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Dec 9, 2014Wisecompany posted a message on [DISCONTINUED] Zelda Sword Skills Addon+ (1.8) v0.1b - Functional Phantom Hourglass (05-10-2017)Any chance for Cuccos?Posted in: Minecraft Mods
Jun 29, 2014Wisecompany posted a message on Botania - An innovative natural magic themed tech mod (Not in beta any more!)Finally finished my under water mana enchanting building. Have a look! Underneath it is a separate room housing the generating flora that fill the two mana pools and powers the runic altar.Posted in: Minecraft Mods
Next project, underwater runic infusion building! (thaumcraft)
Jun 23, 2014Wisecompany posted a message on Botania - An innovative natural magic themed tech mod (Not in beta any more!)Posted in: Minecraft ModsQuote from Auric245524
It has to be on the same exact level as the flower. Because of this you are limited to only the corners if you want automation that doesn't break the flower.
Quote from Vazkii
I beg to differ.
Thanks for the help guys!
Edit: Mwahahaa? ---> https://db.tt/WToWEY33
May 15, 2014Posted in: Minecraft ModsQuote from SpitefulFox
Went ahead and updated the FAQ since I see lots and lots of people asking about the Eldritch Wand.
I'm probably going to program the mod to dummy the wand cores out of NEI so people can't see them and get confused.
Sad day. The fact that I CAN see them has led me to install more mods so I can get them all.
Anyway, thanks for the update! I know we will enjoy it.
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Feb 7, 2013user-10023052 posted a message on Aroma1997s Mods (BetterChests, Mining World Mod, Aroma1997Core, CompactWindmills, AromaBackup, Portable Recharger)Posted in: Minecraft Mods
This is a mod required by most of my other mods, so you should install it, if you want to run any other of my mods. This is a library and it mostly contains functions that I use in my other mods. This mod on itself doesn't do that much.
All it does right now is:
- It adds the "/sleep" command (That will tell you who's not sleeping.)
- It adds the "/sleep inform" command (That will inform everyone who's not sleeping of that you want to sleep.)
- It adds the "/sleep kick" command (For operators it's then possible to kick everyone who's not sleeping.)
- It adds a command-based Mail-System: "/mail send " and "/mail read"
Note: This mod doesn't have to be installed on Server and Client. You can still join servers which have that mod installed with a client without that mod. You can also join a server which doesn't have that mod installed with a client with that mod.
IF YOUR MINECRAFT SAYS, AROMA1997CORE WASN'T LOADED OR IS REQUIRED FOR ANOTHER MOD, MAKE SURE YOU HAVE THE PROPER VERSION FOR YOUR MINECRAFT VERSION!!!!!!
-Fixed bug with missing NEI.
-Cleaned up ModelLoading and Registry.
-Added things for BetterChests.
-Added things for Mining World.
-Fixed bug with Crafting recipes messing up.
-Added CreativeTab stuff.
-Updated to new OreDict stuff.
-Fixed a few bugs related to wrench.
-Added some things for BetterChests.
-Updated to MC 1.8.
-Made ZipUtil public.
-Added Transformers for Uncomlication.
-Fixed bug with GUIs going insane when rescaling the window.
-Fixed bug with not being able to Shift-Click into Inventories.
-Fixed bug with ghost slots consuming items when shift-clicked.
-Fixed bug with InvTweaks not working properly.
-Added something to fix a bug in Betterchests.
-Updated References to the new server.
-Added some stuff for DimensionalWorld/BetterChests.
Version 220.127.116.11 / Version 18.104.22.168:
-Fixed things with UUIDs.
-Fixed containers (and GUIs and crashes related to them)
-Updated for new NEI version.
-Added something for BetterChest.
-Added "stuffs" for BetterChests.
-Updated to MC 1.7.10.
-Removed Mail-system. (It would be a pain in the ass to update and since nobody's using it anyways,...)
-Made it possible again to join servers which have the core installed with clients which don't.
-Changed networking stuff to prevent memory leaks.
-Fixed Version numbering (I hate gradle)
-Added Recipe Sorter.
-Fixed GUI-related Internal Server Errors.
-Fixed crash with NEI.
-Updated to MC 1.7.2.
-Fixed crash when not having NEI installed.
-Fixed bug with VersionChecker not using the right Server File.
-Fixed bug with not being able to disable VersionChecker.
-Changed the way capes are gotten.
-Updated references to XML files to dropbox, since my old server is *gone*.
-Added own Crafting + NEI plugin.
-Removed Sleeping thingy since it wasn't intended to be in the public release, anyways.
-Added things for BetterChests.
-Added things for AromaBackup.
Version 22.214.171.124 Ninjafix:
-Added support for GUI's.
-Added support for InGame Books.
-Added the Mail command.
-Added support for Xathz's Server Manager.
Version 126.96.36.199.1 & Version 188.8.131.52:
-Fixed Crash with BetterChests on servers.
-Updated to MC 1.6.4.
-Rewrite of the VersionChecker.
-Added /sleep command.
-Added easteregg (Yes, it's not easter). (hint:"!")
-Aroma1997Core now has 2 mods: Core and Helper.
-Changed the way, the configs get the file (should fix crashes)
-Added "FMLCorePluginContainsFMLMod" to manifest, because of Forge changes
-Changed the ItemDrop
-Changed the Exception
-Added a info for downloading capes
-Updated to MC 1.6.2
-Fixed several crashes
-Fixed version checking
-First initial release
Aroma1997Core Issue Tracker
This is a very simple mod.
What it can do:
-Backups by executing a command ("/backup")
-Backups on world load/unload
-Delete old backups
-Updated to MC 1.8.
-Fixed bug with scheduled backups not starting. (This was a SEVERE bug, you may want to update).
-Fixed bug with UUIDs.
-Fixed console spam with newly generated worlds.
-Added set and add (delay) to backup command.
-Fixed trigger with no players bein on the server not waiting before trying to make the next backup.
-Updated to MC 1.7.10.
-Fixed bug with not storing the backups properly on Linux devices.
-Added a way to automatically do backups when the server is started up or is shutting down.
-Updated to Minecraft 1.7.2.
