No I've seen this done on Herobrine's Mansion and Wrath of the fallen.Quote from Craftiyan
I think Anvils can change names, but not colour. Maybe you're thinking of some coloured tools from a mod? Redpower Ruby, Sapphire, and Emerald (Green Sapphire since they added Emeralds to Vanilla?)
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Dec 29, 2012Posted in: Discussion
Jul 29, 2012its_me_peardude posted a message on "...But I'm from Planet minecraft..." and other sad stories of those who try to get O.P.edPosted in: DiscussionQuote from Zestyy
Person: May I have OP?
Person: But Im notch! I must have Op!
Admin: No dude. You are notch.
Person: Yes I am!
Admin: Oh really?
Admin: Then what is Notch's real name
Notch's real name is Markus Perrson evrebody knows that. In bold is the best fail ever.
Apr 1, 2012its_me_peardude posted a message on Floating Islands, Beautiful Rivers, And Chickens, Lots of Chickens.Amazing seed!!!Posted in: Seeds
Feb 25, 2012its_me_peardude posted a message on To those who think people who play MC cracked are bad people...I've seen a tweet by noych asking if it's ok if it is piraed. Notch said" You can pirate the game,but don't forget to feel bad."Posted in: Discussion
- To post a comment, please login.
Aug 8, 2011All "How to install?????????????????????" questions will be ignored. Read the OP.Posted in: Minecraft Mods
Release policy has changed! The numbered versions have been eliminated in favor of "special" daily versions. They will usually match the unstable dailies, but if I add a potentially bugged feature, stable version will not update until that feature is known to work.
SSPThis mod restores singleplayer mode in Minecraft 1.3.2 and newer versions, allowing to play fast and smooth game again. It still supports all the new features, including commands and even LAN multiplayer. It also provides a button to play default mode with local server, for the mod compatibility. Also fixes particle rendering bug.
1. Create a local version for the launcher.
1.1. Go to game directory (.minecraft by default), then to versions dir.
1.2. Copy a version you want to clone.
1.3. Rename jar and json files to the same name as the directory itself.
1.4. Change "id" line in the json accordingly.
2. Remove META-INF in the jar you have renamed in step 1.3.
3. Unpack ssp.zip to that jar.
If you are on Mac, replace 2 classes in the net folder one by one instead of copying the entire folder, as the Mac overrides folders completely, removing whatever was in them.
Download the latest daily build
Previous daily version
This mod can cause many incompatibilities with other mods!
OldDays/NBXliteThis mod is merged OldSurvival, NBXlite and most other mods here. It has nice GUI for configuration and many new features.
Important feature of this mod is modularity. It's divided into modules and core. All modules require core.
Currently there are 9 modules:
Actions, Bugs, Gameplay, Mobs, Crafting, Eyecandy, Sounds, Textures, NBXlite.
NBXlite is very different from other modules:
The Nostalgia Project/No Biomes X (by InsanityBringer) exists since 1.7.3. In 1.8 it received many new features, increasing mod size and changing almost everything, and became even more bloated in 1.0. So I took the mod and removed GUIAPI dependency and options that don't required for old generation. Then I added some new things, like support of new generator from 1.0, SMP, fixed some bugs etc.
Differences from NoBiomesX:
- Removed most features that old generation doesn't require
- No need to change texture pack to switch between generators
- Terrain generation from Beta 1.8, 1.0, 1.1, 1.2, 1.3, 1.3.2, 1.4, 1.5, 1.6, 6 different versions of Infdev, Indev and Classic
- Working the End instead of Sky Dimension
- Sky Dimension as Overworld if selected
- Server version
- Buttons for choosing map type in "More options"
- No GUIAPI and AudioMod dependency.
- Mob spawning algorithm from beta 1.7.3 for old worlds.
- Villages are enabled for old worlds.
- Weather is enabled.
- Beta 1.0, 1.2 and 1.5 features for Beta generator
- Jungle option for 1.7.3 generator
- Fully working breeding for old worlds
- Alpha world converter that was removed in Minecraft 1.2
- Indev map (mclevel) importer
- Uses OldDays Core
- Many other things
Alpha 1.2.0-Beta 1.7.3
MrNewGuy (MrNewGuyGaming on youtube) made a nice "Let's play" called AlphaCraft using NBXlite and OldSurvival!Copyright: You can redistribute and modify this as you want, just credit InsanityBringer and me.
New seeds for old generators!
If you found a great pre-1.7 seed, feel free to post it here, so I can add it in the list.
Note that I will not add to list seeds with nothing interesting or Beta 1.8–1.5 seeds.
Settings are saved with world, but if world was not loaded with this mod, game will ask you which generator do you want to use.
Warning: You can only do this once! If world was loaded with mod, it will not change its settings anymore, unless you use external NBT editor.
To use 1.2.5-like standalone NBXlite, install SSP, Core and NBXlite, then disable SSP in the H menu.
1. Install SSP mod using instruction in the corresponding section.
2a. If you want to install everything:
2.1a Unpack olddays-allin1.zip to the jar created in step 1.
2b. Or if you want to install one/few particular module(s):
2.1b Unpack core.zip and some module zips to the jar created in step 1.
All in one
All in one
Video:Review by BrettPhilCopyright: You can redistribute and modify this as you want as long as you credit me.
Press H in game!
