• 1

    posted a message on Does anyone know this map's name?

    That is Kings Landing, the capital city of the Seven Kingdoms, from the book series A Song of Ice and Fire by George RR Martin, as well as from the TV series Game of Thrones, which is based on the books. The three largest structures of note in that image are The Red Keep, the large castle at the right side of the picture, the Great Sept of Baelor, the white circular dome and spires in the midst of the left side of the picture, and the Dragon Pit, that somewhat destroyed looking dome in the upper right. Obviously you have the docks at the bottom as well. That image came from the massive build group, as well as the server known as WesterosCraft. Their goal is to create all of the continent of Westeros in Minecraft, and potentially move onto Essos.


    You can learn more about them here:

    https://westeroscraft.com/


    WesterosCraft on YouTube:

    https://www.youtube.com/channel/UCDz4Te4yo1HJRk5-q72h6bw


    First part of a tour of the city:

    WesterosCraft Walks Episode 72: King's Landing Part 1 | Welcome to Kings Landing

    WesterosCraft Wiki:

    https://westeroscraft.fandom.com/wiki/King%27s_Landing

    https://westeroscraft.fandom.com/wiki/WesterosCraft_Wiki


    One of many YouTube videos plus a supposed download of the map (or at least the city):

    https://www.minecraftxl.com/kings-landing-map/


    Hope that helps.

    Posted in: Maps
  • 1

    posted a message on Question about the item "map."

    Well let's see, in new PC players (or those coming from consoles) defense:


    1. Console players only need one map (which is given to them at the start, no less) - also meaning they don't have to juggle more than one at a time.

    2. They don't have to mess with zoom levels and scaling, which also means they don't have to deal with the combination of many different maps at many different zoom levels.

    3. And they don't have the benefit of a visible concept of XYZ coordinates because - no debug screen.


    I can understand why this is a bit daunting and confusing. I know when I first started playing Minecraft way back in Beta 1.7.3, mapping was confusing to me, and its wasn't nearly as easy to line them up or even make copies. Every map had to be crafted at the EXACT point you wanted the center to be so if you wanted maps that connected seamlessly to each other you had to either count off blocks or use the F3 screen to find the exact coordinates, then you had to fill them from scratch every time. Thankfully, things have gotten MUCH simpler since then. So I get it.


    Yes, these are simple concepts. But if you've never learned them, they are a whole lot different than when us PC old hats have been playing for numerous years and we map in our sleep (What, you don't do that?). We take things for granted that someone playing an open-world sandbox game with a map system like this may have never dealt with before.


    Yes, there are STILL things I wish the vanilla Minecraft maps could do. Like even just being able to choose from a preset group of marks to place on them to denote different things via a click and drag interface would be nice. But for a game as big and expansive as Minecraft is, what we have so far is a godsend in my honest opinion. Imagine trying to navigate a world many maximum zoom levels in size without maps. Nerdpoles, torch paths, colored wool or cobblestone arrows, and other such markers would abound, I'm sure. These maps, even as rudimentary as they are, are a tremendous help.

    Posted in: Discussion
  • 4

    posted a message on How do you actually have fun in Singleplayer?

    Singleplayer Survival actually has tons to do. It just really depends on how you approach it. You can literally choose any sort of play style and roll with it. Just pick a few of the things that are most enjoyable for you and combine them in unique and interesting ways. Your play style will likely differ from mine, but this is what I do most of the time.


    I play like an environmentalist-conservationist/explorer.


    This means I spend most of my time exploring while making an effort to leave the world in as pristine condition as I found it sans what I mine out of the earth.


    Chopping Trees:

    When I cut down trees, I leave the bottom stump of the tree so I can directly see the effect I am having on the environment. This also allows me to put the exact same tree in the exact same spot when I go back and replant. I also don’t bother with giant oak trees as they are a pain in the ass to fully clear. This ensures that my world can easily return to its original, lush state over time.


    Mining:

    I do not mine any more stone than what is required to get at the exposed ores I find in caves. I do not create any kind of mines, tunnels, quarries or anything like that. I believe in taking only what is freely available and not damaging my world in order to obtain it. I simply find and explore as many caves as I can. This fits nicely with my preferred play style as I am an explorer at heart.


    Pickaxes:

    I only use the minimum necessary pickaxe to mine something, meaning I mine coal and stone with wood; iron and lapis with stone; and gold, redstone, diamond, and emerald with iron. I don’t usually mine obsidian or even turn lava into it unless I need it for something like an enchantment table or Nether portal. Yes, this many times means I miss out on things that are beyond lava. Oh well. Unless it’s a diamond or emerald, I don’t really care.


    Shelter:

    I try to leave as little footprint in the environment as possible. I prefer to live in caves I find along the way. I might block the entrance off with a wooden wall and a door if it’s not deep enough to go far enough in to be safe from mobs. If I build a free-standing shelter of any sort, it is of renewable wood and not cobblestone (see above for why), and does not contain glass (since that is a non-renewable resource and hard to move).


    Food:

    I might build a small 9x9 farm with a patch of water in the middle in the vicinity of a cluster of caves so I have a ready supply of food to come home to. If I’m along a coast or on a small island, I usually just hoe out a small portion of the grass shoreline and plant stuff there. I eat mostly bread, fruits, and veggies. (Am I the only one that thinks eggs REALLY need to be cook-able?) I rarely if ever slaughter an animal unless I absolutely need the resource it has in addition to its meat. Meaning leather from cows, feathers from chickens (I also really think you should be able to pluck a feather or two from a chicken without having to kill it), or ink sacs from squids. The meat is just a bonus.


    Resources:

    I do not try and centralize all my resources. I gather up everything I find in a single cave and place it at the only or most easily accessible entrance to that cave (which is usually the one I initially start exploring it from). I then know I can utilize those resources when I am in the area should the need arise. This is especially helpful when I need something when I am far away from my latest ‘home’, wherever that may be. It allows me to access resources much more easily as I travel instead of having to trudge all the way back to wherever I have my largest base.


    Crafting:

    I do not craft things simply to craft things. I leave everything in its raw form until I decide I’m going to use it, and then I craft it.


    The Fun for Me:

    Part of the fun I get out of the game is the thrill of the unknown, what’s over the horizon, and the challenge of clearing caves and harvesting the resources. I explore everywhere, conquering mobs and mining stuff. Trying to figure out how to navigate each of the unique caves is a challenge in and of itself. I make prodigious use of signs to mark where I’ve been and which way things are underground. I also use signs to mark the entrances of caves and whether or not they are part of the same cave system on the surface.


    Mapping:

    I am also highly addicted to mapping. I love just walking around with a map in my hand and seeing what I find. I usually map at 1:4 scale and then put all of them up on a map wall. This is the most sure-fire way for me to not get lost. I keep the originals on the map wall and make copies for myself as needed for traveling.


    Additional Thoughts:

    Here is a thought I just came up with. You could also play like a photographer/sight-seeing tourist. Explore everywhere and take screenshots of your adventures and keep them in a journal or diary. You could even post them here. This way you can keep track of all the places you visited and things you did in your world along the way.


    Why I Don’t Necessarily Care for Multiplayer:

    One of the things I hate about Multiplayer is what VampArcher said about the overabundance of mines and completely cleared caves. I hate how many underground areas simply turn into a block of Swiss cheese, or a badly planned subway, or a strange Esher maze, with branches to absolutely nowhere. It makes things so needlessly confusing. Yeah, I could just go and live off by myself but then that defeats part of the purpose of multiplayer doesn’t it?


