- Registered Member
Member for 7 years, 11 months, and 20 days
Last active Wed, Apr, 19 2017 10:23:38
- 0 Followers
- 221 Total Posts
- 7 Thanks
Feb 7, 2014No support.Posted in: Suggestions
I see a lot of people obviously not understanding the reason behind your suggestion; You simply think that the barrier blocks look better when they are properly outlined like normal blocks, rather than with a particle.
However I, and apparently Mojang, think that the particle looks better. Tbh just looking at the two pictures in the OP, the first one looks a lot cleaner and attractive to me. The bottom one looks busy and just... not right.
Oct 27, 2013No support.Posted in: Suggestions
I agree that more mobs need to be added, but we don't need to change vanilla Minecraft into Mo' Creatures. Maybe have a unique horse breed for a few biomes (zebras for the Savannah, camels for the desert, etc.), and a new mob here and there. But it seems a waste that every new "More mobs!" thread wants to add a dozen new animals to the Savannah.
Sep 30, 2013Drewfro posted a message on Age of Thalindor - [NEW] [GREYLIST] [1.6.4] Fantasy Roleplay serverPosted in: PC Servers
Zetaboards! They're incredibly customizable, easy to set up, and have a vibrant and active community of theme-makers, modders and support staff.Quote from Cortlen1211
Sad news everyone. Our private forums are dead. Forumotion has shat on us yet again. If anyone has some free forums that aren't enjin that they'd like to bring to our eyes, please do so as we will no longer be using forumotion.
I repeat, our private forums are dead. They have been reformatted by the server back to factory default.
If you need any help, I've administrated several from when I used to play NationStates, and even started a few, so I can help.
And just so you can find it, a link to the resources forum (Themes, mods, custom emoticons, etc.): http://if.invisionfree.com/index/
Sep 29, 2013*Clears throat* Ah hem... let me translate.Posted in: Suggestions
Basically, he's saying that we should add a redstone device to automatically use up the durability of tools. I can't say I think that's a good idea. :3Quote from matthew65536
I have a suggestion for a tool on Minecraft PC and Xbox, that would be powered by redstone. This tool is a sharpener. We all use one type of sharpener every day, the pencil sharpener. This sharpener has blades of diamond; Instead of using a tool until it runs out, you just use the sharpener. It'll save you a lot of time and stress.
Sep 29, 2013Hrm... Speaking of this, now that we have nether bricks, shouldn't nether brick fences be crafted with the nether brick item instead of the nether brick block? If so, you could switch around the places on the nether brick gate, putting brick items where the sticks are, and brick blocks where the planks are.Posted in: Suggestions
Sep 26, 2013Erm... why just diamonds? Why not iron, gold, lapis, coal and redstone slabs aswell?Posted in: Suggestions
Also, your math is a bit off for the recipe... 9 diamonds makes a full block, so why do 3 diamonds make 3 slabs? If any recipe is to make sense, it would have to be 3 diamond blocks in a row making six slabs.
Sep 24, 2013No. Just no. The fire enchantments already available aren't OP at all. If anything, they're underpowered, but I think they're just right. Next you'll be telling me that the Sharpness ad Power enchantments are overpowered. That's what enchantments are supposed to do- increase the damage you can deal. And the flame and fire aspect enchantments aren't even very good at doing that, seeing as how there's a Fire Protection enchantment for armor AND this nifty tool called a water bucket which both nearly eliminate the damage caused by it.Posted in: Suggestions
Having to craft your items with flint & steel or blaze powder is just unneeded complication, as is the whole lava-cauldron thing. The only possible good I see in your idea is the implementation of lava cauldrons, which should be in the game already IMO. Why not? :3
Sep 24, 2013Drewfro posted a message on Ability for armour and held items to have potion effectsPosted in: Suggestions
The framework has been in since 1.6, it's just being expanded upon in the snapshots. The only thing that's new to the snapshots is the ability to spawn in items with custom NBT data without MCEdit, by using command blocks instead.Quote from XazoTak
You probably shouldn't suggest that which pertains to snapshots.
Many will not understand what you're talking about, and the whole thing is subject to change.
I like the idea, though on the fence about allowing it to be used in survival, as you've said yourself it would probably be overpowered.
- To post a comment, please login.
Apr 17, 2012yuikami posted a message on High on Sugar [v3.0] [Dec 24,2015] Add: a little Xmas CUSTOMIZATIONS!!Posted in: Resource Packs
Mobs - Panda pigs
Blocks - Puffy Tress [Testing], included custom models and 4 random blocks supported borders.
