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Sep 28, 2013Posted in: MCPE: Quick Sessions / MinigamesRead this one below this text because the World won't tell anything about the game!NOTE: The Mini-Game is not made to get "Reputation" and "Fame". I made it for people to have fun with other people.Hey There! At last! I made my first Mini-game. And in MC:PE!I have been inspired on watching an unknown video I found in my laptop. It was all about life of people that can control Elements like Water, Fire, Air, and Earth. And I got an idea, Making a Team PVP with some twists.The World is just nothing. So Better Read.The TeamsFire could control:- Fire (Flint and Steel) (Fry People!)- Explosions (TNT) (Hurt People!)- Lava (Burn People!)Fire Team will get the following in their kits:-Flint and Steel (2 pcs)-TnT (2 stacks [ ])-Lava (Half a Stack [Stationary Lava])-Set of Iron Armor (1 set)Air Team could control:-Arrow (Pushes players)-An Item called "Wooden Sword" that could push and hurt players.Air team will get the following in their kits:-Bow (2 pcs)-Arrows (2 stacks)-Wooden Sword (1 pc)-Set of Leather Armor (1 set)Water Team could control:Water Team will receive the Following:-Water (2 Stacks [Stationary Lava])-Set of Diamond Armor (1 set)Earth Team could control the following:-Dirt/Soil (Blocks everybody who's following you)Earth Team will receive the following in their kits-Dirt (3 stacks)-1 Diamond Sword-Set of Gold Armor (1 set)Now you know the teams, let's go to the rules.The RulesThese rules are easy to be learned.1. There should be no rules.2. But Only this rule: To Follow the gameplay.Now, you're getting nearer child! Lol!The GamePlayNow, in this part, you should read this because you're a noob in this game when you don't read this thing.If everyone is in the world, better close turn off the "Local server multiplayer". Players are still inside the game but can't enter when they go to Main Menu or they did NOT enter at all.Pick your team. The game is good for 4 and above players.Follow what the signs say. You're looking at it if you're from spawn and didn't touch your screen.Get your Kits. There's 2 kits each chest. Not Double Chests.If ready, Enter the hole. You'll fall to the water. Don't worry.If everyone is not ready yet, wait on the water where you fell.If everyone is NOW ready, then, LET THE ELEMENTS COLLIDE!!!No prizes or trophies. But remember, the note on top of this, in which i said:NOTE: The Mini-Game is not made to get "Reputation" and "Fame". I made it for people to have fun with other people.Thanks for reading! I promise, you're now ready and a pro in this game!
I can't post them all here. But click here to see it in the Public Gallery:As of now, I haven't finished the world yet. Links will be distributed tommorow. I think.
Aug 24, 2013Raiden45 posted a message on [1.7.10 - 1.16.5]Sildur's shaders [PC/MAC/INTEL] Vibrant shaders v1.29 released! (May 4, 2021)Haha! I thought the "Permissions" Spoiler were permission nodes for Bukkit Plugins! LoL!Posted in: Minecraft Mods
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Apr 4, 2012Xenocorpse posted a message on [Surv] Waka Islands v1.1.5 - [450,000+ DOWNLOADS!] [1.8+] SEQUEL OUT NOW!Posted in: Maps
WELCOME TO WAKA ISLANDS! These islands aren't the average floating islands you are used to. There are secrets to these islands, the only question is what. Oh wait, there's something else. YOU DON'T KNOW WHO YOU ARE OR WHY YOU'RE HERE! These questions you must figure out for yourself, but it won't be as easy as it sounds....GOAL: Craft a Beacon
VERSION: 1.1.5 Christmas Edition!
(PICTURES TAKEN IN SPHAX PUREBDCRAFT 64x RESOURCE PACK)
FEATURE ON MINECRAFT WEEKLY NEWS:
OFFICIAL DEV COM SMP LET'S PLAY w/ FamilyStyleGaming!:
RULES:NEVER EVER PLAY ON PEACEFUL. EVER.Don't Open to LAN to cheat!Don't jump off of the islands to regenerate hunger or health!No Third Party Mods that will help you reach goals faster or cheat in any way!
NOTE:DO NOT CHANGE DIFFICULTIES UNTIL THE PEACEFUL PERIOD ENDS. IF YOU DO, PEACEFUL PERIOD WILL BREAK AND YOU WILL BE HOARDED WITH MOBS!
MULTIPLAYER NOTE:MAKE SURE COMMAND BLOCKS ARE ENABLED!!!
POCKET EDITIONTake Waka Islands where ever you go with the brand new:Check out the brand new Mobile version of Waka Islands here:WAKA ISLANDSPE <- Click to Download
A guy named Maximzombi69 created a fan version of Waka Islands and it looks amazing!Download it here!
My Other Maps:LEGO Minecraft Survival:Beautiful Danger Mini-CTM:
SUPPORT XENOCORPSE'S MAPS!Click HERE to be sent to my Patreon Page!
CHANGELOG AS OF 8/8/14:
----Version 1.1.5 Release----
----Version 1.1 Release----+Added New Island (Tropical Island - MADE BY MAXIMZOMBI69)
+Added Difficulty (Mob Spawners)
+Added New Dungeon
+Added Mini Island (Soul Torch Island)
+Added End Portal
*Fixed the Peaceful Period
----PRE1.0 v0.1.1----Fixed Mob Spawning GameruleRemoved ability to go into Adventure mode
----PRE1.0 v0.1----Released 1.0Re-Arranged All IslandsAdded Spawn HubAdded different Modes of PlayAdded Difficulty Curve for SurvivalRemoved Survival TeleportersExpanded Village MineshaftEdited Aesthetics on All IslandsAdded Final Goal (Craft a Beacon)Added Wakan CastleMoved Wakan Prison/DungeonUtilized Minecraft 1.7 BlocksAdded lava VoidAdded Jungle IslandChanged Island's BiomesAdded New TreesAdded Completion NoticeAdded Forced DifficultyAdded New Sister Islands
----0.9.5----*Improved look of all Islands+Added caves in other islands-Removed Dungeon at Spawn-Removed Trap behind Waterfall+Added New Traps*Edited all hints and Wakan Signs*Edited all Hidden Chests*Edited Temples*Fixed All Major Bugs*SEVERELY Nerfed Village Island+Added New Hidden Items in All Islands-Removed Blaze Dungeon+Added Nether Stronghold Island to the Nether*Despawned Wither Skeletons upon Nether entry+Expanded Nether Vastly*Redeveloped Story+Added Quests+Added Unique Spawn!+Added Village Artifacts+Added Villagers*Rebalanced Difficulty of each Island*Moved Islands to Better Positions+Added Teleporter Hub+Finished Wakan Village Mineshaft+Added Wakan God Shrines+Added Villager Spawn Eggs-Removed Dungeon on Spawn Island*Increased Play-Time+Added Bertuccio the Farmer+Added Lamps to Hills Island*Spawn Island is now called Hills Island+Added New Sister Island+Added Teleporter to Wakan Village Island+Added New Challenge (Find all of the Artifacts)+Added New Challenge (Complete all of the Quests)+Added New Challenge (Find all of the Wakan God Shrines)+Added New Challenge (Make a Redstone Contraption of any kind)*Edited Challenge (Make a fireplace of Brick (Not Stone Brick or Nether Brick)*Edited Challenge (Craft a Tier 2 Golden Apple)*Edited Challenge (Find all Secret Temples)*Edited Challenge (Decipher a Wakan Language Sign)*Edited Challenge (Craft 16 Nether Brick Blocks)*Edited Challenge (Convert a Zombie Villager back to Normal)*Edited Challenge (Mine a Diamond!)-Removed Challenge (Add a Water Fountain to the Spawn Island)
SEE THAT GREEN BUTTON WITH THE ARROW?CLICK IT!!!
Legal Info: OWNER - Xenocorpse, the original author of the map.
Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/terms) the author (Xenocorpse) has full rights over his maps despite use of Mojang code.
USER - End user of the map, person installing the map.
The author is not responsible for damage caused by the use of these maps/files.
Use of these maps to be installed, manually or automatically, is given to the user without restriction.
These maps may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of these maps must have an explicit permission from the author (Xenocorpse). ANY attempts to make money off of these MAPS (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the author (Xenocorpse) may claim damages or take other action to rectify the situation.
