If the 60% thing is added, how much would it have been before?
(How much is the percentage now?)
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Sep 19, 2011bmrjw posted a message on Easier Flint through GravelPosted in: Suggestions
2bmrjw posted a message on Max Weight to inventoryPosted in: SuggestionsMax Weight in Minecraft
I had this idea last night, and I thought that it might make Minecraft a bit more challenging. But maybe a bit too hard for the un-experienced player. Literally.
So then. When you make a map, you have the option to have a max weight in your inventory. The starting would be 100. I'm not making anything like 1.7 OZ, because that could get a tad complicated. You could see your max weight and how much weight you have left in the bottom right corner of the inventory screen. When you level up, you would get skill points, and one of he upgrades would be "Max Weight +," and for every upgrade, your max weight would go up by 20, the ultimate upgrade being unlimited, also causing this to appear:
World's Strongest Man
Below I'm going to make a small chart, with just the basic wooden stuff. I'll add more when I can. And equipped armor costs no weight. If you have over max weight, you will slow down by half a second every half of a whole is excess. Example: Your max weight is over flowing by 1.5, you will slow down by a second and a half.
Item | Weight
Flint and steel-3.5
I'll get more done later.
TL;DR: Read it anyway.
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237Ningamer posted a message on [32x,64x][1.5.1] DefinedPosted in: Resource PacksNote: If you like this, be sure to give it a (+)!
Have you ever thought to yourself "Gee, Minecraft looks a bit flat and bland, I wish it would have some subtle depth to it!"? Well think no more! With the Defined texture pack every block is given a little bit more depth to make them look just that bit better! At first glance they may look just like the default textures, but on closer inspection they're quite a bit different... Don't believe me? Have some screenshots:
A new look for your crops!
Add charm to your villages!
Animated Water and Lava! (And portals and fire!)
Downloads! Download the 64x texture pack here (1.5) (Best quality): http://adf.ly/3vP9h Download the 32x texture pack here (1.5) (Faster): http://adf.ly/3vPAu
Download the PRE-1.5 64x texture pack here (1.4.5) (Best quality): http://adf.ly/LkSDg Download the PRE-1.5 32x texture pack here (1.4.5) (Faster): http://adf.ly/LkSPW Installation
1. Download the version of the texture pack you want above
2. Place the .zip into your Minecraft's texture pack folder
3. IF YOU ARE RUNNING MINECRAFT VERSION 1.4.7 OR LOWER You MUST Download MCPatcher and patch your Minecraft for HD Textures. As an alternative, you can also use Optifine which, on top of being an amazing mod, supports HD textures! If you are running version 1.5 or higher you will not need this.
4. Load up Minecraft, and in the Texture Pack menu select "Defined.zip" or "Defined32.zip"
5. Enjoy! If you like the pack, be sure to click the green + at the bottom of this post!
Mods (MAY OR MAY NOT BE OUTDATED!):
PremiumWood - 1.4 and below- 32x Download | 64x Download Randomite - 1.4 and below - 32x Download | 64x Download Connected Textures - 100% - Included Netherrocks - 1.4 and below - 32x Download | 64x Download
And if you prefer the old, higher-contrast Cobblestone, these are for you:64x64: and
A note on 'Traditional Beauty':It has come to my attention that a few people believe this to be a copy of 'Traditional Beauty', another variation of the default textures to make them look nicer. I must inform you that this is /not/ a copy of that, and although they are similar they each have differences. Here are a couple of comparison pictures:
And here's a quote from BlowJoe (The creater of Traditional Beauty) if you're still not convinced
Quote from BlowJoe
i just got here beacuse one of my TP users said that my (Traditional Beauty) and your Pack are looking pretty much the same. I have to say, no they aren't looking the same. Yes it is the same effect but the way to achieve this effect is in both TP an other. I realy like this pack and don't want that any of my users are comeing here and flameing it.
A *thumbs up* for this TP!
Choose whichever pack you will, but please try not to comment on this factor (:
Check out some videos of this pack in the spoiler!'Allstar602' has created a very useful review of this texture pack! See it here: 'TheModSpotlight' has made a nice review of the pack! Check it out!
'MinecraftUniverse' has also done a video showing all the blocks, mobs and lots of items!
1121Kahr posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3Posted in: Resource Packs
Custom item textures!
Better Glass! More transparency options for glass textures.
Better Skies. Add your own textures to the day and night skies. Many options for fading and blending.
Custom Colors mod. Texture pack authors can now customize many colors in the game including swamps, lighting, and more. See Misa's texture pack for examples.
Balthichou's RandomMobs mod.
Extended animation, mipmapping, and font support.
Ability to load other mods like ModLoader. See "Installing other Mods" for details.
Ability to save and load mod profiles and switch between them easily. Also organize your mods by the Minecraft version they go with.
Notes and Recent Changes:
Updated to 1.8.4. Note: Some features such as Better Glass are not yet implemented in 1.8.
