period of time.
Male ostriches are fast and the rare albino ostriches even faster.
Ostriches can carry helmets that will reduce the damage received
A chest can be given to an ostrich and they can carry a small inventory
cloth colored cubes can be given to saddled ostriches to make them carry colored flags
Nether ostriches are obtained by giving any tamed ostrich an essence of fire
Nether ostriches will fly in a way inspired by the game 'Joust'. (It's requires skill!)
Unihorned ostriches are obtained by giving any tamed ostrich an essence of light.
They buckle animals in a similar way than with the unicorns. Unihorned ostriches can drop a unicorn
Black wyvern ostriches are obtained by giving a tamed ostrich an essence of darkness
they can fly if the jump button is used on a timely fashion. They propel themselves forward once flying. They're tricky but fun to control in the air.
Undead ostriches are obtained by giving any tamed ostrich an essence of undead.
-SnakesThere are eight different kinds of snakes including a couple of shy snakes that will run away from the player and venomous snakes like corals, cobras, rattle snakes. There are also aggressive pythons.
Different kind of snakes spawn based on the biomes. Rattlesnakes only spawn on deserts, pythons spawn on swamps and jungles
Snakes mind their own business, if you get too close they will alert and hiss, giving you time to run away. If you don't they will attack you.
A player carrying a bird or mice will attrack the nearby snakes. They hunt down small creatures
You can obtain snake eggs. A snake egg that is dropped near a torch will hatch and the baby snake will be tamed and can be picked up. tamed snakes won't attack the player.
Shy dark green snake:
shy dark spotted snake:
Mantarays are peaceful creatures, they won't bother you at all.
They can be tamed by mounting them. Then a fishnet can be used on them
Stingrays will try to hide at the bottom of the water, they can be found in waters of most biomes except the Ocean and snow biomes. If you get too close, you have the chance of being poisoned by the stingray. Just avoid stepping on them!
They can be tamed with fishnets
JellyFish will spawn on most waters. They are translucent and propel with pulsating movements. They are also luminescent at night. You can get poisoned if you get too close. JellyFish drop slimeballs. Just watch the water, you don't want to get poisoned!
Can be tamed with fishnets
Goats are really easy to tame, just drop any edible(food) item nearby. Once tamed, you can name them. you can also change the name by right clicking on the goat while holding a medallion
Tamed and wild goats will follow you if you are carrying any edible items in your hand.
You can use a rope on tamed goat to make them follow you
You can milk female goats. Female goats don't have a goatie and have shorter horns
Don't try to milk a male goat. It won't like it
Male goats will fight back if provoked. They will also fight between themselves. They won't fight to death and will calm down after a short while.
Goats are quite omnivorous. They will eat ANY item or floating blocks that are nearby. Even diamonds. If you die next to a goat it will have a feast with your dropped items. You have been warned
Crocodiles will roam around near beaches in the swamp biomes, sometimes they will remain static.
Don't be fooled by a 'sleeping' crocodile, they are ready to attack and their speed can surprise you. They are very aggressive and fast in the water.
Crocodiles snatch prey with their jaws, they will try to carry their prey to the water, were they'll perform a death roll.
If a crocodile has caught you, you can try to get free by attacking it, but not all the hits will land. It's not that easy to scape crocodile's jaws.
Crocodiles drop hides that can be used to craft 'Croc' armor
These shy lil' guys will hide from any other creature bigger than them.
Turtles are resistant to most attacks unless they are upside down.
If you right click on a turtle, you will flip it. It takes some time for the poor little guy to flop
You can tame turtles by dropping watermelon slices or sugar cane near them.
Once tamed, they will grow slowly, follow you around and also you can carry them on your head!
Scorpions are nasty creatures that attack at night or if provoked. When scorpions attack, there is a chance of being poisoned.
There are four different kinds of scorpions, the common variety will poison you, black scorpions spawn on caves. blue scorpions found on snow that will slow you down and the red scorpions found on the Nether and will set you on fire.
Mother scorpions that are found with baby scorpions on their back drop babies which can be picked up and tamed.
Scorpions drop either sting or chitin. The sting is a short lived weapon with special properties, causing poison, slow, confusion or fire on the targets
the stings can be used to forge swords that will last longer and hit stronger (just add a diamond sword to three scorpion stings of the same kind.
With the scorpion chitins, armor can be forged. A full set of armor confers a special ability. The cave Scorpion armor set allows night vision.
The nether armor set gives fire resistance. The frost armor set enables water breathing. The regular scorpion armor gives mild regeneration.
Wild kitties will run from player. You can throw ('Q') cooked fish near them and once they eat it, they won't run away from the player. You can then give them a medallion to tame them. Once the medallion is given you can name them. The name and health bar can be toggled on/off individually by right clicking while holding a pickaxe or globally by using the in-game mod menu.