SEUS support - Darkder grass, sands, leaves. They'll no longer be so blinding. Illuminate enemy fixed.
If using with puffy tress, please make sure this one is on top but below Green grass..
Items - Axe - Chainsaw [animated]
Items - Pickaxe - Hammer
Items - Records - Cassette tapes
Blocks - Mint green grass
Blocks - 2 new breaking animations
Blocks - Chocolate lava
Seperate all Alt blocks/items and sort them to customization choices;
Entities - Male armor sets
Blocks - Cookie tool, chests
Blocks - Shotcakes tool
Blocks - Alternative spruce ramdom candies leaves
Blocks - Jelly mineral blocks
Blocks - Cakes - Pudding and Strawberry Shortcakes
Blocks - 3 sets of stain glass blocks
Paintings - 2 sets of paintings
HISTORY LOGV2.2 - Download
Apparently MC Patcher 1.8 is not coming anytime soon :[
Here's something for you to kill time with, this texture pack still works with mc 1.5 - 1.7.10and will still work just fine after you install MCPatcher for mc1.8. All new presentation videos and screenshots are also postponded until the release of MCPatcher 1.8. I've received many reply that this texture pack is really lagging. It is due to the fact that this pack is really graphic heavy, it may require a better spec PC in order to run this pack smoothly.
This is High On Sugar 2.2 that should covers things those were added, unless I forgot to note them down.
- Custom models for reeds/sugarcanes and slime Block.
- 1.8 blocks, entities, item icons, mobs.
- Ctm supported random blocks for dark oak doors, spruce leaves.
- Torch for changed from a something stick of heart to little candy, which I think it's alot cuter for decoration.
- Underwater should be more clear now.
- Chicken, cutify the wings abit.
- Fixed Reeds/Sugarcanes texture for better tile
- Darken the colors of netherack, quartz_ore, soulsand.
- More refined gravel block design.
- Soulsand redesigned into strawberry waffle.
- Spong redesign, pretty much all the blocks with old chocolate chip cookie texture have been redesigned.
- Daylight detector redesigned to match the other tool blocks old version included with _alt.
- Oak and big oak wood blocks traded eachothers' tones, big oak is now darker.
- big oak wooden planks are now darker as well.
- Missing Redsand block
- Glowing parts of enderman, spider, cave spider, ender dragon.
- Steve size, the human head should work properly now.
Other than this, if you encounter any problem, please list them into the reply below.
All new blocks,entities,icons,mobs DONE!
Testing out new colors!
Have a little enderberrymite chuuuuu
- All 1.7.2 Blocks, Mobs, Icons, GUI
- Dirt Podzel, Ice packed
- New fishes, Salmon, Cooked Salmon, Puffle Fish, Crown Fish
- Stained Glasses + 3 Alt choices
- Tool blocks now have 3 Alt choices
- 2 new logs, planks, leaves, saplings
- New fishes
- New plants and folowes + CTM random blocks supported [[i]Chocolate Sunflowers, Icecream Syringa, Heartmonkey fern, Stawberry cream Allium, Chocolate cream Orchid, Vanilla cream Houstonia, Gumdrops Oxeye daisy, Chocolate Truffle Tulips, Butterfly Tall grass, Animated Lolipop Paeonia, Heartpop Rose[/i]]
- Oak and Birch leaves now support CTM random blocks
- Some more mob skins; Zombie gingerbread man, pudding slime Fixed
- Some spawn sequence for random blocks
- Some Biome's Custom colors
- Changed on some terrains
- Converted from v1.4
- CTM Random Blocks Supported [MCPatcher Required]
- More Custom Colors
- All 1.6.2 Mobs
- All 1.6.2 Blocks
- All 1.6.2 Icons
- All GUI
- Fixed Golem, Ocelot amd Silverfish showing default texture [wrong folder]
- Fixed Horse Health and stamina GUI [Totally forgot :V]
- Added more alt cakes [as requested]
- Changed on some terrains
- Animated Terrains - Ores, Blocks, Plants, Torch, etc...
- All 1.4.2 Mobs
- All 1.4.2 Blocks
- Alt Painting set
- Alt Armor set for male
- All GUI
- Connected-Texture mod supported
- Chest-Overlap fixed
- Added missing mob; Skeleton_wither
- Added missing block; command block
- Added custom font
- Added extra Skeleton, Skeleton_wither, Pigzombie mob skins
- Developed breaking animation
- Developed water and lava Animation
- Fixed Netherward first stage
- Fixed Pigzombie
No more gridssss
Alternate sets of paintings!
