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Sep 12, 2013This is a pretty simple suggestion. What if we had another type of cactus which would spawn in the desert and looked like the cacti which are placed in a clay pot; This would be a simple thing to add, and I feel it would fit with all of the other new flowers they're adding to the game currently. The baby cactus planted in pots would now use this block's data and normal cactus would not be able to be placed in pots, this would also allow texture makers to potentially make a separate texture.Posted in: Suggestions
This next part was an idea I had as I was writing this: So cacti can currently not be placed next to any other block? Well these small cacti could and they would be able to be placed next to (and connecting at any point to) the large cactus which would cause them to attach similar to fences. It would look sort of like this:
Jan 8, 2013zooomo posted a message on [16x] Anodomani [wip] [1.4.6] Cartoony RPG [Critique welcome]Posted in: Resource Pack DiscussionAnodomaniHello everyone this is my new texture pack, I've made texture packs before and with each one I've been trying to improve my skills. this texture-pack aims at getting that RPG feeling but also a whimsical look.ScreenshotsLegal stuffThis work is licensed under a Creative Commons Attribution-NoDerivs 3.0 Unported License. you are allowed to distribute this and use it in videos as long as you give me credit. you may not edit without my permission saying otherwiseDownloadversion 2.1
completionterrain 75%items 100%mobs 30%environment 80%misc 100%gui 5% (gui file and icons)particles 100%armour 25%art 0%Thanks for checking it out!
Feb 25, 2013zooomo posted a message on ~3-colour-per-block challenge!~ WINNERS ANNOUNCED! :DI present smoot!Posted in: Resource Pack Discussion
A texture pack that is simple but at the same time complex. with beautiful towns and landscapes
Feb 12, 2013zooomo posted a message on ~3-colour-per-block challenge!~ WINNERS ANNOUNCED! :DI definitely had to get creative on tnt, but it turned out okPosted in: Resource Pack Discussion
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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.
Oct 24, 2012Posted in: Resource Packs
It's been a long time coming! I started my old pack, DustyCraft a few years ago and I'm still working on it! However, I eventually started taking the pack in another direction... it wasn't the bright and cartoony pack people originally saw anymore. So I decided that when I'd sit down and really turn the pack around, break away from the roots and turn it into something NEW. So here it is, DustyCraft v2! Ya... not a very good name.
It's still not completely finished, but it's almost there! I do apologize for having to play with an incomplete pack, but it is a lot of work!
But I won't detract you with lengthy talk!
Minecraft now supports high-resolution packs by default so no special installation mods are necessary. Simply save the ZIP in your .minecraft/resourcepacks/ folder and enable it in your options. However, you can get more bang for your buck by using MCPatcher and Optifine as you get such benefits as mob-variety.
Alternative download: Dropbox
You can find even older copies in my old thread, here.
I apologize for the lack of variety in screenshots and lack of videos. The pack is basically new and I can no longer use my old screenshots/videos/reviews. I hope to get some soon!
A texture pack spotlight by LLync:
A texture pack spotlight by Niels074:
Q) Hey.... HEY. You STOLE a lot of the graphics in this pack! THIEF! I saw all of these in GeruDoku's pack first!
A) Yes, that is unfortunate. You did probably see some things like... the tools and weapons and maybe the cake or such in GeruDoku... or TyDoku's or various other texture packs first. That's because those packs are much more popular than my own. But I gave the people who made those packs permission to use MY graphics. Please check their credits.txt in their texture pack and you'll see my name there.
Q) You need to fix your pack! The nether is water, bricks have fire!
Q) Some items are broken, like the compass and watch! And the diamond pants have the default compass on them!
A) Do not fret! It simply means you did not patch the client as instructed. Navigate yourself to the above section and follow the instructions please.
Q) You need to update your pack! After I updated Minecraft a lot of textures are broken, like bricks and the nether!
A) Well, there are a few things that could be wrong. The most likely is that after you update Minecraft you lose your patched client. Please repatch to fix the above bugs. The alternative is that my pack really IS out of date, and that could be likely as well! However, you'll know when my pack is missing new textures because you'll see a bright pink texture instead.
Q) Hey, can I use your graphics in my pack?
A) Sadly, no. I once used to love to share my graphics and help other pack artists out... but it ends up way more trouble for me than it's worth. I get way too many accusations about my graphics and it really cripples my packs ability to stand on its own when any sort of recognition is plagued with theft accusations.
Q) Can I use your pack in my video?
A) YES! I try to watch as many youtube videos out there as possible when my pack is featured in them. You don't even have to ask, but I do ask that you link to my pack in your description so people know!
Q) Can I use your pack for my adventure map I'm making?
A) Awesome! Please do! I don't play adventure maps at all really, but if you do create a map and use my pack let me know so I can check it out personally! Also I know that adventure maps may need customized graphics so if you need to edit some things, feel free to. Again though, please link/credit me!
Q) I don't like how it looks! You should do x or y!
A) Art is a touchy subject. We all interpret and percieve it differently, therefor there will be times when one person may like how something looks and someone else may not. That is the hard part about making a texture pack, trying to appeal to everybody. The best I can do is try to appeal to the masses... however don't let that discourage you! I try my hardest to read every comment I can posted in my threads and address them personally. It may take months, but I have tried my absolute best to take every single criticism into consideration! In fact, my supporters are the ones who shaped this current pack into what it is today, by voicing their input. So thanks! Oh, and I do hope to eventually have a fully-custom-made customizer made by a friend JUST for my pack that will hopefully let everyone pick and choose what textures they like best.
Q) I tried to edit some graphics in your pack for personal use and it's broken now!
A) Aye, that can happen. Chances are you opened it in a program that doesn't support transparency, like MSPaint. You'll have to redownload and try again with something like the Gimp, or Graphics Gale, or Photoshop, which supports and saves transparency.
- You MAY use my pack in your videos or reviews, along with a link in the description.
- You MAY use my pack for your maps with proper credit and redirection to this thread.
- You MAY NOT use my graphics in part or whole for your texture pack if you intend to distribute it to others.
- You MAY NOT profit off of my graphics in any way, shape or form.
- If you have any questions about the above or anything else, please PM me.
I don't believe in forcing ads or profit out of my work. I do it for fun, and to share my enjoyment with you guys. So you won't find any adfly links or the such here, but if you do feel like I deserve some support, you can donate via here:
Sep 24, 2012Glitchfiend posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!Posted in: Minecraft Modsby Forstride, Adubbz, Cheeserolls, ted80, and Amnet
You may use this mod in a modpack as long as you do not make money off of it (Adf.ly, exclusive access from donations, etc.), you give credit (Linking back to this thread), you do not make any changes to the mod aside from config files, and you follow all of the other terms listed in the license below.
Do not PM this account. We do not use it aside from updating the opening post, and will not respond to your messages. Contact us via our Twitter accounts, or the Discord server listed below.
Download the mod:
Requires Minecraft Forge: http://files.minecraftforge.net/
To use the mod on a server, you must set the level-type setting in your server's config file to BIOMESOP
See progress on GitHub:
Support us on Patreon:
Thanks to our partnership with CreeperHost, we'll have an official Glitchfiend server soon! It will have our 3 mods (Biomes O' Plenty, Tough As Nails, and Bullseye), and will be open to anyone! We also have a promo code if you're interested in running your own server:
Follow us on Twitter:
Chat with us:
Check out our other mods:
Difficulty through realism, with seasons, thirst, body temperature, and more!New arrows, including bomb arrows, fire arrows, and more!
