And, because you are awesome...
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Member for 9 years, 6 months, and 26 days
Last active Sun, Oct, 18 2015 15:27:57
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- 108 Total Posts
- 4 Thanks
Oct 27, 2014The_Pro_Legacy posted a message on Tall Worlds Mod - Raising the world height cap without causing lagCould you please add updates to the main post?Posted in: WIP Mods
And, because you are awesome...
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Jan 7, 2012WildBamaBoy posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)Posted in: Minecraft ModsOverview | Download | FAQ | How to Play | Recipes | Changelogs | Update Progress | Bug Tracker | Repository | Special Thanks
-Updated to 6.0.0-beta for Minecraft 1.12.2 on June 1st 2019-
So long, Minecraft Forums! With its upcoming closure, we're announcing the MCA Community Discord! Join today: https://discord.gg/T5xQ8E2
Looking to support development? Earn some cool perks on Patreon:
Latest News (6/1/2019)Although the forums will soon be in read-only mode, we wanted to let those still following this thread know that....
We're back! MCA has been updated to 6.0.0-beta. This version has been written from the ground up to be more robust and compatible with multiplayer and other mods. Check it out and continue the discussion post-forums here: https://minecraft.curseforge.com/projects/minecraft-comes-alive-mca
Say goodbye to those ugly and boring squidward-nosed villagers! Minecraft Comes Alive (MCA) aims to give Minecraft's villagers an expanded use within the game by transforming them into humans.
Follow/subscribe to @SheWolfDeadly for MCA updates, and awesomeness in general!
Comprehensive Install/Gameplay Review by IDEDonline
Developer Let's Play Below by SheWolfDeadly
- No more terrible villager sounds! "Hrrh?", you might ask? Villagers are now human, have names, speak to you, and can be male or female.
- You can interact with villagers in many ways, such as chatting with them, asking them to follow you, hiring them to do work, giving them gifts, and more!
- Interacting with villagers builds relationships. Get your relationship high enough, and you'll be able to marry a villager.
- Once you're married, you can have children. Children will grow up over time and do many different chores for you.
- Children eventually grow up into adults, who can get married and have children of their own.
- You can marry other players and have children in SMP and LAN.
Note: MCA connects to a remote server to check for updates and also send us crash reports.
- There's no loss of original Minecraft functionality. MCA villagers can be traded with, and any modded villagers are not overwritten with MCA villagers.
You can also download MCA and RadixCore via CurseForge. CurseForge may not always have the latest versions of MCA.
If you don't see the links to CurseForge just above, there may be issues with the downloads at the moment. Use other download button.
Unfortunately there's always the chance of running into a bug while playing MCA. You have five options when reporting a bug.
Do nothing - That's right. If your game crashes while you are playing, you don't have to tell us. We will automatically be notified and your crash report will be sent to us. If you never make it into the game, though, we won't receive that, so let us know you are having that sort of issue!
Post on this forum page - Myself or mezzodrinker will likely respond within a few hours. If you receive no response, post again. If you have a crash report, please surround it with spoiler tags so that the forum can be kept nice and tidy.
Create an issue on GitHub - This requires a GitHub account, which is free. We usually respond within a few minutes. You will also be automatically notified when the issue is fixed. Please include your Minecraft version and MCA version. Go to our Issue Tracker to create an issue.
Send a private message - You can send your question or bug report via private message to me here on the forums. While I may not respond, all private messages are read.
Support MCA by pasting one of these banners into your signature! We'd gladly accept any more that are made.
Current logo by RicardoEsteves
Logo by NeonXperience
Logo by ChimneySwift11
MCA is licensed with the MCA Minecraft Mod license, previously GPL v3. This license is available here. It is simple to understand, but here it is in bullet-point form.
- You can create monetized YouTube videos showcasing this mod.
- You can re-distribute MCA at will on your website, however you can only distribute this mod through our adf.ly links. Do not use your own links or mirrors.
- You can use MCA in a modpack, however you must provide credit to us and link to this forum page or our website.
- Your modpack must not generate revenue of any kind. Exceptions apply.
- You must not modify MCA's source code, file structure, binaries, or assets.
- Troubleshooting is your responsibility if you create a modpack and MCA fails to work correctly.
- Source code is made available for educational purposes only, with the exception of the MCA API.
- MCA, its source code, and byte code cannot be modified, recompiled, or redistributed for public use except by the maintainer of the repository.
- We reserve the right to incorporate private modifications of MCA into the public version, with adequate credit provided.
- Any modification of this mod’s code, binaries, or assets is strictly forbidden from public distribution.
- Texture packs and resource packs are welcomed and encouraged, but may only contain the modified textures and/or sounds. You cannot distribute a copy of this mod with the texture/resource pack already installed.
- This mod, its assets, code, and binaries are released into the public domain when it is said to have reached its end-of-life as described in the license.
Many awesome people have made MCA what it is today. You are all properly credited on the Special Thanks page on our website.
Apr 4, 2013Posted in: Minecraft Mods
- A brand new dimension to explore made of 9 biomes!
- Dungeons, ruins, and more to search!
- 11 new mobs to encounter and fight!
- 5 new animals to tame and hunt!
- 35+ artifacts with special inbuilt abilities to collect!
- A powerful pharaoh boss with variants to defeat!
- Camel (Tameable, Armorable, Mountable!)
- Desert Wolf (Tameable, Armorable!)
- Alpha Desert Wolf (Tameable, Armorable, Mountable!)
- Desert Rabbit
- Pharaoh (13 variants!)
Biomes and Structures
- Sand Plains
- Sand Hills
- Sand Dunes
- Limestone Mountains
- Limestone Crags
- Dead River
- Dead Oasis
- Ruins (19 variants)
Feature Playlist (Updated daily!)
Come join us and chat on our Discord, get the latest updates on Team Metallurgy mods and more!
If you'd like to support me making mod, stream, and video content you can find me on Patreon!
You can catch me live every day from Midnight GMT onward on Twitch! I create artwork live and interact and teach the best I can how I do it. Get a behind the scenes look!
Rights of Use
You as the user may do the following with this mod without asking my permission.
-You may create videos or take screenshots and post them anywhere you please, I just ask that you note what the mod is and let people know where to get it.
-You may add it to a modpack as long as the modpack gives proper credit and links back to this page. You also assume all responsibilities for any bugs or support questions involving your modpack and this mod.
You as the user, may NOT do the following with the mod.
-You cannot redistribute or re-upload this mod without permission!
-You cannot decompile the code or reuse the artwork for other mods.
Atum 1 is released for 1.7.10
Atum 2 is released for 1.12.2
May 16, 2014Ordinastie posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)Posted in: Minecraft Mods
Requires Java 8.
Requires Forge 1.12.2-220.127.116.1189 and higher.
1.12.2-7.3.0 requires MalisisCore 1.12.2-6.4.0 for Minecraft 1.12.2
- Integrated BigDoors mod (previously found here).
You now have access to various 3x3 doors courtesy of @jaquadro
- Fixed fence gate not reacting to redstone.
- Fixed inventory issues when in DoorFactory gui.
1.12.2-7.2.4 requires MalisisCore 1.12.2-6.3.2 for Minecraft 1.12.2
- Fixed incorrect item drops when breaking doors.
- Fixed crash on dedicated server when powering doors with redstone.
1.12.2-7.2.3 requires MalisisCore 1.12.2-6.3.1 for Minecraft 1.12.2
- Fixed possible crash with Rusty Hatch.
- Fixed item sometimes not dropping when breaking doors.
- Fixed typo in registry name for Birch Fence Gate which prevented vanilla ones from animating.
- Fixed possible when rendering doors.
- Improved performances when lots of doors and trapdoors were used in world.
Note : the fence gate fix means that if animated Birch Fence Gates in the world will just disappear (they were only obtainable from Creative inventory). The vanilla non animated ones will automatically become animated ones.
1.12.2-7.2.2 requires MalisisCore 1.12.2-6.3.0 for Minecraft 1.12.2
- Changed the Rusty Ladder recipe to use seven irong ingots to minimize conflicts.
