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Mar 14, 2012There is a difference between bloodbath/thor...Thor strikes high powered lightning in one place, *possibly?* setting fire to blocks around that place. Bloodbath would kill all mobs around you, any direction, provided they were in your range.Posted in: Suggestions
For Bloodbath, instead of just damage increasing, maybe the range would increase with the levels as well.
For "Define" such and such, Mojang (if they used any of these) would figure out what's the best time for each one. If Redstone Shovel were to post his times, everybody would complain that it's either to high or low, so there's no point in him defining times. Mojang'll figure that out.
Repair could be based more off of what armor you have on; iron it would heal 100%, Gold would heal so much, diamond so much, etc. This way, it's not too powerful, but it is good enough that it's worth it to take off your almost destroyed armor until you get the book enchantment and can repair it.
Those are just my ideas, but I like your ideas Redstone, keep it up!
Oct 2, 2011I am DEFINITELY going to join this server. My backstory, I was on another server like this one (smaller scale, wars only allowed at certain times to prevent a war where no defenders were on, had to be declared in advance, etc.). It shut down after a while, and I've been searching for one to join like this ever since. I haven't found any.Posted in: Starting Up / Looking For Server
My full support is in for this server. If you ever need anybody to help build a spawn point or something before the server opens, I would be thrilled to help you. I love this type of server and you seem like a smart, well rounded person that could coordinate a server like this very well (not sucking up, but I was reading your responses and I think you're a person that thinks things through a lot. That's a good quality to have).
Anyway, there needs to be concrete rules for the foundation of different "factions." We can't have 15 factions with, say 3 people each. There has to be a set of rules. Maybe, "We have 7 people that would like to join, so can we make a faction?" would work. I've seen too many "small" factions that are just a burden to the game's politics.
Also, rebellions. How would you manage it if the, say, leader of a faction started to not be online much, or he continually refused his member's suggestions to do such and such. There should be a way for the faction people to rebel. I will outline this later.
I was just thinking abou a server like this earlier. If I had the money, I would start one on my own. I was outlining some of my ideas on paper, and boy was I surprised to catch this topic.
First off, I think the "factions" should be called "kingdoms." Gives it a more fuedal age, class system role. The "leaders" should be "kings." Tags on names wouldn't be necessary, but it would help distinguish who's who. Maybe tag the kings, and color names for their factions. But that's an option. For newer players, that would be a very helpful thing if the server gets large, as it's hard to start in a server of 50 people, not knowing who's "on your side" or not.
Secondly, each "Kingdom" would be ruled by exactly one king. This king could have different "manors" or "duchies," depending on the size of the server. If this gets large, it would be Kingdoms>manors>duchies. There would be set rules for the amount of duchies a manor gets, and the amount of manors a king gets. Maybe based off a kingdom's population.
Third, members of kingdoms should be rewarded for their good/bad actions. A good member, ie, one that donates a lot of time and resources to building up his kingdom should be rewarded by his king, maybe by being the next player in his kingdom to become a duke (ruler of a duchy), if/when the king makes another duchy. Good dukes and their duchies (that support a kingdom well, whether by time or resources) could be upgraded to manors, as long as the kingdom was allowed to have another manor.
Bad members could be punished some way. Maybe their resources would be confiscated, maybe the would be sent to jail (not allowed to do anything) for a certain amount of time. Bad dukes could be punished by losing control of their duchy. Maybe a good peasant (the lowest "class") who the king likes would be elevated to duke status, and the duke made a peasant. This is a viable way to punish and reward bad and good players, respectively.
Fourth, I think that each Kingdom/Manor (if manors are implemented) should have a "central" manor/duchy. As this could be considered favoritism and create resentment, this could be very controversial. I think this would be a good idea, but others may not.
There should definitely be a "capital" for each; while the above idea may be disliked, this capital could be "shared" by all duchies/manors and worked on together, for the good of the kingdom. It wouldn't ahve to be ruled by anybody except for the king, and would have no peasants. It would merely be the "center" of a kingdom's power and territory.
Fifth. Back to my earlier post about rebellions. They could happen at any time, provided the king/duke/lord (ruler of a manor) that is being rebelled against is online. It is up to said leader to recognize the signs before a rebellion takes place, and it is up to him to quell it. Maybe dukes could war against other dukes on behalf of the king. THey must watch out, however, because at any time a neighboring kingdom could sieze the opportunity and invade during the chaos. Makes for a very tedious and intricate political situation.
And those are MY ideas, at the moment. I had more, but I can't find the paper I was brainstorming on earlier.
Back to what was written above about the server.
-What should the server be called?-
I don't much care about names, I"ve seen some tacky ones. Other people have good suggestions. I'd be happy just with the server, let alone the name.
-Should factions/clans be called factions, clans, or something else? Not really essential, but I get tired of typing "factions/clans" all the time.-
As outlined above, kingdoms/manors/duchies. If you're only going to have a main "faction," just call it a kingdom. I'd be fine with factions, however.
-Should there be any roleplaying? If so, to what extent? Should we consider factions/clans as nations but not have character roleplay?-
Factions (kingdoms?) should be allowed to do whatever they want. It's not that important, really.
-Should there be any server-wide events (i.e. Olympics or other competitions, Arena matches, etc.)?-
Maybe PvP matches every month or so, but it's not important and doesn't affect much.
-Should we use any plugins/mods?-
As I believe stealing and murdering should be allowed(frowned upon if caught, maybe with punishment) I think lockette definitely should NOT be used. Most plugins merely serve to lag down a server and help very little; a few would be nice, however. Ones that make different chats for different kingdoms/manors/duchies, maybe, and a plugin that colors chat names. But not too many.
-Should factions be able to set their own spawn point by means of a plugin?-
It's not essential, but spawn points should probably be different for each 'faction.' If you plan on (as you stated earlier) have the factions hidden and secret, a single spawn would make it very easy to tail a faction member and find it out. Also, read below.
-What should we do about combat logging? How should we try to prevent it? How strict should we be? Remember, more often than not, combat logging is accidental. I'm not asking how to punish it, that's the easy part.-
I don't really know. I can't think of any ideas to help, but I"ll be brainstorming.
-How far away should factions/clans be located from each other and the spawn point? I've never really gotten used to large measurements in Minecraft.-
This is what I was referring to about the spawn points. If factions are truly going to be some 5,000 blocks away from the spawn (this is about the average for what people have said, and would be necessary to keep factions hidden from each other), it would take a very long time to get back to your faction. Especially if you die from hunger or something. YOu'll be ready to diea again by the time you make it back.
Warfare should be totally rule-less, as long as no hacking or combat logging is allowed. ARchers should be allowed (makes it less fun if bows are banned), and you shouldn't have to all attack as one group. Setting up pre-attack strategies allow for flanking manuevers, sneak attacks, and people to infiltrate the base while the main fighting is going on outside. It should never be divulged how many people are going to participate in the fight on each side; you don't know that in a real war.
Anyway, I need to go for now. I'll try to think of some more things, and I realise my ideas are about polar opposites from yours (my ideas on kingdoms, duchies, manors, etc.) I would love to see them implemented, but I know that your faction idea is headed the opposite way of mine.
Whatever you decide to do is fine, I'll work with you either way. As stated earlier, if you need any help building anything, any help coming up with rules, any help admin-ing even, I'll admit I'm not great at any of them but I would be thrilled to help.
Best wishes for the server!
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Feb 15, 2013Posted in: Minecraft Mods
for Minecraft 1.6.4Licensed under Version 3 of the GNU General Public License.
