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Jul 15, 2014Vekh posted a message on Blood -[v1.0.2]- Adds New Blood System to Minecraft!The effects of blood loss are a nice touch. Good work.Posted in: Minecraft Mods
Jul 16, 2013To create a spoiler, surround the text you want to be placed in a spoiler with [spoiler] tags.Posted in: Forum Discussion & Info
[spoiler]Oh look, a spoiler![/spoiler]
[spoiler]Oh look, a spoiler![/spoiler]
To insert a photo, surround the image URL in image tags. For example:
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Infractions are issued to members when they break one of the forum rules. Infraction points expire after 30 days. Other members (aside from forum staff) cannot view your infraction points.
You can view a list of member titles and their respective post count requirements here.
May 31, 2013I absolutely despise the mosquito. The only thing that annoys me more than their bites is the infernal buzzing sound they make as they fly around the room or around your head. Many a night has been rudelyPosted in: General Off Topic
interrupted by a mosquito buzzing circles around my ear or exposed arm.
I am glad to say not one of those mosquitoes lived to bother another living creature.
May 20, 2013Vekh posted a message on Tell us your weirdest, scariest or funniest dreams.When I was very young I had a dream that haunted me for months.Posted in: General Off Topic
In the dream, I was sledding down a snowy hill. The snow fell thick and heavy. I was warm. Content. Happy. All of a sudden, I found myself in a room. There was an open fire in the middle, which served as the room's only light source. The room was massive. I was alone. Afraid.
From the ceilings stared down colossal bear-creatures. They were strange bears, resembling a bottle of honey. I could see their faces lit from underneath. They stared down at me, unflinching, unwavering...
I woke up.
Dec 3, 2011Vekh posted a message on [16x, 32x, 64x, 128x][1.6.2] Wind Waker [150k+ Downloads][Resource Pack] - Featured in Minecraft Mondays!It's beautiful... ;_;Posted in: Resource Packs
Apr 14, 2013Posted in: Off topic, testing and misc. chatQuote from Chimeratech
There is a wither in the forest south west of spawn, I was able to spawn it but apparently all protection 4 diamond armor was not enough to survive it. Do not go out there alone unless you are decked out. I am sorry for not being able to control it, know it is out there and avoid the area if possible.
Chimeratech, I made something that should raise awareness for your lost wither.
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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).
Apr 23, 2012Alvtron posted a message on R3D CRAFT - Play Minecraft in High Definition (04.04.17)Posted in: Resource Packs
This project is currently set on hold. I am for the time being a full time student, studying for my masters degree in applied computer science, which completes in 2020. When I am not studying, I am most likely working. Thanks to everyone for the support and understanding!
R3D CRAFT, pronounced Red Craft, is a high-res texture pack that can be applied to the game Minecraft. Based on the default texture that comes along with this game, R3D CRAFT enhances the missing realism; with use of high quality textures, smoother colortransitions, realistic shapes, shadows, lighting, missing details + so much more.
This texture is made for those who seek more quality in-game, but also want to keep the default design and feeling. Therefore, this texture tries to stay close to the default appearance by matching the correct colors and indication of shape.
Default Miencraft → R3D CRAFT → R3D CRAFT Shader Support + Sonic Ether's Unbelievable Shaders
R3D CRAFT + R3D CRAFT Shader Support + Sonic Ether's Unbelievable Shaders
R3D CRAFT + R3D CRAFT Shader Support + Sonic Ether's Unbelievable Shaders
Alternative download links (adfoc.us):
R3D CRAFT Shader Support:
- R3D CRAFT Shader Support 512x
- R3D CRAFT Shader Support 256x
- R3D CRAFT Shader Support 128x
- R3D CRAFT Shader Support 64x
- R3D CRAFT Shader Support 32x
R3D CRAFT: Default Realism
Alternative download links (Curse):
R3D CRAFT on Curse:
- R3D CRAFT 32x32 on Curse!
- R3D CRAFT 64x64 on Curse!
- R3D CRAFT 128x128 on Curse!
- R3D CRAFT 256x256 on Curse!
- R3D CRAFT 512x512 on Curse!
R3D CRAFT Shader Support on Curse:
- R3D CRAFT Shader Support 32x32 on Curse!
- R3D CRAFT Shader Support 64x64 on Curse!
- R3D CRAFT Shader Support 128x128 on Curse!
- R3D CRAFT Shader Support 256x256 on Curse!
- R3D CRAFT Shader Support 512x512 on Curse!
R3D CRAFT: Default Realism on Curse:
Tired of annoying ads? Try Curse Client.
Curse Client is an add-on manager that allows you to browse, install, and update your Minecraft texture packs, mods or world-saves. Stay in sync with R3D CRAFTs newest updates with Curse Client.
Addons created by the community:
Want to create addons?
There's nothing stopping people from expanding upon this texture pack. Feel free to do
so. You are not breaking any rules, any copyright guidelines or upsetting anyone.
Since the Minecraft client now allows you to add more than one texture pack to the resource pack panel, you can simply create an addon. Make people download both your addon and this resource pack. After your users have downloaded your resource pack addon, direct them here so they can download this base resource pack which your resource pack adds upon.
If you feel like that above is silly and you want to include R3D CRAFT textures with yours in one single package and publish that, we would have a problem. The moderators on this site and other sites do not look happily on duplicates and your thread will most likely be put down. Also, keep in mind that it's not right (and if you ask me, disrespectful) to upload someone else work without their consent.
R3D CRAFT - Version 0.3.1 (04/04/17):
- Fixed some issues with Daylight Detector
- Added item: Flower Dandelion
- Added item: Flower Houstonia
- Added item: Flower Poppy
- Added item: Oxeye Daisy
- Changed item: Dirt
- Changed item: Grass
Go to r3dcraft.net for more.
Go to r3dcraft.net for more FAQ.
To all of you who have followed this project for a while; Gamers, Content-creators, YouTubers, Modders and so on. I would like to thank you guys especially. Your patience is both questionable and admirable. Maybe you guys don't know, but you are essentially the pillar that holds this project up. Without you, R3D CRAFT would not have been where it is today. Thank you. Thank you for your support.
Here is ways you can support this project:
- Download R3D CRAFT and play Minecraft
- Write comments, feedback and/or suggestions to me on this forum.
- Share your experiences with R3D CRAFT on social media
- Share R3D CRAFT to your friends and followers
- Follow me on Facebook, YouTube and Twitter
- Be creative! Make whatever you want with the use of R3D CRAFT. Videos, artwork, games and so on (read guidelines below)
R3D CRAFT banners:
© 2012-2019 Thomas Angeland
Mar 12, 2013Posted in: Minecraft Mods
The Mists of RioV supports both singleplayer and multiplayer! The Mists of RioV may be included into any modpack, but please give credit and link this post wherever the modpack may be posted. Failure to do this will result in a notice from me.
Information:Overworld: Onyx - Mine Onyx Ore with an Iron Pickaxe. Amethyst - Mine Amethyst Ore with a Stone Pickaxe. Nironite - Mine Nironite Ore with an Agonite Pickaxe. Orb, Mythril Ingot or a Base Crystal - Kill a Mage mob from the Overworld. Horse Meat - Kill a Minecraft 1.6 horse. Vulron - Kill the Demon Angel boss. Dark Matter, Cloth of Magic - Kill the Darkness boss. Wind Element - Break Skyclouds. Scrolls - Kill Adventurers. Eos Potions - Kill Mages. New wands - Kill Mages.
Nether: Black Nether Quartz - Mine Nether Quartz Ore in the Nether. Blood Rock - Mine Blood Rock. Black Bones - Kill a Skeletal Horse mob from the Nether. Aun'Tun Minion Gear - Kill Aun'Tun beings in the Nether. Ingot of Flame - Kill Aun'Tun Minions.
End: Dragon Soul Gem - Mine Dragon Ore with an Agonite Pickaxe.
Blind Oasis: Blindonite - Mine Blindonite Ore with an Infused Onyx Pickaxe. Agonite - Kill the Terron boss here. (Make the Agonite Pickaxe with this)
Vaeryn: Vravinite Gear - Kill Vravinite mobs, or mine Vravinite Ore with an Agonite Pickaxe. Jaavik - Mine Jaavik Ore with an Infused Vravinite Pickaxe.
Flamonor: Drakiuz - Mine Drakiuz ore with a Infused Vravinite Pickaxe.
Sanctuatite: Aleris - Mine Aleris ore with an Infused Vravinite Pickaxe.
How to get to The Blind Oasis: Obtain Black Quartz from the Nether. Make Black Quartz Blocks NOTE: Tef , The Darkness, and the other boss, Terron must be spawned here ONLY. They cannot be spawned anywhere else. Make the portal like this:
Light up the portal with the Blind Oasis Activator (Recipe in recipe section)
How to get to Vaeryn: Obtain Blindonite from The Blind Oasis. Make Blindonites Blocks. Make the portal like this:
Light up the portal with the Vaeryn Activator (Recipe in recipe section)
How to get to Flamonor: Obtain Jaavik Block from Vaeryn. Make portal formation with said blocks.
Light up the portal with the Flamonor Activator (Recipe in recipe section). NOTE: Drakiuz Ore must be mined with a INFUSED VRAVINITE PICKAXE. So it's best to go to the Vaeryn dimension first.
How to get to Sanctuatite: Make quartz blocks from the Nether's vanilla quartz ore. Make portal formation with said blocks.
Light up the portal with the Sanctuatite Activator (Recipe in recipe section). NOTE: How to obtain Aleris ore: Mine it with an INFUSED VRAVINITE PICKAXE.
