• 0

    posted a message on Tiles, the carpets of stained clay. *90% of people support!*
    Seems like a good idea. Perhaps they could be placed on the underside of blocks as well? Support
    Posted in: Suggestions
  • 0

    posted a message on Advanced Enchanting Table -Get the enchants you want, balanced without the grind. New GUI picture!
    Quote from joonatan1998

    Why are you enchanting sword?
    If you don't want to waste diamond enchant books.
    If you don't want to grind so long make better mob farm. (enderman farm?)
    What kind of grinder do you have?

    1. Because regular diamond swords are not that great. EDIT: (or you may be talking about silk toutch for cobwebs)
    2. One of the reasons I thought of this was because books are tedious and take forever to get the enchant you want.
    3. Even the most efficient farms are still over 10 minuter per enchant, I don't think people want to AFK at their farms regardless just to get enchants they don't want/need.
    4. I use a high efficiency duel cave spider grinder. It is located directly beneath my base.
    Posted in: Suggestions
  • 0

    posted a message on Command Blocks detecting/responding to player messages.
    This would add quite alot to custom maps, very simple and reasonable. Support
    Posted in: Suggestions
  • 0

    posted a message on Advanced Enchanting Table -Get the enchants you want, balanced without the grind. New GUI picture!
    Quote from Moranic

    Actually, this isn't such a bad idea! It definately needs some fine-tuning and maybe the level requirement should be higher. Maybe allow more than 30 levels to be spent for higher chances?

    I'm sure this is end-game enough to be not too OP, but balancing this is going to be a pain. The XP costs should be quite high. Perhaps 130% of required XP in a normal enchanting table gives you 50% chance of getting what you want. Every additional level put into it grants another 1.5% chance. That way it still costs loads of XP but you'll be sure of what you get so it'll be worth it in the long run. I guess if you have XP farms it's not too hard to get up to a reasonable level.

    EDIT: To make it a bit more tedious, when using this table you HAVE to use all of your current XP. You can't just use a part of it.

    I like your idea for things to cost more xp. Probobly will add it to the first post, giving you creidit of course.

    Quote from Momo_Mccloud

    :soil: no support. :soil:

    I don't want things with auto or advance in minecraft, because I want the things with hardwork.


    When you say hard work, do you mean tedious and boring work? Isn't there enough of that irl.
    Posted in: Suggestions
  • 0

    posted a message on Advanced Enchanting Table -Get the enchants you want, balanced without the grind. New GUI picture!
    Quote from XDGrangerDX

    I need silktouch for a sword, to farm cobwebs. Guess what i am because the books? Right! Annoyed!

    In the time it took me to get silk toutch book, I enchanted over a double chest of books, using a duel cave spider grinder, 20 minutes per level 30 times 56+ books...
    *Shudder*
    Posted in: Suggestions
  • 0

    posted a message on Advanced Enchanting Table -Get the enchants you want, balanced without the grind. New GUI picture!
    Quote from XDGrangerDX

    Currently the enchants are completly random from the pool of available enchants for the tool/whatever your enchanting, up to 3 enchants at one time.
    For the books its a little different.. They have the whole pool of all enchantments available, up to 1 entchant on one item.
    That makes them unreliable and cost inefficent as they still need the same exp to enchant + additonal exp to add it to a tool.

    Enchanting definitefely needs some work, thats why i like your suggestion.

    The amount of time I have spent trying to get unbreaking books for my armour and weapons in absurd. It is so difficult to get specified books, one of the reasons I thought of this. It is a 1/20 chance of getting unbreaking III in a book with level 30. Enchantig can sometimes fall under the catagory of annoying not difficult.
    Posted in: Suggestions
  • 0

    posted a message on Advanced Enchanting Table -Get the enchants you want, balanced without the grind. New GUI picture!
    Quote from alexfig88

    Maybe one thing to balence it a bit more-if you select more than 2-3 enchants, you have 10% LESS chance than the normal chance. So if you selected Sharp 2, fire 2, smite 1 with 25 levels, you would normally have maybe a 60%-70% chance, so it would go down to a 50%-60% chance. Just a thought, but I do love the idea. Support!

