I updated from 1.7.6.1 to 1.7.6.2 and my house completely changed looks. Not cool man.
- Worldsshrugged
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Member for 11 years, 6 months, and 12 days
Last active Tue, Aug, 16 2022 19:48:18
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Tabby102 posted a message on "Better than Adventure!" for Beta 1.7.3 - Timely updates revolving around the theme of "Minecraft without the adventure update"Posted in: Minecraft Mods -
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TheFearlessPlayer posted a message on [1.9 is out!] Get ready for 1.9! [Updates and Information from Mojang AB!]Posted in: Recent Updates and Snapshots
Back in January 2015, I took it upon myself to create a topic dedicated to 1.9 news. Here it is, 150+ pages strong!
Additions
- Added Elytra sound effects
Changes
- Improved AI
- Improved entity selectors
- Tweaked cooldown mechanics to be less confusing
- Loot tables now also work in dispensers and droppers
- Hoppers can now pull items out of blocked chests
- Increased limit for “executed command blocks per tick”
Fixes
3 issues fixed
From released versions before 1.9.1
- MC-56162 – Setting /worldborder damage amount 0 doesn't work.
From release version 1.9
- MC-96219 – Block duplication bug with pistons (ghost blocks).
- MC-98327 – Elytra texture transparency issues.
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AutomatorMC posted a message on AutomatorMC's Random RPGPosted in: MapsAutomator's Random RPG(forever in beta)World leveling with randomly generated dungeonsFor Minecraft 1.8.8 or 1.8.9
Minimum Render Distance 16 Chunks
You will run into bugs
Instead of wasting rare bursts of inspiration on testing we speed code 1,000 things at a time and fix'em when we find'em. It seems like a much better idea than sitting on it for years, therefore, we present to you Automatormc's (forever in beta) RPG.
I will update every time a bug is found and add a pile of new errors occasionally, enjoy
For any questions just use the email, posting in forums is a nightmare of hoops these days.
10,000 Command Blocks / Zero lag
Unbelievable Lucky Block Effects and Events!!!Villagers Build!!!Tons of Special Magic Items!!!Dungeons are 100% Randomly Generated!!!Fun Quests!!!World Levels-up!!!
ClassesSwordsBowsShotgunWandFire MageSummonerAlchemist
Server:
Make this change to server.properties: enable-command-block=trueCopy resources.zip from map and paste into your resourcepacks folder here: Options > Resource Packs > Open resource packs folder
Note from authors
Typically randomly generated structures use pre-built sections placed in a random order. We have seen this in every game claiming a random map. In this map every dungeon randomly generates each segment separately using its own unique material list. Every detail from Magic Spells to Mini-Bosses are intensely coded until they pass our very strict “is it cool enough” test. We will never copy/paste code and call it an update. Don’t even ask how many hours are invested... Let’s just say we will do this years more until someone else does. We don't see many comments on this forum but long as the download rate remains high we will continue to post updates here. ADD FREE!
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Download / More Info:
https://sites.google.com/site/automatormc
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viYilante posted a message on Post abnormalities within your survival world here!Posted in: Survival Mode
Screenshots are our friends. Like writing, help us remember.
I'd only ever gone by Most-odd. (As in, maybe just even in a given place, if-anything. )
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ScotsMiser posted a message on Protection from Phantoms over Large AreaPosted in: Survival ModeMS/MJ went out of their way to implement MobB in such a way that creating safe areas is limited to:
- roof the world (or whatever parts thereof one wishes to be active and safe in)
- cage cats on posts (assuming this requires ~3 cats per chunk, this would require 867 cats to -proof the 17x17 loaded chunks which is likely to cause a great deal of lag)
- sink your base (MobB cannot successfully spawn if the player is below sea level: assuming you don't mind recreating the Netherlands {the area of Europe, not the dimension}, dropping the level of your fields etc below sea level should work.)
- comply with the MS/Mj mandated beddie-bye schedule (note: this corporately preferred option does not actually create any safe areas. It also involves spamming beds {or wasting time runnning back and forth} and using an IRL timer to interrupt your play and perform the necessary kowtow. It also means that – when emerging from a long session underground – one may need to waste most of a MC day hovering near a bed waiting for bedtime.)
Most unfortunately, I don't think I've missed anything…
Hopefully a mod will become available the implements MobB in a way more in keeping with how it was teased (and less offensive to certain playstyles).