V1.2 - Mirror1/Download
- Sponge - It has texture now [I totally forgot about it lol]
- Stem - Fixed to collect color
- Custom particle colors - Pink redstones+Nether portal
- Custom animated Nether portal
- Environment - Added Sun and Moon texture
- Water - improved colors and particles.
- Hub - Tried to make the selected one more visible [Need feedback please]
- Mobs' textures - refined for better quality and corrections
- Random mobs - over 30 custom mob skins added!!
- Arts - improved with more vary usages
- XP Orbs - made out of Candies
V1.1 - Mirror1/Download
- Heart top - rotated to face the players
- Bedrock - darker
- Netheract - cleaner shad of pink
- Soulsand - better shade of light pink
- Redstone lines - moreeeee sparkles!
- Endstone/table/dragon egg - better shade of purple
- Saplings - are alot more kawaii now -cough-, added the jungle saplings.
- Vignette - no longer the problem
- Window side panel - fixed
- Hub - changed to white chocolate [Need feedback please]
- Villagers - busted their noses...
- Arts - improved with more vary usage
- Breaking block - heart-breaker!
V1.0 - Mirror1/Download
- Why is Custom colors not working? Use McPatcher or Optifine.
- Why is Minecraft lagging so much while I'm using High on Sugar? This pack is somewhat graphic heavy with custom models, animations, and extra random blocks/mobs. You might need a stronger computer to run this.
- The leaves are spazing! There're just leaves blocks overlaping eachothers
- The Download doesn't work. There are 3 places you can get this texture pack from, Curse, Planetminecraft and Mediafile, if none of them work I suggest you check on your firewall/antivirus and your own connection. They work for majority of people so it's something you may have done wrong.
- I put the resource pack in the folder but it doesn't work! Re-watch the and actually follow it step-by-step, slowly this time, STOP SKIPPING THROUGH IT!! If you're using an up-to-date version of Minecraft, it WILL WORK properly.
- Other than this, I don't know of yet, it's working fine with me so far if you follow the installation guide up there properly but feel free to post any problem you find in this thread and I'll find a way to fix it.
- I WILL NOT do a convert for MCPE since there’s already [i]MANY[/i] people who [i]STOLE[/i] my pack and converted it and upload it [i]WITHOUT MY PERMISSION[/i]. (So far there’s only 1 person who asked to convert my pack a year back and I already gave her the permission. I have not heard anything else afterward). Also most of the custom animations and random blocks don’t [i]even work on Pocket Edition.[/i]So if you enjoy using the stolen [i]broken bootleg version of High on Sugar[/i], be my guest. I’ll not take responsibility of any problem it has cause. If you wanna try to convert it, go ahead, I WILL NOT HELP YOU. yes I'm fricken salty at this point. DEAL WITH IT.
- The shader customization doesn't work! Of course it's not going to work if you don't have any shader installed! This customization is a support for people who use lighting shaders that brighten up the pack GREATLY! So it provides the darker variations of blocks so they wouldn't blind you.
Seeing screenshots and videos of people enjoy using this pack already make me really happy! It'd be a huge support if you can tell your friends and people you know about this pack. Also feel free to link those vids here! I'd love to see your creations with this pack!
I'd love to keep this resource pack free for download without having to go through any click-though ad sites, safe from any risk and less annoying process to go through. If you'd like another way to support Yui working on this texture pack, feel free to Donate. Every cents are really appreciated!
Lovely Donators Or Support me on Patreon
Thank you very very much for supporting this starving artist to do the things she loves!!
You make all this happens with your support!
**If you wish to keep your name mystery or want me to show your penname below instead, please let me know
Also please message me if you're not in this list, there were some names but I don't know if they donated for this Pack
Please add that to the note too ^^; Thank you very much <3**
Monica M $10
Christopher V $10
Thomas B $20
Commander Corgi $10And everyone who liked this texture ever since I was just teasing.
You guys gave me a motivation to finally finish it. Every supporters, specially;
- My friend Mumi and people from my private server, Bliz, Cody, Nezz.
- Balduran, for being helpful with suggestion and MC information
- Gamingclone for super great support! These awesome people for the review and making vids about this pack
Oct 25, 2010Starfrish posted a message on UNOFFICIAL Official BLUESTONE DUST discussion/support topic.**IF YOU LIKE REDSTONE CIRCUITS, YOU NEED TO KEEP READING.**Posted in: Suggestions
I posted a suggestion a while back involving bluestone dust. Now, it seems as though a few other people are using the word bluestone in their suggestions. I just want to be clear that this is based on the FIRST topic to involve bluestone in the manner that I suggested. I wanted to summarize the entire idea so far into a single, well-written (to the best of my ability) and clear post. This idea needs attention from Notch.
