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  • deadbuilder1
  • Registered Member
  • Member for 11 years, 10 months, and 4 days
    Last active Fri, Nov, 6 2015 02:19:55
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  • View deadbuilder1's Profile

    1

    Nov 6, 2015
    deadbuilder1 posted a message on [1.8/1.9+] CommandBox - Easy command combining at your fingertips! (Version 0.10 Alpha)

    This is pretty nice OP. I downloaded.

    Posted in: Minecraft Tools
  • View deadbuilder1's Profile

    1

    Nov 6, 2015
    deadbuilder1 posted a message on KinetiCraft 2

    Looks pretty good. Good luck! :D

    Posted in: WIP Mods
  • View deadbuilder1's Profile

    1

    Dec 16, 2013
    deadbuilder1 posted a message on Lag spikes
    Might be because you're using your processor to process video data causing it to lag every now and then when something on your OS needs a little more CPU.

    I recommend buying a video card for your PC. Perhaps a radeon 7770.
    Posted in: Java Edition Support
  • View deadbuilder1's Profile

    1

    Dec 12, 2013
    deadbuilder1 posted a message on If there was one thing you could tell notch what would you say!
    I myself would tell him thanks for creating minecraft! What would you tell him?
    Posted in: Discussion
  • View deadbuilder1's Profile

    2

    Dec 8, 2013
    deadbuilder1 posted a message on What is the common age of players for Minecraft
    The common age is probably around 13-17.
    Posted in: Discussion
  • View deadbuilder1's Profile

    1

    Dec 6, 2013
    deadbuilder1 posted a message on Who knows how to embed minecraft into a WEBSITE.
    http://www.ehow.com/how_8218706_embed-java-applet-html.html



    This might help you. However, you'll have to get the class name from Minecraft.net and copy a few things.
    Posted in: Discussion
  • View deadbuilder1's Profile

    1

    Dec 2, 2013
    deadbuilder1 posted a message on [1.6.4] [Forge] UPDATED! AngryMobs - Make the night harder!
    Love it man so simple yet so fun.
    Posted in: Minecraft Mods
  • View deadbuilder1's Profile

    1

    Nov 15, 2013
    deadbuilder1 posted a message on Great Thing That Increases Your Health.
    Good ideal about adding to the maximum hearts, but I beleive it shouldn't be that recipe. Perhaps 9 golden apples with a 70% chance of failing?
    Posted in: Suggestions
  • View deadbuilder1's Profile

    1

    Nov 13, 2013
    deadbuilder1 posted a message on [Forge] Future Of Minecraft Mod 1.6.4 (RE MAKING PLEASE COMMENT WHAT TO ADD IN THE NEW MOD)
    Cool mod.

    Offtopic: I like your avatar. I am a razer fan too.
    Posted in: Minecraft Mods
  • View deadbuilder1's Profile

    3

    Nov 13, 2013
    deadbuilder1 posted a message on Topic; [1.6.4] [Forge] Endless City v1.0
    Man this is neat.

    So the forrest is completely gone? Should call it china mod haha jk +1
    Posted in: Minecraft Mods
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  • View PlayerInDistress's Profile

    224

    Oct 14, 2013
    PlayerInDistress posted a message on Lucky Block Mod - Drops items, spawns mobs, structures and more!


    Lucky Block for Minecraft 1.19 is out now! Get it here!


    Resources

    • Official website
    • Changelog
    • Github

    What is the Lucky Block?

    The Lucky Block mod adds just one block, yet over one hundred possibilities to Minecraft! Just mine the Lucky Block, cross your fingers, and hope it will drop the items you need. But now, with this new version, you can expect more than just items; The Lucky block can spawn animals, monsters, other entities and even structures! From giants to fireworks, sticks to diamonds, the Lucky Block will give you an exciting experience every time you mine it.


    Description

    Gold. Think about it, there isn't much use for it really. There's no point wasting your gold on tools, swords and armor. How many clocks do you need when you can just look at the sun. And if you need gold nuggets to make potions, all it takes is one gold ingot and you already have nine.

    Do you wish there were better things to do with your gold? Or maybe if you could exchange it for something else? Now there's a block that makes gold worth mining. It's called the Lucky Block, and can be crafted with 4 gold ingots and a dropper, and can also be found naturally in your world. When you mine this block it will have an equal chance of dropping items, spawning entities or structures.

    WARNING: If luck is not on your side, this block may have devastating effects on you or your world. It is recommended that you backup your world, use an unimportant world, or go hardcore and take the risk!

    Crafting
    Increase/decrease luck by crafting with the items below:

    ~ Add ~
    Diamond: 12
    Diamond Block: 100
    Emerald: 8
    Emerald Block: 80
    Gold Ingot: 6
    Gold Block60
    Iron Ingot: 3
    Iron Block: 30
    Golden Apple: 40
    Enchanted Golden Apple: 100
    Nether Star: 100

    ~ Subtract ~
    Rotten Flesh; -5
    Spider Eye: -10
    Fermented Spider Eye: -20
    Poisonous Potato: -10
    Puffer Fish: -20

    Downloading and Installing


    Download the Lucky Block from the official website: Download Here


    For Minecraft Forge:

    - Download the Forge installer

    - Download the Lucky Block and place it in your mods folder


    For FabricMC:

    - Download the Fabric installer

    - Download the Fabric API and place it in your mods folder

    - Download the Lucky Block and place it in your mods folder


    Add-ons

    Add-ons are user-made additions to the Lucky Block. They add variants of the main block/items, with different features. You can install add-ons by putting them in the .minecraft/addons/lucky folder.


    If you are an add-on creator, refer to the documentation for information on creating a custom add-on. You are also reminded to not post your add-on on Planet Minecraft.


    Configuration

    The Lucky Block can be configured using the files in .minecraft/config/lucky/{version}. Refer to the documentation for configuration instructions


    Contributors

    A special thanks to the people below for assisting in the design of certain Lucky Block drops:

    Tmtravlr

    Artwork by Clayton Chowaniec.

    Reviews

    Reviews of the Lucky Block can be found on YouTube.


    Permission

    The Lucky Block is protected by Australian Copyright Law. You must follow the guidelines below


    You are not allowed to:

    - Create public modpacks using the mod.

    - Distribute this mod on other websites without using the link provided on this forum.


    You are allowed to, without asking for permission:
    - Use this mod on your server, public or private.
    - Make youtube videos using the mod.
    - Make custom maps and mini games using the mod, provided the mod itself is not included in the final download (i.e. users have to download the mod separately)
    - Make custom add-ons.

    The Creator

    Alex Socha (Real), PlayerInDistress (Forum)


    © Copyright 2021 Alex Socha. All Rights Reserved.

    Posted in: Minecraft Mods
  • View ShetiPhian's Profile

    31

    Jan 28, 2013
    ShetiPhian posted a message on EnderTanks [Ecu Approved]
    This post is an archive
    Information contained is only valid up to Minecraft 1.9
    For more recent information, visit the Curse page
    https://www.curseforge.com/minecraft/mc-mods/endertanks
    ----------------------------------------------------------------------------------------------------



    Downloads & Install
    Downloads
    Download From CurseForge

    Install Client & Server:
    • Use the Forge Installer (build 1045+) -Get Forge-
    • Place ShetiPhianCore into your mods folder.
    • Place EnderTanks into your mods folder.

    To get the most out of EnderTanks you'll also need to install a mod with liquid transport like BuildCraft and ThermalExpansion.

    Old Versions

    NOTE: All Adf.ly links belong to Forge, they are not mine and I do not receive anything from them.

    [1.5.2]EnderTanks v1.6.jar
    ForgeAPI Universal v7.8.0 Build #684

    [1.5.1]EnderTanks v1.5.jar
    ForgeAPI Universal v7.7.1 Build #652


    [1.4.7]EnderTanks v1.4.jar
    ForgeAPI Universal v6.6.0 Build #517


    WARNING Do not use RedPower Fluid Pipes, even though they will connect in these versions, liquid is lost when pumping in.

    [1.4.7]EnderTanks v1.2.jar
    ForgeAPI Universal v6.6.0 Build #517

    [1.4.7]EnderTanks v1.1.jar
    ForgeAPI Universal v6.6.0 Build #517

    [1.4.6]EnderTanks v1.01.jar
    ForgeAPI Universal v6.5.0 Build #498


    Thoughts Behind The Mod

    There are many ways to move Liquids through dimensions and DireWolf20 has shown us some very creative ones (I liked his most recent one using turtles). But none are simple or compact.
    After setting up a bucket system using EnderStorage by Chicken_Bones, I started wishing he would make a liquid version. Then thought why should he have to? there are other modders perfectly capable of doing so. So I did :)
    The symmetry between EnderChest+Pouch inspired me to do the same with EnderTank+Bucket.

