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May 2, 2014sigurd4 posted a message on Mad Science - Machines, items, and mobs to create your own laboratory! Science has no limits… and no bounds…i have a suggestion:Posted in: Minecraft Mods
you could store electrical energy as sugar using the electrosynthesis machine. then you could use the cellular respiration generator to convert sugar, or any type of food into electricity. the electrosynthesis machine would need a type of green plant in order to function and the cellular respiration generator should require a special geneticly modified cell. you get this cell from combining a bottle of water, any type of food and the genome which could be made from slime + something. in order to keep these cells alive they would have to be fed from time to time by either putting them in a crafting grid with any type of food or put them in the cellular respiration generator and insert sugar or any food. then the generator would generate power when the cell's hunger meter is full. there would be little energy loss and could be a cool way of storing and generating power.
Mar 6, 2014Posted in: Minecraft ModsQuote from DrBashier
i got a bit of a weird problem, NEI icons on th left dissapear when i create a new world
but when i load one of my other ones there are they
this shows what i mean
my guess is that you have turned on recipe mode globaly and cheat mode on the worlds that it works in.
i reccomend checking your settings.
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Apr 8, 2014SMEZ1234 posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)Posted in: Minecraft ModsEnhanced Biomes[1.7.2 / 1.7.10]
Since late October 2013, when Mojang released Minecraft 1.7, I haven't released an update for Better Biomes. In that time, I've redone a large percentage of Better Biomes' code, until it became the mod you see here.
Enhanced Biomes has undergone a drastic change from the mod that tried to add realistic new biomes and as few blocks as possible to the Minecraft world. 31 new biomes since the last release of Better Biomes, for a total of 88, with 23 being rare variants, biome specific stones and grasses and new wood types for all 15 new trees that resemble their Minecraft counterparts, along with improvements to villages and a biome information display similar to Minecraft's co-ordinates display. It's a massive update.
While Enhanced Biomes' aim is more or less the same, its attempt at realism exceeds that of Better Biomes' improvements to the world's surface. Each tree is made from a different type of wood. There are 6 new stone variants that retain the properties and uses of the default stone that generate by biome type, complete with variants of ores, stone bricks, cobblestone and slabs. There are also 7 new grass, dirt and farmland variants, also generating by biome type. Villagers now build their homes from the resources around them, their biome's stone and wood types.
Additionally, new config options allow for better customisation of your world, such as village size and rarity, and biome weights in generation. It also retains the biome size, generation, and village spawning options from Better Biomes.
Thanks to KaosRitual for the images.Alpine Mountains
Edge Biome: Alpine Mountains Edge
River Biome: Glacier
Rare Biome: Alpine Mountains M
Sub Biome: Aspen Hills
The basin is a generic sub biome that generates in low-lying biomes
Sub Biome: Blossom Hills
Rare Biome: Cold Boreal Forest
Rare Biome: Boreal Plateau M
Clearings are a generic sub biome that generates in forested areas
Rare Biome: Cold Cypress Forest
Edge Biome: Ephemeral Lake Edge
Rare Biome: Woodland Lake
Rare Biome: Cold Fir Forest
Rare Biome: Flowery Archipelago
Sub Biome: Forested Valley
Rare Biome: Meadow M
Edge Biome: Mountains Edge
Rare Biome: Cold Pine Forest
Pine Forest Archipelago
Rare Biome: Boreal Archipelago
Sub Biome: Rainforest Valley
The Riparian Zone replaces rivers in generation, adding alder trees to the banks
Sub Biome: Oasis
River Biome: Sandstone Canyon
Rare Biome: Stone Canyons
Edge Biome: Scree
River Biome: Creek Bed
Rare Biome: Sandstone Ranges M
Rare Biome: Roofed Shrublands
Silver Pine Forest
Sub Biome: Silver Pine Hills
Sub Biome: Ice Sheet
Rare Biome: Snowy Desert
Rare Biome: Volcano M
Sub Biome: Woodland Hills
Sub Biome: Oasis
By shortbustrip / 3 Prong Gaming
This video was made using the final 1.7.2 version, meaning that the new dirt and grass isn't properly rendered or generating. The information is correct though.Older Videos:
All versions require Forge. Download the latest recommended version.
For updates from 1.6.4 or previous versions of Minecraft, see the Better Biomes topic.
