-- We have made it into Minecraft 1.7! --
My main goal with this post was to make the community interested in more biomes so that Mojang would prioritise that aspect in their busy schedules. And it seems we have finally made it happen! Additionally we also got 2 of my suggestions into the game, which of course is fantastic.
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Blossom Grove
Now put down your guard and enjoy the moonlight in this mob free but oh so rare environment. Unfortunately, the underground isn't as peaceful. If you are lucky you will also encounter a deserted old vineyard for some delicious grapes. This rare fruit replenish only 0,5 hunger each, but they are all eaten at the same time, making it the quickest but most expensive food source.
Rumours say the farmers have noticed crops grow faster.
Old version:
Oasis
Take your horse and embark on a journey to discover the Orient. These warm and barren deserts might contain a scarce amount of watering wholes, a common place to find various merchants with donkeys full of goods to trade. Make sure to have your wallet full, for these rare goods cannot be acquired elsewhere.
Fungi Biome
The luminescent mushrooms proves to be a perfect, yet mystique light source in the deep caves of the underworld. Rumours speak about small glowing angler-fishes that thrive in nearby underground lakes.
Thanks to Hansentale for the inspiration.
Tropical Islands
Palm trees grow on the beaches of these plant rich atoll islands located on the great oceans. Breaking palm leaves spawn coco nuts, which are an essential food source out here.
Savannah - IMPLEMENTED IN 1.7
In the never ending terrain of the African wilderness, animals thrive in the shadows of the acacia trees. Clay is commonly found in nearby watering holes.
Wild West desert - IMPLEMENTED IN 1.7
This arid landscape consists of a new reddish stone, and a new matching sandblock*. Lone wanderers need to watch out for the vultures, for they will attack any trespasser carrying raw meet.
*)The sandblock is not present in this screenshot since it's very time consuming covering the grounds.
Autumn forest biome
A colourful forest arises as you continue your exploration. No one in these woods will ever starve, as the ripest apples fall from the trees and the ground is covered by mushrooms galore!
Frost biome
A cold breeze caught the landscape by surprise, which immediately froze the tiniest straw of grass. Make sure you wear some armour, or you will soon be history.
Darklands
The sky darkens as you enter this gloomy realm. A great challenge awaits the one who seek to face the death. Now grab your diamond equipment, you will need it.
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1991
Galactic_Muffin posted a message on Colored Glass and Colored Light! (originally Just the 'Colored Glass!' topic but Mojang added our idea! :D Congrats everyone!)NEWS:------------------------------------------------------------------------------Posted in: Suggestions
HUGE NEWS!it's been a year and a half of supporting and discussing this suggestion, it no longer is a suggestion that i can claim as mine for it is an idea that was molded and cared for by so many people, this suggestion is an idea that belongs to the community and because of your help for the past year and a half, we have finally made a breakthrough...
Guys, WE DID IT!
Mojang officially released a screenshot (https://mojang.com/2...napshot-13w41a/) showing colored glass implemented and fixes on the transparency issues they were having before. I can say with confidence that if it weren't for all your support for this topic, there's a good chance that colred glass wouldnt have even been included in this snapshot. For that you guys can be proud to be apart of something big, something that could change the way Minecraft feels forever. Thank you for all your support! And thank you Mojang for putting up with us and taking the time to implement our suggestion! :3Topic:---------------------------------------------------------------------------
However, its not over yet, with the addition of colored glass, there is so much more we can do with it. Adding colored glass could be the beginning of big additions such as colored light in the future; So i will be changing the title of this topic to Colored Light!
Due to this topics' popularity I want this topic to act as an outlet for the communities' ideas and opinions on the topic of colored glass and its implementations in the future. So everyone, let us move on to the next step of our suggestion topic and help make a difference!
"So, I was mining today and stumbled upon beautiful natural glowing crystals in an underground ravine!"
"...Then I investigated a red glow I could see creeping through a tunnel shaft and found myself in the middle of a zombie hive! o__O"
Well, those are some of the things we could be saying if colored glass and colored light were added to MC!
(images above are not real screenshots. They were Photoshopped by me to show what MC could be like if this topic's proposals were implemented)
===============================================================
[NOTE]Colored light and glass is something I believe all minecrafters should be able to enjoy with each other without the midleman or knowledge of mod installing. So for that reason, this suggestion is directed towards vanilla. We do however welcome mods here since it's said that "Colored light isn't possible." -_^
===============================================================
Here is how it could work:
Color Glass Blocks & Changing The Color of Light
Colored Glass and Colored Light are features I have wanted to see in Minecraft for some time. I wanted to see these features implemented so bad that I have come up with some ways it could be used in the game; it would greatly increase building potential and the ability for a player to customize an atmosphere by modifying the color of light. Based on my knowledge working in the game industry as an indiegame digital artist, I know that the impact something like colored glass and light would have on minecraft would be more important than most people know. In fact, it may even be safe to say that even Mojang underestimates the aesthetic importance of colored light and being able to manipulate it.
Here is a little diagram that briefly explains my proposition:
Here is a colored light mod that CptSpaceToster in a video spotlight! check it out! (ehem you too mojang -_^) colored light IS possible and it IS necessary this video shows that:
Here is a different crafting recipe that was originally suggested by ChadGarion25. It is fantastic and gives cauldrons an actual use.