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Stefan25897 posted a message on The "Not So Seecret Saturday" Mod for Alpha 1.1.2_01 - Exploring an alternative Minecraft development path [1.1.11_111]Posted in: Minecraft ModsHello. I have some suggestions for the mod. One of the things I was thinking about that would be great about this version is elytra. Flying around the amazing mountains would be simply stunning. I suggest maybe for them to generate only in dungeon chests. A much easier option would be crafting them with weathers but i'm not sure how balanced that would be. And the other idea I thought of was crying obsidion. A scrapped item that's being used to set the world spawn point. I'm suggesting it instead of beds because skipping the night isn't something that I would want in this version, but setting the world spawn is. There are so many worlds that had a spawn that sucked but I won't mind just exploring a lot to find a great location. I just can't do it because i'm limited to the world spawn. Thanks for reading.
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GameCubeBlock posted a message on The Distribution of Classic JarsPosted in: DiscussionI know this next question might sound a bit stupid, but what generally defines getting permission from "Mojang"? A lead developer, a general higher-up; just saying Mojang is kind of vague.
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GameCubeBlock posted a message on The Distribution of Classic JarsPosted in: DiscussionOhhh boy, I'm not about to make a lot of friends with this post... ah, I'll go through with it anyway. I've looked and been around the forums for a while, and Minecraft itself for a while; technically since 2013, although I didn't get into it until late-2014. What's more, I've been an archivist for multiple places, and I've helped gather a couple of jars, most notably an Infdev jar. But that's not the point of this post.
The point of this post is for me to ask a simple question: Why is the distribution of free jars not allowed on the forums?
I get it, doing this is technically piracy, and it would cut into the funds of the game. But, to be fair, that's only fair for a good majority of versions, these being early Survival Test, Indev, Infdev, Alpha, and onward. Everybody seems to forget at one point, however, that the game was actually free to play. Yes, I'm of course talking about classic. Despite the fact that multiplayer servers were eventually pay to play, probably sometime around 2011 or 2012, the main singleplayer game was playable for free, and always was up until 2015 when it was removed from the website. And even then, if you created a Minecraft account now, and hadn't payed for the game yet, you could still play Classic through the launcher. (albeit, you could play most of the versions prior to release 1.3/1.2 for free, but that's besides the point.)
Now, you may bring up the argument that "oh, technically a new player could just play Classic and only Classic and not pay for the full game!" Well, considering that a vast majority would A. Like to play on the newest version, B. Play on different consoles, and C. Probably don't care about older versions of the game, would greatly deter them from playing an older version, even if it was as new as Release 1.0. Piracy shouldn't really be that much of an issue either; Mojang really doesn't care at all about older versions of the game, and would simply ignore them being distributed in the first place.
I now pass the point on to you, moderators of the MCForums. I really hope you do not lock this post, as I'm really not trying to cause any controversy. I want to know honestly why you wouldn't allow this type of thing, and I also really hope you take into consideration my points I've made clear earlier. One last thing to note, is that if I've somehow degraded you, tell me. If I have, I'm honestly sorry and I will not try to do it again. -
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Scibra posted a message on Stronghold Update IdeaPosted in: SuggestionsEver since Woodland Mansions, Strongholds just don't stand up to their design, and while we got an End update, the Stronghold itself is very outdated.
In particular, since we now see the level of in-structure procedural generation that can be achieved, why not share the love with Strongholds? Applying a Mansion-like generation is all it takes.
The first thing is how the Eye of Ender finds the spiral staircase from which the Stronghold generates (if I'm not mistaken, it already does this). I also feel this is a chance to give the Stronghold some lore-inspired design. The staircase is collapsed on with cobblestone and made up of the usual ratio of stone brick and infested variations, except the regular variations are replaced by cracked variations. It gives that feeling it was either lost or abandoned. That five-way cross room always attached is now instead a foyer. A "grand" (it's only 4 blocks high) staircase that leads to the hallway to the portal room (yes, you find the portal almost immediately). Also, to the sides of the hall doorway are "bridges" that lead to doorways on the side walls. Under the "bridges" are two doorways leading straight back, with a chance one is preceded by a downward staircase (reminiscent of the classic five-way), allowing access to the lower level.