- Download and install Minecraft Forge
- Download the dependency PCL v2.1.0
- Download the mod file
- Place the dependency and mod files in your mods folder (coremods folder if pre-Minecraft 1.6)
2.1.0 (MC 1.6.4)
- Requires PCL v2.1.0
- Stop replacing vanilla torches to fix a lot of incompatibility issues
- Create new lit torch block
- Convert vanilla torches to modded ones on world random update tick instead
- Made torch recipe result in the new torch block
- Mark surviving vanilla torches so users know they haven't been converted yet
- Made unlit torches ignite when right-clicked if the player has an igniter (held or in inventory)
- Lengthened torch update interval from once per 3 ticks to once per 24 ticks
- Render torches at max lifespan differently to make things less confusing
- Added "eternal" torches available only through creative mode
- Added new torch repair recipe for unlit/used torches
- Added jack o lantern recipe that uses modded torches
- Added NEI support
- Added Forge Multipart compatibility
- Fixed torch age sometimes going past its max lifespan
- Fixed stick recipe to account for torch recipe yield count
- Fixed NPE possibly cause by incompatibility with MCA
If you are going to report a bug, please do the following:
- Make sure the bug is caused by this mod
- Make sure the bug is not listed in the "Known Bugs" section below
If the game crashed:
- DO NOT post/send the Minecraft crash log
- DO post/send the Forge crash log. You can find it by:
- Going to your .minecraft folder or your server folder
- Looking for the forgemodloader-client-0.txt or forgemodloader-server-0.txt
- Use spoiler tags when posting crash logs
If you find any bugs like incompatability or something, feel free to inform me about them. Comment or pm me or something.
None as of now
Torches are no longer crafted as lit torches, but as unlit torches, so they will need to be lit with some sort of igniter first before it can be used as a light source. They are given lifespans so they become single-use torches and will eventually burn out. Also, they will revert to unlit torches when they come into contact with water.
Mob behavior is also slightly modified to make them interact with the torches. Villagers will kill the village torches during the day and ignite them again at night. Zombies and skeletons may occasionally attempt to take out lit torches as well.
Details of the mod can be found in the new wiki: http://minecraft.curseforge.com/mc-mods/unlittorch/pages/wiki/
Not even a week after putting up the wiki, Curseforge made the time I spent on it a total waste when they updated their site and removed the wiki feature (deleting my work in the process).
These are outdated but still give you a pretty good idea of what to expect from the mod. Anyway, thanks for these!
Don't really understand what he's saying here, but it seems to cover a lot of stuff
May 2, 2013Posted in: SuggestionsI have locked the thread because I am no longer particularly interested in continuing it. If it is possible to transfer ownership of a thread, I would be happy to have someone take over.
Making Dungeons Harder and More Interesting!Wiki article on Dungeons: http://www.minecraft...et/wiki/Dungeon
The dungeons are bigger, they almost always have corridors connected to them, and sometimes those corridors connect to another spawner room, with a different kind of monster spawner. More commonly, they simply connect to a dark, mostly empty room. The spawner is no longer in plain sight, it is usually hidden in the floor, and dungeons close to the surface will rarely have an entrance open to the outside.
For the full details, click the spoiler.
1. Increase Dungeons' size. Make the spawner rooms 11x11, 11x13, 13x13, and rarely 13x15 (Dungeons are currently 7x7, 7x9, and 9x9). This allows more space for monsters to spawn and adds more of a challenge. Last but not least, when the spawner is hidden (see #2) it makes it more difficult to dig down and knock the spawner out from below.
2. Spawner block location changes!
A. The spawner is level with the floor, and a silverfish monster egg covers it. Up to 3 decoy blocks (also silverfish blocks) are placed on the floor randomly to hide the spawner.
B. The spawner is close to the corner of the dungeon, and is surrounded by iron bars.
3. Give each block that makes up the dungeon walls a 2.5% chance to be a silverfish monster egg.
4. Dungeons close to the surface (up to 10 blocks deep) will have a chance to have a staircase up to the surface.
5. Various aesthetic effects, including cobwebs, cobblestone walls, and iron bars.
6. Dungeons have the potential to have corridors, empty rooms, and multiple spawner rooms.
Traps- Descriptions and Pictures!
In short, chests will sometimes be trapped, and may ignite TNT, drop an anvil on your head, or open the floor beneath you and cause you to fall (not far enough to kill you). Occasionally, non-lethal holes in the floor will form as well. Not all traps are built using the same triggers and mechanisms. None of the traps are designed to be lethal; in fact, only one can kill you if you have full health, the TNT/trapped chest trap.
Full details in the spoiler.
1. Trapped chests
2. Levers or buttons found on the floor, walls, or ceiling.
Tripwire and pressure plates are not used because of monsters' persistent tendency to activate them.
Traps- pictures of each are in their respective spoilers.
1. A pair of TNT blocks that will ignite and destroy chests. Note: These only spawn with chests, and they are intended mainly to destroy loot, not to kill the player. The only reason there are two TNT blocks is that a single TNT block would do little to no damage and would not destroy the chest, let alone the loot. Only one block of TNT is pictured below, the second was removed.
2. 2x8x2 (2 blocks long, 8 deep, 2 wide) pitfalls that can be found anywhere in the dungeon.
Most commonly found where you least want them! Keep in mind, they are only 8 blocks deep and will not kill you unless your health is low.
3. Traps that, when triggered, will stop powering pistons, and the floor (gravel) in front of the trigger (in the pictures, the trigger is a trapped chest) will fall 9 blocks down. Keep in mind it is 9 blocks, so not enough to kill or even seriously hurt you.
4. "Anvil Traps" will sometimes cause a "very damaged" anvil to fall two blocks in front of the chest. If you're wondering, the anvil falls two blocks in front of the chest because most people do not open chests or flip levers from the block directly in front of them.
5. Regular-chest traps are chests that have inverters beneath them, wired to TNT. If you dig around under them, you're probably going to break the inverter and trigger the TNT. Not really a trap, but I like the thinking behind it. Suggested by Bagelface, the pictures are his as well.
6. Collapsible-room traps, made by Malloon, are best explained by him, as seen in the spoiler below.
Quote from Malloon
I made a few traps:
Trap 2: A collapsing room.
This trap is non-resetable, but so are most of the trapped chest traps. It is simply a chest conected to redstone, which in turn is connected to a block of TNT. Just one. The room is 7*7*3 large (inside space), and right ontop of the ceiling in the middle is the TNT. Above that is a 7*7 layer of cobblestone, and on top of that there is a block of gravel 7*7*3 big.
This is what it looks like after the TNT exploded:
What I like most about this trap is that, while is is big, it is very simple and can easily be combined with other things. The room could be anything, but the trap stays the same.
Additional Generation, Methods A and B
When dungeons first begin generating, two rooms, connected by a corridor, and only one having a Monster Spawner, will generate. One chest (with loot, not trapped) with form in the room with the monster spawner.
Additional Generation: version A
In addition, dungeons can generate up to two of the following items, generated randomly, and without repeating an option:
-An extra, empty room
-An extra room with a spawner (the type of spawner must always be different) and a chest
-A TNT trap rigged to a trapped chest
-A pitfall trap rigged to a trapped chest
-An anvil trap rigged to a trapped chest
-Two regular pitfalls (holes in the floor)
If, by some chance, two options that do not add a chest are chosen (such as an empty room and two regular pitfalls), an extra chest, non-trapped chest will spawn in the dungeon. This way, at least two chests are guaranteed. You may also wish to note that no more than three chests can spawn using this method.
Additional Generation: Version B
Dungeons generate additional rooms and traps, which must add up to a value of 3. Each option can be repeated, as long as the final value is 3.
-Empty rooms are worth 1.
-Rooms with Monster Spawners (the type of spawner must always be different) are worth 2.
-TNT traps (wired to trapped chests) are worth 1.
-Pitfall traps, wired to trapped chests, are worth 1.
-Anvil traps, wired to trapped chests, are worth 1.
