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Feb 23, 2012Strikeman425 posted a message on IF YOU COULD CHANGE ANYTHING IN MINECRAFT, WHAT WOULD YOU CHANGENo hunger.Posted in: Survival Mode
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Feb 12, 2011Posted in: Resource PacksJolicraft for 1.16. NETHER update!
My name is Jolicoeur, so I called it Jolicraft. It's pronounced "Jolly Craft" by the way. My name means "Happy Heart", so I guess Jolicraft means "Happy Craft". So maybe I should have called it HappyCraft, because I'm generally quite happy. But I'm not always happy. Sometimes I run out of wine. Sometimes there's no hot water for my bath. Sometimes when I'm changing my son's diaper, he pees on me.Minecraft is a game about crafting the world around you. What better way to craft the world than to craft the very stuff the world is made of? I had a great time creating Jolicraft, it's so addictive to create textures and see them live in your own world. I didn't really intend to push the pack as far as I did, but damn this [profanity=""] is addictive. It's as addictive as Minecraft itself, which is saying alot.This is Minecraft people. As with life, don't take it too seriously. A good plentiful helping of Jolicraft will wash the dust away from your dreary world.Why did you make this 16x16? Wouldn't it be awesomer if it was 32x32 or 128x128 or 1080x1080?I love 16p texture packs. It seems the perfect resolution to match the style of Minecraft. The purposefully crude low-res pixel crafting nature of the game was simply made for 16x16 textures, anything more just feels weird - like drinking red wine while eating hotdogs. Which Notch does every morning at the breakfast table. Although I'm sure one day I'll be bored and play around with a 32x32 version, just for the fun of it.Can you please add more sidegrass?Let me explain why this is almost no sidegrass on Jolicraft dirt. I like sidegrass in many texture packs. Sometimes it works and looks great for the type of grass & dirt they've created. But Jolicraft dirt is different. It's firm and scoopable. The grass is a thin layer on top of the dirt, so more sidegrass makes no sense as it either makes the grass layer feel thicker than I want or it makes the thin grass all droopy. Think of my dirt like cake with icing on top, so when you scoop through it the grass doesn't instantly hang down the side, it stays firm. And the grass overhangs just a tiny bit to cast a slight shadow down the side of the dirt. It's that crisp edge that makes Jolicraft dirt different from other dirt. It's not that I'm against sidegrass in general, just sidegrass in Jolicraft.I asked you to change a texture and you didn't. What gives?I'm sorry. You had good intentions in suggesting a change, but I didn't care for it. Don't be angry! I don't care for lots of stuff that other people like. And I care for lots of things that other folk don't like. And I'm neutral to things that many people aren't neutral to. What a world! Does that answer your question?I'm making my own pack or map, and I want to use a texture from your pack. Can I?I get lots of requests from folks asking if they can use specific textures in their packs and maps. I don't mind if you use any of my textures, help yourself and enjoy! But I just ask that if you do use something I've made that you state somewhere in your thread what you used of mine, and include a link to this thread via the Jolicraft logo (http://img607.images.../5724/sig5f.png). And I STRONGLY encourage you to not rely on anything I've made. Making a few textures doesn't take long. It's much more satisfying to create something original than to rely on someone else's creations. Wouldn't you agree?What's wrong with you?Once when I was young I pushed a toothpick into my ear and it went all the way in and didn't come out. I've not been quite right since then.
Dec 6, 2010simo_415 posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]Posted in: Minecraft ModsSingle Player Commands (SPC)Version 4.9 for Minecraft 1.6.2
If you're looking for a server, or need to contact me, currently the best place is through this PvP survival server: pvp.darkmines.net.
Download Automated Installation [COMING SOON]
for a video tutorial on how to use the installer
Download Manual Installation [Preferred] - [Alternate]
NEW INSTALL INSTRUCTIONS - CLICK HERE
Item and Block codes
For Minecraft 1.6.2 - Download Here
Big thanks to q3hardcore for many of the new features
/killall and /butcher now work
Compatability with Mod Loader, PlayerAPI and Forge
The current SPC installer is broken, a new one is being worked on which will be out in a few weeks (hopefully)
New installation instructions, below.
Many other things
How to install (Minecraft 1.6.2)
1. Close Minecraft launcher (if open)
2. Navigate to where minecraft is installed (eg: on Windows %appdata%/.minecraft)
3. Go to versions and copy the 1.6.2 directory and name it something else (eg: 1.6.2.mods). Alternatively, if you have done this for another mod already backup the Minecraft JAR.
4. Open the jar file (using an archive utility, such as 7zip) in the mod directory you created (eg: 1.6.2.jar) and copy all of the files into it except for WorldEdit.jar
5. Delete the files in the META-INF directory except for MANIFEST.MF
6. Close the jar file
7. Copy WorldEdit.jar into .minecraft/bin
8. Rename the jar file to the same name as the directory (eg: 1.6.2.mods.jar)
9. Rename the json file to the same name as the directory (eg: 1.6.2.mods.json)
10. Open the json file in a text editor and the line that contains the id (eg: "id": "1.6.2") change it to the same name as the directory (eg: "id": "1.6.2.mods")
11. Save and close the json file.
12. Start up the Minecraft launcher
13. Create a new profile
14. Select the version that you just created (eg: 1.6.2.mods)
15. Select the rest of your settings.
16. Launch the game.
Note: Using a 3rd party launcher such as Magic Launcher may save you a lot of time in managing mods.
