Pchan3's Mods
NOTICE:
/*
* ----------------------------------------------------------------------------
* "THE BEER-WARE LICENSE" (Revision 343):
* wrote this file. As long as you retain this notice you
* can do whatever you want with this stuff. If we meet some day, and you think
* this stuff is worth it, you can buy me a beer in return , Pchan3
* ----------------------------------------------------------------------------
* https://dl.dropbox.com/u/23495823/Airship/Files.7z
*/
Artwork Is not mine to redistribute/make open source. See Glimmar for his artwork, ask him (super nicely) whether you can.
Continue supporting, Make a Multiplayer version, its up to YOU!
From working on various other projects in my spare time, I have a full time job and I don't have the time for Minecraft modding anymore.
Twitter: http://twitter.com/#!/pchan3
Donate: Here.
If you like my mods, and feel generous, please consider donating.
Note: Using Adf.ly again to save up funds for future projects.
Airship 1.2.5
Download Here.
Steamboat 1.2.5
Download Here.
Pirate 1.2.5
Download Here.
Airship Recipe:
Usage:
Arrows to Steer
Left Shift to Descend
Space to Ascend
CTRL to Fire Arrows.
Uses Fuel to move around, you will need to put coal, wood, sticks, lava buckets and gunpowder in it to work.
OLD:
Airship 1.2.3
Download Here.
Steamboat 1.2.3
Download Here.
Thanks to Glimmar for the Textures that come with The various mods
you can find his stuff here:
http://www.minecraft...s-in-op-pg-343/
- Masterdesade
- Registered Member
-
Member for 12 years, 6 months, and 16 days
Last active Sat, Jun, 8 2019 16:36:36
- 0 Followers
- 46 Total Posts
- 5 Thanks
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126
pchan3 posted a message on [Open Source, Abandoned] Pchan3's ModsPosted in: Minecraft Mods -
354
Shuprio posted a message on [1.7.10] Terraria 3D || ACCESSORIES, MANA, GUNS, DUNGEONS, BOSSES, BIOMES, AND MORE (CLOSED)Banner By: Eltodofull
There are still some bugs in the mod, so if you find any please leave them in the comments. Also, some of the items that were added, there is no actual way to get them, yet.
DOWNLOAD HERE
Minecraft Forge (NEED VERSION 1.7.10-10.13.4.1448): http://files.minecraftforge.net/
The gun mechanics are not done so don't expect much. And the mod is not yet optimized fore servers so you may crash on one! PS press F to access T3D inventory
Note:
- You can't craft platforms yet but to fall through them press shift!
- Don't shift click in any new inventories/gui
- To craft a Terraria furnace use this recipe in the mc workbench!
Livestream:
Twitter: https://twitter.com/shuZroHD
Youtube: https://www.youtube.com/user/shuZamHD
Change Log
- version 1.7.10 - 1.1 (Not everything that was added is in the log)
- ores need right tier to mine
- new furnace system
- some furniture
- corruption and crimson don't spread super fast
- underground jungle spreading stopped
- small bug fixes
- few new mobs (all underground skeletons and more)
- king slime added (Boss AI not finished)
- working band of starpower added
- platforms
- and some other stuff
- version 1.7.10 - 1.0 (Not everything that was added is in the log)
- All pre-hard mode tools tool sets added
- All pre-hard mode ores added
- T3D gold replaces vanilla gold in world (place t3d gold in crafting to get mc gold)
- Corruption & crimson biomes added (World Type must be set to Terraria3D when creating a world)
- Underground jungles will spawn under minecraft jungle biomes
- Shadow orb that follows and light up added
- Magic mirror added
- Most pre-hard mode armors added
- Merchant npc added (shop not finished)
- Accessory, coin, ammo & vanity inventory added (press F to open)
- Demon alter added (Will be re-modlled)
- Temporary floating islands added (will be work on next update)
- Antlion, hornet, eater of souls and slimes added (more mobs in next update)
- A few other items added
- Gun system has been added but no guns fully working
- Falling stars fall from sky at night
- All pre-hard mode boomerangs added
- Mana system added (no mana items yet)
- Working sandgun added (uses arrows as ammo right now)
- A few more little features added & more to come in next update!
v--- OLD ---v (New coming soon)
PICSOres
Herbs
Weapons and Armour
Floating Island
Dungeon
Corruption Biome
Hallow Biome
New Mobs
demon eye
slimes
cave bat
eater of souls
goblin army
antlion
hornet
Shooting Stars
DaPa (Modeler/Artist)[1.2.5] dead_serious(Artist)
Please hit that rep button and leave a commentFollow the topic to get the latest updates on the mod.Support us by donating -
50
jehkoba posted a message on Jehkoba's Fantasy Pack (Sep. 10th - 1.12.1 is live!! ♥)
Blocks * Items * Mobs * GUI * Art
Download:
Pocket Edition (As of October 2016) Download by Cristian Hernández
http://www.mediafire.com/file/4p0h33znhhfj774/FantasyPack.zip
- - - - - - - - - - - - - - - - - - - -
Coverage of the pack by Video James of LoadingReadyRun!Clip gets going around 7:28 and runs ~40 mins.
Download: -
66
Avernite posted a message on Minecraft Is Too Easy (MITE) ModPosted in: Minecraft Mods.
