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Ri5ux posted a message on [1.12.2] AliensVsPredator (Alien Covenant, The Predator, Prometheus)Posted in: Minecraft Mods -
134
Pavo_Reality posted a message on Exotic Birds - Herons, Owls, Pelicans and MORE!Posted in: Minecraft Mods
Are you tired of seeing the same old animals on your Minecrafting adventures? If so, this mod is for you!
Welcome to Exotic Birds – a Minecraft mod that adds some amazing exotic birds to your world! If you’d love to see birds such as peacocks, parrots and hummingbirds, don’t hesitate to click the download button below!
Download here: >> Exotic Birds CurseForge Page <<
Past Versions[1.8] Exotic Birds 1.0.3B (Dropbox via AdFly)
[1.8.9] Exotic Birds 1.0.3A (Dropbox via AdFly)
[1.7.10] Exotic Birds 1.0.3B (Dropbox via AdFly)
[1.8] Exotic Birds 1.0.0 (Dropbox via AdFly)
[1.8] Exotic Birds 1.0.1 (Dropbox via AdFly)
[1.8] Exotic Birds 1.0.2c (Dropbox via AdFly)
[1.7.10] Exotic Birds 1.0.0a (Dropbox via AdFly)
[1.7.10] Exotic Birds 1.0.1b (Dropbox via AdFly)
[1.7.10] Exotic Birds 1.0.2c (Dropbox via AdFly)
*Take note: This mod is not compatible with the very old versions of this mod (2+ years)*
So what birds does this mod add?This mod adds the following:Cassowary
Hearts: x 10
Habitat: Forest, Birch Forest, Taiga, Savannah
Tempted by: Apples.
Can be bred? Yes.
Information: A very large, protective mob. It is passive, but when attacked will become hostile. The babies look different to the parents.
Duck
Hearts: x 3
Habitat: Rivers, Beaches
Tempted by: Bread.
Can be bred? Yes.
Varieties: 2
Information: A small bird found by rivers and beaches. It makes the well known 'quack'. The baby ducklings are yellow so you don't know if it's a duck or a drake until it grows up.
Flamingo
Hearts: x 6
Habitat: ?
Tempted by: Wheat seeds.
Can be bred? Yes.
Information: A fairly large pink bird. Can be found where there is water. They will stand on one leg to conserve body heat.
Gouldian Finch
Hearts: x 3
Habitat: Jungles
Tempted by: Wheat seeds.
Varieties: 6Can be bred? Yes.
Information: These small, colourful birds are found in jungles. They make quiet chirping sounds and prefer leaving on their own in the wild.
Hummingbird
Hearts: x 1
Habitat: Plains, Forest, Birch Forest, Roofed Forest
Tempted by: Sugar.
Varieties: 5Can be bred? No.
Information: These are very small, colourful birds that make a lot of noise. They hover around and flap their wings really fast. They can be attracted by holding sugar.
Extra: Summon the different types by doing /summon exoticbirds.EB_Hummingbird ~ ~ ~ {Type:0-4}
Kingfisher
Hearts: x 3
Can be bred? No.
Habitat: Beach, River, Swampland
Information: These are small, quiet birds that live around water. Occasionally they will swoop in, retrieve a fish and fly around with it in their mouth.
Kiwi
Hearts: x 2
Habitat: Jungles, Forests
Tempted by: Wheat seeds.
Can be bred? Yes.
Information: A very small bird. It lays the largest egg in relation to body size of any bird.
Lyrebird
Hearts: x 4
Habitat: ?
Tempted by: Wheat seeds.
Varieties: 2
Can be bred? Yes.Information: Very clever birds capable of mimicking animals. During the day they will copy sheep/cow/pig noises and at night they will start replicating zombie/skeleton/creeper noises. The males have orange tail feathers, whereas the females do not.
Magpie
Hearts: x 6
Habitat: Forest, Birch Forest, Roofed Forest, Taiga
Tempted by: Wheat seeds.
Can be bred? Yes.
Information: These are medium sized walking birds. Occasionally they will 'scavenge' and hold something in their mouth. You can retrieve this item by hitting them, but it will take a while for them to scavenge again, or be more kind and 'swap' the item using wheat seeds. You can hear them via the chatter they make.
Extra: Summon a magpie holding something with /summon exoticbirds.EB_Magpie ~ ~ ~ {Equipment:[{id:clock}]}. This was coded to support ingots and compasses, so some items such as swords render incorrectly.
Ostrich
Hearts: x 11
Habitat: Desert
Tempted by: Apples.
Can be bred? Yes.
Information: These are enormous birds that can be found in dry biomes. They lay the largest egg of any other bird.
Owl
Hearts: x 6
Habitat: Forests, Swamp
Tempted by: Rotten Flesh.
Varieties: 3
Can be bred? Yes.
Information: Owls are medium sized birds that will spawn in forests. They will normally only appear as individuals. They will fly away if attacked. Their eyes glow in the dark.
Parrot
Hearts: x 4 (untamed) or x 10 (tamed)
Habitat: Jungle, Forest, Birch Forest
Tempted by: Wheat seeds.
Varieties: 4
Can be bred? Yes.
Information: These colourful birds can be found in jungles. They can be tamed using wheat seeds and will follow you like wolves. You can also make them sit, walk or fly by right clicking them.
Extra: Summon a tamed parrot using /summon exoticbirds.EB_Parrot ~ ~ ~ {Owner:Username}
Peafowl
Hearts: x 6
Habitat: Plains, Jungle, Forest, Birch Forest, Roofed Forest
Tempted by: Wheat seeds.
Varieties: 3
Can be bred? Yes.
Information: These birds were the first bird to be added to the mod. They can be found wandering around the world. The peacocks can be told apart from the peahens by the colourful plumage. Right clicking a peacock will change whether its train (tail feathers) are open or closed. You can also mate two peafowl using wheat seeds! There is also an elusive Albino Peafowl. Rumours say it lays golden eggs.
psssst... /summon exoticbirds.EB_Peafowl ~ ~ ~ {Type:2}
Pelican
Hearts: x 6
Habitat: Beach, River
Tempted by: Fish.
Can be bred? Yes.
Information: Pelicans are fairly large birds that live by bodies of water.
Penguin
Hearts: x 2 (Should be 5, but I messed up. Will be fixed next update)
Habitat: Cold Taiga
Tempted by: Fish.
Can be bred? Yes.
Information: Penguins are medium sized birds that live in cold biomes. They move pretty slowly, which is known as a waddle.
Phoenix
Hearts: x 100
Habitat: Does not spawn.
Can be bred? No.
Information: Phoenixes are large mythical creatures made out of fire. They can only be hatched out of Phoenix eggs with a light level of 9/10/11. Adult phoenixes can be saddled and flown. To fly up, look up. To fly down, look down. Upon death they drop a phoenix egg, so you will be able to rebirth your phoenix.
Pigeon
Hearts: x 4
Habitat: Forests, Plains
Tempted by: Wheat seeds.
Varieties: 2
Can be bred? Yes.
Information: Pigeons tend to be classed as vermin is certain areas of the world. In this mod there are two variants, the wood pigeon and the rock dove. They make a coo-ing noise so will be quite easy to find!
Roadrunner
Hearts: x 6
Habitat: Desert, Mesa, Savannah
Tempted by: Wheat seeds.
Can be bred? Yes.
Information: A very very fast desert bird. It doesn't make much noise, but you won't be able to miss it! To get close, you need to be holding wheat seeds.
Seagull
Hearts: x 4
Habitat: Beach, River, Ocean
Can be bred? No.
Information: Seagulls will be found in near any biome with water. They will swoop round in circles and won't stop!
Swan
Hearts: x 6
Habitat: Beach, River, Ocean
Tempted by: Wheat seeds.
Varieties: 4Can be bred? Yes.
Information: These birds can be found in any biome by water. As this is their natural habitat, you will often find them swimming in rivers. You can hear them by the harsh honking sounds they make.
Toucan
Hearts: x 4
Habitat: Jungle, Savannah
Tempted by: Wheat seeds.
Varieties: 3
Can be bred? Yes.
Information: These birds can be found in tropical biomes. They have large colourful beaks and make a distinctive call.
Vulture
Hearts: x 7
Habitat: Desert, Mesa
Tempted by: Meat.
Can be bred? Yes.
Information: A very large bird that can be found in deserts. They will fly into the sky and circle whilst looking for prey.
Woodpecker
Hearts: x 4
Habitat: Forest, Birch Forest, Roofed Forest
Varieties: 3
Can be bred? No.Information: You can find these birds high up in trees merrily pecking away holes. They will make a sound when doing so, meaning you will know when one is nearby. When disturbed they will fly to find another tree.
Blocks, Items and Crafting Recipes
Bird Meat
Bird Meat is dropped by all of the birds. Just place the raw meat in a furnace to cook yourself some tasty grub!
Book of Birds
This book tells you about all of the birds in game. It includes their picture, the scientific name and a little caption about them. It can be crafted using a normal book and a peacock feather, like so:
Eggs
Eggs can be found in two ways: collected from nests, or laid by birds. All eggs have a 10% chance of spawning a chick when thrown. This can be increased up to 50% by crafting the eggs with blaze powder, adding 20% each time. Any attempt to increase after 50% will consume the powder, but not increase the chance.
There are also unidentifed eggs. These are black with a question mark on them. To indentify these, you must use the egg sorter. See below.
Eggshell
This item will occasionally drop from nests, and also when you throw any of the bird eggs. It can be used like bonemeal to speed up the growth of plants and to grow flowers.
Egg Identifier:
It can be crafted using the following recipe:
Placing unidentified eggs in the top slot and redstone dust in the bottom will result in the eggs being identified. This is not always successful and may produce eggshells.
Incubator:
The incubator can be crafted using the following recipe:
Placing eggs in the top slots and blaze powder in the bottom will level up the eggs. This machine allows the spawn rate to go all the way to 100%! It works on multiple eggs too!
Nests:
Probably the most important part of the mod. You will find these nests sitting atop leaves in your world. Breaking them will drop 0-3 different bird eggs and some sticks. Empty nests can be crafted using the following recipe.
You may right click on the nests to open the GUI.
Peacock Feather:
Dropped by peacocks, these feathers can be used to craft the Book of Birds.
Phoenix Dust:
This dust is used to create a phoenix egg. It can be found as a rare item in abandoned mineshaft chests. One is dropped by a phoenix upon death.
Phoenix Egg:
Phoenix eggs are used to hatch the mythical phoenix. They require a light level of 9 or above to hatch (a flame particle effect will appear when the light level is suitable). These can be found as a rare item in a monster dungeon, extremely rarely found in nests, or crafted by surrounding a chicken egg in phoenix dust.
