Quote from foxnuts
sooooo what we do here?
Wish KaBling a happy birthday so he doesn't spend his day crying in a dark corner. o.o
Quote from Metadigital
Instead of saying just "life", I'll give you a list:
Quote from SpongeBlock
Poblem with this is newly-generated terrain in old worlds would create a flat-edged cliff face 128 blocks tall.
The World Handler provides a Graphical-User-Interface for commands allowing you to generate complex command-data without any knowledge of the NBT-Structures. It also displays information about the map you are playing on and provides compact tools and shortcuts for map making. It simplifies the vanilla functionalities of commands into one powerful Graphical-User-Interface
Feel free to leave ratings and suggestments !
A special pack for futuristic playing!
Hello,dear minecrafters! My name is Norzeteus and I want to invite you to have a look at my new resourcepack "Space".It was a challenge for me to create textures with a futuristic style (inspired by Tron Legacy),a touch of "retro look" at the gui`s, a "normal living and crafting" ingame and to mix this options together.I hope, I have been successful....
Once downloaded, the texture pack zip goes in the Minecraft resources folder, and like most HD texture packs, requires Optifine! For correct working optifine is absolutely necessary!
You can select the relevant files at the downloadpage.
This is now the amended " forge compatible " resourcepack, that means, I removed some "modified " stairs, which had transparent backgrounds using with forge.
To get it back into your game, you can use my new " Space - Extended - ForgeMod" and some more new things.(Optifine required!)
Download Mod alpha vers1.12: https://minecraft.curseforge.com/projects/space-extended-mod
Read Instructions inside!
The normal spacepack is no longer available due to the changes in the MC sourcecode, sorry!
Spaceextended Forge-mod alpha 1.12!
Due to the fact, that my texturepack is not compatibel with Forge (some 3D modells have translucent background) I have decided to
create a Spaceextended_Forge_Mod. I replaced this models to the mod and made a extra forge compatible txt-pack without this models
(the original txt-pack will remain as it is for those who won`t use the mod).
At this point I would like to declare that this is my first mod and that I am not "modprofi", but I hope it will work.
There will be some new ores, some new 3D-modded "stairs", grenade, flamethrower, new armor, and a lot of new buildingblocks .
Note: There is a new Space GUI - Addon avaiable now updt to 1.15:
I`v also created an Landscape-addon(updt to 1.15)to change the boring default look to a spacy look. Get it here: http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/2345484-norzeteus-space-1-8-addon-128x
Comments, criticisms and proposed modifications would be welcome!
3D models are now avaiable with the [64x64] pack!
Added bee, bee nest, bee hive, honey block, honey comb, honey bottle,
changed red carpet to "command chair" using an itemframe on the bottom to place and turn,
changed cyan carpet to " chair" using an itemframe on the bottom to place and turn,
changed purple carpet to "pc desk" using an itemframe on the bottom to place and turn,
changed smooth_quartz_stairs(top & bottom) and "chair-space control" top to "space control consoles",
changed dead_tube_coral_block,dead_brain_coral_block and dead_bubble_coral_block to server models,
changed dead_horn_coral_block to "installation2 ctm"
texture for jellie cat(I forgot to do...),
banner pattern globe,
iron- and goldingot,
dried kelp block,
jack o`lantern bottom texture (usable as lamp for ceiling),
new sun texture,
created new compass,
changed green concrete to ctm,
added 2 more enderman (color for hand and leg),
created new lava_flow and still,
added new oak door and new spruce door(sliding up)(3D models),
new texture to jungle door,
changed model and design of acacia_door,
tripwire_hook new model,
new model spruce_button,
refreshed some GUI textures,
3D modell of loom had to be changed (graphik glitches),
corrected bookshelf 3D model(added 2 new),
changed texture of birch_wood and birch_slab,
new model of end_rod top,
changed texture of normal beds,
blue_stained_glass_pane new texture,
emerald ore has new animation,
rain has new texture,
new 3D model cocoa stage,
scaffolding new 3D model
laserswords have new 3D model and texture,new texture sweep
Short tastervideo updt to 1.15:
Short tastervideo updt to 1.13:
Beautiful 15 Minute Video showing nearly everything this Pack offers:
in the future you can follow my projects here:
Biomes and Structures
Feature Playlist (Updated daily!)