    Recipes & Use

    • EnderTanks will share storage with all other EnderTanks on the same network with the same color code.
    • Clicking on a color band with a dye will change the tanks color code, and clicking on the tank with a diamond will move it to your personal network.
    • When a tank is broken the color code is remembered, but not the network. Instead if the tank was on a private network the diamond used is dropped. A broken tank does not lose the liquid inside, even if it was the only one on the map.
    • Liquids can be pumped in/out by connecting a pipe to the top/bottom. Buckets can also be used for manual filling/emptying.
    • They also respond to redstone, while powered they will syphon from a tank above and/or empty into a tank bellow.
    • To retrieve network and storage information just Right click on the tank.

    • Any color of wool can be use in the recipe and will yield an EnderTank with all three color bands preset to the color of the wool used.
    • You can also combined any EnderTank with a wool block to receive one will all the bands set to the wool color.

    ----------------------------------------------------------------------------------------------------

    • EnderBuckets are the portable counterpart to EnderTanks, they have access to the same liquids as the EnderTank(s) in which they share a network and color code.
    • Sneak + right clicking on an EnderTank will set the bucket to the tanks color and network
    • Liquids can be picked up by right clicking and placed with Sneak + right clicking
    • In creative mode:
    • The EnderBucket will act as an infinite source allowing you to place the liquid without decreasing the amount inside. (must have at least a buckets worth of liquid inside)
      It will also act as an endless void, allowing you to pickup a liquid without increasing the the amount inside. (must have at least a buckets worth of space inside)
    • Right click to display network and storage information.

    • Any color of wool can be use in the recipe and will yield an EnderBucket with all three color bands preset to the color of the wool used.
    • You can also combined any EnderBucket with a wool block to receive one will all the bands set to the wool color.
    • Crafting is limited to only 16 color codes (all three colors the same)
    • You need to make an EnderTank and Sneak + right click to access all 4096 codes and private networks.

    ----------------------------------------------------------------------------------------------------
    Expand the storage capacity of a tank.

    • EnderPearls add 8 more buckets, while EyesOfEnder add 16 more.
    • This allow you to expand a tank from 32 buckets to 256. (14 Eyes, or 28 Pearls, or any combo of the two)
    • This is a permanent increase for the tankid (network+colorcode), so if applied to a red/red/red tank on the global network, all red/red/red tanks on the global network get the upgrade.
    • Changing the network or color code will change the capacity to what ever the new tankid has.

    Alternative Textures

    Pre-Minecraft 1.5
    For JohnSmith by Freakscar
    For Tiny Pixels by Vova Gendel

    Known Compatibility Issues

    Do NOT not load a 1.6 world that had EnderTanks because the item form of the block wont correctly map to the block.

    • Tank item doesn't have an icon
    • Beaking a tank drops nothing
    • Using creative mode pick block on a tank crashes the game

    My best guess is its an incomplete Forge feature because it should be working, everything is registered the same between 1.6 and 1.7.

    --

    EnderIO incorrectly connects to the sides of tanks and "fills" them, this will result in loss. Only connect pipes to the top and bottom of the tanks.

    --

    V1.6 and older
    RedPower Fluid Pipes:
    Due to RP2 directly calling ILiquidTank.fill(LiquidStack, boolean) instead of using ITankContainer.fill(ForgeDirection, LiquidStack, boolean) the liquid is lost.

    NOTE: this should be fixed in 1.7 due to the new ForgeFluid system, but was unable to test because there isn't a RedPower release

    Change Log

    Rev15

    • Cleaned up the jar.
    • An error in my newest build script cause some test files to make it into the rev14 jar that may cause mod incompatibility and/or crashes.

    Rev14

    • Minecraft 1.7.2 Support
    • New, mod wide, version number system. Should eliminate confusion with Minecraft version numbers.
    • Removed Thaumcraft Support (Only until it has an updated API)
    • Do NOT use on a 1.6 world that contained EnderTanks. (see Known Compatibility Issues for details)

    V1.7d

    • Fixed WAILA support
    • Fixed Standalone compatibility (no more errors if you don't have the BuildCraft API)
    • More Minecraft 1.7 prep work, this should be the last 1.6 version needed before upgrading to 1.7

    V1.7c

    • Added WAILA support, with it installed you can get the tanks info just by looking at it
    • Minecraft 1.7 prep work, If you want to keep your EnderBuckets when you update your world to 1.7 you must use this version first

    V1.7b

    • Fixed Bug preventing pipes from connecting to EnderTanks
    • Fixed Bug preventing EnderBuckets from interacting with other tanks and devices

    V1.7

    • Minecraft 1.6.2
    • Tank capacity can now be expanded
    • Uses new Forge Fluid Registry, tries to auto resolve old liquids. use "/etank" if upgrading from an old world

    V1.6

    • Minecraft 1.5.2
    • Tanks now hold 32 buckets (very popular request)
    • Compiled with SrgNames so it should work with future minor Minecraft version updates too

    V1.5

    • Minecraft 1.5.1
    • BugFix: EnderBuckets couldn't place liquids after compiled (reflection error :rolleyes: )

    V1.4

    • Added config option to change item used for making tanks personal
    • Added two more BuildCraft gate triggers, "Over Half Full" and "Under Half Full"
    • EnderTanks now respond to redstone, while powered they will syphon from a tank above and/or empty into a tank bellow.

    V1.3

    • Small improvement to the way EnderBuckets place liquids into another liquid. Functions more like regular buckets now.
    • RedPower Fluid Pipes no longer connect to EnderTanks. This is a temporary fix to the liquid loss when pumped in and will be reverted once it works correctly.

    V1.2

    • Added EnderBuckets
    • You can no longer change the color bands of private tanks you don't own
    • Owned Tanks can only be broken by the owner
    • Added BuildCraft logic gate support
    • In the config there is an option to change the color values used on the bands. Any users with color blindness or reduced color sensitivity, can now tweak the bands to values they can clearly distinguish between.

    V1.1

    • Minecraft 1.4.7
    • Added recipe: EnderTank + wool changes all bands to wool color (suggested by xXMrSonXx)
    • BugFix: render glitch on EnderTanks obtained through creative mode pick block

    V1.01

    • Corrected save location for Dedicated Servers

    V1.0

    • First public release

    Videos

    Video from BLAMETHEGAM3R
    Video from xXMrSonXx


    Licence/Permissions
    For Versions 1.7 and Above
    This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License
    • You are NOT allowed to distribute this mod wholly/partly/modified/un-modified, even under a different name.
    • You can distribute alternative/pre-configured Configuration files.
    • Non-Profit ModPacks ModPacks can distribute this mod, it must be in an unaltered state.
    • Video's and Pictures are allowed and encouraged, return links appreciated
    • ResourcePacks are free to include replacement textures/sounds/models/etc.

    Version 1.6 and Bellow
    This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License

    • No part of this mod can be placed behind a profit system of any kind, whatsoever.
    • Your are never to distribute a modified version of EnderTanks (even under a different name)
    • Any re-distributions must provide a link to this page
    • You can include EnderTanks in your mod packs but you must follow the rules above.
    • You can post screen shots and videos, please provide a link to this page.
    • (If you want it on the main page, provide me with a link)
    • Texture packs are completely free to include replacement textures.

    ---------------------------- Special Cases

    • Heph (aka HephWins): Permission to include EnderTanks in any of his modpacks.

    Special Thanks
    • Fruzstrated : For the pixel art
    • Forge Team : This Mod wouldn't work without you.
    • Notch & Jeb : Without your work there would be no mods ;)
    • MCP Team : can't thank you enough for cleaning up that obfuscated code.
    • Ecu : For creating EnderStorage and giving this mod your official approval :)
    • SirSengir : The BuildCraft GitHub helped solve some tank issues.
    Posted in: Minecraft Mods
  • View Calacbolg's Profile

    3884

    Feb 26, 2013
    Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    This system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.


    Table of Contents:

    Overview
    The benefits
    The features
    The disadvantages
    The problems
    Changes in how things work
    Data storage
    Changes to world features
    Coping with sunlight
    Changes to servers
    Render/Load distance alterations
    Frequently Asked Questions
    [WIP] The Cubic Chunks Mod!
    Gallery
    Supporting this suggestion
    Special thanks

    [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]



    Overview:

    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.

    The disadvantages:
    •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.

    The problems:
    •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:
    [spoiler]Terrain:
    By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.

    Biomes:
    By default, nothing will change.

    Ore generation:
    By default, nothing will change.

    Structures:
    By default, nothing will change.

    The Void:
    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.

    Superflat settings:
    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:
    [spoiler]Settings:
    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.

    Chunk occlusion/exclusion:
    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?
    A: No.

    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!


    Gallery:

    [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!
     [url=http://www.minecraftforum.net/topic/1707097-cubic-chunks-infinite-height-elimination-of-x-ray-and-more-60-supporters/page__st__0][img]http://img833.imageshack.us/img833/443/hov.png[/img][/url]


    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).



