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TheVoxelBox posted a message on The VoxelBox Mega-Release Topic!Posted in: Maps
Welcome to the VoxelBox's Release topic. This is the one stop repository for all content released from The VoxelBox creative minecraft server.
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Recently we have been doing a huge push to release old content from our servers in preparation for the next phase in our server's evolution. We decided to space out these releases and thus we have been doing one release a day from March 31st through to June 1st.
And as if all these releases weren't enough, every single one of them is free for all uses! Boil 'em, Mash 'em, stick them in a stew, whatever you want!
WorldGuard (Or anything to stop Ice melting, fire spreading and leaves decaying) and MCPatcher (connected textures) required for proper viewing!
Currently on Day 62 of 62.
Day 62:
Explore the center of our spawn, which changed from time to time. This specific piece features Deamon5550 and his signiture Heat Ray brush.
Texture Pack: Palceon
Download: world schematic
Additional Images: album
Texture Pack: Palceon
Lead Architects: SoulSoda
Region: Spawn
Day 61:
A perfect pack of fantasy creatures for you to add to your collection, plus a few special ones added in!
Texture Pack: Palceon
Download: world
Additional Images: album
Texture Pack: Palceon
Lead Architects: Golfmaster44, Legostothemax
Region: Torrif
Day 60:
Ithea is a region based off of old architecture with primarily low technology. The timeframe ranges from ancient all the way to pre-19th century. The lack of technology in the Palceon Pack is a particular challenge that Ithea conquers quite well. Come take a look!
Texture Pack: Palceon
Download: world
Additional Images: album
Texture Pack: Palceon
Lead Architects: Starjik, JJ1Forces, Vyryl, Kurashin
Region: Ithea
Day 58:
Deep Space blowout sale! Buy none, get all FREE!
Texture Pack: Deep Space
Download: world
Additional Images: album
Texture Pack: Deep Space
Lead Architects: SpecterCody, Space_e, ZhangRen, AzulCaballero, and Plusnine
Region: Deep Space
Day 58:
The Achilles fleet is designed for stealth. The dark colors and impressive warp drives can get any astro-explorer out of any sticky situation. Ranging from mothership to cruise-carrier, the variety this fleet has to offer is top-of-the-line. Perfect for any space-goer who wants to travel in style.
Texture Pack: Deep Space
Download: world schematic
Additional Images: album
Texture Pack: Deep Space
Lead Architects: SpecterCody, SpecterCod, and GhostCody
Region: Deep Space
Day 57:
This pack contains the ports from our spawn of Deep Space, Kathos, Skol, Thysus, and Zah! Enjoy exploring these bite sized regions!
Texture Pack: Palceon
Download: Deep Space Kathos Skol Thysus Zah
Additional Images: album
Texture Pack: Palceon
Lead Architects: Space_e, DukeVindzor, CrayonCranium, Jomeaga, Kesaro, Rct3Shadow, Narolas, Evaderbaker, and Sounas
Region: Spawn
Day 56:
Description: Emulating the classical architecture of an earlier age, but perpetuating a sleek, modern style, the Mechanicsburg Theater hosts some of the most spectacular sophisticated events for the upper class of the city. Don suits, ties, and dresses while hosting formal affairs in this building, for only the fanciest of clothing can match the supreme detail and design of the architecture.
Texture Pack: Modern
Download: world schematic
Additional Images: album
Texture Pack: Modern
Lead Architects: KupoKupo and Featherblade
Region: Mechanicsburg
Day 55:
Description: Msk stands for [REDACTED]. A light theme for the region is high fantasy, but the builds range from steampunk to nature centric with perfect transitions. Msk is sure to offer a jaw-dropping experience. Perhaps you could create your own hobbit home in one of the spectacular trees?
Texture Pack: Palceon
Download: world
Texture Pack: Palceon
Lead Architects: Cogle, Srrwb, Killjaden, _brent, Kavukamari, Annomatia, Jinzha, Andybz17, Wyvill, and Well_Starbursts
Region: Msk
Day 54:
Emulating the classical architecture of an earlier age, but perpetuating a sleek, modern style, the Space Titanic hosts some of the most spectacular sophisticated events for the upper class of Deep Space. Don suits, ties, and dresses while hosting formal affairs in this building, for only the fanciest of clothing can match the supreme detail and design of the architecture.
Texture Pack: Deep Space
Download: world schematic
Texture Pack: Palceon
Lead Architects: Mexxy
Region: Deep Space
Day 53:
Steampunk steampunk steampunk steampunk steampunk. It's cool come look.
Texture Pack: Palceon
Download: world schematic
Additional Images: album
Texture Pack: Palceon
Lead Architects: AndyBz17 and Wyvill
Region: Msk
Day 52:
Located under Castle Altz's protective gaze, the village of ___ emits a lively atmosphere that protects players from the cold outside. The folk architecture standing out against the cold is reminiscent of the happiest of winter days.
Texture Pack: Palceon
Download: world schematic
Additional Images: album
Texture Pack: Palceon
Lead Architects: Annomatia and Jinzha
Region: Msk
Day 51:
Overlooking the Kingdom of Erl, Catle Altz stands unmoving amidst the frigid Alpine climate. Inviting players into its interior, Altz is filled with lively scenery contrasting the stark temperature it resides in.
Texture Pack: Palceon
Download: world schematic
Additional Images: album
Texture Pack: Palceon
Lead Architects: Annomatia and Jinzha
Region: Msk
Day 50:
Skol sports a more nordic and generally cold type of fantasy theme. Much of the region includes ice and snow capped mountains with dense pine forests; a perfect adventure for a landscape fanatic. Try to uncover the history of Skol, or create a story of your own! If you want some more details on the region, check out the wiki link below!
Texture Pack: Palceon
Download: world
Additional Images: album
Texture Pack: Palceon
Lead Architects: Narolas, SpectorCody, and TheAppleMachine
Region: Skol
Day 49:
During a trek through the lands of Kathos, one may stumble upon this little town in the middle of the dark forest. Overgrowing with produce and bubbling with activity, this town is brightly welcoming to any weary traveler. Come stay in one of the colored houses and take part in their harvest of wheat and other produce. Perhaps the player would like to make this town their home, or continue along their way into the dark woods fully prepared from the brief stay at this rustic village.
Texture Pack: Palceon
Download: world schematic
Additional Images: album
Texture Pack: Palceon
Lead Architects: KChamber and Weanut
Region: Kathos
Day 48:
Red Dragon
Download: world schematic
Additional Images: album
Texture Pack: Palceon
Lead Architects: Golfmaster44
Region: Torrif
Day 47:
Perched atop a lone sea cliff, the castle of Maritamus is available for any player to reside. Enjoy the fantastical ocean views from the many balconies, or enjoy a stroll within the lush walls of the palace. With only one door, Maritamus is also one of the best sea fortresses ever built, and will protect even the most feared of kings. With plenty of room for all royal needs, make this palace home, and be crowned in grandeur.
Download: world schematic
Additional Images: album
Texture Pack: Palceon
Lead Architects: Sounas and Doublenum
Region: Kathos
Day 46:
The Atlantis Resort is on a tropical island called Paradise Island, completely owned by the one resort, and they have built it up to fit with it's name. Based on the real life resort in the Bahamas, the island features gigantic waterpark, a fantastic marina with all kinds of yachts docked in it, a huge hotel, pools everywhere, and an overall atmosphere of paradise.
Download: world schematic
Additional Images: album
Texture Pack: Palceon
Lead Architects: jmarcus0410 and DreamRx
Region: Quair
Day 45:
The enormous hub of Deep Space, operating as the center of all points of space-travel, this station is equipped with rails that will take you all over the galaxy. While you’re not traveling, why not take a tour of the full interiors of Celtel? You never know what you may find.
Download: world schematic
Additional Images: album
Texture Pack: Deep Space
Lead Architects: coldevil123
Region: Deep Space
Day 44:
Mont Maree is an English/French town in the epicenter of Babiole, Puerto San Padre and Heimsburg. On its own island, Mont Maree's main attraction is the Cathedral, in the middle of the town. It is the smallest town in Ithea, yet one of the most populated. There are many houses in Mont Maree, full of families and heritage! Many travelers visit the town for religious purposes
Download: world schematic
Additional Images: album
Texture Pack: Palceon
Lead Architects: Golfmaster44
Region: Ithea
Day 43.5:
Download: world schematic
Additional Images: album
Texture Pack: Palceon
Lead Architects: SpecterCody
Region: Aegea
Day 43:
Pachaug is a small town built on wooden rafts and logs that float on top of a large reef colony. The people living in Pachaug all fish and dive as part of their lifestyle. The ancestors of the people in Pachaug were said to have been born on boats, and lived and died aboard them.