Tell me what you guys think
Support colored glass by wearing this banner:
(Signature will NOT work if you do not paste this code into your signature via code editing mode. Turn on editing mode with the little switch at the top left corner of the editor)
[url="http://www.minecraftforum.net/topic/1133916-colored-glass/page__p__13917156#entry13917156"][IMG]http://i.imgur.com/01oHHUZ.gif[/IMG][/url]
Also, if you like this suggestion and want to help it become a reality, give the first post in this thread rep points, and get your avatar featured in the 'We Love This Post!' banner down below the OP!!!
Cool Ideas by you guys -_^:
Quote from ChadGarion25
Redo how dyes are handled all together by giving cauldrons a purpose; making dye into a liquid form- Cauldrons containing water can be right clicked with powdered dye to color the water (a tint of water won't require new block types)
- 3 objects can be dyed by right clicking the cauldron of dye whilst holding them. In this case, wool blocks, glass blocks, and glass panes (you can still take stained glass blocks of the same color and craft panes)
Here are some images that better explain the proccess:
Quote from neraphim
If i were to make any suggestions, i would recommend a simple refraction system. Like redstone only carries current 13 blocks or so, the glass panels could, if encased in non-opaque blocks, carry the light further than it would normally travel (like optic fibers). Additionally i would suggest colored redstone lamps, so that the color could be turned on and of at the switch of a button.
Common Questions:
I have received a lot of comments about glass blocks and changing light color causing too much lag or requiring an entire overhaul of the light engine MC currently has implemented. What people don’t fully understand is how MC lights work and where in-game lag actually comes from in videogames. I can't say I completely understand how exactly the MC lighting engine works as I have not seen the code, however it is briefly explained here: http://www.minecraft....net/wiki/Light if you have any better knowledge or sources that explains these points better, feel free to critique my points and share your insight on the topic.
"Why did you label the topic as 'original'? This isn't the first colored glass topic, you know..."
You are correct, this is not the first topic on colored glass, nor am I saying it is. The 'Original' tag in the title is referring to this topic and it's contents specifically. On several occasions, I came across my topic copied directly into Redit and other online blogs; without any sort of credit to the images and content. As the images in this topic were created from scratch by me, copying this topic would be considered art theft.
So to answer your question, the Colored Glass! topic is labeled as original because it is, the original.
Is it possible to change the color of the light?
Yes. Difficult, but possible. It used to be quite easy to light blocks with individual colors in early versions of Minecraft, but with the current light system this is no longer the case. It would require additions to the light system, the renderer, the map file format, and the network protocol. (A technical proposal can be found here, behind the cut.)
(question aswered by Nocte)
Will it cause lag?
Yes, unfortunately the addition of colored light will lower your frame rate. How much? This is hard to predict until someone actually tries it on a variety of hardware, but there's no reason to believe it will be anything drastic. It will also have an impact on memory use -- 64 KB per unpacked chunk to be precise. And of course the color information will have to go over the network somehow. If necessary, it would be possible to add an option to simply ignore the color information, and keep the current system where all block lights have the same yellowish color.
(question aswered by Nocte)
"Are there any Mods with Colored glass or colored light?":
Yes, there are some mods for colored glass and there are older mods that have colored light implemented into MC. Here are just a few of these projects:
• Kovu, a follower of this topic has been working on a colored light prototype. wheather he is doing it with the current minecraft engine or not is unclear but if it is, this proves that colored light is indeed possible with the current lighting engine. it may just need some performance updates. -_^
Discussion found here:
http://www.minecraft.../page__st__1900
• Nocte, one of the followers of this topic is very knowledgeable of what is going on behind all the gears and pendulums of Minecraft and has been working on this project. He may even tackle colored light. -_^
• CptSpaceToaster, one of the followers of this topic is currently working on a colored glass mod inspired by this topic and he is making big progress on colored light; proving that it is Indeed possible to do. You can watch his progress on his colored glass and light mod topics here:
http://www.minecraft...-colored-glass/
http://www.minecraft.../#entry24515141
• Here is a cool mod by Georqq that uses the same system suggested here; smelting colored sands to create colored glass, check it out!:
Colored sands into colored glass
• Here is an outstanding colored light mod that was in the works by theoneandonlyflexo check out his videos and his channel!
Video 1
Video 2
"I don't like colored sand because it would add too many new blocks to MC":
I added colored sand as an option for crafting colored glass because it would kills 2 birds with one stone. It would solve problems for people wanting colored glass and people wanting more color variations in standard blocks such as non-burnable, gravity, and stairs/slabs. The colored sand idea actually wouldn't require any new blocks or textures at all. The reason why, is because of how it could be programed. Much like how the biomes change the color of grass and leaves, both can wool and sand. Thus all blocks or future blocks that are craft able from sand or wool could be done in the same way; being colored entirely in code and decreasing the textures needed for the blocks. This solution would obviously require a change to how entities work but it would make way for limitless amount of colored items much like how leather armor works.
