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Nov 2, 2014Premium used to be the name of the paid version of Minecraft because you could make a minecraft account but not purchase the game. Unless you're talking about CURSE premium which in that case, wrong section. I think the minecraft account is still the same so premium pretty much means access to the full game.Posted in: Discussion
Jun 16, 2014Posted in: SuggestionsQuote from yourgarbage
Pro Tip: Don't Capitalize Every Word In A Sentence. It Makes You Sound Like You're Talking Like Captain Kirk.
The only good thing you've said on this thread is that your favorite Original Mega Man character is Bass, but that's off-topic.
I liked the Captain Kirk bit
How about no one talks on this thread and its dies and we all live happily ever after? (3 secs later)
Oh another thread on a new Final Boss
These sort of things are repetitive and they need to stop. In a quick summary.
And the whole post is so hard to understand showing that this "suggestion" really shouldn't be discussed. Honestly we have tried to give him help for 3 and half pages for crying out loud and yet everyone is still commenting on how it's OP clearly showing the OP is not doing enough change
Mar 29, 2014Posted in: Java Edition SupportQuote from ClanGordon
When I click on the mulitplayer section from the home screen, the three dots that say "scanning for games on your local network" just keep loading and loading with no end. I left it there for an hour once and it was still scanning. I have relatively good internet and play online fine with other games, so I'm guessing it's just something small. Anybody have this problem or know how to fix it? thanks
Ok you must be new, you must add a server or directly connect to one via the buttons at the bottom, to do this you must have an ip of a server you want to join. There are many servers out there so looking up minecraft servers online could help you find a good one
Jan 25, 2014Posted in: Server RecruitmentQuote from seba6
I would be really nice if i could get some respond on my msg, both for the owner(Jason) and from one of the Admins (millie)!
Just so you know there are 2 admins. Me and millie, Jason is the owner but is usually busy.
I am pointing out that if you are a member of Staff and you have not personally emailed me to secure your position then please do by Thursday morning. Thank you,
I have emailed you does that mean I have secured my position?
I am very trust worthy when it comes to commands let me just point out. It takes responsibility and not everyone has that. Also, I am an experienced designer and slightly OCD, which is good becuase that means everything has to be perfect! I have designed spawns in the past and have recieved good compliments. A note about the 4 servers two Admins, I believe Jason will have a good idea about that, but to help there should be a Head Admin throughout the five. As there is only me and Damo it may be hard to decide until we know about how many there will be and the Staff layout of the chain of Chocolate Nation servers. Please consider this posts points and ideas,
Yes, I have met OCD people but I'm pretty sure your not that OCD. My friends rules for spawn. THE LIGHTING LEVEL MUST BE OVER 16!!!!!!! Also I have school as well and need to study for the next week so if the server goes up before that I may not be as active but after that week I should be able to come on every day =)
Jan 24, 2014Posted in: Server Recruitment
If you would like to make your application clearer then go onto the full editor then save. This gets rid of all of the editing text, just to help you as it seems harder to see than it needs to be. Here to help,
He's been playing minecraft for 8 years he says, It's just a either a troll or some really hyper active hacker. THE HACKER OF THE PAST
Jan 24, 2014Posted in: Server RecruitmentQuote from Jonathan33512
For our "Grief-Tracker", I'm using Core Protect, and Mods will have permission to ban, kick, tempban, and ipban. you'll see how it works later.
/op will only be allowed via console.
I also said I'll think about the server name...
Well don't stress over the name I think it's fine other people have other thoughts though oh and JASON can I ask what your email is please?
Jan 23, 2014damo333333 posted a message on What Would you do if Suddenly Everything Became Minecraft Themed?Posted in: DiscussionQuote from SnakeBut
So, you wouldnt go see how your friends and family were coping with it. You would either attempt to destroy the universe or use SPC to male you rich?
Thats the universe in a nutshell buddy
Jan 23, 2014Posted in: Server RecruitmentQuote from Jonathan33512
I'm also adding another requirement for all entries:
Plugins Required to be Known (If you don't know them, I suggest you start studying up on them!)
That is all as of now.