Come join us and chat on our Discord, get the latest updates on Team Metallurgy mods and more!
If you'd like to support me making mod, stream, and video content you can find me on Patreon!
You can catch me live every day from Midnight GMT onward on Twitch! I create artwork live and interact and teach the best I can how I do it. Get a behind the scenes look!
Rights of Use
You as the user may do the following with this mod without asking my permission.
-You may create videos or take screenshots and post them anywhere you please, I just ask that you note what the mod is and let people know where to get it.
-You may add it to a modpack as long as the modpack gives proper credit and links back to this page. You also assume all responsibilities for any bugs or support questions involving your modpack and this mod.
You as the user, may NOT do the following with the mod.
-You cannot redistribute or re-upload this mod without permission!
-You cannot decompile the code or reuse the artwork for other mods.
Atum 1 is released for 1.7.10
Atum 2 is released for 1.12.2
Announcing: The AWESOME update
- rewritten from scratch to be a FML Coremod for Minecraft 1.4.2, requires Forge
- boosted efficiency A LOT, I'm positive it cannot be done any better now :3
- Dynamic Lights is now modular! See readme!
- configuration files for Dynamic Light modules can now be found at /config/
- global toggle Button can now be configured via Controls Menu
For those of you that don't know what FML Coremod means...
DRAG AND DROP INSTALL, YE GODS
I'll just put the readme here. Marvel at it's glory.
And you know the best part about this update?
Its already available. Just re-download off the 1.4.2 Forge link :3
This modification makes 'shining' items (default: Torch, Glowstone, Glowdust, Lit Pumpkin, Redstone, Lava Bucket, powered Minecart) illuminate everything around them if
1) the player has them equipped (in hand/armor)
2) they are dropped on the ground
3) another player has them equipped in Multiplayer
On top of that, burning Entities shine light, and Creepers about to explode light up!
You may add any Item ID you wish as shiny item, via the settings file. Also supports armor items!
Toggle button ingame:
The key is "L". You can turn all dynamic Lights on/off with it. The button can be rebound using the ingame options.
There is no limit to the number of lights you can create, note however they are fairly FPS-costly. You can disable modules to obtain better FPS!
I recommend using Optifine for replacing Notch's funky render code with slightly less funky rendering code.
The mod works in Multiplayer, yet is clientside, it cannot lag servers. Note however 'dropped' light sources will not necessarily prevent Mobs from Spawning, and neither will your handheld light.
Note: DO NOT INSTALL THE COREMOD ON SERVERS! It will crash on load.
See readme in your downloaded file.
Config Syntax help:
1.13.2 version at curse:
Downloads moved to:
On Merged classes/mods and sourcecode:
FML Coremod! Will not need merges <3 <3 <3
To other modders: See sourcecode. Adding your own Dynamic Lights is easy.
My other mods:
We are back at it ! Warrior Cultures Mod is being developed, I have joined forces with TEAM DEV to get this done.
No estimate as to wen the first release will be available yet, but we are doing our best to bring it to you as fast as possible.
W e are moving ahead with the first of the Mediterranean/ grecko - roman cultures (Spartan, Classical Greek, and Roman) for the first release.
Images and previews on this page might be outdated and subject to change.
Thank you all for being so patient!
We do still need modelers for armor and objects, model texture artists and builders
So please do not hesitate to PM me or contact me via this OP or on DISCORD if you'd like to help.
Discord for WC: https://discord.gg/gwN48t
WARRIOR CULTURES MOD:
Hello all, this mod will introduce different warrior cultures from history, along with their myths, weapons and techniques.
Some weapons will remove an enemies shields, and other weapons can disarm your opponents, some weapons out range others, and some are simply stronger than others.
Some weapons, items, and artifacts will not be craft-able. and can only be obtained by looting, raiding and pillaging. go on treasure hunts and venture into dangerous territory to find the rare and precious artifacts.
Create alliances with clans and orders or form your own.
Decorate your walls with weapon mounts/trophies or place then strategically for easy access like above your bed, above your fireplace or in the hall ways.
