Basically the first night I mob-proof my house and from there on out it's all aesthetics.
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Mar 20, 2016AndrewDaBauss posted a message on Which is more important to you, building nice looking houses, or building bases meant only for survival.Posted in: Survival Mode
Jan 25, 2014These things were already in 14w04a, weren't they? Pretty sure b just fixed some bugs...Also not sure why people have an obsession with posting a changelog, when there's already numerous out there.Posted in: Recent Updates and Snapshots
Oct 27, 2013Yeah! I want "more cooler" things too! How big do you want oceans to be? They're massive and vast right now, but not stupidly big. I'm just going to ignore the random suggestion you added at the end.Posted in: Recent Updates and Snapshots
Oct 10, 2013Posted in: Future UpdatesQuote from ExpectingStorms
Soo.. Mr "REAL" player, I just did a dirt hole to potty my dogs before I have to collect my kid off the bus. Mr Enderman liked my dirt block protecting my head and took it with him. Left me open for a creeper to jump in my "safe" hole with me and it was long enough for all my stuff that didn't explode to despawn during the timelapse.
You know, you could stop freaking out and just exit the game. I also doubt that scenario completely.
Sep 27, 2013AndrewDaBauss posted a message on Minecraft News - Command Block Carts, Great Britain in Minecraft, and MoreUh...Scribblenauts? Minecraft Forums? What?Posted in: Minecraft News
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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!
Pixelmon development is now at an end. However, the site will continue to run.
Submit bugs here on out issue tracker - Click me!
Pokemon is the intellectual property of GameFreak and is trademarked by Nintendo GameFreak and Creatures Inc.
Feb 26, 2013Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Supporting this suggestion
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
By default, nothing will change.
By default, nothing will change.
By default, nothing will change.
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
Sep 6, 2013Posted in: Recent Updates and Snapshots
Hi Jeb_, I know you're reading this.
Unfortunately, I just loaded up the latest snapshot, and I found out that the old rose is completely gone. Not only did I like the old rose, but I always thought of it as an iconic part of what Minecraft is.
Random flower is iconic!
What does Minecraft think the sun looks like? A big yellow square in the sky.
Incidentally, it was round for a while, and only became square again through a very narrow vote. So it's not like the community as a whole gives a massive care about iconic things.
And a thing I don't understand: you're adding several new flowers to the game, so why delete one of the main old ones? If you're in favour of more flowers, why are you deleting flowers?
I know, right? Now we don't have a singular red flower to use in aesthetics.
We have rose bushes and red poppies now? Twice as much red flower power? And you're complaining?
In the end, Jeb_, the fact is, I don't need you.
If it makes you feel better, that's mutual.
I will go on to retexture and rename the old flower back to what it was, and continue to play the Minecraft that I love.
Most people who don't like texture changes do that without making a topic complaining about something they're going to easily fix to suit their own personal desires, anyway. Things to think about.
But the more people do this, the less contact you will have with the actual players of the game, and the less you will be able to please them. I'm not sad for me, I've lived the Minecraft dream, and continue to live it.
Why do I get the distinct feeling that the vast majority of players won't give a damn about the change from a rose to a poppy? That's probably because most don't, in fact, and it's so overdramatic when players act like a small change they're in the minority at disliking means they're alienating the community as a whole.
I'm sad for you, and for all the new players who will play with a watered down lame* version of Minecraft.
Because a red flower... is now a red flower. Kaaay...
If anything, though, the rose has gotten watered up, since it's grown into a full bush. The rose you're so sad about has grown into a fully mature bush, and it's loving it. It's out of the house for the first time. You're like the parent throwing a fit because their child moved out of the house and has a successful job and wife. It's happy, galdernit, and accept that the only child you have left is a poppy adopted from the local flower shelter to fit in your purse for you to put cute hats on and take to the salon.
Jan 31, 2013I have searched the forum and have not found anything quite like this... so here we go.Posted in: Suggestions
I think that extreme hills do not feel like mountains, but rather just hills. So, maybe the world could uncommonly generate one of these?
As I said, these would be rare, but I imagine some fantastic builds could come from this!
