10/10 would bang again, nice find OP
more OT: I like your gradient usage of colour.
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Aug 23, 2012Poonflippy posted a message on Needs A Girl Gamer For Minecraft Marriage : SlyFoxHoundಠ_ಠPosted in: Other Help
You guys serious?
Aug 1, 2012Hey all.Posted in: Culture, Media & Arts
I've recently gotten into aspects of graphical design, and with the purchase of my new wacom bamboo tablet, I have made a few desktops. I'd love some feedback on them.
Celebrity Lazer Police collection (Pseudo band)
Julian Casablancas (lead singer of The Strokes)
Roy Lichtenstein inspired
Any feedback is welcomed!
May 31, 2012Both of the two are genetically augmented super soldiers, albeit from different timelines and points within time. Assuming the two are fighting in modern day America, Chief would have a clear advantage. This is due to his knowledge of weapons both from his time era, and before that. The reason for this large database of military knowledge is because of the AI which accompanies him in many missions. Chief would have a clear advantage because he has prior knowledge of the weapons used in 2012, and a good perception of how they work.Posted in: Culture, Media & Arts
Captain America, however, has been displaced out of time for over 50 years, and only retains knowledge weaponry he has encountered in the modern day (Which is very little), and the weapons he has handled within the second world war. Assuming Captain America was able to gain access to these weapons, it would do very little to the energy shield systems which surround Chief's armour. This is because the chief's armour is specifically designed to deflect bullets such as those fired by modern day weaponry, and is only especially susceptible to plasma weaponry and EMP devices. Even if Captain America was to gain access to plasma weapons, he would have no idea how to utilise them. The same point goes for EMP devices.
We're also forgetting the fact that Master Chief ****ing fell to Earth from orbit while clutching onto a piece of metal, not to mention the considerable amount of times he has almost died while protecting humanity. It is true that Captain America spent over 50 years encased in ice, but this nothing compared to the achievements of Chief.
Going back to the point of Captain America being displaced in time, it is near impossible for a person who has grown up in a separate time period to be seamlessly assimilated into modern day society. This would lead to a near perpetual state of disorientation towards the current time, and not understanding many aspects of today's life. Granted, this could have the same effect on the Chief, but he has a rather detailed knowledge of human history, and would most likely understand most of what is happening at the time of the battle.
Of course, I am not even going into the vast swathes of experience, physical training and weapons training the Chief has had, while Captain America has only received military training from the U.S. army.
In conclusion, Master Chief > Captain America.
- Summer Glau
(Source: http://xkcd.com/406/ )
Jul 15, 2011For some reason, many people have turned to the 'Fact' that Minecraft is getting boring.Posted in: Discussion
I myself bought Minecraft in the Alpha stage, so I understand why you would think this. But Minecraft isn't boring; It's a world of wonderful opportunities, with literally thousands of things to do. If you don't see it's potential for good, you, sir, are a boring person.
If you really can't find anything to do with vanilla Minecraft, install some mods, play an adventure map, do something that you wouldn't normally do. If that doesn't work just stop playing Minecraft for as long as it takes for your heart to yearn for virtual blocks.
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Jul 22, 2011kingbdogz posted a message on [1.7.3] Aether Collaboration Mod - V1.02 - NEW MOBS, FIXES, ITEMS AND FEATURES!The new Aether Thread is open for business.Posted in: Minecraft Mods
Mock-up "CD Case" for the Aether! Created by our talented artist, The5.
Hey guys! If anyone wants to come discuss the Aether mod, you can come over to the IRC channel #aethermod on esper.net. Come chat with the dev's and other Aether-lovers!
If you do not have an IRC client here is how to join the channel with your web browser:
1. Go to http://www.esper.net.
2. Click on "Chat now!" in the top right hand corner. This will go to another page with an input box which has "#" inside it.
3. Inside the input box, type in #aethermod and press connect.
4. The mibbit client will then request for your username, type it in.
5. Have fun chatting!
See you there!
Enjoy and stay tuned!
This mod has literally taken 4-5 months of SOLID development to come to fruition, and we have wasted thousands of hours of our free time to complete this mod. A good way of saying thank you to the developers is to not only download the mod and support the project, but donating a bit of spare money really helps motivate us. Like I said, this project has been developed for an insanely long time, the donations would be VERY much appreciated for our hard work. Thanks!
Sorry for the delay in the patch; the team has been very busy wrapping things up with the new mod version, and of course some of us have to attend to real life. However, we have finally finished the patch, and it is now available for download! Not only have we fixed a huge amount of bugs, but we've also added new features, tweaks and balance changes to freshen up your Aether experience. We've worked very hard on the patch, and so we hope you enjoy what it has to offer.
If you have yet to see the change list for Patch 1.02 of the Aether, you can see it below:
- Dungeon Rewards are now hidden in TooManyItems by default. However, if people would like to spawn them for any reason, you can now disable the hiding code for the rewards by changing "TMIhidden = true" to "TMIhidden = false" in mod_Aether.cfg file. This file can be found in your /.minecraft/config/ folder. DO NOT change "#TMIhidden (boolean:true)" as this will not actually affect the config file, and immediately resets upon opening Minecraft. Instead, change "TMIhidden = true".
- Completely restructured Sound files for the Aether.
- When riding a saddled Moa, a "Jump Meter" will now appear above your Armour defense. This Jump Meter will show you the amount of mid-air jumps your Moa can perform, and also how many are left before it can no longer jump. Thanks to Penumber for the idea.
- Saddled Moas no longer wander around. They stay on the spot when you are not mounted on them.
- Ambrosium Shards now only heal "half a heart". We felt that Ambrosium was too powerful for such a common ore, thus the decision to decrease it's healing powers.
- Gravitite Ore is now much more common.
- Zanite Ore is now slightly less common.
- You can now press "B" on your keyboard to gain a Book of Lore for free. You will gain one according to the dimension you are in (for example, if you are in the Aether dimension you will gain a Book of Lore: Volume 3).
- Placing Lava in the Aether now freezes it into Aerogel.
- Books of Lore no longer appear in Dungeon chests.
- Aerogel no longer appears in Dungeon chests.
- Carved Stone no longer appears in Dungeon chests.
- Lightning Knives no longer appear in Dungeon chests in stacks higher than 16. This is so stacking is no longer screwed up (as the max stack for Lightning Knives is 16).
- When first entering the Aether in Minecraft, you will now gain a Cloud Parachute for free.
- If you hit the Bronze Boss with something other than a Pickaxe, it will now show a message which says "Hmm. Perhaps I should attack this beast with a Pickaxe?" so that new people understand they cannot attack it with other weapons.
- Enchanted Gravitite texture now changed, so as to save Sprite ID's.
- The time taken for Baby Moas to digest their Aechor Petals has now been decreased.
- Life Shards now have a new sprite, to make them look more like "Shards" rather than heart containers.
- Blue Aerclouds have a slightly new colour. It uses a more cyan-like colour now.
- Spawning issues have finally been fixed (Zephyrs and Aerwhales are now less common, and Aechor Plants more common. There are more adjustments, but too many to list).
- Cockatrices and Zephyrs now despawn when on Peaceful mode.
- Aerwhales and Zephyrs now despawn when stuck.
- Fixed the Glowstone Dust description in the Book of Lore: Volume 2.
- Fixed the Glowstone block description in the Book of Lore: Volume 2.
- Fixed the descriptions of some Obsidian items in the Book of Lore: Volume 3.
- Enchanting Golden Darts and Buckets of Poison now works as intended.
- Golden Swets now work correctly.
- Baby Moa's no longer lay eggs.
- You can now configure the spawn rate of Aether mobs in mod_Aether.cfg (/.minecraft/config/). 0 = no longer spawn.
- Aerwhales which were previously set on fire should no longer be in flames. They are also now immune to fire.
- Swets, Aerwhales and Zephyrs now despawn correctly, previously they would not despawn and prevent spawning of other creatures.
- Fixed a bug where Blue and Gold clouds were not generating into the world naturally. Newly explored areas or new Aether worlds will now generate with Blue and Gold clouds.
- Saddled Moas no longer despawn.
- From now on, beds which are placed in the Aether will not explode, and can be slept in as usual. Beds which have been placed prior to Patch V1.02 will still explode. To fix this, just recollect the bed and place it again.
- Bonemeal can now grow Skyroot saplings and Golden Oak saplings. You can also use it on Aether Grass to grow a group of White and Purple flowers.
- You can no longer move the Bronze Boss with the Hammer of Notch projectile.
