so datapacks can add things to loot tables and create new recipes...
i see a datapack that, in conjuction with the gamerule doLimitedCrafting, makes unlocking certain recipes locked behind finding the right recipe book. you could find it through loot, the wandering trader, or librarian villagers.
this would totally change up the gameplay of minecraft depending on what new recipes/old recipes were locked behind a recipe book.
iām planning on doing basically the same thing without the āupgradeā part, haha. this is gonna be one of my go-to packs though, looks wonderful and youāve done a wonderful job.
play with the settings on any pages except the last two.
made to make things more realistic in the terrain gen in a way that will improve gameplay and variation and... less boringness generally. another preset i found like this had some problems like giant random spikes on deep ocean borders, this doesn't share that same problem at the sacrifice of rivers being a little fragile and drying up more than i'd like(but still better than in default).
this makes gameplay more interesting because it encourages more exploration. the biomes generate much more varied and unique terrain, making finding new and unique biomes very important. the world size is upped, making it essential to create alternate means of travel like more railways and such and more pathways to use in some cases-- and considering such a need for travel in default is essential if rails, boats, etc. actually are meant to be USEFUL... well, it's worth it to spend the time on building such things and exploring. the size of the world is a plus, trust me, give it some time for you to warm up to.
I mean. Did you make all the textures in your pack from scratch, or have permission to use edits/textures you didn't make?
i hear "from scratch" and it makes me wonder if a new layer with the original below for easy reference counts. confusing technicalities there. i'm having alvoria deal with approving of it, but i have done a LOT of work to keep the textures basically default while still setting themselves apart.
by the way, your packs are AWESOME and they're really big inspirations for me. i'm eventually planning on examining how your itembound pack works and making my own textures that can do things like that, too! and with loot tables man, i could do a loooot to... all future plans, i kinda just wanna get this finished so i can stylize things in default style without having to run into the whole copyright thing. minecraft textures are fine on their own, they just need more variation. that's my goal eventually. you've done a great job with that, man.
i have a texture pack i want to release here but iāve had trouble with the moderators in the past because the pack had textures that were not considered āoriginalā enough because they were edits of default textures.
before i go to the trouble of posting i wanted to check and make sure that the textures iāve made are okay to release, that this time i wonāt encounter any troubles. could a moderator or someone who knows what theyāre doing possibly help me out?
i got minecraft in early 2012, shortly before 1.2 was released. all the lets plays of the game i watched on youtube were in either alpha or beta, so i've got a lot of nostalgia from those periods although i didn't play them myself.
i did not know the signs were so big. i'll be following this best i can.
PLEASE DO PORT THIS MOD!!! please. pretty please with cherries on top. this mod(aside from a few misc. features i can get over) is like, my ideal mod.
i have one big suggestion i can't believe you forgot though. well, maybe it's pretty believable, yeah: the way creepers stared at you even when they couldn't "see" you. i think that was what they did, at least, i just remember them being a lot creepier because of something regarding the way they looked at the player.
one other thing that i wonder: is it possible to remove the new better lighting? back in alpha the lighting-- like, the transition from day to night-- was really sudden. it was a lot more... well, terrifying. then they added in that one dude's better lighting mod... or was it dynamic lighting? probably that. all i know is that turning dynamic lighting off doesn't make the day/night transition sudden like it used to be.
i would love to use this mod in newer versions! i hate using older versions just,,, cause i feel out of date. sort of a weird paradox. i want an up to date out of date mod.
i used to do this a lot, until recently i made a world when the 1.9 update came out. finally i made just about the most progress i have made on a survival world-- defeated the enderdragon! haven't fought the wither yet, but recently i went to the end and got an elytra and some cool loot(in 1.11 snapshots). in addition, i built a bunch of stuff just because i progressed so far in the game. so how do i do it?
