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Oct 4, 2015TheNumenorean posted a message on WarpDrive: custom ships, laser cannons and modular force fields!Posted in: Minecraft Mods
We warned you....
Apr 5, 2014Posted in: Hardware & Software SupportQuote from solal2003
You didn't understand what I say, so I will make my posts LIKE THIS
1. THE GPL DOES NOT RESTRICTS THE USERS FREEDOM.
2. PROPRIETARY SOFTWARE ARE UNETHICAL BECAUSE IT'S PROPRIETARY.
3. WE DO NOT CARE A BOUT HOW RMS USES HIS COMPUTER. WHAT YOU DO I ARGUMENTUM AD HOMINEM. IF HE PREFER USES HIS COMPUTER LIKE IT, THAT'S HIS CHOICE. HE'S A DEVELOPER, SO HE STAY ALL THE TIME ON HIS CODE EDITOR AND LIKE ACCESS TO HIS SOFTWARE EASILY
4. APACHE ISN'T CALLED GLIBC/APACHE BECAUSE GLIBC IS JUST A LIBRARY USED IN APACHE.
5. GNU ARE THE BASE OF GNU/LINUX
Your solution, is... to move to all caps. I realize it has gone on a bit farther, but good god.
Feb 14, 2014Its a SNAPSHOT.Posted in: Recent Updates and Snapshots
This is not a complete update.
Believe it or not, more goes into programming than just adding new features, and if you want things that matter, it is going to take a lot of time to add them.
Jan 17, 2014Posted in: WIP ModsQuote from NamretsO
That is what I was thinking. Anitmatter Containment Tubes? I think if they were liquid it could be only stored in special AM-containment machines and transported through special pipes.
And how would I model the phaser bore's beam? Just a fancy textured line? Is that I would have to do on the modeling end? I am also texturing and modeling the phaser drill. (The stationary mining device)
I would love any help to the textures. Some things I think would need textures eventually are:
-Disruptor rifle/pistol (any or all faction's versions) http://en.memory-alp...Disruptor_rifle
-A Star trek-like GUI for the machines and pop-ups (This could be difficult, and power to whoever pulls it off.)
While on the replicator subject, it is sometimes hinted that replicators sometimes just use materials from bulk, mystery matter that is laying around, while sometimes it seems that items are created via fusion making more and more complex elements until everything is together. Therefore, I propose that a replicator has two settings: fusion and transportation. While on transportation mode, the replicator can create simple things like food, mob drops, wood, cobblestone, and maybe even a simple thing like iron or copper. to use transportation mode, you use up a medium amount of UE energy and some scrap matter. Scrap matter could be created by putting items into the replicator or a recycler. The scrap is then put into the machine's internal buffer. alternately it can be pumped out and stored in your liquid containment device of choice. (Think of industrialCraft's UU system. Although that was based on Star Trek anyway, so it isn't really copying them ) While on fusion mode, the replicator uses vast, vast, vast amounts of power, but can create many more materials, and more the valuable items the more power is used. The replicator could be, when in fusion mode, powered directly by energized plasma versus UE energy.
I was thinking just something simple like the laser from IC2. Unfortunantly, i dould not figure out how to make the model for it, so i leave that to you.
I like the ideas about replicators, looks good, and not too hard to implement. As for the antimatter, ill just make it into a liquid and leave it at that, we can re visit it later when i have basic machines up and running. Just for my own mental sanity, a list of things to do (and where i am on it):
Ores and Ore Generation Ingots
- Smelting/Machines for better smelting <-- I'm here.
- Power for Machines (UE)/Machines to create power
- Tools (phaser, phaser bore, etc) <-- and dabbling here
- Antimatter (creation, storage, and manipulation)
- Warp Core
- Advanced Machines
- Transporters and Replicators
- Other species
If i missed something, tell me.
Quote from BraddyGuts
Is there an estimated date when this mod will be released? (I would love to get the pre-release as well.)
2nd thing: I have a map with about 20 federation ships including all the Enterprises and voyager (But they have no interior) i would be happy to give you that save.
Also, I am a fan of The Next Generation and if you needed any info on those kind of ships/weapons/whatever, i might be able to help.
This mod seems like it will be awesome and i cant wait until it comes out.
Please finish it soon!
The map would be very helpful, even if only for testing ship creation. As for a release date, dont expect it until at least june. I may start releasing pre-releases in mid February once some of the basic things are operating. Thanks for the support! We will try to finish it as soon as we possibly can.
Dec 29, 2013TheNumenorean posted a message on HELP WITH SERVER (2 PCs, 1 IP, whole lot of probs)Posted in: Server Support and AdministrationQuote from Capt_Yukon
so the computer that hosts the server can connect to the server obviously. On the laptop ive tried putting in the external AND the internal ip. but that doesnt seem to work either
i have disabled firewalls on both laptop and computer
what i mean by not being able to connect fully is that when ever the LAN is started, the world will show up on my laptop and i try to connect but it wont actually connect. itll say connecting to server,,,, but wont. it times out for some reason.
i have not tried hosting on the laptop. but i guess i could try
Just try and see what happens. Are you getting a dynamic ip for each computer?
P.S. You should. If you aren't, try doing that.
Dec 18, 2013Posted in: Server Support and AdministrationQuote from ChaosLost
I don't have another system that I can use for this, so I haven't tried it. Any other suggestions?
Could you post some screenshots of your router configuration?
Quote from ChaosLost
So, basically the guy at belkin was an idiot then? That's encouraging. Does that mean I can switch back to the other router? Should I?
I turned off the firewalls in the router, too. As far as speed goes, I'm clocking 12.85 down and 4.28 up. I know that isn't super fast, but it should be fast enough, right? Regarding my friend, they have a legit version and was updating to the newest as we spoke over skype. The error they get when connecting is something akin to connection timed out.
Thanks for the link, QT. I'll try that out, too. Note: I'm not sure how to forward a thread...
Definitely switch to the newer one, and do a hard reset before you set it up again, AND make sure It has the most updated firmware. Your speed is fine, 4 times faster than mine was and I hosted a server for half a dozen players. Also, make sure your friend really knows what he is doing.
And yes, Tech Support are often idiots who just try to confuse you to death
Dec 16, 2013TheNumenorean posted a message on Noobiest Things To Do In Minecraft (put into comments)Making a workbench so that you can create torches while mining.Posted in: Discussion
Dec 15, 2013Go to Control Panel > Folder Options > "View" Tab > Under Advanced Settings unselect "Hide Extensions for Known File Types" > Press OKPosted in: Hardware & Software Support
Control Panel should not be in category mode
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Jan 13, 2012sonicether posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]Posted in: Minecraft Mods
Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
Please read this entire post before attempting an install or posting about a bug.
Development news is posted on my Facebook/Twitter page: http://www.facebook.com/SonicEther
If you would like to access beta and experimental versions of SEUS Renewed and support the development of SEUS, check out my Patreon page: https://www.patreon.com/sonicether
SEUS Renewed screenshots!
SEUS Renewed is an on-going project! Feel free to report any issues you encounter.