Phoenix Feather:
Dropped by a phoenix upon death. This feather does not yet do anything.
InstallationThis mod requires the latest version of Minecraft Forge which can be found here: Forge Download. You then drag the .jar file into your mods folder, just like you would with any other mod.
Mod Reviews
Finally: The Exotic Birds mod is made by me (Pavocado/Pavo_Reality). If you would like to use this mod in a mod compilation, feel free! Just make sure you give appropriate credit and link back to this page. Apart from that, please do not redistribute any part of this mod. You are welcome to share a link to this forum page though!
If you'd like to suggest a bird, please do so on the following link: Bird Suggestions.
For more updates on this mod, please follow me on twitter @Pavo_Reality or join the Exotic Birds Discord
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219
Spitfire4466 posted a message on [Forge] TrainCraft (formerly Trains and Zeppelin mod)Posted in: Minecraft ModsThis mod has been renamed and there is a new thread for itSee the new thread HERE and the wiki
Support this mod
Cool things by Spacek531:[url=http://www.minecraftforum.net/viewtopic.php?f=1032&t=294455][img]http://i405.photobucket.com/albums/pp131/Spacek531/Trainthing8.png[/img][/url]
[url=http://www.minecraftforum.net/viewtopic.php?f=1032&t=294455][img]http://i405.photobucket.com/albums/pp131/Spacek531/Trainthing1.png[/img][/url]
[url=http://www.minecraftforum.net/viewtopic.php?f=1032&t=294455][img]http://i405.photobucket.com/albums/pp131/Spacek531/Minecraft/Trainthing5.png[/img][/url]
[url=http://www.minecraftforum.net/viewtopic.php?f=1032&t=294455][img]http://i405.photobucket.com/albums/pp131/Spacek531/Trainthing7.png[/img][/url]
This mod uses Minecraft Forge
Credit: Minecraft Forge
* Eloraam *
* Hawkye *
* MALfunction84 *
* Scokeev9 *
* SpaceToad *
* LexManos
Terms & conditions:
"Traincraft" is copyrighted material. It may only be downloaded from the links provided here the MCF(Minecraft forums) or on the official wiki, and may not be redistributed in any way or form, modified or otherwise, without express written permission of one of the authors. Decompilation, reverse-engineering or use of byte-code editing is strictly prohibited. Any other alteration is also prohibited as in modifying the files provided such as and not excluded: {Editing, Renaming, Renaming the .jar files, Removing or altering parts of it}. All rights not explicitly granted here are reserved. If the person does not comply with the rules posted here, legal action can and will be taken against them.
As a special exception, art assets (sprites, terrain textures, train and other vehicle textures) may be distributed intact or in modified form solely for the purpose of improving or altering the visible appearance of "Traincraft" (i.e. as a “texture pack”). They may not be reused for any other purpose.
Any sort of monetization with this mod is prohibited (unless otherwise stated by the authors) either with any re-posting or other ways.
Stating to be/were a developer/coder or be on the team without a proper reason, or not actually being on the team is also not allowed and legal action will be utilized in such case.
Any resemblance to copyrighted material from either Mojang AB or any other entity are purely coincidental and should be treated as such. Small number of textures incorporated into "Traincraft" might be based on originals created by Mojang AB. They have been altered in original ways thus not interfering in any way with the copyright. They are only used as aesthetic additions and as such treated as "fair use" under copyright law. All other assets are the sole and original creation of Spitfire4466, Mrbrutal and the people also involved in the process (Texture and model artists).
This mod is provided "as is" and we do not take any responsibility for any damages or other sustained with usage of this mod.
Permission is granted and not limited to recording videos of Traincraft gameplay, spotlights, and any other sort presentation of this mod if not interfering with the above terms.
“Traincraft”, "Trains & Zeppelin mod", "Spitfire4466", "Mrbrutal" are trademarks of their respective owners and should not be used or altered in any way or form.
© 2013 Traincraft, Spitfire4466, Mrbrutal
Mod packs:
Legal:
For legal implications please read the four paragraphs above.
Inclusion of "Traincraft" in a mod pack:
Established modpacks or private server packs only (With the permission of at least one of the above mentioned authors) under these circumstances:
- If your post count is below 100, and your modpack is less than a month old, your permission will be denied on spot with no further consideration.
- Proper credit to the authors mentioned above should be provided on a clear spot for everyone to see.
- A link to either this site (Thread) or the wiki should be provided.
A "private server pack" is allowed (also with the permission of at least one of the above mentioned authors) under these circumstances:
- A "private server pack" refers to a modpack intended to be used by a closed membership Minecraft server and distributed only to those members.
- The said pack team may not post any links of this mod or any packs containing this mod publicly.
- Proper credit to the authors mentioned above should be provided on a clear spot for everyone to see.
- A link to either this site (Thread) or the wiki should be provided.
- Non-commercial, non-profit mod packs only. If you are going to include the mod in a pack or "bundle" adf.ly or similar monetization services are not to be used to gain profit. Any other form of profit making with this mod is strictly prohibited.
If you feel the above terms & conditions have been misused, or violated in any way, please report them here, via PM or on our official channel on IRC, and we will take appropriate action. As this is posted in a public place it is required for you to read this, and with the use of the mod you accept these here terms & conditions.
Previous terms & conditions kept for posterity and future reference:
*TERMS AND CONDITIONSTHIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.By default it may only be distributed on minecraftforums.net, mcmodcenter.net. It may only be mirrored or reposted with advance written permission of the Owner. Electronic Mail is fine if you wait for a response. URL shorteners or other attempts to make money off The Owner's Mod are strictly forbidden without advance written permission
-
1201
Kinniken posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open betaPosted in: Minecraft ModsMillénaire 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.
Updates
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)
FAQ
Check the FAQ page on the Millénaire wiki: http://millenaire.or...ki/Category:FAQ
Credits
- 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.
Help Wanted
- 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.
Download
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...
Reference
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
take shelter!
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.
Extras
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. -
251
CovertJaguar posted a message on Railcraft 9.2.2.0Description:
Have you ever wished minecarts and rails had received a bit more attention during development? Well that ends now! Gone are all those broken bits and in their place are a ton of new tools to build your massive rail system. If you ever cared about rails, you wont ever look back!
Features:- Crowbar - Rapid rail adjustment for the experienced rail engineer!
- Working Signaling System - Never experience another head-on collision again!
- Cart Linking - Make a real train!
- Boarding and Holding Rails - Never chase your minecart again!
- One Way Rail - Carts going the wrong way? Not anymore!
- Control Rail - Power entire sections of track to propel carts in the direction you want!
- Junction Rail - Putting the diamond in your rails (no actual diamonds required).
- Launch Rail - I can see my house!
- High Speed Rails - Get there faster! If you don't crash.
- Wooden Rails - Jurassic Park style, only with creepers instead of dinosaurs.
- Elevator Rail - Go up, fast.
- TNT Cart - Explosive fun!
- Tank Cart - The easy way to transport fluids!
- Energy Cart - Convenience away from home, bring your IndustrialCraft2 power with you!
- Tunnel Bore - Avoid the monotony of digging perfect tunnels!
- Detector Blocks - More freedom to control your carts!
- Loader/Unloader - Move items and liquids automatically!
- Cart Dispenser - Convenient storage for you carts!
- Chunk Management - Automate things even when you are not around!
- Customizable
- Module based system that lets you remove the parts of the mod you dislike.
- Extensive configuration file that allows you to disable any block or item or change the way rails are crafted.
- Full Multilingual localization support.
- New Minecart Physics
- Rebalanced drag rates for carts - Now your storage carts will actually reach their destination!
- Completely new collision code - Carts can now push other carts, furnace carts are almost not useless!
- Various Tweaks
- Names of default minecarts simplified.
- Improved lighting on minecarts.
- Minecart reversal recipes. Separate that chest from that cart.
- All rail recipes completely reworked to make an entire industry out of building a railroad. What good is Buildcraft with nothing to build? (config option)
- Minecarts now have a max stack size of three. (config option)
- Minecarts no longer break into separate parts when destroyed. (config option)
- Minecarts no longer collide with items at normal speeds. (config option)
Pictures:
Railcraft Blog/Forum
Railcraft Wiki
IRC: #railcraft (esper.net)
Social Media:
CovertJaguar's Twitter
RailcraftDev's Twitter
CovertJaguar's YouTube
Download Railcraft:
Downloads can be found on the Blog's Download Page, or use the widget below.
Change Logs:
Please see the wiki for information on Railcraft versions.
Compatibility:- TMI/NEI - If you experience odd behavior when using TMI/NEI to spawn in blocks and items from Railcraft, please don't post it in this thread. It just adds confusion. Thanks.
- Zombie's Modpack - You must use the Forge compatibility patch provided in the Zombie thread.
- ID Resolver - Don't change the id of the basic minecart, chestcart, or Furnace Cart items. If you get normal rails when placing advanced rails delete your ID Resolver settings and start over.
- Singleplayer Commands - If SPC is installed you may be unable to break minecarts and Bore Heads break instantly. Seems to be related to commands such as /instantkill and /itemdamage.
- Steve's Carts - Fully compatible. Find it here.
- Minecart Speed Recorder - Should work. Find it here.
- Trains Mod - Mostly compatible. Find it here.
- Other Mods - Most mods that are Forge compatible should work fine. If a problem occurs it can most likely be fixed once identified.
Warning: The information below is not guaranteed to be accurate. Please see the wiki support page or the Issue Tracker for more complete information.Some things in the mod:
See wiki for full listing.Vanilla Rails:
New recipes, same old rails.
- Rail
- Powered Rail
- Detector Rail
- Locking Track
- One-Way Rail
- Control Rail
- Launch Rail
- Priming Rail
- Junction Rail
- Switch Rail
- Elevator Rail
When unpowered these tracks will grab and hold onto any cart that passes over them. And unlike Booster Rails, the cart can't be pushed off. Additionally, when placed the rail will have an arrow on one side. When an unpowered rail with a minecart on it becomes powered, it will launch the cart in that direction.
When unpowered these rail behave like normal rails. But when they receive power they will reverse the momentum of any cart travelling in the wrong direction. Some momentum is lost of course.
These rails act like weak boosters that only boost carts in one direction. Any carts travelling in the opposite direction will be gradually slowed. Powering them will reverse the direction of the rail. They are cheap to make and will propagate power for up to sixteen blocks in either direction.
Maybe not very realistic, but a ton of fun anyway. This rail will launch any cart that passes over it into the air. Launch force can be adjusted by right-clicking on the rail with a Crowbar.
This rail will light the fuse of any explosive cart that passes over it. Fuse length can be adjusted by right-clicking on the rail with a Crowbar. Fuse length is measured in 1/20ths of a second.
This rail will allow you to place "diamond" junction crossings.