Now you may still be thinking, "well, that still doesn't fix the items being displayed in the inventory" actually it wouldn't be much of a problem since all of these items are just as hard to craft, having an inventory full of different colored sandstone blocks and the like, is only the fruits of your labors; having to collect dies, making cored sand and crafting them into stone. If what you are worrying about is the creative menu being overly crowded; this also wouldn't be a problem since the 1.3.1 update that added an improved creative mode inventory with
categorized tabs for various items/blocks and a search menu. If more colored blocks are added, they could simply just be added into to their own tab with would be extremely useful for pixel art artists and the like.
If you are still unsatisfied with colored sand being a step in creating of colored glass, we have discussed other options as colored sand is only a suggestion. Please look at "Cool Ideas by you guys" above for more information.
"Wouldn't it be easier to make colored glass by just combining it with dye like how you make wool?"
Easier yes, but wouldn't make much sense. Colored sand would mimic how real colored glass is created and it would open up more opportunities for new blocks using colored sand; including colored sandstone steps. Also, considering the "special properties" of colored glass, I believe it should be slightly harder to craft instead of simply adding color. with that said, I do not intend to say my crafting proposition is the best solution. In fact there have been many great alternative suggestions that have been made here. So keep thinking critically, innovate on existing ideas and give us some great suggestions!
"Has Mojang seen this?"
Yes, in fact we even heard back from Mojang on the topic; Nathan Adams also known as Dinnerbone from Mojang stressed that they have indeed been noticing the feedback on colored glass from the community. He also stated that colored glass is indeed possible and hinted that implementation of colored glass is not a "no"; which is exciting news.
Unfortunately, he also informed us that colored light is impossible on a large scale with the current lighting engine. However he also stated: "The lighting system is extremely broken and needs rewriting" this could mean that there is still a chance, if re-written, a new lighting engine may be able to support colored light. But this is uncertain.
The whole conversation can be found here:
https://twitter.com/...219652471980032
ChadGarion25 informed me of a tweet made by Dinnerbone on 25 Sep at 6:14 AM eastern time where dinner bone posted a comment that could be very promising for colored glass and colored light to be implemented into Minecraft!
Check it out!
https://twitter.com/...583946977497088
So basically what we can assume from all this is:
1) colored glass is very much possible in the current version of Minecraft; except it wouldn't allow other transparent textures to be seen through the glass (much how ice and water works in MC) and it would be difficult to ad a Z-buffer without having performance issues on slow platforms. This may not be much of an issue as most people will not have a reason to blend the colors of glass by stacking and though not completely transparent, it may look ok anyway. however I feel if a z buffer were added, perhaps there could be a toggle in video settings to turn off z-buffering for those who are playing on slower computers. Dinnerbone also hinted that the implementation of colored glass into vanilla is neither a yes or a no... so, I wouldn't give up on it just yet, guys. -_^
2) There are mods that have colored light implemented in versions of Minecraft before the adventure update. Check out theoneandonlyflexo for more info!
3) Yes Mojang has noticed this topic so there is no need to keep tweeting it to them as if they have never seen it.
[represent]
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3
Forstride posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!Posted in: Minecraft ModsQuote from Krateng
Halp!
If I want to play this mod with some others I have to change some of the block IDs. I did that in the configuration file, however, it messes up some biomes. The grass blocks in the Origin valley is now darkwood saplings (what looks pretty weird) and the trees are also darkwood trees. In some other biome, the surface is made out of halfsteps^^. The thing is, I changed the block IDs to IDs that aren't used in POB by default, so I really can't explain why it replaces the blocks with others from the mod.
Can anyone help me with this? Is there a way to change the block IDs and still have the biomes generated correctly? (Generation works fine with the default config)
For the terrain blocks (Origin Grass, Red Rock, and other blocks that are used as surface/filler blocks for biomes), their ID has to be below 256.
As for the other blocks, once they generate, changing the IDs will obviously mess them up.
Quote from jcgminecraft
this mod is very good. a few new ores and maybe a dimension would make it EPIC!!!
There will be a new dimension in the next update. The Promised Land is being moved to its own dimension, with other sub-biomes for it.
As for new ores, it's a biome mod, not an ore mod. There are already plenty of mods that add new ores and whatnot.
Quote from jpaccer
Here's weird bug for you; when i break a bamboo shoot, it drops tons of muddy boots.
Sounds like an ID conflict. -
249
Daveyx0 posted a message on [1.4.7][Forge] Atmosmobs v1.3.2b - ExtraBiomesXL Support is back!02-02-2013: AtmosMobs is currently being rewritten. Please have some patience, regular updates will return soon.
Want to know what is new in v1.3.2 Update Check the images below or the changelog! Most info on mod can be found on the wiki.
Hello Everyone,
This is the official topic of the AtmosMobs mod and I am Daveyx0, the main developer of this mod. I hope you enjoy my mod. It took a lot of effort to make it, so I appreciate all feedback and support. Credits for everyone who helped are below. Enjoy!
This mod adds:
- 42 mobs that spawn in your world! Birds, Fish, Critters, you name it!
- 6 interactable entities
- 52 items, craftable ones and dropped ones
- a configuration file which contains configurable Item IDs and function toggles
- sounds for some of the mobs
Click here for details on the latest changes in the mod (changelog). It is recommended that you read this if you are here to update!
All information on the mod found on:
v 1.3.2 New Features OPEN THE SPOILERS TO SEE!