    Otherwise I tend to get along just fine with people who act like adults on public servers. I am not a griefer or thief and I appreciate when everyone on a server can control themselves in those regards. I hate it when I come home only to find my property vandalized and my most valuable stuff gone. That really gets my goat. Servers with plugins to help prevent this kind of nonsense help, but overall I find it a very unsavory element I’ve had to deal with far too often when playing publicly with others.


    Now private or whitelisted servers are much easier for me to deal with because usually those playing are either family members, friends, or those that have gone through some sort of evaluative process to ensure they all play well together. I’ve had numerous vanilla and modded servers I’ve played with family and friends and have had little to no issues with any of them.

    Posted in: Survival Mode
  • 1

    posted a message on Redstone Puzzle Ideas HALP

    How a piston puzzle operates is pretty obvious, but when you say circuit puzzle, what does that mean? How do you have that set up?


    So, I have a lot of ideas to help you come up with puzzles for your map. Some have to do with redstone, while others don't directly but could easily be integrated into a redstone-based puzzle. I've tried to format the sections so they are as clear and concise as possible. If you have any further questions about what is presented here just ask.


    Redstone-Based Suggestions


    Comparators


    Well, I'm no whiz with redstone, but some advice from me is keep in mind that there are many blocks that generate a redstone signal when you have a comparator coming out of it or from the block behind it besides the ones that are in the 'Redstone' tab of your Creative inventory. You can read more about it here:


    http://minecraft.gamepedia.com/Redstone_Comparator


    These include:


    Furnace

    Brewing Stand

    Hopper

    Dispenser

    Dropper

    Minecart with Hopper on a detector rail

    Minecart with Chest on a detector rail

    Chests & Large Chests create a signal when they have at least one item in them.

    Trapped Chests & Large Trapped Chests create a signal when opened


    The blocks that comparators can pull a signal from which you might not expect are:


    Cauldron (the water level)

    Command Block (actually, this might be obvious)

    End Portal Frame (when an eye of ender is inserted)

    Item Frame (when an item is inserted and turned in one of eight directions)

    Jukebox (when a disc is inserted)

    and strangely, Cake (each slice generates a different signal strength)


    Item Frames are interesting in that by using the /testfor command with command blocks you can detect what is in an item frame in addition to its normal redstone generating properties. In this way, you create an item frame lock which requires a specific item.


    Remember that comparators also have compare and subtract modes from a signal if there is input coming in the side of it. They also are able to amplify a redstone signal from the opposite side of a block that would normal just dissipate were the comparator not there, and make it go further.


    Command Blocks


    I don't know if when you say redstone puzzles you would also include command blocks, but if you invest the time into learning how they work, there is a ton of stuff you can do with them. And I mean a TON.


    In addition to simply performing commands using the main target selectors @p, @a, @r, and @e, commands can be tweaked to pinpoint very specific conditions including such things as coordinates, radius, experience level, name, dimensional volume, rotation, type, scores on the scoreboard, and a few others. Even custom player-defined tags.


    The following are just a few examples of what can be done with certain commands. The amount of options available to you once you understand command blocks is staggering! I suggest using YouTube to find a myriad of folks that create command block contraptions and new and interesting game mechanics.


    The execute command:


    execute detect + clone

    You can make pushable block puzzles with /execute detect and /clone in masked move mode.


    execute detect + fill

    You can create disappearing walls and floors using /execute detect and /fill. You can even do this within walls of the same block type if you utilize a line of blocks specifically for this purpose to detect embedded nearby to the side, above or below.


    execute + any other command

    the execute command can be used on any player or entity (including any item) to execute another command at the position of that player or entity.


    setblock

    You can use the /setblock command to create jumping or traversal puzzles, both timed and static.


    You could create timed appearing and disappearing block segments like those in Mega Man by alternating setting a block and setting air a few seconds later with this command.


    You could use /setblock to place blocks as a reward for solving other individual puzzles in order to create a bridge to eventually cross a large chasm.


    tp

    You can use a series of connected /tp commands within a confined area to create a teleporter maze.


    You can also use tp in conjunction with execute within a certain radius to keep players out of or within an area until they fulfill certain conditions.


    testfor

    You can test for certain items in a player's inventory and whether they are holding them, holding them in a certain slot, if they have a certain name, enchantment, etc. with /testfor.


    An example would be requiring the player to have a certain key item in their inventory in order to progress.


    You can also detect any manner of entity in the game with /testfor. In this way you can create detection puzzles using mobs, items, and the other types of entities, including yourself.


    An example of this would be detecting an arrow shot into a specific block.


    testforblock

    You can create single or multiple block placement puzzles using /testforblock.


    testforblocks

    You can create a block puzzle using /testforblocks that tests a player set block configuration against a preset configuration of blocks that you define.


    Custom Crafting

    You can create custom crafting recipes using either the crafting table or by simply combining items (or other entities) thrown down on the ground together. (This would work great in adventure mode where you want them to have a particular item to progress but don't want them to be able to craft it in the traditional manner.)


    CanDestroy and CanPlaceOn

    If in adventure mode, you can use the 'CanDestroy' tag to specify what blocks a particular item held in your hand can destroy. This is not limited to just normal tools.


    If in adventure mode, you can use the 'CanPlaceOn' tag to specify what block(s) a block may be placed on. In this way you can limit placement of blocks to as small an area as you like by using a specific block.


    Unfortunately, for both of the above, you cannot currently specify data values of blocks such as different types of wool, stained clay, stained glass, stone or wood types, etc. Hopefully this will be added in the future.


    And Much More

    There is so much more you can do with command blocks. Looking over these pages may generate even more ideas:


    http://minecraft.gamepedia.com/Commands

    http://minecraft.gamepedia.com/Tutorials/Command_NBT_Tags


    Minor Redstone & Non-Redstone Based Suggestions


    Environmental Interactions


    When creating puzzles, don't neglect the good old environmental interactions that may get overlooked normally:


    Shooting arrows through lava streams to ignite arrows that then ignite TNT.

    Shooting arrows into wooden buttons or wooden pressure plates causes the button to stay pressed until the arrow is collected. A perfect timed puzzle initiator or a good way to conceal puzzles and to require them to be completed from a distance.

    Wooden pressure plates accept items as a weight. Nobody says these pressure plates have to be easily seen or all in the same area.

    The bobber of a fishing rod can activate a wooden pressure plate.

    Iron and gold pressure plates require certain amounts of items or entities to be placed on them to get a signal a certain distance.

    Hay bales can now be used to reduce damage from falls.

    Slime blocks nullify fall damage plus make you bounce.

    Sponges absorb water and can be dried in a furnace in order to do this multiple times.

    Shields cause you to not take knockback from arrows.

    Chorus Fruit teleports you a short distance, even while in the air or falling.

    If timed correctly, Water Buckets can be used to scale walls.

    Ender Pearls can be used to reach out of the way areas. Even drop massive distances without taking much damage.

    Flint and Steel can be used to ignite, and subsequently burn through, many flammable blocks.

    The enchantments Respiration, Depth Strider, and Frost Walker can all be used to complicate or simplify water-based puzzles.


    Using Potions to Help Solve Puzzles and Access Secrets and Paths

    Potions are a great non-redstone way to complicate puzzle solving or environment traversal.