New biome colormap format.
Custom item textures. Show different textures based on item damage, stack size, and NBT data. Custom enchanments and armor model textures are also supported.
Compatible with Forge, FML standalone, and LiteLoader.
Ad links are available for those who wish to support this project. Or you may donate via paypal:
MCPatcher for the new launcher:
All other platforms:
Basic Instructions:[list=1] [list]
Download the correct version of the patcher for your OS.Double-click the patcher. You should see this:
If the wrong Minecraft version is shown (1.6.1 instead of 1.6.2 for example), use the right-hand dropdown box to select the proper version.If you would like Better Grass (full grass texture on the sides of grass blocks next to other grass blocks), select the Options tab, scroll down to Connected Textures, and check the box next to Better Grass.Click Patch.Close MCPatcher and start the game normally. Ensure that the patched profile (e.g., MCPatcher, not your username) is selected in the game's launcher. Or click Test Minecraft to run Minecraft without logging in (single-player only).[/list]
Installing non-Forge Mods with MCPatcher:NOTE: Some of the screenshots below are out of date. The process remains the same, however.
Use MCPatcher to manage other mods as well. This is not only more convenient, it ensures maximum compatibility between MCPatcher's features and other mods. Note that mods must still be compatible with the version of Minecraft you are running. MCPatcher does not and cannot do anything to make mods work with any version of the game other than the one they were written for.[list=1]
In the main patcher window, click the Add (+) button.Select the zip file containing the mod you wish to apply. In this example, we'll use ModLoader.
Click Ok.Next a window showing the list of files that will be added will appear. This is mainly informational. Confirm that the right files are listed and click Ok.
The main patcher window should look like this now:
Now we're going to add a second mod, Better Than Wolves. This will illustrate two important things: How to add just a subfolder from a mod and how to resolve mod conflicts.Click the Add (+) button again.Choose the BTW zip.
Since there are multiple subfolders to choose from, the subfolder window appears. If you blindly add everything from the zip, it will not work. Instead, select the MINECRAFT-JAR folder and click Ok.
Next the list of files to be added is shown. Notice this time how files are being copied from the MINECRAFT-JAR folder into the root of minecraft.jar.
Now we have a slight problem. Both ModLoader and BTW contain vl.class. If you try to patch at this point, you will get a warning about the conflict.
You can ignore this warning and patch anyway. Or you can fix it by removing vl.class from ModLoader. Double-click ModLoader and the list of files will appear again. Select vl.class and click the Remove (-) button. Note: Doing this does not change the original ModLoader.zip file, only the list of files that will be copied from it.The file list should now look like this. Click Ok.
The main patcher window should look like this:
Click Patch and run the game![/list]
(New) Installing Forge, FML, and/or LiteLoader with MCPatcher:The process for installing Forge/FML/LiteLoader is different.
Close MCPatcher for these first steps.Download the Forge/FML/LiteLoader installer for the corresponding version of Minecraft.Run the installer as usual. If using LiteLoader and you want to chain to Forge, select the appropriate option in the LiteLoader installer.Start the launcher and run the game once with the Forge/LiteLoader profile just created. This will ensure the necessary libraries are downloaded.Close the game and start MCPatcher.From the Game Version drop-down menu, choose the Forge/LiteLoader version that was just created. For example, 1.6.2-Forge220.127.116.114 or LiteLoader1.6.2.For Forge or FML, an extra entry will appear in the MCPatcher mods tab, but nothing extra will be added for LiteLoader. This is normal.Click Patch.Click Test Minecraft, or close MCPatcher and run the launcher, making sure that the correct profile (e.g., MCPatcher) and version (e.g., 1.6.2-Forge18.104.22.1684-mcpatcher) are selected.[/list]
NOTE: FML will produce many errors during startup complaining about binary discrepancies. These are due to the fact that FML and MCPatcher modify the same classes and can be safely ignored.
FAQ / TroubleshootingMy virus scanner says the patcher has a virus!
Some scanners detect WS.Reputation.1. It is a false positive that can be ignored. WS.Reputation.1 isn't so much a virus as it is the scanner saying "This file is new, so I don't trust it." See this post by shinji257 for more information.
Extended HD or one of the other mods is greyed out.
If you install mods by hand before running the patcher, you may run into this problem. Start from a clean minecraft.jar instead and this shouldn't happen. Delete the bin folder in .minecraft and redownload it. Try patching again first without any mods. If that works, then add mods one at a time using the patcher as described above.
I want to use a texture pack created for Minecraft 1.5 with Minecraft 1.6.
Use the Convert Texture Pack options in the main menu to convert a texture pack to the new format. This replaces Mojang's TextureEnder.jar and converts MCPatcher-specific features like CTM to the new format. The converted texture pack will be in the resourcepacks folder.
I installed XXX Mod using the patcher and now the game crashes.
Try using the Up/Down arrows in the patcher to apply mods in a different order. In my experience, putting other mods before Extended HD, etc., (which is the default behavior) works better, but you can also try moving them after.