    I agree with your statement about balancing. As I am no video game designer, the balance of this is probobly very off from what it should be. There would probobly be a formula to determine the odds, similarly to the way anvils work. The main thin I am proposing here is the concept of having a realistic chance of getting good enchants without hours of endless grinding.
    Posted in: Suggestions
  • 0

    posted a message on Mapmaker Tools - An expansion on the Attribute System! (NBT Tags)
    Support, with all of the new mapping features coming out, I have been messing around with custom items. For many of my ideas to work, I need potion effects to be added to the player while the item is beeing used. There are so many things this would open up for items. Great ideas!
    Posted in: Suggestions
  • 0

    posted a message on Advanced Enchanting Table -Get the enchants you want, balanced without the grind. New GUI picture!
    Quote from XDGrangerDX

    except that you have to grind 2 days long for wither heads...

    Its a nice idea tough!

    Yes I am aware of the grind with wither skeletons. However, the amount of time I have spent getting xp compared to the time it took to get 2 nether stars (beacons)...
    I would say it is worth it in the long run.
    Posted in: Suggestions
  • 6

    posted a message on Advanced Enchanting Table -Get the enchants you want, balanced without the grind. New GUI picture!
    Advanced enchanting table
    We all have went through it. You finally got to level 30, you walk over to your enchanting table with your fresh new diamond sword, and… knockback II. RAGERAGERAGERAGE! Then if you need an actual enchantment you go back to your grinder (The irony is I am AFKing at one of my grinders as I type this) and you AFK for, probably about 20 minutes to an hour? Isn’t that just fun, waiting for a grinder, or spending hours mining quartz, or just waiting for your level to go up over time, only to get knockback II on your sword or something just as bad? I say no. My suggestion is not to decrease the level amount, but to allow it to be much less of a grind to get good enchanted gear.

    Crafting:
    Crafting the advanced enchanting table would require many difficult to get resources that would make it a very end game item. It would be crafted with diamond blocks, obsidian, a book, and two nether stars. It would look like this:
    Using all those resources would make it be very difficult to get. Because of the fact that you would have to fight the Wither twice, you would practically require potions, high level enchants, and a long time spent in a world. However once this item would be obtained getting enchantments would not be completely trivial. This would be because of empowered books.
    Empowered books:
    (Please note: This was added after the initial post of this suggestion.)
    What an empowered book would be is a nonrenewable power source for the advanced enchanting table only. To craft them it would cost one diamond, one gold ingot, six blaze powder and one book arranged like this:
    They would be nonstackable and would have the appearance of an enchanted book, but with a red cover.
    They would each have four durability, and could be combined in a crafting table, but only to add the durability together, NOT to add extra durability. They could also be crafted into books of one durability (4 durability = 4 empowered books with one durability each). To use them you put them in the six designated spots, then when you go to enchant, all of the empowered books you put in will be used up, and if you had enough empowered books for that enchant, then you would get it (assuming you put in enough Xp). If you didn’t put enough in, you would get nothing.

    What this would do is rather than AFKing you would be doing something, that may be tedious work but, it is not simply AFKing and not actually doing anything.

    Appearance:
    I have never been a good drawler, so I can’t make a 3D picture of it. But tt would look like half of the table on the bottom would be obsidian, the other half would be diamond in the middle, then bright white on the sides of the diamond. Then a book on the top.

    Here is a basic picture of the GUI.


    Function:
    The way the table would work is you put your item in. Then depending on the item, all the valid enchants would be shown, defaulting to level 0. Then if you click on the enchantment, it would bring the level up by one in the display (not on the actual item) (also the enchants don’t go higher than the normal cap). Once the maximum level was reached it would cycle back around to 0. Then you would select the amount of levels you are spending into it. The amount of bookshelves around the table would rise the max amount of levels you could spend. The number of bookshelves to spend fifty levels (not thirty) would be twice that of a normal enchant set up (thirty bookshelves). Once everything has been selected, all of the levels you put in to spend would be taken, and if you put in enough levels, you would get the enchant, (assuming you had enough empowered books) and if you did not spend enough levels, you would not get the enchant, and still have the levels taken.
    Examples:
    1. Diamond sword
    Enchants: Sharp 4, fire 2
    Levels needed: 28
    Total empowered book durability: 12