    Require a potion or combination of potions to be used to solve a puzzle or series of puzzles. They simply must have the potion to even attempt the puzzle or to fully complete it.

    Provide a potion or the means to make it in order to make a puzzle less dangerous or open up an alternate solution.

    Provide potions in out of the way spots or hidden areas that allow them to access other secrets and paths.

    Providing the player limited components with which to make limited quantities of needed potions can make them really think about what they want to use their resources on.


    For instance, a fire resistance potion could be required for a fire or lava-centric puzzle, or used to make such a puzzle less daunting and more forgiving in case they make an error or two.

    A potion of leaping may be required to reach buttons, levers, or pressure plates for a switch-based redstone puzzle.

    A potion of speed may be needed to get through a gauntlet of obstacles fast enough before the door at the end closes.

    A potion of night vision and invisibility may help the player get through a pitch black area chock full of mobs without being seen.


    Combining Gravity-Affected Blocks and Items to Make Normal Blocks

    Also don't forget that there are a lot of gravity affected blocks and different items that can be combined together to make normal blocks. This can be useful in adventure mode where you want to allow the player to eventually be able to reach an out of the way area over time by giving them access to these gravity blocks and items over the course of the map.


    Gravity-affected blocks:

    Sand can be combined into Sandstone.

    Red Sand can be combined into Red Sandstone.

    Sand and Red Sand can also be smelted into Glass.

    Sand can be combined with Gunpowder to make TNT.


    Items that can be made into blocks:

    Sticks can make Ladders.

    Clay can be made into Clay Blocks.

    Coal can be made into Coal Blocks.

    Iron Ingots can be made into Iron Blocks and Iron Bars.

    Gold Ingots can be made into Gold Blocks.

    Gold Nuggets can be made into Gold Ingots which can be made into Gold Blocks.

    Lapis Lazuli can be made into Lapis Blocks.

    Redstone can be made into Redstone Blocks.

    Diamonds can be made into Diamond Blocks.

    Emeralds can be made into Emerald Blocks.

    Bricks can be made into Brick Blocks.

    Snowballs can be made into Snow Blocks.

    Slimeballs can be made into Slime Blocks.

    Wooden Planks and Books can be made into Bookshelves.

    Wheat can be made into Hay Bales.

    String can be made into Wool.

    Glowstone Dust can be made into Glowstone blocks.

    Melon slices can be made into Melon blocks.

    Nether Bricks can be made into Nether Brick Blocks.

    Nether Quartz can be made into Quartz blocks.

    Prismarine Shards can be used to make Prismarine, Prismarine Bricks, and combined with an Ink Sac to make Dark Prismarine.

    Prismarine Crystals and Prismarine Shards can be made into Sea Lanterns.

    Popped Chorus Fruit can be made into Purpur blocks as well as combined with a Blaze Rod to make an End Rod.


    Seemingly Innocuous Vertical Shafts

    Ladders and Vines can be used in adventure mode to restrict access to secret areas at the tops or bottoms of vertical shafts.

    Ladders or the Sticks to construct them can be given out over time within a map to delay access to hidden rewards.

    Vines grow downward over time and can be used to slowly make downward progress into new or hidden areas.


    In Conclusion

    So hope this helps you in devising the additional puzzles you need. I tried to go beyond just simple redstone and use things that would require a more thorough knowledge of the game to both create and solve, as well as simple things that are not immediately obvious. But if you can learn how even just some of these redstone things work, you will have some nice stuff to throw at players.

    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on Question about the item "map."

    Hey coppertreegirl, nice to meet you.


    I pride myself on being as thorough as possible when answering people’s questions for which I have an extensive amount of knowledge about. I also dislike simply providing a link and being done with it as I find part of the fun of answering questions is, ya know, actually answering the question. I will try and address each of your concerns as written in your original post and then explain how things work based off that.


    It should be noted that when I play Minecraft, what I mainly enjoy doing is exploring and mapping my worlds. I would definitely fall under the explorer and cartographer player type, for sure. Because of my play style, I find maps to be one of the most useful things in the game. So you can rest assured I know what I am talking about and that you are getting accurate, firsthand experience from me.


    So let’s get started.



    Your post:

    My responses are in bold with directions to additional info further down in the post.


    Hello. I've recently started playing this on PC (have been a 360/one player on and off for a few years) and I have encountered a problem with the map item (not the actual map).

    This is not an actual problem. You just need to understand better how the maps on PC work.


    I've looked this up hoping to find someone with a similar issue, and the only other one I found in my haste was someone who didn't get any answers, so I thought I would register and ask here.

    Good call :) Worry not, you have come to the right place!


    I have created about three of four maps (it's a bit different on console, eh)

    It is. See ‘Difference Between Console and PC Maps’ as to why.


    and I remember at least one of them being "#2," and so forth.

    This is correct. See ‘Map Numbering’ for more info.


    My problem is I am unable to actually use the map at all. I am not sure about the relevance of having created it while in my underground home, but that is what I did, and down there, it looks more proper, except not really.

    See ‘What Maps Show’ for more info.


    And also, whenever I go up to the surface to explore and look at the map, it shows my arrow as a circle at the very bottom, and nothing looks right at all.

    See ‘Player Tracking and Navigating with Maps’ and ’Map Scaling’.



    Has anyone encountered this issue before?

    Yes, very much so when first learning how to use maps. So you’re in good company :)


    How do you correct it so the map is usable?

    It is not so much correcting it, but understanding how maps work and what they are showing you. Read on.


    Please help.

    That’s what I’m here for.


    Also, it dawned on me to try making the map outside on the surface, but then I thought about block height in relation to the map's orientation and it seems kind of weird, as there are other portions of the surface that are much higher, so in a sense, I'm still not on 'top' as far as mapping the area goes.

    This is actually a very good and astute observation to have. It shows critical problem solving. Again, for an explanation of this, see ‘What Maps Show’.


    I would like to be able to use a slime finder and begin preparations for setting the coordinates for that, as well as other things, like being able to actually see the things in my world from that perspective. And so far, I am unable to.

    You will by the end of this.


    Any help would be appreciated.

    You got it.


    --x


    Now let’s get into the meat of my response. Before we get into specifics, I have a few preliminary preparations I want you to do.


    Advanced Tooltips

    To better understand maps in Minecraft, you will want to turn on what is called ‘Advanced Tooltips’. Do this by holding F3 and then pressing ‘H’. If it succeeded, you will get a notification in chat saying ‘Advanced tooltips: shown’.


    This will allow you to see a bunch of hidden information that is very useful in utilizing maps to the fullest. Without it, you will simply see ‘Map #something’. With it, you will get a few critical pieces of additional information, an example of which is shown here:


    Map (#0358/2)

    Scaling at 1:4

    (Level 2/4)

    minecraft:filled_map

    NBT: 0 tag(s)


    Map - This is the item name that displays to the player when advanced tooltips is off.

    (#0358 - This is the map’s internal item number used by Minecraft. Every item has its own item number.

    /2) - This is the numeric order of creation number of the map in question, from 0 to 65535, taking into account all maps of all zoom levels ever created. This is the only other piece of info that is actually visible to you if advanced tooltips is off, but in the format #number.

    Scaling at 1:4 - This is the scaling of the map, or how much information it contains and how detailed graphically it is.

    (Level 2/4) - This is the zoom level of the map, from 0 to 4. (Default 0)

    minecraft:filled_map - This is the map’s internal item name used by Minecraft. Every item has an internal item name.