Download: world schematic
Additional Images: album
Texture Pack: Palceon
Lead Architects: Avianto
Region: Aegea
Day 42:
Kharangapur is an ancient city of Kathos, located east of Ankara Singh, and bordering the eastern wastes. It is nestled within the Khangara mountain range, and around a scenic lake.
Download: world schematic
Texture Pack: Palceon
Lead Architects: evaderbaker and xKRICHx
Region: Kathos
Day 41:
The Zerg Mothership, complete with peripheral drones and cruisers, houses an entire crew. Efficient in terms of energy, fuel, and navigable in even the toughest terrain, take flight in an organic ship and explore the wild that is Deep Space.
Download: schematic
Texture Pack: Deep Space
Lead Architects: Built in the Gallium Shipyards
Region: Deep Space
Day 40:
The people of Kathos created the perfect castle to complement the warm, sunny coasts of their lands. Solaria, as its name suggests, utilizes warm colors and textures to their full advantage. Dripping with lush foliage and situated on the rocky shores outstretched over the ocean, Solaria emulates a breezy, calm, and quaint vibe, contrary to its immense size. This castle is perfect for the ruler who would just like to have a beach vacation in this luxurious, spacious, realm. With full interiors and a view that could last a lifetime, Solaria brings the seas of Kathos into any world.
Download: world schematic
Texture Pack: Palceon
Lead Architects: Evaderbaker
Region: Kathos
Day 39:
Protected by the natural walls of the mountain, travelers are rendered awestruck by the sheer size and power this building has. As they creep onto the stone dock, Cielo awaits them as its fountains endlessly flow, its walls filled with designs, and its pillars holding up not only the magnificent roof, but seemingly the mountain itself.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: jmarcus0410
Region: Aegea
Day 38:
Space mushrooms space mushrooms space mushrooms space mushrooms space mushrooms.
Download: world schematic
Aditional Images: album
Texture Pack: Deep Space
Region: Deep Space
Contributing Builders (to varying degrees): FelixMoog, Thimble_Tack, Starjik, Lunaomi, RyanM16, Da_Dumples, Carnivaling, thedeadlybutter, Mumfrey, Space_e, Giltwist, Kuraishin, Kesaro, ayyy, WillowLeif, SekerAsar, 2brostudio, Sloan, Dr_Obvious, TheCryoknight, WriterV, anden3, Nordwolf, Rowanos, Bonus1981, KCHAMBER, nillas12, proinprogress, Shinigami97, Gellyyx1, kaleidoscope780, Legostothemax, Sleetwolf, Gab0607, Wingman2468, Gilgamesh99, Snowsquid, nidhux, Catray76, ProGamerGov, skysworld, Sw1Ftx16
Day 37:
The Carinthia fall leaf colored trees in the Ithian mountains attracts visitors from around the world. Many of the surrounding mountains show plenty of color. Carinthia has a highly detailed cathedral atop the firey-colored hill overlooking a quaint village below. Players will love exploring the calming scenery and nostalgic time period.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Vyryl
Region: Ithea
Day 36:
There are no records of when Ankara Singh was built, but some speculate that it is the oldest standing structure in Kathos. The city was built by the people of the Khangar Valley to honor their gods, and to protect them from marauders and other nations. The city has grown in its influence, spreading its culture throughout the continent.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Evaderbaker
Region: Kathos
Day 35:
Huge flora and fauna can be found on this massive continent on TVB’s Holocene. With the recent discovery of the Language of the Beast, deciphered from ancient temples that scatter the land, scholars are racing to learn to talk with the creatures we once thought to be mindless or savages. As negotiation with the beasts becomes possible, Kingdoms and Cartels will race to settle the wild lands.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Rosedragon and SoulSoda
Region: Meridia
Day 34:
Zah. The epitome of terraforming prowess. With its goal of 100% hand-made biomes and terraforming, Zah is eye-candy for the aspiring landscape artist, but it isn’t all terraforming. Zah’s range of realistic cities and travel systems are sure to please any explorer! If you want some more details on the region, check out the wiki link below!
Download: world
Aditional Images: album
Texture Pack: Palceon
Region: Zah
Lead Architects: Gavjenks, Kesaro and Rct3Shadow
Day 33:
Take a journey through the awe-inspiring fantasy that will sweep you off your feet in Almari. Giant leaves, enchanted caves, and a tree village that will keep you climbing for hours are some of the many highly detailed structures found hidden within this eden.
Download: world schematic
Aditional Images: album
Texture Pack: Tanviir
Lead Architects: SpecterCody and TheAppleMachine
Region: Meridia
Day 32:
Visit the quaint village where all of your external worries fade away in the sunlight. Chip in with a hard day's work farming where, or trade in the market square. Adonia is hardworking and lively, and the sweat of a player's brow is all that's wanted in exchange for the freshest bread made this side of the voxelriver.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: RyanM16 and TheAppleMachine
Region: Msk
Day 31:
Columbia floats above the North Msk continent and is comprised of neoclassical buildings built in the earlier days of Holocene. While reactors, propellers and balloons are present throughout the city, its ability to float is due to quantum levitation which allows objects to be suspended indefinitely. Explore the "New Eden" and travel around minecraft in style.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Wyvill
Region: Msk
Hey look! This project ended up on TIME magazine online!
And PCGamer as well!
Day 30:
With towering skyscrapers overlooking tulips on The Mediocre Mile, Opening Day baseball at Squiggly Field, and a stunning Decade Park beginning to bloom — springtime in Ciscago buzzes with energy and excitement. Whether you're visiting Ciscago for business or pleasure, you can expect to find world-class dining, attractions, entertainment, and hotels and accommodations here in the largest and most-visited city in the Voxel-Midwest.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Kurashin
Region: The Wild West
Day 29:
Big Blue has seen many places, fought in many battles, and carried through with the poise and grace of models years newer. Big Blue, though settled down with Big Red and Baby Green, would once again take to the vacuum of space as it did in its younger days. A sleek design, and plenty of room for a whole colony of space-goers, Big Blue will let the pilot travel in comfort and style.
Download: schematic
Aditional Images: album
Texture Pack: Deep Space
Lead Architects: Built in the Gallium Shipyards
Region: Deep Space
Day 28:
From hilltop to watery valley, discover the fantastical scenery of Kellmoor, the hobbit village of Holocene. A player may try to jump to the top of the fully climbable lantern tree, claim a hobbit hole as their own, or look up in awe at the colossal trees overhead. At night, enjoy a different view entirely with bio-luminescent flora and lanterns softly glowing. At any time of day, Kellmoor is certain to take one's breath away.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Cogle
Region: Msk
Day 27:
Stepping foot in Hanai is like entering a place where old meets new in this asian fusion mix. After years of rice production, Hanai began to develop industry. Not long after, the streets were bustling with trade, commerce and construction. While rice production is still a large source of income, trade and tourism are rapidly taking over. With plenty to offer with bright colors and bustling activity, become a tourist as others have before.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: SpecterCody
Region: Trinith
Day 26:
Saarwerden is a quaint colonial village in the region of Zah. Built among fortifications, this town relies largely upon travelers and wayfarers. Some of the locals say that hot geysers around the town are enchanted, but future residents have bigger plans for the geysers as a renewable resource used for energy.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Nordwolf
Region: Zah
Day 25:
Saint Lucca Is a beautiful cliff side town on the coast of Zah. Its is erected of mainly sandstone and clay brick, with the addition of white pillars for contrast and structure. Although it is true to its pallet, Saint Lucca incorporates many colors and themes to create an overall lively and dynamic environment. The town is mainly located far above the water on towering cliffs, allowing for daring overhangs, and an overall amazing feel.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Hythacg
Region: Zah
Day 24:
The seat of the Zah empire is situated in the arid heights of Azuun. Here, an ancient palace and court from which the lands are managed are surrounded by a scattered mountain fortress in a place protected from the desert winds. To the east, the businesses, residences, and farms of the capital city provide resources to defend against siege and to provide for the needs of the citizens of the empire.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Kesaro, Rct3Shadow
Region: Zah
Day 23:
Founded soon after the discovery of the Lemuria Lowlands, Panostia began as a small outpost dedicated to operating a two-tiered lock system built for the safe navigation of ships between the standard voxel oceans and the waters of the Lowlands. Architecture and funding for the original venture was an investment of Squid Dispensation Technologies. The company was naturally interested in the project. Panostia was seen as a profitable source of income that simultaneously offered exciting new opportunities for squid-related research in the unique marine geological region that is the Lemurian Falls.
