Yep, like Werty said, M4 will still include many of the stone decor blocks M3 had; just not all of them. We'll slowly add more as we keep updating, but it takes a LOT longer to add textures in 1.8, so we just can't feasibly add as many as we had in 1.7.
Ok. Once it's stable I'm gonna make a LP w/ MS4 some other mods (vanilla centric)
Machinimas are too. In fact, they're practically cookie cutter.
if *1* was *2*
1 = Herobrine, notch, a noob, the youtuber, a block, E.G diamond ore
2 = Rare, dead, a noob, switched with, added
Its bad. Also, nude skins. I was once on a (Pre EULA) CTF server and there was a "Ninja" class which had 0 armor and was the most expensive class. People bought that just so people would see nude skins. Yeah... great $10 investment.
Probably not, though that's mostly because there's a good chance the 1.8 update won't even work at all on 1.7 Minestrapp worlds. Due to both the unfixable bugs from the 1.7 version and all the ridiculous changes to the codebase from 1.7 to 1.8, we basically had to re-code the entire mod from scratch in order to update it. Not only will several of the features from Minestrapp 3 not be featured in Minestrapp 4, but also it's unlikely that any of the block IDs will line up between the two versions, since almost all of the blocks and items use different unlocalized names and registries than they did in the previous version. If it were possible to make 1.7 Minestrapp worlds usable in the new version, we'd love to, but sadly I don't think we'd be able to find any efficient way of doing that.
Are you playing on a Mac, or a PC? I ran into a similar issue, but it seems to be some sort of Mac problem, since it works fine on my desktop. We'll try to get that fixed if we can find the cause of it, though I didn't see anything that looked like a problem source when I was testing...
I have actually had some very vague plans for a thirst bar system for a while, so there is a chance that could get added eventually. Definitely wouldn't be next update though, since adding any major gameplay mechanic like that usually takes forever. As for physics and air quality, I've never really come up with any way to implement those well into survival. In theory, block physics sounds like a good idea. It'd give players a reason to build scaffolding and actual support structures in their caves and builds in order to prevent them from collapsing. However, that's also the biggest problem with block physics: it gets really tedious really fast. Sure, building scaffolds and supports in your mineshafts is a fun mechanic at first. But when you want to get a lot of materials for a project, having to build as well as mine makes the process take twice as long as it needs to. Same goes for air quality: it woulds like a really fun mechanic in theory, but we already get a lot of people complaining about Uranium and Plutonium Ores' poison effects, let alone if you had to constantly dig holes to the surface to not get poisoned while you mine.
As far as magic mechanics go, the main reason we decided to use a separate spell hotbar instead of using Wands is basically just a matter of inventory space. The mod already adds tons and tons of new items to fill up your inventory with, so having the spell system not take up more inventory space was the most ideal route. Unfortunately though, we likely won't get around to re-adding the spellcasting system for a long while anyways, so that'll probably be something we'd figure out if we ever get closer to re-adding that.
The rangecraft suggestion I may look into for future updates. We already have plans for some similar features such as Crossbows and Torchbows, so things like Dart Guns and Boomerangs would probably make sense to be added with those types of items.
Also, on an unrelated note, we fixed the missing block and item names, as well as Stair inventory renders being broken! The new version of the pre-alpha can be found at that link Werty posted above. I've been testing it in a survival world recently, and it's actually quite playable! If you were worried about stability before, most of the major issues have been cleaned up, so the only real thing its missing at the moment is a few decorative features!
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Thats amazeballs! Once it's complete is what I meant xD
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Ok. Once it's stable I'm gonna make a LP w/ MS4 some other mods (vanilla centric)
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Can you add a version WITH the stone blocks? <3
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No. Googling now. BTW, grammar fixed.
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WRONG SUBFORUM.
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Horses. Only for transport. NOT ANYMORE!
My suggestion is that when you right click with an open hand while on a horse, it will rear up, and deal 4 damage to the mob in front of it.
This damage can be boosted with Horseshoes!
10 Damage
6 Damage
8 Damage
This will add a level of depth to horses and add cavalry to minecraft. Comment if you have a question!
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Machinimas are too. In fact, they're practically cookie cutter.
if *1* was *2*
1 = Herobrine, notch, a noob, the youtuber, a block, E.G diamond ore
2 = Rare, dead, a noob, switched with, added
Its bad. Also, nude skins. I was once on a (Pre EULA) CTF server and there was a "Ninja" class which had 0 armor and was the most expensive class. People bought that just so people would see nude skins. Yeah... great $10 investment.
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How about the awesome transports from Prometheus? Like the quad tracks and the trucks?
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I mean on a world made in 1.8 without Minestrap.
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No cape folder.
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Will the 1.8 update cause chunk borders on existing worlds?
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WinDDoS xD
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PC.
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Now the installer is broke... Just gives a java exception.
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Website won't load...