Other mod reviews:
Want to support us? Use this as your signature!
1. Download Minecraft Forge from here: http://www.files.minecraftforge.net/ Download the latest 1.7.10 INSTALLER.
2. Put my mod's jar file into the /mods/ folder of your .minecraft folder
1. Install Forge into your server folder using the same installer.
2. Install my mod like Singleplayer.
3. Run the server with the universal-forge-blahblahblah.jar and enjoy!
- Updated to MinecraftForge 1.7.10-10.13.4.1614.
- Fixed Tef nameplate bug, where the faction plate was the overlapping the name.
- Fixed Shadownite Wizard spawn egg name bug.
- Fixed update checking url, now http://minecraft.m4gdev.com/riovversion.txt
- Fixed /printchangelog url, now http://minecraft.m4gdev.com/riovchangelog.txt
Thanks to the DivineRPG for some code (with given permission via Skype DivineRPG chat in 2013-2014).
Jun 8, 2012Posted in: Minecraft Mods
PixelmonThe Pokemon mod for Minecraft!
To find out more about this mod you can check out the Pixelmon website!
Pixelmon development is now at an end. However, the site will continue to run.
Submit bugs here on out issue tracker - Click me!
Pokemon is the intellectual property of GameFreak and is trademarked by Nintendo GameFreak and Creatures Inc.
Mar 27, 2011Kinniken posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open betaPosted in: Minecraft Mods
Millénaire forums for more in-depth discussions than here:
Millénaire 7.0 open beta! Millénaire 7.0 introduces two great new features: a reworked Norman culture and the construction of a massive, end-game marvel: Notre Dame of the New World! Head to the beta page for all the details and the download link.
Millénaire 6.2 for Minecraft 1.12 available!
Millénaire is now officially updated to 1.12.2. Download the new version on www.millenaire.org!
Millénaire is a single- and multi-player mod for Minecraft. It aims to fill the "emptyness" of single-player worlds by adding NPC villages to it, with loose 11th-century Norman, North Indian and Mayans themes and additional cultures planned.
Villages are populated with men, women and children of various kinds, who perform tasks such as trading with the player, expending current buildings or improving existing ones, cultivating crops such as wheat in Norman villages and rice in Indian ones, crafting tools and powerful amulets, etc. As the village expends, the number of villagers increases as couples have children who grow up into new adults.
Help villages grow by trading with them and be rewarded with unique items such as Normand and Indian food or statues and tapestries to decorate your house with. And if they start liking you enough, they might even build you a house of your own.
Millénaire is available in the following languages: French, English, German, Russian, Polish, Spanish, Czech, Swedish, Dutch, Portuguese, Slovenian, Hungarian, Chinese, Arab, Estonian, Norwegian, Ukrainian (more coming!)
Download Millénaire on Millenaire.org.
Want to know more first? Check the overview.
For more information, including a FAQ, known compatibility with other mods, and common install issues, you can check the Millénaire Wiki:
Millénaire Library of user-created content to extend the mod:
Millénaire forum for more in-depth discussions:
Come across small villages while exploring, such as this Norman settlement...
Millénaire review by CGzCinema showing the mod's main features
... or this Japanese one, centred on a rice paddy.
6.2.10 - 08/09/2019
- It is now possible to donate goods to villages for a big reputation boost
- Added two new advancements, Amateur Architect and Medieval Metropolis
- The keys for the Millénaire menu, the village list and the escort toggle are now set using the standard Millénaire UI
- Players' data is now linked to UUID not player name, enabling players to change their player name without losing their Millénaire progress
- Added two new commands, one to teleport players to a village and one to change a player's reputation with a village
- Fixed a bug where Millénaire stairs and slabs would have display issues when smooth lighting was off
- Fixed a bug where paths could be built over mud bricks
- Fixed a bug where the number of nights spent by a merchant in a village would reset when reloading the world
- Fixed a bug where sub-buildings would appear on the village map, hiding the main building
- Fixed a bug where middle-clicking a full path block in creative would give you a path slab
- Fixed a bug in the handling of Byzantine textures
- Content Creation improvements:
-- New format for buildings' text data, much easier to read than the old one
For older releases, check the wiki page: Millénaire Updates
Or discover a mysterious Mayan pyramid, abandoned in the jungle. (Texture pack: Soartex FanVer with Millénaire HD blocks)
Check the FAQ page on the Millénaire wiki: http://millenaire.or...ki/Category:FAQ
- MinerMiah for the Mayan culture (including skins)
- Minepower for the Japanese culture
- Rasseru for the updates to the Japanese culture
- Ticlon for the Byzantine culture and some of the lone buildings
- SMP for all the Indian skins. Great and fast job! Check also his texture pack that includes a full reskinning of Minecraft itself, Millénaire, and many other mods as well!
- johnlmonkey, Razulra, cubex3 and TheDoctorMouse for skins
- Nandonalt and karahan : some buildings
- joeyjam: icons for the Norman armour
- minami26: graphics for the Norman armour and icons for the Norman tools
- The MCP team, without whose work I would not have attempted this mod
- The #risucraft and #mcp-modding channels, and specifically _303, ZeuX and ProfMobius, for saving me a lot of time with timely help
- MineColony and Builders, for inspiration and useful examples of modding Minecraft
Listen to the villagers discussing their job, life or simply the weather.
Making new cultures
Since Millénaire 1.4, the bulk of a new culture can be made without code (not just buildings and village types like before, but new NPCs as well). As such I'm interested in player-made cultures to integrate in the main game, provided they fit the general theme of Millénaire of "real" cultures from around the 11th century. Players interested in producing one for Millénaire should PM-me about it. If we agree on the idea, I'll provide support in the form of help on how to mod Millénaire and in the form of whatever new code might be needed (for new items, blocks or good productions), though likely not with the buildings and NPCs themselves. I reserve the right to change anything I might not like in a culture I'm shipping with the mod itself, but in practice I intend to leave as much of a free hand as possible to culture designers.Contribution welcome, it helps make Millénaire a rich game!
See what they are doing and what they need in the villages' centres.
- There is a lot of content to fill up in the Millénaire Wiki, feel free to help: http://millenaire.org/wiki/
- Female and children sounds
- It would be very useful if people who have been playing for a while could post detailed accounts of how they play Millénaire, what they like/don't like, what their goals are when playing, etc. I need more comprehensive feedback, not just small reactions to individual features.
- New lone buildings: the more different kind of lone buildings (or variations of the same kind), the better. People wanting to do lone buildings in the same style as the existing ones are welcomed. You can post your creation in the thread, preferably with a screenshot. I'll add those I think fit in Millénaire.
Trade with them, to help their villages grow and gain unique blocks, foods and items.
Downloads are available from millenaire.org.
Thread for posters to discuss custom building plans in: http://www.minecraft...f=1039&t=253387
Wiki page with adapted texture packs: http://millenaire.or...i/Texture_Packs
Feel like paying me a cider? . Otherwise, I'm always looking for more SugarSync referrals (similar to DropBox but more generous free quotas). Note that you have to install the app, not just sign-in online, for me to get a quota bump.
See their villages develop in prosperous communities...
For more information, help, known bugs, etc., check the new Millénaire Wiki: http://millenaire.org/wiki/. Feel free to contribute!
...or massive fortresses surrounded by desert.
But be wary in your travels, for hostile bandits and soldiers can be waiting deep in the woods!
Encourage villages to trade with one another, or push them to war and see their men battling while the women and children
And when the pull of adventure becomes too strong, seek out the mysterious Sadhu in the forest to start a great quest on the origins of the world.
Who knows, you might even come across the mysterious Panthéon, the massive structure where the contributors and donors to Millénaire are immortalised.
Note to modpack makers: Millénaire can be freely added to modpacks provided you credit me and provide a pro-eminent link to millenaire.org.
Signatures by minami26 - now with dynamic version info:
This mod is Copyright (2011) and is my intellectual property. Only minecraftforum.net is allowed to host any of my material without my consent. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Descriptions or other content on the mod (for example, reviews) are allowed as long as the download links provided point to this thread or to the Millénaire Wiki. Works derived from this mod in any significant way, for instance by re-using the mod's source code, are forbidden without written permission.
Oct 9, 2011Posted in: Suggestions
Alright, so there's this idea I've been working on for the past few weeks. You heard me, weeks. Basically, it's boats. Boats than you can make bigger, slap a name on, armor, choose what propulsion system it has, and carry stuff in.
Full idea in spoiler:Boats Evolved; bigger, modular boats (Watch out --- huge!)
Okay guys. Just a slight disclaimer, the explanation for this idea is going to be *HUGE*. The idea itself may be simpler, but the description will take a long time to explain. In a nutshell, it's bigger boats that are also modular.
So we'll start with a slight modification of a game mechanic. Otherwise, the idea won't work very well. So just keep in mind that in this idea, you can't push a boat around by standing on top of it. At least just for the higher-level classes, which we'll get to in a minute.
Also, upon entering a boat, a GUI will appear somewhere around the bottom-right or so that displays the ships 'health', and speed.
Before we go overboard (no pun intended), let's begin with some basic principles that can be applied to the current boat. Let's call it the Dinghy. You can't do too terribly much with the Dinghy, but you CAN do some things.
Dinghies can be crafted just like they normally are. However to modify a boat, a new tool will have to be brought into the game. Let's say it's a Hammer. Right-clicking on a boat with a hammer, granted you're the one that built it will open up a GUI.