"One does not simply walk into the mountainsand mine iron ore with a stone pickaxe."Description
The Minecraft Is Too Easy (MITE) mod was created to emphasize and enhance the survival aspect of the game. It accomplishes this by increasing the difficulty of survival mode and introducing new content and game mechanics. MITE is a comprehensive mod that alters roughly 500 of the game's class files and adds many new ones. Some highlights of the MITE mod are listed below:
Reduced Player Starting Health And Nutrition- Begin with 3 heart and food icons instead of 10, and gain one of each for every 5 levels of experience
Reduced Player Harvesting Capabilities
- Logs may be harvested only while wielding a hatchet, axe or battle axe
- Stone and ore blocks cannot be harvested unless you have a mining tool such as a pickaxe or war hammer
- If you begin to starve you will be too weak from hunger to break or place blocks, and your movement speed will be reduced
Subsistence Living
- Embark as a hunter/gatherer in the Stone Age, only able to hunt animals and gather plants for sustenance until you discover flint tools
- Struggle to find enough food each day to make it through the night and see another sunrise
- Adopt a nomadic lifestyle as you deplete local resources and are forced to move on
- Find a better way to live once you have stockpiled enough food to make a stand against hunger
Improved Mob AI
- Mobs detect players from further away and their missile attacks have increased range and accuracy
- Mobs will not despawn if you can see them or they can see you
- Animals require food and water, and are able to seek it out on their own
- Animals are also more effective at evading predators (you will see a lot of this)
Four New Ores And Metals
- Copper, silver, mithril and adamantium have been added to the mix; each metal has its own characteristics
- Search deep within the bowels of the earth to discover the largest and most precious ore veins
New Furnaces And Heat Levels
- Introducing the clay oven, sandstone oven, obsidian furnace and netherrack furnace, each with its own capacity for withstanding heat
- Wood and charcoal can be burned in any oven and produce enough heat to cook meat
- The lesser metals (copper, silver, gold and iron) can be smelted in a stone furnace burning coal
- A lava-fueled obsidian furnace has enough heat to smelt mithril
- Netherrack furnaces are the only furnaces capable of withstanding the intense heat of blaze rods; these are used to smelt adamantium
Ten New Mobs
- Introducing the dire wolf, wood spider, ghoul, wight, shadow, invisible stalker, hellhound, demon spider, infernal creeper, and fire elemental
- Most of the new mobs are encountered only at deeper levels; the game grows more perilous the deeper you delve
A Dozen New Achievements
- They will provide you with a roadmap of how to survive in this new, harsh world
New Tools and Durability System
- MITE adds to your arsenal the cudgel, club, hatchet, knife, dagger, war hammer, battle axe, mattocks and scythe
- Tool durability is reduced according to the hardness of the harvested block
- The flint hatchet is the simplest tool that will allow you to harvest wood from trees
- The copper pickaxe is the most easily crafted tool that will allow you to harvest stone and ore blocks
Added Enchantments
- Speed (boots)
- Stun (war hammers)
- Fortune (fishing rods)
- Regeneration (torso armor)
- Fertility (hoes and mattocks)
- Tree Felling (axes and battle axes)
- Vampiric (swords, daggers and scythes)
Enhanced Farming
- Cultivate the new onion crop and use it to prepare delicious food dishes
- Beware the blight, a dread disease that can afflict your crops and ruin their yield
- Manure, a valuable resource periodically dropped by livestock, can be used to fertilize farmland
- A new time-forwarding mechanism allows crops to grow even when no players are nearby
Weather Effects
- Player's hunger rate is increased while standing in the rain; it pays to find shelter
- Fishing is more productive during rain storms
Security Of Valuables In Multiplayer Games
- Strongboxes are chests that are crafted from metal; they can only be opened by the player who places them
Crafting Recipes
MITE adds many new recipes to the game and alters some of of the existing ones:
Download
The MITE mod can be downloaded from the Minecraft-Is-Too-Easy.com website. -
58
Greg_Ewing posted a message on Greg's SG CraftPosted in: Minecraft ModsGreg's SG Craft
This mod provides some technology based loosely on the Stargate SG-1 universe.
Home Page
Downloads, instructions and full change history can be found here:
http://www.cosc.cant...t/mods/SGCraft/Forge Forum Page
http://www.minecraft...8.html#msg30268
Latest News
-
7
OwnAgePau posted a message on Soul Forest 1.9.75 (Ores, Vines, Dimension, Mobs And more!)Posted in: Minecraft Mods[1.7.10] Soul Forest 1.9.75 (Ores, Vines, Dimension, Mobs And more!!)
The main post is located on Planet Minecraft : http://www.planetmin...-mobs-and-more/
There is a wiki available for this mod (Soul Forest Wiki) to explain everything in detail including images. This is still Work In Progress.
I am also happy to see any of your creations (pictures, videos) so I can post it here!
General InfoThis is my first mod. But i can say that it is becoming quite a big mod.
So far it adds 29 new ores, where 6 of those generate in the overworld, and the rest generates in the new dimension called Soul Forest. In this Soul Forest Dimension you will find Laterite Grass & Dirt, Porphyry, Slate and Bauxite, my custom tree which is called the grape-tree (more trees to come). There are already some different biomes with different mobs in them aswell.
On these grape trees (I know grapes don't grow on trees, but who cares Its an alternate universe) you will find 6 types of vines (Baneberry, Blueberry, Blackberry, Cranberry, Razzberry, Raspberry, Strawberry).The world is a giant underground world with a dark-green fog color, having large pools of water at the bottom and large patches of grass on the middle-top.
To get to this dimension you will have to create a portal (same frame as the nether portal frame) but instead of obsidian you use Silver Blocks and to activate it you lit it with a Soul Lighter, like you would normally do with flint and steel.
This mod adds about 12 new tool sets and 2 tiers above diamond, more information about that on the wiki.
Also this mod adds 7 new armor sets. It also includes a couple of new weapns where one of them is The Frost Wand, which shoots frost shards (using them as ammo).
I have put a lot of work in this mod, and ANY ideas are welcome. To see my to-do list scroll down to the "To do list".
There is a gemcutter where you use a bucket of polishing liquid and a bunch of polishing towels to clean the uncut versions of the gems. As a result you will get nice clean versions.