Setup (PLEASE READ)
OptiFine has taken over shader support for Minecraft. Go download and install OptiFine first! ALWAYS USE THE LATEST VERSION
You need to install this mod to use my shaderpack!
Once you've got OptiFine installed, to use a shaderpack, follow these instructions.
1. Navigate to your .minecraft folder (google is your friend if you don't know how to do this).2. Create a new folder called shaderpacks (without capital letters) if it isn't already there.3. Go download my shaderpack "Sonic Ether's Unbelievable Shaders" from below and place the shaderpack in this directory.4. Valid shaderpacks include .fsh and .vsh files that the Shaders Mod reads to tell your GPU what to do during runtime. These files must be in a folder named shaders within any shaderpack. Shaderpacks may only be uncompressed folders or .zip files.
The following is an example of the file layout possibilities for the shaderpack Sonic Ether's Unbelievable Shaders v10.1 Ultra.minecraft/shaderpacks/SEUS Renewed 1.0.0/shaders/[.fsh and .vsh shader files here]or.minecraft/shaderpacks/SEUS Renewed 1.0.0.zip/shaders/[.fsh and .vsh shader files here]
If this layout is not respected, your installed shaderpacks will not work. This is the first thing youshould check if your game looks like vanilla Minecraft.
5. In Minecraft, go to Options > Video Settings > Shaders. Here you will see a list of your currently installed shaderpacks. Select a shaderpack by clicking on it.
6. In Options > Video Settings > Shaders, make sure that "Old Lighting" is set to Default!
7. Click Shader Options in the bottom right corner of the Shaders selection screen (for v11.0 and Renewed) to setup SEUS-specific options. Here you can choose from Low, Medium, High, Ultra, and Extreme profiles, as well as tweak any individual option to suit your needs!
Sonic Ether's Unbelievable Shaders
SEUS Renewed is a re-imagining of SEUS and is an ongoing project. Check the links at the very top of this post to follow its development!
Make sure to always use the latest version of OptiFine!
-Improved GI and SSAO
-Super smooth Temporal Anti-Aliasing
-Completely reworked system for day/night cycle based on atmospheric scattering
-Accurate sunlight color via atmospheric scattering
-Accurate ambient sky lighting from atmospheric scattering via Spherical Harmonics
-New atmospheric scattering on distand land for a natural sense-of-scale
-New underwater rendering
-Normal/bump mapping from torch/artificial light
-Screen-space shadow tracing for better contact shadows
-Vastly improved performance with long render distance settings
-Physically-based specular highlights from sunlight
-Improved 2D clouds
-Improved rendering of stained glass
-New rain/wet effects
-End and Nether shaders
-Improved POM and POM self-shadowing
-Many more, too many to list here!
-Tweak Shader Options to adjust SEUS v11.0 based on your hardware!-Variable Penumbra Soft Shadows-Proper rendering of transparent objects-Proper light absorption through stained glass-Stained glass colored shadows-New volumetric clouds-New water rendering-Water caustics-Crepuscular rays (volumetric light rays)-Improved GI-Vastly improved shadow and GI render distance-Automatic exposure adjustment based on average brightness-New tonemapping operator-More natural/realistic lighting values-Atmospheric scattering-New BRDF for diffuse and specular lighting-Spider/Enderman eyes no longer look glitched-Lots of other improvements!
SEUS v10.2 Preview 1
SEUS v10.2 Preview 1 Ultra (work in-progress)-Single bounce diffuse global illumination from sunlight!-SSAO-Fixed day/night cycle-Various other bug fixes
SEUS v10.1 Lite Coming Soon...
Some issues have been fixed from Preview 1. Some new features have been added.-Puddles form when it rains and create reflections. This effect is meant to be seen when using a resource pack with normal maps. Go download ChromaHills which has normal maps.
-New procedural clouds rendered directly in the sky and in reflections (transcending screen-space)-Cloud shadows. When clouds are covering the sun, direct sunlight dims.-Torchlight color is much more mellow and less orange.-Better specular highlights from sunlight when a texture pack with specular maps is used.-"Smooth lighting" reverted back to old rendering mode.-Tonemapping adjustments-Overall less harsh outdoor lighting
This preview version still has some issues but is overall faster and improved over v10.0. A full release of v10.1 will be released soon. It has not been tested for use with OptiFine.
LEGACY VERSIONS:SEUS v10 RC7 Ultra
SEUS v10 RC7 Ultra (1.6.2 compatible)
SEUS v10 RC6 Ultra
SEUS v10 RC5 Ultra
SEUS v10 RC4 Ultra
SEUS v10 RC3 Ultra
SEUS v08 Lite
SEUS v08 Standard
SEUS v08 Ultra
Once the mod is properly installed, there are a few things you can do to ensure maximum performance.
-Run the game in a smaller resolution in full-screen
-Lower your render distance
-When OptiFine is installed, try toggling "Options > Video Settings > Performance > Smooth FPS:". "ON" gives more responsive input and more steady fps, but likely lower maximum FPS.
Reporting an Issue
If this mod is giving you unusual results, please make sure that you installed everything correctly first.
If you are using this mod on a Mac, I'm sorry to say that I am powerless to provide Mac support. I apologize.
I can't help you if you don't provide these details:
-Describe your issue thoroughly. Provide a screenshot or video if you can.
-Describe your system specs. If you forget this step, I cannot help in any way.
-Include the output log along with your issue report.
-Describe the shaderpack, OptiFine mod version, and Minecraft version that you are running when encountering this issue.
Dec 31, 2012user-7851964 posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3Posted in: Minecraft Mods
Facebook Page | Official Server | Official Wiki | F.A.Q. | YouTube Channel
Experiencing Lag in Middle-earth? Use FastCraft.
Watch Mind of Mike's exciting new series with the mod, from early 2017. Thanks, Mike!
Mind of Mike also has a beginners' guide to the mod, which is really helpful. You can watch it below:
About the Mod
The Lord of the Rings Mod is a huge expansion for Minecraft that aims to add the world of Middle-earth into the game. This will include content from J. R. R. Tolkien's most famous work, The Lord of the Rings, and from other related tales such as The Hobbit and The Silmarillion.
The mod has been in development since December 2012, with a great amount of planned features yet to come in the future. New updates are published frequently - usually every couple of months.
If you are interested in following the progress of the mod, go to our Facebook page, where we showcase new content for upcoming updates. You can also give feedback there, and submit suggestions. Please read the FAQ before submitting a suggestion!
The official wiki is the place to go if you want to learn about the mod and its contents, or find a server to play on. You can also post suggestions, bug reports, and discuss all sort of things on the wiki forums.
