- Registered Member
Member for 8 years, 4 months, and 3 days
Last active Thu, Apr, 20 2017 16:10:21
- 0 Followers
- 330 Total Posts
- 21 Thanks
Feb 26, 2015Dormentality posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.6: Down below and up above!Iron Wroughtnouts should have a rare chance of dropping some sort of animation stone, which will let you take any full set of armor and animate it. This animated set of armor would follow you around and be your personal body guard. On death it drops the armor, but not the animation stone. Also, do you intend on having them use a sword? It seems more fitting than having them punch you with their arm armor stubs. If so, a sword should be required to make your own armor set.Posted in: Minecraft Mods
Aug 25, 2014Just before reading this, I crafted 8 stacks of stone bricks, made myself 3 diamond tools to enchant, and made roughly 200 various redstone components for a build I will be doing later tonight. That would have taken like 5 minutes with this suggestion, I already put time into getting the materials. Multi-stage crafting recipes would be a nightmare, like the new banners, redstone repeaters or stained glass panes.Posted in: Suggestions
Hold on let me craft a response.... wait for it... sorry, this delayed crafting is making it difficult.... *checks twitter to kill time*.. *sigh*...
Finally, that finished. And your response is: no support!
Please don't turn this game into Mine (and then wait before you can) craft
Aug 19, 2014Dormentality posted a message on A small suggestion for boats- "____" was keelhauled.Bumper Boats in vanilla minecraft? That sounds like all kinds of fun! Support!Posted in: Suggestions
Aug 16, 2014Dormentality posted a message on [v3.7] AMIDST - Strongholds, Village, Biome, Etc. Finder. [1.7.4]How difficult would it be to predict the generation of the new Ocean Strongholds in the 1.8 snapshots? I know it is a snapshot (and therefor your work may be undone if they change the generation code prior to an official release), but I don't know how late in the generation cycle they occur. I haven't seen any generate with ravines, etc running through them like the end Strongholds do, so I am assuming it generates earlier in the cycle.Posted in: Minecraft Tools
Aug 8, 2014Very well done. I would love to see this implemented. The only problem I have is that the Prismarine Horn would be a rare drop, from a boss monster, which can only be fought once per rarely generated structure. Instead, the horn should be a 100% drop, and should be reusable. My idea would be that you could bring a Guardian to the boss room, the one where the boss guardian once was. Then take that Gaurdian and right click on him with the horn, which would convert him to a hydra. You would then get the Hydra's Horn and a Depleted Prismarine Horn as a drop, and the Depleted Prismarine Horn would have to be reactivated by killing a few Guardians in the area before it can be reused to summon the Hyrda. Without a way to reuse the horn, it is the least renewable item in the game, and giving you an extra heart until death is not worth such a rare item. The ability to repeatedly farm the hydra without looking several temples to get one would balance this out.Posted in: Suggestions
Aug 7, 2014By combining a nametag with one or multiple pieces of dye in a crafting table, you should be able to set the color of a nametag. If applied to a mob, the nametag that floats above the mob would change color. Dying would use the same mechanics as leather, so any color that can be applied to leather armor would be possible.Posted in: Suggestions
Aug 2, 2014I am going to have to say no support on this one. Not because it is too easy of a way to get obsidian, but because it is too difficult of an obstacle to remove. Obsidian is by no means rare, I personally see at least 3 lava lakes on average before I get the diamond pickaxe, so it isn't any easier to get. The issue I have is clearing these areas if they get in the way. Underground lava lakes turned into obsidian planes are not an issue, anyone crazy enough to build there can probably deal with clearing some obsidian. However, I think it would be annoying to think "Well, I would love to build in this snowy forest, but the place with the view has all of this obsidian everywhere, and that will take ages to clear."Posted in: Suggestions
Jul 24, 2014To select the biome, you should be able to make the pyramid out of blocks directly pertaining to the biome you are looking for. Each pyramid type should use blocks that require you to go to the biome you are changing it to, that way you will still need to explore. Simply make the top-most level out of the blocks for each biome, and the rest out of standard ore blocks. For biome changing, you need at least a level 3 beacon (meaning one layer of biome blocks, one layer of ore blocks and the beacon). The larger the pyramid, the larger the area that is converted. Also, when the beacon is lowered, the biome will switch back to the default biome, meaning you can undo your changes and need lots of beacon/ore blocks in order to keep a large area converted.Posted in: Suggestions
-Extreme hills: emerald ore (emeralds can be traded for).
-Plains: grass blocks (since there are no plains unique blocks)
-Forest: grass blocks, with 4 birch and 4 oak saplings on top of them
-Taiga: snow blocks
-Mushroom Hills: 8 mycelium and one dirt block (the dirt block is for under the beacon, where it could back into dirt)
-Jungle: jungle wood
-Ocean: prismarine block
-Swamp: water with 8 lily pads (you will need to hold the water in place)
-Roofed Forest: dark oak logs
-Savannah: Acacia logs
Jul 23, 2014While Minecraft has come very far since the days of "Get level 50 and cross your fingers," I still think this idea has some use. First, lets look at what the Mojangsters have done to make enchanting easier to use. First, level 30 is the highest. Now we have anvils, enchanted books, and in 1.8 even villagers that will happily sell us some enchanted books and diamond equipment. That said, there are still times where I would like to see an enchantment removed from an item. The problem I have with this system is that this enchanting table has the potential to be abused, and ill explain why. Since 1.7, Minecraft has several ways of obtaining pre-enchanted tools. The most extreme case would be villagers selling poorly-enchanted diamond equipment. You can get a diamond pickaxe with efficiency 2 for 17 emeralds, and that's not even the best deals. That trade is balanced by the fact that you can't put a better enchantment on it, so if you want fortune 3 or a sharpness 5 sword, you need to get your own diamonds. With unenchanting, all you would need to do is get to the nether and make an unholy table, farm some sugarcane and sell it to a villager, buy a pre-enchanted tool, unenchant it and you have a strong supply of diamond tools for all of your enchanting needs without even needing a diamond pickaxe (assuming you made a nether portal using the mould method). You could go from a new world to full diamond equipment without ever finding diamonds the old fashioned way. With Minecraft seeming to move in the direction of getting poorly-enchanted tools early-game, the potential for exploits is simply too high.Posted in: Suggestions
Sorry, but no support.
Jul 17, 2014As it stand right now, I don't see them being all that useful. So, to remedy that, I have made a short list of how that could be improved upon.Posted in: Suggestions
Tar should not destroy items like lava does. This would give it potential for mob grinders, as you can damage a mob without destroying it's drops. Of course, lava will still be faster if you can make it work.
Tar buckets should be usable as fuel, just like lava is. A bucket of tar should be worth 2 pieces of coal, or 16 smelted items. Lava buckets, by contrast, can smelt 100 items each.
Mud, Quicksand and Tar buckets can be deployed and picked up by dispensers, just like water and lava.
Mud, Quicksand and Tar all have slightly different behaviors in comparison to water.
-Mud acts as a slower-flowing version of water, which moves items and mobs half as quickly and flows 5 blocks instead of 6. It will also take twice as long to spread from the source block. When a mud source block touches lava, it is turned into dirt.
-Quicksand is even slower, moving only 1/4 as fast and stretching only 4 blocks, however, it can be placed in the nether, unlike water and mud which will simply evaporate. Quicksand will be able to make obsidian in the nether, although it will be slow because it spreads slowly. When a quicksand source block touches lava, it turns into sandstone.
-Tar is the slowest liquid, moving entities at 1/6 the speed of water, and stretching 3 blocks. Tar can be placed in the Nether. When tar touches lava, it lights on fire and the fire is able to spread across the rest of the tar (like oil from the Buildcraft mod). It will not turn lava into obsidian. When a tar source block touches lava, it could turn into the roads mentioned in the OP.
Why would these mechanics be useful?
-A slower-moving alternative to water would be useful in many contraptions, such as pushing cows over a 1x1 hole. Water pushes them too fast and they miss, but if they move slower they may get in the hole more often.
-Since Tar burns, it could be used to light a large area of blocks on fire. This would be useful in traps or PVP arenas to create hazards. Simply deploy a bucket of tar over an area and then deploy a flint and steel, both from a dispenser. Then remove the flaming tar will leave a trail of fire on the blocks as it disappears.
-Gather obsidian in the Nether
- To post a comment, please login or register a new account.