    Special thanks:
    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.
    Posted in: Suggestions
  • View Annysia's Profile

    852

    Mar 11, 2012
    Annysia posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    ExtrabiomesXL

    ExtrabiomesXL is a collaborative open source mod for Minecraft which adds new biomes and an assortment of natural blocks and items that enhance gameplay and make exploring fun and interesting. Keep up-to-date on the latest development news and general interest regarding ExtrabiomesXL on http://extrabiomes.com/. ​The official ExtrabiomesXL wiki is the best place to read any kind of information regarding ExtrabiomesXL.


    Prerequisite
    ExtrabiomesXL 3.16.3 was tested using Minecraft Forge 10.13.4.1481, which can be found here.

    Downloads


    ExtrabiomesXL Universal 3.14.1 backported to MC 1.5.2

      ExtrabiomesXL on CurseForge;quot;]

    • Google Drive folder of all ExtrabiomesXL versions

    Installation
    ExtrabiomesXL is delivered in a single universal download which can be installed on clients and servers alike.

    1. Install Minecraft Forge
    2. Drag the ExtrabiomesXL download into the mods folder (Don't unarchive it)
    3. Enjoy!

    Resource Pack Support
    A list of resource packs and texture packs which support ExtrabiomesXL can be found on our wiki. We can't guarantee all of these will be up-to-date, however.

    Additional Content
    ExtrabiomesXL team member gwydion0917 has utilized Custom Stuff 2 to add special red rock versions of furnaces, buttons, pressure plates, etc. It can be found here.

    Changelog
    The changlog can be found on our Wiki.

    Community

    • EsperNet IRC: #Extrabiomes
    • Blog: http://extrabiomes.com/
    • ExtrabiomesXL on Twitter: @ExtrabiomesXL

    Localization
    ExtrabiomesXL is currently available in English, French, German, Italian, Polish, Portuguese, Russian, Simplified Chinese, Spanish, and Swedish.As ExtrabiomesXL updates with new content, however, we can't guarantee these localizations will remain up-to-date. We'd greatly appreciate any assistance in ensuring all of ExtrabiomesXL's localizations are up-to-date and accurate. A list of the localization files can be found here. Always feel free to add new languages! Our localizations are done by hand, by speakers of the select language for utmost quality, so please no Google Translate. Thank you!

    Modpacks
    You are free to distribute ExtrabiomesXL in your modpack, so long as it's not being used to make money.Credits

    • Original mod by MisterFiber
    • Development, design, quality control, and artwork by the ExtrabiomesXL team
    • Plenty additional contributions by open source contributors

    Support
    If you have any problems or questions, please ask in the forum. Be advised, however, that we can never diagnose or fix anything without a complete log file. You should post your complete log (ForgeModLoader-0.log, or ForgeModLoader-client-0.log) on pastebin (or any other similar text sharing service) and then post a link to it here in the forum. The community around this thread likes solving support issues and the most important step you can take is posting your complete log file. Any support requests should be handled publicly where everyone can benefit. Please do not PM the team members with support requests!

    Note: Failure to post complete log files using the directions outlined above severely reduces the likelihood that you will achieve a successful outcome to your support your support issue. How to receive support if you do not have a crash report. In the event that Minecraft didn't crash and you did not get a crash report, don't worry. Crash reports are not helpful or wanted. To receive support for your issue, post a complete log by following the above instructions.

    FAQ
    A list of frequently asked questions is available on our Wiki.

    Screenshots

    Videos

    There are currently no up-to-date videos for ExtrabiomesXL. Only videos using a recent version of ExtrabiomesXL displaying our new content are allowed on the OP. For a comprehensive list of videos from previous versions, refer to our wiki.

    Signature Banners
    Show your support for ExtrabiomesXL with one of our community made banners available from the wiki!





    ExtrabiomesXL by The ExtrabiomesXL Team
    is licensed under a Creative Commons
    Attribution-ShareAlike 3.0 Unported License.
    Posted in: Minecraft Mods
  • View Blfngl's Profile

    30

    Jan 28, 2013
    Blfngl posted a message on UPDATING - The Fallout Mod | Guns | Mobs | Foods | Chems | Booze
    It's back! New thread!


    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2286972-the-fallout-mod-2-0-yep-its-back

    Old Post:
    Unfortunately, senior year has taken it's toll on me. I've been so busy and unable to maintain this mod, so anyone who wants to make a fallout mod or continue this one may ask for the code. For any of my mods really. Sorry that I let everyone down. Who knows, maybe I'll be back in a year or something :P


    The Fallout Mod
    by Blfngl

    Hi everyone, I'm coming back! However, I'll probably be rewriting the mod from scratch due to the major changes of the code from 1.5.2 (the last time it was updated) to 1.7 and I'll need to take some time to learn the new codebase. Also, MCP, the thing that lets me write the mod, hasn't updated for 1.7 and I'll need to wait for it before I can. But worry not, it's coming back and it'll be back soon!

    General notes:
    Due to popular request, I'm slowly phasing out the "real" fallout textures and adding my own, 16x16 pixel art. Not everything is textured however, so keep that in mind. Sorry about the inconvenience :P
    If you want to do some textures for me, by all means, PM me :)

    I'll get around to updating the functions and stats of everything soon.

    Blocks:
    From left to right:

    Asbestos Deposit
    Currently unused, but generating. Being mined will drop a number of asbestos chunks, which will be implemented soon.
    Found below layer 128.

    Carbon Deposit
    Same as asbestos, but carbon (obviously).
    Found below layer 128.

    Uranium Ore
    Very rare. Will drop a uranium ingot when mined.
    Found below layer 40.

    Saturnite Ore
    Even more rare :P drops saturnite ingots.
    Found below layer 30.

    Bulletproof Glass
    Not craftable, won't break when shot by guns.

    Not Picture: Power Welder (untextured but implemented)
    This is a special 5x5 crafting table that allows you to craft power armor! :D (I know the output is empty, the recipe works though)



    Items:
    Syringe


    Surgical Tubing


    Steel Plating


    Saturnite Alloy



    Reactor Plating


    Plastic Piping


    Microfusion Cell


    Forceps


    Filter


    Weapons:
    .357 Pistol
    The only craftable gun so far with a temporary recipe. Uses apples.



    Food:
    Nuka Cola Victory


    Nuka Cola Quartz


    Healing Powder




    Chems:
    Stimpak

    Armor:
    All armor is unobtainable right now, save for some of the pants. Not gonna give you recipes just yet, but this is what it will look like.


    Plants
    While I'm figuring out world generation, all plants can be found by breaking grass.

    Downloads:
    Current Version:
    raw link cuz curse doesn't like me sometimes:
    If your game crashes, post the error log here!
    Changelog
    7/7/14: New update! More textures, recipes and overall goodness. Nothing too significant.

    7/5/2014: Finished the new way to craft power armor, the power armor welding table. It's 5x5 crafting table. Will upload soon, use the download below.

    6/30/2014: Another update, this one with rendered bullets and some laser weapons!
    Mediafire: http://www.mediafire.com/download/q7fhrr1tyxcmnmr
    Notable stuff:
    - Bullets are visible
    - Bullets are accurate
    - Named tabs
    - Some more textures

    6/30/2014: Bigger updates! Here's a release with a gun that works .
    Notable stuff:
    - .357 pistol works! Uses apples as ammo
    - Bullets are still invisible (no idea why), making it hard to hit enemies :/
    - Added the valence accentuator headpiece, it heals you slowly. Currently invincible and provides leather helmet armor value.
    - DON'T use the power armor welder, breaks the game
    - Gun doesn't seem to actually consume the ammo, it returns it to you in the end
    - To reload, make sure you have 5 apples in your inventory, then press the R key (can be changed in settings). Your gun will then be loaded and fire away!

    6/28/2014: Release with a little more stuff in it. Armor is uncraftable, most chems are uncraftable I'll get around to posting the recipes soon. Notable stuff: - Broc flowers, xander roots and nevada agave fruits can only be planted on sand (desert) - The gun uses apples as ammo, the bullets are slow and invisible as well as explode - All armor grants the Hellfire armor effects

    6/27/2014: Here's the most stable release. It's early and there isn't much in it yet, but I'm slowly reworking if from the beginning; I lost all my code when my computer broke and this is all I have so far. To install, simply drag this into the 1.7.2 mods folder of your minecraftforge client.

    6/24/2014: School's out! I can code a lot more often now. I've recoded some of the food and chems, as well as have got some people working for me on texturing the items. Now they won't be cheap ripoffs of the actual textures

    5/22/2014: I've begun to recode the actual mod and will release a test build soon. This build will obviously be a TEST BUILD and won't have much in it. The changes to the 1.7 codebase are taking some time to get used to, but it'll eventually be in it's full greatness like it was back in 1.6.
    If you want to see what the mod used to look like:
    A mod review of the old one:


    Some of my vids

    All old versions can be found here.
    Posted in: Minecraft Mods
  • View ForgeEssentials's Profile

    35

    Jan 24, 2013
    ForgeEssentials posted a message on [Forge]ForgeEssentials -- Bukkit functionality for your Forge server

    News:

    This forum page (and this account) is no longer maintained, and is only retained for legacy purposes. Please use CurseForge instead. Thank you.

