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  • SuperSupermario24
  • Registered Member
  • Member for 11 years and 3 days
    Last active Wed, Jul, 11 2018 23:10:01
  • 8 Followers
  • 1,268 Total Posts
  • 248 Thanks
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  • View SuperSupermario24's Profile

    1

    Feb 14, 2016
    SuperSupermario24 posted a message on Can unicorns climb mountains?


    Yes.

    Posted in: General Off Topic
  • View SuperSupermario24's Profile

    1

    Oct 26, 2015
    SuperSupermario24 posted a message on Go through the alphabet before someone posts a My Little Pony picture (Replacement)

    Have some more Scootalove.


    Posted in: Forum Games
  • View SuperSupermario24's Profile

    2

    Oct 18, 2015
    SuperSupermario24 posted a message on Intelligence Test- Test your basic knowledge

    This is silly.

    Posted in: General Off Topic
  • View SuperSupermario24's Profile

    1

    Sep 7, 2015
    SuperSupermario24 posted a message on How do you put image without the Attachments option?

    Press the "Insert/edit image" button on the menu bar at the top of the post box, and paste the source URL of the image into the "Source" box.


    Alternatively, paste the URL and surround it with [img] tags, like this:

    [img]<your URL here>[/img]
    Posted in: Forum Discussion & Info
  • View SuperSupermario24's Profile

    1

    Jul 31, 2015
    SuperSupermario24 posted a message on Would you use the above avatar as a pillow?
    Quote from Draeju»

    O__O THAT LOOKS:.......SEXY o_O


    ಠ_ಠ

    OT: Yes. No.

    Posted in: Forum Games
  • View SuperSupermario24's Profile

    2

    Jun 21, 2015
    SuperSupermario24 posted a message on Post your CTRL-V

    why do I always have NSFW stuff on my clipboard when I want to post here

    Posted in: Forum Games
  • View SuperSupermario24's Profile

    2

    May 17, 2015
    SuperSupermario24 posted a message on Post your CTRL-V

    -insert 4 and a half page research paper here-

    Posted in: Forum Games
  • View SuperSupermario24's Profile

    1

    May 15, 2015
    SuperSupermario24 posted a message on Ban the user above you #2
    Quote from VulpesVulpes42»

    Banned for being you, and apparently disliking gregtech.

    Posted in: Forum Games
  • View SuperSupermario24's Profile

    3

    May 8, 2015
    SuperSupermario24 posted a message on I discovered I had a phobia today

    DUCK


    WATCHES


    ALWAYS

    Posted in: General Off Topic
  • View SuperSupermario24's Profile

    1

    May 2, 2015
    SuperSupermario24 posted a message on Why Do People Type Like This?

    -- grimAuxiliatrix [GA] began trolling minecraftForums [MF] --

    GA: Clearly They Are Simply Trying To Do Their Best Impression Of Me

    GA: And Failing Miserably

    GA: Thats Really All There Is To Say On The Matter

    -- grimAuxiliatrix [GA] ceased trolling minecraftForums [MF] --

    Seriously though, this annoys me too.
    I think I saw someone on these forums who said they have OCD and can't stand posting without all words capitalized in the same way.
    If that's the case, they should just not capitalize anything at all. That's a.) giving all words consistent capitalization; b.) easier to read; c.) pretty much a standard way of typing on the internet anyway; and d.) easier to type.


    EDIT: just read through the other posts on this thread

    a lot of people are saying that Typing Like This are slowing down their typing a lot

    I Don't Personally See Much Of A Slowdown In My Typing When I Type Like This. It's There, But It Doesn't Make It Take Like Twice As Long Or Anything.

    Really the thing that slowed my typing down when I tried to do that was accidentally hitting other keys in some places, because my hand was moving to the Shift key and had to move back, which increased my chances of hitting a key erroneously.

    Posted in: General Off Topic
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  • View PyloDEV's Profile

    453

    Sep 6, 2012
    PyloDEV posted a message on MCreator Minecraft Mod Maker, Add-On Maker, and Data Pack Maker
    MCreator is open source software used to make Minecraft Java Edition mods, Minecraft Bedrock Edition Add-Ons, and data packs using an intuitive easy-to-learn interface or with an integrated code editor. It is used worldwide by Minecraft players, aspiring mod developers, for education, online classes, and STEM workshops.

    Official website: https://mcreator.net

    NOTE: MCreator is a very active project and has a lot of support but on its website: mcreator.net. This forum thread is not actively maintained anymore.


    MCreator


    MCreator


    MCreator


    MCreator


    NOTE: MCreator is a very active project and has a lot of support but on its website: mcreator.net. This forum thread is not actively maintained anymore.

    Posted in: Minecraft Tools
  • View user-6871053's Profile

    519

    Jun 4, 2011
    user-6871053 posted a message on Smart Moving

    The Smart Moving mod provides various additional moving possibilities


    • Climbing only via gaps in the walls
    • Climbing ladders with different speeds depending on ladder coverage and/or neighbour blocks
    • Alternative animations for flying and falling
    • Climbing along ceilings and up vines
    • Jumping up and back while climbing
    • Configurable sneaking
    • Alternative swimming
    • Alternative diving
    • Alternative flying
    • Faster sprinting
    • Side and Back jumps
    • Charged jumps
    • Wall jumping
    • Head jumps
    • Crawling
    • Sliding


    Current Version 16.3 (requires Minecraft Forge and Player API)
    Upgraded to Minecraft version 1.8.9: Download from Mediafire or Dropbox



    Installation:


    Thanks to Revolver0125 this tutorial and installation video (at 4:00). (up-to-date)

    For installation instructions either:

    • have a look at Revolver0125's installation tutorial in the video above (up-to-date)
    • or read the "installation" sections of this mod's download's readme files.

    Required Mods

      • Client:
        • Minecraft Forge
        • Player API core
        • Render Player API core (optional)
        • Render Player API enhancer (optional - use at own risk)

      • Server:
        • Minecraft Forge
        • Player API core

    • MCPC+:
      • Player API core


    FAQs

    #1: I found a bug, how do I report it here, so you can fix it?
    Describe the bug, in detail if necessary. When does it occur and under which circumstances?

    Always include:
    • your Minecraft version (especially in the weeks after an minecraft upgrade)
    • your Smart Moving version (maybe the bug you found has already been fixed in a later release)
    • your Smart Moving installation package (the zip file inside the released zip file you used to add Smart Moving to your Minecraft installation)
    • all other mods you had installed parallel to Smart Moving when the bug occures
    • the mod versions of all these other mods (don't forget to include the APIs like ModLoader, ModLoaderMp, PlayerAPI or MinecraftForge)
    • the complete startup output from the client's terminal window and (when involved) the server's terminal window. (when you can't see the terminal windows have a look at the next FAQ's answer)
    • if the bug crashes the game, the complete error message including it's stack trace (when you can't see the error message long enough continue reading this FAQs)
    • the game mode the bug occured in: (SSP/Survival Single Player, SMP/Survival Multi Player, CSP/Creative Single Player or CMP/Creative Multi Player)
    • the active configuration while the bug occured: (Disabled, Easy, Medium or Hard)
    • if you modified the options file, all your modifications or the complete options file you are using
    • if the game mode is SMP start from the beginning of this list with the Minecraft server you used when the bug occured. If you don't have a specific information about that server, mention it in your post.

    #2: My game crashes but I cannot see the error message long enough to copy it!
    Minecraft 1.6.1 and later:
    In the Minecraft-launcher
    1. Select your profile
    2. Click the "Edit Profile" button
    3. Ensure the option "Launcher Visibility" is checked
    4. Ensure the option "Launcher Visibility" is set to "Keep the laucher open"
    5. Click the "Save Profile" button
    6. Click the tab "Development Console"
    7. Start the game
    After the error occured simply copy the lines you need from the log displayed in the laucher frame.

    Minecraft 1.5.2 or earlier:
    In windows start the minecraft client from the command line console using the following statement
    java -Xincgc -Xmx1024M -Xms1024M -Djava.library.path=bin/natives -classpath bin/minecraft.jar;bin/lwjgl.jar;bin/lwjgl_util.jar;bin/jinput.jar net.minecraft.client.Minecraft


    in your .minecraft directory.

    If you need a minecraft server error message instead, start your server from the command line console using the following statement
    java -cp minecraft_server.jar net.minecraft.server.MinecraftServer


    in your minecraft_server.jar's directory.

    If the java command could not be found, make sure your java installations bin folder is included in the PATH environment variable of your system.

    #3: I want to set up a server with Smart Moving but nothing works!
    You need the correct installation packages on the server and all the clients!

    If you don't know how to effectively install multiple mods into minecraft have a look at this first.

    On your vanilla server:
    • If you don't exactly know what you are doing, it will be the best to start from a clean vanilla server jar file.
    AND
        • Install the latest version of Minecraft Forge universal on your vanilla server.
        • Install the latest version of Player API universal on your vanilla server.
        • Install the Smart Moving installation package Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+ on your vanilla server.
    OR
      • Install the Smart Moving installation package Smart Moving Universal Standalone on your vanilla server.

    On your bukkit server:
    • Install the latest version of Player API bukkit at your bukkit server.
    • Install the Smart Moving installation package Smart Moving Server for Bukkit at your bukkit server.

    On all clients:
    • If you don't exactly know what you are doing, it will be the best to start from a clean client jar file.
    AND
        • Install the latest version of ModLoader or MinecraftForge universal at the client.
        • Install the latest version of Player API universal at the client.
        • Install the Smart Moving installation package Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+ on the client.
    OR
      • Install the Smart Moving installation package Smart Moving Universal Standalone on your vanilla server.
    If you installed everything correctly, you should be able to see Smart Moving writing messages to the client and server consoles. (also see FAQ#2)

    #4: I can crawl and everything works fine in SMP, but when I try to crawl under something I glitch and I don't go anywhere!
    Your Minecraft server does not support Smart Moving!

    Install Smart Moving on your Minecraft server, request it to be installed or switch to a server that supports Smart Moving.

    Also see FAQ#3.

    #5: When I climb down a long distance in SMP I get damaged when I arrive at the ground!
    Your Minecraft server does not support Smart Moving!

    Install Smart Moving on your Minecraft server, request it to be installed or switch to a server that supports Smart Moving.

    Also see FAQ#3.

    #6: I can't see the other players' Smart Moving animations in SMP!
    Your Minecraft server does not support Smart Moving!

    Install Smart Moving on your Minecraft server, request it to be installed or switch to a server that supports Smart Moving.

    Also see FAQ#3.

    #7: The game crashes! I get a "java.lang.NoClassDefFoundError: BaseMod" error message!
    Smart Moving can not find ModLoader in your Minecraft!

    Download the latest version of ModLoader from here and extract it into your minecraft.jar.

    #8: The game crashes! I get a "java.lang.NoClassDefFoundError: BaseModMp" error message!
    Smart Moving can not find ModLoaderMp in your Minecraft!

    Download the latest version of ModLoaderMp from here and extract it into your minecraft.jar.

    #9: The game crashes! I get a "java.lang.NoClassDefFoundError: PlayerBase" error message!
    Smart Moving can not find Player API in your Minecraft!

    Download the latest version of PlayerAPI from here and extract it into your minecraft.jar.

    #10: After I installed Smart Moving, Single Player Commands stopped working!
    Smart Moving is incompatible to Single Player Commands because it is using PlayerAPI.

    Both mods overwrite the same essential class file and disable each other when one is installed over the other.

    Download the matching version of the Single Player Commands for Player API patch from here and install it according to the instructions in its readme file.

    You will also need one of the installation packages "SmartMoving for ModLoader" or "SmartMoving Client for ModLoaderMp" on your Minecraft installation to fix this incompatibility.

    #11: After I installed Smart Moving, I could only move at very high speeds!
    You probably installed both ModLoader installation packages.

    The installation packages SmartMoving for ModLoader and SmartMoving Client for ModLoaderMP should not be installed in the same minecraft.jar.

    Try to reinstall one of these package into a clean minecraft.jar or remove either mod_SmartMoving.class or mod_SmartMovingMp.class from your minecraft.jar

    #12: The game crashes! I get the error message: "java.lang.IllegalArgumentException: The class 'net.minecraft.move.playerapi.SmartMovingPlayerBase' can not be registered with the id 'Smart Moving' because the class 'net.minecraft.move.playerapi.SmartMovingPlayerBase' has allready been registered with the same id"!
    You installed more than one Smart Moving installation package!

    Either remove the file mod_SmartMoving.class or the file mod_SmartMovingMp.class from your minecraft.jar. (depending on whether you prefer the Smart Moving for ModLoaderMp or Smart Moving for ModLoader installation package)

    Or restart your installation procedure from a clean minecraft.jar installing only one Smart Moving installation package this time.

    #13: There so many buttons in the control settings menu that the Done button covers other buttons!
    That is a well known problem.

    To fix it you need to install a mod that improves the control settings menu so it can handle additionaly buttons.

    Three of these mods are:
    • Reppan's Done Button Mover
    • North101's ScrollableControls
    • Mumfrey's Macro / Keybind mod
    • and last but not least Minecraft Forge

    #14: I have basic problem and so many mods that I don't know whether the problem is caused by Smart Moving or not!
    Check whether the problem persists when removing Smart Moving and when running Smart Moving for itself!

    To completely disable Smart Moving with minimal effort remove the file mod_SmartMoving.class or mod_SmartMovingMp.class from your minecraft.jar or minecraft_server.jar - and check whether the problem persists.
    • If the problem persists without Smart Moving, then Smart Moving is not the source of your problem
    • Otherwise continue reading.
    To test Smart Moving for itself, backup all of your stuff and start reinstalling the same Smart Moving installation package as before (and all of its dependencies) into a new clean jar file - and check whether the problem persists.
    • If the problem persists with Smart Moving for itself, Smart Moving is definitely the source of your problem.
    • Otherwise the combination of Smart Moving and one (or more) of your other mods is causing your problem. Try to find the minimal set of mods to reproduce your problem and provide that information when posting your bug report here.

    #15: I want to install Smart Moving at my server. Will everyone need to install client side Smart Moving to join my server after the server installation?
    No, depending on which server you run, all clients will eventually need to have ModLoader and ModLoaderMp or Minecraft Forge installed!

    In that case all non Smart Moving clients will not send any Smart Moving packets to the server and will ignore all recieved Smart Moving packets from the server.

    However, in case you run a ModLoaderMp server all clients need ModLoaderMp installed and in case you run a Minecraft Forge server all clients need Minecraft Forge installed to work at all.

    Only case you run a standard Bukkit server you clients do not need any other mods installed.

    #16: I want to install Smart Moving but I am new to Minecraft modding, so I have not idea where to start!
    This site should be a good starting point for you!

    Also don't forget to read this post's Installation chapter and study some of the tutorials linked there.

    #17: What can I do to restrict the usage of the Smart Moving mod on my server?
    Use SBC or install this mod on your server too!

    When you are running a bukkit server the most simple solution to your problem is to use the pukkit plugin SBC and configure it to your needs.

    Otherwise or if you want a finer control of the mod features, you have to install the correct Smart Moving server installation package on your server and use the server's Smart Moving configuration file to overwrite the client's local configurations. Optimally you start by changing the value of the option move.server.config to true to enable the overwrite feature at all.

    #18: The game crashes! I get a "java.lang.NullPointerException" error message at "ModLoader.onTick(ModLoader.java:1213)"!
    You have a buggy installation of ModLoader installed on your system!

    Either download my fix or the (hopefully itself fixed) latest version of ModLoader from here and extract it into your minecraft.jar.

    #19: I can't find the installation package for Minecraft Forge client!
    The installation package "Smart Moving Client for ModLoader" is the one you are looking for!

    You can run mods originally written for ModLoader using Minecraft Forge - at least the mods that can handle the slight differences between ModLoader and FML correctly.

    #20: I installed Minecraft Capes and now this mod crashes Minecraft!
    Your installation package of Minecraft Capes is incompatible with Player API you installed because it was required by this mod!

    Reinstall Player API and use another installation package of Minecraft Capes instead. The "MCPatcher method" mentioned at the Minecraft Capes thread might be a good choice.

    #21: I installed this mod and now Minecraft Capes stopped working!
    Your installation package of Minecraft Capes is incompatible with Player API you installed because it was required by this mod!

    Use another installation package of Minecraft Capes. The "MCPatcher method" mentioned at the Minecraft Capes thread might be a good choice.

    #22: What is the mod pack policy for Smart Moving?
    Smart Moving and Smart Render are licensed under the GNU General Public License Version 3 or later. (see FAQ#23)

    This means mod pack creators are not required to ask for my permission to add these APIs to their mod packs.

    I case you want to ask for my permission anyway, I recommend sending me a private message via this forum. I will most likely reply by formally granting you permission.

    However, this rule only applies to actual mod packs. It is not allowed to include any of these APIs in an actual mod

    #23: What licence is Smart Moving licensed under?
    Smart Moving and Smart Render are licensed under the GNU General Public License Version 3 or later.

    You will receive a copy of the GNU General Public License along with the Smart Moving download.


    Features


    Thanks to BlackDragonIV for this awesome feature demonstration video.

    Thanks to xXL33tsauceXx for this awesome show case video.


    Feature: Free Climbing

    This mod implements an optional mode of free climbing behaviour. When enabled by configuration or by default you can climb everywhere you find at least a block sized horizontal edge.

    To climb up you have to move forward toward the edge (default "W") and click and hold the grab button (default "LCONTROL").
    To climb down click and hold the grab button without moving forward toward the edge.
    To grab an edge while falling down along a wall, rotate towards the edge in the wall and press the grab button. If you are still falling slow enough, free climbing will start. If you are beyond a certain falling speed when grabbing, damage will be done to you.

    To change this default grab button visit Minecrafts "Options"/"Controls" menu.


    Feature: Ladder Climbing

    This mod implements three additional modes of ladder climbing behaviour.

    Simple Mode:
    • Standard climbing on complete ladder coverage
    • Standard climbing on feet only ladder coverage
    • Slow climbing on hands only ladder coverage

    Smart Mode:
    • Standard climbing on complete ladder coverage
    • Slow climbing on feet only ladder coverage
    • Slow climbing on hands only ladder coverage
    • Standard climbing when "holes" in the walls next to the ladder are present (solid block/nonsolid block or half steps)

    Free Mode:
    • Ladder climbing is functionally embedded in the feature free climbing.
    • Specific speeds are configurable on top of the free climbing configuration with Smart Mode-inspired default values.

    Feature: Climbing along ceilings

    This mod allows climbing along ceilings as long as the ceiling block supports it. Currently only the steel fence block and the closed trap door block support ceiling climbing.

    To start climbing along ceilings hold the grab button when below, but not too far below, the climbable ceiling. To stop ceiling climbing simply release the grab button.

    If wall climbing is also possible when pressing the grab button, wall climbing will start instead. In this case turn into the direction you want to move to start ceiling climbing.