-2 Pitfalls (holes in the floor) are worth 1. This effectively makes each worth 1/2, but as they are the only things with 1/2 value, they will spawn in pairs. This is to offset the relative ease of defeating these traps, compared to the others.
With this method, you are guaranteed to have two chests (but no more than three) without any extra chest addition. You are also, like Method A, limited to two spawners. Unlike A, however, it is possible to have three additional things generate.
Dungeon rooms will all be predetermined geometries (similar to village structures), but will have modular corridor connections so that any room may be connected to any other room. Each room will have exactly 2 'openings' (which form connecting corridors when joined with another room, or simply lead nowhere if no room borders it on that side)
Dungeon Rooms will then be randomly determined and assembled (by ID).
For what I based dungeon generation off of, click the spoiler.
Quote from ItchyDani3l
Each dungeon will have exactly 2 Chests.
Each dungeon will have 2 Rooms and 1 Monster Spawner in addition to 2 of the following items, generated randomly:
-1 Extra Room
-1 Extra Room & Spawner
-1 TNT Trap
-2 Arrow Traps
-1 Pit Trap
The 1st chest will always spawn inside of one of the 2 original rooms. This is determined independently of where the Monster Spawner is placed.
The 2nd chest will be paired with the first of the two randomly selected features. A chest paired with a room will spawn in that room. A chest paired to a trap will be linked to that type of trap, but spawn in a random room (including any additional rooms).
Dungeon Rooms will all be predetermined geometries (similar to village structures), but will have modular corridor connections so that any room may be connected to any other room. Each room will have exactly 2 'openings' (which form connecting corridors when joined with another room, or simply lead nowhere if no room borders it on that side)
Dungeon Rooms will then be randomly determined and assembled (by ID).
The following is an example 'generation' of this type of randomly determined dungeon:
1. The world seed dictates that a dungeon will occur at this X, Y, and Z value, so generation commences.
2. The dungeon features are generated: It will have 1 extra room, and 2 arrow traps.
3. The 2nd chest is paired to the extra room, and will spawn in it.
4. The two original rooms have IDs randomly selected: the 1st room is a Room Type 2, and the 2nd is a Room Type 7.
5. The additional room gets a random ID. It is also a Room Type 7.
6. The two original rooms are placed connected to each other VIA their openings.
7. The 1st chest placement is randomly determined. It goes in the 1st room.
8. The Monster Spawner placement is randomly determined. It also lands in the 1st room.
9. The Additional room is connected to one of the 2 remaining openings, determined randomly. It lands next to the 2nd Room.
10. The 2nd chest is then placed in the Additional room.
11. The Arrow traps are placed in any of the available predetermined positions (positions for traps and mechanisms would have to be pregenerated as well)
12. The dungeon is fully generated.
Additional Generation, Method C
This method is much more random than the others; it is also much more confusing. I think I can best explain it through a list, so here goes:
- A monster spawner room generates, with anywhere from 1 to 3 entrances. This room has a 80% chance to form another room.
- That 80% probability is shared equally by the room's number of entrances, which will vary; with 1 entrance, the probability is 80%; with 2, 40% each; with 3, 26.667% each.
- Each new room generated from the central, spawner room has 1/2 the original probability it's generation for it's own room. As stated before, room #1 (the original room) has an 80% probability; room #2 would have a 40% probability (if that room had two unconnected entrances, the probability would be 20% per entrance); room #3 would have 20%, and so on and so forth.
- When rooms have two or more entrances/exits, one exit would generated until it comes to an end, then the other exits' generation would begin.
When I say "exit", I mean any exit other than the exit that connects it to the already-generated structure. You couldn't have two rooms generate onto the same exit.
Generation Method D
Did Method C confuse you? Well, you're in luck, because Method D is incredibly simple! All it requires is some number of different models of dungeons, preferably more than 10. When the seed decides to generate a dungeon, it simply picks a model and generates it.
Models range in size from tiny (current dungeon size) to huge ("Massive Dungeon Model" size), but the majority of the models are found somewhere in between. This method is very simple, and allows for more complex, though-out dungeons, but it also allows experienced players to memorize dungeon layouts. However, this could be minimized by having more models.
Map Downloads and Pictures!
About as small of a dungeon I could make while still being remotely interesting. Shouldn't take more than a few minutes to complete.
ThePatriarch's Massive Dungeon (the best):
Details can be found in the link! Built with snapshot 13w19a- you're going to need it, because some of the loot is name tags and horse armor (thePatriarch took a stab at how common they would be)! It's great, just go for it!
Revised (Built with 1.5):
Pictures- outdated, but still relevant
Dungeon model #1 (outdated). Ignore the grass.
There are two pairs of arrow-filled dispensers and two pitfalls in the picture.
The bottom-right chest is wired to TNT, the spawner is hidden under one of the stone blocks.
The diamond block represents the spawner. The bottom right chest is trapped and is wired to TNT.
Dungeon model #2. Also outdated, but there's no grass to ignore. Not in the flooring, anyway.
-Is responsible for about half the things in the thread, you might as well ask what I myself have done.
-Made (with a bit of my assistance) the large dungeon
-Made the "common criticism and responses" section.
-A whole bunch, provided the framework for what the dungeons are now. Proposed traps for the first time, helped me de-cluster dungeons, etc.
-created an ingenious and simple way to solve the double spawner problem.
-pointed out (accidentally?) the problems with pressure plate traps.
-thought of great ways to make dungeons more "devious" and interesting.
-made a way to fix the double spawner problem and the XP farm problem at the same time.
-came up with the regular-chest trap
-made the "collapsible room" trap, and a lava-pitfall trap that is not featured here.
Common Criticism and Responses!
They're too big.
Even the large-sized dungeons (which are very rare) are /much/ more compact than mineshafts and strongholds, which generate with many arms of passages webbing out in every direction. Since the proposed dungeons share many walls, the shape of dungeons is more centralized, which would be easy to work around.
It'll get torn up by caverns.
This depends entirely on how the terrain generation works, and it could be reworked if this idea were seen to be valuable enough. Also, as stated above, they don't take up very much space and so would be naturally somewhat resistant to being torn up.
They're too dangerous now.
Well, I don't really agree. In my opinion, the dungeons that currently exist in vanilla minecraft are a bit too difficult to find, but also too easy to conquer once found. The increased size and danger of these dungeons is really what improves them, especially with Jeb upping the loot found in them.
Keep in mind you can just build walls if you want, or flood it!
The spawners make an easy XP/loot farm.
You got me, at least for now. There are quite a few proposed fixes for this, and most of them are actually quite simple. I'll have something up here soon.
Should you happen to be interested in supporting, comment and/or press the "rep" button; each is helpful in different ways. Anyone who wishes to make a mod out of this is welcome to do so, although I would appreciate a private message first.
There is another, older thread on Dungeons that you can see here. The author of that thread has given me permission to use his ideas, so feel free to suggest ideas from that thread here.
Suggestions and criticism are welcome! I feel as though it needs something...
Jan 31, 2013I have searched the forum and have not found anything quite like this... so here we go.Posted in: Suggestions
I think that extreme hills do not feel like mountains, but rather just hills. So, maybe the world could uncommonly generate one of these?
As I said, these would be rare, but I imagine some fantastic builds could come from this!
Here is a picture in the day:
EDIT 2: Supporters list:
Supporter count: 242
Special thanks to LesserLoops for suggesting the list!
If you would like to show full support of this idea, here is a magnificent banner made by LesserLoops
specifically for this thread:
EDIT 4: Here are some more photos to help you guys get a better idea:
Mar 18, 2012JRoush posted a message on [1.4.6]v2 Custom Ore Generation (updated Jan. 5th)Posted in: Minecraft ModsDescription:
Custom Ore Generation
Last Update: January 5, 2013
Latest Version: v2 for Minecraft [1.4.6] or [1.4.7]
This mod allows the player to decide what ores are generated in their worlds and how they are distributed. In addition to the vanilla "cluster" distribution it offers custom-written "vein" and "cloud" distributions.