Here's a few points I'd like to make very clear right now.
- This is NOT one of the 5,000+ daily attempts at turning redstone circuits into real electricity. If you start shouting out electricity jargon and ridiculously complex ideas, I am going to yell at you.
- The purpose of this idea is to make minecraft circuits smaller and more manageable in ways that a redstone 'computer chip' CAN NOT accomplish.
- This idea is very easy to understand. I don't expect everyone to have a degree in electrical engineering. If you understand redstone circuits, you'll understand this.
- I'm no computer programmer, and I may be wrong about this, but I'm pretty sure this would be easy as hell to implement.
I : The Essential Idea
Redstone is one of the most fun and stimulating aspects of Minecraft, in my opinion, but so often, you run into problems like the following:
= redstone dust
= bluestone dust
= A fusion of redstone in bluestone, that will interact with both. aka 'purple dust'
EDIT: This has caused a lot of confusion, so will now be used to represent a redstone wire crossing over a bluestone wire. THERE IS NO BLACKSTONE DUST. A black tile in my diagrams represents either diagram 6 or diagram 7 (scroll down to see these), and I hope that this update isn't too late to stop confusion.
   
    (diagram 1)
You only want the top left to communicate to the top right, and you only want the bottom left to communicate to the bottom right. With the above configuration, you now have a jumbled mess that won't work that way, because the top half of the diagram (circuit 1, let's say) and the bottom half (circuit 2) are interacting. So what do you have to do? You have do change it to this:
   
     
    (diagram 2)
To keep your wiring from interacting, you separate each circuit with empty tiles. The tiles in between these two circuits are now what I'll call 'dead space'. You can't put any dust on the dead tiles. It's just taking up space. That's why I propose bluestone dust. Bluestone dust is a simple and easy way to eliminate this problem. Bluestone has the exact same properties as redstone, but doesn't interact with redstone in any way. With bluestone dust, you can turn that cumbersome diagram above into this:
   
    (diagram 3)
or even this:
   
    (diagram 4)
Notice how tiny diagram 4 is compared to 2? Think about it. It's the exact same function as diagram 2, but uses nearly half as many tiles. Here's another example of bluestone's ability to tighten circuits.
   
   
   
    (diagram 5)
Instead of having to make an unsightly bridge to carry the circuit over the top of the perpendicular circuit, you can make it work in 2 dimensions. Bluestone dust and redstone dust would be laid next to and across each other without screwing up circuits.
II : Concerns / Potential Questions addressed!
There's enough ore underground already, adding a new block that's essentially just like redstone is a waste of space.
That's why there doesn't necessarily have to be a new ore added just to add bluestone dust. In fact, I'd rather there not be a new ore updated, because then we'd all need to start new maps. My idea for this would be to have some sort of device (similar to a crafting bench or a furnace) that works to turn redstone dust into bluestone dust and vice versa. Would it be instant, like the crafting bench? Would it take fuel and time like a furnace? Any of them sound good to me.
Randomman159 contributed this idea: all redstone blocks are turned into red/bluestone ore that drops some redstone dust and some bluestone dust when destroyed. The texture would be changed to red and blue spots, instead of just red spots.
Let's say I have 5 redstone dust and 5 bluestone dust, but I need to make a circuit that's ten dust long. What could solve this?
I have two solutions for this. One is the pretty much described in the first question; you'd just turn redstone dust into bluestone dust and you'd have ten of the same kind. My second solution would be to have a redstone and bluestone fusion kind of thing that you'd create. It would probably be purple or something, and would be hard-ish to make (like requiring coal or something to fuse the red dust and blue dust). This would be the only way to connect a redstone and bluestone circuit.
All of this red and blue lying on the floor, won't it be hard to recognize your circuits when it's all on the ground?
Not at all! In diagrams 4 and 5, the purple color is only meant to represent red dust and blue dust on the same tile. It would hopefully look something like this:
diagram 6 is a representation of a single tile.
  
  
  
  
   (diagram 6)
also, a representation of a single tile.
   
   
   
    (diagram 7)
The redstone dust and bluestone dust, while on the same tile, are next to each other. All of the tile textures would show clearly where redstone dust and bluestone dust are.
This is a great idea! You know what else they should add? Yellowstone dust! And greenstone dust!
No. At a certain point (as in, 2 different kinds of dust) it just gets stupid and annoying to look at. Your circuits will look like puke, and just try to imagine what diagram 6 would look like with 5 parallel colors instead of just 2. Two kinds of dust are enough.