- Punch TNT: Allows punching TNT with hand to explode it
- Extinguish TNT: Allows punching primed TNT to extinguish it, like in SurvivalTest
- Smelt items on fire: Items will bounce off lava and smelt, but not burn, like in 0.31
- Alpha: Makes fire faster, allows logs to burn infinitely
- Beta 1.5: Makes fire faster
- Beta 1.6: Same damage on all difficulties
- 1.4: Default
- Punch sheep: Allows punching sheep with hand to get wool
- Indev: Makes diamond tools weaker
- Alpha: Makes tool weaker
- Beta: Default
- Mushroom spreading: Enables/disables mushroom spreading
- Solid TNT: Allows placing pressure plates on TNT
- Big fences: Changes fence collision and selection box to cube
- Less Nether lava flow
- Enable fog key: F by default, can be changed in controls menu
- Log rotation
- Old crops: Makes them break when player walks over them
- Time control: Allows scrolling time with F6 and F7, like in 1.8pre1
- Old stairs: Direction is based on surrounding blocks
- Old boat breaking: Makes boats always drop planks and sticks
- Old block hardness: Reduces mining time of redstone ore, obsidian etc
- Apples from leaves
- Old bone meal
- Snow falls on glass
- Egg throwing
- Boosters: Allows accelerating minecarts by colliding them
- Water lifts: Makes boats float in waterfalls
- Toasters: Allows lava to hurt entities through wall corners
- Water ladders: Allows player to use water and signs as fast ladder
- Ladder gaps: Allows player to climb ladders with 1-block gaps in them
- Piston dupe: Allows player to duplicate blocks with two pistons
- Crafting grid bug: Allows player to carry items in crafting grid
- Inventory walking: Allows player to walk while inventory is opened
- Experience: Enables/disables orbs and bar
- Hunger: Enables/disables regeneration/starving, bar, makes food heal
- Instant food: Makes food heal/fill hunger instantly
- Food stacking: Makes food non-stackable
- Old loot: Zombies drop feathers, pigzombies drop cooked porkchop, no chicken/beef/spider eyes
- Rare loot: Enables/disables ingot/armor/weapon loot from zombies, skeletons and pigzombies
- Machine bow: Removes bow charging
- Bow durability
- Combat system:
- Beta 1.3: No critical hits
- Beta 1.7.3: No critical hits, more damage
- Beta 1.8.1: Fixed critical hit damage
- 1.0: Default
- Beta 1.7.3: Based on durability, blocks all damage sources
- Beta 1.8.1: Based on durability
- 1.0: Reduces damage twice
- 1.1: Default
- Allow debug screen: Enables/disables F3 and Shift+F3
- Allow sprint: Enables/disables sprint, may work glitchy with hunger enabled
- Jump delay: Enables/disables jump delay added in the middle of beta
- Start items:
- Survival Test: 10 TNT
- 0.31: Flint and Steel
- 02.27 Infdev: 999 glass and 999 planks
- OFF: Default
- Sign stacking
- Bucket stacking
- OFF: No score, &e0 on game over screen
- Survival Test: Displayed in the corner of the screen, given for kills
- 1.0: Default
- Old explosions: Makes explosions always deal the same damage
- Disable sneaking
- Old reach distance
- Mob AI:
- Indev: Advanced pathfinding
- Alpha: Old AI, jumping mobs
- Beta: Old AI
- 1.2: Different visibility range
- 1.4: Can walk over rails
- 1.5: Default
- Animal panic: Enables/disables animal panic after being damaged
- Sheep eat grass: Enables/disables sheep grazing and wool regenerating
- Spiders climb walls: Enables/disables spiders ability to climb walls
- Survival Test mobs: Much more dangerous mobs
- Old skeleton fire: Makes skeletons shoot faster, but weaker
- Old mob health: Makes spiders have 20 health, sheep — 10 and endermen — 20, instead of 16, 8 and 40
- Allowed mobs:
- Classic: No mobs
- 0.31 (Ranas): Ranas
- 0.31 (Steves): Steves
- Indev: Creepers, spiders, zombies, skeletons, pigs, white sheep
- Alpha 1.0.8: Cows
- Alpha 1.0.11: Slimes
- Alpha 1.0.14: Chickens
- Alpha 1.2.0: Same as 1.0.14 due to a bug
- Beta 1.2: Squids, grey and black sheep
- Beta 1.7.3: Wolves, brown and pink sheep
- Beta 1.8.1: Endermen
- 1.1: Mooshrooms
- 1.2: Ocelots
- 1.4: Bats, armed zombies
- Slime spawning:
- 1.5: Default
- 1.4: No moon phase dependence
- 1.3: No slimes in swamps
- 1.0: Less slimes on Superflat
- Beta: Max. height — 16 blocks
- Alpha 1.0.11: 10 times more slimes, no chunk restriction, max.height — 32 blocks
- Unnerfed endermen: Allows them to carry almost all blocks
- Squids need water
- Old walking: Crazy arm flailing, no block breaking animation
- Bobbing: Like in Classic and SurvivalTest
- Old endermen: Scary endermen with black smoke and green eyes
- Endermen open mouth: Not an old feature, but made by request
- Item sway: Enables/disables item swaying when turn quickly
- 2D items: Like in 0.31. May look glitchy in third person view
- Old chests: Bigger size, no opening animation
- Show mob IDs in F3: Enables/disables seeing mob IDs through walls
- Mob armor: Makes zombies and skeletons wear decorative armor, like in SurvivalTest
- Main menu:
- Alpha: No panorama, animated logo
- 1.7.3: No panorama
- 1.8.1: Texture pack button
- 1.5: Default
- Old digging particles: Makes them use block side texture, not bottom
- Old redstone wire: Makes single redstone wire look like cross instead of dot
- Item tooltips:
- Beta: No blue border, tooltips are smaller and more transparent
- 1.0: Default
- Old fences: Makes fences not connect with solid blocks
- Arrows stick to mobs: Beta 1.8 feature, removed in 1.9 pre-release
- Version: Allows version string changing
- Inventory blocks:
- Alpha: Stairs are glitched, blocks have darker shadow
- Beta 1.8: Blocks look to the left, have no shadows
- 1.0: Blocks look to the left
- 1.3: Default
- Liquid drops
- Survival Test: Rotated hand
- Indev: Glitched in inventory and after third person mode
- Beta: Default
- Tool breaking animation
- Old labels: They are smaller when player or mob is far away
- Smooth loading bar: Makes loading bar in SSP mode smoother
- Old Creative inventory: No categories, more space to items
- Old arm swinging: Slower, allows to continuously punch air
- Bobbing in 3rd person
- Water particles
- Old dropped items
- Old GUI backround — more transparent, blue
- Old explosion sound
- Old XP orb sound: Same as for items
- Old hurt sound: Ooh!
- Falling sound: Enables/disables bone-breaking falling sound
- Old door sounds
- Chest sound
- 1.0: Default
- 1.8.1: Old door sounds
- Old bow sound
- Old arrow hit sound: Drr!
- Eating sound
- Drinking sound
- Tool breaking sound
- Lava sound
- Enderman sounds:
- 1.0: Default
- 1.8.1: Zombie sounds
- Use calm4.ogg music
- Old creeper sound
- Old walking sounds
- Old mob walking sounds
- Old cow sounds
- Old large slime sounds
- Old skeleton sounds
- Level-up sounds
- Old Flint and Steel sound
- Shearing sound
- Old water splash sound
- Swimming sound
- Minecart sound
- Old planks: Every log gives oak planks
- Leather armor:
- Cloth: Use cloth/wool as material
- Leather: Use leather as material
- Both: Allow both recipes
- 1.3: Default
- 1.2.1: Unflammable oak slabs from every plank
- Beta: Same as 1.2.1, but gives 3 slabs instead of 6
- Alpha: 3 cobblestone → 3 stone slabs, others are disabled, pressure plates take 3 stone/planks
- Ladders from crafting: 1/2/3
- Old cloth: Needs 9 strings instead of 4
- Old glowstone: Needs 9 dust instead of 4
- Golden apple: Needs gold blocks instead of nuggets
- 1.3: Default
- 1.1: No improved golden apple
- Beta: Needs gold blocks instead of nuggets
- Old mushroom stew: Shaped recipe
- Old ore blocks: Needs 4 ingots/diamonds instead of 9
- Old books: Shaped, don't require leather
- Old sign: Gives 1 sign instead of 3
- Old maps: Gives normal map instead of empty one
- Old arrows
- Old bread
- Old buttons
- 0.0.13a_03: Almost same as Alpha, more flat
- Alpha: More contrast and sharp texture
- Beta 1.7: Default
- Old mossy stone: More contrast texture
- Old stone: Some tiny changes
- Classic: Red bricks
- Alpha: White lines
- Beta 1.8: Default
- Old sand: Some tiny changes
- Beta: Sharper texture
- 1.0: More noisy texture
- 1.3: Default
- Old dirt: Some tiny changes
- Old grass: Some tiny changes (NBXlite biomeless world will always have old grass)
- 0.0.13a_03: Looks like grey bricks
- Beta: Some tiny changes
- 1.0: Default
- Classic: Brighter, has less details
- Beta: Brighter, has less details
- 1.2: Default
- Classic: Much brighter
- Beta: Brighter, more saturated
- 1.2: Default
- Old glowstone: Some tiny changes
- Ore blocks:
- Classic: Uses 3 different textures
- Beta: No lines on iron, some tiny changes
- 1.0: Default
- Old mob spawner: Blue instead of black
- Stone furnace top
- Old dispenser: Different face
- Old cobweb: Pure white, has less details
- Old porkchop: Cooked porkchop looks like steak
- Old axes: Two sided axes
- Old coal: Has less details
- Old flint: Similar to coal
- Old flint and steel: Flint in it looks similar to coal
- Old feather: More straight
- Pig snouts
- Old slimes: Opaque, have black eyes
- Steve with beard
- Old explosion: No shockwaves
- Moon phases
- Armor slot shapes
- Old cocoa beans: Look like a dye instead of seeds
- Old netherrack
- Old leather armor
- Old food items
- Procedural textures — enables old dynamic water, lava, fire, portal, clock and compass
- Old Mojang screen
- Old charcoal
- Old lapis lazuli block
- Theme: no biomes only
- Features (For Infdev/Alpha generators)
- Features (For Beta generator)
- Features (For 1.8+ generator)
- Flags: Many map-specific options
- Ground bound height: finite maps only
- Ground bound type: finite maps only
- Liquid bound height: finite maps only
- Liquid bound type: finite maps only
- Sky color: Set to 0 for theme settings
- Fog color: Set to 0 for theme settings
- Cloud color: Set to 0 for theme settings
- Skylight amount: Set to -1 for theme settings, to 16 for eternal day
- Cloud height: Set to -1 for generator settings
- Leaves decay
- Old mob spawning
- Old hoes: Seeds from grass
- Textured clouds
- Opaque flat clouds
- Beta 1.8: Default
- ClassicLight: InsanityBringer's tweaks to make it look like 1.7.3 lighting
- Beta 1.7.3: Chunk updates, no brightness settings, less light glitches
- Bedrock fog
- Sunrise at North
- Sunrise effect
- Old stars
- Old Nether fog
- Old saplings
- GUI in More Options
- Default generator
- Default features (Infdev/Alpha)
- Default features (Beta)
- Default features (Release)
InsanityBringer for original NBX!
jimeowan for translation class!
Xizz3l, 15382, ficion and danix111 for translations!
Many other people for testing!
Press G (configurable) key in creative mode to spawn human, like in very early versions of minecraft.
They just run aimlessly. And they will die if they touch cactus or fall too high, or if you punch them.
Screenshot:Copyright: You can redistribute and modify this as you want, just credit me.