-Added a way to automattically delete old backups, so it only keeps for example 5 backups.
-1.6.4 backport of the 0.0.0.3 version.
-First proof-of-concept Release
AromaBackup Issue Tracker
Aroma1997s Dimensional World (Mining World Mod) [1.8.9]
With this mod I started this thread.
You are playing with other Mods like Buildcraft and don't want to have your Overworld ruined by all these Quarry holes? Or you only want a new World to test stuff in?
Then this mod is for you.
This Mod adds a complete new Dimension, specially for Mining, but you can do whatever you want to do in it. Just craft some Stone Bricks together with a Pickaxe and you get a special kind of Bricks. They are a little harder to break than normal Stone Bricks and they open you up the ability to visit a new world, the Mining World. Just build a five blocks high and four blocks wide wall with a three by two hole in the middle(same shape as a Nether Portal). Then you need a new Tool to actually create the Portal. Craft a few Stone Bricks, a Flint and Steel and a Stick together to get the Portal Igniter (Portal Multitool). Then right-click the Portal Frames with it and watch, what happens.
And what do you think will happen, when you step into the Portal? - Well... nothing. First yo have to look at the Portal very closely. Well it's for mining, and what is your biggest enemy when mining and hunting fore some diamonds?! Yes. It is lava. This is why you have to sneak in it to train yourself to not fall in lava, when you're mining.
Very soon you will find yourself in the Mining World. It's a little bit different than the Overworld, has caves and it's nearly completely flat.
To go out of the Mining world, you have to do these same procedure as to go in: Stand in the Portal and sneak. And enjoy.
Mod Spotlights:Version ???:
Crafting recipes:Mining Multitool:
B F B
B = Stone Bricks
F = Flint and Steel
P = Stone Pickaxe
S = Stick
B = Stone Bricks
M = Mining Multitool
Download:OK, I'm testing something with CurseForge, so if you want to use CF, here you are:
NOTE: if you upgrade from a version older than 184.108.40.206, your Mining World will reset when you install the upgrade!
ALSO NOTE: I did a complete rewrite, so not everything is implemented yet again.
-Update to MC 1.8.
-Complete rewrite, so a lot of things changed, too many to count here.
-Also many many many bugs fixed. (Also too many to count here).
-Fixed bug with vanilla ores not spawning in the Mining World.
-Added Option for adjusting OreDensity.
-Updated to Minecraft 1.7.2.
-Fixed bug with day/night-cycle acting weirdly.
-Created new ChunkProvider.
->World Height is now adjustable.
-Fixed bug with Dimension Changer breaking Blocks.
-Fixed Bug with Dimension Changer teleporting into a place, where you get damage.
-Updated to MC 1.6.4.
-Fixed crash on servers getting the item information of the Dimension Changer.
-Added special Dungeon.
-Added a proper crafting thingy.
-Updated to MC 1.6.2
-Fixed some stuff
-Moved some stuff over to Aroma1997Core.
-Aroma1997Core is required now.
-Fixed some bugs with portals disappearing when receiving a block update.
-Added version check (Right now only in console).
-Fixed bug with no longer being able to pick up xp when you go into the mining world without any XP.
-Disabled BC Oil generation in the Mining world.
-Fixed bug with clients crashing when going through a portal on a server.
-Updated to Minecraft 1.5.2.
-Changed crafting recipes.
-Renamed the Portal Igniter to Mining Multitool.
-Added more durability to the Mining Multitool.
-Added Creative Tab.
-Changed the World to completely Flat.
-Fixed Bug with sending Message not working Properly.
-Added a config option for enabling monster spawning.
-Cleaned up config file.
-Added random silverfish spawning in caves.
-Changed default value of the dimensionID from 7 to 6.
-Changed Version numbering.
-Second official release.
-Changed Biome to a specific Mining Biome.
-Added Spawning of Emeralds in the World.
-Changed the Worldgen to nearly flat.
-Added a config option if Dungeons should spawn in the Mining World.
-Changed the Time in the World to Full-time-day.
-Improved the Teleportation.
-Changed version numbering.
-Portal Igniter now takes damage.
-Monsters no longer spawn in the Mining world (except from Spawners).
Version 220.127.116.11 (Old version Numbering):
-First official release.
FAQ:Question: When I go through the portal, I don't get teleported to the Mining world. I find myself again in another Mystcraft/Twighlight Forest/... world. What can i do about it?
Answer: Make sure that there are no ID conflicts with other mods, especially the Biome and the Dimension ID. Change the DimensionID/BiomeID in the config file to something else, that is because both mods use the same DimensionID/BiomeID.
Question: Does this work together with other mods?
Of course it does. If it wouldn't, it would pretty much be pointless.
It will only not generate ores in the mining world, if the mod author of the other mod made his WorldGen Dimension-related, but if it is written properly, it will work.
Question: Why does my game not load and tell me I need the Aroma1997Core mod?
Well. Make sure, you have the Aroma1997Core mod installed in the Coremod folder inside your .minecraft.
MiningWorld Issue tracker
CompactWindmills (Addon for IndustrialCraft2)[1.7.2]
Aroma1997s Portable Recharger: (Addon for IndustrialCraft2) [1.7.2]
This mod adds a energy storage, that will act as the normal IC2 Lappack, but you don't have to have it on your armor slot, you can have it anywhere in your inventory and it will also charge your armor. It works very well together with MPS.
More detailled Information
This mod was created during ModJam Aug. 2013. Modjam is basically a 92 hour ModMaking competition. Out of 20 Single-Modder-Mods, it was rated to fifth place.
It is about a Chest, that you can upgrade to how you want it to be. You can make a Cobblestone Generator out of it, you can make the Chest suck in nearby Items, or you can use the chest as a big furnace. There are many more upgrades, but you should discover them yourself.
This mod is OpenSource and can be found here.
This mod supports Localizations. Please improve/create the Localization file of the language you speak here.
If you don't know what a Upgrade does or if you think a Upgrade is not working or if you just need general help, please first read the In-Game User Manual. It is crafted with a book and a Upgrade Case.
