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Aug 27, 2014UnmakerOmega posted a message on [TheBeast] ==~~EXPLORE~~== [V.0.3.1] [ADV] [450+ DL's]Hey, Beast! I found this while rummaging around the forums. I didn't see the thread you had made on OmniKraft until the switch had already happened. I am downloading now, it looks promising!Posted in: Maps
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Aug 9, 2014Posted in: Resource Packs
The normal Minecraft experience but in amazing 128x HD! Between a better sky and amazing shadowing, this pack is different from the rest! Gives a shaders feel without the awful FPS drop! I originally created this pack as there was no real/definitive default experience in HD with better shading. This does not just add more pixels like, for example, faithful. This keeps the original style and pixels, just shaded and in HD.
Back when I made this back in 2015, it was an instant hit, and I kept it up to date until 1.8 where I then took a hiatus from the community, however, I am back and better than ever and want to give you (the people) what the want and request. So After countless people asking me to update this pack, I am finally doing it. Current build (alpha) is for 1.16x but is not complete. This will be a long project as there is a lot of changes since I was gone. In this time I have created a few sky packs, most notably my largest project to date Ultimate Skys. You can read up on that and download the trial of it HERE. To support me and the time I will be putting into this project, I have a Patreon set up where you can support me.
Please consider becoming a Patreon to help me along the way with the pack. Means the world to me and allows me to dedicate more time to the progress of the texture pack. I also have a Discord Community dedicated to the project. Feel free to join!
(Please NOTE: This pack looks much better with Optifine, but does not require it. Though it is recommended)
Change Log:v1.0- First Release for 1.7.10
v1.5- Release for 1.8xv2.0- Release for 1.12.xAlpha- Release for 1.16x
Nov 25, 2012GerbilCrab475 posted a message on Adding the missing potions. 1000 supporters and counting!Posted in: Suggestions
Right now there are 13 different potions that can be obtained in Minecraft survival mode, but there are actually a total of 27 potion effects in the game. Although some of these can be obtained in other ways it would be nice to see them as obtainable potions. Adding in these potions wouldn't just simply expand upon potions but other parts of the game as well. That's one of the reasons why potions are so great. New methods of obtaining potion ingredients helps expand other aspects of the game. Exploration, hunting, farming, fishing, trading, anything you can think of really.
Rather than suggesting specific ways to obtain a potion's ingredients like how the suggestion previously did. I'm going to name a few potential options for each effect as what specifically makes it is up to Mojang in the end. Here we go.
Haste: This effect increases mining and attack speed. It is currently only obtained through beacons which isn't all to useful. Due to its effects it would make the most sense if the ingredient was obtained from mining in some way. Probably by combining an existing underground material with a food item.
Mining Fatigue (Dullness): This is the opposite of the haste effect so it would make the most sense if it was obtained by using a fermented spider eye on a haste potion.
Nausea: This effect causes the screen to wobble. It is currently only obtained by eating pufferfish. An idea I had would be if the ingredient was sold by a new priest villager (Alchemist?). Due to the strength of the potion this ingredient would be very expensive.
Resistance: This effect increases defense. It is currently only obtained through super golden apples and beacons. Since it raises defense, perhaps a new ore could be made specifically for this ingredient. It would be rare since resistance is very strong.
Blindness: This lowers a player's view distance. It can currently only be obtained through commands. Be cause of it's strength against players, it would simply be obtained through corrupting a nausea potion (another potion that is strong against players).
Hunger: This effect causes the player's hunger to go down faster. It is obtained by eating various rotten/poison foods and by getting hit by husks. Since husks give the effect I thought it would make sense if the ingredient would have a chance to be dropped by them.
Wither: It's like poison but it can kill. Because of this it would not have an ingredient but could be found in the chests found within Nether Forts.
Health Boost: Increases max health. Currently only obtainable with commands. It could be dropped by a new monster in either the Nether or overworld.
Absorption: Instantly gives temporary hit points. Only gained through golden apples and totems of undying. To get the potion one could corrupt a health boost potion.