Sorry for making such a long post this was generally only for JASON and MInecraftMillie. If you are a mod I hope to see you on the server and maybe get to know you. I will look through the thread and email anyone who I see to say HI XD
JASON (Heavy rain reference there) Perhaps installing logblock would be good. Search up life of an admin by veritith on youtube. He uses logblock commonly to spot griefers and xrays. In the config we can set bedrock to be the logblock and the wherever we place it it will show what block players have broken and when. It also has some nifty commands to show which blocks have been placed and broken over the past 24hrs like I could do /lb log diamond_ore and see which diamond ore have been broken and by who so if someone is xraying we'll catch em like that
Also not to bug you but it would be a good idea to let admins have an xray mod installed as that way when there is a suspicious xraying we can check with xray if they missed any blocks of diamond right next to the path or something like that.
Of course the people who will have xrays will only be trusted people like admins and the owner. Also a quick question will the admins be building the server I am not the greatest at designing.
Yes I have a lot of questions but If I know these things I will probably be able to be better at admin when the server does come around. Also has anyone wondered 2 admins 4 servers. Take a look at some other multi-server servers (tongue twister there) They have 2 admins per a server that means we'd have 8. Of course I am taking into account the mods will one day become admins so I guess shouldn't be too much of a problem.
Will mods have banning abilities. At least give them jail and temp ban (possibly) as that way the mods will wait for an admin to come on then the admin can deal with it. So many question so many answers. Also I seriously recommend to give any /op abilities to anyone EXCEPT for you. There are hack and hackers which can hack into my account and op anyone they want. Sure they can hack into yours as well but they'll only be able to op through one person not through 3 if you know what I mean.
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Apr 10, 2011Posted in: Minecraft Mods
[*** WHAT IS BETTER THAN WOLVES? ***]
Better Than Wolves is a "total conversion". This differs from most mods that you are probably used to in that it changes many of the rules of play to provide a richer experience, rather than just adding in new stuff. What makes it special however, is that it always attempts to do so in a way that retains the original spirit of the game, perhaps even more so than the newer official releases.
It focuses both on challenging survival play, and player creativity in terms of never providing "magic block" solutions to in game problems. Instead, it provides basic tools and leaves it to the player to figure out how to use them to get the job done.
In short, Better Than Wolves is a vision of what Mincraft could have been, designed by a very serious player, for other like minded individuals.
[**** End Of Dev ****]
Please note that after a full decade, all development has ceased on Better Than Wolves. The final version (4.B0000003) can be downloaded here:
And the source code can be downloaded here:
Better Than Wolves and its source code are made freely available under the creative commons attribution license:
You are free to modify and redistribute portions of BTW and its code as you wish, but I (FlowerChild) would appreciate acknowledgment if you do so. Keep in mind however that parts of BTW may be based on modified versions of Mojang's code and assets, and it is left to anyone redistributing portions of BTW to make sure they are appropriately considering Mojang's intellectual property and licensing as well.
Jun 8, 2012Posted in: Minecraft Mods
PixelmonThe Pokemon mod for Minecraft!
To find out more about this mod you can check out the Pixelmon website!
Submit bugs here on out issue tracker - Click me!
Pokemon is the intellectual property of GameFreak and is trademarked by Nintendo GameFreak and Creatures Inc.
Apr 6, 2013MustangXPress7 posted a message on [1.16/1.12][Forge] Cyan Warrior Swords Mod v.3.0 (+30 Swords) // COMBAT UPDATE & DUAL WIELDING!Posted in: Minecraft Mods
- Install Forge.
- Put this zip on your "mods" folder.
THIS MOD GOES OPEN SOURCE! HELP ME REPORTING BUGS AND WORKING ON IMPROVING ITS CODE HERE!
I ALSO NEED SOME TRADUCTORS TO JOIN ME ON GITHUB. IF YOU SPEAK A FOREIGN LANGUAGE YOU CAN ADD YOUR OWN TRADUCTIONS JUST BY EDITING THE .LANG FILES OF THIS MOD!
OFFICIAL TRADUCTION'S LIST
- SPANISH (ME)- CHINESE (JOCCOB / OUTDATED FROM 1.7.10)- GERMAN (OUTDATED, LOOKING FOR A GERMAN TRADUCTOR!)
POST ANY IDEAS!