The main features in the mod so far are:
- A new Middle-earth dimension
- Over 100 new biomes, sub-biomes, and biome variants, each with their own unique structures and resources
- Biomes are generated in accordance with Tolkien's map of Middle-earth
- The mysterious, unexplored lands of Rhûn and Harad
- The ancient Pits of Utumno, a terrifying dungeon dimension full of Morgoth's evil creatures
- Hundreds of new blocks, weapons, armours, foods, and items
- People and races from the Lord of the Rings world
- An alignment system where your actions can improve or harm your reputation with many independent factions
- New gameplay elements dependent on the player's alignment: trading, unit hiring, and an expanded achievement system
- Randomly generated Mini-Quests, and the Red Book to record them
- A system of modifiers for customising and upgrading your weapons, tools, and armour
- Seamless multiplayer integration in all areas of the mod
And some of the main planned features still to come in future updates:
- Even more blocks, items, and factions from Middle-earth
- Larger, pre-written quests, ranging from minor 'side quests' to epic adventures
- New types of mini-quests
- Characters and places from the Lord of the Rings storyline
- More boss battles
- Ring-forging, siege weapons, and a 'redstone alternative' for Middle-earth
- Other realms... The Undying Lands? First Age Beleriand? Númenor?
For a more in-depth and comprehensive summary of the mod's features, please see this Mod Overview article on the mod's wiki. Also check out the Middle-earth Gameplay Guide, and the Building Tips page if you are so inclined.
(There are, besides those linked above, many other useful guides and articles on the wiki which I have not listed here - go and have a look!)
Download the current version: Update 34.3 for Minecraft 1.7.10
Requires Minecraft Forge version 1558 or higher.
The complete changelog for all released versions can be viewed here.
This mod contains a version checker.
Warning: If you are running the mod on a Cauldron (MCPC+) server, you may experience unexpected bugs, crashes or other failures that are not this mod's fault. Please see here for an explanation of why it is not this mod's fault, and why I cannot really do anything to fix it.
Watch Mind of Mike's beginners' guide on how to install the LOTR mod. (New in 2018)
For more guides and information, including how to install the mod on servers: see the Help section on the mod's wiki.
Downloads for older versions:
(Warning: Older versions may contain old bugs which have since been fixed. Use at your own risk.)
These can be found at the updates page on the wiki.
The Ranger Malvegil is developing a plugin for Not Enough Items (NEI) for use with the Lord of the Rings Mod, that shows crafting recipes on Middle-earth tables, barrel brewing recipes, and other recipes from the mod. Thanks, Malvegil!
You can find the forum thread for this plugin here, with downloads and information.
Note that this plugin is not affiliated with the LOTR mod: you should report any problems, crashes, etc. to them, not to us.
Some people have expressed interest in donating to the mod, so if you want to donate, here are some fine buttons with which to do so.
TheAtlanticCraft's Fellowship modpack includes the Lord of the Rings Mod along with over 50 other mods, and they have dedicated public servers running the pack.The link goes to their Minecraft Forums thread which has all the links and information you should need to download and install the modpack. Please note that feedback/bug reports/other issues concerning the Fellowship modpack should be discussed on their forums and websites, and not on this forum post.
If you want to create and publish your own modpack including the mod, you don't need to ask for my permission, but you must credit me as the author of this mod and provide a link to this post. It's only fair!
(If the modpack is just for private use, i.e. it won't be posted anywhere for the public to use - such as for your own use and a small group of friends on a private server - there's no need to do that.)
If you would like to support the mod with one of these banners, copy and paste the following code into your signature:
This mod (plugin, a patch to Minecraft source, henceforth "Mod" or "The Mod"), excepting any and all characters, locations, etc. or other trademarks, which are the intellectual property of the Tolkien Estate, Warner Bros. Entertainment, or other related entities, is the property of the Mod author (Mevans, henceforth "Owner" or "The Owner"). It may only be mirrored or reposted with advance written permission of the Owner. The Mod is intended as a tribute to the Lord of the Rings and the world of Middle-earth and the Owner makes no claim upon the Lord of the Rings or any associated trademarks of the Tolkien Estate, Warner Bros. Entertainment, or other related entities, nor does he affiliate himself with them in any way.
Aug 8, 2013montoyo posted a message on Web Displays - Browse On the Internet in Minecraft!Posted in: Minecraft Mods
This thread is outdated. Check out WebDisplays 1.0 here!
I'm happy to show you today my new mod: Web Displays, which adds a Web Screen Block and more! So, what do you think this block will do? Well, when you place a few of those blocks (144 in fact) in a 16x9x1 surface shape, and you right-click it, a real web browser shows up. You can go on YouTube, watch some videos or listen to your favourites musics, watch the stream of your favourite streamer, shows the news in your server's lobby and everything in-game.
Latest version spotlight:
TheDiamondMinecart's cinema map showcase:
0.2 / 0.3 Showcases:
Dependencies: You NEED Minecraft Forge, which is available HERE.
New: You also need MCEF, which is available HERE.
For minecraft 1.7.10 client & server:
AGAIN: YOU NEED MCEF.
First, download the mod HERE. Then, place it in your mods folder.
When starting the launcher, don't forget to select the Forge profile!
For clients (= NOT servers) only: Non-windows user: you won't be able to see any screen. The mod is provided only to enable you to join servers using WebDisplays.
For modders: API (outdated, I think)
You can download the Web Displays API from here: http://montoyo.net/wd2.php?t=api&v=latest
Basically, you can do anything while it uses my API and while this API remains unmodified. You can redistribute my API with your mod once compiled and reobfuscated by MCP/Forge. You are no able to decompile and/or edit the mod, or use reflection to access some fields/methods from my mod or access private fields/methods of my API.
First, you need to craft some web screens blocks like this:
Then, build a little walll with them (minimum size: 2x2) and right click on the side where you want the screen to appear (check that you don't have any items in your hand). That's it, you created your screen. Shift-Right Click to change the URL. To click on a link/button, simply right-click it with nothing in the hand.
Ok, so you have a web browser in a block; now what about a web browser in an item? Here is the minePad: YAY!
Once you created it; you need to right-click a real screen (made out of web screens blocks) and you'll see what is shown on the screen but on your this tablet!
Peripherals are blocks that can be connected to a screen using the Wireless Linker:
You have to right click the screen first and then the peripheral with it. Note that peripherals can be wherever you want in the world, there is no distance from the screen limit. It just have to be in the same dimension.
Peripheral #1: The keyboard:
To type things in the web screen, you'll need the keyboard:
After linking it to a screen with the linker, just right-click it with nothing in the hand, type whatever you want, and press Escape when you have done.
Peripheral #2: The Computer Interface:
If you want to use ComputerCraft to interact with the screen, here is the computer interface:
After linking it to a screen using the linker, place a computer next to it. You can access its functions using peripheral.wrap("SIDE_OF_THE_INTERFACE")
To know which functions are available; you can watch my little tutorial here:
Peripheral #3: The Repeater:
This peripheral is a little bit special; it'll repeat what a real screen will show (called "source"), but on another screen (called "repeater).
Build two 16x9 screen (using web screens blocks). Turn on the source screen (right-click it with nothing in the hand). Then, select it by right-clicking it using the wireless linker. Once the source has been selected, click on the second screen using the linker. That's it
Peripheral #4: The Remote Controller:
Crafted like this:
The Remote Controller once linked to a screen will enable you to change the URL of its linked screen wherever you want; this might be usefull to make a screen control room and change the URL from far.
Servers:Have you already tought about drinking some virtual beer, eat virtual food with your friends while watching a stream?
I suggest you Virtual Barcraft: http://www.virtualbarcraft.com
~~~~~~~~~~~~~ Common FAQ: ~~~~~~~~~~~~~
Q: It's says I need flash, or that Flash is not up-to-date.
A: Please download "Flash Player for other browser" from here. Select your operating system in Step 1, then select "FP xx for Opera and Chromium" (where xx can be any number) in Step 2, and then click "Download now" on the right. As well don't forget to install it.
Q: Where can I find my logs?
A: Minecraft logs can be found in the ForgeModLoader-client-0.log file that you can find in your %appdata%/.minecraft folder. You need to shut down minecraft to find this file!
Installer logs are generated in the WDI_x.y_Log.log file which is the same folder as the installer executable!
~~~~~~~~~~~~~ Other FAQ: ~~~~~~~~~~~~~
Q: Why is your mod only available on Windows?
A: I'm working on the Linux version. However I need an Apple computer to make it available for mac; and it's wayyyy to expensive for me.
Q: When I right click on the screen, nothing happens.
A: Check in the config file that the "create" option is set to false, or that the server you are playing on enables you to create web screens even if you are not OP. Else, there were a problem during the installation of the mod. Please send me your Minecraft log.
Q: I LAAAAAAAAG with your mod
A: Try a lower ppp (real Pixels Per minecraft Pixels) in your config file and check that anisotropicLevel is set to 0. You can increment update & render rates in your config file too.
Q: How can I change the home page of the the browser:
A: You can do all that stuff in your config file in the misc category.
Q: I don't want to allow players to craft screens (only OPs):
A: Check your config file.
Q: I want to put your mod in my mod pack:
A: Well, if it's a private server mod pack, be free. Else, please ask by sending me a PM.
A: GIVE ME THE MAC FIRST!
A: Coming very soon.
Q: Fullscreen YouTube videos doesn't work
A: Yes. No way to fix this bug.
- Laser Pointer (to click on screen)
- Now using MCEF.
- Goodbye Awesomium. Welcome ChromiumEmbeddedFramework (THANKS TheFurax). Hi 64 bits.
- No more installer required.
- Manual profile selection is now enabled by default
- Corrected typos
- Removed very old WD uninstaller
- Fixed keyboard crash bug
- Fixed non-dying flying screens
- Fixed ComputerCraft Interface not working
- Added a button to play YouTube videos in fullscreen
- Updated WebDisplays to 0.9
- Updated for Minecraft 1.7.10
- Now searches for a 32 bits Java in EVERY hard drives
- Added option to manually browse for a 32 bits JRE (ADVANCED USERS)
- Updated WebDisplays to 0.8
- Fixed Minecraft crashing when leaving the world if the installation failed
- Fixed the screen showing "Installation Failed" on non-windows OS.
- Updated for Minecraft 1.6.4
- Updated WebDisplay to 0.7
- Now uses the system's look & feel theme.
- Fixed keyboard breaking particles
- Now screens can be as large as you want, but not 1x1
- Added the "unload distance" parameter in the config: if this distance is reached, the screen is unloaded.
- Screen repeaters now deletes themself if their source was deleted.
- Added the "shutdown" function to shutdown the screen using ComputerCraft.
- Added the minePad.
- Updated WebDisplay to 0.6
- More debug infos in the log file
Web Displays 0.5b:
- Changed the "OMG, Installation failed" texture by "Installation failed; please read FAQ"
- Now loads the native in the WebDisplaysNatives folder
- Added the isScreenRepeater() function in the API.
- Now detects if the allocated Java memory is over 1 giga and if it's the case, it'll reduce it to 1 giga again because Java 32bits doesn't support more that 1 giga.
- Detects if the mod was already installed manually and removes it.
- Now extract the native in the WebDisplaysNatives folder.
- Installer now takes care about the game directory profile parameter.
Web Displays 0.5:
- Moved every blocks and items in a new creative tab
- Changed the harness of every block (now it'll be as hard as stone)
- Enabled repeated keys on keyboard
- Changed the internal texture format of the screen to GL_RGB, using less memory.
- Added domain black-list in the config file.
- Created an open-source API so that modders will be able to add things for my mod (untested)
- Added the remote controller
- Now detects if there are no http:// before the URL and adds it automatically
- Added the view distance parameter in the config file
- Updated Web Displays to 0.5
- Reduced the license agreement window size; so users with small screens can still click on I agree or I decline
- Wrapped the installer into an EXE file (asked by some users)
- Installers nows ask the user to select the Forge profile at the end of the installation.
Web Displays 0.4:
- Corrected a bug making the URL unchangeable
- Added ComputerCraft implementation
- Now uses the correct log channel.
- Updated WebDisplays to 0.4
- Added the Awesomium License agreement at startup
- Now extracts the Awesomium License into your .minecraft directory.
- Errors and infos are now in the same file name WDI_0.5_Log.log.
Web Displays v0.3:
- Removed the "installation failed" image if the installation succedded (in this case you'll see a "welcome" image)
- Fixed some keys not being usable in the keyboard
- Updated WebDisplays to 0.3
- Fixed the 32/64bits detection
- Now you'll need java 7 32bits !
Web Displays v0.2:
- Added keyboard & keyboard linker
- Added update/render rates that can be incremented to reduce lag
- If the mod runs in no-jawesomium mode, the screen will show an error message
- Fixed screen being invisible sometimes
- Fixed screen changing it's position when reloading the world
- Released for 1.5.2
- Updated JAwesomium to 0.2
- Updated WebDisplays to 0.2
- Now errors & infos goes in a log file
- Fixed crashing at launching
- Fixed installer not taking care of the selected minecraft directory.
Older versions:Web Displays 0.11 for Minecraft Client & Server 1.6.4: WebDisplays-0.11c.jar
Web Displays 0.11 for Minecraft Client & Server 1.7.2: WebDisplays-0.11b.jar
Starting from here, WebDisplays doesn't require MCEF.
Web Displays 0.10 for Minecraft Client & Server 1.7.10: WebDisplays-0.10.jar
Installer 0.12 for Web Displays 0.9 for Minecraft Client 1.7.10: WDI_0.12.exe
Web Displays 0.9 for Minecraft Server 1.7.10: WebDisplays-0.9.jar
Installer 0.10 for Web Displays 0.8 for Minecraft Client 1.7.10: WDI_0.10.exe
Web Displays 0.8 for Minecraft Server 1.7.10: WebDisplays-0.8.jar
Installer 0.9 for Web Displays 0.7 for Minecraft Client 1.6.4: WDI_0.9.exe
Web Displays 0.7 for Minecraft Server 1.6.4: WebDisplays-0.7.zip
Installer 0.8 for Web Displays 0.6 for Minecraft Client 1.6.2: WDI_0.8.exe
Web Displays 0.6 for Minecraft Server 1.6.2: WebDisplays-0.6.zip
Installer 0.7 for Web Displays 0.5b for Minecraft Client 1.6.2: WDI_0.7.exe
Web Displays 0.5b for Minecraft Server 1.6.2: WebDisplays-0.5b.zip
Installer 0.6 for Web Displays 0.5 for Minecraft Client 1.6.2: WDI_0.6.jar
Web Displays 0.5 for Minecraft Server 1.6.2: WebDisplays-0.5.zip
Installer 0.5 for Web Displays 0.4 for Minecraft Client 1.6.2: WDI_0.5.jar
Web Displays 0.4 for Minecraft Server 1.6.2: WebDisplays-0.4.zip
Licenses:Mod & Topic License:
This document and is Copyright © 2013 Nicolas BARBOTIN and is the intellectual property of the author. It may be not be reproduced under any circumstances except for personal, private use as long as it remains in its unaltered, unedited form. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this mod on any other website or as a part of any public display is strictly prohibited, and a violation of copyright.
You can read the Awesomium license from the AWESOMIUM_LICENSE.txt file located in your .minecraft directory after installing the mod using the installer or at http://nico.tbb.free.fr/wd/LICENSE.txt
Jun 9, 2012Calclavia posted a message on [1.6.2] Universal Electricity - An Electricity System Modding APIPosted in: Minecraft Mods
Universal Electricity is a modular realistic electricity API for modders to create and to add electricity to Minecraft. Universal Electricity itself is not a mod, but is more of a library and an API to allow various mods to use the same energy system and yet retaining each mods independence. Universal Electricity is basically a structure that integrates a universal electricity system in which all mods can use.
For Downloads and DocumentationAll discussions on this mod should be posted here or it will be ignored.
There are only a few mods that use Universal Electricity. That is because Universal Electricity is a young mod and we need more people to help develop mods for it! You can find most of the UE mods on the Universal Electricity website.
Developing a Mod
If you want to develop and add-on for Universal Electricity, you may download the API from the official page. Upon download you are subjected to the Minecraft Mod Public License. You may post a thread on the Universal Electricity forum if you want your add-on to be displayed on this page.
Jul 26, 2013Posted in: Minecraft Mods
Ships mod lets you build a ship out of blocks and sail it around the Minecraft world!
Other mods have attempted this in the past. Some of these projects have been abandoned, and in my opinion, the remaining ones leave something to be desired. Ships mod is my take on how I think sailing should work in Minecraft and this aims to be a high-quality and feature-rich mod.
See the full list of features here:
If you want to stay up to date about releases and updates, follow me on Twitter: @cuchaz
Ships Mod doesn't work with your favorite other mod?
Want to see what Ships Mod looks like? Take a look at these early technology demo videos on YouTube.
Also, feel free to ask questions. Like, will feature X be supported? Chances are, it will. Eventually. And feel free to share your suggestions for what features you'd like to see added.
The latest version of Ships Mod is v1.7.10-1.0.4
Get it at cuchazinteractive.com!
All mods by Cuchaz:
Ships Mod AddOns:
Oct 10, 2011Posted in: Minecraft Mods
Have you ever wished minecarts and rails had received a bit more attention during development? Well that ends now! Gone are all those broken bits and in their place are a ton of new tools to build your massive rail system. If you ever cared about rails, you wont ever look back!
- Crowbar - Rapid rail adjustment for the experienced rail engineer!
- Working Signaling System - Never experience another head-on collision again!
- Cart Linking - Make a real train!
- Boarding and Holding Rails - Never chase your minecart again!
- One Way Rail - Carts going the wrong way? Not anymore!
- Control Rail - Power entire sections of track to propel carts in the direction you want!
- Junction Rail - Putting the diamond in your rails (no actual diamonds required).
- Launch Rail - I can see my house!
- High Speed Rails - Get there faster! If you don't crash.
- Wooden Rails - Jurassic Park style, only with creepers instead of dinosaurs.
- Elevator Rail - Go up, fast.
- TNT Cart - Explosive fun!
- Tank Cart - The easy way to transport fluids!
- Energy Cart - Convenience away from home, bring your IndustrialCraft2 power with you!
- Tunnel Bore - Avoid the monotony of digging perfect tunnels!
- Detector Blocks - More freedom to control your carts!
- Loader/Unloader - Move items and liquids automatically!
- Cart Dispenser - Convenient storage for you carts!
- Chunk Management - Automate things even when you are not around!
- Module based system that lets you remove the parts of the mod you dislike.
- Extensive configuration file that allows you to disable any block or item or change the way rails are crafted.
- Full Multilingual localization support.
- New Minecart Physics
- Rebalanced drag rates for carts - Now your storage carts will actually reach their destination!
- Completely new collision code - Carts can now push other carts, furnace carts are almost not useless!
- Various Tweaks
- Names of default minecarts simplified.
- Improved lighting on minecarts.
- Minecart reversal recipes. Separate that chest from that cart.
- All rail recipes completely reworked to make an entire industry out of building a railroad. What good is Buildcraft with nothing to build? (config option)
- Minecarts now have a max stack size of three. (config option)
- Minecarts no longer break into separate parts when destroyed. (config option)
- Minecarts no longer collide with items at normal speeds. (config option)
IRC: #railcraft (esper.net)
Warning: The information below is not guaranteed to be accurate. Please see the wiki support page or the Issue Tracker for more complete information.
- TMI/NEI - If you experience odd behavior when using TMI/NEI to spawn in blocks and items from Railcraft, please don't post it in this thread. It just adds confusion. Thanks.
- Zombie's Modpack - You must use the Forge compatibility patch provided in the Zombie thread.
- ID Resolver - Don't change the id of the basic minecart, chestcart, or Furnace Cart items. If you get normal rails when placing advanced rails delete your ID Resolver settings and start over.
- Singleplayer Commands - If SPC is installed you may be unable to break minecarts and Bore Heads break instantly. Seems to be related to commands such as /instantkill and /itemdamage.
- Steve's Carts - Fully compatible. Find it here.
- Minecart Speed Recorder - Should work. Find it here.
- Trains Mod - Mostly compatible. Find it here.
- Other Mods - Most mods that are Forge compatible should work fine. If a problem occurs it can most likely be fixed once identified.
Some things in the mod:
See wiki for full listing.Vanilla Rails:
New recipes, same old rails.
- Powered Rail
- Detector Rail
- Locking Track
- One-Way Rail
- Control Rail
- Launch Rail
- Priming Rail
- Junction Rail
- Switch Rail
- Elevator Rail
When unpowered these tracks will grab and hold onto any cart that passes over them. And unlike Booster Rails, the cart can't be pushed off. Additionally, when placed the rail will have an arrow on one side. When an unpowered rail with a minecart on it becomes powered, it will launch the cart in that direction.
When unpowered these rail behave like normal rails. But when they receive power they will reverse the momentum of any cart travelling in the wrong direction. Some momentum is lost of course.
These rails act like weak boosters that only boost carts in one direction. Any carts travelling in the opposite direction will be gradually slowed. Powering them will reverse the direction of the rail. They are cheap to make and will propagate power for up to sixteen blocks in either direction.
Maybe not very realistic, but a ton of fun anyway. This rail will launch any cart that passes over it into the air. Launch force can be adjusted by right-clicking on the rail with a Crowbar.
This rail will light the fuse of any explosive cart that passes over it. Fuse length can be adjusted by right-clicking on the rail with a Crowbar. Fuse length is measured in 1/20ths of a second.
This rail will allow you to place "diamond" junction crossings.