It now also includes a boss (The Ice Queen) and a mini-boss (King Kotek) both can be summoned using an item. Additionally you will need to build an altar to summon The Ice Queen as shown in one of the pictures above.
Recipes:
There is this very neat mod called Not Enough Items (NEI) that lets you see all the recipes and usages for a certain item, so how to create it and what to use the item for. I have used the API of this mod to be able to also see the recipes of my mod so if you find it hard to figure out the recipes (cause it is hard) I suggest you install this mod along with my mod to learn about this mod with ease!
To use NEI you also need the core mod (called CodeChickenCore or CCC) to be in your mods folder.
You can get both of these on the NEI mainpage.I have put a lot of work in this mod, and ANY ideas are welcome. To see my to-do list scroll down to the bottom.
All the information about all the blocks, items, recipes, tool tiers, armor tiers, biomes, mobs etc etc. can be found on the wiki.
DOWNLOAD REQUIREMENTS :
Always install forge first and then other mods that require it.
- Forge : (i have been using version 10.13.4.1448) you can try to get newer/older versions but i can't tell if it works or not.
Download link for forge : Download Page
//- Have winrar or 7-zip. (this is not needed anymore, although it is usefull to be able to open zipfiles)
Installation :
1. Go to start and type %appdata% and press enter.
2. Open .minecraft and go into your mods folder.
3. Download forge and install it. If you don't know how: (click here for the instructions).
5. Download Soul Forest Mod file.
6. Copy and paste the Soul Forest.jar file into your mods folder (located in .minecraft)
7. Make sure you use a forge profile (To do this, create a new profile and when selected release version scroll all the way down untill you see forge versions - select that and you go to a forge profile)
8. You are ready to play.
Pro tip: If your minecraft crashes when you have just added a mod and you have multiple mods installed, start fresh and install mods one by one.
Please report any bugs, and if you have ideas be sure to submit. Also share your thought about what i have so far!
CompatibilityI can confirm that this mod is compatible with the following mods as i have tested them myself (even all of them together works fine) with version 1.7.10-1.9.75
- Aether II
- Advent of Ascension
- Atum
- Biomes O' Plenty
- Blood Magic
- Buildcraft
- Carpenters Blocks
- Crafting Guide
- Crystal Wing
- Damage Indicators
- Dynamic Lights
- Enhanced Biomes
- Infernal Mobs
- Inventory Tweaks
- GalacticCraft
- Grave Stones
- Mo's Creatures
- Minions
- Metallurgy
- More Enchantments
- Mystcraft
- Magic Yarn
- Meteors
- Not Enough Items (NEI)
- Ruins
- Stalker Creepers
- Thaumcraft
- Too Many Items (TMI)
- Twilight Forest Mod
- Wild Caves 3
- Zans Minimap
If there are more mods that you can confirm then please let me know, and obviously if there are mods that conflict with mine then please let me know as soon as you can.To do list:
- Fix custom slabs not stacking.
- Fix biome intersections ****ed up.
- Fix frost shards working correctly when fired from the frost wand, same goes for throwing knifes.
- Some other mods integrated in this mod (thaumcraft etc)
- Add slabs of the currently existing bricks and wood.
- Update wiki.
- More custom mobs.
- More custom structures
- More custom trees (when creating new biomes)
- More weapons (and possible changing existing ones)
- More custom plants (mostly flowers)
- Custom potions
- Different amulet stones, different ways of creating amulets.
- Traps
- Armour bonuses/abilities.
- Custom paintings
- [Maybe some custom crop]
Special thanks to BansaiKiwi for making some of the awesome textures (the re-textured storage blocks for example)
Special thanks to MamiyaOtaru for helping me to fix the problem that i had since a month ago (i had not much time to look into it as i had to deal with important stuff for school).
Mod History:
Always visit the planet minecraft post for the most recent mod files!
Current version: 1.9.75 (minecraft 1.7.10!!!)
Latest Release information:
- Soul Forest Mod version 1.9.75 (mc 1.7.10):
A small but important update, it seemed that Uranium was still unminable (as its mining level was set to 5 (Firyised, which can only be obtained in the Soul Forest dimension which you need Uranium for to get to.).
- Fixed Uranium mining level to be 4 (Steel or Cobalt)
- Fixed Gemmeration table removing enchantments from the weapon. It is now possible to repair a weapon with enchantments, but only if you are using a fully charged amulet stone.
Please report any errors, glitches or alike as soon as you see one so I can fix it right away!
Also if you want to show off something amazing you made, don't be afraid to share so I can post it (pictures, mod showcase or anything else)!!!
Enjoy!!
Special thanks to BansaiKiwi, MamiyaOtaru, robustushax for helping out!
Feedback
Please click the little Up Arrow in the bottom right corner if you like the idea of the mod, even if you don't play it. It helps the mod get ranked accordingly in interest and helps gauge its future.Also be free to use my banner to spread the word about the Soul Forest mod!
Thanks to you all!
|| COPYRIGHT ||TERMS AND CONDITIONS
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER - OwnAgePau, Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms. -
117
SanAndreasP posted a message on [1.5.2] [SP|MP|LAN] Turret Mod v3.0.1New thread can be found here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2700745Posted in: Minecraft Mods
Old thread:1. Information
2. Requirements
3. Installation
4. Details
5. Media
6. Downloads and Changelog
7. Additions
This
mod works only with the Minecraft version mentioned in the title and
with the mods mentioned in the requirements! Don't attempt to use an
other version! If you use an older version of Minecraft, then use an
older version of this mod, but then you won't get support!
