If you would like updates to continue, please offer me some support: https://www.patreon.com/MamiyaOtaru
Minimap that also has a scrollable, zoomable world map (access with hotkey 'm'). Click and drag with the mouse, mousewheel to zoom. Right click to manage waypoints and stuff. View the entire single player world, or anywhere you have already visited in a multiplayer world (might be a bit funky with multiverse servers).
download here: https://minecraft.curseforge.com/projects/voxelmap/files
1.14-1.16 requires Fabric. Get the launcher installer here: https://fabricmc.net/use/ and get the api here: https://minecraft.curseforge.com/projects/fabric/files
NEW: Forge version for 1.12.2, 1.13.2, 1.14.4, 1.15.2 and 1.16.1. Installs like any Forge mod. Somewhat experimental. Missing a tiny feature or two.
1.13 requires Rift. Get it here: https://minecraft.curseforge.com/projects/rift
1.13.2 requires Chocohead's Rift release for 1.13.2. Get it here: https://jitpack.io/com/github/Chocohead/Rift/jitpack-d6893ec777-1/Rift-jitpack-d6893ec777-1.jar
1.12.2 and below require Liteloader. Get it here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1290155-liteloader-for-minecraft-1-7-10 Make sure you get a version that goes with your version of Minecraft.
To install on 1.14+
- Install Fabric
- put the fabric-api jar in your mods folder
- put the voxelmap jar file in your minecraft /mods folder
- launch minecraft with the Fabric profile
To install on 1.13
- install Rift.
- put the voxelmap riftmod .jar file in your minecraft /mods folder
- launch Minecraft with the Rift profile
To install on 1.12.2 and below:
- install Liteloader. Follow the instructions in its thread.
- put the voxelmap .litemod file in your minecraft /mods folder
- launch Minecraft with the liteloader profile
Supported languages shown in green on the map image (or red, if that language is a bit out of date). Feel free to submit new (or updated) .lang files here
Video review:
update log:
- config file moved to /config folder. Cache and waypoint data moved out of /mods to /voxelmap folder
- fix for world map data not saving on exit
- support for 512x resource packs (assuming Minecraft itself can handle them)
- fix for entities in minecarts/boats or on non living entities being rendered too high
- world map cache memory usage reduced ~25%
- VoxelMap can now handle more than 65536 unique blockstates (basically unlimited)
- fix bug causing duplicates of waypoints
- fix for donkey, mule, and zombie/skeleton horse icons
- Forge release for 1.16.1
- Can use non-roman characters in waypoint names. (fix to ensure waypoints file is stored with unicode encoding)
- fix for icons for unknown mobs with non standard models (seems to also fix some icons showing as black squares)
- fix player names on the minimap with high definition resource packs
- initial release for 1.16
- Redone much of the icon system to better reflect the shape of mobs. Mobs that use a second layer aren't necessarily all simple rectangles now
- various things to get ready for 1.16, like being able to have multiple dimensions with the same dimension type
- big UI refactor
- radar icons no longer occasionally flash when new ones are loaded
- fixed possible miscoloration of some radar icons
- blocks with custom models worn on heads are more accurate
- on the map, sky color shows now (instead of being black all the time)
- upper slabs and staircases etc correctly show up as non transparent blocks on minimap
- Sheep colors (all of them *cough jeb_*)
- Smoother minimap motion when player is moving at high speed (lerping all the things)
- fix for squaremap transparency stencil not working correctly with minimap rotation on (primarily of use to resource pack authors)
- fix for radar being unable to be turned back on after turning it off (1.12)
- updated packed mixin library (1.12)
- minimize lighting glitches on the world map when teleporting etc.