Code is open source at: https://github.com/simo415/spc
For more information on commands use /help in game or visit http://youtube.com/user/spcmod
Periodically I will put up a picture and video which I think are good representations as to what Single Player Commands is capable of. If you would like to get your picture or video featured here please send me a link (via PM or post) and if I like them they will get featured.
Note: Videos should focus on SPC and can be any length (preferably at least 30 seconds)
Stuck on a command, confused or just looking for something new? Check out http://www.youtube.com/user/spcmod for a simple demo of most of the commands this mod provides.
To bring up the command "console" type 'T' then type in the command. Below is a brief run through of the command list:
ADMIN: Due to the number of youtube links here, this content has been removed.
For a list of WorldEdit commands please visit the WorldEdit wiki page: http://wiki.sk89q.co...dEdit/Reference
//limit - Set a maximum number of blocks to change at most for all operations. This only affects yourself. Use this to prevent catastrophic accidents. This command will not override the limit in the configuration if it is set.
//brush clipboard - Switch to the clipboard tool.
//brush cylinder [-h] [height] - Switch to the cylinder brush tool.
//brush smooth [iterations] - Smooth the region.
//brush sphere [-h] - Switch to the sphere brush tool.
//mask - Clear the mask
//mask - Set a mask
//mat - Change the material used by your current brush.
//size - Change the size of the current brushes
//chunkinfo - Get the filename of the chunk that you are in.
//delchunks - Generate a shell script to delete chunks.
//listchunks - Print a list of used chunks.
//clearclipboard - Clear your clipboard.
//copy - Copies the currently selected region. Be aware that it stores your position relative to the selection when copying.
//cut - Cuts the currently selected region.
//flip [dir] - Flip the clipboard.
//load - Load .schematic into clipboard.
//paste [-ao] - Pastes the clipboard.
//rotate - Rotate the clipboard.
//save - Save clipboard to .schematic.
//search - Search for an item by its name.
//worldedit reload - Reloads WorldEdit's configuration.
//worldedit tz - Set your timezone. This is temporary.
//worldedit version - Gets WorldEdit's version.
//cyl [height] - Create a vertical cylinder.
//forestgen [type] [density] - Make a forest.
//hcyl [height] - Create a vertical hollow cylinder.
//hsphere [raised?] - Create a hollow sphere.
//pumpkins - Make a pumpkin forest
//sphere [raised?] - Create a sphere.
//ascend - Go up one level.
//ceil [clearance] - Get to the ceiling.
//descend – Go down one level.
//jumpto - Jump to the block that you are looking at.
//thru - Go through the wall that you are looking at.
//unstuck - Go up to the first free spot.
//up [distance] - Go up some distance.
//clearhistory - Clear your history.
//redo [number of steps] - Redo your last (undo) action. This command replays back history and does not repeat the command.
//undo [number of steps (default – last)] - Undo your last action.
//move [count] [direction] [leave-id] - Move the selection's contents. A block can be specified to fill in the left over area.
//overlay - Place a block on top of blocks inside the region.
//outline - Build walls, floor, and ceiling.
//regen - Regenerate the selection region.
//replace - Replace all non-air blocks blocks inside the region.
//replace - Replace all blocks of the specified block(s) with another block inside the region.
//set - Set all blocks inside the selection region to a specified block.
//smooth [iterations] - Smooth the selection's heightmap.
//stack [count] [direction] - Stacks the selection.
//walls - Build the walls of the region (not including ceiling and floor).
Mar 30, 2011Kahr posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3Posted in: Resource Packs
Custom item textures!
Better Glass! More transparency options for glass textures.
Better Skies. Add your own textures to the day and night skies. Many options for fading and blending.
Custom Colors mod. Texture pack authors can now customize many colors in the game including swamps, lighting, and more. See Misa's texture pack for examples.
Balthichou's RandomMobs mod.
Extended animation, mipmapping, and font support.
Ability to load other mods like ModLoader. See "Installing other Mods" for details.
Ability to save and load mod profiles and switch between them easily. Also organize your mods by the Minecraft version they go with.
Notes and Recent Changes:
Updated to 1.8.4. Note: Some features such as Better Glass are not yet implemented in 1.8.
New biome colormap format.
Custom item textures. Show different textures based on item damage, stack size, and NBT data. Custom enchanments and armor model textures are also supported.
Compatible with Forge, FML standalone, and LiteLoader.
Ad links are available for those who wish to support this project. Or you may donate via paypal:
MCPatcher for the new launcher:
All other platforms:
Basic Instructions:[list=1] [list]
Download the correct version of the patcher for your OS.Double-click the patcher. You should see this:
If the wrong Minecraft version is shown (1.6.1 instead of 1.6.2 for example), use the right-hand dropdown box to select the proper version.If you would like Better Grass (full grass texture on the sides of grass blocks next to other grass blocks), select the Options tab, scroll down to Connected Textures, and check the box next to Better Grass.Click Patch.Close MCPatcher and start the game normally. Ensure that the patched profile (e.g., MCPatcher, not your username) is selected in the game's launcher. Or click Test Minecraft to run Minecraft without logging in (single-player only).[/list]
Installing non-Forge Mods with MCPatcher:NOTE: Some of the screenshots below are out of date. The process remains the same, however.