Customization is the main goal of this mod. Every aspect of the ore generation can be changed through the flexible config file and the more succinct in-game menu. The config is set up to provide out-of-the-box support for several popular mods. Configuration data for other mods can be easily added, and I am currently expanding the out-of-the-box support. See the Configuration for a list, and fill out the mod support survey to request a standard config for a mod.
See the Algorithms section more more detail on what COG can do. See the Configuration section for a quick overview of how to set up the mod. More detailed documentation is available on the COG Wiki.
Wiki links: Wiki Home, The Standard Config, Editing the Config File, Distribution Algorithms
A note: there are many ore- and world-generation mods out there. I wasn't happy with any of them, so I wrote my own. Naturally I like my implementation the best, but other authors have done amazing work. Shop around!
Distribution Algorithms (and pics):
StandardGen (or "Clusters")
StandardGen spawns roughly elliptical "clusters" in each chunk. The horizontal position of each cluster is random, but the vertical position and size are configurable. It can be limited to replacing certain blocks, or to spawning only in certain biomes.
The StandardGen algorithm is an extended version of the ore generation algorithm used by vanilla minecraft. It has been modified to to support the special features offered by COG but is still fairly limited compared to the Cloud and Veins algorithms. Most players are comfortable with StandardGen, though, and it allows for faithful reproduction of the vanilla distributions when necessary. Because the clusters are relatively small and scattered randomly, StandardGen tends to encourage strip or branch mining.
For more information see the StandardGen wiki page.
The Veins algorithm creates a round central "motherlode" with branches radiating in all directions. Branches may twist and turn, and also may fork to create a more tree-like structure. Motherlode size, frequency, and height is configurable, as is branch count, length, diameter, and a host of other details. It can be limited to replacing certain blocks, or to spawning only in certain biomes. Veins is perhaps the most flexible algorithm; it can create spidery groups of branchs, large isolated tunnels, vertical pipes, and other unique shapes.
Veins require a different style of mining than the vanilla clusters. The player has to follow the vein as it twists and turns, so branch and strip mining (and the automated mining machines added by tech mods) are not very effective. Veins are also rather rare and the total amount of ore per chunk is much lower than in vanilla minecraft. However, the yield when mining is much greater than with clusters because the player does not need to keep digging through mountains of stone to find the next piece of ore. Ideally it should be challenging to find ore in the early game but much easier to accumulate large quantities later on once veins have been discovered through exploration in caves & ravines.
For more information see the Veins wiki page.
The Cloud algorithm creates an irregular ball (technically an ellipsoid) of ore. It can be flattened or stretched independently in the vertical and horizontal directions. The interior can be carved up and the surface given irregular bumps and using a noise function (3D simplex noise, to be exact). Together these provide for a huge variety in cloud shape. It can be limited to replacing certain blocks, or to spawning only in certain biomes.
Clouds are intended for large, sparse distributions that require the player to set up proper mineshafts and infrastructure. They are extremely rare, cover multiple chunks, and contain a lot of stone inbetween the ore blocks. This means that when the player does find a cloud it will probably be some distance from their base, and will probably take many trips back and forth to set up a branch mine and mine the entire distribution out. This offers an interesting dynamic for long-term single-player games or cooperative survival servers.
For more information see the Cloud wiki page.
The Substitute algorithm replaces all blocks of one type with another. It can be limited to replacing certain blocks, or to spawning only in certain biomes. As the image shows, it can also replace many types of blocks (in this case all solid blocks).
Substitute is a "helper" algorithm - not intended for actually placing ores but rather for removing the ores placed by Minecraft by changing them back to stone. This provides a "clean slate" for COG to work with when creating new distributions. This approach also works well for mod-added ores.
For more information see the Substitute wiki page.
Client Download & Installation:
This mod requires either ModLoader, ForgeModLoader, or Minecraft Forge. You must download and install one of these before installing the mod.
Risugami's Modloader is a classic but aging modding tool. COG will still run with ModLoader, but some features will be disabled (in-game options menu, debugging wireframes, and support for dimensions other than the overworld and the nether).
ForgeModLoader is a newer mod utility that is supposed to be (but frequently is not) compatible with all ModLoader mods. All major features of COG will work with FML. Some debugging features (i.e. wireframes) will not.
Minecraft Forge is an extensive API used by a large community of mods. It has many features, changes many core minecraft files, and updates frequently. All COG features work with Forge.
Once you have installed one of these three prerequisites, download the CustomOreGen [1.4.6]v2 archive and place it in your .minecraft/mods folder. The mod should be in working order right out of the box, but if you want to configure it see the COG wiki for more information.
CustomOreGen [1.2.5]v1 (Requires ModLoaderMP)
CustomOreGen [1.2.4]v2 (Requires ModLoaderMP)
CustomOreGen [1.2.4]v1 (Requires ModLoaderMP)
CustomOreGen [1.2.3] (Requires ModLoaderMP)
Installation video for Forge+COG (courtesy of avi12):
Server Download & Installation:
Because terrain generation is handled entirely by the server in multiplayer, only the server needs to have CustomOreGen installed. Players generally do not need to modify their client to play on a server with CustomOreGen. However, wireframe models and custom mystcraft symbols require client-side rendering. Players will need to install COG on their client to see the wireframe models and custom mystcraft symbols.
Only the Mojang server is supported at this time; there is not yet a port for Bukkit.
If you are a server operator, you need to download and install either Minecraft Forge or ForgeModLoader. Forge is an extensive API used by a large community of mods; FML is a relatively light-weight rewrite of the Modloader API that supports servers. Choose whichever best suits your needs. All server-side features of COG work with both Forge and plain FML.
Once you have installed one of these two prerequisites, download the CustomOreGen [1.4.6]v2 archive and place the archive in the /mods folder of your server. The mod should be in working order right out of the box, but if you want to configure it see the COG wiki for more information.
CustomOreGen [1.2.5]v1 (Requires ModLoaderMP)
CustomOreGen [1.2.4]v2 (Requires ModLoaderMP)
CustomOreGen [1.2.4]v1 (Requires ModLoaderMP)
CustomOreGen comes packaged with a standard configuration that supports the normal minecraft ores and a variety of mod-added ores, biomes, and dimensions.
The standard config provides out-of-the-box support for
mod support survey.
A basic options menu is available during world creation for single-player and LAN worlds:
Hovering your mouse over an option name or value will display a short tooltip explaining its purpose. There are a few general settings, but the most important options are those named "Coal Type", "Iron Type", etc. These control how each ore will generate in the newly created world. "Veins" and "Clouds" are custom-written distributions, but "Clusters" is designed to reproduce the vanilla distribution for each ore as closely as possible. You can mix and match the different types to suit your tastes. You can also completely remove an ore from the world by setting its type to "None".
The complete configuration, including the contents of the options menu, can be modified, extended, or overhauled. The core config file is CustomOreGen_Config.xml, found in the config/ directory. The rest of the standard config can be found in the config/CustomOreGen Standard Modules directory. These files are written in XML. They can be opened with any text editor but are much easier to read in editors with syntax highlighting like Notepad++. For details see the config and option pages on the COG wiki.
For anyone who plans to experiment with the settings, I would recommend turning on Debugging Mode. This feature allows you to view distributions and change settings in-game.
Enabling wireframes on a remote client currently chews up a lot of bandwidth. I may change this in the future; it depends on how serious a problem it turns out to be.
Let me know if you encounter any other bugs. I would also appreciate feedback on the default ore distributions that come in the config file. If you come up with some settings that you really like, please share them here!
- Compatible with Minecraft 1.4.7
- Standard config module for RedPower 2
- Fixed compatibility with Mystcraft 0.9.5.00
- Height limits for Subsitute. New "minHeight" and "maxHeight" attributes for <Subsitute>.