    Download links:

    http://minecraft.cur...sentials/files/

    You DO NOT need to download the client to connect to a server running ForgeEssentials.

    Do note that additional files will be downloaded on first run (only for versions before 1.6.4)

    Betas are available from jenkins for those who don't mind running into severe issues.

    Documentation is available here.

    For 1.7.10 builds and above, WorldEdit is included. You will not need to download it.

    Old release post (credits inside:

    ForgeEssentials For Minecraft servers (and with added goodies for clients) running Minecraft Forge and other mods. ForgeEssentials was created with the goal of adding Bukkit like functionality to a pure forge base. We aim to provide many features for Forge-based servers that would have been easy to find for Bukkit such as permissions, extra commands, player logging, and in-game world editing. Many features we plan on adding still don't exist yet, but we have quite an extensive list. Everything regarding ForgeEssentials can be found on the wiki. Announcements 1.2.0 has arrived ForgeEssentials 1.2.0 has arrived. With it a few new modules have been added. among them are the AfterlifeModule, the AuthModule, the TicketModule. Added to the Chat module was the mail function. We were not able to include everything we wanted into this release because 1.5 came in the way. However you can all be assured, that the 1.3 will have WorldEdit stuff. Download & Installation
    ForgeEssentials ServerComplete edition (works on clients too)
    Recomended Build (direct)*Always works with the latest recommended version of forge.
    1. If you haven't already, download and install forge from here
    2. Extract the zip to your .minecraft folder or the folder where your minecraft_server.jar is.
    3. Delete any modules that you don't want from the ./mods folder
    4. You may want to delete the ./ForgeEssentials folder. (on client: ./ForgeEssentials-client)
    5. Run the server, and mess with the configs in the generated ./ForgeEssentials folder.
    ForgeEssentials Optional Client
    Recomended Build (direct)* Always works with the latest recommended version of forge.This adds a graphical CUI displaying your selections ingame, and a UI to allow you to manipulate your permissions graphically (WIP)
    1. If you haven't already, download and install forge from here
    2. Drop the downloaded jar in the mods folder.
    Note that if you connect to a server NOT running Forge Essentials with this client, the mod will not take effect.
    ForgeEssentials API (for modders)
    Recomended Build (direct)* Always works with the latest recommended version of forge.** SUBJECT TO CHANGEThis is an API for the convenience of modders wishing to interact with ForgeEssentials.
    1. Setup MCP for forge. if you don't know how to do this, you are unworthy of using this API.
    2. Extract the zip to the src folder.
    3. Documentation can be found at out wiki.
    Recccomended Builds mirrorUnstable beta builds can be found here. Please note that they are totally unsupported.Beta BuildsCareful, they bite!
    ForgeEssentials Wiki LinkLegal Stuff
    ForgeEssentials is released under the AGPL licence.that means...
    • Any server running ForgeEssentials must provide a link to the source of what they are using. This could be our github page. If the server is using a custom version of ForgeEssentials, the server Admin must make the code of said version available (just a patch to our src will do).
    • You are free to download the ForgeEssentials source.
    • You are free to make derivative copies of said source.
    • you are free to distribute such derivatives publicly and at your discretion as long as it is also released under the GPL or a compatible license.
    • This means that modpacks are completely allowed. We simply ask that you notify us, if/when you do release a modpack with ForgeEssentials so we know what to expect bug-wise, but if you don't want to/don't find a need to, then it's fine.
    • PluginMetrics integration is included in ForgeEssentials. Do note that NO PERSONALLY IDENTIFIABLE INFORMATION is sent to the server. Data page for those interested: http://mcstats.org/p...ForgeEssentials
    Change LogPlease refer to https://github.com/F.../wiki/ChangeLog .The TeamPlease refer to https://github.com/F...eam-Information .Support The TeamOr use our adfly links.THANKS GazeOfDisaster
    [url=<a href="http://www.minecraftforum.net/topic/1592223-">http://www.minecraftforum.net/topic/1592223-</a>]<img src='https://lh6.googleusercontent.com/-jVK3gTl_Jgk/UMcc0EUNTGI/AAAAAAAABVc/aL2Hy0swjU8/s728/ForgeEssentials.jpg' /></a>


    Posted in: Minecraft Mods
  • View bilde2910's Profile

    15

    Nov 1, 2013
    bilde2910 posted a message on [Complete tutorial] Modding without MCP
    [code]There's now another project available for decompiling and deobfuscating Minecraft - it's called Enigma, is open source, and you can check it out here: http://www.minecraftforum.net/forums/topic/2162136[/code]

    [code]This tutorial was written when I used JD-GUI for decompilation. I now use Procyon instead, which has a slightly different output than JD-GUI, so keep in mind that some explanations and screenshots may mismatch to each other and to the decompiled code.[/code]

    [code][hr][/code]

    [code]How to mod Minecraft without using the Mod Coder Pack[/code]

    Hello there, guys!

    In this tutorial, I'm going to show you how to edit and update your mods to the latest Minecraft version – without using the Mod Coder Pack. Why would you want to do this? One answer could be that MCP hasn't been released yet. As most of the modding community knows by now, the 1.7 update is a good example. Minecraft 1.7.2 was released on October 25, 2013, and over 72 hours later, MCP still hasn't showed up. Now, I won't go blame Searge and his team for not updating MCP fast enough. They're doing a great job, and all credit goes to them for making modding possible for everyone in the first place. Being late is, of course, something that happens to everyone. And we must accept it. Trust me when I say that Searge and his team has a lot of work to do. After all, 1.7 changed half a million lines of Minecraft code. It was a huge update.



    [code]What you'll need to know[/code]

    Well, let's move on. There are a few requirements you need to meet to get through this guide as smoothly as possible:
    • You must have modded quite a bit in previous Minecraft versions already.
    • You must have the patience to understand obfuscated code and working with it. In other words, you'll need a lot of patience.
    • You must not be in a hurry. You'll need a lot of time.
    • You must not give up when you meet oddities in the code. Decompilers aren't perfect; some code may be left behind and won't recompile even if unmodified.
    • Your mod must [code][b]NOT be a Forge mod[/b][/code] unless you want to try and recompile the entire code of Forge. It would take days (maybe weeks) of troubleshooting, and most likely it won't work with the official Forge. It wouldn't matter either way, because your end users wouldn't be able to use the mod before Forge was released. [code]The same goes for other Mod API's[/code] - your mod must be independent.
    • Your mod must not be too complex. Estimate about 45-75 minutes per base class you're going to edit if this is the first time you're following this tutorial.
    • You must have a copy of the mod source files from a previous decompilation with MCP.
    • The source files you're going to edit must contain string constants. If they don't, you'll have a hard time continuing with this guide past the setup stage.
    There are two main ways of modding without an official version of MCP. Both are very rarely used compared to MCP itself (in the 72 hour timespan mentioned above, only 4 mods were released for 1.7.2).

    The first way of doing it involves class mapping. Class mapping in Minecraft is assigning meaningful class names to Minecraft's obfuscated classes; an example of a class mapping is knowing that bao.class from 1.7.2 represents GuiNewChat.class in unobfuscated form. A Minecraft Forum user and MCP modder called immibis created his own class mapping for 1.7.2 in roughly two days, becoming the first modder for 1.7.2 having used MCP's scripts to decompile and recompile the Minecraft source.

    I won't go in details on how immibis performed this piece of magic. I don't even know myself, but he was in a discussion with Searge on IRC, which I think helped a bit. The problem about class mapping is that it takes forever. Use of automated scripts and programs does help, but seeing as immibis used two days on that process, I'm going to use the other method.

    The second way of modding obfuscated code is to simply decompile the classes with obfuscated names and play a guessing game with the code. Fortunately, there are search tools to help, which I'll help you utilize.



    [code][b]Setting up the modding environment[/b][/code]

    To start modding, we're going to need some tools. The first is a project known as Java Decompiler. You can get it from here: http://jd.benow.ca/. If you don't understand what this project does by just looking at its name, you should probably go learn about Java and programming in general before you continue. Decompiling is the process of converting the binary source files (.class files) in Minecraft's jar file into actual code files (.java files). When you've navigated to the page I linked above, look around on that page for JD-GUI and download it for your operating system. Then, extract the zip, tar.gz or dmg file to wherever you're going to mod. I recommend it be a new folder without anything else in it.