    NBT: 0 tag(s) – This is any NBT tags that may be attached to this map. I will not be going into NBT tags for maps as I don’t modify them myself.


    Understanding the Minecraft Map Grid

    To fully understand how Minecraft maps work, it will also be helpful to have a little primer in coordinate mapping. Depending on how old you are, you may or may not have learned this in algebra. To get you acquainted, I will give you a brief overview in layman’s terms. You do not need to know this info to move forward, but it will help immensely in the long run both in Minecraft and in real life, so why not?


    First, you want to pull up the F3 screen. Over on the left hand side about a quarter of the way down is a line starting with XYZ followed by three numbers separated by /. These are your exact coordinates within your Minecraft world. The numbers below this next to ‘Block:’ are a simpler, decimal-less version which you may want to use instead. In normal play, using this info can be considered a bit cheaty, however, while learning how to use your maps I suggest you reference coordinates liberally.


    What these three coordinates are describing is your numerical orientation relative to the exact middle of your Minecraft world. The first number is your X coordinate, the second your Y coordinate, and the third your Z coordinate. The X and Z coordinate can be positive or negative, while the Y coordinate can only be positive.


    On a Minecraft coordinate grid, the point at the center of the square of blocks with the coordinates 0,0; 0,-0; -0,0; and -0,-0 is the exact center of your world. All maps align to a grid based off this central X,Z coordinate. Imagining your world being split into quarters using two lines that cross at exactly this point, one going north/south and the other going east/west, and this will give you a good way to visualize this grid. These two imaginary lines do not lie on the blocks themselves, but on the lines between the blocks.


    The X coordinate tells you where you are either east or west of the north/south centerline. X will be positive if you are going east, negative if you are going west.


    The Z coordinate tells you where you are either north or south of the east/west centerline. Z will be negative if you are going north, positive if you are going south.


    The Y coordinate simply tells you how far above the lowest layer of bedrock you are in your world. While this number is essentially infinite, Minecraft will only generate terrain with normal world generation up to Y 128, with certain features extending up to Y 255, which is also as high as you can build. Minecraft maps don’t really deal with the Y coordinate at all so this is the last time I will really mention it.


    Fun Fact: Minecraft’s default sea level is at Y 63.


    I highly suggest you take an empty map and travel to your world’s center point and right-click it there to get a feel for what I am going to explain in the following sections.


    What Are Chunks? Or Sloth Loves Chunk :)

    It is not necessary to understand this right now, but since you mention it in your question, I felt this is was as good a time as any to put this in here as a sort of aside.

    To put it as simply as possible, ‘chunks’ are Minecraft’s way of deciding what to keep loaded or unloaded in memory as you walk around the world. This is what your ‘View Distance’ effects.


    A ‘chunk’ is a 16x16 area of horizontal real estate in the game extending from the void all the way to the sky. As you walk around, these chunks get loaded and unloaded out of memory so that in reality, you are seeing only a small portion of your Minecraft world at any given time. This is mainly done from a technical standpoint to reduce the amount of things the game has to process around you.


    The main reason this is important in a game mechanics sense has to do with Slimes. When a world is generated, about 10% of the chunks are pseudo-randomly chosen (based on the seed) to be ‘slime chunks’ where slimes can spawn underground at Y 40 or below regardless of light level. Slimes also spawn in swamp biomes at night; however they tend to be accompanied by many other mobs that can make fighting them in this environment a bit of a pain.


    You’ll learn more about scaling in a bit, but for now know that even the lowest zoom level Minecraft map contains a whopping 64 chunks (8x8) within it. This means there is likely several slime chunks within the perimeter of any given map. The main problem is finding them. The Minecraft wiki does describe a method of doing so, but there are also external utilities available that can either tell you the coordinates of slime chunks within a world based on your seed, show a map with the slime chunks for your seed highlighted, or both.


    Old PC Minecraft Maps versus New Ones

    Old PC Minecraft maps used to immediately become filled maps and had the exact center be where it was created on the crafting table, not where you right-clicked it. As you can imagine, this presented a logistical nightmare trying to line up maps exactly without duplicating parts of one map on another. There was also only one zoom level at that time too, being 1:8, the same as the console version.


    The new PC Minecraft maps are now only empty maps until right-clicked (meaning you can create them in bulk and carry them with you in your inventory before using them where you want to) and now align to a predetermined grid to make creating adjoining maps much easier. This helps with both creating a map wall, and in just ease of use in general.


    Difference between Console and PC Maps

    For those who are coming into the PC version of Minecraft from either the Xbox 360 or PS3, mapping is considerably different. For one, the console version literally has a single map. This is because in Minecraft for these consoles, the world is finite at a mere 1024x1024 blocks. This means you only ever have (or need) one map at the scale of 1:8. We will get into scaling in a bit.


    In contrast, a PC Minecraft world can be up to 30 million blocks in any direction from the world center. This is a HUGE difference. To add to the confusion, there are also five different scales of maps available in the PC version compared to console.


    What Maps Show

    What you see on a map is a top-down representation of a portion of your world. This representation is what would be seen from the highest point on that map, as if you were viewing it from the sky. There is no need to try and map different elevations, or to be ‘on top’ as you put it, as there is currently only one elevation as far as maps are concerned.


    An important thing to note for folks coming from the FPS genre or from MMORPGs such as World of Warcraft, a Minecraft map does not follow you around like a mini-map does. Each map shows only a specific, fixed geographic area. You cannot craft only a single map and then you are set. You must make separate ones for each grid area you wish to map, dependent on the zoom level you choose. This is where zoom level and scaling comes in; to tell the game how much area you want the map to cover.


    Maps also do not show the underground or any caverns you have discovered other than to help show your direction and your orientation compared to the geography on the surface.


    For example, so you can see if you are under a body of water or a lava pool on the surface before you start mining upwards; or to see what biome you are in if you happen to be looking for emeralds in an Extreme Hills.


    Finally, if you want an already made map to register things in its area which you have altered, you must look at the map of that area while in that area in order to update what it sees.


    How Maps Display

    The map you look at in-game is always 128x128 pixels. What is displayed on this map is either more or less detailed depending on zoom level. Each pixel covers 1 block at Zoom Level 0 (the default), meaning it is an exact to-scale replica of what is in the world. Each additional zoom level multiplies this default by 2 so that at each successive zoom (1, 2, 3, and 4) you are seeing 2x2, 4x4, 8x8, and 16x16 blocks per pixel, respectively. Minecraft averages what is in these areas to decide on the final color to display for each pixel on the map.


    Map Numbering

    When you right click an empty map, it creates a filled map. At this point it also applies a number to it based on how many maps in the world have already been created, regardless of zoom level, starting with 0, and then going 1, 2, 3, etc. There can only be 65535 unique maps per world.


    Unless you are a REALLY hardcore Minecraft cartographer, you will likely never get close to that number.


    This numbering system accounts for destroyed maps as well. So if you create a bunch of maps and then destroy them, Minecraft will keep counting up and not reset this number even though those maps do not exist anymore in the game.


    This also counts when zooming maps. If you create a map you then zoom out from, the zooming process essentially consumes the old map in the process of creating the newer, zoomed out version.


    Created Minecraft maps are stored in a folder in your world save folder, but deleting or renaming these can lead to a lot of unexpected behavior. These are not intended to be messed with. Do so at your own risk. I will not be covering this here as I do not mess with this myself.