This rail will allow you to create true turnout switches when combined with a Switch Motor.
Original code, concept, and texture by DizzyDragon
This rail is unique in that is can be placed vertically. When powered, it will power all the rails below it. Powered rails will lift minecarts up, unpowered rails will lower minecarts down. When a minecart reaches the top it will be pushed onto any normal rail located on the block above. The rail also doubles as a ladder.
This collection of rails is a little different from normal rails. Any carts travelling on these rails can travel three times faster than normal, but only in a straight line. Additionally, attempting to leave these rails without first slowing down will likely result in death and destruction. Collisions are bad too. Please sign the wavier before boarding.
See the wiki for more information.
- Speed Rail
- Speed Switch Rail
- Speed Booster Rail
- Speed Transition Rail
The basic high speed rail. They are made from a special iron-gold laminate rail mounted on stone sleepers and are capable of handling up to three times the speed of normal rails.
This rail will allow you to create true turnout switches when combined with a Switch Motor. Attempting to turnout at high speed is not recommended.
These rails will boost the cart when powered or slow them to normal minecart speed if they are not.
These directional rails will only boost carts in the direction of the arrows and only when powered. Carts travelling in the opposite direction will be slowed to normal minecart speeds.
For the leisurely tour routes, these new rails will give your passengers time to admire the scenery.
- Wooden Rail
- Wooden Switch Rail
- Wooden Booster Rail
- Wooden Junction Rail
The basic wooden rail. Capable of making corners and traversing slopes. Functionally equivalent to normal rails, only with a lower maximum speed (for safety reasons).
This rail will allow you to create true turnout switches when combined with a Switch Motor.
Functionally equivalent to Powered Rails, but in wooden rail form.
Functionally equivalent to Junction Rails, but in wooden rail form.
- Tank Cart
- TNT Cart
- Tunnel Bore
This cart can store and transport any Buildcraft liquid. It is filled/emptied at a Liquid Loader/Unloader. It's capacity is the same as a Buildcraft Tank, 16 buckets.
The ever popular explosive combination returns. Handle with care. Will explode if jarred or lit on fire. Great for parties. Can be used as a substitute for cannonballs or fireworks in a pinch. Fuse length can be adjust with a string. Fuse length is measured in 1/20ths of a second.
Bores a 3x3 tunnel and lays rails, see the wiki for more information and the Bore Head recipes.
If you are using any mods that add blocks to terrain gen, you will probably need to edit the Railcraft.cfg file and add their block IDs to "tweaks.minecarts.bore.mineableBlocks". Ores added to the Forge Ore Dictionary are automatically mineable.
- Concrete Block
- Wooden Post
- Iron Post
- Stone Post
A simple block that matches Stone Posts.
A multi-purpose wooden framework capable of being used to create trestles, signal mounts, bridges, fences, telephone poles, etc...
A multi-purpose iron framework capable of being used to create trestles, signal mounts, bridges, fences, etc...
Can be painted different colors by surrounding any kind of dye with eight iron posts of any color.
A multi-purpose stone framework capable of being used to create trestles, signal mounts, bridges, fences, telephone poles, etc...
Due to the complexity of Signals, most of the information is only available on the Railcraft Wiki. Signalling would be a good place to start.
- Coke Oven
- Detector Block These Detector Blocks will detect any minecart that passes adjacent to them. They can be placed under or beside rails. They will only provide power in the direction with the light.
- Detector - Storage
- Detector - Powered
- Detector - Any
- Detector - Player
- Detector - Empty
- Detector - Mob
- Detector - Animal
- Detector - Explosive
- Detector - Advanced
The Coke Oven is an integral part of Railcraft as it produces Coal Coke and Creosote Oil when fed Coal. It is constructed out of 26 Coke Oven Bricks as a 3x3 cube with the center block missing. Please see the wiki for more information.
This detector only triggers on storage carts.
This detector only triggers on powered carts.
This detector triggers on any cart.
This detector only triggers on carts with a player in them.
This detector only triggers on empty carts that can be ridden.
This detector only triggers on carts with hostile mobs in them.
This detector only triggers on carts with animals in them. Has a GUI that allows you to select certain animals.
This detector only triggers on explosive carts.
Uses a GUI to select which carts it detects.
- Switch Motor
- Cart Dispenser
- Liquid Loader
- Liquid Unloader
This block will fill any storage cart beneath it with the items from an adjacent block with an inventory (Chest, Furnaces, Unloaders, etc...). Buildcraft pipes can also supply items directly to the Loader's own hidden, internal inventory slot. When the cart is full the Loader will send out a redstone signal. The recommended setup is a Boarding Rail placed beneath the Loader. This rail will be automatically powered by the Loader. If you right-click on the Loader it will open a GUI with two options: "Wait if cart is empty", and "Wait till cart is full". If "Wait if cart is empty" is true, then empty carts will wait at the loader until they've received at least one item. If "Wait till cart is full" is true, then the cart will wait until it is completely full before moving on.
This block will empty the contents of a storage minecarts inventory into a hidden, internal inventory slot. From there the items will be moved to adjacent blocks with inventories (Chest, Furnaces, Loaders, etc..) or can be piped out using Buildcraft. It will only empty carts that pass over the Unloader. The recommended setup is a Boarding Rail placed on top of the Unloader. The Unloader will send out a redstone signal when there is nothing to unload from the cart. If you right-click on the Loader it will open a GUI with one option: "Wait till cart is empty". If "Wait till cart is empty" is true, then the cart will wait until it is completely empty before moving on, even if there is no more room to place items.
Combine with Switch Rails to create true turnout switches.
Triggers on a positive redstone pulse and can store up to three carts. When triggered it will collect any minecart in front of it, or if there is no minecart and it has a cart in the inventory, it will place a cart on the rail.
This block will fill Tank Carts below it with any liquid piped into it. It has an internal capacity equivalent to four buckets. Otherwise it functions similar to your basic Loader.
This block will empty Tank Carts above it into its internal reservoir. From there the liquid can be piped out with a Buildcraft Waterproof Pipes. It has an internal capacity equivalent to four bucket. Additional, if you put a bucket in the Filter slot of the GUI, the Unloader will only empty carts carrying the same liquid as the bucket. Otherwise it functions similar to your basic Unloader
- Wooden Tie
- Wooden Railbed
- Stone Tie
- Stone Railbed
A multi-purpose tool any rail engineer should carry. It makes removal of old rails a breeze and even works on Detector Blocks and Loaders. Additionally, right-clicking on a rail will allow you to adjust the rail. Most of the time that means reversing the rail's direction, but some rails will open a GUI. Right-clicking blocks that have an orientation will turn the block to face the side clicked on.
Your basic railroad tie. Created using Creosote Oil, which you get from cooking Coal or Wood in a Coke Oven.
Every rail need support.
A more sturdy sleeper for more advanced rails.
Stone is better than wood.
Notes on the Furnace Cart:
Thanks to the new collision code, Furnace carts can push other carts. It has been tested with up to five carts. The results indicate that while it can push up slopes and around curves, there are occasional glitches in which it will lose a cart or reverse directions. Mobs or items on the rails are often the cause, but sections with both slopes and corners can be a problem too. More work will be done to solve these issues, but for now I recommend well lit straight tracks with few elevation changes and something to keep the sheep and chickens away.