    Feature: Climbing up vines

    To start climbing up vines hold the grab button when in front of a vine and hold the jump button to start climbing up.

    To stop climbing up just release the jump button. To stop climbing at all release the grab button.


    Feature: Configurable sneaking

    This mod allows to configure the standard sneaking via the configuration file. The sneaking speed can set and sneaking can be disabled at all.

    Additionally sneaking can be made togglable. When toggled on it can be toggled off by pressing the sneak button again. This also works while swimming or diving.


    Feature: Alternative Swimming and Diving

    This mod implements optional alternative swimming and diving behaviours.

    To dive jump into still water that is at least two blocks deep. Then press and hold the forward button to dive. To steer use your mouse.
    To swim stop holding the forward button and press and hold the jump button instead until you reach the surface. Then press and hold the forward button again to swim. To steer use your mouse again.
    To dive again stop pressing the jump button and direct your mouse toward the depths.

    When you are walking in one block deep water you can switch to diving by pressing the sneak and then the grab button. If you press the jump button before the grab button you will switch to swimming instead.

    When you are swimming or divind in one block deep water you can switch to walking by pressing the grab button.


    Feature: Alternative Flying

    This mod implements an optional alternative flying behaviour.

    It completely replaces standard flying and allows you to fly up and down via looking. The standard flying jump to raise, sneak to fall behaviour has been reimplemented and works similar to its standard flying counterpart.

    Alternative flying can be started and ended just like standard flying by double clicking the jump button.


    Feature: Charged jumps

    This mod implements optional, configurable charged jumps.

    To start charging press and hold the jump button while sneaking on the spot. To jump either release the jump button or stop sneaking. The default maximum charge jump height is two blocks.

    When you start moving while charging the charge will be lost.


    Feature: Wall Jumping

    This mod implements the possibility to wall jump from blocks.

    To wall jump from a block press jump while being airborne, release it, and press it again before hitting the block you want to wall jump from horizontally. When you collide with the block - while not falling too fast allready - a wall jump will be triggered.

    You can also head wall jump from a block instead by also pressing the grab button before hitting the block you want to wall jump from.

    To cascade your wall jumps just keep pressing jump. To break your cascade release jump. Hitting the ground or head wall jumping will also break the cascade.


    Feature: Head Jumps

    This mod implements the possibility to jump head first instead of head up.

    To head jump start sprinting and press the grab and the jump button. When the jump button is released you will jump, head first, with a angle depending on how long you pressed the jump button.

    Hitting ground while falling with your head first will damage you more than hitting ground with your feet first.


    Feature: Side & Back Jumps

    This mod implements the possibility to jump to the side or back while straightend on ground.

    To jump left double click the left button, to jump right double click the right button and to jump back double click the back button.

    You can also jump back-left and back-right by double clicking both relevant buttons at once.


    Feature: Climb Jumps

    This mod implements the possibility to jump up and back while free climbing.

    To jump up climb up as far as possible and click the jump button.

    To jump back stop climbing by releasing the forward button press the sneak button to hold the height release the grab button and click the jump button.

    You can also head jump back instead by not releasing the grab button after pressing the sneak button and before clicking the jump button.


    Feature: Sliding

    This mod implements ground sliding.

    To slide on the ground you have to start sprinting first. Then press the sneak button while pressing the grab button.

    Additionally you can start sliding from forward jumping or flying. Just hit the ground while pressing the sneak and the grab button.

    You will slide as long as the initial horizontal ground hitting speed and the ground spipperiness supports it. If the sneak button is still pressed when the sliding stops you start crawling instead.

    To stop sliding before it stops itself simple stop pressing the sneak button.


    Feature: Faster Sprinting and Exhaustion

    This mod implements a faster, optional, configurable sprinting and exhaustion behaviour. It is merged with the standard minecraft sprinting and hunger behavior.

    To sprint you have to move forward and click and hold the sprint button (default "TAB"). Sprinting is currently possible for walking, swimming diving, crawling, and climbing.
    Sprinting optionally causes exhaustion and will automatically end when a certain configurable threshold is reached.

    To change this default sprint button visit Minecrafts "Options"/"Controls" menu.


    Feature: Crawling

    This mod implements an optional crawling movement to fit through 1x1 passages.

    To crawl you have to press the grab and the sneak button. When climbing would be possible at you current position and direction you might start climbing instead. To avoid this press the sneak button before the climb button to ensure to start crawling. When crawling you can release the grab button.

    You can also free climb while crawling. Just move to the related edge press grab and move forward towards it.

    Additionally you can free climb into a crawlable gap. Just press sneak while you climb up and you will end up crawling in the first crawlable gap along your climb path.

    Crawling can be made togglable via the configuration file. When toggled on it can be toggled off by pressing the sneak button again to enter sneaking of by pressing the jump button to stand up immediately.


    Feature: Configurability

    This mod changes the behaviour of its features depending on the content of the configuration file "smart_moving_options.txt" in the ".minecraft" directory of your minecraft installation.

    Currently the difficulty levels "Easy", "Medium" and "Hard" are configured. You can switch between those in-game by pressing F9 (the exact button can be changed too)

    More information about the configuration of this mod is included in its readme and option files.

    Previous option files like "smart_climbing_options.txt" and "smart_ladder_climbing_speed_options.txt" are still accepted but their content is eventually overridden by the content of existing more actual option files.

    If no option files are present at all, the default option values (all features, default configuration) will be used.
    If an option is not present in the files, the corresponding default value will be used.
    The option "move.options.version" will be used for cross version compatibility.


    Previous Versions:

    Previous Versions (for Minecraft 1.8)

    Version 16.2
    Added license information and improved core code simplicity and robustness: Download from Mediafire or Dropbox

    Version 16.1
    Merged SmartCore mod into SmartMoving mod, fixed overly fast limb movement of remote players, placing blocks at chests by pressing the sneak button while not standard sneaking and added dependency to PlayerAPI core 1.3 or higher: Download from Mediafire or Dropbox

    Version 16.0.1
    Improved handling of enhanced third party armor models: Download from Mediafire or Dropbox

    Version 16.0
    Upgraded to Minecraft version 1.8, lost ceiling climbing configurability and a lot of compatibilites: Download from Mediafire or Dropbox

    Previous Versions (for Minecraft 1.7.10)

    Version 15.6

    Added license information and improved core code simplicity and robustness: Download from Mediafire or Dropbox

    Version 15.5
    Added compatibility to minecraft forge version "10.13.3.1395-1710ls": Download from Mediafire or Dropbox

    Version 15.4
    Merged SmartCore mod into SmartMoving mod, fixed support for Carpenter’s Blocks ladders, overly fast limb movement of remote players, placing blocks at chests by pressing the sneak button while not standard sneaking and added dependency to PlayerAPI core 1.3 or higher: Download from Mediafire or Dropbox

    Version 15.3
    Improved handling of enhanced third party armor models: Download from Mediafire or Dropbox

    Version 15.2
    Removed proprietary sprint button and added categories to remaining buttons: Download from Mediafire or Dropbox

    Version 15.1
    Upgraded to Minecraft version 1.7.10: Download from Mediafire or Dropbox

    Previous Versions (for Minecraft 1.7.2)

    Version 15.0.1

    Fixed support for Carpenter’s Blocks ladders: Download from Mediafire or Dropbox

    Version 15.0
    Removed ModLoader, Bukkit and Standalone support, splitted up Smart Moving to multiple mods and upgraded to Minecraft version 1.7.2: Download from Mediafire or Dropbox

    Previous Versions (for Minecraft 1.6.4 and earlier)

    Version 14.6.1 (for Minecraft 1.6.4)
    Download from Mediafire or Dropbox

    Version 14.4.1 (for Minecraft 1.6.2)
    Download from Mediafire or Dropbox

    Version 14.0 (for Minecraft 1.5.2)
    Download from Mediafire or Dropbox

    Version 13.8 (for Minecraft 1.5.1)
    Download from Mediafire or Dropbox

    Version 13.3 (for Minecraft 1.5)
    Download from Mediafire or Dropbox

    Version 13.1 (for Minecraft 1.4.7)
    Download from Mediafire or Dropbox

    Version 11.12.1 (for Minecraft 1.4.6)
    Download from Mediafire or Dropbox

    Version 11.10 (for Minecraft 1.4.5)
    Download from Mediafire or Dropbox

    Version 11.6 (for Minecraft 1.4.4)
    Download from Mediafire or Dropbox

    Version 11.5 (for Minecraft 1.4.2)
    Download from Mediafire or Dropbox

    Version 11.3 (for Minecraft 1.3.2)
    Download from Mediafire or Dropbox

    Version 9.5 (for Minecraft 1.2.5)
    Download from Mediafire or Dropbox

    Version 7.5 (for Minecraft 1.2.4)
    Download from Mediafire or Dropbox

    Version 7.2 (for Minecraft 1.2.3)
    Download from Mediafire or Dropbox

    Version 6.13 (for Minecraft 1.1)
    Download from Mediafire or Dropbox

    Version 6.5 (for Minecraft 1.0)
    Download from Mediafire or Dropbox


    Fan Content and References

    A Map Collection established by baeshra.

    An Homage Map to the game Mirror's Edge requiring this mod.

    A Parkour Map created by Bloxcraft.

    A very good Parkour Map created by Binix and it's also very good antecessor

    A Tutorial/Challenge Map created by Blue_Legion.

    A Challenge Map published by JetfireBlack.

    A Training course created by George3636.

    A Quest Map created by black00ut.

    An Obstacle Course created by cavesticks12.

    A Challenge Map created by Random_Asian and its slightly less difficult antecessor.

    A Tutorial Course created by LaBarata.

    The huge Parkour of Range published by TheNewbiesMines.

    A vertical Parkour Map made by Sushin.

    A slightly dark Parkour Map made by 8bitspartan1441.

    A Training Course made by xDizasteRx.




    Videos:

    Review and Smart Moving 1.6.2 installation tutorial made by Revolver0125:


    Mod review and installation tutorial in spanish provided by Unrecord:


    Mod review and installation tutorial in french provided by clem1999:


    Showcase video and Smart Moving 1.2.5 multiplayer tutorial made by SCMowns:


    Smart Moving 1.4.7 Mac installation tutorial made by MinecraftCookiesModding:




    More videos:

    Show off video made by The_Cawkav:


    Christmas video made by Yogpod:


    Action video made by EpicWeirdoKid:


    Mod review in italian provided by VentilaX:



    Other Videos:

    Smart Moving 1.0.0 multiplayer tutorial made by Dr_Breadgun:


    MC Mod Showcase made by MinecraftToday:


    minecraft SMART MOVING MOD spotlight made by MegaGhostSpy:


    Mod Spotlight made by twistedright:


    Mod Review made by OhmightyMagpie:


    Mod Review made by JKapFilms:



    Mod Spotlight made by DigitalPork:


    Showcase video in polish made by PolskiPingwin:


    Older Videos:

    Superman parody made by ukjamietuk:m

    Demonstration video made by Failboat103:


    Best Minecraft Beta 1.7.3 Mods made by minecraftturtle:


    Demonstraction video made by MCModSpotlight suggested by Fredward:



    Posted in: Minecraft Mods
  • View DrZhark's Profile

    1800

    Nov 17, 2010
    DrZhark posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!

    Compatible with Minecraft 1.12.1


    This Mod adds more creatures to the game.


    Mo'Creatures is now open source! You can access the source code at https://github.com/DrZhark/mocreaturesdev


    You're welcome to add this mod to your modpack. No need to ask for permission

    We have a new website!! Please check it here: http://mocreatures.org/home


    Download the Mod:


    Minecraft version 1.12.1

    -Mo'Creatures 12.0.5 (direct link)

    Requires: CustomMobSpawner 3.11.4 (direct link) and Forge 1.12.1 - 14.22.1.2478


    Minecraft version 1.10.2

    -Mo'Creatures 10.0.6

    Requires: CustomMobSpawner 3.10.1 and Forge 1.10.2-12.18.1.2095


    Minecraft version 1.8.9

    -Mo'Creatures 8.2.2

    Requires: CustomMobSpawner 3.6.0 andForge 1.8.9 - 11.15.1.1722


    Minecraft version 1.8.1

    -Mo'Creatures 8.1.3

    Requires: CustomMobSpawner 3.5.1 and Forge 1.8 - 11.14.4.1563


    Minecraft version 1.7.10

    Mo'Creatures 6.3.1
    Requires: -CustomMobSpawner 3.3.0 and Forge 1.7.10-10.13.0.1208

    You can support my work via www.patreon.com/DrZhark

    or donating via paypal


    Known bugs:

    nothing to report now

    How to Install Mo'Creatures Mod:

    Minecraft 1.6.x+
    1. Install Forge using the installer.
    2. Launch the game using the Forge profile. Exit the game.
    3. Copy the MoCreatures.zip, CustomSpawner.zip into the .minecraft/mods folder.
    4. Play! (Make sure your profile is set to Forge)


    Pre-Minecraft 1.6
    Download the files linked above

    Please make a backup of your minecraft.jar file and then:
    1. install Forge (unzip the .zip file and add all of its contents to your minecraft.jar file)
    2. install GUI Api (just copy the .jar file into the /coremods folder)
    3. Delete the META-INF folder in the minecraft.jar file
    4. locate your .minecraft/mods folder
    5. copy the MoCreatures.zip and CustomSpawner.zip files inside your \.minecraft/mods folder
    6. Play

    You can watch this video explaining how to install the mod v6.0.0. (thanks to TheGofa)
    [media][/media]

    And this one that explains how to set up a server with Mo'Creatures 5.0.0
    [media][/media]

    This video shows how to install MoCreatures 5.1.5 on Mac (thanks to michaelsmiles)
    [media][/media]

    PixelPaperCraft has a section for Mo'Creatures!






    Previous Videos

    This video explains how to transfer your pets from Minecraft 1.5.2 to 1.6.2
    [media][/media]

    this one is in Spanish and explains most of the features of Mo'Creatures:
    [media][/media]

    This video shows the New Big Cats and Manticores



    Change Log...


    [10.0.5]
    -fixed crashing bug when hitting werewolves with a tool
    -another attempt to fix aquatic animals crashing bugs

    [10.0.4]
    -fixed hybrid bigCats and pet amulet bug
    -animals can be tamed by riding them again
    -fixed Jellyfish crashing bug
    -fixed bug that made wyverns revert back to mother wyvern
    -exorcised Aquatic animals crashing bugs
    -Tamed Ligers can obtain wings by receiving an essence of light

    [10.0.2]
    -fixed tiny creatures appearing with the summon command

    [10.0.1]
    -fixed game crashing bug when Ents were planting flowers
    -fixed game crashing bug with MoCPetNames
    -fixed game crashing bug with PetAmulets
    -fixed MoCreatures tab name
    -fixed Mammoth Platform name
    -bunnies can be tamed again
    -small creatures can be picked up again
    -fixed light blue kitty bed icon
    -fixed amulets and fish nets
    -BigCats move faster
    -fixed bug with inventories of BigCats, Horses
    -fixed bug with entities moving sideways
    -fixed duplicating item bug when using item on off hand
    -fixed animation bug with aquatic entities receiving damage
    -Bears can now be tamed by giving meats to cubs
    -Bears can now be ridden and given chests
    -Split bears into separate entities
    -Split ogres into separate entities
    -medium fish were split into separate entities
    -small fish were split into separate entities
    -hybrid big cats are now separate entities
    -sorted eggs

    [10.0.0]
    -Updated for Minecraft 1.10.2
    -Beta release

    [8.1.3] and [8.2.2]
    tamed animals will no longer attack the player
    tamed bears can be commanded to sit with the whip
    fixed invisible kittybeds

    [8.1.2] and [8.2.1]
    -fixed bug where ghost big cats will revert to normal cats after reloading game
    -fixed bug where amulets will disappear from tamed big cats
    -fixed bug with wyvern lair spawnings (the default mocreatures and customspawner .cfg files need to be erased for the fix to take place)
    -tigers and leopards now show chests
    -added more big cat hybrids (thanks to Cybercat5555): Leoger (between leopard and tiger), Panthger (between Panther and tiger), liard (between male lion and leopard) and lither (between panther and male lion)

    [8.2.0]
    -Updated for MC 1.8.9

    [8.1.1]
    -BigCat overhaul, split the bigcats into their own categories: lions, tigers, panthers, leopards
    -added Manticores
    -split stingRays and MantaRays
    -BigCats can be tamed by giving pork or raw fish to a cub
    -big cats can mate by giving them pork or raw fish and keeping them in an enclosed space
    -white lions and white tigers are a rare spawn with a 1/20 chance
    -ligers are obtained by breeding a male lion with a Tiger
    -there is a hybrid between panther and regular leopards
    -giving a dark essence to a panther gives it wings
    -giving a light essence to a male lion, white male lion or liger will give it wings
    -Manticores are a new mob, red manticores are found in the Nether, blue manticores in snowy biomes and dark and green manticores elsewhere
    -Manticores can drop an egg, that can be hatched to obtain a pet manticore. Pet manticores can be ridden once they turn into adults
    -There are ghost versions of the big cats that can be obtained randomly when a tamed big cat dies
    -winged big cats, ghost big cats, hybrid big cats and manticore pets are sterile (they can't breed)

    [8.0.1]
    -removed fishbowls
    -fixed kitty beds icons and behavior
    -synchronized flying horse wing flapping animations and sounds
    -cleaned up the code
    -fixed komodo animations
    -fixed server code

    [8.0.0] devA - Note this is not a release ready version, for testing purposes only
    -werewolves will receive higher damage from items / weapons with 'silver' in the unlocalized name or name of the material. They won't receive extra damage from gold weapons
    -werewolves won't complain as much when transforming from human to werewolf form
    -improved werewolves moving speed when hunched
    -improved dolphin riding code
    -turtle swimmimg animation improved
    -piranhas move as a herd and attack differently
    -deers will jump when fleeing from entities
    -horses can also get ready to breed by feeding them a golden carrot
    -turtles / bunnies will not receive damage when riding a player
    -updated ogre attack animations
    -improved minigolem / golem throwing stone accuracy
    -added three more crab textures
    -foxes now spawn cubs that follow adults and flee from players
    -improved maggot animation
    -improved ant food picking behavior
    -added female turkeys
    -ents now plant all the flower varieties
    -added bear attack animation
    -decreased frequency of goat bleets
    -wraiths do not collide with entities, added attack animation
    -skeletons, silver skeletons and zombies can now ride scorpions and wild wolves as well as mob horses
    -MoCreature inventories can be opened by interacting with the creature while sneaking (right click while pressing shift). The MoCreatures 'keys' are no longer obtained by adding a chest to a creature and the crafting recipe was removed.
    -Improved elephant animations
    -Synchronized wyvern wing flapping animations / sounds. The wing flap depending on the flight speed when ridden.
    -Added transform animation to Wyverns
    -Changed wyvern speed, health, attack damage so the 2nd tier wyverns are significantly better
    -Sharkteeh can now be converted into bonemeal
    -fixed weapon damage and enchanteability
    -added Pet scorpion sitting behavior / animation
    -added transform animation to scorpions
    -Pet scorpion health boosted to 40 (from 18)
    -added wyvern ghosts
    -increased Horse health, Horse speed
    -Tamed Zebras shuffle again
    -The nightmare burning effect last less than before

    [6.2.0]

    - Female Ostriches eggs are no longer sterile. Players must now pick up the eggs in order to hatch them.
    - Bunnies no longer breed in the wild. In order to breed a bunny, players need to feed it a carrot at full health.
    - Fixed Wyverns not laying eggs
    - Fixed Pet Amulet glitch with mcMMO
    - Fixed Pet Amulet glitch with nametags
    - Fixed Ray grow glitch
    - Fixed BigGolem dupe glitch
    - Fixed wyverns, small fish, and medium fish not dropping the correct egg type
    - Fixed possible client crash with Ent's attacking tamed animals
    - Added new server '/mocspawn' admin command which allows you to spawn any type of horse/wyvern instantly.
    This command should help server admins replace pets that go missing.

