Okay, I'm back, hopefully for good this time. Please see the main thread post for details!
- Shadowfury333
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Last active Thu, Dec, 22 2022 21:27:58
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Misa posted a message on Misa's Realistic Texture Pack - 1.19.4+ UPDATED 1 MAY 2023!Posted in: Resource Packs -
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picklerok posted a message on [MC 1.10][v2.0] World Tools - A mod to speed up building in creative! • Version 2.0 released 2/5/2017Posted in: Minecraft ModsUse at your own risk. I am not responsible for any damage done to your Minecraft worlds.
World Tools is a basic mod that adds new tools to help quicken the building process when building in creative. Sure, some commands exist in Minecraft that do this same thing, but they are not very practical and are a pain to use.
World Tools v2 is an upgrade that has mostly the same functionality as the original, but is completely redone to be much easier to use.
Downloads
Latest:
Older:
Changelog
v2.0
-complete remake of mod
-now actually works in multiplayer, finally
-added in-game hints for your convenience, press to open menu to toggle
-removed reliance on commands except for undo
-press [C] to toggle between floating and direct selection types
-hold [CTRL] and scroll mouse wheel to adjust floating selection distance
-cursor now uses left and right mouse buttons instead of alternating
-holding [ALT] with cursor can be used to nudge selection
-hammer left click will select block, right click will fill area with selected block
-copy and paste combined into single tool, right click to copy, left click to paste
-copy and paste will now also work with entities and tile entities
-left clicking with brush will now create sphere fit to selected area
v1.3.2
-hold the sneak key while using the cursor to keep from alternating if the first or second position is selected
-"/wt tools" can now be used instantly put world tools directly into the player's inventory
-new copy and paste textures
-changed default floating selection type distance to 7-[BUG] players without correct permissions can still use "/wt" commands
-[BUG] outline rendering issues
v1.3.1
-new "Direct" and "Floating" selection types (see guide for details)
-added options for selection type to menu
-"/wt set" can now be used to set the first or second selected position to a specified coordinate
-rearranged menu layout
-[BUG] tools are able to be stacked
v1.3
-added brush tool for making spheres
-if no block is being looked at by the player, the position 5 blocks in front of the player will be selected
-removed eraser, eraser functionality added to hammer
-changed hammer behavior
-added fill, set, and give commands
-[BUG] world renders strangely while attempting to draw outline box in F1 mode
v1.2
-added undo command
-selected area now outlined for better visualization
-new menu to customize outline (more options for the mod to be added here in the future)
v1.1.1
-[BUG] major multiplayer issues
v1.1
-added copy and paste tools
v1.0
-initial release
[v2.0] Guide
There are two selection types: floating and direction. Push [C] to toggle between the two. Holding [CTRL] while in floating mode will adjust the distance of the floating type. Tools can be used on the selected block by using left or right click, each having its own functionality on its respective tool. See in-game hints for details. You can push to open a menu which will allow you to toggle hints on and off.
Items
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Cursor
Use the cursor tool to select the an area to start working with. Click in each of the opposite corners. Once an area is selected, an outline appear around it. This is the area that other tools will be working with.
Hammer
The hammer is used to select the desired block to work with and also to fill the selected area with that block. All properties of that block will be copied. As of now, this does not work with tile entities (chests, furnaces, hoppers, etc.).
Copy
The copy tool is used to copy the selected area to the player's clipboard. The area is copied by using the copy tool on a block. The area is copied relative to the position of the block clicked. Once an area has been copied, click on a block to paste the copied area in the desired spot. A box will appear indicating where the area will be
pasted to relative to the position of the block the player is looking at.
Brush
The brush tool can be used to create spheres. Press [V] while holding the brush to open a menu which will allow you to change the size of the sphere. Simply right click to create the sphere. Left clicking will create a sphere that fits the area selected by the cursor. Warning: Getting trapped in the sphere is possible if the sphere covers the area the player is located. Breaking out may be necessary.
[v1.2] Screenshots
Area selected
Area filled with wooden planks
Area erased
Area copied
Area undone
Customization menu
Or, if you prefer a video, here is a
[v1.1.1] Mod Review by BloodveinHD
Installation
Basically, install this mod like every single other forge mod:
1) Install the latest recommended version of Forge for 1.8.
2) Place the downloaded worldtools.jar into the "%appdata% > Roaming > .minecraft > mods" folder. If it doesn't exist, create the folder manually.
3) Open the Minecraft launcher and select the "1.10-Forge" version.
4) Run Minecraft.
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AU_Lord posted a message on [1.6.4] Visions of Blades v1.0pre1 (SwordsPlus Revival!)Posted in: Minecraft ModsQuote from StarshadesJack»
Now that 1.9 is finally released and Forge community is slowly working towards a 1.9 version, I guess I gotta dust this dang thing off and prep to maybe do some coding again in the next few months. Or something. IDK.
