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Apr 5, 2012I always make iron hoes. I farm almost EVERYTHING, from wheat to melons. So having a durable, trusty hoe isn't such a bad thing at all.Posted in: Survival Mode
Hehe, that last sentence is totally a "Thats what she said" moment
Apr 3, 2012Posted in: Survival ModeQuote from bluemagic123
Unless you're fighting blazes, why would you need a potion of fire resistance? I can't imagine myself jumping into lava or fire, or digging straight down. Potions of instant recovery can be used in much more situations.
Blazes only attack with fireballs. If you're immune to fireballs, you're immune to blazes.
Apr 3, 2012Fire resistance is the best for being in the Nether or deep in caves. Its saved my life a few times when I mined a block in the Nether and fell into a lake of lava. They are also good for killing blazes for xp and blaze rods.Posted in: Survival Mode
Apr 3, 2012Have you killed any other zombies recently? Then it is the zombies ghost. (Yes, in this case, dead things can have ghosts. Rawr.) You can't see him, but he is always there. The best thing you can do is borrow some Gold TNT from ABlindMoron's quoted buddy, blow your house to hell, and move exactly 3342 blocks from your old house, and resettle.Posted in: Survival Mode
If it still happens, then your screwed.
Mar 28, 2012Posted in: SuggestionsQuote from Geartooth
Oh whatever the hell ever. Minecraft is a broken game from the start.
I don't know why so many people like it, its a stupid game, lazily made graphics, horribly unbalanced.
Then don't play if your just gonna complain about everything.
Mar 20, 2012One of my main worlds spawned me by a village. I started to build a small quarry and dug down until I found a cave. I fought off the initial welcoming party of zombies and skeletons. Not too far from where I entered was a massive pool of lava. I was so excited about finding it because I didn't have enough lava in the village for a portal or an enchantment table. I started dumping down water and mining obsidian. My left click was neing buggy and placing two of everything when I clicked. I placed water which ended up slowly pushing me towards the water. My "w" key was also messed up, so I couldn't move forward. I was slowly being puhed to my death.Posted in: Survival Mode
Luckily, the SHIFT key saved my life.
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Jul 22, 2011kingbdogz posted a message on [1.7.3] Aether Collaboration Mod - V1.02 - NEW MOBS, FIXES, ITEMS AND FEATURES!The new Aether Thread is open for business.Posted in: Minecraft Mods
Mock-up "CD Case" for the Aether! Created by our talented artist, The5.
Hey guys! If anyone wants to come discuss the Aether mod, you can come over to the IRC channel #aethermod on esper.net. Come chat with the dev's and other Aether-lovers!
If you do not have an IRC client here is how to join the channel with your web browser:
1. Go to http://www.esper.net.
2. Click on "Chat now!" in the top right hand corner. This will go to another page with an input box which has "#" inside it.
3. Inside the input box, type in #aethermod and press connect.
4. The mibbit client will then request for your username, type it in.
5. Have fun chatting!
See you there!
Enjoy and stay tuned!
This mod has literally taken 4-5 months of SOLID development to come to fruition, and we have wasted thousands of hours of our free time to complete this mod. A good way of saying thank you to the developers is to not only download the mod and support the project, but donating a bit of spare money really helps motivate us. Like I said, this project has been developed for an insanely long time, the donations would be VERY much appreciated for our hard work. Thanks!
Sorry for the delay in the patch; the team has been very busy wrapping things up with the new mod version, and of course some of us have to attend to real life. However, we have finally finished the patch, and it is now available for download! Not only have we fixed a huge amount of bugs, but we've also added new features, tweaks and balance changes to freshen up your Aether experience. We've worked very hard on the patch, and so we hope you enjoy what it has to offer.
If you have yet to see the change list for Patch 1.02 of the Aether, you can see it below:
- Dungeon Rewards are now hidden in TooManyItems by default. However, if people would like to spawn them for any reason, you can now disable the hiding code for the rewards by changing "TMIhidden = true" to "TMIhidden = false" in mod_Aether.cfg file. This file can be found in your /.minecraft/config/ folder. DO NOT change "#TMIhidden (boolean:true)" as this will not actually affect the config file, and immediately resets upon opening Minecraft. Instead, change "TMIhidden = true".
- Completely restructured Sound files for the Aether.
- When riding a saddled Moa, a "Jump Meter" will now appear above your Armour defense. This Jump Meter will show you the amount of mid-air jumps your Moa can perform, and also how many are left before it can no longer jump. Thanks to Penumber for the idea.
- Saddled Moas no longer wander around. They stay on the spot when you are not mounted on them.
- Ambrosium Shards now only heal "half a heart". We felt that Ambrosium was too powerful for such a common ore, thus the decision to decrease it's healing powers.
- Gravitite Ore is now much more common.
- Zanite Ore is now slightly less common.
- You can now press "B" on your keyboard to gain a Book of Lore for free. You will gain one according to the dimension you are in (for example, if you are in the Aether dimension you will gain a Book of Lore: Volume 3).
- Placing Lava in the Aether now freezes it into Aerogel.
- Books of Lore no longer appear in Dungeon chests.
- Aerogel no longer appears in Dungeon chests.
- Carved Stone no longer appears in Dungeon chests.
- Lightning Knives no longer appear in Dungeon chests in stacks higher than 16. This is so stacking is no longer screwed up (as the max stack for Lightning Knives is 16).
- When first entering the Aether in Minecraft, you will now gain a Cloud Parachute for free.
- If you hit the Bronze Boss with something other than a Pickaxe, it will now show a message which says "Hmm. Perhaps I should attack this beast with a Pickaxe?" so that new people understand they cannot attack it with other weapons.
- Enchanted Gravitite texture now changed, so as to save Sprite ID's.
- The time taken for Baby Moas to digest their Aechor Petals has now been decreased.
- Life Shards now have a new sprite, to make them look more like "Shards" rather than heart containers.
- Blue Aerclouds have a slightly new colour. It uses a more cyan-like colour now.
- Spawning issues have finally been fixed (Zephyrs and Aerwhales are now less common, and Aechor Plants more common. There are more adjustments, but too many to list).
- Cockatrices and Zephyrs now despawn when on Peaceful mode.
- Aerwhales and Zephyrs now despawn when stuck.