- villager icons show different villagers again
- horse icons show patterns again (and armor) (1.16)
- radar icons crisper (1.16)
- made compatible with MCPatcher style colormaps in grid layout (fixes yet another some-blocks-turn-grey bug)
- initial upload for 1.16 snapshot (fabric version)
- initial upload for 1.15.2 (forge version)
- fix for grass turning grey on the map when user encounters snow
- fix for mob heads as helmets not showing on the radar
- fix NESW directions text being partially occluded by the minimap
- fix biome names not showing on the fullscreen map
- 1.9.13 apparently was just getting this working on Minecraft 1.15 final dunno
- Fix for rare issue where a block (most commonly grass, sand, snow) would show as the wrong color until restarting Minecraft
- Much more efficient and safe loading of areas that had been previously explored, but not recorded by VoxelMap (Singleplayer only - loading the info from Minecraft's save format)
- (Forge) Fix for movement keys on the world map being unresponsive
- fix for crash when around PigZombies in 1.14.3
- worldmap loads uncached (by VoxelMap) areas from local storage again (SP only)
- can now edit world names in the multiworld screen again
- fixed option sliders not letting go of mouse if it is released when not above the slider
- fix possible crash when looking directly at a waypoint immediately on spawning
- brought back filtering (blur) option (off by default)
- fix bug that prevented connecting to Forge servers (Forge versions 1.13.2+)
- minimap size settings greater than 'Large' now restored on restart
- updated Japanese translation (1.13.2+)
- fixed the unicode language files
- Worldmap less likely to store data for incompletely loaded chunks
- Worldmap more responsive to settings changes
- Fix for redstone losing color in non-live sections of the worldmap
- updated Chinese translation
- fix bug where farmland and paths weren't registering for the opacity based heightmap. This allows wheat, carrots, etc. to show on the map again. Huge thanks to Barteks2x
- fixed being unable to save waypoints in the end
- fix for importing old waypoints from the nether and the end
- Much better at picking up surrounding chunks for the world map (on par with pre-1.14 releases)
- More robust world matcher for multiverse servers
- Ensure world map data saves successfully when the client is closed without first leaving a world/server
- fix bug loading some optifine color properties
- fix opengl error spam when minecraft window is minimized
- fix minimap being black on some hardware (eg macbooks)
- fix crash on rapidly disconnecting from a server after connecting
- allow mobs with spaces in the name to be disabled in the radar's mob list screen
- move map down farther to make room for second line status icons. Also don't move map for status effects that don't show an icon
- partial fix for mapping in The End
- extra size options for the minimap
- Fix for nether in the world map showing junk and not correctly showing solid areas
- Let player specify the name of a realms server for waypoint and map storage
- much better handling of LAN servers
- fixed welcome message being unreadable
- made possible to enter world seed again
- fixed player icons in the player select screen
- don't draw empty chunks onto the world map
- fixed tab ordering of all UI elements
- added color for bamboo biome on biome overlay
- initial release for 1.14, 1.14.1 and 1.14.2
- removed blurriness from minimap and world map (will backport this to 1.13 and 1.12 probably)
- initial release for 1.13.2
- fix for not being able to enter new world names in multiworld selections creen
- new rotating square map option (like xaero's)
- new optional simpler radar mode (like journey map's)
- fix for grass appearing grey on the map with optifine installed
- fix regression with world map using too much memory (compression had been off)
- fix bug preventing icons from refreshing with new resourcepacks (or when toggling outlines)
- more accurate stray and drowned icons in the event of hat layers
- fix for movement keys being set back to default when opening the world map
- ready for update aquatic!