SOME MOB REVAMPS
EXTRABIOMES XL INTERNAL SUPPORT! ADDS ATMOSMOBS TO THE EXTRABIOMESXL BIOMES!
BIOMES O PLENTY SPAWN CONFIGURATION! REQUIRES MOB SPAWN CONTROL! ADD ATMOSMOBS TO THE BIOMES O PLENTY BIOMES!
v 1.3 New Features OPEN THE SPOILERS TO SEE!
REINDEER
SANTA CLAUS
CHRISTMAS TREE
v 1.2 New Features OPEN THE SPOILERS TO SEE!
CAVEWORM
LAVA SNAKE
BISON
BEAVER
MANTIS
BEEHIVES AND BEES
SALAMANDER
WANT TO SPAWN ONE? DO IT NEAR A TREE!
PHOENIX
NEW CRAFTING RECIPES AND ITEMS
BUT ALSO....
Wacky video by Scientific Batman:
Nice video by Minecraft Scorpion:
Other recent showcases:
A quick overview by Minecraftwb
A portugese review by SnorlaxBR_
Version 1.2 Video by me:
Outdated Review Videos:
I say, and a video by Gamechap and Bertie!
and Ipodmail!:
More videos:
Note: Dont mind her saying that mice drop crab claws, thats my fault
Informative Videos by me
Thanks for over 40000 downloads!
Before downloading:
For version 1.2 and up:
This mod requires McForge Api (build 6.6.0.497 or higher) to work and I recommend you to use Mob Spawn Control to control the amount of mobs that are spawned in this mod. For a guide on how to do this and how to add the Biomes O Plenty spawning see the Installation section! The ExtraBiomesXLsupport is automatically applied when installed but you can always check out the MSC section for how to get better spawning. Not a lot of mobs spawn by default? Also check out the MSC section
When updating from the last version:
o Check your sound files, there might be duplicates now that the extension has changed.
o Re-new the config file
o Go to newly loaded chunks for the new mobs (unless using the newly added DefaulSpawnConfigs to use with MSC)
Download:
This mod is currently for Minecraft 1.4.7
To support me in making this mod even better ,download here:
Universal v 1.3.2b: http://adf.ly/HGUB8
HELP ME IMPROVE THIS MOD BY GIVING FEEDBACK.
To not support me or if the adfly link is broken:
Universal v 1.3.2b: https://www.dropbox.....2b_MC1.4.7.zip (Mirror)
SSP Installation:
- Step 1: Install Minecraft Forge (build 6.6.0.497 or higher)) and optionally Mob Spawn Control.
- Step 2: Download Atmosmobs from the link above.
- Step 3: Unzip the contents of the downloaded zip. You should have a resources and mods folder now.
- Step 4: Go to your start menu (or search bar) and type: %appdata%
- Step 5: Go to the .minecraft folder in the folder that just opened.
- Step 6: Copy the resources and mods folder to this folder.
- Step 7: Play
SMP Installation (Note: I'm not a SMP pro but I hope this works. Also I think every player that connects to your server has to have the mod)
- Step 1: Obtain the server.jar from Minecraft.net
- Step 2: Install Forge's latest server build into that.
- Step 3: Run the server and when it's done booting: Type "stop" in the console and press enter.
- Step 4: Delete the just created World folder and drop the mods folder from the download to the mods folder that the server just created.
- Step 5: Start up the server again
(Hope that works)
Mob Spawn Control Guide (for Biomes O Plenty support AND MORE!)
This guide requires Mob Spawn Control to be installed. It makes it possible for the player to adjust spawning to his/her liking.
Default Guide:
When installed run the game once without making a new world. Then open up your .minecraft folder. You will see a DefaultSpawnConfiguration.txt which has been created by MSC. When you open it you will see an easy overview of all biomes and mob spawns. You can choose to change spawns using this txt file.
HOWEVER it is easier to actually go IN-GAME open a test-world and change the spawns using the F6 key. When done, open up your save folder in the .minecraft folder and find the folder of the test-world. You will see a SpawnConfiguation.txt which has exactly the same layout as the DefaultSpawnConfiguration.txt. Just rename the SpawnConfiguation.txt to DefaultSpawnConfiguration.txt and copy it to the .minecraft folder so it overwrites the original DefaultSpawnConfiguration.txt. Now every world you make will have the spawn configuration you made in the test-world.
Pre-made Configuration Spawning Guide (Biomes O Plenty etc.)
When installed, go to the AtmosMobsv1.3.2_MC1.4.7.zip which is what you downloaded to get this mod. Open it (before or after extracting) and you will see a folder called MSC configs. Open it and you will see all kinds of DefaultSpawnConfiguration.txt files. The name indicates the function.
(BiomesOPlenty-normal)DefaultSpawnConfiguration = increased normal spawning in th normal biomes and the Biomes O Plenty Biomes
(BiomesOPlenty-special)DefaultSpawnConfiguration = this makes it so all AtmosMobs mobs spawn like monsters in the normal biomes and the Biomes O Plenty Biomes. They despawn, but they keep spawning around the player like monsters at night, Recommended to not use this with MoCreatures unless you tweak the configuration because it increases spawning A LOT.
