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Aug 31, 2012mynamedotorgdotcom posted a message on [MC/Forge][1.6.4] Gulliver the Resizing Mod (v0.14.3 *Oct 21*): changing your perspective of Minecraft [OVER 900,000 downloads]hey I thought of something this morning that I ghout would be pretty cool what if you could (when small) zipline along trip wires to get across big gaps or you could make a little gondola for smaller players it would be awesome if you copuld implement this but either way it would still be awesomePosted in: Minecraft Mods
Aug 26, 2012mynamedotorgdotcom posted a message on [MC/Forge][1.6.4] Gulliver the Resizing Mod (v0.14.3 *Oct 21*): changing your perspective of Minecraft [OVER 900,000 downloads]yay now there won't be any update spam =DPosted in: Minecraft Mods
Aug 20, 2012mynamedotorgdotcom posted a message on [MC/Forge][1.6.4] Gulliver the Resizing Mod (v0.14.3 *Oct 21*): changing your perspective of Minecraft [OVER 900,000 downloads]stop update spamming you will get the thread locked and then you will have to wait until unclemion contacts a moderator about it for it to be unlocked.Posted in: Minecraft Mods
Jul 20, 2012Posted in: Mapping and Modding TutorialsQuote from Bluestone12
I decided to make a simple gems mod, but every time I tested minecraft, it says
Mods loaded: 2
Minecraft has crashed!
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT eca9b7ce --------
Generated 7/20/12 12:33 PM
Minecraft: Minecraft 1.2.5
OS: Windows Vista (x86) version 6.0
Java: 1.7.0_05, Oracle Corporation
VM: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
OpenGL: GeForce 7150M / nForce 630M/PCI/SSE2/3DNOW! version 2.1.1, NVIDIA Corporation
java.lang.RuntimeException: java.lang.Exception: Image not found: /items/SapphireOre
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.Exception: Image not found: /items/SapphireOre
... 5 more
--- END ERROR REPORT 4fa10203 ----------
Please help this happens every time I try to get an image to work.
Never mind, I derped badly, just didn't put the .png extension. Sorry for wasting your time.
you need to put .png at the end of SapphireOre so it would look like this /items/SapphireOre.png hope I helped
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Jun 8, 2012Posted in: Minecraft Mods
PixelmonThe Pokemon mod for Minecraft!
To find out more about this mod you can check out the Pixelmon website!
Submit bugs here on out issue tracker - Click me!
Pokemon is the intellectual property of GameFreak and is trademarked by Nintendo GameFreak and Creatures Inc.
Feb 26, 2011jamioflan posted a message on Flan's Mod 5.5.2 Update : 1.12.2, 100s of new Skins! : Helicopters, Mechas, Planes, Vehicles, 3D Guns, Multiplayer, TDM, CTFPosted in: Minecraft ModsThe new Flan's Mod Website is up!For downloads, content packs, servers and more, go check it out
If it is down, you can get all the files for the mod and official content packs HERE
Check out the Flan's Mod: Apocalypse teaser trailer and new videos on my YouTube channel
Also, like my mod on Facebook for development updates and follow my Twitter for more random mod related stuff
Check out the mod trailer here:
I'm restarting my Patreon page on which you can pledge support and get sweet rewards such as getting your favourite guns and vehicles added to Flan's Mod official content packs!
If you are looking for the perfect present for your Flan's Mod obsessed friends, why not get them some 3D printed vehicle icons and make them some badges or fridge magnets?
Check these and other models out at my Shapeways store
Looking for downloads? Everything is on my website, flansmod.com
May 4, 2012Calclavia posted a message on [1.2] ICBM - Missiles and Military Tech! [6,000,000+ DOWNLOADS]Posted in: Minecraft ModsNow in both the Technic and FTB LauncherICBM is a Minecraft Mod that introduces intercontinental ballistic missiles to Minecraft. But the fun doesn't end there! This mod also features many different explosives, missiles and machines classified in three different tiers. If strategic warfare, carefully coordinated airstrikes, messing with matter and general destruction are up your alley, then this mod is for you!
Or click here for an alternative link.All discussions on this mod should be posted here or it will be ignored.
Direwolf20YogscastJollu ol BritsMilestones
- 15th June, 2012 - 10,000 downloads
- 27th July, 2012 - 50,000 downloads
- 7th September 2012 - 100,000 downloads
- 7th October 2012 - 150,000 downloads
- 10th November 2012 - 200,000 downloads
- 10th December 2012 - 250,000 downloads
- 5th January, 2013 - 500,000 downloads
- 21st January, 2013 - 1,000,000 downloads
- 12th February, 2013 - 2,000,000 downloads
Wear the ICBM banner! to show your support!
Terms and Conditions
All terms and conditions for ICBM can be viewed here, but here are some FAQs.
Private mod packs are always allowed. Public mod packs are not. People who have received my permission prior to this new condition are allowed to continue to use the mod in their mod packs.
Go get Bukkit Forge, it makes all Forge mods work with Bukkit: https://github.com/k...alm/BukkitForge
ContactDo not send me private messages, I will ignore them. Either post it on this thread or in forum.calclavia.com. If you want to chat with me, you can find me on the Universal Electricity IRC.
IRC Channel: http://esper.net/ #universalelectricity
Feb 12, 2013Posted in: Minecraft Mods
Galacticraft is a mod that lets you travel to new planets with your own spaceship, explore dungeons, and build a space stations with friends. It also includes an API that allows developers to add their own solar systems.
Patreon: http://www.patreon.com/micdoodle8News: Follow @micdoodle8
Donate==================================Donations of $5 USD or more will receive the cape of your choice:
[Click to Expand]
Make sure to include your cape of choice, as well as your minecraft username when you donate.
Oct 29, 2012Posted in: Minecraft ModsPaleoCraft is a mod that will add realistic dinosaurs into your Minecraft game. There are other dinosaur mods out there, but PaleoCraft is the only one that strives to make its dinosaurs as scientifically accurate as possible! Make sure to check out the Wiki for more info! http://paleocraft.sh...wiki/Main_Page
-CookieSSword (modelling and PR)
-Dan_Wallace (modelling and concepts)
-ToteMeistarinn (concepts and textures)
PAST TEAM MEMBERS:
-PCAwesomeness (Wiki editor and PR)
WAVE 3 (coming soon):
Nov 2, 2011cjz__ posted a message on Minecraft Capes! [Multiplayer Capes/Cloaks][www.MCCapes.com][Cape Gallery] + Transparent/Animated!Posted in: Minecraft Mods
Due to Mojang updating the Minecraft EULA to forbid capes from the 1st of August, MCCapes has had to close down to comply.
