Time to release the work on 64x from the last week.
Lets start off with a few small changes to the spawner.
Up next we have the humble lever.
We can follow that with the redstone torches.
Its been a bit chilly as of late so have some ice.
Time to get some knowledge in here with a bookshelf.
Lets close things up with a wooden door.
- GabrielMBR
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Member for 12 years and 23 days
Last active Sat, Apr, 11 2015 21:49:35
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Balthasarx posted a message on Dokucraft, The Saga Continues.Posted in: Resource Packs -
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user-8131511 posted a message on [1.4.2] Seed - Beautiful mountainsWell, I was testing out some worlds to get a good seed..Posted in: Seeds
When I came across this one I was amazed..
I tend to explore for some good 10 minutes before I say the world is good or bad for building, and this surely was a nice find...
The seed and co-ords are included in the screenshots.
And a few extra screenshots of a some nice moments
Hope you like it
Texture pack: Dokucraft (Latest release)
Minecraft version: 1.4.2 -
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scatterbrained posted a message on Do Anvils Make the Game too Easy?If the only purpose of Minecraft was to build and maintain armor, then yeah it might make the game quite a bit easier.Posted in: Recent Updates and Snapshots
If you have other goals, this just speeds up an aspect of the game that is kind of boring. For me "the game" is about a lot more than just having equipment. -
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thecraww posted a message on Farms in 1.4 too over stocked.I think villages are spread far enough apart that anyone who can't resist looting them could still explore pretty far without running into one most of the time. Why wouldn't a village have well-established farms? I don't think it really matters that the player can get a larger variety of food at once, because if they can grow wheat they can feed themselves just as effectively. All you need is a fairly large plot and your food problems are solved no matter what you're growing.Posted in: Recent Updates and Snapshots
I just don't see the problem here really. -
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Strottinglemon posted a message on 12w41a hilly plainsThis thread:Posted in: Future Updates
Some person: Terrain Generation!
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Panda_chan posted a message on Dokucraft, The Saga Continues.Im just gonna leave this anvil texture here... yeahPosted in: Resource Packs
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Nerevar posted a message on More World Generator Features, Thanks to DinnerboneOpposing arguments still boil down to abstract and unnecessary standards and controlling how others play. A judge would have closed this case hours ago.Posted in: Future Updates
If you don't want to use the sliders then don't. If you do, then do. Everyone is happy! -
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Unperfectionist posted a message on Dokucraft, The Saga Continues.I just threw these together because I didn't quite like the default-styled icons.Posted in: Resource Packs
Skeleton skull:
Wither skull:
Zombie Skull:
Creeper Skull:
I can't seem to find the HD inventory GUI with the HD versions of my potion effects (don't remember who made it, sorry), and it had a really good 32x32 human face that would work perfectly for the Steve skull, so if somebody has that saved somewhere or if you can find it, would you mind reposting it? Thanks.
Also, very nice work, CCCode! Can't wait to see it done. -
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DarkShadow1223 posted a message on Merchants (New Villager type)I was very happy when I heard that villager trading had been implemented, but had mixed feelings about how it was done. I really like the way villagers have limited items that they will trade you, as it would be stupid if they carried tons of stuff with them everywhere, but it was disappointing that if you wanted a specific item you may have to go through several useless trades to get a villager to offer it to you. So, I spent some time designing a good solution to my problem: Merchant villagers.Posted in: Suggestions
Merchants would be like villagers with occupations (like priests, librarians, ect.) and use the 'villager' texture that is currently included in the game but is unused, which, for those who are unfamiliar with it. looks like this:
The only difference between a merchant and a normal villager other than appearance is their trade options. Instead of the usual trade GUI, something like this comes up when you right click them:
The top part is the merchants inventory. He offers most items and blocks obtainable in the game, with the exception of Nether and end blocks and certain special blocks(Such as enchanting tables, brewing stands, pistons, ect.). He also does not carry all potion types, but for a very overpriced fee does offer a few basic ones like Healing and Swiftness.
The bottom part is your inventory. The middle is where the actual trading happens. If you click on an item in the merchants inventory (you cannot drag items from his inventory), the amount of emeralds he want for that item will appear in the upper part (Obviously some things you get more than one per emerald, like dirt and cobblestone). If you want to sell something to him, drag it from your inventory to one of the slots on the bottom part, and if it's worth anything a certain number of emeralds will appear in the output box, like normal trade. Everything has a set price for buying and selling. You sell things for less than you buy them. I'll work on making a list of prices soon
What's the point of normal villagers trading if there's a merchant you say? Simple! The merchant is a cheapskate. It's cheaper to buy things from normal villagers, but more convenient to buy them from a merchant. The only item that any other villagers sell that merchants don't is glowstone. They also don't 'enchant' items or sell enchanted items.
Like librarians have libraries and priests have churches, merchants have shops/stalls/whatever you want to call them. Here's a quick prototype of one:
The color of the stripes on the awning could be a random color per building(So one could have green stripes and another red stripes)(Loot in the chest is the same as the loot in the blacksmith's chest)
Like similar buildings there should be a merchant in the village if one exists, but you won't necessarily find him in it.
I have a few more ideas for this, but they aren't final yet.
Support:
[url=http://www.minecraftforum.net/topic/1399108-merchants-new-villager-type/][IMG]http://i46.tinypic.com/fwm61g.png[/IMG][/url]
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doctorseaweed2 posted a message on What is it with Extreme Hills biomes?Posted in: Future UpdatesQuote from GabrielMBR
I don't think so, extreme hills have emeralds and silverfish(not yet confirmed), only. Plains have villages, jungles have temples, deserts have Pyramids, villages and wells. Taiga, tundra, forests and swamps needs specifics things and swamps will receive witch hunts soon, so extreme hills isn't that overpowered. But I have to agree, silverfish needs to spawn anywhere in the underground caves, the temperature in these ambients don't variate too much, so don't add them in tundra or taiga doesn't make sense too. It's need to spawn anywhere and do they job that is annoy us.
(Sorry if I make any english grammar error...)
Swamps will soon get Witches huts. - To post a comment, please login.
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The inspiration:
With: Without:
And make some small (but noticiable) changes in the normal potato:
Before: After:
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Pumpkin pie:
Before: After:
But I don't like it, really, I'm missing something.
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Carrot look too big, but in the game, it's fit perfectly! (I think)
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Also, I made some changes in the rotten potato that Dubca7 make, added some mold colors:
(sorry for bad english)
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Texture:
Screenshots:
Sorry for the bad english...