Use MCPatcher to manage other mods as well. This is not only more convenient, it ensures maximum compatibility between MCPatcher's features and other mods. Note that mods must still be compatible with the version of Minecraft you are running. MCPatcher does not and cannot do anything to make mods work with any version of the game other than the one they were written for.[list=1]
In the main patcher window, click the Add (+) button.Select the zip file containing the mod you wish to apply. In this example, we'll use ModLoader.
Click Ok.Next a window showing the list of files that will be added will appear. This is mainly informational. Confirm that the right files are listed and click Ok.
The main patcher window should look like this now:
Now we're going to add a second mod, Better Than Wolves. This will illustrate two important things: How to add just a subfolder from a mod and how to resolve mod conflicts.Click the Add (+) button again.Choose the BTW zip.
Since there are multiple subfolders to choose from, the subfolder window appears. If you blindly add everything from the zip, it will not work. Instead, select the MINECRAFT-JAR folder and click Ok.
Next the list of files to be added is shown. Notice this time how files are being copied from the MINECRAFT-JAR folder into the root of minecraft.jar.
Now we have a slight problem. Both ModLoader and BTW contain vl.class. If you try to patch at this point, you will get a warning about the conflict.
You can ignore this warning and patch anyway. Or you can fix it by removing vl.class from ModLoader. Double-click ModLoader and the list of files will appear again. Select vl.class and click the Remove (-) button. Note: Doing this does not change the original ModLoader.zip file, only the list of files that will be copied from it.The file list should now look like this. Click Ok.
The main patcher window should look like this:
Click Patch and run the game![/list]
(New) Installing Forge, FML, and/or LiteLoader with MCPatcher:The process for installing Forge/FML/LiteLoader is different.
Close MCPatcher for these first steps.Download the Forge/FML/LiteLoader installer for the corresponding version of Minecraft.Run the installer as usual. If using LiteLoader and you want to chain to Forge, select the appropriate option in the LiteLoader installer.Start the launcher and run the game once with the Forge/LiteLoader profile just created. This will ensure the necessary libraries are downloaded.Close the game and start MCPatcher.From the Game Version drop-down menu, choose the Forge/LiteLoader version that was just created. For example, 1.6.2-Forge184.108.40.2064 or LiteLoader1.6.2.For Forge or FML, an extra entry will appear in the MCPatcher mods tab, but nothing extra will be added for LiteLoader. This is normal.Click Patch.Click Test Minecraft, or close MCPatcher and run the launcher, making sure that the correct profile (e.g., MCPatcher) and version (e.g., 1.6.2-Forge220.127.116.114-mcpatcher) are selected.[/list]
NOTE: FML will produce many errors during startup complaining about binary discrepancies. These are due to the fact that FML and MCPatcher modify the same classes and can be safely ignored.
FAQ / TroubleshootingMy virus scanner says the patcher has a virus!
Some scanners detect WS.Reputation.1. It is a false positive that can be ignored. WS.Reputation.1 isn't so much a virus as it is the scanner saying "This file is new, so I don't trust it." See this post by shinji257 for more information.
Extended HD or one of the other mods is greyed out.
If you install mods by hand before running the patcher, you may run into this problem. Start from a clean minecraft.jar instead and this shouldn't happen. Delete the bin folder in .minecraft and redownload it. Try patching again first without any mods. If that works, then add mods one at a time using the patcher as described above.
I want to use a texture pack created for Minecraft 1.5 with Minecraft 1.6.
Use the Convert Texture Pack options in the main menu to convert a texture pack to the new format. This replaces Mojang's TextureEnder.jar and converts MCPatcher-specific features like CTM to the new format. The converted texture pack will be in the resourcepacks folder.
I installed XXX Mod using the patcher and now the game crashes.
Try using the Up/Down arrows in the patcher to apply mods in a different order. In my experience, putting other mods before Extended HD, etc., (which is the default behavior) works better, but you can also try moving them after.
I tried installing XXX Mod both above and below the built-in mods, and it didn't work.
If you tried installing both ways and it didn't work, then you're out of luck. You'll have to choose between MCPatcher and the other mod. Unless the source code for the mod is available, I probably won't be able to fix the incompatibility.
All this patching, repatching, installing, and uninstalling mods has made a mess of things. Now I just want to start fresh.
Open the .minecraft/versions folder and delete the -mcpatcher folder.
The "Open Resource Packs Folder" button in the game doesn't work. / Where do I put my resource packs?
Navigate to the appropriate folder for your OS. The resource folder will be in there.
Windows XP - C:\Documents and Settings\\Application Data\.minecraftWindows Vista/7 - C:\Users\\AppData\Roaming\.minecraftMacOS - From your home directory, go to Library -> Application Support -> minecraftLinux - ~/.minecraft[/list]
As a shortcut, in Windows, you can also press Windows key+R, then type %APPDATA%\.minecraft\resourcepacks and hit Enter.