1. Install SSP mod using instruction in the corresponding section.
2. Unpack spawn-human.zip to the jar created in step 1.
AllowInSurvival=false CustomTexture=true DeathEffect=true Health=0 SpawnEffect=true
When Minecraft 1.3.2 was released, simo_415's SinglePlayerCommands were rewritten from scratch to work with the internal server. Unfortunately, that also means that most of its commands were removed and are still not available.
SSPC is SPC 3.2.2 (1.2.5 version), updated to work with Minecraft 1.5.2 and SSP. It has all former SPC commands and few additions as well.
- Updated to 1.5.2.
- All SPC 3.2.2 commands, including the ones absent in the SPC 4.*, like /spawnstack.
- Commands are displayed in the vanilla /help.
- Plugin commands are also displayed there.
- /phelp and /superpunch actually work.
- /path supports block names, and not onlt IDs.
- /useportal now can work without arguments.
- //regen works.
- Commands conflicting with the default ones were renamed. For example, /clear became /clearchat.
1. Install SSP mod using instruction in the corresponding section.
2. Unpack every file from spc.zip, except WorldEdit.jar to the jar created in step 1.
3. Put WorldEdit.jar to the game directory (.minecraft by default).
Download latest version
Download previous version
Source code of the latest version
Source code of the previous version
This mod is licensed under GNU LGPLv3.
TL;DR: You can do whatever you want as long as the mod remains under this license; source code of any modification/derivative should be available.
Source code of the latest versions
Source code of the previous versions
Latest code on github
Daily builds:These builds have the latest features, and are the most unstable ones. They are generated automatically, so they may contain unfinished features.
They may work well, they may crash, they may give black screen, corrupt worlds, whatever. They may have all sorts of debug messages or "Useless test button: ON/OFF" options. Use them at your own risk and don't forget to backup your worlds! Also check the latest posts, they may have some information about upcoming bugs.
Changelog for all daily builds since the last "normal" development version
Before you ask any questions, read this FAQ:General
Q: I got crash/blackscreen/saving chunks/etc!NBXlite
A: Post the crash log.
Q: I did not get crash log! How do I get it?
A: Download MCPatcher and launch Minecraft from it. Then copy the log from MCPatcher.
Q: I use MagicLauncher and it crashes for me!
A: MagicLauncher fails to load the mod. Don't use it.
Q: Is it compatible with Forge?
Q: How do I use it with ModLoader?
A: Install ModLoader before SSP and OldDays.
Q: Can you add X?
A: First make sure that X is not in the ToDo list or the development versions. If it's not, I might add it to the ToDo list and implement eventually.
Q: I found a bug!
A: It is helpful if you post the log and a screenshot; however, this may not be possible, depending on the nature of the bug. Make sure that it's not feature.
Q: I don't want OldDays, I just want old generation!
A: The only module you need is the NBXlite module. The merge did not remove any features, it just added a configuration GUI.
Q: Why do I have gears in my creative inventory?
A: They are there to fix Indev map import.
Q: Why are there themes for Classic and other generators? There were no themes!
A: Themes for the Alpha generator is feature from NoBiomesX; I didn't remove them. The themes for the other generators are there just for consistency.
Q: I don't need the world creation GUI, how do I disable it?
A: There is an option in the OldDays GUI, called with the H key.
Q: I have a .mclevel map, how do I play it?
A: Place it in your saves folder. After first loading it will be converted to the standard Anvil format. However, the seed will be 0, so don't try to re-create it.
Q: Why don't leaves decay?
A: Since all the trees are quite large, decaying would cause considerable lag.
Q: Why do Alpha worlds have snow?
A: Snow is an Alpha feature. When it happens is random and it does not depend on the world seed.
Q: I tried the -7711547331594155648 Beta 1.8 seed, but there isn't a stronghold there! WTF?
A: It's a bug, and I know about it. Actually the stronghold is there, but is buried. Dig 2 blocks down to get it. OldDays
General & CoreSSP
Q: How do I use OldDays with Optifine?
A: Optifine is incompatible. For Minecraft 1.3.2 or newer versions install it in the following order: SSP-Optifine-OldDays.
Q: Why are some options disabled?
A: Some mods conflict with these options by editing the same classes.
Q: Why is everything disabled in SMP?
A: If it were enabled, you could cheat with instant food, ladder gaps, etc.
Q: Why is everything disabled in singleplayer?
A: Read the installation instructions.
Q: Why does smelting on fire give me more items than I originally had?
A: It's an intended feature.
Q: Why can't I use them with texture pack?
A: Default textures look awful with almost any pack. To force enable them, copy the olddays folder in the textures module to your texture pack's zip file.
Q: How to disable those tooltips when you switch the items in the hotbar?
A: Open .minecraft/options.txt file and change heldItemTooltips value from true to false. If it's absent, add it manually.
Q: What is it?
A: True singleplayer mode for 1.3.2 and higher, not a shell of SMP.
Q: But I have singleplayer, why do I need this mod?
A: Singleplayer now works like it's local SMP, and is much buggier than this; this mod reverts singleplayer back to how it was - pure singleplayer.
Q: How can I disable it?
A: There is button to temporarily use SMP mode. Disabling is pointless, since this mod does only one thing. OldDays allows you to disable it, however.
Q: Why is it required for OldDays, even when I disable it?
A: SSP contains the loader for the core/modules. ModLoader should work, but it might have various bugs in singleplayer, while SSP will work fine.
Q: How do I use it with Optifine?
A: Install SSP, then Optifine, then copy bfy.class and ng.class from SSP again, replacing Optifine classes.
Q: How do I use it with ModLoader?
A: Install ModLoader before SSP.
Q: Why is it so incompatible?
A: SSP changes a large number of classes, thus creating more conflicts with other mods. Additionally, it changes the way entire game works, while most mods are designed to work with internal server.
Signature banners!By Regicidal!