L = leather
G = Gold ingot
Once the cat is tamed, it will look for a Kitty bed with food or milk.
P = wood plank
I = iron ingot
W = Wool (you can use dyed wool as well, it will give you beds of different colors)
P P P
P W P
You can place beds and litter boxes by right clicking, and pick them up by right clicking while holding a pickaxe.
You can transport a kitty bed or litter box in your head by right clicking on it without holding a pickaxe. You can transport kitties that are on lying on the bed or litter box that way. the kitties will want either milk or pet food poured into the kitty bed. While the cat is eating or drinking, you can see the milk/food level shrinking.
any combination of Raw Pork + Raw fish
Once the kitty has eaten, it will look for an unused litter box.
P = wood plank
S = sand
P P P
P S P
P P P
The litter box will become 'used'. This item is a powerful magnet for monsters. However ogres won't stomp and Creepers won't explode. Zombies will chase and push it whereas skeletons will throw arrows at it. It is quite a sight After a while, an used litter box will return to its empty state. You can also use sand on an used litter box to clean it.
A cat that has eaten and used a litter box, will roam freely, it can become hungry again and look for food in a kitty bed again, or it will fall sleep at night, or try to climb a tree.
IF you use a whip nearby cats, they will sit and won't move. You can also right click on a cat while wearing a whip to individually toggle sitting on/off
L = Leather
I = Iron Ingot
C = BigCat Claws
C L C
If the cat has decided to climb a tree, you can watch it climbing. A cat that climbs a tree, will get trapped on top and will need help to come down.
You can pick up a cat in three different ways: if it is a kitten, it will ride on top of your head. An adult cat will go on the player's shoulders. If you pick up a cat while holding a rope, you will carry it by its legs. Cats don't like to be carried that way and will be annoyed once you drop them.
S = Silk
Cats can also get annoyed if they don't find a litter box or a bed with food or milk, or if you attack them once they're tamed.
Once the cat is annoyed, it will chase the player and occasionally hurt him/her. After a while the cat temper will improve.
A cat will follow you if you have a wool ball on your hand
If you give the cat the wool ball, it will play with it for a while chasing it and pushing it, until the cat gets bored.
You can breed cats by giving them cake. Once cake is given, the cat will look for another cat that is also in the mood (given cake). After a while one of them will become pregnant and will need to find a kitty bed.
After a short while in the kitty bed, the cat will give birth to 1-3 kittens. Kittens will be very playful and will chase any items (not only wool balls), will play with the player and will chase its mom.
If a kitten is attacked, its mom will defend them.
Cats will display emoticons to give you clues of what they're thinking. You can turn emoticons off using the in-game mod menu.
They will run away from everything. You can pick up a mouse by its tail. Mice drop seeds.
They will attack the player at night or in dark areas, if you attack one rat, all the nearby rats will attack you. They are not too strong and their health is low. They drop coal.
Watch this video from BlockDaddy O'Neal showcasing the rats
Deer will run away from anything bigger than a chicken. They're peaceful creatures. You can find female, males and fawn.
They drop pork meat
BigCats replace the lions that were part of the initial release of this mod.
Besides male and female lions, there are Tigers, Cheetahs, Panthers, Snow Leopards and White Tigers.
Female lions and Tigers will always attack the player if within range. Male lions, panthers and cheetahs will some times attack the player. BigCats will attack only when hungry. They will also eat raw pork or raw fish when hungry. Once they eat or kill a prey, they'll stop being hungry for a while.
BigCats of different breeds will fight amongst them. Bring on the catfight! Tamed BigCats won't fight amongst them.
Wild Cubs will seldom spawn. If you throw raw pork or raw fish near a small cub, and then you give it a medallion, you will tame it and it won't despawn or attack you. Once it grows to adult size, it will fight mobs on its own. Cubs will attack any other animal smaller than themselves. Bigger (almost adult) cubs won't be tamed.
Tamed BigCats will follow you and fight any mob that targets you.
BigCats will drop BigCat Claws when killed. You can use the BigCatClaws to craft a whip.
Horses and BigCats will stay put when a whip is used near them (whitin 12 blocks). Also If you right click on a tamed Horse or BigCat while holding a whip, you can toggle them between moving and staying.
If you use a rope on a tamed BigCat, it will follow you and fight your enemies
You can watch this video by Foxy1990, showing how to tame BigCats
They have 10 different colors/patterns. Piranhas are red and will attack anything that falls in the water. You can deactivate piranhas with the in game menu
Fishbowls can be used to capture, transport and release fish. You can craft a fishbowl with four pieces of glass. an empty fishbowl can be filled with water
A fishbowl with water can be used to capture fish. The fishbowl can be placed in the world and carried around in your head. If you want to bring a fishbowl back to your inventory, just
right click on it while holding any pike.