- Fixed possible crash when rendering Reinforced doors.
- Fixed possible crash with FenceGates
1.12.2-7.2.1 requires MalisisCore 1.12.2-6.3.0 for Minecraft 1.12.2
- Fixed possible crash with TrapDoors.
- Removed Forge warnings.
1.12.2-7.2.0 requires MalisisCore 1.12.2-6.3.0 for Minecraft 1.12.2
- Fixed doors not being centered around oak fences.
- Added glass panes to blocks centering doors.
- Fixed rusty hatch not being destroyed properly.
- Changed rusty ladder and rusty hatch ladder to match the collision box of vanilla ladders.
- Fixed trapdoors not acting as a ladder when above rusty ladder.
- Fixed rendering crash that may happen with TrapDoors.
- Fixed rendering crash that may happen with FenceGates
1.12.2-7.1.1 requires MalisisCore 1.12.2-6.1.7 for Minecraft 1.12.2
- Fixed an issue that left ghost blocks when destroying Rusty Hatch.
- Fixed player detection for auto opening doors.
- Added sound when opening/closing Hi-tech doors.
- Fixed compatibility issue with Sponge.
1.12-7.1.0 requires MalisisCore 1.12.2-6.1.2 for Minecraft 1.12.2
- Added option in the door factory to allow doors to automatically open when player is close.
- Fixed bottom texture of the Hi-tech Door.
- Fixed server crash with CraftTweaker
- Fixed vanilla door texture issue with LiteLoader
- Migrated transformers to mixin. (Internal, probably broke many things)
1.12-7.0.4 requires MalisisCore 1.12-6.0.4 for Minecraft 1.12
- Fixed door rendering issues.
- FIxed trap doors localization.
1.12-7.0.3 requires MalisisCore 1.12-6.0.2 for Minecraft 1.12
1.11.2-6.1.3 requires MalisisCore 1.11.2-5.2.2 for Minecraft 1.11.2
- Fixed issues in DoorFactory gui preventing selection of movement and sound options.
- Fixed issues in guis preventing the update of client side inventory.
- Update russian translation.
1.12-7.0.2 requires MalisisCore 1.12-6.0.1 for Minecraft 1.12
- Fixed crash on servers.
1.12-7.0.1 requires MalisisCore 1.12-6.0.1 for Minecraft 1.12
- Fixed crash on launch.
- Fixed crash on servers.
- Fixed Reinforced Hatch icon.
- Fixed registry names for fence gates.
1.12-7.0.0 requires MalisisCore 1.12-6.0.0 for Minecraft 1.12
- Changed Forcefield controller :
* Activating/deactivating a Forcefield now drains energy based on the Forcefield size.
* Destroying a Forcefield now drains energy based on the Forcefield size instead of draining the controller completely.
* Increased the energy generation rate in survival mode.
- Fixed order of items in the creative tab.
Previous updates :
1.11.2-6.1.2 requires MalisisCore 1.11.2-5.2.2 for Minecraft 1.11.2
- Fixed debug output displaying when rendering Hi Tech Door.
- Fixed lighting issue when hiding the HUD if a Hi Tech Door is rendering.
- Fixed serveral GUI issues.
1.11.2-6.1.1 requires MalisisCore 1.11.2-5.2.0 for Minecraft 1.11.2
- Fixed vanilla doors not rendering properly sometimes.
- Fixed Hi-tech doors rendering in other dimensions.
1.11.2-6.1.0 requires MalisisCore 1.11.2-5.1.0 for Minecraft 1.11.2
- FIxed Carriage Door and Medieval Door recipes.
- Fixed referenced vanilla textures not being stitched if no vanilla model use them.
1.10.2-5.2.0 requires MalisisCore 1.10.2-4.3.0 for Minecraft 1.9.4 / 1.10.2
- Fixed possible crash with Fence Gates
1.11.2-6.0.1 requires MalisisCore 1.11.2-5.0.1 for Minecraft 1.11.2
- Fixed Optifine related crash (requires Optifine B7).
1.11.2-6.0.0 requires MalisisCore 1.11.2-5.0.0 for Minecraft 1.11.2
1.10.2-5.1.8 requires MalisisCore 1.10.2-4.2.10 for Minecraft 1.9.4 / 1.10.2
- Fixed crash occuring with custom doors.
1.10.2-5.1.7 requires MalisisCore 1.10.2-4.2.10 for Minecraft 1.9.4 / 1.10.2
- Fixed crash when right clicking Forcefield with empty hand.
- Fixed lighting issue with trapdoors and Hitech Doors.
1.10.2-5.1.5 requires MalisisCore 1.10.2-4.2.8 for Minecraft 1.9.4 / 1.10.2
- Fixed doors not being correctly centered when next to iron bars or cobblestone walls.
- Fixed shading for the frame of Medieval and Carriage doors.
- Added redstone interaction for Hi-tech door.
1.10.2-5.1.4 requires MalisisCore 1.10.2-4.2.6 for Minecraft 1.9.4 / 1.10.2
- Fixed Rusty Hatch breaking when going away and coming back.
- FIxed lighting not working properly when using glowstone as material for Custom Doors.
- Fixed crash when using optifine.
- Fixed door lighting when using shaders.
- Fixed Hi-tech door not being rendered when using Optifine. (Still has translucency issue when using shaders)
1.10.2-5.1.3 requires MalisisCore 1.10.2-4.2.3 for Minecraft 1.9.4 / 1.10.2
- Fixed hi-tech door being instant minable.
- Fixed mod loading for 1.9.4.
1.10.2-5.1.2 requires MalisisCore 1.10.2-4.2.3 for Minecraft 1.10.2
- Fixed crash when rendering Vertical Hatch, Carriage Door or Medieval Door.
- Improved textures for Carriage Door and Medieval Door.
- Removed option for 3 branch handle for Vertical Hatch
- Fixed Rusty Hatch item being consumed even when the block failed to be placed.
1.10.2-5.1.1 requires MalisisCore 1.10.2-4.2.1 for Minecraft 1.10.2
- Fixed crash on dedicated server.
- Fixed chat spam when failing some ray tracing.
- Fixed crash with Minecraft 1.9.4.
1.10.2-5.1.0 requires MalisisCore 1.10.2-4.2.0 for Minecraft 1.10.2
- Added new Hi-tech door.
- Fixed Custom Doors duplication bug.
- Fixed Custom Doors item sometime not being rendered at the right angle.
- Fixed Vanilla doors not stacking anymore once broken.
- Fixed arrows going through Carriage and Medieval Doors.
- Fixed performance issue with raytracing Carriage and Medieval Doors.
- Fixed Saloon Door models.
- Generally improved door rendering performances.
1.9.4-5.0.4 requires MalisisCore 1.9.4-4.1.1 for Minecraft 1.9.4 / 1.10.2
- Fixed Custom Doors not dropping an item when breaking the top part.
- Fixed Custom Doors not working properly for other clients than the one who placed it.
- Fixed modified doors not remembering their properties when broken or picked in creative mode.
1.9.4-5.0.3 requires MalisisCore 1.9.4-4.1.1 for Minecraft 1.9.4 / 1.10.2
- Fixed animations for Garage Doors.
- Fixed occasional crash for doors.
1.9.4-5.0.2 requires MalisisCore 1.9.4-4.1.0 for Minecraft 1.9.4 / 1.10.2
- Fixed doors animations not always working when connected to a dedicated server
- Fixed Forcefield syncing from the server
- Fixed texture warnings in the log
- Fixed BigDoor recipe warning in the log
1.9.4-5.0.1 requires MalisisCore 1.9.4-4.0.1 for Minecraft 1.9.4 / 1.10.2
- Fixed crash when loading the mod with Minecraft 1.10.2
- Fixed syncing issues in multiplayer.
1.9.4-5.0.0 requires MalisisCore 1.9.4-4.0.0 for Minecraft 1.9.4
1.8.9-3.1.4 requires MalisisCore 1.8.9-2.1.5 for Minecraft 1.8.9
- Fixed random crashes when rendering Tile Entities.