Sorry for my bad english:/
Jul 30, 2014Posted in: SuggestionsQuote from MisterFibroMore NPC's Such as:
Builders : Give you more building blocks : You can find them by villages : 50% chance of them being there
Farmers : Give you farming supplies : You can find them in a random Windmill/farmhouse in your world.
Miners : Give you ores and tools : You can find them in NON abandoned mineshafts or above a caves
Priests/Evil Priests : They are mobs that can make things happen : if you please him, he will give you gifts, if you dont then he will call the gods
God : He is summoned by the priest and can kill you or give you gifts
Devil : Like god but found in the Nether (summoned by Evil Priest)
Animal Keeper : sells you animals : found randomly in your world
Ender-Man : sells you ender pearls and ender eyes : found in strongholds
Thanks for looking at my post hope you like da idea:Sheep:
No support , I don't want villagers everywhere ! we already have farmers . and villagers shouldn't have these kinds of us uses like summoning gods or devils .
Jul 16, 2013Although the terrain in minecraft is far from perfect, one thing about it has always bothered me more than anything else: Everything just seems so small. The rivers and ponds seem tiny, the islands in ocean biomes are tiny. Even the mountains in the Extreme Hill biomes seem tiny.Posted in: Suggestions
My proposed solution to the problem is a new world type in the options when creating a new world. This new world type would be similar to the current one, aside from 1 difference: the terrain is expanded by 2x, 3x, or even 4x larger than what would normally generate in Minecraft. (The pictures below are 4x bigger, but the amount the terrain is enlarged could be an option)
- This would not affect current terrain generation because it would be a new world type.
- This would not make trees or villages bigger, it would only affect terrain.
- This would not construct the terrain, then enlarge it. (That would most likley cause severe lag) It would generate the terrain based on how the current generator works, only larger.
- This would not affect the size of each chunk, it would still generate with 16 x 16 chunks.
- The height of Minecraft would not be increased, and the world would not get deeper. This suggestion would only affect the surface of the world.
- Biomes would still generate normally, not enlarged. Though it would be great if there could be an option for either Large Biomes or Default Biomes when starting a new "Larger Terrain" World.
- This would not make villages and mushroom biomes more rare, they would spawn normally, just with different terrain.
- (Some have suggested that this idea should replace the "Large Biomes" world type. If this was implemented, biomes would spawn like they do in the "Large Biomes" world type.)
This is how Minecraft terrain looks by default. The red square is expanded 4x below.
These two images are to the same scale. The one below demonstrates what I mean by "expanding the terrain 4x." (I didn't recreate the desert, but biomes would still generate like normal.)
Example of larger hills/mountains:
How hills currently appear in Minecraft. Below is what hills and mountains might look like in a "Larger Terrain" World.
Current rivers compared to larger ones:
Larger: (The 2 block steep coastline was created because I simply expanded the current terrain 4x for these examples, nothing has been smoothed out. The images are just for example.)
(Unfortunately the beaches look rather ugly, but it's a problem with the way beaches work in World Painter and it does not have anything to do with this suggestion.)
Larger: (Bare lumps of dirt aren't so bad anymore! Could use some trees though.)
(The rest of these examples are Extreme Hills oriented. I used the same type of terrain that spawns in ravines for the rocks of the mountains, meaning that random waterfalls and lavafalls would spawn. I got rid of most of them by hand, but some of them escaped my grasp. I wouldn't mind seeing occasional waterfalls in mountains though, because I think these look really cool!)
Larger: (World Painter doesn't support overhangs like the ones in extreme hills biomes, but this should suffice.)
Current: (This is one of the few times an Extreme Hills biome actually looked like a decent mountain.)
Larger: (The grass is brighter because I forgot to make the mountains "Extreme Hills" in World Painter, sorry about that.)
Larger: (Looks brighter because of the fog, that's how zoomed out I was.)
Larger: (Sorry about the lack of trees, I didn't pay attention to the biomes as much as I should have.)
Current: (The Mountains actually look pretty good in this screenshot, but I don't think they're as magnificent as the larger terrain example.)
(The above example images were made by expanding a normal Minecraft map 4x in World Painter.)
- Could possibly make Minecraft terrain interesting again.
- Epic ravines.
- Naturally generated layered snow.
- Longer, thicker rivers.
- Actual mountains and hills.
- Bigger beaches. (though still ugly)
- Bigger islands in oceans.
- Ponds that aren't eyesores. (sorry)
- Horses are even more useful
- Horse travel might be more interesting because of the terrain, and length of the journey.
- Takes more than five minutes to cross entire continents.
- It would be a completely different world type, meaning it would be optional.
- It may take ages to get places. (though I'd imagine exploring would feel more rewarding)
- All that flat land might get boring. (but ideally the new terrain would generate with "noise" over the large terrain to make it more interesting and less smooth.)
- Oceans would be massive, unless they weren't made larger along with the terrain.
- Mountains may lag slower computers. (though they wouldn't be that much higher than mountains are right now. The mountains in my examples are much larger horizontally, but not that much larger vertically.
- People who can only play on the tiny render distance would have trouble seeing the terrain.
And that's all I can think of!
I made a signature banner for this suggestion! Feel free to submit your own.
Full size: (worthless for signatures)
Thanks for taking the time to read this suggestion! And thanks for the support everyone! Please criticize this if necessary!
Apr 21, 2012linkrock4 posted a message on [Fishing] What Fishing really needs... - Now with pictures & mobs! 60+ SupportersI realized that fishing is very useless, it also takes a while to get a fish, killing a pig is faster. So here are some suggestions to improve fishing and make it a lot more useful. I hope you guys like this idea. Post any suggestions or opinions you want to add to the thread below!Posted in: Suggestions
Bait & Hooks
Bait will be used to get a higher chance to catch a fish (10%). What I mean by will get a higher chance to catch a fish is the wait time till the rod actually catches a fish, you just have a bigger chance to catch it faster. The bait could be insects or small worms which could be found by killing. Also bait will only use 75% durability of what the rod normally does without durability. This will make people work more to find their bait, also wasting bate is very very easy because you will not catch a fish every time you try to catch one.