Download: world schematic
Aditional Images: album
Texture Pack: Pangea
Lead Architects: Gavjenks
Region: Pangea
Day 22:
Visit a place where people and nature can come together in a harmonious and sustainable manner. Lomigua is a mission settlement touching the Voxel Sea, extending into the jungle. It is a place where one's mind, body and soul can be rejuvinated and where a player can access to the wonders of the thick and wild jungle in their own backyard.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Kesaro, Rct3Shadow, Gavjenks
Region: Zah
Day 21:
Step right up to the town of Przland! Made with elements that can be gathered in nature, and built to resemble a place in which a player can live, Przland represents a realistic town with fantasy elements. Located on its own island in the middle of the Voxel Sea, have a private getaway in a mountainous masterpiece.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: przerwap, Thimble_Tack
Region: Przland
Day 20:
Thysus is focused on the economic realism of medieval Europe with some fantasy injected. The region is split into hamlets, towns, and cities. Packed with easter eggs, Thysus has loads of secrets. Can you find them all? If you want some more details on the region, check out the wiki link below!
Download: world
Aditional Images: album album album album album
Texture Pack: Palceon
Region: Thysus
Lead Architects: Jomeaga, CrayonCranium, TheGuyWhoCanFly, and DukeVindzor
Day 19:
If adventure is what a player craves, explore the island of Raider's Shelf. Packed full of pirate-looted ships, nooks and crannies to seek, and a town only the toughest pirate can survive in, take in the wild, tropical beauty of a place Blackbeard himself would love to retire.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Wyvill
Region: KonoKopa
Day 18:
Welcome to Mystvale! Aptly named, for anyone who's seen the beautiful Mystvale Valley knows about the magical mist that hangs in the air overnight and in the morning. The Native Pangeans were the original inhabitants and the ones who named this majestic city for that very mist. The player is greeted by warmth and beauty amidst the cool weather, where the magic of Mystvale can be found in the detailed structures and the whispers of a past server's life.
Download: world schematic
Aditional Images: album
Texture Pack: Pangea
Lead Architects: SpecterCody
Region: Pangea
Day 17:
A sanctuary of well being that draws on an array of ancient cultures at Mona Leo. Experience the unparalleled luxury and comfort amid the mystic desert charm. Be inspired by glorious decor that channels one of holocene's most ancient and revered cultures.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Kesaro
Region: Zah
Day 16:
Tucked within the crevises of the mountain above, reachable only from the rocks below is Talos, the mystical underground city. Though deserted for a long time, the buildings and structures seem to hold themselves with tenacity, waiting for someone to come along and uncover their secrets. As the players walk along the dark paths, their attention may be diverted by the crystal-like flowering figures dotting the area. If the player is special enough, the crystals may be lit, choosing the one who may save the city from desertion once agan.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Avianto
Region: Aegea
Day 15:
More mobile than your average space station, and more stylish as well, the Arkorian Eye takes the best part of a mothership and a space station and rolls them into one sleek pachage. Equipped with complementary vessels, all of your needs will be met while piloting the Eye into unexplored galaxies and nebulas.
Download: schematic
Aditional Images: album
Texture Pack: Deep Space
Lead Architects: Arkotika
Region: Deep Space
Day 14:
Puerto San Padre is a beautiful town in the land of Ithea. Take in the lush landscape, and feel the warm breeze floating in from the coast. Stroll among the colorful buildings and get lost in the mazelike passages. Don't forget to explore it at night, where its beauty shows through the streetlights and stars above.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: vyryl, Babyvoeding
Region: Ithea
Day 13:
Xtherec is a beautiful island in the land of Thysus. Take in the lush landscape and feel the warm breeze that powers the windmills. Take part in harvesting the local grains, grown in the purest of soil and water. Spend a day laying on the beaches or swimming in the waves. This island is perfect for any player needing a breath of fresh air.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: CrayonCranium
Region: Thysus
Day 12:
Set in an eerie, isolated part of Thysus, the dark stage is draped in drop cloths, and seemingly lit by a single candle.The houses, wrapped in Victorian garb face us, at first motionless, as if posing for a portrait.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: KChamber and Weanut
Region: Thysus
Day 11:
A representation of Elsa's Ice Castle from Disney's animated movie, Frozen. Explore the climbable mountain and the full interiors, and maybe recreate "Let It Go" ?
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Cogle
Region: Frozen
Day 10:
A gem of the North Shore, miles of white sand beach that includes everything from beautiful dunes to maritime forests. There are more than seven miles of trails. Visiting the Estate is like stepping back in time and get a glimpse of what the super-rich used to live like. Hard to believe that such a Estate was only a Summer home.
Download: schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: IamaNinja221, Doublenum, and TheGuyWhoCanFly
Region: Thysus
Day 9:
Mjolnir Mall. Some say it’s the best mall minecraft has ever seen, complete with fully interiorized stores, modern architecture, and spacious areas to stroll around while shopping. This shopping center is a perfect addition to any modern city, and perfect for making the impulse purchase or two!
Download: world schematic
Aditional Images: album
Texture Pack: Modern Pack
Region: Mechanicsburg
Lead Architect: StewartTillyer
Day 8:
Salheim is a hardworking village in the middle of the Thysus forest. Aptly named for its main export, Salheim features salt deposits from which the locals gather to trade with importing cities. With a mix of labor and generosity, a player can explore the docks, village, or forest of Salheim to fufill his adventerous desires, or partake in the export of salt, a valuble resource to the land of Thysus.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Moorkeken_D
Region: Thysus
Day 7:
Not even in space can one escape the mighty grasp of religion. This traveling cathedral is perfect for those to stop by and confess their sins while traveling across the galaxy. Its fine detail welcomes any weary space pioneer with open arms against the lonely void. It comes equipped with complimentary missionary cruisers and top-of-the-line warp drives to spread the joy of Space-God everywhere.
Download: schematic
Aditional Images: album
Texture Pack: Deep Space
Lead Architects: Mayor_Maynot
Region: Deep Space
Day 6:
Valora with its angular features and natural color scheme make it the perfect fortress for a mountain-king. The blue flags blow in the wind, matching the sky, and the grandiose figure of the castle stands unmoved among the high mountains. With plenty of interior space, its owner can make this white palace as militant or as luxurious as they want.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Avianto
Region: Aegea
Day 5:
On the coast of Thysus lies a joyous town, brimming with activity. Being one of the leading ports in Thysus, there's always something that a player can do while exploring Brynshire. Take a stroll on the upper and lower docks, or creep into the ancient church where mysteries are locked away. Climb the hill up to the mayor's villa, or take one of the balloons to a place far far away. Highly detailed, and excellent for the collector of fantasy, Brynshire is the perfect for the adventurer in every player.
Download: world schematic-default schematic-palceon
Aditional Images: album
Texture Pack: Default
Lead Architects: Hythacg, Da_Dumples, DreamRx
Region: Thysus
Day 4:
Hovering in the vacuum of space, the aptly named “Void Hotel and Bar” provide a good night’s sleep and a fun place to quench thirst on a players long travel across Deep Space. Fully interiored in every room, the player has their pick of comfy beds to choose from. The bar, named “Into the Slightly Pink Abyss” is the perfect place for players to relax after a hard day’s work of space exploration.