I'm really gonna have to see how the 1.9 combat mechanics are implemented in code before I make any real decisions on where I'm going with this mod --if even anywhere.
Current thoughts:
- That combat strength meter is gonna be a butt
- The sweeping mechanic is gonna be a butt
- You bet your butts I'm gonna make sure Skeletons stop having infinite ammo
Are the shields also going to be a butt?
Also, just wondering: Will the skeletons throw bones at you like Dry Bones when they run out of arrows? Or will they swing their arms at you like the Stalfos of Wind Waker?
Wait, I got it! Have them throw their pelvises at you! Death by butt to the face! -
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sunperp posted a message on 1.9. Dear mojangPosted in: Recent Updates and SnapshotsSince this thread doesn't appear to be offering any discussion value and appears to have devolved to the point of insults being thrown around, it is now being locked.
- sunperp -
3884
Calacbolg 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:
Overview
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!
Gallery
Supporting this suggestion
Special thanks
[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]
Overview:
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.
The disadvantages:
•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.
The problems:
•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:
[spoiler]Terrain:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
Biomes:
By default, nothing will change.
Ore generation:
By default, nothing will change.
Structures:
By default, nothing will change.
The Void:
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.
Superflat settings:
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:
[spoiler]Settings:
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.
Chunk occlusion/exclusion:
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?
A: No.
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!
Gallery:
[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!
[url=http://www.minecraftforum.net/topic/1707097-cubic-chunks-infinite-height-elimination-of-x-ray-and-more-60-supporters/page__st__0][img]http://img833.imageshack.us/img833/443/hov.png[/img][/url]
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).
Special thanks:
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.
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Mata2001 posted a message on ◆◆◆Difficulty system overhaul◆◆◆Posted in: SuggestionsThe difficulty system we currently have is pretty dumb and too simple. It just increases damage from mobs. If you ask me, that is pretty lazy. Playing on Hard isn't really a challenge because increased mob damage doesn't necessarily mean more challenge. Playing on hard is almost the same as playing on easy, at least for me. Increased mob damage doesn't really change the gameplay. And we have only 4 difficulty settings, while one of them (peaceful) is very boring, as there are no mobs or hunger, and the other 3 are very similar to each other, the only thing separating them is mob damage values.
My suggestion is about adding more difficulty setting and improving the entire system in different ways.
Dangerless
This mode disables hostile mob spawning, hunger and damage (except for the void and /kill). This mode is designed to be used by the beginners who want to explore the basics of Minecraft while being free of any danger.
Peaceful
This mode disables natural hostile mob spawning and hunger. Hostile mobs can be spawned through eggs and spawners. This means the survival will not be completely dangerless, as mobs can still appear in dungeon spawners and lava and fall can still damage you, along with drowning and suffocating. Hostile mobs have poor AI. If you run behind the wall, they will stop following you. This means they only attack if they can see you. Skeletons have 40% accuracy. Spiders and cave spiders don't have potion effects. Undead mobs have no equipment (except for Skeletons' bows). This mode is intended to be used by beginners who are still learning Minecraft, but want some danger in gameplay.
Very easy
This mode introduces players to the hunger and natural hostile mob spawning. When player is out of hunger points, he doesn't lose health, but is unable to sprint. Hostile mobs don't spawn commonly, but they are present. Each one of them does 1 heart less damage than they do in easy mode.
They have low-level AI, meaning they will continue chasing you if they can't see you, but have a good chance of choosing the wrong direction. Skeletons have 50% accuracy, spiders and cave spiders don't have status effects and undead mobs have a 0.1% chance of spawning with armor and weapons that are worse than iron, but it cannot be enchanted. They cannot dual wield. They can't pickup things they find on the ground
Easy
This mode is pretty much like easy mode right now, with a few changes. The hunger is handled the same way it is handled in easy mode right now. Mobs spawn more frequently than in Very easy mode. They do the same amount of damage as they do in easy now. They have slightly better AI-
Skeletons have 60% accuracy. Spiders and cave spiders don't have status effects. Undead mobs have 2% chance to spawn with equipment worse than iron, and each piece has 30% chance of being lightly enchanted. No heavy enchants and dual wielding. Creepers have higher explosion radius and stronger explosion, so they do more damage to entities and environment. This mode is designed for beginners who want normal gameplay, or even advanced players who just want some casual playing.
Normal
Much like normal mode now. Same hunger and attack damages as in normal mode now. Mobs now require light level 8 or lower to spawn. They have good AI, much like what they have now, but with a few mob-specific tweaks.