Here is a picture in the day:
EDIT 2: Supporters list:
Supporter count: 242
Special thanks to LesserLoops for suggesting the list!
If you would like to show full support of this idea, here is a magnificent banner made by LesserLoops
specifically for this thread:
EDIT 4: Here are some more photos to help you guys get a better idea:
Mar 6, 2012Posted in: Suggestions
Last Updated: June 20th, 2013 at 3:55 AM
I pray this becomes at least 1% more popular than my "The Haven" idea. Like the latter idea, this post contains images of what I'm trying to show off. Better I give you that than a baseless wall of text. If this idea gets enough support, I will keep adding to it. This includes good suggestions from other people as well.
This also mixes in with KakarottoYo's idea:
Shouldn't the Nether Villagers be pigmen or something?
No. And I'm probably the 0.00003% of Earth's population that thinks this way. I think Nether Villagers should be something original, or something's that close to being original, and not some cheap Pigmen copy (zombie or otherwise).
I think large minotaur-man creatures represent their defensive nature better than pigmen anyway.
I don't care for the details, I just wanna see images!
Keep scrolling down until you get to the first picture of the red Nether Villager.
So... The Nether Villagers in that image... What are they?
They're a mix between minotaurs and humans. These creatures are a combination of two things, which is sort of like pigmen, so if you wanted these creatures to resemble pigmen in some way, there you go. They are a bit taller than the player.
Why are their left arms nothing but a bone?
Perhaps they all have the same genetic defect. These are one of those things where players must debate that for themselves.
How do they behave normally?
Like their Overworld counterparts, they stay together (although not as tightly) and have different color versions to "resemble" their occupation. They don't need some hulk or golem to protect them, as they can beat the living hell out of enemies (players and mobs alike) all on their own, if provoked, but they attack alone, and not together. They walk slightly slower than a zombie.
With addition of Nether mobs coming out of portals to the Overworld, the Nether Villagers can do this too, though this is painfully rare. Every night has a 1% chance of this happening, and can only happen on a non-raining night. If a N. Villager enters the Overworld, it will just wonder around aimlessly.
How do they behave on the Peaceful difficulty?
Exactly the same as this thread describe's them, but they don't get provoked. Meaning you can beat them as hard as you want without penalty. On Peaceful mode...
What do they live in?
Caves found in the Nether. These caves are often supported by Nether Brick. Torches can be occasionally found in these caves.
How rare are these villages/caves?
About 20% rarer than that of an Overworld village.
What sounds do they make?
They rarely make sound, but when they do, they sound like normal human grunts, although with a very deep pitch and echo. The "Mystic", "Collector" and "Colossus" variations have a much more powerful and distant echo.
When taking damage, they emit a deep "human plus bull" type grunt.
How do they respond to specific world hazards?
Much like any other Nether creature, these new Villagers are unaffected by fire and are slowed when in lava.
If a N. Villager manages to reach the Overworld through a player's portal. The sun not will damage them.
How are they provoked?
They are provoked by either hitting them or stealing from their chests (if they see it). They only get provoked individually, and do not attack in groups like wolves or Zombie Pigmen.
How do they attack?
Just by following you and touching you. Each hit varies depending on the type of N. Villager you provoked. They do not stay hostile, as they will hit you 1-2 times for every time you hit them, stand still and stare at you as if to wait for a response. If you hit them too many times, they will keep hitting you until death. They do not attack as a group if just one N. Villager was hit. A "Collector" N. Villager will never lose its hostility.
Wait, you said they have their own chests?
Yes, unlike the light brown ones found in the Overworld, the ones found in Nether Village caves are a dark red with a yellow lock, but have the exact same mechanics as an Overworld one. You can call them "Nether Chests" or "Dark Chests" if need be. The GUI on the new chests is dark red, rather than the normal grey.
What do they drop on death?
They drop 0-1 horns. They can be used to brew an Angry Potion. The "Baron", "Mystic" and "Collector" types can drop more than just their horns.
What could be found in these new chests?
Look at the list below. Top to bottom = Least to most rare:
- Soul Sand
- Netherbrick Fence
- Iron Ore
- Gold Ore
- Iron Ingot
- Gold Ingot
- Nether Wart Seed
- Ripe Nether Wart
A "Ripe" Nether Wart is something that is only found in a N. Villager chest in an area where an Alchemist lives. As you could have guessed, this new Ripe Nether Wart is chemically altered rather than just physically. In brewing, the Ripe Nether Wart added to a water bottle will create an Excess Potion. Ripe Nether Warts can also be eaten, which will regenerate both health and hunger for 2 minutes.
These potions act like Awkward Potions, but will double any effects and double the time. Any potions created from an Excess Potion will have a green aura, rather than the standard blue one.
Do different colored Nether Villagers have their own attributes?
Yes. See below:
Added Abilities: None
Spawn Chance in Village: 50%
Added Abilities: Does +2 damage. Moves +15% faster. Drops an extra 1-2 exp. orbs on death.
Spawn Chance in Village: 20%
Added Abilities: Does +2 damage with extra knockback. Moves +25% faster. Drops an extra 2-4 exp. orbs on death.
Spawn Chance in Village: 18%
Rampant (Colors based off ShadowKreach's idea)
Added Abilities: Does -2 damage. Moves +50% faster. This is a mob you may not want to kill due to its potential trades. Drops 3-6 exp. orbs on death.
Spawn Chance: 5%
Hunter (Based off DeJoth's idea)
Added Abilities: Does +2 damage. Moves +15% faster. Attacks Zombie Pigmen, Magma Cubes and Ghasts that come near them. Drops 2 extra exp. orbs on death. Can jump up to 3 blocks in height.
Spawn Chance in Village: 15%
Added Abilities: Does +2 damage with extra knockback. Moves +10% faster. Can seldomly "telekenetic" punch any enemy from 10 blocks away, although this can easily dodged as the Mystic will remain completely still when "charging" this "telekenetic" punch. This is the only mob that can flawlessly hurt a Ghast if they're close enough. When killed, this mob can drop any valid item in Minecraft's existence. Drops an extra 2-4 exp. orb on death. Can sometimes deflect arrows. Immune to all splash potion effects.
Spawn Chance in Village: 7%
Added Abilities: Does +8 damage with insane knockback. Will never lose its hostility once made. Each hit has a 30% chance to make the player drop any item in his inventory at random. Will drop 1-3 of any rare item on death, as well as 35 experience.
Spawn Chance in Village: 2%
Added Abilities: Oh my friend, you're looking at the rarest gem of Nether Villagers. Moves +20% faster. Will never become hostile against players, although it can never take damage. Receives -30% knockback. Can teleport just like an Enderman, but this occurs only when it wants to return to its "village area" and can't get back to it by just average walking and jumping. Go ahead, add some ingots in his village's chest, and see how friendly he really is.
Spawn Chance in Village: 0.05% (1% on Hardcore)
Do these Nether Villagers have their own spawn eggs in Creative Mode?
Yes, and each Nether Villager type has their own chance amount of appearing when the egg is used:
- Normal - 90%
- Torus - 85%
- Baron - 70%
- Rampant - 50%
- Hunter - 45%
- Tormenter - 10%
- Colossus - 0%
Where exactly in these Nether Villager caves do the dark red chests exist?
In the deepest part of their caves, although they can be rarely found near the cave's entrance as well.
How big can these caves be?
Imagine a normal Overworld village fitting inside a cave, that's how big they can be.
New Questions/Answers Added as of 3/29/2012 9:31PM
How do they inflict damage?
They do NOT always do the max amount of damage that you see in the list of Nether Villager types. They can also do a minimum of -4 hit points of damage. For example, a Baron is capable to doing between 4 and 8 points of damage, which is randomized between these limits.
New Questions/Answers Added as of 7/13/2012 3:41PM
Do these Nether Villagers trade like the normal ones?
Yes, the currency they accept is Blood Diamonds, here is a chart of what each N. Villager trades.
Normal, Torus and Baron
They do not sell items.
Hunters have no interest in trading.
Tormenters have no interest in trading.
Tormenters have no interest in trading.