    2. Iron Pickaxe
    Enchants: eff 1
    Levels needed: 2
    Total empowered book durability: 1

    3. Iron Pickaxe
    Enchants: eff 1, unbreak 1
    Levels needed: 5
    Total empowered book durability: 2

    4. Bow
    Enchants: Power 3, punch 1, flame 1
    Levels needed: 26
    Total empowered book durability: 6


    5. Diamond Helemt
    Enchants: Prot 4, resperation 3
    Levels needed: 28
    Total empowered book durability: 13

    6. Book
    Enchants: unbreak 3
    Levels needed: 18
    Total empowered book durability: 2

    Conclusion:
    This idea would make enchanting much less of a grind, making it more practical to get the enchants you want without having to constantly enchant more and more things until you get what you want. This would also be an intended convenience for end game players.
    Posted in: Suggestions
  • 0

    posted a message on To Venture masterzminer's CTM series
    I updated the post with my standard rules. Thought people might want to see the slightly altered rules I use.
    Posted in: Maps
  • 0

    posted a message on the Code II: Infinite
    Just finished playing. Best puzzle map ever! After playing the first one I enjoyed all the look backs at the first one and how you aranged the map. knowing all about the new mapping features myself, for me figuring out how you did this, or how you did that, was yet another puzzle! Great job on the map!
    Posted in: Maps
  • 0

    posted a message on To Venture masterzminer's CTM series
    Quote from Aimoskeeto

    Wow, I love the use of the hard clay as a base block - makes a change to everyone's smooth and sandstone usage! Definitely gonna keep an eye, looks promising so far :)

    I have seen very little use of it. The second the block came out I knew I wanted to use it forsomething like this. The fact that I can change the color of the stone adds a lot of diversity in the looks, so I can lean away from a moncromatic map.
    Posted in: Maps
  • 0

    posted a message on To Venture masterzminer's CTM series
    Quote from clickonme

    I'll try this out when I get home from vacation. Looks nice.


    Thanks! Not sure how long the map will take to make. But I have been working hard.
    Posted in: Maps
  • 7

    posted a message on To Venture masterzminer's CTM series
    To Venture
    A CTM Series by masterzminer

    News (February 25, 2020): I finished my developer commentary for Whirling Phenomena and made a compilation type video out of it. You can watch me suffer through the map here:

    Link to the compilation:


    What is a CTM map?
    If you have never heard of a CTM map, it is, in a nutshell, is a map where there are a number of goal items (Most commonly the 16 colors of wool and 3 material blocks, I used this style) throughout the map. Your goal is to bring them back to a monument, and once you have all of them, you have completed the Monument. Thus where the name CTM comes from. The catch is, the goal items are in hard to access places, guarded by monsters, traps and other hazards.

    The CTM genre originates from Vechs. Originally made as difficult survival maps, eventually adopting the goal of completing a monument, I have played many of Vechs’ maps and wanted to try out making maps of my own.

    Lets plays:
    If you download my maps I encourage you do an LP if you are an LPer, and give me any constructive criticism or compliments you feel necessary. Also I may comment on the video, the username is masterzminer.

    Multiplayer:
    As of right now all of these maps are created and balanced around single player. Playing with multiple players will likely throw off the balance, however there is no problem with playing these maps in multiplayer as you would for any other map.

    Minecraft version:
    Each map has a recommended Minecraft version to play on. You do not need to play on that version, however the map may not work as intended if you do not. If you play the map on an old version, the map will almost certainly be broken and unplayable. If you play on a later version, there is a chance the map will break, or new features may throw off the balance.

    Downloading:
    To download
    1. Click on the download link
    2. Click download
    3. Wait for it to download
    4. Unzip the folder
    5. *Place the map in your saves folder in .minecraft
    6. Open up minecraft and you should find the map in your worlds list

    * To get to your .minecraft
    1. Press the home button
    2. Search for run
    3. When a box appears type: "%appdata%";
    4. Press enter
    5. You should see a folder called .minecraft, click on it
    6. You should see a folder called saves, click on it
    7. That is where you paste the map

    Difficulty:
    I will put an intended difficulty for each map. The rating is from 0-5, 0 being no real challenge, 2.5 being average difficulty, and 5 being romhack.

    My Standard Rules:
    1. Find and complete the Goal Monument to win
    2. Find wool in chests/Fleecy mob drops. Don't use string/dyes/sheep.
    3. You can use string/dyes/sheep for non Goal monument uses.
    4. You cannot use villager trades to get wool for the Goal monument.
    5. You may craft the material blocks for the Goal Monument.
    6. Survive in anyway you can think of. You can mine/craft/build whatever you want.
    7. Use at least easy never peaceful.
    8. Do not move, pick up, or craft enderchests. You may interact with preplaced ones.
    9. Do not make nether portals, you may relight portals that you found lit. (This rule is for maps where I use the nether)
    OR
    You may make a nether portal at any time. (This rule is for maps where I do not use the nether)
    10. Do not try to bypass bedrock/barrier walls.