1.9-4.0.1 requires MalisisCore 1.9-3.0.4 for Minecraft 1.9
- Fixed multiple crashes.
1.9-4.0.0 requires MalisisCore 1.9-3.0.1 for Minecraft 1.9
1.8.9-3.1.3 requires MalisisCore 1.8.9-2.1.3 for Minecraft 1.8.9
1.8-2.5.4 requires MalisisCore 1.8-1.4.10 for Minecraft 1.8
- Fixed crash on dedicated servers.
1.8.9-3.1.2 requires MalisisCore 1.8.9-2.1.3 for Minecraft 1.8.9
1.8-2.5.3 requires MalisisCore 1.8-1.4.10 for Minecraft 1.8
- Fixed crash when using special blocks for Custom Doors.
- Fixed performance for Reinforced Doors.
1.8.9-3.1.1 requires MalisisCore 1.8.9-2.1.0 for Minecraft 1.8.9
1.8-2.5.2 requires MalisisCore 1.8-1.4.6 for Minecraft 1.8
- Fixed crash on dedicated servers.
1.8.9-3.1.0 requires MalisisCore 1.8.9-2.1.0 for Minecraft 1.8.9
1.8-2.5.1 requires MalisisCore 1.8-1.4.6 for Minecraft 1.8
- Added reinforced door.
(1.8) - Fixed Optifine crash.
1.8.9-3.0.2 requires MalisisCore 1.8.9-2.0.4 for Minecraft 1.8.9
1.8-2.4.3 requires MalisisCore 1.8-1.4.4 for Minecraft 1.8
- Hopefully fixed multiple inexplicable crashes.
1.7.10-1.13.2 requires MalisisCore 1.7.10-0.14.3 for Minecraft 1.7.10
- Fixed FPS issue with Saloon Doors.
1.8.9-3.0.1 requires MalisisCore 1.8.9-2.0.2 for Minecraft 1.8.9
1.8-2.4.2 requires MalisisCore 1.8-1.4.2 for Minecraft 1.8
- Fixed bug when placing Custom Doors.
1.8-2.4.1 requires MalisisCore 1.8-1.4.2 for Minecraft 1.8
1.7.10-1.13.1 requires MalisisCore 1.7.10-0.14.2 for Minecraft 1.7.10
(1.8) - Fixed Garage Door textures not showing properly.
(1.7) - Fixed buttons closing Garage Doors prematurely.
1.8-2.4.0 requires MalisisCore 1.8-1.4.0 for Minecraft 1.8
- Major internal changes to MalisisCore.
1.8-2.3.0 requires MalisisCore 1.8-1.3.0 for Minecraft 1.8
- Added new redstone behavior option in the Door Factory :
- Standard : door opens/closes when activated by hand or powered by redstone
- Redstone only : door opens/closes only when powered by redstone
- Hand only : door opens/closes only when activated by hand
- Redstone lock : door opens/closes only when activated by hand AND when not powered by redstone
- Fixed Carriage Door frame type being lost when broken.
1.8-2.2.0 requires MalisisCore 1.8-1.2.0 for Minecraft 1.8
1.7.10-1.13.0 requires MalisisCore 1.7.10-0.14.0 for Minecraft 1.7.10
- Added Medieval door.
- Added adpatative frames for Big Doors.
(1.8) - Added option to display the doors in 3D in inventory.
(1.8) - Changed door recipes to give 3 doors.
(1.8) - Set doors max stack size to 64.
(1.8) - Removed middle bar for vanilla doors.
(1.7) - Fixed wrong animation direction for fence gate.
(1.7) - Fixed missing mapping crash if vanilla replacement is disabled.
1.8-2.1.1 requires MalisisCore 1.8-1.1.0 for Minecraft 1.8
1.7.10-1.12.1 requires MalisisCore 1.7.10-0.13.1 for Minecraft 1.7.10
(1.8) - Fixed crash when placing Rusty Ladder on top or bottom of a block.
(1.8) - Fixed lighting issue with fence gates.
(1.7) - Fixed fence gate crash on dedicated server.
1.8-2.1 requires MalisisCore 1.8-1.0.2 for Minecraft 1.8
1.7.10-1.12.0 requires MalisisCore 1.7.10-0.13.1 for Minecraft 1.7.10
- Added wooden trapdoors.
- Added colored curtains.
(1.8) - Fixed crash when placing a Rusty Hatch against some blocks.
(1.8) - Fixed crash caused by NEI trying to render some items.
(1.8) - Fixed multiple crashes on dedicated server.
1.8-2.0 requires MalisisCore 1.8-1.0.0 for Minecraft 1.8
1.7.10-1.11.0 requires MalisisCore 1.7.10-0.13.0 for Minecraft 1.7.10
- Added camo fence gates as a separate block (instead of a configuration option).
- (1.8) Removed Mixed Block, Block Mixer, Vanishing Blocks, Player sensor
- (1.7.10) Added wooden variants of fence gates.
1.7.10-1.10.1 requires MalisisCore 1.7.10-0.12.10
- Fixed multiple crashes with raytracing.
- Fixed issues with Diamond Vanishing Block GUI.
- Fixed Digicode V button not working properly.
- Fixed Door movements and sounds order in DoorFactory GUI.
- Fixed Cauldron crash when a world didn't have a name.
1.7.10-1.10 requires MalisisCore 1.7.10-0.12.9
- Added double fence gate handling.
- Fixed crash caused by DragonAPI.
1.7.10-1.9.5 requires MalisisCore 1.7.10-0.12.9
- Fixed possible crash with VanishingBlocks.
- Fixed lighting issue with some items.
1.7.10-1.9.4 requires MalisisCore 1.7.10-0.12.6
- Fixed Rusty Hatch bounding boxes.
- Fixed digicode display for doors.
- Fixed crash when worlds doesn't have a ChunkProvider.
1.7.10-1.9.3 requires MalisisCore 1.7.10-0.12.5
- Fixed crash when placing Custom Doors
1.7.10-1.9.2 requires MalisisCore 1.7.10-0.12.5
- Fixed saloon door localization.
- Fixed iron and sliding not being in MalisisDoors creative tab.
- Fixed some crash when ray tracing against blocks.
- Fixed console spam when a another TileEntity was found when looking for double door.
- Optimized centered door handling.
1.7.10-1.9.1 requires MalisisCore 1.7.10-0.12.4
- Fixed 1.8 wooden door recipes.
1.7.10-1.9 requires MalisisCore 1.7.10-0.12.4
- Added Saloon Doors.
- Aligned the doors in the center when they're next to iron bars, cobblestone wall, fences or glass panes.
1.7.10-1.8.2 requires MalisisCore 1.7.10-0.12.3
- Changed Player Sensors and Glass Doors to use any kind of colorless glass.
1.7.10-1.8.1 requires MalisisCore 1.7.10-0.12.2
- Fixed crash with Rusty Hatch Item.
1.7.10-1.8 requires MalisisCore 1.7.10-0.12
- Added Digicode for doors.
1.7.10-1.7.1 requires MalisisCore 1.7.10-0.11.4
- Fixed Iron Trapdoor recipe conflict with Iron bars.
1.7.10-1.7 requires MalisisCore 1.7.10-0.11.4
- Added Iron Trapdoor.
- Added Sliding Trapdoor.
- Custom doors now take into account the light levels of their materials.
- Fixed lighting issue with Fence Gates and Carriage Doors.
1.7.10-1.6 requires MalisisCore 1.7.10-0.11.4
- Added new door movements (Double sliding/rotating).
1.7.10-1.5.1 requires MalisisCore 1.7.10-0.11.3
- Fixed liquids going through Carriage Doors.
- Fixed Fence Gates and TrapDoors not working.
- Added 1.8 door localizations.
1.7.10-1.5 requires MalisisCore 1.7.10-0.11.2
- Added Minecraft 1.8 door variants.
- Reworked and improve Carriage Doors.
- Fixed a crash with Forcefields.
- Fixed rendering of Mixed blocks when using fast graphics.