Multiplayer does not work / Achievements are not saved / I get the "Unlicensed copy or logged in from another location" message when using the Test Minecraft button.
That's because the Test Minecraft button does not log in. It is useful for testing that the patcher worked, but if you want multiplayer or achievements, use the normal game launcher.
Does this work with version x.y.z of Minecraft?
Unlike most mods, MCPatcher is designed to be version-independent. It should work across multiple versions of the game, only breaking compatibility when there is a major change. MCPatcher 4.x should work with any 1.6-or-newer release. MCPatcher 3.x is for 1.5, and 2.x is for earlier versions. Before breathlessly posting to ask when MCPatcher will be updated, just try running the version you have. Most of the time it will work as-is and you'll save yourself some unnecessary waiting.
I have a different problem not mentioned here.
Before posting, please Google for "mcpatcher other keywords site:minecraftforum.net" to see if your question has already been answered. If you do post, please include the log in your post as well. The Copy To Clipboard button puts code tags around it so all you have to do is paste it into your post.
Information for Texture Pack Authors
NOTE: The information in this section is being moved to the MCPatcher wiki on bitbucket.
See https://bitbucket.org/prupe/mcpatcher/wiki/Custom_Animations and https://bitbucket.org/prupe/mcpatcher/wiki/Dial_Animations.
See https://bitbucket.org/prupe/mcpatcher/wiki/Random_Mobs and https://bitbucket.org/prupe/mcpatcher/wiki/Leash_Fishing_Line.
Connected Textures (sample ctm .properties)
MCPatcher offers a greatly enhanced version of the Connected Textures Mod. In addition to connecting blocks to their neighbors in various ways, MCPatcher supports random, repeat, and fixed methods. Any of these methods can be applied conditionally by block ID, tile name, metadata, face, biome, or height.
CTM properties files and supporting textures are in the ~/ctm folder. Each properties file represents one block or tile override and contains a method, some supporting textures, and optional conditions like metadata or face. Multiple properties files can affect the same block or tile, but only the first matching one (in alphabetical order by filename) will be used. Files in ~/ctm can be organized into subfolders any depth. The subfolders are simply to make organization easier; MCPatcher doesn't care about their names.
A simple connected glass block requires a properties file and 47 separate textures:
~/ctm/myglass/block20.properties:<br> method=ctm<br> tiles=0-46<br>
The tiles must be separate png files in the /ctm/myglass directory following this pattern:
The image above shows the pattern of the 47 tiles. In your texture pack you must provide 47 separate image files, not just a single tilesheet.
Horizontally-connected CTM follows this pattern. Again, use 4 separate images, not a tilesheet.
Vertically-connected CTM follows this pattern:
Horizontal+vertical and Vertical+horizontal (method=h+v and v+h respectively) combine the two, favoring one over the other. Each requires 7 tiles. Template, courtesy of Misa, here.
See the sample ctm.properties file for more information.
A CTM rule can act on the output of another CTM rule. Just use the full path of the first CTM tile in the second's matchTiles property. Here's how to create randomized horizontally-connected bookshelves:
# Main top-level bookshelf CTM<br>~/ctm/bookshelf/block47.properties:<br> method=horizontal<br> tiles=0-3<br># One additional CTM matching each output tile of the previous CTM<br># Tiles 4.png and 5.png will be used in place of 0.png, etc.<br>~/ctm/bookshelf/book0.properties:<br> matchTiles=~/ctm/bookshelf/0.png<br> method=random<br> tiles=4 5<br>~/ctm/bookshelf/book1.properties:<br> matchTiles=~/ctm/bookshelf/1.png<br> method=random<br> tiles=6 7<br>~/ctm/bookshelf/book2.properties:<br> matchTiles=~/ctm/bookshelf/2.png<br> method=random<br> tiles=8 9<br>~/ctm/bookshelf/book3.properties:<br> matchTiles=~/ctm/bookshelf/3.png<br> method=random<br> tiles=10 11<br>
Better Glass (sample renderpass.properties, sample texture pack)
The Better Glass mod extends Connected Textures to add full alpha channel support to glass blocks and panes.
Colored glass is made with two textures, one for the frame and another for the glass part. Due to a limitation of the game's renderer, the glass part will disappear when it is behind another translucent texture like water or ice. However the frame will remain visible, which is a decent compromise.
~/ctm/myglass/block20.properties:<br> method=ctm<br> tiles=0-46<br> renderPass=2<br><br>~/ctm/myglass/block20a.properties:<br> method=ctm<br> tiles=47-93<br> renderPass=3<br><br>~/ctm/myglass/block102.properties:<br> method=ctm<br> tiles=0-46<br><br>~/ctm/myglass/block102a.properties:<br> method=ctm<br> tiles=47-93<br> renderPass=3<br>
The renderPass property specifies when the block should be rendered. Each render pass has different properties:
0: Normal, solid blocks. Virtually all blocks use this rendering pass. Only on/off transparency is supported.1: Existing translucent blocks (water, ice, etc.).[/list]
Better Glass adds two new rendering passes:
2: Same as pass #0 but with backface culling disabled. Again, only on/off transparency is supported. If you find it unsettling to see only the front faces of a supposedly transparent glass block, use this render pass to make all six visible.3: Extra pass with full alpha support. Will be hidden when rendered behind water, etc., from pass #1. The blending method can be changed in renderpass.properties.[/list]
The rendering passes happen in this order: 0, 2, 1, 3. Note that the glass block uses render pass 2 for its frame but the glass pane does not. If you use 2 with the glass pane you will see z-fighting because the game puts the two sides of the pane at the same coordinates.