Download: schematic
Aditional Images: album
Texture Pack: Deep Space
Lead Architects: Arkotika
Region: Deep Space
Day 3.5:
Arrodil is a small trading city nestled in a valley within the mountains. Not terribly populated, the mountains are known for their natural beauty, and the town takes every precaution to reflect their beauty. Warm and inviting, come explore the lower houses and interact with the locals, or take the trek up to the tallest tower for a view that will take your breath away.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: evaderbaker
Region: Kathos
Day 3:
Towering high above the sea below, among waterfalls and swaying palm trees lies Darios, the city of wonder. Domed and detailed in only the finest blocks, and fingerprinted with different designs on each building, this city is perfect for the lover of luxury and fantasm. Stroll along the tiers and gaze up at the buildings kissing the sky as waterfalls roar around you. Each building has plenty of space for interiors, where the player can create a luxurious home of their own.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: vyryl, RyanM16, jmarcus0410
Region: Aegea
Day 2:
Tanviir, the world of high fantasy. Spend hours exploring colossus after colossus, as you feel your game, and heart, stop in awe. Highly integrated into the landscape, this world will blind you with its lightly colored builds, only to bring you back down with its earthly elements such as intricate water features and almost religious use of flora. This world is perfect for the lover of high fantasy, as well as anyone who is new to building. If you want some more details on the region, check out the wiki link below!
Download: world
Aditional Images: album
Texture Pack: Tanviir
Region: Tanviir
Lead Architects: JiiJiii, Thimble_Tack, Daniel_Carmi
Day 1:
Amidst the harsh white mountaintops stands the cathedral, somber and rigid. The local townsfolk put their hearts and souls into making their cathedral, and it shows in the meticulous details and the enormous size. Its spires stretch towards the heavens, and the fully made interior is the perfect place to confess your sins to the lonely mountains.
Download: schematic
Texture Pack: Palceon
Region: Aegea
Creator: Jmarcus0410
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troyboy50 posted a message on Autofish Mod
Autofish
Description
This mod will automatically reel in and recast your fishing rod when you catch a fish. Just cast the fishing rod one time into the water and let the mod do the rest.
Usage• Configurable key (V by default) to open a GUI for changing individual settings.
• Very simple to use, just cast the fishing rod into the water once, and it will automatically reel in at the correct time and recast after a couple second wait.
• Enable Autofish - Toggles the entire mod on or off.
• Enable MultiRod - After using up a rod, it will try to auto switch to the next one in your hotbar if it exists, so you can fish for extended periods of time with multiple rods. (Switches to the first rod in your hotbar after each reel)
• Enable Break Protection - Ignores fishing rods once they are almost broken. This is useful if you have an enchanted fishing rod and you don't want it to break.
Videos and Images:
Review thanks to Wipper (A bit outdated but it shows the core functionality):
Installation
For 1.14 and later:
1. Install the Fabric Mod Loader (Click "Vanilla" if you use the standard launcher).2. Download the Fabric API and place the .jar file in the /.minecraft/mods/ folder.
3. Download Autofish and place the .jar file in the /.minecraft/mods/ folder.
4. Launch Minecraft using the Fabric profile.
For 1.13.2:
1. Install Rift Mod Loader for 1.13.2. (See under "Using the Minecraft Launcher"). Run the downloaded jar to install it.
2. Download Autofish and place the .jar file in the /.minecraft/mods/ folder.
3. Launch Minecraft using the Rift profile.For 1.12.2 and earlier:
1. Install LiteLoader.
Click here for LiteLoader downloads
2. Download Autofish and place the .litemod file in the /.minecraft/mods/ folder. Do not change the extension from .litemod or it will not load.
3. Launch Minecraft using the LiteLoader profile.
Download:
Click here to download on CurseForge
Older Versions:
Download Autofish 0.5.0 for [1.9.4] [1.9]
• Updated to Minecraft 1.9
Download Autofish 0.4.9 for [1.8] [1.7.10]
• Fixed multirod not switching after rod break
• Added alternate options menu in the LiteLoader config panel for those who want to disable the dedicated keybind
• Added mod compatibility for Mariculture and added Mariculture fishing rods to the config file by default
Autofish 0.4.8 for 1.8
• Updated to Minecraft 1.8
• Added Aquaculture rods to config by default
Autofish 0.4.7 for 1.7.10
• Fixed compatibility with Aquaculture and other mods
• Added delay between ClearLag recasts
Autofish 0.4.6 for 1.7.10
• Added a slight delay after the ClearLag message is displayed
• Added option to change recast delay time in the config file
Autofish 0.4.5 for 1.7.10
• Fixed a bug where it would only autofish in the overworld while in singleplayer
• Removed recaster - it was unnecessary and confused users
• Can now recast upon seeing a message in chat (such as the message displayed when the ClearLag plugin removes fish hook entities) - the regex can be configured in the config file, but by default it's set to the ClearLag's default message
Autofish 0.4.4 for 1.7.10
• Fixed a bug where Multirod "no break mode" would keep using the last fishing rod and let it break - now it stops fishing after reeling in if no suitable rod is found - Note: If the player manually casts using an almost broken fishing rod, the mod will still use it for one catch; the check is performed after a fish is reeled in.
Autofish 0.4.3 for 1.7.10
• Update to 1.7.10
• Added an option for MultiRod to ignore fishing rods after they're almost broken
• Slight improvement to singleplayer detection
Download Autofish 0.4.2 for [1.7.2]
• Added support for different types of fishing rods added through other mods (such as Extended Workbench). Note: In many cases the rods will work without modifying anything, otherwise you'll need to add the fishing rod ID (the one you would use with the /give command) to the config file manually. If you use a mod that adds a fishing rod and it's not working, let me know and I can try to develop a workaround.
Autofish 0.4.1 for 1.7.2
• Fixed it not detecting catches when the rod visually rises above the water in SMP after being casted
• Fixed ClientPermissions support
Autofish 0.4.0 for 1.7.2
• Update to Minecraft 1.7.2 - fishing rod enchantments, new fish, and rare catches!
• Completely rewritten detection, works extremely well now for both singleplayer and SMP - much better than before
• Default key to "V"
• Added option to toggle rod switching (multirod)
• New GUI look
• Removed adding of extra rod IDs (Mojang is moving away from the numerical ID system so this won't really be viable later on, however a new implementation will be made later)
• Removed particle spawning (annoying and unnecessary)
• Removed the GUI tooltips (will probably re-add these later)
Download Autofish 0.3.2 for [1.6.4]
• Update to Minecraft 1.6.4
• Update 7/3/2014: improved singleplayer detection
Download Autofish 0.3.1 for [1.6.2]
Latest changes:
• Ability to add more IDs for fishing rods, for use with other mods which add new variations of the fishing rod
Autofish 0.3 for 1.6.2
• Update to Minecraft 1.6.2
• Hovering your mouse over a button in the GUI will show helpful information about what the button does
• Attempts to detect messages from plugins such as ClearLag that delete the hook entity and recast. By default it detects the default ClearLag message.
• Many code changes
Download Autofish 0.2.3 [1.5.2]
• More code cleanup, especially in options file handling
• Moved the options file to /mods/Autofish/, the old one can be deleted if you have it
• The reel animation should now show for you when it casts (it always showed for everyone else, just not client side)
• Minor performance tweaks
Autofish 0.2.2 for 1.5.2
• Rod switching should work now
• Hopefully made it a little more accurate by tweaking current method
• Added a nifty little feature that spawns some particles when it auto catches a fish (Client side), useful for knowing whether it was a recast or catch attempt, debugging, and just looking cool (configurable in GUI)
Autofish 0.2.1 for 1.5.2
• Fixed the recaster, should work as expected now
• Added ability to change the time between recasts, default 45 seconds (currently only from the options file, will be available from the GUI eventually) note: time is in milliseconds in the file
Autofish 0.2 for 1.5.2
• Added a settings GUI (the button will open the GUI rather than toggle autofish) to toggle individual settings much more easily
Autofish 0.1.1 for 1.5.2
• Code cleanup
• Added recaster - if you don't catch a fish within a minute or so, it will recast
Autofish 0.1 for 1.5.2
• First release
FAQ
It's not reeling in any fish.
• Make sure the mod is loaded and enabled. Press V (by default) in game and ensure Enable Autofish is ticked
• If in multiplayer, try the sound detection option. Some servers change hook mechanics in strange ways. Server lag can also have an effect.
• Check for any errors in the logs (or upload them here if you're unsure)
• If all else fails, ask for help in the comments and be as detailed as possible. Is the mod responding at all? Does it work and then stop working after some time? If in multiplayer, does it work in singleplayer and vice-versa? Do you use an unconventional fishing setup?
Can I add your mod to my modpack?