Also try these other mods:
One thing to note regarding the license, whilst commercialisation of the mod is prohibited, content such as YouTube videos and streams which use advertising are an exception. The commercial component of the license is intended towards those who attempt to steal mods, claim them as their own and make money from them and is by no means meant to harm those who have good intentions. If you have any questions regarding the license please feel free to contact us through Twitter, Discord, or IRC.
Nov 25, 2012GerbilCrab475 posted a message on Adding the missing potions. 1000 supporters and counting!Posted in: Suggestions
Right now there are 13 different potions that can be obtained in Minecraft survival mode, but there are actually a total of 27 potion effects in the game. Although some of these can be obtained in other ways it would be nice to see them as obtainable potions. Adding in these potions wouldn't just simply expand upon potions but other parts of the game as well. That's one of the reasons why potions are so great. New methods of obtaining potion ingredients helps expand other aspects of the game. Exploration, hunting, farming, fishing, trading, anything you can think of really.
Rather than suggesting specific ways to obtain a potion's ingredients like how the suggestion previously did. I'm going to name a few potential options for each effect as what specifically makes it is up to Mojang in the end. Here we go.
Haste: This effect increases mining and attack speed. It is currently only obtained through beacons which isn't all to useful. Due to its effects it would make the most sense if the ingredient was obtained from mining in some way. Probably by combining an existing underground material with a food item.
Mining Fatigue (Dullness): This is the opposite of the haste effect so it would make the most sense if it was obtained by using a fermented spider eye on a haste potion.
Nausea: This effect causes the screen to wobble. It is currently only obtained by eating pufferfish. An idea I had would be if the ingredient was sold by a new priest villager (Alchemist?). Due to the strength of the potion this ingredient would be very expensive.
Resistance: This effect increases defense. It is currently only obtained through super golden apples and beacons. Since it raises defense, perhaps a new ore could be made specifically for this ingredient. It would be rare since resistance is very strong.
Blindness: This lowers a player's view distance. It can currently only be obtained through commands. Be cause of it's strength against players, it would simply be obtained through corrupting a nausea potion (another potion that is strong against players).
Hunger: This effect causes the player's hunger to go down faster. It is obtained by eating various rotten/poison foods and by getting hit by husks. Since husks give the effect I thought it would make sense if the ingredient would have a chance to be dropped by them.
Wither: It's like poison but it can kill. Because of this it would not have an ingredient but could be found in the chests found within Nether Forts.
Health Boost: Increases max health. Currently only obtainable with commands. It could be dropped by a new monster in either the Nether or overworld.
Absorption: Instantly gives temporary hit points. Only gained through golden apples and totems of undying. To get the potion one could corrupt a health boost potion.
Saturation: Slightly fills the hunger bar by one point. Only obtained through commands. Perhaps the ingredient could be a rare drop from pig.
Glowing: Highlights mobs. Given to mobs/players that are hit by spectral arrows. Perhaps the ingredient could be dropped by witches.
Levitation: Causes mobs to slowly rise over time. Only given to mobs hit by the shulker's spark projectile. Considering the fact that shulkers now have a drop perhaps it could be involved in the making of levitation potions.
Luck: Increases chances to fish up treasure. It's currently available in the creative inventory. The only right ingredient for this would by four leaf clovers.
Bad Luck: Deacreases chance to fish up treasure. Only obtained through commands. Corrupting a luck potion with a fermented spider eye sounds like a good method of obtaining this potion.
If you support this idea, add this banner to your signature. Spread the word. The missing potions must be added! To add it, just copy the code below and paste it in your signature.
<a href="http://www.minecraftforum.net/topic/1578258-adding-the-missing-potions/"><img src="http://i.imgur.com/T4uTnjE.png" alt=""></a>
Mar 11, 2012Posted in: Resource PacksNote: This picture is slightly outdated.
Yeah, I know the thread is a mess. I'll clean it up later.
Pictures (some are outdated):
I do not use any mods myself. If you want a mod to be supported, just tell me on this thread and I will add support for it as soon as I can.
The following mods are already supported:
Risugami's arrows mod
Mine and blade
Too many items
Review by Appleslinky:
Request yours to be reviewed here: [url=http://www.minecraftforum.net/topic/750753-texture-pack-video-reviews/page__fromsearch__1]http://www.minecraft...__fromsearch__1[/url]
Video by Dyz-69:
Video by hampstar:
Short video by custex alpha:
Code for the banner:
[center]<a href="http://www.minecraftforum.net/topic/1089814-142-cowcraft-16x-v-09/"><img src='http://i.imgur.com/RU3Jf.png' /></a>[/center]
This document is Copyright ©(2012) and is the intellectual property of the author. Only Minecraftforum.net and planetminecraft.com is able to host any of my material without my (cowsareawesome) consent. It may not be placed on any web site or otherwise distributed publicly without advance written permission. If you mirror this page or anything I (cowsareawesome) have made on any other site, I (cowsareawesome) may express my angst at you in the form of a lawsuit.
[url=""]Download texture pack
[url=""]Download for pocket edition
Oct 13, 2011FuturecraftPosted in: WIP Mods
Attention to all the “would be” posters:
Read what is written here. All of it. If you need to ask a question about the mod, and it is answered in the OP, then I am going to ignore you, and I ask that those with the decency to actually read the OP do the same.
Our forum is at: http://fc-mod.com/index.php, feel free to join, all civil discussion is welcome, all uncivil discussion is not. Please do not use the old forum unless your name is Dr. Mackeroth, Shiva or Fr0stbyte124.
You have had an interesting day in the mines. You had worked hard, and had helped to find a seam of iron. In amongst this iron, you found a strange new material, which you name crocite (THIS IS NOT GOING TO BE ADDED). A fellow miner had taken the crocite to the village counsel, and they shall decide what to do with it over the next few days.
These are the thoughts that are racing though your mind as you walk back to your house on the outskirts of Midendel, your home village. You have always admired your house, as it had been built on the ruins of a much older structure, built by people who lived, worked, and died in a similar fashion to how you and your people do today. The house was three storeys high, and had a separate bathroom, a rare luxury among miners. As you open the front gate, your pet wolf, Chomper, comes rushing to greet you. You give him some pork, the remains of your lunch, and go inside.
After dinner, you retire to your bed. After all your work today, you fall asleep quickly, only to find that you are tormented with horrible nightmares. Before you, the sky flashes red, and the great Forest of Kururka burns to ashes. All that is left of your village, your home, your life, is ash, floating through a thick grey cloud of dust. You awaken to the sound of an explosion, and you shoot bolt upright with a start. You think that it was just a remnant of your dream, but as you close your eyes, another explosion sounds. You notice this time that before the explosion, there was a bright flash of yellow light, which streamed in through your open window. You hear a scream far off in the distance, and then it stops suddenly. You believe yourself to still be dreaming, so you quickly pinch your arm to make sure you’re awake. No luck, this is real.
You panic. You know that you must get yourself out of here, but go where? As you run out of the house, grabbing your diamond sword and a torch on the way, the answer comes to you; to take shelter in the caverns. Your ancestors had discovered the caverns hundreds of years ago. They had become a place of refuge in times of need, like a few cycles back, when the valley had flooded and much of the forest, and the village were destroyed. As you run, many more flashes and explosions occur, then, as you are only a kilometre or so away from the caves, at the base of the mountain were they are, the noise stops. The night is eerily silent. No owls, no cicadas (which are common this time of year), no sign of sleeping animals; it appears that every creature had just vanished. Even the sound of a hissing creeper would have given you comfort, but alas, there was nothing.