This rail will allow you to create true turnout switches when combined with a Switch Motor.
Original code, concept, and texture by DizzyDragon
This rail is unique in that is can be placed vertically. When powered, it will power all the rails below it. Powered rails will lift minecarts up, unpowered rails will lower minecarts down. When a minecart reaches the top it will be pushed onto any normal rail located on the block above. The rail also doubles as a ladder.
This collection of rails is a little different from normal rails. Any carts travelling on these rails can travel three times faster than normal, but only in a straight line. Additionally, attempting to leave these rails without first slowing down will likely result in death and destruction. Collisions are bad too. Please sign the wavier before boarding.
See the wiki for more information.
- Speed Rail
- Speed Switch Rail
- Speed Booster Rail
- Speed Transition Rail
The basic high speed rail. They are made from a special iron-gold laminate rail mounted on stone sleepers and are capable of handling up to three times the speed of normal rails.
This rail will allow you to create true turnout switches when combined with a Switch Motor. Attempting to turnout at high speed is not recommended.
These rails will boost the cart when powered or slow them to normal minecart speed if they are not.
These directional rails will only boost carts in the direction of the arrows and only when powered. Carts travelling in the opposite direction will be slowed to normal minecart speeds.
For the leisurely tour routes, these new rails will give your passengers time to admire the scenery.
- Wooden Rail
- Wooden Switch Rail
- Wooden Booster Rail
- Wooden Junction Rail
The basic wooden rail. Capable of making corners and traversing slopes. Functionally equivalent to normal rails, only with a lower maximum speed (for safety reasons).
This rail will allow you to create true turnout switches when combined with a Switch Motor.
Functionally equivalent to Powered Rails, but in wooden rail form.
Functionally equivalent to Junction Rails, but in wooden rail form.
- Tank Cart
- TNT Cart
- Tunnel Bore
This cart can store and transport any Buildcraft liquid. It is filled/emptied at a Liquid Loader/Unloader. It's capacity is the same as a Buildcraft Tank, 16 buckets.
The ever popular explosive combination returns. Handle with care. Will explode if jarred or lit on fire. Great for parties. Can be used as a substitute for cannonballs or fireworks in a pinch. Fuse length can be adjust with a string. Fuse length is measured in 1/20ths of a second.
Bores a 3x3 tunnel and lays rails, see the wiki for more information and the Bore Head recipes.
If you are using any mods that add blocks to terrain gen, you will probably need to edit the Railcraft.cfg file and add their block IDs to "tweaks.minecarts.bore.mineableBlocks". Ores added to the Forge Ore Dictionary are automatically mineable.
- Concrete Block
- Wooden Post
- Iron Post
- Stone Post
A simple block that matches Stone Posts.
A multi-purpose wooden framework capable of being used to create trestles, signal mounts, bridges, fences, telephone poles, etc...
A multi-purpose iron framework capable of being used to create trestles, signal mounts, bridges, fences, etc...
Can be painted different colors by surrounding any kind of dye with eight iron posts of any color.
A multi-purpose stone framework capable of being used to create trestles, signal mounts, bridges, fences, telephone poles, etc...
Due to the complexity of Signals, most of the information is only available on the Railcraft Wiki. Signalling would be a good place to start.
Devices:
- Coke Oven
- Detector Block These Detector Blocks will detect any minecart that passes adjacent to them. They can be placed under or beside rails. They will only provide power in the direction with the light.
- Detector - Storage
- Detector - Powered
- Detector - Any
- Detector - Player
- Detector - Empty
- Detector - Mob
- Detector - Animal
- Detector - Explosive
- Detector - Advanced
The Coke Oven is an integral part of Railcraft as it produces Coal Coke and Creosote Oil when fed Coal. It is constructed out of 26 Coke Oven Bricks as a 3x3 cube with the center block missing. Please see the wiki for more information.
This detector only triggers on storage carts.
This detector only triggers on powered carts.
This detector triggers on any cart.
This detector only triggers on carts with a player in them.
This detector only triggers on empty carts that can be ridden.
This detector only triggers on carts with hostile mobs in them.
This detector only triggers on carts with animals in them. Has a GUI that allows you to select certain animals.
This detector only triggers on explosive carts.
Uses a GUI to select which carts it detects.
- Loader
- Unloader
- Switch Motor
- Cart Dispenser
- Liquid Loader
- Liquid Unloader
This block will fill any storage cart beneath it with the items from an adjacent block with an inventory (Chest, Furnaces, Unloaders, etc...). Buildcraft pipes can also supply items directly to the Loader's own hidden, internal inventory slot. When the cart is full the Loader will send out a redstone signal. The recommended setup is a Boarding Rail placed beneath the Loader. This rail will be automatically powered by the Loader. If you right-click on the Loader it will open a GUI with two options: "Wait if cart is empty", and "Wait till cart is full". If "Wait if cart is empty" is true, then empty carts will wait at the loader until they've received at least one item. If "Wait till cart is full" is true, then the cart will wait until it is completely full before moving on.
This block will empty the contents of a storage minecarts inventory into a hidden, internal inventory slot. From there the items will be moved to adjacent blocks with inventories (Chest, Furnaces, Loaders, etc..) or can be piped out using Buildcraft. It will only empty carts that pass over the Unloader. The recommended setup is a Boarding Rail placed on top of the Unloader. The Unloader will send out a redstone signal when there is nothing to unload from the cart. If you right-click on the Loader it will open a GUI with one option: "Wait till cart is empty". If "Wait till cart is empty" is true, then the cart will wait until it is completely empty before moving on, even if there is no more room to place items.
Combine with Switch Rails to create true turnout switches.
Triggers on a positive redstone pulse and can store up to three carts. When triggered it will collect any minecart in front of it, or if there is no minecart and it has a cart in the inventory, it will place a cart on the rail.
This block will fill Tank Carts below it with any liquid piped into it. It has an internal capacity equivalent to four buckets. Otherwise it functions similar to your basic Loader.
This block will empty Tank Carts above it into its internal reservoir. From there the liquid can be piped out with a Buildcraft Waterproof Pipes. It has an internal capacity equivalent to four bucket. Additional, if you put a bucket in the Filter slot of the GUI, the Unloader will only empty carts carrying the same liquid as the bucket. Otherwise it functions similar to your basic Unloader
- Crowbar
- Wooden Tie
- Wooden Railbed
- Stone Tie
- Stone Railbed
A multi-purpose tool any rail engineer should carry. It makes removal of old rails a breeze and even works on Detector Blocks and Loaders. Additionally, right-clicking on a rail will allow you to adjust the rail. Most of the time that means reversing the rail's direction, but some rails will open a GUI. Right-clicking blocks that have an orientation will turn the block to face the side clicked on.
Your basic railroad tie. Created using Creosote Oil, which you get from cooking Coal or Wood in a Coke Oven.
Every rail need support.
A more sturdy sleeper for more advanced rails.
Stone is better than wood.
Notes on the Furnace Cart:
Thanks to the new collision code, Furnace carts can push other carts. It has been tested with up to five carts. The results indicate that while it can push up slopes and around curves, there are occasional glitches in which it will lose a cart or reverse directions. Mobs or items on the rails are often the cause, but sections with both slopes and corners can be a problem too. More work will be done to solve these issues, but for now I recommend well lit straight tracks with few elevation changes and something to keep the sheep and chickens away.
Planned Features:- New Rails - Yes, more are coming, but I'm taking ideas too! Most of the following ideas were provided by users.
- Trap Rail - Similar to Suspended Rails but will drop the cart if powered by redstone.
- Hidden Rail - A block that can be submerged in water or lava or pushed by pistons that possesses a retractable rail on top. (No this does not mean you can run minecarts underwater).
- Steam Bridge - A Steam Powered Bridge that can extend/retrach.
- More configuration options.
- Addons for other Forge mods.
- Improved rail rendering, someday.
Servers Running Railcraft
Servers running Railcraft can be found here.
Texture Packs:
Texture packs for Railcraft can be found -currently unavailable-
Banners:
[url=http://www.minecraftforum.net/topic/701990-181-railcraft-10-forge/][img]http://i.imgur.com/fBWxH.png[/img][/url]
Banners by serialtasted:
[url=http://www.minecraftforum.net/topic/701990-181-railcraft-10-forge/][img]http://dl.dropbox.com/u/3609589/Minecraft/Signatures/railcraft_banner_serialtasted.png[/img][/url]
[url=http://www.minecraftforum.net/topic/701990-181-railcraft-10-forge/][img]http://dl.dropbox.com/u/3609589/Minecraft/Signatures/railcraft_banner2_serialtasted.png[/img][/url]
Support:
- Check the wiki for more detailed instructions on how to obtain support.
- If installation failed, DO IT AGAIN WITH A FRESH JAR!
- If you are using the Technic Pack, you will have to go ask them if you have issues. I don't offer support for Technic Pack users.
- Do not install any other mods until you know Railcraft is working and installed properly. This will help me know if the problem is a conflict with another mod. Once you are sure everything works with just Railcraft installed, add your other mods one at a time and test thoroughly after you install each one. The more information you have when you come to me with your problem, they more likely it will be that I can help you.
- If you still have a problem, post your ForgeModloader-xxxx.log and/or crash report here along with a thorough description of your installation procedure and the problem. Helpful information includes version, SSP, SMP, or Bukkit, and OS. Please use spoiler and code tags when posting crash logs. If you don't post the ForgeModloader-xxxx.log. I cant help you. Period.
Special Thanks:
- The Forge Team for the awesome API.
- Forecaster for being all around awesome and creating the Boiler Calculator.
- smbarbour for the awesome Bukkit ports.
- Direwolf20 for the excellent videos and occasional bug hunting.
- Jeet for excellent videos and many ideas.
- Bechill for helping get the wiki and IRC off the ground.
- DizzyDragon for allowing me to incorporate the Elevator Tracks.
- Foreplaying for the great Overalls texture.
- Azanor for letting me use his Goggle texture as a base for the Trackman's Goggles.
- eragonn1490 and KingLemmingCoFH for suggesting API improvements.
- Chicken_bones and mistaqur for NEI support.
- SirSengir for the Railcraft Forum.
- xXxN4BxXx, Cassiobsk8, francogp, AskaRa, Vexatos and others for translations.
Legal Stuff:
For the complete list of legal info, please see Legal Info at the Railcraft Wiki. -
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Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Overview
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Gallery
Supporting this suggestion
Special thanks
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
Overview:
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
The disadvantages:
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
The problems:
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
[spoiler]Terrain:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
Biomes:
By default, nothing will change.
Ore generation:
By default, nothing will change.
Structures:
By default, nothing will change.
The Void:
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Superflat settings:
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
[spoiler]Settings:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Chunk occlusion/exclusion:
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
A: No.