- Minecraft Forge version 7.8.0.684 or higher: Downloads
- My Manager Pack version 1.4.2: Download | Thread
- OPTIONAL! kingbdogz' Main Menu API 1.1 or higher: Thread
Install instructions can be found here: http://www.minecraft...pic,1976.0.html
This
mod adds a bunch of turrets and turret-related content to the game.
These turret will protect you from enemies Look here about all the
details the mod adds:
Ah
yeah, I forgot to mention how to use the 2nd to 4th tab correctly:
Place turret items into the slots below the USB symbol, do your changes
in the tab and click the last tab to program the items. You can place
those items now and the turrets spawning will apply the changes you've
made!
How to upgrade turretsTurrets
can easily be upgraded by right-clicking the Turret with the upgrade
item, like you would heal the turret or give it ammo. To see a list of
upgrades and also the requirements, consider the Turret Info Book.
Please note that if an upgrade has an upgrade-requirement (for example
the "Infinity"-upgrade needs the "Economy"-upgrade first), you need to
upgrade the turret with the required upgrade first or else it won't
work!
You can also use the Laptop for upgrading!
Craftings
-= Images =-More images here: http://imgur.com/a/MKqOV-= Videos =-Video made by XerainGaming
Video made by JKapGaming
older videos (for v2 and ealier)Video made by GameChap and Bertie:
Another Video made by GameChap and Bertie:
A third Video by GameChap and Bertie:
Video made by iPodmail:
v3.0.1 - MC 1.5.1 / 1.5.2: Download
Changelog:v3.0.0 - MC 1.5.1: Download
- fixed crash bug with the Dismantle Storage on servers
- fixed crash bug with Turret Names on servers
- FLAK rockets are visible again
- update notification file added
Changelog:Older Versions:
- updated to Minecraft 1.5.1
- Usage of the new "runtime-deobf" Forge feature, means that the mod will work after an MC update most likely
- Added Manager Pack check which gives you an info box rather than a crash if the Manager Pack isn't installed or outdated.
- new models for existing turrets
- new turrets:
- (T2) Minigun Turret
- (T3) Flamethrower Turret
- (T5) Railgun Turret
- (T5) Artillery Turret
- (TS) Collector Turret
- (TS) Forcefield Turret
- redesigned GUIs
- new block: Turret Laptop
- multiplayer compatibility
- redesigned upgrade system
- redesigned ammo/health items system
- multiple items for ammunition and health allowed, they can have multiple values for ammo and healing amount
- added optional Main Menu, usable with kingbdogz' Main Menu API
- added Mobile Base
- redesigned targeting settings
- pick-block-key (standard: middle mouse button) can be used on turrets to get / switch to the turret item
- new sounds
- little storage entity, which is leaved when the turret is dismantled,
- fixed bugs:
- glowing texture map won't do z-fighting (texture flickering) with base texture
- turrets don't randomly look in a direction when they have no target, instead its head will rotate continously
- turrets will only accept a healing item if the health plus the amount of
- mobile base cannot be pushed through holes which are 1 block high, if it is ridden by a turret
- Turrets with infinite ammo upgrade and at least one piece of ammo won't grab any more ammo from chests
- different ammo types working properly now
- Turrets will give all items back when dismantled
- ammo will be represented by the item which has the lowest ammo value (in
- upgrade items will be dropped as they were, (i.e. a named Bow with fire aspect
- other players have only full access to their own turrets (dismantling and
- other players see only the information tab on the TCU when right-clicked on a turret which aren't their own
- other players cannot see the amount of stored XP on turrets which aren't their own
- Only players which ride a turret can shoot at players
- glowing texture map won't do z-fighting (texture flickering) with base texture
- Turrets will fall down now (even w/o Mobile Base) to prevent "floating turrets"
- Head rotation when idle is now smooth instead of lagging
- mobile base doesn't dismount the turret anymore on world load
- Turrets with infinite ammo upgrade and at least one piece of ammo will render their ammo as full
- Bounding Box width of turret reduced
- targets (mostly mobs) are attracted towards the turret when being attacked
containing all items and removes itself after it's empty. No items are
placeable in there!
healing, which the item will give, is less than or equal to the maximal
health, same for ammo items
case of the Crossbow Turret: Arrows instead of Arrow Packs)
and infinity will keep both enchantments and the name)
stuff), except the player is OP, then he has full access to all turrets
(turrets placed above snow / tall grass or under ceilings)
v2 and earlier:
- Downloads -
MC 1.2.5 - v. 2.0_02: Download
MC 1.2.3 - v. 2: Download
MC 1.1.0 - v. 1.3_03: Download
MC 1.0.0 - v. 1.3_02: Download
MC 1.8.1 - v. 1.3_01: Download
MC 1.8.1 - v. 1.3: Download
MC 1.8.1 - v. 1.2_01: Download
MC 1.8.1 - v. 1.2_01: Download
MC 1.8.1 - v. 1.2: Download
MC 1.8.1 - v. 1.1_03: Download
MC 1.7.3 - v. 1.1_02: Download
MC 1.7.3 - v. 1.1_01: Download
MC 1.7.3 - v. 1.1: Download
MC 1.7.3 - v. 1.0: Download
- Changelogs -
v.2.0_02
- updated to MC 1.2.5
- fixed bug, in which sniper turrets don't deal any damage, if the target setting is only set for these type of turrets
- Completely remade GUI for more overview
- Updated for MC 1.2.3
- New turret: Shotgun Turret (T1)
- More code improvements
- New vanilla crafting recipe: gunpowder
- Increased range of the Laser Turret
- Laser Turret ablazes targets
- Improved graphics for the turret icons: the've now more texture
- Completely new AI
- Sniper Turrets don't target enemies anymore, which are already been targeted by other sniper turrets in range
- Slow Turret uses now the potion effect "Slowness" to slow down targets
- Targets which have already the "Slowness" effect, won't be targeted by Slow Turrets
- Defense Bots (wild ones) won't attack Creepers anymore, but tamed ones will (to prevent unexpected explosion craters at night)
- New upgrade system: easier to implement upgrades
- New upgrades for each turret
- Remade control abillity: no need to control the turret with WASD anymore,
- Changed item ID's due to the new block ID space
- New sound for dismantling / destroying of turrets
- Turrets can now "talk" with the player by sending him messages like that they've only 15% ammo left
- adding compatibility for ZombieAwareness mod
- a whole new coding; makes things easier to implement and bugfixing faster
- Bugfixes:
- turrets (especially the Sniper Turrets) won't target enemies anymore, which cannot be seen by them
- fixed lighting on turrets (more brighter enlighted parts)
- fixed lighting at night for the hovering turret bars
- fixed glitch with the ammo items and the FLAK Turret
- fixed lighting glitch on turret paintings
- all types of rockets will be shown in the creative menu
instead you can control them with your mouse and the key 'F'
(configurable key)
- updated for MC 1.1.0
- updated to Minecraft 1.0.0
- fixed the crafting recipe for the guided rockets (they are now shapeless!)