I tried installing XXX Mod both above and below the built-in mods, and it didn't work.
If you tried installing both ways and it didn't work, then you're out of luck. You'll have to choose between MCPatcher and the other mod. Unless the source code for the mod is available, I probably won't be able to fix the incompatibility.
All this patching, repatching, installing, and uninstalling mods has made a mess of things. Now I just want to start fresh.
Open the .minecraft/versions folder and delete the -mcpatcher folder.
The "Open Resource Packs Folder" button in the game doesn't work. / Where do I put my resource packs?
Navigate to the appropriate folder for your OS. The resource folder will be in there.
Windows XP - C:\Documents and Settings\\Application Data\.minecraftWindows Vista/7 - C:\Users\\AppData\Roaming\.minecraftMacOS - From your home directory, go to Library -> Application Support -> minecraftLinux - ~/.minecraft[/list]
As a shortcut, in Windows, you can also press Windows key+R, then type %APPDATA%\.minecraft\resourcepacks and hit Enter.
Multiplayer does not work / Achievements are not saved / I get the "Unlicensed copy or logged in from another location" message when using the Test Minecraft button.
That's because the Test Minecraft button does not log in. It is useful for testing that the patcher worked, but if you want multiplayer or achievements, use the normal game launcher.
Does this work with version x.y.z of Minecraft?
Unlike most mods, MCPatcher is designed to be version-independent. It should work across multiple versions of the game, only breaking compatibility when there is a major change. MCPatcher 4.x should work with any 1.6-or-newer release. MCPatcher 3.x is for 1.5, and 2.x is for earlier versions. Before breathlessly posting to ask when MCPatcher will be updated, just try running the version you have. Most of the time it will work as-is and you'll save yourself some unnecessary waiting.
I have a different problem not mentioned here.
Before posting, please Google for "mcpatcher other keywords site:minecraftforum.net" to see if your question has already been answered. If you do post, please include the log in your post as well. The Copy To Clipboard button puts code tags around it so all you have to do is paste it into your post.
Information for Texture Pack Authors
NOTE: The information in this section is being moved to the MCPatcher wiki on bitbucket.
See https://bitbucket.org/prupe/mcpatcher/wiki/Custom_Animations and https://bitbucket.org/prupe/mcpatcher/wiki/Dial_Animations.
See https://bitbucket.org/prupe/mcpatcher/wiki/Random_Mobs and https://bitbucket.org/prupe/mcpatcher/wiki/Leash_Fishing_Line.
Connected Textures (sample ctm .properties)
MCPatcher offers a greatly enhanced version of the Connected Textures Mod. In addition to connecting blocks to their neighbors in various ways, MCPatcher supports random, repeat, and fixed methods. Any of these methods can be applied conditionally by block ID, tile name, metadata, face, biome, or height.
CTM properties files and supporting textures are in the ~/ctm folder. Each properties file represents one block or tile override and contains a method, some supporting textures, and optional conditions like metadata or face. Multiple properties files can affect the same block or tile, but only the first matching one (in alphabetical order by filename) will be used. Files in ~/ctm can be organized into subfolders any depth. The subfolders are simply to make organization easier; MCPatcher doesn't care about their names.
A simple connected glass block requires a properties file and 47 separate textures:
~/ctm/myglass/block20.properties:<br> method=ctm<br> tiles=0-46<br>
The tiles must be separate png files in the /ctm/myglass directory following this pattern:
The image above shows the pattern of the 47 tiles. In your texture pack you must provide 47 separate image files, not just a single tilesheet.
Horizontally-connected CTM follows this pattern. Again, use 4 separate images, not a tilesheet.
Vertically-connected CTM follows this pattern:
Horizontal+vertical and Vertical+horizontal (method=h+v and v+h respectively) combine the two, favoring one over the other. Each requires 7 tiles. Template, courtesy of Misa, here.
See the sample ctm.properties file for more information.
A CTM rule can act on the output of another CTM rule. Just use the full path of the first CTM tile in the second's matchTiles property. Here's how to create randomized horizontally-connected bookshelves:
# Main top-level bookshelf CTM<br>~/ctm/bookshelf/block47.properties:<br> method=horizontal<br> tiles=0-3<br># One additional CTM matching each output tile of the previous CTM<br># Tiles 4.png and 5.png will be used in place of 0.png, etc.<br>~/ctm/bookshelf/book0.properties:<br> matchTiles=~/ctm/bookshelf/0.png<br> method=random<br> tiles=4 5<br>~/ctm/bookshelf/book1.properties:<br> matchTiles=~/ctm/bookshelf/1.png<br> method=random<br> tiles=6 7<br>~/ctm/bookshelf/book2.properties:<br> matchTiles=~/ctm/bookshelf/2.png<br> method=random<br> tiles=8 9<br>~/ctm/bookshelf/book3.properties:<br> matchTiles=~/ctm/bookshelf/3.png<br> method=random<br> tiles=10 11<br>
Better Glass (sample renderpass.properties, sample texture pack)
The Better Glass mod extends Connected Textures to add full alpha channel support to glass blocks and panes.