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
Gallery:
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
[url=http://www.minecraftforum.net/topic/1707097-cubic-chunks-infinite-height-elimination-of-x-ray-and-more-60-supporters/page__st__0][img]http://img833.imageshack.us/img833/443/hov.png[/img][/url]
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Special thanks:
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
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Annysia posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10ExtrabiomesXLExtrabiomesXL is a collaborative open source mod for Minecraft which adds new biomes and an assortment of natural blocks and items that enhance gameplay and make exploring fun and interesting. Keep up-to-date on the latest development news and general interest regarding ExtrabiomesXL on http://extrabiomes.com/. The official ExtrabiomesXL wiki is the best place to read any kind of information regarding ExtrabiomesXL.
Prerequisite
ExtrabiomesXL 3.16.3 was tested using Minecraft Forge 10.13.4.1481, which can be found here.
Downloads
ExtrabiomesXL Universal 3.14.1 backported to MC 1.5.2
- Google Drive folder of all ExtrabiomesXL versions
ExtrabiomesXL on CurseForge;quot;]
Installation
ExtrabiomesXL is delivered in a single universal download which can be installed on clients and servers alike.- Install Minecraft Forge
- Drag the ExtrabiomesXL download into the mods folder (Don't unarchive it)
- Enjoy!
Resource Pack Support
A list of resource packs and texture packs which support ExtrabiomesXL can be found on our wiki. We can't guarantee all of these will be up-to-date, however.
Additional Content
ExtrabiomesXL team member gwydion0917 has utilized Custom Stuff 2 to add special red rock versions of furnaces, buttons, pressure plates, etc. It can be found here.
Changelog
The changlog can be found on our Wiki.
Community- EsperNet IRC: #Extrabiomes
- Blog: http://extrabiomes.com/
- ExtrabiomesXL on Twitter: @ExtrabiomesXL
Localization
ExtrabiomesXL is currently available in English, French, German, Italian, Polish, Portuguese, Russian, Simplified Chinese, Spanish, and Swedish.As ExtrabiomesXL updates with new content, however, we can't guarantee these localizations will remain up-to-date. We'd greatly appreciate any assistance in ensuring all of ExtrabiomesXL's localizations are up-to-date and accurate. A list of the localization files can be found here. Always feel free to add new languages! Our localizations are done by hand, by speakers of the select language for utmost quality, so please no Google Translate. Thank you!
Modpacks
You are free to distribute ExtrabiomesXL in your modpack, so long as it's not being used to make money.Credits- Original mod by MisterFiber
- Development, design, quality control, and artwork by the ExtrabiomesXL team
- Plenty additional contributions by open source contributors
Support
If you have any problems or questions, please ask in the forum. Be advised, however, that we can never diagnose or fix anything without a complete log file. You should post your complete log (ForgeModLoader-0.log, or ForgeModLoader-client-0.log) on pastebin (or any other similar text sharing service) and then post a link to it here in the forum. The community around this thread likes solving support issues and the most important step you can take is posting your complete log file. Any support requests should be handled publicly where everyone can benefit. Please do not PM the team members with support requests!
Note: Failure to post complete log files using the directions outlined above severely reduces the likelihood that you will achieve a successful outcome to your support your support issue. How to receive support if you do not have a crash report. In the event that Minecraft didn't crash and you did not get a crash report, don't worry. Crash reports are not helpful or wanted. To receive support for your issue, post a complete log by following the above instructions.
FAQ
A list of frequently asked questions is available on our Wiki.
Screenshots
Videos
There are currently no up-to-date videos for ExtrabiomesXL. Only videos using a recent version of ExtrabiomesXL displaying our new content are allowed on the OP. For a comprehensive list of videos from previous versions, refer to our wiki.Signature Banners
Show your support for ExtrabiomesXL with one of our community made banners available from the wiki!
ExtrabiomesXL by The ExtrabiomesXL Teamis licensed under a Creative Commons -
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AbrarSyed posted a message on [v4.7.1-BETA] SecretRoomsMod - Malsis Doors Compat!Posted in: Minecraft ModsSecret Rooms modThis mod adds a variety of cool blocks that camouflage themselves to the surrounding world. All of these blocks have extremely useful functions that allow you to simply hide your diamonds, or punish all who dare try to get to them. Hidden doors, pressure plates, hidden levers and more! pay special attention to the revolutionary Ghost block. this block is visible in every way, but you can walk right through it. A fearsome trap for anyone who dares try stealing your diamonds with a floor made of this stuff over a pit of lava.
SecretRoomsMod for 1.7.10 in BETA01/23/2015 6:04 PM Central Standard Time USAYeah I kinda gave up on adding new features because im busy and lazy. However thanks to Ordinastie, we now have Malsis Doors compatibility and fancy animations for the camo doors (if Malsis doors is installed). And ownership is now saved, so when permissions become a reality this mod will be nicely compatible. And maybe to help you do other stuff too, wel see. I also have word that someone may be helping me maintain this mod, so we might get some new features sooner rather than later. More details on that later.
Featured video (outdated) by TheDiamondMinecart
Error Reporting (where and how to report crashes)
- I will not read repetitive crashes
- look here for your problem, if it is not there, add a new issue
- create or log into a Github account
- Go here: On the upper right side, click 'New Issue';
- Put something relevant as the title
- include the following information
- Minecraft version
- SecretRoomsMod version
- MinecraftForge version
- any other mods that may have an impact (not your 64 long mods-list)
- an explanation of what you did to get your error
- if applicable, an error report
- your MinecraftForums username
- click submit new issue
- wait for me to respond
~~ Downloads ~~Latest edition is a beta.
Content
Thanks to LClouds for converting this sectionback from HTML .
Key-Bindings
- backslash '\'; -- changes the way the OneWay camo blocks are placed. this can be changed under the controls menu.
- /srm-show -- toggles the visibility of the secret blocks. They only update in a certain radius though. so going around breaking blocks is a sure way to update the Camo blocks around them. It may be a good idea to toggle this command multiple times.
1) Torch lever
BlockID = 2020
BROKEN IMAGE
Works like a normal lever, but looks exactly like a torch. It even sheds light.
2) OneWay Camo
BlockID = 2021
BROKEN IMAGE
One side camo, all the rest glass. Looks like glass in the inventory. When placed, camo side is either towards or away from you. This can be toggled with the BackSlash key, \.
3) Secret Gate
BlockID = 2022
BROKEN IMAGE
Camoflages to the blocks arround it, and when its powered, it extends up to 10 blocks. Try for your self in an open area.Its orrientation is the same as the OneWayCamo blocks.
4) CamoDummy (shelfgate extension)
BlockID = 2023
-- NO RECIPE --
Camoflauges to the blocks arround them.
5) Camo TrapDoor
BlockID = 2024
BROKEN IMAGE
A TrapDoor that camouflages itself to the surrounding blocks. it is open-able with clicking or right-clicking, Be careful not to forget where you put it. It can be placed flush with the floor, and flush with a cieling depending on where you right-click to place it.
6) ShelfGate Extension
BlockIDs = 2025 & 2026
ItemIDs = 4106 & 4107
BROKEN IMAGE -- BROKEN IMAGE
Doors that camouflage. AS usual, the iron doors are only openabble by a redstone signal while the wooden doors can be opened with a click.
7) Camo Paste
ItemIDs = 4108
BROKEN IMAGE
You can see them, but walk right through them.
9) Secret Lever
BlockID = 2028
BROKEN IMAGE
Camoflages like all the other "camo" blocks, but his one works like a lever.
10) Secret Redstone
BlockID = 2029
BROKEN IMAGE
Another Camo Block. but this one carries a redstone current just like normal redstone. The redstone works exactly liek vanilla redstone, and is nearly 100% interchangeable with it. Like vanilla redstone, it decays within 15 blocks, and needs to be refreshed with a redstone torch or repeater.
11) Secret Button
BlockID = 2030 (metadata is 0 for stone, and 1 for wood)
BROKEN IMAGE -- BROKEN IMAGE
Another Camo block, but works like a button.
12 -15) Secret Pressure-Plates
BlockIDs = 2031 -- 2034
BROKEN IMAGE -- BROKEN IMAGE
BROKEN IMAGE -- BROKEN IMAGE
These are very special camo blocks. when something passes over them, they emit a redstone signal. The wooden one on the left powers when anything goes over it. The Stone version on the right only provides power when a player passes over it. The Gold and Iron versions are weighted pressure plates and behave like their vanilla counterparts
16) Secret Stairs
BlockID = 2035
BROKEN IMAGE
Works like stairs. You place them like you would any other, and ofcourse, they are camouflaged.
** works best with the Ghost BlocksThe recipe for this block now works with all the different types of wooden stairs that exist.
17 & 18) Secret Chests (and trapped chest)
BlockID = 2036 2037
BROKEN IMAGE
Works like a chest, just camouflages like everything else, and doesn't open up like other chests. Camo trapped chests can be crafted the exact same way, simply with the trapped chest in the center rather than a normal chest
19) Secret Light Detector (and trapped chest)
BlockID = 2038
BROKEN IMAGE
Works like a vanilla light detector, simply camouflaged.
20) Solid Air
BlockID = 2038
BROKEN IMAGE
Solid air is entirely invisible, yet solid. The other Secret blocks can camouflage to its entirely transparent texture in order to make completely invisible passages and structures.
Copyright and modpack permissions
This mod is release under the LGPL v3 also known as the Lesser GNU Public License.
The full body of the licence can be found here: https://github.com/AbrarSyed/SecretRoomsMod-forge/blob/master/LICENSE.txt
TLDR;
- The mod is Open Source on github
- You may use the code from this mod. However you cannot make money off of it.
- You may redistribute this mod in modpacks.
- You may redistribute this mod outside modpacks or repost it in other places ONLY if you retain the original adfly links.
Changelog
forge = changes in only the Forge version.
Modloader = changes in only the ModLoader version.
both = changes in both versions. (also forge.. since only forge versions now.)
- 4.7.1 BETA
- added MalsisDoors (1.3.X and 1.4.X) compat. Camo doors will now have fancy animations.
- Ownership is now saved. the /srm-show command will only show you the blocks you own.
- Decent WAILA compatibility, respects ownership.
- Fixed various crashes placing Secret blocks and with the ownership file
- Fixed various issues with SecretRedstone
- 4.7.0
- updated for MC 1.7.10
- Never actually released this version apparently..
- 4.6.3
- updated for MC 1.7.2
- 4.6.2
- updated for MC 1.6.x
- Blocks now track who owns them.
- proper WAILA support
- the '/srm-show' command now only shows the blocks you own.