Saturation: Slightly fills the hunger bar by one point. Only obtained through commands. Perhaps the ingredient could be a rare drop from pig.
Glowing: Highlights mobs. Given to mobs/players that are hit by spectral arrows. Perhaps the ingredient could be dropped by witches.
Levitation: Causes mobs to slowly rise over time. Only given to mobs hit by the shulker's spark projectile. Considering the fact that shulkers now have a drop perhaps it could be involved in the making of levitation potions.
Luck: Increases chances to fish up treasure. It's currently available in the creative inventory. The only right ingredient for this would by four leaf clovers.
Bad Luck: Deacreases chance to fish up treasure. Only obtained through commands. Corrupting a luck potion with a fermented spider eye sounds like a good method of obtaining this potion.
If you support this idea, add this banner to your signature. Spread the word. The missing potions must be added! To add it, just copy the code below and paste it in your signature.
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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.
Jul 11, 2014NOTE: You may make ideas related to amethyst, like maybe a new ore that has an ability on the ability altar. All I ask is that you give a link back to this thread if you do. Feel free to post about your amethyst-related thread here. I'd actually prefer that you do so I can find it easier.Posted in: Suggestions
If you notice in Minecraft, Jeb and Dinnerbone try to use a different color for every ore they add. One color they haven't used is purple. So why not add amethyst to the game? There is no reason not to! So let's learn some more info about what this ore would be like.
Amethyst is in between gold and diamond in rarity and spawns in both the Overworld and Nether. Amethyst can only be mined with an iron pickaxe or diamond pickaxe. Amethyst has many magical properties about it. When I imagine it, I either imagine the purple ruby texture or the texture of zanite from the Aether mod. One thing you can do with amethyst is make an ability altar. The ability altar is crafted with 2 blaze rods on the bottom row on the right and left slots, 3 gold ingots in the middle row, 1 enchanted book with any enchantment in the top middle slot, and 2 amethyst beside the enchanted book. It would look kind of like a golden table combined with an enchantment table that has amethyst instead of diamonds when placed. It can be used to unlock the special properties some materials have, but it costs experience and nether quartz. It costs 1-5 amethyst and 1-5 lapis lazuli depending on the item. If the ability is very expensive, it may cost a diamond. Some items cannot be used on the ability altar. Now, what is the whole point of this ability altar? Well, the items that now have abilities can be added to either a tool, weapon, a piece of armor, and more to give it that ability using an anvil. An item that has its abilities unlocked will have a golden version of the enchantment effect. Items that have an ability added also will have the golden effect. Items that have both enchantments and abilities will have a red version of the enchantment effect. Like an enchantment is shown when looking at the item's description, it shows a list of the items that have been added to it. Let's take a look at the some of the things you can do with this ability altar.
1. Emerald: Because emeralds are currency, they make you get more XP from mining and slaying. It can be added to swords, bows, and pickaxes. Costs 2 amethyst and 2 lapis lazuli.
2. Any Color of Wool: Because wool is nice and fluffy, it can be added to boots that have feather falling 4 only to make the boots negate all fall damage. This means you can't take any fall damage at all with the boots on. However, the boots do take durability damage every time you fall. They take more durability damage the higher the drop. Costs 4 amethyst, 4 lapis lazuli, and 1 diamond.
3. Golden Carrot: Because golden carrots can be used in potions of night vision, they can be added to beds to let you sleep during both the day and night. Costs 2 amethyst and 2 lapis lazuli.