What about redstone and bluestone torches?
As you probably figured, bluestone torches would work in the same way as bluestone dust; exactly the same functionality as redstone, but not interacting. Redstone torches could be converted to bluestone torches, or they could be permenant. That detail isn't very important.
Doesn't the redstone 'computer chip' idea solve this problem?
Yes and no. The computer chip idea will help with making circuits smaller, but you would still have a lot of dead space.
III : Closing
Thanks for reading all the way through, or at least scrolling all the way to the bottom! If you support this thread at all, PLEASE post in it, even if it's just the word "support". The more replies this topic gets, the more noticed it will get. If you don't support, please reply with a reason to not support it.
Any questions that a lot of people are asking, I'll put in section II with my best solution.
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.
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.)
Aug 19, 2011Posted in: Minecraft ModsImagine stepping through a portal into a twilight realm, filled with trees as far as they eye can see. Breathtaking vistas and amazing discoveries await you around every corner. But beware! Not all denizens of the forest respond to your intrusion lightly.
Updated March 29th to version 2.3.5. This version supports Minecraft 1.7.10. New in this version, the Snow Queen rules over the Aurora Palace high atop the glacier, while trolls inhabit caves deep in the rock of the highlands. In addition to these new areas to explore, this version also revises the progression system to feature very visible weather effects in "locked" biomes, instead of less-visible magic effects. Version 2.3.4 adds a /tfprogress command to advance a player's progress, as well as hint monsters that may appear if you're struggling with the progression system. Version 2.3.5 fixes bugs, adds the knightmetal block-and-chain tool and adds a bit of new swamp scenery.
If you haven't played one of the 2.0 versions, there is a new progression system. See the details on the wiki page.
Support this mod on www.patreon.com/benimatic.
Follow me on Twitter: @benimatic.
Old Versions:Download v2.3.3 - universal mod package for Minecraft 1.7.10. Requires Minecraft Forge 10.13.2.1291 or higher. Uploaded 2/7/14
Download v2.3.2 - universal mod package for Minecraft 1.7.10. Requires Minecraft Forge 10.13.0.1199 or higher. Uploaded 9/22/14
Download v2.3.1 - universal mod package for Minecraft 1.7.10. Requires Minecraft Forge 10.13.0.1199 or higher. Uploaded 9/18/14
Download v2.2.3 (mirror)- universal mod package for Minecraft 1.7.2. Also supports 1.7.10. Requires Minecraft Forge 10.12.0.1024 or higher. Uploaded 7/17/14
Download v2.2.1(mirror)- universal mod package for Minecraft 1.7.2. Also supports 1.7.10. Requires Minecraft Forge 10.12.0.1024 or higher. Uploaded 7/12/14
Download v2.2.0(mirror)- universal mod package for Minecraft 1.7.2. Also supports 1.7.10. Requires Minecraft Forge 10.12.0.1024 or higher. Uploaded 6/29/14
Download v2.1.1 - universal mod package for Minecraft 1.7.2. Requires Minecraft Forge 10.12.0.1024 or higher. Uploaded 6/14/14
Download v2.1.0 - universal mod package for Minecraft 1.7.2. Requires Minecraft Forge 10.12.0.1024 or higher. Uploaded 6/8/14
Download v2.0.3 - universal mod package for Minecraft 1.7.2. Requires Minecraft Forge 10.12.0.1024 or higher. Uploaded 3/10/14
Download v2.0.2 - universal mod package for Minecraft 1.7.2. Requires Minecraft Forge 10.12.0.1024 or higher. Uploaded 3/6/14
Download v2.0.1 - universal mod package for Minecraft 1.7.2. Requires Minecraft Forge 10.12.0.1024 or higher. Uploaded 3/4/14
Download v1.20.4 - universal mod package for Minecraft 1.6.4. Requires Minecraft Forge 184.108.40.2066 or higher. Uploaded 3/15/14
Download v1.20.3 - universal mod package for Minecraft 1.6.4. Requires Minecraft Forge 220.127.116.116 or higher. Uploaded 11/26/13
Download v1.20.2 - universal mod package for Minecraft 1.6.4. Requires Minecraft Forge 18.104.22.1686 or higher. Uploaded 11/11/13
Download v1.20.1 - universal mod package for Minecraft 1.6.4. Requires Minecraft Forge 22.214.171.1246 or higher. Uploaded 10/7/13