Colored glass is made with two textures, one for the frame and another for the glass part. Due to a limitation of the game's renderer, the glass part will disappear when it is behind another translucent texture like water or ice. However the frame will remain visible, which is a decent compromise.
~/ctm/myglass/block20.properties:<br> method=ctm<br> tiles=0-46<br> renderPass=2<br><br>~/ctm/myglass/block20a.properties:<br> method=ctm<br> tiles=47-93<br> renderPass=3<br><br>~/ctm/myglass/block102.properties:<br> method=ctm<br> tiles=0-46<br><br>~/ctm/myglass/block102a.properties:<br> method=ctm<br> tiles=47-93<br> renderPass=3<br>
The renderPass property specifies when the block should be rendered. Each render pass has different properties:
0: Normal, solid blocks. Virtually all blocks use this rendering pass. Only on/off transparency is supported.1: Existing translucent blocks (water, ice, etc.).[/list]
Better Glass adds two new rendering passes:
2: Same as pass #0 but with backface culling disabled. Again, only on/off transparency is supported. If you find it unsettling to see only the front faces of a supposedly transparent glass block, use this render pass to make all six visible.3: Extra pass with full alpha support. Will be hidden when rendered behind water, etc., from pass #1. The blending method can be changed in renderpass.properties.[/list]
The rendering passes happen in this order: 0, 2, 1, 3. Note that the glass block uses render pass 2 for its frame but the glass pane does not. If you use 2 with the glass pane you will see z-fighting because the game puts the two sides of the pane at the same coordinates.
As you may have guessed, Better Glass can be used with any block that supports CTM by adding the appropriate entries to their properties files. One limitation is that the properties must be based on block ID rather than tile name. Also keep in mind that the render pass is applied to all blocks with the same block ID. Render pass 2 replaces render pass 0, so if you assign, for example, stone slabs to render pass 2, then you must have CTM rules covering all slabs (block ID 44) for render pass 2. Otherwise the other slabs will be invisible.
Better Skies (sample sky.properties, skybox template)
Tired of the default starfield? MCPatcher supports fully customizable skyboxes! Multiple skyboxes can be layered together using several blending methods and set to fade in and out at certain times of the day.
Each "layer" of custom sky must have a .properties file located at ~/sky/world0/sky.properties. In it you specify a texture (default: ~/sky/world0/sky.png), the time of day the texture should fade in and out, and a blending method (default: add). Various blending methods are available: add, subtract, multiply, dodge, burn, screen, and replace. See the sample sky.properties file for more options.
The skybox texture is mapped onto a rotating cube around the game world. The texture can be any size but must have 2 rows of 3 tiles. The template shows how the six tiles on the texture map to faces of the skybox. This orientation is taken at noon in game time, so the sun is drawn in the center of the top face and the moon in the center of the bottom face. This means that a custom starfield should have whatever you want to be directly overhead on the bottom face.
Better Skies works only in the overworld. The Nether and The End are not supported.
Custom Item Textures (sample cit.properties, sample cit_single.properties)
What CTM does for terrain, CIT does for items. Customize item appearance by damage value, stack size, and NBT data. Create different effects for different enchantments.
All files related to CIT are in the ~/cit folder. Like CTM, files can be further organized into subfolders. An optional cit.properties file specifies global behavior of CIT, particularly with how multiple custom enchantment effects are handled.
The bulk of CIT behavior is defined in multiple properties files within the ~/cit folder. Each properties file lists a type (item, enchantment, armor); some criteria for when the replacement should happen based on item ID, damage, etc.; and one or more replacement textures. If multiple files match the same item, the one with the highest weight property takes priority.
type=<item | enchantment | armor><br>items=<item IDs><br>damage=<damage values><br>stackSize=<stack sizes><br>enchantmentIDs=<list of enchantment IDs><br>enchantmentLevels=<list of enchantment levels><br>nbt.<expression>=<NBT value><br>weight=<priority relative to other CIT files><br>texture=<replacement texture><br>(Most of these properties are optional.)
CIT type=item defines a simple texture replacement. The game uses a custom texture instead instead of the default one in textures/items. Replacement textures can be animated using Mojang's .mcmeta format. For items with more than one texture (bows, potions, spawner eggs), specify all the replacement textures in a single properties file:
# Wrong - will show the same texture when the bow is pulled back<br>texture=my_special_bow_standby<br># Correct - separate textures for each bow state<br>texture.bow_standby=my_special_bow_standby<br>texture.bow_pulling_0=my_special_bow_pulling_0<br>texture.bow_pulling_1=my_special_bow_pulling_1<br>texture.bow_pulling_2=my_special_bow_pulling_2<br>
CIT type=enchantment replaces the default glint effect. Different enchantments can be given different textures based on enchantment type or level or both. If an item has multiple enchantments, the effects can be blended together or cycled. If no custom enchantment is found for an enchanted item, the default enchanted_item_glint.png is used. This can be disabled by setting useGlint=false in the global cit.properties file.