    Valid Horse types :
    Tier 1 : 1-5
    Tier 2 : 6-9
    Tier 3 : 11-13
    Tier 4 : 16-17
    Special : 21-28, 30, 32, 36, 38-40, 48-61, 65-67

    Valid Wyvern types :
    Normal : 1-4, 6-12
    Mother : 5

    An example of spawning a Zorse would be
    '/mocspawn horse 61'
    An example of spawning a mother wyvern would be
    '/mocspawn wyvern 5'


    for previous change logs, refer to the README.txt file

    Currently the Mod adds the following creatures:

    -Ents



    Ents are peaceful creatures that will be immune to any kind of weapons but axes. They attract nearby small creatures and spawn small plants.

    -Moles



    Moles are very shy and hide underground from bigger creatures.

    -Mini Golems



    Mini golems are mobs that spawn at night and throw rocks at the player.

    -Silver Skeletons



    Silver Skeletons are aggressive mobs that spawn at night and on dark places. They can sprint towards the player and outrun him/her. They drop bones or silver swords. The silver swords are quite effective against Werewolves

    -Raccoons



    Raccoons attack back if provoked. They can be tamed by giving them any edible item.

    -Small and Medium Fish

    pictures pending...

    A nice variety of small and medium size fish that can be trapped with a fishnet and fished with the fishing pole

    This is how a fishnet is crafted:

    -Crabs



    Spawn on beaches next to water. They can be tamed with fishnets

    -Wyverns




    Wyverns are poisonous drakes, they can be found on the WyvernLair.

    Wyvern eggs can be obtained by slaying wyverns (but only on the wyvern lair). A wyvern has a 10% chance of dropping an egg.

    The egg can be hatched in the Overworld by placing it near a torch and once the Wyvern grows, it can be saddled and armored.


    The wyvern lair can only be accessed by using a Wyvern Portal Staff. The staff has only four uses before it's destroyed. There is an alternative recipe that replaces the unicorn with a vial of light.

    The staff can be activated on any dimension, and it will teleport the player to the center of the Wyvern Lair dimension.

    To return back, the staff has to be activated on the quartz portal of the Wyvern Lair.

    -Elephants and Mammoths



    Elephants spawn on Deserts, Jungles, Plains and Forests.
    Mammoths spawn on cold biomes.

    Elephants drop Hide

    A calf elephant can be tamed by giving it 10 Sugar lumps or 5 cakes
    Tamed elephants are healed with baked potatoes, bread or haystacks

    A harness can be put on tamed adult elephants to make them rideable and attach extra things:

    If a player 'sneaks' near their elephant, it will sit for a short time, where it can be mounted
    To dismount an elephant, the rider has to make it sit first and then it can be dismounted.

    Indian Elephants can be given a special luxurious garment:


    In addition to the garment, a nice throne can then be given to the Elephant.



    Two chest sets can be put on each elephant, allowing it to carry inventory


    A key is used to open the inventory.
    Mammoths can also carry two extra regular chests.

    Three different kinds of tusk reinforcements can be crafted: wood, iron and diamond.
    They can be given to tamed adult elephants and mammoths, and taken off with a pickaxe.
    While wearing them reinforcement and ridden by the player, they will break blocks.
    (However that feature is disabled by default in multiplayer, to prevent griefing)
    Mammoths are more effective at breaking blocks than elephants.

    Wooden Tusks:


    Iron Tusks:


    Diamond Tusks:



    A platform can be put on the Songhua Mammoth, allowing them to carry a second player.


    To have a passenger, first the rider makes the mammoth sit, then the second player 'sneaks' while close to the mammoth.
    The second player can dismount the mammoth by pressing the sneak key.

    -Komodo Dragons


    Komodo dragons spawn on swamps and plains. They attack small animals or players.
    Komodo dragons poison their prey.

    They drop reptile hide and the bigger Komodo Dragons have a 25% chance of dropping eggs.

    An egg can be hatched if placed near a torch and the resulting baby Komodo Dragon will be tamed.

    Tamed Komodo dragon can be healed by giving it raw rat or raw turkey.

    A saddle can be put on a Tamed adult Komodo dragon so it can be ridden.

    -Golems



    Golems spawn at night, and initially consists of only three blocks: the Head, the Core and a valuable ore cube. When the Golem is near a player, it activates and forms its body.

    Golems have a powerful melee attack, they also have a ranged attack, where the Golem throws one of the blocks of its arms.

    When a Golem is attacked, there is a chance to destroy one of its blocks. The chance of destroying a block depends on the difficulty level. If the chest is open and the core of the golem is exposed, it will suffer damage.

    As the Golem suffers damage, it becomes more dangerous. A hint of the danger level of the golem is the color of its power aura. Blue is seen in a Golem that is not attacking. Yellow on a Golem that has started attack, Orange on the Golem that has suffered considerable damage. Red is seen on a Golem about to explode.

    The Golem will constantly try to acquire replacement blocks. Every time a block is acquired, the Golem is healed (the amount of the healing depends also on the difficulty level)

    It may be wise to look for shelter when the Golem power aura is red, as there is not too much time before the golem explodes.

    When a Golem dies, it drops all of the blocks that were part of its body (including the valuable ore cube).

    -Snails

    Picture pending....

    They're slow and they hide in their shells, except when they don't have a shell. In that case they're just slow. Snails drop slime balls.

    -Insects



    [media][/media]

    Including Ants, butterflies, moths, flies, bees, fireflies, dragonflies, maggotts and crickets. Just for ambiance's sake

    -Turkeys



    Turkeys... they drop raw turkey when killed that can be cooked. Pretty straightforward stuff.

    check this video by BlockDaddy
    [media][/media]

    -Horses



    Horses are the first controllable mount in Minecraft. You will need to tame them before you can ride them. Once tamed, they won't despawn. There are 44! different kind of Horses available.

    Only regular horses, donkeys and zebras spawn in the wild.

    Horses need a saddle to be ridden. You can use either regular or horse saddles on them. Once you mount the horse, you'll need to break it by riding it repeatedly, you can make the process easier by feeding the horse hay, sugar lumps or apples.

    Tamed horses can be bred with the following combinations:


    The Gofa made this video explaining the breeding chart:

    [media][/media]





    This is the formula for the Essence of Undead. The Heart of undead is a rare drop of the Undead horse mobs, found at night. The essence of undead is used to obtain undead horses and heal them.

    When riding and undead horse, mobs will not attack you.

    To obtain rarer horses, you need a Zebra and the rare essences:


    Essence of Fire. The heart of fire is found only as a rare drop of Nightmares on the nether.


    Essence of Darkness. The heart of darkness is a rare drop of bathorses.
    Bathorses are aggressive mob horses found at night, mostly on underground caves.

    The Essence of Light is made by combining the other three essences


    The zebras can be found more frequently on plains biomes. You can increase the frequency of Zebras spawning by changing the 'Zebra Chance' option of the mod.

    Wild Zebras will flee on sight unless you're riding a white spotted or cow horse (tier 4 horses) or if you're riding another Zebra or Zorse. Once you tame a Zebra, you can breed a Zorse.

    Zorses are sterile and if given an essence of fire will transform it to a Nightmare. Giving it an essence of Darkness will transform the Zorse into a bat horse.

    If you give an essence of light to a nightmare, you will obtain an Unicorn. Unicorns can buckle other creatures and fall very slowly, floating down.

    If you give an essence of light to a Bat horse, while the bathorse is high in the sky at the cloud level, it will trasnform into a Pegasus.

    Pegasus and Unicorns can breed a White Fairy horse, however both will dissapear in the process. You need to give them both Essence of lights to get them ready for the mating. Also essence of light is used to heal them.

    If you give a light blue dye, a pink dye, lime dye, cactus green, orange dye, cyan dye, purple dye, ink sac, dandelion yellow, rose red, or a lapis lazuli to a white fairy horse, it will transform into a blue, pink, light green, green, orange, cyan, purple, black, yellow, red, or dark blue fairy horse. Fairy horses can carry a small inventory, if given a chest.

    Amulets are used to capture horses. The horses will drop any saddle, armor or inventory before being captured in the amulet. Only certain horses can be trapped in amulets:


    Amulet of the sky, to capture pegasus or black pegasus


    Fairy amulet for the fairy horses


    Ghost amulet, that can capture ghost horses


    Bone amulet, used to capture skeleton horses



    Horses can now wear armor, from softer to sturdier. They mitigate the damage the horses receive.


    Iron Horse Armor


    Gold Horse Armor


    Diamond Horse Armor

    And crystal armor for the rare horses
    (pending picture)



    This is how you craft the Horse Saddle:




    The only way to dismount a horse is by clicking the sneak key (shift)

    Quick guide on how to breed horses:
    Rules for breeding:
    -The horses to breed should be kept close (no more than 4 blocks away)
    -There should be no other horses around (8 blocks)
    -You have to feed them both to start the process (suitable foods are mushroom soup or pumpkins or rare essences for the rarer horses)
    -it takes time (about 1/2 Minecraft day)

    Quick Guide on How to use the Horses' Inventory:
    -Donkeys, mules, pegasus, black pegasus and fairy horses can carry bags
    -The horse needs to be tamed, and you need to give it a chest (only once)
    -A key will appear in your inventory. You can use that key to open any horse inventory. If the key is lost, you can craft a new one.

    How to activate the Nightmare's special ability:
    -it has to be tamed, you need to give it a redstone.
    -after that, ride it... and be careful


    You can craft a rope:

    that can be used to tie horses and BigCats, so they will follow you.

    -Ostriches



    Ostriches spawn in plains and desert biomes. You can find male, females and chicks. The males will fight back if attacked.




    The females and chicks will run away and hide their heads in the ground if attacked.
    Beware of the normally passive female ostriches, they'll fight you if you steal one of its eggs.




    Wild ostriches can't be tamed, but if you happen to 'acquire' an ostrich egg and hatch it, the chick will be tamed and will follow you around.

    You can give your tamed ostrich chick a name. The name can be changed by interacting with the ostrich while holding a medallion or book.

    Once the chick becomes adult, it will swap its feathers to reflect its gender. You can command your tamed ostriches by using a whip.

    If you give an adult tamed ostrich a saddle, you can ride it. while riding, if you crack your whip on the ground, the ostrich will sprint for a short period of time.

    Male ostriches are fast and the rare albino ostriches even faster.



    Ostriches can carry helmets that will reduce the damage received

    A chest can be given to an ostrich and they can carry a small inventory

    cloth colored cubes can be given to saddled ostriches to make them carry colored flags

    Nether ostriches are obtained by giving any tamed ostrich an essence of fire
    Nether ostriches will fly in a way inspired by the game 'Joust'. (It's requires skill!)

    Unihorned ostriches are obtained by giving any tamed ostrich an essence of light.
    They buckle animals in a similar way than with the unicorns. Unihorned ostriches can drop a unicorn

    Black wyvern ostriches are obtained by giving a tamed ostrich an essence of darkness
    they can fly if the jump button is used on a timely fashion. They propel themselves forward once flying. They're tricky but fun to control in the air.

    Undead ostriches are obtained by giving any tamed ostrich an essence of undead.

    -Snakes

    There are eight different kinds of snakes including a couple of shy snakes that will run away from the player and venomous snakes like corals, cobras, rattle snakes. There are also aggressive pythons.

    Different kind of snakes spawn based on the biomes. Rattlesnakes only spawn on deserts, pythons spawn on swamps and jungles

    Snakes mind their own business, if you get too close they will alert and hiss, giving you time to run away. If you don't they will attack you.

    A player carrying a bird or mice will attrack the nearby snakes. They hunt down small creatures

    You can obtain snake eggs. A snake egg that is dropped near a torch will hatch and the baby snake will be tamed and can be picked up. tamed snakes won't attack the player.


    Shy dark green snake:


    shy dark spotted snake:


    coral:


    green snake:


    orange snake:


    cobra:


    rattlesnake:


    python:

    -MantaRays



    Mantarays are peaceful creatures, they won't bother you at all.

    They can be tamed by mounting them. Then a fishnet can be used on them

    -Stingrays



    Stingrays will try to hide at the bottom of the water, they can be found in waters of most biomes except the Ocean and snow biomes. If you get too close, you have the chance of being poisoned by the stingray. Just avoid stepping on them!

    They can be tamed with fishnets

    -JellyFish.



    JellyFish will spawn on most waters. They are translucent and propel with pulsating movements. They are also luminescent at night. You can get poisoned if you get too close. JellyFish drop slimeballs. Just watch the water, you don't want to get poisoned!

    Can be tamed with fishnets

    -Added Goats





    Goats are really easy to tame, just drop any edible(food) item nearby. Once tamed, you can name them. you can also change the name by right clicking on the goat while holding a medallion

    Tamed and wild goats will follow you if you are carrying any edible items in your hand.

    You can use a rope on tamed goat to make them follow you

    You can milk female goats. Female goats don't have a goatie and have shorter horns

    Don't try to milk a male goat. It won't like it

    Male goats will fight back if provoked. They will also fight between themselves. They won't fight to death and will calm down after a short while.

    Goats are quite omnivorous. They will eat ANY item or floating blocks that are nearby. Even diamonds. If you die next to a goat it will have a feast with your dropped items. You have been warned

    -Crocodiles







    Crocodiles will roam around near beaches in the swamp biomes, sometimes they will remain static.
    Don't be fooled by a 'sleeping' crocodile, they are ready to attack and their speed can surprise you. They are very aggressive and fast in the water.
    Crocodiles snatch prey with their jaws, they will try to carry their prey to the water, were they'll perform a death roll.
    If a crocodile has caught you, you can try to get free by attacking it, but not all the hits will land. It's not that easy to scape crocodile's jaws.
    Crocodiles drop hides that can be used to craft 'Croc' armor

    -Turtles





    These shy lil' guys will hide from any other creature bigger than them.
    Turtles are resistant to most attacks unless they are upside down.
    If you right click on a turtle, you will flip it. It takes some time for the poor little guy to flop
    You can tame turtles by dropping watermelon slices or sugar cane near them.
    Once tamed, they will grow slowly, follow you around and also you can carry them on your head!

    -Scorpions



    Scorpions are nasty creatures that attack at night or if provoked. When scorpions attack, there is a chance of being poisoned.
    There are four different kinds of scorpions, the common variety will poison you, black scorpions spawn on caves. blue scorpions found on snow that will slow you down and the red scorpions found on the Nether and will set you on fire.

    Mother scorpions that are found with baby scorpions on their back drop babies which can be picked up and tamed.

    Scorpions drop either sting or chitin. The sting is a short lived weapon with special properties, causing poison, slow, confusion or fire on the targets
    the stings can be used to forge swords that will last longer and hit stronger (just add a diamond sword to three scorpion stings of the same kind.

    With the scorpion chitins, armor can be forged. A full set of armor confers a special ability. The cave Scorpion armor set allows night vision.
    The nether armor set gives fire resistance. The frost armor set enables water breathing. The regular scorpion armor gives mild regeneration.

    -Kitties





    Wild kitties will run from player. You can throw ('Q') cooked fish near them and once they eat it, they won't run away from the player. You can then give them a medallion to tame them. Once the medallion is given you can name them. The name and health bar can be toggled on/off individually by right clicking while holding a pickaxe or globally by using the in-game mod menu.

    Medallion:
    L = leather
    G = Gold ingot

    L L
    G


    Once the cat is tamed, it will look for a Kitty bed with food or milk.

    Kitty Bed:
    P = wood plank
    I = iron ingot
    W = Wool (you can use dyed wool as well, it will give you beds of different colors)

    P P P
    P W P
    I

    You can place beds and litter boxes by right clicking, and pick them up by right clicking while holding a pickaxe.

    You can transport a kitty bed or litter box in your head by right clicking on it without holding a pickaxe. You can transport kitties that are on lying on the bed or litter box that way. the kitties will want either milk or pet food poured into the kitty bed. While the cat is eating or drinking, you can see the milk/food level shrinking.

    Pet Food:
    any combination of Raw Pork + Raw fish

    Once the kitty has eaten, it will look for an unused litter box.

    Litter Box:
    P = wood plank
    S = sand

    P P P
    P S P
    P P P

    The litter box will become 'used'. This item is a powerful magnet for monsters. However ogres won't stomp and Creepers won't explode. Zombies will chase and push it whereas skeletons will throw arrows at it. It is quite a sight After a while, an used litter box will return to its empty state. You can also use sand on an used litter box to clean it.


    A cat that has eaten and used a litter box, will roam freely, it can become hungry again and look for food in a kitty bed again, or it will fall sleep at night, or try to climb a tree.

    IF you use a whip nearby cats, they will sit and won't move. You can also right click on a cat while wearing a whip to individually toggle sitting on/off

    Whip:
    L = Leather
    I = Iron Ingot
    C = BigCat Claws

    C L C
    L L
    C I

    If the cat has decided to climb a tree, you can watch it climbing. A cat that climbs a tree, will get trapped on top and will need help to come down.

    You can pick up a cat in three different ways: if it is a kitten, it will ride on top of your head. An adult cat will go on the player's shoulders. If you pick up a cat while holding a rope, you will carry it by its legs. Cats don't like to be carried that way and will be annoyed once you drop them.

    Rope:

    S = Silk

    S S
    S
    S S

    Cats can also get annoyed if they don't find a litter box or a bed with food or milk, or if you attack them once they're tamed.
    Once the cat is annoyed, it will chase the player and occasionally hurt him/her. After a while the cat temper will improve.

    A cat will follow you if you have a wool ball on your hand

    Wool Ball:
    S= string

    S
    s s
    s


    If you give the cat the wool ball, it will play with it for a while chasing it and pushing it, until the cat gets bored.

    You can breed cats by giving them cake. Once cake is given, the cat will look for another cat that is also in the mood (given cake). After a while one of them will become pregnant and will need to find a kitty bed.