Jul 11, 2013TheUnknownFew posted a message on More Organized Player menus! [Tabs] ~*(200+ supporters)*~|~*New Over Haul*~Posted in: Suggestions=More Organized Player Menus:
by: Walt Disney II
Table of Content:
-What is a tab/How to make a tab
-Uses for tabs
-Single player video
We all know the multi-player menu. We all know that it is a giant list of servers welike to go on,but why have all of these fun servers when it is really hard to navigate through it? Trying to find a server in my list of junk is like trying to find a needle in the hay stack. There is one object you are searching for but many others around it, making it harder to find that one object you are looking for. For some time, my multi-player menu got more cluttered as i added a new server ever so often. Not to mention that the size that one server takes up in that menu is huge, and which it makes it even more difficult to find that one server you are looking for, but with what i am about to suggest, size doesn't matter. I just feel like navigating through it is very tedious. Constantly having to move up and down to find the right server i want to join is really tedious when were i could just be pressing a simple button to play on the server i want. Now, there is one small solution to this which click on a server, then do [shift] + [up] which moves the position of the server in the list. That is great and all but doesn't solve the problem of the actual length and the clutter of the list. It just moves things around. The length of the list doesn't change, the grouping of the list doesn't change when you just move the servers. You need to be able to virtually group them somehow. I propose a "tab system."
What is a Tab/How to make one:[/anchor]
A tab, in this sense, is like a folder because you use these to store your serversin them. With the new tab system for multi-player, the system is the file cabinet and the tabs are the folders that go into the file cabinet.
A tab is also a space for your servers to be held and be grouped as how you want them to be grouped. You can group anything with tabs. If you like organizing, then you will like tabs.
There are two ways to make a tab. The first way is the easiest way and the mostprefered, but if you like the other way, do as you please. So the first way is to press on the "create tab" button which is represented by the [+] button in the photo below. After you press on that, you are prompted for a tab name. Press create, and now you got your self a blank tab.
The second way can be more understandable if you refer to here.
Basically, the second way of creating a tab makes you go into the .minecraftfolder. Please press the 'here' up above for this will make a ton more sense if you do so. So, going onto how to make one in the .minecraft. In the new servers folder, you create a new file and name that file what ever you want. Open the file you just created and add a text document to it called 'ips'. In that text document, list the server ips you would like to be added to the tab you just created. Break up each individual ip with a new line. This way is not as simple as the first way on creating a tab, but it is still a way to create a tab.
Tabs are areas in your multi-player menu that you use to store minecraft serversin, in which it make it easier to organize your servers in a grouping fashion. Tabs can do all sorts of stuff. You can group tabs in tabs, you can group different kinds of servers in tabs, and you can group them as you please. How ever you organize, that is what the tab does.
A cool feature about tabs is that you can have as many tabs as you want, so thismeans unlimited organization possibilities.
Once again, they make it easier for you to organize all your servers you have.There are multiple servers of super craft brothers in my menu. It's really hard to handle them and find the specific one i want to go on. With tabs, i can have a separate tab for super craft brothers and put all my super craft brothers servers in there. Then, I organize my other servers by putting my survival servers in a "survival server" tab. Now i have some of my servers separated from one an other, and now it's starting to look less like a jumbled mess. I can organize how ever i want because you can put what ever server(s) you want in these tabs. There is no limit on creating tabs or what you can do with them.
Tab-ception every one . Sounds cool, right? Well, another suggestion ihave gotten is being able to put tabs in tabs,Pretty straight forward.
Small example. [T]Describes tab and [W/Se] describes worlds or servers.
-[T]Super craft brothers
--[Se]Super craft brothers 1
--[Se]Super craft brothers 2
--[Se]Super craft brothers ect.
seeing how tab-ception can help even more, i suggest that the tabs can now be made infinatly inside of each other for how ever you want to organize things.
There is no limit in what you can do with tabs.
Why exclusive to Multi-Player?[/anchor]
Well, it doesn't have to be exclusive to the multi-player menu. I have gotten manysuggestions for this to be a feature of single player and basically anything that can be listed. It would be cool to see this for organizing your multi-player, your single player worlds, and possibly resource packs. I guess it;s not just the multi-player world that is unorganized, but more of everything is unorganized. I never realized anything about the single player worlds until i was actually told that this feature would help a ton with organizing the single player worlds. I have never noticed it because i don't have a ton of worlds that i play on, but since i realize this now, i think mostly the multi-player and the single player menus should get an over haul. (maybe resource packs too).
Organized Single Player:[/anchor]
It would pretty much work like the multi-player menu, but instead of storingservers, it stores your single player worlds. Basically, you create a tab and now you can put single player worlds in these tabs, but i already see a flaw in this type of system.
"What if my single player world is accidentally in the wrong tab?"
Well, they will now be a 'drag & drop' type item. You hold click on the world that isin the wrong section and drag and drop it to the right section (This will also be a thing for anything that uses the tab system).
The uses for this in single player is good. Having soo many single player worlds tomanage is really hard and can get quite annoying for having a huge list of worlds. I can already see what alot of people would make with these tabs. [T] describes tab and [W] describes world.
[T]Red stone lab:
[T]Vech's Adventure maps:
-[W]Vech map A
-[W]Vech map B
[T]Other adventure maps:
And so on. What ever you want is what you can have.
How it works in single player:
Organized Resource Packs:[/anchor]
How it will work:[/anchor]
Of course with a little bit of coding but what really matters is the placement of the folders in the .minecraft. i made this special video to get my point out.
Sorry if the commentary isn't the best. I tried my best because i really want this to be added. If you are tired of crappy looking, unorganized multiplayer menus, like this and post.
V1.0.0 ~[7/11/2013] - Made the post.
V2.0.0 ~[1/3 /2014] - Over hauled the post.
V2.0.1 ~[1/5 /2014] - added banners.
V2.0.1 ~[1/5 /2014] - added a video here.
V2.0.1 ~[1/5 /2014] - table of content now has 'Media'.
V2.0.1 ~[1/9 /2014] - Changed photo host site.
V2.1.0 ~[7/8/2014] - Changed up some fixes due to the website changes
[~]: make a vid for tab-ception.
[~]: make a vid for resource packs.
[~]: Think of more ideas on how to improve the post.
[~]: minor fixes to grammar and BBcode.
[~]: fix some layout of the post.
[~]: make mod.
[~]: update photos and make more photos.
[~]: work on new title banner.
[~]: adding pictures to your tabs.
[~]: possibly make a gallery.
~should i update the photos?
Due to the website changes, the supporters list got messed up! i do not plan to fix it in the future
If any one could make a mod for this, i would really like it if you could.
pm me for more detail and if you want to sign up for the job of creating this into a mod.
Note: i dont pay so you will be wanting to do this at your own expense.
Sep 26, 2013CptSpaceToaster posted a message on [1.7.10][Beta][WIP]Colored Light - Progress and DiscussionPosted in: WIP Mods.
Colored Light For Minecraft!
Please do not report mod-rendering issues to other
Mod Developers. Thank you!
What is this?
Colored light has been well sought after, highly debated, and a seemingly complex addition to Minecraft.
Lot's of people have claimed it's impossible, hard to do, or won't run well.
I hereby provide a counter example:*My apologies to anyone who hates rainbows
I've been working for quite some time, and there are progress posts littered about the forums.
This post will serve as a center point to refer to. If you want to see my progress, stick around and I'll be sure to keep you up to date on my progress.
What is this trying to accomplish?
I am trying to add three separate channels of colored lighting within blocks, so that they appear to spread around and mix Red, Green, and Blue channels!
- Obviously the mod needs to operate at a high level of efficiency, otherwise it won't run well. We're paying close attention to our state of efficiency, and love hearing feedback on your experience here!
- All blocks that produce light will still behave the same! Torches will still have a light value of 14, but they may be colored differently. Same with redstone torches. Same lightvalue, but their color may look a little different after you install this mod!
- Worlds that use colored light will remain backwards compatible with vanilla Minecraft. (except for the missing Block ID's from the now absent colored lights) We aren't trying to ruin your save, or anything like that. (Please make backups though. If you accidentally lose your save because of a mistake we made, we can't do much to fix it, so make backups just to be sure)
Now, I must immediately say that while this mod relies on base Minecraft edits, We've been writing this in the Forge Environment. Forge has allowed us to test the lighting methods, while also giving us easier access to the Decompiled Minecraft source. The mod will likely stay as a Forge Mod for the rest of it's existence
After having several conversations, this will most likely stand as a separate, stand-alone API, much like the CodeChickenCore. I might be able to get some help with a couple of method hooks in Forge, but they aren't necessary. The API can be used relatively easily.
How does this work?We added three 4-bit color components for each block (bit crammed in a block's the lightvalue field) These three channels represent a blocks Red, Green, and Blue light.
With this simple change came a great number of problems with things that weren't expecting extra bits of information in the lightvalue, so we went through, and edited all of the methods that weren't happy. This coremod is a collection of edits to two primary systems:
The Vanilla Lighting Engine - To now support color, and the spreading of color
The Rendering Engine - To render the color on top of your favorite blocks!
Why choose RGB over Y'CbCr?