- Fixed a crash when viewing item statistics (note that door statistics won't work).
1.7.10-1.4.4 requires MalisisCore 1.7.10-0.11.1
New build to reflect changes in MalisisCore.
1.7.10-1.4.3 requires MalisisCore 1.7.10-0.10.5
- Fixed crash on dedicated servers.
1.7.10-1.4.2 requires MalisisCore 1.7.10-0.10.5
- Fixed Doors brightness at night when lit by torches.
1.7.10-1.4.1 requires MalisisCore 1.7.10-0.10.5
- Fixed crash when crafting vanilla doors.
1.7.10-1.4.0 requires MalisisCore 1.7.10-0.10.4
- Added auto-close timer for Custom Doors.
- Added the possibility to edit existing doors inside the DoorFactory.
- Fixed Fence Gate height when next to a wall block.
- Added Fence Gate camo. They will take the texture of surrounding blocks.
- Added option to enable/disable Fence Gate camo.
1.7.10-1.3.3 requires MalisisCore 1.7.10-0.10.3
- Fixed possible crashes with Carriage Doors and Rusty Hatch.
1.7.10-1.3.2 requires MalisisCore 1.7.10-0.10.3
- Added Spinning and Spinning around Door movements for the Door Factory
- Completely refactored Garage Doors : bottom parts should no longer appear with a window. The door now behave like any other doors : a redstone current opens the door, and stopping the current will make the door close even if not fully opened yet.
- Fixed Door Factory GUI not updating correctly and not remembering previous states.
- Fixed a bug with checkbox and textfields in Vanishing Diamond Block GUI.
- Fixed a crash when opening Vanishing Diamond Block GUI.
- Fixed Rusty Ladder collision box.
- Fixed crashes with ForceFields, Rusty Hatch and Carriage Doors.
1.7.10-1.3.1 requires MalisisCore 1.7.10-0.10.2
- Fixed Forcefields being broken by liquids.
- Fixed a loading issue with Garage Doors.
1.7.10-1.3.0 requires MalisisCore 1.7.10-0.10.2
- Added Curtains.
- Added Carriage Doors.
- Added Forcefields.
- Added Rusty ladders.
- Changed Door Factory GUI.
- Improved shadows and shading for Rusty Hatch.
- Fixed rendering bug for Rusty Hatch frame.
- Fixed Rusty Hatch sound and movement appearing in Door Factory lists.
- Fixed bug when placing the Rusty Hatch failed.
- Fixed Rusty Hatch and Rusty Handle localizations.
- Fixed Door Factory and Block Mixer not spilling inventory when broken.
- Fixed side visibility for non opaque Mixed Blocks.
- Fixed possible crashes when getting door movements.
- Fixed crash when placing a Door on a replaceable invisible TileEntity (fixes RailCraft incompatibilities).
1.7.10-1.2.1 requires MalisisCore 1.7.10-0.9.9
- Fixed checkbox position in Door Factory.
- Fixed potential crash if a Custom Door Item was obtained illegally.
1.7.10-1.2 requires MalisisCore 1.7.10-0.9.8
- Added Rusty Hatch !
- Fixed location of chinese lang file.
1.7.10-1.1.4 requires MalisisCore 1.7.10-0.9.7
- Fixed a crash occuring when a mod was querying world sensitive door icon.
- Fixed Mixed block grass coloring.
1.7.10-1.1.3 requires MalisisCore 1.7.10-0.9.6
- Updated russian translation.
- Reflected MalisisCore changes.
1.7.10-1.1.2 requires MalisisCore 1.7.10-0.9.4
- Fixed z-fighting issue with custom doors.
- Improved GUI rendering performances.
1.7.10-1.1.1 requires MalisisCore 1.7.10-0.9.3
- Greatly improved rendering performances concerning RAM usage.
- Fixed Diamond Vanishing Frame recipe.
1.7.10-1.1 requires MalisisCore 1.7.10-0.9.2
- Added a new Shoji Door with new sound available in the Door Factory.
- Toned down the volume of Jail doors and Glass door sounds.
- Fixed duplication bug when breaking the top block of a Door.
- Fixed bounding box of Rotate and replace movement when opened.
- Removed the restriction for mixing blocks. Now you can mix two non opaque blocks.
- Added the possibility to mix ender pearls, and water and lava buckets to get specials textures.
- Mixing a non opaque block with an opaque one will make a one-way see-through mixed block.
- Mixing a light emitting block will make the mixed block emit light as well.
- Mixing a block of redstone will make the mixed block emit redstone current.
- Added an option for enhanced mixed block placement. When active, it allows the placement of the mixed blocks based on the direction the player is looking instead of using the face of the block clicked. Also, pressing the sneak key will inverse the mixed block.
- Fixed potential memory leak in ProxyAccess.
1.7.2-1.0.2 requires MalisisCore 1.7.2-0.9.1
- Fixed a crash on dedicated servers with Door Factory.
- Changed Player Sensor shape when placed on floor or ceiling.
1.7.2-1.0.1 requires MalisisCore 1.7.2-0.9.1
- Fixed a crash in MalisisCore dragging an item stack over a slot in GUIs.
1.7.2-1.0.1 requires MalisisCore 1.7.2-0.9
- Fixed a bounding box issue with Sliding 4 ways movement for Custom Doors.
- Fixed Custom doors not dropping as an item when destroying block underneath.
- Fixed hardness missing for Block Mixer and Door Factory.
1.7.2-1.0 requires MalisisCore 1.7.2-0.9
- Added new doors : laboratory and factory doors.
- Added new machine : the door factory. Chose how they look and the way they move to build your own personalized doors !
- Added the possibility to place Player Sensors on floors or ceilings.
1.7.2-0.9.1 requires MalisisCore 1.7.2-0.8
- Fixed a crash occurring on world load for DoorTileEntity.
- Fixed a crash occurring when rendering Garage doors.
1.7.2-0.9 requires MalisisCore 1.7.2-0.8
- Added new garage door.
- Added new jail door.
- Added a new MalisisDoor creative tab. Every new blocks will be listed in there.
- Added the display of the names of the blocks part of the mixed blocks.
- Refactored door animation and rendering. The invisible door bug should be corrected.
- Corrected compatibility bug with RailCraft invisible tile entities.
- Added fail safe when instantiating Proxy world for Vanishing Frames. This should prevent Cauldron crash at the expense of limiting the metadata detection when copying a block.
1.7.2-0.8 requires MalisisCore 1.7.2-0.7.3
- Added animations for trap doors and fence gates.
- Now almost every block can be used for Vanishing Frames.
- Added Diamond Vanishing Frames. They're expensive, but allow the configuration of wich direction to propagate its state and with what delay and speed.
- Refactored doors rendering. Hopefully, it will fix the invisible iron door bug.
- Added configurations. Configuration can be modified with the command /malisis config malisisdoors (autocomplete works).
- Added a simple rendering configuration for mixed block. Activate it if you experience z-fighting or rendering glitch with them.
- Fixed a crash when trying to mix items that don't have corresponding itemBlock (ie. Skulls).
- Fixed lighting bug when rendering tile entities.
1.7.2-0.6.4 requires MalisisCore 1.7.2-0.7.2
- Fixed a crash when Block Mixer was used on dedicated server.
The Block Mixer should now be able to accept any opaque block in the first input slot (except a Mixed Block), and any block in the second input slot.
1.7.2-0.6.3 requires MalisisCore 1.7.2-0.7.2
- The crash occurring on dedicated servers with BuildCraft should be fixed.
1.7.2-0.6.2 requires MalisisCore 1.7.2-0.7.1
- The crash occurring for Forge versions higher than 1060 is fixed.
- The Block Mixer timer does not appear to be reset when opening the GUI any more.
- More blocks are now accepted for the Block Mixer. As long as an opaque cube is present in the first input slot, almost any block can be used for the second one. (Who said fake ladder troll?)
- Shift-clicking in the Block Mixer GUI should now function properly.
- Mixed Blocks dropped are now properly created when destroyed.
- Mixed Blocks can now properly be picked when in creative mode.