Like I said before the abilities with the Dinghy are limited, so you have limited things that pop up in the GUI. All that displays for now is the hull, propulsion system, and their respective health bars. You can also give your boat its own custom name that appears on its hull (But this probably won't be for the Dinghy). You will also notice two numbers at the top. On the left (12/12), is the boat's hitpoints. I doubled their damage resistance because I thought it was kind of silly to kill a boat with one arrow. To the right (1) is the ship's base speed attribute. That is to say, the speed capability of a boat, excluding the propulsion system. Boat stats will vary upon each construction. Therefore someone can be proud of themselves if they have made a fast/strong ship.
Normally, you have your standard, nonreinforced plank hull. However, you could change that. Let's start with a Reinforced Wood Hull. In the crafting table, put in 9 pieces of log together to form a piece of Reinforced Wood Plating. Dinghies will probably only need one plate to reinforce themselves. Plating will probably not be stackable for gameplay purposes.
Reinforced wood will provide a higher defense for the dinghy. Two more types of hull include Steel and Gold. Steel Plating requires 4 Iron blocks in the crafting table, and Gold likewise. With a steel-plated hull, the boat can take considerably more damage than Plank or Wood. Steel hulls can possibly withstand lava. Gold plating is only slightly stronger than Reinforced Wood and is not feasible as battle armor. However, just in case you were thinking these hulls are easy to reinforce, keep in mind higher levels will need more plating as they get bigger.
When a boat is damaged, simply right-click with the Hammer to open up the GUI. There should be a slot for extra plating to go in should the ship need repair. To ensure fair fights, the repair will be timed, like a furnace. Each repair uses up the Hammer some. It would also be nice to see some sort of visual cue for an almost-destroyed ship, like fire or a broken, damaged texture.
And now, the propulsion systems.
With the default dinghy, you have your Hands. Hands for a dinghy are basically neutral, however they will be slower than in previous versions of the game.
An alternative solution, is craftable Oars. Oars are very maneuverable and faster than hands, however they do not grant a steady speed and require you to hold down the forward button whenever you want to move. They may even 'tire' you out more (using up more Hunger).
The last one for the Dinghy, is the sail. Sails can provide very fast speeds, however they have low thrust and are not easy to slow down and speed up easily. A steady speed is required for traversing around land-covered areas. Sails can also possibly be made with different colored wool, to help a boat stand out. Sails grant a steady speed as you can leave them unattended with very little deceleration.
So now we move on to a bigger boat. Not too terribly big, but we're getting there.
To construct larger ships and propulsion systems, you're going to need an alternative to the crafting table. Let's just call it the Shipwright. This block ONLY crafts boats and takes up more blocks of space.
I think for a new level of boat, you're going to need some Blueprints. Blueprints can most likely be created by interacting with the Shipwright by combining a blueprint (Or in this case, a solid Dinghy) and investing your Experience Points to come up with a new 'idea' for a bigger boat. The 'studying' is timed, again, like a furnace, and with each clump of EP filled, the progress bar is filled some. You can also find Blueprints in dungeons, but only rarely.
After that will be done, the Blueprints can be put in a separate slot, with another slot under it. The slot under it is for the wood required to build the boat. Every time you put more wood into the slot under it, the progress bar for the ship increases. I'm not sure if this should be the way but it sounds pretty good.
I think that for each class of boat, a bigger mast will need to be crafted. That, or just have one single mast that, for bigger boats, you need to pack in more Sails. Kind of like how plating works.
So now, the next level: the Skiff.
The skiff is *about* 2 1/2 times the length of the Dinghy. However, with the next level comes new features. First off is a second slot, a passenger seat if you will. But besides that, there are two more features.
Here, there will be special lots to place blocks at. These could be something decorative like gold blocks, or practical, like chests.
To place a block in there, logically you would right click on that one place with the block. It's possible the block lot will be highlighted by the Hammer to show you where you can place things. To get it out, leftclick with the Hammer and it will appear in your inventory. If blocks aren't your fancy, perhaps animals are. Here is where the extra space in the GUI comes in. There would be a list of all the entities in the boat. If they are NPCs, you can choose to move them to another slot, or evict them. You can also evict players,
but not move them[amended].
With the Skiff, you have an additional propulsion system. I'm not sure about this one so I'm going to need you guys' approval. Essentially, it is a steam-powered paddlewheel. The steam engine will need to be powered by coal, which will either have a furnace-like GUI or not. It is also be slightly less maneuverable than the Sail. The steam engine, like Sails, grant a steady speed and can be left unattended. They have perfect acceleration, however they are much slower than Sails.
For armoring, the Skiff will need more plates to sufficiently armor the boat. Possibly two or three.
The skiff will most likely be the largest boat to successfully navigate shallow marshlands and the like.
Now, for the adventurous sailor, we're going to go one step up. Meet the Cog. The Cog is a fair-sized boat, but it is hardly big. What is does have though is a top deck large enough to walk upon. Now, we're going to introduce another feature. This time, the Cog will have a lower deck. You could be able to place a few blocks in that bottom deck, such as beds and chests. This will be good for long adventures. If you aren't spoiled, you would be happy with a Cog for your adventuring needs. Hands are now unusable.
For gameplay, an invisible, penetrable box will be in the interiors of the ship that hides water and its effects when water blocks go near it, but as soon as they leave the water blocks return to normal.
Now here, starting with the Cog, is the boat's main means of offense and defense. You guessed it, the Cannon. I believe the cannon could be made with a crafting table. To fire (And right now I'm making most of this up as I go along), you must first craft a Cannonball (Maximum of 16 allowed in hand), and right click on the cannon. The cannon will fizz for about 2.5 seconds or more before firing the cannonball. You must wait an additional second to fire again. To adjust the angle of a cannon, rightclick it (without a cannonball) to point the cannon up or down.
Now with ships and other entities, contact with the cannonball will just equal damage being dealt. But with blocks, there is a chance (Depending on their blast resistance) that the block being hit, and/or the blocks around it will be pushed forward and respond to gravity. And in rare cases, break upon falling.
That, or it would just be a weak form of TNT. But I like the former better. Mostly because it's my idea. Good gosh I think I'm vain or something.
So like I said, if you aren't spoiled, you would be happy with a Cog for your adventuring needs.
But sometimes, you ARE spoiled. Or, just requiring a bit more power. That's where the fourth level comes in, behold: the Carrack. Significantly larger than the other boats, this one can actually be called a ship. It has 3 decks. The first being the top deck (Which comprises of the main deck, quarter and poop, naturally), the second the gun deck, which to the back holds the captain's quarters, and the bottom deck is mainly for cargo. If the Carrack is steampowered the boiler room will be in there.
Oars are now unusable for the Carrack, as are Hands for Cogs. (The Oars for the Cogs would be weaker than on the Skiff and Dinghy, as would hands with the Skiff. However with the Steam engine and Sail, they just get faster with each level, with exceptions [amended])
Another neat thing you get to do with the Carrack is you get to live up to the naval definiton of a ship. On the Carrack, you can place another boat inside it for scouting/lifeboats. But it can only be a Skiff or Dinghy.
Okay, next one. Here we go.
(This level is optional. You guys tell me if it should be ingame.)
Now sometimes, your lust for power is so great no measly Carrack can hold it; not even when it is steel-hulled and armed to the teeth. No, you wish for the very seas to obey your will. Well, you psychopath, here's the fix for you: Feast your eyes sir, on the Galleon. Over twice the size of a Carrack, four long decks and plenty of guns, you would not want to war with this vessel. It is essentially a Carrack on steroids; bigger, stronger (but not faster [amended]), and scarier. But, slightly slower. Should you decide to armor it, keep in mind it will need 8 Platings to armor (Maybe more). And considering each plating requires 4 blocks to fill, you're going to need a LOT of iron.
When a ship finally loses all of it's 'health', it will sink to the bottom of the sea. Here, it is subject to despawn, but will stay there as long as there is a player near it. Although dangerous, it would then be available for looting, if you haven't plundered the ship while it was afloat already. < --- This entire paragraph is subject to discussion and alternative options. It's also been proposed that the ship turn into it's block counterpart, only leave chests, or like in the Amendment Posts, leaves a Ship's Bell that can serve as a savegame for your ship.
Now, I understand that such a feature is going to be *HUGE*, possibly requiring its own update, and would be just a massive undertaking. But I for one believe it will be an undertaking worth the effort. It would heighten the spirit of Minecraft adventure and exploration, people could trade vast amounts of resources over long distances, and plunder other ships for their booty. So I'm not 100% expecting this to be accepted entirely (But if it is, thankyouthankyouthankyou!), but in the future if any modders were curious about how to go about doing their ship mod, this could be a good example. But I really hope this would at least be seen by Mojang. Just two-thirds into completing this idea, I read an old tweet of Notch saying that he might add something like this in the future. So, if you are, this could be one of the ways to go about it.
Amendment Post 1:
- In the Shipwright GUI, the product slot of the boatbuilding section is now a button. I've updated the image.
- Craftable ship components should have been expanded. In addition to a Galley, an Anchor component (probably most vital) is also one of them. Also proposed by the community are tables, crows' nests (That basket thing on the top of masts), icebreakers, and if the NPC crew idea is implemented, a sea captain's desk to chart courses for the helmsman.
- I actually think you should be able to move players. I mean, if they actually decided to choose to lock themselves in a mob slot rather than move around freely I think the captain should be free to move them wherever.
Amendment Post 2:
- Galleons really shouldn't be the fastest ships out there, it would be unfair. Instead, their base speed capability should be a tiny bit slower than a Carrack, probably. Updated.