- improved rendering code; easier for me to add new turrets; better performance included, too
- turret book has the same effect as enchanted items now and doesn't change its
- Flak turret attacks now the Enderdragon; rockets make 2.5 hearts damage to the Enderdragon,
color anymore (except in the achievement page, because the effect screws
up the achievement GUI)
otherwise the Enderdragon will be killed too fast.
- fixed a color bug in the turret book item
- SAPI now optional
- new config value: UseAchievementPage
- fixed the crafting recipes for the FLAK and Sniper turret
- ported to Minecraft Forge. You'll need now pre-install additional to ModLoader and AudioMod also Minecraft Forge and ShockAhPI
- added an achievement page
- added 2 new T4 turrets:
- Sniper Turret
- FLAK turret
- new block for MC 1.8.1 version: Nether Brick. Needed to craft the FLAK
- new item: High Tech Module. Needed to craft both T4 turrets
- new item: Turret Item Book. Contains all infos about nearly all items from this mod
- new item(s): FLAK rockets. Ballistic ones with different range and guided
- changed crafting recipe for the T2 bullets: 2 flint and one gunpowder (shapeless)
- some code improvements
- graphical improvements (some new icons, some new texture for the turrets)
turret. They are crafted with 4 Netherrack blocks in a square shape
(like glowstonedust -> glowstone). This block has the same ID as the
version in MC 1.0!
ones (guided are the same as ballistic, but they will follow its
targets)
- Added a configuration variable, where you can enable/disable the spawning of
- Defense bots can convert your paintings into turret paintings. Currently resolutions of the turret painting are:
- 4* 4x4 Blocks
- 1* 3x2 Blocks
- 1* 2x2 Blocks
- Last feature-adding update until 1.9! This isn't valid for bugfix-updates!
wild defense bots (you don't have to worry about to loose your config
while updating the mod)
- bug fixed, that the game crashes sometimes, if you kill a wild defense bot
- bug fixed, that the Turret T3 shoots at tamed defense bots while the target
- bug fixed, that the defense bots don't attack targets sometimes
setting "all other" is enabled and won't stop to attack it if this
setting are disabled
- turrets can be pushed by pistons (upside-down)
- turrets fall down if the block under it are removed
- turrets are now stackable up to 4
- new GUI for the TCU
- don't lag anymore after a certain time while the GUI is open
- specific settings in the TCU for each type of turret (incl
- tamed defense bots)
- for defense bots, the button "set / unset Player" are replaced with "set /
- Slow turret slows down 33% more
- defense bot added
- neutral (attacks you if you attack them)
- craftable
- heal them with cactus green
- give them ammo with cacti
- one cactus give them 10 ammo
- they shoot needles
- they deal 2 hearts damage
- Condition:
- tamed defense bots have a certain condition up to 100%
- If they sleep, the condition doesn't go down.
- If they aren't sleeping and
- have a target: the condition goes down 1% per minute.
- haven't a target: the condition goes down 1% each 3 minutes.
- with cactus green, you increase their condition by 10%
- the condition are displayed by a green bar
- spawn in deserts (not in caves or buildings) in groups up to 8 defense bots or in all other biomes with less spawning rate
- they can pick up needed items by themselves
- drop 0-2 bot items
- new GUI for the turret book
- correct block lighting
- don't lag anymore after a certain time while the GUI is open
- tooltips in the crafting recipe like in the inventory
- table of contents
- better overview and more content
- T3 turret takes now only redstone as ammunition and shoots once per ammunition
- bugfixes:
- turrets don't shoot at targets they're expected for the option "all other"
- after set and unset a target for the slow turret, it now idles again and not standing still while it hasn't a target
- bugs:
- Turret T3 shoots at tamed defense bots while the target setting "all other" is
- The game crashes sometimes, if you kill wild defense bots
unset Defense Bots" and if it's activated, the tamed defense bots
attacks each other.
(living entities they aren't extended as "EntityMob", "EntityAnimal" or
"EntityPlayer")
enabled and won't stop to attack it if this setting are disabled
- updated for 1.8
- bug fixed, that Minecraft crashes while you using a JRE version less than 7 with java.lang.UnsupportedClassVersionError: ______ : Unsupported major.minor version 51.0
- bug fixed, that Minecraft crashes while you riding a turret and switch to an empty slot
- bug fixed, that the turrets don't look sometimes at the targets and shoots everywhere
- bug fixed, that the range won't be calculated exactly
- bug fixed, that the T3 turret let Minecraft crash sometimes, if it's placed in water
- many code optimization (i.e. one abstract Entity class for all turrets, turret types has sub-classes of this class)
- new bars for the turrets. One health bar (red) and one ammo bar (blue).