- Added localised name for Mixed Block
- Added German localisation.
Animated doors :
The first goal of this mod was to improve vanilla doors behaviour. They are now animated when opened or closed instead of just jumping instantly to their new state. Also, it makes double doors automatically open and close without any need for redstone.
Trapdoors and fence gates are also animated!
Glass doors :
Two new sliding doors are added (wooden and iron), that behaves like normal doors but instead of rotating on themselves, they slide into the block next to them.
In game :
Jail doors :
A new metallic jail door that slides on the side. Can only be operated with redstone.
In game :
Laboratory doors :
A new metallic laboratory door that slides upwards. It's not a double door.
In game :
Factory doors :
A new metallic factory door that slides both upwards and downwards.
In game :
Shoji doors :
A new shoji door that slides slowly on the side.
In game :
Simple colored curtains that opens with custom animation. The color of the curtains depends on the color of the wool used.
In game :
Saloon doors :
New saloon doors that opens automatically when you go through them.
In game :
Reinforced doors :
A metallic door with a handle that slowly opens.
In game :
Hitech doors :
A futuristic hi-tech door with cool opening animation.
In game :
Sliding trapdoors :
Simple trapdoors that slide on the side with pneumatic sound.
In game :
Camo fence gates :
A fence gate that copies the blocks on each side, granted they're the same type.
In game :
Rusty Hatch :
A big metallic hatch with a handle that slowly opens. Comes with rusty ladders built-in. Requires 2x3x2 block space to be placed.
Like Trap doors, if placed on the top half of the side of the block, the door will open upwards.
In game :
Rusty Ladders :
A metallic ladder that matches the ones built-in the Rusty Hatch.
In game :
Garage doors :
A multi-structure allowing a large area to be opened with a nice animation. A Garage door can be as wide and tall as wanted, and as long as they face the same way, one simple redstone current change will make the whole door open or close depending on its current state.
In game :
Carriage doors / Medieval doors:
A big and fancy wooden double door (4x5x1 multi-block) made from a wooden door and five of one other. Oak door makes a Carriage door, Spruce Door makes a Medieval door. The frame uses the texture of the block used in the recipe.
Note : in 1.7.10, the five blocks need to be spread in five different crafting slots.
In game :
Forcefield and Controller :
The Forcefield Controller is an item that allows the creation of Forcefields. The Forcefields can be any size (with a limit of 100 blocks) and can't be destroyed. Use the item on the Forcefield to activate and deactivate it, use it while sneaking to remove it completely.
The Contoller displays color informations while placing a Forcefield to indicate if it can be made between the selected positions. It is self powered but requires some time to recharge. Note that removing a Forcefield completely drains the energy of the Controller.
In game :
Door factory and custom doors :
The door factory is a self powered machine that lets you design your own doors. Chose their properties such as the type of movement (from ten available!), the sound, or the speed of their animation, and then select blocks for the frame, top and bottom materials to define how they look.
The top and bottom material also accepts a few items for special effects :
- Flint & steel gives a fire effect.
- Ender pearl displays nether portal animation.
- Water bucket displays flowing water.
- Lave bucket displays flowing lava.
In game :
Custom doors :
Custom doors with effects :
You can find informations about the Player Sensor, the Mixed Block, the Block Mixer and the Vanishing Blocks in the MalisisBlocks post.
Videos & ReviewsReview from LexLV/Lextube :
Review from MeatyLock :
Review from Pokepeel :
Review from MCE626 :
Review from CebraxLP (German) :
Review from i Febag (Italian) :
Older videos :
Review from Ericton :
Review from Phantaboulous / Martijn :
Review from TyneCraft :
Review from Dami Games / Pathfinder1001 :
Review from Danniey / ClumsyMinecraft :
Review from TeamTwiistz
Review from DarcMatter / HyaterLCG :
Review from ProGamer7 :
Quick show :
No restriction concerning modpacks. Feel free to use this mod in your modpacks!.
Textures for BDCraft are available here : http://bdcraft.net/community/pbdc-patches-wip/malisis-doors-t3197.html
Many thanks to PaleoCrafter for the German translation, Merkaba5 for the Russian translation and Minecraftentxt for the Spanish (Argentina) translation.
Apr 22, 2014Cuchaz posted a message on Tall Worlds Mod - Raising the world height cap without causing lagPosted in: WIP Mods
I'm not working on Tall Worlds Mod anymore! But Barteks2x is!
Read all about his progress here:
I'll keep the original OP below for historical reference though.
Next up in my series of exciting mods is the Tall Worlds Mod!
The goal is simple: Raise the height cap on the world from 256 blocks to 16,777,216 blocks, but do it without adding too much lag. Turns out that's pretty technically challenging to do, but I love a good technical challenge.
Download the mod:
Tall Worlds Mod has released a somewhat-working protoype! The core idea of cubic chunks works fairly well, but there are still lots of minor bugs that prevent seamless gameplay. You can try out the mod today if you like, but don't expect it to work with any of your other mods.
How does it work?
The first step to raising the height cap on worlds is to break up the world into pieces vertically and only load the vertical pieces when players are actually near them. Of course, Minecraft's chunk system does exactly this to break up the world horizontally, but the vertical size of the world has always been fixed at 256 blocks.
Tall Worlds Mod breaks up Minecraft's world in the vertical dimension as well. Here's an early video of the cubic chunk loading system in action, the main component of Tall Worlds Mod.
Of course, players can't travel very quickly in the horizontal directions, so chunk loading doesn't have to be very fast there. But what about players in free fall? How fast can a cubic chunk system load chunks when players are moving very quickly? This video answers that question:
Minecraft Version: 1.8.3
Modding System: Magic Mojo Mod Loader (M3L for short)
Wait... what the heck is Magic Mojo Mod Loader?
Well, building the Tall Worlds Mod required gutting and entirely replacing large portions of the Minecraft engine. Namely, the entire chunk loading system and a fair bit of the lighting system. Since these changes are rather large, there isn't much benefit to using a modding system like Forge which has essentially no APIs to help with something like this.
I'm using Tall Worlds Mod to start building the modding API for my own modding system, Magic Mojo Mod Loader, or M3L for short. You can read the justification for why we need yet another modding system here, but it means that when I eventually release M3L, you'll actually have modding API support if you wanted to do something completely insane like entirely replace the chunk loading system in Minecraft.
If you REALLY have a lot of free time, there is another thread discussing cubic-chunk type mods. It's 275 pages long at the time of this post and it's chocked full of discussion about cubic chunk ideas, particularly suggestions for how to solve "the lighting problem." I'll be honest though, I haven't read the whole thread.
Need more room to talk? Try the offiicial Tall Worlds Mod Forums:
I think we're starting to outgrow a single thread for discussing Tall Worlds. In a huge thread, sometimes good suggestions get lost. If you feel like you want more room to talk, or a place to put your suggestions so people can actually find them later, header over to the dedicated forums.
Development Status: Backburner'd!
I'm taking a break from working on Tall Worlds for a while.
All of the fun technical challenges have been solved and all that's left to do is a massive amount of tedious cleanup work. This is a hobby project. I'm going to enjoy doing the fun bits, but there's no reason I need to slog through all the tedious bits. The tedious work left to do includes things like finding all the places in vanilla Minecraft that broke because of the new engine changes and trying to add compatibility with every modded thing ever imagined.
The only reason to do boring work is if someone is paying a decent wage, and that's definitely not the case here. I ran a poll for about a month asking if players would donate to a Patreon. The answer was very clear: the donations wouldn't come anywhere close to paying a decent wage, or even make a dent in my rent payments.
I general, I think making massive changes to Minecraft's core game engine and seeing them through into a finished product is far larger in scope than any one person can really do for hobby without getting seriously burned out. I put up a prototype mod to show the idea actually works, but I don't really have any interest in turning it into a finished product. Perhaps it's up to Mojang now to decide if they want cubic chunks or not, but it's just too much work for a single unpaid modder.
The entire project is open source of course. Contributions are always welcome from other modders. None of this technology is disappearing any time soon, it's just going to start gathering dust.