Sorry for the inconvience and I hope you have enjoyed the mod over the last three years.
If you would like to be emailed if I create any future Minecraft mods, please send an email to [email protected]
Everybody wants a cape and now you can get one! Create an account in ten seconds and login, upload a cape image or choose one from the gallery! After that, all you have to do is install the mod and you'll be able to see your cape!
- Your own custom cape!
- Animated and transparent capes!
- Anyone else who has this mod will see your cape and you will see theirs!
- Turn your cape on and off with a simple tick box on this website!
- Change your cape at any time!
Please see the website for more information on transparent and animated capes!
Cape Uploading and Settings
Upload a cape here
For Minecraft v1.7.2
A reply saying thanks if you like the mod is more than appreciated so more people can find the mod and share capes
Minecraft Forge Compatible:
For the current version of the Minecraft Forge mod for MCCapes, please visit the downloads page at MCCapes.comZombe's Modpack Compatible:
JadarMC was kind enough to create the below versions of the Forge mod for MCCapes:
Forge Version - Standard capes - Minecraft 1.5.2
Forge Version - Animated capes - Minecraft 1.5.2
Forge Version - Standard capes - Minecraft 1.4.7
Forge Version - Animated capes - Minecraft 1.4.7
Forge v22.214.171.124 - Minecraft v1.2.5 - Hosted on Mediafire
Forge v126.96.36.199 - Minecraft v1.2.4 - Hosted on Mediafire
Forge v188.8.131.52 - Minecraft v1.2.3 - Hosted on Mediafire
Forge v184.108.40.206 - Minecraft v1.1 - Hosted on Mediafire
Zombe's Modpack no longer needs a separate compatibility file to work with MCCapes - just use the normal download links aboveWeekly Snapshots (Advanced Users):
Zombe's v6.1/6.2 - Minecraft v1.2.4/1.2.5 - Hosted on Mediafire
Zombe's v6.0 - Minecraft v1.2.3 - Hosted on Mediafire
Zombe's v5.9 - Minecraft v1.1 - Hosted on Mediafire
See MCPatcher method below!MCPatcher method (Compatible with ~everything!) - Experimental
1) Download MCPatcher
2) Download the MCCapes.com MCPatcher Method:
For 1.3 to 1.4.7
For 12w24a to ?
For 1.2.5 and below (Or any version lower than 12w24a)
3) Extract the file downloaded in step 2 so that the mcpatcher-mods folder is inside your .minecraft folder, NOT INSIDE THE MINECRAFT.JAR FILE. This should leave you with a directory structure like this: \.minecraft\mcpatcher-mods\MCCapes.jar
4) Run MCPatcher and tick the Minecraft Capes! tick box. If you are running other mods in your minecraft.jar file, untick everything else unless you know they will work and what they do or you know what you are doing.
5) Click the Patch button
6) If you've done everything correctly and you don't receive any errors, play Minecraft with your new cape!
Old MCPatcher patch (Before 1.2.5?)
If you have lost your password or don't have access to your own account then open Minecraft and connect to reset.mccapes.com using the account you wish to reset and your account/password will automatically and instantly be reset. If the reset tool works for you, posting a quick thanks here would be highly appreciated so that new users can find the mod
Mod spotlight (Made by CaptainSours)
Mod spotlight (Made by Jolly ol' Brits)
Mod installation tutorial using Minecraft Forge - Windows (Made by avi12)
Mod installation tutorial - Windows (Made by xDark2197)
Mod installation tutorial - Mac (Made by xDark2197)
How to create your own custom cape - (Made by AllRanger)
[url=http://www.minecraftforum.net/topic/758734-mccapes/][img]http://i.imgur.com/4jpiJ.png[/img]Multiplayer Capes - www.MCCapes.com - Transparent/animated capes![/url]
Please 'like' the official MCCapes page on Facebook!
You can reuse content from this mod in other packs with permission
You cannot re-distribute this content
You can write reviews with screenshots
You can make videos using this content
Zombe's Modpack compatibility made with permission
Dec 19, 2011IAmFumbles posted a message on [1.0.0]MiniMiner - COMPATIBLE WITH CLAY SOLDIERS![SP]Posted in: Minecraft Mods
Ever wished you were small as a midget?
Well you've come to the right place!
Original mod by IAmFumbles
Update by R2Bl3nd
What this mod does is decrease you're players size to half scale,
what this does is enabled digging 1x1 holes which I personally think is pretty cool.
*No multiplayer support
*Boats and minecarts must be ridden in thirdperson view
*Thirdperson view bugs out when walking through grass and other colisonless blocks
*No ModLoader support again, since this changes too many important classes
*This time you can view your mini character in 3rd person!
*You need to be in 3rd person to see outside the boat or minecart!
1. Download MiniMiner v1.0
2. Click Start>Search>CMD>Type in %appdata%>.minecraft>bin
3. Open up Minecraft.jar with Winrar.
4. Using WinRAR, extract the MiniMiner .class files into an unmodified minecraft.jar sans the META-INF folder.
5. Login and enjoy.
You can contact me via Skype or MSN.
Gmail: [email protected]
THIS DOES NOT REQUIRE MODLOADER
Sep 17, 2013Posted in: Minecraft Mods
This mod is based on features I liked from Equivalent Exchange 2, like the destruction catalyst; the diving rods; being able to build with uncommon blocks (like mossy cobblestone); not hoarding chests full of cobblestone and dirt, just in case they're needed one day; and being able to mine ore chains using the dark matter pickaxe.
In its own way this mod will allow you to do all that, but it doesn't allow you to do some of the things that EE2 allowed you to do. Things that felt too much like cheating or that made other aspects of the game redundant - Like being able to turn 1 diamond into almost 2 stacks of bread... making that wheat farm you worked on rather useless.
How does it work?My mod adds an item called the “Amulet of Transmutation”, which I’ll just refer to as ‘amulet’ from now on. For people familiar with EE2, an amulet essentially combines a Transmutation Tablet with a Mercurial Eye.
Amulet's are crafted with 4 iron ingots, 1 empty bucket, 1 lava bucket, 1 water bucket, 1 dirt block and 1 ender pearl.
When you ‘use’ an amulet (by right-clicking with it) it will turn the ‘target’ block (the one you’re looking at) into the ‘active’ block (the one you've selected in the amulet’s interface). This process is referred to as ‘transmutation’.
For a transmutation to be successful:
- The items the target block would've dropped when destroyed must all be 'consumable'.
- The amulet (after consuming the target's drops) must have enough 'matter' to create the active block.
- Creating the active block must not suffocate a player or mob.
Amulet's interfaceThe amulet’s interface can be opened by pressing the inventory key while the amulet is in your hand or by right-clicking on the amulet while another interface is open.
The interface shows you how much matter the amulet has; allows you to consume items from your inventory; lets you change its ‘upgrades’; allows you to change the ‘active’ block to something else in the list of ‘learned’ blocks; and allows you to turn stored matter into diamonds, gold ingots or iron ingots.
When you first craft an amulet (all recipes can be found in screenshots) it will only have 32 matter and will only know how to transmute blocks into dirt. The amulet will gain matter and learn to create new blocks by consuming items. It must consume 20 of a given block before it will learn to create it – but not all blocks can be learned (like hay and watermelon). Blocks that have been partially learned will appear in the list, but you won’t be able to select them.
The amulet has a Reactivity core upgrade which gives it 7% more efficiency.
The active block (shown in green) is Block of Reactivity.
Iron ore hasn’t been learned yet, so cannot be selected.
Both Cobblestone and Block of Reactivity have blue backgrounds over their icons to show they are favourites. Pressing the 'Select next favourite block' key or the 'Select previous favourite block' key will cycle between your favourited blocks. Blocks can be favourited or unfavourited by pressing either key while the cursor is over a learned block in the amulet interface.
In 2.6 you can scroll through your favourite blocks by using your mouse wheel while sneaking. You can also mark blocks as favourites in the amulet interface by sneak+scrolling up or unmark them as favourites by sneak+scrolling down.
Item transmutationAn amulet can be used in a crafting table to transmute 8 logs to 1 iron, 8 iron to/from 1 gold, 4 gold to/from 1 diamond, 4 diamonds to/from 1 ‘Block of Stability’ and 1 iron to 10 ‘Blocks of Reactivity’.
Blocks of Stability are ingredients in the most powerful upgrades. If an amulet attempts to transmute a Block of Stability into the active block, the active block will drop as an item and the Block of Stability will not be affected. This allows them to be used as block dispensers.
Blocks of Reactivity are ingredients in most upgrades. If an amulet attempts to transmute a Block of Reactivity into itself the block will be destroyed. This allows the amulet to ‘destroy’ blocks – the first transmutation turns the target into a Block of Reactivity, the second transmutation destroys it (at no extra cost). Blocks of Reactivity will not drop any items when they are destroyed and when one Block of Reactivity is destroyed it will start a chain reaction and destroy any Blocks of Reactivity adjacent to it.
The following screenshots show 2 crafting tables open at once, this is one of the features added by Backpacks!.
Transmutation of Blocks of Stability
Transmutation of diamonds
Transmutation of gold ingots
Transmutation of iron ingots (from logs, and into blocks of reactivity)
UpgradesAn amulet has 3 slots for 'upgrades', but if any of those slots hold another amulet or a backpack, it will include any upgrades inside them.
Here are the effects of upgrades
- A Block of Stability will cause the target's drops to drop instead of being consumed.
- Each stack of Blocks of Reactivity will increase the amulet's recharge rate.
- A book enchanted with Silk Touch, or any tool with Silk Touch will cause the target's drops to be modified by Silk Touch.
- Each 'Reactivity Core' will increase the amulet's efficiency - decreasing the amount of matter wasted when creating blocks, they can also be right-clicked to enable 'dual transmutation mode'.
- An 'Amulet Precharger' will cause amulets to transmute instantly (then recharge).
- A 'Productivity Upgrade' will allow you to create blocks from the amulet's interface by shift+left-clicking (creates a stack) or shift+right-clicking on a learned block (saving you the trouble of placing, then mining the block).
- A 'Range Upgrade' will double the range an amulet can transmute from (8 blocks, instead of 4)
- A 'Surveyor Upgrade' will unlock 'Survey mode'.
- A 'Chain Upgrade' will unlock 'Chain mode'.
- An 'Area Upgrade' will unlock 'Area mode' and 'Fill mode'.
- Having a 'Chain Upgrade' and an 'Area Upgrade' will unlock 'Confined chain mode' and 'Conversion mode'.
- (Only available in creative mode) A block of Bedrock will give the amulet an instant recharge rate, and consuming a block of Bedrock within the amulet's interface will teach it to create all learnable blocks.
Reactivity Core (top) and Productivity Upgrade (bottom)
Chain upgrade (top) and Surveyor Upgrade (bottom)
Area Upgrade (top) and Range Upgrade (bottom)
Transmutation chests are crafted with an amulet surrounded by wooden planks.
Amulet prechargers are crafted with (numpad notation) a transmutation chest on 5, a block of stability on 9 and hoppers on 4, 6, 1 and 2 .
Transmutation modesYou can cycle through your amulet's unlocked modes by pressing the "Change transmutation mode" key (defaults to 'c').
- Block mode - This is the default mode, the target block is transmuted to the active block.
- Air mode - This is activated while sneaking in most other modes. The active block is created beside the target block, as if you had 'placed' the active block.
- Chain mode - The target block and any connected blocks of the same type are transmuted. This mode costs extra matter for each additional block, and chains are limited to 27 blocks.
- Area mode - The target block and all existing blocks within the area are transmuted. This costs extra matter based on how far away transmuted blocks were from the target.
- Fill mode - Same as area mode, but includes air blocks.
- Confined chain mode - Like chain mode, but confined to blocks within the area. This is cheaper than chain mode and is not limited to 27 blocks per chain.
- Conversion mode - The target block and all blocks of the same type within the area are transmuted. This is cheaper than area mode.
- Survey mode - No blocks are transmuted, instead you get a report of the average and best MPB (matter per block) for the area. This costs matter based on the survey area used. You can change the size of the survey area by sneak+scrolling or pressing the 'Select next/previous favourite block' keys.
- Dual transmutation mode - Allows your left and right mouse buttons to trigger different transmutations, so left click could transmute a 3x3x3 area to glass while right click could transmute a chain into blocks of reactivity. To change the transmutation mode for the left mouse button hold down the 'Change transmutation mode' key and click with the left mouse button. Same goes for the other keys.
The area of an area upgrade can be configured by right-clicking the upgrade within the amulet’s interface.
Right-clicking on a chain upgrade will toggle it between Strict and Wildcard modes. Strict mode will chain to any block with the same id and metadata as the target block, and Wildcard mode will chain to any block with the same id, irregardless of its metadata.
Right-clicking on a productivity upgrade will toggle between Transmute and Build modes. Transmute mode is the default behaviour and build mode inverts the effect of sneaking while in Block mode, so you don't have to sneak to place blocks, but you will have to sneak to transmute blocks.
These screenshots demonstrate the effects of each transmutation mode. The example area was reset between each transmutation and the amulet was at 100% efficiency (no matter wastage).
Example area, before any transmutations
Block mode - didn't cost any extra matter
Chain mode - cost 49 extra matter to transmute 15 blocks.
Confined chain mode - Only cost 18 extra matter to transmute 13 blocks.
Conversion mode - cost 33 extra matter to transmute 18 blocks.
Survey mode - cost 1 matter to survey a 1x1x8 area. Maximum survey area (3x3x32) costs 51 matter per survey.
Area mode - cost 104 extra matter to transmute 28 blocks, and another 92 matter to turn 4 torches (9 MPB) into stained clay (32 MPB).
Fill mode - cost 450 extra matter to transmute 125 blocks, another 92 matter for torches and another 3104 matter to create 97 stained clay blocks at 32 MPB.
Air mode - cost 32 matter to create a single stained clay block.
How to have an amulet replicate items from EE2Divining rod – Give an amulet a surveyor upgrade and put it in “Survey mode”.
Destruction catalyst - Give an amulet an area upgrade and a block of stability (as an upgrade), set the active block to Block of Reactivity and put it in “Area mode”.
Dark matter pickaxe (area effect) – Same as destruction catalyst, just set the area upgrade to a smaller area.
Dark matter pickaxe (mining ore chains) – Give an amulet a chain upgrade and a block of stability (as an upgrade), set the active block to Block of Reactivity and put it in “Chain mode”.
Energy Condenser - Craft a transmutation chest (an amulet surrounded by wooden planks) and put the amulet in the top left slot, put what you want to create into the bottom left slot and what you want to consume into the chest area. If the target item is creatable you can take the created items out of the bottom right slot, or pipe them out of the bottom of the chest (you can pipe items into the chest from the left or right sides).
Amulet RestorerAs of Balanced Exchange 2.0.0 you can now restore lost/destroyed amulets by crafting an 'Amulet Restorer' using 4 gold ingots (corners), 1 eye of ender (middle), 1 lava bucket (left), 1 empty bucket (top), 1 water bucket (right) and a block of dirt (bottom).
CustomizationBalanced Exchange has been designed to be customizable and extensible. As such you can change the MPB values of all items and blocks, and add or remove any crafting recipe.
Note: if you are playing on a server Balanced Exchange will use the MPB values and recipe definitions stored on the server.
Other settings can be found in “minecraft/config/BalancedExchange.cfg”, including options to make Blocks of Reactivity climbable like ladders and/or transparent (looks nicer, but may increase lag); you can also change the ‘power’ of some upgrades and can disable others.
The easiest way to change MPB values and recipes is to use the ingame editors.
Open an amulet interface and press CTRL+E to edit MPB values or press CTRL+R to edit recipes. You must be opped to do this.
To make a block untransmutable you can either make the items it drops inconsumable or set its 'MBP created' to -123.
After running Balanced Exchange for the first time you will find a folder in minecraft/config called MPB_values. This folder will have 2 files in it – default (version).mpb and default (version).drd. When Balanced Exchange starts it will scan this folder and read MPB values from any ‘.mpb’ file in the folder (except ‘Unassigned.mpb’, ‘Assigned.mpb’ or any default file from another version) and it will read transmutation recipes from any ‘.drd’ (dynamic recipe definition) file (except any default file from another version) – this allows you to put all the mpb values and recipes for a mod into its own separate files, or allows mod makers to provide their own.
Information about the ‘.mpb’ and ‘.drd’ file formats can be found inside the files, which can be edited using any text editor.
Pressing the ‘home’ key while an amulet’s interface is open will generate 2 example mpb files. One file – ‘Assigned.mpb’, will contain the mpb definitions of all items with mpb values, the other file – ‘Unassigned.mpb’, will only contain items that don’t have mpb values yet. Unassigned.mpb can be helpful when defining mpb values for a mod, as the names of the items are shown before their ids, so you don’t have to look up the id of each item.
VideosMod review by Danilus
InstallationRequired Download and install Backpacks!
Minecraft 1.7.10: Download version 3.0.2 from here
Minecraft 1.7.2: Download version 3.0.2 from here
Minecraft 1.6.4: Download version 3.0.1 from here
Modpack UsageFeel free to include this mod in modpacks.
If you enjoy the mod leave a comment
Known bugs/issuesTargeting the edge of a target block causes blocks like logs to face a different direction when created.Although I've tried to ensure there aren't any bugs in it there may be some I didn't find, so please make backups of your save files just in case.
This has been added as a feature. If you don’t like it you can disable it by setting ‘BorderThreshold’ to 0 in the config file.
Left click transmutation doesn't always work in 1.6.4 or in creative mode.
Minecraft/Forge doesn't have any client-side support for overriding an item's left-click action, so the client will attempt to 'dig' the target block. This can cause your transmutation progress to reset if the client thinks it has successfully broken the target block.
Amulets can’t be opened from within ‘quantum backpacks’ (from Backpacks!).
Before 2.0.0 amulets didn't support multiple players using it at once, so quantum backpacks weren't allowed to open amulets. It should be safe to allow them to again, but I can't be bothered at the moment.
Bulk transmuting blocks that take up multiple spaces (cactus, sugar cane, beds, etc.) can cause the blocks items to drop AND be consumed.
Before an amulet starts making any changes, it determines what blocks will be transmuted and what items they will drop. It then changes the blocks, one at a time; and for most blocks this works fine, but when some blocks are changed, like sugar cane or the foot of a bed, they will trigger other blocks to break and drop their items, even though the amulet may have expected to break those blocks itself and consume their items.
I have a pretty good idea of how to fix it, but it would take a while to implement and test it.
In the meantime, it just provides a slow way to generate small amounts of matter, so isn’t a big concern.
If you find a bug not listed here please post it in this thread, send me a PM or send me an email at [email protected]
- Added some more error handling
- Annotated one of the new methods to prevent it crashing on dedicated servers
- Integrated BCMod into Backpacks!
- The amulet interface will now show learned blocks before semi-learned blocks
- The amulet interface will now show dispensable items after semi-learned blocks
(Clicking a dispensable item will select it in the dispenser, shift+right-click will dispense a single item and shift+left-click will dispense a stack)
- Added amulet_text_offset option
- Added some error handling to BCMod
- Fixed some problems in BCMod
- Changed recipe sort order to prevent metadata insensitive recipes taking precedence over metadata sensitive versions
- Improved sneak+scroll mechanics to prevent it triggering if you were sneaking before an amulet was selected
- Made end portal frames and some other blocks untransmutable
- You can now sneak+scroll to scroll through your favourite blocks
- You can also scroll while holding the 'Change transmutation mode' key to scroll through the transmutation modes
- Pick block, Change transmutation mode and Select next/previous favourite block keys will now default to changing the right transmutation mode/block
- Redesigned the amulet interface to be more compact
- Allowed learned blocks to be forgotten
- Added shading to item textures
- Fixed some color issues with the transmutation effect
- Pick block now works on grass, stairs and horizontal logs
- Stairs and logs can now be retransmuted into themselves
- Hay is no longer creatable
- [1.6.4] Allowed mpb values to exceed 32kb
- [1.7.2] Corrected the amulet restorer recipe to use ender eyes instead of ender pearls
- [1.7.2] Changed my network system to address potential memory leaks and to stop FML complaining about unhandled messages
- Overridden recipes will now be loaded in 1.6.4 and on 1.7.2 servers
- [1.6.4] The inventory tab in the item/block selector is now metadata sensitive
- [1.6.4] Fixed support for furnace recipes
- [1.7.2] Rearranged network handling code to stop Forge spamming about unhandled messages
- Allowed the inventory key to open amulets and backpacks
- Removed 'BCMod - Open Item' keybinding
- Added support for making blocks 'untransmutable' (even if their drops are consumable they can't be transmuted)
- Added a 'pick block' keybinding, allowing you to select the block you're looking at (provided its been learnt)
- Made BCMod a core mod, allowing backpacks and amulets to be opened from vanilla or modded guis (doing so replaces the existing gui)
- Changed the order slots are consumed in transmutation chests to avoid the same slot being consumed every time
- Made BCMod's item/block list only group items by type when the '*' is clicked
- Allowed BCMod's recipe editor to edit and create furnace/smelting recipes
- Allowed the recipe editor to be opened by non-opped players (only opped players will be able to save changes though)
- BCMod now considers players playing in Single Player to be 'opped', so they can use the recipe editor
- Recipes edited using the ingame editor are now saved per-world rather than per-profile/computer
- [1.7.2] Allowed custom recipes to repair an item's durability by adding a combineDurability tag to the output's nbt data
- [1.7.2] Improved the nbt editor for BCMod's recipe editor with a tag overview and templates
- [1.7.2] Allowed the nbt editor to be used on 'unknown items' to make custom items (an extremely powerful feature that can be used to create custom tools, weapons, armor, jetpacks, teleporters, ...) Documentation on it can be found here
- [1.7.2] BCMod will now hide sections of an items tooltip if they have a 'tooltip-filter' tag in their nbt data, allowing you to remove an items enchantments or attribute modifiers from its tooltips
- Added a config option to prevent BCMod opening its custom interfaces when right-clicking a crafting table or chest
- Added a config option to prevent crafting tables being openable from your inventory
- made backpacks placeable
- changed the order Transmutation Chests consume their contents to prevent them consuming the same slot every time
- fixed some problems with generating assigned.mpb and unassigned.mpb
- fixed a problem in 1.7.2 that only let you remember 1 metadata per block
- made all guis draw their labels using the current font and locale rather than being pre-rendered
- made the recipe editor default to showing all recipe types, instead of filtering shaped recipes
- updated 1.6.4 to be compatible with 1.7.2 and updated it with changes from 2.2.0
- moved the dynamic recipe system to bcmod
- added dual transmutation mode
- added precharge transmutation system
- amulets now need a full stack of reactivity blocks per upgrade level
- minimum recharge time has been lowered from 4 ticks to 3
- reduced volume of block of reactivity's breaking sound
- fixed a NPE when run on mcpc+ servers
- fixed a problem with adding missing items to the recipe & mpb editors
- changed to the new string based id system used in 1.7.2
- made all item names and messages translatable
- removed redundant options from the config files and renamed the rest
- renamed texture names
- dynamic recipes now allow the output to have custom nbt data
- fixed a bug with the transmutation chest's interface
- transmutation chests don't require a productivity upgrade to create learned blocks anymore
- made the mpb editor automatically save changes
- added the transmutation chest
- improved item creation using the amulet's item dispenser
- enabled lighting when displaying items, so blocks shouldn't look flat anymore
- integrated dispensable items into the MPB loading system as an optional 4th true/false value for each mpb definition
- the dynamic recipe system now supports shaped crafting and can be used to disable existing recipes (even vanilla recipes and most recipes from other mods)
- replaced the 'absolute direction' mode from area upgrade with a mode that allows vertical orientation
- added support for missing items, so the game shouldn't crash if you use a dynamic recipe to craft an item that doesn't exist
- added a recipe editor and an mpb editor that allow you to change crafting recipes and mpb values ingame
- massive overhaul to how data is saved
- lost amulets can be restored
- added permission system
- stopped the game crashing due to an incompatibility issue caused by TMI
- the amulet interface can now be opened in either half of a BCMod interface
- improved shift-clicking items into amulets
- the block an amulet can transmute by default can now be changed in config
- MPB definitions now support item/block metadata
- the item creation system now uses MPB created instead of MPB consumed
- chain upgrades can now be set to Wildcard mode by right-clicking
- productivity upgrades can now be set to Build mode by right-clicking
- bedrock blocks can now be consumed from an amulet interface to 'master' an amulet
- bedrock blocks can now be used as an upgrade to give an amulet instant recharge rate
- prevented the game crashing when you transmute over 3000 blocks at once
- prevented Inventory Tweaks from adding sorting buttons to BCMod interfaces
- amulets can now create diamond, gold and iron ingots from stored matter
- changed the naming system for the default mpb and drd files
- fixed an problem that would cause dedicated servers to crash
- Fixed issues that were preventing the mod from running on dedicated servers
- Added transmutation recipes for turning colored wool into colored dye
- Removed a persistent tooltip that appeared in the amulet's interface when using NEI
- Fixed the game crashing if you try to use an amulet whose area upgrade is inside a backpack
- Fixed incompatibility issue with NEI
Copyright for Balanced Exchange
This mod (plugin, a patch to Minecraft source, henceforth "Mod" or "The Mod"), by the terms of https://account.moja.../minecraft_eula is sole property of the Mod author (Brad16840, henceforth "Owner" or "The Owner"). It may be rehosted for use in any modpack containing at least 5 other mods, otherwise it may only be mirrored or reposted with advance written permission of the Owner. URL shorteners or other attempts to make money off The Owner's Mod are strictly forbidden without advance written permission.
Sep 23, 2012ErasmoGnome posted a message on Move Wither Skeletons out of Fortresses! *Over 480 Supporters!*Posted in: Suggestions
[size=large]Mod[/size]Rinnsal has added this as an optional feature to his Nether mod! If you want to check out how this idea would work in the Nether while having some really cool new Nether items as well, check out his mod here: NetherStuffs 0.19 by Rinnsal The download link is at that page, along with a mod review video and a description of all the awesome stuff in the mod. I highly recommend it! Additionally, Builderb0y has created a mod that allows Wither Skeletons to spawn everywhere in the Nether without all that extra stuff. Here's the download link: http://www.mediafire...a7ttstxokee2puv Just put it into the minecraft.jar and you're done.
[size=large]FAQ/Responses to Common Criticisms:[/size]
[size=small]NOTE: Because of the recent influx of posters who have given two sentence posts and haven't even bothered to look at the FAQ, any post that clearly could have been addressed with a trip here will be replied to with a simple "See FAQ #X". I highly encourage you to at least peruse the questions before posting ignorant criticism.[/size]
Q: This would make the Nether too hard!A: The Nether was originally known as a "hell world". It was released during the Halloween update, and players initially entered with trepidation, fearing the dangers that awaited them. The people realized the only mob in there could be kill with two arrows. Ghasts are 4x4x4, making them fairly easy to hit, even from a distance. Additionally, a single knocked back fireball takes them out instantly. Their fireballs, even with a direct hit, still do less damage than a creeper. They are the only mob that represents a challenge in the Nether, and they aren't even that hard. Magma cubes are a joke - at the speed they go, you can just walk away. Zombie Pigmen ignore you unless you actually hit them, at all the rest of the mobs are confined to Nether Fortresses.Q: The Wither is a boss. It is meant to be hard to summon!
This is supposed to be Hell, and yet a player with a small stock of arrows can walk freely through the area with barely a care in the world! With iron armor, basically all caution except with lava can be abandoned, because a Ghast would only be able to take you out with two direct hits, and everything else can be ignored! Wither Skeletons would add needed challenge to a dimension that is supposed to be terrifying, and force players to actually be prepared to get their Glowstone and Nether Quartz. With Wither Skeletons moved out, a player that isn't in good armor would need to be fast, and a well prepared player would actually need a variety of equipment like milk buckets or potions. If you really didn't want to fight them, you could always sprint away, which takes a small amount of skill.
But remember, they would only spawn about as commonly as Endermen, so it isn't like you'd be horded like with 3 at once. You would have to fight one, maybe two, unless you actually walked around getting a bunch on your tail. This change would make the Nether much more challenging, but not nearly enough to make it impossible, even in no armor. A veteran could still walk without armor with enough movement skill, while newer players could most likely survive in iron armor, but no less, as they should be able to in the dimension of Hell.A: Yes, and I agree it should be hard to summon. But right now, it takes far too long. You have to kill 120, on average, and it might take you a half-hour or so just to find three. This idea keeps it a challenge without making it so only a collaborative multiplayer effort or obsession is able to summon the wither. People want to be able to summon it in single player without being in a nether fortress 24/7.Q: How commonly would they spawn outside of fortresses?
There has been a fair amount of contention about this lately, especially making the beacon too easy to get. I would remind players that the beacon takes a minimum of 81 ores to complete. That's quite the chore - just because you can summon the Wither does not mean it can suddenly immediately get a beacon. Second, this does not make it too easy to get all the skulls to summon the Wither. As I said earlier, it takes an average of 120 Wither Skeleton kills to get all the heads. Unlucky player might need to kill as many as 300 or more. As I've said, they will spawn about as commonly as Endermen. Go out and try to kill 120 Endermen, then try to tell me that the amount of time it took you would make it too easy to get the beacon.
Don't believe on the average of 120 or unlucky players having to kill as many as 300? Have a full-blown statistical analysis based on the normal and geometric cumulative frequency distributions. Happy reading!So take this from someone taking AP Statistics – having to kill 120 Wither Skeletons is not an “extreme”, it is an average. There is a 2.5% chance per kill of getting a skull, meaning p=(.025). To calculate the average number of repetitions needed before achieving “success”, the formula is simply 1/p, or in this case 1/.025. Plug that into your calculator and it spits out 40. From there, it doesn’t take a statistics class to tell you that to get three, you multiply by three for (guess what!) 120. That means, the average player will have to kill 120 Wither Skeletons before getting three heads, leading me to the conclusion that you are either lucky or exaggerating. This isn’t really something you can dispute – these are well established mathematical formulas.
But hey, say you don’t believe me. Say you think I got the math wrong, even though this kind of probability is something I learned before statistics even expanded upon it. I built a quick calculator program on my calculator while I was bored in precalculus, then ran it for 999 trials (the max my calculator can take before no longer being able to run analysis). Here’s the coding, so you can be sure I didn’t cheat. It probably won’t make much sense to you, but I’m sure another programmer on the forums can confirm its validity, and I’ll comment it up and add actual names to the variables to make it easier to understand.
ClrHome //clears what is currently on the screen ClrList L[sub]1[/sub] //clears whatever is in the list I’ll be storing the results in 0->Successes 0->Count 1->Runs Input “Trials:”,Trials //Asks the user how many trials he wants to run Output(3,1,”Trial:”) Output(4,1,”Last Num:”) While Runs≤Trials //Sets up loop for number of trials Output(3,7,Runs) //Outputs the current trial to keep track of progress 0->Successes 0->Count //Resets both variables for the coming trial While Successes<3 //Will run until 3 “Successes” are achieved If randInt(1,40)=1 //If a randomly generated number 1 through 40 is one, a wither skeleton head is received. This simulates the killing of one Wither Skeleton Successes+1->Successes //increments the number of successes by one (for those unacquainted with calc programming, when there are no brackets the calculator only considers the line right after the If as part of the contained area. Count+1->Count //Whether or not a skull is received, the number of kills is incremented End //Ends the While Successes<3 loop (if Successes is not less than three, reruns until it is) Count->L[sub]1[/sub](R) //Stores the number of Wither Skeletons killed before three skulls were received in a list location corresponding to the current run. Output(4,10,” “) Output(4,10,Count”) Runs+1->Runs End // Ends the While Run/Trial loop. If Run is not to trials yet, will run entire thing again until it is. 1-Var Stats L[sub]1[/sub]Note to experienced calc programmers: To make it more easily understandable, I added actual names to the variables based on their letter, and commented it up Java-style. To derive the original program, truncate all but the first letter of the variables and ignore the commenting.
You probably didn’t understand that, so I’ll summarize what it does. It simulates the killing of a Wither Skeleton by giving a 1 in 40 chance of a “success”, and repeats that until 3 “successes” are achieved. It then stores the number of Wither Skeletons it took to get these three skulls in another location for further viewing, then runs again. I ran this program 999 times, simulating a random player going to get his three skulls 999 times. Here are my results:
Mean: 119.4544545 (Shocker, only .5 off 120, which is the actual value)
SD(X)=64.86644227 (There’s a decent chance you don’t know what this is, so I’ll explain it later)
Min(X)=9 (In all 999 trials, the smallest number of Wither Skeletons killed to get all three skulls was 9)
Max(X)=390 (In all 999 trials, the largest number of Wither Skeletons killed to get all three skulls was 390)
So the mean was 119.45 Wither Skeleton kills needed. Don’t even try to tell me my math was wrong there now.
But I already knew that. I’m more interested in the standard deviation. Now, the Central Limit Theorem would normally cause the combined results of trials to be normal, especially with a sample size of 999, but unfortunately np = 3, which is less than ten. That means the left side of the normal model will be cut off, causing a right skew. That means the standard deviation isn’t useful for far-reaching calculations, and the SD can’t be calculated by regular methods. But we already have an approximate SD from our trials, so that should be almost dead-on accurate for our purposes, especially since independence is a certainty. So what does a standard deviation of 64.866 mean? Well, it means that when you go one standard deviation out in both directions, you have contained just about 68% of all results. Here’s a little table so you can visual what I mean:
But I said earlier that it can’t work quite as well in this case because np<10. We can still approximate, especially for the smaller sigmas. With a bit of math, we can find out that 1SD above the mean is 184.866, 2SD is 249.733, and 3SD is 314.599. With a bit more math, specifically, finding the area of everything else by taking (1-the other results)/2, we can find out the odds that a player might have to kill a certain number of Wither Skeletons to get his skulls.
Here are the results:
Odds that a player might have to kill above X Wither Skeletons to get all three skulls, according to the slightly-off normal model:
So that means 1 in 40 player will have to kill more than 250 Wither Skeletons to get their skulls. 3 in 2000 players (not unlikely at all considering the millions playing Minecraft) will have to kill more than 315, which is absolutely ridiculous. Some will have to kill more. If you’ve followed along with the math up to this point, you can do your own calculations as to how they might stretch out farther, but be warned that the normal model gets more and more inaccurate because np<10 as you go out farther. As I mentioned earlier, these might be a bit off because of the truncated normal model that causes a right skew. You can’t really call me out on that though, because what that would really mean is that for a manually placed normal model extending into the negatives the standard deviation would more than likely be even larger, meaning that unlucky players have to kill even more Wither Skeletons than is mentioned here. This of course means that many lucky players will have to kill somewhere on the range of 60 or less, but unlucky and lucky happen about the same amount of times, and with my way even the unlucky ones will be able to get it eventually with a bit of perseverance, unlike the obsession that would be needed if you wanted to get them just from Fotressses.So yes, some lucky players will be able to get enough materials to summon the Wither within an hour or so – it is really the same now. But do not even try to tell me any longer that needing to kill 120 is an extreme. It is the average, and needing to kill even half that would only happen to less than 1 in 5 players.
But let’s take a different approach, because I’m spending a lot of time applying what I learned in Statistics, and this is kind of fun. The Geometric model is even better for our purposes than the normal model, and even easier to use. It gives us a different perspective on how crappy the current system is as well.
So, if you have a TI graphing calculator, you can follow along. Hit 2nd Vars, then go to the very bottom, where it says geometcdf(. That is the geometric cumulative distribution frequency, which you probably don’t understand. What is does is calculates the chance of an occurrence happening by the time a certain number of trials have gone by. So click it, then type in into the parentheses .025,120).That spits out .952075909, right? What that number means is that there is a 95.2% chance of getting at least one skull by 120 trials (note the at least). While that seems decent, that leaves us 4.8% of people, after having killed 120 Wither Skeletons, wondering if the info they got off the wiki on drop rates was wrong. You can plug in other values instead of 120 to see the chances a person will have received a Wither Skeleton Skull by the time they have killed that many Wither Skeletons.