The hallway to the portal room has two prison cells on each side. Were they trying to keep Endermen prisoners? Were they sacrificing prisoners to the portal in a ritual-like fashion? The portal room is also encased in obsidian seen through the iron bars (maybe to help contain something from the portal?). Once I get good screenshots, I'll show how made the portal room a block deeper and taller (higher iron bars), as well as two blocks wider to make it roomier, and coincidentally fixing a few asymmetrical issues. In particular, the first sets of iron bars are preceded by two stone bricks from the wall, while each set is preceded by one thereafter; making the room two blocks wider simply added an extra set of bars on the back wall. Also, I put iron bars on the wall above the doorway to mirror the back wall.
More room ideas coming, but I think I got the idea across, and most rooms are likely just improved classic rooms, but definitely a hope for new rooms, but that's a suggestion of its own.
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2XMM2 posted a message on Nostalgia-CraftPosted in: Resource PacksI once decided to make a texture pack featuring the old textures from before the Halloween update in 2010, and Nostalgia-Craft is the result!
There's two versions of the pack, an Alpha and a Beta version, both aim to capture some of the feel from Minecraft Alpha and Beta.
More screenshots
A mountainous region
The good old cobblestone texture
Reunite with your favorite flower species
Yes, they're also in the Beta pack, same with the deliciously colorful dyed wool spectrum
Various old-styled blocks (the chest is a proper block in the current version)
Signs of civilization
Just watch this splendid review by GameChap!
More video reviews!
Download and installation:
1. Download the pack from the Google Drive link
2. Simply put the .zip into the Minecraft resource pack folder.
UPDATE: New better tall grass and shrub colors (by ElementalChaos)
UPDATE: Updated for 1.7 Choose if you want pre-1.7 cobble or not.
UPDATE: Made bricks/furnace have old texture, also made the title screen logo like the old one. You can now choose if you want invisible tallgrass/shrubs (will make harvesting seeds a bit akward)
UPDATE: Made a version with the old gold/iron/diamond block side texture, but the side texture is on top and bottom too.
UPDATE: Made a version that uses textures from waay back (classic 0.0.14a for example)
UPDATE: Made a version from late 2010
UPDATE: Now compatible with beta 1.8
UPDATE: Main version compatible with 1.9 prerelease 2
UPDATE: Vines now match the normal leaf in the main version
UPDATE: Main version and Classic version updated to 1.9 prerelease 3
UPDATE: Made a painting like the old one, and changed flint in the classic version
UPDATE: Main version and Classic version updated to 1.9 prerelease 4, They now have SQUARE moon/sun
UPDATE: Invis. tall grass and late 2010 version updated for 1.9 pre4
UPDATE: Updated all 1.9 versions to include the old explosion and old-style chests
UPDATE: Finally got the old spider in the classic version, thanks Thoth_djehuty100!
UPDATE: Changed wild grass color a bit, and updated all the packs to 1.9 pre 5
UPDATE: Updated the pack to 1.0.0 and made some changes in the item.png's
UPDATE: Improved the leaf & gravel textures in Classic version
UPDATE: (Classic version)Made the torches look like those from indev, and made pigs look like they did in 0.24
UPDATE: (Classic version)Made slimes look like they did in Alpha 1.0.11
UPDATE: (Classic version)Made cows have the old texture.
15dec11: (Classic version)Made creepers dark like in survival_test, added two packs
12jan12: Updated all versions to 1.1
16feb12: Put original white End Stone texture (For end portal frame too) in Classic pack
26feb12: Updated the normal version to snapshot 12w08a
01mar12: Updated all packs to 1.2
23mar12: Updated all packs to 1.2.4
17may12: Updated all packs to 12w19a, and included fix for chicken, pigman and creeper texture
28jul12: Updated all packs to 1.3, Classic WIP version now has more accurate spider texture
11aug12: Added Infdev item sprite for doors to Classic pack
16aug12: Classic pack: brewing stand now looks like the old one, and emerald is ruby
23oct12: Updated all packs to 1.4.1, discontinued the "tallgrass-less" packs.
26oct12: Old item frame/carrot textures in the Classic WIP pack.
13jan13: Updated all packs to 1.4.7 and 1.4.6.