Mod Spotlights:Version 18.104.22.168.1:
Download:Ok, I'm testing something with CurseForge, so if you want to use it, here you are:
-Added config option to enable Energy usage for some Upgrades.
-Changed Resupply Upgrade to only supply up to half of a stack, so if you pick up things again, it won't start a new stack.
-Rewrite of the bag.
-Fixed bug with Player Feeding Upgrade stacksize getting negative.
-Fixed bug with losing Items when upgrading from a vanilla chest.
-Fixed bug with Player Upgrade not working.
-Fixed bug with Feeding Upgrade not feeding.
-Fixed bug with Bag not updating its inventory when being opened by right-clicking.
-Updated to MC 1.8.
-Fixed bug with Feeding Upgrade not working.
-Fixed bug with Player Upgrade not working.
-Fixed bug with ContainerPlayer not having the right position.
-Fixed bug with blocks/items being removed due to them being registered at the wrong name.
-Made Upgrades disable themselves, when they would normally crash to prevent the game from crashing.
-Added Filter Upgrade.
Version 22.214.171.124 & 126.96.36.199:
-Fixed Ticking Upgrade.
-Fixed problem with UUIDs.
-Fixed bug with bag dropping multiple times when you die.
-Fixed bug with Disabling Upgrades not updating.
-Fixed bug with teleposer.
-Fixed bug with the chest outputting a redstone signal when the redstone signal isn't installed.
-Updated Dutch translation (gekke-goofy).
-Fixed Collector Upgrade.
-Made Harvesting Upgrade stop, when the chest is full (Might remove/change that again).
-Improved Harvesting Upgrade being able to use modded blocks to place plants on.
-Added Blocking Upgrade.
-Made Killing Upgrade Awesome together with AI Upgrade.
-Fixed npe with writeToNBT.
-Updated to MC 1.7.10.
-Fixed crash when using the Bettechests Upgrade.
-Moved Inv-Tweaks buttons (Use build 129 or later for it to work)
-Added description for the Unbreakable Upgrade on the bag.
-Fixed crash when slot id is smaller than 0.
-Fixed bug with bags picking up themselves.
-Moved to other packet system.
-Fixed bug with chest not updating properly.
-Added Mining, AI and Killing Upgrade.
-Nerfed Harvesting and Planting Upgrade.
-Nerfed the Furnace Upgrade.
-Improved Player Feeding Upgrade for changed max. health.
-Fixed Ticking Upgrade.
-You now need to use a Pickaxe to break the chest. (Since it's made out of cobblestone!!!)
-Fixed the key to open the bag resetting every time MC restarts.
-Added the recipe for the Ticking Upgrade again.
-Removed Chapter "Tools" from the user manual.
-Added Information about removing Upgrades.
-Added the Adjustable Upgrade.
-Fixed Rain Upgrade.
-Disable Ticking Ugrade.
-Fixed Client/Server syncing issue.
-Made Collector Upgrade less annoying to for automatically picking up stuff.
-Adjusted max animals for Feeding Upgrade.
-Fixed bug with the hammer.
-Fixed Redstone Upgrade.
-Added Planting and Harvesting Upgrade.
-Improved Dutch Translation(JustKayneNL/MattsMC).
-Fixed Typo in German translation (MRebhan).
-Fixed bug with not recognizing all slots.
-Fixed Resupply Upgrade not recognizing the max stack size.
-Fixed typo. (Barie/Adaptivity).
-Updated Russian Translation (Adaptivity).
-Added support for the Upgrade GUI on the bag.
-Made Upgrades disablable.
-Updated to Minecraft 1.7.2.
-Fixed bug with PlayerUpgrade acting weidly.
-Fixed Crash with RandomThings.
-Fixed some more bugs.
-Added Feeding Upgrade.
-Added PlayerFeeding Upgrade.
-Changed Crafting Recipe for CobbleGenUpgrade.
-Added Resupply Upgrade.
-Fixed Player Upgrade.
-Fixed Furnace Upgrade output.
-Fixed bug with being able to remove Upgrades that are requirements for other Upgrades.
-Fixed Collector Upgrade not being able to suck up all items.
-Localization Work (Thanks to everyone that helped me do that. If you want to help, take a look at the Repo).
-Added a way to remove Upgrades from the Chest (Read User Manual).
-Added a way to pick up the Whole Chest and place it somewhere else.
-Added User Manual.
-Fixed Light Upgrade.
-Improved Collector Upgrade.
-Added Localization Support.
-Added OreDictionary support for Crafting Recipe.
-Added Ticking Upgrade.
-Changed the Upgrade saving.
-BetterChests now requires Aroma1997Core.
-Added more textures.
-NINJAFIX: Fixed crash on server startup.
Version 188.8.131.52 (MODJAM version):
- First release.
BetterChests Issue Tracker
TERMS AND CONDITIONS:As of the copyright terms (http://www.minecraft.net/copyright.jsp), you accepted when you purchased Minecraft, the owner (in this case me, Aroma1997) has full rights over his modifications despite use of Mojang's code.
I am not responsible for any damage, the use of these modifications cause. These modifications may not completely work with parts of the Minecraft game. All damages caused from the use or misuse of these mods fall on the end user.
Use of this mod is allowed without restrictions.
3. Distribution and redistribution
These modifications may only distributed where I upload and link it. Without written permission, you are not allowed to mirror these modifications or upload it somewhere else. You are also not allowed to make money out of it (adf.ly links etc.) or use any kind of link shortener on the direct download links. It is also not allowed to use my image material or parts of it and redistribute it.
However, it is allowed to distribute these modifications in a mod compilation or a modpack if you do not make any direct money out of it (adf.ly or similar). Modpacks distributed through the FTB launcher or the Curse Client are excluded from this rule and may always include any of my modifications in any shape or form.
4. Modification of the modification
It is allowed to decompile this modification and to edit this modification. However, it is not allowed to distribute modified versions of this modification or distribute the source code of this modification without my written permission.
This is subject to change without notify.
You are allowed to use my mods in your modpacks if you give me proper credit and don't make any direct money out of it. (Basically: you can use my mods in your modpack if you don't put the modpack behind an adf.ly-link (or similar things)).