- Skeletons have 60% accuracy. When player gets too close, they start retreating until they reach their comfortable distance and then continue attacking. They have 10% chance to spawn with equipment worse than iron with possible light-medium enchantments.
- Spiders now climb walls in order to reach the player. They can't have potion effects.
- Zombies now have 15% chance to spawn with equipment worse than iron with possible light-medium enchantments. They will now avoid fire and lava when chasing the player. They have a 10% chance to spawn dual wielding two swords.
- Zombie Pigmen have 10% chance to spawn with unenchanted golden armor. They have 5% chance to dual wield.
- Blazes will now rush towards the player if not capable of firing fireballs.
- Wither Skeletons have a 2% chance to spawn with heavily enchanted iron armor.
Hard
Similar to normal, but you can die of hunger. Mobs have the same AI as before, but they are able to see through glass. Skeletons have a 10% chance to spawn dual wielding. This means they have a melee weapon in their offhand slot. When you get too close, they will no longer try to keep distance, but will switch to their melee weapon if they have it. If they don't dual wield, they will keep the same strategy as before- running and keeping distance. Spiders and cave spiders have a 10% chance to spawn with a random status effect: speed, jump boost, resistance, invisibility. If they hit you, they have a 60% chance of poisoning you. Attack damages are the same as in hard mode we know.
Nightmare
Zombies and skeletons have a 50% chance to spawn with heavily enchanted gear. Rarely, they can spawn with heavily enchanted diamond gear, making it really hard to deal with them. If they have diamond gear, it has only 0.1% chance of dropping. Zombies have 40% chance to dual wield. Skeletons have 30%. Spiders and cave spiders now have 100% chance to poison you when they hit you. Blazes now fire 5 fireballs instead of 3. And one more thing: Zombies and Skeletons all have 4% chance of spawning riding a Zombie/Skeleton horse. This makes them much more agile and dangerous. These horses can spawn with horse armor. Horses themselves won't try to hurt you, and will try to run away if their rider is killed. Creepers have bigger blast radius and a 5% chance to spawn charged. Attack damages are 2 hearts bigger than in hard mode. All the mobs use advanced AI:
- Skeletons will try to take cover while charging their bows. If the player is blocking with a shield, it will immediately switch to its melee weapon if present.
- Zombies have become a little faster. They have a chance of spawning with a shield in their offhand slots and will tend to block any non-melee attack.
- Creepers are more silent.
- Zombie Pigmen will try to chase the player into lava (if provoked, of course).
- Ghasts are more silent when shooting.
- Blazes will try to get to the player if he is covered by blocks.
- Wither Skeletons will try to chase the player into lava or of the fortress.
- Endermen will teleport more frequently, making them harder to kill.
- Silverfish- no changes
- WIther has a chance to shoot red skulls which deal more damage, have a bigger blast and light stuff on fire, but can't break obsidian.
- Slimes and Magma Cubes: If there are 4 cubes present on the same place, they will unite into a larger one.
- Guardians will try to follow the player if the player is covered by blocks, similarly to blazes.
- Shulkers will fire more frequently
Customized
This mode is for people who, for example, want mobs to have Nightmare AI but to spawn only from Spawners. This mode is editable and can combine difficulty settings from different modes.
There are several settings and for each one the player chooses the difficulty.
If, for example, you choose hard difficulty for hunger and dangerless difficulty for mob spawning, this means the player will have to manage their hunger normally,as in hard difficulty, but hostile mobs don't spawn, because you have chosen "dangerless" setting for this option.
I hope this system is clear. If it is not, please tell me so I can explain it better.
Options:
- Hunger
- Damage
- Mob spawning
- Mob AI*
- Mob Equipment*
*-These lead to a separate menu that allows you to customize each mob individually.
The menu where you can customize your custom difficulty setting is accessed by a button that appears below difficulty settings when a "customized" difficulty is chosen, similarly to how customized world option works.
Hardcore worlds have nightmare difficulty locked.
Thanks for reading. If you have any questions please let me know because there is a big chance that I have missed something, as there are many aspects of the game and I may have skipped a few.
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Oventoaster posted a message on Independent Sun and Moon (Solar eclipse! Moonless nights!)Posted in: SuggestionsAccording to the Minecraft Wiki, Daytime lasts 10 minutes, and Night lasts 7 minutes, with two 1 1/2 minute transition periods. Physics wise, this should not make sense, as the Sun and Moon are always opposite each other. This suggestion aims to fix this by giving the Sun and Moon different speeds:
The Sun, currently, takes 20 minutes for a full cycle. This will remain unchanged. However, the Moon will gain a speed boost, taking 18 minutes for a full cycle. This small change opens up the possibility for moonless nights and solar eclipses; eventually, the Moon will catch up to the Sun and cause both to end up visible in the day/no moon at night. In addition, this will cause every 18th dawn to have the Sun and Moon overlap, creating an eclipse.