- New Rails - Yes, more are coming, but I'm taking ideas too! Most of the following ideas were provided by users.
- Trap Rail - Similar to Suspended Rails but will drop the cart if powered by redstone.
- Hidden Rail - A block that can be submerged in water or lava or pushed by pistons that possesses a retractable rail on top. (No this does not mean you can run minecarts underwater).
- Steam Bridge - A Steam Powered Bridge that can extend/retrach.
- More configuration options.
- Addons for other Forge mods.
- Improved rail rendering, someday.
Servers Running Railcraft
Servers running Railcraft can be found here.
Texture packs for Railcraft can be found -currently unavailable-
Banners by serialtasted:
- Check the wiki for more detailed instructions on how to obtain support.
- If installation failed, DO IT AGAIN WITH A FRESH JAR!
- If you are using the Technic Pack, you will have to go ask them if you have issues. I don't offer support for Technic Pack users.
- Do not install any other mods until you know Railcraft is working and installed properly. This will help me know if the problem is a conflict with another mod. Once you are sure everything works with just Railcraft installed, add your other mods one at a time and test thoroughly after you install each one. The more information you have when you come to me with your problem, they more likely it will be that I can help you.
- If you still have a problem, post your ForgeModloader-xxxx.log and/or crash report here along with a thorough description of your installation procedure and the problem. Helpful information includes version, SSP, SMP, or Bukkit, and OS. Please use spoiler and code tags when posting crash logs. If you don't post the ForgeModloader-xxxx.log. I cant help you. Period.
- The Forge Team for the awesome API.
- Forecaster for being all around awesome and creating the Boiler Calculator.
- smbarbour for the awesome Bukkit ports.
- Direwolf20 for the excellent videos and occasional bug hunting.
- Jeet for excellent videos and many ideas.
- Bechill for helping get the wiki and IRC off the ground.
- DizzyDragon for allowing me to incorporate the Elevator Tracks.
- Foreplaying for the great Overalls texture.
- Azanor for letting me use his Goggle texture as a base for the Trackman's Goggles.
- eragonn1490 and KingLemmingCoFH for suggesting API improvements.
- Chicken_bones and mistaqur for NEI support.
- SirSengir for the Railcraft Forum.
- xXxN4BxXx, Cassiobsk8, francogp, AskaRa, Vexatos and others for translations.
For the complete list of legal info, please see Legal Info at the Railcraft Wiki.
Feb 26, 2013Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Supporting this suggestion
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
By default, nothing will change.
By default, nothing will change.
By default, nothing will change.
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
Mar 10, 2014Snowviraptor posted a message on Pigeons! A tameable mob with a purpose! You'll "dove" what I've added!Posted in: Suggestions
New Thread Here:
Support this idea on reddit! Link: https://www.reddit.com/r/minecraftsuggestions/comments/2ympop/pigeons_a_tamable_mob_with_a_purpose/
Also, please stop giving fixes for a lag issue that has been fixed for half a year. We don't really need it any more, and it's getting quite annoying. If there is still a lag issue that I haven't stated, then please alert me of it.
Isn't it hard walking over 1000 blocks just to deliver a single item? Yes you can make rail systems to send large amounts of items, but I find a simpler way is necessary. My answer: Delivery Pigeons.
Pigeons spawn in forest-like biomes. They can be tamed with 2-5 pumpkin seeds, and 5 hearts. They will then follow you around until you are ready to send a message. The pigeon would look like this:
It would be able to fly (follow), or stand (sit), until you are ready. When you want to send something, shift+right click the tame pigeon, and this GUI will come up.
The 6 slots are for the items that you want to send, the send button sends the items, the cancel button exits the menu without sending, and the black box is for the players name. I decided on 6 slots, so that clever rail systems are not obsolete.
A new block would also be added called the perch, when a pigeon is sent, it will land on one of the receiving player's perches.
I'm clueless about redstone, but I think that If a pigeon is on a perch, a comparator could give off a signal, but not if the perch is empty. You could create pigeon alarms using this. Please tell me if this is not how comparators work!
Preches can be named for 0 xp in an anvil, so you can type: "playername perchname" to decide exactly which perch you will send the pigeon to, without too much expense.
Adventure map makers can use commands to give perches custom names, without having the playername. This is so that you don't have to send messages to the author of the map to complete a puzzle.
If the player you are sending the items to does not have enough perches, the pigeon will just put the items back in your inventory (Or on the ground if there is not enough space).
When you send a pigeon to a user, It will appear to fly away, but when it reaches an unloaded chunks, it will teleport to one of their perches, with a delay depending on distance between the 2 objects, the blocks:minutes ratio would be about 500:1. If the distance is shorter than 200 blocks, It will just fly the distance (and load any unloaded chunks). This is so that on small map PVP servers, and UHC's you can have fun shooting down enemy pigeons. It would be hard to do this, as they fly twice as fast as a player sprinting.
It will then appear in the "view" any nearby players, and land on it. If no players are nearby, it will just be sitting there. If it can't reach a perch in any way, it will noclip through the layer of blocks, I cant see how this could be used for griefing. Once the player has found it, and taken the items, it becomes that players pigeon. Only the owners of pigeons can use their inventories.
I'm sure you can see how this can help in multiplayer, but what about the people who are strictly singleplayer? I've sorted this too.
Imagine that you are in the middle of nowhere, and lost. You have been wandering for hours, because you have your diamond armour, sword, and pick with you. You see a pigeon flying around, but ignore it. Then you see pumpkins. You grab them, and turn them into seeds, and tame the pigeon. Next thing you know, your armour, and tools are flying home. You then find a ravine...
You obviously could just have a pigeon follower, or a pigeon farm just for the fun of it.
And there's the potential for minigames/ puzzles. Try an shoot down pigeons before they get to you, or have to send items in pigeons to complete the puzzle... The possibilities are huge.
Pigeons spawn like cows, and pigs, and don't despawn. They lay eggs like chickens, and you can throw these to get baby pigeons
A comparison of adult and baby pigeons:
Since previous tamable mobs like horses, and cats have multiple skins, pigeons would have a chance to spawn with dove colours.
Possible suggestions made by the community:
ThesaurusRex and I worked on creating a more realistic pigeon, that would still fit the game. It has a larger tail, chicken eyes, and a smaller head. The legs are also different.
Reddit user coolreader18 (and a few other people) suggested letters. Crafted with one paper, and one feather, they store a single page of writing, and make a good aesthetic, and are a cheaper way of sending text.
Thank you for reading my suggestion. If you don't like it, don't just say: "No support" Give me a reason like:
"I don't like the trees, No Support." So that I can improve the suggestion.
If you would like to support this thread, press the green arrow button in the bottom right, and if you really like the idea, you could use one of these banners:These 2 are mine:
<img alt="" src="http://imgur.com/FwuXpPa.png" data-mce-src="http://imgur.com/FwuXpPa.png">
<img alt="" src="http://achievecraft.com/cimage/0314sto/Achievement get!/I support pigeons!/mca.png" data-mce-src="http://achievecraft.com/cimage/0314sto/Achievement get!/I support pigeons!/mca.png">
Thanks to Mart_b77 for this next one.