4. Slime Block: This had a totally different effect, but I replaced it with an idea by Unclevertitle. This will cost 5 amethyst, 5 lapis lazuli, and 1 diamond. Here it is:
Here's a crazy idea. What if when applied to armor it mirrored knockback? Sort of an "I am rubber and you are glue" scenario, since slime blocks are used as both rubber (bouncing entities, tossing entities with a) AND glue (sticking blocks together when pushed by pistons). It can effectively shift the balance of knockback. Level 1: 1/4 knockback reduction, 1/4 of knockback is returned to the attacker. Level 2: 1/2 knockback reduction, 1/2 of knockback is returned to the attacker. Level 3: Knockback is eliminated and entirely returned to the attacker. The exclusion is with projectiles. Since an arrow is not tied to the attacker it shouldn't knock the attacker back when the arrow hits its target entity. Instead it should deflect projectiles. Level 1: 1/4 knockback reduction, deflected at 1/4 the speed/power. Level 2: 1/2 knockback reduction, delfected at 1/2 the speed/power. Level 3: Knockback is eliminated and the projectile is deflected at full speed/power. Projectiles that explode are excluded from deflection, (Ghast fireballs must be deflected with a well timed attack). Projectiles that break (snowballs, chicken eggs, enderpearls) do not break upon hitting a player/entity with this effect on his armor. Projectiles should be deflected at an appropriate angle depending on the angle of striking the player. Rather than factor complex 3d geometry vs the flat surface of the player's hitbox, let's instead say that it's essentially back towards the attacker horizontally, but gravity and vertical angle is still in effect. So a skeleton aiming from above a player will have his arrow deflected towards the ground. Similarly to a snow golem throwing a snowball from a vantage point diagonally below the player will have his projectile deflected upwards at an appropriate angle (unless it is directly beneath a player). The one thing this doesn't reflect/reduce, is damage and status effects.
5. Block of Redstone: Because redstone blocks gives off power signals, this can be added to bows. The arrows make the block it lands on send out a redstone signal as good as a block of redstone. However, the block stops sending out a signal once the arrow despawns or is picked up. If the block is touching powered redstone, it turns that redstone offline. Costs 1 amethyst and 1 lapis lazuli.
6. Amethyst: Because amethyst has weird magical properties to it, it can be added to armor, weapons, or tools to give it a random enchantment at any level you can get without cheats. The enchantment will be an enchantment you can get on that piece of gear via enchantment table. Costs 4 amethyst and 4 lapis lazuli.
7. Nether Star: Because the Wither drops a nether star, it can be added to a bow to make it shoot wither skulls. However, each shot uses up 3 of the bow's uses. The wither skulls are only as strong as a normal arrow, besides the wither effect. The power enchantment does make the wither skulls stronger, though. The wither skulls do NOT destroy terrain. Costs 5 amethyst, 5 lapis lazuli, and 1 diamond.
8. Leather: Because leather armor can be dyed, it can be added to any piece of armor to make it dyeable like leather armor. You'll still be able to see parts of the armor not dyed, like with leather armor. However, this is not the case with golden armor. For golden armor, it fully dyes the armor. Costs 1 amethyst and 1 lapis lazuli.
9. Lever: Because levers can turn things on and off, it can be added to a bow that has a nether star added to it only. This makes it so you can switch between shooting arrows and wither skulls by clicking V. Costs 4 amethyst, 4 lapis lazuli, and 1 diamond.
10. Pumpkin: Because pumpkins can be worn to let you stare at endermen, you can add it to a helmet to let you stare at endermen without having a pumpkin block your view. Costs 3 amethyst and 3 lapis lazuli.
11. Anvil: Because anvils can crush enemies when they fall, you can add an anvil to boots so that you have a stomp ability. You damage enemies for 1-2 hearts when falling on them. Great for PVP and confusing enemy players. Costs 5 amethyst, 5 lapis lazuli, and 1 diamond.
12. Diamond: Because diamonds make the best sword in the game, you can add a diamond to a sword so you can get a critical hit randomly with it. Costs 5 amethyst and 5 lapis lazuli.
13. Feather: Because feathers are light, you can add them to axes to make the axe throwable. Axes do the same amount of damage their sword counterpart does when thrown. However, you do have to pick them up after throwing them. Costs 4 amethyst and 4 lapis lazuli.
14. Block of Emerald: Because villagers love emeralds, you can add an emerald block to an emerald. This will make nearby villagers follow you when you hold it. Costs 2 amethyst and 2 lapis lazuli.
15. Lapis Lazuli: Because lapis is used in enchanting, you can add it to a glass bottle to turn it into a WHOLE new block which will be explained later. Costs 4 amethyst and 4 lapis lazuli.