- Fixed a bug where the initiating a fight with the Gold Boss would cause massive lag spikes.
- Fixed a bug where Black Moa's would only be able to perform 6 mid-air jumps instead of the intended 8 mid-air jumps.
- The Cloud Sentries which are spawned from the Cloud Staff dungeon reward no longer make human "hurt" sounds when damaged.
- Fixed an audio-related issue with Moas and Flying Pigs, where they would build up "step sounds" while flying, and would play them all at once when landing on the ground.
- Fixed a bug where Silver Dungeons were rarer than Gold Dungeons.
- Many more small bugs have been fixed, but there were too many for me to remember them or list them. I can assure you that the above fixes were the biggest.
- Added 3 new in-game soundtracks, all exclusive to the Aether. Thanks to our new composer, Emile, for creating these wonderful pieces! You can hear them in-game, just like any other Minecraft music.
- Unique "Victory" tunes have been added when defeating Bronze and Silver bosses.
- A small "Achievement" tune has been added when completing an Aether achievement.
- When initiating in a fight with a boss, a Health Bar will now appear on the top centre of your screen. The Boss will also have a randomly generated name. For example: "GeneratedName, the Valkyrie Queen".
- Added a new "Flying Cow" mob. While they are nothing too special, they do drop leather when killed. These creatures can be saddled and flown around.
- Added a new "Aerbunny" mob. These creatures are friendly, and will hop around the Aether peacefully. Aerbunnies drop string when killed. This means, with the combined additions of the Aerbunny and Flying Cow, you can now craft Saddles in the Aether without returning to the surface world.
- Added a new "Whirlwind" mob. These hostile entities will throw you into the air when you get too close.
- Added a new "Quicksoil Glass" block. Not only can it be used for building materials, but it also gives off a dim amount of light (and of course, speeds up mobs movement speed while in contact with them). They can be gained by enchanting Quicksoil.
- Added a new "Zanite Block". This is a purely aesthetic block, for the purpose of storage and building materials. It can be crafted with 4 Zanite Gemstones. You can also craft the Zanite Block back into 4 Zanite Gemstones if you would like to regain them.
- Added a new "White Flower" block. These are commonly generated flowers in the Aether. At the moment they are purely aesthetic, but will have crafting purposes in the future.
- Added a new "Purple Flower" block. These are slightly rarer than White Flowers, and can be crafted into 2 Purple Dye items.
- Added a new "Freezer" block. This new block was suggested by one of our fans on the Mantis bug/idea tracker. We thought it was a neat enough idea to implement. Basically, it works very similarly to the furnace in design. However, it uses Icestone as a fuel, and can be used to freeze various different items. For example: you can freeze water from water buckets into Ice blocks, or freeze Cold Aerclouds into Blue Aerclouds. Although there aren't many freezable items and blocks at this stage, the Freezer's use will be hugely expanded in future patches.
- Added a new "Ice Ring and Ice Pendant". When worn, these accessories will freeze all water and lava around the player. They slowly degrade while worn, so they do not last forever. These accessories can be obtained by freezing Gold or Iron accessories with the new Freezer block. You CANNOT freeze Zanite accessories into Ice accessories, only Gold and Iron.
- Added a new "Healing Stone" item. Heals 2 hearts of health, and is stackable. These items can be obtained by enchanting Holystone blocks with your Enchanter. This was implemented to balance out the issues with overpowered Ambrosium Shards.
- Added four new craftable capes: "White, Blue, Red and Yellow". These capes can be crafted with their respective wool colour. Blue Capes can be crafted with any type of blue wool. These capes are purely aesthetic.
- Added four new Dungeon Rewards. One of them is a Bronze Dungeon reward, and the other three are Silver Dungeon rewards.
- Added a completely new "Main Menu" which is interchangable in-game and with the mod_Aether.cfg file. This menu, by default, has an "Aether Theme", with Aether-styled buttons and logos. It will also preview the last point you were located at in your previously played world. All progress made in the menu (time of day, etc) is not actually saved, so when you re-enter the world it will still be at the last point you played. This menu is highly configurable, though, and has a few neat features. We've added three new buttons on the top right hand corner of the screen: "Q" for Quick Load, "T" for Toggle Theme, and "W" for Toggle World. The Quick Load feature allows you to instantly jump into the world that the menu is currently previewing, without ANY loading times. The Toggle Theme feature allows you to switch between the "Classic" style of buttons and logos (which includes the Minecraft logo, etc), or the "Aether" style of buttons and logos. The Toggle World feature allows you to turn world previewing on or off. While world previewing is off, it will display a menu very similar in structure to the normal menu in Minecraft, but you still have the option to use the "Aether" styled buttons and logos with the Toggle Theme feature. However, the only way to use a particular menu by default, you have to configure the menu with mod_Aether.cfg, which can be found in /.minecraft/config/. By default, "aetherMenu = true" means that Minecraft will always load with the Aether styled buttons and logo. If you change that to "aetherMenu = false", your game will always load with Minecraft styled buttons and logos. Additionally, the default "worldMenu = true" means that your game will always preview your previously played world on start up. However, if you change that to "worldMenu = false", your game will always start up with the classic Minecraft menu in normal Minecraft.
The Aether NO LONGER WORKS WITH SINGLE PLAYER COMMANDS. It uses an API called Player API, which basically allows several mods to edit the Entity Player. However, Single Player Commands has not used this new API yet, so you cannot run the two mods at the same time or else it will CRASH. I expect a patch/quick fix will be up shortly!
ADDITIONALLY: The Aether DOES NOT WORK with ShockAhPI r5 and r6, since it directly overwrites Player API (similarly to SPC). However, we have created a new version of ShockAhPI which utilizes Player API. Even though Shockah is currently on holidays, he has given us permission to distribute this version of the API with adf.ly (as he is one of the Aether team members). The new download link for this fixed version will be below. IF YOU HAVE V1.01 CURRENTLY IN YOUR JAR FILE, YOU MUST USE A FRESH JAR OTHERWISE IT WILL CRASH. THE PATCH DOES NOT WORK WHEN SIMPLY PASTING OVER V1.01.
There is also one known bug with the current menu: it seems that, because of the way we load the menu music, it has a 2-4 second stall upon opening Minecraft. It's not a huge delay, but sometimes it may be confused with a blackscreen. It actually isn't, you just need to wait a few seconds for the menu to do its thing.
We've been working quite hard on this patch, and would appreciate any donations from our fans. Anything helps; it's the thought that counts!
The Aether mod V1.02 requires ModLoader, AudioMod, PlayerAPI, and ShockAhPI r5.1.
New SinglePlayerCommands Patch out!
To use SPC with the Aether mod V1.02, first install SPC then use this patch by meiska_:
HOW TO INSTALL VIDEO - STEP BY STEP (V1.01, these videos are outdated!):
Thanks to DirtyMoDz7s for the video!
Thanks to RZGamez for the video!
It's finally here...
One of the biggest projects in Minecraft Modding history is now completed. Five very well-known and talented modders (Kingbdogz, Kodaichi, Shockah, Flan and 303) have joined forces to develop the Aether, a celestial realm found in outer limits of the atmosphere. The Aether is what you could call the "antipole" of the Nether. The Nether is a network of desolate, fiery caverns filled with bloodstained Cobblestone and sticky Soulsand; it lies beneath the very soil of our Minecraft world. The Aether, on the other hand, is a collection of floating plains and islands, all connected together to create a breathtaking dimension of the skies. Even during the night, the Aether is still quite peaceful, and a normal day in the Aether is the equivalent of three days on the surface.
Aerwhales, the gentle giants of the Aether, can be found floating in the horizon, munching on Golden Oaks and strips of Blue Aerclouds as the sun climbs higher in the sky. When the sun falls, Cockatrices crawl away from their well-hidden nests, ready to attack. Peaceful as they may seem, these deadly birds shoot poisonous needles at you when provoked. They are one of the few hostile mobs in the Aether.
The Aether isn't always fun and games though; elaborate dungeons are protected by powerful Guardians and sleeping sentries which await watchfully. They can be found in the sides of massive floating islands, containing locked loot chests with otherwise unobtainable singular items and blocks worth the effort of slaying their key bearing protectors.
Dungeons have three levels of difficulty. Bronze, Silver and Gold; Bronze being the easiest, and Gold being the hardest. This means that the Bronze Dungeon will be easier to handle, but the Dungeon will only yield "good" items. Silver Dungeons are slightly harder, and reward you with much better unique items. Gold Dungeons are extremely hard, but you will be rewarded with incredibly powerful items. These unique rewards CANNOT be obtained any other way.