- New expression string functions. New expression functions "match" and "replace" for string manipulation.
- Option Display Groups. Option display groups can be defined with <OptionDisplayGroup>. They share a namespace with other options, but do not have a value and cannot be used in expressions. Each group appears as a tab in the COG options menu. Numeric and Choice options have a new 'displayGroup' attribute, and will only appear when the corresponding group tab is selected.
- Reorganized standard config modules. The standard modules have been renamed and moved into the "CustomOreGen Standard Modules" folder. The Minecraft ores module is now optional. Any of the modules can be deleted to disable them. They will only be regenerated when CustomOreGen_Config.xml is deleted.
- Bug fixes. Changes to wireframe packets to avoid clogging the client/server connection. Fixed Modloader compatibility (thanks to AnUberWookie). /cogOption now recognizes regular expressions in the option name. Removed Gold affinity for ExtrabiomesXL "Pine Forest", since it is not a hardwood forest. Added Forestry Apatite affinity for temperate pine and fir forests from ExtrabiomesXL.
- Updated for Minecraft 1.4.6
- <Import> accepts wildcards. Imported filenames may contain wildcards (? or *). All matching files will be loaded in a file-system-dependent order.
- Extra Modules folder. The standard config now automatically imports all files in the config/CustomOreGen Extra Modules folder.
- "Supplemental Caves" removed. The additional caves distribution has been removed from the standard config file.
- New /cogEnableDebugging command. This command enables/disables debugging mode, and is visible even when debugging mode is off.
- Significant changes to standard config. Diamond and emerald "veins" are now actual veins rather than scattered deposits (to differentiate them from "Clusters"). Cloud frequencies increased across the board. Misc. small tweaks.
- Standard modules for IC2 and Forestry. Industrialcraft and Forestry now supported out-of the-box.
- Console commands can be run from dedicated server. All console commands except /cogWireframeMode are available in the dedicated server console. The target config must be specified by dimension id.
- New argument for /cogInfo and /cogOptionInfo. These commands now take an optional true/false "detail" value. If true, the output includes descriptions and a complete list of biome/block descriptor matches where appropriate.
- New arguments for /cogPopulate. This command now takes optional coordinate arguments to specify the center of the populating region.
- Mystcraft features dont throw errors if Mystcraft is not installed. Also, a new expression variable "age" is available. It is true if the dimension is a Mystcraft age and false othewise.
- New expression functions. Three new functions: "world.nextRandom" to get a pseudorandom number based on the world seed, "blockExists" to check if a block is registered, and "biomeExists" to check if a biome is registered.
- Minor performance improvements. Memory and processor consumption is improved when many distributions are loaded. Cloud wireframes have many fewer vertices.
- Presets discarded after loading config. Preset distributions no longer appear in the list of distributions in-game.
- Fixed the following bugs:
- Veins, Cloud, and StandardGen not placing blocks in the bottom layer of the map.
- Completed structure statistics not counting structures which extend above/below the world height limits.
- Corrupt wireframe packets from the server causing geometry errors and log spam.
- Option menu tooltips showing up when mouse was outside of selection area (thanks to TimoMeijer for report).
- Wildcard patterns in block descriptors matching single blocks more than once (thanks to TimoMeijer for report).
- Debugging commands aborting permaturely when one distribution causes an error.
- Debugging command output being truncated when sent to a remote client.
- Unintelligible or garbled config error messages for bad block descriptors. [1.4.5]v2a:
- Overhaul of Client/Server communication. This version of the client-side mod cannot "talk" to older versions of the server-side mod and vice-versa.
- Bug Fixes. Mystcraft symbols now appear properly will appear in the GUI for remote clients. The client will no longer spam wireframe request packets if the server is not responding.
- Mystcraft Symbols. Added the <MystcraftSymbol> element to define custom mystcraft symbols. They can be used in expressions to control which distributions generate and what their properties are.
- Overhaul of StandardGen. StandardGen has been rewritten. It now supports all advanced features and can be used with Substitute.
- Bug Fixes. /cogPopulate now works correctly for unloaded chunks (force them to load before populating). COG metadata is properly shown in FML mod list. Client wireframe rendering mode now persists when changing dimension.
- Changes to Standard config. The standard config file has been split into two files for manageability. The StandardGen distributions have been updated, and new Mystcraft symbols and distributions have been added.
- Updated for Minecraft 1.4.5.
- Menu Tooltips. <Descriptions> for Options and choice options values are displayed as tooltips in the client menu.
- Tweaked ExtraBiomesXL biomes. Fixed inconsistencies in how ores are specialized in ExtraBiomesXL biomes.
- Misc Changes. Description annotations can now appear as attributes. Choice Option values are no longer case sensitive when set in the options file or using /cogOption.
- Updated for Minecraft 1.4.4.
- <Import> and <OptionalImport>. New config sytax for merging the contents of external XML files into the main config file.
- <ConfigSection>. New structural element for grouping content in the config file. Equivalent to <IfCondition condition='true'>.
- Seed attribute. All distributions now take a Seed attribute, which controls the random number generation for that distribution. Distributions with the same seed and setting values will share the same geometry.
- /cogPopulate command. New debugging command that populates (or repopulates) chunks near the player with ore.
- Bug fixes. Dimension IDs outside the range [-128,127] are now supported (thanks to Keybounce for pointing this out). Fixed a bug in the /cogSetting command that caused NPE crash when the type argument was not specified.
- Default setting values on the wiki. The list of default setting values for the four distribution algorithms has been removed from the standard config file and moved to the wiki.
- Updated for Minecraft 1.4.2.
- Each dimension has it's own configuration. The config+options file is read once per dimension. Dimensions other than the overworld can have their own config/options files by placing them in the dimension save folder. Debugging commands apply to the configuration for the world in which the command user is standing.
- World and dimension properties in expressions. A set of world- and dimension-specific properties can now be referenced by name in expression, e.g. "world.isHardcore" and "dimension.groundLevel".
- Relaxed biome handling. Veins and Cloud distributions no longer exclude the Nether and End biomes by default. StandardGen distributions are no longer restricted to overworld biomes. The new dimension properties should be used with conditional elements to keep overworld distributions out of these dimensions.
- COG no longer disables vanilla ore generation. An new magic option is available to disable it, but it is left enabled by default and a <Substitute> distribution is used to remove the vanilla ore clusters as necessary. This works better with mods and avoids the need to add back in the dirt and gravel deposits.
- New debugging commands. Use /cogLoadConfig to reload the configuration for the current dimension, and /cogOption to temporarily change an option value.
- New expression functions. Expressions in the config file now support the IsModInstalled() function and the ternary If() function.
- Wireframes only visible when cheats enabled. You must be OPed or the server must have cheats enabled to see wireframes.
- Height Settings do not automatically scale with world height. Veins.MotherlodeHeight, Veins.BranchHeightLimit, Cloud.CloudHeight, StandardGen.height are no longer automatically adjusted when the world height is not 256. Use the new "world.height" in an expression to do this scaling yourself in the config file when necessary.
- Expressions now use 'hard' typing. Strings wont be automatically converted to numbers or boolean values, and vise-versa. Use the conversion operators $, #, and ? to do this explicitly.
- Distributions with no Biomes or Replaceable blocks don't cause errors. They won't generate any ores, but sometimes that is the intended behavior.
- Bug Fixes. Fixed the bugs responsible for (*) the log spam during chunk generation, (*) unnecessary errors due to negative biome/block weights, (*) rounding errors in numeric option values, (*) config errors when options names include a reserved function name like "abs" or "round", (*) config options being written in random order to options file, (*) results from /cogInfo and /cogOptionInfo appearing in random order.