- all new mobs added. Tropical fish icons reflect their full diversity
- now shows underwater plants and transparent blocks
- some biome colors tweaked so you can see the border between them when the biome overlay is enabled
- added optional keybind for toggling in-game waypoints
- turning off coordinate display on the minimap also turns it off on the worldmap
- red lines when grid view is on now reflect Minecraft regions (instead of quarter regions)
- fixed voxelmap menus to work with touchscreen (and touchpad)
- fixed CTM overlay methods sometimes making blocks appear black on the map
- redid CTM support to handle new numberless specifications using block and tile names, and descriptive metadata
- fix for randomobs with newer versions of optifine
- fixed up icons for aether legacy and aether 2
- sky color (on the map) fix when betweenlands is running
- new generic hostile/neutral/tamed icons for when a custom icon can't be built (replaces the colored squares with ? marks)
- released for 1.12.2
- fix so mob icons rotate smoothly when player is in a turning boat
- updated Chinese translations (traditional and simplified) by oldmiow
- initial release for 1.12.1
- new Minecraft themed waypoint icons (temple, pickaxe, wheat, etc)
- /ztp waypointName command works in multiplayer too now (requires /tp or /tppos permission)
- block key stored with persistent world map data, preparation for Minecraft 1.13 (1.8 and up)
- 1.9 and up fix for optifine CTM method overlay, could cause blocks to appear black on map (Sphax BDCraft for example)
- 1.10 and up fixed polar bear icon
- 1.11.2 and up re-added some Twilight Forest icons now that mod is resurrected
- 1.12 fixed parrot icon
- 1.12 added Illusioner icon
- Fix for possible periodic flash with the radar turned on (when failing to create mob icon). Prevented flash; also won't continue to try to make that mob's icon
- Map can use custom icons (in resource pack etc) for built-in mobs too now
- initial release for 1.12
- fixed nether waypoint icons on the worldmap
- trimmed llama icon (1.11+)
- fixed possible crash with Minecraft-Flux (1.11.2)
- fix for guardian elders (1.11+)
- fix for players or mobs wearing plain Steve skull (crash fix for 1.8.9 and below, just visual otherwise)
- screens with filters (waypoints, mob select and player select) start with those filters focused. IE you can open the waypoint list and start typing
- support for a lower res background map that shows the whole server (not just areas players have explored) if it is included in a server resource pack (or elsewhere)
- new keybind: toggle in-game waypoints on/off (unbound by default)
- slime chunks (and option to enter server's seed, if you know it. Otherwise SP only)
- click coordinates in worldmap to enter your own, the worldmap will jump to them
- waypoint view distance affects minimap as well as in game
- spectators can see other spectators on the minimap
- minimap hides with f3
- when in the top right corner the minimap moves out of the way of potion effect icons (doesn't apply to 1.8.9 and below)
- fixed world map zoom not centering on cursor on really HD displays
- initial release for 1.11.2
- 1.11 and up get new old north functionality: toggling Old North on ( for those old alpha/beta maps) actually moves the sun/moon to their original location as well as rotating the map 90 degrees
- fix for hand rendering transparent if in-game waypoints are set to beacon only (fix needed for 1.9.0 and up only)
- fix for freeze in the world map with biome overlay and old north on
- fix unreadable coordinate text for users with unicode font on smaller window sizes
- fix for multiworld automatic world matcher breaking if too many areas went from water to dry
- radar correctly shows blocks on head that have a different model as an item than as a block (1.8 and up)
- artifacts around radar icons after changing resource packs
- tooltip showing when it shouldn't on the player selection screen (for sending waypoints)
- wearing player heads shows correctly on radar
- fix shulker icon
- fix vex icon
- fix for possible corruption around the edges of icons when switching texture packs
- players wearing other players skulls now show the other player's face on the minimap (instead of steve)
- slightly better handling of multiworld recognition for skyworlds
- fix for tooltips displaying when they shouldn't on the player selection (for waypoint sharing) screen
- this version released for Minecraft 1.11 too
- initial release for 1.10.0
- can toggle map off with map menu key (like the inventory screen). Also fixes bug where pressing map menu key while map was open would cause it to open again immediately when it closed
- zooming map with mousewheel doesn't scroll through inventory slots (1.7 and 1.8)
- fix broken waypoint loading (losing capitalization from names, custom icons reverting to default)