RGB tinting is already implemented. I simply used what Minecraft was expecting. While it uses more RAM and packet chatter, it was the easiest way to start thinking about the whole project. I am not opposed to moving to a more compact data system that uses the already existing vanilla brightness, but It's not a high priority on the list at the moment.
edit: When it's all said and done, OpenGL speaks RGB. I think I'm going to keep it, over Y'CbCr, simply because it works already ^.^
If you happen to know how to rewrite computeLightByType and updateLightByType using Y'CbCr while keeping all of the functionality, go right ahead! I'm very open to this idea, and a pull request accomplishing this task would be a welcome addition. All credit will be given where it's due.
What about performance?Well, we know that performance is of top concern, however you can't go about a project like this without impeding some performance somewhere. Currently, the two large areas that were modified have become slightly more complex.
The Lighting Engine takes a bit longer to spread light values around - I've written a brand new one from scratch to stay as efficient as possible!
The Rendering Engine now implements a custom Vertex and Fragment Shader to place color over other vertexes. This was an easy way for us to write it "one time" and have it apply to a lot of places all at once. This is a cause for some mod conflicts, as the shader core and other "shader themed" mods may conflict directly, and there are also rendering mishaps when you load this mod with other custom blocks, such as the chisel mod.
That's right... OpenGL 2.1 is used heavily. This means that while we share the same OpenGL requirement that Minecraft has... we may stop on a graphics adaptor here or there (looking at YOU intel) because we simply use a couple more things in the OpenGL 2.1 toolkit that Minecraft doesn't use itself.
Overall, if you have some sort of GPU, then the core won't be a huge hit to performance, but if it is, try running fast lighting and see if it improves. Feel free to post in the forums about your change in performance. I'm interested in what you have to say!
If you have a lot of trouble, I'm trying to make sure that I stay compatible with Optifine and Fastcraft, (and I honestly recommend that you run those mods anyway). You'll be able to reclaim some of the frams you lose here, while maintaining the rainbow!
So why isn't it out of Beta yet?
There is a ton of work to do. I have several bugs that I have to hunt still, and a lot more functionality I'd like to add! Again, it's still a work in progress. Feel free to hang around, and discuss what you see. What you like and what you don't like, and I'll be sure to hang around myself and answer what I can!
Current TODO list:
- There are still a couple Lighting Engine bugs lying around - I know of a few, and if you can repeat a couple steps that break how lights show up in your world, I want to hear about it!
- A significant amount of mod and rendering conflicts - A couple of which break the GLstate... so I need to clean up my end before a formal release.
- Rave Lights - nuff said
- TheMogMiner implemented his own Colored Lights before, then was hired by Mojang! Having gotten lost in some implementation, he stepped in and was incredibly helpful! Thank you for helping out the project when I was stuck!
- Heaton84... for pretty much anything that just happened with the 1.7.2 update! Thank you for your time and effort put into getting this project along with the new systems!
- Murray, for basically everything in 1.7.10 on the rendering side of things. He showed up with a couple of pull requests, and then made a whole bundle of nice additions with his work in the Shader! Give him a huge thanks for his work on the new system.
- Nocte's shown some interest and has supplied incredibly helpful knowledge about Minecraft's internal workings.
- Kovu's been around and has helped out with a bit of testing, and his knowledge of Git was quite nice to have on hand. A major contributor for the ASM packaging. Thank him for the easy installation of the core mod!
- StraightDigger and I've been pming each other quite a bit, and we discuss where the mod's going, and how it might behave. Expect to see excerpts from our conversations show up as answers to any questions you might have!
- Xeronut has been on the up and up testing out everything, and maintaining this incredibly impressive list of compatible mods. Thank you so much for your time and effort! A list like that is incredibly helpful!
- A quick shout out to Galatic Muffin and the Colored Glass/Light Forum thread. If you haven't seen that, make sure to check it out!
- Avarisc and Glitchfinder have been working together on the smooth lighting side of things. While their work has come and gone, they did a ton of amazing work, and deserve a lot of credit for it here!
Latest ColoredLightsCore for Minecraft Forge 1.7.10 - Does not run with Forge 1339 or later.
Moved to Curse! - https://minecraft.curseforge.com/projects/colored-light-core
Warning: Make Backups before you go running this please.
List of Mod Compatibility:
- Optifine should work
- ShaderCore is not happy at all.... and I don't know where to begin. Hopefully, someone can help me out here.
- Atomicstryker's DynamicLights are almost compatible, but they cause update bugs (which I need to fix) and the lights aren't colorful due to his implementation. Hopefully I can do something about this.
- On that note: The lighting engine will cause a hiccup or two once in a while... If you see something weird, just break a block, or place a light to cause another light update. If you found something that's repeatable, and you don't like it, report it as a bug!
- Colored Glowstone spawns in the nether now!
- Rave lights don't randomly change colors... nor do they light up at all... I intend to do something fancy here... but I need to sit down and learn a bit more about OpenGL before I can do anything like that
- "Black Lights" were fixed recently! Let me know if you find anymore!
Expect bugs, and poor performance. And have fun!
Old Versions:These are not worth running, but are here by popular request...
1.2.2 - http://www.mediafire.com/download/x78xmp5912tg8er/ColoredLightsCore-1.2.2.jar
1.2.1 - http://www.mediafire.com/download/r3k45h8a845yt13/ColoredLightsCore-1.2.1.jar
1.7.10.01 - http://www.mediafire.com/download/j5thct8w1h2ctsm/ColoredLightsCore-1.7.10.01.jar
184.108.40.206 - http://www.mediafire.com/download/wgp9hcygwd13vpq/ColoredLightsCore[220.127.116.11].jar
18.104.22.168 - http://tinyurl.com/n6wq9vj
22.214.171.124 - http://tinyurl.com/k5eekds
*Reporting bugs old versions will most likely incur a brief response saying that this is fixed. No I will not port features down to old versions. Please enjoy the mod for what it's worth, but refrain from posting bugs from incomplete work.
Where's the Source?
If you want to see the code, or are interested in working or offering advice, go ahead and PM me. We have the code set up as a Git Repository, and it can be applied to an FML/MCP workspace.
MediaMore Pictures: https://imgur.com/a/jSnQy
We've got some awesome Signatures courtesy of StraightDigger. Make sure to give him a +1 for the awesomeness!
Head to My Settings->Signature, then click "Toggle Editing Mode"
Paste the code you want in there, and enjoy!
We've got some awesome texture packs for those who want something a little different!
Here's one that has high resolution 128x128 stone-looking textures for all of the blocks
And this one does a great job by adding 15 high resolution Lamp Textures that look a bit like SPHAX would!
Found a bug? Want to Chat?
Post here in the forums if you have a crash report, and I can read through it when I can. Feel free to ask any sort of question, and we also registered an IRC channel on espernet! So feel free to hop in #ColoredLightCore if you get a chance, or need some more help.
If you wish to report a bug with the mod, please be sure to include...
- The version of the ColoredLightCore (CLC) you are using
- The version of Forge you are using
- The crash report (preferrably via Pastebin) generated by the error
- Depending on the error, an image of the problem
Also, DO NOT INCLUDE 100 MODS IN YOUR CRASH REPORT! If you have a mod conflict, please find the offending mods before submitting a bug report. I'd like to hear about the crash, and we can look at the issues on a close basis... But I'm tired of reading through mile long logs filled with clutter.
I don't think I'm going to work on this mod very much anymore.
I will continue maintaining the git-repo, and I'll make sure the build server stays up... If anyone submits a PR, or wants to develop/make changes to the mod in a significant way, the door is wide open. I'll review code to the best of my ability, and make sure things stay the same, but I simply don't have any motivation to spend hours of my life learning Java + ASM.
Since many of you may not know what that is... I'll try to give you guys a 2 second low-down:
Minecraft by itself doesn't have colored lights... or any ability to color lights in its unmodded state. So my job is to stop Minecraft from loading, grab the classes that handle light calculations, light data, world saves, etc, and modify them. This modification is usually hacky to some extent, and requires a deep understanding of how Minecraft's rendering pipeline works, as well as interactions between modified classes, and the Java Virtual Machine (JVM). There are some libraries that can help modders make changes like I was doing: (ASM) And I was able to use Forge to create a Core-Mod that would alter Minecraft as it was loaded into RAM.
If everything works, you get to see colors, and your worlds are STILL backwards compatible.
The issues that I kept on running into are twofold.
1.) I don't know ASM that well... and how I need to use it to satisfy the JVM... It's a LOT of guess + check. Doing simple things like adding variables could take me hours if I didn't know what was going wrong. Here are the 17 lines of code that set the default sunlight color variable in the world class. It's not simple stuff... and writing that kind of code isn't fun for me either. I'm sure there are better ways of doing it... and I simply don't want to find out anymore.
2.) I don't know NEARLY enough about OpenGL. At first, I wasn't using much of OpenGL to add color to the world, but it became increasingly clear that I'd need delve into OpenGL and shaders to get everything to work. I don't have a clear understanding still... Murray and a couple others were able to start the implementation, and we got most of it working. So while I can see what's going on in the current setup, I don't know how to rewrite a "better shader" or fix the issues that currently exist in the pipeline. (This is what causes so many issues with Optifine and the ShaderCore)
So... what does that mean?