1.7.10 (Forge 1220 or higher)
Enhanced Biomes 2.5 for MC 1.7.10 (20/10/14)
1.7.10 (Forge 1219 or lower)
Enhanced Biomes 2.4.1 for MC 1.7.10 (26/09/14)
Enhanced Biomes 2.2 for MC 1.7.2 (2/07/14) - IMPORTANT: See version notes
The bugs in the last 1.7.2 version have been fixed. Biomes will generate properly in the default world type. You can also change the IDs of rare biomes to any biome ID now, as long as the "Use EB's rare biome code" option in the config is set to true.
Due to the changes in 1.7, Forge has not fully updated to support new biomes. Unfortunately, this means that you will have to use the Enhanced Biomes world type. This will be fixed in the first update released for 1.7.10. Additionally, as rare biomes rely on biomes' IDs, changing the IDs in the config file is unadvised. If you have to change them, ensure that the rare biome has an ID 128 more than its default version.
Set the level-type to "typeEB" for the Enhanced Biomes world type.
As the 2.3 update allows biomes to generate in the overworld, you don't need to use the world type if you're using 2.3+.
Archibald_TK made Dokucraft textures for the blocks in the mod. Download them from here.
Fixed crash with Forge versions 1220+.
Added Xeric Shrubland biome.
Split Woodland category into Boreal and Broadleaf. Mollisol now generates in the Plains category and standard dirt in the Boreal category.
Added Single Biome WorldType.
Added safeties to biome generation lists.
Added a config option for my ores. You can have only the vanilla ore generate, no matter what the stone is, or have the new gold and iron ores drop their vanilla forms. By default they do generate and don't drop their vanilla forms.
Fixed alder generation in the Riparian Zone. This should make it more distinguishable from standard River biomes.
Fixed the issues in the Mangrove biome. Lakes now only generate on the surface, instead of everywhere, which should result in less generation lag, and also fix the occasional crash.
Updated Russian translation (written by VeryBigBro and merkaba5).
Added 7 new stones - chalk, chert, dacite, gabbro, marble, schist and dolomite.
All stones now have different hardnesses, ranging from 0.8 to 2.0. Default stone is 1.5.
Reclassified biomes. Even though they technically fulfill requirements for a number of types, they now only are about 2 - 4 types, as opposed to 5 - 7 previously.
Improved ID placement of biomes. You will need to delete your config if you want to use these IDs. Essentially, it groups all the rare biome IDs to avoid conflicting with other mods.
Changed the way stones and soils are picked for each biome. There are now broad biome types that each biome is placed into. You will get one old stone, one new stone and a soil for that type.
Fixed saguaro texture issue.
Hopefully fixed connected textures crash.
Probably a number of other bug fixes that I've forgotten about - it's been a while.
Added an option to disable volcano generation.
Fixed Forge's custom biome type issue (in short, I removed them).
Fixed rock noise issue.
Made a few additions to villages in the Cherry Blossom biomes. More are planned.
Changed cherry blossom textures to make them more distinctive.
Half finished a new biome, the Red Desert. The saguaros in it aren't textured yet.
Added new textures for texture pack makers allowing grasses to have different sides to their dirt.
Added config options to individually disable stone and grass.
Added a config option to generate only pockets of the new stone. The pockets aren't biome dependent.
Fixed shovels not destroying the new grass faster.
Fixed crash with scattered features (temples).
Bug fixing update:
Reclassified volcanoes to avoid game-crashing conflicts.
Made EB's grass drop the right metadata.
Fixed clay, sand and gravel generation in water.
Made bonemeal affect both types of grass when either is right-clicked.
Fixed various minor rare biome bugs.
Updated to MC 1.7.10.
Biomes now generate in the default overworld, along with their stones.
Biomes now have two types of stones each, instead of just one.
7 new types of grass, dirt and farmland have been added. Like stones, they generate depending on the biome.
A config setting has been added allowing you to choose between generating rare biomes according to ID, or according to how they are registered with EB. Disable if you're using other biome mods.
Ores generate with the correct background textures.
Cobbled Sandstone has been added.
Lava in caves has been fixed.
Biomes have all been re-categorised.
Suspended lava on volcanoes has been fixed.
All those weird, untextured blocks have been removed.
Added a new biome, the Snowy Ranges.
Made seasons work properly on servers.
Fixed edge and river biome genlayers.
Allowed modded ores to generate in the new stones.
Added seasons with configurable lengths.
Fixed not-entirely-random ore generation.
Made islands in the ocean with all generating biomes.
Fixed some village bugs.
Re-classified sandstone biomes as 'Hot'.