As you stood, just waiting, waiting for a sign, waiting for a sound, you noticed a low, droning hum. It hadn’t been there before, of that you were sure, and you find yourself wondering what it is. Whatever it is, it is certainly getting closer, and you can now feel the vibrations on your skull. The noise continues to get louder, until it reaches a point in which the trees threaten to uproot themselves because they are shaking so much. It is at this all dominating level of sound that the humming stops. You look around you, suddenly afraid now that the humming had been silenced. You see nothing around you as you wave your torch from side to side, but then you look up...
Above you, a thing of incredible size, awe inspiring in the full meaning of the word, is a creature, covered in strange grey materials. You see lights shining brightly down on the forest around you, and you here animals scatter around you as they try to avoid its gaze. At least you can draw comfort from the fact that all the animals hadn’t disappeared. One of lights adjusts its position, and tilts towards you. You follow the lead of the animals, and run. True terror seizes you body as you see your shadow below you, illuminated by a light that seemed to tear through your body, and peer straight into your soul. You turn to face the source of the light, and hold your sword up in defiance of this strange creature that fills the sky.
A ball of fire erupts from the creature, and you think perhaps that it is dying. You feel a slight ting of compassion for it, than you remember an elder telling you about ghasts, that shoot fire balls like this, and you realise that the creature is trying to kill you. As the ball hits the tress and explodes, the shockwave flattening the trees ear it, you realise this is the sound you heard before. The shockwave hits you, and the light fades, as does the world around you, turning to grey, and you realise that you’re dying. Dying, as you had been thrown back into a fallen log, and you could tell that your bones were broken, your skin torn, your life fading, quickly. It would be over soon, over soon.
I hope you liked my story, I wrote it as an example of what this mod should be able to achieve, and certainly what I want it to achieve. What Steve in the story saw as giant creatures were in fact spaceships, which had come to collect the “crocite” as it is useful for their technology.
Now, welcome to Futurecraft...
I apologise if some of my formatting is not quite right: I imported the topic into Word to fix up spelling and grammar mistakes. Didn't go so well...
We now have a forum!
Introduction to the team. Read if you are interested in helping.
Poll results were definitive:
- Consumable energy was fairly popular
- Space was nigh on unanimous
Both will be added.
People required (old system):
- Several programmers (Shiva, GroundBurg_Coder13, Kronath, and me.)
- Person for textures (me)
- Testers (Achievement get, I left out an "a"[for 5 weeks!]) (We have two test severs)
- If anyone could make a banner, I would be eternally grateful to them (done)
- Sound! (likely candidates)
- If anyone else can think of someone needed, please say so
ALL PEOPLE WANTING TO HELP WITH THE DEVELOPMENT OF FUTURECRAFT MUST PM ME A FORM CONTAINING THE FOLLOWING:
1- What you can help with, and your preferred article to mod (e.g. Weapons, ships, mining equipment, etc.)
2- What experience your have, including examples
3- When you can work
4- What access to resources you have (what software and hardware you have)
You will then get a reply FROM ME, saying what you will be working on, including all the details.
Once you get this reply, you will be allowed to post on the Futurecraft development and modding page of the Futurecraft Forums. No one does, so just start a development log.
NOTE: All modders or other team members will need to submit to me a weekly report of their progress. Failure to do so will result in immediate voiding from the team.
Current team members:
Project leader: Me (if you have a problem, please say so)
Modders: Fr0stbyte124 (currently working on space ships), me (currently figuring out how Java works), Ectrimble (working on armour and weapons, after inter-server travel is finished [turns out he does it all the time]), Danice123 (surently doing power, despite everything)
Texture artists: Fenway (who is going to be deleated soon if he doesn't turn up) and myself
Sound: MonsterTeddy (who is creating new tracks and sounds).
Test servers: contact me and tell me that you have a server that we can use.
Banners by WildWild
I extend my thanks to MineCrak, who is helping in a great deal of (good) advice.
Also, thanks to Ivorius and MineT, for Gravity Craft. Planets are possible!
Anyway, to business:
Greetings to all you Earthlings out there! I have thought up an idea for a mod which, if executed properly, will possibly be the greatest (but hopefully not the hardest [too late, it is]) mod ever. If it is successful enough Notch might even add the main idea (the interserver travel, and the possibility of trade and war) of this mod to Minecraft.
By know you are (hopefully) wondering what could possibly be so good, and not falling asleep or closing the page. So I shall tell you:
This mod has three main (more like 10) parts to it:
Firstly, this mod will add a way to travel between servers, while still keeping your inventory. It would also allow other entities (including spaceships) to travel, allowing for trade, alliances, colonies, and wars. I thought one day, long past, that if you can keep your skin and player ID between different locations, why not your inventory?Spaceships: outdated information, subject to change
A passionate speech by yours truly:
Those who say that this is a bad idea are wrong. I believe in what Notch said “that the future of Minecraft is in multiplayer”, and what better way to do this than to be able to have better communication between worlds? This way we can work together to build a better world, a world that we can share, and if so desired, a world that we can conquer. This important part of the idea isn't the inventory being able to be taken between worlds but entities. What inspired me to write this was the thought of flying through a wormhole, appearing on an unsuspecting world with a massive fleet in tow and levelling their cities, buildings and towns to the ground? (Things like the ability to have wars would be configurable to avoid people quitting servers and flaming at the makers of this mod. They can't blame us if they know that war could happen at any time.)
Now, we plan to have three main ways to travel between
servers: through Stargates, Jump-gates (or Supergates) and through FTL travel.
These will be crafted, using a fair amount of resources. You
will need a D.H.D to activate it. The D.H.D will also be crafted. To travel
through a Stargate, you will right click on the D.H.D, which will open a GUI.
This GUI will have a list of all Futurecraft servers, plus their gate
addresses. The gate address will be a series of 7 symbols which will correspond
to a particular IP address. It stands to reason then, that each IP will have an
individual gate address, which will be calculated from the address as needed,
not programmed into the mod itself. If anyone is worried about the number of IP
addresses being greater than that of the Stargate addresses, don’t worry, there
are 56,336,822,780 different gate addresses, compared to 4,294,967,296
different IP addresses (you can see why we don’t want to have to code in that
many gate addresses, especially seeing as only a fraction of these will be
Stargates will be large enough for people and fighters to
pass through (maybe also some form of car type transport, and jets). Only one Stargate per
system is allowed (I.E. world).
This section is likely to change.
This will be crafted in sections. You will need 90 of these
sections to fully complete the gate. When each section is crafted, it will
automatically be placed in the world (too big to logically fit in your
inventory), and shoot off into space. When in space, it will position itself
directly above the spawn point of the server, several kilometres above the
lower end of space. When all 90 are in place, you will need to power it. To
power it, you will need to place a ZPM in any of the sections. Simply take a
space suit, jump onto one of the segments with a ZPM in hand, open the
inventory of the segment, and place the ZPM in. Once this is done, you are free
to activate the gate using a spaceship. Just fly neat the gate, and a button
will pop up in the control chair’s GUI, asking if you would like to activate
the gate. Once active, the gate will remain open for 1 minute, so make sure to
have all ships in position.