If u like the what we have planned, a +1 or feedback cant hurt.
If you would like to help in any way please post what u would like to do.
New Forge and artisan table will be used to craft most WC weapons armor and shields:
New inventory GUI:
Say hi to Kratos:
Careful , when you run into him in your MC world he will have armor and weapons
New planned features:
New Items and blocks:
Mesoamerican and Island Cultures:
progress from scoped:
Scoped has dissapeared and no one can contact him, BUT the mod will continue with a new team.
[*** COPYRIGHT NOTICE ***]
Tinkers' Construct is a mod about putting tools together in a wide variety of ways, then modifying them until they turn into something else. The tools never disappear and can be named and changed to your heart's desire. Once you make them, they're yours forever. Any world generation included in the mod is more efficient, but not required to progress.
Like the mod and have a few coins to spare? Become a patron!
We now also have a Discord: discord.gg/njGrvuh
Looking for some information on the mod? Check out these awesome videos!
Differences to Tinkers to 1.7.10:
Iguanas Tinker Tweaks
Extra TiC - Metallurgy support
Special Compatibility in other mods
Ex Aliquo - Ex Nihilo
Thaumic Integration - Thaumcraft 4
Texture Pack Additions
Older versions and changelogs can be found in the old forum thread.
Changelog for 1.7.10.
For talking about the mod, modding in general, or other things, you can find me on irc.esper.net, #TinkersConstruct
Pretty pictures and some basic information
Q: My tool places torches/blocks on right-click, is this a bug?
A: This is intentional. And useful.
Q: Some question concerning 1.7.2
A: Nope, still no 1.7.2
Q: I'm playing with Aether 2 or Galacticraft and I can't see the armor tab, help!
A: Press "O"
Q: What other mods does this support?
A: Anything with copper and bronze ingots can be turned into tools. XyCraft aluminum and TConstruct aluminum are equivalent, and IC2 has an electric modifier. Metallurgy is supported through an addon - check the downloads section.
There is specific compatibility built in for Minefactory Reloaded, Waila, Forge Multipart, and a few others.
Q: What mods are incompatible with this?
A: MultiMine prevents the broad area on Tier 2 tools from working. GregTech may not work at all. OptiFine and any bukkit envrionment (MCPC+, BukkitForge) aren't supported either.
Q: I can't update because of other mods/modpacks!
A: This is a personal choice that we will not cater to. If you're going to use a modpack, you accept all responsibility for updating mods yourself, like you normally would. Likewise, not updating because other mods haven't updated does not mean we have to support you.
It's unfair to ask us to fix bugs that have already been fixed in later versions of Minecraft.
Q: I gave myself some tools from /give or NEI and it crashes!
A: You have given yourself a default tool with no data. The tool really needs the data. Pull one out of the creative menu or put the parts together normally.
This mod is covered under the Creative Commons 3.0 license. Modpacks are encouraged, feel free to do anything you like with it. I only ask that you enjoy it!
<a href="http://www.minecraftforum.net/topic/1659892-tconstruct/"><img src='http://i.imgur.com/6AqQCQ2.png' /></a>
The mods binaries, as well as its textures and code are licensed under the MIT License.
Modpacks are encouraged, feel free to do anything you like with it. I only ask that you enjoy it! Do not ask for permission to use the mod, you have it.
Any modpack which uses Tinkers' Construct takes full responsibility for user support queries.
Please do not rehost the binaries.
boni - Project Leader, Maintainer
Knightminer - Developer
alexbegt - Developer
fuj1n - Developer
mDiyo - Original Creator
Read all about his progress here:
I'll keep the original OP below for historical reference though.
Next up in my series of exciting mods is the Tall Worlds Mod!
The goal is simple: Raise the height cap on the world from 256 blocks to 16,777,216 blocks, but do it without adding too much lag. Turns out that's pretty technically challenging to do, but I love a good technical challenge.
Download the mod:
Tall Worlds Mod has released a somewhat-working protoype! The core idea of cubic chunks works fairly well, but there are still lots of minor bugs that prevent seamless gameplay. You can try out the mod today if you like, but don't expect it to work with any of your other mods.