In the meantime, I'm going to focus all of my energy into my Ships Mod and make that mod the best mod it can be.
Since I'm no longer splitting my time among too many projects, I should be able to make some real progress, so look forward to some exciting new features there!
All mods by Cuchaz:
Mar 14, 2014Posted in: Minecraft Mods
This mod provides simple lightweight method for using WorldEdit in your single-player worlds. At present it is in early development but it should support all of the core features of WorldEdit and also works with WorldEditCUI, allowing you to view your selection in real time!
The mod currently comes bundled with WorldEdit 5.6.2-SNAPSHOT and will extract it automatically, there are no complex installation steps.
- Use WorldEdit in single-player
- What? You wanted more features?
To install the mod:
- Download and install LiteLoader for your version of Minecraft
- Download the latest version of the WorldEditWrapper litemod and copy it to your mods folder. NOTE: Some browsers will change the file extension to .zip when downloading, if this happens be sure to change it back to .litemod or LiteLoader will not find the mod!
- Run the game and load any single player world, you should now have access to all of the WorldEdit functions.
- For best results, you should also install WorldEditCUI
WorldEditWrapper just provides worldedit support, so there's nothing exciting to look at, but here's a picture of the wand in action just to comply with the forum rules.
and a bonus picture of my cat, just to make up for the that screenshot being kind of dull
WorldEditWrapper provides all of the features of WorldEdit, the best place to find information on using WorldEdit is the official wiki.
- Is there a version for (old version of Minecraft) available? No, the first version of Minecraft supported by this mod is 1.7.2, I made the mod for 1.7.2 because prior to that there were other mods which provided WorldEdit in single player. Please stop asking me to make a version for 1.6.4.
- Will you make a Forge version? No, the mod uses LiteLoader because it means users don't have to entirety of forge to simply get WorldEdit. You can however run LiteLoader and Forge together, just install Forge then extract the LiteLoader jar to your mods folder and Forge will load it by magic (this also works the other way around - LiteLoader will load Forge if you install LiteLoader first).
- Will you make a version for (new version of Minecraft which just came out)? Yes, just be patient. There are a lot of things which go into updating a minecraft mod and it can take up to a month to get updates done. Asking for updates is against the forum rules so just wait and assume that if you hear nothing then I'm either waiting for upstream dependencies to be ready (like MCP) or already working on updates.
- You are reminded that it is against the forum rules to ask for updates. if you ask for updates you will be either ignored or just reported. This includes "asking without asking" such as saying "I can't wait until..." or "Any idea how long until..."
- Check the last two pages of posts before asking questions. If you ask something which has been asked within the last two pages, I reserve the right to simply ignore you. It takes literally 5 minutes to quickly skim read 2 pages of posts but a lot longer to repeatedly answer the same question.
- Updated to Minecraft 1.7.10
- Added //dir command to quickly open the schematics and craftscripts directories ingame
- Allow more variations on multi-word biome names (using underscores or removing spaces) to avoid having to put them in quotes
- Fixed contained items being ejected when copying container Tile Entities
- Fixed tree generator tool
- Fixed orientation issue when teleporting with the compass or /jumpto command
- Fixed worldedit functions not working after you die
- Fixed right click with wand still not working when FML is present
- Cleaned up the wrapper code and improved weak reference handling
- Fixed right click not working with wand and left click not working with farwand
- Fixed //regen support
If you experience problems getting WorldEditWrapper to load, check the following things before reporting:
- Does the WorldEditWrapper mod show up in the LiteLoader mods list (click the little tab in the upper right corner of the main menu). If the mod doesn't show up, chances are it's not installed properly.
- If you're sure that the mod is in the correct location, open the LiteLoader mods list and press the F3 key, scan through the log and look for any "ignored invalid mod file" or other indicators that the mod is invalid or corrupt.
- LiteLoader mods only work for the specific version of Minecraft to which they're targeted, ensure that you have the correct version for the version of minecraft you're running (eg. 1.7.6 mods won't work with 1.7.2 or 1.6.4)
- If LiteLoader doesn't even seem to be recognising the mod, check that your browser didn't change the file extension when you downloaded it, the mod file extension must be .litemod for LiteLoader to recognise it.
- If you are using other mods in conjunction with WorldEditWrapper, ensure that WorldEditWrapper still fails to work with the other mods removed before reporting any issues
Important: before reporting bugs ensure that you have read the Troubleshooting section above. Do not report installation problems as bugs, instead ask for help here in this thread. If the wrapper is working but you are experiencing problems, such as a brush or command not behaving as it should then you can use the GitHub issue tracker for the project to report bugs.
When reporting issues, please ensure that:
- You list any other mods you are running, and whether the problem exists when a particular mod is installed
- You have followed the steps in Troubleshooting above and the issue still persists
- The mod is installed and working, but doesn't function as intended. If you cannot install the mod, do not submit a ticket, instead ask for help here.
WorldEditWrapper can be freely distributed in modified source and binary forms, and can be included in modpacks, the source is available on my GitHub.
Sep 26, 2013CptSpaceToaster posted a message on [1.7.10][Beta][WIP]Colored Light - Progress and DiscussionPosted in: WIP Mods.
Colored Light For Minecraft!
Please do not report mod-rendering issues to other
Mod Developers. Thank you!
What is this?
Colored light has been well sought after, highly debated, and a seemingly complex addition to Minecraft.
Lot's of people have claimed it's impossible, hard to do, or won't run well.
I hereby provide a counter example:*My apologies to anyone who hates rainbows
I've been working for quite some time, and there are progress posts littered about the forums.
This post will serve as a center point to refer to. If you want to see my progress, stick around and I'll be sure to keep you up to date on my progress.
What is this trying to accomplish?
I am trying to add three separate channels of colored lighting within blocks, so that they appear to spread around and mix Red, Green, and Blue channels!
- Obviously the mod needs to operate at a high level of efficiency, otherwise it won't run well. We're paying close attention to our state of efficiency, and love hearing feedback on your experience here!
- All blocks that produce light will still behave the same! Torches will still have a light value of 14, but they may be colored differently. Same with redstone torches. Same lightvalue, but their color may look a little different after you install this mod!
- Worlds that use colored light will remain backwards compatible with vanilla Minecraft. (except for the missing Block ID's from the now absent colored lights) We aren't trying to ruin your save, or anything like that. (Please make backups though. If you accidentally lose your save because of a mistake we made, we can't do much to fix it, so make backups just to be sure)
Now, I must immediately say that while this mod relies on base Minecraft edits, We've been writing this in the Forge Environment. Forge has allowed us to test the lighting methods, while also giving us easier access to the Decompiled Minecraft source. The mod will likely stay as a Forge Mod for the rest of it's existence
After having several conversations, this will most likely stand as a separate, stand-alone API, much like the CodeChickenCore. I might be able to get some help with a couple of method hooks in Forge, but they aren't necessary. The API can be used relatively easily.
How does this work?We added three 4-bit color components for each block (bit crammed in a block's the lightvalue field) These three channels represent a blocks Red, Green, and Blue light.
With this simple change came a great number of problems with things that weren't expecting extra bits of information in the lightvalue, so we went through, and edited all of the methods that weren't happy. This coremod is a collection of edits to two primary systems:
The Vanilla Lighting Engine - To now support color, and the spreading of color
The Rendering Engine - To render the color on top of your favorite blocks!
Why choose RGB over Y'CbCr?
RGB tinting is already implemented. I simply used what Minecraft was expecting. While it uses more RAM and packet chatter, it was the easiest way to start thinking about the whole project. I am not opposed to moving to a more compact data system that uses the already existing vanilla brightness, but It's not a high priority on the list at the moment.
edit: When it's all said and done, OpenGL speaks RGB. I think I'm going to keep it, over Y'CbCr, simply because it works already ^.^
If you happen to know how to rewrite computeLightByType and updateLightByType using Y'CbCr while keeping all of the functionality, go right ahead! I'm very open to this idea, and a pull request accomplishing this task would be a welcome addition. All credit will be given where it's due.