- Fixed the Glowstone Dust description in the Book of Lore: Volume 2.
- Fixed the Glowstone block description in the Book of Lore: Volume 2.
- Fixed the descriptions of some Obsidian items in the Book of Lore: Volume 3.
- Enchanting Golden Darts and Buckets of Poison now works as intended.
- Golden Swets now work correctly.
- Baby Moa's no longer lay eggs.
- You can now configure the spawn rate of Aether mobs in mod_Aether.cfg (/.minecraft/config/). 0 = no longer spawn.
- Aerwhales which were previously set on fire should no longer be in flames. They are also now immune to fire.
- Swets, Aerwhales and Zephyrs now despawn correctly, previously they would not despawn and prevent spawning of other creatures.
- Fixed a bug where Blue and Gold clouds were not generating into the world naturally. Newly explored areas or new Aether worlds will now generate with Blue and Gold clouds.
- Saddled Moas no longer despawn.
- From now on, beds which are placed in the Aether will not explode, and can be slept in as usual. Beds which have been placed prior to Patch V1.02 will still explode. To fix this, just recollect the bed and place it again.
- Bonemeal can now grow Skyroot saplings and Golden Oak saplings. You can also use it on Aether Grass to grow a group of White and Purple flowers.
- You can no longer move the Bronze Boss with the Hammer of Notch projectile.
- Fixed a bug where the initiating a fight with the Gold Boss would cause massive lag spikes.
- Fixed a bug where Black Moa's would only be able to perform 6 mid-air jumps instead of the intended 8 mid-air jumps.
- The Cloud Sentries which are spawned from the Cloud Staff dungeon reward no longer make human "hurt" sounds when damaged.
- Fixed an audio-related issue with Moas and Flying Pigs, where they would build up "step sounds" while flying, and would play them all at once when landing on the ground.
- Fixed a bug where Silver Dungeons were rarer than Gold Dungeons.
- Many more small bugs have been fixed, but there were too many for me to remember them or list them. I can assure you that the above fixes were the biggest.
- Added 3 new in-game soundtracks, all exclusive to the Aether. Thanks to our new composer, Emile, for creating these wonderful pieces! You can hear them in-game, just like any other Minecraft music.
- Unique "Victory" tunes have been added when defeating Bronze and Silver bosses.
- A small "Achievement" tune has been added when completing an Aether achievement.
- When initiating in a fight with a boss, a Health Bar will now appear on the top centre of your screen. The Boss will also have a randomly generated name. For example: "GeneratedName, the Valkyrie Queen".
- Added a new "Flying Cow" mob. While they are nothing too special, they do drop leather when killed. These creatures can be saddled and flown around.
- Added a new "Aerbunny" mob. These creatures are friendly, and will hop around the Aether peacefully. Aerbunnies drop string when killed. This means, with the combined additions of the Aerbunny and Flying Cow, you can now craft Saddles in the Aether without returning to the surface world.
- Added a new "Whirlwind" mob. These hostile entities will throw you into the air when you get too close.
- Added a new "Quicksoil Glass" block. Not only can it be used for building materials, but it also gives off a dim amount of light (and of course, speeds up mobs movement speed while in contact with them). They can be gained by enchanting Quicksoil.
- Added a new "Zanite Block". This is a purely aesthetic block, for the purpose of storage and building materials. It can be crafted with 4 Zanite Gemstones. You can also craft the Zanite Block back into 4 Zanite Gemstones if you would like to regain them.
- Added a new "White Flower" block. These are commonly generated flowers in the Aether. At the moment they are purely aesthetic, but will have crafting purposes in the future.
- Added a new "Purple Flower" block. These are slightly rarer than White Flowers, and can be crafted into 2 Purple Dye items.
- Added a new "Freezer" block. This new block was suggested by one of our fans on the Mantis bug/idea tracker. We thought it was a neat enough idea to implement. Basically, it works very similarly to the furnace in design. However, it uses Icestone as a fuel, and can be used to freeze various different items. For example: you can freeze water from water buckets into Ice blocks, or freeze Cold Aerclouds into Blue Aerclouds. Although there aren't many freezable items and blocks at this stage, the Freezer's use will be hugely expanded in future patches.
- Added a new "Ice Ring and Ice Pendant". When worn, these accessories will freeze all water and lava around the player. They slowly degrade while worn, so they do not last forever. These accessories can be obtained by freezing Gold or Iron accessories with the new Freezer block. You CANNOT freeze Zanite accessories into Ice accessories, only Gold and Iron.
- Added a new "Healing Stone" item. Heals 2 hearts of health, and is stackable. These items can be obtained by enchanting Holystone blocks with your Enchanter. This was implemented to balance out the issues with overpowered Ambrosium Shards.
- Added four new craftable capes: "White, Blue, Red and Yellow". These capes can be crafted with their respective wool colour. Blue Capes can be crafted with any type of blue wool. These capes are purely aesthetic.
- Added four new Dungeon Rewards. One of them is a Bronze Dungeon reward, and the other three are Silver Dungeon rewards.
- Added a completely new "Main Menu" which is interchangable in-game and with the mod_Aether.cfg file. This menu, by default, has an "Aether Theme", with Aether-styled buttons and logos. It will also preview the last point you were located at in your previously played world. All progress made in the menu (time of day, etc) is not actually saved, so when you re-enter the world it will still be at the last point you played. This menu is highly configurable, though, and has a few neat features. We've added three new buttons on the top right hand corner of the screen: "Q" for Quick Load, "T" for Toggle Theme, and "W" for Toggle World. The Quick Load feature allows you to instantly jump into the world that the menu is currently previewing, without ANY loading times. The Toggle Theme feature allows you to switch between the "Classic" style of buttons and logos (which includes the Minecraft logo, etc), or the "Aether" style of buttons and logos. The Toggle World feature allows you to turn world previewing on or off. While world previewing is off, it will display a menu very similar in structure to the normal menu in Minecraft, but you still have the option to use the "Aether" styled buttons and logos with the Toggle Theme feature. However, the only way to use a particular menu by default, you have to configure the menu with mod_Aether.cfg, which can be found in /.minecraft/config/. By default, "aetherMenu = true" means that Minecraft will always load with the Aether styled buttons and logo. If you change that to "aetherMenu = false", your game will always load with Minecraft styled buttons and logos. Additionally, the default "worldMenu = true" means that your game will always preview your previously played world on start up. However, if you change that to "worldMenu = false", your game will always start up with the classic Minecraft menu in normal Minecraft.
The Aether NO LONGER WORKS WITH SINGLE PLAYER COMMANDS. It uses an API called Player API, which basically allows several mods to edit the Entity Player. However, Single Player Commands has not used this new API yet, so you cannot run the two mods at the same time or else it will CRASH. I expect a patch/quick fix will be up shortly!
ADDITIONALLY: The Aether DOES NOT WORK with ShockAhPI r5 and r6, since it directly overwrites Player API (similarly to SPC). However, we have created a new version of ShockAhPI which utilizes Player API. Even though Shockah is currently on holidays, he has given us permission to distribute this version of the API with adf.ly (as he is one of the Aether team members). The new download link for this fixed version will be below. IF YOU HAVE V1.01 CURRENTLY IN YOUR JAR FILE, YOU MUST USE A FRESH JAR OTHERWISE IT WILL CRASH. THE PATCH DOES NOT WORK WHEN SIMPLY PASTING OVER V1.01.
There is also one known bug with the current menu: it seems that, because of the way we load the menu music, it has a 2-4 second stall upon opening Minecraft. It's not a huge delay, but sometimes it may be confused with a blackscreen. It actually isn't, you just need to wait a few seconds for the menu to do its thing.
We've been working quite hard on this patch, and would appreciate any donations from our fans. Anything helps; it's the thought that counts!
The Aether mod V1.02 requires ModLoader, AudioMod, PlayerAPI, and ShockAhPI r5.1.
New SinglePlayerCommands Patch out!
To use SPC with the Aether mod V1.02, first install SPC then use this patch by meiska_:
HOW TO INSTALL VIDEO - STEP BY STEP (V1.01, these videos are outdated!):
Thanks to DirtyMoDz7s for the video!
Thanks to RZGamez for the video!
It's finally here...
One of the biggest projects in Minecraft Modding history is now completed. Five very well-known and talented modders (Kingbdogz, Kodaichi, Shockah, Flan and 303) have joined forces to develop the Aether, a celestial realm found in outer limits of the atmosphere. The Aether is what you could call the "antipole" of the Nether. The Nether is a network of desolate, fiery caverns filled with bloodstained Cobblestone and sticky Soulsand; it lies beneath the very soil of our Minecraft world. The Aether, on the other hand, is a collection of floating plains and islands, all connected together to create a breathtaking dimension of the skies. Even during the night, the Aether is still quite peaceful, and a normal day in the Aether is the equivalent of three days on the surface.
Aerwhales, the gentle giants of the Aether, can be found floating in the horizon, munching on Golden Oaks and strips of Blue Aerclouds as the sun climbs higher in the sky. When the sun falls, Cockatrices crawl away from their well-hidden nests, ready to attack. Peaceful as they may seem, these deadly birds shoot poisonous needles at you when provoked. They are one of the few hostile mobs in the Aether.
The Aether isn't always fun and games though; elaborate dungeons are protected by powerful Guardians and sleeping sentries which await watchfully. They can be found in the sides of massive floating islands, containing locked loot chests with otherwise unobtainable singular items and blocks worth the effort of slaying their key bearing protectors.
Dungeons have three levels of difficulty. Bronze, Silver and Gold; Bronze being the easiest, and Gold being the hardest. This means that the Bronze Dungeon will be easier to handle, but the Dungeon will only yield "good" items. Silver Dungeons are slightly harder, and reward you with much better unique items. Gold Dungeons are extremely hard, but you will be rewarded with incredibly powerful items. These unique rewards CANNOT be obtained any other way.
Moas, peaceful and majestic giant birds, populate the Aether in three different colours: Blue, White and Black. Wild Moas cannot be tamed, but they do occasionally drop eggs of their respective colour. These eggs can be incubated with the Incubator block (using Ambrosium Torches). Once incubated, they can be fed with the Aechor Petals of Aechor Plants. They require 8 petals in total to grow, but are not always hungry and will occasionally refuse your offer (which can be done by right clicking them with the Aechor Petal). When grown, you have now completely tamed the Moa, and a saddle can be placed on their backs to ride. Blue Moas can perform 3 mid-air jumps, White Moas can perform 4 mid-air jumps, and Black Moas can perform 8 mid-air jumps.
Flying Pigs can also be found wandering around the Aether, and occasionally flying freely through the air. These creatures can be saddled with a Saddle, and flown around without having to deal with a taming process. This allows players to quickly hop into the action. However, Flying Pigs can only jump once, and do not have the privilege of mid-air jumps like the powerful flying Moas.
The Portal to the Aether is made out of a Glowstone Frame, and can be activated with a Bucket of Water!
New Accessory System:
We've implemented an entirely new "Accessories System" for the mod. This will include 8 entirely new slots to customize your character. Items such as Pendants, Rings, Gloves, Capes and even special Shields can be worn. Various "Miscellaneous Accessories" can also be worn in the two blank slots.
Above is an example of Accessory items being worn.
Description: Pendants can be worn on your character with the new Accessory System. They are worn over the top of the players skin, so when Armour is worn it will be hidden. Gold and Iron Pendants are simply decorative accessories, but Zanite Pendants will increase your mining speed when worn. Zanite accessories slowly degrade when worn, and the more damage it takes, the faster your mining speed with increase. Zanite accessories also slightly increase your armour.
Description: Rings can be worn on your character with the new Accessory System. Gold and Iron Rings are simply decorative accessories, but Zanite Rings (like the Pendants) will increase your mining speed when worn.
Description: Capes can be worn on your character with the new Accessory System. They are worn on your back and can be seen very clearly when in third person mode. Normal "Swet Capes" (image above) are simply decorative, but one particular Dungeon Reward (which is a cape) has a very useful ability.
Description: Gloves can be worn on your character with the new Accessory System. They are worn on your hands and can also be seen in first-person view. These provide extra protection for the player, and with some special armour sets, are required to activate the "Set Ability".
Description: Aether dirt is the basic dirt in the Aether, and will grow into Aether Grass when exposed to sun light. It is much easier to mine than normal dirt found on the surface.