    Now for the maps!

    ___________________________________________________________________________

    Full Length Maps:

    These are full length 16 wool CTM maps

    __________________________________________________________

    Map #1: Fallen Mines

    Map Style: Linear Branching

    Description:
    Explore the underground outpost made by an ancient civilization. Go deep underground to find never before seen types of stone, crazy monsters, treasures, and so much more. This map is all of the great 1.3-1.6 mapping features, making for an experience nothing like vanilla these days. You will find yourself doing things never even thought of for vanilla.


    Intended Version: Minecraft 1.7.9

    Difficulty: 2.4/5

    Sceen shots:












    Change Log:
    In Beta 1.1:
    1. Fixed sign at start
    2. Remove "Op" loot at start
    3. In fermented grove made the first trap spawn slower
    4. Lit up caverns of flight (it was very dark I couldn't see anything)
    5. Made pigmen in a secret part less op
    6. Made spawners in search more consistent
    7. Added vines in infested grove (aesthetics)
    8. Fixed infested lair not being a mesa biome

    In Official 1.0:
    1. Made a secret less secret
    2. Made start slightly easier to see where to go
    3. Added hint in appealing terror about what to do in the area
    4. Made a better ratio of farmable mobs in blackstone keep
    5. Fixed a bug where a portal would form because of lava touching a sign
    6. The green wool mob should not despawn
    7. Added a hint of death to think or die
    8. Spawners in end on green wool are more visible
    9. No natural spawns in green wool end
    10. Made last area less impossible
    11. fixed trackers not spawning in search
    12. made black wool end harder

    In Offical 1.1:

    1. Fixed a bug where the escape from the red wool didn't work


    Lets Plays:

    LaterNightGamer:

    SneakyGunslinger1:


    ElRichMC (in spanish):


    Speedruns:

    Elecsat (world record):

    __________________________________________________________

    Map #2: Whirling Phenomena

    Map Style: Linear Branching

    Description:
    Venture through a massive and dangerous world. With its large variety of areas, ranging from deep dark caves to open to sky oceans to lush forests, to a fiery domain there is plenty to explore and discover. This map is designed to be taken on with a slow and methodical playstyle. It should prove to be a long rather challenging map, and should in general lead to a very long play time.

    WARNING: This map is bad, and ridiculous. I'm mostly keeping it here for completeness, so if someone wants to download it, they can. Don't go into this map looking for a good time.


    Intended Version: Minecraft 1.11, though playing in later versions will probably make it more bearable.

    Difficulty: 666/5

    Trailer:


    Developer Commentary:



    Screen shots:







    Change Log:


    In Beta 1.1:

    This version focuses on making the start more balanced, as well as adding some addition rail lines to make travel a little easier.


    1. In the spawn area, changed the video settings book to “Graphics/Lag” and added a section explaining that lower

    end computers may struggle to handle some areas

    2. In the spawn area, added a sign hinting that there may be traps

    3. In surface blast, added mossy stone brick silverfish blocks that mark the silverfish spawners

    4. In surface blast, added a chest with magma blocks and flint and steel along with a sign hinting that you should use the given items for lighting

    5. In surface blast, modified the terrain around the cavern leading to the monument making it easier to get to the cavern

    6. In the goal monument, added bridges connecting some of the platforms

    7. In the goal monument, added flattened area around the water, which functions as an easy place to build a farm

    8. In intersection 1, added signs that hint that you rushing through the map is not a good idea, and some areas may require you to resupply and rethink approach

    9. In false silver floors, added a sign saying that if you want you can spend a few hours redirecting lava and water to create a cobblestone generator, but this is not intended

    10. In false silver floors, added a hint that a full damage crit form a wooden axe will instantly kill a silver fish

    11. In false silver floors, removed a few creeper spawners froom the inside

    12. In fort tomber, added a chest of bone meal in the back of the cavern, marked by light, bone meal also added in the main fort

    13. In deep wood caverns, in the seed room, added a chest with lots of wood and increased the amount of food found in the chests

    14. Set all of deep wood caverns to the jungle biome

    15. In deep wood caverns and fort tomber, added additional random loot chests

    16. Increased the chances of stone tools appearing in intersection 1 loot chests

    17. Decreased the amount of redstone objects found in intersection 1 loot chests

    18. Added multiple rail lines throughout the map, to help reduce build time


    In Beta 1.2:

    This version focuses on rebalancing the starting area and first intersection making it less ridiculous, most notably honeypots in all the starting areas, and making an area more bearable on lower end computers


    1. In surface blast, added honey pots to reduce natural spawns by a notable amount

    2. In surface blast, significantly reduced the amount of silver fish blocks

    3. In surface blast, increased the spawn delay of the silver fish spawners and ghasts spawners

    4. In surface blast reduced the amount of silver fish spawners on the starting platform

    5. In surface blast, added in more wood huts

    6. In surface blast, added more loot in the dungeon section

    7. In surface blast, added more loot on the starting platform, notably wood and food

    8. In surface blast, made the skeleton spawners in the dungeon more visible

    9. In monument area, added a few signs

    10. In monument area, added a prebuilt tunnel going through the water trap

    11. In monument area, added furnaces

    12. In false silver floors, added honey pots around the cave section to reduce natural spawns

    13. In false silver floors, added more glowstone to the entrance of the area

    14. In false silver floors, added a few more random loot chests in the fortress section

    15. In false silver floors, added coal around the entrance

    16. In fort tomber, added honey pots ADD MORE

    17. In fort tomber, scattered light around the entrance

    18. In deep wood caverns, added honey pots

    19. In deep wood caverns, added a rail line connecting the bottom of the waterfall to the top

    20. In deep wood caverns, scattered light around the entrance area and tree line

    21. In deep wood caverns, added a few ladders to the start of the tree line

    22. In flood gate fortress, zombies no longer spawn reinforcements, deal more damage, have 50% knock back resistance, spawn in smaller quantities, cap out at lower amounts of mobs, and spawn slower

    23. Added a sign thanking the people that gave initial feedback on the map in the Cavern leading to the monument


    In Beta 1.2.1:

    This version is a hotfix for an issue caused by 1.11


    1. In sabbia tombs, changed all the husk spawners to zombie spawners, as in 1.11 husks can only be spawneed from spawners open to sky


    __________________________________________________________

    Map #3: Isolation

    Map Style: Open world

    Description:
    Enter a large island with a variety of environments, ranging from jungles, to desert, to ice plains, caves, and a unique nether. With natural regeneration disabled, this map will change the way you have to play, but includes several mitigating factors for the lack of natural health regeneration, such as he monument acting as a healing center, or mobs dropping healing potions. This map is not meant to too hard, but still provides a reasonable challenge. This is my first open world map, and focuses on exploration and survival.

    Another note:
    With this map, I took all of the feedback I revived about Whirling Phenomena to heart, and made large efforts to fix those issues for this map. The lack of natural health regeneration causes every enemy to be dangerous, and as a result, especially early on, there are far fewer enemies, and custom enemies are more powerful themselves. This attempts to fix the absurd mob swarming in Whirling Phenomena. The dungeons in this map focus much more on smaller details, and are not needlessly long, which was a huge issue in Whirling Phenomena. Loot chests should also feel more rewarding, as the items found in them are generally more powerful than the ones you can make yourself, and some of the items cannot be obtained any other way.
    I am aware that Whirling Phenomena has a very large number of flaws, and I tried my best to make this map learn from the mistakes of Whirling Phenomena.


    Intended Version: Minecraft 1.11.2

    Difficulty: 2.6/5

    Trailer:


    Screen shots:







    Change Log:
    In Beta 1.1:

    This version fixes a few errors in some information books, re-balances the loot chest loot tables, lowers the overall drop rate of regeneration potions, makes some minor tweaks to a few areas, and fixes a few messed up parts of terrain.


    1. Fixed corrupt chunk at: (9846, 10665)

    2. Fixed grammar in starting book “Gameplay Notes” on page 2-3

    3. Fixed grammar in starting book “Detailed Rules” on page 1, 2

    4. Fixed grammar in starting book “Beta Testing” on page 2

    5. Fixed grammar in monument book “Villager Potions” on page 1, 2

    6. Fixed grammar in monument book “Potion Tips” on page 1, 2

    7. Lowered all tp command coordinates to avoid players taking suffocation damage

    8. Fixed button for the nether teleporter

    9. In swamp: Fixed water at: (10655, 122, 10462) and (10863, 103, 10403), changed sandstone to sand at (10841, 102, 10152)