(ExtraBiomesXL-normal)DefaultSpawnConfiguration= increased normal spawning in the normal biomes and the ExtraBiomesXL Biomes
(ExtraBiomesXL-special)DefaultSpawnConfiguration = this makes it so all AtmosMobs mobs spawn like monsters in the normal biomes and the ExtraBiomesXL Biomes. They despawn, but they keep spawning around the player like monsters at night, Recommended to not use this with MoCreatures unless you tweak the configuration because it increases spawning A LOT.
(OnlyAtmosMobs-normal)DefaultSpawnConfiguration = increased normal spawning in the normal biomes
(OnlyAtmosMobs-special)DefaultSpawnConfiguration = this makes it so all AtmosMobs mobs spawn like monsters in the normal biomes. They despawn, but they keep spawning around the player like monsters at night. Recommended to not use this with MoCreatures unless you tweak the configuration because it increases spawning A LOT.
Open your .minecraft folder and copy the configuration that you want to there. Rename it to exactly: DefaultSpawnConfiguration.txt. If you already have one, overwrite it. Now all newly made worlds should have the new spawning. If nothing happens make sure that MSC didnt overwrite the config again. This happens somtimes.
I really recommend the special ones, they really make AtmosMobs a more fun experience! MIND THOUGH because mobs spawn LIKE monsters, you need to have the game on Easy or higher difficulty.
Adjust DefaultSpawnConfiguration to your liking to optimize your experience.
Turning off mobs and features and changing item IDs:
When you want to turn OFF mobs completely easely, then you can't use the pre-made configurations for MSC. You will need to make one off your own. See below how to do this easely.
Install the mod and run the game once. Close it and go tou your .minecraft folder. There should be a config folder here. Open it and you will find an AtmosMobs.cfg. Open it wit Notepad and you will see a list of values with explanation. Change true to false at the things you want to disable, like mobs and features. Change the item ID to a different number if you are having conflicts. Save the file and load up the game again. (If you use MSC and disabled mobs, make sure to delete the DefaultSpawnConfig so it can make a new one. Changes should have been applied.
To disable mobs but STILL use the pre-made configurations you will need to edit the DefaultSpawnConfig. An easy way to do this, is by copying the content to, for example, Word. Then replace all Atmosmobs.mobname{value,value,value} with nothing. Then move everything back to the config. This should prevent those mobs from spawning.
So now you can support me by donating, if you want. Im not expecting a lot but it would be awesome.
Supportive Banners:
Some other mods that I recommend to use WITH this mod:
Mob Spawn Control: Link
Mo Creatures: Link
Birds Mod: Link
ExtraBiomesXL: Link
Biomes O Plenty: Link
This mod should work with FTB.
My Minecraft crashes on load. What do I do?
Ask yourself the following questions:
- Did I move all the files into the .minecraft folder?
- Did I install Minecraft Forge API?
- Did I remove the META-INF folder in the minecraft.jar?
- Do I have item ID conficts with other mods? (check the crash report)
If none of these apply, then send me the crash report in a spoiler.
I have item ID conflicts. What do I do?
There should be a folder called config in your .minecraft folder. Check the contents and find teh AtmosMobs.cfg file. Open it with Notepad. Here you see all the item IDs and its respective items. Change the conflicting IDs and save. If the game works, it's fixed. If not, try another ID or if a new conflict occured, fix that one too.
I don't like Worms digging and Beavers creating dams (etc.). Can I turn it off?
here should be a folder called config in your .minecraft folder. Check the contents and find teh AtmosMobs.cfg file. Open it with Notepad. Here you see some settings in the General section. Change true to false behind the features that you want to turn off.
Does this mod work on LAN?
Yes
Does this mod work on SMP?
It should, but minimal testing went into it. I would love some feedback on this.
How do I dismount Phoenix Wings?
Press shift.
I found a bug. What do I do?
Report it to me directly.
My game lags because of this mod's mobs. What do I do?
There are multiple actions that you can take:
- Install Mob Spawn Control as mentioned in the Downloads section. It will give you the ability to reduce spawning or just turn off spawning of certain mobs.
- Install Optifine to increase your performance (not sure if compatible with Forge though).
- Change video settings in-game.
- Maybe you are running to many programs at once. Close some.
- Uninstall the mod. Your cpu might not be able to handle it.
Mobs are glitching through the floor. Why?
This occasionally happens and is caused by Minecraft itself. It especially happens when mounting and dismounting mobs. Birds can also do this from time to time. Sometimes punching them helps :3
What happened to the poll?
It will be back soon.
Can I join the AtmosMobs team?
Show me your skills in what you want to do for the team and I might just consider you as a new member. Tester, texturer, coder, modeller or wiki contributor. All fine.
Will there be a Modloader-only version?
Probably not.
Will it be compatible with CustomMobSpawner again?
Maybe, but most people seem to prefer the original way of spawning mobs.
01-12-2013: v1.3.2b
- Sea creatures no longer take fall damage underwater
- Animals no longer spawn underground
- Moles no longer get randomly get
01-12-2013: v1.3.2a
- Fixed Stationary Entity textures
- Fixed Frog drowning
01-11-2013: v1.3.2
- Added internal ExtraBiomesXL support
- Added optional DefaultSpawnConfig for Mob Spawn Control. Just mess around with spawn frequencies and creature spawn caps if you don't like this one. Use with MoCreatures might cause loads of mobs to spawn.