Download v1.20.0 - universal mod package for Minecraft 1.6.4. Requires Minecraft Forge 126.96.36.1990 or higher. Uploaded 9/22/13
Download v1.19.3 - universal mod package for Minecraft 1.6.2. Requires Minecraft Forge 188.8.131.524 or higher. Uploaded 9/8/13
Download v1.19.0 - universal mod package for Minecraft 1.6.2. Requires Minecraft Forge 184.108.40.2060 or higher. Uploaded 8/4/13
Download v1.18.2 - universal mod package for Minecraft 1.5.2. Requires Minecraft Forge 220.127.116.114 or higher. Uploaded 6/30/13
Download v1.18.1 - universal mod package for Minecraft 1.5.2. Requires Minecraft Forge 18.104.22.1684 or higher. Uploaded 5/27/13
Download v1.18.0 - universal mod package for Minecraft 1.5.2. Requires Minecraft Forge 22.214.171.1244 or higher. Uploaded 5/11/13
Download v1.17.2 - universal mod package for Minecraft 1.5.1 or 1.5.2. Requires Minecraft Forge 126.96.36.1990 or higher. Uploaded 4/30/13
Download v1.17.1 - universal mod package for Minecraft 1.5.1 or 1.5.2. Requires Minecraft Forge 188.8.131.520 or higher. Uploaded 3/30/13
Download v1.17.0 - universal mod package for Minecraft 1.5.1 or 1.5.2. Requires Minecraft Forge 184.108.40.2060 or higher. Uploaded 3/21/13
Download v1.16.3 - universal package for Minecraft 1.5.0. Requires Minecraft Forge 7.7. Uploaded 3/20/13
Download v1.16.2 - universal package for Minecraft 1.5.0. Requires Minecraft Forge 7.7. Uploaded 3/18/13
Download v1.15.4 - universal package for Minecraft 1.4.7. Requires Minecraft Forge 6.6. Uploaded 3/2/13
Download v1.15.3 (adf.ly link) - universal package for Minecraft 1.4.7. Requires Minecraft Forge 6.6. Uploaded 2/16/13
Download v1.15.2 - universal package for Minecraft 1.4.7. Requires Minecraft Forge 6.6. Uploaded 2/10/13
Download v1.15.1 - universal package for Minecraft 1.4.7. Requires Minecraft Forge 6.6. Uploaded 1/19/13
Download v1.15.1 - universal package for Minecraft 1.4.7. Requires Minecraft Forge 6.6. Uploaded 1/12/13
Download v1.14.0 - universal package for Minecraft 1.4.6. Requires Minecraft Forge 6.5. Uploaded 12/21/12
Download v1.13.2 - universal package for Minecraft 1.4.5. Requires Minecraft Forge 6.4. Uploaded 12/16/12
Download v1.13.1 - universal package for Minecraft 1.4.5. Requires Minecraft Forge 6.4. Uploaded 11/26/12
Download v1.13.0 - universal package for Minecraft 1.4.4 or Minecraft 1.4.5. Requires Minecraft Forge 6.3 (for 1,4,4) or Forge 6.4 (for 1.4.5). Uploaded 11/14/12
Download v1.12.3 - universal package for Minecraft 1.4.2. Requires Minecraft Forge 6.0.1.whatever. Uploaded 11/14/12
Download v1.12.2 - universal package for Minecraft 1.4.2. Requires Minecraft Forge 6.0.1.whatever. Uploaded 11/5/12
Download v1.12.0 - universal package for Minecraft 1.4.2. Requires Minecraft Forge. Uploaded 10/25/12
Download v1.11.11 - package for Minecraft 1.3.2. Requires Minecraft Forge. Uploaded 10/19/12
Download v1.11.10 - package for Minecraft 1.3.2. Requires Minecraft Forge. Uploaded 10/6/12
Download v1.11.8 - package for Minecraft 1.3.2. Requires Minecraft Forge. Uploaded 9/27/12
Download v1.11.5 - package for Minecraft 1.3.2. Requires Minecraft Forge. Uploaded 9/11/12
Download v1.11.4 - universal files for Minecraft 1.3.2. Requires Minecraft Forge. Uploaded 9/3/12
Download v1.11.3 - universal files for Minecraft 1.3.2. Requires Minecraft Forge. Uploaded 8/26/12
Download v1.11.1 - universal files for Minecraft 1.3.2. Requires Minecraft Forge. Uploaded 8/20/12
Download v1.10.1 - client files for Minecraft 1.2.5. Requires Minecraft Forge. Uploaded 6/8/12
Download v1.10.1 - server - server files for Minecraft 1.2.5. Requires Minecraft Forge. Uploaded 6/8/12
Download v1.10.0 - client files for Minecraft 1.2.5. Requires Minecraft Forge. Uploaded 6/5/12
Download v1.9.1 - client files for Minecraft 1.2.5. Requires Minecraft Forge. Uploaded 6/3/12
Download v1.9.1 - server - server files for Minecraft 1.2.5. Requires Minecraft Forge. Uploaded 6/3/12
Download v1.9.0 - client files for Minecraft 1.2.5. Requires Minecraft Forge. Uploaded 5/1/12
]Download v1.9.0 - server - server files for Minecraft 1.2.5. Requires Minecraft Forge. Uploaded 5/1/12
Download v1.8.1 - client files for Minecraft 1.2.5. Requires Minecraft Forge. Uploaded 4/19/12 Updated 4/22 - fixed a few stray pixels on the items and armors.