CIT type=armor replaces the armor texture shown in third-person view and on other players. Each armor type has two textures except for leather which has four. Use the same syntax as with the bow example to replace multiple textures:
# Diamond<br>texture.diamond_layer_1=...<br>texture.diamond_layer_2=...<br># Leather<br>texture.leather_layer_1=...<br>texture.leather_layer_1_overlay=...<br>texture.leather_layer_2=...<br>texture.leather_layer_2_overlay=...<br>
There is an alternate method for replacement textures for potions. Rather than dealing with the complexities of damage values for potion types, there is a simpler filename-based method you can use instead. No properties files are needed to use this method, only a png file with the proper path. See the section at the bottom of the template cit_single.properties file for details.
Other InformationOther links:
Java source code - includes a project for the IntelliJ IDEA IDE.Older versions: Bitbucket githubxau's original MCPatcher thread is available here. The old patcher (1.1.12_02) no longer works as of Beta 1.5_01.[/list]
Settings, including the list of enabled mods and files to include, are saved to mcpatcher.json in the .minecraft folder. The format should be self-explanatory for those familiar with json.
From the main patcher window, you can also
enable or disable individual mods by checking/unchecking them,edit a mod by double-clicking it,remove altogether a mod you previously added by selecting it and clicking the Remove (-) button, andchange the order in which mods will be applied using the up and down arrows.[/list]
If you are curious about the actual bytecode changes MCPatcher makes, use MCP to decompile a patched minecraft.jar.
Version History4/18/2015 5.0.3 release
Updated for 1.8.4.Fixed Forge detection for newer versions.Sync with recent launcher changes.2/21/2015 5.0.2 release
Updated for 1.8.3.Support for custom underlava overlay color via colormap/underlava.png.Ability to turn off clouds entirely via clouds=none in color.properties.[/list]
11/24/2014 5.0.0_02 release
Updated for 1.8.1.Fixed error rendering enderman held blocks.[/list]
11/4/2014 5.0.0_01 release
Fixed missing "preRenderHeld" method crash.Fixed incorrect mooshroom overlay rendering.[/list]
11/2/2014 5.0.0 release
Updated to 1.8.1.Backported current features to 1.5.2.Too many other changes to list.[/list]
6/26/2014 4.3.2_03 release
Updated for 1.7.10.[/list]
4/1/2014 4.3.2_02 release
Fixed vertical ctm with certain block types.Fixed Better Grass coloring issues.Fixed potential crash with null blockAccess object.[/list]
3/20/2014 4.3.2_01 release
Updated to 14w11b.Fixed extra render pass issues with forge.Fixed glass panes connecting incorrectly.Reset custom redstone colors when switching packs.Less strict checking of neighbor metadata for CTM.[/list]
2/27/2014 4.3.2 release
Updated for 1.7.5 / 14w08a.Fixed launcher incompatibility with Test Minecraft button.Replaced min/maxHeight properties with "heights" in CTM and Random Mobs.Fixed useGlint=false not applying to armor models.Fixed conflict with Forge texture loading.Fixed problem rendering a custom compass in item frames.Various CTM and custom colormap fixes.[/list]
1/1/2014 4.3.1_01 release
Do not render top and bottom edges between connected glass panes.Use new URL for downloading libraries.Use gson 2.2.4 for older Minecraft versions.Handle newer Forge versions named 'forge', not 'minecraftforge'.[/list]
31Lord_Penguin posted a message on Lens BlocksThe lens block is a directional block that takes in sunlight and possibly lava-light/glowstone light and sends it out of one side (depending on how you place it). It wouldn't be as hard to code as you might be thinking.Posted in: Suggestions
Table of Contents (click to skip to that section)
-Coding/Mechanics (How it works)
-Beam Light Levels (what the different strengths of light do)
-Uses for Lens Blocks
-Possible things that could be added
-Past Poll Results
The blocks would be placed similar to pumpkins: they would be placed facing towards the player. With sensor blocks it wouldn't matter because they would be the same on all sides.
There are 5 input faces and 1 output face, The block only takes in light if
1) the sky, in the daytime, is directly overhead.
2) if there is a full lava source (if you can't pick it up with a bucket, it doesn't work) directly adjacent to it (not diagonal) in an input face.
3) There is glowstone adjacent to one of its inputs. This way torches, which are too cheap, don't work for powerful applications.
The block would gain a light level (separate from the current lighting system) of 1 for every sunlight, lava, or glowstone intake. These would be added together, with a maximum of 5 (5 faces besides the output) for a single lens block. this would be sent out the output, the block it touches (not the ones on the side, like sunlight does) would light up as if it had sunlight on it no matter what the power of the beam is. If a receptor face of another lens block is at the end of the beam, the light level of the beam will add up with the input number of the other sides. The limit using multiple lens blocks, then, would be 16, which is the same amount as light levels are normally, so would not be too lag-inducing or powerful, yet not too weak, either.