16. Cooked Porkchop: Because porkchops heal a lot of hunger, you can add it to any piece of armor to make you lose hunger more slowly. When you only have 1-3 pieces of armor with this effect on it, you don't gain any abilities. Costs 4 amethyst and 4 lapis lazuli; 16 amethyst and 16 lapis lazuli for a full set of armor with this ability. getfugu came up with an idea for how this should work, which will I put here: I actually really like this one, but instead of losing hunger twice as fast, a full set should change your saturation/food depreciation back to pre-1.7 before food only lasted half a hunger bar and then fell out like miley cyrus's tongue. If you don't know what I mean by this, before 1.7 food would depreciate half a hunger bar at a time, at a rate set by your most recently eaten food item. So, if you ate a steak, each half-hunger bar went away pretty slowly (As opposed to 1.7, where the first half-hunger bar takes a while to go away, then the rest disappears like Malaysian Airlines stock value) . That's what a full set of armor should do.
17. Obsidian: Because obsidian takes a long time to mine, it can be added to weapons, tools, and armor to give it 100 extra durability. This does help make gold gear useful, as gold can get better enchantments easier. Costs 4 amethyst, 4 lapis lazuli, and 1 diamond.
18. Block of Gold: Because gold has a very high enchantability, you can add it to any tool, weapon, or piece of armor to make it have 5 more enchantability points. Costs 4 amethyst and 4 lapis lazuli.
19. Slimeball: Because slime is sticky, you can add it to a bow to make it so the bow's arrows have a 25% to give the target slowness 2 for 3 seconds. Costs 5 amethyst, 5 lapis lazuli, and 1 diamond.
This new block you get by adding lapis lazuli to a glass bottle is an experience jar (name by getfugu). You can store up to 15 levels in one experience jar. You cannot make double experience jars like how you make double chests. Players CAN steal the XP from your experience jars. Like how there is an ender chest, there is an ender experience jar. It works exactly like an ender chest, but stores up to 15 levels of XP instead. The ender experience jar is crafted with one experience jar in the middle, 4 eyes of ender around it, and 4 amethyst in the corners. The experience jar looks like a 3D bottle'o'enchanting. The ender experience jar will look the same except the liquid/experience/whatever you wanna call it is purple. If someone could give me an idea for what it should like, it'd be greatly appreciated.
There is yet another utility block that amethyst is used to make. This is the soul infuser. This block is created with 1 block of diamond in the middle, 4 blocks of amethyst around it, and 4 dark prismarine in the corners. The GUI of the soul infuser looks a lot like the GUI of the furnace. In the fuel slot, you put gold nuggets. Now instead of one input slot, there are two right beside each other. In input slot A, you put an egg. In input slot B, you put a mob drop that represents the mob. In the output slot, you get a spawn egg for that mob. I'll make a list of what mob drop it uses for each mob. It does not work on some mobs, such as animals that you can breed. Here's the list:
1. Zombie: Rotten Flesh
2. Spider: String
3. Skeleton: Bone
4. Creeper: Gunpowder
5. Enderman: Ender Pearl
6. Silverfish: Silverfish Tail (a new drop from Silverfish and can be brewed to make a potion of haste; it can be brewed with a fermented spider eye to make a potion of fatigue)
7. Endermite: Endermite Eye (a new drop from Endermites and can be used instead of an ender pearl to make an eye of ender)
8. Slime: Slimeball
9. Villager: Villager's Nose (a new drop from Villagers that does nothing)
10. Witch: Witch's Nose (a new drop from Witches that can be used to brew a potion of reaching, it is kinda obvious what it does)
11. Cave Spider: Cave Spider Eye (new drop from Cave Spiders, acts like a normal spider eye when eaten and can be used in the same recipes)
12. Zombie Pigman: Rotten Porkchop (new drop from Zombie Pigmen, acts like rotten flesh when eaten)
13. Ghast: Ghast Tear
14. Blaze: Blaze Rod
15. Magma Cube: Magma Cream
16. Guardian: Prismarine Shard
There are new weapons and tools added that are made with amethyst. No, not amethyst swords or amethyst pickaxes. There is a basic staff you create in the shape of a shovel with amethyst as the material and blaze rods instead of sticks. This staff does nothing, but it can be used to make staves that have special abilities. They won't replace bows and arrows, either. To craft a staff, you surround the basic staff with the material that corresponds to it. Here are the staves:
1. Staff of Restoration: The staff of restoration can be crafted with 8 ghast tears around a basic staff, because it's used to make potions of regeneration. The staff will remove 4 half-hunger (2 full hunger) and turn it into 4 health (2 hearts). It has 30 uses and a 10 second cool-down.