Jul 2, 2012Posted in: PC Servers
Dwarfs Vs. Zombies is a fun gamemode. For the first 15 minutes you work as a dwarf, creating armor, weapons and a fort to protect your precious shrine. Come join us! We used to be a big server and are now rebuilding from scratch
Check out our website: http://www.dwarfscraftmc.com/
Our IP is: hub.dwarfscraftmc.com
Come join the fun
Jun 22, 2013Posted in: WIP ModsREAD THE ENTIRE MAIN-POST BEFORE ASKING ANY QUESTIONS, AND READ ALLTHE RED TEXT.TaleCraft is still in early development. Many features have not been, or may not, be implemented.
TaleCraft is the spiritual successor to 'AdventureCraft', a mod by Cryect that died too young (the mod, not Cryect!).
TaleCraft gives you the tools and abilities to create more in-depth adventure maps, improve your control over the environment, and help tell an epic tale. Whether you're an adventurer exploring a cursed tomb, a guy running from a eldricht monster, or a space pirate who's on the hunt for more cyber-rum...
It's all up to you.
Last Update: 16.08.2015
First and foremost:
Absolutely do not post anything in this thread unless its of extreme importance.
Please go to TaleCraft's subreddit for, well, everything!
If you want to talk about AdventureCraft: Please Go here. This thread is for TaleCraft, and not for AdventureCraft (whose thread is locked by the way). Since I don't want to kill off AC, I provide you all with a place to continue talking about AC.
If you want to report a bug (please report ALL the bugs), do that in the subreddit and add [bug] to the title.
If you want to make a suggestion, do that in the subreddit and add [suggestion] to the title.
In other words:
I will rarely go into this thread, and only post something here in case of an update.
All activity should happen over in the subreddit.
The Reasons for moving to the subreddit:
- A simple thread like this is pure terror to moderate.
- Reading trough this thread has become a nightmare for everyone that is new to this thread.
- I simply hate the linearity of forums. I prefer the tree-based comment systems that reddit has.
- I simply can not access MinecraftForum.net when I am in tradeschool, which I am 70% of the time until 2017. It takes over 5 minutes to load this site, while it only takes about 10 seconds for reddit. Think about that for a few seconds and you know why I hate reading trough/browsing this place.
(this section will be updated with every update)
Current TaleCraft Version: 0.0.14
Current MineCraft Version: 1.8.X
List of versions:
Feb 26, 2013Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Supporting this suggestion
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
By default, nothing will change.
By default, nothing will change.
By default, nothing will change.
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
Mar 30, 2011Kahr 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-Forge126.96.36.1994 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-Forge188.8.131.524-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]
Nov 2, 2011cjz__ posted a message on Minecraft Capes! [Multiplayer Capes/Cloaks][www.MCCapes.com][Cape Gallery] + Transparent/Animated!Posted in: Minecraft Mods
Due to Mojang updating the Minecraft EULA to forbid capes from the 1st of August, MCCapes has had to close down to comply.
Sorry for the inconvience and I hope you have enjoyed the mod over the last three years.
If you would like to be emailed if I create any future Minecraft mods, please send an email to [email protected]
Everybody wants a cape and now you can get one! Create an account in ten seconds and login, upload a cape image or choose one from the gallery! After that, all you have to do is install the mod and you'll be able to see your cape!
- Your own custom cape!
- Animated and transparent capes!
- Anyone else who has this mod will see your cape and you will see theirs!
- Turn your cape on and off with a simple tick box on this website!
- Change your cape at any time!
Please see the website for more information on transparent and animated capes!
Cape Uploading and Settings
Upload a cape here
For Minecraft v1.7.2
A reply saying thanks if you like the mod is more than appreciated so more people can find the mod and share capes
Minecraft Forge Compatible:
For the current version of the Minecraft Forge mod for MCCapes, please visit the downloads page at MCCapes.comZombe's Modpack Compatible:
JadarMC was kind enough to create the below versions of the Forge mod for MCCapes:
Forge Version - Standard capes - Minecraft 1.5.2
Forge Version - Animated capes - Minecraft 1.5.2
Forge Version - Standard capes - Minecraft 1.4.7
Forge Version - Animated capes - Minecraft 1.4.7
Forge v184.108.40.206 - Minecraft v1.2.5 - Hosted on Mediafire
Forge v220.127.116.11 - Minecraft v1.2.4 - Hosted on Mediafire
Forge v18.104.22.168 - Minecraft v1.2.3 - Hosted on Mediafire
Forge v22.214.171.124 - Minecraft v1.1 - Hosted on Mediafire
Zombe's Modpack no longer needs a separate compatibility file to work with MCCapes - just use the normal download links aboveWeekly Snapshots (Advanced Users):
Zombe's v6.1/6.2 - Minecraft v1.2.4/1.2.5 - Hosted on Mediafire
Zombe's v6.0 - Minecraft v1.2.3 - Hosted on Mediafire
Zombe's v5.9 - Minecraft v1.1 - Hosted on Mediafire
See MCPatcher method below!MCPatcher method (Compatible with ~everything!) - Experimental
1) Download MCPatcher
2) Download the MCCapes.com MCPatcher Method:
For 1.3 to 1.4.7
For 12w24a to ?