- fix broken automatic multiworld detection
- 1.9+ only hotfix: fix to allow world map panning with movement keys when Forge is installed
- fix waypoint share to allow names with unicode and punctuation
- fix crash in worldmap when movement/sprint keys were bound to unicode chars
- fix for possible crash with resourcepacks with enormous font images
- show in world icon for disabled waypoint if it is highlighted
- shared waypoint tooltip translated
- greatly reduce chance of a rare ConcurrentModificationException crash (and eliminated entirely in 1.9+)
- fixed display of helmets added by Forge mods (1.8+)
- fix color reading with optifine shaders enabled
- fix for showing flowing water from Streams mod
- better handling of liquid in general - fix possible purple water bug - (1.9+)
- LMM Mod support, possibly
- mipmapped 0.25 zoom level on minimap, much better looking (1.8+)
- better CTM parsing (1.8+)
- CTM fix for some blocks not loading (1.9+)
- fix for resource packs with really HD fonts not showing player names on minimap (now in versions below 1.9.4 as well)
- filter added to mob show/hide selection screen (now in versions below 1.9.4 as well)
- better occlusion of distant in-game waypoints by far away terrain (now in versions below 1.9.4 as well)
- initial release for Minecraft 1.9.4. Some changes that will also make their way into VoxelMap for older versions of Minecraft eventually
- fix for resource packs with really HD fonts not showing player names on minimap
- filter added to mob show/hide selection screen
- better occlusion of distant in-game waypoints by far away terrain
- fix zombie villager icon
- fix optifine randomobs support
- bugfix: couldn't mouseover waypoints in the nether
- added hotkey to go straight to the waypoint menu
- in-game waypoint signs changed from name+distance to icon (name+distance shown on mouseover)
- highlighted waypoint/coordinate shows up in-game
- fix crash when right clicking on unloaded region in the world map
- better handling for barrier blocks (1.8 and 1.9)
- better handling of waypoint transparency, especially with water (1.9)
- added ability to share waypoints and coordinates with other users of VoxelMap and JourneyMap. Right click on world map, or from the waypoints list
- Polished the highlight waypoint interface (more obvious how to remove highlights)
- bugfix: prevent crash when a player wears an enderdragon head (1.9)
- search for waypoints on the waypoints screen (like creative inventory search)
- highlight specific waypoint or spot on the world map (can make a waypoint easier to find if there are hundreds)
- 1.9 only hotfix: fix for liquids showing as purple with Forge running
- 1.9 only hotfix: fix for junk characters in chat wherever a color code was used
- initial release for 1.9
- switch from using transformers to mixins (safer)
- Fix being unable to hide/show waypoints or mob types by clicking on the eyeball icon in the list view
- re-add a bunch of icons and icon hints for mobs from various mods
- initial release for 1.8.9. get Liteloader for 1.8.9 here: http://jenkins.liteloader.com/view/1.8.9/job/LiteLoaderInstaller 1.8.9/
- for 1.7.10: don't allow unicode characters on the controls configuration screen (like Minecraft itself), preventing a crash when attempting to save invalid (for 1.7.10) characters
- for 1.8: fix so unicode characters chosen as inputs in the controls screen are successfully saved and restored
- fix for mooshroom and spider jockey icons
- less likely to hit out of memory errors
- 1.8 only hotfix: fix for mods' mob icons and icons for blocks worn on player/mob heads being broken with shaders mod installed
- allow voxelmap keys to be bound to mouse buttons (and have them remembered on next load)
- fix for crash when cached data has a no longer valid biomeID
- biome labels on the world map (calculated, and displayed, only after visible regions finish loading)
- the end dimension persistent map can now show structures above y level 90
- regions created with invalid metadata (from before 1.8) will now load in the persistent map in 1.8
- setting worldmap max zoom to 32x remembered for next session (previously reset to 16x)
- uses less direct buffer memory, fix for an occasional crash on initialization (for users whose direct buffer memory was all used)
- fix for rare crash on initialization in the font renderer (NPE)
- slight reduction in memory and storage space for underground dimensions (10 percent-ish)
- fix for invalid coordinate values causing a crash in the new/edit waypoint screen ("done" button greys out as intended with invalid values)
- fix so the map doesn't stop updating when the player is above the build limit (1.8)
- can edit and delete world names for multiworld servers (instead of just choosing one or adding a new one)