    We won't use JD-GUI to actually decompile the code, though. JD-GUI does a lot of mistakes, and there are tools out there to do the job much more flawlessly. One really good such tool, which has recently started getting a lot of attention in other similar tutorials and projects, like Enigma, is Procyon. Procyon, which is open-source, is more up-to-date than JD-GUI, and can parse the bytecode in Minecraft better than JD-GUI can. You can get it from here: https://bitbucket.org/mstrobel/procyon/downloads

    Obviously you're also going to need the version of Minecraft you're going to mod for. In this guide, I'll be using Minecraft 1.7.2. Open up the Minecraft launcher, get 1.7.2, and close the game.

    The last thing you're going to need is a Java JDK. If you've modded before, you already have Java JDK installed. If, for some reason, you don't have JDK, you can get it here: http://www.oracle.co...oads/index.html. Linux users can use OpenJDK instead. Most distros include OpenJDK in their repositories, and they can be searched for using a package manager like Synaptic or Mintinstall. On Ubuntu based distros, you can get it using sudo apt-get install openjdk-7-jre openjdk-7-jdk.

    Now, it's time to set up the modding environment. Go back to the Modding folder you created earlier (from now on I'll refer to that as the project folder). Create 5 new folders: class, lib, src, mod and reobf. You can technically name them whatever you want, but for the sake of being reasonably organized I'll call them that.

    Start off by copying the 1.7.2.jar file from .minecraft to the class folder in your project. Then, open a terminal or command prompt. Use it to browse to the directory you're setting up your project in. You can use the cd command to do this, e.g. `cd ./Documents/Modding/1.7.2´. Next up, we'll be using Procyon to decompile the game. Save the Procyon jar file in your project directory and name it procyon.jar, then run:

    [code]java -jar procyon.jar -jar class/1.7.2.jar -o src[/code]

    This might take a while, but once done, all of Minecraft's obfuscated sources will be saved in the src folder.

    In the meantime, open JD-GUI, press the Open button and browse to Minecraft's jar file. It's located in .minecraft/versions/minecraft-version. We won't need JD-GUI just yet, but keep it open; we'll need it when we're going to figure out which file to mod.



    Finally, you should copy all the files from the .minecraft/libraries folder to your lib folder.

    Any system:
    Use a file manager to navigate to .minecraft/libraries. Recursively open up every folder in there and copy every jar file you find into lib in your project folder. If there are several versions of a jar file (for instance there's one folder called 14.0 and one called 15.0), select the newest one and ignore the older ones. This whole process could take a few minutes, but it has to be done, so please do it. When you're done, it's time to start modding.

    Mac:
    Use the same instructions as for Linux, but use this command instead of the Linux one:
    [code]find ~/Library/Application\ Support/minecraft/libraries/ -name \*.jar -print0 | xargs -I{} -0 cp -v {} /path/to/your/project/lib[/code] Thanks a lot to EniEinel for this great tip!

    Linux:
    Open a terminal (/bin/bash) and enter the following command (thanks to Multiple_Bergasms for this tip):
    [code]cp `find ~/.minecraft/libraries/ | grep jar` path/to/project/folder/lib/[/code] Remember to replace the path/to/project/folder with the path to your project folder, e.g. ~/Desktop/Modding. Then, enter the lib folder and look for duplicates of libraries, for instance, if there are three files called authlib-1.1.jar, authlib-1.2.jar and authlib-1.3.jar, you should delete the two earliest versions and keep the latest one; authlib-1.3.jar.



    [code][b]Modding Minecraft[/b][/code]

    Just a little side note: If you skipped any of the above sections, go back, read them, and follow them. Otherwise this won't work. (I'm writing this because some people tend to just skip the preparations and information which is strictly required to be followed to be able to proceed.)

    Anyway, Minecraft's source files are now stored in your src folder. If you dive into it, you'll see just a bunch of files with one-, two- and three-letter names. So, how do you know which one is the right to use? Remember in the requirements I requested you have available the source files from a previous MCP decompilation. Choose one of the base classes and open the source for that class. Look for any string constant that was in the code before you modded it (yes, I asked for that as well). In this example, I'm going to port ChatLog to 1.7.2, and ChatLog modifies the GuiNewChat class. That class file has a string constant in it at line 124 (at least in 1.7.2) reading “[CHAT]”. Copy that string constant and return to JD-GUI, which you hopefully left open (I told you to! If it's not open, open it and use it to open .minecraft/versions/minecraft-version/minecraft-version.jar).

    In JD-GUI's toolbar, there is a Search menu. Open it and click on Search. A search window should now open. (Oh, you don't say.) In the Search For box, check String Constants, and paste your string constant in the field above. If you're lucky, there's one class file in the result list. Double click it, and that class' source will display. Double check that the string constant you searched for is in it. (JD-GUI's search function is a little glitchy.) If there is more than one class file, open each class file and filter out those who don't contain your string constant. If you end up without any class files after this, try altering your string constant a little (remove symbols etc.). Sometimes “[CHAT]” won't work, but “CHAT” does. Other times, it's vice versa. You may have to keep doing this for a while until you find the right class file.

    Now, if you end up with several class files, compare the old, MCP-decompiled source file with each of the class files you find. Methods will probably be in the same order, and probably has roughly the same content (it's obfuscated, though, keep that in mind) unless there were a lot of changes in Minecraft's source code in that file between the versions. They probably also have roughly the same imports at the top. Choose the class file you believe is the right one and note the class name (in my case, that's bao.java).

    Locate the java file you ended up with in the src folder, and copy it over to mod. Now it's time to mod. First of all, copy over all the code from the old version of the mod to the new java file in mod, as if you were porting normally. You need to fix the code quite a bit. I can't really offer much help here, but this is what I did:

    ChatLog references Minecraft.class, but as it's obfuscated, I need to find it. I know that GuiNewChat takes Minecraft as a parameter in it's constructor, so I checked the constructor in bao.java and found that it asks for an azd.class instance. Now I know that Minecraft is azd.class. Another way to do it is searching by string constants, like what I did to locate GuiNewChat in the first place. I need to find the mcDataDir File variable in Minecraft.java, so I compare Minecraft.java and azd.java and figure out that the most logical variable in azd.java to use is w. In bao.java, the azd instance is assigned to class level variable f, so what is this.mc.mcDataDir in unobfuscated code is this.f.w in bao.java. This could become quite a bit of work to do, depending on the amount of references to various classes you have.



    [code][b]Recompiling and troubleshooting[/b][/code]

    This part is a little difficult. Open a terminal (C:\Windows\System32\cmd.exe in Windows, /bin/bash in Mac and Linux), enter the word javac and press Enter. If you get a help/documentation page, everything works with your Java installation. Otherwise, if you are told that javac could not be found, you must locate Java JDK on your system. In Windows, javac is commonly located in C:\Program Files\Java\jdk-1.7.0\bin. Look for a file called javac.exe there. When you've found it, enter “path/to/jdk/javac.exe” with quotes in the terminal, e.g. “C:\Program Files\Java\jdk-1.7.0\bin\javac.exe”, and hit enter. A documentation page now shows up. (If it still doesn't, reinstall Java JDK and try again.)

    Browse to your project folder in the terminal using the cd command. For instance, cd “C:\Users\User\Documents\JDGUI\Modding” or cd “/home/user/JDGUI/Modding”. Remember to include the quotes. Finally, issue the recompilation command:

    Windows:
    [code][code]javac -cp "class/1.7.2.jar;lib/*" -d "reobf" mod/*.java[/code][/code]
    Mac and Linux:
    [code][code]javac -cp "class/1.7.2.jar:lib/*" -d "reobf" mod/*.java[/code][/code]

    Remember to replace class, lib, reobf and mod with the names of those folders in your project folder, if you changed them, and also, remember to use the correct name for the jar file in class. Most likely there will be a bunch of errors in your console window. This is where the real nightmare begins.

    As I've said at an earlier point in this tutorial, Java Decompiler isn't perfect. Most of the errors can be fixed with simple workarounds – let's take an example.



    The most common error you'll be encountering is something along the lines of the above. “Cannot find symbol” means that something the code is referencing couldn't be found. Looking below the code snippet, you'll see “symbol: variable localObject1”. That means what we're missing is some kind of variable named localObject1. Location says where in the java file the error is, and the code snippet itself is, well... the part of the code that doesn't work.