For 1.2.5 and below (Or any version lower than 12w24a)
3) Extract the file downloaded in step 2 so that the mcpatcher-mods folder is inside your .minecraft folder, NOT INSIDE THE MINECRAFT.JAR FILE. This should leave you with a directory structure like this: \.minecraft\mcpatcher-mods\MCCapes.jar
4) Run MCPatcher and tick the Minecraft Capes! tick box. If you are running other mods in your minecraft.jar file, untick everything else unless you know they will work and what they do or you know what you are doing.
5) Click the Patch button
6) If you've done everything correctly and you don't receive any errors, play Minecraft with your new cape!
Old MCPatcher patch (Before 1.2.5?)
If you have lost your password or don't have access to your own account then open Minecraft and connect to reset.mccapes.com using the account you wish to reset and your account/password will automatically and instantly be reset. If the reset tool works for you, posting a quick thanks here would be highly appreciated so that new users can find the mod
Mod spotlight (Made by CaptainSours)
Mod spotlight (Made by Jolly ol' Brits)
Mod installation tutorial using Minecraft Forge - Windows (Made by avi12)
Mod installation tutorial - Windows (Made by xDark2197)
Mod installation tutorial - Mac (Made by xDark2197)
How to create your own custom cape - (Made by AllRanger)
[url=http://www.minecraftforum.net/topic/758734-mccapes/][img]http://i.imgur.com/4jpiJ.png[/img]Multiplayer Capes - www.MCCapes.com - Transparent/animated capes![/url]
Please 'like' the official MCCapes page on Facebook!
You can reuse content from this mod in other packs with permission
You cannot re-distribute this content
You can write reviews with screenshots
You can make videos using this content
Zombe's Modpack compatibility made with permission
Mar 2, 2012ted80 posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2Posted in: Minecraft Mods
Follow me on twitter for news and updates: @ted80_
planned coast biomes
Mod compatibility list:
Supported by RWG: Biomes 'O Plenty, Thaumcraft, ExtraBiomesXL
Compatible with RWG: IndustrialCraft2, Tinker's Construct, Luckyblocks, Mariculture, Harvestcraft, Chisel, Railcraft, gregtech, Botania, Applied Energistics 2, Ars Magicka 2, Battle Towers, Wild Caves 3, Buildcraft, Forestry, Project Red, Underground Biomes,
Compatible but requires config editing: MineFactoryReloaded, Mo' Creatures
Not compatible: Better world generation 4, Alternate terrain gen, New Dawn
Version Alpha 1.3.2 '21-03-2015' - Added new biomes - Added clay to rivers - Added river biomes - Added extraBiomesXL support - Increased village spawing - Added support for cave gen mods
Client: 1. Backup your worlds! 2. Install the recommended version of Minecraft Forge. 3. Place the jar file into your .minecraft/mod folder. 4. Start Minecraft and create a new world. 5. Select the realistic world gen alpha worldtype. 6. Click on create new world. <p> </p>Server: 1. Install the client version. (see above) 2. Install the recommended version of Minecraft Forge on your server. 3. Place the jar file into your YourServerFolder/mod folder. 4. Set level-type to RWG.
Frequently asked questions:
Q Does this Mod add new Blocks/items? A No. <p> </p>Q Can I include RWG in my modpack? A Yes, as long as you don't make any money out of it.
Use biome dictionary and the forge population/decoration events!