Yes, you may redistribute this mod in the form of a modpack. Credit is appreciated
How can I get around a lag clearing plugin deleting the fish hook?
You need to change the chat pattern in the options to a regular expression that matches the message sent when entities are cleared. If you need any help, just ask in the comments and provide a screenshot or exact text of the message your server sends.
I am a server administrator and would like to disable this mod on my server. How can I do this?
For 1.12.2 and earlier, this mod supports ClientPermissions. Follow the instructions and add it to your server to prevent players from using the mod.
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MamiyaOtaru posted a message on VoxelMap [1.16.1 to 1.7.10] - a minimap and worldmapPosted in: Minecraft ModsIf you would like updates to continue, please offer me some support: https://www.patreon.com/MamiyaOtaru
Minimap that also has a scrollable, zoomable world map (access with hotkey 'm'). Click and drag with the mouse, mousewheel to zoom. Right click to manage waypoints and stuff. View the entire single player world, or anywhere you have already visited in a multiplayer world (might be a bit funky with multiverse servers).
download here: https://minecraft.curseforge.com/projects/voxelmap/files
1.14-1.16 requires Fabric. Get the launcher installer here: https://fabricmc.net/use/ and get the api here: https://minecraft.curseforge.com/projects/fabric/files
NEW: Forge version for 1.12.2, 1.13.2, 1.14.4, 1.15.2 and 1.16.1. Installs like any Forge mod. Somewhat experimental. Missing a tiny feature or two.
1.13 requires Rift. Get it here: https://minecraft.curseforge.com/projects/rift
1.13.2 requires Chocohead's Rift release for 1.13.2. Get it here: https://jitpack.io/com/github/Chocohead/Rift/jitpack-d6893ec777-1/Rift-jitpack-d6893ec777-1.jar
1.12.2 and below require Liteloader. Get it here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1290155-liteloader-for-minecraft-1-7-10 Make sure you get a version that goes with your version of Minecraft.
To install on 1.14+
- Install Fabric
- put the fabric-api jar in your mods folder
- put the voxelmap jar file in your minecraft /mods folder
- launch minecraft with the Fabric profile
To install on 1.13
- install Rift.
- put the voxelmap riftmod .jar file in your minecraft /mods folder
- launch Minecraft with the Rift profile
To install on 1.12.2 and below:
- install Liteloader. Follow the instructions in its thread.
- put the voxelmap .litemod file in your minecraft /mods folder
- launch Minecraft with the liteloader profile
Supported languages shown in green on the map image (or red, if that language is a bit out of date). Feel free to submit new (or updated) .lang files here
Video review:
update log:1.10.6 (and 1.9.26 for MC 1.12 - 1.15)
- config file moved to /config folder. Cache and waypoint data moved out of /mods to /voxelmap folder
- fix for world map data not saving on exit
- support for 512x resource packs (assuming Minecraft itself can handle them)
- fix for entities in minecarts/boats or on non living entities being rendered too high
- world map cache memory usage reduced ~25%
- VoxelMap can now handle more than 65536 unique blockstates (basically unlimited)
- fix bug causing duplicates of waypoints
- fix for donkey, mule, and zombie/skeleton horse icons
- Forge release for 1.16.1
- Can use non-roman characters in waypoint names. (fix to ensure waypoints file is stored with unicode encoding)
- fix for icons for unknown mobs with non standard models (seems to also fix some icons showing as black squares)
- fix player names on the minimap with high definition resource packs
- initial release for 1.16
- Redone much of the icon system to better reflect the shape of mobs. Mobs that use a second layer aren't necessarily all simple rectangles now
- various things to get ready for 1.16, like being able to have multiple dimensions with the same dimension type
- big UI refactor
- radar icons no longer occasionally flash when new ones are loaded
- fixed possible miscoloration of some radar icons
- blocks with custom models worn on heads are more accurate
- on the map, sky color shows now (instead of being black all the time)
- upper slabs and staircases etc correctly show up as non transparent blocks on minimap
- Sheep colors (all of them *cough jeb_*)
- Smoother minimap motion when player is moving at high speed (lerping all the things)
- fix for squaremap transparency stencil not working correctly with minimap rotation on (primarily of use to resource pack authors)
- fix for radar being unable to be turned back on after turning it off (1.12)
- updated packed mixin library (1.12)
- minimize lighting glitches on the world map when teleporting etc.
- villager icons show different villagers again
- horse icons show patterns again (and armor) (1.16)
- radar icons crisper (1.16)
- made compatible with MCPatcher style colormaps in grid layout (fixes yet another some-blocks-turn-grey bug)
- initial upload for 1.16 snapshot (fabric version)
- initial upload for 1.15.2 (forge version)
- fix for grass turning grey on the map when user encounters snow
- fix for mob heads as helmets not showing on the radar
- fix NESW directions text being partially occluded by the minimap
- fix biome names not showing on the fullscreen map
- 1.9.13 apparently was just getting this working on Minecraft 1.15 final dunno
- Fix for rare issue where a block (most commonly grass, sand, snow) would show as the wrong color until restarting Minecraft
- Much more efficient and safe loading of areas that had been previously explored, but not recorded by VoxelMap (Singleplayer only - loading the info from Minecraft's save format)
- (Forge) Fix for movement keys on the world map being unresponsive
- fix for crash when around PigZombies in 1.14.3
- worldmap loads uncached (by VoxelMap) areas from local storage again (SP only)
- can now edit world names in the multiworld screen again
- fixed option sliders not letting go of mouse if it is released when not above the slider
- fix possible crash when looking directly at a waypoint immediately on spawning
- brought back filtering (blur) option (off by default)
- fix bug that prevented connecting to Forge servers (Forge versions 1.13.2+)
- minimap size settings greater than 'Large' now restored on restart
- updated Japanese translation (1.13.2+)
- fixed the unicode language files
- Worldmap less likely to store data for incompletely loaded chunks
- Worldmap more responsive to settings changes
- Fix for redstone losing color in non-live sections of the worldmap
- updated Chinese translation
- fix bug where farmland and paths weren't registering for the opacity based heightmap. This allows wheat, carrots, etc. to show on the map again. Huge thanks to Barteks2x
- fixed being unable to save waypoints in the end
- fix for importing old waypoints from the nether and the end
- Much better at picking up surrounding chunks for the world map (on par with pre-1.14 releases)
- More robust world matcher for multiverse servers
- Ensure world map data saves successfully when the client is closed without first leaving a world/server
- fix bug loading some optifine color properties
- fix opengl error spam when minecraft window is minimized
- fix minimap being black on some hardware (eg macbooks)
- fix crash on rapidly disconnecting from a server after connecting
- allow mobs with spaces in the name to be disabled in the radar's mob list screen
- move map down farther to make room for second line status icons. Also don't move map for status effects that don't show an icon
- partial fix for mapping in The End
- extra size options for the minimap
- Fix for nether in the world map showing junk and not correctly showing solid areas
- Let player specify the name of a realms server for waypoint and map storage
- much better handling of LAN servers
- fixed welcome message being unreadable
- made possible to enter world seed again
- fixed player icons in the player select screen
- don't draw empty chunks onto the world map
- fixed tab ordering of all UI elements
- added color for bamboo biome on biome overlay
- initial release for 1.14, 1.14.1 and 1.14.2
- removed blurriness from minimap and world map (will backport this to 1.13 and 1.12 probably)
- initial release for 1.13.2
- fix for not being able to enter new world names in multiworld selections creen
- new rotating square map option (like xaero's)
- new optional simpler radar mode (like journey map's)
- fix for grass appearing grey on the map with optifine installed
- fix regression with world map using too much memory (compression had been off)
- fix bug preventing icons from refreshing with new resourcepacks (or when toggling outlines)
- more accurate stray and drowned icons in the event of hat layers
- fix for movement keys being set back to default when opening the world map
- ready for update aquatic!