Fish can also be tamed with fishnets
There are six different kind of dolphins (from common to rare): blue, green, purple, dark, pink and albino. The last two kinds are seen only rarely in the wild.
You can tame dolphins by feeding them raw fish. the rarer the dolphin, the more raw fish it requires to be tamed. A blue dolphin requires 2 raw fish and an albino dolphin requires 12 raw fish. You can also tame dolphins by riding/breaking them. Rarer dolphins are noticeable faster than common ones.
Tamed adult dolphins can breed by feeding them cooked fish and keeping them apart from other creatures in a similar fashion than the horse breeding. Young dolphin can not breed or be tamed/ridden.
Two dolphins of the same color will always have offspring of such color. Dolphins have a 'genetic value' from 1-6. (blue = 1 and albino = 6) if you mix and match dolphins you have 1/3 chance of obtaining a purple or dark dolphin if the genetic value addition of the parents is 3 or 4, and you have a 1/10 chance of obtaining a pink or albino dolphin if the genetic value addition equals 5 or 6. i.e. A pink dolphin(5) can be obtained in 1/10 of cases by combining a blue(1) plus a dark(4) dolphin or a green (2) plus a purple (3) dolphin.
This video shows how to breed dolphins: (courtesy of Foxy1990)
The sharks will attack anything that falls in the water, except squids or other sharks. Sharks have different sizes, if you kill a big shark in easy difficulty or higher, you have a 10% chance of getting a shark egg. Right clicking on the shark eggs throws them. If the egg falls in water it will incubate and a tamed shark will hatch. Tamed sharks won't despawn and once they're big enough, will attack any other creature except sharks or the player.
The shark model was inspired by charle88's thread. He also shared his textures.
The first metamorphic and multi-stance mob for Minecraft! Don't be fooled by his appearance and sweet talk, they are ominous! He drops wood sticks or wood tools. At night it will transform into a vicious werewolf!
There are four kinds of werewolves, of special interest is the fiery werewolf who can set targets ablaze.
In daylight the werewolf will transform back into human form in no time. The best way to kill this beast is by using gold items (Think of it as the Minecraft silver). You have been warned, don't face one if you don't have a gold sword. It drops gold apples, stone or steel tools.
Werewolves sometimes will run on all fours, which makes them faster
There are four kind of bears in MoCreatures:
Black bears and Grizzly bears will attack back if provoked. Polar Bears, that spawn in cold biomes will hunt down the player on sight. Panda bears are peaceful creatures that are attracted to sugar cane.
You can tame a Panda bear by giving it reeds. Once tamed, a lazo can be used to make them follow you.
Spawns during the night time, only outdoors. It will attack you at night, and won't attack unless provoked during the day. Hunts small prey, and of course sheep!
spawns only in Hard difficulty. Will set you on fire for a short time. Drops redstone. You can see them from a distance because of flashing flames.
The first mobs to destroy blocks! It destroys blocks sparing ore blocks and obsidian. The green ogre drops obsidian ore
The fire Ogre is rarer than the regular ogre. This mob destroys blocks and ignites the floor on impact. It is fire resistant. It drops 'fire' so you can craft your chainmail.
The Cave Ogre only spawns underground. It has the biggest area of damage. It drops diamonds.
Nothing original, I used material already available, credits go to dorino1 quack sounds plus painterly pack's duck texture.
They attack smaller prey and if you get close to them, they can also attack you. Be warned
Birds add atmosphere to the game. There are six different kinds, and they have different sounds: Dove, Crow, BlueGrossBeak, Cardinal, Canary and Parrot. You can tame them by feeding them seeds. Once tamed, they won't be afraid of you and won't despawn.
If you pick up a bird, you can glide safely from heights
They will attack only smaller creatures. Most of the work was done by Roundaround. I worked on the 3D model
Frequently Asked Questions
I apologize in advance, but any post in the forum or any private message with a question already answered here will be ignored. I just don't have the time to answer the same questions over and over again. Please don't PM me with requests or questions. Use the forum instead. I'm overwhelmed with PMs and I'm not reading them anymore.F.A.Q.
Q.: Can I include your mod in my modpack?
A.: Yes you can. No need to ask permission. Just go ahead!
Q.: How do I get off my mount?
A.: Press the 'F' key
Q.: I installed the mod but don't see any of the new creatures.
A.: perhaps the gamerule doMobSpawning is set to false. To fix it,open the world to LAN to allow cheats, then press 't', then type: /gamerule doMobSpawning true
Q.: I only want to have xxx mob and not the others, can I?