- new options for the turret control unit.
- One option for the (de)activation of the turret bars
- One option for the target settings -> "set all other living" -> The
- added a secret to the turret book (NOT in the GUI!)
- Slow Turret now affects the player and does slow down targets 10% more
- You can pick up turrets again! Just left click on the turret while holding the turret control unit
- a new record
- upgrade a turret (except the secret turret) with one saddle and you can ride
- upgrade a turret (except the secret turret) with one chest and it has more space for ammo
- new Item for the ammo of the T2 turret added (Bullets). Crafted with 1 iron
- other healing mechanism for all turrets: 1 healing item heals now max. a half
- changed crafting recipe for the T3 turret: instead the use of one diamond item, you'll need one block of diamond
- with an empty bucket, you'll get all ammo back
- shot arrows from the T1 turret are now collectible
- 12 new Achievements
- bugs:
- Minecraft crashes while you riding a turret and switch to an empty slot
They hover over the turret and are (de)activateable with the turret
control unit
turret will (if this option is activated) shoot all other living
entities in his range (except Mobs, Animals, the Player (all of them, if
the option for them is deactivated), tamed wolfes and all other
turrets)
and control it (ammo will hit all mobs and animals (except tamed wolves
and all turrets) while riding!)
ingot and one gunpowder (shapeless, gives 5 bullets).
of the max. health (i.e. T2 turret: max. health: 40 HP, curr. health:
10 HP, item heals 20 HP, after 1st use: 30 HP, after second use: 40 HP)
- First release.
- bugs:
- tamed wolfes will also be attacked when the target settings are set to "Animals"
- the turrets don't look sometimes at the targets and shoots everywhere
- the range won't be calculated exactly
- the T3 turret let Minecraft crash sometimes, if it's placed in water
Copyright crap:- http://creativecommo...es/by-nc-sa/3.0
- Turret Disc 1 Music: Kubbi - Tidal Force
Album: Sleet
Download: http://kubbi.bandcamp.com/album/sleet
License: http://creativecommo...nses/by-sa/3.0/
Note to Texturepack Makers:
I would love to see, if you could make alternate textures for this mod!
If you're planning to do, let me know! If you already made alternate
textures, let me know! I'll feature your TP in this post then! Info: All
textures in this mod can be found in
>>/mods/TurretMod3/textures< -
151
joetheantipro posted a message on [WIP](1.7.10Forge)Fantastic Fish *Alpha V1.4 Avalable!* now with Sharks!*Posted in: WIP Mods
WHAT'S NEW:
Alpha Version 1.3 for 1.7.2 forge is released!
changelog:
-updated from 1.6.4 to 1.7.2
-fixed crash bug when fish bite lures on servers
-added manta rays
-added NurseSharks, 3 varients
-added Fancy Fungus Fish
-added a purple regular fish varient
-re-sized the sail fish
-added new item: Creepedo; small, medium, and large
-added air tanks, single & double
-added an Air Compressor block for refilling the airtanks
-added new tool: harpoon
-added armors wetsuit & flippers(press f for a boost when underwater)
-changed the goggles so that they give night vision when underwater, and have 100% chance of getting the respiration enchantment when enchanted(edit: seems this feature isn't quite working )
-added Diver suit armor. makes you sink to the ocean floor & give lots of extra breathing time when wearing full set.
-added shell armors crafted from clam shells & pearls. comes in 4 different colors
-fish animations have been tweaked
-fish behavior has also be altered to make them wander more instead of only swimming in strait lines
-spawning of all fish has been improved by despawnong some squids
8/2/2014
attempted to update the thread with info on the small crabs... after 4 or 5 tries it still doesn't seem to want me to add anything other than a single picture. however if you're reading this, then it finally worked in letting me edit the thread. I am very confused... these forums seem to be very buggy in weird ways now after the recent update. :\
7/26/2014: fixed the typo in the last news update.. i'll fix the rest of the post once the forum support spoilers again,7/20/2014:
the bugfix alpha version 1.2 for Minecraft version 1.6.4(Forge) has been release with a few new features. added small crabs, tuna, and sailfish! also you can now catch squids with your net and release them whenever you want! we also added a new color variation for the lobsters, so you can now find black lobsters.
5/9/2014:
we FINNALLY release the alpha version 1.1! we added a couple coral blocks and plants, added coral reefgeneration and kelp forests into the ocean biomes! we also added a generated structure in vilages, a new villager, and a handful of new mobs! the new mobs include: clams, starfish, lobsters and 3 types of new fish! there's the mossyback bottom feeders, spotted bottom feeders, and salmon! we also added the goggles to help people fully apriciate the new changes to the oceans. we also reworked the ai for the fish so they'd work the way we intended in the 1st update(they were very glitchy) we also added 5 new types of food! raw and cooked lobster claws and lobster tails. we also added sushi!
4/4/2014:
the atlanticcraft reviewed the mod, and showed off some features from the current dev build. its posted below 3/28/2014: TODAY WE REALEASE TO YOU, THE ALPHA VERSION! it features the regular fishy that comes in differnt colors, and the cave fish! the only items in the alpha are the differnt kinds & sizes of fish, and the net needed to capture them, and the fish fillets which are the food that the fish are crafted into. the download will be at the bottom of the page. 3/14/2014: as of a few days ago, the modder LittleBreadLoaf, the creator of the Bleach Mod for Mincraft has agreed to start working on the mod. today i got to test out what he's done so far, and its looking great! we might even have a downloadable alpha version of the mod ready in under a week! x/x/x: Overhauled opening post on the forum. Added info for (etc etc)
7/20/2014:
the bugfix alpha version 1.2 for Minecraft version 1.7.2(Forge) has been release with a few new features. added small crabs, tuna, and sailfish! also you can now catch squids with your net and release them whenever you want! we also added a new color variation for the lobsters, so you can now find black lobsters.