well, honestly, don't really know how. you have to find a way to play the game you enjoy, make a goal, get creative. the problem is that minecraft used to be so very limited in the palette and abilities you have, which made people really creative(although the terrain gen helped a lot)! nowadays, however, the exact opposite is true: there are a plethora of things to do and use in minecraft, not to mention creative mode. most players nowadays don't even believe survival mode is FOR building, because they'd rather just use creative mode. creative mode is nice for inspiration, but here's what i say:
first, indulge the survival experience. build up. make a nice base, look at some screenshots of the old days or others' builds and plot out what to do, or just wing it. once you have some better stuff the process of material obtaining is less difficult, and you have less things to explore which leaves a lot of room for doing anything. after that, the question is WHAT to do-- and i can't help you there. sometimes i have good days and sometimes i have bad ones in the creativity department. i dunno, explore, find some cool terrain. if you want a cow farm, build the mother of all cows. make a tower that stretches from a bedrock pit up to the world height limit. do something interesting that makes absolutely no sense but looks cool.
sorry if this seemed like an uninteresting rant without a point, but i tried. also, here's some stuff i've built:
i'm confused about a few things. i couldn't find what qualifies as a residential building. does it have to be bigger than 4x4? are there any requirements per building, like, you need a crafting table or something for it to qualify. i noticed further that apartment blocks are productive buildings. wouldn't they count as residential buildings, if they're for population?
as far as the saw mill goes, it says you can craft with wooden planks but does that mean you can craft the wooden tier of tools? it doesn't specify that in the description, and it doesn't make sure to say you can't craft wooden pickaxes. there's a few gaps in this challenge that make it a bit difficult to understand,,, i'll be doing it anyway though, cause it's interesting.
0
new episode! :^B
0
tell me what you think! thanks for watching!
0
so datapacks can add things to loot tables and create new recipes...
i see a datapack that, in conjuction with the gamerule doLimitedCrafting, makes unlocking certain recipes locked behind finding the right recipe book. you could find it through loot, the wandering trader, or librarian villagers.
this would totally change up the gameplay of minecraft depending on what new recipes/old recipes were locked behind a recipe book.
what do you think of this idea?
0
oh whoa i wish i woulda seen this sooner š
iām planning on doing basically the same thing without the āupgradeā part, haha. this is gonna be one of my go-to packs though, looks wonderful and youāve done a wonderful job.
2
your posts and your dedication to caving are amazing, admirable, statistical, and i cannot get enough of them. keep up the awesome work.
4
play with the settings on any pages except the last two.
made to make things more realistic in the terrain gen in a way that will improve gameplay and variation and... less boringness generally. another preset i found like this had some problems like giant random spikes on deep ocean borders, this doesn't share that same problem at the sacrifice of rivers being a little fragile and drying up more than i'd like(but still better than in default).
the screenshots:
the setting:
{"coordinateScale":634.6972,"heightScale":169.98592,"lowerLimitScale":529.06335,"upperLimitScale":529.06335,"depthNoiseScaleX":198.08452,"depthNoiseScaleZ":198.08452,"depthNoiseScaleExponent":20.0,"mainNoiseScaleX":2500.5,"mainNoiseScaleY":2500.5,"mainNoiseScaleZ":775.493,"baseSize":8.43662,"stretchY":11.979438,"biomeDepthWeight":1.1338028,"biomeDepthOffset":0.0,"biomeScaleWeight":3.0070422,"biomeScaleOffset":0.0,"seaLevel":61,"useCaves":true,"useDungeons":true,"dungeonChance":8,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useMonuments":true,"useMansions":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":100,"useLavaLakes":true,"lavaLakeChance":100,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":6,"riverSize":5,"dirtSize":33,"dirtCount":10,"dirtMinHeight":0,"dirtMaxHeight":256,"gravelSize":33,"gravelCount":8,"gravelMinHeight":0,"gravelMaxHeight":256,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":16,"lapisSpread":16}
this makes gameplay more interesting because it encourages more exploration. the biomes generate much more varied and unique terrain, making finding new and unique biomes very important. the world size is upped, making it essential to create alternate means of travel like more railways and such and more pathways to use in some cases-- and considering such a need for travel in default is essential if rails, boats, etc. actually are meant to be USEFUL... well, it's worth it to spend the time on building such things and exploring. the size of the world is a plus, trust me, give it some time for you to warm up to.