- Changes to the default configurations. Replaced the "groundLevel" option with the "dimension.groundLevel" world property. Added a new "oreSize" option that controls distribution size. Gold is now more common in Forest biomes. Cloud distributions in config are now targeted to specific biomes, similar to veins. Redpower distributions have been temporarily removed.
- Updated for Minecraft 1.3.2. At long last. Major code changes under the hood to adapt to the new client/server model.
- Support for the End and mod-added dimensions. Provided FML is installed and any mod-added dimensions save their chunks in a standard location.
- New Emerald distributions. Emerald ore distributions have been added to the config file.
- FML is now "required". COG is still useable with ModLoader for single-player or LAN worlds, but the in-game options menu will not appear and dimensions other than the overworld and nether will not be supported.
- Debugging Mode is now server-side. Debugging commands are now integrated into the vanilla server command system. There are no additional requirements to use them (Single Player Commands is no longer necessary). The client does not need COG installed to use them. Debugging wireframes are now generated by the server and transmitted to the client (the client must have COG and Forge installed to see them).
- Config error dialog for the stand-alone server. Errors in the server config while produce an Abort/Retry/Ignore dialog just like the client unless the server gui is disabled with --nogui.
- Fixed crash for players without SPC+Forge. This is what happens when I don't test thoroughly.
- Massive overhaul of the config file parser. New features include per-world config files, conditional branches, numerical/boolean/string expressions, and support for attributes written as child elements.
- Config Options. "Variables" that can be used with expressions and conditional branches to control how the config file is read. Option values are stored separately for each world. An in-game menu has been added to configure them for single player worlds. A new debugging command "/cogOptionInfo" provides information on them in-game.
- Debugging Mode enabled through config file. A "magic" option in the config file now enables/disables debugging mode. It is no longer controlled through the *.cfg file generated by modloader.
- Changed config error handling. Errors trigger an Abort/Retry/Ignore message instead of crashing outright, allowing you to find and fix the problem. Error messages now contain line numbers.
- Deferred chunk population. COG now waits to populate a chunk until all chunks within a fixed radius have been populated. This solves the problems with stripping mod-added ores from the world.
- OreDensity setting for <Veins>. Controls the probability that a given block inside the vein is actually converted to ore.
- <Substitute> distribution. Used to completely replace one block with another.
- <Cloud> distribution. Irregular clouds of ore.
- <Replaceable> weights. Replaceable blocks can bow be given a weight which determines the probability that they will be replaced.
- <Biome> weights. Biomes can bow be given a weight which determines the probability that the distribution will generate in them.
- Multiple weighted ore blocks. Multiple ore blocks can now be specified with the <OreBlock> element. Each can be given a weight determining the probability that it will be chosen.
- Nether support. Distributions that target the 'Hell' biome will now generate in the nether.
- Population counters. Distributions now track blocks placed and other statistics for debugging purposes.
- FML info file. COG now provides metadata to FML for those that use it.
- Updated config file. Added a set of Cloud distributions and a number of global options. Small tweaks to existing distributions. Reorganized comments and sections for clearer structure.
- Bugfixes. Lingering issues with ExtraBiomes and 1024 blockIDs mod should be fixed.
- Tweaked Default configurations. Made redstone slightly more common and fixed some embarrassing spelling errors (doubt I got them all, though).
- Veins distributions can now be nested. You can put a <Veins> element inside another <Veins> elements in the config file. The "inner"/"child" distribution will only spawn near its parent. A new vein setting, MotherlodeRangeLimit, has been added to control the effective range.
- Many bugfixes. Bezier veins are now faster and have fewer glitches like leaving blocks behind. Veins distributions with identical settings no longer always spawn next to each other. Mod-added biomes without names will no longer cause a crash. Overall performance should be slightly better.
- Renamed the <PDist> element. <PDist> is now <Setting>, and the "distribution" attribute is now "type".
- Renamed the <VeinDefaults> element. <VeinDefaults> is now <VeinsPreset>. A new element, <StandardGenPreset>, has been added as well.
- Changed how defaults work in the config. Default settings can now be "inherited" from another distribution using the "inherits" attribute.
- Changed how blocks are specified in the config. The "block" attribute replaces the old "blockID" and "metaData" attributes. The "block" attribute supports regular expression patterns.
- Added new presets to the config file. Several "preset" distributions have been added, based on feedback from dyrewolf.
- StandardGen now uses settings. The size, frequency, and height of StandardGen distributions is now set with <Setting> elements rather than directly with attributes.
- Reverted Lapis Lazuli distribution back to v2. The changes to the lapis distribution introduced from [1.2.5]v3 have been undone (didn't like how they turned out).
- Debugging Mode! A special mode for single-player worlds that allows in-game changes to mod settings and more.
- Fixed Redpower compatibility. The problems with redpower ore ids not being recognized has been resolved. Redpower (and other mods as well, probably) waits until the last possible moment to register it's ores. The fix means that the CustomOreGen config file is not fully processed until new chunks are actually generated.
- Smooth Vein branches. Branch segments can now either be straight lines (the old way) or smoothly interconnected curves. This choice has some effect on how the SegmentRadius setting is interpreted, but the other settings are still used in the same way.
- New attribute for <Vein>: branchType. Used to select the old vs new branch types. See the config file for details.
- New attribute for <Vein> and <StandardGen>: name. Used to identify the distribution in output messages and make the config file easier to understand.
- New child element for <Vein>: <Description>. Used to add descriptive text to a vein distribution - neater and more readable than using XML comments.
- Tweaked default distributions. Changes due to the new branch type, and an entirely new Lapis Lazuli distribution. Also a lot of reformatting to make the config file easier to read and edit.
- Air (block 0) is no longer rejected as a blockID. Distributions can now place air, i.e. for creating custom cave systems.
- Fixed Forge compatibility. CustomOreGen no longer requires ModLoaderMP. The client version can now run with just ModLoader, and the server version needs either Forge or ForgeModLoader.
- Updated for Minecraft 1.2.5
- New vein option: Biome. Use <Biome> tags to list biomes in which a vein may spawn.
- Tweaks to default ore distributions. Additional biome-specific distributions for coal, iron, and redstone. The original distributions (which spawn everywhere) are not affected.
- Fixed client/server connection issues. Connecting to a server should no longer cause a crash.
- BlockID validation. More informative error message displayed when a config file contains bad blockIDs.
- Updated for Minecraft 1.2.4
- Support for SMP! A version of the mod for minecraft servers is now available.
- No more base class edits. The mod no longer makes any changes to the core minecraft classes. It should now be compatible with nearly any other mod.
- Simplified Installation. The mod is now installed in the /mods folder rather than dumped directly into the .jar archives.
- Height values given meters. Height averages, ranges, and limits in the config file are now expected in meters rather than as a fraction of the total map height.
- Config file name changed. The config file is now named CustomOreGen_Config.xml. The old config file, OreVeinsConfig.xml, will be *ignored*. Make sure to transfer any customizations from 1.2.3 to the new config file.
- New vein parameter: BranchHeightLimit. Veins can now be prevented from extending too far upward or downward.
- Bugfix: long branches. Vein branch length is no longer silently limited to 140m.
- Major tweaks to default ore distributions. The default ore distributions have been redone (improved, hopefully).
Cadde, for permission to include an algorithm closely based on his OreVeins mod.
Risugami, SDK, and the MCP team for all their hard work to make modding easier.
Mojang, for a wonderful game.
Everyone who has posted supportive feedback in this thread - I appreciate it!
This mod is the intellectual property of the author. Anyone may reproduce or redistribute it freely or alter or borrow from it for other works, provided that they include visible written credit to the author. No permission is required so long as credit is given. The source code for this mod is freely available on request.
Apr 29, 2012Minecraft Impossible Physics v1.3.1Posted in: Discussion
Let me begin by saying that I enjoy playing the wonderful game that is minecraft, and that I am in no way trying to hate and/or (maybe) criticize it.