    The first line in the error message also says where in which file we'll find the error. Let's look in the file:



    We see line 135 tries to set localObject1. However, the method a(fa, int, int, boolean) doesn't declare the variable anywhere. To solve this problem, declare it at method level, at the very start of the method. But what type should we assign to it? Normally, it's safe to declare unknown variables like these Object, as Object covers all possible types a variable can have, as all classes derive from Object. If you can, try to figure out the context of what kind of type it is, as it will save you a lot of work casting the variable to the correct type. E.g. if the variable is named azd, or azd1, or something similar, you'll know that the type of the variable is azd - simply by looking at the name of the variable.[code][/code]

    [code]Declaring localObject1 as Object:[/code][code][code]Object localObject1;[/code][/code]
    [code]Declaring azd as azd:[/code][code][code]azd azd;[/code][/code]

    No need to assign any value to it. The code fixes that part. Once that part has been fixed, you could try recompiling again to see what happens. Chances are some new errors appear along the lines of “variable localObject1 is already defined in method a(fa,int,int,boolean)”, in this case one is located at line 184 in bao.java. Let's take a look:



    Java is complaining that localObject1 has already been declared at some earlier point than when it was declared in the for loop in the picture. That's right – we did just declare it at the start of the method. We have two options: Either, we can simply remove the declaration from the loop (e.g. “Object”) and make it assign values to the existing localObject1, or we can rename the variable into something like xlocalObject1. The first option is the easiest, however, it's also the most spooky. If the initial localObject1 is being used at some later point in the code, after we've assigned another value to it in the for loop, using that option will most likely crash Minecraft. The other method takes the most time and is the most difficult to do manually, however it probably won't crash the game. If you are able to do a selection find/replace in your code editor, then I'd strongly recommend you use method 2. Notepad++ is able to do this – select text and hit Ctrl+H, choose Selection as the search area.

    In this case, we're just talking about a simple for loop. The for loop itself isn't very big, so I'll opt for method 2. If you're doing this manually, look for every place localObject1 is being referenced where it's accessible (in this case the accessible region is the for loop). Replace localObject1 with xlocalObject1 or something else, just make sure it doesn't conflict with any other variables; if that happens you'd have to do it over again. If you can do it automatically, for instance in Notepad++, select the entire accessible area and hit Ctrl+H, enter localObject1 in Find and xlocalObject1 in Replace with, then hit Replace all (ensure your search area is “Selection”).

    Save, and recompile again. If you get any other similar messages, try fixing them in some way or the other.



    The incompatible types message like the above may also appear now and then. The solution is simple: The for loop expects a variable of type fa, but the method it calls returns an Object instead. The solution is simple: Change the fa variable to an Object variable; simply replace the fa with Object. Next, look for return statements that return the object. If the method returns fa, and the variable is Object, you should cast it to fa by placing “(fa)” just before the variable name:

    [code][code]return (fa) localfa;[/code][/code]

    There's one other error type I've encountered, that I think you should know about. It's of the “cannot find symbol” type, but this time, we're talking of a method. More specifically, Minecraft tries to call a method called Logger.a(String). However, the Logger class comes from a library, and the Logger class from that library doesn't have an a(String) method.



    This is actually, as painful as it appears, a Java Decompiler glitch that in many cases cannot be fixed. If you're lucky, you could browse back in an MCP-decompiled version of the class file and look for a similar method like the one that is throwing the error. However, if the code was added in a Minecraft patch released later than the latest version of MCP, you're out of luck. The only thing you can do here is raise a warning flag in the users client to let him know something went wrong when you made the mod, and return either the parameters passed, a new instance of whatever the method returns, or null.



    In this case, I'm using a JOptionPane to show a message box to the user, and I also log the incident to the developer console. To use JOptionPane, import javax.swing.JOptionPane.



    [code]Getting the recompiled class files[/code]

    If you manage to get through the compilation without any errors, all output shown would be:

    [code]Note: mod/bao.java uses unchecked or unsafe operations. Note: Recompile with -Xlint:unchecked for details.[/code]
    If that's all you see, congratulations! You just ported a mod to 1.7.2! Look in the reobf folder, and you'll find the class files. You should thoroughly test your mod before releasing it, and when you release it, I'd recommend you release it as a beta version, especially if you inserted any message boxes or implemented similar techniques to those I used in the last error above.

    If you have any further questions about decompilation, recompilation, setting up the modding environment or encounter any errors I've not documented here, feel free to ask!

    Thank you for reading my work. If you like my work or had any use of it, I'd highly appreciate a click on the [code][b]↑[/b][/code] reputation button!

    – bilde2910
    Posted in: Mapping and Modding Tutorials
  • View RazzleberryFox's Profile

    27

    Nov 7, 2013
    RazzleberryFox posted a message on [1.7.2]~Hamsterrific V0.2.0~ Pet hamsters for your minecraft world! Now with Hamster Balls!


    This mod adds in Hamsters to Minecraft! Cute, fluffy, cheeks full of seeds... you know hamsters!

    I found it while navigating through the japanese minecraft forums. it was a sad and abandoned Modloader mod. Since modloader is practically extinct and even Forge is not going to support it anymore I decided to convert it to Forge and update it to 1.6.4 (I also cleaned up and finished the coding, added hamster sounds and more little hamster colors!)

    This mod was orignially by P-there is and was then taken up by Modochu , and now by me =D

    Lets get started!

    There are 8 hamster colors (Black,White,Brown, Dark Brown, Grey,Dark Grey,Razzleberry and Taoru) New skins made by PMC epic skinner and texturer Mark3942 check out his profile here.

    If you want to add more colors just make some and drop them into the Hamsterrific.zip/assets/minecraft/mod/hamster. Also feel free to send me more textures to add to the mod ;D.



    Feed them hamster food to tame them (Their cheeks will puff up XD), and right click them with a piece of paper to carry them around on your head!



    I added hamster balls in this new version! Right click on a hamster with the Hamster Ball to put it inside! To take it out click on the Hamster Ball with a piece of paper.




    DOWNLOADS

    http://minecraft.curseforge.com/mc-mods/220341-hamsterrific

    <3Click HERE for the Recipe Guide<3



    Like my mods? Consider Donating or becoming a Patron!



    Contact

    If you want to contact me, feel free to send me a PM and add me as a friend, or follow me on Twitter!


    Credit


    Original Modders: P-there-is, Modochu

    Notes

    • Licensed under the Creative Commons BY-NC
    • If you want to use it for a modpack, include a link to this thread
    • People who do youtube videos on this mod, feel free to post them here
    Posted in: Minecraft Mods
  • View Thatapplefreak's Profile

    19

    Oct 1, 2013
    Thatapplefreak posted a message on [1.7.10] [Liteloader] VoxelCam - Minecraft Screenshot Manager, Uploader, and Editor


    If you love taking pictures, are a Redditor, or are just downloading every mod you see in this forum, then you will absolutely love VoxelCam. VoxelCam was created to scratch my personal itch of Minecraft not having a way of doing anything to screenshots ingame and saving them to a buried folder. It fixes these issues by giving the user an easy way to handle screenshots ingame.


    • Screenshot Manager Never have to navigate outside of Minecraft again! The in game manager will show you your photos and allow you to manage them
    • Post your Screenshots to your favorite image sharing sites The screenshot manager comes with a built in GUI to post to Reddit, Twitter, Imgur, Google Drive, and Dropbox with more like Facebook and Minepix on the way
    • Integration with Minecraft’s normal screenshots VoxelCam supports normal screenshots taken by Minecraft with F2
    • Beautiful GUI Stunning Visuals
    • Huge Screenshots Back in early beta Minecraft had a feature that would allow the user to take screenshots that were absolutely huge. I have brought it back with a secret weapon that allows for low-end computers to take IMAX images
    • Integration with VoxelMenu VoxelCam will add itself to the menu options in VoxelMenu for ease of use (VoxelMenu is not Required)
    1. Install LiteLoader
    2. Download the .litemod file for your version of Minecraft and save it into your "mods" folder (create the "mods" folder if it does not already exist) NOTE: Some browsers will change the file extension to .zip when downloading, if this happens be sure to change it back to .litemod or LiteLoader will not find the mod!
    3. Run the Minecraft client










    More Images:





    • Press H to open Screenshot manager in game
    • Press F7 to open VoxelOptions to configure the huge screenshot and auto upload settings
    • Press Shift + [Screenshot Key] to take a huge Screenshot

    Mod of the Week on the Minecraft Monday Show by BebopVox:
    Mod Spotlight by KupoKupo:
    Mod Spotlight by TeamTwitz:

    '
    VoxelCam is available in many modpacks. If you would like to have VoxelCam in your modpack please see how to contact me in the Permissions and Copyright section.





    • 1.3.1 Support for MC 1.7.10, multilingual support, save notification
    • 1.3.0: Added Auto upload settings and Google Drive service handler
    • 1.2.0: Fixed scrolling bug, added shortcut keys, added search function
    • 1.1.1 Fixed Bug selecting first screenshot when trying to upload
    • 1.1.0 Added ability to post to Twitter through the manager
    • 1.0.3 Take Huge Screenshots faster
    • 1.0.2: Fixed Rename bug and missing texture
    • 1.0.1: Update to support Minecraft 1.6.4
    • 1.0.0: Initial Release




    The source code for VoxelCam can be found on GitHub


    • VoxelCam is Copyright © 2013-2014 Thatapplefreak
    • VoxelLib is Copyright © 2012-2014 The VoxelModPack Team
    • LiteLoader is Copyright © 2012-2014 Mumfrey
    • You may include this mod in compilation packs or mod collections provided you send me a permissions request on the VoxelModPack Team Support system: http://support.voxelmodpack.com/ and recieve a written statement of my permission
    • You may host this mod on a website provided you have linked this forum post and use only the download links above as well as not used any adf.ly links or similar advertisement services
    • You may decompile the mod for personal use but you may not redistribute modified or recompiled versions

    Donations are appreciated. All donations help me pay for college.