    After a short while in the kitty bed, the cat will give birth to 1-3 kittens. Kittens will be very playful and will chase any items (not only wool balls), will play with the player and will chase its mom.

    If a kitten is attacked, its mom will defend them.

    Cats will display emoticons to give you clues of what they're thinking. You can turn emoticons off using the in-game mod menu.

    -Mice


    They will run away from everything. You can pick up a mouse by its tail. Mice drop seeds.

    -Rats


    They will attack the player at night or in dark areas, if you attack one rat, all the nearby rats will attack you. They are not too strong and their health is low. They drop coal.

    Watch this video from BlockDaddy O'Neal showcasing the rats
    [media][/media]

    -Deer



    Deer will run away from anything bigger than a chicken. They're peaceful creatures. You can find female, males and fawn.
    They drop pork meat

    -BigCats™

    (Image Pending)


    BigCats replace the lions that were part of the initial release of this mod.
    Besides male and female lions, there are Tigers, Cheetahs, Panthers, Snow Leopards and White Tigers.

    Female lions and Tigers will always attack the player if within range. Male lions, panthers and cheetahs will some times attack the player. BigCats will attack only when hungry. They will also eat raw pork or raw fish when hungry. Once they eat or kill a prey, they'll stop being hungry for a while.

    BigCats of different breeds will fight amongst them. Bring on the catfight! Tamed BigCats won't fight amongst them.

    Wild Cubs will seldom spawn. If you throw raw pork or raw fish near a small cub, and then you give it a medallion, you will tame it and it won't despawn or attack you. Once it grows to adult size, it will fight mobs on its own. Cubs will attack any other animal smaller than themselves. Bigger (almost adult) cubs won't be tamed.






    Tamed BigCats will follow you and fight any mob that targets you.

    BigCats will drop BigCat Claws when killed. You can use the BigCatClaws to craft a whip.



    Horses and BigCats will stay put when a whip is used near them (whitin 12 blocks). Also If you right click on a tamed Horse or BigCat while holding a whip, you can toggle them between moving and staying.

    If you use a rope on a tamed BigCat, it will follow you and fight your enemies

    You can watch this video by Foxy1990, showing how to tame BigCats
    [media][/media]

    -Lil' Fish





    They have 10 different colors/patterns. Piranhas are red and will attack anything that falls in the water. You can deactivate piranhas with the in game menu

    Fishbowls can be used to capture, transport and release fish. You can craft a fishbowl with four pieces of glass. an empty fishbowl can be filled with water

    A fishbowl with water can be used to capture fish. The fishbowl can be placed in the world and carried around in your head. If you want to bring a fishbowl back to your inventory, just
    right click on it while holding any pike.

    Fish can also be tamed with fishnets

    -Dolphins



    There are six different kind of dolphins (from common to rare): blue, green, purple, dark, pink and albino. The last two kinds are seen only rarely in the wild.

    Taming dolphins:
    You can tame dolphins by feeding them raw fish. the rarer the dolphin, the more raw fish it requires to be tamed. A blue dolphin requires 2 raw fish and an albino dolphin requires 12 raw fish. You can also tame dolphins by riding/breaking them. Rarer dolphins are noticeable faster than common ones.

    Breeding dolphins:
    Tamed adult dolphins can breed by feeding them cooked fish and keeping them apart from other creatures in a similar fashion than the horse breeding. Young dolphin can not breed or be tamed/ridden.
    Two dolphins of the same color will always have offspring of such color. Dolphins have a 'genetic value' from 1-6. (blue = 1 and albino = 6) if you mix and match dolphins you have 1/3 chance of obtaining a purple or dark dolphin if the genetic value addition of the parents is 3 or 4, and you have a 1/10 chance of obtaining a pink or albino dolphin if the genetic value addition equals 5 or 6. i.e. A pink dolphin(5) can be obtained in 1/10 of cases by combining a blue(1) plus a dark(4) dolphin or a green (2) plus a purple (3) dolphin.

    This video shows how to breed dolphins: (courtesy of Foxy1990)
    [media][/media]

    -Sharks



    The sharks will attack anything that falls in the water, except squids or other sharks. Sharks have different sizes, if you kill a big shark in easy difficulty or higher, you have a 10% chance of getting a shark egg. Right clicking on the shark eggs throws them. If the egg falls in water it will incubate and a tamed shark will hatch. Tamed sharks won't despawn and once they're big enough, will attack any other creature except sharks or the player.
    The shark model was inspired by charle88's thread. He also shared his textures.

    -Werewolves




    The first metamorphic and multi-stance mob for Minecraft! Don't be fooled by his appearance and sweet talk, they are ominous! He drops wood sticks or wood tools. At night it will transform into a vicious werewolf!

    There are four kinds of werewolves, of special interest is the fiery werewolf who can set targets ablaze.

    In daylight the werewolf will transform back into human form in no time. The best way to kill this beast is by using gold items (Think of it as the Minecraft silver). You have been warned, don't face one if you don't have a gold sword. It drops gold apples, stone or steel tools.

    Werewolves sometimes will run on all fours, which makes them faster

    -Bears



    There are four kind of bears in MoCreatures:
    Black bears and Grizzly bears will attack back if provoked. Polar Bears, that spawn in cold biomes will hunt down the player on sight. Panda bears are peaceful creatures that are attracted to sugar cane.

    You can tame a Panda bear by giving it reeds. Once tamed, a lazo can be used to make them follow you.

    -Wolves



    Spawns during the night time, only outdoors. It will attack you at night, and won't attack unless provoked during the day. Hunts small prey, and of course sheep!

    -Wraiths



    New flying mob. Spawns only on Normal difficulty or higher. Drops gunpowder

    -Flame Wraiths



    spawns only in Hard difficulty. Will set you on fire for a short time. Drops redstone. You can see them from a distance because of flashing flames.

    -Ogres




    The first mobs to destroy blocks! It destroys blocks sparing ore blocks and obsidian. The green ogre drops obsidian ore

    The fire Ogre is rarer than the regular ogre. This mob destroys blocks and ignites the floor on impact. It is fire resistant. It drops 'fire' so you can craft your chainmail.

    The Cave Ogre only spawns underground. It has the biggest area of damage. It drops diamonds.

    -Ducks



    Nothing original, I used material already available, credits go to dorino1 quack sounds plus painterly pack's duck texture.

    -Boars




    They attack smaller prey and if you get close to them, they can also attack you. Be warned

    -Bunnies



    Courtesy of


    -Birds!






    Birds add atmosphere to the game. There are six different kinds, and they have different sounds: Dove, Crow, BlueGrossBeak, Cardinal, Canary and Parrot. You can tame them by feeding them seeds. Once tamed, they won't be afraid of you and won't despawn.

    If you pick up a bird, you can glide safely from heights

    -Foxes



    They will attack only smaller creatures. Most of the work was done by Roundaround. I worked on the 3D model

    Frequently Asked Questions
    I apologize in advance, but any post in the forum or any private message with a question already answered here will be ignored. I just don't have the time to answer the same questions over and over again. Please don't PM me with requests or questions. Use the forum instead. I'm overwhelmed with PMs and I'm not reading them anymore.

    F.A.Q.
    Q.: Can I include your mod in my modpack?
    A.: Yes you can. No need to ask permission. Just go ahead!

    Q.: How do I get off my mount?
    A.: Press the 'F' key

    Q.: I installed the mod but don't see any of the new creatures.
    A.: perhaps the gamerule doMobSpawning is set to false. To fix it,open the world to LAN to allow cheats, then press 't', then type: /gamerule doMobSpawning true

    Q.: I only want to have xxx mob and not the others, can I?
    A.: Use the in-game menu to adjust the spawn rates for each individual mob. You can deactivate any mob by setting its frequency to 0

    Q.: I can't tame/ride a horse
    A.: Make sure you're using the right saddle and follow the previous instructions on how to tame horses

    Q.: I get a black screen when installing the mod
    A.: Did you forget to delete the META-INF folder?

    Q.: Does this work for SMP?
    A.: Yes

    Q.: The lions and bears are bipeds!!
    A.: You either did not install the Mod Loader or you installed another mod that conflicted with mine (i.e. a non Mod Loader mod)

    Q.: Can you do xxxx mob for me?
    A.: You're welcome to post your ideas/suggestions, I have a list of mobs to do...

    Q.: Does this work for Mac computers?
    A.: It does, the installation procedure is different.

    Q.: What program do you use to make the mobs?
    A.: I'm using Techne for models, paint.net for the textures, MCP plus Eclipse for the code

    Previous versions

    -MoCreatures v6.2.1 (for Minecraft 1.7.2)
    -Mo'Creatures v6.1.0 mirror (for Minecraft 1.6.4)

    -Mo'Creatures Mod v5.2.5.zip (Mirror) (MC 1.5.2)

    -Mo'Creatures Mod v5.2.3.zip (Mirror) (MC 1.5.2)

    -Mo'Creatures Mod v5.2.2.zip (Mirror) (MC 1.5.2)

    -Mo'Creatures Mod v5.1.5.zip (Mirror) (MC 1.5.1)

    -Mo'Creatures Mod v5.0.8.zip (MC 1.5.1)

    -Mo'Creatures Mod v4.7.0 (MC 1.4.7) requires CustomSpawner 1.11.2

    -Mo'Creatures Mod v4.6.0a (MC 1.4.7)

    -Mo'Creatures Mod v4.5.1.zip (Mirror) (MC 1.4.7)

    -Mo'Creatures Mod v4.5.0.zip (Mirror) (MC 1.4.7)

    -Mo'Creatures Mod v4.4.0.zip (Mirror) (MC 1.4.6)

    -Mo'Creatures Mod v4.3.1.zip (Mirror) (MC 1.4.5)

    -Mo'Creatures Mod v4.3.0.zip (Mirror)

    -Mo'Creatures Mod v4.2.3.zip (Mirror)

    -Mo'Creatures Mod v4.2.2.zip (Mirror)

    -Mo'Creatures Mod v4.2.1.zip (Mirror) (MC 1.4.5)

    -Mo'Creatures Mod v4.2.0.zip (Mirror) (MC 1.4.5)

    -Mo'Creatures Mod v4.1.3.zip (Mirror) (MC 1.4.2)

    -Mo'Creatures Mod v4.1.2.zip (Mirror) (MC 1.4.2)

    -Mo'Creatures Mod v4.1.1.zip (Mirror) (MC 1.4.2)

    -Mo'Creatures Mod v4.1.0.zip (Mirror) (MC 1.4.2)

    -Mo'Creatures Mod v4.0.4.zip (Mirror) (MC 1.3.2)

    -Mo'Creatures Mod v4.0.3.zip (Mirror) (MC 1.3.2)

    -Mo'Creatures Mod v4.0.2.zip (MC 1.3.2)

    -Mo'Creatures Mod v4.0.1.zip (MC 1.3.2)

    -Mo'Creatures Mod v3.7.1.zip (MC 1.2.5)

    Banners

    If you want to add a Mo'Creatures banner to your signature, you have different options:


    <a href="http://www.minecraftforum.net/viewtopic.php?f=25&amp;t=86929"><img src='http://i.imgur.com/iYxei.png' /></a>








































    <a href="http://www.minecraftforum.net/viewtopic.php?f=25&amp;t=86929"><img src='http://i.imgur.com/Uwhm8.png' /></a>


    <a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/vygdJ.png' /></a>








































    Thanks to Jibberlicious
    <a href="http://www.minecraftforum.net/viewtopic.php?f=25&amp;t=86929"><img src='http://i.imgur.com/DH52R.png' /></a>








































    <a href="http://www.minecraftforum.net/viewtopic.php?f=25&amp;t=86929"><img src='http://i.imgur.com/MDDfn.jpg' /></a>
    And if you survived the bunny infestation...

    <a href="http://www.minecraftforum.net/viewtopic.php?f=25&amp;t=86929"><img src='http://i.imgur.com/iIB8C.jpg' /></a>







































    <a href="http://www.minecraftforum.net/viewtopic.php?f=25&amp;t=86929"><img src='http://i.imgur.com/UNlXu.jpg' /></a>


    <a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/Cpu63.jpg' /></a>

    Credits

    Coding: DrZhark, Bloodshot
    Modelling: Kent C Jensen (a.k.a. BlockDaddy O'Neal) and DrZhark
    Textures, Icons: BlockDaddy and DrZhark
    Sounds: DrZhark

    special thanks to:
    -ScottKillen: Extrabiomes XL compatibility coding
    -AtomicStryker: SMP port for Minecraft 1.2.5
    -Cojomax: adding custom sounds
    -Freakstricth: Forge sprites
    -Resuke: icons
    -Vaprtek: initial Horse Model.
    -Dorino1: quack sounds plus painterly pack's duck texture.
    -Macaque: first boar texture.
    -KodaichiZero: Bunnies!
    -Rondaround: fox idea, AI, sounds and texture
    -_303 and Risugami: help with ModLoader and AudioMod
    -Corosus: optimization changes in the code
    -charle88: shark's model inspiration
    -cdrumer11: pink and white dolphin skins
    -FireHazurd: first werewolf model and texture
    Posted in: Minecraft Mods
  • View simo_415's Profile

    1392

    Dec 6, 2010
    simo_415 posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    Single Player Commands (SPC)
    Version 4.9 for Minecraft 1.6.2


    If you're looking for a server, or need to contact me, currently the best place is through this PvP survival server: pvp.darkmines.net.



    Download Automated Installation [COMING SOON]
    for a video tutorial on how to use the installer

    Download Manual Installation [Preferred] - [Link Removed]
    NEW INSTALL INSTRUCTIONS - CLICK HERE



    Release Details
    Spotlight
    Command List
    Item and Block codes
    Downloads
    Installation Instructions
    Troubleshooting

        Installer

    Minecraft Coder Pack (MCP) Compatibility

        Special Thanks

        Want to play SMP with me? Find me on this server regularly

        Advertise Single Player Commands

        License

        Donate



    Release Details

    For Minecraft 1.6.2 - Download Here

    Big thanks to q3hardcore for many of the new features

    /killall and /butcher now work
    /wand fixed
    Compatability with Mod Loader, PlayerAPI and Forge
    The current SPC installer is broken, a new one is being worked on which will be out in a few weeks (hopefully)
    New installation instructions, below.
    Many other things

    How to install (Minecraft 1.6.2)

    1. Close Minecraft launcher (if open)
    2. Navigate to where minecraft is installed (eg: on Windows %appdata%/.minecraft)
    3. Go to versions and copy the 1.6.2 directory and name it something else (eg: 1.6.2.mods). Alternatively, if you have done this for another mod already backup the Minecraft JAR.
    4. Open the jar file (using an archive utility, such as 7zip) in the mod directory you created (eg: 1.6.2.jar) and copy all of the files into it except for WorldEdit.jar
    5. Delete the files in the META-INF directory except for MANIFEST.MF
    6. Close the jar file
    7. Copy WorldEdit.jar into .minecraft/bin
    8. Rename the jar file to the same name as the directory (eg: 1.6.2.mods.jar)
    9. Rename the json file to the same name as the directory (eg: 1.6.2.mods.json)
    10. Open the json file in a text editor and the line that contains the id (eg: "id": "1.6.2") change it to the same name as the directory (eg: "id": "1.6.2.mods")
    11. Save and close the json file.
    12. Start up the Minecraft launcher
    13. Create a new profile
    14. Select the version that you just created (eg: 1.6.2.mods)
    15. Select the rest of your settings.
    16. Launch the game.

    Note: Using a 3rd party launcher such as Magic Launcher may save you a lot of time in managing mods.

    Code is open source at: https://github.com/simo415/spc

    For more information on commands use /help in game or visit http://youtube.com/user/spcmod


    The Spotlight
    Periodically I will put up a picture and video which I think are good representations as to what Single Player Commands is capable of. If you would like to get your picture or video featured here please send me a link (via PM or post) and if I like them they will get featured.
    Note: Videos should focus on SPC and can be any length (preferably at least 30 seconds)

    by drawingkid1313


    Command List

    Stuck on a command, confused or just looking for something new? Check out http://www.youtube.com/user/spcmod for a simple demo of most of the commands this mod provides.

    To bring up the command "console" type 'T' then type in the command. Below is a brief run through of the command list:

    Commands

    ADMIN: Due to the number of youtube links here, this content has been removed.

    WorldEdit Commands

    For a list of WorldEdit commands please visit the WorldEdit wiki page: http://wiki.sk89q.co...dEdit/Reference

    Global Command
    //limit - Set a maximum number of blocks to change at most for all operations. This only affects yourself. Use this to prevent catastrophic accidents. This command will not override the limit in the configuration if it is set.

    Brushes
    //brush clipboard - Switch to the clipboard tool.
    //brush cylinder [-h] [height] - Switch to the cylinder brush tool.
    //brush smooth [iterations] - Smooth the region.
    //brush sphere [-h] - Switch to the sphere brush tool.
    //mask - Clear the mask
    //mask - Set a mask
    //mat - Change the material used by your current brush.
    //size - Change the size of the current brushes

    Chunk tools
    //chunkinfo - Get the filename of the chunk that you are in.
    //delchunks - Generate a shell script to delete chunks.
    //listchunks - Print a list of used chunks.

    Clipboard
    //clearclipboard - Clear your clipboard.
    //copy - Copies the currently selected region. Be aware that it stores your position relative to the selection when copying.
    //cut - Cuts the currently selected region.
    //flip [dir] - Flip the clipboard.
    //load - Load .schematic into clipboard.
    //paste [-ao] - Pastes the clipboard.
    //rotate - Rotate the clipboard.
    //save - Save clipboard to .schematic.

    General commands
    //search - Search for an item by its name.
    //worldedit reload - Reloads WorldEdit's configuration.
    //worldedit tz - Set your timezone. This is temporary.
    //worldedit version - Gets WorldEdit's version.

    Generation
    //cyl [height] - Create a vertical cylinder.
    //forestgen [type] [density] - Make a forest.
    //hcyl [height] - Create a vertical hollow cylinder.
    //hsphere [raised?] - Create a hollow sphere.
    //pumpkins - Make a pumpkin forest
    //sphere [raised?] - Create a sphere.

    Getting around
    //ascend - Go up one level.
    //ceil [clearance] - Get to the ceiling.
    //descend – Go down one level.
    //jumpto - Jump to the block that you are looking at.
    //thru - Go through the wall that you are looking at.
    //unstuck - Go up to the first free spot.
    //up [distance] - Go up some distance.


    History
    //clearhistory - Clear your history.
    //redo [number of steps] - Redo your last (undo) action. This command replays back history and does not repeat the command.
    //undo [number of steps (default – last)] - Undo your last action.