Moas, peaceful and majestic giant birds, populate the Aether in three different colours: Blue, White and Black. Wild Moas cannot be tamed, but they do occasionally drop eggs of their respective colour. These eggs can be incubated with the Incubator block (using Ambrosium Torches). Once incubated, they can be fed with the Aechor Petals of Aechor Plants. They require 8 petals in total to grow, but are not always hungry and will occasionally refuse your offer (which can be done by right clicking them with the Aechor Petal). When grown, you have now completely tamed the Moa, and a saddle can be placed on their backs to ride. Blue Moas can perform 3 mid-air jumps, White Moas can perform 4 mid-air jumps, and Black Moas can perform 8 mid-air jumps.
Flying Pigs can also be found wandering around the Aether, and occasionally flying freely through the air. These creatures can be saddled with a Saddle, and flown around without having to deal with a taming process. This allows players to quickly hop into the action. However, Flying Pigs can only jump once, and do not have the privilege of mid-air jumps like the powerful flying Moas.
The Portal to the Aether is made out of a Glowstone Frame, and can be activated with a Bucket of Water!
New Accessory System:
We've implemented an entirely new "Accessories System" for the mod. This will include 8 entirely new slots to customize your character. Items such as Pendants, Rings, Gloves, Capes and even special Shields can be worn. Various "Miscellaneous Accessories" can also be worn in the two blank slots.
Above is an example of Accessory items being worn.
Description: Pendants can be worn on your character with the new Accessory System. They are worn over the top of the players skin, so when Armour is worn it will be hidden. Gold and Iron Pendants are simply decorative accessories, but Zanite Pendants will increase your mining speed when worn. Zanite accessories slowly degrade when worn, and the more damage it takes, the faster your mining speed with increase. Zanite accessories also slightly increase your armour.
Description: Rings can be worn on your character with the new Accessory System. Gold and Iron Rings are simply decorative accessories, but Zanite Rings (like the Pendants) will increase your mining speed when worn.
Description: Capes can be worn on your character with the new Accessory System. They are worn on your back and can be seen very clearly when in third person mode. Normal "Swet Capes" (image above) are simply decorative, but one particular Dungeon Reward (which is a cape) has a very useful ability.
Description: Gloves can be worn on your character with the new Accessory System. They are worn on your hands and can also be seen in first-person view. These provide extra protection for the player, and with some special armour sets, are required to activate the "Set Ability".
Description: Aether dirt is the basic dirt in the Aether, and will grow into Aether Grass when exposed to sun light. It is much easier to mine than normal dirt found on the surface.
Description: Skyroot Logs are the main base of Skyroot Trees. They provide the basic essential for your Aether adventures, and can be crafted into four Skyroot Planks.
Description: Skyroot Leaves are the "Leaf" blocks of Skyroot Trees. On chance, they will drop a Skyroot Sapling to replant.
Golden Oak Logs
Description: Golden Oak Logs make up the base of Golden Oak trees. They are embedded with Golden Amber, which can be used to craft very powerful Golden Darts.
Golden Oak Leaves
Description: Golden Oak Leaves are the "Leaf" blocks of Golden Oak trees. They occasionally drop Golden Oak Saplings and Golden Apples.
Description: Skyroot Saplings allow you to replant Skyroot Trees.
Golden Oak Sapling
Description: Golden Oak Saplings are occasionally dropped from Golden Oak Leaves. They can be replanted into Aether Dirt to regrow a Golden Oak tree.
Description: Skyroot Planks can be crafted from Skyroot Logs. They can be used to craft Skyroot Sticks and from there, Skyroot Tools.
Description: Holystone is the common stone block in the Aether, and can be used to craft Holystone Tools.
Description: Mossy Holystone is a rare Holystone block that can be found at the base of an Aether Dungeon entrance.
Description: Cold Aercloud is a very common type of Aercloud found in the Aether. Long strips of them can be found in the formations of clouds. They have very strange properties; while sometimes they will prevent fall damage, other times they will not. Use them wisely, but be wary when falling from large heights. They can also be crafted into Cloud Parachutes.
Description: Blue Aerclouds are slightly rare than Cold Aerclouds, and bounce mobs when coming into contact.
Description: Gold Aerclouds are the rarest type of Aercloud. Alone they do not have any special properties from normal Cold Aerclouds, but they can be crafted into Golden Parachutes which have 20 uses rather than the normal 1.
Description: Quicksoil can be found on the sides of islands. When mobs walk on it, their movement speed is increased. However, it takes a while to build up speed. These can be both a good block to abuse its speed, but also a dangerous block to come into contact with.
Description: Icestone can be found in large chunks, usually on the sides of islands. One placement, they will freeze all water and lava sources around it.
Description: Ambrosium Ore is a common block found in the Aether. It drops Ambrosium Shards, which can be used for Torches, fueling Enchanters, and even healing.
Description: Zanite Ore is slightly rarer than Ambrosium Ore, and can be found on the sides of islands. Zanite Gemstones are dropped from these ore blocks, and can be used for a variety of recipes (including Zanite Tools and Zanite Armour).
Gravitite Ore - Enchanted Gravitite
Description: Gravitite Ore is the rarest ore-type in the Aether, and can be enchanted into "Enchanted Gravitite" blocks. Gravitite Ore, by default, will float up into the air. However, Enchanted Gravitite only floats up into the air when powered with redstone. Enchanted Gravitite is required to craft powerful Gravitite Tools and Armour.
Description: A decorative Pillar block found on the outside of Silver Dungeons.
Description: A decorative Pillar Top block found on the outside of Silver Dungeons.
Description: Ambrosium Torches are like regular torches, just crafted with Skyroot Sticks and Ambrosium Shards instead.
Description: Enchanters are a new type of tile entity which can be crafted. They require Holystone blocks and one Zanite Gemstone to craft. By default, it uses Ambrosium Shards as fuel, and can repair damaged tools or items; the more damaged the tool is, the more fuel it requires. It can also enchant a few existing items into more powerful versions.
Description: Incubators are a new type of tile entity which can be crafted. They require Holystone blocks and one Ambrosium Torch. By default, it used Ambrosium Torches as fuel, and can incubate Moa Eggs into Baby Moas.
Description: Locked Chests are found in Dungeons, and cannot be broken. To acquire their rare lot within, you must obtain a key from the Dungeon Boss.
Description: Decorative blocks found within the Aether Dungeons.
Description: Decorative blocks found within the Aether Dungeons which radiate a small amount of light.
Description: A slightly transparent block which is resistant to all explosions.
Description: Skyroot Sticks are used for several different crafting recipes. They are crafted with Skyroot Planks.
Description: Ambrosium Shards can be obtained from Ambrosium Ore blocks. Not only are they used for crafting torches and fueling Enchanters, they can be used as healing items as well.
Description: Zanite Gemstones are found from the Zanite Ore blocks. They can be used to craft a wide variety of items and blocks (including Enchanters, Zanite Toolsets, and Zanite Armour).
Cloud Parachutes - Golden Parachutes
Description: Clouds Parachutes are items which can be used to safely fall from the Aether. When you transition from the Aether to the Surface (upon falling) the Parachute will automatically activate and drift you down safely. These parachutes are a one use only, and can be manually activated as well. Golden Parachutes do the same, except have twenty uses.
Description: Moas, peaceful and majestic giant birds, populate the Aether in three different colours: Blue, White and Black. Wild Moas cannot be tamed, but they do occasionally drop eggs of their respective colour. These eggs can be incubated with the Incubator block (using Ambrosium Torches). Once incubated, they can be fed with the Aechor Petals of Aechor Plants. They require 8 petals in total to grow, but are not always hungry and will occasionally refuse your offer (which can be done by right clicking them with the Aechor Petal). When grown, you have now completely tamed the Moa, and a saddle can be placed on their backs to ride. Blue Moas can perform 3 mid-air jumps, White Moas can perform 4 mid-air jumps, and Black Moas can perform 8 mid-air jumps.
Description: Golden Amber is used to craft Golden Darts, and can be obtained by harvesting logs from a Golden Oak tree.
Description: Aechor Petals can be obtained from poisonous, purple Aechor Plants, and are used to create Poison Dart Shooters and feed Baby Moas.
Description: Dungeon Keys can be obtained by their respective Bosses. They are used to open the locked chest, which contains the Dungeon's rare loot.
Blue Music Disk
Description: Blue Music Disks can be obtained by enchanting a Green or Gold Music Disk. It will play a new song by author Noisestorm.