    11. In cliff forest: filled in water at (10455, 123, 10263)

    12. In light blue wool: Made all below ground silverfish spawners spawn faster, and extra fast in the lava tunnel section, added more silverfish spawners, made boss have more health, put more silverfish blocks in boss zone

    13. In pink wool: upgraded random loot to level 2 loot, increased boss attack damage

    14. In gray wool: upgraded random loot to level 2, buffed a hidden chest

    15. In purple wool: upgraded loot to level 3

    16. In blue wool: upgraded random loot to level 4, buffed a bow in a chest

    17. Lowered drop rate of regen potions on cave spiders to be that of every other mob

    18. Lowered drop rate of regen potions on shulkers to be that of every other mob

    19. Lowered drop rate of regen potions on guardians to be that of every other mob

    20. Overall drop rate of regen potions lowered by 1%

    21. In level 3 loot: made all low tier items always enchanted, gold is always level 30

    22. In level 4 loot: removed gold items, chain items are always level 30

    23. In level 5 loot: removed non-iron/diamond/bow equipment

    24. Overall increased levels used for enchanted books in random loot chests

    25. Significantly increased the chance of getting a mending book in level 4 and 5 random loot chests

    26. Increased all guardian crystal drop rates


    __________________________________________________________

    Map #4: Ruins of Delusion

    Map Style:
    Linear Branching

    Description: After rewatching videos and reliving the nostalgic days from when I first got into Minecraft and CTM maps, I decided to try and make a map in the old school Vechs style, around version 1.2.5. Nearly every area has hidden shortcuts creating a web of interconnected areas, with every area containing my hidden secrets to find.
    WARNING: This map must be played in version 1.2.5 to work correctly.


    Intended Version: Minecraft 1.2.5

    Difficulty: 2.3/5

    Trailer:


    Developer Commentary:



    Screen shots:








    Developer Commentary:
    Episode 1:

    __________________________________________

    Mini maps:

    These are maps shorter than full length 16 wool maps

    Mini Venture 1: Halloween Valley
    Map Style: Open World

    Description:
    Explore the valleys and caverns of a mysterious land known as Halloween Valley. Find custom enemies, loot, mechanics, and plenty of other things you keep you company.


    Intended Version: Minecraft 1.7.9

    Difficulty: 3.2/5
    Screenshots:





    Lets Plays


    HaroldTheHobo and The Donkey Ditch:

    HaroldTheHobo:
    Episode 1:
    Channel: https://www.youtube.com/channel/UCjX-zLzWCGi8DbUeCWJVX6g

    The Donkey Ditch:
    Episode 1:
    Channel: https://www.youtube.com/channel/UChweIQi6EfEhVWSck1PoZAQ


    Later Night Gamer:


    ElRichMC (in Spanish):


    Speedruns:

    ColD (world record):


    TOON_POMNOI (TAS)


    TheLetsFailLP Speedruns:


    __________________________________________________________

    Mini Venture 2: Insidious Domain
    Map Style: Open World

    Description:
    Enter this hellish realm filled with evil areas and terrifying obsticals. This is easily my hardest map, and is designed to be a rage inducing ROM-hack challenge. The play time is likely not to be much more than an hour maybe two if you play slowly, so if you lose the map, you can retry.


    Intended Version: Minecraft 1.11

    Difficulty: 6.66/5
    Screenshots:



    ________________________________________________________

    Programs/editors used:

    MC Edit: http://www.minecraft...ow-open-source/
    - Sethblings MC Edit Flilters: http://sethbling.com...mcedit-filters/
    - FrodCube's Better setblock structure spawner filter:
    - Filter explanation video (youtube): /watch?v=auY38fltF-k
    - FrodCube's channel : http://www.youtube.c...e?feature=watch
    - redmehcanic's lose block filter: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-tools/2304293-redmechanics-block-based-mcedit-filters

    - Vine filter from a user on twitter:



    Kamyu’s tools: http://www.minecraft...fixer-and-more/

    NBT explorer: http://www.minecraft...indows-and-mac/


    Online Resources:


    Other notes:

    You may make videos of my maps and monetize videos of my maps.

    DO NOT: Claim any of my work as your own or directly give a download out, link this page instead.


    Some one made a twitter account called masterzminer, this is not me I do not have a twitter account


    If you want to contact me outside the Minecraft forums, you can do so via my YouTube account at:

    https://www.youtube.com/channel/UCTYtnFLB_iEWn9_wfPbXNpA

    Posted in: Maps
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