    Player Tracking and Navigating with Maps

    You show up on a map as a small white arrow pointing the way you are facing.


    If at any point you leave the bounds of the map you are viewing, this arrow will turn into a white dot and remain at the edge relative to where you are in relation to the center of the map you are looking at that has the dot. However, this dot will only remain for 320 blocks per every level of zoom, so it is possible to stray so far from a map that you completely lose track of yourself.


    However, using this dot, you can easily create adjoining maps by going over the boundary of a map sixteen or so blocks and right-clicking a new one. Then simply adjust its Zoom Level by adding paper to get it to the zoom level of the map you just left and you will have an adjoining map at the same zoom level.


    Other players will show up only if they possess a copy in their inventory of the same map you are looking at.


    Map Scaling

    My recommendation before you start using maps in Minecraft PC is to decide on a scale or ‘zoom level’ that you feel is useful to you personally and works with your play style and what you like to do in game, and for the most part keep all your maps at that level. This will help reduce confusion as to what each map is showing you. Also, different zoom levels are more conducive to different play styles, as I will go over.


    Minecraft PC uses five different levels of scaling for maps. When you initially create a map it will always start at the closest zoom level possible, which is 0 out of 4, or 1:1.


    The scale or ‘zoom level’ of a map is how much information is being displayed on the map. The size of the map in game does not physically change, only the scale. As stated earlier, it will always remain 128x128 pixels.


    Here are the zoom levels and scales for each map:


    What each line means:


    Zoom Level

    Scale

    Area one map pixel represents

    Area map covers

    Total amount of paper needed to craft


    Zoom Level 0

    Scale 1:1

    1 block

    128x128 blocks (8x8 chunks)

    8 Paper


    Zoom Level 1

    Scale 1:2

    2x2 blocks

    256x256 blocks (16x16 chunks)

    16 Paper


    Zoom Level 2

    Scale 1:4

    4x4 blocks

    512x512 blocks (32x32 chunks)

    24 Paper


    Zoom Level 3

    Scale 1:8

    8x8 blocks

    1024x1024 blocks (64x64 chunks)

    32 Paper


    Zoom Level 4

    Scale 1:16

    16x16 blocks

    2048x2048 blocks (128x128 chunks)

    40 Paper


    Zooming Maps

    Zooming maps is as easy as encircling a filled map with eight paper in the crafting table and then taking out the new map. CAUTION: Do not shift-click this map or the information will not be carried over and the zoom level will not increase. This is a bug.

    While zooming maps, depending on where you started your map, it may seem as if your location is changing as you look at the maps produced from each new zoom level. This happens because at each zoom level, the game is adjusting where you are at that zoom level relative to Minecraft’s map grid.


    My Opinions on Map Scaling

    These are the different zoom levels and what I feel are the most beneficially uses for them. Be advised these are merely my opinions, and you may feel differently. For fun, I have also provided the number of maps of the Zoom Levels below the one I am talking about that fit within it just so you can see how many maps these higher zooms cover.


    Zoom Level 0 – Is a single Zoom Level 0 map. Best for showing off builds as the map is an exact one-for-one block representation of the source. Not very useful for exploring purposes except when you are just starting out and want a very detailed overview of the area around your base, or you want to make a layout map of something not too big. Given that you must find redstone in order to even make a map (because of the compass), you may have already explored well beyond the bounds of what this zoom level maps. Continuing to use this option is also very resource intensive.


    Zoom Level 1 – Contains 4 Zoom Level 0 maps. Still good for showing off builds as the map zoom does not increase so much that you lose clarity. Still not the best for exploring as if you go very far, you will need to make more maps than is practical to carry around with you. Less resource intensive than Zoom Level 0 maps, however.


    Zoom Level 2 – Contains 16 Zoom Level 0 maps, and 4 Zoom Level 1 maps. This option is not very good for showing off anything except the general layout of the largest of builds that occupy an average size biome. This is the zoom level I start using when exploring as it allows you to see a decent amount of your surroundings and is at a high enough zoom to allow for helpful navigation between default biomes.


    Zoom Level 3 – Contains 64 Zoom Level 0 maps, 16 Zoom Level 1 maps, and 4 Zoom Level 2 maps. This is the scale of a map on Minecraft for Xbox 360 and PS3 and was also the old standard for maps on Minecraft PC before zooming maps became possible. Pretty much useless for showing off builds. However, this option is great for the explorer as it allows them to carry a single map and yet cover a lot of ground.


    Zoom Level 4 – Contains 256 Zoom Level 0 maps, 64 Zoom Level 1 maps, 16 Zoom Level 2 maps, and 4 Zoom Level 3 maps. The best the explorer can get; a hardcore cartographer’s best friend. It shows a very high level view of a really large area. It is great for when you’ve traveled past 1024 blocks in any direction from the world center. However, it can be difficult to pinpoint anything precisely due to this rather long-range view. I suggest using this map in combination with Zoom Level 2 or 3 maps for general exploring, or Zoom Level 0 or 1 maps for showcasing builds.


    Copying Maps

    You can easily copy a map by placing an empty map in the crafting grid with a filled map. These maps will then be linked to each other and will both update their terrain simultaneously. In this way you can leave a map on a map wall or in a chest at home and take one with you while exploring. It also lets you make backups in the event you die and lose your map.


    Maximizing Your Map Limit by Copying Maps before Increasing Zoom Level

    If you wish to hang onto a map of a certain zoom level for possible future use, I recommend copying it before you increase its Zoom Level. This will copy its original map number to the copy thus saving you the need to recreate another map covering this same smaller area at a later time (and consuming another map number of the finite 65535 limit).


    Creating a Map Wall

    As you begin charting your Minecraft world, you will likely at some point want to display the fruits of your labor. This is where a map wall comes in. All you need do is create an item frame and place it on a block. You can then place a map (regardless of zoom level) in the item frame and it will stretch to the edge of the frame, allowing you to create a nice, seamless map wall for yourself or fellow explorers once you create other maps that join up with it.


    A green arrow will display on the map showing the location of the item frame that map is placed in as well as which way the item frame is facing.


    Storing Maps

    After some time creating maps, you will likely want to store some spares that you aren’t immediately using. At least to start out with, I recommend placing your initial map near the center of a double chest and placing adjoining maps of the same zoom level around it where they would actually be placed if they were on a map wall. If you feel so inclined, you can label you map wall along the left and top with letters and numbers to create a matrix for easier reference.


    Obviously, keep maps of the same zoom level together (use the advanced tooltips to verify which zoom level your maps are).


    After you explore and map beyond what a double chest can comfortably hold, I recommend breaking your map wall into 4x4 or 6x6 sections (making sure to letter and number them on the sides like a matrix) and label which chests are holding what sections (For example A1-D4 or A1-F6). A double chest can comfortably accommodate two 4x4 grids of maps with a space down the middle to keep them separated, or a single 6x6 grid. You can fit 4 more maps in the 6x6 than you can using two 4x4’s.


    And that’s it.


    I hope that I have provided a well thought out, thorough response to your initial query and that you now have a much better understanding of how Minecraft PC’s map system works so you can enjoy them as much as I do and can make use of them dependent on your needs.


    For any additional info about maps, please visit the Minecraft wiki page here:

    http://minecraft.gamepedia.com/Map


    If you are interested in NBT data related to maps, you can go to the wiki page here:

    http://minecraft.gamepedia.com/Map_item_format


    For more information on slimes and ‘slime chunks’ you can go here:

    http://minecraft.gamepedia.com/Slime

    Posted in: Discussion
  • 1

    posted a message on [Journal] EP's Customized Hard Survival World

    Would you be so kind as to provide the seed for this world? Those cracks and crevices in the 6th and 7th images look mighty interesting. I think I might like to take a look around.


    And which preset did you use which you then altered the dungeon count of? Normal-sized biomes or large biomes? And did you change anything else about it?


    Thanks in advance.

    Posted in: Survival Mode
  • 1

    posted a message on NEWBIE
    Quote from Beechlgz»

    Also you want to make sure you're using the mod version that's compatible with the version of Forge you have installed. It should say on the mod's website which version of forge you need for the mod to work, though usually the latest version of forge will work with the most updated mods, provided you're using the files meant for the same version of minecraft as what you have installed. So if you have a version of Forge for 1.7.10, have Minecraft for 1.7.10 but have a mod for 1.6.4, or 1.8, that mod won't work. Even if you know this fact it's still easy to accidentally download and install the wrong one... double check your mod versions.


    Thanks for covering that. I can't believe I failed to mention this. Derp:) Yeah, that is a big deal, having the right versions of the mods themselves. Probably one of the biggest source of crashes and things not showing up.


    I am actually going to update my write-up to include these two things (in my own words of course) as well as something else I just thought of. Thanks a lot for that.


    Sounds like with everybody's help though, Eric was able to get it working.


    And to you sir...glad to be of service. It was a pleasure. Helping you out actually helped to cement the entire mod process better in my mind, helped me to include a lot of little things I don't normally think about, and I got quite the essay out of it too:) which I will definitely use parts of for other folks that need mod in the future.

    Posted in: Discussion
  • 1

    posted a message on NEWBIE

    Okay Eric, I’m not going to re-tread territory that my fellow posters here have already covered. For the most part, it takes far less time to watch a video on installing Minecraft mods than it does for anybody to type out how to do it completely, and for a first time modder like yourself to try and stumble through those instructions. How easy this is also depends a lot on how well written someone’s instructions are to begin with. Go figure.


    I am however, going to give you a bunch of info on a few other topics concerning Minecraft mods you will likely find helpful. Prepare to be educated my friend.


    Vanilla & Modded Clients:

    One thing to note once you get into mods is that people, particularly those that mod, refer to Minecraft in two different ways: Vanilla and Modded. Both terms should be fairly obvious. Vanilla is a pure, unmodded version of the game while Modded applies to any use of a mod.


    Few versus Many Mods:

    I’ll be honest, if this is your first time modding, you may want to stick to only using a few mods at any given time. The benefit to this is that you can actually tell where an item or feature that is in your modded game came from without too much trouble. Especially for a six year old, too many mods at once can be overload. My son is six and plays Minecraft as well. He plays with mods sometimes too and I’ve found even the small amount of mods my family uses on our LAN server to be too much for him.


    I would recommend starting off with a single mod at a time and layering them as your son gets used to playing with each respective one. That way he will understand and grasp the features of one without having to deal with the others. This will likely help you keep your sanity as well since you won’t get overloaded with options and bombarded with questions from the little one about what this or that does and you can concentrate on exploring the features together one at a time.


    The exception to this is if you want to play with a mod that alters the world generation by adding or altering blocks, structures, or topography. If this is the case you’ll want to start your world with those loaded if you want these things to generate from the start. If you wait till later, you will have to travel to newly generated parts of your world for them to take effect.


    Another benefit of slowly introducing mods is that on the off chance you run into an undocumented incompatibility that crashes your game, the fewer mods you have, the easier it will be to find the conflict and either remove one or the other or both without too much hassle. I’ve had this happen myself and trust me, trying to dig through and troubleshoot a ton of mods to find a single issue is not something you want to have to deal with just starting out.


    Taking the plunge - Multiple mods and modpacks:

    If, at some point you choose to use multiple mods, there are a few modpack hosts I’ve used myself that I’d recommend. Those primarily being Feed the Beast and TechnicPack. There are many others, but these are a good start.


    http://www.feed-the-beast.com/

    http://www.technicpack.net/


    The benefit of using already constructed modpacks as opposed to custom ones of your own construction is you’re pretty much guaranteed that all the mods in each respective pack will work together with little to no fuss. They have generally been tested together and will always work.


    On the other hand, many modpacks from these sites contain a whopping 50 to 70 mods or more, capable of easily crashing lesser computer systems or making them chug at very low frame rates. I would recommend using these only if you have a computer from the last 5 years or so. Anything older may have trouble running something so massive.


    Shortcutting to your .minecraft folder:

    Before we go any further, you need to perform this step. Not doing so will be very annoying in the long run.


    All the files that Minecraft uses are located in your .minecraft folder, which is located in your Roaming folder, inside your AppData folder, inside your ‘named’ User folder, inside your general ‘User’ folder, on your Local Disk drive. Got that? Good.


    The shortened version of that craziness is: ‘Local Disk>Users>YourName>AppData>Roaming>.minecraft


    If you want to find it even easier, either type in %appdata% into your desktop search bar to find your Roaming folder, and then from there, your .minecraft folder.


    Alternatively, you can start up Minecraft, go into ‘Resource Packs’ in the option menu and press the ‘Open resource pack folder’ button at the bottom left. Go one folder up and tada! You’re in your .minecraft folder.


    Now that we are here (whichever way you took), it would behoove you to make a shortcut to this thing for future use as you will be accessing it regularly when modding. Put the shortcut on your desktop or a folder you use for Minecraft.


    If modding for the first time, use Forge:

    Forge is by far the easiest way to deal with mods. This is coming from a guy who has been modding since Beta 1.7.3 when you had no choice but to perform a base edit on your .jar file back then. That was also when Minecraft used .jar files for each version instead of the new .json format. I have literally no idea how to go about modding the .json file and most mods nowadays require Forge anyway.


    Now, due to Forge, most mods are simply drag and drop, and if it’s more complicated than that the mod author will usually tell you in a ‘Read Me’ file, in their forum post, or on their website how to install the thing. You can also simply remove any mod by removing it from your mods folder, too. This was not the case back in the day where you had to create backups of all your .jar files and revert to an earlier version or worse yet start over when you ran into a conflict. Trust me, you want to use Forge.


    You can get Forge for whatever Minecraft version you want to mod here:


    http://files.minecraftforge.net/


    I would highly recommend you use the ‘Installer-win’ for 1.7.10, as though 1.8 has mods available for it, it has only about a quarter of the amount that 1.7.10 does. But ultimately, this is up to you.


    About installing Forge:

    When installing any Forge for the first time, you must run the actual vanilla Minecraft version you are wanting to install Forge for at least once first. So start up your Minecraft and run version 1.7.10 if you have not already done so at least once. If your game defaults to the newest version, or a 1.8 version, you can click the ‘Edit Profile’ button in the bottom left of your launcher and use the drop down box near the bottom of the window that comes up that reads ‘Use version’ to switch versions.


    After successfully running your desired vanilla version:

    You’ll now want to simply run whichever version of the Forge installer you chose and Java should generate a window asking which install option you want to use. Just stick with the ‘client’ selection and confirm. A window will notify you that Forge and a small amount of libraries has installed.