    Region operations
    //move [count] [direction] [leave-id] - Move the selection's contents. A block can be specified to fill in the left over area.
    //overlay - Place a block on top of blocks inside the region.
    //outline - Build walls, floor, and ceiling.
    //regen - Regenerate the selection region.
    //replace - Replace all non-air blocks blocks inside the region.
    //replace - Replace all blocks of the specified block(s) with another block inside the region.
    //set - Set all blocks inside the selection region to a specified block.
    //smooth [iterations] - Smooth the selection's heightmap.
    //stack [count] [direction] - Stacks the selection.
    //walls - Build the walls of the region (not including ceiling and floor).

    Scripting
    //cs

    Posted in: Minecraft Mods
  • View Noppes's Profile

    764

    Dec 1, 2011
    Noppes posted a message on Custom NPCs

    Join my discord for the latest information: https://discord.gg/9xZuaA4



    If you dont want to loose items or blocks in 1.7, make sure to open your worlds with the latest 1.6.4 atleast once.


    Want to show your support? Buy me a drink


    Latest update video


    Always backup your world before updating.


    Read the Todo List before making suggestions


    Read the Frequently Asked Questions and Starting Information before asking questions

    Downloads

    Custom NPCs Download alternative

    • Requires Forge, download here

    German download: here

    Older Downloads

    External Dialog Editor

    • 1.7.10b and lower: download (last updated 19-jun-2014)
    • 1.7.10c and higher: download (last updated 24-aug-2015)
    • source code

    Information

    This mod adds a set of tools to create npcs with different roles/jobs and other functions. It gives Creative Players a way to liven up their world with fully Customizable NPCs.


    • Starting info
    • Installation Guide
    • Content Packs
    • Frequently Asked Questions
    • Todo and current plans
    • Changelog
    • Items
    • Dialog Setup
    • Factions Setup
    • Roles
    • Jobs
    • Fan Made Machinima
    • Adventure Maps
    • Bug/Issue Tracker

    Main developer: Noppes Co developer:

    • DarkSignal, check out his Newgrounds Page

    Ex developer

    • smokeysamcat

    Notes

    • Licensed under the Creative Commons BY-NC
    • If you want to use it for a modpack, include a link to this thread
    • If you want to use this mod for an adventure map go ahead. No need to ask for permission
    • People who do youtube videos on this mod, feel free to post them here

    Resource Packs

    • Dokucraft 32x32 resource pack Download by sm284614
    • BDCraft/Sphanx
    • Oblisgr HD Skins

    Permissions

    If you are using mcpc+ there are multiple permissions you can use

    permissions:
     customnpcs.npc.gui customnpcs.npc.create customnpcs.npc.edit customnpcs.npc.delete customnpcs.npc.reset customnpcs.npc.freeze customnpcs.npc.ai customnpcs.npc.stats customnpcs.npc.display customnpcs.npc.inventory customnpcs.npc.advanced customnpcs.spawner.mob customnpcs.spawner.create customnpcs.global.playerdata customnpcs.global.bank customnpcs.global.dialog customnpcs.global.transport customnpcs.global.faction customnpcs.global.quest customnpcs.global.recipe customnpcs.global.naturalspawn customnpcs.mounter customnpcs.pather customnpcs.villager 









    by default players will have none of these permissions unless they are opped

    Video

    Tutorial/Show Off by SCMowns

    Credits

    Without these guys this mod wouldnt have been possible, they are awesome. Thanks for all your support.

    • For skins:xSparky, willxo, DrakonsLTU, arugaicastle, Kasumi10102, meecube, DiggyDiggyHole1223, Jimorrison, MrTylon, DrakonsLTU, GingerNinjaSam, C0NV3X, fatacemcafee, MineWarCrafter, Eliwood407, NethanielShade, Tcc, MineWarCrafter, rhaidenp, Zach8460, araelb123, Gurinderm101, gui_maldito, Fox0427
    • For items: Torzel, C0NV3X, Eliwood407, Scorpinax, llama66613, meecube, lazeckvar, werff, DiggyDiggyHole, Moety5, adscomics, tobbiusness
    • For blocks: Redmann, tobbiusness, MineWarCrafter, owned645
    • Making/Imporving models: Verdana, CarbonLord, DjGyarados, Jimorrison, Solidfire
    • For banners: KingMiner, Bosch, Darkcrafter31, MrTylon, aditya25
    • For extensive testing and being awesome on the forums: Darkcrafter31, MrTylon, Mr. Rinkachi, Kasumi10102, Archadeas, belldyl, Collserra, Taj, willxo, CarbonLord, C0NV3X, Eliwood407, Mikieee, tobbiusness, Charanor
    • For translations: CZ:fritol33, DE:Waringham, Datixum, PL:Patrykgazing, RU:Overbolt, BR:Teraxo, ID:aditya25, KR:Cuz, FR:DjefNukem, AR:matias491, CN:miguo
    • Special Thanks to: Verdana for letting me use the pony model, KodaichiZero for letting me use his grooving animation, TheKyleb for letting me use his music.

    Banners


    <a href="http://www.minecraftforum.net/topic/833003-"><img src='http://i.imgur.com/m6yxj.png' /></a>









    <a href="http://www.minecraftforum.net/topic/833003-"><img src='http://i.imgur.com/MZMYs.png' /></a>

    <a href="http://www.minecraftforum.net/topic/833003-"><img src='http://img560.imageshack.us/img560/7007/customnpcbanner3.png' /></a>









    <a href="http://www.minecraftforum.net/topic/833003-"><img src='http://i.imgur.com/42bg6.gif' /></a>

    ~

    Posted in: Minecraft Mods
  • View ThesaurusRex84's Profile

    795

    Oct 9, 2011
    ThesaurusRex84 posted a message on Boats Evolved; bigger, modular boats

    Alright, so there's this idea I've been working on for the past few weeks. You heard me, weeks. Basically, it's boats. Boats than you can make bigger, slap a name on, armor, choose what propulsion system it has, and carry stuff in.

    Full idea in spoiler:

    Boats Evolved; bigger, modular boats (Watch out --- huge!)

    Okay guys. Just a slight disclaimer, the explanation for this idea is going to be *HUGE*. The idea itself may be simpler, but the description will take a long time to explain. In a nutshell, it's bigger boats that are also modular.
    So we'll start with a slight modification of a game mechanic. Otherwise, the idea won't work very well. So just keep in mind that in this idea, you can't push a boat around by standing on top of it. At least just for the higher-level classes, which we'll get to in a minute.
    Also, upon entering a boat, a GUI will appear somewhere around the bottom-right or so that displays the ships 'health', and speed.



    Before we go overboard (no pun intended), let's begin with some basic principles that can be applied to the current boat. Let's call it the Dinghy. You can't do too terribly much with the Dinghy, but you CAN do some things.
    Dinghies can be crafted just like they normally are. However to modify a boat, a new tool will have to be brought into the game. Let's say it's a Hammer. Right-clicking on a boat with a hammer, granted you're the one that built it will open up a GUI.



    Like I said before the abilities with the Dinghy are limited, so you have limited things that pop up in the GUI. All that displays for now is the hull, propulsion system, and their respective health bars. You can also give your boat its own custom name that appears on its hull (But this probably won't be for the Dinghy). You will also notice two numbers at the top. On the left (12/12), is the boat's hitpoints. I doubled their damage resistance because I thought it was kind of silly to kill a boat with one arrow. To the right (1) is the ship's base speed attribute. That is to say, the speed capability of a boat, excluding the propulsion system. Boat stats will vary upon each construction. Therefore someone can be proud of themselves if they have made a fast/strong ship.

    Normally, you have your standard, nonreinforced plank hull. However, you could change that. Let's start with a Reinforced Wood Hull. In the crafting table, put in 9 pieces of log together to form a piece of Reinforced Wood Plating. Dinghies will probably only need one plate to reinforce themselves. Plating will probably not be stackable for gameplay purposes.
    Reinforced wood will provide a higher defense for the dinghy. Two more types of hull include Steel and Gold. Steel Plating requires 4 Iron blocks in the crafting table, and Gold likewise. With a steel-plated hull, the boat can take considerably more damage than Plank or Wood. Steel hulls can possibly withstand lava. Gold plating is only slightly stronger than Reinforced Wood and is not feasible as battle armor. However, just in case you were thinking these hulls are easy to reinforce, keep in mind higher levels will need more plating as they get bigger.



    When a boat is damaged, simply right-click with the Hammer to open up the GUI. There should be a slot for extra plating to go in should the ship need repair. To ensure fair fights, the repair will be timed, like a furnace. Each repair uses up the Hammer some. It would also be nice to see some sort of visual cue for an almost-destroyed ship, like fire or a broken, damaged texture.

    And now, the propulsion systems.

    With the default dinghy, you have your Hands. Hands for a dinghy are basically neutral, however they will be slower than in previous versions of the game.
    An alternative solution, is craftable Oars. Oars are very maneuverable and faster than hands, however they do not grant a steady speed and require you to hold down the forward button whenever you want to move. They may even 'tire' you out more (using up more Hunger).



    The last one for the Dinghy, is the sail. Sails can provide very fast speeds, however they have low thrust and are not easy to slow down and speed up easily. A steady speed is required for traversing around land-covered areas. Sails can also possibly be made with different colored wool, to help a boat stand out. Sails grant a steady speed as you can leave them unattended with very little deceleration.



    So now we move on to a bigger boat. Not too terribly big, but we're getting there.

    To construct larger ships and propulsion systems, you're going to need an alternative to the crafting table. Let's just call it the Shipwright. This block ONLY crafts boats and takes up more blocks of space.



    I think for a new level of boat, you're going to need some Blueprints. Blueprints can most likely be created by interacting with the Shipwright by combining a blueprint (Or in this case, a solid Dinghy) and investing your Experience Points to come up with a new 'idea' for a bigger boat. The 'studying' is timed, again, like a furnace, and with each clump of EP filled, the progress bar is filled some. You can also find Blueprints in dungeons, but only rarely.
    After that will be done, the Blueprints can be put in a separate slot, with another slot under it. The slot under it is for the wood required to build the boat. Every time you put more wood into the slot under it, the progress bar for the ship increases. I'm not sure if this should be the way but it sounds pretty good.
    I think that for each class of boat, a bigger mast will need to be crafted. That, or just have one single mast that, for bigger boats, you need to pack in more Sails. Kind of like how plating works.



    So now, the next level: the Skiff.

    The skiff is *about* 2 1/2 times the length of the Dinghy. However, with the next level comes new features. First off is a second slot, a passenger seat if you will. But besides that, there are two more features.



    Here, there will be special lots to place blocks at. These could be something decorative like gold blocks, or practical, like chests.



    To place a block in there, logically you would right click on that one place with the block. It's possible the block lot will be highlighted by the Hammer to show you where you can place things. To get it out, leftclick with the Hammer and it will appear in your inventory. If blocks aren't your fancy, perhaps animals are. Here is where the extra space in the GUI comes in. There would be a list of all the entities in the boat. If they are NPCs, you can choose to move them to another slot, or evict them. You can also evict players, but not move them[amended].



    With the Skiff, you have an additional propulsion system. I'm not sure about this one so I'm going to need you guys' approval. Essentially, it is a steam-powered paddlewheel. The steam engine will need to be powered by coal, which will either have a furnace-like GUI or not. It is also be slightly less maneuverable than the Sail. The steam engine, like Sails, grant a steady speed and can be left unattended. They have perfect acceleration, however they are much slower than Sails.



    For armoring, the Skiff will need more plates to sufficiently armor the boat. Possibly two or three.
    The skiff will most likely be the largest boat to successfully navigate shallow marshlands and the like.



    Now, for the adventurous sailor, we're going to go one step up. Meet the Cog. The Cog is a fair-sized boat, but it is hardly big. What is does have though is a top deck large enough to walk upon. Now, we're going to introduce another feature. This time, the Cog will have a lower deck. You could be able to place a few blocks in that bottom deck, such as beds and chests. This will be good for long adventures. If you aren't spoiled, you would be happy with a Cog for your adventuring needs. Hands are now unusable.
    For gameplay, an invisible, penetrable box will be in the interiors of the ship that hides water and its effects when water blocks go near it, but as soon as they leave the water blocks return to normal.



    Now here, starting with the Cog, is the boat's main means of offense and defense. You guessed it, the Cannon. I believe the cannon could be made with a crafting table. To fire (And right now I'm making most of this up as I go along), you must first craft a Cannonball (Maximum of 16 allowed in hand), and right click on the cannon. The cannon will fizz for about 2.5 seconds or more before firing the cannonball. You must wait an additional second to fire again. To adjust the angle of a cannon, rightclick it (without a cannonball) to point the cannon up or down.



    Now with ships and other entities, contact with the cannonball will just equal damage being dealt. But with blocks, there is a chance (Depending on their blast resistance) that the block being hit, and/or the blocks around it will be pushed forward and respond to gravity. And in rare cases, break upon falling.
    That, or it would just be a weak form of TNT. But I like the former better. Mostly because it's my idea. Good gosh I think I'm vain or something. :P
    So like I said, if you aren't spoiled, you would be happy with a Cog for your adventuring needs.



    But sometimes, you ARE spoiled. Or, just requiring a bit more power. That's where the fourth level comes in, behold: the Carrack. Significantly larger than the other boats, this one can actually be called a ship. It has 3 decks. The first being the top deck (Which comprises of the main deck, quarter and poop, naturally), the second the gun deck, which to the back holds the captain's quarters, and the bottom deck is mainly for cargo. If the Carrack is steampowered the boiler room will be in there.





    Oars are now unusable for the Carrack, as are Hands for Cogs. (The Oars for the Cogs would be weaker than on the Skiff and Dinghy, as would hands with the Skiff. However with the Steam engine and Sail, they just get faster with each level, with exceptions [amended])
    Another neat thing you get to do with the Carrack is you get to live up to the naval definiton of a ship. On the Carrack, you can place another boat inside it for scouting/lifeboats. But it can only be a Skiff or Dinghy.



    Okay, next one. Here we go.



    (This level is optional. You guys tell me if it should be ingame.)

    Now sometimes, your lust for power is so great no measly Carrack can hold it; not even when it is steel-hulled and armed to the teeth. No, you wish for the very seas to obey your will. Well, you psychopath, here's the fix for you: Feast your eyes sir, on the Galleon. Over twice the size of a Carrack, four long decks and plenty of guns, you would not want to war with this vessel. It is essentially a Carrack on steroids; bigger, stronger (but not faster [amended]), and scarier. But, slightly slower. Should you decide to armor it, keep in mind it will need 8 Platings to armor (Maybe more). And considering each plating requires 4 blocks to fill, you're going to need a LOT of iron.



    When a ship finally loses all of it's 'health', it will sink to the bottom of the sea. Here, it is subject to despawn, but will stay there as long as there is a player near it. Although dangerous, it would then be available for looting, if you haven't plundered the ship while it was afloat already. < --- This entire paragraph is subject to discussion and alternative options. It's also been proposed that the ship turn into it's block counterpart, only leave chests, or like in the Amendment Posts, leaves a Ship's Bell that can serve as a savegame for your ship.

    Now, I understand that such a feature is going to be *HUGE*, possibly requiring its own update, and would be just a massive undertaking. But I for one believe it will be an undertaking worth the effort. It would heighten the spirit of Minecraft adventure and exploration, people could trade vast amounts of resources over long distances, and plunder other ships for their booty. So I'm not 100% expecting this to be accepted entirely (But if it is, thankyouthankyouthankyou!), but in the future if any modders were curious about how to go about doing their ship mod, this could be a good example. But I really hope this would at least be seen by Mojang. Just two-thirds into completing this idea, I read an old tweet of Notch saying that he might add something like this in the future. So, if you are, this could be one of the ways to go about it.


    Any questions?

    Amendment Post 1:
    - In the Shipwright GUI, the product slot of the boatbuilding section is now a button. I've updated the image.

    - Craftable ship components should have been expanded. In addition to a Galley, an Anchor component (probably most vital) is also one of them. Also proposed by the community are tables, crows' nests (That basket thing on the top of masts), icebreakers, and if the NPC crew idea is implemented, a sea captain's desk to chart courses for the helmsman.

    - I actually think you should be able to move players. I mean, if they actually decided to choose to lock themselves in a mob slot rather than move around freely I think the captain should be free to move them wherever.

    Amendment Post 2:
    - Galleons really shouldn't be the fastest ships out there, it would be unfair. Instead, their base speed capability should be a tiny bit slower than a Carrack, probably. Updated.

    - Right clicking on a cannon without a cannonball could point the cannon up/down. Updated.

    - Different types of ships that do not follow the linear 5-level path of upgrades. Instead, 'extra' ship blueprints could be found in dungeons in strongholds, but they would be rare. Could be a way to get Caravels and viking ships or whatnot.

    - I'm not sure about the decay process of sunken ships. Perhaps after someone leaves the ship's general area, a timer starts and eventually the ship will despawn. Or maybe it just stays there forever but can be 'mined' away to recollect valuable materials.

    Amendment Post 3 (Note: These are not as important as the first 2) :
    - Flags. Although I'm sure colored sails can do a good job of faction identification, custom-made flags would be really great to have. They could be used outside of boats, too.

    - Extra ammo types. The standard cannonball would be made of stone and gunpowder, but others could be made out of iron and other materials. The new usable fireball coming 1.2 would also make a neat incendiary addition. Other types can inclde grapeshot and chainshot.

    - Sea monsters. Pretty straightforward, I'd like to see some minor sea bosses when roaming the sea. But in my opinion, they should be restricted to certain sizes of ships (Dinghies have no bosses). For example the ship the size of a Skiff would probably only get a shark or something, whereas something Cog-sized would get sharks and sea serpents, medium-sized ships like the Carrack would get sea serpents and maybe giant octopus (Will wrap tentacles around the ship and begin to tug down unless tentacles are damaged), etc...They are, however, uncommon.

    - A ship's bell. Yes, they can be used as a normal bell, but there's something that makes them special. Once placed on a ship, it bears the ship's name and can ONLY be placed on that ship (e.g Bell of the S.S Whatchamacallit). Then, if a sunken ship despawns, that bell is turned into a block at the bottom of the ocean and contains all of the ship's data. Then, it can be used to recreate the ship.

    - Sea obstacles. The ocean would be made that much better if occasionally you stumbled upon a mini-biome within an ocean. These could be mysterious sea rocks, or icebergs made of pack ice where a tundra or arctic biome would usually be.

    And the Reddit post is here:

    http://www.reddit.co..._modular_boats/ (Archived)


    *EDIT*

    Due to popular demand, I give you this:


    Add this to your signature if you like it!