The hooks are used to get a higher % chance of getting treasures (random items). They add a base of 5% at bones hooks, 10% extra treasure chance at wooden hooks and 15% at iron hooks. We will talk about enchanting later on in the thread to take the % even higher.. Hooks can be crafted with bones, wood and iron. Bone hooks have a durability of 8 items, wooden hooks of 16 items and iron hooks of 64 items.
- Leather boots (damaged & non-damaged)
- Bait 1-7
- Iron ingots 1-3
- Dirt blocks 3-8
- Leather chest (damaged)
- Gold nuggets 3-5
- Carrots 1-6
- Poisoned potato 1-2
- Iron boots (very damaged)
- Iron legs (very damaged)
The fishing net
The fishing net is a great addition to the game, it’s a new way to get small fish like sardine and its good for the new minecrafters I was thinking of the ability to attach your net to the back of your boat to get fish easier? (only on the boat with the crafting table) For every block that you swim, the fishing nets uses up a ‘durability’. If the fishing net breaks, all the fish you caught have a 25% chance of disappearing or falling back into the water. The fishing net should also have small possible enchantments that I will talk about later. You have a chance of 6% per block to actually catch a fish with the fishing net while it is attached to the boat. The fishing net has a capacity of 7 fish maximum in the net before it stops capturing fish and you have to empty it.
Extra fish (mobs)
As everyone is saying in the replies, there should be about 5 to 10 new fish in the game. I was thinking of 3 small fish, 3 medium fish and 3 big fish. There can also be a very rare fish that only spawns in deep ocean water. You would have a small 5% chance of getting this fish and it would heal you a lot. On the sand, there should also be crabs as a small addition to fishing, the crabs are hostile unless you attack them. I was also thinking of an aggressive, maybe a piranha? These fish will not stop attacking unless you go out the water. I was also thinking of finding different kind of fish in different kind of biomes, or maybe a higher % chance to finding a kind of fish in a biome
Spawn: Common everywhere.
Behavior: Will run away if you are too close. Has 27% chance of spawning in very large groups of 13-17 fish in deep ocean.
Drop: Exp orbs, uncooked fish & 7% chance of dropping a hook or bait.
Spawn: More common in the river biome. (27% bigger chance of it spawning in the river)
Behavior: Will run away if you are too close.
Drop: Exp orbs, uncooked salmon &; 7% chance of dropping a hook or bait.
Spawn: More common in the ocean biome. (27% bigger chance of it spawning in the ocean)
Behavior: If you are too close it will turn into a ball and will start doing damage the same way the cactus does damage.(half a heart every 0.5 seconds). Uncooked pufferfish meat will poison you (but will not kill).
Drop: Exp orbs, uncooked pufferfish & 7% chance of dropping a hook or bait.
Spawn: More common in the deep ocean biome. (27% bigger chance of it spawning in the deep ocean)
Behavior: Will run away if you are too close. Spawns in giant packs of 8-17 fish per pack. Like to hang around seaweed.
Drop: Exp orbs, uncooked clownfish &; 7% chance of dropping a hook or bait.
Fishing spots are a good addition to the game. These would be a little dark water block. These blocks would give you an extra 7-12% chance of catching a fish. The fishing net/fishing rod HAS to be in the block or you will not get the advantage of this. The fishing spots block would spawn in groups of 3-7 blocks all together. There must be at least 4 blocks of water under it. These despawn after overusing them (After getting 32 fish from it) or after being there for a while. These have a random % chance of spawning at night. (No big factors on the percentage, it just spawns) They are more common in river, ponds/lakes and beach biomes.
Since fishing will be improved, and we have a lot bigger oceans now, i think that a fishing boat wouldn't hurt. There will be 3 new boats...
Boat 1: Has a crafting table on the back and you are allowed to place the fishing rod on the boat for it to fish itself. NOTE: You must right click the fishing rod to catch the fish.
Boat 2: A boat that can be boarded by 2 people, great for multiplayer and easy to use. NOTE: If both the players try to take the boat in another the direction, the boat will not move, the players have to go the same direction.
Boat 3: A wooden boat that has leather all around it, just a normal boat but that resists more the shocks, great for fishing the sea monster.
We are getting new fish, new tools to fish and new enchantments. Why not spice it up a little bit more with just very little vegetation.
Seaweed would be found in deep ocean biomes. They would act as a home for clownfish and somewhat of a spawn block. Seaweed would spawn on dirt and sand and needs atleast 13 blocks of water above it. This new vegetation would have 5-6 different textures to make it look different at the bottom of the ocean and could be either 1, 2 or 3 blocks high depending on the amount of water above it. Three blocks high seaweed would have 7% chance of spawning, two blocks high seaweed would have 15% chance of spawning and one block high seaweed would have a 23% chance of spawning. These would spawn in little groups to make it look nicer (3-17 seaweed per "group").
Enchanting fishing items
The following possible enchantments:
* Unbreaking up to V
* Efficiency up to II
* Fortune I
* Lure III (I: Extra 2% of caching a treasure. II: Extra 6% of caching a treasure. III: Extra 10% of caching a treasure.)
The following possible enchantments:
* Unbreaking up to I
* Looting up to II (When you kill a fish, if you do)
* Range up to III (I: Ability to throw the fishing rod 3 blocks farther. II: Ability to throw the fishing rod 5 blocks father. III: Ability to throw the fishing rod 7 blocks father)
The following possible enchantments:
* Unbreaking up to III
* Randomness up to IV (I: Small extra 1% chance of getting a fish. II: 3% chance of getting a random block in the game, not so valuable block and that is mostly found in the water or around it. III: Small 3% chance of getting a rare drop while fishing, like iron ingots. IV: Extra 2.5% chance of getting a fish and 2.5% chance of getting a random block in the game, also not so valuable, and that is found around water.