As you may have guessed, Better Glass can be used with any block that supports CTM by adding the appropriate entries to their properties files. One limitation is that the properties must be based on block ID rather than tile name. Also keep in mind that the render pass is applied to all blocks with the same block ID. Render pass 2 replaces render pass 0, so if you assign, for example, stone slabs to render pass 2, then you must have CTM rules covering all slabs (block ID 44) for render pass 2. Otherwise the other slabs will be invisible.
Better Skies (sample sky.properties, skybox template)
Tired of the default starfield? MCPatcher supports fully customizable skyboxes! Multiple skyboxes can be layered together using several blending methods and set to fade in and out at certain times of the day.
Each "layer" of custom sky must have a .properties file located at ~/sky/world0/sky.properties. In it you specify a texture (default: ~/sky/world0/sky.png), the time of day the texture should fade in and out, and a blending method (default: add). Various blending methods are available: add, subtract, multiply, dodge, burn, screen, and replace. See the sample sky.properties file for more options.
The skybox texture is mapped onto a rotating cube around the game world. The texture can be any size but must have 2 rows of 3 tiles. The template shows how the six tiles on the texture map to faces of the skybox. This orientation is taken at noon in game time, so the sun is drawn in the center of the top face and the moon in the center of the bottom face. This means that a custom starfield should have whatever you want to be directly overhead on the bottom face.
Better Skies works only in the overworld. The Nether and The End are not supported.
Custom Item Textures (sample cit.properties, sample cit_single.properties)
What CTM does for terrain, CIT does for items. Customize item appearance by damage value, stack size, and NBT data. Create different effects for different enchantments.
All files related to CIT are in the ~/cit folder. Like CTM, files can be further organized into subfolders. An optional cit.properties file specifies global behavior of CIT, particularly with how multiple custom enchantment effects are handled.
The bulk of CIT behavior is defined in multiple properties files within the ~/cit folder. Each properties file lists a type (item, enchantment, armor); some criteria for when the replacement should happen based on item ID, damage, etc.; and one or more replacement textures. If multiple files match the same item, the one with the highest weight property takes priority.
type=<item | enchantment | armor><br>items=<item IDs><br>damage=<damage values><br>stackSize=<stack sizes><br>enchantmentIDs=<list of enchantment IDs><br>enchantmentLevels=<list of enchantment levels><br>nbt.<expression>=<NBT value><br>weight=<priority relative to other CIT files><br>texture=<replacement texture><br>(Most of these properties are optional.)
CIT type=item defines a simple texture replacement. The game uses a custom texture instead instead of the default one in textures/items. Replacement textures can be animated using Mojang's .mcmeta format. For items with more than one texture (bows, potions, spawner eggs), specify all the replacement textures in a single properties file:
# Wrong - will show the same texture when the bow is pulled back<br>texture=my_special_bow_standby<br># Correct - separate textures for each bow state<br>texture.bow_standby=my_special_bow_standby<br>texture.bow_pulling_0=my_special_bow_pulling_0<br>texture.bow_pulling_1=my_special_bow_pulling_1<br>texture.bow_pulling_2=my_special_bow_pulling_2<br>
CIT type=enchantment replaces the default glint effect. Different enchantments can be given different textures based on enchantment type or level or both. If an item has multiple enchantments, the effects can be blended together or cycled. If no custom enchantment is found for an enchanted item, the default enchanted_item_glint.png is used. This can be disabled by setting useGlint=false in the global cit.properties file.
CIT type=armor replaces the armor texture shown in third-person view and on other players. Each armor type has two textures except for leather which has four. Use the same syntax as with the bow example to replace multiple textures:
# Diamond<br>texture.diamond_layer_1=...<br>texture.diamond_layer_2=...<br># Leather<br>texture.leather_layer_1=...<br>texture.leather_layer_1_overlay=...<br>texture.leather_layer_2=...<br>texture.leather_layer_2_overlay=...<br>
There is an alternate method for replacement textures for potions. Rather than dealing with the complexities of damage values for potion types, there is a simpler filename-based method you can use instead. No properties files are needed to use this method, only a png file with the proper path. See the section at the bottom of the template cit_single.properties file for details.
Other InformationOther links:
Java source code - includes a project for the IntelliJ IDEA IDE.Older versions: Bitbucket githubxau's original MCPatcher thread is available here. The old patcher (1.1.12_02) no longer works as of Beta 1.5_01.[/list]
Settings, including the list of enabled mods and files to include, are saved to mcpatcher.json in the .minecraft folder. The format should be self-explanatory for those familiar with json.