Description: Skyroot Logs are the main base of Skyroot Trees. They provide the basic essential for your Aether adventures, and can be crafted into four Skyroot Planks.
Description: Skyroot Leaves are the "Leaf" blocks of Skyroot Trees. On chance, they will drop a Skyroot Sapling to replant.
Golden Oak Logs
Description: Golden Oak Logs make up the base of Golden Oak trees. They are embedded with Golden Amber, which can be used to craft very powerful Golden Darts.
Golden Oak Leaves
Description: Golden Oak Leaves are the "Leaf" blocks of Golden Oak trees. They occasionally drop Golden Oak Saplings and Golden Apples.
Description: Skyroot Saplings allow you to replant Skyroot Trees.
Golden Oak Sapling
Description: Golden Oak Saplings are occasionally dropped from Golden Oak Leaves. They can be replanted into Aether Dirt to regrow a Golden Oak tree.
Description: Skyroot Planks can be crafted from Skyroot Logs. They can be used to craft Skyroot Sticks and from there, Skyroot Tools.
Description: Holystone is the common stone block in the Aether, and can be used to craft Holystone Tools.
Description: Mossy Holystone is a rare Holystone block that can be found at the base of an Aether Dungeon entrance.
Description: Cold Aercloud is a very common type of Aercloud found in the Aether. Long strips of them can be found in the formations of clouds. They have very strange properties; while sometimes they will prevent fall damage, other times they will not. Use them wisely, but be wary when falling from large heights. They can also be crafted into Cloud Parachutes.
Description: Blue Aerclouds are slightly rare than Cold Aerclouds, and bounce mobs when coming into contact.
Description: Gold Aerclouds are the rarest type of Aercloud. Alone they do not have any special properties from normal Cold Aerclouds, but they can be crafted into Golden Parachutes which have 20 uses rather than the normal 1.
Description: Quicksoil can be found on the sides of islands. When mobs walk on it, their movement speed is increased. However, it takes a while to build up speed. These can be both a good block to abuse its speed, but also a dangerous block to come into contact with.
Description: Icestone can be found in large chunks, usually on the sides of islands. One placement, they will freeze all water and lava sources around it.
Description: Ambrosium Ore is a common block found in the Aether. It drops Ambrosium Shards, which can be used for Torches, fueling Enchanters, and even healing.
Description: Zanite Ore is slightly rarer than Ambrosium Ore, and can be found on the sides of islands. Zanite Gemstones are dropped from these ore blocks, and can be used for a variety of recipes (including Zanite Tools and Zanite Armour).
Gravitite Ore - Enchanted Gravitite
Description: Gravitite Ore is the rarest ore-type in the Aether, and can be enchanted into "Enchanted Gravitite" blocks. Gravitite Ore, by default, will float up into the air. However, Enchanted Gravitite only floats up into the air when powered with redstone. Enchanted Gravitite is required to craft powerful Gravitite Tools and Armour.
Description: A decorative Pillar block found on the outside of Silver Dungeons.
Description: A decorative Pillar Top block found on the outside of Silver Dungeons.
Description: Ambrosium Torches are like regular torches, just crafted with Skyroot Sticks and Ambrosium Shards instead.
Description: Enchanters are a new type of tile entity which can be crafted. They require Holystone blocks and one Zanite Gemstone to craft. By default, it uses Ambrosium Shards as fuel, and can repair damaged tools or items; the more damaged the tool is, the more fuel it requires. It can also enchant a few existing items into more powerful versions.
Description: Incubators are a new type of tile entity which can be crafted. They require Holystone blocks and one Ambrosium Torch. By default, it used Ambrosium Torches as fuel, and can incubate Moa Eggs into Baby Moas.
Description: Locked Chests are found in Dungeons, and cannot be broken. To acquire their rare lot within, you must obtain a key from the Dungeon Boss.
Description: Decorative blocks found within the Aether Dungeons.
Description: Decorative blocks found within the Aether Dungeons which radiate a small amount of light.
Description: A slightly transparent block which is resistant to all explosions.
Description: Skyroot Sticks are used for several different crafting recipes. They are crafted with Skyroot Planks.
Description: Ambrosium Shards can be obtained from Ambrosium Ore blocks. Not only are they used for crafting torches and fueling Enchanters, they can be used as healing items as well.
Description: Zanite Gemstones are found from the Zanite Ore blocks. They can be used to craft a wide variety of items and blocks (including Enchanters, Zanite Toolsets, and Zanite Armour).
Cloud Parachutes - Golden Parachutes
Description: Clouds Parachutes are items which can be used to safely fall from the Aether. When you transition from the Aether to the Surface (upon falling) the Parachute will automatically activate and drift you down safely. These parachutes are a one use only, and can be manually activated as well. Golden Parachutes do the same, except have twenty uses.
Description: Moas, peaceful and majestic giant birds, populate the Aether in three different colours: Blue, White and Black. Wild Moas cannot be tamed, but they do occasionally drop eggs of their respective colour. These eggs can be incubated with the Incubator block (using Ambrosium Torches). Once incubated, they can be fed with the Aechor Petals of Aechor Plants. They require 8 petals in total to grow, but are not always hungry and will occasionally refuse your offer (which can be done by right clicking them with the Aechor Petal). When grown, you have now completely tamed the Moa, and a saddle can be placed on their backs to ride. Blue Moas can perform 3 mid-air jumps, White Moas can perform 4 mid-air jumps, and Black Moas can perform 8 mid-air jumps.
Description: Golden Amber is used to craft Golden Darts, and can be obtained by harvesting logs from a Golden Oak tree.
Description: Aechor Petals can be obtained from poisonous, purple Aechor Plants, and are used to create Poison Dart Shooters and feed Baby Moas.
Description: Dungeon Keys can be obtained by their respective Bosses. They are used to open the locked chest, which contains the Dungeon's rare loot.
Blue Music Disk
Description: Blue Music Disks can be obtained by enchanting a Green or Gold Music Disk. It will play a new song by author Noisestorm.
Description: Golden Darts can be crafted with Golden Amber, Skyroot Sticks, and Feathers. Additionally, you can enchant and poison these Golden Darts. Poison Darts are not affected by gravity, making it great for sniping down far-distance enemies.
Description: Dart Shooters can be crafted with Skyroot Planks and a Zanite Gemstone. They can also be enchanted to shoot Enchanted Darts, and combined with an Aechor Petal to shoot Poison Darts.
Description: The Skyroot Toolset is the weakest Toolset in the Aether. However, it has one of the best side-abilities, which is to gain double-drops from the blocks they mine and the enemies they kill. The double-drops cannot be abused though, as the Toolset will only return double drops from Generated blocks that have already existed in the world. You cannot place a dirt block and then mine it to get double drops, as it is NOT a generated block, it is placed by the player.
Description: The Holystone toolset is slightly more powerful than the Skyroot Toolset in terms of strength, and occasionally drops an extra Ambrosium Shard upon mining a block or attacking a mob.
Description: The Zanite Toolset is the second most powerful toolset, and has the side-ability of getting stronger the more you use it.
Description: The Gravitite Toolset is the strongest toolset. Normal harvesting tools can right click their respective blocks to make them float up, while the Gravitite Sword can launch mobs in the air when attacking.
Description: Skyroot Buckets can be crafted with three Skyroot Planks. They can collect Milk and Water, but not Lava. They can also collect poison from Aechor Plants, and those Poison Buckets can be enchanted into Remedy Buckets to heal your poison side-effects.
Description: Lore Books can be used to reveal more information about an item or block. Just right click while you have one in hand, and place an item or block in the slot. There are three volumes: One for the Surface, Nether and Aether. The Aether volume can be obtained when you first join the Aether. The rest can be obtained in Dungeon chests.
Description: Victory Medals are items which can be obtained by defeating Valkyries, protectors of the Silver Dungeon. They are used to prove your skills in fighting to the Silver boss.
Description: Zanite Armour has the strength of Iron, but gets stronger the more it is damaged.
Description: Gravitite Armour, when fully worn (with Gloves as well), will give you very high jumps. It will also prevent all fall damage. It are as strong as Diamond Armour.
Description: Above are all the Dungeon Rewards you can get. For the sake of surprise, I will not name or describe any of the rewards, so that you can get the best experience possible when looting Dungeons. You will get better rewards depending on what type of Dungeon you conquer. The blocks which make up a dungeon cannot be mined until the boss within is defeated.
Description: Bronze Dungeons are the easiest of the Dungeons to defeat, but are still challenging and yield very powerful rewards. The Boss within cannot be harmed with swords or projectiles, but instead requires a PICKAXE to defeat.
Description: Silver Dungeons are slightly harder than the Bronze Dungeon, and contain slightly more powerful rewards. These Dungeons are found in the skies as great temples, and are guarded by the humble natives of the Aether; the Valkyries. They will not fight you unless provoked, and honor a fair fight. Beware: not every chest is as it seems.
Description: Gold Dungeons are the hardest Dungeons to defeat, and contain the most powerful rewards and items in the mod. Unlike other Dungeons, the Gold Dungeon does not have any defenders leading up to the Boss; the Boss greets you as soon as you enter the Dungeon. This Dungeon can be found in giant floating mountains with a collection of Golden Oaks on the mountain's top. This Boss in particular cannot be harmed with any item in the game; you must figure out a way to defeat it once you confront it.
Poison Dart Shooter
Enchanting - Blue Music Disk
Enchanting - Repairing Damaged Tools
Enchanting - Gravitite Ore
Support the Aether Mod!
Just copy the code below and insert it into your signature.
Alternative Banners (Credits to Kanza and Divinux!):
- Hozz (for helping me with some Sprites)
- Firehazurd (for the idea of flying whales and moas)
- GreyAcumen + Community (for the idea of the Aether!)
- Kanza and Divinux for the alternate support banners.
~ Stay Tuned ~
Oct 9, 2011Posted in: Suggestions
Alright, so there's this idea I've been working on for the past few weeks. You heard me, weeks. Basically, it's boats. Boats than you can make bigger, slap a name on, armor, choose what propulsion system it has, and carry stuff in.
Full idea in spoiler:Boats Evolved; bigger, modular boats (Watch out --- huge!)
Okay guys. Just a slight disclaimer, the explanation for this idea is going to be *HUGE*. The idea itself may be simpler, but the description will take a long time to explain. In a nutshell, it's bigger boats that are also modular.
So we'll start with a slight modification of a game mechanic. Otherwise, the idea won't work very well. So just keep in mind that in this idea, you can't push a boat around by standing on top of it. At least just for the higher-level classes, which we'll get to in a minute.
Also, upon entering a boat, a GUI will appear somewhere around the bottom-right or so that displays the ships 'health', and speed.
Before we go overboard (no pun intended), let's begin with some basic principles that can be applied to the current boat. Let's call it the Dinghy. You can't do too terribly much with the Dinghy, but you CAN do some things.
Dinghies can be crafted just like they normally are. However to modify a boat, a new tool will have to be brought into the game. Let's say it's a Hammer. Right-clicking on a boat with a hammer, granted you're the one that built it will open up a GUI.
Like I said before the abilities with the Dinghy are limited, so you have limited things that pop up in the GUI. All that displays for now is the hull, propulsion system, and their respective health bars. You can also give your boat its own custom name that appears on its hull (But this probably won't be for the Dinghy). You will also notice two numbers at the top. On the left (12/12), is the boat's hitpoints. I doubled their damage resistance because I thought it was kind of silly to kill a boat with one arrow. To the right (1) is the ship's base speed attribute. That is to say, the speed capability of a boat, excluding the propulsion system. Boat stats will vary upon each construction. Therefore someone can be proud of themselves if they have made a fast/strong ship.
Normally, you have your standard, nonreinforced plank hull. However, you could change that. Let's start with a Reinforced Wood Hull. In the crafting table, put in 9 pieces of log together to form a piece of Reinforced Wood Plating. Dinghies will probably only need one plate to reinforce themselves. Plating will probably not be stackable for gameplay purposes.
Reinforced wood will provide a higher defense for the dinghy. Two more types of hull include Steel and Gold. Steel Plating requires 4 Iron blocks in the crafting table, and Gold likewise. With a steel-plated hull, the boat can take considerably more damage than Plank or Wood. Steel hulls can possibly withstand lava. Gold plating is only slightly stronger than Reinforced Wood and is not feasible as battle armor. However, just in case you were thinking these hulls are easy to reinforce, keep in mind higher levels will need more plating as they get bigger.
When a boat is damaged, simply right-click with the Hammer to open up the GUI. There should be a slot for extra plating to go in should the ship need repair. To ensure fair fights, the repair will be timed, like a furnace. Each repair uses up the Hammer some. It would also be nice to see some sort of visual cue for an almost-destroyed ship, like fire or a broken, damaged texture.
And now, the propulsion systems.
With the default dinghy, you have your Hands. Hands for a dinghy are basically neutral, however they will be slower than in previous versions of the game.
An alternative solution, is craftable Oars. Oars are very maneuverable and faster than hands, however they do not grant a steady speed and require you to hold down the forward button whenever you want to move. They may even 'tire' you out more (using up more Hunger).
The last one for the Dinghy, is the sail. Sails can provide very fast speeds, however they have low thrust and are not easy to slow down and speed up easily. A steady speed is required for traversing around land-covered areas. Sails can also possibly be made with different colored wool, to help a boat stand out. Sails grant a steady speed as you can leave them unattended with very little deceleration.
So now we move on to a bigger boat. Not too terribly big, but we're getting there.
To construct larger ships and propulsion systems, you're going to need an alternative to the crafting table. Let's just call it the Shipwright. This block ONLY crafts boats and takes up more blocks of space.
I think for a new level of boat, you're going to need some Blueprints. Blueprints can most likely be created by interacting with the Shipwright by combining a blueprint (Or in this case, a solid Dinghy) and investing your Experience Points to come up with a new 'idea' for a bigger boat. The 'studying' is timed, again, like a furnace, and with each clump of EP filled, the progress bar is filled some. You can also find Blueprints in dungeons, but only rarely.
After that will be done, the Blueprints can be put in a separate slot, with another slot under it. The slot under it is for the wood required to build the boat. Every time you put more wood into the slot under it, the progress bar for the ship increases. I'm not sure if this should be the way but it sounds pretty good.
I think that for each class of boat, a bigger mast will need to be crafted. That, or just have one single mast that, for bigger boats, you need to pack in more Sails. Kind of like how plating works.
So now, the next level: the Skiff.
The skiff is *about* 2 1/2 times the length of the Dinghy. However, with the next level comes new features. First off is a second slot, a passenger seat if you will. But besides that, there are two more features.
Here, there will be special lots to place blocks at. These could be something decorative like gold blocks, or practical, like chests.
To place a block in there, logically you would right click on that one place with the block. It's possible the block lot will be highlighted by the Hammer to show you where you can place things. To get it out, leftclick with the Hammer and it will appear in your inventory. If blocks aren't your fancy, perhaps animals are. Here is where the extra space in the GUI comes in. There would be a list of all the entities in the boat. If they are NPCs, you can choose to move them to another slot, or evict them. You can also evict players,
but not move them[amended].
With the Skiff, you have an additional propulsion system. I'm not sure about this one so I'm going to need you guys' approval. Essentially, it is a steam-powered paddlewheel. The steam engine will need to be powered by coal, which will either have a furnace-like GUI or not. It is also be slightly less maneuverable than the Sail. The steam engine, like Sails, grant a steady speed and can be left unattended. They have perfect acceleration, however they are much slower than Sails.
For armoring, the Skiff will need more plates to sufficiently armor the boat. Possibly two or three.
The skiff will most likely be the largest boat to successfully navigate shallow marshlands and the like.
Now, for the adventurous sailor, we're going to go one step up. Meet the Cog. The Cog is a fair-sized boat, but it is hardly big. What is does have though is a top deck large enough to walk upon. Now, we're going to introduce another feature. This time, the Cog will have a lower deck. You could be able to place a few blocks in that bottom deck, such as beds and chests. This will be good for long adventures. If you aren't spoiled, you would be happy with a Cog for your adventuring needs. Hands are now unusable.
For gameplay, an invisible, penetrable box will be in the interiors of the ship that hides water and its effects when water blocks go near it, but as soon as they leave the water blocks return to normal.
Now here, starting with the Cog, is the boat's main means of offense and defense. You guessed it, the Cannon. I believe the cannon could be made with a crafting table. To fire (And right now I'm making most of this up as I go along), you must first craft a Cannonball (Maximum of 16 allowed in hand), and right click on the cannon. The cannon will fizz for about 2.5 seconds or more before firing the cannonball. You must wait an additional second to fire again. To adjust the angle of a cannon, rightclick it (without a cannonball) to point the cannon up or down.
Now with ships and other entities, contact with the cannonball will just equal damage being dealt. But with blocks, there is a chance (Depending on their blast resistance) that the block being hit, and/or the blocks around it will be pushed forward and respond to gravity. And in rare cases, break upon falling.
That, or it would just be a weak form of TNT. But I like the former better. Mostly because it's my idea. Good gosh I think I'm vain or something.
So like I said, if you aren't spoiled, you would be happy with a Cog for your adventuring needs.
But sometimes, you ARE spoiled. Or, just requiring a bit more power. That's where the fourth level comes in, behold: the Carrack. Significantly larger than the other boats, this one can actually be called a ship. It has 3 decks. The first being the top deck (Which comprises of the main deck, quarter and poop, naturally), the second the gun deck, which to the back holds the captain's quarters, and the bottom deck is mainly for cargo. If the Carrack is steampowered the boiler room will be in there.
Oars are now unusable for the Carrack, as are Hands for Cogs. (The Oars for the Cogs would be weaker than on the Skiff and Dinghy, as would hands with the Skiff. However with the Steam engine and Sail, they just get faster with each level, with exceptions [amended])
Another neat thing you get to do with the Carrack is you get to live up to the naval definiton of a ship. On the Carrack, you can place another boat inside it for scouting/lifeboats. But it can only be a Skiff or Dinghy.
Okay, next one. Here we go.
(This level is optional. You guys tell me if it should be ingame.)
Now sometimes, your lust for power is so great no measly Carrack can hold it; not even when it is steel-hulled and armed to the teeth. No, you wish for the very seas to obey your will. Well, you psychopath, here's the fix for you: Feast your eyes sir, on the Galleon. Over twice the size of a Carrack, four long decks and plenty of guns, you would not want to war with this vessel. It is essentially a Carrack on steroids; bigger, stronger (but not faster [amended]), and scarier. But, slightly slower. Should you decide to armor it, keep in mind it will need 8 Platings to armor (Maybe more). And considering each plating requires 4 blocks to fill, you're going to need a LOT of iron.
When a ship finally loses all of it's 'health', it will sink to the bottom of the sea. Here, it is subject to despawn, but will stay there as long as there is a player near it. Although dangerous, it would then be available for looting, if you haven't plundered the ship while it was afloat already. < --- This entire paragraph is subject to discussion and alternative options. It's also been proposed that the ship turn into it's block counterpart, only leave chests, or like in the Amendment Posts, leaves a Ship's Bell that can serve as a savegame for your ship.
Now, I understand that such a feature is going to be *HUGE*, possibly requiring its own update, and would be just a massive undertaking. But I for one believe it will be an undertaking worth the effort. It would heighten the spirit of Minecraft adventure and exploration, people could trade vast amounts of resources over long distances, and plunder other ships for their booty. So I'm not 100% expecting this to be accepted entirely (But if it is, thankyouthankyouthankyou!), but in the future if any modders were curious about how to go about doing their ship mod, this could be a good example. But I really hope this would at least be seen by Mojang. Just two-thirds into completing this idea, I read an old tweet of Notch saying that he might add something like this in the future. So, if you are, this could be one of the ways to go about it.
Amendment Post 1:
- In the Shipwright GUI, the product slot of the boatbuilding section is now a button. I've updated the image.
- Craftable ship components should have been expanded. In addition to a Galley, an Anchor component (probably most vital) is also one of them. Also proposed by the community are tables, crows' nests (That basket thing on the top of masts), icebreakers, and if the NPC crew idea is implemented, a sea captain's desk to chart courses for the helmsman.
- I actually think you should be able to move players. I mean, if they actually decided to choose to lock themselves in a mob slot rather than move around freely I think the captain should be free to move them wherever.
Amendment Post 2:
- Galleons really shouldn't be the fastest ships out there, it would be unfair. Instead, their base speed capability should be a tiny bit slower than a Carrack, probably. Updated.
- Right clicking on a cannon without a cannonball could point the cannon up/down. Updated.
- Different types of ships that do not follow the linear 5-level path of upgrades. Instead, 'extra' ship blueprints could be found in dungeons in strongholds, but they would be rare. Could be a way to get Caravels and viking ships or whatnot.
- I'm not sure about the decay process of sunken ships. Perhaps after someone leaves the ship's general area, a timer starts and eventually the ship will despawn. Or maybe it just stays there forever but can be 'mined' away to recollect valuable materials.
Amendment Post 3 (Note: These are not as important as the first 2) :
- Flags. Although I'm sure colored sails can do a good job of faction identification, custom-made flags would be really great to have. They could be used outside of boats, too.
- Extra ammo types. The standard cannonball would be made of stone and gunpowder, but others could be made out of iron and other materials. The new usable fireball coming 1.2 would also make a neat incendiary addition. Other types can inclde grapeshot and chainshot.
- Sea monsters. Pretty straightforward, I'd like to see some minor sea bosses when roaming the sea. But in my opinion, they should be restricted to certain sizes of ships (Dinghies have no bosses). For example the ship the size of a Skiff would probably only get a shark or something, whereas something Cog-sized would get sharks and sea serpents, medium-sized ships like the Carrack would get sea serpents and maybe giant octopus (Will wrap tentacles around the ship and begin to tug down unless tentacles are damaged), etc...They are, however, uncommon.
- A ship's bell. Yes, they can be used as a normal bell, but there's something that makes them special. Once placed on a ship, it bears the ship's name and can ONLY be placed on that ship (e.g Bell of the S.S Whatchamacallit). Then, if a sunken ship despawns, that bell is turned into a block at the bottom of the ocean and contains all of the ship's data. Then, it can be used to recreate the ship.
- Sea obstacles. The ocean would be made that much better if occasionally you stumbled upon a mini-biome within an ocean. These could be mysterious sea rocks, or icebergs made of pack ice where a tundra or arctic biome would usually be.
And the Reddit post is here:
Due to popular demand, I give you this:
Add this to your signature if you like it!
<a href="../../../topic/699830-boats-evolved-bigger-modular-boats/"><img src="http://i569.photobucket.com/albums/ss136/elitemandalorian48/besig-1.jpg" alt=""></a>
Important Things to Know for the Unfortunate Few Without Common Sense (aka posts I've gotten a million and one times and wish to halt):
- This is NOT A MOD. The illustrations may look convincing (for a bunch of photoshopped models made in Sketchup :p) but I have repeatedly, in this suggestion, mentioned it as an idea and rarely even mentioned the word 'mod'. Please stop asking how to install this. Plus, we're in the Suggestions forum. That tell you anything?
- Yes, I have SEEN the Zeppelin Mod. You're just about the 508th person to show me this. Yes, I've seen it. YES, I think it's a great mod, but in my opinion it's best to leave it at that, and this idea is about the vanilla Minecraft ships made of predefined modules, not blocks, as that seems to be more congruent with the current game mechanics. Saying "There's a mod for that" is a warnable offense, in any case.
- You see that little link up there? Yeah, the idea is in the link (or the spoiler). I've explained rather thoroughly how the boats work. While I would really like it for you to give me your two cents, this thread is not for people to make up entirely their own ideas on how the boats work. That part's already here, mostly
- "This would be great, but the oceans need to be bigger!" <-- Say this and you're gonna get a smack. >=(
Download link to the original SketchUp models: http://www.mediafire...55l1cnm1npgkbgl
--- See Also: ---
Jan 8, 2012Before you say anything, I did look for this and didn't find any, but I'm sure someone else has posted it. Sorry.Posted in: Suggestions
Now, I think that marble should be added as another block into Minecraft. Why? Because, making cool white structures out of wool seems a little weird. Also, I've always wanted marble pillars and flooring in my houses. Marble would be found in random veins down below sea level of course. You need iron tools to mine it,
and you just get one marble block per ore block you see in the groundmarble blocks are found in the ground, and at the bottom of oceans. No smelting needed. Marble would be able to be made into slabs, and maybe stairs, but that's it. I know, now they added white stone stuff in the end, so why do we need marble? Because, I say, you need to have beaten the game to get the Endstone stuff, so it is practically useless in survival mode. Also, and I quote, "Endstone looks kind of like a sponge." - Me.