- Right clicking on a cannon without a cannonball could point the cannon up/down. Updated.
- Different types of ships that do not follow the linear 5-level path of upgrades. Instead, 'extra' ship blueprints could be found in dungeons in strongholds, but they would be rare. Could be a way to get Caravels and viking ships or whatnot.
- I'm not sure about the decay process of sunken ships. Perhaps after someone leaves the ship's general area, a timer starts and eventually the ship will despawn. Or maybe it just stays there forever but can be 'mined' away to recollect valuable materials.
Amendment Post 3 (Note: These are not as important as the first 2) :
- Flags. Although I'm sure colored sails can do a good job of faction identification, custom-made flags would be really great to have. They could be used outside of boats, too.
- Extra ammo types. The standard cannonball would be made of stone and gunpowder, but others could be made out of iron and other materials. The new usable fireball coming 1.2 would also make a neat incendiary addition. Other types can inclde grapeshot and chainshot.
- Sea monsters. Pretty straightforward, I'd like to see some minor sea bosses when roaming the sea. But in my opinion, they should be restricted to certain sizes of ships (Dinghies have no bosses). For example the ship the size of a Skiff would probably only get a shark or something, whereas something Cog-sized would get sharks and sea serpents, medium-sized ships like the Carrack would get sea serpents and maybe giant octopus (Will wrap tentacles around the ship and begin to tug down unless tentacles are damaged), etc...They are, however, uncommon.
- A ship's bell. Yes, they can be used as a normal bell, but there's something that makes them special. Once placed on a ship, it bears the ship's name and can ONLY be placed on that ship (e.g Bell of the S.S Whatchamacallit). Then, if a sunken ship despawns, that bell is turned into a block at the bottom of the ocean and contains all of the ship's data. Then, it can be used to recreate the ship.
- Sea obstacles. The ocean would be made that much better if occasionally you stumbled upon a mini-biome within an ocean. These could be mysterious sea rocks, or icebergs made of pack ice where a tundra or arctic biome would usually be.
And the Reddit post is here:
Due to popular demand, I give you this:
Add this to your signature if you like it!
<a href="../../../topic/699830-boats-evolved-bigger-modular-boats/"><img src="http://i569.photobucket.com/albums/ss136/elitemandalorian48/besig-1.jpg" alt=""></a>
Important Things to Know for the Unfortunate Few Without Common Sense (aka posts I've gotten a million and one times and wish to halt):
- This is NOT A MOD. The illustrations may look convincing (for a bunch of photoshopped models made in Sketchup :p) but I have repeatedly, in this suggestion, mentioned it as an idea and rarely even mentioned the word 'mod'. Please stop asking how to install this. Plus, we're in the Suggestions forum. That tell you anything?
- Yes, I have SEEN the Zeppelin Mod. You're just about the 508th person to show me this. Yes, I've seen it. YES, I think it's a great mod, but in my opinion it's best to leave it at that, and this idea is about the vanilla Minecraft ships made of predefined modules, not blocks, as that seems to be more congruent with the current game mechanics. Saying "There's a mod for that" is a warnable offense, in any case.
- You see that little link up there? Yeah, the idea is in the link (or the spoiler). I've explained rather thoroughly how the boats work. While I would really like it for you to give me your two cents, this thread is not for people to make up entirely their own ideas on how the boats work. That part's already here, mostly
- "This would be great, but the oceans need to be bigger!" <-- Say this and you're gonna get a smack. >=(
Download link to the original SketchUp models: http://www.mediafire...55l1cnm1npgkbgl
--- See Also: ---
Jan 3, 2011Posted in: Resource Packs
Xenocontendi is a resource pack with a smooth texture style, and a heavy focus on color use. Another important trait is that building blocks stay close to the appearance of vanilla textures. (So a building made to look good in vanilla will look just as good in Xenocontendi!)
The pack also contains custom sounds; and support for many mods, especially those included in MCPatcher or Optifine.
Currently out of date.
All comments are greatly appreciated!
Use MCPatcher or Optifine to make use of randomobs and connected textures. MCPatcher will be needed to make use of custom colors and translucent glass.
GUIs for Risugami's Mods
Many thanks to Fruckert.Any requests for mod support are welcome.
Each image represents an album: click the picture to view each full gallery!
INTERIORS AND REALMS
Texture showcase by Rydian!
Texture showcase by FreestyleOMG!
September 13th, 2014
'1.8 and Assorted'
1.8 textures implemented, including:
Classic CTM for smooth igneous stone,
Animated sea lanterns,
Randomob textures for Guardians,
Hand-drawn antialiasing for banner textures.
Randomized CTM for gravel.
Redesign and randomob textures for the iron golems.
New,animated texture for the brewing stands.
New red velvet cake texture.
New, animated, command block texture.
New sponge texture.
Change to trapdoor texture to have a woven window.
Change to sprites for cooked fish and apples.
Redesign of the gold armor texture.
Tweak to the iron armor texture.
Tweaks to the enderdragon screams.
Adjusted the grass colormap in birch forests.
Adjusted the texture of the oak door to use a proper color pallet.
Set a more consistent color pallet for different iron blocks.
Changes to the shape of some tools.
Pallet changed for golden items to match golden armor and blocks.
Fixed an issue where part of the map UI was missing.
Fixed an issue where the filename of fish was changed.
Fixed the dirt CTM.
New pack description format.
January 21st, 2014
'End Changes and More CTM'
Added the sprites for the new fish.
Added the sprites for the dark oak and acacia saplings.
Added horse armor and saddles; changed saddlebags and horse eyes.
Standard CTM for bookcases-- uses dark oak and normal oak.
Redesign of the enderdragon texture.
Redesign of the end crystal texture.
New sounds for the enderdragon.
Randomob textures for endermen.
New, lower contrast, fire animation.
Added custom colors for maps, spawn eggs, lilypads, XP orbs, the XP tally, and enderman/portal particles.
Added a render pass for the glass texture to make it translucent.
Added GUI for the resource pack selection screen.
Changed the beacon beam to use more of a bilinear gradient.
Changed the pumpkin overlay to a strong vignette.
Bluer color for packed ice.
Adjusted shading on ice texture.
Adjusted orange dye sprite in order to coincide with orange tulips.
Fixed an error on the texture for trapped double chests.
Fixed an error where the record for 'wait' was green instead of blue.
Dec 31, 2011Posted in: Minecraft Mods
As of 2016, I have moved on from the minecraft modding community and left the maintenance of my mods in the capable hands of covers1624 with whom I have regular contact. Thankyou for all your support over the years.
All mods require Code Chicken Lib. As of 1.10 it is no longer auto downloaded so you'll need to download it below (or from curse) too
As of 1.8, Not Enough Items is now an add-on to the Just Enough Items mod and therefore requires JEI to be installed.
Code Chicken Core is part of Code Chicken Lib as of 1.11
You are welcome to include any of my mods in modpacks as long as you provide credit. My name and a link to this page is fine.
Go for it!
If you hate adf.ly, feel free to throw $5 in the donate button and put your email address in the comments, and I'll mail you a direct link whenever I update a mod. Otherwise I think you'll find that 5 seconds of your time isn't that much
I have spent hundreds of hours working on these mods. I loved every bit but if you'd like to show your appreciation for my effort and time spent creating these mods. Please donate. If you'd like a little note like sponsored by... or want me to prioritise a certain feature you are more then welcome to include a short message with your donation.
Old PostDownloads and InstallationIn case you missed it DOWNLOAD MY MODS HERE
CodeChickenCore requires MinecraftForge. Get it at http://files.minecraftforge.net/
WR-CBE requires ForgeMulitpart, an opensource library for having multiple things in the one block space. Get it at http://files.minecraftforge.net/ForgeMultipart/
CodeChickenCore will automatically download a dependancy, CodeChickenLib, into your mods folder. Do not get spooked out.
All mods require CodeChickenCore.
All mods go in the mods folder.For Mod DevelopersAll of my mods have source avaliable on either BitBucket https://bitbucket.org/ChickenBones or GitHub https://github.com/Chicken-Bones
Throwing CodeChickenCore (obfuscated or dev) into the /jars/mods folder of your mcp environment will enable you to throw any other obfuscated mod into your mods folder and play with it in your dev environment.
Yes this means you can test your mods with NEI in mcp just by throwing NEI and CCC into your mods folder.
Developing with my mods is now even easier. Simply download the dev package, put it in /jars/mods and link it in eclipse or whatever IDE you use. For recompilation, just put all the dev versions in /mcp/lib as well.CodeChickenCoreThis is just a library of classes that all my mods use. You need to install this if you are going to install any of my mods.
Just throw this in the mods folder.
CodeChickenLib Formerly known as CodeChickenCore-Public, CodeChickenLib is a simple java library of utilities that I believe may be of use for other modders
The following public release contains some libraries that I believe may be of use to other modders.
It currently contains the following:
- Model library cable of importing obj files
- 3D transformation library
- Flexible and simple packet system
- Colour helper classes
- A few other misc helper functions
All source code in this package is provided to any modder under the following conditions.
1. The modder notifies me the first time they decide to use any code from this package in their mod.
2. All classes that are used must retain their original name and be MOVED to a DIFFERENT package containing "codechicken"
3. The modder may use as many or as few classes from this package and modify them as heavily as they wish.
4. Credit is displayed that the public can see. (You may or may not wish to include my name in your mcmod.info file)
Just move the classes you want to another package and include them in your mod, there will be no conficts or dependance on CCC if you put them in another package.
Other CodeChickenCore sources are released under the same conditions as above with the following exception: They need not retain their original names, and may be incorporated, in any modified partial form into your own classes. If they do retain their original names however, they must be repackaged so there are no conflicts.
If you want to make a mod that simply includes my version of CodeChickenCore as a dependancy (and don't want to package sources into your mod). Go ahead! There are no conditions on dependancies.
Common Pitfalls My model renders like this: http://puu.sh/29Da9
Different 3D modelling programs export with different coordinate systems. Minecraft uses a another strange one. Commonly try passing a new YZSwap() to the coordinate system parameter of the object loader.Not Enough Items (NEI)Overview
NEI is a successor to both Too Many Items and Recipe Book. It arose around the same time as Craft Guide when Alexandria and a few others on the IRC suggested that I merge both Too Many Items and Recipe Book to remove their greatest flaws, ironically too many items, or in the case of recipe book, too many recipies. Too Many Items was great, but the one thing it lacked was an easy way to search and sort your items. When you had a mod like Red Power coming along with 10000 items both TMI and Recipe Book were racking up the pages. Even if you don't want to use NEI for cheating in items, you will likely feel right at home with the Recipe component of the mod.
VideosA good mod spotlight highlighting most features of the mod by Direwolf20.
A very well done spotlight by MinecraftScorpian. It's the most up to date showcasing 1.4
A nice mod review by piedudeaus
Another mod Spotlight by Phobic Bus with information on how to install.
A third mod Spotlight by iPodmail. Please note that this does not REQUIRE CodeChickenLoader.
Differences\EnhancementsNow you're probably thinking, I've seen TMI before, what a ripoff. What makes this one so much better? For a detailed explanation read on. A simple list is below.
- Recipe Mode (Crafting, Smelting, Brewing)
- Item Searching
- Item Subset Dropdown menu (Hiding\Showing)
- Complete SMP support if installed on server
- Enchantment Sector
- All types of Mob Spawners obtainable and place able.
- Magnetic Mode
- Heal Button
- Mob Spawners in SMP show the mob type
- Advanced configuration files
- In game Options Menu
- A few handling tweaks
- An Extended API supporting extended item damages, mod based sorting tags and custom recipes with ModLoader type loader
Detailed Information Recipe View
Recipe view contains 2 functions, Recipes and Usage. Pressing the recipe key (default R) or usage key (default U) while hovering over any item will take you into this mode. Once in recipe view clicking will bring up recipes and right clicking will show usages. The back recipe key (default BACKSPACE) can be used to go back to the last recipe and the Esc or Inventory key is used to exit.
Recipe view shows you all the ways to craft that item, be it with a Crafting Bench, Furnace, Brewing Stand or another custom crafting inventory (Eg Alloy Furnace from RP2).
Unlike Craft Guide when a recipe can be made using multiple types of the same item (Eg the different colours of wool or the different types of wood), the ingredients will cycle through the available subtypes. So the wool will change colour.
Usage mode shows you all the recipes that contain that Item.
And it shows shapeless recipes too.
The ? button will appear when the type of recipe matches the container you currently have opened. Eg. If you show shaped recipies while using a workbench.
Clicking on this button will return you to the main inventory wher you will see highlighted overlays in the slots prompting you of which items to put where.
Item Search Box
The Item Search Box is the black bordered rectangle at the bottom. Only items that contain the text in the Item Search field will be shown in the Item Pane. The search box must be clicked on to start typing. Right clicking on the search box will clear it instantly. It is not case sensitive. Any search terms will be saved and loaded when you restart minecraft.
The search box also supports wildcards * (any string of characters) and ? (any one character) as well as the complicated java.regex pattern matcher. As an example Bl?ck shows names containing Black and Block. Also ^Block would show items starting with block such as Block Breaker and block$ would show items ending with block such as noteblock or diamond block.
The Item Subsets button is a dropdown menu containing many different grouped sets of items. Clicking on a set will show all the items it contains and right clicking will hide them all. Double clicking on a set will show only the items in that set.
Mods can use the API to generate their own tag sets.
Shift clicking on a set will type @setname into the search bar which will make the Item Pane show only items in that set.
If you rightclick on the Item Subsets button the buttons for saving subsets will appear. These function identically to the normal save states, renaming, save\load\delete, but they will save and load the items you have hidden and shown.
You can also add your own sets using the config file located in ".minecraft\config\NEISubsSet"
By pressing the enchantment key (default X) you can bring up the enchantment selector gui. It allows you to put an item in the slot and select the enchantments and level that could be applied from an enchantment table. The level can go up to a maximum of X. Clicking on an enchantment toggles it on and off. (To prevent unnice bugs)The normal multiple enchantment conflict rules apply so you can't have fortune and silk touch together etc. Unfortunately due to space limitations some names have had to be shortened, Projectile to Proj, Protection to Protect, Bane of Arthropods to Arthropods. Enchantment names will only be shortened if there is not enough space. Eg Protection will be shortened to Protect if you set level 8 because VIII takes up a bit of space.
The trash can button functions in 4 ways. All operations apply both to your personal inventory and any inventory you may have opened (Eg a chest).
1. Click on it while holding an item it will delete the item you are holding.
2. Hold SHIFT while clicking on it with an item in your hand and it will delete all the items of that type in your inventory.
3. Hold SHIFT while clicking on it will clear your inventory.
4. Just clicking normally will toggle Trash Mode
When trash mode is enabled any item you click on will be deleted. Holding SHIFT and clicking on any item will delete all items of that type.
Clicking on the C button will toggle creative mode. This is self-explanatory. Simply change from creative to survival and back again. Note that on SMP servers this will change only you into creative mode and not the entire server.
Again another self-explanatory button, if it's raining right now this button will be enabled activated. Clicking it will change the rain to on or off.
The last of the toggle buttons. When magnet mode is enabled any items within a reasonable distance will pick themselves up and fly towards you. Items wont be attracted if they can't fit in your inventory though.
The 4 buttons with the sun and moon are time set buttons. They will set the time to Dawn, Noon, Dusk and Midnight when clicked. These will only advance time forward to not break machines relying on world time. So if you click the day button multiple times it will keep advancing the days.
The heart button will heal the player, fill the hunger bar and stop them burning if on fire.
There are 7 save states capable of saving your entire inventory and armour to disk. Right clicking on a state will let you rename it. The x Button appears next to loaded states will clear them. Save states are a global feature that can be transferred between worlds and even servers.
This is just the regular MC Style options configuration. It allows you to edit various settings and especially Key Bindings.
The first Button Toggles wether NEI is Enabled or not. If it's not enabled you wont be able to see anything except the options Button. The enabled state is separated for SMP and SSP.
The Cheat Mode button toggles between Cheat Mode and Recipe Mode. Recipe mode is for playing legit and just using the recipe book component. The save states and cheat buttons will disappear and the Item panel will not spawn items into your inventory.
Extra Cheats sets wether the Create, Rain, Magnet, Time and Heal buttons are to be shown.
Button Style switches between the default Minecraft Button Style obtained from your texture pack and the old school black box TMI style (showcased below)
Item IDs toggles whether to show the ID of the item in the tool tip. This will work for all items in your inventory as well as the panel.
This option will cycle between Shown, Auto and Hidden. Auto will show ID's only when NEI itself is shown and enabled.
This has the added use of showing you exactly how much damage a tool has sustainer. Eg the Sapphire Pickaxe below has taken 6 damage.
Save states merely sets weather or not to show the save states, self-explanitory.
If Item drops are disabled any EntityItems in the world will be deleted. So mining a block or dropping an item will give you nothing. Someone said they must have it for lag removal so I added it.
The KeyBindings all do what they say. Click on them and then press the key you want to change it to.
NEI makes all types of mob spawners obtainable in your inventory and place able. Any custom mobs you may have will also be assigned a spawner. The spawner item will show the entity inside of it just like the block. Hostile mobs will have Red names and Passive mobs Blue names. The bug in SMP where all mob spawners show pigs has also been fixed. Any users who have NEI installed (even if they are not Ops) on a server with NEI will be shown the correct mob.
Various Inv Tweaks
Ctrl clicking on any item in your inventory will give you more of it, just as if you clicked on it in the Item Pane. If you pick up an item and hold shift while placing it in a container then all items of that type you have in your inventory will also be put in alongside the placed item. Useful for transferring all your cobblestone to a chest in one go.
Everything that you can do in SSP can be done in SMP if the server has NEI installed. If not then NEI can still spawn items using the give command if you are an OP. Most of the features are only enabled for OPs.
There are many options in NEI that can be configured in "config\NEI.cfg". Note that most of these are editable in the options menu.
A configuration file will be generated in config\NEIServer.cfg containing various confiutation options for servers. The config file comments explain the functions. In short it allows you to assign certain functions to be used only by certain players. So you can select who can use OP enchantments etc. There is also a banned blocks section, any blocks that are banned wont show in a user's item panel. Bedrock is banned by default so connected users can't spawn bedrock, (unless you specify their name).
Extended API There is an extended API built in to NEI to allow mods to integrate properly. This is demonstrated with the RedPower module that provides Alloy Furnace recipes and RedPower specific subsets.
I am aware that there are many different crafting inventories out there. BTW's anvil, IC2 has a bunch etc. However I only use the Alloy Furnace from RedPower. Therefore I welcome modders who want to make small modules like the RedPower one for various other mods.