These MAPS are provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of these maps require explicit permission of the Author (Xenocorpse) and may be subject to certain terms. User(s) are allowed to produce monetized content of the map(s)- e.g. Youtube videos, etc.- under the condition that in each unit of said content they provide full credit for the creation of the map(s) to the Author and that they link directly to this thread. Violation of these terms may result in copyright claims filed against the content by the Author.
Apr 16, 2013Posted in: Maps
Single Player Version (Recommended) - Version 1.8 (December 15, 2013)
2 Player Version - 2P Version 1.8 (December 15, 2013)
In light of the heart-breaking news that this forum will be completely archived, please visit these links for continued support and information on my Minecraft maps.
Diversity 3 Discord Server - where you can reach me personally
Diversity 3 on Planet Minecraft
Diversity 2 on Planet Minecraft
Diversity on Planet Minecraft
QMAGNET's Test Map on Planet Minecraft
Complex on Planet Minecraft
Thank you for all the years of player involvement and downloading my maps. Diversity is the second most viewed map on this forum and Diversity 2 is the 4th most viewed map here. It's been a pleasure entertaining you. This forum is ending but I am not.
There is no need to respond to this thread any longer. Please visit one of the links above for any help. Cheers!
This map is NOT compatible with Minecraft 1.8. 1.8 refers to the version of map update. Please downgrade your Minecraft version to 1.7.4
The dictionary defines the term "complex" as "consisting of interconnected or interwoven parts" and "composed of two or more units". Complex, the Minecraft map, is intended to be a single player adventure that sets the player in the midst of a large multi-dimensional maze, rooms are connected together from each of the four walls, as well as above and below. The player starts with intentionally very little direction. The game adjusts the settings as the player advances. The player must navigate throughout the Complex, room by room in search of the Answer.
1. Difficulty - Easy
2. Mode - Adventure
3. Render Distance - Far (if possible)
4. Don't break anything
I have included a 2 player version. Complex is completely intended for single player. The 2 Player Version will work but it is not recommended. This map is not compatible with Bukkit. If you do desire to play Complex with a friend, you MUST read the READ ME file included in the download file.
Beginning Spawn point should be X 189, Y 61, Z -489
Known Bugs:Complex v1.8
Please report bugs on this thread
Missing blocks in hidden ceiling area
TelepOREtation puzzle glitchy in 2 Player Version
Server command block text is getting cut off. This is a Minecraft bug that needs to be fixed by Mojang..
Broken piston joke dead end possibly inescapable
Finale detail mixed up
Possibility of no escape in "Make you feel blue?" and "Off Limits" dead ends
Multiplayer start area spawning mobs
Gap above TelepOREtation room from floor above
Blocks missing from wall of Recommended Spawn Set Room
Chest item in 5 Water Pillar room unattainable
"Patience" Puzzle not working
Clouds travel through Complex
Some blocks, pressure plates, ladders missing
Complex v1.0 (Original Release)
Sign in the room with the 4 lava pillars should read:
Estimated Completion Time:
1 - 5 hours. Because Complex is a little more open than linear, it's possible to have a variety of time lengths. The player decides which paths to take and that will alter the end time. Reports have come back to me that the total time was around 4 to 5 hours, but if you are logical enough, it's possible to complete the map between 1 and 2 hours.
"Yeah yeah, another Minecraft maze..."
Rest easy, my friends, this is not an ordinary "maze". Visually, it's quite unique. The end reveals an original, untold story in the world of Minecraft. But the mystery is vague. All that is told is:
"The answer lies before you.But the only way to the answer is to find the key.
And the only way to the key, is to enter the Complex."
This is my first adventure map. This project took me about 2 weeks to construct.
"COMPLEX" is a Puzzle/Maze/Adventure that will work in 1.7.4.
There are elements of Parkour, but do not worry if you hate jumping, all Parkour is OPTIONAL.
Complex is intended for single player only. But I have created a 2 player version that you can play with a friend if desired. Please read the READ ME file in the download file.
Hints (only look if absolutely necessary):I have no clue where to go.
Find the books. Read them.
Okay, this trap is impossible!
No it's not. Every trap has been tested. BUT you can avoid any trap. None are necessary to do to complete the map.
Who is Jesper and why do I have no Code?
Thou dost not know of the Code?
What does the TV/Computer code mean?
When in doubt, look up.
What do these giant letters and numbers mean?
Spell it out. A revelation to the answer.
What is "Ode to Emma"?
Visit Jigarbov's City.
How do I get behind the cage wall?
Follow the clues about the Spark.
I'm not understanding this XX-XX-XX thing.
*Anything stand out to you*?
What is the Spark for?
Book titles should help you there.
Yeah, I placed it above the PAIN but it's not working
Well, there are a few places "above" the PAIN.
So what are these PsychOrbs for?
Well, you can use them to reach previously unreachable places.
Yes I know that? But where? I'm lost.
The chest you got them from should lead you in the right direction.
I still can't find it!
PsychOrbs are used for PsychOrb Therapy
I found the Key. Now where do I go?
"An Emerald Key for an Emerald Block"
Yeah I get that, but I can't find that block anywhere.
"From whence you came"
Seriously, where do I use this stupid Key?
There is only one place Emerald is in the Complex. Remember? If not, try starting the map again.
These hints are absolutely no help to me. I'm about to give up. Just tell me.
Warning. I'm going to tell you exactly what to do here.
Seriously, I'm going to spoil everything.
Okay, my suggestion would be to take your time, floor by floor, room by room.
The Complex is essentially a 5x5x5 blocks of rooms, with some rooms missing.
You need to read all the books and keep them.
Once you find an exit doorway out of a corner room which leads to a tall ladder on some blue wool, take the ladder until you go into a room connected to it with a cage wall. In this section there is a redstone torch which I called "Spark".
There is a code here that has a number, letter and hyphen, three times - this indicates the book titles. There is some text in asterisks. When all the phrases are put together, it says "Place the SPARK above the PAIN in my personal HELL".
Now you have to go to the room that has fire and spells "HELL". It's one of the corners.
There is a book in here with the first page that reads "the PAIN". Also, if you open the chest, the chest inventory says "the PAIN". Place the redstone torch above the chest, just below the H.
You teleport behind the cage wall, where you can grab some ender pearls. Now go to the coordinates written in the book. They lead you to an alcove above the Zombie Pigman room. Whip an ender pearl into that alcove and now you can get the Emerald Key.
The clue says "From Whence You Came", and you are looking for an Emerald Block. There is ONLY one room in the entire map that has Emerald Blocks. It is at the very beginning room, with the 4 buttons, the one you drop through. Use an ender pearl is get back up there and place the Emerald Key on an emerald block (anywhere). Enjoy the end.
UID Scoreboard (Top 20):
1. Raecchi - 64 UIDs
1. SnoShoe - 64 UIDs
3. StarScythe7 - 62 UIDs
4. Anistuffs - 60 UIDs
4. mrcamoturtle - 60 UIDs
6. jespertheend - 59 UIDs
6. Darkshape45 - 59 UIDs
8. Dragonmark - 58 UIDs
9. romibi - 57 UIDs
10. DualCitizen - 55 UIDs
11. Sklobington - 54 UIDs
12. Captainraddy - 53 UIDs
13. jackkennedy98 - 52 UIDs
14. Thalizar - 51 UIDs
14. Zackattack5796 - 51 UIDs
14. AGuyYouDoNotKnow - 51 UIDs
14. Deadly419 - 51 UIDs
18. Kyte314 - 50 UIDs
18. HurricaneDude7 - 50 UIDs
18. PinkyH - 50 UIDs
Take a screenshot of your total UIDs when you reach the finale and post it here. I will keep the top scores posted.
Update Log:12/15/13 - Released version 1.8 for Single Player and 2 Player Version
- Missing blocks in hidden ceiling area filled
- Removed authors from books to incorporate mystery
- Command block text remade to display from Complex
05/26/13 - Released version 1.7 for Single Player and 2 Player Version
- Replaced all levers outside of Complex with Redstone Blocks to discourage griefing
- Biome layout redone Beach/Sky to possibly prevent squid spawning
- Added puzzle to diamond house
- TelepOREtation puzzle fixed for 2 Player Version
- Changed Emerald TelepOREtation to Lapis TelepOREtation
- Watermelons changed to apples
- Book titles changed to assist in final result
- Some puzzles made a bit easier to find UID
- Trapped chest hallway puzzle made harder
- Water columns made more difficult to stay on
- Better prize for successfully jumping Chest parkour
- Changed "The Wall" reference
- Various other minor tweaks and spelling fixes
05/11/13 - Released version 1.6 for Single Player and 2 Player Version
- Adjusted command block text to read properly in 2 Player Version
- Fixed "broken piston dead end" so player cannot get stuck
- Finale adjusted from mixed up visual
- Fixed some book text
04/27/13 - Released version 1.5 for Single Player and 2 Player Version
- Adjusted Multiplayer start area to remove mob spawning
- More TP commands altered to fit 2 player better
- Fixed 2 dead end areas that could possibly have no escape
- Fixed spelling of "Version" on 2 Player READ NOW book
04/21/13 - Released version 1.4 for Single Player and 2 Player Version
- Filled gap above TelepOREtation chest
- Some TP commands altered to fit 2 player better
- Added S.B.M.
04/20/13 - Released version 1.3 for Single Player and 2 Player Version
- 2 Player Spawn Point added
- fixed one room with Recommended Spawn button missing blocks.
- fixed chest in 5 water pillar room to open
04/19/13 - Release version 1.2
- fixed clouds issue
- fixed "Patience" puzzle
- placed various missing ladders, blocks, pressure plates
- Book E11 changed to Book 11E
- Book 3E - spelling mistake on "neglected" fixed. Some text altered.
- Lava Wading room made symmetrical.
04/18/13 - Released version 1.1
- fixed wrong coordinate in 4 pillar lava room
04/16/13 - Released version 1.0
minecraftmaps.org - 9/10
rsmalec - 18/20
VII - 16/20
A very huge thank you to Jesper the End and Jobexi for beta testing my map. Many changes were made based on their recommendations.
**You have my complete permission to make an LP and post it on youtube or any such site so long as you link the map back to this forum page**
Featured Let's Play: Lost Connection - Complex v1.7--- EPISODE PLAYLIST ---
Other Let's PlaysSnoShoe - Complex v1.6
VashTS240 - Complex v1.6
DualCitizen - Complex v1.5
Grim Panda - Complex v1.2
Anistuffs - Complex v1.2
rsmalec - Complex v1.1
VII - Complex v1.0
Thalizar - Complex v1.0
Jobexi - Complex BETA
Please report any bugs, missing blocks or even spelling mistakes you find by sending me a personal message. Thanks. I hope you enjoy the map!
Jan 13, 2012sonicether posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]Posted in: Minecraft Mods
Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
Please read this entire post before attempting an install or posting about a bug.
Development news is posted on my Facebook/Twitter page: http://www.facebook.com/SonicEther
If you would like to access beta and experimental versions of SEUS Renewed and support the development of SEUS, check out my Patreon page: https://www.patreon.com/sonicether
SEUS Renewed screenshots!
SEUS Renewed is an on-going project! Feel free to report any issues you encounter.
Setup (PLEASE READ)
OptiFine has taken over shader support for Minecraft. Go download and install OptiFine first! ALWAYS USE THE LATEST VERSION
You need to install this mod to use my shaderpack!
Once you've got OptiFine installed, to use a shaderpack, follow these instructions.
1. Navigate to your .minecraft folder (google is your friend if you don't know how to do this).2. Create a new folder called shaderpacks (without capital letters) if it isn't already there.3. Go download my shaderpack "Sonic Ether's Unbelievable Shaders" from below and place the shaderpack in this directory.4. Valid shaderpacks include .fsh and .vsh files that the Shaders Mod reads to tell your GPU what to do during runtime. These files must be in a folder named shaders within any shaderpack. Shaderpacks may only be uncompressed folders or .zip files.
The following is an example of the file layout possibilities for the shaderpack Sonic Ether's Unbelievable Shaders v10.1 Ultra.minecraft/shaderpacks/SEUS Renewed 1.0.0/shaders/[.fsh and .vsh shader files here]or.minecraft/shaderpacks/SEUS Renewed 1.0.0.zip/shaders/[.fsh and .vsh shader files here]
If this layout is not respected, your installed shaderpacks will not work. This is the first thing youshould check if your game looks like vanilla Minecraft.
5. In Minecraft, go to Options > Video Settings > Shaders. Here you will see a list of your currently installed shaderpacks. Select a shaderpack by clicking on it.
6. In Options > Video Settings > Shaders, make sure that "Old Lighting" is set to Default!
7. Click Shader Options in the bottom right corner of the Shaders selection screen (for v11.0 and Renewed) to setup SEUS-specific options. Here you can choose from Low, Medium, High, Ultra, and Extreme profiles, as well as tweak any individual option to suit your needs!
Sonic Ether's Unbelievable Shaders
SEUS Renewed is a re-imagining of SEUS and is an ongoing project. Check the links at the very top of this post to follow its development!
Make sure to always use the latest version of OptiFine!
-Improved GI and SSAO
-Super smooth Temporal Anti-Aliasing
-Completely reworked system for day/night cycle based on atmospheric scattering
-Accurate sunlight color via atmospheric scattering
-Accurate ambient sky lighting from atmospheric scattering via Spherical Harmonics
-New atmospheric scattering on distand land for a natural sense-of-scale
-New underwater rendering
-Normal/bump mapping from torch/artificial light
-Screen-space shadow tracing for better contact shadows
-Vastly improved performance with long render distance settings
-Physically-based specular highlights from sunlight
-Improved 2D clouds
-Improved rendering of stained glass
-New rain/wet effects
-End and Nether shaders
-Improved POM and POM self-shadowing
-Many more, too many to list here!
-Tweak Shader Options to adjust SEUS v11.0 based on your hardware!-Variable Penumbra Soft Shadows-Proper rendering of transparent objects-Proper light absorption through stained glass-Stained glass colored shadows-New volumetric clouds-New water rendering-Water caustics-Crepuscular rays (volumetric light rays)-Improved GI-Vastly improved shadow and GI render distance-Automatic exposure adjustment based on average brightness-New tonemapping operator-More natural/realistic lighting values-Atmospheric scattering-New BRDF for diffuse and specular lighting-Spider/Enderman eyes no longer look glitched-Lots of other improvements!
SEUS v10.2 Preview 1
SEUS v10.2 Preview 1 Ultra (work in-progress)-Single bounce diffuse global illumination from sunlight!-SSAO-Fixed day/night cycle-Various other bug fixes
SEUS v10.1 Lite Coming Soon...
Some issues have been fixed from Preview 1. Some new features have been added.-Puddles form when it rains and create reflections. This effect is meant to be seen when using a resource pack with normal maps. Go download ChromaHills which has normal maps.
-New procedural clouds rendered directly in the sky and in reflections (transcending screen-space)-Cloud shadows. When clouds are covering the sun, direct sunlight dims.-Torchlight color is much more mellow and less orange.-Better specular highlights from sunlight when a texture pack with specular maps is used.-"Smooth lighting" reverted back to old rendering mode.-Tonemapping adjustments-Overall less harsh outdoor lighting
This preview version still has some issues but is overall faster and improved over v10.0. A full release of v10.1 will be released soon. It has not been tested for use with OptiFine.
LEGACY VERSIONS:SEUS v10 RC7 Ultra
SEUS v10 RC7 Ultra (1.6.2 compatible)
SEUS v10 RC6 Ultra
SEUS v10 RC5 Ultra
SEUS v10 RC4 Ultra
SEUS v10 RC3 Ultra
SEUS v08 Lite
SEUS v08 Standard
SEUS v08 Ultra
Once the mod is properly installed, there are a few things you can do to ensure maximum performance.
-Run the game in a smaller resolution in full-screen
-Lower your render distance
-When OptiFine is installed, try toggling "Options > Video Settings > Performance > Smooth FPS:". "ON" gives more responsive input and more steady fps, but likely lower maximum FPS.
Reporting an Issue
If this mod is giving you unusual results, please make sure that you installed everything correctly first.
If you are using this mod on a Mac, I'm sorry to say that I am powerless to provide Mac support. I apologize.