There will be various FTL engines that can be installed on
ships. Using the control chair on your ship, or a computer interface, you will
be able to open a GUI (from the main menu of ship features) that has a map of
all Minecraft servers (with Futurecraft), similar to the galactic map on Spore
(for those who play it). You will be able to travel to all servers within a
distance, a distance that depends on the type of hyperdrive engine. The travel
speed will be dependent on the distance of the servers, and the type of
hyperdrive engine. For two servers close to each other, with an advanced
hyperdrive, the flight would be near-instantaneous. But for longer distances,
from one side of the “galaxy” to the other, even with an advanced hyperdrive,
the journey would take hours, if not days, real-time. I will spare the
technicalities of how it will work, because my way may not be the best way, and
I will let the modders do their work.
secondly are spaceships. Not just little fighters that zip around and fire lasers, but massive assault ships that carry ground forces, cargo ships that freight goods, cruise ships that act as general vessels, and of course mother ships: massive huge, making weird science-fiction noises. Only the smallest two vessels, the escape pod and fighter can be crafted (though with difficulty), and the other ships will have to be built using blocks, and then turned from blocks to a controllable entity by using a (craft-able) spaceship core. The cores differ depending on what craft you wish to make, with cores for larger ships being harder to make, and there being one type of core for each vessel. Placing a core would cause all connected blocks to become part of the spaceship, excluding several kinds of blocks; including dirt, sand, stone and other non-space things (these blocks can be carried on a ship if surrounded by other kinds of blocks ( leaving room for green spaces in vessels). The different kinds of cores each support a different range of blocks (in the number they can support). Once spaceships have a core in them, they can be controlled and flown ( by use of a craft-able control chair, while sitting on that chair, your view becomes 3rd person, of the whole ship, and your usual controls instead become the ships controls (with extra controls for new features of the ship). The different kinds of ships are as follows (there is a lot of information here):
Craft-able and can't fly on its own. When powered by Redstone, it will fly straight down and land on the ground (will avoid water and lava, as well as high cliffs). If it is jettisoned in space (explained later), it will fly to the nearest server and spawn at a random at the top of the world. They are only 1 by two blocks and have 20 vehicle health (explained later), and has no weapons.
Craft-able (possibly using the plane crafting bench from Flan's mod), has two laser guns that disintegrate mobs and blocks (10 points of normal damage, 5 points of vehicle health, fires at about 3 shots a second). It uses 10 energy points per second, can be fuelled by Redstone, batteries, and oil. It can't travel through hyperspace, and only holds one person. 75 vehicle health.
Drop ship (landing craft)
a small ship that must first be built and then have a core installed a core to fly. It can support up to 10 points of turrets, no shield, (explained later) and can be up to 500 blocks big (as a box around the craft). When built, it must contain a tank or other vehicle (explained later). It moves slowly and is only designed for small recon missions and not for heavy duty fighting. 100 vehicle health points, 20 energy units per second, can be fuelled by everything except a ZPM.
A light warship that is easy to make. It is a primary affordable fighting tool in any fleet, and is often carried on larger vessels until needed. 20 points for turrets, can support up to 100 shield health (like vehicle health, only replenishes over time), 200 vehicle health, fast sub-light speed, can support a light hyper drive. Takes all power types except ZPMs. 500-1 000 blocks 3.
this ship can't be attacked (by other ships), but it can't support any turrets. It has 200 vehicle health points, no shields, and uses 15 energy points per second. It can take any form of energy besides a ZPM. It has a medium hyper drive and medium sub-light speed. 500-1 000 blocks 3.
Cargo ships are long range transporters. Unlike other ships, they are built, and then connected to trailers, like a truck. The head of a cargo ship has 150 vehicle life, no shield, 6 turret points, and uses 30 energy points per second. The trailers each have 100 vehicle lives, 6 turret points, and use an additional 10 energy points per second. The ship has a slow sub-light speed and long warp. The head and each of the pods can be up to 1 000 blocks3.
Cruise ships are all round, general purpose war ships. They have 40 points for turrets, can support up to 200 shield points, 200 vehicle health, and use 30 energy points per second. Medium hyper drive and medium sub-light speed means that it is good for most missions. 2 500-10 000 blocks3.
A more powerful warship than the cruise ship (but much harder to make). 60 points for turrets, up to 300 shield and health points, 45 energy per second. Also with medium hyper drive and medium sub-light speed. 10 000-20 000 blocks3, one point for special weapon. This and all ships henceforth can support all fuel types, including the ZPM.
this is a powerful ship that is designed for one purpose: to destroy every living thing on the planet it is attacking. There are two different kinds of these ships: dreadnought and super dreadnought.
The dreadnought has 200 points for turrets, 500 vehicle health and shield points. Slow sub-light and long warp (although it travels 30% slower than normal warp. It uses 60 energy points per second. 20 000-100 000 blocks3. 2 points for special weapons.
The super dreadnought is like a larger and more powerful version of the dreadnought. It has 400 points for turrets, 1000 health and shield points. It has super slow sub-light, and travels 40% slower than normal warp. Using 120 energy points per second, it’s a guzzler for power. 100 000-500 000 blocks3. It can support 5 points for special weapons.
these are long range, heavy war ships. In their immense cargo holds they carry whole battalions of troops, along with many smaller craft. 300 turret points, 1 250 life and shield points, and uses 150 power units per second. (That's a massive 2.5 Redstone torches every second). Medium sub-light, long warps engines. 5 00000-1 000 000 blocks3. 2 points for special weapons.
Easter egg ship
Obviously, I can't disclose much about this vessel, you will have to discover the recipes and features of this ship on your own. However, I will tell you that it doesn't have limitations like the other ships, and that it is big. Really big. Also insanly complex to build.
Have a video on Fr0stbyte124's progress on ships:
Gizmos, gadgets and various doomsday devices
Stationary shield: a shield that place on the ground and it covers a large area in a bubble. The shield can be any size or shape; it depends on how many emitters you have, each emitter will provide shielding for 1000 blocks. It uses 20 energy units per second, per emitter.
Docking port: like a spaceship, it needs a core to work, but it can't move. It works as a hangar for smaller ships, and a docking port for larger ships. It needs a core so the facility can be destroyed as a whole, and also so it can have working cargo doors and others devices. Health is No. of blocks divided by 10. It has 200 shield health points. 40 energy per second.
Anti-air gun: craft-able, has inventory for fuel. Does 20 points of vehicle damage, as a rail-gun (rapid fire). 5 energy per shot.
Light space gun: good for small vessels, does 40 points of vehicle damage, as large laser burst (medium fire rate). 30 energy per shot.
Drone pad: preferred weapon of those with... class, certainly my favourite, these are controlled in exactly the same way as the ship version of drone launchers, except that the launcher must be connected to the control chair (and both to a feasible power source) via wiring.
Ion cannons. Enough said. (Fine, if you must know: 500 vehicle health point damage, long reload, auto aiming). 200 energy per shot.
Wire-less controls: Great for controlling such thing as (larger) doors, shields, towers, bombs, and other things. Needs to be linked to a control chair to work and it uses 5 energy units per command. These can also be placed on ships. They can link to two other wireless emitters and up to 5 Redstone/wiring out/inputs. This means that you can have a weapon on top of a mountain, that has its own power source, and a control chair (also with a power source) linked via a wireless transmitter, allowing the control chair to fire the weapon. On ships, you can of course stick a diverter into the ship’s hull so the weapon and chair can be powered directly from the ship's main power source.
Radar tower: Self explanatory, they can track multiple ships. The radar dish is crafted, and needs to be connected to both a power source and a computer screen or control chair.
Hand held weapons (ascending order from least to most powerful)
- (don't ask about the dot, I can't get rid of it) Notes: 1 damage point= 1 heart
All weapons require a battery to be operational (unless specified). How long it lasts before it needs to be replaced (by placing both the weapon and the fresh battery in the crafting grid) is specified in each description.
All weapons will shatter glass (unless specified)
Stun gun: 2 damage points, stun (disable movement) for 5 seconds, and blurred vision for 15 seconds. Fires at a rate of 1/s (1 shot per second), lasts for 500 shots. No ammo required, Range of 50 blocks.
Rapid laser gun: 2 damage points, fires at a rate of 4/s, lasts for 1,000 shots. No ammo required, range of 100 blocks. It will set flammable blocks on fire, and does not break glass.