- all new mobs added. Tropical fish icons reflect their full diversity
- now shows underwater plants and transparent blocks
- some biome colors tweaked so you can see the border between them when the biome overlay is enabled
- added optional keybind for toggling in-game waypoints
- turning off coordinate display on the minimap also turns it off on the worldmap
- red lines when grid view is on now reflect Minecraft regions (instead of quarter regions)
- fixed voxelmap menus to work with touchscreen (and touchpad)
- fixed CTM overlay methods sometimes making blocks appear black on the map
- redid CTM support to handle new numberless specifications using block and tile names, and descriptive metadata
- fix for randomobs with newer versions of optifine
- fixed up icons for aether legacy and aether 2
- sky color (on the map) fix when betweenlands is running
- new generic hostile/neutral/tamed icons for when a custom icon can't be built (replaces the colored squares with ? marks)
- released for 1.12.2
- fix so mob icons rotate smoothly when player is in a turning boat
- updated Chinese translations (traditional and simplified) by oldmiow
- initial release for 1.12.1
- new Minecraft themed waypoint icons (temple, pickaxe, wheat, etc)
- /ztp waypointName command works in multiplayer too now (requires /tp or /tppos permission)
- block key stored with persistent world map data, preparation for Minecraft 1.13 (1.8 and up)
- 1.9 and up fix for optifine CTM method overlay, could cause blocks to appear black on map (Sphax BDCraft for example)
- 1.10 and up fixed polar bear icon
- 1.11.2 and up re-added some Twilight Forest icons now that mod is resurrected
- 1.12 fixed parrot icon
- 1.12 added Illusioner icon
- Fix for possible periodic flash with the radar turned on (when failing to create mob icon). Prevented flash; also won't continue to try to make that mob's icon
- Map can use custom icons (in resource pack etc) for built-in mobs too now
- initial release for 1.12
- fixed nether waypoint icons on the worldmap
- trimmed llama icon (1.11+)
- fixed possible crash with Minecraft-Flux (1.11.2)
- fix for guardian elders (1.11+)
- fix for players or mobs wearing plain Steve skull (crash fix for 1.8.9 and below, just visual otherwise)
- screens with filters (waypoints, mob select and player select) start with those filters focused. IE you can open the waypoint list and start typing
- support for a lower res background map that shows the whole server (not just areas players have explored) if it is included in a server resource pack (or elsewhere)
- new keybind: toggle in-game waypoints on/off (unbound by default)
- slime chunks (and option to enter server's seed, if you know it. Otherwise SP only)
- click coordinates in worldmap to enter your own, the worldmap will jump to them
- waypoint view distance affects minimap as well as in game
- spectators can see other spectators on the minimap
- minimap hides with f3
- when in the top right corner the minimap moves out of the way of potion effect icons (doesn't apply to 1.8.9 and below)
- fixed world map zoom not centering on cursor on really HD displays
- initial release for 1.11.2
- 1.11 and up get new old north functionality: toggling Old North on ( for those old alpha/beta maps) actually moves the sun/moon to their original location as well as rotating the map 90 degrees
- fix for hand rendering transparent if in-game waypoints are set to beacon only (fix needed for 1.9.0 and up only)
- fix for freeze in the world map with biome overlay and old north on
- fix unreadable coordinate text for users with unicode font on smaller window sizes
- fix for multiworld automatic world matcher breaking if too many areas went from water to dry
- radar correctly shows blocks on head that have a different model as an item than as a block (1.8 and up)
- artifacts around radar icons after changing resource packs
- tooltip showing when it shouldn't on the player selection screen (for sending waypoints)
- wearing player heads shows correctly on radar
- fix shulker icon
- fix vex icon
- fix for possible corruption around the edges of icons when switching texture packs
- players wearing other players skulls now show the other player's face on the minimap (instead of steve)
- slightly better handling of multiworld recognition for skyworlds
- fix for tooltips displaying when they shouldn't on the player selection (for waypoint sharing) screen
- this version released for Minecraft 1.11 too
- initial release for 1.10.0
- can toggle map off with map menu key (like the inventory screen). Also fixes bug where pressing map menu key while map was open would cause it to open again immediately when it closed
- zooming map with mousewheel doesn't scroll through inventory slots (1.7 and 1.8)
- fix broken waypoint loading (losing capitalization from names, custom icons reverting to default)
- fix broken automatic multiworld detection
- 1.9+ only hotfix: fix to allow world map panning with movement keys when Forge is installed
- fix waypoint share to allow names with unicode and punctuation
- fix crash in worldmap when movement/sprint keys were bound to unicode chars
- fix for possible crash with resourcepacks with enormous font images
- show in world icon for disabled waypoint if it is highlighted
- shared waypoint tooltip translated
- greatly reduce chance of a rare ConcurrentModificationException crash (and eliminated entirely in 1.9+)
- fixed display of helmets added by Forge mods (1.8+)
- fix color reading with optifine shaders enabled
- fix for showing flowing water from Streams mod
- better handling of liquid in general - fix possible purple water bug - (1.9+)
- LMM Mod support, possibly
- mipmapped 0.25 zoom level on minimap, much better looking (1.8+)
- better CTM parsing (1.8+)
- CTM fix for some blocks not loading (1.9+)
- fix for resource packs with really HD fonts not showing player names on minimap (now in versions below 1.9.4 as well)
- filter added to mob show/hide selection screen (now in versions below 1.9.4 as well)
- better occlusion of distant in-game waypoints by far away terrain (now in versions below 1.9.4 as well)
- initial release for Minecraft 1.9.4. Some changes that will also make their way into VoxelMap for older versions of Minecraft eventually
- fix for resource packs with really HD fonts not showing player names on minimap
- filter added to mob show/hide selection screen
- better occlusion of distant in-game waypoints by far away terrain
- fix zombie villager icon
- fix optifine randomobs support
- bugfix: couldn't mouseover waypoints in the nether
- added hotkey to go straight to the waypoint menu
- in-game waypoint signs changed from name+distance to icon (name+distance shown on mouseover)
- highlighted waypoint/coordinate shows up in-game
- fix crash when right clicking on unloaded region in the world map
- better handling for barrier blocks (1.8 and 1.9)
- better handling of waypoint transparency, especially with water (1.9)
- added ability to share waypoints and coordinates with other users of VoxelMap and JourneyMap. Right click on world map, or from the waypoints list
- Polished the highlight waypoint interface (more obvious how to remove highlights)
- bugfix: prevent crash when a player wears an enderdragon head (1.9)
- search for waypoints on the waypoints screen (like creative inventory search)
- highlight specific waypoint or spot on the world map (can make a waypoint easier to find if there are hundreds)
- 1.9 only hotfix: fix for liquids showing as purple with Forge running
- 1.9 only hotfix: fix for junk characters in chat wherever a color code was used
- initial release for 1.9
- switch from using transformers to mixins (safer)
- Fix being unable to hide/show waypoints or mob types by clicking on the eyeball icon in the list view
- re-add a bunch of icons and icon hints for mobs from various mods
- initial release for 1.8.9. get Liteloader for 1.8.9 here: http://jenkins.liteloader.com/view/1.8.9/job/LiteLoaderInstaller 1.8.9/
- for 1.7.10: don't allow unicode characters on the controls configuration screen (like Minecraft itself), preventing a crash when attempting to save invalid (for 1.7.10) characters
- for 1.8: fix so unicode characters chosen as inputs in the controls screen are successfully saved and restored
- fix for mooshroom and spider jockey icons
- less likely to hit out of memory errors
- 1.8 only hotfix: fix for mods' mob icons and icons for blocks worn on player/mob heads being broken with shaders mod installed
- allow voxelmap keys to be bound to mouse buttons (and have them remembered on next load)
- fix for crash when cached data has a no longer valid biomeID
- biome labels on the world map (calculated, and displayed, only after visible regions finish loading)
- the end dimension persistent map can now show structures above y level 90
- regions created with invalid metadata (from before 1.8) will now load in the persistent map in 1.8
- setting worldmap max zoom to 32x remembered for next session (previously reset to 16x)
- uses less direct buffer memory, fix for an occasional crash on initialization (for users whose direct buffer memory was all used)
- fix for rare crash on initialization in the font renderer (NPE)
- slight reduction in memory and storage space for underground dimensions (10 percent-ish)
- fix for invalid coordinate values causing a crash in the new/edit waypoint screen ("done" button greys out as intended with invalid values)
- fix so the map doesn't stop updating when the player is above the build limit (1.8)
- can edit and delete world names for multiworld servers (instead of just choosing one or adding a new one)
- world map: right click works with touchscreens
- world map: underground transparent blocks and liquids don't become invisible if unlit - affected nether-like dimensions
- world map: remove spurious biome tinting for spruce and birch leaves (1.8)
- world map: fix for possible null pointer exception in world selection screen