I can't help you if you don't provide these details:
-Describe your issue thoroughly. Provide a screenshot or video if you can.
-Describe your system specs. If you forget this step, I cannot help in any way.
-Include the output log along with your issue report.
-Describe the shaderpack, OptiFine mod version, and Minecraft version that you are running when encountering this issue.
Jun 9, 2013kingbdogz posted a message on [Alpha] The Aether II: Genesis of the Void (The Festive Update! Presents, new companions, and more!)Posted in: Minecraft ModsATTENTION:The Aether II is in ALPHA. There aren't many huge bugs, but there's also not much content. We're working on adding tons more for the future, but we recommend YouTubers and reviews hold off until we at least reach the beta state! If you find any bugs, please report them to our GitHub. Thanks and enjoy!
We're looking for programmers! Check out this post.
After over a year of work, Gilded Games is proud to present...
The Aether II, a Gilded Games project.Join the community at www.AetherII.com.
What is the Aether II?
The original Aether mod was one of the largest and most popular Minecraft mods of its time back in the Minecraft beta. With the Aether II, we aim to recreate that same amazing experience but with a fleshed-out sense of quality. The mod includes amazing features such as our advanced party system, our vastly redesigned dungeons, and much, much more. Aether II is designed to be the polar opposite of the Nether, a grand realm of floating islands in the sky with dark secrets beneath. Getting to the Aether is easy -- a 4x5 glowstone portal (just like the Nether portal!) and a little water will open the path to the skies. Discover new unique mobs and items in this vast and beautiful world.
... But why are there so many bugs?
The Aether II is currently in an open alpha development stage, meaning the mod is highly unstable in some areas. Don't fret, though, we will soon be releasing our first beta update, complete with tons of fixes, improved systems, new biomes, mobs, items, and more.
New Ores, Items, and Armor
While exploring the Aether you'll come across a variety of new ores, such as Ambrosium and Gravitite. Search and discover each new ore and unlock its secrets!
The Aether II is also accompanied by sevreal new sets of armor each accompanied by its own special ability. A full set of Neptune armor, for example will allow you to walk across the depths of the ocean with ease, and a full set of Valkyrie armor will allow you to fly! Getting your hands on these mythic sets won't be easy, though. Fight and defeat dungeons, and if all else false, try your luck at using some Continuum!
Dungeons and the Party System
One of the most revolutionary additions to the Aether II is our advanced dungeon and party system, allowing you to team up with friends to tackle some of the Aether's most difficult (and rewarding) challenges together. Explore the newly designed Slider's Labyrinth, a reimagination of the original Aether's bronze dungeon, and fight the realms darkest and most dangerous foes.
Once you've assembled your party, have the party leader simply right click the dungeon's entrance, queue up, and enter the depths of the labyrinth. Dungeons regenerate their loot, enemies, and bosses after a party leaves, ensuring everyone gets a shot, not just whoever finds it first.
While the original Aether's dungeons only took up a small area, the Aether II's Slider Labyrinth occupies entire islands, meaning you'll have no shortage of loot to grab, enemies to fight, or chambers to explore! Each dungeon contains five minibosses that must be defeated before gaining access to the final boss, the Slider.
How are you going to conquere dungeons with your friends without having a way to meet up? The Aether II is built on the Minecraft Forge API, allowing an easy way to create and manage Aether multiplayer servers! Minecraft Wiki provides a simple tutorial on how to get your own server up and running.
But if you don't want the hassle, just hit the "Official Aether Server" button on the main menu. We've got an awesome server set up by the awesome team at CraftNode Hosting complete with an myraid plugins and an awesome community to help you get started!
The Aether II Launcher
We know installing mods can be difficult, so we're proud to present the Aether II Launcher! All it takes it logging in with your typical Minecraft credentials, choosing what version you want, and hitting play. The launcher will install everything you need to a new folder, .aether, so you can still easily manage all of your Aether II files. Launcher not working for you? Make sure you're running on an updated version of Java 7, and if you're still having issues, you can grab the files for a manual installation below.Download the launcher: Click here!
Downloads for manual installs: www.AetherII.com/downloadsManual installs require Forge and Gilded Games Utility.
Donations (and perks!)
Donating to the Aether II will unlock the Donator Perks section in your inventory, allowing access to several exclusive skins for your Moas, plus many more perks we're working on! Donating is easy and directly supports the developers so we can continue work on bringing the mod closer to release. Hit the button below, type in your username and the amount you wish to donate, and PayPal will take you through the rest. Any donation supports us, so any donation will unlock the extras!
Keep up with DevelopmentLatest update:
Gift giving! Companions! New accessories and much more!Get it now at www.AetherII.com/downloadsManual installs require Forge and Gilded Games Utility.
Project Leads: Brandon "Kingbdogz" Pearce and Emile van Krieken
Developers: Collin Soares and Chris Peterson
Art and Design: Oscar Payn and Hugo Payn
Music Composition: Emile van Krieken (Grab the Aether soundtrack here!)
Community Manager: Brandon Potts
Quality Assurance: Jon Lachney
Additional Compositions: Moorziey and Aether UK
Retired Team Members: Jaryt, Cafaxo, Saspiron, Liberty, Flan, _303, Risugami, Tundmatu and Kodaichi
Feb 26, 2013Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Supporting this suggestion
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
By default, nothing will change.
By default, nothing will change.
By default, nothing will change.
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
Apr 12, 2013thehippomaster21 posted a message on [Aesthetic] Animated Player - Compatibility and Flying! [v1.5.1]Posted in: Minecraft ModsAnimated PlayerBy thehippomaster21
Do you love Minecraft's default animations? Are you obsessed with the way the Minecraft player looks and acts? Do you wish Minecraft's player would forever look the same way? Well if you do, then this isn't the mod for you!
After countless hours of working (it wasn't that long), Professor HippoMaster now introduces to you the Animated Player Mod! This mod completely replaces and reanimates the player model by adding more joints and better animations. Also, it's completely client-based, which means it works for servers too (just don't install it into the server)!
Now with rounded curves!
Currently this mod replaces animations for walking, running, swimming, jumping, sneaking, flying, riding, bow-aiming, blocking, climbing, hitting, eating, and drinking!
The player now has his own face! It has the following features that can be configured. Check out the custom textures section for more information on configuring. This features:
Moving eyes depending on where the player is looking.
Opening mouth when the player is panting.
Eyebrows that become sad when hungry and confident/angry when aggressive!
Hats now render each pixel individually to make it look better! This can be toggled in the config file.
Check out this website for a few more!
Check out DalekSlayer's Skin Library for animated-player-supported skins!
Feel free to contribute by writing on his page as well, and remember to thank him!
Your own textures work with the mod too! Just color in the right areas specified below, then upload your texture to minecraft.net! Also, make sure not to use pitch black or pure white as your colors, or else they may be ignored. However, if you want to change your offline player look, check out the features inside the configuration file in .minecraft/config/AnimatedPlayer.cfg.Face
Color in the Eye Overlay 1 to replace the skin at Eye Replacement 1 with animated eyes.
Color in the Eye Overlay 2 to replace the skin at Eye Replacement 2with animated eyes.
Color in the Eye Overlay 3 to replace the skin at Eye Replacement 3with animated eyes.
(AKA you can make 2x2 eyes or 2x3 eyes)
Color in the Eyebrows to give the player animated eyebrows above the eyes.
Color in the Mouth to give the player an animated mouth and teeth.
Compatibility and Bugs
Compatibility is in the midst of being fixed with some things already working. For example, here's me using a Farlanders mod hat and Battlegear mod armor!