- 4.6.0
- updated for MC 1.5.x (works for 1.5.1 and 1.5.2)
- added Solid Air
- added Secret Light Detector
- added Secret trapped Chest
- added Secret Weighted pressure-plates
- added wooden variant of Camo button
- fixed Secret redstone so that its entirely like vanilla redstone now. (its still ot perfect though)
- Secret blocks and stuff can now be made out of any color of wool
- camo paste can now be made out of any dyes, not just the shown ones (no ore dictionary integration yet)
- 4.5.1
- finalized for forge #534
- OneWay blocks are no longer susceptible to fire
- Crashes when placing a OneWay have been fixed
- fixed various crashing errors
- fixed world-corrupting crash
- fixed crash when using DimensionalDoors, Mystcraft, and SecretRoomsMod together,
- 4.5.0
- Updated for Minecraft 1.4.7 and Forge 500+
- added a tone more mod compatibility
- the OneWay camo now works with leaves
- FullCamo blocks no longer crash when the block they were copying from is broken.
- *maybe* have fixed compatability with IC2 Solar panels
- *maybe* have fixed that crash when placing a OneWay camo...
- 4.4.1
- Updated for Minecraft 1.4.5
- 4.4.0
- Updated for Minecraft 1.4.5
- did most of promised reqrite
- fixed Camo redstone
- fixed any camoflaging issues
- possibly fixed mod-block support.
- added recipes for CamoChests and CamoStairs in the post
- 4.3.0
- Updated for Minecraft 1.4.4
- added CamoChests
- added CamoStairs
- added a CreativeTab for only this mod
- Lots of bugs exist.. bear with me. this is pending a complete re-write.
- 4.2.1 FORGE
- Fixed a bunch of stuff regarding the forge version.
- no more crashes
- no more lag
- some flickering, but no more defaulting textures.. most of the time.
- 4.2.1 FORGE
- fixed the majority of crashes.
- 4.2.1 ModLoader
- updated for MC 1.3.2
- fixed the choosing for CamoOneWays
- added blocks to the creative menu
- 4.2.0
- Implement the new Forge system
- replaced ShelfGates with CamoGates
- fixed various things
- 4.1.0
- Updated for Minecraft 1.3
- Added command /srm-show
- removed Shelf blocks except the shelf gate which is to be replaced with camo version in next update.
- 4.0.3 FORGE
- Fixed crash with/near camoOneWay blocks
- fixed lighting when copying Forge blocks
- 4.0.2 FORGE
- fixed CamoDoors
- fixed lots of bugs
- copying glowstone now makes the camo block glow as well
- OneWay glass no longer lets light through
- Lighting bugs with copying Forge added Blocks still exists.
- 4.0.0
- added Camo-TrapDoors
- added Camo-Doors
- added Secret pressure plates
- added camo Ghost blocks
- fixed grass issues with one-Way and camo blocks.
- 3.6.1
- Updated for MC 1.2.4
- Proved compatible with Minecarft 1.2.5
- 3.6.0
- Updated for MC 1.2.3
- 3.5.1
- Added Forge and ModLoaderMp version downloads.
- Only ModLoader version removed
- Fixed most BlockID issues
- 3.5
- Now compatible with Forge
- Added Blocks to creative mode
- ShelfRedstone now works flawlessly
- Updated for Bukkit 1.1 R4
- 3.0
- Added ShelfGates
- 2.2
- Fixed crashes for OneWayCamo block
- Camo Blocks work on everything but Side-Grass and Leaves
- 2.1
- Updated for MC 1.1
- fixed some crash causes for the OneWayCamo blocks
- 0.1
- Initial release
Todo list
striked red- Fixed/Added
green - working on for next update
blue - coming, kinda down the line though
- Camouflaged dispensers
- re-enforced OneWay glass (explosion proof)
- Revealing dust
- AntiCamoCannon
- Goggles of Tru Sight
- configureable sounds
Credits
Idea and more ideas from iampeppino
1.6.4 updated by CaptainShadows
Stay up to date!
Follow me on twitter for updates @AbrarSyed101!
Use #SecretRoomsMod in tweets!
Support Banners
[url=http://tinyurl.com/secretroomsmod][img]http://i56.tinypic.com/ruu0ao.png[/img][/url]
thanks KeKoSlayer29
[url=http://tinyurl.com/secretroomsmod][img]http://oi39.tinypic.com/2upuxlk.jpg[/img][/url]
thanks Btrpo
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FlintTD posted a message on [Comming Soon] FlintTD's Trains ModThe Minecraft Trains ModPosted in: WIP Mods
Other mods play model railway, but this one is the real deal! Full-sized Steam Engines, useable Cars, unique and feasible fueling systems and more!
Hello everyone and welcome to the Trains Mod! As you heard from my boasting above, I aim to create a Mod that embodies the grand scale and power of Steam Railroading! This will be compatible with Risugami's Modloader, the SteamCraft Mods, and necessarily Balkon's Weaponmod, most likely the Twilight Forest Mod, and hopefully Zeppelins and MC Forge and the Artifacts Mod as well. (MineColony, Battlecraft and the Wastelands might not be a bad idea either.)
Main Aspects of this Mod:
* Large, steam-powered and rideable Trains with realistic Fuel Constraints and intuitive Control Schemes
* Multiple types of Cars with unique uses that enrich the Minecraft experience
* Interesting use of in-game Elements as Fuels
* Minimizing of new or extraneous elements
* Relatively efficient Coding ensuring Conflicts, Glitches, and general Issues are minimized or eliminated
* Train Physics (based on Minecart Physics) providing a unique and fluid experience
* Smooth Integration with other Mods (Nuclear Powered Engines) that doesn't affect the unmodded Experience
* Community-suggested and community-made Engines and Cars
The First Thing you should recognize: this is a big project! I invite anyone competent in Minecraft code modding to join me in bringing about this mod! This invitation, sadly, I cannot extend to myself, and I am currently working on pushing my modding proficiency past the level required to make this mod.
The Second Thing you should recognize is that we are having some picture hosting issues at the moment. This should be fixed shortly.
The Mod Team:- FlintTD: Head Idea Guy
- Fluxigon: Head Texture-Maker and Assistant Modeler
- El_Zirbs: Head Modeler and Idea Guy
- ?????: Senior Code Monkey
- You: Secondary Idea Guy/Gal
* Previously 5%. Yay!
* Previously 7%. Progress!
* Previously 10%. Real code! Banners!
* Previously 12%. Thermodynamics!
* Currently 14%. Tracks!
Dynamic:
In the interest of making this mod as "realistic" and "interesting" as possible, I have devised a complex series of thermodynamic equations which simulate the Steam Locomotive in real life (or do the best they can in Minecraft). These equations are as simple as possible (to keep your computer form choking). When I have the time, I will make all of the various "crafting-style" screens needed to keep you engine stoked, watered, and in operable condition. For now, please live with this overview (this only applies to the Steam Locomotives, hint hint):
Fuel
The trains runs on a wide variety of burnable fuels, and each has its own set of benefits and drawbacks. Some are just all-around better than others, but the sucky fuels are more easy to find or plentiful in-game. Some fuels can be used for unique purposes, others have hidden drawbacks. Certain fuels make the trains produce oddly-colored smoke.
Gauges
There are 3 gauges to keep track of: Boiler Temperature, Boiler Pressure, and Water Level.
The Boiler Temperature Gauge denotes the current temperature of the Boiler, and goes up to a certain limit in Degrees Celsius (because it is better for math). If the Boiler reaches its Temperature Limit (815 Degrees for the Normal Engine), it will suffer CATASTROPHIC MELTDOWN and rupture, blowing the locomotive into all of its components. The Boiler component in this case is replaced with a Ruptured Boiler, which can be salvaged by crafting it for 9 Iron ingots. The locomotive will also create an explosion of Explosion Power 1-10, depending on the Boiler Pressure. It is entirely possible to make a nearly empty boiler melt down, causing a nearly-damageless explosion and destroying your engine. Higher Boiler Temperatures mean more Boiler Pressure. No Pressure is built until the Boiler Temperature is 100 Degrees or greater.
The Boiler Pressure Gauge denotes the current pressure of the Boiler, and goes up to a certain limit. If the Boiler reaches its Pressure Limit (equivalent of 17 atm for the Normal Engine), it will explode with effects identical to the explosion described above. Higher Boiler Pressure means more speed and more acceleration.
The Water Level Indicator denotes the current amount of Water contained within the Boiler. Water is expended as you move forward, but relative to the Boiler Pressure. It is entirely possible to expend your entire Boiler and go nowhere, or move hundreds of blocks with little expense.
Levers, Dials, and Inputs
The train is controlled by a series of inputs which present themselves as a Heads-Up Display when you enter the Engineer's cabin.
Throttle (regulator): Controls speed indirectly via denoting how much Pressure goes into the Engine from the Boiler. It has four Settings: Off, One-Third-Steam, Two-Thirds-Steam, and Full Steam.
Reverser: The transmission for the train! Controls which direction the moves. Can only be activated when the Throttle is Off, but it doesn't matter how fast the train is going, or in what direction! Can be used for a cool engine-brake effect, like in Semi Trucks or Manual Transmission Cars. This is achieved through turning the Throttle Off, reversing the Reverser, and re-applying the Throttle, which puts pressure into the cylenders despite the pistons operating in reverse due to the Train's momentum.
Brake: A brake lever that controls how much steam is sent into thebrake pipe leading to the Brake. It has four Settings: Brake Off, One-Third-Brake, Two-Thirds-Brake, and Full Brake. When the brake is applied, it will use friction to stop the trains wheels, and the pressure applied is based upon how much steam resides in the boiler. If full brake is applied when enough pressure is built up, that seizes up the train's wheels. You will slide along the tracks making cool sparks until you come to a rest. Please note that this is an inefficient braking mechanism, and will give you a much greater stopping distance. Using the Brake automatically sets the Throttle to the Off setting. Slide distance is proportional to Train Weight and Train Speed.
Whistle: Expends a set amount of pressure per second to make a loud, low whistle noise. Just like real life!
Emergency Release Valve: Opens up a bunch of emergency pressure-drainage valves that expend Pressure really, really fast. Won't waste any Water if the Boiler Temperature is below 100 Degrees Celsius.
Engines: The train is powered by engines! They use a well-thought-out, suscinct formula that comes directly from real railway engineers to convert a volume of steam into Force for the locomotive to use. They are also only that, besides a cool-looking graphic on your engine model.
Crafting:
Crafting such powerful engines can be a daunting task if one doesn't know where to start. Thankfully I have included a comprehensive crafting guide for every aspect of this mod.
Please note that due to my busy life, I have little time to fool around with Minecraft Recipe Designer, so recipes including mod-unique items have been omitted until further notice.