What would it be like to live in the minecraft universe? Living in a world, where you can build castles, slay monsters, and punch trees? For many, it would be a dream come true. But, actually taking a look at what it would be like makes the whole thing seem rather frightening. Some of it may seem amazing, but well.... most of it, is just plain weird.
First off, I would like to clarify a common misconception. Because a day in minecraft is equal to 20 IRL minutes, it would make sense that an hour in minecraft would become less than a minute. Because of this, it would make sense that steve is actually really slow, and that it would take a creeper several days to say "That'sssss a very nice everything you have there. It would be a ssssshame if something were to happen to it." But, this assumes that the times used are relative to our times. While time measurements are often based off of solar/lunar phases, they are still units of time. 1 minecraft day = 20 minutes. This does not mean that 1 minecraft day is just a sped up version of our day, so we cannot say that steve is slow because it takes him about 10 minecraft seconds to walk one block. We think it might be slow, because we are comparing it to the length of our second. Think of it like this: if the Earth sped up and rotated once every 20 minutes, a day would be come 20 minutes, etc... but that does not mean the things we do are any slower or faster. It just means the units we measure them with have changed. The same applies to the world that Steve lives in. (Btw, all times shown below are IRL times)
Part 1 - Steve
1. Steve can continuously jump slightly more than a meter (more than half of Steve's height) without even bending his knees!
(Yes, that is a horse in the background)
(the average jump height of 6 inches may seem small, because it is the average jump height without bending the knees)
2. Steve can causally walk up half-meter steps. The average step height in most homes is about 15 cm (6-7 inches). The step height in minecraft is half of a meter, or just 50cm. Steve can walk up these steps as fast as he can normally walk. This is a hard thing to do even with normal sized steps. Now imagine walking up more than 3 steps at a time, and still be moving your legs as fast as you would while walking. (more like really really speedy walking, actually. Steve's walking speed is 5.5 meters per second. Average walking speed is actually 1.5 meters per second (5.5 meters per second is faster than the average bicycle speed).
3. Steve can carry 981,349,841 lbs (445,132,800 kg) around in his backpack, and still manage to jump, walk, sprint, and do everything normally. (by carrying a stack of gold blocks in every slot, you can achieve this weight) Even the idea of fitting all of this into a backpack is insane, and just fitting a backpack filled with2304 cubic meters of gold through a 2x1 corridor is twice as crazy. Yes, Steve can fit 2304 cubic meters in his backpack. If it could expand that big, his backpack would be the size of more than 2 Olympic sized swimming pools. If it were all blocks of gold, Steve carrys, as said before, 981,349,841 pounds. To put this in perspective, the Empire State building in New York City weighs 365,000 pounds. Now imagine dragging around 2688 of those. All in your back pack.
But.... wait... Steve doesn't... Steve has no backpack
4. Steve can swim without moving any part of his body.
(Yeah, that's it. Not all of these have to be an entire paragraph)
5. Steve can jump 4 meters across. This is 3.5 times longer than average.
6. Steve can devour an entire piece of steak in 1 second. He can also consume an entire cake in 2 seconds.
7. Steve can only hold his breath for 13 seconds before starting to suffocate.
8 Steve can punch through a cubic meter of dirt in slightly more than a second. With his bare hands.
Please, do not attempt to try this in real life!
9. Steve can punch through a cubic meter of stone bricks in 7 seconds. If you punch it fast enough, and with enough force to break a cubic meter of stone in 7 seconds in real life, you would literally punch your entire arm off (it would pulverize from the force required to shatter the stone brick) .
10. It would take you more than 3 months of constant punching to break a cubic meter of wood (assuming your hands don't disintegrate before then). It takes Steve 4 seconds to do this.
11. When crafting a button, Steve can condense 2 cubic meters of stone into 1/32 of a cubic meter.
12. If Steve wears a helmet (an enchanted one) , for some reason this helps block fall damage.
13. When Steve gets hurt, it sounds like he is breaking his leg (or his arm. We aren't really sure). So, while Steve is drowning, he instinctively breaks his limbs. And while he is on fire, he breaks his leg once every second. Seems legit.
14. Steve can fall 3 and a half meters without getting hurt.
15. Steve can die from a meager 25 meter drop. The highest height ever survived was 15,100 feet (4,600 meters). (While it is unlikely to survive from a drop like that, it is almost as unlikely to die from a 25 meter drop)
16. Steve can condense 6 cubic meters of wood into a 2x1/16 door
17. Steve can hold 64 cubic meters of gold in one hand. (even while running and jumping around. Just imagine Steve doing parkour while holding 64 cubic meters in one hand!)
18. Steve can float on a fence (fences are 1 meter tall, but behave like 1.5 meters tall when interacting with entities)
19. Steve is unable to sit down, and crawl through 1x1 corridors. (He must have a bad back from the 981 million pounds he carries in his backpack.)
20. No matter what, Steve never sweats. Even while plunged in lava, or in a dimension where it is hot enough for a cubic meter of water to instantly evaporate (hintNethetherhint)
21. Steve can change & alter his trajectory in midair.
22. Steve gets hurt when he touches a cactus, yet he can annihilate a cubic meter of cactus with his bare hands.
Part 2- The world of Minecraft
1. When a sheep is sheared, it drops 1-3 cubic meters of wool... even though a sheep is 1x2 meters, and only has a thin layer of wool surrounding its body. Really, where does all that wool come from?
2. The sun always stays relative to the player. This means the sun is orbiting Steve, thus meaning either the sun is attached to steve with a string and he is using his super strength to swing it around, or steve weighs more than the entire world of minecraft...
But if that were true, Steve would be so dense that he would become a black hole. Seems legit.
3. Because minecraftia is an infinite (sortuf) plane, it would be impossible for the sun to have a curved orbit around minecraftia. (It would be impossible for minecraftia to rotate, or else it would literally destroy everything). But it does have a curved orbit. So by measuring the curve, one could hypothetically calculate the coordinates (from Steve, if he were standing at 0,0) where the sun & moon pass through minecraft.
4. Stick + Redstone = Infinite Energy.
5. A bucket of water can contain an infinite amount of water. If steve drank from the magical bucket, his body would explode.
4.5 Unless he was wearing Diamond armor protection V. With that,he could survive an infinite amount of time in lava
(on peaceful, and as long as his armor never breaks)
6. 1 Stick plus coal = 4 torches.... So how does that 1 stick multiply???
7. Sheep (instantly) eat meter by meter grass at a time and (instantly) regrow wool.
8. Seasons are dependent on the biome, not the location.
8.5 This makes sense, since minecraft is flat (and not round) and the sun is a square, so the sunlight is evenly distributed.... but then minecraft would all be the same biome.
9. Obsidian is very frail & fragile in real life.
10. Torches burn forever. And you make them by putting a lump of coal on a stick. What's not to get?
11. How can torches stick to walls?
12. Dirt must be a hipster, because dirt thinks gravity is too mainstream.
13. When steve finds a flint from a block of gravel.... where does the rest of the gravel go?
14. Successful creepers die, so that means natural selection is making creepers worse at their job.
15. Cows drop already skinned & tanned hides. Cows must be be good at leather working!
16. Diamonds must be soft enough to craft into a pickaxe with bare hands and a stick or two,
but hard enough to mine through 1562 cubic meters of stone before breaking.
17. Gold is soft, and can only mine 33 blocks before breaking, but it can mine faster than a diamond pickaxe.
18. Saplings instantly change into trees.
19. Vines are strong enough to support a Steve carrying 981 million pounds,
but are weak enough to be clipped by a pair of shears.
20. A 981 million pound steve can be supported by leaves and wool. seems legit?
21. Leaves randomly drop saplings when destroyed.
22. 2 cubic meters of wood can be crafted into 4 sticks.