    <a href="../../../topic/699830-boats-evolved-bigger-modular-boats/"><img src="http://i569.photobucket.com/albums/ss136/elitemandalorian48/besig-1.jpg" alt=""></a>



    Important Things to Know for the Unfortunate Few Without Common Sense (aka posts I've gotten a million and one times and wish to halt):


    • This is NOT A MOD. The illustrations may look convincing (for a bunch of photoshopped models made in Sketchup :p) but I have repeatedly, in this suggestion, mentioned it as an idea and rarely even mentioned the word 'mod'. Please stop asking how to install this. Plus, we're in the Suggestions forum. That tell you anything?
    • Yes, I have SEEN the Zeppelin Mod. You're just about the 508th person to show me this. Yes, I've seen it. YES, I think it's a great mod, but in my opinion it's best to leave it at that, and this idea is about the vanilla Minecraft ships made of predefined modules, not blocks, as that seems to be more congruent with the current game mechanics. Saying "There's a mod for that" is a warnable offense, in any case.
    • You see that little link up there? Yeah, the idea is in the link (or the spoiler). I've explained rather thoroughly how the boats work. While I would really like it for you to give me your two cents, this thread is not for people to make up entirely their own ideas on how the boats work. That part's already here, mostly ;)
    • "This would be great, but the oceans need to be bigger!" <-- Say this and you're gonna get a smack. >=(

    Download link to the original SketchUp models: http://www.mediafire...55l1cnm1npgkbgl

    --- See Also: ---

    Mythological Sea Creatures, Boats and Other Stuff
    by JasonG5!
    [represent]
    Posted in: Suggestions
  • View Skylinerw's Profile

    97

    Sep 12, 2013
    Skylinerw posted a message on 1.12 - JSON Text Component (for /tellraw, /title, books, signs)
    This thread is no longer under development. An updated version will be posted here.

    Last updated: 1.12

    Index


    Generic info

    1. Intro
    2. Errors
    3. JSON Structure
    4. Unicode & escape sequences

    In-game features

    5. /tellraw
    6. /title
    7. Books
    8. Signs
    9. Advancements

    Text component

    10. Text input

    i. "text"
    ii. "translate"
    a. Conversion flags & "with"
    b. "with" & text components
    iii. "score"
    iv. "selector"
    v. "keybind"

    11. Text styling

    i. "color"
    ii. "bold"
    iii. "italic"
    iv. "underlined"
    v. "strikethrough"
    vi. "obfuscated"

    12. Event listeners

    i. "insertion"
    ii. "clickEvent"
    a. List of clickEvents
    iii. "hoverEvent"
    a. List of hoverEvents

    13. Adding text

    i. "extra"
    ii. Array structure


    Additional usage info

    14. Inheritance
    15. Senders & origins

    i. Initial parsing
    ii. run_command clickEvents

    16. /trigger

    Conclusion

    17. Q&A
    18. External links
    19. Conclusion



    Generic info



    Intro




    The "Text Component" is Minecraft's text handling system, in which the text to parse is stored as JSON. It features basic text styling such as color and formatting (bold, italic, underline), parsing of anonymous data such as target selectors or playerscores, use of translations, as well as advanced options through clickEvents and hoverEvents to, for example, run a command when clicked or display more data when the mouse hovers over text.

    This thread will cover how to use the text component with various in-game features, but not all component options are available for all features. Below is a key that will indicate what features a component option if available for.

    = /tellraw
    = /title
    = Books
    = Signs
    = Advancements

    Errors




    If you have any issues running commands, please paste your commands here along with any error messages or unexpected behavior. If the command is long, please post them in a spoiler:

    [spoiler]Insert command here[/spoiler]

    You can check for valid JSON using a generic validator such as JSONLint.

    JSON structure




    The following is a list of all possible keys for the text component. The wiki will have an up-to-date version here if this is outdated.


    {
        "text": "",
        "translate": "",
        "with": [],
        "score": {
            "name": "",
            "objective": "",
            "value": ""
        },
        "selector": "",
        "keybind": "",
        "color": "",
        "bold": false,
        "italic": false,
        "underlined": false,
        "strikethrough": false,
        "obfuscated": false,
        "insertion": "",
        "clickEvent": {
            "action": "",
            "value": ""
        },
        "hoverEvent": {
            "action": "",
            "value": ""
        },
        "extra": []
    }


    Unicode & escape sequences




    The text component supports the use of Java's escape sequences, which includes unicode support. Not all escape sequences are supported, and not all unicode characters may be visible.

    \u0000 to \uFFFF

    Specifies a unicode character, replacing 0000 with the hex value. See here for unicode characters. For example, the following produces the pilcrow/paragraph sign, being unicode character 00B6:

    /tellraw @a {"text":"\u00B6"}



    \n

    "Newline" character, pushing text to the next line. While with signs it can be used, the text pushed to the next line will not be visible.

    /tellraw @a ["Line 1\nLine 2"]



    \" and \' and \\

    Allows the usage of quotation marks nested within quotation marks, such as NBT data for various click/hover events, as well as backslashes as literal characters rather than as an escape sequence.

    /tellraw @a ["This text is \"quoted\". Backslash: \\"]



    Note that for nested quotes, deeper-nested quotation marks will need to be escaped further. The formula to obtain the number of backslashes needed is (2 * [current backslashes]) + 1. For example, if a quotation mark is needed as a literal value, but is already inside a set of quotes that has 1 backslash, 3 backslashes are needed in order to use the quotation marks:

    /summon Creeper ~ ~1 ~ {CustomName:"the \"quoted\" text"}
    
    /tellraw @a {"text":"Click","clickEvent":{"action":"run_command","value":"/testfor @e[type=Creeper] {CustomName:\"the \\\"quoted\\\" text\"}"}}

    The next depth would be 7, then 15, and so on.

    \t and \b and \f and \r

    None of these escape characters can be used with the text component.



    In-game features



    /tellraw




    The /tellraw command adds a message to the chat for specific players. It has access to most features of the text component.

    /tellraw [player] [text component]
    
    /tellraw @a {"text":"Hello","color":"red","italic":true}

    Unavailable features:

    1. "open_file" click event.
    2. "change_page" click event.

    /title




    The /title command adds a message at the center of the screen for specific players. It has access to most basic features of the text component, but lacks support for event listeners. The wiki lists command syntax and general usage info for /title here.

    /title [player] [title|subtitle] [text component]
    
    /title @a subtitle {"text":"The smaller subtitle","color":"red","italic":true}
    /title @a title {"text":"The larger title","color":"red","italic":true}

    Unavailable features:

    1. All event listeners.

    Books




    Currently only the pages list tag supports strings that contains a JSON object. The title and author string tags do not. In order for a book to be considered "valid", the title tag must be at maximum 32 characters long. Any higher and the book will only display "* Invalid book tag*".

    Because the NBT data must be string data, quotation marks must be used as other characters would invalidate the JSON object. This also means that any nested quotation marks must be escaped.

    While the JSON format for pages can be lenient (i.e. without required quotation marks around all key names and strings), it is not recommended. All other usage of the text component has switched to strict, and books will do so in the future.

    Note that a bug currently causes inconsistencies with text styling between books and other features using the text component (see MC-62866).

    /give @p minecraft:written_book 1 0 {title:"",author:"",pages:["{\"text\":\"Page 1\",\"italic\":true}"]}

    Unavailable features:

    1. insertion event listener.
    2. open_file click event.
    3. suggest_command click event.

    Signs




    Signs allow usage of the text component through the Text1, Text2, Text3, Text4 string tags. In order for any text on the sign to be valid and remain after reloading, all four tags must exist and must contain a valid text component.

    Because the NBT data must be string data, quotation marks must be used as other characters would invalidate the JSON object. This also means that any nested quotation marks must be escaped.

    /setblock ~ ~1 ~ minecraft:standing_sign 0 replace {Text1:"[\"Top text\"]",Text2:"[\"\"]",Text3:"[\"\"]",Text4:"[\"Bottom text\"]"}

    Unavailable features:

    1. insertion event listener.
    2. open_file click event.
    3. open_url click event.
    4. suggest_command click event.
    5. change_page click event.
    6. All hover events.

    Advancements




    Advancements can use the text component in their "title" and "description" keys. Since advancements themselves use the JSON format, there is no need to encase the entire text component in quotation marks.

    {
        "display": {
            "title": {"text":"This is the title.","color":"blue"},
            "description": {"translate":"custom.locale.key","with":[{"keybind":"key.inventory"}]},
            "icon": {
                "item": "minecraft:crafting_table"
            }
        },
        "criteria": {
            "custom_test_name": {
                "trigger": "minecraft:impossible"
            }
        }
    }

    Unavailable features:

    1. Score text.
    1. Selector text.
    2. All event listeners.



    Text component



    Text input




    The first step to creating a text component is to specify the text to be shown. There are various methods to display text, but only one may be used at a time.

    The order of precedence is as follows, from highest to lowest: text, translate, score, selector, keybind.

    For example, if translate and selector are both defined at the same depth, translate will be used. This means text supersedes all.

    One of these keys must be defined for the text component to be valid, though does not need to contain text.

    /tellraw @a {"text":""}

    Alternatively, if within an array of text components (such as from instantiation or via extra), a lone string will act as text.

    /tellraw @a ["String 1",{"text":"","extra":["String 2"]}]


    "text"

    Basic text with no parsing other than escape sequence support. Target selectors are not parsed using this option.

    /tellraw @a {"text":"String"}



    If specifying a lone string within an array of text components (such as from instantiation or via extra), the input will be parsed as the text option.

    /tellraw @a ["String 1","String 2"]
    /tellraw @a {"text":"String 1","extra":["String 2"]}



    "translate"

    Sends input through the translation parser, useful for multi-lingual support. The input is expected to be the language key (e.g. gui.toTitle), but if the key is invalid it will be parsed as though it were the key's value instead. The output shown will be dependent on the player's language setting, unless the key is invalid.

    /tellraw @a {"translate":"gui.toTitle"}



    Example, showing that invalid key results in input being parsed as output.

    /tellraw @a {"translate":"Text inserted here"}



    Conversion flags & "with"

    Minecraft's language files support the usage of several conversion flags, which are placeholders for text. For example:

    commands.generic.entity.invalidType=Entity type '%s' is invalid

    %s is the placeholder, which is text to be inserted at a later point. While the language files support the use of a handful of different conversion flags, all flags are converted to %s or %#$s. See here for a more in-depth explanation of placeholders, but be aware that Minecraft implements them manually and thus not all are available.

    The with array will hold the extra data to be inserted. Example, where the %s placeholder is replaced with "Creeper":

    /tellraw @a {"translate":"commands.generic.entity.invalidType","with":["Creeper"]}



    Conversion flags are also supported when specifying an invalid key, but be aware that the game is expecting only %s or %#$s. No other conversion flag will work for those cases.

    /tellraw @a {"translate":"Insert a %s here.","with":["STRING"]}






    Below is a list of conversion flags, how they are interpreted, and how they are intended to be used.


    %s

    The next string in the sequence inside with. For example, given the following:

    custom.key = Insert %s and %s, followed by %s.
    
    /tellraw @a {"translate":"custom.key","with":["STRING1", "STRING2"]}
    
    Output = Insert STRING1 and STRING2, followed by .


    The first %s will grab the first record within with, being "STRING1". The second %s will grab the second record, being "STRING2". The third will then grab the third record, but because there is none, will simply become blank.

    %d

    Intended to be an integer. Converted to %s upon reading the language files.

    %f

    Intended to be a float. Converted to %s upon reading the language files.

    %#$s

    A specific record inside with. The # is replaced by the incremental record number within the array. Note that this does not affect the sequence used by %s. For example, given the following:

    custom.key = Insert %1$s and %2$s, followed by %1$s and %s.
    
    /tellraw @a {"translate":"custom.key","with":["STRING1", "STRING2"]}
    
    Output = Insert STRING1 and STRING2, followed by STRING1 and STRING1.


    %1$s gets the first record, being "STRING1". %2$s grabs the second record, being "STRING2". The first record is then grabbed again. Finally, %s accesses the current string in its sequence, and since no other %s was used, it will grab the first record "STRING1".

    %#$d

    Intended to be a specific integer record. Converted to %#$s upon reading the language files.

    %#$f

    Intended to be a specific float record. Converted to %#$s upon reading the language files.

    %.#f

    Intended to be a float with a maximum number of decimal places. Converted to %s upon reading the language files.

    %.#d

    While technically possible with Minecraft's parser, does not represent anything. Converted to %s upon reading the language files.



    "with" & text components

    The records inside with may also be text components. Availability will vary between in-game features, as usual. For example, the following replaces %s with a parsed target selector:

    /tellraw @a {"translate":"Nearest player: %s","with":[{"selector":"@p"}]}



    "score"

    Displays the value of a score based on a playerscore on the scoreboard. The score object holds three keys: name, objective, and value.

    A bug (see MC-56373) currently prevents full usage within hover events ("value" does work).

    "name" is the name of the player stored on the scoreboard, which may be a "fake" player. It can also be a target selector that must resolve to 1 target, and may target non-player entities. With a book, /tellraw, or /title, using the wildcard * in place of a name/selector will cause all players will see their own score in the specified objective. Signs cannot use the wildcard.

    "objective" is the objective to find the player's score from.

    "value" stores the processed value so that the score does not need to be re-evaluated. If defined, this value is used instead of a processed score.

    Example, where all players are shown the score of the nearest player in the "TEST" objective:

    /tellraw @a {"score":{"name":"@p","objective":"TEST"}}



    Example, where all players will see their own score in the "TEST" objective:

    /tellraw @a {"score":{"name":"*","objective":"TEST"}}

    Example, where a score is not processed due to value being present and will instead display "hello":

    /tellraw @a {"score":{"name":"@p","objective":"TEST","value":"hello"}}


    "selector"

    Processes a target selector into a pre-formatted set of discovered names, complete with event listeners where applicable. Multiple targets may be obtained, with commas separating each one and a final "and" for the last target.

    The resulting formatting cannot be overwritten. This includes all styling from team prefixes, insertion event for entity & player names, clickEvents for player names, and hoverEvents for entity & player names.

    A bug (see MC-56373) prevents it from working in hover events.

    Example, assuming there are 3 creepers:

    /tellraw @a {"selector":"@e[type=Creeper]"}



    "keybind"

    Shows the player their corresponding key for a keybind. The following is a list of valid keybinds:


    "key.forward"
    "key.left"
    "key.back"
    "key.right"
    "key.jump"
    "key.sneak"
    "key.sprint"
    "key.inventory"
    "key.swapHands"
    "key.drop"
    "key.use"
    "key.attack"
    "key.pickItem"
    "key.chat"
    "key.playerlist"
    "key.command"
    "key.screenshot"
    "key.togglePerspective"
    "key.smoothCamera"
    "key.fullscreen"
    "key.spectatorOutlines"
    "key.hotbar.1"
    "key.hotbar.2"
    "key.hotbar.3"
    "key.hotbar.4"
    "key.hotbar.5"
    "key.hotbar.6"
    "key.hotbar.7"
    "key.hotbar.8"
    "key.hotbar.9"
    "key.saveToolbarActivator"
    "key.loadToolbarActivator"

    Example, showing the player their key for dropping an item (defaulting to Q):

    /tellraw @a {"keybind":"key.drop"}



    Text styling





    "color"

    Choose from a set of pre-determined colors that will be applied to the text. Defaults to "white". List of colors and their IDs:



    Example, where the text is colored "red":

    /tellraw @a {"text":"Hello","color":"red"}



    "reset" may be used to reset the color to default.

    /tellraw @a {"text":"Hello","color":"red","extra":[{"text":" there","color":"reset"}]}




    The following is only meant to document technical details as they exist. You should not be using the following because it is deprecated. There are newer and more preferred features to use than the following, and the following may not exist forever.

    Apart from colors, other styling options can be used as the value. Since you can only have one key of the same name, you'd be unable to specify a color at the same depth without relying on inheritance. The accepted values are:

    1. "obfuscated"
    2. "bold"
    3. "italic"
    4. "strikethrough"
    5. "underline"
    6. "reset"

    "reset" will only reset styling options used in the color tag. It will not reset the standard styling options, such as from the underlined tag.


    "bold"

    Boolean; increases text thickness. Defaults to "false".

    /tellraw @a {"text":"Hello","bold":true}



    "italic"

    Boolean; emphasises text. Defaults to "false".

    /tellraw @a {"text":"Hello","italic":true}



    "underlined"

    Boolean; underlines text. Defaults to "false".

    /tellraw @a {"text":"Hello","underlined":true}



    "strikethrough"

    Boolean; adds a strikethrough in the middle of text. Defaults to "false".

    /tellraw @a {"text":"Hello","strikethrough":true}



    "obfuscated"

    Boolean; causes text to cycle through random letters (example: ). Defaults to "false".

    /tellraw @a {"text":"Hello","obfuscated":true}


    Event listeners






    "insertion"

    When the player holds SHIFT and left-clicks text, the insertion event listener will fire. This will append text to the player's current chat input, provided their chat is open. This is restricted to /tellraw only.

    /tellraw @a {"text":"Shift-click","insertion":"/say Hello"}


    "clickEvent"

    When the player left-clicks /tellraw or book text, or right-clicks on a sign, the clickEvent listener will fire.

    For signs, all clickEvents must be at the root of inheritance. Clicking on a sign activates the listener for all of the Text1/Text2/Text3/Text4 tags, thus the maximum number of clickEvents on a sign is 4.

    The event is stored within a clickEvent object, with an action string holding the type of event and a value holding the various relevant values that corresponds with the action.

    List of clickEvents

    The following is a list of all possible clickEvents that can be used.



    1. open_url
    2. open_file
    3. run_command
    4. suggest_command
    5. change_page

    open_url

    Opens a URL using Java's URI class. The only accepted protocols are "http" and "https", and one must be included. Web links must also be enabled.

    /tellraw @a {"text":"Click","clickEvent":{"action":"open_url","value":"http://google.com"}}


    open_file

    Cannot be used with commands. Opens a file on the clicking player's hard-drive. It is used in-game when taking a screenshot and clicking on the link provided.


    run_command

    Runs a command with the clicking player set as the sender.

    For /tellraw and books, the clicking player is running the command as if they have typed the command themselves in the chat. This means they are subject to standard chat limitations, being a 256-character limit, required "/" for command usage, as well as the requirement of OP status to run OP-only commands. The player will also be kicked if using an illegal character, such as the section symbol (\u00A7) and the DEL control character (\u007F). If the command to run exceeds 256 characters, the remainder will be trimmed and the player will still attempt to run the command. The /trigger command was introduced to overcome these obstacles.

    /tellraw @a {"text":"Click","clickEvent":{"action":"run_command","value":"/say Must be OP'd to run this command"}}


    Signs will run commands themselves while setting the clicking player as the command sender, allowing players to run commands without standard chat limits as well as having sender bias apply to themselves. Note, however, that the coordinate origin of execution is still at the sign, so commands like /setblock will be run at the sign. This allows a player to modify the sign they click without having to know exactly where the sign is.