What about performance?Well, we know that performance is of top concern, however you can't go about a project like this without impeding some performance somewhere. Currently, the two large areas that were modified have become slightly more complex.
The Lighting Engine takes a bit longer to spread light values around - I've written a brand new one from scratch to stay as efficient as possible!
The Rendering Engine now implements a custom Vertex and Fragment Shader to place color over other vertexes. This was an easy way for us to write it "one time" and have it apply to a lot of places all at once. This is a cause for some mod conflicts, as the shader core and other "shader themed" mods may conflict directly, and there are also rendering mishaps when you load this mod with other custom blocks, such as the chisel mod.
That's right... OpenGL 2.1 is used heavily. This means that while we share the same OpenGL requirement that Minecraft has... we may stop on a graphics adaptor here or there (looking at YOU intel) because we simply use a couple more things in the OpenGL 2.1 toolkit that Minecraft doesn't use itself.
Overall, if you have some sort of GPU, then the core won't be a huge hit to performance, but if it is, try running fast lighting and see if it improves. Feel free to post in the forums about your change in performance. I'm interested in what you have to say!
If you have a lot of trouble, I'm trying to make sure that I stay compatible with Optifine and Fastcraft, (and I honestly recommend that you run those mods anyway). You'll be able to reclaim some of the frams you lose here, while maintaining the rainbow!
So why isn't it out of Beta yet?
There is a ton of work to do. I have several bugs that I have to hunt still, and a lot more functionality I'd like to add! Again, it's still a work in progress. Feel free to hang around, and discuss what you see. What you like and what you don't like, and I'll be sure to hang around myself and answer what I can!
Current TODO list:
- There are still a couple Lighting Engine bugs lying around - I know of a few, and if you can repeat a couple steps that break how lights show up in your world, I want to hear about it!
- A significant amount of mod and rendering conflicts - A couple of which break the GLstate... so I need to clean up my end before a formal release.
- Rave Lights - nuff said
- TheMogMiner implemented his own Colored Lights before, then was hired by Mojang! Having gotten lost in some implementation, he stepped in and was incredibly helpful! Thank you for helping out the project when I was stuck!
- Heaton84... for pretty much anything that just happened with the 1.7.2 update! Thank you for your time and effort put into getting this project along with the new systems!
- Murray, for basically everything in 1.7.10 on the rendering side of things. He showed up with a couple of pull requests, and then made a whole bundle of nice additions with his work in the Shader! Give him a huge thanks for his work on the new system.
- Nocte's shown some interest and has supplied incredibly helpful knowledge about Minecraft's internal workings.
- Kovu's been around and has helped out with a bit of testing, and his knowledge of Git was quite nice to have on hand. A major contributor for the ASM packaging. Thank him for the easy installation of the core mod!
- StraightDigger and I've been pming each other quite a bit, and we discuss where the mod's going, and how it might behave. Expect to see excerpts from our conversations show up as answers to any questions you might have!
- Xeronut has been on the up and up testing out everything, and maintaining this incredibly impressive list of compatible mods. Thank you so much for your time and effort! A list like that is incredibly helpful!
- A quick shout out to Galatic Muffin and the Colored Glass/Light Forum thread. If you haven't seen that, make sure to check it out!
- Avarisc and Glitchfinder have been working together on the smooth lighting side of things. While their work has come and gone, they did a ton of amazing work, and deserve a lot of credit for it here!
Latest ColoredLightsCore for Minecraft Forge 1.7.10 - Does not run with Forge 1339 or later.
Moved to Curse! - https://minecraft.curseforge.com/projects/colored-light-core
Warning: Make Backups before you go running this please.
List of Mod Compatibility:
- Optifine should work
- ShaderCore is not happy at all.... and I don't know where to begin. Hopefully, someone can help me out here.
- Atomicstryker's DynamicLights are almost compatible, but they cause update bugs (which I need to fix) and the lights aren't colorful due to his implementation. Hopefully I can do something about this.
- On that note: The lighting engine will cause a hiccup or two once in a while... If you see something weird, just break a block, or place a light to cause another light update. If you found something that's repeatable, and you don't like it, report it as a bug!
- Colored Glowstone spawns in the nether now!
- Rave lights don't randomly change colors... nor do they light up at all... I intend to do something fancy here... but I need to sit down and learn a bit more about OpenGL before I can do anything like that
- "Black Lights" were fixed recently! Let me know if you find anymore!
Expect bugs, and poor performance. And have fun!
Old Versions:These are not worth running, but are here by popular request...
1.2.2 - http://www.mediafire.com/download/x78xmp5912tg8er/ColoredLightsCore-1.2.2.jar
1.2.1 - http://www.mediafire.com/download/r3k45h8a845yt13/ColoredLightsCore-1.2.1.jar
1.7.10.01 - http://www.mediafire.com/download/j5thct8w1h2ctsm/ColoredLightsCore-1.7.10.01.jar
18.104.22.168 - http://www.mediafire.com/download/wgp9hcygwd13vpq/ColoredLightsCore[22.214.171.124].jar
126.96.36.199 - http://tinyurl.com/n6wq9vj
188.8.131.52 - http://tinyurl.com/k5eekds
*Reporting bugs old versions will most likely incur a brief response saying that this is fixed. No I will not port features down to old versions. Please enjoy the mod for what it's worth, but refrain from posting bugs from incomplete work.
Where's the Source?
If you want to see the code, or are interested in working or offering advice, go ahead and PM me. We have the code set up as a Git Repository, and it can be applied to an FML/MCP workspace.
MediaMore Pictures: https://imgur.com/a/jSnQy
We've got some awesome Signatures courtesy of StraightDigger. Make sure to give him a +1 for the awesomeness!
Head to My Settings->Signature, then click "Toggle Editing Mode"
Paste the code you want in there, and enjoy!
We've got some awesome texture packs for those who want something a little different!
Here's one that has high resolution 128x128 stone-looking textures for all of the blocks
And this one does a great job by adding 15 high resolution Lamp Textures that look a bit like SPHAX would!
Found a bug? Want to Chat?
Post here in the forums if you have a crash report, and I can read through it when I can. Feel free to ask any sort of question, and we also registered an IRC channel on espernet! So feel free to hop in #ColoredLightCore if you get a chance, or need some more help.
If you wish to report a bug with the mod, please be sure to include...
- The version of the ColoredLightCore (CLC) you are using
- The version of Forge you are using
- The crash report (preferrably via Pastebin) generated by the error
- Depending on the error, an image of the problem
Also, DO NOT INCLUDE 100 MODS IN YOUR CRASH REPORT! If you have a mod conflict, please find the offending mods before submitting a bug report. I'd like to hear about the crash, and we can look at the issues on a close basis... But I'm tired of reading through mile long logs filled with clutter.
I don't think I'm going to work on this mod very much anymore.
I will continue maintaining the git-repo, and I'll make sure the build server stays up... If anyone submits a PR, or wants to develop/make changes to the mod in a significant way, the door is wide open. I'll review code to the best of my ability, and make sure things stay the same, but I simply don't have any motivation to spend hours of my life learning Java + ASM.
Since many of you may not know what that is... I'll try to give you guys a 2 second low-down:
Minecraft by itself doesn't have colored lights... or any ability to color lights in its unmodded state. So my job is to stop Minecraft from loading, grab the classes that handle light calculations, light data, world saves, etc, and modify them. This modification is usually hacky to some extent, and requires a deep understanding of how Minecraft's rendering pipeline works, as well as interactions between modified classes, and the Java Virtual Machine (JVM). There are some libraries that can help modders make changes like I was doing: (ASM) And I was able to use Forge to create a Core-Mod that would alter Minecraft as it was loaded into RAM.
If everything works, you get to see colors, and your worlds are STILL backwards compatible.
The issues that I kept on running into are twofold.
1.) I don't know ASM that well... and how I need to use it to satisfy the JVM... It's a LOT of guess + check. Doing simple things like adding variables could take me hours if I didn't know what was going wrong. Here are the 17 lines of code that set the default sunlight color variable in the world class. It's not simple stuff... and writing that kind of code isn't fun for me either. I'm sure there are better ways of doing it... and I simply don't want to find out anymore.