How does it work?
The first step to raising the height cap on worlds is to break up the world into pieces vertically and only load the vertical pieces when players are actually near them. Of course, Minecraft's chunk system does exactly this to break up the world horizontally, but the vertical size of the world has always been fixed at 256 blocks.
Tall Worlds Mod breaks up Minecraft's world in the vertical dimension as well. Here's an early video of the cubic chunk loading system in action, the main component of Tall Worlds Mod.
Of course, players can't travel very quickly in the horizontal directions, so chunk loading doesn't have to be very fast there. But what about players in free fall? How fast can a cubic chunk system load chunks when players are moving very quickly? This video answers that question:
Minecraft Version: 1.8.3
Modding System: Magic Mojo Mod Loader (M3L for short)
Wait... what the heck is Magic Mojo Mod Loader?
Well, building the Tall Worlds Mod required gutting and entirely replacing large portions of the Minecraft engine. Namely, the entire chunk loading system and a fair bit of the lighting system. Since these changes are rather large, there isn't much benefit to using a modding system like Forge which has essentially no APIs to help with something like this.
I'm using Tall Worlds Mod to start building the modding API for my own modding system, Magic Mojo Mod Loader, or M3L for short. You can read the justification for why we need yet another modding system here, but it means that when I eventually release M3L, you'll actually have modding API support if you wanted to do something completely insane like entirely replace the chunk loading system in Minecraft.
If you REALLY have a lot of free time, there is another thread discussing cubic-chunk type mods. It's 275 pages long at the time of this post and it's chocked full of discussion about cubic chunk ideas, particularly suggestions for how to solve "the lighting problem." I'll be honest though, I haven't read the whole thread.
Need more room to talk? Try the offiicial Tall Worlds Mod Forums:
I think we're starting to outgrow a single thread for discussing Tall Worlds. In a huge thread, sometimes good suggestions get lost. If you feel like you want more room to talk, or a place to put your suggestions so people can actually find them later, header over to the dedicated forums.
Development Status: Backburner'd!
I'm taking a break from working on Tall Worlds for a while.
All of the fun technical challenges have been solved and all that's left to do is a massive amount of tedious cleanup work. This is a hobby project. I'm going to enjoy doing the fun bits, but there's no reason I need to slog through all the tedious bits. The tedious work left to do includes things like finding all the places in vanilla Minecraft that broke because of the new engine changes and trying to add compatibility with every modded thing ever imagined.
The only reason to do boring work is if someone is paying a decent wage, and that's definitely not the case here. I ran a poll for about a month asking if players would donate to a Patreon. The answer was very clear: the donations wouldn't come anywhere close to paying a decent wage, or even make a dent in my rent payments.
I general, I think making massive changes to Minecraft's core game engine and seeing them through into a finished product is far larger in scope than any one person can really do for hobby without getting seriously burned out. I put up a prototype mod to show the idea actually works, but I don't really have any interest in turning it into a finished product. Perhaps it's up to Mojang now to decide if they want cubic chunks or not, but it's just too much work for a single unpaid modder.
The entire project is open source of course. Contributions are always welcome from other modders. None of this technology is disappearing any time soon, it's just going to start gathering dust.
In the meantime, I'm going to focus all of my energy into my Ships Mod and make that mod the best mod it can be.
Since I'm no longer splitting my time among too many projects, I should be able to make some real progress, so look forward to some exciting new features there!
Redstone Paste Mod adds a new form of redstone dust into the game, allowing you to transmit redstone signals across a variety of surfaces, including ceilings and walls. Also included are sticky repeaters and sticky comparators, to keep your redstone current strong or do complex logic no matter where you decide to run your paste.
(Jump to downloads)
The placement of the paste is uniquely different than normal redstone, however. It can be applied to any of the four directions of a block face, allowing you to create compact redstone paths, and only direct current in the directions you desire. Individual segments can be removed by clicking them while highlighted, or you can remove the entire face at once by clicking the center area.
Holding the sneak key allows you to place both the segment you've selected as well as the one opposite. If sneaking when placing paste in the center area, it will place paste in all four directions of the face.