A.: Use the in-game menu to adjust the spawn rates for each individual mob. You can deactivate any mob by setting its frequency to 0
Q.: I can't tame/ride a horse
A.: Make sure you're using the right saddle and follow the previous instructions on how to tame horses
Q.: I get a black screen when installing the mod
A.: Did you forget to delete the META-INF folder?
Q.: Does this work for SMP?
Q.: The lions and bears are bipeds!!
A.: You either did not install the Mod Loader or you installed another mod that conflicted with mine (i.e. a non Mod Loader mod)
Q.: Can you do xxxx mob for me?
A.: You're welcome to post your ideas/suggestions, I have a list of mobs to do...
Q.: Does this work for Mac computers?
A.: It does, the installation procedure is different.
Q.: What program do you use to make the mobs?
A.: I'm using Techne for models, paint.net for the textures, MCP plus Eclipse for the code
Previous versions-MoCreatures v6.2.1 (for Minecraft 1.7.2)-Mo'Creatures v6.1.0 mirror (for Minecraft 1.6.4)
-Mo'Creatures Mod v5.2.5.zip (Mirror) (MC 1.5.2)
-Mo'Creatures Mod v5.2.3.zip (Mirror) (MC 1.5.2)
-Mo'Creatures Mod v5.2.2.zip (Mirror) (MC 1.5.2)
-Mo'Creatures Mod v5.1.5.zip (Mirror) (MC 1.5.1)
-Mo'Creatures Mod v5.0.8.zip (MC 1.5.1)
-Mo'Creatures Mod v4.7.0 (MC 1.4.7) requires CustomSpawner 1.11.2
-Mo'Creatures Mod v4.6.0a (MC 1.4.7)
-Mo'Creatures Mod v4.5.1.zip (Mirror) (MC 1.4.7)
-Mo'Creatures Mod v4.5.0.zip (Mirror) (MC 1.4.7)
-Mo'Creatures Mod v4.4.0.zip (Mirror) (MC 1.4.6)
-Mo'Creatures Mod v4.3.1.zip (Mirror) (MC 1.4.5)
-Mo'Creatures Mod v4.3.0.zip (Mirror)
-Mo'Creatures Mod v4.2.3.zip (Mirror)
-Mo'Creatures Mod v4.2.2.zip (Mirror)
-Mo'Creatures Mod v4.2.1.zip (Mirror) (MC 1.4.5)
-Mo'Creatures Mod v4.2.0.zip (Mirror) (MC 1.4.5)
-Mo'Creatures Mod v4.1.3.zip (Mirror) (MC 1.4.2)
-Mo'Creatures Mod v4.1.2.zip (Mirror) (MC 1.4.2)
-Mo'Creatures Mod v4.1.1.zip (Mirror) (MC 1.4.2)
-Mo'Creatures Mod v4.1.0.zip (Mirror) (MC 1.4.2)
-Mo'Creatures Mod v4.0.4.zip (Mirror) (MC 1.3.2)
-Mo'Creatures Mod v4.0.3.zip (Mirror) (MC 1.3.2)
-Mo'Creatures Mod v4.0.2.zip (MC 1.3.2)
-Mo'Creatures Mod v4.0.1.zip (MC 1.3.2)
-Mo'Creatures Mod v3.7.1.zip (MC 1.2.5)
BannersIf you want to add a Mo'Creatures banner to your signature, you have different options:
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/iYxei.png' /></a>
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/Uwhm8.png' /></a>
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/vygdJ.png' /></a>
Thanks to Jibberlicious
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/DH52R.png' /></a>
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/MDDfn.jpg' /></a>And if you survived the bunny infestation...
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/iIB8C.jpg' /></a>
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/UNlXu.jpg' /></a>
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/Cpu63.jpg' /></a>
CreditsCoding: DrZhark, Bloodshot
Modelling: Kent C Jensen (a.k.a. BlockDaddy O'Neal) and DrZhark
Textures, Icons: BlockDaddy and DrZhark
special thanks to:
-ScottKillen: Extrabiomes XL compatibility coding
-AtomicStryker: SMP port for Minecraft 1.2.5
-Cojomax: adding custom sounds
-Freakstricth: Forge sprites
-Vaprtek: initial Horse Model.
-Dorino1: quack sounds plus painterly pack's duck texture.
-Macaque: first boar texture.
-Rondaround: fox idea, AI, sounds and texture
-_303 and Risugami: help with ModLoader and AudioMod
-Corosus: optimization changes in the code
-charle88: shark's model inspiration
-cdrumer11: pink and white dolphin skins
-FireHazurd: first werewolf model and texture
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