Source code: https://github.com/Ted80-Minecraft-Mods/Realistic-World-Gen
Mod compatibility list:
Supported by FWG: Biomes 'O Plenty, Thaumcraft, ExtraBiomeXL
Compatible with FWG: IndustrialCraft2, Tinker's Construct, Luckyblocks, Mariculture, Harvestcraft, Chisel, Railcraft, gregtech, Botania, Applied Energistics 2, Ars Magicka 2, Battle Towers, Wild Caves 3, Buildcraft, Forestry, Project Red, Underground Biomes,
Compatible but requires config editing: MineFactoryReloaded, Mo' Creatures
Not compatible: Better world generation 4, Alternate terrain gen, New Dawn
Version 1.0.2 '17-01-2014' - Fixed Thaumcraft support crash <p> </p>Version 1.0.1 '17-01-2014' - Fixed biome id bug <p> </p>Version 1.0.0 '17-01-2014' - Release
Client: 1. Backup your worlds! 2. Install the recommended version of Minecraft Forge. 3. Place the jar file into your .minecraft/mod folder. 4. Start Minecraft and create a new world. 5. Select the fun world gen worldtype. 6. Click on the customize button. 7. Select a generator you like. 8. Click on done. 9. Click on create new world. <p> </p>Server: 1. Install the client version. (see above) 2. Install the recommended version of Minecraft Forge on your server. 3. Place the jar file into your YourServerFolder/mod folder. 4. Start Minecraft(client) and create a new world. 5. Select the fun world gen worldtype. 6. Click on the customize button. 7. Select a generatortype you like. 8. The server settings can be found below.
Frequently asked questions:
Q Does this Mod add new Blocks/items? A No. <p> </p>Q Can I include FWG in my modpack? A Yes, as long as you don't make any money out of it.
Source code: https://github.com/Ted80-Minecraft-Mods/Fun-World-Gen
Mod compatibility list:
Supported by OWG: Biomes 'O Plenty, Thaumcraft, ExtraBiomeXL
Compatible with OWG: IndustrialCraft2, Tinker's Construct, Luckyblocks, Mariculture, Harvestcraft, Chisel, Railcraft, gregtech, Botania, Applied Energistics 2, Ars Magicka 2, Battle Towers, Wild Caves 3, Buildcraft, Forestry, Project Red, Underground Biomes,
Compatible but requires config editing: MineFactoryReloaded, Mo' Creatures
Not compatible: Better world generation 4, Alternate terrain gen, New Dawn
Version 1.0.3 '17-01-2014' - Added support for ExtraBiomeXL and Thaumcraft - Fixed some compatibility issues <p> </p>Version 1.0.2 '24-12-2014' - Added support for biomes o plenty mod - Added new biomes option: original biomes, vanilla biomes, all biomes (vanilla + mods) - Added dungeon settings to indev - Fixed spawn location in indev worlds - Changed dungeon loot for all generators - Added Biome dictionary to all biomes - Fixed snow spawing <p> </p>Version 1.0.1 '16-12-2014' - Fixed multiplayer generator settings bug <p> </p>Version 1.0.0 '28-09-2014' - Release
Client: 1. Backup your worlds! 2. Install the recommended version of Minecraft Forge. 3. Place the jar file into your .minecraft/mod folder. 4. Start Minecraft and create a new world. 5. Select the old world gen worldtype. 6. Click on the customize button. 7. Select a generator you like. 8. Click on done. 9. Click on create new world. <p> </p>Server: 1. Install the client version. (see above) 2. Install the recommended version of Minecraft Forge on your server. 3. Place the jar file into your YourServerFolder/mod folder. 4. Start Minecraft(client) and create a new world. 5. Select the old world gen worldtype. 6. Click on the customize button. 7. Select a generatortype you like. 8. The server settings can be found below.
Frequently asked questions:
Q Do my old seeds (like Gargamel and Glacier) work again? A Yes. <p> </p>Q Does this Mod add new Blocks/items? A No. <p> </p>Q Can I include OWG in my modpack? A Yes, as long as you don't make any money out of it.
Source code: https://github.com/Ted80-Minecraft-Mods/Old-World-Gen
DISCONTINUED This mod has been replaced by Old World Gen and Fun World Gen! Download for 1.7.10: (download) Download for 1.7.2: (download) Download for 1.6.4: (download) Download for 1.5.2: (download) Download for 1.4.7: (download)
Source code: https://github.com/Ted80-Minecraft-Mods/Better-World-Generation-4
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