This is subject to change without notify.
How to install:
Minecraft 1.6.x and later:
Download MinecraftForge (Downloads) and install it.
Then drop the mods into the mods folder in .minecraft folder.
Then download Aroma1997Core and also drop that into the mods folder.
Run Minecraft and enjoy(!!!).
Minecraft 1.5.2 and before:Download MinecraftForge (Downloads) and drop the contents of the zip file into the .minecraft/bin/minecraft.jar file.
Then drop the mods into the mods folder in .minecraft folder.
Then download Aroma1997Core and drop that into the coremods folder.
Run Minecraft and enjoy(!!!).
If you make a Mod Spotlight of one of my mods, feel free to post them as a reply to this topic.
If you need a deobfuscated versions of any of my mods, just ask me, I have them auto-built and laying around. Or click on the "other versions" link in the downloads section, you will see them then.
Aroma1997 - Code
Schillaa - Textures
Noisyboy - Textures/Ideas
MattMC - Beta-Testing
ShamblerDK - Providing a testing server/Ideas
Gtav6000 - Making sure, I always enjoy what I'm doing (Don't get this wrong. (He really really helped me))
If you want to contact us, we're often online on the Direwolf20 Fan Teamspeak. (You get the login Information on #direwolf20 on irc.esper.net)
If you need any help, information, you think something doesn't work properly or you just want to ask something, go ahead and ask. I won't kill you for that.
I put a lot of time and work into these mods, so if you like them and you want to help me doing things like that, feel free to donate some money. (PayPal) (Patreon)
Follow me on Twitter
More Mods coming...
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 6, 2012thehippomaster21 posted a message on Mutant Creatures - Spider Pig, Spider Pig [v1.4.9]Posted in: Minecraft ModsMutant Creaturesby thehippomaster21
Want to contribute to the Mutant Creatures? Help add content on the virtually empty wiki here!
Thanks to Bockwurst
Gunpowder... Spice... And everything nice. These were the ingredients chosen to create the perfect pet creatures. But Professor HippoMaster accidentally added an extra ingredient to the concoction... Chemical X! Thus the Mutant Creatures were born! (Semi-quoted from a famous kids TV show..)
Mutant creatures do spawn on their own, but rarely..
You thought the normal enderman was scary? Meet the mutant enderman
With a stunning 100 hearts, this massive arm-growing mutant has seven life threatening attack tactics:
Much like the normal enderman, the mutant enderman is also normally neutral unless stared at. But the second you look away from its gaze, the mutant enderman pulls you in towards it and blinds you at the same time!
That's not it. The mutant enderman gets angered if it sees you wearing a pumpkin or sometimes just randomly; and if it's angry, it'll automatically attack you!
Don't think that the mutant enderman is just as simple as your typical enderman. When the mutant enderman teleports, it emits its ender-soul that produces a huge impact, knocking all mobs around it, while occasionally blinding them, and dealing 2 hearts of damage! Best be more careful when near this monster!
Of course, if its hands are all free, the mutant enderman can use its basic melee attack with one of its four arms. Beware, because although the mutant enderman's inner arms deal 4 hearts of damage, its outer arms deal 5 hearts! Never underestimate the simplest attack!
The enderman carries blocks? Well the mutant enderman carries up to four blocks and throws them at you! Be careful. This ranged attack deals 3-4 hearts at a direct hit, and 2 hearts as splash damage.
Thought you cornered this majestic beast? Think again!
The mutant enderman's clone attack spawns eight of the mutant enderman's endersoul minions to torment you. Along with that, the mutant enderman itself becomes disguised as one of them too, just a bit larger in size.
During this attack, the clones will randomly attack their target by dealing 0.5 hearts of melee damage, as well as teleporting randomly. Take note that in this form, the mutant enderman deals 3 hearts for each attack and heals 1 heart for each successful attack!
Better knock the real mutant enderman to break the spell automatically!
The mutant enderman doesn't just teleport. It teleports you too!
Watch out for its telesmash, which bends you through space and time into the air, hitting you with 3 hearts AND dealing fall damage!
That's not it! Some people get nauseous after traveling through space and time, and you do too! Try continuing your fighting after THAT!
Not many have lived to tell a tale of the scream of the mutant enderman. Although the mutant enderman still takes damage in rain, fighting it in rain will much increase its tendency to scream!
Along with delivering the voice of Death himself, the mutant enderman's scream deals 2 hearts of armor-piercing damage from its impact, and STOPPING THE RAIN if raining!
If you're lucky, you may individually avoid the scream's effects of major poisoning, lengthy weakness, crazy energy depleting (hunger), and troublesome nausea. However, if you're unlucky, this scream could kill you in seconds..
Have you killed this monster? Good job! There's just one more barrier you need to get past:
When you kill the mutant enderman, its soul becomes unstable and deteriorates. But when this happens, the mutant enderman shoots out endersoul fragments that can explode within a few seconds, blasting you around and dealing some damage!
However, now you can grab that pumpkin and slap it on your head to prevent the impacts of the fragments and most of the damage.
Luckily, you'll be rewarded with eight drops of ender pearls or eye of enders.
Wait, is that it? Where's the awesome prize to this exhausting battle? Well, you have to make it!
While that mutant enderman is dying, you can actually collect endersoul fragments by right-clicking them before they explode. Right-click again while sneaking if you want to drop an endersoul fragment.
Now with some endersoul fragments following you, all you have to do is drop (not right-click) an eye of ender, and viola!
The combination of the endersoul fragments and the eye of ender transform into your very own endersoul hand, with 60 uses for each fragment originally following you!
The endersoul hand deals 3 hearts as a melee attack, and has 240 maximum uses. It provides you with two abilities:
Right-click blocks to pick them up, and right-click again to throw them far away (or at mobs)!
Right-click while sneaking to teleport to any block within a radius of 128 blocks, as well as hitting nearby mobs from the impact! However, this ability damages the hand by four uses instead of one use.
Also, if your endersoul hand is running out of uses and you have some spare endersoul fragments, just toss out your endersoul hand while the fragments are following you, and it'll recharge the hand again (with 60 uses each fragment)!