Description: Golden Darts can be crafted with Golden Amber, Skyroot Sticks, and Feathers. Additionally, you can enchant and poison these Golden Darts. Poison Darts are not affected by gravity, making it great for sniping down far-distance enemies.
Description: Dart Shooters can be crafted with Skyroot Planks and a Zanite Gemstone. They can also be enchanted to shoot Enchanted Darts, and combined with an Aechor Petal to shoot Poison Darts.
Description: The Skyroot Toolset is the weakest Toolset in the Aether. However, it has one of the best side-abilities, which is to gain double-drops from the blocks they mine and the enemies they kill. The double-drops cannot be abused though, as the Toolset will only return double drops from Generated blocks that have already existed in the world. You cannot place a dirt block and then mine it to get double drops, as it is NOT a generated block, it is placed by the player.
Description: The Holystone toolset is slightly more powerful than the Skyroot Toolset in terms of strength, and occasionally drops an extra Ambrosium Shard upon mining a block or attacking a mob.
Description: The Zanite Toolset is the second most powerful toolset, and has the side-ability of getting stronger the more you use it.
Description: The Gravitite Toolset is the strongest toolset. Normal harvesting tools can right click their respective blocks to make them float up, while the Gravitite Sword can launch mobs in the air when attacking.
Description: Skyroot Buckets can be crafted with three Skyroot Planks. They can collect Milk and Water, but not Lava. They can also collect poison from Aechor Plants, and those Poison Buckets can be enchanted into Remedy Buckets to heal your poison side-effects.
Description: Lore Books can be used to reveal more information about an item or block. Just right click while you have one in hand, and place an item or block in the slot. There are three volumes: One for the Surface, Nether and Aether. The Aether volume can be obtained when you first join the Aether. The rest can be obtained in Dungeon chests.
Description: Victory Medals are items which can be obtained by defeating Valkyries, protectors of the Silver Dungeon. They are used to prove your skills in fighting to the Silver boss.
Description: Zanite Armour has the strength of Iron, but gets stronger the more it is damaged.
Description: Gravitite Armour, when fully worn (with Gloves as well), will give you very high jumps. It will also prevent all fall damage. It are as strong as Diamond Armour.
Description: Above are all the Dungeon Rewards you can get. For the sake of surprise, I will not name or describe any of the rewards, so that you can get the best experience possible when looting Dungeons. You will get better rewards depending on what type of Dungeon you conquer. The blocks which make up a dungeon cannot be mined until the boss within is defeated.
Description: Bronze Dungeons are the easiest of the Dungeons to defeat, but are still challenging and yield very powerful rewards. The Boss within cannot be harmed with swords or projectiles, but instead requires a PICKAXE to defeat.
Description: Silver Dungeons are slightly harder than the Bronze Dungeon, and contain slightly more powerful rewards. These Dungeons are found in the skies as great temples, and are guarded by the humble natives of the Aether; the Valkyries. They will not fight you unless provoked, and honor a fair fight. Beware: not every chest is as it seems.
Description: Gold Dungeons are the hardest Dungeons to defeat, and contain the most powerful rewards and items in the mod. Unlike other Dungeons, the Gold Dungeon does not have any defenders leading up to the Boss; the Boss greets you as soon as you enter the Dungeon. This Dungeon can be found in giant floating mountains with a collection of Golden Oaks on the mountain's top. This Boss in particular cannot be harmed with any item in the game; you must figure out a way to defeat it once you confront it.
Poison Dart Shooter
Enchanting - Blue Music Disk
Enchanting - Repairing Damaged Tools
Enchanting - Gravitite Ore
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Nov 24, 2011Updated OP: 9/3/12 (Modified OP explanations, thanks to getpoopedonkid // Fixed Poll)Posted in: Suggestions
Updated OP: 3/8/12 (Fixed Poll)
NOTICE (As of Snapshot 12w01a):
This is an screenshot of the beach gen that was re-added in Snapshot 12w01a. Please note that this is not representative of the new beaches in general, but instead an example of what the new generation can create!
Jeb appears to have simply changed the blocks which form the transition between land and the ocean biome from dirt to sand. This forms ugly clumps of sand hardly resembling beaches on hilly terrain. This DOES NOT resemble actual beaches or beaches as they once were in Beta 1.7.3! Or reality for that matter.
What should be done to correct this:
- Simply limit the max height of sand that can generate to two to three blocks above sea level, which would be identical to beach generation prior to Beta 1.8. With beaches essentially being their own biome, such a change should feasibly be easy since it shouldn't conflict with other biomes. If you believe otherwise, please state so and why!
With the inclusion of the new terrain generation in recent releases, I've read about many major topics and comments having to do with terrible biome transitions involving the swamp biome and the such. However I have not seen any real topics concerning the exclusion of beaches and the issues concerning underwater bedding. So here is the point of this topic:
1.) Beaches was a widely-liked feature of the previous terrain generator and it needs to be restored.
This should be simple enough. Just add back beaches into the terrain generator. Also gravel beaches should be returned as well. More on that later in the topic.
2.) Although a less important issue, underwater bedding, lacks the uniformity and overall realism that it used to have. Currently, lakes and oceans are covered in splotchy patches of dirt, sand, and clay.
The main argument against the current underwater bedding generation is that allows for easy access to large amounts of clay, and that clay was supposedly more rare in the previous generator. However, it was abundant, since the x=z clay generator bug that previously plagued the game was patched in 1.7.
However, to further address this issue, clay density and frequency can be increased to satisfy those who believe that more clay truly is necessary.[/indent]
The poor state of these aspects of the terrain generator has proven to be both an annoyance and an eyesore to me and the community as well. Beach gen prior to 1.8 paralleled realistic beaches and was more aesthetically pleasing in general. To further elaborate what I mean:
Beaches, prior 1.8
"Beaches" (along lakeside), 1.8 and later
Beaches, real life
As you can see, beaches do not actually generate in 1.8 and later, the "beaches" you see are actually not beaches at all; they are simply the outcroppings of the underwater sand bedding crossing onto the shore. This brings me to the next point: underwater bedding.
Underwater bedding (same pic as before, view the underwater portion), prior 1.8
Underwater bedding, 1.8 and later
Underwater bedding, comparison with 1.8 vs. 1.7, and real life (Borrowed from Dragonid's Terrain Generation Changes Remaining)
As you can see, in 1.8 and later, underwater bedding consists of ugly patches of circular splotches, whether it be in a lake or an ocean. Previously, it was both aesthetically appealing and realistic. Clay would still be fairly abundant if the patch from 1.7 were also incorporated into clay generation. If that is not enough, we can simply have clay generated in the same manner as depicted in the picture below in higher frequencies or larger quantities:
Lastly, gravel beaches should be added back. It was a realistic feature of the old terrain generator and also broke up the monotony with the constant sand beaches. It is not a necessary feature to be re-added, though it would be nice.
Gravel Beaches, 1.7 and before
Gravel Beaches, real life
1.) Beaches was a widely-liked feature of the previous terrain generator and so, needs to be fixed.
2.) Although a less important issue, underwater bedding, lacks the uniformity and overall realism that it used to have. Currently, lakes and oceans are covered in splotchy patches of dirt, sand, and clay.
With this said and done, I ask that these issues be addressed as soon as it is possible. If you can, please twitter or e-mail Jeb. This is technically not meant to be a petition or anything like the very popular Dear Mojang: The Swamps are Still Ugly topic, just a reminder to show that these issues must be addressed. However, you can show your support by twittering Jeb (+ link to here) or just acknowledging it here.
Tweet Jeb at: https://twitter.com/#!/jeb_
Get Satisfaction Topic: http://www.getsatisf..._gravel_beaches
Also check out Dragonid's Terrain Generation Changes Remaining topic for an in-depth look at issues concerning current terrain generation!
Try out a mod that adds beach generation back into the game! http://www.minecraft...0-biome-mod-v1/
If you support this, you can show it by signing on to this cause. Type "/signed" in your post!
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Aug 16, 2012Posted in: Survival Mode
They wont take cobble or wood, only naturally placed blocks, also, Aim at their feet to keep them from teleporting.Quote from beansauce420
ok I lied, lava didnt destroy any chests. I thought i'd make it more dramatic then it really was, STILL its really really annoying. they just take random blocks off of my house and farm and whatnot. I shouldnt HAVE to build my house to be "enderman proof". my structures are WELL lit, i have a ton of torches everywhere, and it still happens. I don't care if they take blocks, but when they are blocks I placed, I go into rage mode.