I'll make sure things compile. And I'll make sure to help anyone who wants to show up, and start turning wrenches and writing code. But... my interests have moved on. When Minecraft moves to C++ (the Windows 10 release thing), I might look at it again, but I don't need more Java right now... especially ASM + Java... It's not a very useful skill for what I do (embedded systems developer/engineer) and I'm sad I have to break it to you all. It hasn't been all bad, and I've had moments that were a TON of fun!
I hope we can still be friends,
The Colored Light Core shall hence forth be classified under the WTFPL.
Jul 18, 2013WayofTime posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29Posted in: Minecraft Mods
Hello, everyone! This is WayofTime, and I am currently updating this post for the 1.9 version of the mod. Because of this, I would like to request a bit of patience: many, many things have changed between 1.7.10 and 1.9 in the mod, so I need to make sure everything is well documented. The in-game documentation... will take a while, and is being planned, however due to how I want them to be story-driven they are going to take a backburner compared to the content in the mod.
Because of this, I will strive to document ALL SYSTEMS in the mod here. This will be a big post. There will probably be so much in it that you will need to look at posts below this in order to get the entire content. You have been warned!
Download: Curse Forge Download of Awesomeness
PLEASE NOTE!!! The Blood Magic in-game guide requires Guide-API to be installed, which can be found here: http://minecraft.curseforge.com/projects/guide-api/files Is the book complete? Haha, no. But it is being worked on. If you ever have questions, look at my developer commentaries found on my Youtube channel (WayofFlowingTime), or ask around here or on the official FTB wiki (http://ftb.gamepedia.com/Blood_Magic).
If you want to get the book, look up the "Sanguine Scientiem" in-game - the crafting process should be obvious and easy. If you do not find this item, it is because you need to download Guide-API.
A quick reference to point you in the right direction.
This section talks about how to start the mod. The main details of each of the blocks and items, along with some of the recipes, can be found in their respective sections. Think of this section as a quick and dirty way to start the mod, but it won't give you the nitty gritty details of the inner workings.
In previous versions of the mod, you would start by directly crafting a Blood Altar and a sacrificial knife, then go straight into creating a blood orb. This is no longer the case. To start the mod, you will need to craft a rudimentary snare, and throw it at a monster. When you throw the snare, it has a chance to inflict a debuff on the monster, so throw snares until you see white particle effects.
When this occurs, kill the monster. It will drop a piece of "Demonic Will" - you will need about two of these, with one of them having a "Will Quality" (seen on the tooltip of the item) of at least 1.
At this point you are able to craft a Blood Altar using one of the Demonic Will - it is recommended you use the one with the lowest Will quality. You can also craft your Sacrificial Dagger, for use in self-sacrificing. More details about the blood altar and sacrifices can be found in the "Blood Altar" section.
You will need to create a Hellfire Forge out of some stone, iron, and gold. This block will be used for almost all recipes that involve this "Demonic Will." Demonic Will, or shortened simply as "Will," is used as an energy source. As such, you will need a way to use it, store it, and get more of it, and this block will do just that. Once again, see the relevant sections for finer details.
Craft two petty tartaric gems (use JEI for the recipe) by placing the Demonic Will you still have in the right-most slot. It will use up one Will Quality from the Will. Then, take one of these petty tartaric gems and use it to craft a "Sentient Sword." When you kill things with this sword, you will get more Demonic Will when you kill things. What is more, when you pick up a piece of Demonic Will from the ground while you have a tartaric gem in your inventory, the Will will go into that gem, deleting the Demonic Will item. Naturally, there is a maximum capacity of the tartaric gems, which for the petty version is 64.
One quick fact, which is explained further later on: the more Will you have in your tartaric gems inside of your inventory, the stronger your Sentient Sword is as well as the more Will is dropped by entities. This will help you to gather enough Will in order to craft some of the more interesting items in the game!
So now that you know how to use the Blood Altar (by looking at its section briefly - no, seriously, look at it), you will want to be able to get some more information about the Blood Altar. To do this, you will want to craft the Divination Sigil. If you look using JEI, you can see that to craft this sigil you need a Blank Slate and a piece of redstone dust using an "Alchemy Array." The Blank Slate can be crafted using a piece of smooth stone in a blood altar with 1000LP worth (5 hearts using the sacrificial dagger). 1 heart in the blood altar = 200LP without upgrades. An Alchemy Array can be created by crafting some "Arcane Ash" using the Hellfire Forge and right clicking on the ground with the ash. This will create a circle on the ground. If you then right click on this circle with first the redstone dust and then the blank slate, the Alchemy Array will create a Divination Sigil. This is how Alchemy Array crafting works.
Right clicking on the altar with the divination sigil will then tell you how much LP you have in the altar, and if you have WAILA installed it will tell you the LP in the WAILA box while you hold the sigil.
You will then want to craft a Weak Blood Orb using a diamond and 2000LP in the altar. This can store LP for you and your items that use LP. For more information on this, see the section "Soul Network."
So with this basic knowledge, you will want to upgrade your blood altar each tier, and craft a new blood orb whenever you can. Likewise, you will want to continually get better and better Tartaric gems to get more demonic will. If you want to know more information, make sure to look at the sections that are relevant. Either that, or look at an updated spotlight.
The Blood Altar
Construction and basic mechanics
(Blood Altar Recipe)
(Angled T1 picture)
The Blood Altar is the main center-piece of the mod, used to craft major components as well as Blood Orbs used in the mod. By right clicking on the block with an item in-hand you are able to place the item into its inventory, which can be removed by right clicking with an empty hand. Because it is an inventory, hoppers and other means can interact with it.
As the name implies, the Blood Altar uses blood to transmute one item into another. By using a Sacrificial Dagger on yourself, you are able to put some of your blood and life essence into the altar's basin, sacrificing some of your health. One heart (2 hp) equals 200 Life Points, or LP, by default.
The altar has a base capacity of 10,000LP, and it has two internal fluid buffers with a capacity of 10% that of the main tank - LP that is pumped into the altar will go from the input buffer into the main tank, and then LP from the main tank will slowly transfer into the output tank, allowing it to be pumped out of the altar.
The operation of the altar is simple enough. Fill up the altar with blood using the available methods - at this stage of the mod, you are only able to use the Sacrificial Dagger to fill the altar with your own blood, but more methods will become available when you advance in the mod. Once you have enough LP in the altar, right click the altar to put the item you want to craft into it. You will start to see red particles emanating from the item, indicating that it is currently being transmuted into a new item. If gray particles start to smoke off of the item, it means that the altar is out of LP and the item is actually loosing progress - when this happens, you either have to add more LP to the altar to continue crafting, or simply loose all the progress on the item. Once the item stops emitting red particles, the crafting process is completed and you have a new item! Congrats!
You can also place a bound Blood Orb into the altar to fill up your Soul Network, up to the orb's maximum. More info about this can be found in the Soul Network section.
As you can see, the Blood Altar starts off relatively weak, simply a tier 1 (T1) altar with minimal capabilities. You can craft a few things with it, however you won't be able to do anything too fancy.
Tiers of Altars
Ethereal storage, not for the faint of heart!
All that you need to know about harvesting Demon's Will
The Rudimentary Snare is how you initially get into the mod. It is a simple device that can be thrown at a hostile mob to attempt to ensnare some unpleasant things attached to it. If thrown at a mob, there will be a chance (about 25%) for the mob to be inflicted with a debuff called "Soul Snare," and will start to emit white swirling particles - when these particles appear, you can then kill the mob to get an item called "Demonic Will." This item will have a "Will Quality" between 0 and 5, so when starting off make sure to get at least two, one of them with a quality of more than 1.
After you use it this first time, you probably aren't going to use it much afterwards. More uses for this will probably happen in the future, but for now it is simply a way to get started in the mod.
In the lore of Blood Magic, there is some form of demonic entity/energy that animates hostile monsters, raising skeletons from the grave to then attack the living. Because these skeletons don't actually have a soul to power their sentience, the demonic entity instead imprints its will to cause these creatures to move. It is this imprint of Demonic Will that is removed from a monster when slain by a blood mage that gives rise to some of the more esoteric abilities of the mod.
Demonic Will powers a lot of the items and abilities of the mod. Instead of just gathering LP from a Blood Altar to power your sigils, a blood mage now needs to go hunting monsters to gather Will. The main usage of Will is in crafting things, but there are a few offensive uses for this material.
The Hellfire Forge is one of the first machines that you will want to create in the mod. It is responsible for crafting almost everything involving Demonic Will, and thus you will be spending a lot of time with this thing. The Forge uses Will to craft stronger Tartaric Gems, sentient equipment, and even the stuff used for routing items.