- Added option to remove mob spawns through the config file. If you have Mob Spawn Control, remove the DefaultSpawnConfig in your .minecraft. Then remove the spawn in the config. The let the game make a Default Spawn Config. Don't use the one that is given in the download.
- Added option to remove skeleton head spawn by Vultures in the config.
- Vultures now only spawn skeleton head 1/5 of the time.
- Added Revamped version of Vulture
- Added Revamped version of Parrot (Seagull and Pidgeon are left)
- Added Revamped version of Vampire Bat
- Added Revamped version of Squirrel (it now holds cocoa beans :3)
- Added Revamped version of Pigeon
- Added Revamped version of Seagull
- Added longer tail to Dragonfly
- Mantis is now tamable using a fern/tallgrass. It can mount the player by right-clicking. No further uses yet.
- Phoenix Wings have been changed. When used the player will go slowly up automatically. When moving, it depends on if the player is looking up or down whether the player will go up/down.
- Swordfish Alive can be used as a sword ,2 times before it breaks :3
- Fish don't randomly get hit 20 anymore.
- Improved wing animations of birds.
- Fixed Butterfly Species texture.
- Fixed upside down Bat problem.
- Fixed items not being consumed when decorating Christmas Tree
- Changed Santa spawn to once every 200 Reindeers. (Might get completely removed at some point)
- Fixed Seagull sounds
- Chameleon and Dodo eggs can be used to replace normal Eggs in crafting recipes for Pumpkin Pie and Cake.
- Added 6 optional DefaultSpawnConfigs to use with MobSpawnControl
- Made some fixes in bird behaviour. Mind that sometimes they still appear glitchy but this usually is temporary or just when they are far away from the player.
- Reorganised the mod code into folders.
- Fixed quite some minor bugs
- Updated to Minecraft 1.4.7 and Forge 6.6.0
12-30-2012: v1.3.1
o Revamped Crow added
o Revamped Owl added (WIP some Z fighting is visible)
o Bird behaviour might not be optimal yet, but has been improved
o Fixed Frog hitbox
o Attempted ExtraBiomesXL support but it just won't work... even asked Scotkillen for help, I will keep working on it though
12-24-2012: v1.3
o Added Santa Claus
o Added Reindeer
o Added ChristmasTree
o Most mobs despawn again by default because this was a lag causer.
o Added Christmas Tree item
o Added Christmas Star item
o Bison doesn't hurt you when holding Wheat anymore, but still hurts you when you remove it afterwards
o Changed all sound files into ogg files
o Fixed Seal drowning the player
o Reindeer auto jumps when collided (buggy) because of Minecraft mount-jump issues
11-29-2012: v1.2 + 1.2.2
o Added 1.4.5 Single Player compatibility
o Added Beaver mob
o Added Lava Snake mob
o Added Phoenix mob
o Added Praying Mantis mob
o Added Bison mob
o Added Salamander mob
o Added Bee mob
o Added Cave Worm mob
o Added Beehive entity
o Added Phoenix Wings item
o Added Phoenix Wings entity
o Added Flame rod item
o Added Spear of Fire item
o Added Phoenix feather item
o Added Salamander Slime item
o Added Honeycomb item
o Added Mouse Alive item
O Added Raw Mouse item
o Added Cooked Mouse item
o Temporarely removed:
-- Custom Mob Spawner Support
-- Configuration file (Sorry >.<)
o Added Multiple species for:
(-- Mobname (amount of total species))
-- Whale (3)
-- Butterfly (2)
-- Sea Turtle (2)
-- Crab (3)
-- Rabbit (2)
-- Pidgeon (2)
-- Owl (2)
-- Bat (2)
-- Lizard (3)
-- Parrot (3)
-- McFish (3)
o Completely re-did bird behaviour
o Completely re-did saving species and taming status to nbttagcompound
o Removed frog taming texture
o All tamed creatures will occasionally spawn heart particles to indicate that they are tamed
o Lava snake now drops the flame rod differently
o Moles are less glitchy
o Bugs can only be harmed with a shovel (because of the surface)
o Changed mouse and owl taming process
o Mice have ears now
o Increased Crow size
o Changed Firefly model
o Improved bug "block" attraction
o Climbing mobs no longer climb up entire walls
o Most mobs no longer sufficate from walls
o Dodo mushroom spawn rate has been reduced
o Fixed some shadows
o Small mobs no longer drown themselves
o Crows now ruin your crops!
12-15-2012 Official Release fixes:
o Config file is back ,with new features
o Bison defends itself
o Dodo and Cameleon egg temporarely show up as normal eggs when shown (improvement but still a bug)
o SMP support (not a lot of testing has gone into this though. Bare with me)
o The Entity Tracking lag should be fixed now
o Bees now die because of water, so flee into the water if you are getting stung!
o Loads of other stuffz
07-21-2012: v1.1:
Advises: Delete the config file from the last version before playing with the new one! A clean jar is always advised but shouldn't be needed. It is also advised to despawn all mobs that spawned prior to this update.
- Added ExtraBiomesXL support!
- Added Mole spawning
- Added Rabbit/Hare spawning
- Added the Mahi Mahi, which was the requested mob by the contest winner.
- Added the Dodo
- Rabbits are now tameable with red flowers. They will sit on the players head. No special abilities yet!