/cry moar babby
Jun 11, 2012Insurrection posted a message on Survival can, and should be, improved (Part 2: Electric Boogaloo)4a: The Terrain and Biomes.Posted in: Survival Mode
The mere idea that a game has actual terrain in it, and not polygons used to form something that looks like terrain is nothing short of astounding. This is something that needs a great amount of props- even if none of it was intentional, the mere idea of it is something that needs much more appreciation amongst... everyone. It really is a great concept. That aside, however, we need to objectively look at Minecraft's terrain generation- and how it can be improved. In order to realize what needs to be improved, of course, we need to understand its flaws.
Firstly, the terrain in Minecraft is reliant upon its biomes- this is something that's loosely based on real life, and is pretty nice, as it separates things out a bit more. Unlike real life, biomes are more "pre-set" than just being the result of something else. Because of this, biomes often feel rather... dull, because a jungle can look a lot like other jungles just with randomized placement. Or, a desert can still look like other deserts, just with different amounts of cacti, hills, etc.
Part of this is due to the fact that there isn't really enough content to work with. There aren't things like different types of sand, or a variation in jungle tree types, or different types of "ground" or etc. The list goes on and on- so ultimately, there won't be all too many variations between biomes of the same type. Sure, hills might look pretty, or there may be the random floating island, or etc- but these again aren't intentional. That's sort've the point when it comes to terrain generation, admittedly. However, the occasional "cool terrain" caused by random generation isn't the only thing that can be done to biomes- there's much, much more that can improve the generation.
Especially when it comes to actually useful things. Right now, a lot of biomes are full of lots and lots of stuff, but most of that stuff isn't all that useful. They don't contain a wide selection of things you can't find in other biomes- at most, they contain around 2-3 things. Even then, the unique things they offer aren't particularly useful still- cocoa for cookies (one of the worst food types), lilypads (no real use outside of allowing the player to walk on it), emerald ore (you can get emerald just by trading), etc.
Most other times, you're just getting more of what can be found in other biomes already- plains just offer more seeds (useless once you get your first wheat farm going), forests/taigas offer more wood (saplings allow you to grow trees almost anywhere), deserts offer more sand (beaches usually give plenty for any regular glass needs), and so on.
The actual terrain generation method has gone through a number of changes- it used to be pretty average (around early alpha and stuff), then it became crazy (alpha through beta), then it became... what it is now (beta 1.8, I think). The current system, though, seems to lack something that made the alpha-beta generation a lot better: its height generation is much less dynamic. Hills basically need to connect to one another through at least one block, by one block now- I'm pretty sure that "prerequisite" for hill generation wasn't there before. Furthermore, there's a set minimum and maximum- before, it was possible to have desert with hills completely on its own. Now, deserts have a technical biome called "desert hills". It's much more... static this way, thus going against the idea of "unintentionally cool things being generated".
This ultimately leads to every biome feeling the same- sure, one set of plains may have a lava pool in it, but that hardly makes up for the lack of dynamics. At best, you get a village, but those aren't terrain- they're structures. Structures and terrain are fundamentally different. Terrain is random, chaotic, and often very dynamic. With structures, you expect symmetry- things are usually more "intentional", and the shapes are (intentionally) repetative. So, villages don't quite make up for the lack of terrain variation (especially not across all biomes).
Still, the idea of a more "systematic" generation of biomes is actually a good thing- the problem is its lack of utilization. Biomes are still chaotically placed, so you have things such as deserts next to taigas, tundras next to jungles, and so on. This is a lot of potential being wasted- you could very easily come up with a flowchart of which biomes should be generated next to eachother, allowing for more organization and sensible placement. This would require a good amount of biomes to be created (Savannas, Subtropical Forests, Bogs, etc), but that's hardly a bad thing.
Speaking of under-utilization, the new-ish height limit of 256 isn't used for terrain generation. At all. There's simply a cut off point at 127- blocks cannot (and thus, will not) generate above this. So you have 129 blocks worth of space simply not being used for anything. The official explanation given is "it gives more breathing room". This is... frustrating, as that's made to appeal to people who make massive structures. Which, it's often best to go to creative mode for that, anyway.
All of these things are elements of terrain generation- and all of them are flawed to some degree. Thus, one can make the fair assessment that terrain generation is flawed (and therefore, should be improved). Even if it's "fine", again, why not make it better?
4b: How to fix it.
Make the biome minimum and maximum height be pseudo-random. By this, I mean add a randomized number between X and Y, then add a static number to it, and get the sum of these two numbers for the minimums and maximums. The random number should be re-made for every individual biome in the world. This allows you control over the height of things, but still allows for dynamic amounts of height- so you'd have generation similar to alpha-beta, but with a lot more control.
Next, there needs to be more variations of the simple stuff- more types of stone, sand, clay, etc. Things like additional trees also helps. Really- even though they're "useless" additions, they don't take much effort, either. With this, make it so that biomes choose which "sub-type" of stone, sand, and/or clay (or other new sub-type blocks) to use, and then it sticks with it consistently. So one desert might be a red sand desert, another could be saffron colored, another the current sand color, etc... this is mostly for aesthetic variation, but that's never a bad thing (so long as actual features are also added)
More importantly, of course, is the useful additions. Things like lilypads, only... actually useful. I don't think I need to explain why it's never a bad thing to have more unique things per biome- this is really something you can almost mindlessly add tons of things to, and as long as they fit the bill (being actually useful), I really can't think of any reason not to have tons of content for this. I've said it before, but I'll say it again- use potion making if you need to. Lilypads, for example, could be used for a "potion of water walking".
They don't need to be only for potion making, of course- really, the possibilities are endless. As long as the content introduced doesn't become "Same thing as other things, but worse", there's really no reason I can see not to add more things. It's not as though it would over-complicate things for the average player, either- you wouldn't be forced to use any of the things introduced. They'd just be there if you wanted more content.
Another important thing to consider, more so than items/blocks offered by a biome, are the actual gameplay mechanics a biome uses. For example, I earlier talked about reducing the maximum light level for spawning mobs- this would already make plains and deserts something unique in terms of gameplay. It also meant forests and jungles would be more dangerous than them. These kinds of things are fantastic- they add extra layers of gameplay, which again, is never a bad thing (as long as it's not forced upon the player). Granted, not EVERY SINGLE BIOME needs to have ~super unique amazing things times a thousand~, either. But it'd be nice if I went to a desert and found a lot more things than just... more of the same stuff I could get in other places, or get better versions of.
As mentioned, one thing about biomes that seems to go ignored is how they generate in relation to one another. You have the system set up for this to work ("Hills" will only generate in their "parent" biome, extremehills edge will only generate outside extremehills, etc), but it's not used at all. First, I suggest introducing a lot more biomes- ones you'd not only find IRL, but would just add to the variation, and (ideally) gameplay. A lot more transition biomes- Savanna (Plains/forests to deserts), Bogs (Swamps to Taigas), Subtropical (Forest to Jungle), and so on. Not only would be they be transitional, but you could add things that are loosely based on IRL- bogs could contain pools of acid (a new liquid type, tons of possible uses), etc.
You can also have more sub-type biomes- biomes that sort of "branch" off the existing ones, but are considered the same for the previously mentioned organization system. Things like a "Wispy forest" with lots of creepy stuff (and spiders), or a "Canyon desert" with lots of hills and ravines, and so on. Again, variation with existing biomes is never a bad thing.
Lastly, the height limit. Just... make more use of it. Extend the "sea level" (thus, cloud level, and everything) to be ~90 blocks instead of 63. 63 is pretty short, to be honest, and doesn't give enough room to make really awesome layered caves. Next, allow things to generate higher. Extremehills need to be renamed to "Mountains", and then be allowed to generate all the way up to a height level of 200 (which, even with the higher sea level, would be higher than existing extreme hills). That leaves 56 blocks to build with, which is plenty. And that's just from the peak! People can still build alongside the mountain and have Dracula style castles if they really want to.
Those are just some ideas, too. Terrain generation, I feel, is one of the most under-utilized aspects of Minecraft- and there's not much of a reason for it. It doesn't force more upon the player. They don't need to learn more things to appreciate variation and content. It's just variation and content- the only people it would possibly annoy are those who literally cannot accept change. But then, why consider those people? Why let them hold back development for something that could be legendary? Again, no reason to.
5a: Lack of Player Character Choices
Currently, the game only contains a very small amount of choices for your player character. You have swords (which are tiered, so there's effectively only one), bows (literally only one), ender pearls, and snowballs (don't do any damage except to 2 mobs in the game, even then not much) for weapons. For armor, you only have whichever tier you have access to, and pumpkins (which only serve an immensely niche purpose). For direct controls, you can only: walk (a given), jump (also a given), sprint (double tapping, which is rather frustrating to use), and sneaking. That's about it.