* Flare up to I (Any fish caught will have a 50/50 chance to be automaticly cooked. Credits to the community)
Community ideasQuote from Tom TzuI think the "fishing spots" concept could actually be modelled nicely by a new kind of mob, a school of fish. They'd move around freely in water blocks, like squid do now, and maybe have a special animation for when they were on the surface. They'd be essentially immune to melee weapons, but they'd tend to avoid you when you were in the water anyway.The chief effect of a school-of-fish mob would be that whenever your hook happened to be in the same vertical column of blocks as the mob, you'd automatically catch a fish. The mob would remain, so if you were quick to cast to the right spot, you could keep catching fish quickly. But they'd be mobile, and might well swim out of range, and like squid, they'd despawn, so you could never guarantee a good fishing day. They could be coded to spawn only in a certain minimum volume of water, so you couldn't get them in tiny ponds, but you COULD build a weir, perhaps closed off with sticky piston gates, and herd them into a smaller area where they'd be easier to harvest.Quote from Penguino9879What I mean is you cook the rotten flesh and use the cooked rotten flesh as bait. Easy to see how you got confused with that, I probably could've worded that better.Quote from SuperMinerCraftingThat's alot of ideas just for fishing don't ya think? This is minecraft, not fishcraft. Although i do like the idea where we get diffrent sized fish. Maybe the bigger the fish, the higher chances of getting an ocelot.
Support by putting this as your signature!
Thank you and stay tuned for all the new improvements I add to the thread! Dont forget to If you support, also go on the reddit link if you want the minecraft staff to spot this!
Sep 22, 2012Badprenup posted a message on Worldgen Sliders - Get the map you want! [Partially Implemented!]Posted in: SuggestionsImportant Notice!
Just saw this: Link
It's only a prototype, but hopefully it will make it into the game at some point.
One of the developers for Minecraft has actually been working on something like this on Mojang's Prototype Fridays. It is actually a lot more in depth than what we are asking here but the important thing is we aren't the only ones thinking it. Thanks to WyrdOne for beating me to the punch on adding this info.
This idea was originally done by TheBeadle, but he has agreed to pass on the idea to me because he is not as active as he used to be. You can view an image of our PM where he gave permission for me to take over the thread HERE. You can also view the original thread which is located HERE.
Now that the boring crap is out of the way, let's talk about Minecraft world generation. A lot of people have different opinions on this. Some liked the way it was before 1.8, some like it after. But why argue about which is better when both parties, and anyone else, can be satisfied? That is why I present to you...
-- World Gen Sliders --
Get the map you want!
Do you have a biome that you just can't stand? Do you like Temples, but think Villages are annoying? Or are you just plain tired of dealing with a specific mob? How would you like to be able to control all of these things and more?
With this suggestion, you would have nearly total control over the creation of your world. You could (potentially) be able to set a vast number of individual settings, each unique to your individual world. These settings would be stored with the world data, so you can make your custom adventure and survival maps and share them with friends.
Toggle Individual Mob Spawning
Toggle Which Biomes Generate (and how often)
Get the ability to turn any mob in the game on or off. Hate Creepers? Kiss them goodbye. Find Snow Golems annoying? Turn them off. Keep in mind though, if a mob drops an item and you turn it off, you can't get that item or any items that are made from it (No Blaze means no Brewing).
You can make the game easier by turning off mobs you don't like, but you can also make it harder. Turn off passive mobs to force you to farm and fish to survive. Turn off Blazes and Cows to make Enchanting only possible after you find a Village or Stronghold, and removing the ability to make Potions. Turn off Villagers to prevent trading and make Villages into ghost towns.
Toggle Structures (and land features) Individually
Everyone has a favorite and least favorite biome. I personally love Deserts (I find the sound Sand makes soothing) and I hate Extreme Hills. Aren't there times you wish you could just turn that pesky Swamp off and make it go away? With this you can.
The easiest implementation of this is to just turn them on or off depending on your needs. But why just be able to do that? Make Jungles spawn more than Deserts, and make Taigas appear less than Plains. Weight each biome's generation amount to your exact needs.
Better Spawning (suggested by Wircea and 7rafe7)
Tired of seeing endless Abandoned Mineshafts whenever you go into a cave? Tired of too many caves in general (I know a lot of people are)? Why not make them less common? Heck, why not disable some things all together? Even control what kind of dungeons you want to generate individually. Make an Enderman dungeon, or a Ghast dungeon. Make a world that is how you want it, for better or for worse.
Possible Presets and Other Tweaks
Hate that you can never find a Village or Stronghold? Miss the house from Indev? Or simply want to start in a specific biome? Go ahead and do it. Obviously, the list of available spawns would be limited to only things that you kept on in other menus. But this would let you start anywhere (within reason and limitations set by you) you choose. Choose from any of the following areas, and check back often for new areas:
- Any Overworld Biome (that you left enabled)
- Any Structure (that you left enabled)
- The Indev House
Lots of people miss the old world generation. Heck some people miss Indev generation. Why not give people a preset that toggles all the settings to get as close to older generation as possible? And while we are at it, let's give them more control. Make an Adventure map limited to a specific size. Change the Sea level to re-enact the movie Water World (Kevin Costner not included). Raise the Nether's Lava Sea level to make the Nether more dangerous. Make mountains that stretch to the height of the world, and valleys that stretch to bedrock. Shape the world however you please. While you're at it, want to change Gamerules but don't want Cheats to be on? Change them when you make a new world and keep them that way.