- Dodos have several abilities. Try using some mushroom soup on a tamed one!
- Added option to disable chain-spawning in config file.
- Fixed most Mole bugs, except the shadow size.
- Tweaked ALL spawns to work better with other mods that use CustomMobSpawner!
- Added dodo egg and mahimahi fish items.
- Sea Turtles no longer suffocate when on land.
- Changed Cameleon egg sprite.
07-03-2012: v1.0.1:
Note: This is a WIP version but it is stable and ready for use!
- Added McForge 3.3.8 support. New forge removes the need for Modloader and Audiomod!
- Added config file. (YAY)
- Fixed Enderman spawnrate.
- Added Hare(called Rabbit atm) and Mole test version. Only available in Creative mode!
06-04-2012: v1.0:
It might be better to re-install the mod from scratch, but I don't think this is needed.
It is also advised that you despawn ALL mobs that were spawned prior to this update, because mobs with an outdated code will somehow lag the game A LOT!
- Added mods folder installation
- Added McForge Support
- Added CustomMobSpawner Support
- Added ReefManta
- Added Colourful Fish
- Added SwordFish
- Added Sea Turtle
- Added Star Fish
- Added Angler
- Added Whisp
- Made bats only spawn underground
- Fixed a lot of bugs with behaviour of some mobs
- Added different species for the colourful fish and owl (applied to more mobs soon)
- Changed texture of butterfly and moth to flat winged textures
- Added heart particles when a mob gets tamed
- Temporarely removed config file for mob spawn rates (will be back soon) You CAN ,however, toggle "old world" spawns in the config. If set to 'true', mobs will spawn in alpha and early beta worlds.
- Fixed blowfish and piranha item switch
- Added a Raw, Cooked and Live version of most fish mobs
- Made water creature turn when ascending/descending
- Made stationary entities (like the scarecrow) turnable with a wooden shovel (right-click)
- Fixed fish no-clipping into walls
- Reduced moth check-torch radius and buttefly check-flower radius, because of lag issues
- Bats don't get stuck underwater anymore
- Bats now temporarely make mice sounds which don't sound that weird for the bats and are less annoying
- Changed net recipe because of incompatibility problemms
- Some mobs have chain-spawns meaning that they spawn certain mobs with them to make them more common
- Seagulls no longer kill tamed fish
- Added ExtremeHills as a spawn biome for mobs that spawn on the plains
- Added a secret.... Can you find it?
04-27-2012: Alpha v1.3:
- Changed Bird behaviour dramaticly.
- Added Owl.
- Added Seagull.
- Added Parrot.
- Added Pigeon.
- Added Vulture.
- Reduced Cameleon Egg lay rate.
- Added Scarecrow.
- Added Bird Cage
- Added Bird Sitting Stick.
- Made Mouse tameable by right-click.
- Mice now climb blocks instead of jumping.
- Made all birds tameable.
- Owls and Parrots have benefits when tamed.
- Changed Fish Taming system.
- Added Net.
- Changed all files to *Type*Atmos*MobName.java so a clean jar is advised.
- Changed Bird Wing Animation.
- Changed some of the old sounds into better ones.
- The randomness of ascending/descending is now different for every bird. Example: Seagulls won't descend as often as Pigeons.
04-19-2012: Alpha v1.2:
- Added Crow as a bird protoype (took forever D: more birds will come soon).
- Slightly decreased default spawnrate of some night mobs.
- Added option to change itemIDs and Spawnrates using the config files (see installation section for a video on it).
- Moved the items into the mod files of their specific mob so you can disable certain items unsing the Modloader.cfg (also explained in the video).
04-11-2012: Alpha v1.1:
- Added Blowfish.
- Added McFish.
- Added 5 new items: Blowfish, Piranha, Dead Blowfish, Dead Piranha and McFish.
- Added 3 crafting recipes.
- Blowfish, Piranha and McFish are tameable by using their specific drop.
- Seal is now tameable with a Dead Blowfish.
- Tamed Seal is ridable.
- You can heal a Seal to full health with a raw fish.
- Removed 'hopping' movement of the Seal.
- A Seal can now only climb 1 block high.
- Seals now spawn in water AND on land in artic biomes.
- Added option to turn on/off specific mobs with the Modloader config file in the config folder.
- Bats now also fly away when upside down and hit by a player.
- Whales are even more rare now.
- Added spawn eggs for all new mobs.
_a
- Added the missing RenderWhale.class
_b
Some small fixes and additions.
- Changed Moth drop to sticks instead of glowstone dust for balancing reasons.
- Fixed Blowfish hitting the player when tamed.
- Changed in-game name of McFish to Minecraft Fish and Mouse to Field Mouse (to make it Mo Creatures COmpatible) (so if these 2 mobs are spawned in your current world , they will disappear because the game doesnt recognise them. Just find new ones :3 I hope it wont cause crashes (it shouldnt))
- Messed around with some spawn rates to make the bat more rare and some others more common.
- Added a custom sound to bats. They hardly make the sounds when upside down, but if you wake them they will make you crazy xD
04-06-2012: Alpha v1.0.3:
- Updated to Mc 1.2.5
- Added Seal (prototype).
- Changed Squirrel tail slightly.