5/31/2016
lots of things have happened since i last updated this post. we've recruited a new coder, Frag2000, who has basically re-created the mod from scratch, and has taken leadership of the mod's development. we also created a shared MCforums account for the dev team to make posts and to use to post a new thread for the mod. once we FINALLY post and update version of the mod we will be removing most information on this thread and adding a link to the new one.
THE BASICS:The fish are able to detect a floating lure in the water when its within a specific radius and height depending on the type of fish, and will slowly swim towards it and once they get close enough they dart at it and get "hooked". Once they're hooked all other fish will avoid the lure and hooked fish and flee from it. The hooked fish will start to berserk and swim around erratically like a peaceful mob that has been attacked. To "catch" the fish once its hooked simply right click to pull it on land. After a set time of being hooked, depending on the fish, a fish will start to swim downwards making it harder to pull out of the water. Once its on land it will begin to flop around on its side like a real fish bouncing around until it is killed or lands back into the water. To get the fish in item form you left click it with a "net" which will despawn the fish and give you the fish item that can be used to re-spawn the fish. This means chasing down fish with the net is a valid fishing method assuming you can get close enough. Fish also avoids players keeping their distance by darting extra quick, so the player can't simply swim after them and hit them with a sword.
MOD REVIEWS:
TheAtlanticCraft
MinecraftHippie
screenshots:
NEW TERRAIN:
Coral reefs and kelp forests have been added! dispite being called kelp forests, theyre mostly made of seaweed, and only a small amount of kelp.
fantastic fishmans hut:
spawns rarely in villages with 2 fantastic fishermen(new vilagers)the fisherman trades in "pearls" for various mod related items. he also buys legendary fish for large amounts of emeralds!
Small Crab
Manta ray
THE TEAM(Credits)
Idea givers:- joetheantipro- Mystic_Eyes- evankramer123[Still Recruiting]
Programers/coders:-Frag2000- LittleBreadLoaf- CreatorFromHell [Still Recruiting]
Texture artists:- joetheantipro- gothic717433- evankramer123- shadowtheif107[Still Recruiting]
Sprite drawers:- joetheantipro[Still Recruiting]
Model makers:- joetheantipro- Mystic_Eyes- gothic717433[Still Recruiting]
Sound developers:- None[Still Recruiting]
Downloads
1.6.4 alpha release version 1.0.0:
http://www.mediafire..._Alpha1.0.0.zip
1.6.4 alpha release version 1.1.0:
http://www.mediafire...sh_Mod_V1.1.zip
1.6.4 alpha release version 1.2.0:
http://www.mediafire.com/download/9x7dgpl58cjiuo4/Fantastic_Fish_V1.2.2.zip
1.7.2 alpha release version 1.3.0:
http://www.mediafire.com/download/dzpuy4zgy1du4jk/fantastic-1.3.jar
1.7.10 alpha release version 1.4.0:
http://adf.ly/1ElIxy
*Don't forget to if you like what you see!* -
3884
Calacbolg 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:
Overview
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!
Gallery
Supporting this suggestion
Special thanks
[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]
Overview:
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.
The disadvantages:
•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.
The problems:
•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:
[spoiler]Terrain:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
Biomes:
By default, nothing will change.
Ore generation:
By default, nothing will change.
Structures:
By default, nothing will change.
The Void:
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.
Superflat settings:
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:
[spoiler]Settings:
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.
Chunk occlusion/exclusion:
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?
A: No.
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!
Gallery:
[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!
[url=http://www.minecraftforum.net/topic/1707097-cubic-chunks-infinite-height-elimination-of-x-ray-and-more-60-supporters/page__st__0][img]http://img833.imageshack.us/img833/443/hov.png[/img][/url]
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).
Special thanks:
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.
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Emasher posted a message on Engineer's Toolbox - Now with programmable socketsPosted in: Minecraft ModsNote that the screenshots on this page are based on the 1.6.4 versions and there have been visual changes made since.
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Engineer's Toolbox - Customizable Modular Machines
Engineer's Toolbox is a tech mod with a focus on customization. It's based around blocks called sockets which can have modules installed on their sides to serve various functions. Different modules can do everything from simple redstone logic, to generating energy.
You'll find more detailed information on the different modules in the mod's wiki, but this summary should give you a good idea of what's possible with sockets:
Redstone Logic
There are basic redstone input and output modules for simply passing a redstone signal through a socket on one of it's three basic redstone channels, or controlling a machine. There are also logic gate modules wich perform logical functions using different redstone channels including NOT, OR, AND, NAND, NOR, XOR, and XNOR. Sockets also have 3 internal redstone latches which have their own channels (latch channels can also be used as input for logical functions). There are modules for setting, resetting and toggling the latches. There are also timers for producing repeated redstone pulses, and modules that act like buttons, pressure plates, and even block update sensors.
Items and Fluids
Each socket has 3 internal inventories and 3 internal tanks. There are various modules for inputting, and outputting both from adjacent inventories, tanks, pipes, machines, etc. as well as more advanced modules for extracting from inventories and tanks that don't auto output, as well as modules for directly viewing and interacting with the contents of an internal tank or inventory. These modules are useful not only for passing resources through a socket, but also supplying input for the various processing machine modules.
Energy
Engineer's Toolbox uses the redstone flux energy network to power the various machines you can install on sockets, and output power from its various generators. There are modules for inputting and outputting energy as well as modules for increasing the energy storage capacity of a socket from 5000 RF to millions. There are also generator modules which range from basic solar panels, to hydroelectric turbines, to a generator that draws energy from stampeding cows (and other entities). If you install the official addon, GasCraft, you'll get access to even more methods of generating energy with sockets.