Anyway, I was going to draw up some marble in a 16x16 block, but I decided to wait and see if anyone likes the idea first.
Nov 24, 2011Updated OP: 9/3/12 (Modified OP explanations, thanks to getpoopedonkid // Fixed Poll)Posted in: Suggestions
Updated OP: 3/8/12 (Fixed Poll)
NOTICE (As of Snapshot 12w01a):
This is an screenshot of the beach gen that was re-added in Snapshot 12w01a. Please note that this is not representative of the new beaches in general, but instead an example of what the new generation can create!
Jeb appears to have simply changed the blocks which form the transition between land and the ocean biome from dirt to sand. This forms ugly clumps of sand hardly resembling beaches on hilly terrain. This DOES NOT resemble actual beaches or beaches as they once were in Beta 1.7.3! Or reality for that matter.
What should be done to correct this:
- Simply limit the max height of sand that can generate to two to three blocks above sea level, which would be identical to beach generation prior to Beta 1.8. With beaches essentially being their own biome, such a change should feasibly be easy since it shouldn't conflict with other biomes. If you believe otherwise, please state so and why!
With the inclusion of the new terrain generation in recent releases, I've read about many major topics and comments having to do with terrible biome transitions involving the swamp biome and the such. However I have not seen any real topics concerning the exclusion of beaches and the issues concerning underwater bedding. So here is the point of this topic:
1.) Beaches was a widely-liked feature of the previous terrain generator and it needs to be restored.
This should be simple enough. Just add back beaches into the terrain generator. Also gravel beaches should be returned as well. More on that later in the topic.
2.) Although a less important issue, underwater bedding, lacks the uniformity and overall realism that it used to have. Currently, lakes and oceans are covered in splotchy patches of dirt, sand, and clay.
The main argument against the current underwater bedding generation is that allows for easy access to large amounts of clay, and that clay was supposedly more rare in the previous generator. However, it was abundant, since the x=z clay generator bug that previously plagued the game was patched in 1.7.
However, to further address this issue, clay density and frequency can be increased to satisfy those who believe that more clay truly is necessary.[/indent]
The poor state of these aspects of the terrain generator has proven to be both an annoyance and an eyesore to me and the community as well. Beach gen prior to 1.8 paralleled realistic beaches and was more aesthetically pleasing in general. To further elaborate what I mean:
Beaches, prior 1.8
"Beaches" (along lakeside), 1.8 and later
Beaches, real life
As you can see, beaches do not actually generate in 1.8 and later, the "beaches" you see are actually not beaches at all; they are simply the outcroppings of the underwater sand bedding crossing onto the shore. This brings me to the next point: underwater bedding.
Underwater bedding (same pic as before, view the underwater portion), prior 1.8
Underwater bedding, 1.8 and later
Underwater bedding, comparison with 1.8 vs. 1.7, and real life (Borrowed from Dragonid's Terrain Generation Changes Remaining)
As you can see, in 1.8 and later, underwater bedding consists of ugly patches of circular splotches, whether it be in a lake or an ocean. Previously, it was both aesthetically appealing and realistic. Clay would still be fairly abundant if the patch from 1.7 were also incorporated into clay generation. If that is not enough, we can simply have clay generated in the same manner as depicted in the picture below in higher frequencies or larger quantities:
Lastly, gravel beaches should be added back. It was a realistic feature of the old terrain generator and also broke up the monotony with the constant sand beaches. It is not a necessary feature to be re-added, though it would be nice.
Gravel Beaches, 1.7 and before
Gravel Beaches, real life
1.) Beaches was a widely-liked feature of the previous terrain generator and so, needs to be fixed.
2.) Although a less important issue, underwater bedding, lacks the uniformity and overall realism that it used to have. Currently, lakes and oceans are covered in splotchy patches of dirt, sand, and clay.
With this said and done, I ask that these issues be addressed as soon as it is possible. If you can, please twitter or e-mail Jeb. This is technically not meant to be a petition or anything like the very popular Dear Mojang: The Swamps are Still Ugly topic, just a reminder to show that these issues must be addressed. However, you can show your support by twittering Jeb (+ link to here) or just acknowledging it here.
Tweet Jeb at: https://twitter.com/#!/jeb_
Get Satisfaction Topic: http://www.getsatisf..._gravel_beaches
Also check out Dragonid's Terrain Generation Changes Remaining topic for an in-depth look at issues concerning current terrain generation!
Try out a mod that adds beach generation back into the game! http://www.minecraft...0-biome-mod-v1/
If you support this, you can show it by signing on to this cause. Type "/signed" in your post!
- Mad Cowboy
- death kid620
- Cyril Prokin
- Colonel Muffin
- Ghost Hacker
- Mista Epic
- The Internet
- Samuel Rowe
- Attack Nun
- Ender Core
- *Notice: The number of signatures from various posts has grown greatly since I last updated it. Until I can get around to compiling a list of signees following the last on this list I will not update this.*
Show your support outside this thread by putting these in your signature! Copy the text as it appears in either box and paste it into your signature! Also, if you have signatures of your own to contribute, please feel free to do so!
Jan 9, 2011Posted in: PC Servers
Kfperin's SMP Server
-Topic Last Updated - 10/14/12
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The server stands as a symbol, that we may be public and still maintain a great server. We have a great community formed and are very welcoming to new members. You won't find much successful public servers out there like ours. Give us a try.
Why Should I Play on this server?
You may ask yourself this question, and behold, we have got an answer! Our server has been operational for over two years, and during this time, we have been able to figure out what a good server should be like and how it should be run. We have a great community that's full of life, as well as a great OP/Admin staff that are always there to help. If your looking for a place where the staff actually helps and doesn't abuse power, you have found the right place. Unlike other servers, you do not have to pay to get in for this one, or even apply. All you have to do is join the server and pass a two minute quiz. We realize that its your choice on what server you want to play on, and will be gratefully happy if you choose ours. We have an awesome community that is very welcoming and great to build with, and the rules listed below help us maintain a great server for all who play on it. Our server is organized, but not to the point where it ruins your fun. Its organized perfectly to demonstrate how successful the server is and how great its run. So please, join the server for 5 minutes and see what you think. I'm sure you'll want to stay.
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