- world map: mipmapping so zooming extra far out looks better
- radar: helmets with custom models not drawn too large
- radar: more than one icon for mobs from mods and more than one block-as-helmet icon can be created per tick (AMD/Intel), or can be made at all (nVidia) (1.8)
- fix for crash when clicking very right or very bottom of color selector
- fix for crash when running in 1.7.10 after running in 1.8 and having a zoom level unsupported by 1.7.10 (1.7)
- automatically detect multiworld server (without the user manually specifying that it is one, though that's still possible) when switching between two worlds with the same dimension
- multiworld button will flash when attention is needed (multiworld server with the current world as yet unrecognized)
- best effort fix for player icon on worldmap not reflecting player's skin occasionally on first open, or showing as a white square for some players
- more consistent at showing newly explored areas on next opening of the worldmap
- don't save bad data (fix possible corruption of saved map region data)
- possible fix for padding error on in game waypoint text display (1.7)
- show server name instead of address on world map screen (fix for streamers)
- don't freak out when player presses map key while holding a movement key (that would formerly attempt to display an area very far away that was most likely blank, and possibly crash)
- old north setting now applies to world map as well
- old north setting remembered per world, defaults to off (for all those old pre-beta worlds before notch changed the direction of the sun. Set it once for them and it will be remembered)
- partial fix for switching into cavemode when riding a minecart on a slope (1.8). You can sometimes see the sky dim near the horizon when you are riding a cart. This is because Minecraft thinks you are underground; it's a Minecraft bug
- correctly display blocks worn on head when the blocks use a custom .json model (1.8) - see http://chattypics.com/files/blockModelsOnHead_iyt35w8cqx.jpg
- greatly reduce the chance of a ConcurrentModificationError when encountering a resource pack that has a badly formed .mcmeta file for a texture, ie successfully fail and don't keep trying (1.8)
- fix so worldmap is able to determine correct multiworld when first re-joining a server (1.7)
- improved multiworld support. VoxelMap now automatically recognizes previously visited (and labeled) worlds, as long as they haven't changed too much. If the user has stated that a server is multiworld, and a world is not recognized (either the first visit, or it has changed a lot) a message in chat will state that it is an unknown world, and remind the player to manually select the world in the multiworld screen
- manually select which world you are in on multiworld servers that don't communicate with the client via world_info/journeymapServer/voxelPlayer plugins. Credit to cubic72 for the selection screen
- configurable zoom levels. zoom out 4 times as far as before, if your memory can handle it
- configurable in memory region cache size. again, if memory can handle it, increasing the size of the cache makes regions less likely to unload (to reload later) as you pan around
- now cache map data on disk for singleplayer worlds too instead of creating from scratch every time from the anvil files (mostly because loading from the voxelmap disk cache is twice as fast)
- fix for crash when opening the worldmap with coloredLights mod installed
- performance improvement: empty regions do not count towards the region pool size. Loading an empty region will never cause a non-empty region to unload (saving having to possibly re-load it later). Empty regions also use no memory now
- teleport in Nether works much better. Tp will go to the surface the world map knows about. If no surface at that X/Z, will check above and below to find one (everywhere for SP, loaded chunks for MP). If none found, TP not allowed so you don't end up inside a wall
- player icons reflect whether the player has his hat layer turned off
- waypoint icons in icon selector sorted alphabetically
- loaded regions use much less memory, which means, for the same usage, you can now
- zoom out twice as far on the world map
- world map loads much faster. If you scroll faster than it can load, it skips to your current location instead of making you wait for everything to catch up. Regions that have gone off the screen before they could render because you scrolled so fast are now removed from the queue
- keyboard controls for the world map. up/right/left/down to pan, crouch/jump to zoom in/out. hold sprint key to pan faster
- bugfix for zombie villager and spider jockey helmets rendering too large
- add support for CustomNPCs mod
- player icon on worldmap now works when radar is turned off
- small scale skull icon fixed
- keep openGL stack consistent when attempt to automatically create an icon for an unknown mob type fails
- add support for Colored Lights mod
- custom mob icons can be created with a text .properties file, allowing them to use the current resource pack (and saving space over .png custom icons)
- fix for teleport to waypoint sometimes trying to teleport to the coordinates of a waypoint in a different dimension
- fixes for compatibility with shaders mod (roundmap stenciling, blurred text on worldmap UI)
- more consistent getting the name from multiverse servers with the requisite plugins
- zooming in world map much more consistent with low framerates
- handle resource packs included with saves
- handle launchers that connect the client directly to a server
- handle resource pack waypoint icons with different sizes
- waypoints created with a now missing image will show as the default instead of not at all
- lot of CTM and custom color map fixes, which improve support for some complex resource packs that rely on MCPatcher or Optifine
- configurable waypoint icons. Add your own! Either put in the .litemod file with the rest, or create a resource pack with new icons like /assets/voxelmap/images/waypoints/waypointNAME.png
- Internally, using sprite sheets now instead of individual small images. The speed boost is actually rather minimal but it is there, particularly on busy servers with a ton of players and their names being rendered.
- Also persistent map backported to 1.7.10
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SpongePowered posted a message on Sponge - the flexible, Forge-friendly Server API and ImplementationsPosted in: Minecraft Mods
The development team at SpongePowered are proud to present:
Sponge - a new, open source API for Minecraft.The Sponge API is available in two implementations:
- SPONGEVANILLA
- a stand-alone server which provides the Sponge API in vanilla Minecraft
- SPONGEFORGE
- a Forge coremod that enables Sponge API within a Minecraft Forge environment
Releases of both are available for the older Minecraft versions 1.8.9, 1.10.2, 1.11.2,
and 1.12.2 is in long-term support as we work toward a release for Minecraft 1.14.X
DOWNLOADS MAY BE FOUND HERE
What can Sponge do?
On its own, Sponge provides a number of server optimisations and tweaks, such as entity activation ranges and lag tracking through the built-in timings module. The real power of the Sponge API is unlocked by installing Sponge Plugins. Like other APIs, plugins can be created for the Sponge API and will work with either implementation - SpongeForge or SpongeVanilla. Plugins will work in single player, on LAN, and on dedicated servers, providing a huge variety of configurable features.
Forge Compatible
SpongeForge has been designed from the ground up to be compatible with Forge mods. This puts a great deal of flexibility and control into the hands of modded server operators, where it has often been difficult to make other APIs play nice with Forge mods. Cause-tracking, protection, permission groups, world management and chat formatting are amongst the many enhancements possible using Sponge Plugins, which may be found on our open-source, community-driven Plugin-hosting site, Ore.
Where can I learn more?
We encourage anyone interested in the Sponge project to read the SpongeDocs, and to join the Sponge Forums, where newcomers are always welcome. It's the best place to learn more about the project and how to use, develop for, and contribute to Sponge. You can also contact us via IRC at https://www.spongepowered.org/chat (in the channels #sponge, #spongedocs and #spongedev on espernet), and on the SpongePowered Discord.
Development continues apace!
Please note that development of SpongeAPI and implementations are ongoing, and that bugs and other issues may arise.
Help us track problems by reporting them to our Github repositories so we can fix them efficiently. FLARD not included. We always welcome contributions, so if you have something you can add to the project, contact us or send a GitHub Pull Request our way at https://github.com/SpongePowered.
Acknowledgements
SpongePowered is a team consolidating many years of modding experience by a core of experienced, talented and persistent developers. SpongePowered sends thanks to the many developers and server owners who have contributed to the Sponge Project and helped make it what it is today.
All Sponge projects, including SpongeAPI, SpongeVanilla and SpongeForge use the MIT license.
SpongeDocs and their translations use the International Creative Commons Share-Alike License 4.0. -
21
troyboy50 posted a message on ChunkBorders - Visualize chunk boundaries, locate chunk centers, and more.
ChunkBorders
Minecraft 1.14.2
What this mod does:
ChunkBorders provides an easy way to see the edges and centers of chunks, as well as identify your world's spawn chunks and spawn area. This can be very useful for people who play on Towny, Factions, or similar servers where chunk boundaries are important for setting up a town, building, and protection. Works on both single and multiplayer.
Usage:
- To enable the mod, install it and simply press B (by default) in-game.