It's risen from the ruins! It's the mutant skeleton!
This unholy creature has 75 hearts, and four bone-chilling attacks:
Just like normal skeletons, mutant skeletons shoot you with arrows too. Unfortunately, their arrows go through all bodies and can deal random effects such as poison, exhaustion, and movement slowdown. But all is not lost. If you can hit this creature right before it shoots the arrow, you may break its focus.
Once you get too close to the mutant skeleton, it'll whack you far away, so it can shoot you again! This may not deal very much damage, but it'll take you a long time to get back!
Too good at dodging arrows? Try dodging this! The mutant skeleton jumps into the air and fires six arrows at you!
Wonder what that huge ribcage is used for? Squeezing the life out of you! In this attack, the mutant skeleton quickly smashes you together with its ribs and sends you up into the air! Seems like a tight situation! (Sorry for bad pun)
Just like the mutant zombie, the mutant skeleton doesn't burn in the day. Instead, it heals one heart every five seconds at night! I'd wait for the sun to rise!
Finally killed the undead abomination? Careful! When the mutant skeleton dies, it's body bursts into pieces, and getting hit by flying bones will hurt! If you're still not dead, congratulations! You can now pick up (right-click) the pieces of your victory!
Mutant Skeleton Armor
But what do you do with these bones other than decoration and bragging? You craft some mutant skeleton armor! Make sure not to forget a piece. Every bone must be used! Although the full armor set is slightly weaker than iron, it has some special effects!
When the Mutant Skeleton Helmet is equipped, all critical midair arrow shots deal double the damage! However, there's a drawback! If you're not airborne, arrow shots will deal half the damage, and you can't get critical shot arrows! Also, 50% of the time, your arrow resources won't be depleted!
Skeleton arms are part of the crafting recipe for the Mutant Skeleton Chestplate.
The skeleton ribcage is part of the crafting recipe for the Mutant Skeleton Chestplate.
While also being the strongest mutant skeleton armor piece, when the Mutant Skeleton Chestplate is equipped, bows charge at four times the original rate!
How will you survive without strong armor? Be nimble with the Mutant Skeleton Leggings. When these are equipped, the player gains a Speed II boost! Dodge those attacks!
Kind of hard to stay airborne and use your Mutant Skeleton Chestplate ability? No problem! With the Mutant Skeleton Boots equipped, You can jump much higher, especially when sprinting!
Once you have everything equipped, you'll look something like this:
Or if you have the Animated Player Mod (shameless advertising), like this:
Teach those skeletons who's boss!
Is that the HuLk?! Nope. It's just the mutant zombie.
This monster has 75 hearts of health! Watch out for its three devastating attacks:
If you get close to it, the mutant zombie slams the ground and hits everything in front of it! Be warned. The mutant zombie's slam attack deals a range of up to 12 hearts of damage! Also, there's a 25% chance you'll become hungry (affected by hunger)!
Don't this guy off, because he might just get angry and roar! When the mutant zombie roars, the impact deals half a heart to any entity nearby. But this isn't a simple attack. The mutant zombie is resurrecting zombie minions from the earth to support him! Summoning up to six zombies depending on the environment (spawns less in the day), you'd better run or break the blocks to stop zombies from spawning!
Best stay as far away as possible from this beast. If he gets a hold of you, the mutant zombie will throw you up into the air, and then slam you down! This is the mutant zombie's most damaging attack, dealing fall damage, and attack damage.
The mutant zombie isn't like a normal zombie. It does not burn in daylight, but instead, it heals one heart every five seconds at night! If I were you, I'd start running!
Think you've finally killed the mutant zombie? THINK AGAIN.
If you don't completely incinerate the mutant zombie's body seven seconds after it dies, it will come back to life. It may not have full health, but it's ready to fight again! Of course, after three kills, the mutant zombie will die without burning.
You can watch the body of the mutant zombie vanish as it burns..
Once you've finally killed the mutant zombie, it will drop a hulk hammer. This weapon has 64 uses, and it creates an attack just like the mutant zombie's melee attack! Good job not dying!
What is there to fear about the mutant creeper?What is there not to fear?
With a health of 60 hearts, the mutant creeper has five spine-chilling attack tactics:
When using its direct attack, the mutant creeper swings its head at you, and hits you! Yup, that's right.
Take note that blocking with a sword will prevent you from being pushed back.
Can't see the enemy? Maybe you should check the air. Beware, because by using its jump attack, the mutant creeper flies into the air, and lands by creating an explosion. Might wanna stay away from this monster.
Do you see those little creepers? That's what Professor HippoMaster's experiment was supposed to create. Well, the experiment worked! There's just one problem: they aren't helping you; they're helping the enemy. If you make the mutant creeper angry, it'll throw a maximum of four little creeper minion directly at you. Even worse, the minions are targeting you at the same time! Now would be a good time to run.
Can't seem to hit the mutant creeper? You can take the chance when it uses the charged attack! The mutant creeper will freeze and flash five times, giving you the right amount of time to inflict some damage! Be quick, because if you don't break it out of the charge by the sixth flash, the mutant creeper will gain 15 hearts of health!
However, it isn't that easy.
Each time a mutant creeper charges, there's a one out of six chance that it's actually waiting for you to get closer! And if you do, it'll summon a bolt of lightning down on itself, making it stronger! Be very cautious...
Dangerous? No? Watch out for the powered mutant.
This mutant creates bigger explosions. His minions are powered too.
Think you can give the mutant creeper a taste of its own medicine? Too bad, because the mutant creeper heals from explosions (not including explosions from other mutant creepers)! Try not to use TNT!
And when you think you've finally killed this monster, something else happens:
That mutant creeper is charging up its last amount of energy! You'd better run now, because once it's done charging, you'll have to face the biggest explosion yet! THEN, the mutant creeper will finally be dead.
For killing the mutant creeper, you are rewarded with its egg!
You can right-click it to put it onto your head and carry it around. Eggs can be stacked on your head as well! This egg needs 3-5 minecraft days for it to hatch.
Of course, you can speed up the process by blowing your egg up (multiple times)! Once it does hatch, it becomes your personal...
