They'll do nothing to game, besides possibly getting a team to actually develop a long-awaited mod API.
Jens and the others are still running the game's development, Microsoft isn't telling them to hit the road before shuffling in their own team.
- Pizarro
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Member for 14 years, 9 months, and 26 days
Last active Wed, Apr, 9 2025 12:03:10
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Sep 15, 2014Pizarro posted a message on [Official] Microsoft has Bought Mojang and a message from Notch.Posted in: News
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Sep 15, 2014Pizarro posted a message on [Official] Microsoft has Bought Mojang and a message from Notch.How about hoping that they'll now dedicate a team to creating a mod API?Posted in: News
Age of Empires 2 is owned by Microsoft and its flooded with mods and its not getting monthly charges. You make it sound like they're gonna make Minecraft into MMO, which they're not. -
Sep 15, 2014Pizarro posted a message on [Official] Microsoft has Bought Mojang and a message from Notch.Exactly! We should be lucky Microsoft grabbed the game rather than the all-consuming entity better known as EA.Posted in: News
Besides, Microsoft has done very little to games they buy especially if those games are already in good working order. Age of Empires 2 comes to mind, moving it to HD has done VERY LITTLE if anything to the game.
The most we should expect for Minecraft is that Microsoft will dedicate a team to developing the damned mod API. -
Sep 15, 2014Pizarro posted a message on [Official] Microsoft has Bought Mojang and a message from Notch.EA would jump on that bus in half a minute, I can assure you! ;PPosted in: News
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Sep 15, 2014Pizarro posted a message on [Official] Microsoft has Bought Mojang and a message from Notch.I don't know, Age of Empires 2 remains an amazing game which is owned by Microsoft, even after its been remade into an HD game. I don't see that game being turned into a cash cow, and people still love it.Posted in: News
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Sep 15, 2014Pizarro posted a message on [Official] Microsoft has Bought Mojang and a message from Notch.Exactly! Besides, Microsoft isn't well known to ruin games/companies they buy. Minecraft is a masterpiece as it stands, I highly doubt there will be any MAJOR changes to the game now that ownership has been shifted. The most I expect Microsoft will do to the game is dedicate a team to making a mod API, and that very idea makes me happy.Posted in: News
Jens didn't leave, so he should still be the lead developer. -
Sep 15, 2014Pizarro posted a message on [Official] Microsoft has Bought Mojang and a message from Notch.I don't think this game is in any real danger, Microsoft isn't well known for taking already good games and making them absolutely horrible. I doubt Minecraft is going to be twisted into some kind of cash cow. Take a look at Age of Empires 2, they did very little if anything at all to it when they transitioned it over to an HD version. The most I can assume will happen to the game is that a dedicated team will be assigned to actually work on a functional mod API!Posted in: News
You know what we should be thankful for? We should be lucky it was Microsoft that got their hands on the company and not someone that would've turned Minecraft into a disposable cash cow like EA. -
Jul 6, 2013Pizarro posted a message on Cube World Wiki is LiveJust because Cubeworld consists of cubes doesn't mean its a Minecraft ripoff. There have been games in the past (none that I can name off the top of my head, mind you) that were cubical in design that came before Minecraft. You don't see them suing Minecraft because of its choice of graphics design, do you? Cubeworld's gameplay is also far from Minecraft. Cubeworld is more RPG than a sandbox, you hardly build anything if at all, much less be able to destroy the landscape. Tons of bosses, tons of dungeons, lots of items. And don't forget classes, I don't recall seeing that on Minecraft.Posted in: News
Additionally, Minecraftforums is hosted by Curse. If Curse wants to promote something else they support, thats their business and there's nothing you or the forum admins can do about it.
I saw a brief youtube series from Cubeworld by the yogscast. Looks impressive, gonna get it if and when the login/store is active again. -
May 4, 2013Pizarro posted a message on Snapshot 13w18a Ready For Testing; 1.5.2 Now LiveJust went through 9 pages just to find images of the coal block.Posted in: News
Community, I am disappoint. -
Jan 17, 2013Pizarro posted a message on 13w03a Ready for TestingPosted in: News
"skeletons shoot players from one block away"? So that means they're now super short ranged combatants or was their range increased by 1 block?
Either way, I'm not too affected by stronger mobs. Bring them on, my nano armor and vajra will crush them all. -
Jan 2, 2013Pizarro posted a message on Light Sensor Block?Now Mojang should implement a way to "store" charge from active light sensor to enable lights underground to stay on even at night.Posted in: News
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Dec 15, 2012Pizarro posted a message on Mists of Pandaria Build Contest Results!I dunno, the giant panda should've won. That looked like a lot more effort was put into it, making it as precise as possible.Posted in: News
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Nov 25, 2012Pizarro posted a message on Breaking News - Modding API Updates!Forge will be missed when the API renders it obsolete, but the modder drama certainly won't.Posted in: News
I hope the API lives up to our expectations, I would love nothing more than being able to keep my game updated and still use mods. Aether will come back into my life. -w- -
Oct 24, 2012Pizarro posted a message on 1.4 Pre-Release Available Right Now!Brace yourselves, 1.4 is coming out veeeeery soon!Posted in: News
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Jul 31, 2012Pizarro posted a message on Community Creations - L4D2 Minecraft; MineTV Ep2 This WeekThe biggest ones I'm looking forward to are enderchests and villager trading.Posted in: News
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There's no telling if or when we'll see an update to Thaumcraft for 1.12, but one of the things that I used very often from that mod was the arcane lamp. It was a light source that created non-intrusive and near-invisible light sources around it in areas dark enough to spawn mobs, including behind obstacles such as walls. I used the arcane lamp with great frequency due to its perfect coverage when building large structures. It was also great for illuminating my base without ugly torches lining the walls.
I'm not asking for a carbon copy of the arcane lamp in respect to copyright rules, but it would be great to have a standalone imitation of it.
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Due to Thermal Expansion making a return in 1.12, my friends have decided now is a good time to update our modpack in order to include it. A lot of mods, unfortunately, will not be coming with us since they weren't updated. Some of them were very good or at least very convenient.
I decided to come here asking for assistance. I'm hoping to draw some ideas from you guys on a couple mods that would make viable replacements. If any of these mods were updated for 1.12, please let me know.
Need recommendations for the following replacements:
- Ender IO
The best thing about this mod were the pipes and cables, being able to compress multiple types into the same block so there's less mess. Any mod that imitates this mod or at least has compressed pipes and cables would be great.
- Thaumcraft
An expansive magic mod with creative ways to unlock new technologies that were both fun and innovative. An imitation would be greatly appreciated.
- Nether Metals + End Metals
Being able to mine vanilla and modded ores in the nether and the end made those dimensions more useful than simply traveling and collecting lava.
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Source:
http://www.gamespot.com/articles/microsoft-talks-minecraft-buyout-possibility-of-mi/1100-6423159/
Before we continue, bear in mind nothing has been set in stone yet. I'm creating this discussion to raise awareness on the possibility of it happening, to see what you guys think about it, and maybe rally towards a way to convince Microsoft to not press the matter.
Minecraft is a highly popular game, has been growing nonstop for a very long time. I myself got involved with the game back when it was in its alpha stages, and even then the game continued to give me hours of fun. So long as you have the creativity to make things, Minecraft will have infinite replayability. After discovering this article, I'm kind of concerned about the possibility of Minecraft 2 for several reasons:
1. How would you make a sequel to a sandbox, for starters?
Since the beginning, Minecraft has had no goals set out for you. You can explore the nether, visit the end, slay a dragon then later the wither, but thats as far as it ever went. The game's primary focus was to put you in the center of the world and tell you to go hog wild. What is the point of making a Minecraft 2, besides Microsoft attempting to rake in more cash for their ownership of the name?
2. What would this mean for the modding community?
A large portion of this game's immense popularity is due to the modding support it has. While no real official API exists, unofficial APIs were developed in its place thus allowing mod developers to make large numbers of various mods. Some mods like Thaumcraft and IndustriaCraft and Thermal Expansion are some of the most well known and well-developed to think of. What will happen to them when development of Minecraft slows to a halt to make way for a sequel? Will popular mod developers even bother transitioning over? If they do, what will happen to the already developed community in the first game? If they don't, what kind of impact will a reduced modding community have on the sequel? Honestly, Microsoft really needs to consider these things much more carefully.
3. Why not just make expansions to the first game instead?
I've already mentioned about the deep-seated modding community and the immense popularity the game itself has made, transitioning over to a sequel could very well split the community which might damage the future success of the game. Why not go the safe way and just bring out expansions to the game instead? The community won't need to split into fragments, modding won't be in any danger, and Microsoft can continue to make money by adding new features into the game via optional content.
I am against the idea that there should be a Minecraft 2 for the concerns I have raised above. There really is no need to completely start over and send modding back to the stone age.
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http://www.gamespot.com/articles/microsoft-talks-minecraft-buyout-possibility-of-mi/1100-6423159/
Before we continue, bear in mind nothing has been set in stone yet. I'm creating this discussion to raise awareness on the possibility of it happening, to see what you guys think about it, and maybe rally towards a way to convince Microsoft to not press the matter.
Minecraft is a highly popular game, has been growing nonstop for a very long time. I myself got involved with the game back when it was in its alpha stages, and even then the game continued to give me hours of fun. So long as you have the creativity to make things, Minecraft will have infinite replayability. After discovering this article, I'm kind of concerned about the possibility of Minecraft 2 for several reasons:
1. How would you make a sequel to a sandbox, for starters?
Since the beginning, Minecraft has had no goals set out for you. You can explore the nether, visit the end, slay a dragon then later the wither, but thats as far as it ever went. The game's primary focus was to put you in the center of the world and tell you to go hog wild. What is the point of making a Minecraft 2, besides Microsoft attempting to rake in more cash for their ownership of the name?
2. What would this mean for the modding community?
A large portion of this game's immense popularity is due to the modding support it has. While no real official API exists, unofficial APIs were developed in its place thus allowing mod developers to make large numbers of various mods. Some mods like Thaumcraft and IndustriaCraft and Thermal Expansion are some of the most well known and well-developed to think of. What will happen to them when development of Minecraft slows to a halt to make way for a sequel? Will popular mod developers even bother transitioning over? If they do, what will happen to the already developed community in the first game? If they don't, what kind of impact will a reduced modding community have on the sequel? Honestly, Microsoft really needs to consider these things much more carefully.
3. Why not just make expansions to the first game instead?
I've already mentioned about the deep-seated modding community and the immense popularity the game itself has made, transitioning over to a sequel could very well split the community which might damage the future success of the game. Why not go the safe way and just bring out expansions to the game instead? The community won't need to split into fragments, modding won't be in any danger, and Microsoft can continue to make money by adding new features into the game via optional content.
I am against the idea that there should be a Minecraft 2 for the concerns I have raised above. There really is no need to completely start over and send modding back to the stone age.
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It's frustrating. >:c
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I already have that and it performs well. I was actually hoping for something similar to the quantum tank from GregTech with the immense volume it can hold, except without the -- you know -- implicit hardmode it forces on you for every IC2 component not even added by the addon.
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Is it possible you can add a DSU equivalent for liquid? Perhaps make it expensive and require DSUs to craft?
EDIT: I'd also like to ask: What's the purpose behind sacred rubber trees? These things are absolutely massive and are server/game-crashing capable especially if you have a treecapitating mod.
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I appreciate the suggestion, but it failed to fix anything. The issue seems to be cumulative, getting laggier the more I travel between dimensions.
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I've no doubt this is caused by memory leaks due to chunks not being unloaded properly. Nothing I can do about that issue besides report to developers of mystcraft and twilight forest, but I'm sure they've been told this enough times that my reporting would be redundant.