25jan13: Updated main pack to 1.5
05apr13: Updated Main, Midbeta and Classic to 1.5.1 (late 2010 version discontinued)
05apr13: Added old-style trapped chest to all packs
28apr13: Added old diamond armor to main and midbeta packs
23may13: Old water/lava for all packs, a few edits to Classic pack
26may13: Fixed zombie/pigzombie textures in Classic pack
04jun13: Added old redstone lamp texture to classic pack
28jun13: Updated all packs to 1.6, added old sounds
01jul13: Normal and Classic pack got old chest sound (door)
17jul13: Old level up sound added to all packs
03sep13: Oldest cow sounds + a few old textures added to the classic pack
25oct13: Updated packs to 1.7
03nov13: Renamed sound folder to sounds, added "has" to player left/join messages in classic pack
03feb15: Updated to 1.8: Discontinued Classic pack.
Main/Midbeta renamed to Alpha and Beta versions.
Added old mineral blocks (gold/iron/diamond).
Fixed furnace/dispenser/dropper top texture.
Minecarts are now silent.
03feb15: fixed leather armor item sprites
04feb15: older versions now listed in this post
23jul15: added old sponge texture
05jan16: fixed lit furnace not having stone top
11mar16: updated packs to 1.9 (fixed the huge blocks), changed host to google drive (less ads and more features)
15mar16: made old door sounds work again, they are now used for chests too
03apr16: fence gates also use old door sounds now, chests use the chest sound from pre-1.9
09apr16: added old rain sounds to both packs
29nov16: updated packs to 1.11 format and added chest models by SOM3GUY (requires OptiFine)
06dec16: updated link to MCPE Alpha pack
12dec16: alpha/beta: monochrome lightmap, old skeleton & bow model, alpha: tintless leaves for trees other than oak (thanks a lot to SOM3GUY)
11jun17: updated links for MCPE versions
Current version:1.11_1December 12 2016
(1.11) Alpha version download
This pack brings back the 2010 Alpha (pre-Halloween update!) feel, complete with sounds and textures!- pre-halloween update(2010) grass/leaf
- old gravel texture
- old brick/furnace textures
- old porkchop
- old painting
- old mojang logo & old-ish title screen background
- old title screen Minecraft title
- old explosion graphics
- old chests by SOM3GUY (requires OptiFine)
- old skeleton model and bow view/thirdperson model by SOM3GUY (requires OptiFine)
- monochromatic lightmap by SOM3GUY (requires MCPatcher or OptiFine)
- ghast fireballs/fire charge is flaming snowballs
- old fishing rod animation
- old dispenser
- old diamond armor
- old cocoabean
- fixed chicken and creeper feet
- fixed zombie pigman skin
- old leather armor
- old styled foodstuffs
- phaseless moon
- snoutless pigs!
- Old water & lava!
- Old reeds
- Old rose
- Old log top textures
- Many of the old sounds:
- block step sounds
- bow sounds
- mob sounds (including the old creeper sounds)
- player damage sounds
- fall damage sounds
- door sounds
- old sponge texture
- old level-up sound
- silent minecarts!
- other misc. sounds like flint & steel
(1.11) Beta version download
This pack makes Minecraft feel like it did in the beta versions of early/mid 2011.- Grass, stone, cobblestone, plank, gravel etc. textures from the beta versions
- Old sounds!
- a lot of stuff that I've forgotten and can't list, but it's there!
(MCPE 1.1) Minecraft PE versions (ported by MasterLazorX):
For older versions of the pack, you can check out
The Nostalgia-Craft archive on Google Drive
(1.7.10) Main version download (november 2013)
(1.7.10) Mid-Beta version (november 2013)
(1.7.10) Classic version (november 2013)
- pre-halloween update(2010) grassEVEN older versions (as far back as some of the originals!)
- Classic 0.0.14a leaf
- glass texture from when glass was first implemented
- classic brick textures
- armor from SURVIVAL_TEST
- early plank texture
- early gold block texture
- early plank colored boat & sign
- first cobble texture
- first sapling texture
- Infdev door item sprite
- old gold ore texture
- old double axes
- first piston textures
- first end stone textures
- old gravel textures
- classic wool color scheme (brown wool is purplish wool)
- old flint & steel
- old coal
- first pig texture
- indev torches
- old feather
- old slime
- old cow
- old redstone lamp
- emerald is ruby
- old brewing stand
- old bloody pigman skin
- old carrot textures
- old item frame
- old Enchantment table
- old spider Thanks to
- compatible with
- the rest is identical to the main version
(Minecraft 1.6) Normal version (july 2013)
(Minecraft 1.6) Midbeta version (july 2013)
(Minecraft 1.6) Classic version (september 2013)
(Minecraft 1.5.1) Normal version (may 2013)
(Minecraft 1.5.1) Midbeta version (may 2013)
(Minecraft 1.5.1) Classic version (june 2013)
(loss of archive during 2012)
(Minecraft Beta 1.7.3) Normal version (july 2011)
(Minecraft Beta 1.7.3) Late 2010 version (post-halloween update) (september 2011)
(Minecraft Beta 1.7.3) Classic version (august 2011)
(Minecraft Beta 1.6.6) Main (and only) version (june 2011)
You can use this Nostalgia-Craft banner in your signature if you want:[url=http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/1229392-nostalgia-craft][img]http://i.imgur.com/nPFS9dc.png[/img][/url]
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Whoever's idea it was to "just sleep" should have stayed in bed and left everybody else alone. It's not my bedtime, it's your bloody bedtime. When I play Minecraft, I sleep when I want to sleep.