From the main patcher window, you can also
enable or disable individual mods by checking/unchecking them,edit a mod by double-clicking it,remove altogether a mod you previously added by selecting it and clicking the Remove (-) button, andchange the order in which mods will be applied using the up and down arrows.[/list]
If you are curious about the actual bytecode changes MCPatcher makes, use MCP to decompile a patched minecraft.jar.
Version History4/18/2015 5.0.3 release
Updated for 1.8.4.Fixed Forge detection for newer versions.Sync with recent launcher changes.2/21/2015 5.0.2 release
Updated for 1.8.3.Support for custom underlava overlay color via colormap/underlava.png.Ability to turn off clouds entirely via clouds=none in color.properties.[/list]
11/24/2014 5.0.0_02 release
Updated for 1.8.1.Fixed error rendering enderman held blocks.[/list]
11/4/2014 5.0.0_01 release
Fixed missing "preRenderHeld" method crash.Fixed incorrect mooshroom overlay rendering.[/list]
11/2/2014 5.0.0 release
Updated to 1.8.1.Backported current features to 1.5.2.Too many other changes to list.[/list]
6/26/2014 4.3.2_03 release
Updated for 1.7.10.[/list]
4/1/2014 4.3.2_02 release
Fixed vertical ctm with certain block types.Fixed Better Grass coloring issues.Fixed potential crash with null blockAccess object.[/list]
3/20/2014 4.3.2_01 release
Updated to 14w11b.Fixed extra render pass issues with forge.Fixed glass panes connecting incorrectly.Reset custom redstone colors when switching packs.Less strict checking of neighbor metadata for CTM.[/list]
2/27/2014 4.3.2 release
Updated for 1.7.5 / 14w08a.Fixed launcher incompatibility with Test Minecraft button.Replaced min/maxHeight properties with "heights" in CTM and Random Mobs.Fixed useGlint=false not applying to armor models.Fixed conflict with Forge texture loading.Fixed problem rendering a custom compass in item frames.Various CTM and custom colormap fixes.[/list]
1/1/2014 4.3.1_01 release
Do not render top and bottom edges between connected glass panes.Use new URL for downloading libraries.Use gson 2.2.4 for older Minecraft versions.Handle newer Forge versions named 'forge', not 'minecraftforge'.[/list]
Jun 7, 2011Posted in: Minecraft Tools
I'm reworking this program now. Work in progress.
I present to you my generator, called MCTerra. The main goal is to create a map generator (not ingame) with lots of features and settings in it. Also I want to create a generator, that will generate terrain much faster, than minecraft and all other map generators.
Since version beta 0.9.0.0 this program supports plugins and don't have all the generators.
If you want to create your own plugin, you can download a sample flatmap plugin written in Delphi and create your own based on it. Download link: DLL_gen_flat_example.rar. If you have some questions about specific problems you've encountered or you need some more manager flexibility, feel free to contact me via Skype (Mozzg1987).
Links to all versions:
Beta 0.8.0.0 Includes Flatmap, Planetoids, Biospheres, Golden Tunnels, Original, Desert. Region format (old).
Beta 0.9.0.0 New plugin system, includes only Flatmap generator.
Beta 0.9.1.0 Plugin protocol updated to 4.
Beta 0.9.3.0 Plugin protocol updated to 5. Added the ability to use border plugins.
Links to landscape generators (only supports by version 0.9.1.0 and higher, compatible with only the latest protocol):
Original generator (Minecraft v.1.1.0)
Links to border generators (only supports by version 0.9.3.0 and higher, compatible with only the latest protocol):
0.1.0.0 (05.05.2011): - Initial release (blank form) 0.2.6.0 (07.06.2011): - Implemented Flatmap generation - Added logo (thanks to Jekster) - Reworked interface - Added generation messages (like "Generating region -1,0") - Optimized work with NBT structure 0.4.0.0 (02.07.2011): - Implemented Planetoid generation with different settings - Implemented border generation for Flatmap and Planetoids - Added SID for maps - Interface reworked, added new forms - Increased generation speed - Reworked light calculating - Fixed some bugs 0.4.4.0 (24.07.2011): - Implemented creation of settings file and loading these settings into program - Reworked interface - Reworked Flatmap generation for more flexibility - Added an option for developer to add any type of Entities and TileEntities on the map - Fixed some bugs, including light bugs 0.5.0.0 (13.08.2011): - Implemented Golden Tunnels generation - Reworked interface - Fixed some bugs 0.5.2.0 (21.08.2011): - Implemented creation of water in Golden Tunnels maps - Implemented creation of gravel areas with mushrooms in Golden Tunnels maps - Implemented creation of stalactites and stalagmites out of clay in tunnel intersection areas in Golden Tunnels maps - Implemented options "Generate seperate tunnel systems" and "Generate flooded tunnels" for Golden Tunnels maps - Reworked interface. Also added a button to stop generation of the map. - Added generation of adminium walls around Golden Tunnels map unless you select another material in border settings of the program. Also added chunks gap width of 15 from an adminium wall. - Fixed some bugs 0.5.4.0 (28.08.2011): - Implemented Castle Wall border generation - Reworked level.dat generation - Fixed Some bugs 0.6.0.0 (10.09.2011): - Implemented BioSpheres generation - Reworked SID generation. Now SID have 16 hexadecimal digits (8 bytes) - Fixed heightmap calculation - Fixed some bugs 0.6.1.0 (13.09.2011): - Implemented new configuration file format - Fixed some bugs 0.6.2.0 (19.09.2011): - Implemented new flatmap generator options, allowing to create any kinds and any amount of layers. - Reworked map SID. Now SID is decimal. - Implemented new configuration file format to support new flatmap generator options. 0.6.3.0 (24.09.2011): - Implemendet some new features in Planetoid maps. - Implemented options: game type, raining, thundering, time until rain starts/stops, time until thunder starts/stops. - Implemented "Populate chunk" option. - Implemented "Last Played" and "Size of map" options in generated maps. - Fixed some bugs. 0.6.4.0 (27.09.2011): - Implemented "Data" option for layer material in flatmap generator. - Implemented "Time of the day" option. - Added new materials to choose from. - Reworked interface. - Fixed some bugs. 0.6.5.0 (06.10.2011): - Reworked "Data" option for flatmap generator. - Added desert and taiga areas in Golden Tunnels generator with cactuses and fir-trees. - Implemented generation of flowers and pumpkins in Golden Tunnels generator. - Reworked configuration file format. - Fixed some bugs. 0.7.0.0 (05.11.2011): - Implemented a new generator: Desert generator. - Implemendet "Hardcore mode" in game type option. - Reworked configuration file format to support new generator. - Fixed some bugs.