By any game standards, this is fairly low. There isn't some technical limitation (items actually have more ID numbers than blocks) for why there's a lack of equipment. And there definitely isn't a technical limitation for why there's a lack of player ability (It's not a 2D game, or made in 1998). They just aren't there.
Sure, one can argue "But you can't consider something to be lacking if it never meant to have other things in the first place". Just the same, you could argue "You can't consider anything a flaw, because they wouldn't be there if they weren't meant to be there". I'm pretty sure any reasonable person wouldn't make that second argument (and frankly the first, but hey). The thing is, both of those arguments are virtually the same. You'd basically be saying "Everything that exists is perfectly fine, as they are already there". Just because something exists doesn't mean it can't be better- and it definitely doesn't mean that because it exists, it's good.
With that out of the way, we can then point out that there indeed can be more to this game in terms of player choices- and that something can, indeed, be lacking (even if they were never intended to be included). So first, let's point out what this game lacks- things that would add so much to it in terms of both gameplay, and just general enjoyment.
First off, it lacks equipment choice. Sword, bow, and armor- that's really about it. Ender pearls are just an escape mechanism, and snowballs are way too niche. Just because "it's fine as it is" doesn't mean there can't be more. Especially if none of the extra equipment choices are forced in any way (imagine if snowballs were the only way to kill blazes- that'd be annoying). They'd just offer variation in your approach to things (because ideally, they'd be balanced). Which is important- a game like Minecraft relies almost entirely on user control to do things, yet there's a significant lack of options for literal control over your character.
I can understand not having flying and stuff in survival, of course- it'd be overpowered. So it's not just a lack of control- if you have too much control over what you do, there's no true sense of satisfaction when you overcome the game's challenges. However, when you have too little control over your character, it can be frustrating when you die simply because you couldn't do X thing. It's like really old videogames with clunky controls- the only difference is that Minecraft isn't limited by any hardware or the like.
Especially when you have a mod like Smart Moving. This mod proves that you can very easily make the game much more enjoyable with just a few more additional mechanics. However, it doesn't break the game- sure, a few of the more meta things might be rendered less useful (fences in SMP servers need to be reinforced), but that's going to happen when you introduce new things. Instead of simply plopping certain mechanics into the game, of course, the things it "breaks" can still be overhauled as well. So instead of refusing to put smart moving in "because it breaks fences in SMP", why not make reinforced fences that can't be built over?
Once you instill the idea of "Anything added to player abilities, so long as they're not inherently overpowered, can be aided by editing other things where necessary, especially if it breaks things", you don't have to worry about adding new player abilities and the like. Of course, you shouldn't go overboard- adding too many controls can end up throwing a lot into the face of a player, and frankly I'd probably be annoyed at anything more than Smart Moving. Which, I'd like to say again- Smart Moving is fantastic. It shows precisely how movement can be better.
Anyway, the next point I'd like to cover is equipment. Tiered equipment is a flawed concept for game balance- why use X when Y is the same as X but better? Minecraft isn't TOO bad with this, but wood and gold are effectively useless. Sure, gold mines faster, but diamond is hardly slow- plus, it breaks way quicker, and etc... there could be more uses for gold equipment, yet there isn't.
The same goes for armor- why use leather when I can use iron? Or better yet, why not use armor? Especially if you have a surplus of iron (which really isn't hard to get). Armor gives you tons of defense (up to 80% reduction in damage with full diamond) with no drawback. The only thing it does is add more things you can potentially lose, but that argument extends to anything remotely rare- and rarity is not a balancing factor, so yeah.
In general, the existing weapons and armor don't offer much either- swords hit things and block (despite blocking being pretty meta, given that no mobs have cues for their attacks), and bows... well, bows are alright, but still. Armor just reduces damage- it doesn't offer anything more, nor does it have any other stats that allow the developer to diversify armor types. Again, this is "fine" from the sense that it's a bare minimum, but there can be more.
5b: How to fix it.
Implement Smart Moving. Right away, this adds an extra layer of gameplay- you really feel like you're in the game world. Climbing just makes so much sense. Crawling, swimming (you can swim into 1x1 areas), and so on just... feel right. I can't explain it- just go DL it and play with it for awhile until you're used to the controls. You'll see what I mean. It's a really, really amazing mod and deserves a lot of attention.
With that in place, you have more options for balancing out armor- as I said, armor is a little imbalanced. There's no real reason not to wear armor, and especially no reason to wear lesser armor (like leather). I suggest an "armor weighting" system, where every piece of armor has a variable weight (IE: Iron boots are 3, but leather boots are 1, etc). Straight away, you have two stats now to diversify the existing pool of armor- armor points, and weight. Ideally, things that give more armor points are heavier (for gameplay purposes- not lolrealism).
Next, make armor weight actually do something. First, increase the default sprinting speed- then, have heavier armor reduce your sprinting speed, up until flat out disabling sprinting when using a full set of the heaviest armor (diamond). Then, after certain points of armor weight, some of the smart moving abilities would be disabled- IE: going over a weight of X disables charge jumping, going over a weight of Y disables the ability to climb vines, etc. More and more abilities would be disabled, until you're essentially only able to move like pre-1.8 beta (as in, not able to sprint, etc) at the max possible weight. On another note, inventory/etc shouldn't add to weight- that's just arbitrary and annoying. It should only be for armor, for the sake of gameplay balance- not because of "realism".
With this system, you can apply different weight to different types of armor, and essentially split them into different categories (light, heavy, and in between). Wearing no armor would give the most freedom, leather armor gives a fair amount of freedom but also some armor, gold armor gives a bit more armor with a bit less freedom, chainmail is even more armor but heavier than gold, etc. This would offer a great balance system, honestly.
Another thing that can be added to armor is knockback resistance- right now, you get knocked back the same regardless of the armor you're wearing. I'd expect to be able to hold my ground better if I was wearing a full suit of iron armor- besides, it adds another variable for considering what armor pieces to choose. Again, more choice can only make things more enjoyable.
Furthermore, with these 3 stats, you now have the ability to easily add in unique armors, too- and then reduce/increase any of the 3 stats to balance it out. More balancing factors make it easier to add in unique things, since adding in a new armor that does something special that simply has less armor wouldn't be able to fit within the current armor types under the current system. With weight and knockback resistance, you could make things like a fire-resistant armor that has as much armor as chainmail, but is a bit heavier than chainmail with the same knockback resistance. Things like that are now very easily possible, as they wouldn't be imbalanced to add, and a system would be in place to allow you to easily add them without needing to make up a drawback.
Pretty much the same can be applied to weapons, too- add in attack speed and knockback as stats instead of just damage, and suddenly you have 3 new stats to work out and adjust where necessary. This can be applied to not just new weapons, but material types- gold is slower than iron, but knocks back farther, or something. From there, you can naturally make new weapons with unique secondary abilities (as in, right clicking)- maces that can be charged up for more damage and knockback, spears that can be thrown, etc. New weapons can of course have additional passive abilities, as well- spears can hit farther, battleaxes can cause a "bleed" effect that attracts zombies (someone here suggested this, forgot who, but it's a neat idea) and does slow damage over time, etc.
There's just so many things you can do- and in the end, it's not like you'd have to consider a ton of things just to make sure you pick the "right" weapon- if you don't care, all you need to do is just make a sword still, and it'd still work the same way. You wouldn't even be forced to use the additions in smart moving. Ideally, there wouldn't be mobs that can only be killed by X weapon, or the like- that forces you to carry certain weapons, especially if that mob is common. I'd hate to do that, and while a minor thing, is something that videogames do that's rather annoying (use the green whip to kill this enemy, and the purple whip to kill that one!).
6a: Graphic Design
Graphics in Minecraft is a subject that a lot of people like to bash, but aren't really specific as to why they're bad. I'm not sure if it means that they're so aware of the flaws that they feel other people should too, or that they don't have very good reasons- but either way, there isn't much of a proper deconstruction as to why the graphics are flawed.
Now, before we get started with this section, I need to explain a very fundamental aspect of videogames graphics before I get started- technical graphics are different from graphic design. Technical graphics are the things like texture size, polygon count, shaders, all those things. Technical graphics are often "capped" due to hardware limitations- or else, the game will grind to a halt trying to render things. They're not things that immediately turn into graphics, either- instead, they're things used almost exclusively for graphic design. Graphic design is the actual placement of colors, the artistic overlay over the polygons, the "shape", the overall artistic design, and so on. Think of technical graphics as a lump of clay, and graphic design as the end product. Sure, the graphic design requires a certain amount of technical graphics, but they're still very different aspects.