Basic and Universal Locomotive Parts
Train Tracks
x2
These tracks are 3x8, Bed-like objects which are wider than they are long to accommodate the Trains. I have made the Train Tracks inexplicably multiply themselves in order to speed up the process of making cross-country rail lines without INVediting. I suspect I may have to break down these tracks into smaller track bits, probably 3x1 incremental bits just to make life easy. You can craft a normal straight track into 8 incrementals, or 8 incrementals back into a straight track (just to make life easy).
I will definitely add in a "placing template" that will appear on the ground when you look at a block with a track in hand. These will help guide your placement of the large track pieces, and allow you to plan out bends, railyards, and all kinds of mayhem.
BIG IMAGE
Curves are a specialized kind of track, which I haven't worked out yet. Obviously, S-bends are simply tracks placed one block to the side of each other, but 90-degree turns are a whole different animal. One thought is to have craftable turns that are like huge beds, only they aren't perfectly square, they follow the curve of the rails over several blocks. Either way, the idea is in the works, and in the end there will be no goofy 90-degree hairpins like Minecart tracks have.
Inclines are also a hairy prospect. Do note that 45o vertical ascents are definitely out, however the block scaling for ascents is hard to guage. I am adding in a 1-by-8 slope (a 7.125 degree incline) for the moment.
The second hairiest prospect is the idea of smooth transitions from inclined to flat track. These trains are big, and tiny Minecarts feel disjointed and jerky when hitting an ascent, not to mention the modeling problems occuring from such rails. I suspect that there may be some extra conditions to the 1-by-3 pattern that must be made, like additional flat rails which automatically include "incline debuffer" or "slope smoother" curved portions automatically, which flatten out to normal track height. I don't know, adn we will better define that when the time comes.
Switch-tracks are totally in. I only plan to release "deviating" switches that branch to the left or right, so no Y-switches for now. We will see about those later.
Turntables are in, and probably going to be a nightmare. They are going to be fairly large constructions, which will mean that you have to prepare yourself a large square hole beforehand to place the turntable in. It should be large enough to rotate an engine with coal tender, so think around 16-square blocks or less in ground space.
Inclined curve tracks are a special bonus that people might get after the first mod version is released. I will see how I feel about trigonometry in Minecraft then, and only then.
Locomotives
Functional Models
Model Fairlie Locomotive
BIG IMAGE
Planned Models
Remember that these locomotives are inspired by their respective links, not direct copies. All Locomotives in Minecraft are the creations of the Minecraftians.
The Basic-type is similar to the Sudbahn Class 23, but has no roof and lower, shoulder-high walls. It also has no big smoke stack, and instead runs its smoke in two exhaust pipes along the flanks of the Boiler and releases it out to the side (and down away from you) once it nears the Cabin. The front is an asymmetrical criss-cross of a handful of pipes, including one that comes down in front and runs under the chassis, but disappears above the Bogey.
http://en.wikipedia.org/wiki/GKB_671
A Beyer-Garratt-type locomotive that has poor Efficiency due to its Weight, but has the most Force of any locomotive in the mod, due to it having two engines. Has a slightly smaller Top Speed than the Climax, and has a poor Acceleration.
http://en.wikipedia....i/Beyer-Garratt
A Shay-type locomotive that is more expensive but more Efficient than the Basic-type and has a stronger Boiler. It should have a lot of Force, and better Acceleration than the Basic.
http://www.mrollins.com/shay.html
http://en.wikipedia....Shay_locomotive
A Gruman-type steam shunter locomotive. Compact and powerful, but kinda ugly and steampunk, it is an engine straight our of my imagination. Mid-range Acceleration, poor Top Speed, but high Force. This can haul several cars, and is designed to move heavy loads in a yard. It has a metal cabin in front, which you stand in, and a slightly slanted, almost vertical boiler in the back. Several pipes run about its sides, and it has two pistons beside the cabin and above the smaller front wheels, which power the larger back wheels. Only has one, mack-truck like smoke stack out the left side behind the cabin.
A Mack-type electric switch locomotive that burns Redstone. Rapid Acceleration, but low Top Speed and low Force. It has a better Top Speed than the Basic, and the 2nd best Acceleration due to its light weight, but can only haul one car with any Velocity. It should work more like the Powered Minecart, but with overheating.
http://www.valleymod...roducts_id=2200
A cheap but low-quality Jervis-type 4-2-0 with a weak Boiler and poor Efficiency. Low Force, but very light. Can still haul multiple cars, but takes hills poorly. It should be quite fast when unhooked from other cars. Acceleration is slightly better than the Shay, but nothing like the Mack.
http://en.wikipedia.org/wiki/4-2-0
A Climax-type locomotive with a roughly 1.5 meter flywheel situated about 2 meters high (at the axle). The piston would push upward, from the front. It would have a higher Top Speed than the Shay, but lower Force. It still surpasses the Basic in every way.
http://en.wikipedia....imax_locomotive
A Fairnsworth-type magical/electric locomotive, with six tall, vacuum-tube tanks that protrude vertically from either side. While opaque, they do produce Tesla-coil-like effects from their top-most nodes. Battery-style power plant is charged on Gunpowder, Redstone, Blaze Rods, Gold Bars, Gold Nuggets, Ender Pearls, Glowstone Powder, Soul Sand, Diamonds, and Emeralds. Stores a charge that can spent to power the train, with no worries of overheating or over-pressuring. Very expensive to make, and will attract lightning during lightning storms. The lightning hits one of the nodes at random and will fully charge the train, but damages the engineer (you!) a small amount in the process. Should have the best Acceleration/Weight ratio, but less overall Acceleration than the Mack. It will possess a sizable amount of Force, and probably the best overall Top Speed, but should be outclassed by the Beyer-Garratt in terms of raw hauling power.
See the Intercontinental: http://finalfantasy....al_Fantasy_VIII)
Military Engines
The Mokusei no Akuma is a wooden locomotive with a top-mounted Multiballista and two side-mounted Fire Cannons. This locomotive is mostly just an engine with a wooden frame. The frame is rectangular, and the engineer sits in a metal-frame Cabin held up with wood. The Multibalista fires three arrows per shot, side-by-side, and controlled by the engineer. The Multiballista has several enchantments compared to a regular bow. The sponson-mounted Fire Cannons spin in turret enclosures, with metal blast shields attached to the front. The back has the gears and mechanisms of the turret showing. The Fire Cannons launch Fire Charge shot. The front has a metal bulldoser bumper bolted on, and metal plating bolted on in various places, but always symmetrically. This engine can hitch up and haul cars, but it has the stats of a Basic-type locomotive.
A Gunther-type war locomotive equivalent to the Shay, but with lower Acceleration and higher Force. It is angular, slab-sided, and features a powerful main Cannon Turret mounted on the forward topside. When manning the locomotive, use the "X" key to open the Ammo Box and put in Shells, which automatically reload the Cannon. It has two smokestacks on the sides of the engine, directly in front of the armored cabin. It has high Health. The Gunther can hitch up and haul cars.
A Godhammer-type heavy rail titan. This behemoth of the rails is a pure and simple tank, and thusly cannot hitch up and haul cars. It has a low Top Speed and Acceleration, but Fairnsworth levels of Force. This engine has the highest Health of anything else in this mod, and has a dual-barreled Main Cannon Turret on the front of the engine, and two side-mounted Cannon Turrets on each side of the rearward flanks. These side Cannons are controlled by Passengers, which can embark onto the engine. These side gunners also control two forward flank-mounted Gatling Guns that fire Musket shot from Balkon's Weaponmod at four rounds per second. When manning a Cannon, use the "X" key to open the Ammo Box and put in Shells, which automatically reload the Cannon.
Cars
Tender: A small Car, at least when compared to its contemporaries. This car stores an extra Boiler's worth of Water and two Large Chest's worth of storage for fuel (and secret weapons).
Flatcar: This is a simple car, just a big flat slab on wheels. From this car, you craft all other cars. You can still use this car, though. Just hook it on. Really.
Boxcar/Hopper Car: Both of these cars serve the same function, namely moving stuff. These cars have a very, very high storage capacity. Boxcars can be accessed like Chests, while Hopper Cars have the ability to automatically store any item places on their topside, as it just falls in! They are made of different materials, but they hold the same capacity, namely a whole lot!
Passenger Car: The main reason the Rails are three blocks wide. Walk down the center isle, get trapped when someone comes the other way, inconvenience everybody by usurping somebody else's seat... just like real life! When you "use" the Seat, you sit down in the chair! The chairs face each other, too!
If I get too much time and skill on my hands, I will see about adding a private chat for people facing each other in the car, for Dreadnought (by Cherrie Priest) style intrigue and Firefly (the TV show) style awkward train moments ("Then why was there a gorram contingent of royal guards in the other car over!?")
Diner Car: The second reason the Rails are three blocks wide. Seats like the Passenger car, but instead of pew-like benches, you have romantic 2-person booths! On the right side is a bar, with an in-built Testificate bartender that will trade with you! Baked goods! Milk! Cake! Just come prepared with Emeralds.
Sleeper Car: The most difficult car to code. This car has beds, like three double bunks per side, where the seats were in the Passenger Car. Built of the Flatcar chassis, this car looks identical to the Passenger Car on the outside. It allows you to Sleep while on the move. Yeah, that pipe dream.
Craftsman's Car: A perhaps an even more difficult car to code. This car has a Furnace, a Crafting Table, and a Double-Chest all built in. I intend to make them all useable while moving, but we shall see...
Caboose: Another car based on the Tender chassis. Yay, ubiquitousness! This car has a small second story, which can be accessed by climbing up a ladder. Hopefully, the second story will do a kind of binocular thing, but that will probably wait until the second or third mod iteration. It also has a chest and bed, perhaps making this car the most dificult to code.
Military Cars
My plan for Military Cars is to add a Health or Durability feature to each Car. That would allow for anti-Train and Train-to-Train warfare. This whole add-on would come with a later version of the mod, and use Balkon's Weaponmod and/or cannibalized code from the Turrets Mod. If I put this in place, the mods would be compatible, and I hope to add explosion particles to the firing of Powder Weapons, one poof for a Musket, three for the Blunderbuss, and several for the Cannon, unless the particle system already exists.
Ballista Car: This Car is built off the Tender Car chassis, and is thus shorter than a Flatcar. It uses the Turrets Mod and the Engineer's 3rd/1st-person visuals (from this mod right here) to make an automatic Ballista turret emplacement in your Train! The ballista has several enchantments compared to a regular bow. When manning the Car, use the "X" key to open the Ammo Box and put in arrows! The cart has more Health than a Passenger Car, but not as much as an Armored Car. It can be upgraded through crafting to be Iron-plated, upgrading to high Health. It should be simpler to build than other Military Cars, to compensate for the weaker armament.