Still testing the compatibility issues
* updated to mc1.7.10
* added simple flying animation
* added compatibility with modded hats/helmets
* attempted to fix armor compatibility issues
* fixed better hats sometimes messing up
* custom textures section for eyes, mouth, etc must not be completely pure white
* simplified some internal code
* fixed armor boots being too small
* fixed up texture to make curved joint lighting look more normal
* added curved bottom joint (still testing too)
* slightly changed block breaking/placing animation
* updated to mc1.7.2
* changed config and added new animateFace option so people having trouble can turn it off
* added round joints! for arms and legs (still in test mode)
* mod now depends on AnimationAPI
~updated to mc1.6.4
~added longer eyes support
~fixed cape bug
~slightly change custom textures implementation
~added a possible compatibility function
~fixed helmets being overly large
~removed some repetitive forge hooks
~made sneaking transition slightly quicker
~added standing pose
~changed jumping animation
~greatly improved block hitting and mob hitting animation
~added separate block hitting animation for tools (pickaxes, axes, hoes, etc)
~improved breathing animation to look more natural
~updated to mc1.6.2
~readded some forge hooks to the new RenderPlayer class
~fixed sneaking backwards not looking proper
~fixed bug where wearing blocks (pumpkins, etc) on player's head positions funnily
~fixed bug where helmet doesn't render
~made hats in player model render each pixel separately
~made swimming animation a bit more realistic by rotating entire body when swimming up and down (thanks to LOLCaatz)
~remade sneaking animations to look more like actual sneaking
~updated to mc1.5.2
~improved joints in the player model
~added climbing animation
~added sleeping animation
~added eating animation
~added drinking animation
~made eyebrows only look angry when attacking, sneaking, aiming, etc
~made player only open mouth for a period of time when exhausted
~attempted to fix issue where model doesn't load again
~fixed bottom of top arm loading the wrong texture
~improved performance overall by separating animations more distinctly (only in code, the result looks the exact same)
~made blocking animation smoother when just stopped blocking
~fixed bug where eyebrow still appeared even when set blank in texture
~attempted to fix capes rendering backwards
~fixed player animations not working for server players
~attempted to fix model not working at all for some people
~slightly change the texture format for the face animations
~made face animations not render if the texture isn't filled in (also don't use all pure black)
~fixed shooting the player with arrows screwing up animations
~fixed left leg texture not flipping properly
~fixed head screwing up when riding a pig
~fixed capes not working
~UPDATE: face animation configurations in the config file now only apply to default textures
Q: The game crashes with with java.lang.ClassNotFoundException: mods.AnimatedPlayer.AnimatedPlayer. What do I do?
A: Don't extract the zip file! Put the whole zip into the mods folder.
Q: Can you update the mod to the latest minecraft version?
A: If the mod isn't already updated, that means I'm working on it. Please don't bother me telling me to update.
Q: Can I make a texture pack that supports your mod?
A: Of course! Go ahead
Q: Can I create a video of your mod?
A: Of course! Go ahead
Q: Can I make a modpack with your mod inside?
A: If it's a private modpack, go ahead. Please don't use this in public modpacks and don't PM me asking for permission.
Video:Thanks to SniperPwner:
>> Click Start and type %appdata% into the Search area
>> Click the folder that is called Roaming
>> Find the folder inside called .minecraft
Move the mod zip file to .minecraft/mods
Animated Player v1.5.0 mc1.7.2
Animated Player v1.4.1 mc1.7.2
Animated Player v1.3.0 mc1.6.4
Animated Player v1.2.1 mc1.6.2
Animated Player v1.2.0 mc1.5.2
Animated Player v1.1.0 mc1.5.1
Requires the AnimationAPI and Minecraft Forge. Built with Forge v10.13.4.1448. Update your Forge if needed!
Works well with Sabar's Shoulder Surfing Mod!
Check out my other mods here!
Wanna show your support for the animated player mod? Try a banner!
Special ThanksDeath_Dealer: For providing the wavefront objects for the rounded curves.
LOLCaatz: For giving me bugfixes.
SelectedLime and DalekSlayer: For working on the deceased skin library.
Master_Hill_, Alvoria, and many others: For constant monitoring of people's posts.
I may have missed you, send me a message if you want
CopyrightTERMS AND CONDITIONS
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER - TheHippoMaster21, Original author of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
Enjoy! If you like it, feel free to add a .
Apr 16, 2013Posted in: Minecraft Tools
Free rig for Maya 2014!You can use it for your animations, projects and anything you like, just remember to give me credit for it.
Any comments, opinions, reviews, ideas, problems, questions... feel free to post them here.
You also get this tools with the different materials textures
If you need a little help getting through then you may find this a little helpful:
- Fully editable face.
- Easily change the skin.
- Helmet/hat/mask included.
- Easy to understand.
- FK/IK controllers.
In the video I explain how to move the character around, what each controller does (though you can find that by reading the name or just moving it around) and how to change the skin.
Other things you might find useful:
If you're just getting started on Maya then you might be a little confused of what do I mean with that. Well, occlusion is a useful little "filter" that will get your renders a better shading. I've only used on still renders, I have no experience with animation yet so I can't tell you if it's useful with animations or not. I will try to explain it so that anyone can understand, you only need basic knowledge of Maya and Photoshop, as this is for pictures not animations.
First of all, why would you want to use occlusion?
Without occlusion: ___________________________With occlusion:
Much better, right? It's really simple to do this, just follow this steps:
- Set the camera in the exact position you want.
- Render normally and save the image as TIFF (if you do it with PNG Photoshop will behave weirdly).
- Do NOT move the camera, not even a bit, make sure it stays that way or you will have to start again.
- Now go to Channel Box and look for this:
- By default you will be on the Display tab (were the Mesh, Controllers and Helmet layers are), turn off the Helmet layer if it's not already hidden (I will explain why later). And then go to the Render tab and click on Occlusion, it should look like in the picture above.
- When you do this your preview will turn completely black, don't panic that's supposed to happen. Remember to do not move the camera. And now render. You will see something like this:
- Save it just as you did with the render, remember to use TIFF. Open the render in Photoshop, create a new layer and paste the occlusion picture there. Set occlusion to multiply.
- Now erase the shadows on the head that are over the helmet if needed, and that's it.
If you hadn't hide the helmet on the previous step you wouldn't be seeing the eyes, eyebrows and mouth's shadows, instead you will have a lighten box around the head.
(click the image to download the rig and tools)
If you liked it don't forget to click on that pompous green arrow ;D And follow the topic so you know when I update the thing!
* 17/04/13 - Fixed some stuff with the hat texture, and the hands and feet controllers now rotate with their respective member.
* 09/05/13 - You can now scale the character!
* 09/06/13 - Improved knee and elbow controls. Character can now fully rotate.
* 10/06/13 - Improved mouth controls.
* 03/10/13 - Added the tools.
* 10/11/14 - Added FK controls.
Nov 20, 2012CptHunter posted a message on Custom LAN Mod - LAN At Your Fingertips, Now Updated to 1.7.2 and 1.6.4!Posted in: Minecraft Mods[represent]Custom LAN Mod
What is this?
This mod allows for you to enter a custom port, IP, and MOTD*! I did not stop there. I saw the opportunity to add more features, and I did. Now you can edit almost everything you could edit on a normal, vanilla, server! I also added some basic options to get your LAN feeling a bit more like a real server. It's like starting a server, but with your own Single Player worlds, and with your own Single Player mods.
*Stands for Message Of The Day. Visible under your server name in the servers list.
What are the requirements?
Forge, of course! Unless you're using older versions. Standalone versions don't need anything to run.
How do I install it?
Ah. The infamous question asked by many. Yet, it almost always has the same answer. Follow the steps:
- Download the installer
- Select your desired version
- Click install
- Download the Forge version of the mod
- Put it in your mods folder (coremods if you're using a version older than 1.6.4)
- Download the mod
- Backup your minecraft.jar
- Delete the META-INF folder from your minecraft.jar
- Extract the mod into your minecraft.jar
It's very simple. First, go to Options > Multiplayer Options and edit the settings to your liking. In the latest Forge version, this is located in Mods > Custom LAN > Config. After you are satisfied with the settings, go to one of your worlds. Press pause (ESC) and choose Open to LAN. Now, for the IP field, it is strongly recommended to keep it to the default value, unless you know what you are doing. The IP field should be you Local IP ONLY! You will get an error if you try to use your Public IP! In the port field, choose a port of your liking. 25565 is recommended, since it is the default on a real Minecraft server. If you want people outside your internet (Non-LAN) to join your game, port forward the port you entered. You can find more information on how to do that here Now, you've come to the final part! Just click Start LAN World, and watch your SinglePlayer world turn into a MultiPlayer Server! Now, if you port forwarded and want other people to join your server, give them your Public IP (you can find it here) followed by a ":" and your port number. For example, 0.0.0.0:25565. If you launched a server and you have a mod installed that adds a block or an item, make sure that everyone who joins your server has the same mods, too!