It's the kind of thing people complain about when they go on about "brown n' bloom" in modern videogames- it's nothing more than a simple bit of technical graphics (shaders, and such) that's simply tacked onto the game. It's also why it's still possible to find older videogames that actually look really good, despite their age- Ecco the Dolphin, Castlevania: Symphony of the Night, Metal Slug, etc. They all employed graphic design- artistic talent that makes use of the hardware and software they're given, and work within their limitations to provide an objectively good looking, unique product.
Minecraft, unlike a lot of older videogames, is limited in quite a different way. Rather than being limited by hardware or software (well, java, but still), it's limited by the fundamental concepts it employs- there's a reason the textures aren't higher than 16x16, as that can cause a fair amount of lag due to rendering every single block you can see individually (at the very least- it usually needs to render more than just that). However, it's not immediately limited by hardware- while Minecraft is now on mobile and 360, those are still ports. At its heart, it's a PC game, and PC consumers have variable hardware specs- which continually improve every year, if not every couple of months.
In the years Minecraft has been in development, hardware averages have improved considerably- however, Minecraft hasn't really done much of anything to even give players more options for a better looking game. The only things that come to mind (I may be skipping over a few things- apologies if I have) is when they implemented smooth lighting (quite a while ago), and the Advanced OpenGL rendering thing (Forgot what this is called... occlusion?). Mojang hasn't really made much of an effort to improve the game's technical graphics. I can understand why- it's not a game for technical graphics at all (although it can always use improvement). However, that's where the other problem comes into play- it severely lacks graphic design. It's been using programmer art even through its official release.
Let's explain what the term "programmer" art means. Programmer art is when the programmers create very simple art for the sole purpose of moving along the development of the actual game engine and game mechanics. This happens because graphic design can take a fairly long time, so waiting for them to work on things can take far too long for any reasonable development time. It's just a temporary thing- they're not meant to be in the actual game itself. They often employ bright colors to make things easy to recognize while hunting down bugs, and ensuring that everything is where it's suppose to be. Afterwards, a graphic design team is meant to apply the actual art to the product.
If you've ever seen someone model something in 3D, they often use temporary textures or even just flat colors. Sometimes, their models will contain multiple colors- this is often to essentially say "This is what this part is going to be, this is what that part is going to be" so that you can apply textures to it appropriately. This is why bright colors are used for programmer art- it allows for a much smoother time for the graphic design team.
However, Minecraft doesn't have a graphic design team- pretty much all of Notch's programmer art is still in the game. Although a few of the textures have been (slowly) changed through the development of the game (Grass, cobblestone, and more recently, gravel), they still don't have a dedicated graphic design person (or team). This is frequently the point that people such as myself mean when we say "The graphics in Minecraft could be better" (assuming it's said that nicely- it usually isn't).
This doesn't extend to just textures, either- the models are all also temporary, or at least were. There was a period of time where someone named "Dock" had actually been working to fix this, but he ended up leaving the team... and the current models just stayed. Again, a few things have been improved (Pig nose, etc), but they're very few and far between- and to be fair, they don't have a dedicated modeler on hand, either.The thing is, Mojang makes a lot of money. And I mean a lot. They're not against the idea of hiring new people to do certain tasks (Dinnerbone, Jon, etc). They're not even against hiring people from the community (*sigh* Minecraftchick, etc...). When it comes to art, though, they seem to actually be content with the programmer art.
This is something that actually angers a lot of people (myself included). And not just dumb people- most of those types only complain about the lack of technical graphics. Mojang has the ability to employ an amazing team of graphic designers to help overhaul the graphic design of the game, yet they don't. There is nothing limiting them- they can still work within the (self-inflicted) limitations of the game. They simply choose not to- either due to laziness, or because they believe it truly is the best it could be. I don't think it's the latter, though- they're not against changing graphics as they see fit (Grass, gravel, pig nose), or even making relatively more advanced graphics and animations (Enderdragon) for new content. Rather than point fingers and name call, let's attempt to figure out what would be the best approach for fixing the flaws in the game.
6b: How to fix it.
At the very least, hire some of the people who have worked on some really good texture packs. If not texture pack artists, then go all the way and hire professional artists. Not to straight up implement the texture packs they've designed, but to help create a generally better looking game. Some of the things in texture packs can be silly- a "creeper" moon, or the like. And that's fine- they're for texture packs. It's just that they shouldn't be put straight into the game, and often times texture packs are really just for preference.Still, this doesn't mean an objectively good looking design can't come about. Frankly, I feel as though the game would do better to really go all the way with the "simple" design idea. Right now, a lot of the textures are actually very "noisy", and honestly look like greatly downscaled textures from other sources. Instead, I suggest going for a more "Wind Waker" approach- intentionally simple graphics with a cel-shaded look (it doesn't actually have to be cel-shaded, but you get the idea).
Grass should be less "noisy", ores should all have different textures, and so on. There's lots of things that would need to be adjusted, and in fact the whole game's looks would require an overhaul to truly match a new artistic direction. But this isn't bad- the game is in need of one. This is one of the perks of having an "always in-development" game- you can do stuff like this. Really, outside of people who would complain about change solely on the basis of it being a change, why not make the game look better? And surely, having an actual art design team come up with a new direction would make things look at least as good as it currently is (at least...). There isn't miuch reason not to overhaul the game's graphics- outside of the subjective viewpoints of some people (but then that's not reason).
More than just textures, models also need an overhaul- along with animations. It can retain a cuboid look (I like this idea, actually), as Dock had shown was possible. However, they really aren't very good looking right now- most of them are awfully low polygon, making it hard to do much in terms of animation (though Smart Moving managed). At the very least, the models should be as good as the Enderdragon's- again, I'm not suggesting that they be akin to Call of Duty or Crysis or whatever. They can still be cuboid, and don't even need to be very high polygon or super realistic to look good- just a bit more detailed than they currently are.
As I also pointed out, there's a lack of choice for higher technical graphics. It can't be that hard to implement an optional water shader, optional realistic shadows, optional higher resolution textures, and so on. I know there's mods already for it, and while they'd probably punch a hole in a system, they should be optional still- so they wouldn't kill my computer. Options like these are great to have- sure, they're aesthetic, but it's not like Mojang lacks the money to hire people. Especially since it'd make the game look objectively better if implemented right (again, no brown n' bloom, please).
If these 3 things (Textures, models, technical graphic options) were implemented, the game could easily look way better. And you wouldn't even need to make it lag more! So it'd definitely work out nicely.
7a: The Community, and Mojang's Consideration of Such
"Oh boy", you say. "This is where I can safely dismiss everything this guy says. Every community sucks. Duh.". The thing is, for one, no- not every community is absolutely terrible. Even then, there are many things about the Minecraft community that can't be disputed- there's a distinctly large amount of people who ignore rules even on the forums (Constant server advertisements in the Survival section, asking for help on things that are already answered in the various support sections, etc). Every community has its idiots, sure, but they all come in different percentages- I can't in all good honesty say that the Minecraft community has a large majority of good, intelligent people in it.
Even THEN, one should be able to ignore stupid people in a community (regardless of the percentage of the community they make up), right? They're not flooding into my singleplayer survival and teabagging people while trying desperately to be considered a "troll" when they're just annoying, or anything. They're "contained", right? They stick to the forums, or their servers, or whatever. They're not breaking down my door and screaming about ponies or regurgitating year old memes in a shrill voice that one can only stand for roughly 1 second before going insane. They're harmless, right?
Well... that's not the problem. The problem is that, even if they're a minority, they are very vocal about their opinions. They outright flood the forums with silly, nonsensical ideas ("crying obsidian armor", "giant creepers", "super TNT", etc). Sometimes, even mods come about from these things- they drown out the good content with their objectively terrible ones. They borderline spam Jeb & co's twitter to get things done in the game that no reasonable person would listen to.
And it works. Mojang's progress on this game has significantly slowed since around Alpha. Content creation has become exceedingly sparse, and often ends up being appeasement (dogs, cats, etc) rather than artistic design. While content has still been created, again- it's very slow. It takes them a long time to add things in for some reason or another- and I don't think it's because they're lazy, or because it's particularly hard. It's because they want to appease their fanbase.