Bolter: 5 damage points, fires at a rate of 1/2s (1 shot per 2 seconds), lasts for 500 shots. Requires light bullets, range of 100 blocks.
Assault rifle: 5 damage points, fires at a rate of 1/s, lasts for 100 shots. Requires light bullets, range of 200 blocks.
Laser sniper: 10 damage points, fires at a rate of 1/5s, lasts for 200 shots. No ammo required, range of render distance. It will set flammable blocks on fire.
Plasma beam Projector: 20 damage points, continuous beam, lasts for 20 seconds (fully depletes battery). No ammo required. Range of 20 blocks, and it will disintegrate blocks within 10 blocks, when hit directly with the beam.
Grenade: 30 damage points, fires at a rate of 1/5s (assuming you have multiple in your inventory). Explosion power of 100 (same as TNT), throw distance of up to 50 meters.
Ship weapons (Arranged from least to most powerful)
Rapid laser turret: 2 vehicle damage points, fires at a rate of 5/1s, 2 EUs per shot, can be controlled via wireless, no ammo required, 1x1x1 (using x, y, z), 2 turret points.
Rail gun: 10 vehicle damage points, fires at a rate of 5/1s, 5 EUs per shot, can be controlled via wireless, ammo required (heavy bullets, stores up to 1000, otherwise can be fed from an ammo dispenser), 1x1x2, 5 turret points.
Bomb and bomb bay: 50 vehicle damage points, single time fire, needs to be powered by Redstone, 10 EUs per shot (remember that it will draw power from the ship’s main reactor(s), not the Redstone torches that may be involved in the loading mechanism), cannot be controlled via wireless, ammo required (stores 1, needs to be reloaded manually, bomb does not stack in chest/inventory), 1x1x1 (bomb bay), 2 turret points.
Missile tube and missile: varying vehicle damage points, single time fire, 50 EUs per shot, cannot be controlled via wireless, when ammo is placed (missile) in tube, it will automatically fie, 1x1x9 (tube, missile is 0.5x0.5x4), 5 turret points.
Missile types (note that all have 2 minutes of fuel, after which, they will explode automatically, regardless of what else might be happening):
· Thematic: travels in a straight line until it impacts either a block or an entity, doing 100 vehicle damage points. Blast radius of 100 meters
· Homing: will lock onto the nearest ship with an unfriendly IFF, and follow it until it runs out of fuel, or reaches its/a target, also doing 100 vehicle damage. Blast radius of 100 meters
· Nuclear: will target the largest enemy ship in range (1 minute travel time, to allow for misadventure), and follow it until it runs out of fuel or reaches its/a target, doing 1000 points of vehicle damage (it’s only a small nuke), and flooding the area with radiation. Blast radius of 500 meters.
· EM pulse: will target the largest enemy ship in range and follow it and follow it until it runs out of fuel or reaches its/a target, when it will cause a 1km shockwave which will cause all electronics on ships to go haywire. Shield health will fluctuate wildly, weapons will suddenly start firing everywhere, Redstone and wiring will short circuit (with a chance of exploding), fighters will spin out of control, missiles may target their own ships, and it is total chaos!
Plasma cannon: 100 vehicle damage points, fires at a rate of 1/5s, 200 EUs per shot, can be controlled via wireless, no ammo required, 2x2x3, 10 turret points. Pretty much the weapon you typically see ships on science fiction shows using.
Tractor beam: no vehicle damage, continuous fire, 100 EUs per second of use, can be controlled via wireless, no ammo required, 1x1x1 (must be placed in the hanger of the ship (i.e. a section of the ship that has a force-field or large door between in and space.)) It will draw ships into the hanger of a larger ship (of course it won’t if the ship it is trying to pull in is larger than the entrance to the hanger).
Plasma beam weapon: 100 vehicle damage points per second of contact, beam lasts for 10 seconds, requires one minute of cool down time, 1500 EUs per shot (can hold charge), 3x2x5, 1 special weapon point. Note that it rotates at a rate of 10° per second, meaning that a fast ship can escape it easily.
Accelerator cannon: 2000 vehicle damage, single time fire, 3000 EUs per shot (can hold charge), 7x7x51, 5 special weapon points. To fire, a person must construct a 5x5 cube of either iron or Naquadah at the far end of the cannon. When the cannon receives a command to fire from a control chair, the doors at the front end (open to space) will open, and the cube will be propelled out into space at an extremely high velocity, destroying near most everything in its path (assuming the cannon has enough charge).
Drone launcher: complicated vehicle damage, fires at a rate of 50/1s, 100 EUs per shot, 3x3x10, requires ammo (drones, it can hold up to five, and then it must have drones supplied from a drone feeder). When fired, drones will find the nearest target and follow it. Drones can penetrate hulls of up to three blocks thick, and destroy fighters without exploding. In larger ships, they will head in the direction of the core block, and each one will go through three blocks of the ship before exploding and probably taking out another few layers of the ship as well. Eventually one drone will make it through to the core, disabling the ship. Any drones that find themselves in a ship that is already disabled or destroyed will target another ship or return back to their storage on the firing ship. Perhaps a video will help make sense of how they work:
Silicon chips: made from sand and Redstone. Needs to be smelted after crafting. Used in more basic electronic components
Control crystal: made from Glow stone, Redstone and diamonds. Used in more advanced electronic components.
Alloys: to make these, you need a smelter (craft-able with 3 furnaces surrounded by iron). They go as follows:
- Trinium, made from iron, Naquadah, and titanium
- Steel, just smelt iron
- What else?
this is just a taste of what is to come, like the ships, you will have to discover most of by yourself! Good luck Minecraftians.
..."Plus a few miscellaneous, nick-knacks"
this will mean that mechanical devices will use up energy. There are several ways to power devices:
- Batteries, they store 500 energy units
- Vehicle batteries, they store 5000 energy units
- Generator, has to be next to a furnace to work, if the furnace is burning, the Generator will produce 10 units of energy per second
- Solar panels, needs to be outside, generates 10 units of energy per second, per block
- Nuclear reactor, generates 1000 energy units for every lump of uranium put into it
- Fuel rods made from uranium, put into reactor for 5,000 energy units each
- ZPM (Zero Point Module), draws energy directly from sub-space, 1,000,000,000 units of energy
All of the energy sources would need to be directly linked to the device(s) that they are powering by Redstone, except for the reactor and ZPM, which contain too much energy to be transferred by Redstone, and must instead be transmitted by a special mix of Redstone, diamond and iron piping.
For the fighter space ship (as you can't place any of these blocks in it, and it can't have a line of Redstone connecting to a power device), you must place batteries in its inventory (similar to a plane form the planes mod)
I was perusing (what a great word) the Industrial-Craft mod, and realised that how the energy in that mod worked is similar to how it could work in this one. We have permission to use their base code for energy.
Space, the final frontier
Space will be added in this mod, judging by the poll. If you read the replies to this thread, you will have a fairly good idea of what it is. To explain:
Space can only be accessed by spaceships (and possibly space elevators). To get there, you will need to be going very, very fast (obviously not at actual escape velocity, that would crash Minecraft. Once there, you need to be completely surrounded by blocks, otherwise it means that you are exposed to space, and will start losing health rapidly (like lava). At least in the early stages of the mod, we won't go into great detail about atmospheric pressure and consumable air, although this could be added later. Of course there would also be space suits, which will decrease in uses while in space, and increase in uses while in a pressurised environment.