What do you think?
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Hex_27 posted a message on Enderdragon AbilitiesWe all fought it before. I may be a small challenge, but for the wrong reasons. Its just a challenge due to the crystals, but overall, the dragon itself is simply ridiculously boring. You can literally win it with some arrows and full iron equipment. So, I propose to add some enderdragon abilites. Each ability would have its own disable tag, specially for map makers. Here are some of my suggested abilities:Posted in: Suggestions
Decimate:
When a player has destroyed an ender crystal on a pillar, the dragon will swiftly swoop at the player, stopping at nothing (except death). Upon collison with the pillar, there will be a large explosion that destroys the obsidian and harms the player of an amount about 4 hearts, but does not damage the Enderdragon. The player would remain on the pillar, unless he throws an enderpearl or another mob (not the enderdragon) knocks him out. This would help to prevent most of the fall damage.
Chances:
-EASY: 50%
-NORMAL: 70%
-HARD: 100%
Trigger: On endercrystal explode
Dark Calling
When swooping towards the player, the enderdragon will turn invisible for a brief duration then reappear in the player's face. If the player is too high up, the enderdragon will not perform this ability.
Chances:
EASY: 10%
NORMAL: 30%
HARD: 50%
Trigger: When an enderdragon targets the player.
Enrage
Endermen in a 5x5 radius of the player will suddenly become hostile when the dragon is hit by the player. These endermen, however, will take 3 hearts of damage first. Enraged endermen will not teleport. They will become neutral again when the player is 50 blocks away. Pumpkin on Player's head will be moved into the player's inventory. Putting the pumpkin back on neutralizes the endermen again.
Chance:
EASY: 10%
NORMAL:20%
HARD:30%
Trigger: When enderdragon is hit by player
Deathfire
There will be particles (like those fiery particles around spawners, but blue instead) While the particles are active, the enderdragon will surely dive after the player, and this time, it will no flinch no matter what. Can be combined with Dark Calling for an effect.
Chance:
EASY: 10%
NORMAL: 20%
HARD: 30%
Trigger: The chance rolls every 20 seconds
Cresent Sweep
The enderdragon will swoop down to a few blocks above the player and set the area beneath it on fire while it flies by. This fire will be blue. The player will only get damaged while he is standing on the fire. The fire takes 1/2 a health per second from the player. Endemen are not affected by this. Endermites are though.
Chance:
EASY: 0%
NORMAL: 50%
HARD: 100%
Trigger: The chance rolls every time deathfire, without dark calling, occurs.
These abilities would only work when a player is in the end. -
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thebaum64 posted a message on Create-a-Smiley Competition - September 2014 - Final week of submissions!Here will be my entries! (I will edit post for more):Posted in: Forum Discussion & Info
Link: http://imgur.com/ChIR9kc
:Wheat:
Link: http://imgur.com/pwJrEsH -
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MineWarCrafter posted a message on Create-a-Smiley Competition - September 2014 - Final week of submissions!Here's mine! Since pigs have to do with the farm, I might as well make one!Posted in: Forum Discussion & Info
This pig is pigging out! It will be called
This pig never gets full! - To post a comment, please login.
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In-Game Username: Shadowfury333
Age (13-20 Preferably): 17
How long ago did you start playing Minecraft?
Started way back in 2011. Began playing in 1.8 beta
What's your favourite thing to do in Minecraft?
Build medieval structures, and make large mineshafts.
Have you ever been banned from a server?
I was banned back in 2011 when I joined a random server. I teamed up with some random guy thinking they would help, and found a small wooden shack that was damaged. I thought I could salvage materials. I was wrong.
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Heya I love this pack, whenever I'm mining in the lower caverns it always puts the perfect atmosphere.
1
Sorry i havent been on, someone lost my power cord, and i cant charge my laptop, so i cant log into minecraft, different computer to type this.
Hopefully i can find the cord, destiny it is for now.
1
Some picture or videos please?
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I pmed you to avoid spamming from the last question.
But I'm pretty curious about the lore in this.
I've still gotta finish cave in.
And from the looks of it, it's gonna be a long year... XD
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Wow, you guys just keep pumping out great survival maps.
I'm never gonna be able to beat them all am I?
1
Do you even know what this is doing?
It's adding dimensions to expand the ground level. The world cap height is still the same, meaning it will only load the same amount.
The point of this is to make the underground more exciting, while not adding lag of extra stuff to load.
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What did steve say when he ate his beef for dinner?
"Hmm... Chunky."
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There are cheaters and we all know that, but eventually no matter what, they will be banned.
Its just inevitable.
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Sometimes I wonder about you people.
If you took not to look at a post 2 POSTS ABOVE, you would see it will be awhile.