- world map: right click works with touchscreens
- world map: underground transparent blocks and liquids don't become invisible if unlit - affected nether-like dimensions
- world map: remove spurious biome tinting for spruce and birch leaves (1.8)
- world map: fix for possible null pointer exception in world selection screen
- world map: mipmapping so zooming extra far out looks better
- radar: helmets with custom models not drawn too large
- radar: more than one icon for mobs from mods and more than one block-as-helmet icon can be created per tick (AMD/Intel), or can be made at all (nVidia) (1.8)
- fix for crash when clicking very right or very bottom of color selector
- fix for crash when running in 1.7.10 after running in 1.8 and having a zoom level unsupported by 1.7.10 (1.7)
- automatically detect multiworld server (without the user manually specifying that it is one, though that's still possible) when switching between two worlds with the same dimension
- multiworld button will flash when attention is needed (multiworld server with the current world as yet unrecognized)
- best effort fix for player icon on worldmap not reflecting player's skin occasionally on first open, or showing as a white square for some players
- more consistent at showing newly explored areas on next opening of the worldmap
- don't save bad data (fix possible corruption of saved map region data)
- possible fix for padding error on in game waypoint text display (1.7)
- show server name instead of address on world map screen (fix for streamers)
- don't freak out when player presses map key while holding a movement key (that would formerly attempt to display an area very far away that was most likely blank, and possibly crash)
- old north setting now applies to world map as well
- old north setting remembered per world, defaults to off (for all those old pre-beta worlds before notch changed the direction of the sun. Set it once for them and it will be remembered)
- partial fix for switching into cavemode when riding a minecart on a slope (1.8). You can sometimes see the sky dim near the horizon when you are riding a cart. This is because Minecraft thinks you are underground; it's a Minecraft bug
- correctly display blocks worn on head when the blocks use a custom .json model (1.8) - see http://chattypics.com/files/blockModelsOnHead_iyt35w8cqx.jpg
- greatly reduce the chance of a ConcurrentModificationError when encountering a resource pack that has a badly formed .mcmeta file for a texture, ie successfully fail and don't keep trying (1.8)
- fix so worldmap is able to determine correct multiworld when first re-joining a server (1.7)
- improved multiworld support. VoxelMap now automatically recognizes previously visited (and labeled) worlds, as long as they haven't changed too much. If the user has stated that a server is multiworld, and a world is not recognized (either the first visit, or it has changed a lot) a message in chat will state that it is an unknown world, and remind the player to manually select the world in the multiworld screen
- manually select which world you are in on multiworld servers that don't communicate with the client via world_info/journeymapServer/voxelPlayer plugins. Credit to cubic72 for the selection screen
- configurable zoom levels. zoom out 4 times as far as before, if your memory can handle it
- configurable in memory region cache size. again, if memory can handle it, increasing the size of the cache makes regions less likely to unload (to reload later) as you pan around
- now cache map data on disk for singleplayer worlds too instead of creating from scratch every time from the anvil files (mostly because loading from the voxelmap disk cache is twice as fast)
- fix for crash when opening the worldmap with coloredLights mod installed
- performance improvement: empty regions do not count towards the region pool size. Loading an empty region will never cause a non-empty region to unload (saving having to possibly re-load it later). Empty regions also use no memory now
- teleport in Nether works much better. Tp will go to the surface the world map knows about. If no surface at that X/Z, will check above and below to find one (everywhere for SP, loaded chunks for MP). If none found, TP not allowed so you don't end up inside a wall
- player icons reflect whether the player has his hat layer turned off
- waypoint icons in icon selector sorted alphabetically
- loaded regions use much less memory, which means, for the same usage, you can now
- zoom out twice as far on the world map
- world map loads much faster. If you scroll faster than it can load, it skips to your current location instead of making you wait for everything to catch up. Regions that have gone off the screen before they could render because you scrolled so fast are now removed from the queue