    /setblock ~ ~1 ~ minecraft:standing_sign 0 replace {Text1:"{\"text\":\"\",\"clickEvent\":{\"action\":\"run_command\",\"value\":\"say Does not need to be OP'd to run this command. Sender bias: @e[c=1] .\"}}",Text2:"[\"\"]",Text3:"[\"\"]",Text4:"[\"\"]"}


    In terms of CommandStats, signs will be the one receiving return values and not the player. The sign would need to run /execute, which will activate CommandStat triggers for both the sign and the player. Each event will run one at a time, obtaining the return value, and then moving onto the next event if there is one (starting at Text1 and ending at Text4). This can allow for some complex command handling based on the sign's success at running commands.

    For example, given the following command:
    /setblock ~ ~1 ~ minecraft:standing_sign 0 replace {CommandStats:{SuccessCountName:"@p",SuccessCountObjective:"OBJ"},Text1:"{\"text\":\"\",\"clickEvent\":{\"action\":\"run_command\",\"value\":\"testfor @e[r=3]\"}}",Text2:"[{\"text\":\"\",\"clickEvent\":{\"action\":\"run_command\",\"value\":\"execute @p[score_OBJ_min=3] ~ ~ ~ say 3 entities around the sign.\"}}]",Text3:"[\"\"]",Text4:"[\"\"]"}


    When the sign runs commands, it will set the nearest player's "OBJ" score equal to the success of the command. In Text1, the sign will run /testfor at its coordinate location, looking for any entities within 3 blocks of itself. It will then set the nearest player's score equal to that amount. In Text2, the sign will cause the nearest player with an "OBJ" score of at least 3 to run a /say command. That player's score will only be 3+ if there were 3+ entities around the sign. It will then set the nearest player's score to either 1 if the sign successfully ran /execute, or 0 if it did not.


    suggest_command

    Replaces the player's current chat input with the text in value. Unlike insertion, it completely replaces instead of appends.

    /tellraw @a {"text":"Click","clickEvent":{"action":"suggest_command","value":"Text replaced"}}


    change_page

    Used with books to switch to the page specified in value. If page number does not exist, nothing will happen.

    /give @p minecraft:written_book 1 0 {title:"",author:"",pages:["{\"text\":\"Go to Page 2\",\"clickEvent\":{\"action\":\"change_page\",\"value\":\"2\"}}","[\"Page 2\"]","[\"Page 3\"]"]}


    "hoverEvent"

    When the player hovers over /tellraw or book text with their mouse pointer, the hoverEvent listener will fire.

    The event is stored within a hoverEvent object, with an action string holding the type of event and a value holding the various relevant values that corresponds with the action.

    List of hoverEvents

    The following is a list of all possible hoverEvents that can be used.



    1. show_text
    2. show_achievement
    3. show_item
    4. show_entity

    show_text

    Shows a tooltip populated by a text component, though could also just be a simple string.

    Unavailable features:

    1. All event listeners.
    2. "score" text, though an explicit "value" will work.
    3. "selector" text.

    See MC-56373 for issues concerning "score" and "selector".

    /tellraw @a {"text":"Hover","hoverEvent":{"action":"show_text","value":"Basic string"}}
    
    /tellraw @a {"text":"Hover","hoverEvent":{"action":"show_text","value":["",{"text":"Text\n","color":"green","underlined":true},"component"]}}



    show_achievement

    Displays a pre-formatted achievement tooltip. May also show pre-formatted statistics tooltips, though will only show the statistic name. The wiki has a list of valid achievement IDs here, as well as statistic IDs here.

    Achievements will be prefixed by "achievement." while statistics are prefixed by "stat.".

    /tellraw @a {"text":"Hover","hoverEvent":{"action":"show_achievement","value":"achievement.openInventory"}}
    
    /tellraw @a {"text":"Hover","hoverEvent":{"action":"show_achievement","value":"stat.walkOneCm"}}



    The following shows the pre-formatted text template:



    The first line will be the achievement or stat name, dependent on the string provided from "value".

    The second line will either show "Achievement" or "Statistic" depending on the language setting, which is translated from the following keys in the language file:

    stats.tooltip.type.achievement=Achievement
    stats.tooltip.type.statistic=Statistic


    The third line will display a description, which is only used for achievements.

    If the value is not a valid achievement or statistic, it will instead display "Invalid statistic/achievement!".



    show_item

    Parses NBT input into an item and displays the result.

    The value is a string and must have nested quotation marks escaped. Must be valid NBT input starting with an unnamed compound. Note that if Advanced Tooltips is shown (F3 + H), extra data will be shown as it normally would.

    /tellraw @a {"text":"Hover","hoverEvent":{"action":"show_item","value":"{id:\"minecraft:stone\",tag:{display:{Lore:[\"Lore line 1\",\"Lore line 2\"]}}}"}}



    If either the item data is invalid (wrong item ID, "Count" tag not 1+) or the NBT data is syntactically incorrect, "Invalid Item!" is shown instead.



    show_entity

    An advanced tooltip displaying an entity's name, type, and UUID. Advanced tooltips must be enabled to view (F3 + H). Note that this is not targeting any existing entities, but is instead just creating dummy text.

    The value is a string and must have nested quotation marks escaped. The value is NBT input of a specific structure, rather than entity data, but none of the following tags are required and can simply be blank:

    {
    name:"CustomName",
    type:"ArmorStand",
    id:"00000000-0000-0000-0000-000000000000"
    }


    None of the tags are required, but the game will render a line for both "name" and "id". "type" will only have a line dedicated to it if it's defined. The input does not need to be valid.

    "name" is essentially the "CustomName" tag of the entity. "type" is the entity's savegame ID and will be appended by the corresponding numerical ID (90 (AKA Pig) if invalid). "id" is the UUID pair of the entity (determined by "UUIDLeast" and "UUIDMost" tags).

    /tellraw @a {"text":"Hover","hoverEvent":{"action":"show_entity","value":"{name:\"Skylinerw\",type:\"Creeper\",id:\"00000000-0000-0000-0000-000000000000\"}"}}

    /tellraw @a {"text":"Hover","hoverEvent":{"action":"show_entity","value":"{name:\"Skylinerw\",id:\"Not a valid UUID\"}"}}



    If the NBT data is syntactically invalid, "Invalid Entity!" will be displayed instead.




    Adding text






    "extra"

    The "extra" array will accept a list of text components and strings. This tag is used in order to create more text with their own options. Note that the text components here will inherit from a parent first, but each are their own separate child. See Inheritance for more info.

    For example, the following results in the parent ("First") being red, while its children ("Second" and "Third") inherit that property and are also red. The first child ("Second") set itself to be bold, unlike its parent, while the second child ("Third") does not change any properties that it inherited.

    /tellraw @a {"text":"First","color":"red","extra":[{"text":"Second","bold":true},"Third"]}



    Array structure

    A text component can instead be instantiated as an array rather than an object. This essentially allows one to skip using the "extra" tag entirely, and can also save on characters as it becomes quicker to nullify a parent.

    /tellraw @a ["First","Second","Third"]

    Note that the first record defined will be marked as the parent, and all other records will inherit from that parent. For example, the following causes the first record ("Parent") to be the parent set to red, while the second record ("Child") inherits everything from the first record and will also be red.

    /tellraw @a [{"text":"Parent","color":"red"},"Child"]



    A quick way to skip over the first record as the parent to avoid any unwanted inheritance is to simply input an empty string.

    /tellraw @a ["",{"text":"Child1","color":"red"},{"text":"Child2","underlined":true}]





    Additional usage info



    Inheritance




    Inheritance refers to component options that are transferred from a parent/root component to a child/nested component. This is revalent when dealing with the "extra" tag or array instantiation. A child will take on all options from a parent, including styling and event listeners.

    When instantiating as an object, the initial text is the parent. For example, the following shows a parent with no children.

    /tellraw @a {"text":"Parent"}

    The following shows a parent, with absolutely everything inside the "extra" tag being a child (including any "grandchildren" and so on).

    /tellraw @a {"text":"Parent","extra":["Child1","Child2"]}

    When instantiating as an array, the first record will be the parent while all other records are the children.

    /tellraw @a ["Parent","Child1","Child2"]

    Each child can be a parent to their own children, and only their children will inherit their properties (as well as any properties inherited by a grandparent and so on). The following shows a parent that is bold, a child that inherits boldness and has the italic property, and a grandchild that is both bold, italic, and has its own property of being red.

    /tellraw @a {"text":"First","bold":true,"extra":[{"text":"Second","italic":true,"extra":[{"text":"Third","color":"red"}]}]}
    
    /tellraw @a [{"text":"First","bold":true},{"text":"Second","italic":true,"extra":[{"text":"Third","color":"red"}]}]
    
    /tellraw @a [{"text":"First","bold":true},[{"text":"Second","italic":true},{"text":"Third","color":"red"}]]



    The following demonstrates that siblings do not inherit from one another. While the parent is bold and causes both its children to be bold, the first child will be italic while the second child is underlined (and not italic).

    /tellraw @a {"text":"Parent","bold":true,"extra":[{"text":"Child1","italic":true},{"text":"Child2","underlined":true}]}
    
    /tellraw @a [{"text":"Parent","bold":true},{"text":"Child1","italic":true},{"text":"Child2","underlined":true}]


    Senders & origins





    Initial parsing

    When parsing the "selector" tag or the "name" tag in the "score" object, and if there is a command sender available, sender bias will apply, forcing them to always be the target.

    This occurs when an entity runs a command (such as a player running the /tellraw or /title commands directly, or via the /execute command) or when the player opens a book for the first time.

    For example, the following will cause all entities to say their own name no matter what:

    /execute @e ~ ~ ~ /tellraw @a {"selector":"@e[c=1]"}

    This functionality is not available for signs as they do not have a sender to work from, and instead their selectors will parse without a sender bias from the blockspace that they are placed at.

    run_command clickEvents

    When a player activates a run_command event, they will be marked as the command sender as they are naturally the ones running the command. However, there is a key difference with signs: while /tellraw and books will use the player's current coordinates as the origin, clickEvents in signs will instead use the sign's coordinates as the origin, while still setting the clicking player as the command sender for sender bias to apply.

    For example, the following will cause the clicking player to set a block above the sign, rather than above themselves, and to always say their own name:

    /setblock ~ ~1 ~ minecraft:standing_sign 0 replace {Text1:"[{\"text\":\"\",\"clickEvent\":{\"action\":\"run_command\",\"value\":\"setblock ~ ~1 ~ minecraft:stone\"}}]",Text2:"[\"\"]",Text3:"[\"\"]",Text4:"[{\"text\":\"\",\"clickEvent\":{\"action\":\"run_command\",\"value\":\"say @e[c=1]\"}}]"}

    This can be used very effectively in order to know exactly which sign the player had clicked while still being able to target the clicking player.

    /trigger




    The /trigger command was introduced as a way around the various chat restrictions when running commands from /tellraw and book clickEvents. /trigger can be used by non-OPs and will be shorter than the 256-character limit.

    Syntax:

    /trigger [trigger-objective] [add|set] [value]

    Players that run this command will only be capable of targeting their own objective, noted by the lack of a target selector in the syntax.

    In order for the command to modify a score, the objective itself must use the "trigger" objective-type. This objective-type has a special feature in that it will be 'locked' in order to prevent being modified. This occurs when the value is modified by the /trigger command, though do note that if a player is not tracked in the objective they will still be considered 'locked'. Example:

    /scoreboard objectives add OBJECTIVE trigger
    /scoreboard players add @a OBJECTIVE 0

    The player's "OBJECTIVE" score will be enabled by default in this case. Changing their score with /scoreboard does not unlock the objective for the player, but because the player had never run /trigger yet, it will be enabled.

    The following will cause the player to change their score to 1, and thus locking the objective for that player. The player will not be able to run /trigger to modify that score until they are unlocked.

    /trigger OBJECTIVE set 1

    The /scoreboard command can be used to unlock the objective.

    /scoreboard players enable @a OBJECTIVE

    The /execute command can be used to forcibly change a player's score by causing them to run /trigger. This can be useful to automatically lock a player's objective without waiting for them to run the command themselves. For example, the following will not change their score but will lock it:

    /execute @a ~ ~ ~ /trigger OBJECTIVE add 0

    Example usage with /tellraw:

    /tellraw @a {"text":"Click","clickEvent":{"action":"run_command","value":"/trigger OBJECTIVE set 1"}}

    The clicking player will set their "OBJECTIVE" score to 1 if it is enabled for that player, and if so, will then become disabled.



    Conclusion



    Q&A




    Q. Can multiple clickEvents be run at the same time?

    A: Only signs have this capability, and only 4 can run at a time. Click events on signs must be the root parent to function.

    Q. Does the player activating a "run_command" clickEvent need to be OP'd?

    A: Only for /tellraw and books. Signs do not require being OP'd. This requirement is useful as it can be used to differentiate between OP'd and non-OP'd players.

    Q. What is the character limit for "run_command" clickEvents in /tellraw and books?

    A: 256; any extra text beyond will be trimmed off, which can also lead to errors in command syntax.

    Q. Can I use target selectors as values?

    A: Yes, you must use the "selector" tag, which replaces the "text" tag. The input can only be a target selector.

    Q. Is JSON the same as NBT?

    A: No, they are two different formats with different parsing rules.

    External links




    Bug reports

    MC-62866 (JSON Inheritance in Books Different)
    MC-56373 (hoverEvent limitations)

    Other

    Text component generator by Ezfe
    Sign generator by CrushedPixel
    Book generator by CrushedPixel

    1.8 lenient to 1.9 strict conversion

    Basic online tool
    MCEdit filter by Al_T

    Conclusion




    If you have any questions, just ask. If there is outdated, missing, or incorrect information, please correct me by leaving a reply in this topic or sending me a private message. I will attempt to keep this topic up-to-date.

    Posted in: Redstone Discussion and Mechanisms
  • View coolAlias's Profile

    106

    Dec 26, 2013
    coolAlias posted a message on Zelda Sword Skills: 1.8.9 v3.4 and 1.7.10 v2.5.1 (03/08/2017)
    Moved to PlanetMinecraft

    Prepare yourself for THE ultimate Zelda mod for Minecraft! Including nearly every Zelda item, fully functional just like in the games, sword skills such as Link's Spin Attack, mobs, dungeons, several quests, and more. If you ever enjoyed a Zelda game, then you will certainly love this mod. If, on the other hand, you simply want to add some extra spice to Minecraft's combat system without adding tons of items and other things, I recommend you check out my standalone combat enhancement mod, Dynamic Sword Skills.

    Be sure to check out AntiqueAtlas by Hunternif for an awesome mod to use alongside ZSS to view Boss Dungeon locations on your Antique Map!

    Also make sure to check out the Official ZSS Addon by TheRedMajora! The addon aims to add in everything from Zelda that didn't make it into the main mod, such as every single sword ever appearing in Zelda!


    Last but not least, be sure to check out SamHunny's excellent Let's Play series featuring ZSS! For a special peek at what she has to offer, click the spoiler!



    MOD INFORMATION

    This section has moved! All item, block, mob, and skill descriptions, along with everything else (configuration settings, secrets, etc.) have been bundled into a much more presentable and, most importantly, not space-limited PDF.

    Get the Official ZSS Manual now! The manual will be updated regularly and stamped with a new date - be sure to check the change log to see if anything has changed in the manual.


    F.A.Q. - Please read me before asking questions!

    Q: I found a BUG!
    A:
    Great - first please make sure you are using the LATEST version of the mod and check the change log to see if the bug has already been fixed; if not, check if it has already been reported and report it if has not.

    Q: Help, your mod crashed my game!

    A: Oops! First, READ the mod description carefully, and then answer the following questions:

    1. Did you install the correct version of the mod?
    2. Did you install the correct version of Forge?
    3. Did you install the correct versions of OTHER mods?

    If you can answer YES to all three questions, then please kindly post your full crash report inside of [ spoiler ] tags, along with a detailed description of what you were doing when the game crashed. The more information you can give me, the more likely I will be able to fix your problem.

    Q: Your mod crashes with Battlegear2!!!
    A: No, it doesn't - you forgot to install the correct versions of both mods. Please read the download description and change log carefully.

    Q: Why can't I use skills with Tinker's Construct (or other mod) weapons!
    A: You can, but you may need to add them to the Weapon Registry. Please see the section on Commands in the ZSS Manual.

    Q: Why aren't the villager trades working with Minecraft Comes Alive (MCA) ?
    A: In order to do what they do, MCA replaces all vanilla villagers with their own class, but this means that other mods which rely on the vanilla class to do things (such as trade) have a high chance of not working. This is one of those cases.

    Q: Will you add [x] sword?
    A: No. The swords currently available have a nice progression from weak to strong, and I am not interested in adding another sword that has basically the same stats as one that already exists just for the sake of variety. The Official ZSS Addon, however, adds nearly all of the swords not included in the main mod.

    Q: Can you please add { insert whatever } ?
    A:
    a. Is {whatever} in a Zelda game? I have already considered it.
    b. Is {whatever} NOT in a Zelda game? Then no, I won't add it.

    If you answered 'a' and still want to ask, provide specific details about HOW and WHY it should be implemented; otherwise I will ignore you.

    Q: The transformation masks (e.g. Deku Mask) are supposed to change the player model!!!
    A: I know, but it is much more difficult than one would think, not to mention it would likely conflict with every other mod that wants to do something with the player model. At best, I may be able to manage a skin change, but it's not a high priority for me.

    Q: Will you ever add more elaborate dungeons?
    A: No. However, I encourage people to use the mod in Adventure Maps, where it is quite feasible to replicate not only the form of Zelda dungeons, but also to add the many intricate puzzles and quests that should accompany each dungeon.

    Q: But you can just use schematics to add dungeons, will you do that?
    A: No. Unless playing an Adventure Map, I prefer the dungeons to be slightly randomized to better fit the randomness of the Minecraft world; schematics cannot be randomized when added without converting them to Java, which can add tens of thousands of lines of code that I would rather not deal with, plus I just do not like working with schematics in general.

    Q: What about adding dimensions?
    A: Sorry, I do not have any plans at this time to add new dimensions.

    Q: BOSSES!!! When will you be adding proper Zelda bosses?!?!?!
    A: There are currently only two, but I'm working on more, please be patient.

    Q: Your textures suck, can you make better ones?
    A: Sorry, I'm not an artist. If you can do better, please submit your textures via private message and I will consider replacing the current texture with yours, but only if yours are good ;P

    Q: My bombs are not blowing up the secret rooms, what is going on?!?!
    A: Congratulations, you have found a secret room that requires a special item to enter! Excavate around the secret room until you find either a pair of Barrier Blocks or some kind of Peg, then use the appropriate item to open it up so you can get that treasure chest!

    Q: My question was not answered here, now what?
    A: Be sure to also check the “Secrets and Spoilers” section if your question is related to finding something in the game; otherwise, post your question below and I will do my best to answer.


    RECOMMENDED MODS

    The following are mods that provide features I consider complementary and should enhance your experience.
    Please keep in mind that I am not responsible for any content in these mods and that I cannot guarantee compatibility.
    If you experience issues, try using the latest version or rolling back to a previous version depending on your situation.

    Antique Atlas by Hunternif - Keep track of boss dungeons on an old-school rpg map!
    Battlegear2 by GotoLink, NerdBoy, et al. - Dual-wielding, shields, awesome.
    NOTE: BG2 v1.0.10.0 adds a config option to re-enable item blocking - you MUST enable this for many ZSS items to function correctly if you play with BG2 installed.
    Custom Chest Loot by FatherToast - Customize loot in secret room and boss chests, jar drops, etc.
    ZSS Official Addon by TheRedMajora - Adds everything from Zelda that didn't make it into the main mod
    Version Checker by Dynious - Check for the latest ZSS version right from the main menu of Minecraft!


    TEXTURE PACKS

    [16x16] ZSS Texture Pack by metroidisendless
    [16x16] ZSS Addon Texture Pack by metroidisendless
    32x32 WIP pack by radisnooker5


    CHANGE LOG

    CURRENT VERSIONS
    1.8.9 v3.4: Initial update
    Updated to Minecraft 1.8.9, Forge build 1.8.9-11.15.1.1902-1.8.9

    Added
    + Forge version checker support (untested)

    Changed
    - Sword beam slices through dekus like a hot knife through butter
    - Sword beam rendering made to look more horizontal

    Fixed
    - Shields finally render properly again, even in the BG2 offhand slot
    - Bomb item rendered incorrectly when dropped vs. thrown
    - Bombs in ceramic jars rendered partially in ground outside of jar
    - Ceramic jars could not be placed on glass blocks
    - Sword beam was not considered a projectile
    - Player didn’t swing arm when throwing ceramic jars

    1.8 v3.3: Princesses & Magic

    This is the final release for 1.8.0.

    Updated to recommended Forge build 1.8-11.14.4.1563.

    Added:
    + Magic Meter – yes, it's finally here, with lots of display options (see config file and manual)
    + NPC: Princess Zelda plus an entire quest line involving her
    + Block: Ancient tablets with mysterious writings carved upon them
    + Block: Quake Stone (in 2 varieties) – can be destroyed only by using the Quake Medallion (or Megaton Hammer + Golden Gauntlets, if enabled)
    + New Secret Room with Quake Stone door; Ocarina of Time and Magic Container both common here
    + Item: Book of Mudora, a tome of knowledge passed down through the generations in some villages
    + Item: Bombos Medallion – powers up Spin Attack so it shoots fireballs
    + Item: Ether Medallion – blasts enemies out of the sky with lightning
    + Item: Quake Medallion – causes a massive earthquake
    + Item: Purple Potion restores stamina bar like the Green Potion used to
    + Item: Lon Lon Milk restores 5 hearts per use and can be used twice
    + Item: Chateau Romani (Lon Lon Special) gives infinite magic bar for a short time
    + Item: Magic Container permanently increases magic capacity by 50 and replenishes magic bar.
    + Item: Magic Jars restore a small amount of MP when picked up, but cannot be stored
    + Item: Large Magic Jar restores 250 MP but cannot be stored
    + Command: zssmagic <player> <add|set> <current|max> <amount>
    + Config: Set maximum number of attainable magic points (default 250, player starts with 50)
    + Config: Allow Nayru’s Love to be activated while the magic bar is unlimited
    + Config: Make players immune to the Ether and Quake medallion effects
    + Config: Allow the Megaton Hammer to destroy Quake blocks (also requires Golden Gauntlets)
    + Config: Frequency of small heart and magic jar drops from mobs
    + Config: Issue #68 – Map makers can now set default warp locations, either in game by sneak activating a warp stone or manually in the config file
    + Config: Setting for Fire Rod griefing
    + Config: All ZSS HUD elements have settings for horizontal and vertical alignment as well as offsets
    + Crafting: Optional recipes for upgrading the hookshot via crafting
    + Crafting: Optional recipe to allow making copies of the Book of Mudora
    + API: IMagicArrow – allows arrows to require and consume magic power when shot from the Hero's Bow
    + API: IQuakeBlock – interface for blocks that react to the Quake Medallion

    Changed:
    - Completely redid how ZSS HUD overlays manage their placement and redid their config entries
    - Issue #62 – Sword Pedestal now uses WeaponRegistry to determine what can be placed in it (still swords only)
    - Potions no longer restore hunger: Green Potion restores 100 magic, Blue Potion restores 100 magic and 20 hearts (40 hp)
    - Ceramic jars/pots no longer drop Green Potions, but may instead drop Magic Jars
    - All mobs have a chance of dropping Small Hearts and Magic Jars
    - Mobs with high max health have a chance of dropping a Large Magic Jar
    - Fairies at fairy pools restore magic in addition to health
    - Nayru's Love does not prevent skill use, excepting any portion thereof that requires magic (e.g. extra spins from Super Spin Attack)
    - Cursed Keese attacks have a chance to drain mana, in which case they recover some of their own health
    - Zelda’s Letter and Ocarina of Time can now be earned by means other than random luck

    Fixed Bugs:
    - Unable to fire regular arrows if magic arrow selected in item mode and insufficient magic
    - Water bombs now generate in ocean loot at a rate more similar to fire bombs in the Nether
    - Possible to end up with ‘ghost’ ceramic jars on the client
    - Issue #70 – Dedicated server crash when beginning Zelda’s quest
    - Issue #45 (partially) – shields now display correctly in inventory and in hand, but at the cost of the back texture for now
    - Issue #55 – Secret rooms and boss temples not generating in the Nether
    - Minor effects of Epona’s Song not triggering with Fairy Ocarina
    - Deku Babas could potentially be pushed by other entities
    - Deku Babas immune to being set on fire by lava
    - Heart Container name displayed as ‘Skill Orb of Heart Container’
    - Issue #66 – Possible crash when a Wizzrobe attempts to drop items
    - Issue #69 – Dedicated server crash when converting some NPCs from villagers
    - Dash skill had trouble hitting short targets
    - Rising Cut could not be blocked by shields when wielded in the BG2 offhand
    - Rising Cut could potentially be activated while an item was in use
    - Combo damage overlay now correctly uses client font height
    - Some language entries did not allow for proper translations due to word order
    - Minor inconsistencies in Mask Shop quest dialogue
    - Armor taking extra damage each hit while certain skills in use
    - NPCs possibly taking damage from block above themselves when spawning
    - Possible crash when converting NPCs (different from #69)
    - EntityLiving#onInitialSpawn not being called for converted NPCs

    1.7.10 v2.5.1: Critical bug fixes
    - Issue #70 – Dedicated server crash when beginning Zelda’s quest
    - Minor effects of Epona’s Song not triggering with Fairy Ocarina
    - Armor taking extra damage each hit while certain skills in use
    - NPCs possibly taking damage from block above themselves when spawning
    - Possible crash when converting NPCs (different from #69)
    - EntityLiving#onSpawnWithEgg not being called for converted NPCs

    1.7.10 v2.5: Princesses & Magic
    Updated to recommended Forge build 1.7.10-10.13.4.1558.

    Added:
    + Magic Meter – yes, it's finally here, with lots of display options (see config file)
    + NPC: Princess Zelda plus an entire quest line involving her
    + Block: Ancient tablets with mysterious writings carved upon them
    + Block: Quake Stone (in 2 varieties) – can be destroyed only by using the Quake Medallion (or Megaton Hammer + Golden Gauntlets, if enabled)
    + New Secret Room with Quake Stone door; Ocarina of Time and Magic Container both common here
    + Item: Book of Mudora, a tome of knowledge passed down through the generations in some villages
    + Item: Bombos Medallion – powers up Spin Attack so it shoots fireballs
    + Item: Ether Medallion – blasts enemies out of the sky with lightning
    + Item: Quake Medallion – causes a massive earthquake
    + Item: Purple Potion restores stamina bar like the Green Potion used to
    + Item: Lon Lon Milk restores 5 hearts per use and can be used twice
    + Item: Chateau Romani (Lon Lon Special) gives infinite magic bar for a short time
    + Item: Magic Container permanently increases magic capacity by 50 and replenishes magic bar.
    + Item: Magic Jars restore a small amount of MP when picked up, but cannot be stored
    + Item: Large Magic Jar restores 250 MP but cannot be stored
    + Command: zssmagic <player> <add|set> <current|max> <amount>
    + Config: Set maximum number of attainable magic points (default 250, player starts with 50)
    + Config: Allow Nayru’s Love to be activated while the magic bar is unlimited
    + Config: Make players immune to the Ether and Quake medallion effects
    + Config: Allow the Megaton Hammer to destroy Quake blocks (also requires Golden Gauntlets)
    + Config: Frequency of small heart and magic jar drops from mobs
    + Config: Issue #68 – Map makers can now set default warp locations, either in game by sneak activating a warp stone or manually in the config file
    + Crafting: Optional recipes for upgrading the hookshot via crafting
    + Crafting: Optional recipe to allow making copies of the Book of Mudora
    + API: IMagicArrow – allows arrows to require and consume magic power when shot from the Hero's Bow
    + API: IQuakeBlock – interface for blocks that react to the Quake Medallion

    Changed:
    - Issue #62 – Sword Pedestal now uses WeaponRegistry to determine what can be placed in it (still swords only)
    - Potions no longer restore hunger: Green Potion restores 100 magic, Blue Potion restores 100 magic and 20 hearts (40 hp)
    - Ceramic jars/pots no longer drop Green Potions, but may instead drop Magic Jars
    - All mobs have a chance of dropping Small Hearts and Magic Jars
    - Mobs with high max health have a chance of dropping a Large Magic Jar
    - Fairies at fairy pools restore magic in addition to health
    - Nayru's Love does not prevent skill use, excepting any portion thereof that requires magic (e.g. extra spins from Super Spin Attack)
    - Cursed Keese attacks have a chance to drain mana, in which case they recover some of their own health
    - Zelda’s Letter and Ocarina of Time can now be earned by means other than random luck

    Fixed Bugs:
    - Deku Babas could potentially be pushed by other entities
    - Deku Babas immune to being set on fire by lava
    - Heart Container name displayed as ‘Skill Orb of Heart Container’
    - Magic Rod particles spawning above player’s head after updating Forge version
    - Issue #66 – Possible crash when a Wizzrobe attempts to drop items
    - Issue #69 – dedicated server crash when converting some NPCs from villagers
    - Dash skill had trouble hitting short targets
    - Rising Cut could not be blocked by shields when wielded in the BG2 offhand
    - Rising Cut could potentially be activated while an item was in use
    - Combo damage overlay now correctly uses client font height
    - Some language entries did not allow for proper translations due to word order

    1.6.4 v1.1: Anniversary Edition
    Includes all changes up to and including 1.7.10 v2.2.7!!!
    NOTE: If you have installed Java 8, you MUST install Forge 1.6.4-9.11.1.1345

    CHANGE LOG ARCHIVE
    Due to size restrictions on posted content here, please see the update log archive over at my PlanetMinecraft mod page. Sorry for the inconvenience.


    SCREENSHOTS

    A Darknut charging up Armor Break

    Wizzrobes come in a variety of colors, each with a different elemental spell

    Skill GUI

    A happy Goron family!

    Shields, functional both with or without Battlegear2!

    Antique Atlas Map support - easily see which dungeons are completed

    New Mob: the Chu, in four distinct varieties

    A Boss Dungeon in the Nether

    Prove yourself worthy of the Master Sword by finding all the Pendants of Virtue

    A rare find!

    Fairies released from bottles

    A Bomb Bag with increased capacity

    Skill Orbs

    Leaping Blow


    COPYRIGHT / LICENSE

    Zelda Sword Skills is an open source Minecraft mod released under version 3 of the GNU General Public License. What this means is that the source of this mod is publicly available and you have certain rights with respective to the code. Feel free to read up more on Open Source Software and what the GPL/LGPL give you in terms of your rights to software released under that license, but the short version for you folks here is;
    • you have the right to have access the source code of the mod,
    • you have the right to be able to edit/use parts (or all) of the source code provided that you provide proper credit to the original author(s),
    • you have the right to distribute the source code and/or compiled versions of the source code
    • you have the right to use this mod in Lets Plays/YouTube videos however you see fit (monetization, for fun, etc) as long as you provide credit to the original author(s)(a link back to this thread for example)
    So feel free to browse the source code, try things out yourself, and share what you have found/done with others. I made ZSS open source with the specific purpose of having an open source mod that other mod developers could use as a reference while they are learning and making their own mods. The more we share, the better the community!

    The source code for Zelda Sword Skills is available on my GitHub.

    All works here copyright coolAlias, unless otherwise stated in the source files.

    Thanks to Pahimar for this lovely license summary.


    PERMISSIONS

    ZSS is an open source mod released under the GPL v3, which means you are allowed to include this mod in your modpack (regardless of who you are), use it for custom maps, etc. All I ask is that you credit me as the original author and provide a link to this page so users can find the most up-to-date information. Thanks for your cooperation.

    INSTALLATION
    Zelda Sword Skills for Minecraft 1.8.0 was made and tested using Forge 1.8.9-11.15.1.1902-1.8.9.
    Zelda Sword Skills for Minecraft 1.8 was made and tested using Forge 11.14.4.1563.
    Zelda Sword Skills for Minecraft 1.7.10 was made and tested using Forge 10.13.4.1558.
    Version for Minecraft 1.6.4 requires Forge 9.11.1.965, but is no longer supported! Please update to a later version of Minecraft.

    Please do not post bug reports if you are using a different version of either Minecraft or Forge from those stated above.

    1. Install the required version of Forge in to you minecraft.jar
    2. Start and stop Minecraft to test to make sure that Forge was added successfully
    3. Put mod jar or zip in to your /mods folder
    4. Load up Minecraft and play!

    DOWNLOAD
    Due to no longer being able to access my account here without creating a Twitch account, all downloads and discussion can now be found at PlanetMinecraft.


    BANNER

    CREDITS
    A huge thanks to those who have helped support this mod through monetary contributions:
    - AlanGreyjoy, Saraphae
    to UltimateSpartan for the idea and opportunity to work on Quest, and for making the awesome banner, and for making some awesome models!
    to Hunternif for adding API support for his awesome Antique Atlas mod, making the dungeon textures, and the whirlwind effect for the Deku Leaf
    to HoopAWolf for the amazing bomb and jar models
    to Jones7789 for his many texture and model contributions
    to Gaming_Confusion for his texture contributions
    to Pahimar for the succinct license description
    to diesieben07, Draco18s, and the other guys over at minecraftforum.net for sharing their knowledge
    to RazzleberryFox for the Goron model and texture
    to TheRedMajora for keeping me motivated and sharing his Zelda knowledge, as well as lots of textures/models,
    to all of you for your great suggestions and feedback
    to metroidisendless for various textures and models
    and also to my wife for her support and musical / sound contributions.

    Posted in: Minecraft Mods
  • View rangatangaa's Profile

    87

    Sep 29, 2013
    rangatangaa posted a message on Blocks3D Mod

    OverView
    Blocks3D mod turns previously 2D blocks into a 3Dish version. Simple enough yeah? :D This will work with any texture pack as it uses the same method as Minecraft does for held items.

    Status
    Ok, 1.8/snapshots have had a lot more effort put into the model files, Hopefully before a release they allow every block to be edited. I should be able to create actual 3D versions of the models. Although this will be limited to the default texture pack. I believe my mod will be obsolete once 1.8 comes out and Resource pack artists do there work with the new model files.

    Yep, New updates have proven that this mod will die with 1.8.. we had a short run! but in the end of the day we have had something similar add'd to vanilla! I may work on another mod at some point, but in the meantime this mod will no longer be updated. Thanks for believing in it!

    YOU are all AWESOME!

    Thankyou to MinecraftUniversefor the amazing Mod review!Thankyou to Blgr64 for this Comparison Video.Thankyou to jimmytfan for doing a mod review :DAn amazing review from JANKYkev!Another amazing review from zXSubzerozXz!Thankyou YinTaiYangfor the comparison video!Thankyou to mce626 for an amazing mod
    review! :D Thanks to Els236 :D
    Thanks to ThePacerGamer :D

    Downloads
    Forge
    http://files.minecraftforge.net/
    Tested with
    1.7.10 (10.13.0.1152)
    1.7.2 (10.12.0.1024)
    1.6.4 (9.11.0.880)
    1.6.4 (9.11.0.901)
    1.6.2 (9.10.1.871)
    1.5.2 (7.8.1.738)

    Blocks3D
    Please click the standard link unless it doesn't work for you.
    1.7.10 3DBlocksMod-1.7.10.1.jar
    1.7.2 3DBlocksMod-1.7.2.1.jar
    1.6.4 3DBlocksMod-1.6.4.1.jar
    1.6.2 3DBlocksMod-1.6.2.1.jar
    1.5.2 3DBlocksMod-1.5.2.1.jar




    1.7.10
    1.7.2
    1.6.4
    1.6.2
    1.5.2

    How to Install
    Download Forge - Link
    Download My Mod - Above
    Run the Forge Installer JAR
    Install forge for Client
    Copy Blocks3DMod.jar into your .Minecraft/Mods folder
    make sure Blocks3DMod is a JAR-File and not a ZIP!
    sometimes magical things happen and it changes.
    Run minecraft with the Forge ProfileCheck Blocks3D in the Mods Page inside minecraftDone :D

    Thanks to some help from TorchRJ_ we have came up with a workaround until I work out how to get it work with optifine properly.You can use MagicLauncher to get both Optifine and Blocks3D to work.Install MagicLauncher - Link Click Setupchoose your forge profilePlace Optifine inside a folder other than "Mods" as it will double write if it isAdd Optifine to the top box "Mods"You should see "Blocks3DMod" In the bottom box already, if its not make sure its placed in the mods folderClick the Advanced TabAdd "-Dfml.ignorePatchDiscrepancies=true" to the Parameters boxAll should work :DWARNING!This will override Optifines RenderBlocks file, causing features like better snow to not work.

    ModPacks
    Feel free to use my mod in your modpack! All I ask is that you post a link to your pack for me to see!

    Resource Pack Artists
    Feel free to use my mod when making screenshots. If you did please put a link back to this mod though :)

    Disclamer
    You do NOT have the right to release this mod unless given the right by myself, You MAY look at the code for personal use. Use of this mod is at your own risk, I will NOT be held responsible for anything that may happen.

    Posted in: Minecraft Mods
  • View VengeurK's Profile

    584

    Oct 21, 2011
    VengeurK posted a message on Little Blocks Mod [2.2.2.1] Creation contest! [770KDLs]


    LittleBlocks is a mod that allows you to polish up your creativity and optimize your redstone systems. Indeed, the size of blocks placed in a little blocks is divided by eight compared to its original size, so you can place 512 blocks instead of one.



    Downloads Information Pics and More

    Don't be afraid to post your creations! If they look good I'll add them on the website.Original idea thread by toddtimeocom
    Enjoy!

    Posted in: Minecraft Mods
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