What I want to know, is if there's an alternative way for me to handle this on my own without needing to end java's processes and restart the game from time to time. I've been doing searching online and all I can keep finding is either disable wireless redstone and/or remove twilight forest and mystcraft. I'm removing wireless redstone as I type this, but I really don't want to remove the other two mods just to alleviate/eliminate this problem.
So the question I have is simple: Is there a command/process I can use that lets me manually unload memory/chunks without needing to close my game? Would deleting the data of the twilight forest and myst ages I don't use help?
EDIT: Forgot to add this, but my friend's busy life means he doesn't update his pack often so some mods are not up-to-date. Would updating forge help in any way? Or twilight forest and mystcraft?
Versions:
Forge 1.6.4-1.0.0.227
Twilight Forest 1.20.2
Mystcraft 1.6.4-0.10.11.00
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Do you have plans to make the golems/turrets compatible with mobs added by mods by default? If the question sounded weird, I'm talking about making turrets/golems target other mobs. Examples being mobs from Ars Magica, Thaumcraft, Twilight Forest, etc? Or can you use the books to add them in yourself?
EDIT: Sorry, just learned to use the 'mob target list' book. Still, would be great for the aforementioned mods to be added by default.
EDIT 2: Yeah, disregard the original message in this post. I'm actually finding this mod a much better alternative to having golem guards over thaumcraft, just because I have total control over what can be attacked. Great mod!
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Oh, very good. I'm glad that AFK spawner upgrades will be implemented. I haven't used the mod since SS1 because 'extra utilities' has cursed earth which can do the same thing as the old spawners, albeit not being able to control what spawns.
Once the update comes out, I'm gonna have to bug my friend to add this mod back into his private modpack!
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Take the thermal generator you can already add to your MPS suit, compact it and weaponize it, and what do you get? A slow-trajectory needle-like projectile that sticks to an enemy and sets them on fire. For the sake of adding fluff, lets say the projectile electrically heats up the target's body internally until they combust, which the projectile uses that intense heat to generate power and then transfers it to you via wireless signal.
The projectile costs energy when fired, but always gives more power back than it consumes if it hits something. You get more energy based on how close you are to the target, and how much HP the target has. Generally, the longer they live, the more power you can take from them before they die.
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A decoy emitter. It's a module you install on your powerfist. It fires a 3D robot ball that projects a hologram of you (or a default rendering of the player if the former is too difficult). The robot ball rolls around, and the hologram also appears to walk as it moves. The robot ball by itself isn't special, but allows the player to distract hostile mobs with it. As soon as the ball is deployed, mobs (and bosses?) are forced to target the ball. When damaged, the ball will behave like a passive mob and run away from whatever injured it. The robot ball can expire after a brief timeframe or if it takes too much damage.
If the idea above was too complicated to create, you can just fire a flat unmoving projector that clings to the first object it touches and emits a basic player rendering decoy. It doesn't move or make special animations, but mobs are still forced to attack it. It will have no life, a single touch from a zombie or skeleton arrow (examples of course) will destroy the projector.
EDIT:
Decoy emitter module can also be crafted into an upgraded version that fires a weak damaging projectile when mobs are too close. Gives it more survivability while providing a distraction.
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I did, and I still do wish I could make villages elsewhere besides the surface of the default world or similar mystcraft ages. Being a user of the Minecraft Comes Alive mod, having and being around villages are also a lot more important to me than before because the villagers can actually do things as well as guard the village so golems aren't needed. Sometimes I also get nutty in creative mode where I look for a nice mountain biome and try and create massive villages along massive cliffs and a little inside tunnels. It's really fun, but there's limits.
I've always had this desire to make mining colonies either underground or in other dimensions that lacks access to the sky such as the nether, or even the deep dark from the Extra Utilities mod. What is stopping me? The requirement villages have where doors need to be touched by sunlight in order for buildings to be recognized as hospitable.
Is there a mod out there that would have what I'm looking for? If not, it would be totally awesome if a mod could be made to allow us to make villages without requiring access to sunlight.