Old screenshots and description:
Don't read this, this is the old page.
This generator creates a flat map with different layers. You can choose material and thickness for each layer. Also it can generate water layer as independent layer of the map.
This generator creates floating spheres of different material. You can change the density of the spheres and their radius. Also you can choose, what will be generated at the bottom of the map: water, lava or void.
Golden Tunnels generator.
This generator creates a map, that is entierly underground. It makes a maze of tunnels, connected to each other and filled with glowstone as a light source. Also it creates random ore deposits and grass areas, where trees can be found.
Some screenshots of the program:
This program is windows only.
Also it can be run on Linux and Mac using Wine, but I didn't tested that feature.
WARNING: You must run this program with administrator rights on your computer, because it will attempt to install a font on the system.
Program is written in Delphi. I'm quite happy with performance of the program, so I will not rewrite this program in any other languages (like C++ or Java).
Skype: Mozzg1987. (GMT +3)
Dec 26, 2010Ashien posted a message on [Surv] ★★★ Survival Island ★★★ 1.2M+ DL's ★★★ Goodbye and thanks!!Posted in: Maps DiscussionThis thread has been locked.
The reason for being locked is here.
** Update 01-18-12 ** I am no longer updating Survival Island. There are however, a bunch of good mapmakers who are continuing the Survival Island Genre on their own so give them a try!
Thanks and Happy Mining!!
Feb 10, 2012Posted in: Minecraft ModsCraftable Spawner Eggs!
What does this mod do?
It allows you to craft creative eggs in survival! If you've ever wanted to show off to your friend how awesome your legit zoo is on your legit world, this mod can help you do that!
Amount of Eggs Per Craft!
Multiple eggs only apply to these items; x2 Means you will get 2 eggs. x4 Sheep Eggs on Craft x2 Chicken Eggs on Craft x2 Squid Eggs on Craft x2 Mooshroom Eggs on Craft
Source Code to see how it works;
Got a suggestion? Please write it below!
Got any questions? Write below!
Banner to support the mod!
Why is mooshrooms mycelium based?
Well mooshroom islands are rare as hell. Silk touch is hard to get. We wouldn't want you getting those mooshrooms with no effort now would we?
Why is there EnderDragonEgg?
Well. If you've killed the ender dragon. You've obviously finished the game and therefore have nothing better to do then kill it again!
How do I get mycelium?
You can get mycelium by getting silk touch enchant, finding a mushroom biome, and harvesting the mycelium.
How do I get a dragon egg to make an ender dragon egg?
After you defeat the enderdragon, a dragon egg is on top of the bedrock platform with the ending credits portal. Use a piston to pop it off and get your egg, then create your dragon spawning egg and go for round 2!
Why is ocelot egg requiring wood?
Well I want you to at least find a jungle biome, can't have it as easy as to just spawn in a forest and fish an ocelot!
No iron golem?!
No, theres an issue with spawning them from an egg...I guess their just not living things.
v. 0.03 - Updated to 1.2.3 Ocelot Egg - Added
v. 0.02 - EnderDragon Egg - Added Villager Egg - Added x4 Sheep Eggs on Craft x2 Chicken Eggs on Craft x2 Squid Eggs on Craft x2 Mooshroom Eggs on Craft
My first mod
Soon to come;
- Mo' Creatures support, perhaps.
- Support for other mods, write your requests below!