What commands are available?
- /Back (Teleports you to latest deathpoint)
- /Broadcast (Broadcasts a purple colored message to everyone on the server.)
- /Ban [reason]
- /BanIp [reason] (name of player will be changed to his IP automatically.)
- /BanList (lists people who are banned)
- /Kick [reason]
- /God [OptionalPlayerName]
- /GetTime (Returns a nice representation of the current world's time)
- /Hat (Puts whatever item in your hand as a helmet!)
- /Heal [OptionalPlayerName]
- /Eat [OptionalPlayerName]
- /SpawnMob [X] [Y] [Z]
- /ViewMOTD (View's server MOTD)
- And more to come!
By Finalclaw:(Most current spotlight, and an interview!)
By thisisdwood1: (Thank you very much, great spotlight!)
By mrmacmm: (English and German, Bilingual! Great spotlight!)
Downloads (If the links are down, try again later. I don't have the greatest host):
AUTOMATIC JAR INSTALLER (.JAR - AUTOMATIC EXE INSTALLER (.EXE)Currently updating this, sorry!Forge Versions (I am only making Forge versions from now on): (.JAR)1.7.2 Recommended! Most stable release.ModLoader Versions: (.ZIP)Older - 1.5.1, (Older versions do not get updates)Standalone Versions: (.ZIP)Older -1.5.1, (Older versions do not get updates)
- CptHunter - Main Developer
- Finalclaw - Debugging
V2.3 (Current) (Most feature-filled update!)
- Added 1.7.2 and 1.6.4 support
- Recoded a lot of code to run better
- Different approach on hooks, this mod doesn't edit any base classes now!
- /Stop command now stops the actual server instead of exiting the world.
- /Reload works more effeciently now
- Added /Eat
- Permissions GUI now is automatic, meaning all future commands will have a permission automatically!
- Bug fixes
- General imporvements
- 2.3.1: Fixed /help bug
- Added 1.5.2 support
- Fixed IP fields not working correctly
- Added optional X Y Z coordinates in SpawnMob command
- General, minor, bug fixes
- Added 1.5.1 support
- Added /spawnmob
- Fixed max players with Forge version
- Fixed ops with Standalone version
- Code improvements
- Added /Fly.
- Added /ReloadOps.
- Added /Explosion.
- You do not have to type the whole name anymore, for example, if you want to teleport FirstPlayer to SencondPlayer, you can type "/tp fir sec" and it will work.
- Enhanced GUI.
- Added more permissions.
- Added /Broadcast.
- Added /ViewMOTD.
- Added /GetTime.
- Forge version is more stable.
- Out of development (BETA) stage.
- Added /Back.
- Added /Stop.
- Added /PM.
- Added /Save-All.
- Added /Save-Off.
- Added /Save-On.
- Added /Lightning.
- Added /Fireball.
- More customizable permissions.
- Fixed MOTD bug in 1.4.7.
- Added /warplist.
- Added /removewarp.
- Added /reload.
- Bug fixes, yet again.
- Fixed big where server hoster/Ops could not use Op-specifc commands.
- Added support for Player API and a couple of other mods.
- Added a message that states you have to reload the world whenever you need it to apply changes.
- Minor GUI bug fix
- Fixed permissions for /ban|/unban. I am ashamed for releasing a version where anyone can use them, glad someone reported it though.
- Improved usage of /ban, /banip, and /kick.
- Disabled the ability to kick/ban the host.
- Fixed a permission bug where /banip's permission did not work.
- Added /setspawn command.
- Fixed /spawn command.
- Fixed permission bugs.
- Added feature where you can edit permissions of certain commands.
- Seperated GUI so it's not as piled up as it was with earlier versions.
- A couple of bug fixes from here and there.
- Added a Max Players option.
- Added /ban|/unban.
- Added /banIp|/unbanIp.
- Added /banList.
- Added /op|/deop.
- Added /kick.
- Added /sethome|/home.
- Added /spawn.
- Added /god.
- Added /setwarp|/warp.
- Added /hat.
- Fixed MOTD being always "Null". (surprised no one commented on this particular issue...)
- Added a reset button on the IP field, so you can quickly set it to default.
- Added a debug when leaving the port field empty.
- Added 1.4.6 support
- Fixed a bug where Minecraft sometimes crashes after players join.
- BETA Stage.
- Added Online Mode option.
- Added Allow PvP option.
- Added Allow Monsters option.
- Added Allow Animals option.
- Added Allow Flight option.
- Added feature where all settings save on exit, including IP and Port fields.
- A lot of bug fixes.
- Stability enhancements.
- Fixed IP field accepting wrong IPs on Standalone.
- Added feature where MOTD saves on exit.
- Added support for OptiFine and many other mods.
- GUI upgrade.
- Bug fixes.
- A lot of bug fixes with Forge version, used to be unstable.
- Added support for Forge and ModLoader.
- Bug fixes.
- Released (Alpha).
May 16, 2013GlaciusFrost posted a message on The FrostForge - GlaciusFrost's Skin Forge (Closed for Good D:)Posted in: Skins__________________________________________________________________________________
Well, I am GlaciusFrost and this is my forge.__________________________________________________________________________________
Well, this skin forge has come a long way since the beginning of the year.
I regret to inform you that I have closed my skin shop for good.
This is due to increased time constraints that have delayed my skins for months at end.
No more requests beyond this point. Sorry. D:
To Rutgerspurs, I will PM you when my requests are done so that you may request your skin.
It has been a great run and I have gained so much experience and inspiration from you guys, especially long-time supporters, for all your encouragement and requests.__________________________________________________________________________________
- Deathstroke with Akatsuki Cloak - Massavik
- DMC Dante in Slain Beast Coat - KaiserNeonii
- Dinosaur with Purple Beard (Custom Skin) - xRYNASAURx
- Ilan Ramon - LenMe
- Paratrooper uniform - Brookyln21
- Snow (Wolf) - AlphaSnow
- Prototype Alex Mercer - Pedrolb10
- Dante Skin Improvement - KaiserNeonii
- Kagamine Len - TheRealZombiee
- Green Cookie Guy - SoftSoap
- Last Ranker Zig - RaNker45
- Roblox Guy in Red Shirt - AaronTan2000
- NOAA Guy - Stormchaser206
- Catwoman with Akatsuki Cloak - Massavik
- Kim (Wolf) - AlphaSnow
- Hatsune Miku - Raiden45
- Assassin for a Server - Felp234
- Arcade the Dragon - ShinyArceus4
- Max Payne - Pedrolb10
- Velociraptor (Walking with Dinosaurs) - iCrazy117
- Pulsefire Ezreal LoL - XDKlimnt
- Some Adventurer - Rambunctious Catfish
- Legionnaire Soldier - Brookyln21
- Banana Dancer in Santa Hat & Jacket - MonkeyAttack
- Steampunk Pirate Captain - TemplarEnoch
- Personal Skin in Santa Suit - u_cool_dudeMC
- Pikachu in Akatsuki Cloak - Massavik
- Personal Skin in Casual Outfit - u_cool_dudeMC
- Buff Red Haired Butcher - Jan049
- Shading for Personal Skin - xxm0rtexx
- Personal Skin in 4th of July - u_cool_dudeMC
- Rex Raptor (Yu-Gi-Oh) - trollface_rules
- Comic Bane - Massavik
- The Anger (Brink) - Hawk58
- Penguin Head Guy in Boxers - xxm0rtexx
- Jupiter + Thor = Jupithor - Massavik
- Alpha and the Omega Skins (11 skins) - AlphaSnow
The Alpha and the Omega Skin Series
Since I have so many of these by a request from AlphaSnow, here is the full collection.
Jun 4, 2013Bagelface posted a message on "Mods" In vanilla using redstone and command blocks[I'm back from the dead]If you are looking for my map(s), you can find it/them here: http://www.minecraft...t-with-a-twist/Posted in: Redstone Creations
Ok. I really have no idea where to put this post, as it is kind of a mod, kind of a map, and kind of redstone. I think it should go here though. I don't know.