Just like wolves and cats, your creeper minion will follow you around, unless you right-click it, making it sit. Here's a creeper minion sitting down. They won't despawn. A tamed creeper minion has a few features:
Give it TNT, and it will become continuous -- it won't die from its own explosions
If it already is continuous, its blast radius will increase by 0.2
Give it gunpowder and it'll heal 2 hearts
If at full health, it's maximum health will increase by half a heart
Can't tell how much health your minion has? Forgot whether your minion can only explode one time? Check its information with the creeper stats item:
Right-click a tamed creeper minion with this to see its info. You can even change its name!
Changing Name - click the top button and type in your new name; then click the button again to finalize it.
Blast Radius - default creeper minion blast radius is 1.0; a normal creeper's blast radius is 2.0
However, if you break the egg before it hatches, it'll occasionally drop a creeper shard. The creeper shard starts with no power, but it gains a bit of energy from each mob you hit. Once you right-click, depending on the amount of energy the shard has, it'll create an explosion, then resetting the power back to zero!
Of course there's just one drawback: every once in a while, the creeper shard must drain energy to keep working and in doing so poisons the user for about 5 seconds.
Of course, if breaking the creeper egg does not yield a creeper shard, it will drop 5 to 10 gunpowder.
Mutant Snow GolemFeeling lonely?
Then the mutant snow golem is the right creature for you! Just add some Chemical X to your typical snow golem, and viola! Your monster-killing snowman is created!
With it's mesmerizing fiery eyes, you'll never be bored again! The mutant snow golem has a few features:
The mutant snow golem automatically freezes every water block nearby and also creates a path of snow! This only works when it is standing on the ground.
Like a normal snow golem, the mutant snow golem automatically attacks mobs, except instead, he throws huge chunks of ice which deal up to 6 hearts!
If your mutant snow golem is injured, simply throw some snowballs at it. It'll heal one heart per snowball.
If you want your mutant snow golem to follow you, right-click it, and your name will appear above its head! Take note the mutant snow golem doesn't have the best vision and may take some weird paths to you.
If you manage to knock a mutant snow golem into the water (without it freezing the water), it'll deal 8 hearts of damage to the mutant snow golem.
Currently, the death of your poor companion will leave 32 to 48 snowballs, as well as its lighted pumpkin head.
It's a spider! It's a pig! No! IT'S BOTH!
You thought the "spider pig" from the Simpsons movie was made up for fun?? It was actually originally based off of Professor Hippomaster's spider pig!!! (Disclaimer: The "spider pig" from the Simpsons movie was not actually based off of the spider pig in this mod)
After the subject of an experiment to combine a spider with a pig escaped from the laboratory, they started infecting and populating the whole Minecraft world!!
The spider pig has 25 hearts and has the abilities of both spiders and pigs! It can climb walls, is unaffected by poison, and can move quickly through webs (so basically only the abilities of spiders). Also, it will attack any normal pig or spider and transform them into spider pigs once they die as well!
When provoked, the spider pig leaps at its target either attacking its target or immobilizing the target in a web block. Although it's attack is typically not strong, when the target is inside a web, the spider pig deals 2 extra hearts of damage!
Unlike the normal spider however, the spider pig has the brain of a domesticated animal and can be tamed, but only in specific circumstances. When the spider pig has 4 or less hearts remaining, and it kills a tamed creeper minion, it will devour the creeper minion's soul and become tamed to the player whose creeper minion was killed.
Once tamed, the spider pig can be ridden! Instead of jumping, the spider pig performs a charge attack by leaping forward and dealing 1 heart of damage to nearby mobs. Careful, charging too often in a short amount of time will make it overworked.
Spider pigs can be fed porkchops or spider eyes to heal 2-4 hearts of health.
Chemical X - Make Your MutantItching for battle? Dying for a strong companion? Your dreams have arrived in a small bottle of Chemical X!
Throwing Chemical X onto the ground creates a skull spirit that picks one random mob nearby and infects it.
Then, (if a mutant is available), there's a 50% chance that the mob will turn into a mutant! If not, it'll kill the mob. Use wisely!
To prevent problems, you can throw Chemical X directly at an entity to infect it.
Older videos:Thanks to:
The Atlantic Craft
Even older videosThanks to:
A .cfg file can be found in .minecraft/config and opened with text reader (notepad, wordpad, etc) which allows the user to:
enable or disable mob spawns
change the spawnrate of the mobs from 1 to 20 (even at 20, spawnrate isn't super common)
Posts that are answered in the FAQ can and will be ignored.
Q: I keep getting a java.lang.NoClassDefFoundError crash. What's wrong?
A: You may have forgotten to install the AnimationAPI. Check the download section.
Q: Can you make this for modloader?
A: Unfortunately, I need forge for many of my things to work. Exporting to modloader is too troublesome, so sorry. I can't make a modloader version.
Q: Can you make a mutant ?
A: I'm planning on making a mutant for most of the creatures in minecraft. Please do not flood me with suggestions unless I am currently working on the mob you're talking about. Make sure your ideas haven't already been repeated. I will not make mutant boss mobs because they are already bosses, and too hard for me to make even better .
Q: Can I make a modpack with this mod in it?
A: If it's a private modpack, go ahead. Please do not use this mod in a public modpack or PM me asking for permission.
Q: Can I make a video of your mod?
A: You don't need permission from me to make a video of this mod Go ahead!
Q: Why didn't you answer my post?
A: I may have missed it. If it's important, then just type it again.
Q: What else have you made?
A: Check out my imgur for things I've worked on or that I'm working on!