The forge has four input slots on the left-hand side, a slot on the right for either a Demonic Will or a Tartaric Gem, an output slot at the center of the circle, and a progress bar to... indicate the progress of the crafting (all recipes take 5 seconds). When you place the four items in the forge in any order (because it is a shapeless recipe) and put in whatever you are using to store your Will, the forge will start to use the Will to craft the resultant item.
Keep in mind, though, that each and every recipe has two semi-hidden values: a minimum amount of Will required to be able to craft the item, and a value to indicate how much Will is consumed in this recipe. When you look up a recipe using JEI (Just Enough Items) and hover over the arrow in the recipe, it will give you a Minimum and a Drained value. For a recipe to even be craftable, you need a Tartaric Gem with at least the Minimum Will value. When the crafting is complete, though, the Forge will drain the Drained value. This is so that there are recipes that are gated behind having a lot of Will, but only use a little of it. And yes, the Minimum amount of Will will always be greater than or equal to the Drained value.
The Hellfire Forge will also fill up its contained Tartaric Gem if it is in a chunk that contains Demon Aura (explained later). It will fill up the gem in its slot with one Will per tick, and only if the gem is able to hold onto that Will. This can be helpful if you have a lot of Forges crafting large recipes, since there is no real way to replace the gem itself, or even fill it.
Tartaric Gems (translated: gems from the demon realm, Tartarus) are used to store large amounts of Will. There are currently five different levels of tartaric gems: Petty, Lesser, Common, Greater, and Grand, which store subsequently more will. When you have a tartaric gem in your inventory and pick up a piece of Demonic Will, the Will will be absorbed and stored into the gem. If you have gems in your inventory and all of your gems are full, the Will item will instead just be voided to avoid clogging up your inventory.
What is more, you are able to right click in the air with the gem to transfer up to 10% of the max capacity of the gem into other gems in your inventory. So if you have a petty tartaric gem and you just created a lesser gem, you can just right click with the petty gem to fill up your new lesser gem.
You will want to have one of these on you whenever you use Sentient equipment, because all Sentient items get stronger the more Will you have in your inventory. The various benefits of each of these will be discussed in their respective sections.
The Sentient Sword is a marvelous weapon that gets more powerful the more Demonic Will you have in your tartaric gems. When initially crafted, you will see that it does not have much damage at all - however, if you right click with the sword or attack something with it, it will check your inventory for how much Will you have and then increase its damage based on it. If you gain more Will while you have this weapon, your sword will automatically power itself up when you attack things.
Probably the major benefit of this weapon is that when you kill things with it the attacked mob (if a hostile mob) will drop more Demonic Will without the need of using Rudimentary Snares. The amount dropped is proportional to the max health of the mob. The Will dropped is also increased dramatically when the power of the sword increases, so if you have more Will in your contained tartaric gems the mobs that you kill will drop more Will.
Also, pro tip: Looting enchantments affect how much Will is dropped. Oh, and the sword is enchantable!
You can only repair the Sentient Sword using an anvil plus another Sentient Sword.
Depending on how which Demon Will you have the most of when you right click the sword, the sword will take on different abilities.
The Corrosive sword inflicts the targed with Wither, dealing a constant DoT that becomes longer and more powerful the more Corrosive Will you have.
The Destructive sword is more damaging, but slower. This is more in-line with an axe than anything, but still provides the useful ability of the sword's slash.
The Vengeful sword has a faster attack speed and provides a speed buff when held, however it does a bit less damage. Hold it to charge into battle like a demon!
The Steadfast sword has reduced damage, however when you kill a mob with it you will receive temporary absorption hearts proportional to the max health of the mob killed. Helpful for keeping yourself alive, but not so much for killing things as efficiently.
The Sentient Armour is not craftable in the traditional sense. Instead, you need to craft a Sentient Armour Gem and right click with it while you have at least 30 Will. This will replace your armour with Sentient Armour (or just equip sentient armour when you have no armour on). If you right click the gem again, it will remove the sentient armour and equip your old armour again.
This armour becomes more powerful the more Will you have, and will drain Will from your contained gems when you are attacked. If, however, you run out of Will your armour will revert back to its original form.
There are four unique styles of the Sentient Armour, depending on which type of Demon Will you have the most of in your inventory at the time of activation, and as you can probably tell they all have different abilities.
Corrosive makes you immune to poison and wither, making it a good armour for when you are fighting witches or cave spiders.
Destructive adds to your attack power while reducing your attack speed, which is helpful for those more powerful monsters.
Vengeful increases your movement speed while still offering good protection.
Steadfast increases your defence, and imparts a large amount of knockback resistance. This is the tanky armour, but doesn't provide anything like health or movement speed buffs.
Demon Will Aura
Demonic Will is the ethereal manifestation of the will of demons, which normally is found in "nature" through reanimated or controlled monsters. So far in the mod, we have harnessed this power to gain more strength, injecting it into our tools to make us more powerful. However with any other type of power source, we can only do so much with it when it is confined to a particular form (in this case, our tartaric gems). Thus, if we were to find a way to release this Will into the atmosphere, we may be able to find more advanced uses.
This is what is called "Demon Will Aura," or Demon Aura. It is a measure of how much Demonic Will is released into the air in a given region. Think of it like Thaumcraft's aura, in the sense that it is a chunk-based aura that holds an energy that can be used for other things. However, Demon Aura is not able to spread from its own chunk without outside influences - once released, although this aura has a mind of its own (it's called "Will" for a reason), it tends to stay in the same region, seeking out things that it can attach to. If left alone, it will eventually try to seek out a host to inhabit again: but because this is a relatively new system, a lot of the stuff planned has yet to be implemented.
The Demon Crucible is a block that is required to convert the Will contained inside of tartaric gems into Demon Aura. By right clicking the Crucible and placing a tartaric gem inside it, the Will in the gem will slowly be drained and released into the air.
By default, the crucible call only inject up to 100 Will of a given type into the aura at a rate of 1 Will per tick. Later on, you will be able to place upgrades into the crucible to increase the rate as well as the max amount of Will in the Aura. Alone, this block won't be able to do much, but combined with other blocks it can be very useful.
The demon Crystals can also be placed inside of the Crucible to melt down into Demon Will, and they will pump the Aura up with its particular type.
With Will flowing around in the local Demon Aura, it becomes advantageous to focus the Will into a more concentrated form. The Will found inside of the Tartaric gems and the Demonic Will items is the ethereal manifestation of the Will, however the Crystallizer allows you to grab this essence and convert the ethereal to a physical form.
The Crystallizer acts as a point for the Demon Aura to latch onto, allowing the Will to start to crystallize on top of it. When enough Will congregates onto the Crystallizer, a Crystal Cluster of pure Demonic Will will form on top of it.
Because the Will is put into the air and then grabbed from the atmosphere, you will sometimes notice you get different colours of crystal clusters. There is a 10% chance that when a cluster is grown, it will be one of these unique types. Try to catch them all!
The crystallizer requires 100 default Demonic Will in order to form one cluster. Also quite a bit of time, so you may want to have more than one crystallizer in the chunk at once.
Demon Will Crystal Cluster
Crystal Clusters are a way to grow crystallized Demonic Will from the Demon Aura. When in an area with a high enough concentration of Demon Aura (any amount, currently), the crystal will act as a place for Will to latch on to, sprouting more crystals off of the main shard.
There are two main ways to harvest the crystals from the cluster. Either you can mine the cluster, destroying it but dropping the shards, or you can right click on the cluster when you have more than 1024 Demon Will in your contained tartaric gem (a common gem has a capacity of 1024, but a greater gem has a capacity of 4096). This will drop a single crystal, and will leave the cluster intact. And yes, a cluster that only has one crystal on it won't be destroyed if you right click it.
The crystal clusters come in all five of the different types of will.
You need to build more of these! *Ahem*
The Demon Pylon is used to draw Demon Aura towards it. What it does is it looks at how much Will is in its own chunk and attempts to equalize it with the other chunks by syphoning from the neighbouring chunk in each cardinal direction. By equalize, I mean that it will try to draw the Will from its neighbour until both chunks have an equal amount of Will. If the chunk beside it has 100 Will and its chunk has 0, both chunks will have 50 Will each by the end of it. Of course this is barring other Pylons messing with the Will and other draining effects.
Pylons are good to transmit Will throughout your base, so you will only need one area of Crucibles for your Demon Aura generation. For larger distances, it is probably not very good since you will need multiple chunks loaded.
Different Types of Will
There are five types of Demon Will, which includes four unique types of Will: there is the normal Will, which is the "Default" Then there is: Corrosive, Destructive, Vengeful, and Steadfast.
"Corrosive" (green) deals with breaking stuff down. So in combat, this would be the type that you use to apply DoTs like poison and wither.
"Vengeful" (red) deals with seeking things out for various purposes. This could be things such as increasing your speed or hastening a quarry ritual.
"Destructive" (yellow) is used to cause large amounts of damage - if you use this Will, it will cause a bad time for other things... Sans any unexpected circumstances.