Now, why wouldn't they? It makes them money (to some degree), and unfortunately, everyone likes money. Well... I shouldn't have to explain that doing things solely for the intention of getting more money is an awful thing to do, but more than that, it's actually bad for them in the end. Their content won't be nearly as memorable, and devolves into a "fad". At best, it's senseless pandering when you listen to either the unreasonable majority or the vocal minority- at worst, it causes you to completely lose focus of what allowed you to gain such a following in the first place.
Allow me to direct you to the Japanese animation industry for an example of what I'm talking about- during the 50's, it became a booming market. It lead to the creation of what we now call "anime"- a very artistically diverse industry. Many a fantastic series have come about with insightful, beautiful, and downright amazing elements to them. Critically acclaimed films have also come about, such as Miyazaki's works. However, it also created an insanely faithful fanbase of the industry- commonly known as "otaku". "Otaku" essentially formed a subculture within Japan (and even outside Japan), with an exceedly high dedication to the industry's works.
Over time, however, the animation industry has hit a few "low points"- as any industry does. To keep their numbers (read: profits) high, they sought out their otaku fanbases more and more. They appealed, appeased, and in some cases flat out pandered to them. The term "fanservice" came about to describe this process- sometimes it was in small amounts, sometimes it filled an entire series. Over time, fanservice became more and more common- in fact, nowadays, it's hard to find an anime without some form of fanservice.
This lead to the alienation of many people outside the otaku culture- a culture that wasn't critical whatsoever, and actually are very accepting of what the industry has to offer (most of the time). One would figure "What's wrong with appeasing people who are easy to please?". The thing is, when you do this, you often lose out on a very important aspect of artistic design- criticism.
People who are almost unnaturally accepting of a product will lead the industry that creates said product to be content. They make their money, and they don't have to put much work into their product. When this happens, they often feel they don't need criticism. If it's not intentionally ignored or dismissed, it's often missed due to the outcry of support from the dedicated fanbase they either intentionally or unintentionally created. This outcry drowns out the critical responses from other people- especially in the internet age, where virtually anyone can voice their opinions, thus creating a massive amount of feedback that is virtually impossible to see the entirety of.
This, indeed, happened within the Japanese animation industry. They slowly lowered their average content quality, as they no longer needed to appeal. They had a dedicated fanbase they could appease already. Although the occasional gem surfaced throughout the years, the average quality stagnated a lot- not just in the technical aspect of their products, but in the overall artistic sense. Creativity became the exception instead of the driving force. Because of this, they started to lose general appeal- the majority of people in the world who are aware of anime will dismiss it due to their perception of it being low in quality (regardless of this being true or not).
Unfortunately for the "anime" industry, their viewers actually weren't as easy to please as one might think. Although overly accepting of content they like, over the years they evolved. Some of them simply stopped being otaku- because they either had to commit more time to work (thus lacked the time to watch anime), school (thus lacked time and often money), or they just stopped liking the general content.
What otaku remained, however, continued to become more and more "bloated"- much like a child who had been fed too much candy and became overly obese, the otaku fanbase had wanted more and more of what they were being given. After a point, they simply ignored things that weren't what they liked- they didn't necessarily hate or complain about these things, but they didn't pay any mind, either.
Because of this, the Japanese animation industry had essentially dug itself a hole- and not just through the efforts of one entity, but multiple entities. It would be like if a group of hundreds (thousands, even) people all worked together to dig a massive hole. After some time, some people may have realize the futility of their efforts, and got out before the hole was dug too deeply- others remained too long, and were unable to easily escape from the hole (if not completely incapable). The rest continued to dig.
Not unlike that analogy, the animation industry has taken a sharp decline in its profits- many studios have had to take massive budget cuts, and thus, their animation teams are almost criminally underpaid for the work they put in.
Not unlike THAT analogy, Mojang is also digging itself into a hole. They may be putting in effort, and they may be getting a crowd of people telling them "Keep digging!"- but soon, they'll reach an undesired consequence of continuing to dig.
Remember, Mojang- you never dig straight down.7b: How to fix it.
Stop enabling those people. At the same time, stop digging yourself into the hole that those people keep telling you to dig. At this point, this is strictly directed at Mojang- the community can't fix itself, much like a child constantly being given candy cannot stop itself from eating said candy. Mojang needs to put its foot down in order to prevent Minecraft- a truly amazing concept with amazing potential- from becoming the videogame equivalent of an obese, unhealthy child. Yes, it's that simple- it won't be easy for Mojang, and a lot of people will complain- but it truly is that simple.
To go the extra step, though, you need to actually listen to criticism. You can't just stop progress- you need to work a bit to climb back out of that hole. Communities that are largely critical should be listened to- places like /v/ are great for criticism. Obviously, the stupid ideas there should be just as ignored as any others- but I guarantee you that /v/ will come up with better ideas (in larger amounts) than any communities based around recognition, "+1"ing, or any similar systems.
Other intelligent gaming communities should be considered as well- Something Awful comes to mind. I'm not entirely sure of what their gaming sub-community is like, but from what I've seen, SA is fairly intelligent. At the very least, you'll get a few nice ideas and well written posts without much stupidity to sift through. Again, I'm mostly basing that off of what I've seen from other aspects of Something Awful- but I can't imagine that their videogames part is too horrible.
Outside of those two, I'm sure there are many more areas you can look for criticism- just make sure they're communities that aren't overly accepting of everything (/v/), or are fairly strict in terms of moderation and post content (SA). Or, even better, both.
This section is, honestly, the most important one. If you had to choose one out of 7 of these sections to really listen to, make it this one- it's vitally important for any real progress to be made in Minecraft. None of the previous ideas will be able to be put in without you losing focus on why they'd be good to add. It'll also set the stage for other people to get their ideas through to you- Mojang- and help this game reach its true potential.
If you've read all of this, thank you. I don't know if Mojang has, or ever will, read this- but if they never do, then let this be an eye opener to the kind of content they look over.
FAT's (Frequently Answered Things)
"You keep saying that building is for creative, and that survival isn't meant to be easy. Building isn't just for creative! Creative makes it feel cheap. Right now, survival gives you more of a sense of accomplishment when you build amazing things! If your suggestions were implemented, it'd be too hard to enjoy Minecraft peacefully!"
That's why I suggest creative mode have a lot more options- optional health, optional hunger, etc. Make it possible to have all the features of survival. All of them. As it stands, you basically have it this way in survival, anyway- the peaceful mode button makes it insanely easy, and now with optional cheats... yeah. This way, it'd be virtually the same (the argument of "Play as you want" would strongly apply to creative), but for creative instead of survival.
"I don't really like the Enderman curse idea. It's too annoying."
I already addressed this with an edit, but still, I know. It was just an idea- the core of the idea was that Endermen start to become more hostile after you beat the Enderdragon. How to go about this- like every other suggestion- is open for discussion.
Aug 14, 2012Here's a cool screenshot I took in minecraft, I loved it so I decided to do some work on it and here is the final result.Posted in: Other Fan Art
Let me know what you think! And feel free to use it or share it with your friends
If you want anything about it adjusted just let me know and ill see what i can do!
Program Used: Photoshop
Texture Pack Used: Rise Of Tredonia (unreleased)
Thanks for all the support.
Aug 5, 2012Regardless of your hatred, and on the topic..Posted in: Survival Mode
That is what is called a chunk error. Basically a burp in the generation that causes one (or more!) chunk(s) to be generated higher.
Essentially the opposite of a world hole.
Jul 31, 2012WoodPlanking posted a message on Something that should be fixed in 1.3 (Not really a bug)No. I mean that they will Set off the trap when I get in spawning range. I've seen it happen.Posted in: Survival ModeQuote from DoubleDongle
The proposed solution to this non-issue would only make it worse, if it were an issue to begin with. I suggest that the OP shut the hell up and get back to sucking his daddy's cock.
Thank you very much sir. I can clearly see that you are mature. DoubleDongle gets 5
Science calibration Maturity points.Quote from Epicness1324
Redstone torches won't prevent anything from spawning
Oh well. I can't really think of a way to add enough light so mobs won't spawn and ruin my treasure, but will add so little that it is still kind of dark down there. ):
May 30, 2012Modest MousePosted in: Culture, Media & Arts
Ce Lo Green/Gnarls Barkley
Those are the artists I listen to most, I guess they might qualify as Pop but I don't really know. I have a few songs that are popular right now like "Drive By" and "We Are Young". I also have a number of humorous songs like "I Can Swing My Sword" and "F*ck Sh*t Stack". That is pretty much a summary of the music collection a started less then a week ago.
EDIT: Also Awolnation.
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