Anyway, I was derping around one day, and I saw Sethbling's video where he was showing off his ultra hardcore box. This was a cluster of redstone and command blocks and things in a box that caused you to not regenerate life after you took damage. I thought it was cool, so I downloaded it, played it through, then stared at the redstone for a while to see if I understood how it worked, and I actually did, even though I am not that great with redstone. I though that maybe, If I worked a bit, I could make this kind of thing, but with different commands, creating a different play through of Minecraft. I decided that I could make multiple, and thus make it less of a singular device, and more of a concept. I call them, Modboxes. When I was coming up with a topic, the first thing I thought was, Minecraft is too easy, I should make it harder. Thus, the first thing I made was a magic bedrock box that you import into your world to enable hardmode.
The first modbox I created. This modbox doesn't change anything, until you kill the Enderdragon. when you beat the game, and collect the egg, (You can do this with a piston for those of you who don't know) then everything gets many times more difficult. First of all, it is night time all the time. Forever. I do realize that when it is night time, less monsters will spawn in caves. I could not figure out a solution to this. Another change is that the difficulty is locked on hard. If you wanted to play on peaceful, then you really didn't need this modbox, so I didn't see any reason not to include it. The main feature of this however is the new health system. Similar to ultra hardcore, you will not always regenerate health. The difference is, in ultra hard core, you cannot take any damage. In this version, it is slightly more falling damage friendly. If you take a half heart of damage, you are still fine. Once you take 2.5 hearts though, you will not regenerate past 2.5 hearts. The same thing goes with 5 hearts, 7.5 hearts, and 9.5 hearts. (I can't exactly do 10 hearts can I?) when you take 2.5 hearts, you gain mining fatigue until you heal(I will explain later.) When you take 5 hearts, you will gain hunger, when you take 7.5, you will gain weakness, and when you take 9.5, you gain blindness. To heal, there are 2 things you can do. One, is die. This is not ideal, as you have a death counter, with some penalties(explained later) Or, you could collect gold(Or budder for you Sky fans.) Anyway, if you collect a gold block, it will take it from you, and heal you up 2.5 hearts from where you were before. The one exception is if you are at .5 hearts, it will heal you all the way up to 5, because being at .5 hearts is impossible. If you collect an entire set of gold Armour, you will have your deaths set back to negative 1, your health brought up to full, and you will gain night vision and resistance for 5 minutes. Moving on to the deaths system, when you die the first time, you will be brought down to 7.5 the instant you spawn. A second time means you are brought down to 5. A 5th time brings you down to 2.5, and a tenth brings you all the way down to .5. At this point, you have lost, you should either give up, or cheat. I played this through and cheated dozens of times, it is quite difficult. The ways to remove deaths from your counter is using gold armor, as mentioned before, or collecting eye of enders. Each eye will remove one death. Eye of ender will also give you night vision and strength for 5 minutes.Hardmode Modbox 2.0 (Wither mode)
I think that is it for this one, If I forget anything I will add it.
I have 2 downloads, one of them is for the schematic file to import to your world, the other is just a world file for people who don't have mcedit. The seed for this world is qmqmqmqm, and cheats are enabled, as I know I used plenty of them, and I don't want to be cruel.
World file: http://adf.ly/Q1jq6
There isn't that much change in this one. I created this second, after my first creation still wasn't quite brutal enough. See, I had geared up with plenty of armor before I fought the enderdragon, so after hardmode enabled, nothing was still really that difficult. The difference this one makes is that you start out in hardmode, with the goal to kill the enderdragon. It starts out night, making the beginning the most challenging part ever. You are probably thinking, how do you kill the enderdragon if you can't collect eyes of ender, the just get sucked up and you gain a life (If you arn't thinking about this, now you are, or you haven't read the original version above) I didn't want to remove that feature, because I thought it was cool. My solution ended up making gameplay much more interesting. Before you can collect the eyes of ender, you need to kill the wither. The wither is very dangerous if you don't really regenerate health, so good luck if you do end up playing this. When you collect the nether star, whoever collected it will be healed to full health, have immunity to wither, in case you wan't to fight it again(I don't know why you would do this) permanent resistance one effect, and the ability to pick up eyes of ender without them dissapearing. Note that means that if you kill the wither, the only way to reset your deaths is with full golden armor. This version is by far harder than the version above, but a little side note, killing the wither gives you 200 levels. I think I forgot to mention that.
Again, I think that is everything, if I missed anything, tell me and I will add it.
Downloads: Same format as before, a schematic, and a world download.
World file: http://adf.ly/Q1l0Q
Level based health modbox:
Pretty much everybody that has responded to the original idea has said that the modboxes were cool, but way to difficult. I think they are still possible, and players who are looking for a massive challenge can still go there, but that is probably as hard as these things will get. Anyway, in response to everybody that wanted something easier, I made a new modbox. This modbox bases your max health of of your xp level. the way this works is when you are low level, it detects your health to see if it goes to low, and if it does, you get hit by instant damage 5, instakilling you. As you level up, this number that triggers the instant kill will be less and less, making it so that you need to take more damage to be killed. Eventually, you have a full 10 hearts again. After that, you get a scoreboard objective called overheal. If you have any overheal, you will have regeneration 2, permanently. When you take damage, the overheal drains, and if you lose all your overheal, the regeneration stops. Yes, it is still possible to die with regeneration 2, however, the only thing this really effects is things like jumping off cliffs, or falling in lava, so it doesn't matter too much. This should give a challenge for those who want one in the beginning (as you only have 1 heart,) and some easy playtime later, as you have 20 hearts when you get to level 30. The idea here is that you take a bit more time about how many levels you spend, as it hurts a little more.Different timing cycle:
Health values per level:
Note that where I say overheal, I mean max overheal. Your overheal regenerates at about the same speed of your health regenerating at full hunger, and you will only regenerate overheal if your health is full.
Level 0: 1 heart
Level 1: 2 hearts
Level 2: 3 hearts
Level 3: 4 hearts
Level 4: 5 hearts
Level 5: 6 hearts
Level 6: 8 hearts
Level 7: 8.5 hearts
Level 8: 9 hearts
Level 9: 9.5 hearts
Level 10: 10 hearts (nothing changed)
Level 12: 2 overheal
Level 14: 4 overheal
Level 15: 5 overheal
Level 16: 6 overheal
Level 17: 7 overheal
Level 18: 8 overheal
Level 19: 9 overheal
Level 20: 10 overheal
Level 25: 15 overheal
Level 30: 20 overheal
Downloads: Yay! Again, same format, although the seed this time is wzwzwzwz.
World file: http://adf.ly/Q4a2B
This is very simple. All I did here is make a clock hooked up to a command block that adds a bit to the time, to make the time cycle faster. There are 3 speeds, faster than normal, quite fast, and stupidly fast. (also classified as low, medium and high.) There is also a version that slows down the cycle a bit. Not much to say here, the stupidly fast provides a bit of challenge and fun, or you can use these as something different.Vampire mode modbox: Uses 1.6. I don't want to change the text in the spoiler about the "new" snapshots. Just ignore them please.
Downloads: Only Schematics for now, I really don't want to make a seperate world for all of these, and then test to make sure the import didn't bug it. If you can't use Mcedit, post a reply asking for version of this you want in a world format, and I will import it for you.
With the relatively new 1.6 snapshots, we can disable natural health regeneration. Even on its own, this can be quite fun to play, so I figured, how can I make this into a mod box. There may be more boxes that are built off the naturalRegenration gamerule, but this is the first. This modbox cuts of your regeneration from eating food, and heals you when you kill things. It turns out there is no way to determine between agressive and passive mobs, so if you need healing, you can actually just go to the surface and punch a few chickens. This changes the way you play the game a bit, and causes you to look at bats as little flying noisy health packs. Each kill gives you 2 hearts.Magic wands and books modbox [A fail. Please don't look.]