"Steadfast" (purple) is used to mitigate destruction and damage. Defence, protection, truth and justice... well, maybe not those last two.
The use for the different types of Will is mainly for changing the aspects of the Sentient equipment. Eventually, the different Will types will be used to change the effects of all of the various rituals.
(Show a picture of all routing nodes)
The Item Routing system in Blood Magic is used to, well, route items.
Ritual of the Full Spring
Perhaps the simplest of rituals, this ritual grabs the moisture in the air and condenses it, forming a source block of water on top of the MRS. It costs 500LP to activate and 25LP per block created, but respawns the water every tick.
Serenade of the Nether
Slightly more sinister of a ritual than its cousin, the Serenade of the Nether draws lava from across dimensions and generates a source block of lava on top of the MRS. Having an activation cost of 10,000LP and a refresh cost of 500LP per lava block, this ritual can run your network dry if you use it too quickly.
Ritual of the Green Grove
A ritual that is helpful for those stubborn plants that you need to grow quickly, the Green Grove force-grows plants by sending the plants in its range (3x3x1 horizontal pane two blocks above the MRS) a growth tick once a second. Each of these ticks cost 5LP per plant, and the ritual costs 5,000LP to activate, so it can help to give you a steady supply of plants and crops.
(Yes, it works on sugarcane - anything that is IPlantable or IGrowable)
Ritual of the High Jump
This ritual looks for any living entity that is above the MRS and then shoots them into the air. If a person is pressing shift, the person will be able to land safely without being sent flying. This ritual costs 5,000LP to activate and 5LP per operation.
Well of Suffering
One of the old stand-bys for anyone who loves self-sacrifice, this ritual checks for a blood altar within a 11x11x21 area centered on the MRS. If there is an altar in its area, it will then attack mobs in a 10 block radius to fill up the blood altar.
When a mob is attacked, it is dealt 1HP of void damage and 10LP is placed into the blood altar (this respects sacrifice runes). Since this happens to every mob inside of its area at a period of 25 ticks, this is basically your go-to for automated sacrifice!
It costs 40,000LP to activate and uses 2LP per operation per mob.
Ritual of the Feathered Knife
The Ritual of the Feathered Knife is quite simple in its execution. Similar to the WoS, this ritual searches an 11x11x21 area for a Blood Altar. It then checks a 31x31x41 area for a player (so a 15 block radius horizontally, 20 radius vertically) and damages them for 1HP. For each HP taken, the ritual puts in 100LP into the altar, respecting any self-sacrifice runes used. This ritual will not put the user of the ritual under 3 hearts, however, but will thus leave you a bit vulnerable when using it.
This ritual takes 25,000LP to activate and costs 20LP per operation. It also has a frequency of operation of once per second.
Ritual of Regeneration
Reap of the Harvest Moon
Ritual of Magnetism
Ritual of the Crusher
Ritual of the Satiated Stomach
Ritual of Interdiction
Ritual of Containment
Ritual of Speed
Dome of Suppression
Aura of Expulsion
Call of the Zephyr
Sound of the Cleansing Soul
This ritual is a temporary ritual that removes all upgrades from the living armour of a person that walks on top of the MRS. These upgrades are then given to the player in the form of Living Upgrade Tomes. Because of this, it allows the player to compile upgrades to perfect their living armour for an LP cost.
Ritual of Living Evolution
Note: this is a temporary ritual that WILL change later on.
When you first create Living Armour, it has a maximum upgrade limit of 100 points. By activating this ritual and stepping into it while you have a set of Living Armour on, you can upgrade your armour so that it has a cap of 300 points. This ritual will change, because it can be considered pretty imbalanced.
Ritual of the Shepherd
Gathering of the Forsaken Souls
Le Vulcanos Frigius
This makes cobblestone in the 5 blocks of empty space on top of the MRS. Not a very -useful- ritual, but later on it will be upgradeable.
Laying of the Filler
This ritual searches for an inventory on top of the MRS for any placeable blocks. When it finds some, it will then place the blocks in the 5x5x1 area on the same level of the MRS. This is a good ritual for automatically placing saplings or other things that need automation.
It costs 5kLP to activate and 50LP per operation (needs adjustment)
Crash of the Timberman
The Crash of the Timberman searches a 10 block horizontal radius and 30 blocks above the MRS for any trees and leaves. The ritual will then cut down the leaves and logs of the tree and put the drops into a chest that is above the MRS.
This ritual takes 500LP to activate and uses 10LP per operation.
Hymn of Siphoning
The Assembly of the High Altar
The Gate of the Fold
The Gate of the Fold is one of the more complicated rituals. When activated, it will create a portal that, when walked through, will teleport the user to a portal that has the same key. If multiple portals have the same key, it should teleport the player to a portal randomly.
The key of the ritual is defined by who activated it and which blocks are placed in its defined area - this area can be seen by the wooden planks in the above picture. In other words, if you have different blocks surrounding the portal, your portals will be linked differently.
The key for the portal is set when the ritual is activated or when the ritual is turned back on using redstone. If you were to deactivate the portal with redstone, change the blocks, and then reactivate the portal, the portal will have a different key. This will allow you to build more complicated portal networks.
Since the key is set when the ritual is activated, you can activate the portal and then rearrange/remove the blocks around it and it will still link to the same destination. This allows for decorating the portal if you plan to never deactivate it.
It costs 50,000LP to activate and costs a bit of LP to go through. Items and animals and other entities can go through the portal, and it works cross-dimensionally (costs more if you teleport cross-dimensionally, and less if they are items).
Miscellaneous Items and Sigils
Powering your general needs since 2014!
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.
Jan 11, 2014Piedro0 posted a message on Ores in EVERY kind of block! (Ores as Metadata) [Now with better Pictures/ screenshots!]Posted in: Suggestions
I thought how to make in-game ores better, we could add Ore metadata on an actual block. This would work as followed: Block; as smooth stone spawns and it's given a metadata of an ore block that would normally spawn at it's place. Imagine a cluster of andesite and the world generation would cause a single diamond ore to spawn at the surface. instead of replacing the block with an ore block, the andesite block would spawn with diamond ore metadata.
(image example- used iron)
Just to clarify:
"Ores in every block" isn't literal. The point is to change the mechanics of how ores work so that they don't need a new kind of block for every ore type. Instead the ore is stored as metadata for the block. A possible extension of this is the ability to put ore in ANY block, however chances are ores would still be restricted to stone blocks like stone, granite, diorite, and andesite, instead of just in stone only.
One could do an entire creative page just for ores (or rather just for ores in stone, granite, diorite, and andesite)... or they could add a shift right click function to the pickaxe in creative mode that allows the player to cycle through different ore values (or other metadata for other kinds of blocks), or leave the creative inventory menu as is and just modify the appropriate console commands to account for ore in blocks other than bland grey stone.
(thanks Unclevertitle for this clarification)
How ores will be handled for mining:
Regarding mining these modified blocks the stuff is very simple:
Mining speed: Block.
Drop and tool tier requirements: Ore.
Iron, gold ores will be dropped as raw non-block items.
Dirt with coal metadata
- Coal ore can be mined with a wooden pickaxe upwards.
- Preferred tool for the dirt block is a shovel.
When you use a Wooden shovel (or better), the block will break at a normal speed and it would yield only the coal chunk.
Otherwise it would break and nothing would drop.
Obsidian with Iron ore metadata (note that obsidian is generated after the world so, no obsidian-infused ore would exist naturally).
- Iron ore can be mined with a Stone pickaxe upwards.
- Preferred tool for the obsidian block is a diamond pickaxe.
When you use a Stone pickaxe (or better), the block will break at a normal speed and it would yield only the raw iron chunk.
Otherwise it would break and nothing would drop. (note: when you use a stone pick, the mining speed would be equal to that of a normal obsidian block)
Show support with the banner:
Due to MinecraftForum's messed up BBCode i cannot post the correct code in the main post, so for the banner code go here:
Reddit thread link:
Apr 25, 2014Posted in: SuggestionsAt the moment when you are racing along in your Minecart and you hit a mob (or player) you just bounce back and you have to get out to kill that mob or player. But what if you could just run them over?That is what I am suggesting.
When you hit the mob, you will hit them and knock them in the direction of the closest adjacent block (if you would of hit them into you they will go forward)The speed you are going will determine the damage.
As I do not know all the exact speed I can only offer certain speeds.
1) Being 100% player pushed with no other speed beside the forward key Half a heart, Only knocked to next adjacent block.
2) Going the speed as if you were on a straight line of Powered rails: 2 Hearts, Knocked two blocks away.
3) Manually Uphill: No damage or knockback, minecart is instead pushed back.
4) Max speed downhill: 7 Hearts, 5 block knockback
5) Falling Minecart (with nothing inside): 9.5 Hearts, 5 block knockback. (4.5 Hearts if wearing a Helmet)
6) Falling Minecart (With passenger or Furnace/Chest): 10 Hearts, 5 Block Knockback (Only 5 Hearts if Mob/Player is wearing a Helmet).