The stone holds it together, glass is intake, diamond is the lens that directs it all to the output. If diamond is too expensive, it could be a lens in the middle, the lens being crafted with a 1x3 of glass. However, I think a diamond is a fair price and would willingly spend a stack or so on lens blocks. The lens blocks would be retrieved by mining them with an iron or diamond pickaxe.
Graphics: Please note that all this is not as important as the rest, so could be changed around however the developers want.
The block could have a blueish tinted circle on each of its sides, surrounded by stone. When the block is emitting light, the output face will be a yellow-white. The beam of light could be visible or not, if it is it should be around a block in size and partially transparent like water, and not be visible for level 1 beams. It could perhaps change depending on high or low graphic settings.
Light sensor blocks would look very similar to lens blocks. All sides would look like input faces of the lens blocks, but with dark red in the middle to show the connection to redstone (like how repeaters, torches, powered rails are all dark red when off) and will turn red when the light is great enough (on any of its sides) to activate redstone. This also distinguishes between lens blocks and sensor blocks.
Beam Light Levels
Please note that all levels above a number will do the same, so level 2+ will also light like sunlight on the block it touches as well as 1. All effects only happen to blocks at the end, not ones the light passes by.
1) Lights up block with sunlight-level light (15) all blocks around will also lit appropriately (14 right next to, then 13, and so on). Zombies and skeletons catch on fire as if they were standing in sunlight.
2) Power to redstone blocks (if added) and iron blocks.
4) Flammable blocks catch fire.
5) Small damage to player/mob like standing in fire, will catch fire if staying there too long.
8) Slow damage to dirt and weak materials (not things like glass or glowstone), water boils.
10) Doubled damage of 5 beam- light levels, catch on fire twice as quickly.
12) Furnace smelts at 1/2 normal rate. Glass is created when sand is hit.
16) Furnace smelts at normal speed. Slow damage to cobblestone (but not smoothstone), fast to dirt/weak materials (around punching to low level tools).
Smoothstone would be impervious to lens block light so as to not allow mining lasers, though cobblestone wouldn't (but be destroyed slowly still). Thus cobble factories would be possible, but if you want diamonds (and such), you have to work for them. The explanation for this would just be that smoothstone's smooth surface doesn't absorb much light so it isn't damaged. If you look at cobblestone, you will see dark in-between stones, which seems to be mortar (stuff used to hold bricks and stones together). This would melt under enough heat, so the block would fall apart and drop.
Solar furnace* (12 power):
Compact Beam* (16 power):
*Both images show lens blocks spaced one apart, it would be a lot more space efficient if they were like this:
-Fully automatic sugarcane farm (more space efficient than using pistons)
-Automatic cobblestone factory
-Automatic smoothstone factory (with hoppers putting cobblestone from the cobble factory in furnaces that are powered by lens blocks)
-Tree farm (only with auto-sapling plant from chopped trees)
-Pixel art/things you don't want to cover in torches, if beam is visible maybe not at 1-level for this reason
-Beam could be used aesthetically for things such as lighthouse beams
-Cacti farms without close-block glitch
-Sand/gravel traps (destroy block under sand/gravel)
-Hidden traps/doors in walls (just have some lens blocks destroy part of the wall)
-Long distance "transmission"
Any other ideas?
The Lens Block banner I made (if someone has another one/idea for another one, please post)
Looks like this:
Copy and paste this:
Copy and paste this:
List of possibilities
-Filtered (colored) light through stained glass/gem blocks (if possible)
-Beams could travel more than 16 meters (Approved for 64 meters).
-Light level above 16? Might be hard to code
-Light sensors? (approved)
-Redstone blocks, if added, might be an input
-Only destroy a few blocks, including cobblestone and excluding smoothstone, to prevent mining beams. (approved)
-Pigs killed by it might drop cooked pork (Already implemented, because flaming pigs drop cooked pork, and lens blocks catch them on fire)
Any other ideas?
Past Poll Results
Although none of the "No"s were explained, many explained the "Yes, but with a few changes", I will now have a poll asking which of these changes people want.
As you can see here, the community is generally against lens blocks being able to destroy smoothstone. I have removed that part. It seems that people want lens blocks to damage mobs at the levels they are now, so I'll keep that there. I'll add in sensor blocks now.
Now the 3/4 speed has been changed to full speed, lens blocks damage mobs 3x at level 16 and zombies and skeletons in lens block light burn as if they were in sunlight.
Now beams will travel 64 blocks.
Lantern blocks: Use the light beam mechanic to project light in all 6 directions. Here is a picture:
As you can see in the picture, lantern blocks project light onto the walls, ceiling, and floor better than glowstone, even in small areas. With higher ceilings glowstone blocks project little light onto the floor, but lantern blocks will shed just as much light on the floor as they do here for up to 64 blocks!