- You can adjust the radius and other settings by going to either the Main Menu or Pause menu, clicking the tab at the top right, and selecting the "ChunkBorders" mod followed by "Settings".
Settings:
- Radius:
How many chunks in each direction will be visualized (0 will display only the single chunk you're in, up to 16 which is huge).
- Auto Height:
Makes the borders render at the player's feet and move automatically when you change height.
- Manual Height:
Keeps the borders at the same height, adjustable using the UP and DOWN arrow keys.- Show center of current chunk:
Shows the 2x2 chunk center for the chunk you're currently standing in
- Show spawn chunks and spawn area:
Toggles visualizing spawn chunks and the 20x20 spawn area.
Media
Installation:For 1.14 and later:
1. Install the Fabric Mod Loader.
2. Download the Fabric API and place the .jar file in the /.minecraft/mods/ folder.
3. Download ChunkBorders and place the .jar file in the /.minecraft/mods/ folder.
4. Launch Minecraft using the Fabric profile.
For 1.12.2 and Earlier
1. Install LiteLoader.
Click here for LiteLoader downloads
2. Download ChunkBorders and place the .litemod file in the /.minecraft/mods/ folder. Do not change the extension from .litemod or it will not load.
3. Launch Minecraft using the LiteLoader profile.Download (Direct Links):
Download ChunkBorders 0.4.0 Link Removed[1.14.2 | 1.14.1 | 1.14]
• Update to Minecraft 1.14.2, now using the Fabric Mod Loader
• Added height option to use the highest block below the player (rather than at the player's feet)
• Added options for chunk corners and chunk walls (the same as the vanilla F3+G behavior)
Download ChunkBorders 0.3.6 [1.12.2]
• Update to Minecraft 1.12.2
Download ChunkBorders 0.3.5 [1.12.1]
• Update to Minecraft 1.12.1
Download ChunkBorders 0.3.4 [1.12]
• Update to Minecraft 1.12
Download ChunkBorders 0.3.3 [1.11.2] [1.11]
• Update to Minecraft 1.11.2
• Fixed crashing issue when rendering all chunk centers
ChunkBorders 0.3.2
• Update to Minecraft 1.11
• Added toggle to show centers of all chunks rather than just the current one
• Fixed issue with jittery rendering at very high coordinate values
Download ChunkBorders 0.3.1 [1.10.2]
• Updated to Minecraft 1.10.2. With the addition of F3+G ingame, this mod has become somewhat obsolete, but some may find the extra features useful or like the look better.
• This version also works with 1.10
Older versions and changelog:
Download ChunkBorders 0.3.0 [1.9.4] [1.9]
• Update to Minecraft 1.9
• Added option in config menu to show the center of your current chunk
Download ChunkBorders 0.2.2 [1.8]
• Fixed border height keys not being configurable
ChunkBorders 0.2.1 for Minecraft 1.8
• Update to Minecraft 1.8
Download ChunkBorders 0.2.0 for Minecraft 1.7.10
• Update to Minecraft 1.7.10
• Added option to show spawn chunks as well as the 20x20 spawn area
Download ChunkBorders 0.1.1 for Minecraft 1.7.2
• Made the manual border height keys configurable
ChunkBorders 0.1.0 for Minecraft 1.7.2
• Initial releaseFeel free to post any suggestions, feedback, and questions in this thread.
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1
LoRaM100 posted a message on LiteLoaderPosted in: Minecraft Mods
From the sectional rules (Mapping and Modding) above:
https://www.minecraftforum.net/forums/forums/forum-discussion-info/2601515-mapping-and-modding-rules
- Do not ask, demand or pressure creators to update content, this includes asking if/when there will be an update, and applies as well for downgrades
To answer your question, I think most Mods are on hold until Forge gets updated.
Patience grasshopper.
Lou
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Bis_Auf posted a message on LiteLoaderPosted in: Minecraft ModsI just want to take the time to thank you for all your hard work on this mod. I know a tiny bit of what you are dealing with (our server is updating and minimal pace 1.13 does not make anything easy). Keep up the good work, and once again thank you. (I've actually threatened my System OP with bodily harm if he updates completely before this mod is ready, lol)
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Cee64D posted a message on LiteLoaderPosted in: Minecraft ModsI just want to say, as a long time user, that I appreciate all the work you guys do on this. LiteLoader is the only mod system I use and I consider it essential to the game. So, in case somebody hasn't told ya'll in a while,
Thank You! -
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Romaq posted a message on LiteLoaderPosted in: Minecraft ModsThank you for your work with LiteLoader. Release 1.13 is still buggy snapshot quality work and the presumption is that 1.13.1 will be out before very long anyway. Trying to force a release not fully baked is what has us in this mess anyway. Please take what time you need!
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chrismack posted a message on [1.2.3] WDMods - Creepers, sneak and chat.Posted in: Minecraft Mods-
- To post a comment, please login.
3
I tried with a clean install of 1.7.3, installed Modloader and my own mod, then installed Improved Chat and everything worked as expected, so I don't know what else to try.
Sorry I can't help any more but if you're still having trouble it may be worth checking that there aren't other conflicts - are you running any other ModLoader mods?
3
FTFY I don't depend on Forge, I depend on a toolchain which includes (up until now) LaunchWrapper (a Mojang product written by cpw) and ForgeGradle (a modern build toolchain which was designed for Forge but is basically the contemporary MCP) and Mixin (LiteLoader's core which was extracted and improved to power Sponge and other mods).
LaunchWrapper has been supplanted by ModLauncher (a new project written by cpw to address the shortcomings of LaunchWrapper) and I am having to update Mixin to support it. I am also folding in some internal improvements to the structure of Mixin in the process, since the adoption of ModLauncher has necessitated some significant changes anyway.
All this is taking time, LL will come to 1.13.x but it's just taking time. We haven't had changes of this magnitude in recent years and this is taking considerable work to achieve.
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1.13 for Forge, LiteLoader and Sponge is going to be a huge undertaking because in order to support Java 9 all of these projects are moving from LegacyLauncher to ModLauncher.
This is such a massive undertaking because I first have to update Mixin, which is going to be a first class citizen under the ModLauncher regime.
This is the biggest upheaval in the history of minecraft releases, and people who understand that statement in the context of some of the changes which have happened in the past will understand the true scope of these changes.
I would request patience. Please just report further requests for updates per the forum rules.
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I'm not dead, I just go through protracted periods of being insanely busy IRL which vary based on the events I'm working on.
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This mod provides a client-side user interface for the WorldEdit plugin allowing you to see your selected region in-game in real time. It allows you to work more quickly and accurately with your WorldEdit selection and is especially useful when working with Polygon, Convex Hull and Cylinder selections.
WorldEditCUI was originally written by lahwran, it was subsequently maintained by yetanotherx, huge thanks goes to both for their previous work on the mod.
*Not guaranteed
To install the mod:
To use WorldEditCUI, simply make a selection on a server using WorldEdit, your selection will be instantly displayed on the screen. To clear your current selection issue the command //sel
WorldEditCUI is licensed under the Eclipse Public License, the current source can be found on my GitHub.
1
The server's being hammered by a DOS attack at the moment which is occasionally crashing the webserver. If the problems persist then I'll look at migrating the hosting to one of my other boxes.
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I don't really know what you're asking, the FILTER directive already terminates the chatfilter macro so the behaviour you're describing is already the case.
What? this is the first I've heard of this. Please describe the issue you're having.
1
Sliders work similarly to labels in that you bind them to a shared variable, you can then simply access the shared variable in your scripts to get or set the value. Shared variables (unlike normal variables) are not attached to the macro trigger that owns the macro, they are shared amongst all scripts. To make a shared variable, prepend an at symbol "@" to the variable name. In order to avoid breaking other scripts with local variables, shared variables exist independently of local variables so for example @#foo is a shared counter variable and #foo is a local counter variable.
So to use the slider value, simply enter a shared variable name eg. @#myslider and you can then use this in your scripts.
GETPROPERTY and SETPROPERTY are mainly for runtime customisation of controls (eg. changing colours, labels, etc) and are not super efficient, this is why labels and sliders use the concept of binding to a variable since it's a much more efficient read/write operation and can support many scripts reading and writing the value at once with negligible overhead.
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I've pushed a new snapshot, this should now be resolved.
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Server has been successfully restored, if there are any issues accessing downloads please let me know.