-When a Minecart hits a mob/player (Regardless of what mob/player) it will lose 10% of its speed.
- When two Minecarts hit each other they will both bounce off each other (as they do now)
- When killed by a Minecart the death message would be (Player) was hit by a speeding Minecart.
-When pushed into a Minecarts path by a Player or mob the death message would be (Player) was pushed into a speeding Minecart by (Killer)
-When killed by a falling Minecart the death message would be (Player) was crushed by a falling Minecart.
-When pushed into a falling Minecart the message would be (Player) was pushed under a falling Minecart by (Killer)
-Minecarts no longer can be pushed when on an unpowered Powered Rail.
-There will be a gamerule called /cartDamage (True/false) that toggles Minecart damage.
-You only take damage if you are in the next block the Minecart will enter (That means pushing from the back/pushing mobs in from the back will not hurt you or them)
-When you damage a wolf or pigman via Minecart, they will NOT agro towards you (unless already mad of course). Also, zombies will NOT summon other zombies when damaged by Minecart.
-Changed downhill damage from 8 to 7
-Added murder death message
-Added Falling Minecart Info.
-Added third question to poll -Added Reduced damage from helmet wearing from no occupant minecarts (Should of been there already) -Added "Gameplay" tag - Poll Results: Mobs will have normal drops. Minecarts will keep the same damage as before poll. The gamerule will be called cartDamage
-Added section about agroing monsters.
May 18, 2013pixlepix posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve KnowledgePosted in: Minecraft Mods
KAMI IS NO LONGER A SEPERATE DOWNLOAD. ITS NOW A CONFIG OPTION, ENABLED BY DEFAULT
DISCLAIMER:Before installing/using these or any mods, make sure you backup your .minecraft folder, I (Pixlepix), or any other modders for that matter, am not responsible in any way, shape or form for any damage dealt to, but not only, your saves, your minecraft, your computer or others.
Psst, you can follow progress on this mod by me (Please feel enouraged to hop on irc. irc.esper.net: #pixlepix .
REPORT ALL BUGS AT: https://github.com/Thaumic-Tinkerer/ThaumicTinkerer/issuesThaumic Tinkerer is a spiritual successor to Vazkii's Elemental Tinkerer mod, this is a mod about tinkering with thaumic creations. It's an addon to azanor;s Thaumcraft 4. The intention is to add new, and useful items you can create, using the knowledge you've acquired from the vanilla thaumcraft researches. Researches that come from this mod are prefixed as [TT] for easy labelling.
As this is a Thaumcraft Addon, I'll try to keep spoilers minimal, so, here's some non-spoiler-y images. I'll add videos if I happen to get any. So here's a little gallery:
What do these things do you ask? Well, you'll have to figure it out yourself
Down here there would be videos. But as of the 2.0 version of the mod, they're all outdated, since lots of superfluous items have been removed. Updated videos will be placed here as they come.
Thaumic Tinkerer by Pixlepix is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
If you want to do anything with this mod besides playing it, you should have a look at what it says. For modpacks, refer to the license under the Thaumcraft 4 thread, since my mod depends on it. You can distribute TT in modpacks at will, but Thaumcraft is a different matter.
(Hey you, read this)
KAMI is a separate module in Thaumic Tinkerer, you can download it in the typical downloads section alongisde the rest of the mod, just drop it in the mods folder as you normally would.It includes incredibly powerful and expensive blocks. How powerful you ask? Look below:See that hole? I dug it in a few seconds. See that pouch in my bar? It stores more than 4 mundane chests together. Still not convinced? Look at what you can do with it, check out this gif.
This mod includes features exclusive to ComputerCraft and ForgeMultipart, for the full experience, these are recomended, but by no means required.
Source Code (github)The Github contains localization files, the mod can be localized. Currently it's available in English, German, Chinese and Russian.
Banner (copy to your sig!):
Q: Can I use this mod in a modpack?
A: Read the License section of this thread.
Q: Any other mods by you?
A: Check my website.
Q: How can I contact you?
A: See above.
Q: (Insert any other question here related to me, not my mod)
A: See above, About me section.
Q: Haven't I seen those sprites before?
A: You may have. This mod makes use of either modified, or just copied versions of Thaumcraft 2 or 3 assets, the reason for this is that I can't make any sort of art at all, and I'd rather make use of fantastic unused assets than to reinvent the wheel and create my own, that would probably be sub-par.
Q: The latest version in the file index says it was compiled for an old version of thaumcraft, will it still work?
A: In theory it should work, it probably will, you should try it yourself to find out.
Q: Why are there things in the thread? (May or may not be)
A: Because Minecraft Forums is stupid.
Q: Why is the Awakened Ichorium Pickaxe so slow?
A: Enchant it with efficiency 5 and get a pair of Boots of the Horizontal Shield and tell me it's slow.
Q: I can't find anything from KAMI, what do you need?
A: Every single research not related to KAMI, and then it'll unlock. You can find it in the artifice tab.
Q: I get the above error when I try to load up KAMI, how do I fix this?
A: Redownload it.
- Searge and the MCP Team for creating the amazing Minecraft Coder's Pack;
- SpaceToad, Eloraam, LexManos, cpw and the rest of the Forge Team for creating Minecraft Forge, which made my mod, and many others able to exist;
- Azanor for creating Thaumcraft, of course;
- MartysGames and TheAtlanticCraft for early support;
- Haighyorkie for... something;
- TheWhiteWolves for being an awesome beta tester, reporting lots of broken stuff and adding some awesome features;
- Vexatos and crafteverywhere for translating the mod;
- The Forgecraft Folks for helping to kill bugs.
Like the mod? Click that green arrow down there [represent]
Sep 10, 2012Posted in: Suggestions
As some of you may have noticed, I am no longer actively supporting this suggestion (although I'd still like to see it in-game). That means no new content will be added to this thread. Thanks for all the support! I'm surprised this thread is still alive.
For the lazy ones:•It is a new light source;
•It is a new decoration block;
•There is two different types;
•Nether variant (or Wither).
•There is 4 different appearance for each type, but only one will be in the game if this is implemented;
•Torch on top;
•Retextured torch (candle) on top;
•Glowing eyes, nose, mouth (this one is an alternative of the glowing eyes, so it doesn't really count).
•Each type have its own crafting recipe, only the skull type changing;
•Normal type generates in strongholds and in the lower part of pyramids (or Desert Temples);
•When destroyed, drops a skull (or Wither skull if Nether variant) and a torch;
•Breaks when water or lava tries to flow through it;
•You can't wear it as a helmet;
•You cannot spawn a Wither using the Nether variant instead of the normal Wither skulls;
•Can be placed in 16 different directions;
•Can be placed on walls;
•Both type have a Redstone variant;
•Emits a dim light;
•Gives off Redstone power;
•Can be turned off by right-clicking.
To modders:If you want to make a mod with this, tell me.
Currently, bigeaspk and Mr_danpain volunteered to make one.
Okay, so... I was thinking about new decoration blocks to be added in minecraft, when I thought about skull candles.
These ''candles'' would be crafted with a torch on top of a skull. They will both serve as a new light source and a decoration. Breaking a skull candle would give back a skull and a torch. They would also generate in strongholds and at the bottom of desert temples.
There is also a Nether variant: the Wither skull candle (very original name *cough*)! They are crafted the same way as a normal skull candle (but with a Wither skull) and breaking them gives back a Wither skull and a torch. They wouldn't generate anywhere, because it would be too easy to get wither skull to spawn The Wither. It would also be impossible to spawn the Wither with them.
Both types will be destroyed if water or lava attempts to flow through the skull candles. Like heads, they can be placed in 16 different directions and on walls. However, you cannot wear it on your head.
There is a Redstone variant for both the normal Skull and the Wither one. Like normal Redstone torches, they emit a dim light and give off Redstone power.
Appearances:All these images were modified. It took me a long time to make them (though it doesn't look like it).
Original:Nether Variant (Wither):
•Torch on topRedstone:
•Retextured torch on top
•Torch on top
•Torch on topRedstone:
•Retextured torch on top
•Torch on top
•Glowing eyes (I love this one)
Models:These are models, so they're just the object itself, so no background, effects, ect.
Oh ho ho!! Didn't expect that, did you?
Again... why not?
Well, I wasn't going to skip this one!
Last one. I promise.
(Idea based on a suggestion from Kitteh6660, or someone else, I don't really remember...)
This section shows the different crafting recipes for the different Skull Candle appearances, if they were all added in the game. For now, I'll just show the recipes for the Normal type. For the Wither type, the Skeleton Skull changes to a Wither Skeleton Skull and for the Redstone variant, the Torch changes to a Redstone Torch.
"The Candle one is too complicated". I thought that the two dyes could change the Torch's color, while the string represents the wick.