Now I'm not going to lie, this would not be an easy thing to add. Some of the ways things are coded would need to be rewritten entirely to make this idea happen. But isn't the coding worth it if it gives players even more control over a sandbox game? Not to mention if the code is changed, it would make adding new biomes, structures, and mobs even easier. This would also be fully compatible with Large Biomes and Superflat would use the current preset options it has, so this would not interfere there.
1.6.4 Pre-alpha mod out!
I have a surprise. Got 1.6.4? Take a look:
My modding friend is taking another look at this and released a WIP version. Take a look, download it and try it, and have some fun.
Keep in mind it is a very early pre-alpha build so not all features are in amd working properly. So be sure to post as much as you cam what works and what does not so it can be improved.
If you want to show your support for this idea, I encourage you to add this banner to your signature.
Dec 6, 2013HoboDough posted a message on Classier mushrooms suggestion, with pictures: Improving minecraft's mushroom variety.Mushrooms are becoming useless. Here's why:Posted in: Suggestions
- they are fairly hard to find
- mushroom stew is unstackable and gives less hunger points and saturation than beef or pork
- they are easily replaced for decoration by the large variety of flowers in the 1.7 update.
- Mushroom soup will now be made with two of any edible mushrooms (this includes two of the same type). The hunger stats for the two mushrooms will combine and the soup created will replenish hunger according to those stats.
- Mushrooms will be shown off center to the block they're on, same as tall grass.
- Feeding a pig any mushroom will cause it to search for more mushrooms of that type for 30 seconds.
The way that minecraft currently grows mushrooms is quite complicated so many do not fully understand it. In order to improve on it, we must first understand it. Basically every tick a mushroom is given two 1/100 chances to spread to any random space (including inside blocks) in a 3x3x3 cube around the mushroom; though sometimes it will spread 2 blocks away. This depends on several factors:
- If the block to be spread to is below or above the level the block the mushroom is on, there will be ¼ chance of it spreading there. However if it’s on the same level, there will be a ½ chance.
- The light level must be below 13.
- There must be less than 5 mushrooms in a 9x9 area around the original mushroom.
Every tick a mushroom is given a 1/80 chance to spread to a random air block in a 3x3x3 cube around the mushroom. This depends on several factors:
- The light level must be below 13
- There must be less than 5 mushrooms in a 5x5 area around the mushroom.
Huge Mushrooms - WIP
Only some mushrooms can become huge mushrooms through bonemeal. For now this will include: brown mushrooms, red mushroom, glowstools and bell caps although there will be more to come. Huge mushrooms will have the same drop rate as current, with each one dropping about 2-25 mushrooms of its kind.
New types of Mushrooms
*Take note that one hunger point means half of one of the hunger bar’s chops.
* Currently minor updating all mushrooms. Ones not updated have been marked.
This old time classic is the perfect find for a hungry first-timer. Each brown mushroom will restore 2 hunger points when made into stew.
These old time favourites top your favourite brown mushroom when it comes to eating by giving 4 hunger points. However, there’s a catch. There's a 40% chance of you becoming nauseous after eating one.
A clear sign that are you deep within the clutches of the foreboding roofed forest is the appearance of a strange mushroom that grows on trees. The shelf fungus is however a welcome sight among many travellers. Not only can it be used as a platform to have a breath of fresh air, but smelting it will also produce a tough leather. There are reports of this mushroom also appearing in oak forests, taigas and jungles, but only rarely.
Oh look, a delicious brown mushroom. Wrong! That’s no mushroom, that’s a death cap. Even pulling this deceiving but rare mushroom out of the ground will cause paralysis (slowness VI) and poison III. But don’t worry! An experienced mushroom gatherer can easily identify the death cap by its white stem and faint spots on the cap.
This easily spotted fungus can be found growing on many trees in the forest. Don't touch it though as it contains toxins that will slow down both your walking and breaking speed. Take it back home however, and you can brew it to create mining fatigue potions. It has also been recently discovered that adding a fermented spider eye to this concoction will create a potion that will hasten your mining speed!
The bell cap is a very special mushroom found only in cold biomes. Many travellers have noticed an unusual sound like a faint bell ringing when nearing this mushroom, although this has been dismissed as pure hallucination by most town folk. It is quite possible though as placing the bell cap next to a noteblock will change the note sound to that of a bell.
The truffle is well known across the lands for its extravagant taste. It is also infamous for its rarity. Each truffle will fill up 16 hunger points when added to a stew; however its saturation value is only 1.2 due to its small size. It is wise to save these delicacies though, as villagers are willing to pay quite a high price for them.
Glowstools can occasionally be found underground as natural light sources. These mushrooms are simply there to create ambience and can also be used for a wide range of decorations. Sometimes large forms of this mushroom can also be found.
These small mushrooms can occasionally be found in clusters above and below ground. They are often nicknamed as ‘miner’s morsels’ since many a time has a miner been saved from starvation by these fungi. Each mushroom cluster will fill up 5 hunger points in a mushroom soup with a saturation value of 2.4.
One of the most sought after mushrooms due to its rich fruity taste as well as brilliant colour. Don’t waste this beauty straight away though. By cooking the chanterelle, it will go from restoring 3 hunger points to restoring 6. There are also rumors that if you combine this mushroom with gold, it will create a golden chanterelle, although the uses of this prize are yet to be confirmed.
More reason to watch your step in the nether! These toxic sporebombs will belch out a cloud of its foul spores right into your face if you happen to step on it. Not only does this cloud your vision for a short while, but it will also spawn fire around it and set you alight! However, take a silk touch pick to it and its yours, although I don't know what you'd want to do with it...
If anyone would like to suggest different types of mushrooms or uses for them, please feel free to as it gives me new ideas and inspiration for this suggestion.
Also, here is a banner if anyone wants to use it . Just copy paste the link into your signature as an image and link it to this post.http://imageshack.us...7/5878/6926.png
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