Features
- Easy to use GUI
- No modding required
- Export to PNG, JPG, HTML (see examples)
- Supports Minecraft Java Edition 1.2 to 1.18 and up
- Supports Minecraft Bedrock Edition 1.4 to 1.18 and up
- Customizable colors and styles
- Modded worlds
- Advanced cave rendering
- Slice at any Y
- Night view
- Nether, The End and custom dimensions
- Fast, multithreaded, low memory usage
- High DPI aware
- Command line version is also available
Download
Latest .NET version for Windows 7/8/10/11, Linux and macOS:
0.15.2-dev (November 2, 2021)
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Yes this is dead. Sollace kept working on it for a little while but there has been no activity in over a year. I've moved on from modding, so I don't plan to touch it again. If anyone wants to pick this up I'll transfer ownership of the repo.
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Better Snow mod is designed to revamp Minecraft's rather simple snow. After all, does snow really just pile up an inch and then stop, regardless of how much more it snows? And does snow really never melt? The answers are obviously no, and that is where Better Snow comes in!
Features:
Planned Features:
More settings!Done! Numeric settings are now functional!Snow drops snowballs based on it's heightDone!Fix various bugsDone! The biggest long-time bugs are now patched!Increase compatibilityDone! Now includes forge support!Snow piles up under trees and non-solid blocksDone! Snow now falls and generates under trees!Reviews:
Downloads:
A changelog can be found here. It contains all changes starting at 1.6.1b. Sources for versions 1.6.4a+ can be found here.
Links to older versions were lost due to a MCF glitch. If you need an older version comment on this post and I will gladly add the link!
License Agreement:
TERMS 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 - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://minecraft.net/terms ) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the MOD, person installing the MOD.
1. LIABILITY
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.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION
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/MODIFICATIONThis 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.
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Players want:
1
SpongeAPI is like bukkit, an abstract API not tied to minecraft's code base that mods can compile against. Also like bukkit, it can be implemented anywhere, such as in the official sponge implementation, M3L, or even a complete server rewrite. The implementations are still responsible for providing the hooks and loading songeAPI.
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My mods are currently released under an odd license that allows redistribution with direct attribution (I got it from a thread about mod licenses), but I am planning on switching my mods to use the MIT license to match the rest of my software. Unfortunately that license allows no way to really restrict redistribution, and I don't want to use a more restrictive license because I want to allow the mods to be modified, included in modpacks, and used as example code for other mods.
Currently the only solution I have thought of to this problem is some type of DRM-type solution, which I am against. But if this were to be implemented, it could be made effective by giving each release of the mod a unique identifier, and upon mod load the mod checks it's ID with a server. If a mod is illegally redistributed, that build could be blacklisted and a new build released. If a build is blacklisted, the mod could either disable itself (full-DRM, this would be BAD precedent for modding) or do something nicer like display a warning that the build was blacklisted, and display a warning about whatever site was hosting the mod (the text could be downloaded from the server as well).
I 100% agree. Just the other day I cleaned off a computer that had been riddled with a massive virus infection, and after removing 6000 malware items I decided to find what had initially infected the machine. What I discovered is that the user had tried to download a "Mod Installer" from one of these sites, and the installer had installed a dropper (a dropper is a virus that downloads and installs other malware). Since he had no AV installed, the infection quickly expanded to infect the whole machine. If there were less sites redistributing mods, there would be much less of a chance of getting fake installers like this in the first place.
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Funny how MCF picked up the "s**t" in Hash_Iterator
23
BlazeLoader is fully open source. Sources can be found (and contributed to!) on the GitHub repo. Currently BL is being developed against Minecraft 1.8 client. Technical information can be found in the repo.
Demo 2 now available for MC 1.6.4! It can be downloaded here: http://www.mediafire...cxu/BLDemo2.zip. Install instructions and a sample mod are included! Make sure to type /bl to see BL features and /te to see the sample mod! Known bugs: Formatted chat messages include strange characters, username and session ID are stripped at launch.
BL Forums: http://www.blazeload...forum/index.php
Website: http://www.blazeloader.com/
GitHub Repo: https://github.com/w...dog/BlazeLoader
API JavaDocs (usually outdated): http://acomputerdog....Docs/index.html
Sample Mod 1: https://github.com/w...dog/TerrainEdit
Sample Mod 2: https://github.com/w.../RealisticStone
Subreddit: http://www.reddit.com/r/BlazeLoader/
There is also an IRC Channel: #BlazeLoader (EsperNet)
Wiki: http://blazeloader.w...lazeLoader_Wiki
Want to contribute to BlazeLoader? Post suggestions or contribute code to the repo! Testing is also greatly appreciated!
Currently all planned features are tentative and some may be dropped or changed if necessary.
Features:
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BL is definitely still alive, but it is currently in limbo and i'm not actively working on it. I had been making a lot of progress to add server support, but Mumfrey got pulled away to work on sponge so LL still does not have server support. I have not decided if I should just go ahead and release BL without server support, or wait (potentially for a long time) until LL has server support so that BL can be released as a server-compatible API.
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The mods deleted it and temp-banned Cuchaz. They claim he was distributing minecraft jars. He should be unbanned in a day or two, so maybe he can clarify more.
EDIT: Here is a google cache of the thread.
1
Try something like: "/give @a[score_<name>=99999,score_<name>_min=-99999] diamond_sword", where <name> is replaced with the name of the objective you want to check for.