Download v1.8.1 - server - server files for Minecraft 1.2.5. Requires Minecraft Forge. It is highly recommended that you update your forge to 220.127.116.11 or newer. Uploaded 4/19/12
Download v1.8.0 - client files for Minecraft 1.2.5. Requires Minecraft Forge. Uploaded 4/8/12
Download v1.8.0 - server - server files for Minecraft 1.2.5. Requires Minecraft Forge. Uploaded 4/8/12
Download v1.7.2 - client files for Minecraft 1.2.4. Requires Minecraft Forge (& ModLoader & ModloaderMp). Uploaded 4/1/12 (Re-uploaded on 4/3 to fix a bug causing more-than-usual lag in SMP. Download the file again if you're having that problem.)
Download v1.7.2 - server - server files for Minecraft 1.2.4. Requires Minecraft Forge (& ModloaderMp). Uploaded 4/1/12
Download v1.7.1 - client files for Minecraft 1.2.3. Requires Minecraft Forge. Uploaded 3/13/12
Download v1.7.1 - server - server files for Minecraft 1.2.3. Requires Minecraft Forge. Uploaded 3/13/12
Download v1.7.0 - client files for Minecraft 1.2.3. Uploaded 3/8/12
Download v1.6r2 - client files for Minecraft 1.1. Uploaded 1/26/12
Download Server v1.6r2 - server files for Minecraft 1.1. Only needed for a multiplayer server, of course. Uploaded 1/26/12
Download v1.6 - for Minecraft 1.1. Uploaded 1/20/12
Download v1.5 - for Minecraft 1.0. Uploaded 11/29/11
Download v1.4 - for Minecraft 1.8.1. Uploaded 11/02/11
Download v1.3 - for Minecraft 1.8.1. Uploaded 10/04/11
Download v1.2 - for Minecraft 1.8.1. Uploaded 9/27/11
Download v0.1p4 -updated 08/22 - for Minecraft 1.7.3. Note that saves from previous updates are not fully compatible so you will have to start a new game.
Download server mod 0.1p4 - for Minecraft 1.7.3. Only needed if you are running an SMP server. To install, drop files into the minecraft_server.jar. Note that it replaces the normal world, so you will need to generate a new world to use this.
View the change log on the wiki.
View the FAQ on the wiki.
View the installation instructions on the wiki.
To make a portal to the Twilight Forest, make a 2 x 2 shallow pool (4 squares) of water in a grassy area, and surround it entirely with natural stuff. Flowers, mushrooms or tall grass. Then throw a diamond in (with the "Q" key, by default) and stand back!
It should look a little like this:
Videos:Loooks has a great video showing some scenes from the mod here. Very tranquil.
Direwolf20's wonderful mod spotlight video should whet your appetite for some exploration:
The Yogscast explores the Twilight Forest, Part 1:
Yogscast Part 2:
Yogscast Part 3:
Lots more videos in this spoiler tag here! Some installation guides and some more mod showcases.
Paulsoaresjr takes on the Twilight Forest in his Man vs. Minecraft series. Episode 1 below, but check out the whole series.
Loooks has a great video spotlighting some of the new features here. Very tranquil.
Minecraftmoe shows you some views of the Twilight Forest with some epic music.
GameChap and Bertie are always entertaining. Here is their video showcasing the latest version:
Installation guide by SCMowns:
RoosterInASuit does a nice install guide/spotlight:
Runemaster96 does a very nice job with a mod showcase here:
Piedudeaus's Mod Spotlight:
GeraldoCockerhan fights the naga and wins!
Elliothawk has an in-depth exploration video:
MinecraftScorpion does a Mod Showcase:
Spelunkstar has a two-part video:
Older (but still good) Videos
Etalyx's Mod Spotlight:
Mod Pack Policy:
Please note that I don't usually have the time to respond to mod pack requests (or private messages in general).