The source package should help guide modders through. NEI uses a modloader like config loading system. Simply call your configuration class NEI****Config.class and implement IConfigureNEI and package it with your mods. Any calls to NEI should be made from this class or subclasses. Your mod must not directly call any NEI functions or classes as that will make it dependant on NEI to function. Simply include the config and classes with your mod and it will be activated only if NEI is installed.
NEI RedPower ModuleDue to Eloraam's kindness she has permitted this small module that will add features to NEI from RedPower. It will add the RedPower dropdown tags you see in the screen shots, Show all types of microblocks and redwires and add the Alloy Furnace recipe handler. Install it if you have RedPower.
Installation and PluginsSame as the rest of my mods, place the jar in the mods folder.
An install video is in the spoiler below.[media][/media]
Mistaqur has plugins for Thaumcraft, Buildcraft, Forestry, Railcraft and an IC2 fix at https://bitbucket.org/mistaqur/nei_plugins/wiki/Home
Credits Inspired by TooManyItems and Recipe Book.
Many friendly and supportive Beta Testers.Ender StorageOverview
EnderStorage is a mod that offers a means to store your items in The END, causing them to be everywhere and nowhere at the same time. All EnderStorage makes use of the magic of colors to link storage with its little piece of The END. Any EnderStorage with the same color code share inventory (even across dimensions). Currently there are two types of storage, EnderChest and EnderPouch.
EnderChests are a stationary type of EnderStorage. You can use dye on the wool pads on top of the chest to alter its color code. As an alternative, you can craft an EnderChest with three dyes to change the color code as well. EnderChests work as any other chest for the purposes of blocks that manipulate chests contents. This makes EnderChests an ideal way to transport items over vast distances in an instant.
EnderPouches are a mobile type of EnderStorage. You can use an EnderPouch on any EnderChest to change the pouch color code to match that of the chest. EnderPouches access the same inventory as their EnderChest counterparts, allowing easy access to your base resources right from your inventory.
As of 1.2, Using a diamond on the latch of an Ender Chest will move it to a seperate network for the player that used the diamond. This allows each player to have acceess to all 4096 frequencies without conflicting in SMP.
VideosMod Spotlight by Direwolf20
[media][/media]Wireless Redstone Chicken Bones Edition (WR-CBE)Overview
In its simplest this is a mod that allows you to transmit your redstone state wirelessly. Even if you dont use redstone this mod could still be for you. Found an awesome landscape you'd like to mark, a cool cave to explore, or keep losing your way from base to base? Ever wished that compass pointed somewhere else or there was a way to mark things on a map. Well now there is. With the wireless addons component of this mod you can use wireless signals for navigation.
The signals are synchronised in a dimension called the Redstone Ether or REther. This dimension has no physical form and purely stores signals. It can be accessed by combining the Interdimensional properties of Obsidian, Glowstone and EnderPearls from the OverWorld, Nether and Ender with redstone to enter the RedstoneEther. There are 5000 different frequencies storing independent state, name and colour. Due to the dimensional nature of the REther signals sent in the nether will translate into the OverWorld and vice versa.
Differences from the original modNow you're probably thinking, I've seen a mod like this before. What makes this one so much better? For a detailed explanation read on. A simple list is below.
- Advanced GUI
- Triangulator vector based
- No GUI to use remote just hold right click. Remotes also set frequencies
- Fancier block models integrated with RedPower Logic
- Sniffer fades out and shows frequency with mouse over
- Frequency Naming
- Coloured Frequencies
- Wireless Map
- Addons for SMP
- SMP frequency permissions and Private Sniffer
- Interdimensional Ether
VideosA nice mod spotlight by Direwolf20.
A mod spotlight by pcmaster highlighting a few more of the applications of WR-CBE.
Detailed Information CoreGUI
As you can see the gui has had some serious advancements.
Yes the simple gui is still there
A frequency in the REther can be made to resonate at a speed equivalent to the wavelength of a certain wavelength of light. You may set the colour of a frequency in the advanced gui by pressing the Phase Shift Button. The colour is a purely aesthetic effect used by the addons for identification in inventory or on the map. The slot above the Phase Shift button will cycle through the items in your inventory. By default the colours are the dyes and redstone is the resetter. Black and white cannot be used. If RedPower is installed the colour setters are the different coloured lumar and white is reset. Note: Colours are purely for easy identification on the addons. They provide no technical properties.
The much requested feature to assign names to frequencies is here. It's fairly intuitive, just look at the screenshot above.
The transmitter is simple. Power it with redstone and it will broadcast to all receivers on that frequency.
A receiver will power connected devices if there are any transmitters currently active on its frequency.
There is a fairly complicated permissions system in place for SMP management.
The /freq command can be used to manipulate various cofigurations. Use /freq help to learn what they are and how to use them.
It is advised that the Private Sniffer from the addons module is used for managing private frequencies, as this does not require the player to be an OP.
Frequencies are split into three ranges; public (0-1000), shared (1001-5000) and OP managed.
Public frequencies are there for anyone to do whatever they want with.
Shared frequencies are like public frequencies, however use of the private command a frequency can be locked to just one player.
These ranges can be changed through the freq set and get commands. Also the freq jam/open commands and the freq scan command can be used to allocate ranges of freqs specifically to certain players.
Anyone who doesn't have permission to access a freq will be shown a greyed out square on their sniffer. They will be unable to set any device to that frequency. However they can still use devices set by other players.
What more can I say, Epic huh.
The Wireless Bolt is generated by jammers and REP's. The bolt will "jam" any devices nearby preventing them from working. Transmitters will stop transmitting, receivers will stop receiving and any devices a player is carrying will no longer work. Dont worry the effect lasts for a limited time period. For some reason cognitive processing causes a detectable effect in the Redstone Ether and a the bolt will also seek out nearby mobs and players dealing damage in the process. Fortunately more intense cognitive abilities provides some resistance to the effect, so players wont take as much of a blow as that sheep over there. Wreak havoc on your fellow player's wireless contraptions or make a visually entertaining mob trap.
For those who are intirested, L-Systems.
The remote is a handheld transmitter operated by holding right mouse. The frequency change GUI is opened by right-clicking while sneaking. If a remote is used on a wireless tile it will change the frequency of the tile to that of the remote, useful for setting the frequencies of multiple devices quickly.
The triangulator is essentially a wireless compass. It will point to the nearest transmitter on the frequency its on. The frequency change GUI is opened by right-clicking while sneaking. If there are no active transmitters in this dimension or you are using a remote at the same time the triangulator wont know where to point.
For the techy guys the triangulator doesnt actually point to the nearest transmitter, rather it adds all transmitters on the frequency based on their distance to the player in the ration 1/d therefore if you have 3 transmitters 20 blocks east and 1 transmitter 10 blocks west it will point east. So if you want to confuse someone using a transmitter to mark their way home put 5 somewhere nearby.
The sniffer is a device that can detect which frequencies are on and show them to you. Incidentally It will also show you which ones you dont have access to in SMP.
The private sniffer is an upgraded version of the normal sniffer. It has main purpose in SMP where you can click on a frequency that is shared to make it private. Private freqs will show as green.
The wireless map is pretty self-explanatory. Any transmitters on any frequency will show as beacons on the map, even if they are not visible from the sky.
There is a green beacon in the desert, an orange beacon in the forest and three red beacons near the center. And yes I'm in a plane.
While it would be great to simply make your old maps wireless, problems with the map system make that near impossible. I may make a cartographer mod for copying maps and setting different scales.
The wireless tracker is a throwable device that will stick to entities and transmit a signal. Use Sneak+Right Click to set the freq and then throw it. You can then use the map/sniffer/triangulator to track down your target at any time.
These guys will even stay stuck to players through portals and between logouts. However if an entity is 'unloaded' or a player is logged out the tracker will dissapear until the entity returns.
Trackers can be removed from an entity by pulling them off with a sticky piston or by melting the adhesive with fire. Once the tracker is no longer sticky it will spin like an item and can be picked up. Note that the tracker will quickly cool down and revert to it's normal sticky state.
The Redstone Ether Pulse or REP is essentially the redstone version of an EMP. It is a throwable device that will generate the jamming effect apon impact. A second click with one in hand will detonate an aerial REP. The resulting energy wave will prevent further REPs from being thrown for a few seconds.
LogicFormerly known as WR-CBE Redpower, this module contains the blocks of the mod. It requires ForgeMultipart, an open source multipart library to be installed and allows the tiles to be placed on walls and ceilings with covers and other multiparts.
Note the jammer is supposed to be disabled when powered.
Wireless Recievers and Transmitters can be used as a computercraft peripheral when placed next to a computer. Use them like you would any other peripheral. The methods are setFreq(frequency) and getFreq()
Credits Aliaz - Original Wireless Redstone mod.
Danny494 - Textures for REP, Sticks, Bowl, Map, Sniffer, and a lot of texture drafting\base textures.
Alexandria, madindehead, Kenny - Beta Testing.ChickenChunksOverview
As you all should know, the minecraft world is seperated into chunks. 16x16 areas that are loaded depending on how close a player is to them. If you have machines or plants or anything that does something in a chunk that is not loaded because there are no players nearby nothing will happen.
This mod adds a block called a chunkloader, when placed it will keep chunks around it loaded even if no players are nearby or even online. So now your plants can grow and your automatic quarries can run, even when you're not around.
What makes my chunkloader betterSo you've seen a few of these things around before, Teleport Pipes has one, Railcraft has two. Immibis has one. Here's a short feature list.
- Will reload chunks after a server restart
- Works with frames
- 100% not buggy guarantee (I'll fix it if you find a bug).
- External viewer for seeing the loaded chunks and making sure everything works.