Ore Processing
Not only will you be able to craft a furnace module, you'll also be able to construct machines that when combined can double and even more than triple your metal output. These include a massive limestone kiln multi-block structure that takes some creativity to automate. You can process the standard ores that you find in many mods as well as a few more unique ones such as Tinkerers' Construct's nether ores.
Automated Mining
Engineer's Toolbox includes an automated mining system based on the ancient Roman technique, hushing. Large amounts of water are sprayed at the ground to expose the valuable ores underneath. Of course, the "husher" module you can install on a socket is a little more advanced. When fed with water, or a new fluid, slickwater (lets the husher dig deeper) the husher can mine large areas of land with very little energy input. Slickwater can even be pumped out of the hole when you're done and re-used to dig the next one. There are also block breakers (and placers) which when combined with certain other mods, can be used to create large tunnel bore machines to mine even faster.
For details on how to use the mod including detailed instructions on the modules, and how to use sockets themselves, please visit the wiki. The above is only overview and is far from an exhaustive list of what you can do with the mod.
Below are a few fan-made videos that explain various aspects of the mod in depth:
The Basics:
Ore Processing:
Automated Mining:
This video was made by me to explain the movement based modules in Version 1.1.8.0 and later:
GasCraft - Drill Baby Drill!
GasCraft is an official addon for Engineer's Toolbox. GasCraft adds several gases to the game which while all functioning like normal Forge fluids, behave like gases when in block form. Different gases have different uses. Many gases are used to produce energy, but some are used as weapons, and even steel production. Being an addon for Engineer's Toolbox, GasCraft naturally adds several socket modules for producing energy from different gases, interacting with gas blocks in the world, and more.
Different gases are obtained differently. Some gases, such as natural gas, can be acquired using hydraulic fracturing. Other gases like deadly neurotoxin must be produced by processing other gases. Hydrogen can be produced by processing Algae in a photobioreactor, and smoke can be obtained as a by-product of energy production.
As early as Minecraft 1.2.5, GasCraft has been endangering players with underground gas pockets, and those are still included as a configurable option. Now there are even more dangerous pockets of plasma you can find in the Nether. Of course, you can still craft a gas mask for protection in an emergency, however, there's a very good chance it isn't going to help you much when it comes to plasma.
Similarly to Engineer's Toolbox, more information can be found on the wiki.
The video below explains how to farm algae and produce hydrogen, and ultimately energy from it:
Automated Algae Production:
Emasher Resource
Emasher Resource is required by Engineer's Toolbox and Defense. It provides the ores that are shared between my mods, as well as some shared code. Additionally, Emasher Resource adds the algae used to produce hydrogen, and hemp, which can be grown and used to make armour, string, paper, and more.
Defense
Defense is a small mod that adds various types of fences including chain-link, barbed wire, and razor wire as well as other defensive blocks designed to protect your base, such as sand bags and deflector shields. I suppose I probably should have started with that last one.
Download links for all of the above are available here.
Regarding Mod Packs
Feel free to use my mods in any modpack provided that the pack in no way violates the Minecraft Terms of Use, you give me appropriate credit for my work, and you do not directly make money off of my mods. For instance, advertisements are fine, selling access to my mods is not. I also ask that you either keep my mods up to date in you pack, or tell your users to report any bugs with old versions to you, as I don't want to see bug reports for bugs I've already fixed. Please do not send me messages asking me for permission. Everything you need to know is already explained here. I would, however, appreciate a heads up if you're planning on using my mods in a pack that is already well established and you expect the pack to get tens of thousands of downloads or more.
Notes (READ THESE BEFORE ASKING FOR HELP!)
-All mods require the latest version of Minecraft Forge for the version of Minecraft they are for.
-Engineer's Toolbox and Defense both require Emasher Resource.
-GasCraft requires Engineer's Toolbox
-All mods on this page are installed by placing the .zip file in the .minecraft/mods/ directory.
-Emasher resource and GasCraft add world gen. Both have retro-gen, however, Emasher Resource's Retro Gen must be enabled in the config. GasCraft's Retro Gen is always enabled.
-It is highly recommended that you backup your saves before installing any new mods. Use my mods at your own risk.
Reporting Bugs
Bug reports are very helpful, but only if they're regarding actual bugs, and include all the information I need to actually fix them.
Before reporting a bug, please ensure the following:
- It's actually a bug and not intended behavior
- It's not just an ID conflict
- You've read the notes section on this page and installed everything correctly
- The bug is actually related to my mod (if the game crashes, my name will be somewhere in the stacktrace if this is the case)
- You're using the latest version of my mods
-The bug hasn't already been reported on Github (check the closed issues tab as well as the open issues one)
- You don't have a mod installed that's known to cause conflicts with other mods eg:
---Gregtech
---MCPC
---Optifine
---Any mod that edits base classes
---Any mod that does something really hackish
---Non-Forge mods
If you've got through all that, and you're certain what you've found is a bug, please ensure you include the following in the bug report:
- The full crash log (obtainable via .minecraft/crash-reports/) if the game crashed
- A description of what you were doing at the time
- A screenshot if applicable
- Any other information you think is relevant
- The exact way a socket was configured if the bug involves a socket
More information is always better.
Please report all bugs here*:
DO NOT REPORT BUGS IN THIS THREAD, OR ANY OTHER FORUM THREAD, OR ON MY TWITTER, OR IN PRIVATE MESSAGES (except for the one exception below).
* "Dupe" bugs and other exploits (except for energy loops involving ET's power adapters) should be reported to me via some sort of private message. - To post a comment, please login.
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GamingGrandpa
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