    Posted in: Minecraft Mods
  • View WillDaBeast509's Profile

    45

    Feb 4, 2013
    WillDaBeast509 posted a message on Flintlock Weapons Mod v1.7pre1 - 200,000+ Downloads! - New update: Fire Lances!
    Flintlock Guns Mod
    Not just another boring gun mod

    Features
    -Twelve new flintlock weapons, as well as cannons and bombs
    -Unique reloading system
    -Customizable guns
    -Multiplayer support
    -Fitting and balanced with the game, not ridiculously OP like most gun mods
    -Listening to the community and actively looking to improve and update the mod
    -Easy, quick installation (only Forge required)

    This mod adds eleven new flintlock weapons and other weapons, listed in the spoiler below. Loading these flintlock weapons in real life is quite cumbersome, and this mod replicates that. To load a weapon, you must craft together an unloaded one, gunpowder, and your ammo. The multi-shot weapons can do this multiple times to become fully loaded. Also be aware, your gun may misfire, making a sad click and losing your ammo. Reload and try again. Your guns can be repaired at an anvil with iron ingots (but don't try renaming them).
    The mod also adds two new ores, sulfur and saltpeter, which are required to make gunpowder. Sulfur spawns in forest, extreme hills, plains, and jungle biomes, and is yellow in color. Saltpeter spawns in snow, taiga, savanna, mesa, and swamp biomes and is white in color. This means on a PvP server, you'll have to lock down multiple areas of the map to have the resources to craft large amounts of gunpowder.

    You can customize your gun's look and stats by adding inlays. Craft your unloaded gun in the middle with a valuable material on all four sides of it to inlay it with that material. Possible inlays and their effects are in the spoiler below. You can use this feature to fine-tune your gun to better fit your needs, i.e. if you like to pick those creepers off from afar, you might want to inlay your musket to boost its effective range. Or maybe you'e planning a long nether trip and don't want to lug around an anvil to keep your revolver in working order, then inlay it to increase its durability.

    By default, you can only carry one weapon from this mod in your hotbar at a time. This can be expanded by equiping holsters. Weapons are broken down into four categories (pistol, revolver, rifle, and bomb) and each holster allows for a different combination of each. Use the holster by putting it in the upper-lefthand corner of your inventory. If you try to hold more guns than allowed, the extra guns will simply be dropped. See the spoiler below for crafting and information about each holster.

    A config file can be found in /.minecraft/config/flintlock_guns. You can adjust item/block IDs (set a number to start and the mod will use IDs counting up from that, so you don't have to change a hundred IDs manually) as well as set a global damage multiplier if you need to balance the mod to your needs. You can also change whether or not explosive weapons will destroy blocks when they explode by setting BlockDamageOn to true or false.

    WEAPONS

    All stats for guns can be found in the spreadsheet below

    Gun Parts


    Gun Barrel
    Large Gun Barrel
    Flintlock Mechanism
    Revolver Cylinder

    Ammo


    Gunpowder (sulfur and saltpeter)
    Pebble
    Round Shot
    Buckshot
    Cannonball
    Heatshot
    Grapeshot
    Dummy Round
    Paper Cartridge Throw round or buckshot, paper, and the amount of gunpowder you need (depending on the gun) in the crafting grid; shapeless recipe. You can have round shot with 1, 2, or 4 gunpowder, and buckshot with 1 or 2.

    Makeshift Pistol


    Jury-rigged pistol made from cheap materials. Short range and won't last very long. You can only have one of these in your hotbar at a time; if you shoot one, any other loaded makeshift pistols in your hotbar will be moved to your inventory.

    Crafting

    Loading [pebble] [gunpowder] [empty] [pistol]

    Pistol


    Basic flintlock pistol. Holds only one shot, but has decent range and is the most durable and reliable.

    Crafting

    Loading [round shot] [gunpowder] [empty] [pistol] (can use buckshot also for spread pattern)

    Double-Barreled Pistol


    Quite self-explanatory. More complicated design means less durability and higher chance of misfire.

    Crafting

    Loading Same as pistol, but can hold two shots. Can also load buckshot.

    Duckfoot Pistol


    One of the stranger weapons in history, it has four barrels flared in different directions to hit multiple targets. Load with 1-4 round shot, and it will shoot all of them at once in a spread pattern. Note that none of the barrels point straight forward, so you won't hit what your crosshairs are over.

    Crafting
    L
    oading Same as pistol; repeat four times. Cannot load buckshot

    Blunderbuss


    The most effective spread pattern weapon. Shoots buckshot with a better spread and range than a pistol, but takes twice the gunpowder. One pellet is guaranteed to travel exactly where you're aiming.

    Crafting

    Loading [buckshot] [gunpowder] [gunpowder] [blunderbuss]

    Revolver


    Excellent weapon for taking on other players at close range. Holds six shots, but must be repaired often and has a high chance of misfire. Slightly less range and power than the pistol as well.

    Crafting

    Loading Same as pistol, but holds six shots. Cannot shoot buckshot.

    Musket


    Long-range but gunpowder-hungry weapon. Bayonet does damage equivalent to an iron sword when melee attacking.

    Crafting

    Loading [round shot] [gunpowder] [gunpowder] [musket]

    Buffalo Gun


    Even longer range than the musket, but takes more gunpowder (and no bayonet). Two-step loading.

    Crafting

    Loading First... Prime unloaded gun with a paper wad [paper] [gunpowder] [gunpowder] [rifle]
    Then... [round shot] [gunpowder] [gunpowder] [rifle]

    Repeater


    With a design way ahead of its time, the repeater houses 12 rounds. Rotating the lever after firing allows more powder and the next bullet to fall into the chamber, much faster than manually reloading a tradition one-shot rifle. The more delicate components limit the weapon's power and range, however.

    Crafting
    [empty] [empty] [empty]
    [gun barrel] [gun barrel] [mechanism]
    [empty] [iron block] [wood planks]

    Loading
    [round shot] [gunpowder]
    [empty] [repeater]

    Puckle Gun


    Another odd weapon, but a very powerful one. Holds 11 shots in a revolving barrel. Slightly better range than the musket, but must be standing in a puckle gun mount in order to shoot it. This is an iron block that you stand on with an iron block in front of you in the direction you want to shoot. It is only necessary to have 2 blocks, but you can use 5 . (one below and one on each side of you) to make a 360 degree mount. See the picture in the screenshots sections if that confused you :)

    Crafting

    Loading Same as the musket, repeat 11 times.

    Hand Cannon


    Definitely the most fun weapon to use. Shoots a cannonball which explodes on impact. Takes two steps to reload and can be loaded with a half or full load of gunpowder depending on the range you want. Cannot be inlaid.

    Crafting

    Loading First... Prime unloaded gun with a paper wad
    [paper] [gunpowder]
    [gunpowder] [cannon]

    Then... Load a cannonball into your primed cannon for half load,
    [cannonball] [empty]
    [empty] [cannon]
    or, for a full load with almost twice the range:
    [cannonball] [gunpowder]
    [gunpowder] [cannon]

    Cannon

    Devastating in the right hands. Right clicking on the base opens a GUI in which you can adjust the angle and elevation of the cannon. The top button loads gunpowder into the cannon (max of 6, more powder, more range), the middle ones loads its corresponding ammo, and the bottom button fires the cannon. The bar on the right is a cooldown timer and will be light blue when ready to fire. Can also be fired by giving it a redstone pulse, allowing you to link them together for awesome defenses (of course you still have reload them all manually!).
    Ammo Types Cannonball - standard explosive round; packs a bigger bang than if fired out of a hand cannon
    Heatshot - a cannonball wrapped in oil-soaked paper or tarp (or in Minecraft, netherrack) that causes fires around the blast area
    Grapeshot - Small metal balls bundled together and fired at once; essentially a giant shotgun. Doesn't do terrain damage but is very effective at taking out groups of targets or moving targets
    Dummy Round - Intended for target practice or as a tracer round; very cheap to craft and leaves behing a block where it lands that can be picked up and re-fired

    Crafting

    Bombs


    Fairly self-explanatory, these come in iron and leather variants. They both explode with the power of a TNT block, but the iron bomb sends out some shrapnel for a chance to kill up to a 15-block radius, while the leather bomb (being made out of inferior materials) has a chance to explode early during its four-second fuse. Additionally, the iron bomb will roll a distance after hitting the ground while the leather bomb will plop right down where it landed.