Paste can interact with dust when you explicitly connect to it. Otherwise it can run side by side without transmitting redstone current between them.
You can hide paste, sticky repeaters, and sticky comparators using half-slabs by right-clicking them while holding one. A ghost image of the slab will appear when it's possible to cover it. You can even place them vertically!
To remove it, simply break with your hand or any tool. Note that only one Redstone Paste object (paste, sticky repeater, sticky comparator) is allowed within a block space in order to be covered with a slab.
This feature works with slabs from any mod which derive from Minecraft's standard slab classes. Biomes O' Plenty is tested to be compatible.
Since the stone slab has a unique texture compared to stone blocks, it will instead take the appearance of a stone block when applied to paste to blend in better.
The crafting recipe is shapeless, consisting of simply a piece of redstone dust and a slimeball, yielding four pieces of paste. The config file allows you to specify how many pieces of paste the recipe gives, as well as providing an alternate recipe of a slimeball surrounded by redstone dust. You might wish to use these settings to better balance your game, depending on factors such as other mods you have installed, availability of slimeballs, or the intended focus of your game.
The recipe for sticky repeaters is equally simple.
As are sticky comparators.
Spotlight by ukgpublishing (TitaniumGamingMedia on Youtube)
Spotlight of v1.1.2 by Captain Sparklez:
Spotlight of v1.5 by DaeshanBuseck (TheMalikGaming on Youtube)
-- Downloads --
v1.7.4 - (for Minecraft 1.9.4/1.10/1.10.2) - (primary)
v1.7.3 beta (for Minecraft 1.9) - (primary)
v1.7.2 (for Minecraft 1.8.8/1.8.9) - (primary)
v1.7.1 (for Minecraft 1.8) - (primary) (backup 1) (backup 2)
v1.6.2 (for Minecraft 1.7.10) - (primary) (backup 1) (backup 2)
v1.6.1 (for Minecraft 1.7.2) - (primary) (backup 1) (backup 2)
v1.5.1 (for Minecraft 1.6.2/1.6.4) - (primary) (backup 1) (backup 1)
v1.5 (for Minecraft 1.5.2) - (primary) (backup 1) (backup 2)
-- Changelog --
v1.7.3 - April 14th, 2016
v1.7.2 - January 10th, 2016
v1.7.1 - January 28th, 2015
v1.7 - January 18th, 2015
v1.6.2 - July 19th, 2014
v1.6.1 - April 2nd, 2014
v1.6 - February 15th, 2014
-- Permissions --
-- My Other Mods --
I've been asked about it a few times, so I added a donate button. There are far better/bigger mods which are likely more deserving of your dollars, but if you've particularly enjoyed any of my mods and wish to contribute any amount, or are looking for a donation URL for a download or modpack site, then I certainly appreciate the gesture.
Tails adds in a bunch of different tails including various subtypes all of which you can colour to your liking!
It's a primarily client side mod with an (optional) server side component for syncing tails across clients. However even if the server doesn't have the mod installed, other players with the mod can still see your tail! All you have to do is use the fancy in-game editor then export a modified version of your skin (don't worry, we use the unused pixels so there will be no visible change on your skin) and upload that to Minecraft skin servers and bam, other players can see your tail without having the mod server side!
Each tail is unique and different too with custom animations for each one to make them feel alive rather then something just tacked on. In the future, animations will be dynamic to what you are currently doing and react accordingly.
And of course, each tail is customisable. Tails can have up to 3 different tints applied to them, with the entire full RGB colour available so that's over 16.7 million different colour choices per tint! Certain tails have subtypes so they are similar to the "main" tail but with slight variations such as added parts etc and in the future, you'll also be able to select from different textures per tail to make it even more unique to you.
You can open in the in-game editor by opening up the in-game menu (When you press Esc) and clicking "Tails Editor" button in the lower middle. Most of the buttons in the mod will have a tooltip to explain what they do but just have a mess about and see what you can make!
But I'm sure you're sick of reading. Check out the CurseForge page for some more screenshots of what it looks like in action and then give it a whirl!
FoxLib is not required for versions 1.8.0 and higher
Download older versions
Old Downloads: http://minecraft.curseforge.com/mc-mods/223584-tails/files