Kasai Nage: Very similar to the Ballista Car, and built with a Dispenser instead of a Ballista when crafting. Armored metal Turret houses an automatic Ballista. It can only shoot Fireballs, and has a Chest capacity for the Fire Charge ammo. Burns things real nice.
Mortar Car: An upgraded version of the Ballista Car. Uses the Balkon's Weaponmod cannon in place of the Ballista. Fires Cannonballs; must be reloaded manually, like a Musket, by using the "E" key and dragging from the Cannon's internal storage Inventory to the internal 2x2 crafting screen situated above the Inventory like a copy of your basic inventory. Armors exactly like Ballista Car, and has exactly the same health.
Armored Car: An Iron-plated and hunkered-down Passenger Car. It has no seats, but does have two chests at the back of the Car on either side of the door. Has upward-opening hatches on the windows, which open like Wooden Doors to allow you to fire out. Be careful, though, because you will take damage through windows from explosions or weapons. Has high Health.
Spawner Car: Essentially nothing more than an armored boxcar, the Spawner Car creates a contingent of various non-Endermen mobs while not in use. To open it, you get behind it (or in front of it) and pull the Lever on the corresponding side of the Gantry. The Door will slide open, and out of the intentional darkness will flood a tide of Zombies, Skeletons, Spiders, Creepers, Cave Spiders, Spider Jockeys and any other mobs I see fit. Mostly used as a terror weapon on enemy bases. Medium levels of Health. When destroyed, it will release a huge swarm of mobs.
War Car: A complex Car to use. Literally looks like the Monitor on wheels, but with two Turrets. Not based on any chassis. The Car has very high Health, and the Turrets have one Chest for ammo, each.
http://www.armchairg.../Arm_trains.htm
Fuels:
A big part of running a train is fueling it. Obviously you won't get far on a single hunk of coal, but I try to be fair, balanced, and realistic with the fuel economy. Below I have listed every fuel, and each fuel's specs. If only I could make a spreadsheet grid in the forums...
-------Fuel-------Heat/Second----Burn Time---Max Heat---Smoke Color
Leaves/Paper____8oF/sec______1 sec._________________Black
Wood Planks____1.5oF/sec_____8 sec._________________White
Logs___________1.5oF/sec____12 sec._________________Grey
Coal____________2oF/sec_____15 sec._________________White
Lava______________________120 sec._________________Netherrack______3oF/sec______6 sec._________________Black*(Please note that these numbers are in Fahrenheit, not Celsius. I may convert it later, I may not. Much of the actual work is done in the computer code, so the number scale that the user is relatively arbitrary as long as it has defined boundaries and stays the same.)
Blaze Powder____8oF/sec______3 sec._________________Red
Presto Log_______8oF/sec_____60 sec._________________Purple
Mycelium_______1.5oF/sec____15 sec._________________Grey
Haemobitumen___7oF/sec_____5-11 sec._______________Spark-filled Maroon
A Locomotive consumes Fuel, which boils Water. As water is boiled, it turns into Steam (above 100oC), which has variable Pressure. To burn Fuel, you press "B" when inside the Cabin; this opens up an interface that looks like the Furnace interface, except vertically stacked and tall. This height is filled by a Water Level Gauge, which is graduated at one-fourth intervals. Below the gauge is the basic Fuel Slot, which is fill-able up to a full 64 stack of any type of fuel.
Fancy Fuels
Haemobitumen - Becomes 8 Haemobitumen Powder
Presto Log
War
War... war never changes. The war trains get guns, so we need to address how war works for trains!
Guns
To fire any gun, press the Space Bar. To exit a turret, press "Q". To bring up the Ammo Box GUI for any gun, press "E". Aim with the mouse, zoom in as normal. Each gun has its own ammunition, and each round has its own effect.
The Ballista is eccentially a bow turret, but the bow in question has Power III and Punch II. The reload time (down time between shots) is about a quarter-second, and the Ballista has double the range of a Bow. It expends Arrows to fire.
The Fire Cannon is a snub-nosed gun, that is effectively a Dispenser turret that can only shoot Fire Charges. Each Fire Charge expended will actually shoot three Fire Charge shots in a row, and the reload time will be synched up to allow the Fire Cannon to appear as if it is shooting continuously, as long as the fire button is pressed.
The Cannon is a tiny Naval Gun that shoots customized ammunition included with this mod, called Shells. These have a one-second reload time, and will make mechanical sounds until reloaded. The shells travel in a wide arc, which is mostly negligible when shooting at close targets (5-20 blocks away). They have an Explosion Power of 2, and will break Stone if the shell hits directly, or Dirt blocks and weaker items if caught in the blast. As an example, a Ghast Fireball has Explosion Power 1, a Creeper has Explosion Power 3, and TNT has an Explosion Power of 4.
Ammunition
All ammunition is stored within the gun like items are stored within a Dispenser. This inventory can be accessed by pressing "E" when manning a gun. The screen is identical to that of a Dispenser interaction screen, and all you do is load whatever ammunition that gun uses into the slots provided. It fires exaclty like a Dispenser dispenses, taking items from its inventory slots when used. Note that you cannot fire anything but the proper ammunition from any given gun.
Damage and Health
Any given car or engine has a Level of Health, set in Hearts, and an Armor Rating, set in Bars. Armor never looses durability, and remains a permanent stat on the car in question.
The Level of Damage of a basic, Flatcar-chassis-derived car is 100, and thus has 50 Hearts, and has 3 Bar of Armor. A basic Engine will have 4 Bars of Armor, and 70 Hearts of Health. Engines that are physically larger, like the Beyer-Garrett-type, will have more Hearts of Health, but the same Armor Rating. The Level of Damage of a basic, Tender-chassis-derived car is 45 Hearts, and have 3.5 Bars of Armor.
The Level of Damage of an Armored Car or War Engine is often elevated, alongside the obvious increase in Armor Rating. An armored, Flatcar-chassis-derived car has 100 Hearts and 8 Bars of Armor. An armored, Tender-chassis-derived car has 125 Hearts of Health and 8.5 Bars of Armor. Look in the Description of any car or engine to find the real, true Hearts or Armor Value.
Damage is dealt to a Car or Engine in three ways: Falling, Explosions, or Attacks. In terms of Falling, this works exaclty like Mob or Player falling damage. In terms of Explosions, this works exactly like Mobs or Players taking damage from explosions, as opposed to Block damage. In terms of Attacks, this works like Mobs taking damage.
No Engine or Car will ever be affected by potions. To Repair a Car or Engine, you take an Iron Ingot and right-click on the Car or Engine. This repairs two Hearts of Damage. To know the Damage of an Engine, you enter the Engine and look at the Damage Gauge, which will slowly tick down clockwise from vertical back to vertical. To know the Damage of a Car, you can see the Damage Gauge in the upper-right corner of your screen when you are a passenger, or when you enter the GUI of a Storeage Car like a Boxcar or Hopper Car. You cannot Repair a Car or Engine beyond its maximum Damage Level.
Making Trains
Quote from AnonTheMouse
Now all we need is a way to hook carts together. Maybe some sort of chaining mechanic. Perhaps something you could create anchors... or even some sort of mail armour out of.
My thoughts exactly! Using the Couplers you install into your Locomotives (and onto the back of Cars) you can chain up your Locomotives and Cars into full-fledged trains!
Banner
Here is the banner that Fluxigon created. He hope you like it, because I can't really see it!
Code:
[center][url='http://www.minecraftforum.net/topic/773520-comming-soon-flinttds-trains-mod/'][img]http://dl.dropbox.com/u/34347158/FlintSig1.png[/img][/url][/center]
Quote from FAQ Q&" rel="nofollow">" href="A BBQ">»
Is the mod dead? Because it looks dead to me.
No, the mod is not dead. I will finish it and continue to support it for future Minecraft releases. Who knows, it might support the Technic doohickey to.
Do you still need a coder?
Yes, I will always need a coder. Yes, they are in short supply. No, you probably will not get paid.
Will you include X locomotive please?
I will try to include as many different locomotives as possible. That means functionally different, not aesthetically. Similar-looking Steam Engines or Diesel Engines will probably not be added. If you want 31 flavors of locomotive, there is a game on Steam called Railway Simulator, that will not stop flooding my updates box, that I think you would enjoy.
You and your team don't seem very organized...
No, no we aren't. It probably has something to do with the whole "not getting paid" thing. Also, that wasn't a question.
Why is are the engines on your locomotives so simple/screwed up?
The engine is over-simplified and indestructable because really, the boilers are the main mechanic that provides the look and feel of a steam train. I wanted to make the boiler for this mod, not the engine, which is infinitely more complicated and not worth my time or yours.
Will you marry me?
Who are you, and how did you get in my Q&A BBQ!?
More Coming Soon!
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Ri5ux posted a message on [1.5.2] Aliens Vs PredatorThere is a new thread, it contains a more updated version of the Alien Vs Predator mod: http://www.minecraftforum.net/topic/1521567-/Posted in: WIP Mods
Please visit http://ri5ux.weebly.com for more information and updates.
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Common Links----------------------------------------------------------------------------------------------------------------------------------------------------------------
What's the story behind Aliens Vs Predator?
Basically we have three main types of species involved... Aliens, Predators, and Humans. The Alien species will kill everything and anything that gets in its path. The Predator on the other hand uses the Aliens as tools for training themselves to become warriors of mass destruction. In each of the AVP movies, the aliens found their way to our planet and the predators or humans found a way to kill them off. Strangely enough, the predators would do anything to prevent the aliens from killing off the entire human race, because we were the key to fit the missing gap in the aliens life cycle. Without us, the aliens would not be able to reproduce normally. Even though the predators were defending us, if a human were to get in the way of a predator, or if a human was found to be a threat, that human would be killed because of the fact that the predators were considered gods and treated that way thousands of years into the past.
What type of stuff does the mod add?
This mod adds in the three main species involved in the movies as mobs, also adding in a few necessary for the Alien life cycle. You don't have to be someone who plays survival to get the best out of the mod though, because the mod adds in multiple blocks for the creative side of people as well. The mod also adds in several items and weapons.
Why did I create this mod?
If you have been playing Minecraft for as long as I have, you already know that the game lacks challenge. The lack of challenge makes the game become boring and eventually we have people who stop playing the game, so I came up with this conclusion: Why not create a mod that fixes this problem, a mod that adds challenge to the game!
It isn't working for me! Help!
Please do not reply saying that the mod is broken, or doesn't work. It does work. If it doesn't work for you, it is a problem with the person who installed it and that person needs to learn how to install mods. The most important step in installing this mod is to read the instructions. This isn't hard guys, It's as simple as it can get! If you honestly can't get it to work, use the automatic installer found in the Downloads section.