* fixed mutant enderman crashing when picking up blocks
* increased mutant skeleton's health to 80 hearts
* slightly increased mutant skeleton's attack damage
* fixed creeper minion still griefing even with "Destroy Blocks" set as OFF
* added spider pig
- 25 hearts
- can climb walls
- unaffected by poison
- not slowed down by webs
- transforms any killed pigs and spiders into spider pigs
- can trap enemies in spider webs
- deal 2 more hearts of damage to enemies trapped in webs
- tameable: becomes tamed to a player whose creeper minion is killed by the spider pig (while it has 4 hearts or less)
- tamed ridden spider pigs can use a charge attack when the player jumps
- can be healed 2-4 hearts by feeding porkchops or spider eyes
* fixed packets allowing memory to leak
* fixed some sounds not playing
* fixed mutant enderman glitch randomly placing unlimited blocks
* fixed mutant skeleton helmet not rendering properly
* updated to mc1.7.10
* updated to mc1.7.2
* fixed skeleton boots or helmet not losing durability
* made mutant skeleton only shoot the player when visible
* fixed hulk hammer sometimes glitching up
* added a creative tab for mutant creatures items
* fixed creeper minions still destroying terrain when game rule is set to non-griefing
~updated to mc1.6.4
~fixed mutant skeleton chestplate effect not working on servers
~verified egg stacking is fixed
~fixed the server issue with the endersoul hand FOR REAL
~fixed wither skeleton turning into a mutant skeleton
~fixed skeleton helmet crashing without skeleton chest armor
~fixed another server issue with the endersoul hand
~fixed game crashing because mutant skeleton chestplate is not equipped
~moved the mutant skeleton armor chestplate damage effect to the mutant skeleton helmet
~finished the mutant skeleton
~fixed endersoul hand block-picking crashing game and screwing up maps
~fixed game crashing for some servers
~fixed mutant skeleton doing its bone constrict more than its normal melee attack
~made mutant skeleton's ribs turn bigger when doing its bone constrict attack
~made mutant zombie use the throw attack a bit less
~fixed sounds not working and causing crashes
~added a mcmod description
~fixed mutant zombie melee attack not doing damage
~fixed mutant zombie roar not hurting players
~fixed mutant enderman moving extremely slowly
~updated to mc1.6.2
~repositioned some files
~added more code for mutant skeleton
~made mod dependant on AnimationAPI
~made mutant enderman not spawn particles when its target is blinded
~made mutant enderman clones spawn much less exp when killed
~updated to mc1.5.2
~added a bit of code for mutant skeleton
~added mutant zombie villagers, spawning with a 1/8 chance for each mutant zombie spawn
~made mutant zombie villager spawn more zombie villagers when roaring
~made mobs attacking the mutant enderman stop attacking when the mutant enderman uses its clone attack
~re-implemented spawn eggs for more compatibility with forge
~made creeper minions spawned from spawn eggs tamed
~completely changed entity IDs to use only forge IDs; THIS UPDATE WILL NOT WORK WITH OLD UPDATES
~removed entity id section in configuration; there should be no more entity id conflicts
~moved the files around to make things more organized
~stopped mutant creatures from spawning in biomes from other mods
~made mutant zombie and mutant enderman animation transitions a bit smoother
~fixed mutant zombie not doing throw attack
~fixed chemical X not working on servers
~REALLY fixed servers not working
~removed some debugging code from endersoul hand
~improved some performance issues regarding the mutant zombie chasing villagers
~fixed up many mutant zombie glitches
~improved mutant zombie's melee attack and made it quicker
~made mutant zombie's melee attack's block particles a bit more accurate
~updated to the recommended version of forge
~fixed compatibility with optifine
~updated to mc1.5.1
~fixed mod crashing servers
~stopped endersoul hand from being able to pick up certain blocks
~fixed mutant zombie healing during the day
~fixed mutant enderman texture messing up sometimes when using clone attack
~fixed mutant enderman melee attack not working
~attempted to fix mutant enderman's soul glow sometimes failing
~made the mutant enderman death a tiny bit weaker
~fixed some creeper minion gui bugs
~fixed mutant snow golem attacking tamed creeper minions
~updated to minecraft 1.5
~added mutant enderman
~fixed mutant snow golems sometimes attacking mobs after they're dead
~decreased universal spawnrate for all mutant creatures
~made configurable spawnrate range from 1 to 20 again
~removed mutant zombie's knockback when it is getting hurt
~increased mutant zombie's health to 75 hearts
~made mutant zombie's hunger effect a bit stronger
~slightly increased chance of mutant zombie roaring
~made hurt color for all mutant creatures look nicer
~attempted to fix some animation glitches
~fixed creeper shard explosions glitching up
~changed maximum charge for creeper shard from 25 to 32
~fixed mutant creeper attacking too quickly
~changed mutant creeper's lightning effect to happen at a 1/6 chance instead of 1/8
~increased volume of sounds made by all mutant creatures
~fixed chemical x crashing servers
~FIXED CREEPER MINION EGG NOT BEING ABLE TO BE PLACED ON HEAD
~removed mutant snow golem throwing presents easter egg
~updated to mc1.4.7
~stopped chemical X from being able to kill bosses
~increased max universal spawnrate to 30 instead of 20
~made mutant snow golems throwing presents toggleable by feeding it cookies
~fixed mutant snow golem drops glitching
~updated to mc1.4.6
~fixed mod creepers still destroying blocks even when destroyBlocks is off
~decreased the average spawnrate even more
~made mutant creepers only attack ocelots instead of all animals
~added chemical X
~added mutant snow golem (christmas edition)
~made entity ids configurable
~fixed mutant creeper's melee attack being too low
~added code for mutant enderman, but didn't fully implement it yet
~made mutant zombies die if not killed after resurrecting three times
~decreased the spawnrate of the mobs again
~added a configuration to control the spawnrate of the mobs (range of 1-20 with default as 10)
~attempted to fix a few glitches with mutant zombie's animations
~made mutant zombie's attack range bigger
~added feature where mutant creepers won't grief if it is in the game settings
~made mutant zombie slightly faster when it has a target
~updated to minecraft 1.4.5
~fixed mutant creeper's melee attack being too low
~added code for mutant enderman, but didn't implement it yet
~added up-down running movement for mutant zombie
~increased mutant zombie's melee attack damage to a range of 4 to 15 hearts
~made villagers run from mutant zombies
~made mutant zombie slightly faster
~decreased the spawnrate of the mutant creeper and mutant zombie
~updated to 1.4.4
~increased number of uses for the hulk hammer to 64
~mutant zombie's melee attack has a 25% chance of making the victim hungry
~fixed heart particles not spawning when the mutant creeper heals
~fixed SMP crashing
~decreased the hurt impact of the mutant zombie
~fixed mutant zombie glitching sometimes after coming back to life
~fixed sounds not working
~increased mutant creeper health to 60 hearts
~made mutant creeper explosions do more damage
~made mutant creeper's melee do more damage
~increased the chance of mutant creeper using lightning instead of healing when doing charge attack to 1/8
~added mutant zombie
~added zombie minion
~added hulk hammer
~fixed heart particles not spawning
~verified SMP compatibility
~re-added config file
~removed bug with mutant creepers spawning too much in daytime
~updated to 1.3.2
~ported to Minecraft Forge instead of Modloader
~tamed creeper minions do not take damage from iron golems
~increased power of TNT on creeper egg's time again
~improved mutant creeper's targetting
>> Click Start and type %appdata% into the Search area
>> Click the folder that is called Roaming
>> Find the folder inside called .minecraft
Move the mod jar/zip file to .minecraft/mods
Mutant Creatures v1.4.9 mc1.7.10
Mutant Creatures v1.4.5 mc1.7.2
Mutant Creatures v1.4.4 mc1.6.4
Mutant Creatures v1.4.3 mc1.6.2
Mutant Creatures v1.3.4 mc1.5.2
Mutant Creatures v1.2.2 mc1.4.7
Mutant Creatures v1.1.4 mc1.4.5
Mutant Creatures v1.1.1 mc1.4.2
Mutant Creatures v1.0.2 mc1.3.2
Mutant Creeper v1.1.0 mc1.2.5
Requires the AnimationAPI and Minecraft Forge.