You have permission to include the Twilight Forest mod in any mod pack, as long as the following conditions are met:
- Provide a link to this forum post
- Properly credit the author, Benimatic
- You cannot make any money off of the mod pack
- Remove the mod from your pack if I specifically request it
The Twilight Forest is fully supported in the Zekocraft texture pack. I love it!
Also there's the strange and wonderful Ruinex texture pack has textures for this mod.
Please let me know about other texture packs.
KensuleNL made a great banner for your signature:
<a href="http://www.minecraftforum.net/topic/561673-100the-twilight-forest-v15"><img src='http://i.imgur.com/sEFug.png' /></a>[represent]
Oct 25, 2013Boltreon posted a message on Sparks Appear When Minecarts Drastically Slow Down (40+ Supporters!)So this is a very,very small suggestion.Posted in: Suggestions
I suggest that when minecarts travel at a high speed and then slow down immediately and drastically, sparks appear behind them. The sparks would be particles not entities or others.
The sound of this would be like this:
I'm sorry to say but the sound was recently terminated by youtube for some unknown reasons. I'm sorry. But if you have ever heard the sound of trains slowing down or the screeching of metal against metal, that's basically it. Again sorry for any inconvenience.
On top of that, here is what the particles would look like:
The sound wouldn't be as high pitched though to prevent the continuous murdering of people's ears. (Pictures and videos provided by Badprenup and DmgVol. Thanks guys!)
Now if you really support this suggestion, please use the banner made by PoisonDagger273.
It is a very small suggestion I know, but sometimes realism just fits.
Mar 21, 2014Posted in: Minecraft ModsApplied Energistics 2Requirements
Latest Forge for you version of MC
Website / Wiki
Bug Tracker and Feature Requests: https://github.com/AppliedEnergistics/Applied-Energistics-2/issues
Links to Information
Frequently Asked Questions
Converting From AE1?
Check out https://github.com/AppliedEnergistics/AEUpgrade
Wanting Expand support for Spatial IO?
Check out https://github.com/AppliedEnergistics/SpatialIO-Compat
Help I'm having an issue or a Crash!
Please post your issue on the bug tracker on the website, the link is https://github.com/AppliedEnergistics/Applied-Energistics-2/issues
Can I use it in my Mod Pack
Yes, Don't ask for my permission.
I am no longer working on the mod, however a number of individuals are contributing to the it now that it is open source, if you need help with the mod, Github or the IRC Channel would be the best places to go, since I will no longer be responding on these forums.
This mod (plugin, patch to Minecraft source, henceforth "Mod" or "The Mod"), by the terms of http://minecraft.net/terms is the sole property of the Mod author (AlgorithmX2, henceforth "Owner" or "The Owner"). By default it may only be distributed on its own from http://ae-mod.info. It may not be distributed on its own from any other source. It may be included in any modpack with other mods, as long as it does not attempt to make money off The Owner's Mods. URL shorteners or other attempts to make money off The Owner's Mods are strictly forbidden without advance written permission. Attempts to modify the Mod, and distribute modified versions are Strictly Prohibited, reguardless of the modifications in question.
Jun 4, 2014Kemce posted a message on [AC] The Legend Of Zelda - Shadow Of Hyrule - Version 3.0 is HERE!Posted in: MapsQuote from Pucky
Ok and Thank you very much.
I am looking very very happy forward to this weekend
But I have a problem (with this page):
Can you please write here how you publish a video here( please write the full code)
Do add link, paste. Make sure it is http://. Not https://
And btw. The trailer is out!
Shadow of Hyrule - Version 3.0 coming in one or two weeks.
Oct 27, 2013Have you ever needed to move more than one block with one piston?Posted in: Suggestions
Have you ever wanted to move redstone or torches with a piston?
Have you ever wanted to make a moving airship?
All of that can be solved
Glue is just slime, you place slime on the ground and it places glue. Glue allows you to make pistons move more than one block at a time, you put the block down, you put slime on it, and you put another block on the slime. That block will be stuck to the first one. This could allow for the creation of airships that move ships that sink and much more. Because it can cause lag, in the server.properties there could be a thing that lets you change how many blocks glue can move, by default it's 1000. When you break glue, you don't get it back. Glue is sticky, when you walk over it it's like walking over soul sand.This texture was made by taking the glue of sticky pistons and replacing redstone-wire-overlay and wool-lime
Thank you, mojang for adding this with slime blocks in 1.8!!!
- To post a comment, please login.