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There's nothing juvenile or childish about building a castle in a 3D simulation game, mate.
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Download
Support for this map, and all other Worldsshrugged maps from its age, are now discontinued. Quite simply, it's just been too long. There wouldn't be much reward for fixing or upgrading maps like The Button or Assault on the Creeper Fortress now that Minecraft 1.4 and 1.3 are long gone. This map was going to have a sequel, but as of a few months before now, that plan is not being considered.
I am currently in the process of a "re-pilot" for map creation, starting my first post-1.12 map at an unknown date, which will eventually result in elements from all six of the old maps being salvaged, recycled, and then reused inside much more playable creations.
Notice: You will spawn in the wrong place in Multiplayer! To fix this, you must use /tp @a -369 4 -913 And then have each player take turns in the bed or use the spawnpoint command.
Description:
Boxes of the Chambered is a map about a man stuck in imprisoning boxes filled with monsters. It is my second challenge map released, but it should have been my third because I started another map before it called Nostalgia Dungeon, but I rejected it because it was too problematic. This map is somewhat short, but I will make a much longer sequel to it. The goal is simple, reach the end (not the dimension).
Info:
1: You will need at least Minecraft 1.2 to play this map.
2: This map contains no dimensions besides the Overworld, however, there are mobs from The Nether. If you want to see them legitimately first and haven't already, do not play this map.
3: There are secret chests, but no score-based items such as gold ingots.
4: If you somehow end up outside the right part of the map, you may kill an Enderman and use his pearl to get back in.
Rules:
1: Do not play on Peaceful.
2: Do not break blocks that aren't torches.
3: Do not place blocks that aren't torches.
Screenshots:
Downloads: 22
[represent]
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Actually you got it right. Way better than all those other people who like to litter this forum with seed requests and survival maps they built for some reason.
As for this topic, great! There's not much of a description or any images, but it's good to have more than one preset to a page, and the spacing out of variables is great. I had no idea how much I always wanted to have this visual clarity in preset codes until now.
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In addition (sadly) Mojang's biggest weak-suit is coding pets in a way that makes them consistently work. We're still at a point where even wolves kinda suck, and they were added in mid-beta.
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God, the Minecraft Forum website designers need to improve their stupid attachments system; they said they'd make browsing pictures that people upload breezier 2 years ago.
Great preset, anyway. I'd try it out myself, but I'm sure it would completely overload my computer. Did you think of putting certain minerals in only the highest mountains as a gameplay quirk to make finding diamonds or so and so more interesting? I once did that with lapis, making it generate only in the highest hills of a low base preset I made.
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I hate to be very indirectly helpful, but... I really think for this information you should just read what it says about each slider on the wiki. Here's the exact page I'm thinking of.
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OK, this is straight freaking impressive. I really want somebody to use a world like this next time they host a let's playing server.
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I was a bit hesitant to post this, worrying that people would have some problem with it or because somebody could make all my work obsolete with their own post, but now here it is, and with a bit of work left out. So, here's all the Minecraft screenshots I took at the crack of dawn with great difficulty this morning, but without the yet-another-laborious-step of me adding descriptions to a Minecraft Forums post. For now, here's just the pictures:
And so we now wait for Wednesday.
Update: Yes, I have realized. Somebody else made a picture post. Luckily it wasn't the same images at all. Edited post to better arrange the images to show a more chronological order.
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I'd probably watch, but I'm pretty sure your microphone is picking up low-key mouth noises.
My old nemesis: Mouth noises in almost every Minecraft video...!