- Server owners can set the number of loaded chunks per player, per dimenion and globally.
- Will load and unload mystcraft dimensions as needed.
- Server Operators can set them to only work when a player is online.
Simply place the chunkloader down and open up the Gui. It now belongs to the person who placed it and chunks that it loads will count towards their limit. You can only open the Gui if you own the chunkloader.
The radius determines the number of chunks to load around this one inclusive.
The shape is either Circle, Square, LineX or LineZ all of which are self explanitory. A radius 3 with square will load a 25x25 chunk area.
The number of chunks loaded is shown below the radius.
The total number of chunks you have loaded out of the amount the server has allowed you is shown at the bottom.
The show lasers button will show some spinning lasers that border on the loaded chunks for easily seeing if your blocks are in the loaded area.
Using the command /chunkloaders will activate the ChunkVeiwer if the server has allowed you to.
It will be centered on the player in the current dimension when first activated. You can move it around by dragging it with the mouse.
The Red blocks are loaded chunks.
The Yellow blocks are chunkloaders.
The Green blocks are chunks that are being held by a chunkloader
The Blue blocks are players.
In the top left the number of ChunkLoaders, Held Chunks (by Chunkloaders), Loaded Chunks and Players in this dimension are shown.
The numbers on the axis are the coordinates in blocks. The Horizontal is the x axis and vertical is the z axis.
Mousing over a chunkloader or player will show info about it as a tooltip.
You can see three sets of chunks, one around the player, one around the spawn point and some around a chunkloader.
The Gui will close if you leave the server.
Server Config Options
The server operator can set the number of chunks per player, per dimension and overall that are allowed to be force loaded.
The server can also add player names to a list to have chunkloaders only work when the player is online.
There is also an option to disable the automatic world loading for mystcraft dimensions if you don[/media]
Credits MouseCop - Art.EAQQ. When will your mods be updated?
A. When it's done or a week after the last person asks, whichever comes later. Don't expect all your mods to be ready for at least a month.
Q. java.lang.NoClassDefFoundError: codechicken/core/something
A. Install Code Chicken Core.
Q. I can't spawn items!
A. Change from Recipe Mode to Cheat Mode
Q. Can we have wireless bundled cables (or any other variant)?
A. No, it involves lots of code and design, would be very difficult to integrate nicely and is quite overpowered.
Q. I get a saving chunks or black screen. ur mod sux cuz it r no wurk.
A. Logs or it didn't happen.Reporting Bugs
If you want me to help you with problems you are having with any of my mods do everyone a favour and follow a few steps first.
1. Make sure you have a running FML/Forge installation. If you have that then I can rule out all prerequisites to this mod like failing to delete Meta-INF or install FML.
2. Tell us what happened. And if it's a visual glitch what you can do to cause it to happen.
3. Get us an FML or MultiMC log. You should be able to find FML logs in your .minecraft folder.
4. Post the information on the thread.
Always use pastebin for logs.
Do not PM me with any issues, I will delete your PM. Use the thread or IRC
Victorzimmer for giving me an ftp server to host on.
While any of my mods should not destroy your world, I take no responsibility for damage done to your minecraft your world or the chair you are sitting on.
Sep 14, 2011cferrill1 posted a message on [32x,64x,96x,128x,256x][v1.7.9+] Minecraft Enhanced, Updated 6-3 FishPosted in: Resource Packs
Ever wanted an HD texture pack that isn't too realistic or isn't RPG themed, that is just minecraft themed?
Minecraft Enhanced has been in developement for 3 years now, it has come a long long way staying currently updated since minecraft was in Alpha, it paved the way for a lot of the others.
This pack features "d3fin3d" Font because there is no reason to reinvent the wheel and this font is exactly what mine would look like, check out the authors thread at D3fin3d
Updated 6/3/2014 v1.7.9+
Update notes v1.7.9+- Added new wooden planks.
- Added Updated fish.
- Other various fixes.
GET MCPATCHER HERE FIRST, THIS WILL NOT WORK WELL WITHOUT IT! Lower FPS!!! MCPATCHER THREAD
Additional download InfoYou can still use this pack without MCPATCHER as of Minecraft 1.5, but it is recommended you stick to the sub 128x version, as the 256x version isn't playable without MCpatcher.
IF you Don't like the RANDOM grass and rocks/flowers via CTM mod, just simply delete the CTM folder from the pack and it will revert to vanilla!
NOTE: Due To massive changes in the 1.4/1.5 I have uploaded 3 different versions for compatibility reasons. Also MCpatcher seems to be quite buggy these last few versions, make sure you have Minecraft working with Default textures and MCpatcher before you install the pack or you will possibly get a black screen.
Also it is highly Recommended that you increase your java heap size to 3gb+ or CTM will crash the 256x Version on the pack!!!
For the Best Performance/Quality Ratio Feel free to mix and match the packs, new with minecraft 1.5 the textures do not need to be the same resolutions! So you can use 256x items with the 128 pack and get great performance results with little loss in quality!
Minecraft Enhanced 256x v1.7.9+
Minecraft Enhanced 128x v1.7.9+
Minecraft Enhanced 96x v1.7.9+
Minecraft Enhanced 64x v1.7.9+
Minecraft Enhanced 32x v1.7.9+
Older VersionsMinecraft Enhanced 256x
Thanks for using the Adfly links and not complaining, I put a lot of work into this, literally thousands of hours over the last three years, just click the yellow box in the upper right hand corner!
If you like this pack and want to support it feel free to donate to my paypal in my sig, it's always appreciated.
Jan 27, 2012Jackfirecracker posted a message on Jackfirecracker's Mods: Zombie Hunt, Extra Big villages and morePosted in: Minecraft Mods
Updated so far for 1.4.7:
Extra Bigass Villages
Leaking Nether Portals
Check me out on youtube!
Zombie HuntSpecial thanks to yagi_takeru from Reddit for the sexy textures and all the beta testers.
Custom Zombie Hunt maps here!
Features and Changes
-You spawn with a pistol, health pack and 2 grenades.
-No hunger, health regen is 25% slower
-Zombie Spawners in most of the buildings
-Much larger villages that spawn in more biomes
-Zombie, civilian and spawner counters
-9 different weapons plus airstrikes
-Two grenade types: normal and incindiary
-Spawners are weaker and can be broken by hand in a few seconds
-Spawners drop ammunition
-Supply crates that appear ontop of churches and in town halls
-Non-zombie hostile mobs are disabled
-Spawner block mob spawn rate is significantly higher and increases over time
-Zombies drop bullets
-Improved grenade physics
-Double Zombies no longer drop xp, to discourage camping and farming
-Land mines added. Craftable from 3 grenades of the same type in a row with 3 planks over it.
-Amphetamine tablets added. Instantly heals 2 hearts, causes the player to always sprint and regain health 3x faster.
-Zombie wolves now replace regular wolves. They will not attack you unless provoked, and hunt normal zombies. They deal 10 points of damage, so it's not wise to them off.
-Poison zombie added. They start spawning at level 15. They make no noise, run much faster than normal zombies but have significantly less health than normal zombies. Their goal is to run up and poison you once, after which they will die.
-Double zombies added. They must be killed with explosives, fire
or the magnum. If they're killed in any other way, they split into 2 new double zombies. This effect can go on forever as you try to kill them. They start spawning at level 30 and spawn less often than poison zombies.
-Armor zombies added. They are normal zombies with about 5x the amount of health. When killed, they drop an amphetamine tablet. They start spawning at level 40 and spawn slightly less often than poison zombies.
-Hefty amounts of code optimization makes for smoother gameplay.
-Fixed a cheat detector bug
-Added bars, glass panes and doors to the list of blocks that zombies can break
-Added a magnum, one shot kill forever and obtainable at level 70. 6 bullet magazine and lots of recoil
-Added a reload feature. The default key is r
-Fixed a bug that allows the flamethrower to burn through bedrock
-Fixed a bug that makes the flamethrower explosion push you down to the void in creative
-Adjusted damage of all guns to make more sense
-Zombies break blocks once you reach level 35
-Flamethrower now lights mobs on fire, instead of just blocks
-Added a fire perk that gives you incindiary shotgun rounds for the m6 and gives you a special secret ability
-Added a water perk that makes your flame thrower cool down faster and gives you a special secret ability
-Made zombie spawning more agressive
-Removed silverfish and slimes
-Added a radio beep sound
-Added a gamma as and omega as mode. They don't change gameplay, it's just for bragging rights.
-Villages can spawn in the tiaga biome now
-Added a radio
-Added airstrikes - flare is acquired at lvl 50. Once placed, an airstrike can be called on the flare's position by right clicking the radio. It takes between 30 to 120 seconds for the strike to happen. Get under cover when it does :3
-Added Morphine - can be acquired very rarely from supply crates. Automatically heals you to full health when you drop below 2 hearts. Also gives you temporary invincibility to get you out of a sticky situation.
-Added a Sawed-off Shotgun: more damage than the original but more spread. Given at lvl 24
-Added an AK47: uses M4 rounds, more accurate than the mp5 and has a 35 round mag. Given at lvl 30
-Added an RPG: uses rockets that can be obtained from supply crates. Given at lvl 35 and gets an upgrade at lvl 50
-Added an M6 Scout: has pistol accuracy and is more deadly than the Sawed-off. Given at lvl 40
-Added an M60 Machine Gun: This is basically a reward for making it to lvl 50. Very strong and has an 80 round magazine
-Added a Flamethrower: How you acquire it is a secret, though :3. No ammo, uses an overheat system instead.