23. A bucket can hold about a cubic meter of water. So we can assume that it holds a meter of milk as well. This means, when cows are milked they instantly produce an entire cubic meter of milk.
Part 3- The Nether
1. Netherrack can withstand insanely high temperatures, provide infinite fuel for fire, and Steve can punch through a cubic meter of it in about 3 seconds....... wut???
2. Water evaporates (almost) instantly in the Nether when it is placed. The temperature needed to instantly evaporate a cubic meter of water would be incredibly high (if my math is right, it takes about 10,000 degrees Fahrenheit to "almost" instantly evaporate a cubic meter of water) Also, I am really scared that Steve is able to not only withstand this temp, but to also function normally and show no signs of any discomfort while in the Nether.
3. Soulsand is 15/16 the height of a normal block. When placed in front of a 2x1 entrance, it actually blocks the entrance.
4. Soulsand makes Steve walk slower when in it. For some reason, when ice is placed underneath soulsand, it makes it much more slow to walk in.
5. It only takes 4 pieces of glowstone dust to create a cubic meter of solid glowstone.
6. Nether brick does not stay on fire forever, even though it is a more compact version of netherrack
7. Beds explode when you attempt to sleep in them while in the Nether.
8. A compasses needle spins around randomly when in the Nether, even though it should be oriented towards the nearest portal.
9. Even though it is hot enough to instantly evaporate water, ice does not melt when placed in the Nether.
10. Ghasts can be heard from a very far distance away, which would mean they are very loud... but they aren't.
So this must mean ghasts focus their eerie screech directly, and only, at you. (I have no idea how)
That is all for now! Please leave suggestions, comments, and concerns about the accuracy of this post!
If you liked this, be sure to check out my adventure map "Beyond the Void". Click the Diamond --->
May 5, 2012Posted in: SuggestionsQuote from sczmaster
Players should not be forced to have to kill animals to get items like, meat, fathers, leather. There should be some kind of store in a village you can buy these goods from. Why should you have to murder innocent animals just to get food or leather? It is 2012 and minecraft should represent that. Just like real life, minecraft should have the option to buy these items without any animals being harmed.
Why kill a cow for its leather or meat when you can just go to a store and buy it without any animals being harmed? The game needs a store you can buy items from.
I know some may dissagree, but the current system sets a bad example for children to play and think it is OK to kill animals.
And by children eating regular meats, they think it's OK to let animals live in terrible animal farms and get butchered without any life to live?
Go to buy a store to get leather? Where does the leather come from? A store? This isn't Skyrim orAssassin's Creed, bro!
Ever since the dawn of man (lol whateva) animals have had to die for food.
Minecraft also has a growing fruit section to be honest, just live on apples and melons and bread.
I went veggie for a while on MC.
May 5, 2012Posted in: Suggestions
For the same reason a lion has to murder an innocent gazelle to feed the pride.Quote from sczmaster
Players should not be forced to have to kill animals to get items like, meat, fathers, leather. There should be some kind of store in a village you can buy these goods from. Why should you have to murder innocent animals just to get food or leather?
Also, where do you think this food and leather comes from? Do you think we have leather trees that we just pluck rolls of leather from? Do you think there's a meat vegetable where meat is plucked at the right time of season? How does buying meat from murderers make you any less of an accessory to murder?
If you have the knowledge of how to create a balanced economy using resources of value; sure.It is 2012 and minecraft should represent that. Just like real life, minecraft should have the option to buy these items without any animals being harmed.
Oh man, I see what you're talking about. Now when I go to a steakhouse, I can chow down on that 14oz Ribeye knowing full-well that no animal was harmed to bring me it; that alleviates such a great moral fear from my shoulders.Why kill a cow for its leather or meat when you can just go to a store and buy it without any animals being harmed?
I'm going to tell all my friends to eat as much meat as possible if they buy it from a store, animals weren't harmed at all, so it's fair game.
Sarcasm mode off: When you kill a cow in Minecraft, switches are turned off and an instance of code is deleted... Do changes in voltage deserve humane representation?
No it doesn't.The game needs a store you can buy items from.
Certainly, it's OK to kill animals. There are children that live on farms and in the backwoods that MUST learn to kill chickens, deer, or whatever they can. I'd say it's a bad example to call these children that must rely on their skills to hunt or produce "murderers".I know some may dissagree, but the current system sets a bad example for children to play and think it is OK to kill animals.
If it's a moral problem, grow wheat, grow mushrooms! They are an excellent source of food. You need armor? Get iron! No animals were harmed in the making of your armor then!
You need arrows? Kill skeletons!
I find it hilarious that you make mention of the rights of code in the form of animals yet you say nothing about the desecration of humans into the undead; the suicidal bombings of a camouflaged terrorist; the feeding of human remains to a wolf to befriend it; cannibalism; or murdering still living arachnids which are considered as much animals as the mammals you are attempting to protect.
Does killing silverfish count as murder? How about testificates? Hell, testificates better! I mean, if killing a cow is murder, how much worse for highly anthropomorphic creatures? What about the rights of slime, they're much more intelligent and sentient than the chickens you are trying to protect!
Biggest thing: We have guessed your desire for an economy and you could have stated so without creating an unwieldy argument attacking the morals of the individuals of the forum.
Debatable concept, HORRIBLE use of an example to get your point across.
Mar 31, 2012Posted in: Discussion
I believe you forgot to write "/selfplug" somewhere in there, eh?
My story? Alright, here we go. This one pissed me off far more than it should have. One day, I log on to minecraft, ready for adventure and glory. I started at the bottom of my massive mineshaft, leading into a branchmine. Little did I know that, whilst away, Notch had gone and made spaces between ladders break the whole, you know, climbing thing. Foolishly, I went off throughout my mines hoping to find more precious jewels and the like. Now, you must understand that this was entirely a mining expedition, and the concept of bringing along weapons was merely foolish and a waste of inventory space. So, there I was, mining a branch. Suddenly, the removal of a block brings a nice, smoking creeper on top of my head. I backed away enough so that the explosion itself left me only with a mere flesh wound, one that would surely be little reason for alarm. The more unfortunate event, however, was that the explosion also managed to bring upon my base the fury of a zombie spawner. Due to my lack of foresight in the weaponry department and my less-than-desirable health situation, I decide to run rather than face the unrelenting hoard. I figured I would encounter no problems in the slightest, as my ladder to safety was mere blocks away. Running towards it, the undead pursued with admirable dedication. Surely their perseverance would be for naught once I reached the ladder. Jumping to my rescuer, I was suddenly faced with the utmost dread as my ladder offered no chance of safety. I stood, staring at the vessel which should have granted me life, and was consumed by the flesh-eating monsters of forgotten souls.
And if anyone actually read that, you win bonus points. My apologies for the length.
Feb 16, 2012Posted in: Politics, Philosophy, News and ScienceQuote from Petra Soft
Yes, just what we need another one of these topics. Oh well, politics change by the minute.
- Long post removed... for being long -
So I have to vote for obama.
*Looks for dislike button*
Dec 19, 2011MichaelMB posted a message on BuildCraft NextGen 6.0.17 - (Builders, Blueprints, Pipes, Quarry, Auto Crafting, Engines)Posted in: Minecraft ModsQuote from Robinhood3
Just a few questions (loving the mod!)
What are the mining well pipes used for? After you pick them all up, are they good for anything?
Do mining wells/quarries pick up spawners? Obsidian?
What happens to a mining well if it hits a deposit of oil? Does it stop?
Thanks guys :wink.gif:
1)Nothing that I've found.The pipes only work on a mining head/driller
2)Yes, easiest way of getting it!! My quarry found a huge lake of lave so I dropped down with some water turned it all into obsidion and got about 30 blocks out of it.
3)NFI (Australian for sorry I dont know) oil is usally found on the surface so you would see it.
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