2.) I don't know NEARLY enough about OpenGL. At first, I wasn't using much of OpenGL to add color to the world, but it became increasingly clear that I'd need delve into OpenGL and shaders to get everything to work. I don't have a clear understanding still... Murray and a couple others were able to start the implementation, and we got most of it working. So while I can see what's going on in the current setup, I don't know how to rewrite a "better shader" or fix the issues that currently exist in the pipeline. (This is what causes so many issues with Optifine and the ShaderCore)
So... what does that mean?
I'll make sure things compile. And I'll make sure to help anyone who wants to show up, and start turning wrenches and writing code. But... my interests have moved on. When Minecraft moves to C++ (the Windows 10 release thing), I might look at it again, but I don't need more Java right now... especially ASM + Java... It's not a very useful skill for what I do (embedded systems developer/engineer) and I'm sad I have to break it to you all. It hasn't been all bad, and I've had moments that were a TON of fun!
I hope we can still be friends,
The Colored Light Core shall hence forth be classified under the WTFPL.
Jul 9, 2011Posted in: Minecraft Mods
This is a mod that all of my other mods need.
You can get the latest version here.
For more information, you can go to my website here.
This mods changes how pets work, adding a new variety of functions to them. It adds a level and skill system for acquiring these skills.
You can get the latest version here.
For more information, you can go to my website here.
This is an incomplete mod similar to Tinker's Construct. Some things are different/new.
All documentation is in-game.
You can get the latest version here.
For more information, you can go to my website here.
(TODO: Description that is accurate for the new version.)
You can get the latest version here.
For more information, you can go to my website here.
This mod adds craftable wings that let you fly in survival mode. They are equipped in the chest equipment slot, but offer very little protection. They also degrade the more you fly.
You can get the latest version here.
For more information, you can go to my website here.
Feb 26, 2013Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Supporting this suggestion
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
By default, nothing will change.
By default, nothing will change.
By default, nothing will change.
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
Mar 10, 2014Snowviraptor posted a message on Pigeons! A tameable mob with a purpose! You'll "dove" what I've added!Posted in: Suggestions
New Thread Here:
Support this idea on reddit! Link: https://www.reddit.com/r/minecraftsuggestions/comments/2ympop/pigeons_a_tamable_mob_with_a_purpose/
Also, please stop giving fixes for a lag issue that has been fixed for half a year. We don't really need it any more, and it's getting quite annoying. If there is still a lag issue that I haven't stated, then please alert me of it.
Isn't it hard walking over 1000 blocks just to deliver a single item? Yes you can make rail systems to send large amounts of items, but I find a simpler way is necessary. My answer: Delivery Pigeons.
Pigeons spawn in forest-like biomes. They can be tamed with 2-5 pumpkin seeds, and 5 hearts. They will then follow you around until you are ready to send a message. The pigeon would look like this:
It would be able to fly (follow), or stand (sit), until you are ready. When you want to send something, shift+right click the tame pigeon, and this GUI will come up.
The 6 slots are for the items that you want to send, the send button sends the items, the cancel button exits the menu without sending, and the black box is for the players name. I decided on 6 slots, so that clever rail systems are not obsolete.
A new block would also be added called the perch, when a pigeon is sent, it will land on one of the receiving player's perches.
I'm clueless about redstone, but I think that If a pigeon is on a perch, a comparator could give off a signal, but not if the perch is empty. You could create pigeon alarms using this. Please tell me if this is not how comparators work!
Preches can be named for 0 xp in an anvil, so you can type: "playername perchname" to decide exactly which perch you will send the pigeon to, without too much expense.
Adventure map makers can use commands to give perches custom names, without having the playername. This is so that you don't have to send messages to the author of the map to complete a puzzle.
If the player you are sending the items to does not have enough perches, the pigeon will just put the items back in your inventory (Or on the ground if there is not enough space).
When you send a pigeon to a user, It will appear to fly away, but when it reaches an unloaded chunks, it will teleport to one of their perches, with a delay depending on distance between the 2 objects, the blocks:minutes ratio would be about 500:1. If the distance is shorter than 200 blocks, It will just fly the distance (and load any unloaded chunks). This is so that on small map PVP servers, and UHC's you can have fun shooting down enemy pigeons. It would be hard to do this, as they fly twice as fast as a player sprinting.
It will then appear in the "view" any nearby players, and land on it. If no players are nearby, it will just be sitting there. If it can't reach a perch in any way, it will noclip through the layer of blocks, I cant see how this could be used for griefing. Once the player has found it, and taken the items, it becomes that players pigeon. Only the owners of pigeons can use their inventories.
I'm sure you can see how this can help in multiplayer, but what about the people who are strictly singleplayer? I've sorted this too.
Imagine that you are in the middle of nowhere, and lost. You have been wandering for hours, because you have your diamond armour, sword, and pick with you. You see a pigeon flying around, but ignore it. Then you see pumpkins. You grab them, and turn them into seeds, and tame the pigeon. Next thing you know, your armour, and tools are flying home. You then find a ravine...
You obviously could just have a pigeon follower, or a pigeon farm just for the fun of it.
And there's the potential for minigames/ puzzles. Try an shoot down pigeons before they get to you, or have to send items in pigeons to complete the puzzle... The possibilities are huge.
Pigeons spawn like cows, and pigs, and don't despawn. They lay eggs like chickens, and you can throw these to get baby pigeons
A comparison of adult and baby pigeons:
Since previous tamable mobs like horses, and cats have multiple skins, pigeons would have a chance to spawn with dove colours.
Possible suggestions made by the community:
ThesaurusRex and I worked on creating a more realistic pigeon, that would still fit the game. It has a larger tail, chicken eyes, and a smaller head. The legs are also different.
Reddit user coolreader18 (and a few other people) suggested letters. Crafted with one paper, and one feather, they store a single page of writing, and make a good aesthetic, and are a cheaper way of sending text.
Thank you for reading my suggestion. If you don't like it, don't just say: "No support" Give me a reason like:
"I don't like the trees, No Support." So that I can improve the suggestion.
If you would like to support this thread, press the green arrow button in the bottom right, and if you really like the idea, you could use one of these banners:These 2 are mine:
<img alt="" src="http://imgur.com/FwuXpPa.png" data-mce-src="http://imgur.com/FwuXpPa.png">
<img alt="" src="http://achievecraft.com/cimage/0314sto/Achievement get!/I support pigeons!/mca.png" data-mce-src="http://achievecraft.com/cimage/0314sto/Achievement get!/I support pigeons!/mca.png">
Thanks to Mart_b77 for this next one.
More banners are welcome!
If you want to make a mod of this, there is no need to ask, but you MUST, tell me about the mod.
Jun 19, 2014MrMegatron posted a message on [1.7.10][Forge] Gems Mod -New Ores, Items, Biomes, Mobs (*Better Mining) (*Stronger Equipment) (10,000+ Downloads)Posted in: Minecraft Mods
(Looking for an updated mod review for the newest version of the mod!)
The enchantments of the items of each gem when crafted can be found here:
A mob that drops Nether Gems to craft tools and armor. Found only in the Nether.
The recipes for the equipment for the normal gems are the same as vanilla minecraft.
To make the gem infused armor you need gem infused stones made like this:
(Gems can be placed anywhere)
Then you need to make Super Stones:
Use these super stones to create the tools and armor
There is also a Healing Rod which is made like this:
- First, Download Forge: http://files.minecraftforge.net/
- Then, Put the Gems Mod into your Minecraft Mods folder
- [1.7.10][1.5.6]:Minecraft Gems Mod 1.7.10
(will not contain new features that the newer versions have)
Many if the textures used in this mod are not mine. I do not claim to have made all of the textures. I simply recolored textures from the original texture pack. The armor, gems and tools are from texture packs. The texture packs i used are:
If you are the creator of one of these texture packs, contact me and i will remove it from the mod. If i missed any textures packs used in the mod, please let me know as well.
- To post a comment, please login.