The terrain generation is fairly simple, generate nothing. Nothing besides empty void, with visible stars, and perhaps occasionally asteroids (weather we should add these or not is being debated). To work out were each server is in the Minecraft "universe" we will use the map of the Internet, and the locations of each server (its IP address) on the picture will determine its actual location. Some scale or another will be used to calculate distance (and therefore travel time) between these servers. Resized to 19% (was 4000 x 4000) - Click image to enlargefile:///C:/Users/MyDell/AppData/Local/Temp/msohtmlclip1/01/clip_image006.jpg
for orbital views of planets, the idea is not yet resolved.
this idea will help people have large armies without many people. Robots would be craft-able, meaning that many could be mass produced. There are several kinds of robots:
Gigamettalix's ideas (completed by me):
- The sentry. Sentries float around guarding objects and sometimes even participate in battle; they have a cube for a body and a single laser eye that it uses to attack (2 normal damage, 1 vehicle damage, 5 healths, and 1 energy unit per 5 seconds).
- The sentinel. Sentinels have all sorts of upgrades that are equipped able, such as rapid fire, they also are bigger, faster and stronger than sentries, although they have a higher price tag. (Basic model has a 4/2 damage laser, 10 health and uses 1 energy per second)
- Battle robot: Same size and shape as a human (so it can use a modified version of the human skin). Fires lasers that do 5/2.5 points of damage. 15 lives, uses 2 energy per second (fuelled by batteries).
- Advanced battle robot: Similar to the normal battle robot, but with an 8 damage laser (4 vehicle damage) and 20 life points. 3 energy per second.
- Juggernaut: Twice the height of a person (looks quite different though), 15 damage laser (7.5 vehicle damage), 30 vehicle life, 5 energy per second.
All of these robots can be switched between sentry mode (if they stand on the spot, they will shoot any enemy that gets too close and only moves when attacked), and follow mode (where the follow you, or any person on the same sever as you, the creator of them). In follow mode, they will protect you automatically, similar to wolves.
Need a crew? (Ideas by Kronath, alternate suggestions by me [in not red])
* There has been some controversy over these ideas, perhaps a poll?
With the number of people normally on a server (5-15 in my experience), I think people would end up with either tiny fleets with a small crew in each ship or bigger fleets with almost crewless ships. To fix this each player would be able to captain a ship crewed by NPCs.
Admiral / General - This is the server Admin. They are in charge of appointing Squadron Commanders (OPs) and get first choice when selecting a ship to command.
Squadron Commander - All Squadron Commanders are OPs, but not all OPs are Squadron Commanders. Their job is to appoint Captains and to command the fleet when the Admiral is not present. Squadron Commanders get to choose their ship after the Admiral has his/hers.
Captain - The ordinary players in the server that have been appointed by Squadron Commanders to Captain a ship. They do not get to choose their ship, but are given one by their Squadron Commander. I think that it would be wiser if the captains could choose their ship, but can only fly ships which they have licence for.
Lieutenant - Players that have not been given command of their own ship. They serve under a Captain until a Squadron Commander gives them a ship of their own.
Sergeant (maybe something else) - NPCs that crew each ship. Their real purpose is just to make the ships livelier instead of looking like a ghost town. Because of this the AI doesn't have to be very good, just wander around the ship (maybe a few could stay permanently on the bridge near control stations). They would have some behaviour, such as the ability to man turrets (and automatically target enemies) as this wouldn't be too hard to code...
Each rank can command the rank beneath it. For example, a Squadron Commander could order his squadron (a couple of Captains + Ships) into a formation and then take control of the entire squadron, flying multiple ships as if they were one. Similarly, the Admiral could order the squadrons into formation and then fly the entire fleet as one ship. Formations would be more for flying around then for battle, as if they take out the head ship, the results would be... ugly at best. Also, this could be hard to code.
- ATV: light ground vehicle. Fast, 50 vehicle health, single rapid laser gun. 5 EU per second. Fits 2 people (one as gunner, one as driver)
- Hover tank: craft-able (with difficulty), it is a slow but powerful land vehicle. 100 vehicle health. Have a large laser gun (as main weapon) and two rail guns. 7 EU per second. Fits 6 people
- Helicopter: craft-able (with difficulty). Manoeuvrable (responds quickly to commands), with medium speed. 75 vehicle health. Single rail gun.10 EU per second. Fits 2 people
- Jet: craft-able (with difficulty, possibly using plane crafting bench). Extremely fast (to avoid lag, it will display generic blur at high speeds). 100 vehicle health. 2 rapid laser guns, capable of carrying 4 thematic missiles. 15 EU per second. Fits 4 people.
- Mag-lev trains, which are similar to minecarts, only bigger. Not to mention faster...
You will need to create a specific “stand” to build these on. You will craft the parts then place them on the parts of the stand that correspond to that part (e.g. you place the arm on the arm holder on the stand). To give it power, the stand needs to have a constant supply of power provided to it, so it can charge the armour, to a maximum of 10,000EUs. There are several versions of the body, which allows for different placements of parts. The parts are as follows:
· Small: about the same size as the player’s total length, the player is inside, and can only see through a small cockpit. Can only support small sized arms and legs. 10 vehicle health points. Required for “standing”. 5EUs per second while player is inside.
· Sitting: the player sits in the cockpit, making it longer than the standing body but quite a bit shorter: can support all sized limbs. 20 vehicle health points. 10EUs per second while player is inside.
· Standing: the body is large enough that the player stands in it, behind a panel. 50 vehicle health points: can support all sized limbs, except small.20 EUs per second while player is inside.
· Light arms: can only support light weapons, no impact on speed. Small sized, 10 vehicle health points.
· Medium arms: can support light and medium weapons , 10% decrease on speed, 20 vehicle health points, medium size
· Long arms: can support light weapons, 10% increase on speed, 20 vehicle health points, medium size. Required for massive arms.
· Heavy arms: can support all weapons, 30% decrease on speed, 30 vehicle health points, large size. Required for massive arms. Required for massive arms.
· Massive arms: can support one heavy and one light weapon, or two medium. 50% decrease on speed, 40 vehicle health points, large size.
· Bipedal legs: small sized, 2 blocks per second speed, 10 vehicle health points. Required for inverse bipedal legs and large bipedal legs.
· Inverse bipedal legs:4 blocks per second speed, 5 vehicle health points, small sized.
· Large bipedal legs: 3 blocks per second, 20 vehicle health points, medium sized.
· Quad legs: 4 blocks per second, 15 vehicle health points, medium sized. Required for heavy legs.
· Heavy legs: 5 blocks per second, 25 vehicle health points, large sized
· Tri-tracks: 4 blocks per second, 40 vehicle health points, large sized
· Light machine gun: 2 damage, fire rate of 10/s. Takes medium bullets. 2 EUs per shot. Light weapon. Required for laser machine gun and rail gun.
· Laser machine gun: 2 damage, fire rate of 5/s. 5 EUs per shot. Light weapon
· Sword: 15 damage, fire rate of “as fast as you can click”. Medium weapon. Melee. Required for plasma sword.
· Rocket launcher: 30 damage, fire rate of 1/2s. Heavy weapon. Takes rockets as ammo, 10 EUs per shot. Heavy weapon
· Rail gun: 10 damage, fire rate of 5/s. Takes heavy bullets. 2 EUs per shot. Heavy weapon
· Plasma sword: 40 damage, “as fast as you can click”. Heavy weapon. Melee. 10EUs per second of active use.
Armour and other devices (works for any sized body):
· Light armour: + 10 vehicle health points, -5% speed.
· Medium armour: +20 vehicle health points, -10% speed.
· Heavy armour: +30 vehicle health points, -20% speed.
· Shield: 100 shield health points, -10% speed, requires 5EUs per second of active use.
· Jet-pack: allows flight for up to 20 second (note, armour doesn’t take fall damage), requires 10EUs per second of active use.