- keyboard controls for the world map. up/right/left/down to pan, crouch/jump to zoom in/out. hold sprint key to pan faster
- bugfix for zombie villager and spider jockey helmets rendering too large
- add support for CustomNPCs mod
- player icon on worldmap now works when radar is turned off
- small scale skull icon fixed
- keep openGL stack consistent when attempt to automatically create an icon for an unknown mob type fails
- add support for Colored Lights mod
- custom mob icons can be created with a text .properties file, allowing them to use the current resource pack (and saving space over .png custom icons)
- fix for teleport to waypoint sometimes trying to teleport to the coordinates of a waypoint in a different dimension
- fixes for compatibility with shaders mod (roundmap stenciling, blurred text on worldmap UI)
- more consistent getting the name from multiverse servers with the requisite plugins
- zooming in world map much more consistent with low framerates
- handle resource packs included with saves
- handle launchers that connect the client directly to a server
- handle resource pack waypoint icons with different sizes
- waypoints created with a now missing image will show as the default instead of not at all
- lot of CTM and custom color map fixes, which improve support for some complex resource packs that rely on MCPatcher or Optifine
- configurable waypoint icons. Add your own! Either put in the .litemod file with the rest, or create a resource pack with new icons like /assets/voxelmap/images/waypoints/waypointNAME.png
- Internally, using sprite sheets now instead of individual small images. The speed boost is actually rather minimal but it is there, particularly on busy servers with a ton of players and their names being rendered.
- Also persistent map backported to 1.7.10
1
thx, shields are very cool!
btw, I found that the Z key is the Special action at controls.
also, on dual wielding, when I hold the "use item" key, if I am bare handed, the left hand will keep attacking, but if I have a sword it will move to the defense position and will stay; but if I am near a mob, that defense action will actually attack; and if I combine its "attack" with the right hand attack, it will just do the damage of a single sword and not both. should be like that?
mc1.7.10
1
cool!
btw,
could you change the path you store the data from ".\saves\MAPNAME\DigitalXP\" to "./saves/MAPNAME/DigitalXP/"
as on linux it is a bit messy:
Still works but the directory looks really weird as ".\saves\MAPNAME\DigitalXP\"
becomes a single directory and not a tree of directories;
yes linux accepts "\" on file and directories names!
I think it will still work on windows btw.
1
it sounds too good!
I would really like to see a video!
but as it sounds too good I will install it :biggrin.gif:
it seems to conflict with nothing, whats great :biggrin.gif:
I am using tale of kingdoms mod, I think this will be a great addon to put just in the middle of my kingdom :biggrin.gif: :biggrin.gif: :biggrin.gif: (backuping as orientation :biggrin.gif:)
btw, you should put the extra install info (sounds) in the downloaded file to make it easier to ppl install, a readme.txt will do it :smile.gif:
thx! :biggrin.gif:
1
when it was going to generate reef mantas on a new chunk (or something like that)
the game lagged to 0.1FPS!
I had to uninstall the reef mod and reinstall for it to work again, everytime I loaded with reef it got fully laggy,
may be something with their initial spawn? may be could be tweakable, being slower?
could expose them on a properties file so we can twek?
thx! :biggrin.gif:
1
each placed gun powder would fire up that spot and if there is another by its side it will fire up after 0.33s :biggrin.gif:
if a non placed gun powder is there as a dropped item, it will make a mini 1 block, below it, explosion, and light up near placed powder or explode near ones also and activate dynamite.
you would have more time to run :biggrin.gif:
you cold make circles with it!
it would be cinematographic :biggrin.gif:
thx! :biggrin.gif:
1
In short / Summary:
1) build for a reason: defense, access and proper shelter
2) NPC interaction system: proper dialogs, optional ability to type text, NPCs with opinions
3) goals system
I was thinking...
what keeps me away from minecraft after a few mods installation and a few time playing... the reason is simple: I am NOT the building type and the environment is TOO forgiving :sad.gif: (we can simply stay there and nothing [bad] happens...)
ok, thats the reason 1.9 adventure update came for, to bring content to adventurous ppl, who like to explore and earn thru exploration..
but as far I saw it, I havent seen yet some basic things that I will certainly miss when it is ready...
(I havent found a similar thread, therefore if you know about such thread, post here thx..)