    Crafting
    [empty] [string] [empty]
    [iron/leather] [gunpowder] [iron/leather]
    [gunpowder] [gunpowder] [gunpowder]

    Fire Lance
    One of the first devices to use gunpowder to launch projectiles. This ancient Chinese design features a long tube packed with gunpowder and a projectile (spears were sometimes fitted on the end to enhance their usefulness). Can be loaded with four types of ammo: Round shot, buckshot, explosive charge (much like a hand cannon, use a leather bomb for crafting), and an incendiary charge (spreads fire around impact site, use a fire charge for crafting). They are disposable, so one shot will destroy them, but you can salvage the stick it was attached to. Additionally, the unrefined detonation of the gunpowder in the fire lance causes it to spout out fire when shooting, lighting mobs and players in a short range on fire. It functions like buckshot, but causes fire instead of damage. The fire happens with all ammo types.
    You an also craft unloaded fire lances, to be loaded with ammo at a later time if you're not sure what you need. To do so, use an additional piece of sugar cane for the ammo.

    Crafting
    [ammo] [gunpowder] [empty]
    [gunpowder] [sugar cane] [empty]
    [empty] [empty] [stick]

    Loading (if not crafted with ammo)
    [ammo] [empty]
    [empty] [fire lance]
    WEAPON STAT TABLE
    (outdated, ignore damage and non-OHK columns)

    INLAYS

    Inlays change your gun's look, stats, and can give it additional functionality. To inlay your gun, put the unloaded gun in the middle of your crafting table with one of the material on each side.

    DIAMOND - Increases durability
    GOLD - Prevents misfires
    EMERALD - Increases range
    OBSIDIAN - Increases armor penetration
    LAPIS LAZULI (BLOCKS) - Increases fire rate for multishot guns, increases spread for buckshot-firing guns
    QUARTZ (BLOCKS) - Allows the gun to be loaded with paper cartridges instead of the bullet and powder individually to speed up loading. Just throw the gun and cartridge in the crafting grid; its a shapeless recipe. See WEAPONS for each available cartridge.
    HOLSTERS

    Put these in the upper-lefthand corner of your inventory. Sorry for the lack of crafting pictures, I'm sure you can understand these as well.
    Crafting Key - L=leather, G=gold, H=holster, S=sling, R=rev. holster, D=dual holster

    HOLSTER - Used as a component for other holsters
    LLG
    L x L
    L L L

    REVOLVER HOLSTER - Used as a component for other holsters
    L x G
    L x G
    L L L

    SLING - Used as a component for other holsters xLG
    LLL
    GLx

    DUAL HOLSTER - 2 pistols
    xxx
    HGH
    xxx

    QUAD HOLSTER - 4 pistols
    LHL
    GHG
    HGH

    REVOLVER BELT - 2 revolvers
    xxx
    RGR
    xxx

    RIFLE SLING W/ ONE HOLSTER - 1 rifle, 1 pistol
    xxS
    xGx
    Hxx

    RIFLE SLING W/ TWO HOLSTERS - 1 rifle, 2 pistols
    xxS
    xGx
    xDx

    BOMB BAG - 5 bombs
    LGL
    LxL
    LLL

    BOMB BAG W/ HOLSTER - 5 bombs, 1 pistol
    LGL
    LxL
    LLH
    VIDEOS

    The new forum made embedding videos weird, sorry :(

    [url=http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/"http:/www.youtube.com/embed/HH1opNFofq0"]http://www.youtube.com/embed/HH1opNFofq0

    [url=http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/"http:/www.youtube.com/watch?feature=player_embedded&v=DEaxlx2XjuE"]http://www.youtube.com/watch?feature=player_embedded&v=DEaxlx2XjuE

    Note that these next two are for version 1.4.3 and are missing the newer weapons:

    http://www.youtube.com/embed/embed/watch?feature=player_embedded&v=fVPm4408XLw

    http://www.youtube.com/embed/watch?feature=player_embedded&v=2S7pf-OFOeA
    SCREENSHOTS

    They disappeared! I'll get some fresh ones (with new weapons) up sometime soon-ish.[url=http://adf.ly/qT35F] f[/url]
    DOWNLOADS
    It appears linking for me is broken right now, so you'll have to just search the mod on CurseForge to find the download. Apologies.
    [url=http://adf.ly/qT35F]Most Recent: Minecraft 1.7.2 - Mod version 1.7pre1[/url]
    If you're not running the latest Minecraft version, here's downloads for older builds
    Minecraft 1.4.7 - Mod version 1.3 (Modloader/Forge, no SMP)
    [url=http://adf.ly/XBfGv]Minecraft 1.5 - Mod version 1.4.2[/url](Modloader/Forge, no SMP)
    [url=http://adf.ly/XBfBn]Minecraft 1.5.1 - Mod version 1.5.1[/url] (Modloader/Forge, no SMP)
    [url=http://adf.ly/RZZ85]Minecraft 1.5.2 - Mod version 1.6_3[/url](Forge only, SMP support)
    [url=http://adf.ly/WsvmA]Minecraft 1.6.2 - Mod Version 1.6[/url](Forge only, SMP support)
    [url=http://adf.ly/qDsWD]Minecraft 1.6.4 - Mod Version 1.6[/url](Forge only, SMP support)

    Thanks to:
    Blfngl for code and helping with SMP support (check out some of his mods on his profile)
    Npatterson11 for many of the textures
    ThatDoughnut for a wealth of ideas and textures
    supra107 for bringing my attention to the old Minegunner mod
    just_don't_do_it for creating Ye Olde Minegunner, by which many features of this mod were inspired.
    Skydaz for making an automatic installer - check it out on his website
    UPCOMING FEATURES

    -Nock gun: 7-barreled musket, similar to the duckfoot pistol. Will fire all 7 at once. There will be some adverse effect to shooting this gun, as in real life the massive recoil often injured the shooter.
    -Possibly an early flamethrower.
    -A system of upgrades, different from the inlays. Each gun will have its own upgraded form which will not necessarily boost its stats, but will give it additional functionality. Ex: the buffalo gun will be able to take a scope, and the pistol will be outfitted with implements to make it do melee damage. These won't necessarily be real-life things.

    CHANGELOG

    v1.6 - Released for MC 1.6.2 and 1.6.4, adds repeater, bombs, holsters, and more inlays (October 2, 2013)
    v1.6_5 - Major bug fix, fixed some underlying code issues that don't concern you guys (August 15, 2013)
    v1.6_4 - 1.6.2 compatibility, some tweaks here and there (July 22, 2013)
    v1.6_3 - SMP support, cannon improvements, weapon tweaking (July 3, 2013)
    v1.6_1 - Basically a 1.6 prerelease. Just adds the cannons (I say that like its not a big deal but it is!) (June 12, 2013)
    v1.5.2 - MC 1.5.2 compatible, makeshift pistol restriction, bug fixes (May 4, 2013)
    v1.5.1 - Bug fixes. At the time of this version's release, Minecraft was also at version 1.5.1! (Apr 29, 2013)
    v1.5 - Big update! New weapons, inlay system, other tweaks and mechanics (Apr 28, 2013) v1.4.3 - 1.5.1 compatibility, cleaned up creative tab (March 23, 2013)
    v1.4.2 - Added ability to smelt coal into gunpowder in lieu of sulfur ore (March 21, 2013)
    v1.4.1 - Fixed a bug with the pistol not taking buckshot if damaged (March 18, 2013)
    v1.4 - Minecraft 1.5 compatibility. Particle effects. Makeshift pistol. More balanced (expensive) crafting. Misfire mechanic. Durability and repairing. Fixed how guns render in your hand. Tweaked some numbers. (March 17, 2013)
    v1.3 - Hand Cannon, sulfur ore. Fixed bug with musket breaking when used as melee weapon. Made guns accurate, but having a specific range. (Feb 23, 2013)
    v1.2 - Updated to Npatterson11's textures, made specifically for this mod (Feb 15. 2013)
    v1.1 - Balanced gun damage for revolver and buckshot, and prevented guns from killing boss mobs with one hit (Feb 9, 2013)
    v1.0 - Initial release (Feb 4, 2013)

    If you like this mod, use this banner from ThatDoughnut!
    Image removed due to an invalid URL: http://i50.tinypic.c...hsj.png

    MY OTHER WORKS

    [url=http://www.minecraftforum.net/topic/2230567-164-forge-smp-card-magic-v10-from-the-developer-of-the-flintlock-guns-mod/]Card Magic[/url] - Fun little mod that allows you to use playing cards to cast some interesting spells

    Simply place this .zip in your mods file in .minecraft, just like any other mod. Enjoy, and don't hesitate to post questions, comments, or suggestions. If you post this mod on your site/blog or do a video of it, you MUST LINK BACK TO THIS FORUM POST, not the download itself. Also give credit to Npatterson11, Blfngl, and myself in the post/video description. This makes sure credit is given where it is due, and ensures the user will get to the most recent version of the mod. Feel free to use this mod in a modpack, just please post here or send me a PM that you're doing so. Thanks all!
    Posted in: Minecraft Mods
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