Minor tweaks to sandstone and stone canyons.
Added an option to disable the changes to villages in case there is a conflict with other mods.
Improved the biome info display.
Added a config option for biome weighting. Delete your old config files.
Fixed the texture finding errors filling up the console whenever the game is loaded.
Tweaked the biome height of Forested Mountains.
Added an option to disable the new stone. Still found occasionally in some types of villages.
Added an option to turn off vanilla biome generation in the new world type and village gen in all world types.
Fixed the config file displaying normal village size as 8, not 0.
Fixed server crash on load.
Changed every "Better" I can find into "Enhanced".
Fixed only Alpine and Boreal biomes generating.
Fixed some issues with half slabs.
Fixed iron and diamond ores smelting into gold ingots.Features
Perlin work on a number of biomes to reduce lag and improve generation.
Rendering issues with ores and grass (Forge 1236)
Desert village roofs
Achievement for getting wood
Enhanced Biomes should work with just about every forge mod out there. Mods such as FortuneOres, Carpenter's Blocks, or mods which add new furnaces have been tested and work (Thanks, Eleongo).
Additionally, Dr Zhark's Custom Mob Spawner mod will stop mobs from spawning in my biomes. Mob Spawn Controls 2 appears to be the best way to solve the problem, but I may need to look into providing proper compatibility.
WhichOnesPink wrote a add-on to make EB compatible with DenseOres. The add-on, Dense EB Ores, can be found here.
Finally, 10paktimbits, the author of the Plant Mega Pack mod, has added compatibility with EB to his mod, allowing those plants to generate in the new biomes.
There are four conditions you must fulfill before including this mod in a modpack.
- Get permission from me.
- Credit me in your modpack's thread as the author of Enhanced Biomes.
- Provide a link to this thread in your modpack's thread.
- Send me a link to your modpack so that I can keep track of it.
TERMS AND CONDITIONS
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER - Sean Zammit, Original author of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD requires advance written permission of the OWNER and may be subject to certain terms.
Feb 22, 2013When a server first starts it seems to be a lot of players’ goals to be the first to find the stronghold and fight the enderdragon. That, in some players’ minds, is the sole purpose of finding a stronghold in the first place. But really, other than the ender portal and the accomplishment of finding a rare structure, what reason do players have to go to or seek out a stronghold? The loot isn’t too good, when you think that you have the chance of getting better loot from the dungeons, desert and jungle temples, abandoned mine shafts and even villager blacksmith chests, and all of these can appear more than three times in a world, making the Stronghold appear very limited The strongholds have the potential to be a good base, but often times aren eaten away by caverns and torn apart by ravines, even to the point of the end portal being rendered useless by the damages.Posted in: Suggestions
Strongholds are supposed to be strong, I could see a ravine ripping through the ground or a cave eating through stone during its formation, but surely these strongholds weren’t build so long ago that full fledged caves have been able to eat through their bricks, along with the abandoned mineshafts tearing through a stronghold. If these shafts were made by the owners of the stronghold, I doubt they’d mine straight through their home, and any actual miner should suspect there’s no ore to be find by tearing straight through the inside of a subterranean fortress. Maybe less, or no caves even could generate around the areas of Strongholds, along with mines and ravines, improving the integrity of the building, and they could act as a clue to allow an observant player to guess there’s possibly a stronghold nearby, without the use of an ender eye.
The player should have more reasons to seek out a stronghold, they should be large, impressive complexes, I mean, take a look at the Nether Fortresses, they're magnificent, and provide the resources of blaze rods and netherwart, along with a place for Wither skeletons to spawn. The stronghold could use a larger variety of rooms, perhaps a dining hall, with tables and benches, a high grand ceiling and chests of food items. A blacksmith’s forge, with a lava pool, multiple furnaces, chests filled with smithing related goodies, maybe even a (slightly damaged?) anvil. There could be a wizard’s study, like a small library with chests containing books and paper, with a rare chance of enchanted books, and an even rarer chance of finding and enchanted item or bottle of enchanting, perhaps they could have an enchanting table, unless people think those should stay player made only. There could be barracks and/or dormitories that the past residents could reside in, a place with beds and chest serving as footlockers.
There could even be an armory, a grand hall, with weapons and armor hanging on the walls in item frames, chest filled with weapons related loot, arrows and such, this could even be a place for the armor stand/mannequins I’ve heard of people asking for to be implemented. Suits of armor could be along the walls serving as eternal sentries to watch over their home, well, until an enterprising player comes and removes the armor from its ancient stand. The armor and weapons could even be found with enchantments on them, with items bearing particularly high level enchantments having a randomly generated name to give the feel of “This is an artifact of a lost civilization” unless people don’t think that fits with the theme or balance of minecraft.