Let me put what I would like to see, in other words I miss immersion and environment awareness:
1) build for a reason. I dont like building because it "looks cool", despite I like to see what marvelous things other ppl have build and look thru them all corners etc... I myself dont like to build... unless.... :biggrin.gif:... we have a reason! let me say some reasons:
1.1) defense: to help to protect a village from outsiders attackers, creating escape routes, traps and counter their advancement; this would require hard to break blocks (but blocks should have memory on how much they are already broken if you stop breaking them...)
>>> you would have only a few days to gather resources (or hire or convince ppl to), and prepare the defenses; in multiplayer it would be great, but foes (NPC mobs) would have to be strong and tactically smart to have proper challenge.
1.2) have access: to reach unreachable places (that we already do but not as a goal), for food, build resources, save other ppl in danger etc, commercial routes etc; like making a bridge for ppl be able trespass rivers; that would also require rivers to be non trespassable by foot (by foot you would be dragged, hit by debris and drowned [and damaged of course])
>>> you would have a few days or ppl would begin starving, have weak shelter etc etc
1.3) have PROPER shelter: this would require a few survival things to counter environment weather damage:
a) if it is too sunny and hot you need a shadow OR you will be deprived from water and get damaged (needs thirst)
>>> timed based on season, or you can travel to escape the season
:cool.gif: if too cold you need a fireplace [good] or a sauna [excelent] (a torch [weak] will help but only a bit) (the sauna would require water and a closed building) OR you would spend more food to stay warm and alive requiring also exercise all the time, and would only be able to go sleep if very well fed, excelent wearing and have high constitution (RPG thing...);
>>> timed based on season, or you can travel to escape the season
c) if too windy you would be dragged and damaged from fall, or hit by debris
>>> you would have to be ready for this before hand without advices (not timed)
d) considering all seasons, you would not have access to certain resources on certain seasons; in winter food would be scarce...
2) better NPC interaction system
2.1) dialogs: a simple frame where the text show up, releasing the mouse so we can click on highlighted words or even type text (a minimal AI to understand simple questions and answears)
2.2) NPCs with spoken opinions, they could say what they want or not want from you to do (be just text or spoken, could use external app like festival to synthesize speech).
3) Considering what was said at (1) and (2) we could have the goals system.
Goals would be made of population needs and environment resources and challenges ex.:
- we could have to infiltrate to deliver a peace letter to a betrayed king to prevent war (on failure [getting killed], a cinematic would show up the horrible results of war, before you reincarnate)
- the winter coming and the need to gather food
- a monster attacking a village and kidnapping ppl (for food or sacrifices), and you have to hurry to save them
- we could join ppl to do a work for the village (would require leadership/charisma) or for yourself (would require money); the charisma could be played by typing text, so you could exercise your own charismatic skills (despite being on a limited and controlled/predictable world :smile.gif:)
- we could have traveling tasks to deliver resources before a certain season
- ... be creative :smile.gif:
1
do you think blocks could be transparent when we pick them? or may be shrinked?
and also change the pick distance? (it is current normal weapons reach)
may be we could upgrade the gun so it could have more range?
1
1
do you think the TMI could be used to help on this thread?
http://www.minecraftforum.net/index.php?app=forums&module=forums§ion=findpost&pid=7781035
It would be used this way:
when we move the mouse over an item,
if it has a recipe, that recipe would be shown (like what happens in zombe recipe mod).
if we have the materials to craft it, each time we click on it, the materials would be put on the workbench so we could craft just after!!!
this behavior could be optional (instead of click to get the item); for creative mode it is cool, but for survival mode, it be used only as a reference helper would be great!! :biggrin.gif:
and a shift+click would actually get the item ready! (without need to craft) (optional also, would be good if needed to restart minecraft to prevent temptations :biggrin.gif:)
thx!!!
1
There is the uranium mod, I wonder uranium combined with bread crumbs would give a green shiny track? :ohmy.gif: :biggrin.gif: :biggrin.gif: :biggrin.gif: