- Registered Member
Member for 8 years, 8 months, and 2 days
Last active Sat, Dec, 16 2017 19:59:38
- 0 Followers
- 345 Total Posts
- 17 Thanks
Jan 26, 2017ike709 posted a message on The Above Avatar is Your Substitute Teacher. What Is the Lesson?Posted in: Forum Games
Oct 20, 2015Posted in: Forum Roleplaying
((Just a foreword, this whole post is out of character. And I'm really not trying to be rude, I know that real life is priority and sometimes people just can't post a reply in time, but this should be a fair way for everyone of continuing the plot in someone's temporary absence.))
((I think I have a potential solution for later in the story when some people can't respond within a reasonable timeframe (Like, preferably, 48 hours). Instead of just having the person's character being controlled by someone else or being an NPC or just simply left out of the picture, in character it could be seen as they are just not assigned to the latest COL mission, or off on a separate assignment. It seems logical that the COL wouldn't always send the exact same group of agents on the same assignments together, unless they were a single team/task force. (If that is the case, then the missing person can be "on loan" temporarily to another team to serve as backup.) That's also a way of dealing with newcomers to the RP who get accepted later on.))
((But this does leave two problems. First, what if they're capable of posting halfway through a mission? If that's the case, then in character they could be brought in as backup. They weren't originally assigned to the mission, but they've been reassigned to help the agents who were. They received a basic copy of the plan and mission details and were informed en route to the area of operations, and they regroup with everyone else or focus on a different task of the mission. For example, if I couldn't play as Adrien/Faith for a few days, while everyone else was halfway through infiltrating a skyscraper, but now for whatever I can get online to post, I could have Adrien breach the network from a computer at the COL warehouse and still participate and assist despite missing the initial portion of the RP.))
((That just leaves the second problem. What if someone becomes inactive halfway through a mission? Well, simply put, the only solution I can see is that they'd either have to be roleplayed by someone else/considered an NPC or they could be taken out of the picture temporarily by being non-lethally wounded.))
Mar 1, 2014It's not really that it's going downhill or dying, we just have had our expectations set very high for Dinnerbone and Jeb after the Notch days. There have been great features and horrible features added in the recent updates, deal with it.Posted in: Discussion
Mar 1, 2014ike709 posted a message on TEKKIT by CraftersLand [PVP | Clans | Economy | Towns | Dynmap | 80 Slots] Be inventive!Looks cool, I'll check it out later.Posted in: PC Servers
- To post a comment, please login.
Jan 21, 2015Posted in: PC Servers
PROJECT TIDAL is an Minecraft based MMORPG focused on PVP, PVE and the economy. We strive to provide a different MMO experience than other Minecraft servers through customization, abilities and great design from the day your set foot on the Isles till you're loaded for PVP.
If you're looking for a server with a friendly community, competitive gameplay and rich gameplay, the Isles are waiting!
Finding equipment, items, and crafting components is a key feature in PROJECT TIDAL.
Enjoy the endless amount of unique loot found around the world, craft items and add potentials to your gear, boosting your strength.
In PROJECT TIDAL, learning to PVP again is all part of the unique experience.
On land or on sea there is combat everywhere. Remaster the art of PVP with our added ability system. Increase your speed and strength, siphon your enemies life, or send large volleys of arrows flying into the sky!
EPIC GUILDS, EPIC BATTLES
Join a guild or create one, leading your friends to great victories!
Defeat other guild rivals, capture different guild bases and hoard as much equipment as possible to keep your guild epic, and your reign fearsome.
--A VAST WORLD TO EXPLORE
We’ve specially designed our map to enhance PROJECT TIDAL’s gameplay.
With 5 different islands to explore (and more coming!), vast landscapes to view and unique locations to setup ambushes and traps. Our map was designed to be thoroughly exciting.
DEEP CHARACTER PROGRESSION
Developing your character and keeping up with the times is part of any server, but variety is hard to come by.
In PROJECT TIDAL, we have over 1000 different combinations of weapons and gear allowing for vastly different play styles.
Oct 11, 2016Commandosaurus posted a message on Paxit - A Tale of War and Conquest [Always Accepting] [OOC]Posted in: Forum Roleplaying
Welcome to the world of Paxit, a medieval nation-building, world-conquering roleplay! This is heavily based upon the old Dekpia roleplay by hrsidkpi. Sound interesting yet? Then without further ado, let's get into some of the more nitty-gritty details.
How To Roleplay
This will be a rather unique roleplay when compared to the other active ones on this forum. Unlike most of its coevals, writers for Paxit will control the governments of medieval nations, rather than specific characters. In this manner, events can occur on a far larger scale. Envision huge wars, grand alliances, significantly detailed treaties, and all manner of other events of equal grandiosity.
To achieve this manner of roleplaying, posts will be written in a very specific style. This style will consist mainly of lists of actions completed in each turn, as well as a section laying out the current state of a nation. Here is an example of a post that a person running the Ksintiosan Empire might make on an average day:
-The Ksintiosan Empire stations one hundred footsoldiers along the southern-most section of their border with Tos in preparation for a declaration of war.
-The Ksintiosan Empire stations thirty soldiers in Baki City to quell protesters.
First Naval Fleet:
-The First Naval fleet is officially created and officers from across the nation are assigned positions. Admiral Sinourak is placed in command.
-The Ksintiosan Empire commences construction of a naval fleet, 20 ships strong.
-The Ksintiosan Empire introduces an anti-poverty program to deal with vast wealth disparity amongst the population.
-The Ksintiosan Empire sends envoys to Basin, Q'rin, and the Island Nation of Fae-Qwan with the request of a formal alliance.
-Emperor San'je'jok declares a national holiday to elevate the population's happiness and patriotism.
-Military alliance with Kyrik
-200 foot soldiers
-100 stationed at southern-most section of border with Tos
-100 stationed in reserve
-100 foot soldiers total
-30 stationed in Baki City
-40 stationed along northern Omantiosan border
-30 stationed in reserve
First Naval Fleet:
-In construction at Chmeee harbour
Well, perhaps not an average day.
This style has both its advantages and its disadvantages. As for its advantages, it allows for any reader to easily understand what is occurring with a certain nation, as each event or action is clearly organized and displayed. It also has the advantage of allowing any interested roleplayer, no matter their writing abilities, to feel proud of their participation; alternatively, extremely busy roleplayers will still be able to partake in this roleplay because there is not an excessive amount of writing required from them. Its one disadvantage is that it might not be as beautiful as the average post in many other roleplays. To deal with this, there is always the option for devoted roleplayers to make detailed posts about certain citizens, officials, locations, or events, if they so choose.
The four different groups of actions listed in the above example may not encompass all actions. Always place an action in the category you feel that it is most suited to, and if you feel as though none of the categories suits it perfectly, then resort to informal; this category could also be considered an "other" category. The same applies to the underlined status sections.
Keep in mind that you are controlling the government of a nation, not the nation's population. Therefore, while you can make actions to try to appease your population and affect their opinions on various issues, you cannot assume how they will respond to these actions.
The World of Paxit
The world of Paxit only works if all of the countries are within a generally similar technological range. In this case, that range has been chosen as the one stretching from the time of the Roman Empire to the European Middle Ages. At the beginning of the roleplay, technologies like gunpowder do not exist. Some states are still in a nearly tribal state of governance, while others are bordering on democracy and imperialism. Sea-faring ships are nearly universal, though some countries excel in this more than others. Swords, spears, bows, daggers, poisons, catapults, and varieties of these weapons proliferate in this world. Brass and percussion instruments form the majority of music in the more civilised nations.
Technological advancement may occur as this roleplay progresses, but do not expect rapid scientific progress. As well, do not try to force progress upon your country, as every action has an equal and opposite reaction.
It should also be noted that, as the owner of this roleplay, I will be doing my part to ensure that no one nation ever grows overly powerful. Therefore, I will be managing any unclaimed nations, as well as orchestrating unexpected natural disasters, rebellions, industrial accidents, famines, plagues, and the like. Envision this roleplay as being hyper attentive to Murphy's Law on a societal scale.
The average size of these nations should be considered in comparison to Scotland or Ireland. The highest populations might reach four million, but a more average population of 800,000 to one million would also be acceptable.
Maps of the nations are included below, but here are brief summaries of general environmental trends in the various nations. Feel free to change these when you adopt a nation, but be sure to keep the trends intact in general areas.
- The north-western island consists mainly of jungles, thickest in the south and growing into a dispersion of plains at the north.
- The Islands of the Cantaraves have mostly boreal climates. They are rough, but generally habitable.
- The northern landmass surrounding the Fae Gulf has a mix of boreal and tropical climates, north and south, respectively. North of the mountain range is a frigid tundra. The same general rules hold true for the landmass surrounding the Gulf of Sintos.
- On the southern-most continent, a wide array of environments are represented. To the west are large forests, transitioning into the Karabar Floodplains, which continue around Lake Karabat. The only routes for a naval vessel travelling from Lake Karabat to the sea are through the rivers which flow through the the two Karabar territories. Adjacent to the east is the Ay'ul Desert, surrounded by the northern Riplent Mountains and the southern Guali mountains, which eventually converge at their easternmost points.
I promised it, therefore, I now deliver upon it. Behold the history section, where the tales of this world are recorded for all to see!
The nations came into being quite suddenly, and as if they had always existed without interacting with each other. All relations were neutral, though some would quickly become more strained than others. This is a story of the results of those strains.
In the north-west, we quickly witnessed the growth and come-to-prominence of Vatrugos, a religiously-driven, jungle-inhabiting, navally-powerful nation. As they celebrated their festivals, gained a renewed sense of entitlement and arrogance, and began work upon a massive line of fortresses at their northern frontier, they began to come into contact with their neighbours, such as the struggling Tribes of Sin'jok. Despite the peaceful beginnings of the tribes, tensions boiled over between two feuding coastal groups who competed over fishing resources. The Vatrugi watched on with contemplatively greedy eyes. Meanwhile, they made connections with their other neighbours, the respectable nation of Erabas. One such connection was a trade deal between the nations, which would provide Erabas with the lumber it required to purchase equipment from Fae-Qwan which would refurbish its military. Meanwhile, the Vatrugi enjoyed foreign labourers, supplied by the government of Erabas itself. These labourers were easily convinced to perform this labour even at a meagre salary due to the sudden famine which had struck the southern portion of the nation's agricultural areas. In the north, the Kingdoms of Utos remained somewhat separate as they dealt with the issues surrounding their king's failing health. His latest wife, Queen Alyé, slowly grew to replace his presence.
Meanwhile, the Cantaraves were struck by a monstrous storm which destroyed colonies on the northern islands. Utos was quick to supply this relief, though the issues with King Jess' failing health caused its delivery to fluctuate. Erabas was somewhat more slow in its response, but it delivered a larger contingent of assistance for its smaller damages. Finally, Maranavok failed to provide even the slightest response.
Moving east, we come across three very interesting nations. Maranavok, the largest, was an immense military power, though its navy was weak due to a lack of necessity. It threatened both Arenthia, a noble, powerful, and beautiful country to the east, and T'ing-Mat'ao, a country renowned for its art, and recognized for its progressive democratic system. However, this democratic system made T'ing Mat'ao very erratic, causing it to sign treaties with its oppressor to the north only to abandon them weeks later. Protests did emerge. Arenthia, a more traditional nation, responded to the threat of Maranavokian expansionism with increased protection along the western border.
Perhaps most important within the early days was the message delivered by the sudden collapse of the old Omantiosan Empire. Once one of the most renowned and feared powers in the land, the empire, having grown weak and ineffectual in its luxury and famines, was threatened by the rising power of the Ksintiosan Empire, a new-yet-strong, and also very small, nation to the south-east. The immense power of Kyrik, Omantiosa's other eastern neighbour, and also a rather new presence, was yet another threatening imposition. Finally, the harmony and stability of Tsin at Omantiosa's south-western corner would have major repercussions on the old, decrepit power. In the mid-summer months, the Ksintiosan Empire began its advance into Omantiosa, slowly annexing territory for itself. Omantiosa, after a delayed reaction in hope of appeasing the Ksintiosans with some free territory, finally declared war on the Empire to its south-east, and began seeking assistance from Arenthia and Fae-Qwan. Tsin, noting the weakness of Omantiosa, and fearing a complete take-over by the ambitious and impressive Ksintiosan Empire, launced its own invasion against the southern limb of the failing state. The Empire was quick to take large legs of Omantiosa's territory, reaching its capital within two months. After forcing the retreat of the Omantiosan government to a second, unofficial capital in the northern part of the country, the Empire made a deal with Tsin in which they outlined the distribution of territory between the two invaders. It had become clear that Omantiosa had lost its old southern glory, and would at the very least be relegated to the cruel northern stretches of land. Meanwhile, new tensions rose. The growing Ksintiosan Empire sparked conflict with the Kyrians through a variety of actions, though the Kyrians were at times guilty of misdeeds as well. The Ksintiosans, seeking to lessen the Kyrian presence in 'their' gulf, demanded such a withdrawal of forces and also worked to fortify its coastal settlements in the case of an attack. Unfortunately, the Empire also chose to impose upon a prospective treaty which the Kyrians sought with the nation of Tos, a neighbour of both adversaries. Some signs of good-will came in the form of Emperor Yan-Sun's repeated appeals for peaceful resolutions, and in the attendance of Ksintiosan athletes at the Kyrian international games. Tensions, however, remained quite high as Kyrik grew its army to encompass nearly two/thirds of its population, and the Ksintiosans began to incorporate women into their naval forces, sparking a societal revolution in this advancing nation. One thing only is clear with this mass of land: the old powers are gone, and into that vacuum, new ones have emerged.
Finally, we turn to the southern land. Here, little of grand interest has surpassed. In Q'rin, troubles with Gualichos were inflamed by the arrogance of the Guali leader, though these were resolved, and the southern trade route remained intact. A small disease caused some concerns. On the opposite side of the land, the nation of Indigosoki-Vontropanos had collapsed under the pressure of various weakly-united ethnic and religious groups, and as turmoil struck the nation, Mylanos and Southern Kurubar, like vultures to a carcass, struck their prey. The northern Kurubar, meanwhile, sought a trade route through its fellow northern neighbours, Riplentique and Tamlar, which would stretch all the way to Q'rin. Diplomatic relation between the Kurubars were also healed. Riplentique suffered some economic unrest as the old peace frayed and new tensions caused diminished luxury, and finally, in Mylanos, two important actions occurred. One was a stray ship of the Vatrugi pillaging a Mylanese settlement. Two, was the formation of an alliance with Kyrik which would effectively unite the most powerful naval force (That of the Kyrians) with the most powerful terrestrial army (That of Mylanos, a military oligarchy of a nation).
Any pacifists would despair to see so many conflicting interests causing so much chaos through such a vast land. The old ways, as horrid as they might have been, were certainly gone, and the future held only a mystery - a mystery, and consequentially, a threat.
Could it really be the time to apply already? Absolutely! In fact, this roleplay will always accept applications, unless we feel that there are too many roleplayers. However, since the roleplay has begun, we ask that anyone attempting to make an application sends a Private Message to Commandosaurus first, so that we can work together to find a way in which the roleplay will be least effected by this sudden change. Without further ado, here's a form with which one might do so, and some information to help you with each section:
Name: Feel free to change this, but be sure to include the name which is given on the map so that we know where your nation is located.
Government: Feel free to make this as detailed as you wish, especially if the governmental form is of your own creation and cannot be easily compared to a current form.
History: Give as much information as you can for this section. After all, isn't the history just a super fun part?
Population: With an average of about 800,000, but a high end of four million, these are vastly different nations. Describe the size of yours.
Environment: This is optional, to be used if you want to give more information on the general environment of your nation. Also use this section to detail the natural resources of your country.
Major Cities/Infrastructure: Where's the capital? Where are the military bases? How are cities interconnected? Any important ports? Imposing landmarks?
Expertise: In what industries or activities does your nation specialize?
Military: How powerful is your military? Which battalions already exist? Try to make your nation's military prowess relatively similar to that of coeval nations.
Culture: This is optional, but it may help to affect how and with whom alliances are formed.
Colour: Give a hex code for a specific colour you would like your nation to be changed to on the map. Of course this is optional.
Other: These are large nations. Surely there must be something I have forgotten to provide a space for - place it here instead! Of course, this is an optional section, but if you don't include it you won't be accepted.
And a copy-and-paste-friendly version:
And finally, a list of nations which others have already laid claim to. Bolded items on this list are officially registered nations; a lack of alterations signify that a nation has been reserved, but not yet created.
Q'rin - Meritania
Fae-Qwan - Darthrafael
Mylanos - ike709
Tos - Ethansito
Arenthia - JayFarlander
Kyrik - TheSkeleMiner
Mendratia - MafiaDog
Nucleep - T'ing-Mat'ao
Hapchazzard - Riplentique
Zyngard - Maranavok
Rules and Anti-Rules
Many roleplays have huge lists of rules, and often these rules become assumed for other roleplays. The only reason that this list of rules is so long is that it is important for people to understand what common rules do not apply here.
- Be kind. This should be a general rule of life, but unfortunately it is not. Be respectful to other people, don't disparage their efforts, and if you're impressed by something, say so! If you find a joke funny, or a strategy ingenious, let people know. We're all human, and we all love compliments.
- Heed the owner. This is also something that should be assumed, but I'll mention it for the sake of mentioning it. I am taking it as my obligation to keep this roleplay running smoothly. If I make a decision or an intervention which you disagree with, trust that it is done for the betterment of the roleplay as a whole.
- There is no rule regarding writing ability. Many roleplays these days are instituting minimum post lengths, or requirements for superior English abilities. Paxit will have no such limits. First of all, we want anyone who is interested to partake in this roleplay. We do not want to exclude anyone because they feel as though they are not fit to participate. Secondarily, this roleplay simply does not need an exceptional level of literacy. Of course your posts must be understandable, but if they do not flow beautifully, few will suffer serious issues in utilising them in their own roleplaying experience. This is not to say that avid writers are not wanted - we always welcome exceptional talent here, and are eager to read when people want to demonstrate their skill through excerpts of life within a nation. This is a roleplay for everyone, so everyone's writing is acceptable.
- Don't be excessively powerful. This just means that you should never be dealing serious damage to a nation without that nation having a chance to respond.
- Read everything and inspect the maps and map updates. This is more of a very heavily weighted suggestion than an obligatory demand. If you follow it, everything will run far more smoothly. We will avoid confusion, countless debates, and just will have a generally easier experience.
- Stay active, or at least alert us to your absences. If you are inactive for two weeks without alerting the owner to your absence, your nation will revert to a state of being unowned. You can reclaim it upon your return.
If there are any spelling mistakes, complete lapses in the information, or other errors/inconsistencies/insufficiencies in this text, please point them out so they may be fixed.
Be sure to check back regularly for updates to guidelines, examples, maps, and soon, the 'History' section, which will recap any important events of the roleplay.
Applications do not have to be redone when the application form is updated. That simply wouldn't be fair.
Here is a link to the action thread.
This will not be a small roleplay. It will only work if we have at least a handful of active, engaged, and excited roleplayers. However, with such a unique and immense concept, I doubt that excitement will be our largest problem. Please, join, and add your own touch to this unique roleplay, and to the world which it encompasses. Leave your mark on Paxit, whatever size that mark might be.
Nov 1, 2016Commandosaurus posted a message on Paxit - A Tale of War and Conquest [Always Accepting] [OOC]Posted in: Forum Roleplaying
I have the same predicament, ike. Too much time to post - not enough justification to do so.
Feb 26, 2013Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Supporting this suggestion
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
By default, nothing will change.
By default, nothing will change.
By default, nothing will change.
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
Jul 14, 2013SoBiohazardous posted a message on Minestrappolation 3.0 - A Complete Vanilla Overahaul!Posted in: Minecraft Mods
This mod has officially been updated here.
Minestrappolation - An Extrapolation of Vanilla Minecraft.
September 21, 2014
Okay, big 3.3 update! Stone galore! Hopefully, we've ironed out all the major bugs by 188.8.131.52 - _-
August 5th, 2014
Versions 3.2.0 and 3.2.1 are released! 3.2.0 came with plenty of bugfixes, as well as a BUNCH of new features, and 3.2.1 comes with bugfixes for all the bugs we created in 3.2.0.
July 21st, 2014
Minestrappolation 3 is out!!!!! It's a good 80% less buggy than the last version, and contains a TON of new features! Download is at the bottom of the fancy new thread!
Minestrappolation is a massive mod designed for one purpose: to add useful and interesting gameplay content, while still maintaining the feel and aesthetic of Vanilla Minecraft. While the actual content of the mod varies from anything from Ores to Mob Loot, almost every item and block has been specifically designed to feel like something that could be added to Vanilla Minecraft. The mod is over 1 year in the making, but it's still a MASSIVE work in progress. We have a LOT of content planned, and we hope to continue to update and expand on the mod until we have most of it added.
Due to the sheer amount of content in the mod, trying to figure out exactly how to use it all can be rather overwhelming. The mod contains a multitude of features, ranging from regenerative armor to hazardous radioactive materials, limitless bounds of decor blocks to hallucinogenic Ghast tentacles, and new food items to world-shattering explosives. However, despite the vast array of content added by the mod, almost all of it can be separated into one of three major categories: Ores, Decor, and Mob Loot. Below are some basic feature overviews for each of these three categories.
One of the goals of Minestrappolation's Ore content is to add a few more distinct gameplay tiers to the game, and this starts from the moment you enter the world. Throughout our playtesting, we've realized that the Wood tier of tools is one of Vanilla Minecraft's few weak points. The only purpose that Wooden Tools serve is to get stone tools, after which point they are nothing but a waste of inventory space. Thus, we've added an alternate option for beginning-game tools: Sandstone Tools! These can be crafted just how you could expect, and have slightly worse stats than Stone Tools. However, their main benefit is that, since Sandstone can be crafted with 4 Sand, these tools allow the player to bypass Wood Tools entirely, speeding up your gameplay progression significantly, assuming you are fortunate enough to spawn near a Sand deposit.
If you've managed to get a starting Pickaxe, but can't seem to find any Iron, Minestrappolation has that covered, too. There are now multiple early-game tool tiers, including Copper and Slate, which are readily available as an alternative to Stone Tools at the beginning of the game. However, unlike Stone Tools, some of these new tool tiers can still be useful later on in the game, if you don't feel like wasting your precious materials on durability-intensive tasks like quarry-mining.
In addition to filling the early-game tool tier gap, Minestrappolation also covers the blatantly massive tool tier gap between Iron and Diamond tools. Minestrappolation adds 10 new Tool materials, 5 of which compose the "Middle-Tier" between Iron and Diamond Tools. Some of these tools are crafted with normal Ore-smelted Ingots, while others are crafted with alloys of other existing Ingots, but each tier has a set of unique stats, and, occasionally, special properties, such as being able to ignite blocks by right-clicking them, or having tools that can block like Swords.
More Reason for Cave Exploration
Like our other mod, Elemental Caves (see the bottom of this post for a link), Minestrappolation aims to make cave-exploration in Minecraft more worthwhile. Minestrappolation's Ores segment adds 9 new Ores to the Overworld, and an additional 2 to the Nether. While some are used solely for Tools and Armor, others are used for various other purposes, such as the Overworld light block, Sunstone, or the useful but deadly Plutonium and Uranium.
As of 3.3.0, Minestrappolation now replaces all stone with their respective biome type stone, and respective depth-biome type stone. Their ores are also replaced to match their texture.
More End-Game Content
Ever get to that point in your Minecraft world where you have nothing left to do? The Ender Dragon is dead, your house is walled with Beacons, and you've automated nearly every item in the game? Minestrappolation strives to fix this problem as well. The mod adds plenty of "late" late game content, and even gives you a few actual goals to strive for. Try to craft a piece of holy Godstone, so that you can smite the undead, even at night. Obtain enough Bedrock to craft a Bedrock Pickaxe (yes, Bedrock is minable with Minestrapp installed). Or even just obtain a ton of Uranium and Plutonium, craft it all into Nukes, destroy everything you've ever built with them, and try to survive in the smouldering crater! If Minestrappolation can't permanently end your end-game boredom, it will at least delay it by several explosions.
More Building Blocks
In the Decor section of the mod, our main goal is, of course, to add decor! And what better way to do so, than with 300+ new building blocks? One of the core features of Minestrappolation's decorative enhancements is the new Stonecutter block; a Crafting Table-like utility block that allows you to cut ANY stone-based block in the game into ANY other basic decorative variant. Can you cut Nether Quartz Bricks? Yes. Can you cut Stone Pillars? yes. Can you cut Netherrack Slabs? Yes. For just about any stone-based block you can imagine, Minestrapp adds anywhere from 8 to 15 new decorative variants of it -- ensuring you will never again run out of new materials to build with.
And if ludicrous amounts of stone-based building blocks wasn't enough for you, Minestrappolation also covers a much-needed addition to Minecraft's basic decorative blocks; Wood varieties. Each type of Wood can now be crafted into Boards, Panels, Beveled Panels, Mossy Boards, Mossy Planks, and various other varieties, using Minestrapp’s new Carpenter’s Bench crafting block. Just because you're not a fan of quarry mining, doesn't mean you should be limited to building your house out of only Wood Planks. The Carpenter’s Bench also replaces a number of wood-based Vanilla recipes such as Beds and Doors, meaning that you actually have to survive and gather materials for a while before you can make your cozy, monster-proof house.
But, of course, Minestrappolation's decor segment would be no better than the common "NEW DECOR BLOCKS LOLZ" mod if all it added was basic building blocks. Which is why we've added a number of actually useful new decorative blocks, which not only look nice, but can greatly assist you in your survival world. Tired of rummaging through Chests for Potions? Store your Potions, Water, and Milk in beautifully-modeled Goblets. Find carrying slabs of meat in your pockets a bit gross? Store all your foodstuffs on stylish golden Plates. Hate that you can't open Chests when there's a block over them? Try storing your goods in compact, stack-able Barrels. From easy-removal scaffolding to Ladders that don't require a block behind them, Minestrappolation attempts to fix almost every common Minecraft household problem.
Of course, with all the new items and blocks added by this mod, you'll probably be running a little low on storage space. Fortunately, the Minestrappolation thought of that, too. The mod's decor section also provides decorative storage blocks for various Vanilla items that should have been compressable from the get-go. Pave a shimmering, white beach out of Sugar Blocks! Compress all your useless Flint into blocks, and then cut them into decorative Bricks and Pillars! Make a meat castle! The possibilities are (somewhat) endless!
Additional Food Sources
Ever get one of those garbage seeds where you spawn in a place with no animals except Sheep? And do you then proceed to starve to death and regret everything you've ever done? Well consider that little gameplay issue fixed! Almost every passive mob in the game now drops a food item of some sort, making early-game food sources much less aggravating to find. Additionally, several of these new food sources also have side benefits, such as giving the player various beneficial Potion effects, or dropping Animal Bones after being eaten.
Making Previously Worthless Mobs Useful
Do you have problems with Bats? Of course you do. If it's not the squeaking or flapping that gets to you, it's the fact that, after spending 20 minutes trying to kill one, the realization that they drop nothing at all is absolutely soul-crushing. Fortunately, Minestrapp's Mob Loot section gives you PLENTY of reason to kill every Bat, Squid, Horse, or any other small, woodland creature that tries to get in your way.
Strange New Item Mechanics
Ever wondered what would happen if you chopped off a Ghast's Tentacle and ate it like Calamari? Curious as to whether or not other animals' feet are as lucky as Rabbits' Feet? With Minestrappolation's Mob Loot content, you can answer all of life's odd questions. So chow down on that gross, white, Ghast limb. Maybe it'll give you superpowers! Or maybe it will just make you have hallucinations about the Nether...
Minestrappolation 3.0 review by OtterInASuit:
Since the overview above doesn't even BEGIN to describe the level of detailed features included in this mod, you may want to consider visiting our Complete Mod Features List HERE. It contains information on every single feature currently included in this mod, as well as everything we have planned for the future, so it should be able to answer most any question you have while playing the mod. The Features List is a constant work in progress, so occasionally you may even see one of the team members adding information on planned features, or modifying information on existing features that will be changed in an upcoming release.
For more frequent updates on the mod's progress, you can follow us on Twitter at @MinestrappDev. You can also follow @SoBiohazardous and @ClashSoft, as they will also be posting mod update progress from time to time.
And if you liked this mod, you should also go check out our other mod, Elemental Caves! It's a complete overhaul of Minecraft's cave generation, and a lot of its content works extremely well with that of Minestrappolations. You can visit its mod page by clicking HERE, or by clicking the banner in my signature.
*Requires the latest version of Minecraft Forge, just download and run the installer.**Also requires Clashsoft's Clashsoft Lib and Brewing API. Download those and drop them in the mods folder.
All older releases, pre-releases, and changelogs can be found HERE.
Please report any bugs you find HERE. Every bug report helps to make the mod a little bit nicer.
*DO NOT POST A CRASH REPORT UNLESS YOU ARE USING ALL LATEST DEPENDENCIES (FORGE, CL, BA)
Q: "Does this mod work with ___?"A: Unless it’s NEI, I have no idea! We haven't tested the mod with many others yet, so the best way to find out is by trying it yourself. If it IS Not Enough Items that you’re wondering about, though, then yes! Minestrappolation contains full NEI support, allowing you to view all of the Crafting, Cutting, Melting, Plating, and Milling recipes added by the mod.
Q: "Can you add support for ___ mod?"A: Eventually. We're barely able to keep our own mods updated as it is, so adding support for other mods is VERY low priority at the moment.
Q: "Why can't I craft ___?"A: A lot of Vanilla Crafting recipes have been removed and replaced with Carpenter Bench and Stonecutter recipes in order to keep everything consistent. This mostly only applies to stone and wood-based decor blocks, but it also applies to a few other Vanilla blocks, such as Anvils, Beds, or Doors. If you have any questions as to how to cut something on the Stonecutter or mill something on the Carpenter’s Bench, I recommend experimenting with it yourself, but you can also consult the Features List linked above, which contains every crafting, cutting, and milling recipe.
Q: "It crashed."A: First, try updating Forge to the latest version and see if it fixes it. If that doesn't work, give us the full crash report, as well as a description of what exactly you were doing when it crashed. Without those two things, it is VERY unlikely that we can fix your crash.
SoBiohazardous - Coder and Project Manager
Delocuro - Texture Artist and Concept Creator
Clashsoft - Resident Java God
TheWerty - Coder and Bug Smasher
Jan 18, 2012_GeekPlaya posted a message on [1.6.4+] Adventure Lobbies | Play Adventure Maps With Friends for Free [FEATURED ON: The Shaft]Posted in: Maps Discussion
Adventure Lobbies is a free service for Minecraft that lets you invite your friends to play popular adventure maps with you.
Setting up a server can be a hassle. On average, it can take up to a couple hours for an in-experienced user to setup a server to play with their friends, and even then, the majority of people don't even keep the server running very long.
On top of the effort required to make your own server, most ISPs (Internet Service Providers) cap the amount of bandwidth you can use to a relatively low amount. For such a bandwidth-intesive game, this means that just by playing maps with your friends using your home computer, you could get fined by your ISP for up to a couple thousand dollars!
The best part about Adventure Lobbies is that it is a free, lagless, 24/7 service that has over 70 different popular adventure maps and even the ability to generate your own world with a custom seed. All lobbies run for up to a duration of 7 hours, which is plenty of time to get everything done.
All maps provided by Adventure Lobbies are approved by the map creators and suggested by the community. Each map has been tested to work and is configured to the proper difficulty, restrictions, and comes with downloadable notes/instructions that may be vital to the story line.
I've gone into the smallest of details such as: the ability for Enderman to pick up blocks, limiting certain mobs from spawning, forcing daylight/night, weather, monsters/animals, and more for the most ideal gaming experience.
* For legal reasons, maps are not downloadable at any point through this service, and must be played on the server for the time it is run for.
Jul 20, 2013TadamiAcademy posted a message on ~Tadami Academy~ [Fanmade Rosario + Vampire Roleplay] [Discontinued]Apologizes, the server died.Posted in: PC Servers
Sorry, I also managed to mess up the text so sorry about that.
Feb 20, 2013jde posted a message on UPDATED PIX: Gryphons (Balanced flight for Survival mode)ATTENTION TO SUPPORTERS: Please support us on Reddit. This may be our best chance of getting Mojang to notice Gryphons and have them added. Please click here, upvote, comment and help us get an active discussion going: http://www.reddit.co..._survival_mode/Posted in: Suggestions
(See below for more concept art. Above screenshot is photoshopped, not a mod. All art by Papertiger)
DISCLAIMER: Please note that this is not a mod, nor a mod suggestion. This is a suggestion for Mojang to add to vanilla Minecraft.
Hello! I would like to share my ideas of how Gryphons might be a good addition to Minecraft. After deciding to post my suggestion here, I did a search and saw that there have been a few posts about Gryphons throughout the past few years. But they were quite different from what i had in mind, focused on a wide swath of mythical creatures, or mod/add-on related.
My hope is that others will share my vision for simple, balanced, non-immersion-breaking, Mojang-style Gryphons to be added to Minecraft in a future patch.
Here it goes:
A way I could see Gryphons fitting into the Minecraft universe is that in an "Extreme Hills" biome, you could find a nest either on top of a mountain, or on the side of a cliff. I imagine the nest would only be one or perhaps two blocks large and in the shape of an eagle's nest. In my opinion, the player would never see a wild adult Gryphon. The only chance they would have at seeing a Gryphon would be if they raised one themselves. Thus making them FAR more rare and special. Almost like finding diamonds. If the player were lucky enough to find one of these nests, and endured the journey to reach it, they would see an egg sitting in the middle of the nest.
The player would then follow these steps to hatch, raise, saddle and then ride their Gryphon:
- The player would take the egg from the nest and bring it back to their home/cave/castle/dwelling and place it on a block of dirt underneath a torch.
- The player would then have to wait a couple of in-game days.
- After a few days pass, a baby Gryphon would emerge.
- The player would then have to feed the baby Gryphon meat or fish once a day for a couple days.
- After a couple days of feeding, the baby Gryphon would grow into an adult, ready to be saddled.
- The player would then place a regular saddle, the type used on pigs, onto their newly raised Gryphon.
- Upon being saddled, the player's new Gryphon is ready to be mounted. But that doesn't mean the player can have unlimited, overpowered flight. No sir.
Just because the player has a Gryphon doesn't mean he or she is able to fly anywhere they want with no limitations. Far from it. This will be nothing like flying in creative mode. It will be a slight advantage over regular walking and jumping that the player will have earned.
- Instead of unlimited flight, like in creative mode, a Gryphon rider's flight would be slightly challenging yet still useful. Much like how boats function in Minecraft.
- In order to take off, and to stay in the air, the player would have to press their space bar for every flap of their Gryphon's wings. This means that the Gryphon, just like the player, is effected by the game's gravity. That way, it wouldn't feel like cheating. This may sounds difficult, but i think it would lead to a much more immersive Gryphon flying experience!
- Traveling via Gryphon would sometimes be slightly faster and more convenient than walking on foot, but in some cases it would also be a FAR worse alternative to walking. For example, trying to fly your Gryphon down into and through a cave would be a TERRIBLE idea.
If you have built a giant castle like my brother and I have, which i'm sure MANY of you have, then I have a feeling you'll understand why I think the best use for a Gryphon would be to quickly reach one of the top floors of your castle without having to climb all of it's inner stair cases and ramps.
But there would be many, many more uses, such as:
- Getting past mountains a little faster than on foot, and without the need to eat as much.
- Flying over lakes or rivers instead of having to swim.
- Safe late night traveling. That is, unless you get shot by a skeleton's arrow
- Being able to leave from the top floor of your castle or other large dwelling.
- FUN! Or atleast i think it would be.
The last thing I would ever want is to suggest an idea that would ruin the immersion of Minecraft. I believe this idea would be game fitting for Minecraft because of the wonderful animals Mojang has already put into the game. When I think of Gryphons in Minecraft, I can just picture an in-game Gryphon done in Mojang's wonderfully simple yet beautiful art style... All block-ish and colorful
No more than a boat would be. You would hardly be able to aim at someone with a bow, let alone actually hit them with an arrow from it. Hitting a player or mob with a sword would be even harder. In order to deal damage to anything, from bow or sword, you'd have to land your Gryphon and completely stop moving. At that point, you would actually become vulnerable due to lack of mobility (You cannot walk or run on a Gryphon, only fly. And take-off isn't instant, due to the need to flap your Gryphons wings.). This is not a mount intended for combat.
Thanks for reading and sorry for the giant wall of text.
I would like to thank Theriasis for their wonderful guide on how to post on the suggestion forum. I tried my best to follow their advice!
CONCEPT ART :
Click this spoiler for even more concept art and photos.
Dimninds!NOTE: This photo is an inside joke and purely for fun. We do NOT suggest that Gryphons should EVER shoot diamonds. Or dimninds. Click this spoiler to proceedRoostsSpecial thanks to Papertiger for all of the awesome concept art, avatars and signature banners!
You guys have given me many awesome suggestions so i decide to place the most game fitting and balanced ones here:
Disclaimer: I will try my best to describe your guys' ideas and list the names of the people who have suggested them. Let me know if i miss something!
Disclaimer II: This thread is rapidly gaining support and unfortunately i can't always keep track of who has suggested what. I'm most likely to miss some people who deserve credit, sorry. Let me know if i do!
0. HEALTH, HUNGER AND MORTALITY (pinballboy7, Droideka30, Papertiger, zeel, ErasmoGnome, IonicTiger): One of the most talked about suggestions. The idea that tamed Gryphons should have health, hunger and be killable by mobs, other players or enviromental conditions (lava, etc.). It has also been suggested that if your Gryphon gets hungry enough, it will bite/peck at you in frustration, buck you off if you attempt to mount it, or even go off and eat wild animals and/or livestock (pigs, chickens, sheep, cows).
1. Soaring (Papertiger, Droideka30, zeel, crazeenuthead): You should be able to hold down the space bar to make your Gryphon soar, once you have already achieved altitude and speed
2. Wild adult Gryphons in the sky (Papertiger, Paradox01010, zeel): You shoud sometimes be able to see wild Gryphons flying high up (out of reach) in the sky. Perhaps flying in the direction of where a nest and egg is. This would most likely be rare.
3. Walking (Kisdee, RobertFrans): Instead of strictly being able to fly and hop, a mounted Gryphon would be able to slowly walk on the land as well. It would be unable to move up and down blocks (like a pig), but you could just press spacebar to flap its wings in order to hop up to where ever you are trying to get.
4. Breeding (Droideka30, Papertiger, zeel): If you are lucky, and skilled enough, to obtain two Gryphon eggs, and now are the proud owner of two Gryphons, you should earn the right to breed them. Once Gryphons breed, they would lay one egg. It has also been suggested that tamed Gryphons can only breed during a full moon and that when bred in captivity, Gryphons need a "Brooding box" in which to lay their eggs. See Papertiger's brooding box concept art here
5. Gryphon melee attack (Paradox01010, zeel): Your Gryphon would be able to do damage and/or a knockback to enemies that you dive at with it. This would be hard, but if you were able to steer your Gryphon properly, you would inflict damage fairly.
6. A special way to take the egg (Moosemunchee, zeel, RobertFrans, IonicTiger, zapper990): The idea that the player shouldn't simply be able to punch the Gryphon egg until it breaks and then pick it up. Perhaps the player would have to use a pickaxe with the Silk Touch enchant, a piston, minecart and rail, diamond pickaxe, shovel or something else. It has also been suggested that Gryphon nests and eggs should spawn only in the spring and despawn in the fall, meaning that you can never find them in the winter.
7. DOGFIGHTS! / Sky Jousting/ Sky Duels (bebe33, Papertiger, Paradox01010): It would be awesome, wouldn't it?
8. Visual roll while turning (bebe33): The idea that a Gryphon should roll slightly while turning, for visual effect. Much like how a bird rolls as it turns in real life.
9. Pitch (bebe33, zeel): The idea that you should be able to pitch your Gryphon up and down while flying. Pitching it downwards will increase your forward momentum. Pitching it upwards will increase altitude.
10. Thrust (zeel): The idea that you should be able to choose the level of thrust per wing flap based on your timing and space bar usage. (Half flaps, full thrust flaps, etc).
11. Wing angle and banking (zeel):Quote from zeel
Wing angle: Space bar controls flapping, the W A S D keys control the angle of the wings. W angles them down/forward, S andgles back, A and D angle them opposite each other (A: left down, right up. D: left up, right down). This causes role/banking, witch lets you turn, basically A and D let you turn. Flapping while holding one of the W A S D keys will cause thrust in that direction. With W flapping will thrust you forward (no keys basically only gives you upwards thrust), accelerating you. S will cause the flap to come forward, giving reverse thrust, to slow you down (or fly slightly in reverse when taking off). Flapping with A or D will tighten the turn.
Turning: I have already mentioned two ways to turn, but here is the in depth part. Holding W and looking will cause a very slow turn, holding A or D (whatever direction you wish to turn) will cause you to bank in that direction, this makes the turn much tighter. Using both turning methods at the same time is even better, and causes you to bank much more. If, once you have banked to the maximum level, then flap the wings you will turn drastically in that direction, though you will lose a lot more speed than you would in a normal turn.
See also zeel's ideas for flight mechanics
12. Armor! (zeel, papertiger, Droideka30, IonicTiger): The idea that Gryphons should be able to equip special Gryphon-only armor. There would be leather, iron, gold and diamond versions. The better the quality of the armor, the higher movement speed penalty the Gryphon would suffer due to the weight. It has been suggested that you only find these pieces of armor in Strongholds.
13. Inventory (papertiger, Droideka30, zeel, IonicTiger): The idea that you should be able to place an item similar to a saddle bag or pouch on your Gryphon's back that would act as a chest and the Gryphon's inventory. This may or may not be where you would equip Gryphon-only armor at.
14. Talon grab (SkarmorySilver, papertiger): The idea that your Gryphon should be able to grab things with it's talons on command while mounted. Possible things Gryphons could grab: mobs, players, items, blocks. To make it balanced, if your Gryphon did grab a mob or player, the mob or player would still be able to aim up and attack the Gryphon and/or it's rider. With this form of balance in mind, the player would be able to use it's Gryphon to drop mobs from great heights, inflicting falling damage. This would be at the risk of the Gryphon and the Player's health and well being, however.
15. The Spire (IonicTiger): Click here to view IonicTiger's idea for a Gryphon nest atop a spire:
What if the nest, instead of spawning on the side of a cliff, would spawn on a massive spire that, depending on the hight of the mountain it spawned on, would range any where from a mere twenty blocks high, or a staggering hundered blocks high, and wouldn't end until it reached a few blocks above cloud level, thus forcing you to fight the adult gryphon?
The spire would be a jagged piller of rock, twisted and craved by the wind, as it has stood for a millennium, awe inspiring by its sheer size.
The design of it would have to be carefully considered; if too thin in, it would look a bit... strange; I would prefer it to be at least 7 blocks by 7 blocks, but, players would be able to tunnel right under the tower (assuming that it was hollow), and build a dirt tower to come out right under the egg.
You could fill the inside of the spire with lava, but this would be massively off theme.
Possibly the easiest solution to this problem would be to have to tower made of obsidian, and it would not be hollow. You could tunnel under it, but it would be easier to just fight the mother.
Also, as a few pages back there was talk of gryphons, being the most noble of beasts, collecting treasure, why not have blocks of gold, diamond, and emerald embedded in the spire?
They (the aforermetioned valuable minerals) would randomly spawn in the outer most layer of the spire, but there would only be a maximum number of only six blocks spawning in a tower that could be a hundred blocks high, so even getting them would be a mighty challenge.
16. Lance and saddle mounted lance holder (firewave15): firewave15 has suggested that there should lances and saddle mounted lance holders that the player could use from Gryphon and also possibly Horse back. The saddle mounted lance holder would be required in order for the player to maintain control of his mount whilst using a lance. The lance would do damage based on the speed that your Gryphon is traveling upon the point of impact with an enemy. The lance would have a longer reach than a sword, making it ideal for mounted combat. But it would be useless for anything else. The mounted lance holder would most likely break after a set number of uses, perhaps 50.
17. Fear of fire (IonicTiger): The idea that Gryphon's should be afraid of fire, and will not fly within 5 blocks of any fire. This would add balance to PVP ground vs air combat, making players on the ground slightly more defended from Gryphon riders. Players on the ground would still be vulnerable to a Gryphon rider's bow and splash potions, however.
Quote from IonicTiger
It would prevent gryphon riders from totally dominating the battle-field, but would be small enough as to not render gryphon useless in PVP.
CALL TO ARMS... AND TWEETS... AND REDDITS!
I encourage all of our supporters and/or bannerlords to tweet @Dinnerbone and @Jeb_ so that they can become aware of Gryphons and perhaps add them in a future patch. It worked for the "Colored glass" suggestion. They tweeted and got noticed and now have a good shot at having their idea added. We can do it too, guys!
DON OUR BANNER!:
Copy and paste this into your signature:
I shall name all those who don our banner! (Let me know if i missed ya):
Papertiger, zeel, Droideka30, empoleon53098, Pinballboy7, Ram9bo, Withnothing, IonicTiger, EmeraldDragon225, SkarmorySilver, gugus294, Xweetok_II,
Sh4rp_Blade15, Minor107, xSatuim, Concerer82, Riggzon, Zbakkar_Herobrine,
Starhowl, Mobius762, shadowyblade, theorangecreeper, EpicGamer, Sylveon,
King_Of_Wolf, enderman_guy, Rex1900Roblox, BGgames, Euclid243, Techdolpihn
purebloodedgriffin, firewave15, zeuslightning125, Jetstream_Xeno
EDIT LOG: There are now some concept screenshots further on down this page in a recent post. Added a game breaking? section. Added amazing concept art, avatar and banner by Papertiger. Added a "Supporter Suggestions" section. Added a poll. Added "tweet and support us". Added banner info and bannerlords. Added more concept art inside of spoilers. Added call to arms... And tweets, replacing the old tweet section. Added a disclaimer about this not being a mod or mod suggestion, but rather a vanilla suggestion.
Aug 25, 2012Posted in: PC ServersRecently 3 friends and I got bored of all the generic PvP/Factions/Greif/Raid/RP servers that are rolling around Minecraft, and we wanted something new. Something that would combine the experience that RPG servers brought with their community, quests and lore; while still having the feeling of danger in a PvP server. The result of our ideas and planning is: Four Kingdoms
VvV-Go to this website-VvV^^^-Do not post on this forum-^^^
When you first enter the Four Kingdoms world you will find yourself on an island. On the Starter Island there are tutorials For basic and elder players. Each one will be run though shops. At the start you will recieve $100 to spend on items for each tutorial. An Example would be a tree tutorial as in order to start it you need to buy one bonemeal and one Sapling. Then you would go into the next room, grow the tree and cut it down. This tutorial would cost $10 (5 for the sapling and 5 for the bonemeal). Another would be Enchanting In which you would buy 2 Bottles O enchanting, one wooden sword and the ingredients to make and enchating table. This one would show you how to craft the table as enchanting your Sword. This one would cost $30 as it is more complex. This should keep the normal player occupied for about 30 minutes. After that you will go to the last free tutorial in which you will die and respawn as a spirit in which you can choose The race you Want to play as. Then your adventure begins.
After your wait has ended you will be allowed to rank yourself up, this rank up will allow you to choose one of the four factions that we have in place on the server. The four factions, or races if you will, are as follows:
After picking from one of these four factions you will be allowed access to the faction home, once in the faction home you will be given a house and your adventure begins.
The main world of the server contains many adventures to be had within the large island of Eteria. On the island you will find quests, ruins, rebels, villages, other races, open-world PvP, and many mini-games to keep your time occupied in between your adventures. The server will have a lot to offer and we have already begun to fill out the island.
"Realm of Eteria"TyyrimVultraCjkirocracerRavenide
Now onto the development side of this post. Now that you have seen a glimpse of our image, we need your help to complete that image. Currently we are running the brain-storm off of a 4-man Admin team that throws around of lot of ideas. In order to grasp the idea of what we have in mind, let me show you the island:
Now we need the communities help to power more of this idea forward, here are a few of the Race Capitols we have in place currently. Remember, these are under construction and will look a lot different at the release of the actual server:
The idea behind the server is that there are 4 Kingdoms, one of each race. These kingdoms are ruled over by a server Admin. Each kingdom controls 1 LargeBiome on the map above and any Mods/TrustedPlayers will be given the ability to make Sub-Clans of the Main Kingdom which allows for several benefits.
1. The main kingdom expands it's reach through these sub-clans
2. The sub-clans are allowed to effectively be their own town, but they must adhere to the rules of their King or bear the consequences.
3. The new towns will not only expand the reach of the kingdom, but they will also protect Capitol. When a war starts between any of the factions, you must claim biome's in order to progress towards the Capitol of another race. In order to capture a Biome you must capture the towns/villages/cities that make up these Biomes.
More features include:
There will be roads linking all of the cities and towns within a Kingdom, which means as an Empire grows they will need to build new and improved roads.
Will be scattered across the landscape that could contain either treasure or certain death (or both)
When war breaks out, the admins will organize times for 'major battles' on the server that will determine the fate of the war. In between these major battles, smaller battles can be fought anywhere just for the sake of killing enemy soldiers.
Active player to server interaction:
If you give us ideas, we will do our best to add it within the realm of reason to the server. This is also further expanded in the 'Capitol Expansion' below.
As the server progresses into the finished stages we will be adding quests, but don't think that once you finish all of the quests you will have nothing else to do. See all of those small islands around the main one? Well those are off-limits for war because those will be the sites of future additions to quest lines. They are effectively expansions of the quest line the server will have.
Each Kingdom will have an orientation of Gods that it will follow. But these Gods are not your generic do-nothing gods. If you pray and support the Gods of your faction you can ask the priest of the God make requests for ill or good (by the hand of the God).
The day of a raid a Rebel ship will appear near the town/city and within a certain amount of time (hours) the rebel's will be allowed to warp to the ship. They will then proceed to use a drop-mechanism to raid the town/city.
Organized server events:
Will range from server WoW style dungeons (massive dungeons with a boss at the end); 2-team Capture the Flag, and any other sort of events like this that we deem awesome!
A highly active staff:
That is dedicating time and passion to this server. This is not just another server that you never see Admins/Owners on. We are building this server because we not only wanted to see our idea come true. But because we want to PLAY inside of our idea as well!
Will come later in the development (P.S. we are looking for someone that can make custom plug-ins). We will be adding these after the server release to see what kind of added plugins we need and obviously to cram a few of the servers plugins into one (potentially) to allow a simpler use for both players and Admins (especially Admins).
As you can see with the dwarf area, it seems quite ruined and incomplete. This is due to two major server specific reasons.
1. The cities that you first join into on the server are not large because they do not have any players in them! We are planning to expand the cities as the actual membership grows. This will create a realistic growth to the server (I am the servers builder and I made this decision as I am very fast).
2. As these cities continue to expand and grow, the exterior look will also improve. The walls will upgrade, the cities will begin to look better, etc..
As many of you may have questioned, there appears to be only a limited land and if the server begins to develop many members this land will quickly go from natural beauty to barren mine-filled wasteland. Well fear not! Each race will have 1-2 mines in their Capitol which will replenish (at first) daily, this frequency may increase as the server grows. This feature is being added to avoid ruining the natural beauty of the island. Also, there will be certain villages that will be deemed 'mining villages'. When an Empire captures one of these villages the replenishing ores and stone will be activated and the village will begin to function.
Expansion of an Empire (sub-factions):
As was previously mentioned, Empires will expand through capturing of towns/cities. These towns/cities will be run by Mods/trusted players. But where are these cities going to come from? Well, the answer to that question is simple. There will be 'ruined' (or abandoned, if you will) towns scattered across the land. These towns will be filled with dangerous mobs, ruined structures and possibly treasure. When a player/Mod has gained enough trust with a race leader they will be given the option to occupy one of these towns and claim it as an expansion of the empire. The individual player will be give the ownership of a sub-clan of the faction (again, it is still an extension of the Empire itself).
More to come in the future. Please leave your ideas in the comments. We have a lot to do on this map, but we are always looking for greater ideas to turn this good idea, into an amazing idea.
Nov 22, 2012Randomness3333 posted a message on [Intermediate RP] The Downfall of Nations (Accepting) [Strategic Warfare] [Near Future] (18 Countries Created)Posted in: Forum RoleplayingQuote from EpicEnderMiner
Also, since apparently everyone wants it, I'll be looking into makin' a website for this.
- To post a comment, please login.