If no recommended version of Forge is updated, use the latest version.
Check out my other mods here!
Wanna show your support for the mutant creatures mod? Try a banner!Thanks to:
<a href="http://www.minecraftforum.net/topic/1336132-"><img src='http://i.imgur.com/4QO6W.png' /></a><br>CreatureSuzMeow
<a href="http://www.minecraftforum.net/topic/1336132-"><img src='http://sphotos-g.ak.fbcdn.net/hphotos-ak-ash4/458861_258435260951522_233812655_o.jpg' /></a><br>OMGitzDmC
<a href="http://www.minecraftforum.net/topic/1336132-"><img src='http://i1190.photobucket.com/albums/z454/lordvader619/MutantSnowGolemBanner_zps7f30e434.png' /></a><br>GameKarim
<a href="http://www.minecraftforum.net/topic/1336132-"><img src='http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/<a href=' /></a>http://i.imgur.com/bmWfXl1.jpg?1" /><br>
CopyrightTERMS AND CONDITIONS
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER - TheHippoMaster21, Original author of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
Hope you have fun, and click the if you do!
May 31, 2014Gravestone 2.8.4 for minecraft 1.7.2Posted in: Minecraft Mods
- Fix server crash
- Fix "candle bug"
- Fix "haunted chest" usage by "fake players"(to prevent "mob greefing") + some small changes + configuration option for replacing it by "normal" chest after first usage.
May 25, 2014Posted in: Minecraft ModsQuote from Dazzanator2
SpitefulFox, will you be continuing development on this mod any time after 1.7, or are you quitting entirely?
I really enjoy Forbidden Magic, and it probably wouldn't feel the same if it was developed by anyone else.
If nobody's updated the mod to 1.7 by the time summer starts and I'm not busy with other things, I may consider the possibility of maybe updating the mod myself, but don't count on it.
May 16, 2014Really like how the mod is shaping up. Thaumcraft needed a lot more stuff like this. I also have some addition ideas. First is a cure for zombie villagers using alchemy since the vanilla zombie cure is kinda costly, using splash potions of weakness and golden apples. The catalyst would maybe be a bottle or something and suitable essentia would include exanimus (undead), sanus (healing), victus (life), and/or humanus (human, duh). If that seems too easy, it could be a two-step system. The alchemy brew could be inert and it could be made active via infusion. It could even be made into a focus that cures villager zombies and does extra damage to regular zombies. Or it could be a multi-use item, perhaps requiring essentia as fuel much like the thaumostatic harness. Or, rather than make a cheap alternative to the vanilla cure, it could be a costly upgrade allowing the curing of any and all zombies. And maybe we could take this one step further and add full-blown necromancy to Thaumcraft, being able to create and control zombies and/or other kinds of undead. It could work frankenstein-style where you make body parts and use infusion to fuse them together. As far as Forbidden Magic goes, it doesn't get much more forbidden than necromancy.Posted in: Minecraft Mods
May 14, 2014What's this? An update?! o____OPosted in: Minecraft Mods
- Bugfix: Totemic Wand Core is now craftable. Way to go, Pokefenn.
- Bugfix: Will no longer throw a NullPointerException when another mod tampers with the recipes for gold armor.
- Change: Witchwood Wand costs less mana.
- Change: Livingwood Wand costs more mana.
- Change: Neutronium Wand is now marked as Creative Only in case the 9001 vis weren't a clue.
- Change: Chinese translation is cleaned up thanks to crafteverywhere
- Change: Umbral Rose growth rate un-nerfed slightly
- Change: Chameleon Tools can now have separate anvil names per mode
- Change: Chameleon Pickaxe with the Eternal enchant can now be used in the Arcane Bore without ever breaking.
- Change: Bloody Scrivener's Tools can now use LP from within the research table. Durability on them drastically decreased for if you run out of LP.
- Addition: Witchwood Staff - Faster and less expensive than the wand
- Addition: Neutronium Staff - In case you wanted a staff instead of a wand. o_O
- Addition: Scribing Tools of Thoth - Another pointless Kami item
May 2, 2014abandenz posted a message on [Freeuse, No permission needed] FpsPlus 1.5.2-1.7.10+SourcePosted in: Minecraft Mods
Just put it in your mods folder, run with the startup arguments. Clients do not need it to connect.Quote from stevensoaj
How can I (or can I even) install fps+ on a server? Would it require all clients to have it as well? Your OP mentions servers, but doesn't say how to install it on one.
Edit: Would I just drag the files inside of minecraft_server.jar?
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