Anyone have any ideas on crafting, different kinds of lantern blocks, or textures? I'm open to all ideas!
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Please feel free to comment! Make sure to press the +1 button at the bottom right corner of the post to show your support!
516Cryect posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]Posted in: Minecraft Mods
Note AdventureCraft is compatible with 1.3.2 via its installer but it only has features from beta 1.7.3 and back.
AdventureCraft, is a stand alone Minecraft mod designed to let players create adventure maps for other players. It allows you have full control of how mobs spawn based on the player triggering blocks with a custom trigger system. There is plenty of additional features as well to aid with making adventures that you can check out in the features section or the various youtube videos of features. I have included a small sample map showing off some of the early features.
This Week's Latest Map
This is a neat map all taking place pretty much in a single room, similar to Spawned. But unlike Spawned this map is all based around various difficult challenges. Its quite a hard map but if you get stuck there is a walk through included in the map directory. If you like the map make sure to head over to Lahleon's thread to click on his adf.ly link!
Fan Made Trailer
Sample Map Trailer
Recent Feature Videos
- Blocks not destroyable/placeable by players
- Trigger System
- Triggerable Music and Sound Effects
- Scripting System
- Script block which can be triggered to run a script or execute a script on detrigger or always ticking while loaded.
- Musical instruments which with user inputted songs can trigger scripts.
- Built in Editing Tools
- Palette of all blocks and items
- Area replacement tools
- Paste Tool
- Nudge Tool
- Undo/Redo (via Ctrl+Z and Ctrl+Y)
- Ability to package maps for players with custom textures
- Simple NPCs
- 3d Grass
- Very Far View Distance Option
- Upgradeable Hearts via Heart Containers and Heart Pieces
- Items aren't lost upon death
- 8 New Item Types
- 4 New Mobs
- 317 Blocks
- 18 Trigger Based Blocks
- Spawn Blocks
- Trigger Blocks
- Trigger Inverter Block
- Trigger Memory Block
- Weather Block
- Camera Block
- Message Block
- Timer Block
- Music Block
- Block Storage
- Heal/Damage Block
- Teleport Block
- Light Bulb (Invisible light block)
- Redstone Power
- Redstone Trigger
- Triggered Door
- Customizable Mob Spawner
- Pushable Block Sensors
- Clip Block (Invisible Collision)
- Darkness Block
- Pushable Blocks (W/ Power Glove)
- Fan Blocks
- Cracked Blocks (Destroyable by bombs)
- 2 Locked Door Blocks (Boss and Normal) Store Blocks
- 291 New Decorative Blocks
- 16 Stone Pillars
- 16 Metal Pillars
- 64 Plants
- 16 Glass Windows
- 10 Cage Textures
- 48 Stone Blocks
- 16 Wood Blocks
- 24 Half Blocks (Top Half and Bottom Half variants of each)
- 16 Table Types
- 8 Chairs
- 10 Rope/Vines
- 3 Chains
- 16 Ladders
- 14 Lights
- 4 New Grass Types
- 3 New Sand Types
- 7 Overlay Blocks
My Girlfriend for creating the island I used
MrMessiah for his BetterLight and BetterGrass mod thats integrated into the mod (can enable/disable it in the options)
N3X15 for his SnowMod
Bemoliph for testing out my changes
Thundara for managing the Redmine I was using
Everyone who works on MCP as this mod is heavily based on MCP. Those guys are all great and I love contributing to the project.
Scaevolus for Optimine!
HarryPitfall for the base animated fan texture I started with
Shockah for the additional block IDs
Rhodox for the Painterly Pack which is used in a lot of the new textures. http://painterlypack.net/index.html
CyborgDragon, Leonardo, and Oozeball plus many others for all the work on the AC Wiki
ScottyDoesKnow for letting me use his gun and ammo sprites by hatwhale and captiva
Recent Version History
r1095 - Adds a NPC Path block that can have an NPC path to it. Cutscene cameras can be set to not pause the game.
r1089 - Fixes storage block saving of tile entities
r1087 - Can disable random pathing on EntityCreature's via .canPathRandomly. Can adjust random looking via .canLookRandomly, randomLookVelocity, randomLookRate, and randomLookRateVariation. randomLookNext contains when the entity will choose a new random velocity.
r1085 - Living entities now have a FOV which is used to determine if a target can be seen (use debug or /renderfov to see the FOV angle). Pathing only simplifies the current segment walking along now. Mobs won't update their path to their target unless they can see the target therefore they will now goto the last known position and then give up after a while. Fixed muzzle flash getting stuck permantly on for zombies and skeletons when they can't see you. Can get time stats on scripts via /scriptstats and reset the stats via /scriptstatreset. Store block correctly renders its items and the sky renders correctly now when looking at a store block. Bullets from mobs will now no longer come from their feet but instead their waist. Lots of prep code work for 1.8.1 update including shifting blockID range of several blocks (id's 100-122 are now 150-172 and id's 152-155 are now 173-176).