There are three end portals but that doesn’t mean there has to be only three strongholds, perhaps they could be found more often (though still extremely rarely) just without a portal in them, and the ones lacking portals would probably be smaller than the ones with. And who remembers the image we were first shown of a stronghold?
Strongholds that generated with an entrance above ground, I’d like to see a return of this, or at least this happen more often if it still does (like a mushroom biome, I’ve never actually seen a stronghold that generated above ground) this would allow the player to randomly stumble upon a stronghold, rather than need to make a bunch of ender eyes and go actively hunting for one, give a little bit more reason and reward to random exploration of the world. This would, preferably, come with the added benefit of Strongholds not spawning at the bottom of the ocean, sure its mystery and cool though as to how they got there, but really, what purpose would a submerged stronghold serve when you can build a much more effective one on land?
Just some ideas I’ve had, first major suggestion I’ve made for this game, tell me what you think and go ahead and suggest your own ideas.
Examples I've made for what the new rooms could look like, I'm not that good of an architect so if you want to make your own rendition go ahead!
A throne room:
Room Ideas by BodOwen!
I also did my take on the armory:
as you can see the armory has spawners, it has a 75% chance to be a zombie and 25% chance to be a skeleton spawner.
I also have an idea for a potions room, these will just be a bunch of bookshelves with "tables" and cauldrons, along with a chest with a few potion ingredients.
sometimes destroyed rooms will spawn in the stronghold, these "collapsed rooms" will be filled with stone or dirt , it also has a chest or two in it, but you have to dig it out.
"Collapsed Room" Screenshots.
The stone and dirt is not seen in here, this is what it would look like if it was "cleared out"
Others coming eventually.
A great concept by Badprenup for how a new generation system could work
Quote from Badprenup
In all honesty, I think structures like this should not be fully randomly generated. Instead, they should be pseudo randomly generated like so:
1. There are 3-10 Stronghold Hallway patterns stored in the game. These are the most bare-bones versions of the Stonghold, and only have the Portal Room and hallways. At this point, the Stronghold has no rooms, only markers of where rooms can be. These would be at any room entrances that we see in the current Strongholds.
Using patterns like this costs a fraction of the randomness, but ensures you don't have any "stupid" generation, such as hallways leading to nothing but themselves and crap like that we have seen. And the Randomness will be restored later.
2. Next, the game looks at how many markers of potential rooms are in that Stronghold, and chooses to generate any of the potential rooms based on the Seed. Each room type would have X amounts of times it can generate, based on the type of room it is. For example, there could be a maximum of 3 Dormitories, but only 1 Armory per Stronghold. Similar to the Hallway pattern, each room has a marker to ensure they align properly.
This returns the randomness of the generation, but in a more logical way. It would be silly to see a Stronghold filled with nothing but Dining Halls. Where did the people sleep? Also, it adds balance. No stumbling into a Stronghold filled with 20 Armories.
3. Next, the game places a room by lining up it's marker with a marker in the Stronghold Hallway pattern. This ensures that everything is lined up properly, and prevents structures from overlapping. Once it chooses a room and generates it, it removes one instance of that room from the potential rooms. It also removes the marker from the Hallway pattern so it doesn't double generate.
4. The game repeats step 3 until there are no more markers in the Hallway pattern.
5. After all markers are complete, the game generates 3-4 layers of Stone/Dirt/Ore to overwrite any other generation that had happened (optional)
If people like this concept, I can make some pictures. Pictures in the spoiler directly below this.
Quote from Badprenup
Alright, I made some quick and dirty mockups with Creative Mode and MCEdit, and it shows a basic implementation of what I was getting at. So I'll go over what I said before, but with images to go with it.
1. An example of a bare-bones hallway pattern. This one is just a tiny one I made, and only has space for 5 rooms. But Mojang could easily make them larger or take up several floors as they do now. This is just a simple design. You might notice the Redstone and Lapis Blocks, those are examples of the markers that help align the rooms to the structures, more on those later. And in place of the Silverfish spawner I used a Jukebox so I could have music while I worked. Also, you may note that I only used one Brick type, that was strictly for simplicity's sake.