    Where to find mods:

    Finding a trusted source for mods can be tricky. For the most part, I recommend you stick with anything from the following four sources only:

    Minecraftforum.net: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods

    Planetminecraft.net: http://www.planetminecraft.com/resources/mods/

    Curse.com: http://www.curse.com/mc-mods/minecraft

    and any legit modder’s personal website (which you may be redirected to from any of the previous three sites, and may be where the actual download link is.)

    Getting mods from anywhere else is risky as you never know if the zip or jar file might have a virus or other nasty waiting to be unleashed on your system. There are many variants of the aforementioned sites that include hyphens in various spots along with many other sites. Use those at your own risk.


    A starting point:

    Personally, there are so many mods nowadays that I don’t even use the previous sites most of the time unless I’m feeling really ambitious. Instead, I utilize these quick lists to find a mod I am interested in or want to try. These are lists for both Minecraft version 1.7.10 and 1.8. There is a brief description of the mod as well as links to either its main post on one of the sites from above, the modder’s website, or a download link. You can find a good majority of what’s currently available between these two pages depending on the Forge version you are using:


    http://modlist.mcf.li/version/1.7.10

    http://modlist.mcf.li/version/1.8


    Terms these mod lists use:

    You’ll notice quite quickly that these lists have an assortment of different colored bubbles to denote various specifics about any given mod. I will briefly touch upon what all these colors and words mean.


    Gray: Universal/Clientside - Universal means that the mod installs on the client for both single or multiplayer LAN situations without issue and MUST be installed on both the client and the server for it to work in server-based multiplayer. Clientside means that when playing server-based multiplayer, you only have to have the mod installed on the client and not the server. In fact it will likely cause your server to crash if you try to boot it up with clientside mods in it. Clientside otherwise works normally for single or multiplayer LAN.


    Green: Forge Required - This obviously means you must use Forge in order to run this mod.


    Blue: Forge Compatible - Exactly what it sounds like.


    Red: Not Forge Compatible/Base Edit - These two are usually seen together and mean that this mod cannot be used with Forge and requires you to edit your .json file (not recommended until you know what you’re doing).


    Orange: Prerequisite Mod Name - The name(s) in these bubbles indicates a prerequisite mod or API that you need to install along with your desired mod in order to get it to work.


    What is an API?

    API is short for ‘Application Programming Interface’. It is essentially a file or files containing a bunch of stuff required to run certain types of mods. For instance, ‘Baubles’ is required for Thaumcraft 4, ‘Mantle’ is required for Tinker’s Construct, and ‘Player API’ is usually required for anything that effects how your Steve avatar moves. APIs are a mod in and of themselves and may or may not have additional functionality other than allowing use of other mods.


    Certain modders also have their own custom APIs that are required to run their personally coded mods. Other modders in the community have sometimes used these APIs to increase the functionality of their mods as well. Things like bspkrsCore, iChun Util, KingCore, ThebombzenAPI, and AppleCore are examples of these types of API requisites.


    Mods that require other Mods:

    There are also many mods that require the use of a parent mod because they are an extension of that mod, whose functionality is useless without the base mod. For example, any of the Thaumcraft expansions naturally require you to have Thaumcraft 4 itself installed in order to work.


    Installing your mods:

    You can now install any mods you’ve chosen and downloaded by creating a folder called ‘mods’ in your .minecraft folder and dragging and dropping their .jar files into this folder.


    Note: You may want to ensure your Forge has installed properly by first running Minecraft and selecting the Forge profile for the version you chose to use. You can then go to the new ‘Mods’ button on the title screen and check to see that these three mods show up there:


    Minecraft Coder Pack

    Forge Modloader

    Minecraft Forge


    If all three are there, congrats! You’ve successfully installed Forge, and as an added bonus, Forge has created its own ‘mods’ folder in your .minecraft folder for you.


    Note: You cannot change mods in the ‘mods’ folder while the game is running. You must completely shut it down before adding or subtracting mods from your game.


    Now just drag and drop your mods and you are ready to go.


    Selecting your Forge profile:

    The Forge version you just installed should be selected as your profile by default when you start up Minecraft. If not, I recommend creating a profile exclusively for Forge to keep them and Vanilla versions separate. Just go to ‘Create Profile’, choose a name, designate the Forge version to use and you’re good to go. Now press play and let Minecraft load. At the title screen, go into ‘Mods’ and you should see whichever mods you put into your mods folder plus the three mentioned prior listed here. If not, you did something wrong so double check everything.You can also try the following troubleshooting tips.


    Troubleshooting Crashes or Mods Not Loading/Showing Up:

    When dealing with mods, there are several things that can happen as you load up your game. I’m going to cover the most common things so you can double check your set-up and see if any of these apply.


    Game crashes or black screens after pressing ‘Play’ at the launcher, but before getting to Mojang screen:

    Chances are you either don’t have all the right versions of the mods you want to use for the version of Forge and Minecraft you are using, or you forgot a necessary prerequisite mod or API for one of the mods.


    About Forge and Mod versions:

    The versions of Forge and the mods you are using must all match up for things to work properly. If, for instance, you want to mod 1.7.10, you need Minecraft 1.7.10, Forge 1.7.10 (and the right build version for all your mods, and all your mods must be for 1.7.10 as well. If any of these get mismatched, you will likely crash or the mods will not show up. The mod author will usually list what version of Forge their mod uses and/or was built with. If you try to use Forge versions older than that it will generally not work. Using the latest Forge version for your Minecraft version is usually your best bet.


    Mods don’t show up in the ‘Mods’ screen at the title screen:

    This issue could be that you don’t have the right mods for the version of Forge or Minecraft you are using. It can also likely be that your mod came in a .zip or .rar file instead of a .jar and all the actual files you need are in there and need to be unpacked and put in the right spots. Most Forge mods use a .jar file nowadays. There are a rare few that have you keep them zipped up but I honestly can’t think of many. If you find a .jar deeper inside a .zip or .rar, you probably should use that. If you don’t, then likely you’re just supposed to keep it packed.



    Get to playing:

    With any luck, you’ve performed all the previous steps without fault and your mods have loaded up properly. If not, start at the beginning and go through them again to make sure you didn’t miss anything.

    Congratulations! You’ve just modded your first game of Minecraft!


    A Word About Mod Dependency:

    Some mods, particularly those that add or alter things related to world generation such as blocks, structures, and topography can create what would be best described as a dependency for whatever worlds were created with them. Meaning that if you ever load up that world without the mods that created those things in the first place, they will simply disappear from your world. In almost all cases, having things disappear that you utilize regularly can seriously fubar your world.


    I would highly recommend keeping track of what mods you use in what worlds so you can prevent this from happening. Keeping separate folders labeled with the names of the worlds in which they are used in your .minecraft folder is a good way to organize your mods. You then simply transfer mods back and forth between these folders and your mods folder when you want to use them. Keeping a notepad with a list of mods for each world is a good backup plan as well if you don’t want to keep multiple copies of the same mod.


    Breaking your world -or- the importance of backups:

    Inevitably, despite all efforts to prevent it, someday you might accidentally load up a world without the mods that go with it and completely break that world. This is especially easy to do the more mods you have in a given world. This is why you should try and keep backups of your important worlds that you update regularly if you plan on playing with mods long term. You never know when Murphy’s Law will kick in and destroy that world you’ve spent months in.


    Mods I recommend:

    Here is a list of mods I have personally used and whole-heartedly recommend along with a brief description. Obviously, if these mods list a prerequisite as described earlier, you will want to install that as well. I am not listing prereqs here though. Be sure to check the pages the lists provided earlier link to and verify your desired mods have no undocumented prereqs.