r1062 - Fixed slime movement speed. Fixed block placement.
r1056 - Custom items can now be created. Vec3's can be created via Vec3 now and have new helpful functions on them.
r1048 - Adds the ability to execute a script on the various movement key presses and stop them from occuring. Exposing EntityLiving's gravity, jumpVelocity, jumpWallMultiplier, jumpInAirMultiplier, shouldJump, airControl. Move speed greater than 1 will allow faster movement. Player's move speed is effect now by moveSpeed. Fixing rifle to use rifle ammo again and not pistol ammo. Adds rayTraceBlocks and rayTrace to world and rayTrace to entity. Adds the function fireBullet to EntityLiving.
r1039 - Full weapons will show their ammo bar. Shotgun muzzle flash works once again. Shotgun now requires you wait for the reload to finish before you can fire (previously could fire the second the reload started). Exposes to scripting whether the entity's onGround flag is set or not (entity.onGround). Pathing improvements with regards to clip blocks, fences, and paths requiring jumping. Creatures will now actually use their paths if they have a target. Zombie and skeleton firing slightly altered. The "Score" will no longer print when you die.
r1022 - Fix for terrain2.png and terrain3.png sometimes loading as white textures. Can no longer crash minecraft with /cameraadd if a nonnumber is supplied. Glass can now take translucent textures. '\n' will create line breaks with the UILabel now. Overlays textures are now looked up as "/overlays/texture.png" instead of "overlays/texture.png" to be in line with other texture retrievals
r1016 - Models can be attached to each other by the variable .modelAttachment on them. Cave sounds disabled. Can specify the texture width and height on models at model creation time Model(texWidth, texHeight). UI elements can be moved smoothly now via .moveTo(x, y) and .moveBy(dx, dy).
r1010 - Replace the MC logo on the main menu. Entities have on them now .isFlying which can be set True for them to fly around. Can edit the time of camera points with an editbox by right clicking them. The sound in cutscenes is now based off the cutscene camera not the player's position.
r1004 - Adds effect.fovModifier for adjusting the FOV. Fixes a crash with opening a second map then a cutscene camera gets activated.
r1002 - Cutscene camera is cleared upon quiting a map. UI Labels can now have their position be set as floats. The HUD can be enabled/disabled via ui.hudEnabled.
AdventureCraft Map Page
AdventureCraft Dev Blog
AdventureCraft IRC Channel - #[email protected]
Installing + Running
1. Double Click AdventureCraft.jar
2. Install either via Install (copies the files from your minecraft directory) or Install Via Login (gets a fresh copy)
3. Press start
2Ningamer posted a message on [32x,64x][1.5.1] DefinedThe GUI, tripwires and emerald blocks are finished! The first post download has been updated to include them, enjoy!Posted in: Resource Packs
1MineCrak posted a message on Are desert wells, pyramids, and redesigned desert villages hinting at something?Posted in: Recent Updates and Snapshots
Hi! Could you give us the map/schematic names or links for those please? They are fantastic.
2RAcaseal posted a message on Are desert wells, pyramids, and redesigned desert villages hinting at something?Posted in: Recent Updates and Snapshots
oh baby thats the stuff
3Diingo posted a message on Are desert wells, pyramids, and redesigned desert villages hinting at something?Posted in: Recent Updates and SnapshotsQuote from zmaster27
Ruins and or altars in the jungle would make sense, also near large bodies of water, abandoned (or with testificates) docks
1WolfieMario posted a message on Books Guide: Tips and HacksPosted in: Maps DiscussionQuote from bmrjw
I'm trying to change the author of a book in my adventure map. I've gotten to the author string in NBTedit, but whenever I save it and go back to my world, it still says "By bmrjw." I'm trying to make it say "By Prison," but it never works. Should I just delete the string? Please help. I'm a noob at this stuff
You have to exit your Minecraft world first, and make sure you save in NBTedit before reloading the world. If that doesn't work, have Minecraft closed while you are editing until you have saved. I did these things on 12w17a; I don't know how the "singleplayer is a server" change effects it.
Also, I presume you're editing a written book (not book and quill). Have you made sure you're editing the correct book?
When you get back ingame, and it hasn't changed, Reload in NBTedit. Is it unchanged in NBTedit too?
2sponsor90 posted a message on No White-list server 50+plugins,often , auction,spells,clans,mob arena ,mcmmo,Posted in: Minecraft Survival Servers (archive)
No Whitelist! 200+ Slots. 24/7,No Lag Survival Server!
TeamSpeak 3 IP:
Eldercrest is a server built on a community. Welcoming all sorts of people, Eldercrest is an awe-inspiring server to say the least. The addition of plugins allow for an even better playing experience. adding key game play elements like towns, shops and monster hunts.
Best of all we're not whitelisted so come and try out Eldercrest, we are sure you will stay!
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