2. Here is a close up of the Portal Room, just to show it off.
3. Finally, a close up of a set of markers. The Redstone Block is always right in the doorway oh the hallway pattern, and the Lapis Block is always one block inside the room. This assures everything always lines up correctly.
4. Now, here are some quick and dirty rooms I made. If you didn't see what I said before, each room could have a specific number of times it can generate per Stronghold, which would be based on the loot that can be found or the usefulness of the room. I will note how many times each one can appear:
Throne Room (1 Time)
Sleeping Quarters (2 Times)
Note that there could be a chance that some beds or chests had rotted away over time, so each time this room spawned the number of beds/chests could vary slightly, as could loot in the chests.
Enchanting Room (1 Time)
The same thing that happens with the Sleeping Quarters could happen here as well. You could find this room 100% complete, or it could be missing bookshelves or even the Enchanting Table
Forge (2 Times)
As with the above two rooms, the Anvil could be a different damage level or gone completely, and there could be randomized loot/fuel in the Furnaces
5. So as you can see, each room had markers like the hallway, a blue one that is in the room and a red one that denotes where the hall is. With this system or a similar one, it assures that the rooms are rotated properly and aligned every time, unless the actual room or hallway file stored in the code was built incorrectly. Here is a GIF of showing how a room lines up:
6. So as you saw from the first image, there were 5 places where rooms could be generated, but a total of 6 possible rooms (1 each of the Throne Room and Enchanting Room, and 2 possible Forges and Sleeping Quarters each). This is where the random generation comes in, so let's see how they happened to generate this time:
So that is how it happened to generate that time, but a different seed could have generated differently.
Room 1: Sleeping Quarters (1 Sleeping Quarters, 4 empty rooms remaining)
Room 2: Forge (1 Forge, 3 empty rooms remaining)
Room 3: Enchanting Room (0 Enchanting Rooms, 2 empty rooms remaining)
Room 4: Sleeping Quarters (0 Sleeping Quarters, 1 empty room remaining)
And finally, with a chance for it to be a Forge or Throne Room (drum roll)...
Room 5: Throne Room (0 Throne Rooms, 0 empty rooms remaining).
7. An image of the finished Stronghold
A great idea by Jakakun!
Quote from Jukakun
I would really want to see a room called Mineshaft Entrance, it's just a room with two Doors (Iron or Wood, i prefer Wood though) that lead to a Mineshaft, the ones we usually see, that would be good for two reasons:
1: It makes sense, i mean, the civilization needs ores don't they?
2: The possibility of the inverse happening, you're exploring a Mineshaft and then you find that Stronghold Room, since both are connected! Oh the glory, that's a cool way to find a Stronghold!
Some more ideas by Dommenick.
Quote from dommenick
As promised, I started working on my version of the Stronghold rooms and corridors, based on the system Badprenup explained, with the connection points in-between corridors and rooms, to prevent overlapping or "stupid" corridors.
For now it are only basic builds. I haven't reached a far enough point to determine if everything works with each other and how many of each room could be added, but I hope to be able to work that out in the future. I'm also really really waiting for SPC and WE for Minecraft 1.7.4, so I can do some copying and I can make an actual stronghold with the pieces. That being said, all the things on the pictures are hand build, block after block, without using any utensil like world edit.
In the pictures the most things are still very bright. I haven't added torches anywhere, except for redstone torches, as I feel like the Stronghold should be a dark and obscure place, long left behind by society, for only ghosts and mobs to dwell... *horror music* ... haha, no but seriously, I tried going for a dark and almost scary atmosphere.
As you can see, I went for a different approach with the portal room. In stead of having the staircase to the flying portal in the middle, I decided to take it all down and place the portal on floor level, with lava and obsidian below it.
I also put obsidian behind the iron bars. Just a small difference, but I think it makes a great change to the atmosphere. The sponges you can see in the photos are supposed to be mob spawners.
I also changed the lava "pools" into lava "streams" coming from the walls and I gave the entire room a a little more circular feel (or that's what I tried) with the stairs around.
In the pictures I haven't added cobwebs yet, but apart from that it's finished. It is a one-floored version of the library, I haven't looked into a 2-floored yet.
This (photo above) are all the formations in which bookcases can spawn (they can be mirrored and altered as much as you wish). The biggest one in the middle are two smaller ones combined with a overhang. I believe that if this 'formula' for bookcases is used in stead of the old one, you have opportunities for way better looking and cooler libraries.