· Shoulder-mounted cannons: 30 damage, fire rate of 1/2.5 seconds. No ammo, 30 EUs per shot.
A banner for the truly wonderful. By WildWild.
This is Futurecraft...
Jan 14, 2013Posted in: Resource Packs
(Formerly known as Samohtj's Fancy Shmancy)
For Minecraft 1.8
I got involved in texture work very early on in my Minecraft career. I started my first pack only about two or three months after hearing about the game. Things were a lot simpler in those days, back around the first full release. As many of you know, my first attempt at a texture pack was absoulute garbage. A horrible bucket fill, with terrible colors and disgusting shading. I had never done anything artistic outside of art class in elementary school; never picked up a pencil or a brush. I had no artistic experience whatsoever. I, in my foolishness and naiveté, posted the pack I had made here to the forums. The feedback I recieved, while harsh, was unanimous: go back, learn what you're doing, and try again, and who knows, you may end up being somebody. Instead of storming off in a huff, never to return to the scene again, I decided to take the advice of the experienced artists I had talked to, and start again. After many months, and many heartbraking computer crahses, I created the first texture for Illustrious (then called Fancy Shmancy). I posted the first few textures I made, only two of which now remain in the pack, and recieved some positive feedback. I continued to create new textures, astounded at the response I was getting. I had obviously improved. As I made more and more art, I gained more and more technical knowlege, to the point where I am now one of the top posters in the Resource Pack Help forum. I continued adding textures, creating the virtual world that I wanted, all the while gaining new skills and meeting new people (after a fashion).
The purpose of this pack is simple: textures that are beatiful to look at. All my textures are made with the utmost care, perfected and refined until the convey my image of what I think the game should look like.
- Download the .zip file from the official thread on Minecraftforum.net (here).
- Go to the directory where you saved the .zip file (usually your Downloads folder).
- Select the file and copy it.
- Open Minecraft and make your way to the Resource Packs menu (located under "Options" in the pause menu).
- Press the "Open Resource Packs Folder" button, and paste the .zip into the directory.
- Close the window. Select the resource pack, and you're done!
If you would like your review featured in this topic, please send me a private message!
Gold: A strict level of security. Having this on your pack indicates that your textures can only be used after written permission is obtained from the creator of the pack. It also indicates that adfly links on remixes are never acceptable, under any circumstances.
Things you CAN do
- Make videos with this pack in use. You must place the full name of the pack in the video description, as well as a link to this thread (this is so the video shows as a result when people search Google for this texture pack). Monetization of videos is allowed.
- Use this pack as your server's official texture pack. Please contact me for a direct download link. Do not host the pack yourself.
- Edit these textures for your own personal use (no distribution).
- Take and share images of the pack in use in the game. Please place the full name of the pack somewhere on the page, as well as a link to this thread (this is so the image shows as a result when people search Google for this texture pack). Monetization of images you created is allowed.
- Link directly to the download for this texture pack. Please use this URL, as it is always up-to-date: [code][code]http://www.curse.com/texture-packs/minecraft/samohtjs-fancy-shmancy/download[/code][/code]
- Redistribute this pack or any individual textures, in original or edited form, without my express written consent. Meaning, I have to personally give you the go-ahead before you can distribute any of my work.
Copy this code into your signature to show your support!
Feb 22, 2011FelixZero posted a message on [16x/1.8.0] ~RPG Craft 2k3~ [Animated Textures, Custom HUD and Particles.] 80000+ downloads]Posted in: Resource Packs
I collaborated and fiddled with RPG Maker related objects, pictures, and sprite sheets to deliver a texture pack that is very Bright and RPG styled. Low and High Contrast objects, small details, different color schemes all to make this texture pack enjoyable to both RPG maker and non RPG maker fans.
It's more convenient to link to the Curse page, so I don't have to update the download with each change. As I post my project on multiple sites, using this gives me one link to manage things better.
Curse page -> http://www.curse.com...#t1:description
RPG Maker is a program that allows users to create their own role_playing video games. Most versions include a tile set based map editor, (tilesets are called chipsets in pre-XP versions), a simple scripting language for scripting events, and a battle editor. All versions include initial premade tilesets, characters, and events which can be used in creating new games. One feature of the PC Versions of RPG Maker programs is that a user can create new tilesets and characters, and add any new graphics he/she wants.RPG Maker 2003 (RPGツクール 2003) is the third in the series of programs for the development of Role-Playing Games, developed by the Japanese group ASCII. It features a database of pre-made backgrounds, music, animations, weapons and characters.
Now at a happy number of 70000+ downloads
Thanks for reading. :3
Apr 16, 2011Emperor_Doom posted a message on [32x - 128x] ☠ vonDoomCraft ☠ [Mar 30: Updates and stuff!][represent]Posted in: Resource Packs
FOR ADVANCED FEATURES!
March 30, 2014
Real life's being a pain in the ass, so I haven't had much chance to get anything done with the pack in what seems like forever! Luckily, Zomb's taken up the mantle and continuing to develop vDC in my absence! He's got my full support, so please let him know what a swell guy he is!
• START WITH A FRESH MINECRAFT JAR!
•••Download & Install Optifine HD
•••Download vonDoomCraft and place it in your resourcepacks folder.
•••In Game, go to the Video Options and set Clouds to Fast.
•Toy with the various video options if your game runs too slowly.
128x TEXTURE PACK:
64x & 32x TEXTURE PACK: by Zomb69
HD MOBS ONLY:
D.I.Y. ALTERNATE TEXTURES:
PRE-MADE ALTERNATE TEXTURES: by Zomb69
★POCKET EDITION: by Zomb69
STEAM BROWSER SKIN: by Zomb69
By default, vDC already includes texture support for:
Elemental Creepers, Pet Bat, Minions, Herobrine, and Rei's minimap!
Additionally, here are some awesome fan-made mod support textures:
GLSL Shaders w/ Bump & Reflective Maps (DOWNLOAD) (by 'zomb69')
vDC: Blood Rain/Water & Better Skies (DOWNLOAD) (by 'zomb69')
Mine & Blade: Battlegear (DOWNLOAD)(IMAGES) (by 'zomb69')
Better Than Wolves (DOWNLOAD & IMAGES) (by 'Ph1il93')
Elemental Creepers (DOWNLOAD) (by 'Matt-J-222')
The Mining Mod (DOWNLOAD) (by 'Matt-J-222')
Balkon's Weaponmod (DOWNLOAD) (by 'Ph1il93')
Damage Indicators (DOWNLOAD) (by 'druha')
Iron Chests Mod (DOWNLOAD) (by 'Ph1il93')
Extra Biomes XL (DOWNLOAD) (by 'Ph1il93')
Dragon Mounts (DOWNLOAD) (by 'zomb69')
Enhanced Books (DOWNLOAD) (by 'Gmork')
ExtrabiomesXL (DOWNLOAD) (by 'druha')
Wildcaves 3 (DOWNLOAD) (by 'druha')
Mystcraft (DOWNLOAD) (by 'Ph1il93')
• Activator Rail
• Quartz Blocks
• Clay Blocks
• Ender Dragon
• Friendly mobs
• Various icons and misc textures
• Redo Gold & Diamond tools
Quote from טℴℵƊℴℴℳ »
I hope it shows; As artistically vonDoomCraft is the largest art project I've ever worked on, and has become somewhat of my Magnum Opus! At this point, I believe I've spent more time actually creating textures for Minecraft than I have actually playing Minecraft.
While I'd never go so far as to say that people need to pay me for my work on vDC, obviously any and all donations are greatly appreciated! Be they $2 or $20,000.
And believe me, I understand that times are tough.