2. Staff of Power: The staff of power can be crafted with 8 emeralds around a basic staff, because of the phrase "money is power". This staff will give you 8 absorption health (4 absorption hearts) for 20 seconds. It has 35 uses and a 45 second cool-down.
3. Staff of Ender: The staff of ender can be crafted with 8 eyes of ender around a basic staff, it is pretty self explanatory why. The staff of ender does NOT shoot out ender pearls, like one would expect. It shoots out eyes of ender. However, they point to the nearest player besides the person using the staff of ender. The eyes of ender always break, unlike eyes of ender that you throw. It has 45 uses and no cool-down.
4. Staff of Storage: The staff of storage can be crafted with 8 chests around a basic staff, because chests can store things. The staff opens up a small chest GUI when clicked on. It acts a lot like a backpack from the backpack mod. If someone kills you and takes it, they can open it and take your stuff out of it. It has infinite uses and no cool-down.
5. Staff of Glass: The staff of glass can be crafted with 8 glass around a basic staff, it is pretty obvious why. This staff brings you down to 5 hearts and you can't regain the 5 hearts you lost. However, you get a strength 2 effect for 30 seconds and a speed 2 effect for 30 seconds. You regain the 5 hearts once you lose the effects. This staff has 3 uses and a 120 second cool-down.
6. Staff of The Nether: The staff of the Nether can be crafted with 8 magma cream around a basic staff, because magma cubes are from the Nether and aren't too common. The staff of the Nether can be clicked on to make you take less damage from nether mobs and do more damage to nether mobs. However, it gives you mining fatigue 3 forever (this makes it so you can't break any blocks). You can click on the staff to remove all three effects. It has 60 uses and a 20 second cool-down. It does have a cool-down when you click on the staff to give you the effects and when you click the staff to remove the effects. It also does lose one durability when you click it to turn it on and off.
Amethyst now has a new use that adds tons of customization to our weapons. Introducing the weapon forger. To craft it, put 5 cobblestone in the shape of a boat at the bottom of the crafting table, 1 amethyst in the middle slot of the middle row, and 3 iron ingots above that. The weapon forger has a blade slot, hilt slot, dye slot, gem slot, sword slot, and output slot. In the blade slot, you put the material you want the blade made out of. In the hilt slot, you put the material you want the hilt to be made out of. In the dye slot (optional), you can put a dye to color the hilt. In the gem slot (optional), you can put a gem to put on your hilt. In the sword slot, you put the sword you want your custom sword to have the stats of. The output slot is where your custom sword goes. As you add things to your sword, the output slot updates depending on the materials you added to it. You click on the output slot to craft the sword. The sword can have a blade made out of wood, stone, iron, gold, diamond, emerald, redstone block, lapis lazuli, amethyst, morganite (see my signature), nether copper (search nether copper on MC Forums, there is currently no banner for it), obsidian, glowstone, and netherrack. The hilt can be made out of bone or sticks (both can be dyed via dye slot). In the gem slot, you can put diamond, emerald, redstone block, lapis lazuli, amethyst, morganite, nether quartz, glowstone, and obsidian.
More abilities, staves, and utility blocks will be added soon....
Make sure to leave feedback! Feel free to leave suggestions and to ask any questions you have! I will be adding more uses to amethyst as time goes by.
Images (sorry for size, it is not letting me change the size):
Concept image of the ore by pufflefunnyface.
Another concept image of the ore by pufflefunnyface. This one depicts how it would spawn in The Nether.
This concept image by pufflefunnyface depicts how the Amethyst item itself would look.
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