World file: http://adf.ly/QQqgW
I was actually considering making this so that killing things gives you enough regeneration to heal one half heart, but then I remembered that most people are not going to be playing on creative mode, so one kill is instant health level 1 (Which in the latest snapshots, equals 2 hearts)
I think I will just try to re-write this entire thing, the last time I tried it came out as a mess of random words. This box is the first modbox that adds something new to the game. In this one, I add the usage of magic wands and magic books. You have wands, which are golden hoes, a spell book, which is a book and quill, and some magic dirt, which is just dirt. What I do, is using some command blocks, I constantly attempt to clear players of a written book. If somebody is cleared of a written book, they are given a scoreboard objective, telling the modbox that they want to cast a spell. The modbox will then clear that player of golden hoes with damage values of 1-7, and for each golden hoe that is successfully cleared, they are given a different scoreboard objective, a dummy value. For example, if they sign a book and quill, and they have a golden hoe that has 2 damage, and a golden hoe with 4 damage, they will gain the scoreboard objectives d2, and d4. On a separate area, there are command blocks testing to see if they ever have a correct combination of these durability dummy scoreboard objectives, and if it is successful, it will remove the level cost from the player that cast the spell, and then cast whatever spell the combination leads to. The player is then cleared of all of their durability scoreboard objectives. To give an example, the most basic spell changes the time to day. To cast this spell, you take 3 golden hoes, till one dirt with one, 2 dirt with another, and 3 dirt with the last, so the combination is 1,2, and 3 durability. They then write in their book and quill, and sign it. It doesn't matter what you write, all I am detecting is the change from book and quill to written book. When the player signs their book, the writen book is cleared from their inventory, causing them to be cleared of their golden hoes. Since they had hoes of damages 1, 2, and 3, their scoreboard objectives d1, d2, and d3 are all set to 1. They are then given another book and quill. A command block tests for any player with the scoreboard objectives d1, d2, and d3 all set to 1, who has at least one level. If it is successful, that player looses a level, they are given 3 hoes, and the time is set to day. Even if the command block is not successful, the players will loose the scoreboard objectives d1, d2, and d3 after the time it would take for the spell to be successfully cast. Can you see why this box took a bit longer to build than the rest of them ? Anyway, you probably want a list of the combinations so that you know how to cast the spells. The way I am going to phrase them is what the spell does, followed by the level cost, followed by x:y:z, where x y and z are the durability on your hoes that you need to have when you change the book and quill into a written book.Vampire werewolf thing modbox (For lack of a better name)
Spell of daytime: 1L, 1:2:3Schematic: http://adf.ly/RF6U8
Spell of nighttime: 2L, 2:4 (I forgot to mention, not all spells have 3 hoes in their combo)
Spell of thunder: 3L 1:4:5
Spell of clearing(weather clear): 0L 1:5 (I just realized that thunder and clearing spells are both broken. Ignore them for now, I will fix it and update this soon.)
Teleport to surface: 3L 1:6
Set spawnpoint: 5L 2:6:7
Heal to full health: 2L 1:2:7
Despawn all mobs: 5L 5:6:7(This one also breaks one of your wands when you cast it)
Of course I forgot to fix the clearing spell, sorry everybody, I will fix asap. I really wish I was able to blame my lack of being able to explain these things on english being my second language, but english is the only language I know. Hopefully this is a bit clearer now.
World file: http://adf.ly/RF6Vm
Random teleports: (New and very small, like <15 minutes small)
Well, the magic wands thing was a failure, as it got to complicated for me to explain. This time, I am keeping it short and sweet(Hopefully.) In this modbox, you get stronger at night, but if you do not kill mobs and animals, and drink their blood, you get hungry, and die. Simple enough right?
Downloads: Schematic only, sorry. Most people seem to prefer their own world, and I keep messing up the spawn chunk thing.
One more thing about this one, it took me a while to try to balance the stronger at night aspect with the bloodthirst part. I tried the best I could, but please leave feedback on the difficulty of this one, as you can all see with the first box, I am not the best at judging difficulty. (Sorry if that was confusing, hopefully it will make a bit more sense if you play it.
I actually built one of these before 1.6, but it kept teleporting you into the middle of an ocean, and it just wasn't that fun. This one uses the spread players command, so it will always teleport you to land. The concept is that every so often, a few minutes or so, you will be teleported to a new location. This essentially focuses the game on exploration, and might be fun for one or two minecraft days. Sometimes the teleport will be good, bringing you to a village or temple, sometimes it will rip you away just as you are mining diamonds.Fwapa derp squeaks modbox (I had way too much fun building this, it didn't take long)
I should probably try to build something bigger at some point, but I haven't really played around with the playsound command and this is what happens when I do. I don't want to explain too much, all you need to do is get an empty map, and right click.
Vetches is awesome.
I got something done. Yay. I have been working with Spyman and Bombz on this one, spy has a server that we can build stuff on. Thanks again spy. This one adds a thirst aspect to the game. When you get thirsty, you go insane and die. You have to drink stuff so you don't die. The funny thing about this is that I could not find out a way to make it so that drinking water makes you less thirsty. I know, that makes no sense. Sorry. Anyway, the two things you can drink are milk, and weakness potions (don't worry you won't actually get the effect) milk, because that is something humans drink, and weakness potions because they don't require nether wart to make. Also, drinking lots of fluids makes lets you enable "sprinting" using your thirst. Right click on a map to enable thirstysprint, and right click again to turn it off. Yeah. The rest can be figured out by playing this, just make sure you get yourself a map. Even cheat one, I don't care.
Downloady: I have kind of stopped doing the world files, that makes these seem to much like custom maps.
Schematic FTW: http://adf.ly/UJoZD
Another form of UHC:
This is pretty simple, but it feels good to finally have an idea. The concept is that you do not regenerate health naturally, but you are healed by sleeping. I was actually having some trouble with comparators getting stuck, so naturally there are some strange things employed to get this to work. I'm rusty at this, sorry for the unnecessary size.
I don't recommend using this on a server, as it would require everyone to sleep and change the time of day. Also, using cheats to change the time might mess this up, so be legit.
Mod boxes for servers:
This is kind of a different section, so I will spoiler it. These really won't be helpful for many people, I really built these more for my benefit, and for the owner of the server I play on. I play on a server that is currently fully vanilla, and is private so we don't really have greifing problems. We do however have some trolls, and cheating is more of an honor system than something that is enforced. I decided to build these to help keep a little bit of order, and they will not work on big servers, only use these on small servers with your friends.
time command for non ops:
Our problem for the vanilla server was that ops had too much power, and non ops had too little. I wanted non ops to be able to change the time, and set the weather to clear, but not be able to ban people and stop the server. I came up with the idea of a halfway op. In this case, the halfway op has a map that can change the time and weather. Fairly simple. Non ops cannot change the time, you determine between ops and halfway ops with a scoreboard objective which I will explain at out of these spoilers.Anti creative op:
to start off, this one only really works on a trustedish friend, and/or somebody that doesn't know how to use scoreboards. This one is the opposite of the halfway op, this is a full op that you can take away powers from. If you give op powers to somebody that has a scoreboard objective p value of 0, if they try to switch to creative, it will not let them. Again, this will let them op others, ban people, stop the server, and let them turn off their boundary, so only use it on somebody you trust, but they might cheat. (Not used in most circumstances, this was for like, 1 guy on the server, so probably won't be useful to you. Whatever.)Spawn protection:
This is probably the most useful of all of them, and is the most simple. It clears non halfway ops of tnt, and gives them mining fatigue so high that they cannot break bushes in the spawn. (Halfway ops being the people with a scoreboard objective p set to 1 or higher.
How to set somebody to halfway op: /scoreboard players set (Playername) p 1
p is a scoreboard objective short for permissions. I use them in the boxes to give powers to only players with the scoreboard objective, and in the case of spawn protection, to stop nonops from breaking blocks. If you want multiple of these on a server, but you don't want to give a halfway op the ability to break blocks in spawn for example, just break into the boxes and change around some of the numbers. These boxes are fairly straightforward, and should be easily customization.
1) Download the zipped file
2) Unzip the file
3) Copy the world file into your saved
1) Open Mcedit
2) Import schematic file into the spawn chunks of your world (The spawn chunks are kept loaded all the time)
More of these are coming, don't worry.
Sethbling is a huge inspiration to me, along with Vechs. (Imagine what would happen if he started using this kind of command block stuff in his maps, better be quiet)
I think I got everything in there. Please leave feedback, I would really appreciate it. If you do a lets play and post it on YouTube, or even just do a review, and would probably subscribe on the spot(The only reason I wouldn't is if it turned out you were a complete jerk-face and went around YouTube screaming at people)
Anyway, thank you for reading, if you found any bugs, please tell me right away. I really hope you enjoy.
Heres a button. I don't know if it even works, just leaving it here as some form of template thing, in case I need a button later.
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