So if you wish to help support vDC non-monetarily, really all you have to do is spread the word a bit! Tell your friends who play Minecraft about vDC, maybe wear a signature.
There's plenty of ways to help out, and I'd like to thank everyone out there already doing such!
TERMS AND CONDITIONS
This document is Copyright (2011) (Shane Warner) (Emperor Doom)
and is the intellectual property of the author.
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 require advance written permission of the OWNER and may be subject to certain terms.
Oct 1, 2011FenixDowned posted a message on Refactoring the Player Skin for added detail (ALMOST IMPLEMENTED)UPDATE 01/16/2014Posted in: Suggestions
Snapshot 14w3b introduces the ability to texture both arms and legs! It also gives every other body part an extra 3D layer similar to the hat layer in the original skin! Awesome! These new extra layers are covered up by Armor, just like the hat area. The new skin file uses a 64x64 layout with the old skin at the top and the optional overlays in the bottom half. Old 64x32 skins are still supported without modification.
However... this addition will not apply to similarly shaped mobs (zombies, zombie pigmen, etc) and it doesn't work on armor. Whether these things will change in the future is anyone's guess.
As happy as I am for the player improvements, I can't help but wonder if my suggested layout could still benefit the mobs and armors. If nothing else, it would still allow for asymmetrical mob skins and armor while staying within the small 64x32 file size. But then they would have a major discrepancy between formats...
I still like the idea of applying my format to the new skin layout - the bottom half of the 64x64 texture could contain the overlay regions. The only difference then is that the head and hat area on the bottom half would not be used. Perhaps those areas could then be left empty for modders and any other small additions that Mojang made add in the future....
What follows is the original post, while I decide if I should further modify it to try and push for the other mobs/armors to have asymmetrical textures. Either way, this is a huge victory!
Acknowledgement from Dinnerbone himself!
Quote from DinnerboneWe've no plans to touch skins right now (except to fix them... the skin server is really unstable) but we're rewriting the whole rendering stuffs and maybe we can consider looking at this then, when it all becomes much easier.
Basically saying "maybe" in the future. The important part is that Mojang is aware of the suggestion and was moved enough to respond to the topic!
I am forever amazed with how much detail minecrafters have been able to squeeze out of the extremely limited space provided by the game's textures. Skins especially are quite a challenge due to being confined to a 64x32 pixel size. And yet there are many, many examples of beautiful and amazing skins out there that make the most of this limited space. And yet, it could be possible to grant everyone a little more... to be blunt, the current skin texture for the player character has a lot of unused and wasted space. For those counting, there are 480 unused pixels in the texture (out of a total of 2048).
With a little juggling, we could free up enough space to have independently textured left and right arms and legs! This is without changing the image size, it's still all contained within the same 64x32 png file. Of course, the player model would need to be updated to use this new mapping. Here is an enlarged view:
+ independently textured arms and legs+ maintains the original 64x32 size = no additional skin server load/stress
+ keeps all sections grouped together in a fairly intuitive way.
+ sub sections follow a mapping very similar to the original (with only some parts slightly shifted)+ can also be applied to all armors
+ can also be applied to other humanoid mobs: zombie, pigmen, zombie_pigmen
+ can also be applied to skeletons - with slight modifications for the thinner arms/legs
- one-time conversion needed for all texture packs for affected mobs and armors
- mods that make use of current skin's blank area may not be able to use the new format
- skin creation tools/viewers would need to update for the new format (difficult for discontinued tools)
- makes all current skins and skin repositories outdated (this is a big problem - see below)
Problem: Compatibility with Legacy Skins
There are hundreds of thousands of skins floating out there on the net. It is not reasonable to expect all of them to be updated or converted. Remember when they flipped the direction of the bottom-head/hat texture areas on the skins? There are still countless skins out there that haven't been fixed. This is a major change so it can't simply be done and let all the current content out there suddenly break. There will be backlash. On top of that, more recently the Minecraft Launcher has been augmented to allow easy access to older versions of the game - versions which absolutely expect the player skin to be using the old format. Finally, there is no reliable way to program the game to detect the different kind of skin formats based only on areas of the skin file that appear to be used. This is because the skins often have extra content in the "unused" areas. This content could be in the form of an author's name/logo, bleed off from the main image, or pixels used by specific mods on the skin.
Bottom line, we need to have a simple way for the game to know how to differentiate between the old and new player skin formats so both may be used at the same time by different players. Note that this problem only affects player skins. Mobs and armors are always controlled by the local texture pack, so there is no need to support the old format for those assets.
Below are several possible solutions to supporting the legacy skins. These are only suggestions, as I do not have intimate knowledge of how Minecraft and the skin system works under the covers. What I propose here may be incorrect or not applicable to the system, but I hope it might at least give Mojang ideas on how to implement this request.
Solution A: Increase new skin file to be 64x64
Increase the "new" player skin size to be 64x64 pixels. Place my new format in the top half and leave the rest blank. Let the old skins stay as using the 64x32 size. There are several reasons for this approach.
When the game client downloads the player skins, it can easily tell the difference in size. A 64x32 skin would use the traditional mapping we see today. Nothing changes and all the current skins out there are still ok to use. A 64x64 texture would signal the game to switch over to using the new format for that player. Since the game knows which player is using which skin, it can easily keep track of which format to use for who, and allow both types to co-exist at the same time.
The extra space in the bottom half of the "new" skin can be used for future player character enhancements by Mojang, in case they decide to add more. As an example... if we ever get custom capes, perhaps the texture could be saved to the player skin and use the extra space here.
The extra space in the bottom half of the "new" skin can also be used by mods! Any mods that had additions to the player model could use these areas. And there would be a lot more space now!
One major drawback to this approach is that the larger image file size could adversely affect the skin servers that Mojang use.
Solution B: stay 64x32 but use embedded metadata
If it proves undesirable to alter the skin file dimensions, another possible solution could be to have all new skins require metadata content added to them. Then, similar to solution A, the game would examine each skin file it downloads and search for the appropriate metadata flag. If it finds none, use the old formatting style on that skin's owning player. If it finds the appropriate metadata flag, use the new format for that player.
One problem with this approach is that png files don't have a standard way of encoding metadata. So I imagine Mojang would need to create a small utility to "stamp" skins with the metadata flag they would expect to use. This would require some extra care for making new skins on the part of the community. But on the up side, this could pave the way for an easy versioning system for additional future skin formats.
Another drawback would be the reduction in free space that some mods may have come to depend on. In this case, I believe the only solution would simply to have those mods not use the new style. They would have to require their users to say using the old skin format. So they wouldn't get the extra arm and leg, but the mods wouldn't break either. A fair trade off I think.
I propose a new skin layout for the humanoid mobs, player, and armor which would grant space for both arms and legs to be textured independently. It would be ideal to support both this new format and the old one at the same time for player skins - so as to not break all the current skins out there. There are two (possibly more) ways I can think of doing this:
A. up the player skin size to 64x64 (grants more space for mods and/or future Mojang enhancements) B. embed metadata into the new style skins (keeps the original 64x32 size for efficiency)
Support banner get!
v.5 - overhauled the main post. Scrapped conversion suggestion from v.3 and added new suggestion of metadata for differentiating old vs new formats.
v.4 - 12w32a changes things! large rewrite of the suggestion. I originally thought all humanoid mobs + armor had to use the same format. This is no longer true. So using 64x64 player skins is possible without needing 64x64 versions for all other armors/mobs.
v.3 - added ideas on converting old formats to new - so current skin repositories wouldn't be rendered obsolete.
v.2 - updated mapping (as seen at top of page).
v.1 - initial proposal. Used a flawed mapping below:
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