But let’s remember that I’m not even suggesting a change of drop rate – I’m just suggesting that they are a bit easier to find, by moving them out of Nether Fotresses. Which means all this still applies even after my idea comes into play – all it means is that they will be easier to find, so you will be able to rack up these ridiculous amounts of kills.A: The same as they do now inside of fortresses. They won't spawn in groups like Zombie Pigmen, and are a bit rarer to begin with, so they still will be a bit hard to find, kind of like Endermen in the Overworld. I'm sure Jeb can mess around with the spawn rate to make it good.Q: Wouldn't this stop people from building bases in the Nether because a hostile mob could spawn in their base all it wanted? (Thanks to corinanth for bringing this up)A: Currently, Wither Skeletons have a limitation that they cannot spawn in a light level of 8 or greater (in addition to their only spawning in Nether Fortresses). This limitation will be maintained as they are moved out into the Nether. This means they will be able to spawn fairly near to Nether light sources like lava and glowstone (who emit a light level of 15), but it will be possible to light up a base enough that Wither Skeletons won't spawn. Thanks to Immibis for help with the technicalities of the lighting system!Q: Why do you have a supporters list?A: I think it is a good idea to have a semi-visual representation of the amount of support this idea has received. A supporters list is a good way to give a quick numerical summary of how many supporters this idea has, and the dropdown list of specific supporters allows people to see if their favorite critic/friend has supported. I don't require a +1 to be on the list because I don't feel you should have to give rep to me just to support this. I do appreciate reputation though, because I did spend a fair chunk of time assembling this idea to be informative and aesthetically appealing.Q: Oh come on, why don't you just use a Looting I/II/III sword?!A: The maximum level of Looting, Looting III, brings your chance of getting a skull up to 1 in 25. Which, for those of you who haven't done the multiplying, means you now need to kill an average of 75 wither skeletons instead of 120. Now, 45 is a hefty difference, but it still means a huge chunk of time to kill 75 Wither Skeletons. Even if it did bring it down to a reasonable number of Wither Skeletons needed to be killed, it still wouldn't fix the other problems, namely that there are no challenging ground-based hostile mobs in the Nether, and there is a hugely skewed content ratio between Nether Fortresses and the rest of the Nether. Mojang has an entire dimension to fill, and they choose to stuff about half of the content into one tiny building, the Nether Fortress. Moving Wither Skeletons out into the rest of the Nether would provide a hostile mob and a huge step towards fixing the content ratio of the Nether, even if it wasn't necessary to fix the time it take to get the 3 skulls, which it still is even if you are lucky enough to get a Looting III sword.Q: So, how can I help this become a reality?A: I'm glad you asked. There are a bunch of ways you can help this become part of the game:Q: Why not just increase the spawn rate or drop rate of Wither Skeletons?
A: Because that only fixes part of the problem. Yes, increasing the drop rate would work insofar as it fixes the problem of the Wither being incredibly hard to get, but it takes away some of the challenge of fighting all those Wither Skeletons. Increasing the spawn rate of Wither Skeletons would fix the problem as well, but there are still two huge problems the solution quite simply does not address. There is still no challenging hostile mob in the Nether. Ghasts take two arrows, and if you are in the nether you should certainly have arrows; Magma Cubes are so slow you can just ignore them, and don't put up much of a fight even if you don't; and Zombie Pigmen you can just ignore because they are neutral. Thus, moving the Wither Skeleton out would finally get that hostile mob into the Nether. The second thing that either solution does not fix is the incredibly skewed rate of content in the Nether. Almost half of the available features of the Nether, an entire dimension, are packed into a comparatively minuscule building. Why? There is no good reason, and moving Wither Skeletons out into the Nether would be a great step towards fixing the problem.Q: Why not give Wither Skeletons a building of their own?A: This solution is a bit better than the suggested solutions in the above Q&A in that it helps fixed the skewed content of the Nether and, if the spawn rate is high in the building, helps with the challenge of getting enough Skulls to summon the Wither. However, it still doesn't do everything that moving them out into the Nether does. Moving Wither Skeletons out into the Nether would get a challenging hostile ground mob into the Nether, something that people have been asking for for a long time. It would be a huge leap in finally making the Nether the terrifying, dangerous, and hellish place a dimension like the Nether should be. In addition, building an entirely new structure for Wither Skeletons would represent a lot of coding for the Mojang team. The change suggested here would probably take Mojang about 5 minutes or less to implement, as all they would have to do is remove specific spawning restrictions. So, moving Wither Skeletons out of Nether Fortresses fixes more problems and involves less work for the Mojang team, allowing them to focus on other features. It's a win-win!Q: I tried to use one of the banners, but it isn't working!A: First of all, thanks a bunch for helping out this idea by using a banner! Your problem might be a few things:Q: Hey, how do you have so many supporters? There aren't even as many comments as supporters!
- Support! It's as simple as pressing the rep button or posting "I support!", and every person who supports adds credibility and weight to the idea.
- Spread the word! You can do this by telling your friends on the forum, or using the banner. Like above, the more people who come to this topic to support, the better the chance Mojang will see what their players want and implement this.
- Check back! A great way to help out is to come back every once in a while and comment on additions and reply to people who aren't sure about whether they want to support. Following the topic is a great way to keep informed. Every post helps people make up their mind, and has the added benefit of bringing this back to the top of the page.
- Leave constructive ideas! Every improvement to this idea, whether it is to make the suggestion more appealing, more balanced, or just plain old more awesome, makes this a better suggestion, and therefore more likely to be implemented.
- Contact Mojang! You can PM or tweet any of the Mojang team (Jeb, Dinnerbone, Lydia Winters, and EvilSeph are here if you want to tweet them), and that way they can see the idea and know people like it! Disclaimer: I am not suggesting that you spam their page. A lot of people contacting them would be great, but don't spam their PM inbox or twitter repeatedly. That is rude and does not help this suggestion become part of the game.
A: I didn't think this would become an issue, but it's been asked quite a bit recently. My system for creating the supporter's list is taking those who leave a positive comment as well as those who +1 the post. Obviously, some people post and don't +1 and some people +1 and don't post. The list is taken from both, eliminating any duplicates. Because apparently a lot of people +1 and don't post, I have more supporters than comments. I have nothing to hide here, so if anyone wants to comb through the list for fake names, feel free .More FAQs will be added as questions pop up repeatedly. If you have a question you want answered/think should be added, post with the question and I'll get back to you as soon as I can.
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[size=large]Supporter's List[/size]You'll be added if you , or I happen to see a positive comment. For why, see the FAQ. [size=medium][size=large]Current Supporters: 489'[/size][size=medium]][/size]
- Minecraft Pro Jordan F
- Joe The Bow
- Tom Marvelo Riddle
PLEASE LEAVE CONSTRUCTIVE CRITICISM, SUPPORT, AND IDEAS!
Robe's Art has made an awesome banner for this idea. If you like this idea and want to help support it, just copy the code below into your signature, then highlight it and click "Remove Formatting" (the eraser in the upper left)!
Here are some old banners you can also use:This one was made by Yuutsu:
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