More banners are welcome!
If you want to make a mod of this, there is no need to ask, but you MUST, tell me about the mod.
Aug 10, 2015Posted in: WIP Mods
Glad to see theres progress in updating the mod to 1.7.10. Although I don't think I'll partake in the alpha testing, it sounds rather unstable at the moment. I do look forward to creating a programmed army of spaceships to do my bidding in the future.
Apr 12, 2013thehippomaster21 posted a message on [Aesthetic] Animated Player - Compatibility and Flying! [v1.5.1]Posted in: Minecraft ModsAnimated PlayerBy thehippomaster21
Do you love Minecraft's default animations? Are you obsessed with the way the Minecraft player looks and acts? Do you wish Minecraft's player would forever look the same way? Well if you do, then this isn't the mod for you!
After countless hours of working (it wasn't that long), Professor HippoMaster now introduces to you the Animated Player Mod! This mod completely replaces and reanimates the player model by adding more joints and better animations. Also, it's completely client-based, which means it works for servers too (just don't install it into the server)!
Now with rounded curves!
Currently this mod replaces animations for walking, running, swimming, jumping, sneaking, flying, riding, bow-aiming, blocking, climbing, hitting, eating, and drinking!
The player now has his own face! It has the following features that can be configured. Check out the custom textures section for more information on configuring. This features:
Moving eyes depending on where the player is looking.
Opening mouth when the player is panting.
Eyebrows that become sad when hungry and confident/angry when aggressive!
Hats now render each pixel individually to make it look better! This can be toggled in the config file.
Check out this website for a few more!
Check out DalekSlayer's Skin Library for animated-player-supported skins!
Feel free to contribute by writing on his page as well, and remember to thank him!
Your own textures work with the mod too! Just color in the right areas specified below, then upload your texture to minecraft.net! Also, make sure not to use pitch black or pure white as your colors, or else they may be ignored. However, if you want to change your offline player look, check out the features inside the configuration file in .minecraft/config/AnimatedPlayer.cfg.Face
Color in the Eye Overlay 1 to replace the skin at Eye Replacement 1 with animated eyes.
Color in the Eye Overlay 2 to replace the skin at Eye Replacement 2with animated eyes.
Color in the Eye Overlay 3 to replace the skin at Eye Replacement 3with animated eyes.
(AKA you can make 2x2 eyes or 2x3 eyes)
Color in the Eyebrows to give the player animated eyebrows above the eyes.
Color in the Mouth to give the player an animated mouth and teeth.
Compatibility and Bugs
Compatibility is in the midst of being fixed with some things already working. For example, here's me using a Farlanders mod hat and Battlegear mod armor!
Still testing the compatibility issues
* updated to mc1.7.10
* added simple flying animation
* added compatibility with modded hats/helmets
* attempted to fix armor compatibility issues
* fixed better hats sometimes messing up
* custom textures section for eyes, mouth, etc must not be completely pure white
* simplified some internal code
* fixed armor boots being too small
* fixed up texture to make curved joint lighting look more normal
* added curved bottom joint (still testing too)
* slightly changed block breaking/placing animation
* updated to mc1.7.2
* changed config and added new animateFace option so people having trouble can turn it off
* added round joints! for arms and legs (still in test mode)
* mod now depends on AnimationAPI
~updated to mc1.6.4
~added longer eyes support
~fixed cape bug
~slightly change custom textures implementation
~added a possible compatibility function
~fixed helmets being overly large
~removed some repetitive forge hooks
~made sneaking transition slightly quicker
~added standing pose
~changed jumping animation
~greatly improved block hitting and mob hitting animation
~added separate block hitting animation for tools (pickaxes, axes, hoes, etc)
~improved breathing animation to look more natural
~updated to mc1.6.2
~readded some forge hooks to the new RenderPlayer class
~fixed sneaking backwards not looking proper
~fixed bug where wearing blocks (pumpkins, etc) on player's head positions funnily
~fixed bug where helmet doesn't render
~made hats in player model render each pixel separately
~made swimming animation a bit more realistic by rotating entire body when swimming up and down (thanks to LOLCaatz)
~remade sneaking animations to look more like actual sneaking
~updated to mc1.5.2
~improved joints in the player model
~added climbing animation
~added sleeping animation
~added eating animation
~added drinking animation
~made eyebrows only look angry when attacking, sneaking, aiming, etc
~made player only open mouth for a period of time when exhausted
~attempted to fix issue where model doesn't load again
~fixed bottom of top arm loading the wrong texture
~improved performance overall by separating animations more distinctly (only in code, the result looks the exact same)
~made blocking animation smoother when just stopped blocking
~fixed bug where eyebrow still appeared even when set blank in texture
~attempted to fix capes rendering backwards
~fixed player animations not working for server players
~attempted to fix model not working at all for some people
~slightly change the texture format for the face animations
~made face animations not render if the texture isn't filled in (also don't use all pure black)
~fixed shooting the player with arrows screwing up animations
~fixed left leg texture not flipping properly
~fixed head screwing up when riding a pig
~fixed capes not working
~UPDATE: face animation configurations in the config file now only apply to default textures
Q: The game crashes with with java.lang.ClassNotFoundException: mods.AnimatedPlayer.AnimatedPlayer. What do I do?
A: Don't extract the zip file! Put the whole zip into the mods folder.
Q: Can you update the mod to the latest minecraft version?
A: If the mod isn't already updated, that means I'm working on it. Please don't bother me telling me to update.
Q: Can I make a texture pack that supports your mod?
A: Of course! Go ahead
Q: Can I create a video of your mod?
A: Of course! Go ahead
Q: Can I make a modpack with your mod inside?
A: If it's a private modpack, go ahead. Please don't use this in public modpacks and don't PM me asking for permission.
Video:Thanks to SniperPwner:
>> Click Start and type %appdata% into the Search area
>> Click the folder that is called Roaming
>> Find the folder inside called .minecraft
Move the mod zip file to .minecraft/mods
Animated Player v1.5.0 mc1.7.2
Animated Player v1.4.1 mc1.7.2
Animated Player v1.3.0 mc1.6.4
Animated Player v1.2.1 mc1.6.2
Animated Player v1.2.0 mc1.5.2
Animated Player v1.1.0 mc1.5.1
Requires the AnimationAPI and Minecraft Forge. Built with Forge v10.13.4.1448. Update your Forge if needed!
Works well with Sabar's Shoulder Surfing Mod!
Check out my other mods here!
Wanna show your support for the animated player mod? Try a banner!
Special ThanksDeath_Dealer: For providing the wavefront objects for the rounded curves.
LOLCaatz: For giving me bugfixes.
SelectedLime and DalekSlayer: For working on the deceased skin library.
Master_Hill_, Alvoria, and many others: For constant monitoring of people's posts.
I may have missed you, send me a message if you want
CopyrightTERMS AND CONDITIONS
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER - TheHippoMaster21, Original author of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
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