Videos
Downloads
Backup your .minecraft folder and worlds before using this mod, I am not responsible for corrupt worlds or corrupting your copy of Minecraft!
All downloads have moved to my website! Please go here to download my mods!
If you would like a direct link, you can download it by going here
Installation
How to install the mod on a Minecraft Client
1.) Download Minecraft Forge
2.) Navigate to your .minecraft folder located in your Application Data folder
3.) Open your minecraft.jar with any archiving program (WinRar, 7-Zip, etc)
4.) Copy the files from Minecraft Forge into the minecraft.jar
5.) Copy AIRI.jar and this mod's file, AliensVsPredator.jar, into the .minecraft/mods/ folder.
6.) Important! Do not open AIRI's jar file or my mod's jar file, Only copy it!
How to install the mod on a Minecraft Server
1.) Download Minecraft Forge
2.) Navigate to your servers directory.
3.) Open your minecraft_server.jar with any archiving program (WinRar, 7-Zip, etc)
4.) Copy the files from Minecraft Forge into the minecraft_server.jar
5.) Copy AIRI.jar and this mod's file, AliensVsPredator.jar, into the server/mods/ folder.
6.) Important! Do not open AIRI's jar file or my mod's jar file, Only copy it!
Banners
[code]
FAQ - Read if you have questions
1. The mod isn't working/my game crashed!
A: Make sure that you are not using MCPatcher to install the mod. You can't use it. Try the mod's automatic installer. If you continue to have problems, leave a post! IF YOU DO NOT POST A CRASH LOG, I CAN NOT HELP YOU.
2. Can I install ModLoader/Do I need to install ModLoader?
A: No, do NOT install ModLoader, even if other mods say they need ModLoader, don't install it. Forge is now a more advanced alternative to ModLoader. All of your ModLoader mods will continue to work as long as forge is installed.
3. So I used MCPatcher, and now Minecraft crashed/textures are white!
A: Don't use MCPatcher. It adds extra, unnecessary files, and breaks Minecraft Forge's HD Texture support.
4. Will we ever be able to become an alien or a predator?
A: Don't even ask this. The answer is NO. At least for now, unless I can find a way around coding it properly.
5. My facehuggers look like rabbits!
A: Do you have the DivineRPG mod installed? It is known to cause issues with mobs.
License
Aliens Vs Predator Minecraft Mod
Copyright © 2012-2013 by Ri5ux
1. Liability
This mod is provided as is with no warranties, implied or otherwise. The owner of this mod takes no responsibility for any damages incurred from the use of this mod.This mod alters fundamental part of Minecraft, parts of Minecraft may not work with this mod installed. All damages caused from the use or misuse of this mod fall on the user.
2. Use
Use of this mod to be installed, manually or automatically, is given to the user without restriction.
3. Redistribution
This mod may only be distributed where uploaded, mirrored, or otherwise linked to by the owner solely. All mirrors of this mod must have advance written permission from the owner. ANY attempts to make money off of this mod(selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the owner may claim damages or take other action to rectify the situation.
4. Derivative Works/Modification
This mod is provided freely and may NOT be decompiled and modified for private use. Public distribution of modified versions of this mod are STRICTLY FORBIDDEN and may be subject to certain terms.
You may not distribute, decompile, or use any components from within this mod without my written permission. You may not use this mod in any mod-packs or use any textures from this mod without permission, unless otherwise stated.
Click the button in the bottom right corner of this post to help raise the mods popularity. The more popular the mod gets, the more that I work on the mod features and updates!
- To post a comment, please login.
10
it currently adds in:
A Chest bookshelf
An Empty Bookshelf
A Bookshelf with cobwebs
An Empty bookshelf with cobwebs
now on to the blocks
The Bookshelf with a GUI
The Empty Bookshelf
and in large bookcase form
The Recipes
(Thanks Ri5ux )
Recipes
To Make The Bookshelf With a GUI
To Make a Regular BookShelf a different way
To Make Empty Bookshelf
Mod Spotlight
i need one...
Step 1 download minecraft forge recommended
(you install this to your jar)
Forge is found here ---> http://files.minecraftforge.net/
Step 2 run your game and go back to your .minecraft folder you should see a ton of folders and one named "mods"
**Before Step 3 Check Downloads for Reactioncraft BaseMod (its now needed to run all of my mods)**
Step 3 you stick the zip's for both mods into your .minecraft mods folder and run the game
Step 4 come back here and support the mod with a +1
Added: Scroll shelves
Fixed tons of bugs across all mods that suspended faster updates
All Mods Now Require RcAPI to run
Version 1.4.2 R4:
Should hopefully add creative tab...(coming soon)(Scrapped)
Version 1.4.2 R3:
Fixed Texture Bug on bookcase door
Version 1.4.2 R2:
Added Custom Creativemode tab(suspended for fix of R1)this version was also skipped due to messing up the first patch that should have been R2
Version 1.4.2 R1:
Fixed chest sound.
Added Wooden Bookcase Door (looks like normal bookcase)
Added a cobwebbed Bookcase (future use..)
Added a cobwebbed Bookcase with books (future use..)
Fixed SMP (should run now...not like before..)
Fixed Others bugs and proxy and ect.
version 1.4.2 just updated
version 1.3.2 release
Known Bugs:
the bookcase door drops wooden doors (refuses to do anything else atm..)
there will be a FATAL crash if you place a chest near a bookcase chest dont do it!
to fix remove the mod, break chest... then reinstall mod
prerequisites:
Pm me if the link stops working for any reason and ill have it fixed asap!
Downloads:
Reactioncraft Better Bookcases 1.5.1:
http://adf.ly/NRpRR
just incase you missed or cant find forge
Forge: http://files.minecraftforge.net/
i removed older versions from my dropbox... they shouldnt work...Release 2 for 1.4.6 (Recommended version of forge)
http://adf.ly/GelWZ
Release 1 for 1.4.6 (Recommended version of forge)
http://adf.ly/GeExX
Release 5 for 1.4.5 (Forge 6.4.0.395):
Dropbox: http://adf.ly/G9arv
#600+ downloads
Release 3 for 1.4.2 (Forge 355) - 1.4.4 Downloads:
Dropbox: http://adf.ly/EgeRU
Mediafire: http://adf.ly/Ege8b
(had a texture bug)
Dropbox: http://adf.ly/EgIK5
Mediafire: http://adf.ly/EgI7S
Number of Download: over 300 (so far!)
for 1.4.2 Release..
Dropbox link (use before mediafire)
Coming Soon (third release, will add structures fix redstone activated door not opening, and any issues found in second release)
Link: http://adf.ly/E6XB4 (second release, with two more bookcases, a new texture for the empty bookcase, secrete doors and 1 bug that will be squashed when its found)
Link: http://adf.ly/E45lx (first release, now outdated but works)
Mediafire Link (over limit..... mediafires only weakness!)
Link: http://adf.ly/E2kfb
Number of Downloads: 15
for 1.3.2
Link: http://adf.ly/E0qCR (first release, now outdated but works)
Other Mods i've Created or work on:
Reactioncraft Currency Mod
Reactioncraft Extra Fences
Reactioncraft Ores (only adds silver ore to be used with the currency mod as of this point)
Reactioncraft Plants (no pun intended)
Reactioncraft Plantz (pun intended)
Aliens VS Predator (by Ri5ux, i helped during 1.2.5 to bring to forge!)
check on Esper.net (#risucraft or #minecraftforge channels, my name is eragonn1490)
Redistributing: Do NOT redistribute unless you use MY adf.ly links, and please refer the the copyright below.
ModPacks: Message The Owner first. (ill usually say yes, and Tekkit has 100% permission as long as im notified)
Videos: Feel free to use in videos, but leave a link on this thread to your video if you want me to use in the main post.
Code: Message me first depending on what you want will get your answer. (mostly closed src)
This document is Copyright ©(2012) of Eragonn1490 & the Reactioncraft Team (hereafter referred to as "The Owner") and is the intellectual property of The Owner. Only Minecraftforum.net (Under username 'Eragonn1490') are able to host any of The Owner's material without the consent of The Owner. It may not be placed on any other web site or otherwise distributed publicly without advance written permission. (Electronic mail is acceptable as long as you wait for a response.) If you mirror this mod page or anything The Owner has made on any site, The Owner may seek compensation for the damages through a lawsuit.
1
2
1
from copper to Gold
with a future possibility of gems as currency in a different form
Pictures:
ModSpotlight:
Installation:
1 Install minecraft forge ---> Recommended for 1.4.6 or 1.4.7 <---
2 apply minecraft forge to your jar
3 run minecraft forge to create a mods folder (unless you already have one)
4 place mod to the mods folder
5 enjoy mod
6 support the mod here!
ChangeLog:
Fixed Whiteboxes...
Added way to craft silver coins (forge ore dictionary, all coins use so if you cant make add a mod!)
Release:
Bugs known / squashed no way to craft silver coins.. whiteboxes
Downloads:
1.4.6:
Minecraft forge:
Forge: http://files.minecraftforge.net/
Other mods i work on or created:
Reactioncraft Better Bookcases
Textures By Fred_Funny
3
Recipes:
During beta release just put a clear glass block in a crafting table with an item dye
you will need to mix dyes with molten glass and smelt with a glass block mould?(still planning)
ModPacks: Message The Owner first. (ill usually say yes, and Tekkit has 100% permission as long as im notified)
Videos: Feel free to use in videos, but leave a link on this thread to your video if you want me to use in the main post.
Code: Message me first depending on what you want will get your answer. (mostly closed src)
This document is Copyright ©(2012) of Eragonn1490 & the Reactioncraft Team (hereafter referred to as "The Owner") and is the intellectual property of The Owner. Only Minecraftforum.net (Under username 'Eragonn1490' & or 'TamashixSoul') are able to host any of The Owner's material without the consent of The Owner. It may not be placed on any other web site or otherwise distributed publicly without advance written permission. (Electronic mail is acceptable as long as you wait for a response.) If you mirror this mod page or anything The Owner has made on any site, The Owner may seek compensation for the damages through a lawsuit.
3
This Mod Creates a few more mobs to add into the game
The first mob and most interesting
The Stalker
(images will change over time this is the release quickly made set)
and the Crawling Mobs
there's a zombie and skeleton
(no picture yet they but they work 100%)
There are Bees
(waiting on some stuff before they will fully be implemented but they spawn)
There will be a Player Mob
(to drop a player skull)
lowest recommended is for 1.4.4 (but no guarentees)
Download:
Reactioncraft Extra Fences
Reactioncraft Ores (only adds silver ore to be used with the currency mod as of this point)
Reactioncraft Plants (no pun intended)
Reactioncraft Plantz (pun intended)
Copyright
1
the forum post has also been updated to 1.4.5 standards