0
i hear "from scratch" and it makes me wonder if a new layer with the original below for easy reference counts. confusing technicalities there. i'm having alvoria deal with approving of it, but i have done a LOT of work to keep the textures basically default while still setting themselves apart.
by the way, your packs are AWESOME and they're really big inspirations for me. i'm eventually planning on examining how your itembound pack works and making my own textures that can do things like that, too! and with loot tables man, i could do a loooot to... all future plans, i kinda just wanna get this finished so i can stylize things in default style without having to run into the whole copyright thing. minecraft textures are fine on their own, they just need more variation. that's my goal eventually. you've done a great job with that, man.
0
i have a texture pack i want to release here but iāve had trouble with the moderators in the past because the pack had textures that were not considered āoriginalā enough because they were edits of default textures.
before i go to the trouble of posting i wanted to check and make sure that the textures iāve made are okay to release, that this time i wonāt encounter any troubles. could a moderator or someone who knows what theyāre doing possibly help me out?
0
i can see someone's been inspired by etho ;P
good work!!
0
oh sweet nostalgia...
i got minecraft in early 2012, shortly before 1.2 was released. all the lets plays of the game i watched on youtube were in either alpha or beta, so i've got a lot of nostalgia from those periods although i didn't play them myself.
i did not know the signs were so big. i'll be following this best i can.
0
PLEASE DO PORT THIS MOD!!! please. pretty please with cherries on top. this mod(aside from a few misc. features i can get over) is like, my ideal mod.
i have one big suggestion i can't believe you forgot though. well, maybe it's pretty believable, yeah: the way creepers stared at you even when they couldn't "see" you. i think that was what they did, at least, i just remember them being a lot creepier because of something regarding the way they looked at the player.
one other thing that i wonder: is it possible to remove the new better lighting? back in alpha the lighting-- like, the transition from day to night-- was really sudden. it was a lot more... well, terrifying. then they added in that one dude's better lighting mod... or was it dynamic lighting? probably that. all i know is that turning dynamic lighting off doesn't make the day/night transition sudden like it used to be.
i would love to use this mod in newer versions! i hate using older versions just,,, cause i feel out of date. sort of a weird paradox. i want an up to date out of date mod.
0
nice pictures
(heheheheeheheheheehhe)
0
i used to do this a lot, until recently i made a world when the 1.9 update came out. finally i made just about the most progress i have made on a survival world-- defeated the enderdragon! haven't fought the wither yet, but recently i went to the end and got an elytra and some cool loot(in 1.11 snapshots). in addition, i built a bunch of stuff just because i progressed so far in the game. so how do i do it?
well, honestly, don't really know how. you have to find a way to play the game you enjoy, make a goal, get creative. the problem is that minecraft used to be so very limited in the palette and abilities you have, which made people really creative(although the terrain gen helped a lot)! nowadays, however, the exact opposite is true: there are a plethora of things to do and use in minecraft, not to mention creative mode. most players nowadays don't even believe survival mode is FOR building, because they'd rather just use creative mode. creative mode is nice for inspiration, but here's what i say:
first, indulge the survival experience. build up. make a nice base, look at some screenshots of the old days or others' builds and plot out what to do, or just wing it. once you have some better stuff the process of material obtaining is less difficult, and you have less things to explore which leaves a lot of room for doing anything. after that, the question is WHAT to do-- and i can't help you there. sometimes i have good days and sometimes i have bad ones in the creativity department. i dunno, explore, find some cool terrain. if you want a cow farm, build the mother of all cows. make a tower that stretches from a bedrock pit up to the world height limit. do something interesting that makes absolutely no sense but looks cool.
sorry if this seemed like an uninteresting rant without a point, but i tried. also, here's some stuff i've built:
0
on the butcher building, you forgot about sheep meat, mutton.
0
i'm confused about a few things. i couldn't find what qualifies as a residential building. does it have to be bigger than 4x4? are there any requirements per building, like, you need a crafting table or something for it to qualify. i noticed further that apartment blocks are productive buildings. wouldn't they count as residential buildings, if they're for population?
as far as the saw mill goes, it says you can craft with wooden planks but does that mean you can craft the wooden tier of tools? it doesn't specify that in the description, and it doesn't make sure to say you can't craft wooden pickaxes. there's a few gaps in this challenge that make it a bit difficult to understand,,, i'll be doing it anyway though, cause it's interesting.