    Aether II: An entire new sky dimension for you to explore.

    Archimedes Ships: Create sailing ships and airships.

    Ars Magica 2: An awesome DIY spell system and magic armor. Highly recommended. This and Roguelike Dungeons works well together.

    Atum: Journey Into The Sand: A mystical desert dimension.

    Backpacks (Eydamos): Pretty self-explanatory.

    Balkon’s Weaponmod: Adds extra melee and ranged weapons.

    Battle Towers: New towers that spawn both above and below ground to test your mettle.

    Better World Generation 4: If you’ve ever wanted the old world gen while keeping the modern conveniences. Only use if you want the ability to use old world gen or try new world types like Skyland or Cave World. As of the newest 1.7.10 versions, this mod is now discontinued and replaced with Old World Gen and Fun World Gen.

    Bibliocraft: adds all sorts of storage options and decorative library type blocks.

    Chisel or Chisel 2: Adds decorative blocks accessible with a chisel. Great for builders.

    Deconstruction Table: Ever make too many of something on accident and wish you could get those resources back? Now you can.

    Dynamic Lighting: Awesome mod that allows you to assign light values to things like torches, pumpkins, glowstone and a few other things in order to have portable light sources! Yes that’s right, portable light. Drop a torch into a ravine and it stays lit until you pick it up! Swim underwater with a pumpkin or a block of glowstone.

    Enchanting Plus: Allows you to choose your enchantments. No more unwanted Bane of Arthropods on those Diamond Swords, yo!

    EnviroMine: If you’ve ever thought Minecraft was too easy, and want a little more realism, try this. Adds thirst, body and environment temperature, air quality (for when underground), and sanity (when in the dark and while fighting mobs) along with water quality and treatment, erosion, and simple block physics. Pretty rad and totally configurable.

    Hunger Overhaul: Makes food not fill you up as much, meaning you need to eat more, and hence grow, farm, and herd more.

    Iguana Tweaks: Adds item stack limits, encumbrance, and terrain affecting movement speed, among other things. Makes the game harder overall.

    InfernalMobs: I loathe and despise this mod but include it here in case you ever feel like getting completely rofl-stomped by random mobs. You’ll learn to hate it just like me.

    Inventory Tweaks: Allows sorting of inventory with one button press.

    IronChests: Adds metal chests that hold increasingly more stuff.

    JourneyMap: The biggy! Never get lost again. Never lose each other again. Provides a configurable in-game mini-map, a full screen map (with J), and waypoints. The ultimate travel tool.

    Magic Yarn: Adds a ball of yarn you can use to set a path in order to help not get lost in large caves.

    MAtmos: Nice mod which adds extra ambient sound to Minecraft. Unfortunately now requires Liteloader which I’ve never gotten to work properly. Maybe you’ll have better luck.

    Mine & Blade: Battlegear 2: New weapons, shields, and dual wielding. Yes, that’s right! Use a sword and shield, two swords, a dagger and sword, a sword and torch, all sorts of combos.

    Mo’ Creatures: Adds all sorts of fauna, both docile and aggressive.

    Morph: Allows you to transform into any mob after killing them.

    MrCrayfish’s Furniture Mod: Adds tons of furniture to decorate your home.

    MultiMine: Blocks you damage keep track of the damage so you don’t have to concentrate on only one block till it’s destroyed.

    MystCraft: If you’ve ever played this mod’s namesake, you’ll know what to expect. Write and travel to ages of your creation. But beware, they may be unstable. Oh, and don’t forget that linking book!

    No Cubes: A mostly cosmetic mod. This smoothes down the blockiness of all natural blocks, making terrain and caves look far more natural.

    Not Enough Items (NEI): Allows instant access to all items in-game from a menu alongside your inventory as well as things like weather, time, and healing controls.

    Obsidian Boat: Allows travel on lava with an obsidian boat.

    Optifine: A mod that claims to increase FPS. Adds advanced video options and allows use of hi-def textures. Also has a zoom function.

    Pixelmon: If your son likes Pokemon, this mod is for you. Recommended to use as a standalone mod in its own world. Don’t know what combining this with other mods will do.

    Presence Footsteps: Really cool mod that adds more footstep sounds to the game. Unfortunately also requires Liteloader.

    Roguelike Dungeons: Peppers a good portion of the underground of your world with extreme dungeons made up of different size rooms, corridors, and stairways, and loaded with spawners. Not for the faint of heart.

    Secret Rooms Mod: Ever want to play spy? This mod adds all sorts of secret gizmos, levers, and camouflage to make hiding your stuff a whole lot easier.

    Smart Moving: Adds the ability to crawl, slide, climb, and has alternate animations for swim/fly/fall.

    For the Solid Snake in you.

    TerraFirmaCraft: An absolutely amazing mod that alters the fundamental flow and gameplay of Minecraft into something much more akin to real life 1000s of years ago. Gameplay flows through distinct ages of stone, bronze, iron, etc. The world itself is much more hostile with collapses and cave-ins. You must deal with thirst and nutrition in addition to hunger. Crops and animals take a realistic amount of time to grow, and require nutrients too. Ever thought progression was too fast and easy in vanilla Minecraft? Try to chop down a tree with your bare hand in this mod and all you’ll wind up with is a bloody hand. Progression in this mod means something and is very rewarding. One of my favorite mods. This is pretty much a standalone mod as it alters nearly everything.

    Thaumcraft 4: If you ever wanted to pretend you are a wizard or alchemist researching your world, then this mod is for you. Study everything around you as you discover and unearth new arcane abilities.

    The Erebus: Adds a lush, underground insect dimension.

    The Lord of the Rings Mod: What it sounds like. Adds an absolutely massive--by the way did I mention massive--Middle-Earth dimension to the game, accessed by using a gold ring. Has all the races, an alignment system, a quest system, tons of new stuff to find and craft, you name it.

    The Spice of Life: Encourages dietary variety through diminishing returns.

    Tinker’s Construct: If you’ve ever wanted to combine tools together to make better tools that eventually won’t break, and just need repairing, then here you go.

    TreeCapitator: If you hate chopping giant oak trees like I do, this mod is for you. Break the bottom trunk and the whole thing comes down.

    Twilight Forest: Adds a magical forest dimension that is always in twilight. See what they did there.

    Waila (What Am I Looking At): Extension for NEI. This mod is so useful if you use multiple mods. Tells you the name and mod anything you look at comes from.

    Wall Jump: Mario wall jumping. Need I say more?

    Warp Book: Allows you to create teleport pages and store them in warp book to go there whenever you like.

    Posted in: Discussion
  • 1

    posted a message on Tales [1.6.2][Forge][Updated]
    If Fairyland sounds off perhaps try Feyrealm? Fairyveil?
    Posted in: Minecraft Mods
  • 2

    posted a message on [1.6.2 SSP/SMP] MoreStorage V2.1.1 [Forge Modloader]
    Hello Mr. ngphoenix, I would like to try this mod, but on your download page that the forum link redirects me to, the zip file I download gives me this when I look to see if anything is in there.

    ! C:\Users\Robert\Desktop\Minecraft Mods\Minecraft [email protected]\Storage\MoreStorageV1.1.zip: The archive is either in unknown format or damaged

    Can you help please. Trying the fireplace one though. looks awesome.
    Posted in: Minecraft Mods
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