Other mods by me;
Enhanced Minecraft; http://www.minecraft...nced-minecraft/
Mar 1, 2012Posted in: DiscussionQuote from FriendlyFred
I'm picturing snow forming on tall mountains in normal biome's and small lakes at the top like Tomi1337's pic,
That small lake can be on the border of the snow and grass that way half the lake would be frozen and the other half can cascade down the mountain
Feb 29, 2012EDIT: Download link here. The world is far from organized so be careful. I also forgot to include lots of pictures, including those of my tower collection, minecart paths, hidden lakes, and underwater storage anyway. Have fun!Posted in: Screenshots
I have been a pretty avid Minecrafter for a little over a year now (15+ worlds of various goals and achievements) but my first map eventually turned into a project/experimentation map. So I will share some of it with you. Keep in mind that this world is PACKED with stuff, so I'm only sharing some of the good things. I hope it's not too image heavy.
Everything you see was created without world edits (most used TMI or SPC, but not all) and were created/designed by myself (excluding art). I mostly did just surface shots since more in-depth pics would take too much space.
Woah, lots of stuff going on! But ignore all the colors, those are just supports/markers/minecart paths. The castle was the first big project I took on. It has several rooms, a garden, nether portal, kitchen, library, etc. Even a secret underground exit and pool. In the front is a guard tower and arrow-triggered pressure plates to take out pesky invaders.
From the back.
And up top.
A large tree dubbed "Great Deku Tree". Note that the fringe in upper left hand corner is a photo glitch.
To get in is actually a jump puzzle around the outside.
I thought it turned out pretty well. Redstone creation in background.
From inside, their are many levels with bunks for Kokiri inhabitants.
A poorly designed hotel. It has 7 stories not including rooftop, with the slimy and cheap rooms deep underground and luxury suites up top.
...but there's a rollercoaster on top! =D
Modelled after Transamerican Building in SF, but then it turned into what is pictured above after I drenched it.
Niagra falls on right, a home and minecart hub in middle, lava falls in back, and lava dome on left.
A rather simple Nether safehouse. This is pretty much all I did there.
The first project I was extremelly proud of, my Tic Tac Toe game! Though not as advanced as one you could find on YouTube, this featured full functionality and was my own design.
From up top. LOTS of repeaters, memory cells, etc.
I have an extensive testing area for those unapplied or unsure builds. Things here range from redstone stairs to songs to mob traps.
The right side.
This is the outside of my station. It goes almost anywhere in my world, and is highly complicated. I don't even understand the inner workings anymore.
This is the minecart piston feeder. You press a button and it pulls from a reserve of up to 5 carts. Quite easy to reload.
The redstone working are on the left, and various tracks are on the right. The station featured no entry by pedestrians: access was only available in a minecart.
A maze of tracks. I'm pretty sure they all do something, too...
Inside view of bridges.
An unfinished Rock Paper Scissors project.
The minecart feeder and track from a distance. Looking on the right you can see track going to other places in the world.
Dubbed Space Explorer, this Penguin-looking machine can accomodate up to 25 guests and go nowhere. Plus, there's no way to access it without flying. Good thing it looks so cool =D
The Command Deck.
Quite large. Has staterooms up top, public areas in the middle, cargo in bottom, command in front, viewing in back, and employee areas in wings.
My airport (created for the Planes Mod at first) with a small aircraft on the left and a medium sized Air Force plane on the runway.
A steamer ship. Secret compartments are underwater.
Helicopter. You can go in all of these vehicles, with flying enabled of course.
A commercial jet flying off into the distance.
Ssssss......(actually filled with tnt)
I'm sure some of you will recognize this face.
Originally supposed to be a rocket ship, this reached max height quickly and turned into a rather unrealistic bomb.
Yoshi, Kirby, Space Invaders, Mario 'Shroom, Pokemon Player, Pac Man Ghosts, Megaman.
All four ghosts are on the sides with Pac-Man up top.
Link, Mario, Pikachu, and Minecraft swords.
And that's about it for the interesting stuff, but you have to keep in mind that there's still lots of other, smaller projects. For instance, puzzles to obtain easter eggs:
Huge lava pits:
Or unfinished ideas, like this mountainside jail:
Thanks for taking the time to check my world out!
Jan 21, 2012Planet Xinus v0.1.3Posted in: General Gaming
Wow, now we reached 200+ downloads! This is awesome! However, and unfortunately, I am beginning to lose interest in programming this game...this doesn't mean that I'm quitting the project, updates will just come at a slower pace...still, thanks for 200+ downloads!
I am currently creating a text computer game called Planet Xinus.
An excerpt from the game:
You slowly wake, to find yourself in a cold,
small, metal cell. All you can see in
this cell is a stingy cot, welded to the
floor, a small barred window to the right,
and a metal door ahead...you feel quite
unsteady, but you figure that it's only
because you just woke...
You need windows to play it!
Since the Mac version I put up didn't work, I deleted it from the post. Sorry Mac users!
If the game closes, that just means that's the end of the programming, or it hasn't been programmed yet.
V0.1.3: Added approx 5 screens; color; removed quit
button (seemed pointless)
V0.1.2: Added Chapter select; approx 4 more screens.
V0.1.1: Added approx 3 more screens
V0.1 First release
Report any bugs, glitches, etc, and come back frequently, to check for more updates!
Put this in your signature, and support the game!
It should look like this:
If you like it, tell me in the comments, or in the poll! If you DON'T like it though, please tell me why.
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