-Added a zoom feature - default key is "f" and can be changed in the settings. The M4, RPG and M6 have zoom.
-Tweaked grenade physics a little, they still suck but Idk how I can make them any better.
-Bullets breaking glass makes a glass shattering sound
-Zombie Spawning is now dynamic, they will spawn more frequently as you progress through the game.
-Grenades can be thrown through windows
-Made M4 ammo rarer
-MP5 bullets break glass
-game saving added
-dynamic health added
-gun reloading added
-made the Zombies stronger and slightly faster
-ammo is now a stored number instead of an item to reduce inventory clutter
-Testificates yell when they die
-Health Packs that heal 3.5 hearts instantly. Pretty rare and can only be obtained from crates
-Improvements to grenades
-Fixed gravel, sand and fire bugs
-Added a randomness to what is dropped by supply crates and spawners
-MP5 added - fully automatic & uses pistol rounds. Light recoil and shoots 10 rounds per second.
-Gun acquiring added: pistol upon spawn, shotgun @ lvl4, m4 @ lvl12 & mp5 @ lvl 18
-Bullets break glass and hurt anything on the other side of that glass
-Shotgun is now a pump action weapon to nerf it a little
-Counters reset on respawn instead of at death, so score at death can be screenshot'd
-Version info added to gui
-xp orb "lifespawn" decreased to hopefully reduce lag
-Fixed spawner count bug
-Grenade damage and fire kills now add to zombie counter
-Made zombies a little faster
-New sexy textures by yagi_takeru from Reddit
-counters reset on death
Downloads and Install Help
Installing Zombie Hunt: Start to finish
1. Do a force-update to have a clean minecraft.jar
2. Download the correct versions of Modloader, Audiomod and Zombie Hunt
3. Unzip all three mods.
4. Locate your minecraft.jar file and open it with a zip program.
5. Drag all the class files from modloader into
It will ask you if you want to overwrite the existing files in minecraft.jar. Overwrite them.
7. Switch over to the folder for the audiomod files.
8. Move the class file and the ibxm folder into your minecraft.jar. Once again, overwrite the existing file in the minecraft.jar
9. Open the paulscode folder in the audiomod and locate:
and move JUST the .class file to
10. Switch over to the Zombie Hunt folder.
11. Drag all the .class files from
and drop them into
12. Drag the entire JFC folder (Not just the files it contains!) into
13. Take all the .ogg files from
and drop them into
Note: if this folder does not exist, create it.
14. Close everything and start minecraft. Zombie Hunt should now be working properly.
Try this installation video if you get stuck:
Install video for smp:
For ZH SMP: Installation for the client is the same as for the Single Player version, except you also need to install Modloader MP as well.
For the server side, follow the install instructions for the server-side version of Modloader MP and then add the server version of SMP Zombie Hunt to the minecraft_server.jar. Players should then be able to join your server if they have the client version of ZH installed.
For Minecraft 1.0.0:
The previously unreleased original beta!
For Minecraft 1.1.0:
Nightmare mode 2
For Minecraft 1.2.3:
For Minecraft 1.2.4:
For Minecraft 1.2.5:
Nightmare mode 2.02
SMP Zombie Hunt
SMP Beta 1 Client Side -Minecraft version unknown, either 1.0 or 1.1
SMP Beta 1 Server Side
SMP Beta 2 Client Side - Minecraft version 1.1
SMP Beta 2 Server Side - Minecraft version 1.1
SMP Beta 3 Client Side - Minecraft version 1.2.5
SMP Beta 3 Server Side - Minecraft version 1.2.5
Video Spotlight by HuskeyMUDKIPZ
Silly man, throwing incindiary grenades in water.
Deutsch Video Modreview
Mod Videos en Español
32x Mod Textures
Special thanks to Kolver88 for making the textures
Download - For version 1.05
Zombie Hunt Unlockables
Information compiled by GoogleSplat, edited by Jackfirecracker
[Zombie Hunt Level Unlocks and all information!]
0.Pistol [Regular Old Pistol]
6.Shotgun [Moss berg Pump] 7.None
12.M4 [Sniper Rifle]
18.MP5 [Sub Machine Gun [SMG]
24.Sawed Off Shotgun [Short Barrel Shotgun]
30.AK47 [Machine Gun]
35.RPG [Rocket Launcher]
40.M6 Scout [Rifle/Shotgun]
50.Upgraded RPG Rockets, M60 [Light Machine Gun]
70.Magnum [One Shot One Kill Forever]
Radio [You spawn with the radio in you inventory when you start out]
Flare [Obtained by putting on wooden plank in the corner of a crafting table, you inventory crafting table works for this too. After getting the flare place it on the ground and right click with the radio to start the count down to airstrike. AIRSTRIKES ARE NOT ACURATE AT THE MOMENT! SO BECAREFUL!
Jack's Note: The recipe above is a debug thing that I forgot to remove from ZH, and will not be available in future versions (after 1.2.5). The flare will still be available from unlocking it after killing 1000 zombies.
FlameThrower [Obtained By Killing About 120 Villagers and about 120 Zombies]
Jack's Note: The Flamethrower is unlocked by killing 120 villagers, and then leveling up again. Zombie Kills are unrelated.
Jack's Note: There are also two unlockable perks in Zombie Hunt that are rarely discovered:
Fire Perk: get a combined 100 fire kills (a fire kill is any zombie or villager that is killed by fire damage or killed by you while they are on fire) to unlock. Makes the player immune to fire damage.
Water Perk: spend a total of 5 minutes underwater to unlock. Gives the player infinite breath.
Mo JockeysThis is just a quick mod that makes creepers jump onto spiders' backs when they walk into each other, resulting in a spider jockey... but with creepers.
Now with other mobs as well!
Doesn't need modloader, just drop the class file into minecraft.jar and delete meta-inf
Download for 1.1
Download for 1.2.3
Download for 1.2.4
Download for 1.2.5
Download for 1.3.2
Download for 1.4.7
Extra Big-Ass Villages
Do you ever think to yourself: "Minecraft is great, but I wish villages weren't so tiny." ? Then I have the perfect mod for you! This mod will make every village that spawns in your Minecraft world EXTRABIGASS! That's right! You too can have EXTRABIGASS villages! You'll have a society of Testificates at your disposal! The question is: will you be a kind ruler, or a vengeful ruler?
Neither the SSP nor the SMP version requires modloader/bukkit.
Download and Installation
1. Download the file you need from the list below
2. Open your minecraft.jar (or minecraft_server.jar for SMP) file with an archive opener.
3. Place the class file into your minecraft.jar
4. Delete Meta-Inf
5. Go play in your EXTRABIGASS villages
1.8.1 Single Player
1.9 PR5 Single Player
1.9 PR5 Multiplayer
1.0 Single Player
1.1 Single Player and Server Bundle
1.2 Single Player and Server Bundle
1.2.4 Single Player and Server Bundle
1.2.5 Single Player and Server Bundle
1.3.1 Single Player and Server Bundle
1.3.2 Single Player
1.4.7 Single Player
If you still can't get it to work, try following this installation guide:
Videos and Screenshots
Für unsere deutsche Freude:
Hope you enjoy! If you make videos with the mod message me and I can add them to the OP.
Leaking Nether PortalsThis mod makes nether portals "bleed" out nether into the over world. Nether portals can be contained with gravel, smooth stone, clay, ores and precious blocks. The effect is quite dramatic and is hard to reverse once started.
The leaked nether will also corrupt mobs in the overworld into nether mobs.
No other mods such as Modloader or Forge are required for this mod to work and it is very unlikely this mod will have compatibility issues with other mods.
Download for 1.2.4
Download for 1.2.5
Download for 1.3.2
Download for 1.4.7
Hug angry creepers before the explode to make some new friends!
Download for 1.1
Download for 1.2.3
Download for 1.2.4
Download for 1.2.5
Download for 1.3.2
Download for 1.4.7
Does not need modloader. Drop the class file and the JFC folder into your minecraft.jar. If JFC folder already exists in your minecraft.jar, simply add the texture to the folder. Delete meta-inf and go hug some creepers!
Realistic Nuclear BombThis mod adds a more "realistic" nuclear bomb to the game. Features include a mushroom cloud explosion, fire, sand being turned to glass and water being vaporized.
Requires modloader and audiomod.
Download for 1.1
Download for 1.2.3
Download for 1.2.4
Download for 1.2.5
Download for 1.3.2
Mob Health BarThis mod adds a nametag over the head of all mobs showing how much health they have left
Download for 1.2.3
Download for 1.2.4
Download for 1.2.5
Download for 1.3.2
More XP - Now in vanilla Minecraft as of 1.3Dislike grinding at an xp generator by a dungeon? I have the solution: More XP.
More XP adds xp for mining ores, breaking mob spawners, taming dogs and bonus xp for killing creepers, zombie pigmen or silverfish.
Download for 1.0
Sorry! No version for 1.1 : [
Download for 1.2.3
Download for 1.2.4
Download for 1.2.5
Wanna represent More XP mod and look like a baller while you do it? This banner's for you:
Thanks to gtkshroom for the banner!
Lilly-proof Boats - Now in vanilla Minecraft as of 1.3
Currently only for 1.0. If any people express interest in this mod, I'd be happy to update it to 1.1
Anatoxin AlphaThis mod gives you poison gas grenades, which are crafted as following:
= 1 anatoxin alpha canister
Download 1.2.5 - without dispenser support
Download 1.2.5 - with dispenser support
Download 1.3.2 - with dispenser support
More to come! As always, I'm open to suggestions and mod ideas.
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