•Skull Candle (Redstone variant)
•Wither Skull Candle
•Wither Skull Candle (Redstone variant)
As suggested by PatDay, The redstone variant could be turned off by right-clicking, allowing for secret switches (however, to make the switch secret, it would only work with the glowing version of the Redstone Skull Candle).
What do you guys think? You may leave some feedback if you'd like to, I'm not forcing you.
List O' Supporters (including "+1s")(+200 Supporters!!!):
(This list is no longer updated. Sorry!)Me (of course)
If you see a name listed twice, tell me.
To be in the list, say "I support" in your comment or simply click that little green button in the corner of this post!
<br><a href="http://www.minecraftforum.net/topic/1474760-skull-candles/"><IMG src='http://i47.tinypic.com/zoaqfa.png' /></a><br>
(Is he sleepy? Or is he sad? Maybe he's thinking about life? I don't know, but he wasn't supposed to have this expression in his eyes.)
<br><a href="http://www.minecraftforum.net/topic/1474760-skull-candles/"><IMG src='http://i50.tinypic.com/rh4epj.png' /></a><br>
(You know I'm lazy when you see that's the same skull candle in BOTH banners.)
Jan 1, 2013MysteriousAges posted a message on Magic Bees: Magic themed bees for Forestry; The Successor to ThaumicBeesPosted in: Minecraft Mods
Magic Bees is an addon for Forestry that adds several new bee species with a magical theme. Breeding them will help you brew potions, or give you extra ways to make resources for other magic-themed mods such as Thaumcraft and Ars Magica.
Notice:I am currently unable to maintain this mod, however, it appears that Arkandos has a working 1.7.10 (as of this writing) fork that is being maintained: https://bitbucket.org/Arkandos/magic-bees
I cannot guarantee that this version is bug-free or stable or anything like that, as I am not working on it myself. You'll have to go to him for that.
The original post follows, but information may be stale or otherwise out of date. Go go gadget posterity.
Magic Bees depends on Forestry, which is required. You may download Forestry on the Forestry Wiki.
Minecraft Forge is also needed to run Forestry. Magic Bees will usually work with whichever version of Forge Forestry requires.
To install, simply download the mod and place in the mods folder of your Minecraft instance.
Adding the following mods will result in additional features being unlocked:
- Extra Bees - Mutations to get the Thaumic Bees species will use Extra Bees species in some cases. If Thaumcraft is installed, TB will add aspects to Extra Bees items. You will also get access to Thaumic Bees alleles though the genetic machines.
- Thaumcraft 3 - Adds several tools related to Thaumcraft & Forestry, as well as adding Thaumcraft aspects to many Forestry items and blocks.
- Equivalent Exchange 3 - Adds the Minium Bee, which produces Minium Shards. More features to come in the future.
- Ars Magica - Adds 13 bee species that interact with Ars Magica, or produce AM items.
- Tinker's Construct - Adds 3 new bee species to help produce some of the higher tier metals. The Aluminum bee will also help with producing some lower-tier alloys as well.
- More to come as I get permission.
Downloads hosted on CurseForge:
Magic Bees CurseForge Project Page <-- Go visit! You know you want to.
In case I'm being a derp, also check the Magic Bees section on the Forestry forums for alternate download links. Also has older versions & changelogs when I'm not busy/feeling lazy.
If you get a note about a new version, but can't find it on either site, make sure to check the other, because I've probably forgotten to update one of them.
Migrating from ThaumicBees
There is one subtle change between TB and MB that you should be aware of. While TB's item IDs were shifted by 256 when loaded by Forge, Magic Bees compensates for this so the IDs in the config files are exactly what you find in-game. If you are concerned about losing items in the move to Magic Bees, I have written a guide to help you upgrade. Please note that this guide is written for advanced users in mind, so if editing configuration files intimidates you, you may want to ask a friend to help, or save yourself the trouble and just create a new world for Magic Bees and Forestry 126.96.36.199. (:
Magic Bees subforum
SirSengir has created a section on the Forestry Forums to discuss Magic bees specifically. I will be paying closer attention to those forums than this thread, since it is easier to keep track of multiple discussions there than it is to do here on a single thread.
Click here to go there!
Magic Bees supports localization for nearly all strings in the mod (except for scientific branch/bee names - those are always Latin. ). I have placed the localization files in a public repository, so if you want TB to support your particular language, you can create an XML file for it! If you want to help translate the mod into your own language, see the Localization project page on Github. Your jumping off point will be copying en_US.xml and modifying the text within each entry tag. Send the project a PR once you're finished, or if you have updated any other language file.
The Localization github is the correct place to send reports of incorrect translations. Do not submit bug reports to the localization github - they will be ignored.
Modpack Permissions & License Info
You are permitted to redistribute the original Magic Bees mod from the download links in both Public and Private server packs. My implicit permission is granted for all uses.
Magic Bees is not open source, but I am not going to stop anyone from decompiling it for educational or debugging purposes. I do not provide support for modified versions of the mod.
If you encounter an issue while running Magic Bees, check the crash logs to see that Forestry started up correctly. For some reason, these errors may not appear in your Minecraft Crash report, you will have to check the full ForgeModLoader-client-0.log for other problems. The best way to do this is to open the file and search for the term "conflict". If you do not see any matches, then report the issue in this thread with the FML client log (NOT the short one that Minecraft gives you) and I will investigate. If it turns out that the problem is a simple issue with your client configuration (such as block conflicts) and you post it without taking 2 minutes to look yourself, be warned that I reserve the right to get very snarky with you, or ignore your post outright. Take the two minutes to check stuff yourself before you waste time posting here and waiting for me to waste time answering you.
Aug 6, 2014I realized that when you use a lot of command blocks, it could be a bit time-consuming to do all these coordinates and numbers everywhere so I thought maybe I could introduce variables into Minecraft. Here is how it works.Posted in: Suggestions
/variable <add | list | set> //Root command for variable
/variable add <name> <type> [value] [preferences...] //Adds a variable into Minecraft. The types are number, word, coordinate, field, item, entity, and block
/variable list //Lists all the variables, their value, and their type
/variable set <variable> <value> //Sets a value to a variable
To get a variable's value, do this
Here are the explanations of each type of variable
number - A number. Could be used to store an X Position of an entity or the cost of an item at a shop.
word - Stores a word or letter. Could be used for predefined messages a command block would say repeatedly.
coordinate - Stores a coordinate. Could be used for easier teleportation methods.
field - Stores a field between 2 coordinates. Could be used for easier /fill methods. To set in a variable command, use 2 coordinates or 6 numbers (which basically represents 2 coordinates)
item - Stores the name of an item.
entity - Stores a specific entity or a generic one
block - Stores the name of a block
Here are some methods you could use to set variables
/variable add creeperX num @e[type=Creeper,c=1].getX
/variable add nearName word @p.name
Here's the list of all these methods
((1 + 5) * 24) //number
@e.scoreboardValue.(scoreboard name) //word
You could also add a certain list of preferences to these commands
final - Sets this variable to be unchanging
Here are examples of how you could use these
Method 1 - get distance between you and the block you are looking at
/variable add distanceNum num @p.getCoordinate - @p.getViewCoordinate //gets the distance between where you are and the coordinate of where you are looking at. Notice how you could subtract two coordinates to get a distance
/say @v[distanceNum] //says the distance
Method 2 - Stealing a persons armor when you are 1 block away from someone
/variable add distance num //adds a variable called distance
/variable add thief entitiy @p.getSpecificEntity //gets the nearest player and makes them a thief
/variable set distance thief.getCoordinate - @p[[email protected][thief]].getCoordinate //sets the distance variable to the distance between the thief and the nearest player who is not a thief
/testfor @v[distance]<1 //tests if distance is less than 1. You are allowed to do <, >, =,<=,>=, and != to test number variables
/variable add victim entity @p[[email protected][thief]] //adds the victim as the nearest player who isn't the thief
/replaceitem entity @e[@v[thief]] slot.armor.head @e[@v[victim]].slot.armor.head //replaces the helmet
/replaceitem entity @e[@v[thief]] slot.armor.chest @e[@v[victim]].slot.armor.chest //replaces the chestplate
/replaceitem entity @e[@v[thief]] slot.armor.legs @e[@v[victim]].slot.armor.legs //replaces the leggings
/replaceitem entity @e[@v[thief]] slot.armor.feet @e[@v[victim]].slot.armor.feet //replaces the boots
/clear @e[@v[victim]] @e[@v[victim]].slot.armor.head //deletes the victims helmet
/clear @e[@v[victim]] @e[@v[victim]].slot.armor.chest //deletes the victims chestplate
/clear @e[@v[victim]] @e[@v[victim]].slot.armor.legs //deletes the victims leggings
/clear @e[@v[victim]] @e[@v[victim]].slot.armor.feet //deletes the victims boots
/say @v[thief].Name stole @v[victim].Name 's armor!
If you need any help understanding what I just said, please leave a comment and I hope that you support variables!
- To post a comment, please login or register a new account.