New Questions/Answers Added as of 7/28/2012 1:59PM
What does an Enchanting Orb do?
If you're lucky enough to have a Mystic appear, and not ed off enough to not trade with you, you'll have access to this item. An Enchanting Orb can be used to give any weapon or tool a single random enchantment at no level cost, but it will only give it the weakest version of an enchantment, so it's best to this orb when something is already enchanted.
Using this orb on an already enchanted item will make all existing enchantments upgrade an interval. Meaning "Sharpness III" can be set to "Sharpness IV". Enchantments at their highest levels will go no higher. If all enchantments are maxed out, a new enchantment at its weakest is added.
Mar 30, 2013Here we have another structure to add to the mysterious structures of minecraft. It's called the abandoned machine. It is a small structure that would have low-profile redstone machinery parts. They only spawn in caves.Posted in: Suggestions
Here is one:
That was the common random parts variety. There are other varieties that are logic gates that if fixed, can lead to some valuable redstone loot. Not too valuable though.
Here is a NOT gate that has a redstone segment missing.
Here is the most dangerous, the AND gate. Fix it wrong and you get blown up by TNT, right and you get goodies:
It's missing a redstone torch, and a redstone dust. Underneath where the redstone dust should go is TNT. Right next to the activated redstone is the buried treasure.
They also spawn with silverfish blocks as a small challenge to overcome. As shown here:
3-5 Redstone dust
0-1 light weighted pressure plates
0-2 heavy weighted pressure plates
1-3 redstone torches
*rare* 1 Redstone block
*Super rare* 1 comporator
A way to implement this:
Got a good way to make that work code wise.
Start with a library of abandoned machines, select one at random, and delete random blocks from it.
Then spawn it in the world. By bebe33
Thanks to those supporters!
Aug 24, 2012Posted in: Survival Mode
I think they had the Great Festival of the Banhammer a coupla weeks ago. I got it too.Quote from AndrewDaBauss
Yay! I'm not banned anymore! Sir, I honor you with my first post in about 2 weeks and say, "good idea."
Jul 11, 2012Posted in: Survival Mode
Hang in there! Think about unicorns!Quote from AndrewDaBauss
This person needs grammatical lessons before becoming a frequent poster. After seeing 2 of this person's posts I'm already starting to lose the will to live.
Jul 10, 2012I like the removal of most enchantments and replacement with the "light aura" and "extra space" enchantments. That seems amazing. I hate the fact that anywhere you go unless it's an RP server, the game is 80% afk at a grindercraft! Then those people are unstoppable. Super fun. To be honest with you though, I think what ruined this game was the abundance of food, the addition of beds, and the health regen from fixing hunger. I think hunger should just be it's own thing. Your idea on the villagers stuff seems more useful than anything they can offer with this stupid "trading" scheme going on. Sweet more enchantments, or items that I'd rather just get myself. Seems shitty unless they make it like Humans+ or Millenaire and such.Posted in: Survival Mode
My biggest complaints are
1) Lack of thought in dungeons. Why do they all suck? Why are they so easy? Why must they be so bland and boring?? Can they not make it a little bit more interesting? Maybe add like 12 different types of dungeons rather than 1 type with different spawners in it?
2) These new structures are extremely fake and gay.
3) What happened to the terrain generation? I use ExtraBiomesXL now because it's just crap compared to beta days.
4) How does all this money go into such slow development of a Java game..? Like SLOW.
I mean they obviously aren't the best developers ever, and this game was obviously a fluke. (don't hate I've still played this game since alpha) Why can't they pour some of their money into speeding the development up? Like more bug fixes, smarter content, or hell they could pay off a legitimate company to recreate it on a whole new engine and make a Minecraft 2 with all their money.
Lastly, this game is best played on singleplayer. I'm a server developer yet I still love SSP more than anything in this world. Like THE BEST game. You know what happens in SSP? You play by yourself. You don't have to use enchantments, potions, or beds. The game is what you make it out the be. The goal is not to get diamonds. The goal is not to kill the dragon. The goal is to have fun. This is the game of games, the game of any game. You play to be happy my friends.
Thanks for reading! Happy crafting!
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