As you might have noticed, in the first picture of this library, there are 3 chests and 1 enchantment table to be found. Of course this would be randomized and some things might spawn more often than others. That what you see in the pictures above:
There will always spawn 1 chest, and on top of that you have 50% chance on a second chest and 25% chance on a third one. Also, an enchantment table or brewing stand can spawn, but only 1 of those two (maximum) per library!
Armory / Blacksmith:
I've had fun with this room! To be honest, I think it turned out great! The black thing on the left is a tool forge or something like that, in the back you have an anvil (take a look at the last picture for that ), on the right of that a little shelf with a chest and a cauldron, and in the corner a little lava "pit" and some furnaces.
Just like the enchantment table and the chests in the library, this item at the place the anvil is at, is random. In the picture above you see the items it can contain, including nothing. If it happens to be an anvil, you have 20% chance on a non-damaged anvil, 30% chance on a slightly damaged anvil and 50% chance on a very damaged anvil.
Bedroom / Barracks:
As suggested in the original post, the barracks! I also gave these a shot, and the out-come is a semi-two-floored bedroom with supporting wood and beds downstairs and bedrolls upstairs.
Junction / Intersection:
We've all seen them, the boring plain-looking intersections (see picture above). I always thought that particular room was extremely boring and should be way better.. So I gave it a go!
This is another build that really suited me. I - for some reason - absolutely love the idea of having supporting wooden beams, so that is what I did. The sponge in the middle is, once again, supposed to be a mobspawner.
The room has four exits, just as in the "vanilla" room, and in the corners you can just find some randomly placed fences, broken support beams, perhaps a crafting bench, whatever you like really. By the way - this room is also supposed to be pretty dark and gloomy, hence the spawner.
Hallways - WIP:
I wasn't sure how to start on these, but after some mental warfare I decided that I would try and create "presets" which could be molded together in as many as possible ways. This is still in a very early stage though. (Some of the walls and ceilings aren't even finished yet, but hey, it'll give you an idea
Long corridor (wall-less)
Small corridor (wall-less)
These are both just basic straight corridors, nothing special about them. Next up are the fun ones!
Corridor with a chest in the wall
Corridor with a trapped chest and TNT behind it in the wall
Small corridor with a door (a connecting piece, really)
(I changed the wall into stained glass here to see how the inside is built up.
! I'm having troubles uploading this picture, it'll be there ASAP !
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Feb 15, 2013Markeel posted a message on [Windows] [Forge] Linkseyi's ModMaker: Create Unique Blocks, Items, Recipes, Mobs (and Models), Structures and BiomesThank you for the mod creator, I've used it to create a personal food mod aimed to make foods obtainable early game from flowers and roasted seeds, and to make cactus and sugar food sources.Posted in: Minecraft Tools
Thank you, and here's a massive list of features i'd like to see improved or added for them.
- Ability to edit images I've already made, along with move, resize, copy/paste and copy color tools.
But when I looked at it in-game(actual size) It was too small for me to recognize it floating midair!
When I looked at my other images () they were too small to be recognized by me. Unfortunatelly I also drew the images in the top right corner, not knowing that it'd make half the item appear offcamera and float in the inventory.
If i could edit the image, resize the meatball and move it to a better location. Then i wouldn't have to remake my sprites for the mod.
- When a mod is uploaded, It'd be appreciated if the Modmaker used the Linksey's images inside the folder when edited, instead of the original location of the images.
- Then my friends could quickly edit the mod without the frustration of the mod looking for files that are in someone else's computer, when it already has them!
- I moved my images all to one folder after I had created them since they were messy and had created a mod. When i went to edit the mod the items forced me to refind the images even though I had already generated it and had all the images in the same folder.
- Please allow us to make so that recipes/eating can return second items as well.
- I could make recipes that used buckets for water on food without losing a bucket each time.
- Would be useful not only for buckets, but allowing us to have tools that could effect how foods were made.
Right now if I try either, I only get back one item, a porkchop stuffed with meat cleavers and iron molds!
- Is it possible to make a seed item to plant crops we could create with growing rates, cycles, and what item's it'd dropped or a model it could spawn into?
- It'd be awesome if the recipe generator could have a generator to show a picture showing how to craft items so we could easily send a picture to our friends to show them how to create a item.
- Are there any threads where we can show our mods for other people to test and try? Spamming wouldn't be a problem if it was all in one page.
- Is it possible to add a option to generate it in a zipped folder, which can be sent in emails?
- Make so partially transparent blocks don't allow you to see through rock when placed underground.
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