- Doubled spawn rate of the biome specific creatures, let's hope that does the trick.
- Removed some collision reductions.
04-01-2012: Alpha v1.0.2:
- Made Frogs Tameable by right-clicking them with a slimeBall (this is a placeholder).
- Made it so Frogs get green eyes when tamed.
- Made Frogs sit still on Lily Pads so you can make them stop moving.
- Made tamed Frogs sit on the player's head by right-clicking.
- Fixed Chameleon Eggs spawning an adult Chameleon instead of a child.
- Added a new drop for the frog: Frog Leg
- Added Frog Leg which has a funny feature when eaten.
- Fixed Squirrel hurt sound being Mouse sound.
- Made Squirrels climb trees.
- Fixed Squirrel spawn egg color.
- Changed Squirrel drops to Melon/Pumpkin Seeds.
- Added Rare Drop to Squirrel.
- Re-added butterflies flying around flowers instead of sitting in the air above them.
- Changed some file names to make it compatible with More Mobs.
03-30-2012: Alpha v1.0.1:
- Reduced spawn of some night creatures.
- Fixed Whale lag and movement problemms (at least I hope).
- Lowered Mouse Living Sound volume.
- Fixed suicidal Fireflies.
- Added Squirrel Mob!
- Partially fixed small creatures being able to push the player (they dont push you when walking now).
- Added more light sources to the Moth attraction behaviour (Glowstone Block and Jack'o'Lantern).
- Added Bat behaviour of going upside down while hanging on the ceiling.
03-29-2012: Alpha v1.0.0:
- Released the mod
o Christmas Trees can't be collided with
o Sometimes you can get large amounts of lag when a large amount of mobs spawns.
Universal v 1.3.1 for 1.4.6
http://adf.ly/GiQS0
Version 1.3 for 1.4.6
http://adf.ly/GQ5vF
Version 1.2.2 for 1.4.5
http://adf.ly/GC2Qi
Version 1.2 beta for 1.4.5
http://adf.ly/FQsV5
Version 1.1 for 1.2.5
http://adf.ly/AxwUy
Version 1.0.1 for 1.2.5
http://adf.ly/AJohJ
Version Alpha 1.3 for 1.2.5
http://adf.ly/7se8l
Version Alpha 1.2 for 1.2.5
http://adf.ly/7awWx
Version Alpha 1.1 for 1.2.5
http://adf.ly/7QO1t
Version Alpha 1.0.3 for 1.2.5
http://adf.ly/78IVN
Version Alpha 1.0.1 for 1.2.4:
http://adf.ly/6qcGi
Version Alpha 1.0.0 for 1.2.4:
http://adf.ly/6l7qi
For 1.2.3 users I have some older versions of some of the mobs but seperate downloads:
Crab: http://www.mediafire...32nws26de320q21
Piranha: http://www.mediafire...t84ff677ki8qobe
Dragonfly: http://www.mediafire...ibgbb4yzwzxilyb
Chameleon: http://www.mediafire...lvaiwe2ghopygqq
Coding: Daveyx0
Textures: Daveyx0 and Gibea
Models: Daveyx0 and Gibea
Ideas: DarkFlames, ThePhail, Daveyx0, Gibea and daletucker
Butterfly code: Gnatpat
Most of the Mob Sounds: daletucker
Forge support AND mods folder installation: MisterFiber
Help with SMP support: hypercross
ModPack use:
If anyone happens to want to use this mod in a modpack, then please do so. You are allowed to add AtmosMobs to your mod pack as long as you give appropriate credit and a link to this page on the download thread. I hope you enjoy the mod!
~Daveyx0
[represent]
TERMS AND CONDITIONS
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
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3
Dinh_AaronMk posted a message on My Little Pony : FiM (All Pony-related things go HERE)Posted in: Culture, Media & ArtsProvided the spoiler/synopsis we were given these past few weeks I am of the theory that the episodes this season may be more interconnected that they've been in the past. Season one had the Gala even to connect itself, where as season two had nothing. So the writers may be going back to the practice of making their episodes more interconnected. If this is true: then I'll further the theory by additionally hypothesizing that this is not the last we'll see of Sombraro. Or things will be explained.
My grounds for this? Well so far in an ad for this season we've had it said that "someone will realize their destiny" (and showed Twilight with some light effects (then horse equines being there, and not just pony equines). In the premier as well, Celestia mentioned the advancement of studies. So if nothing else, this opener is just opening up to a more grander plot/subplot involving Twilight at least advancing in her magical education.
I think Trixie was pictured in some episode concept art brandishing a new necklace. If I wanted to go Ancient Aliens it could be Sombra related.
Am I correct? Well we'll wait and see. -
1
Soduh_Man posted a message on My Little Pony : FiM (All Pony-related things go HERE)Ok, I'm thinking clearer now, I'll be able to put my theory in it's full and glorious form.Posted in: Culture, Media & Arts
I think that it fits with all the other theories we have derived on the subject, so I'm satisfied, read it and tell me if you think it's plausible or it just really sucks, be honest.
Alright, so we know that at the beginning of the episode, Luna is looking real pissed as Celestia sends Twilight to save the Crystal Empire, why is that we may ask, well the answer is this. Since we know that it was Luna and Celestia who banished Sombra, we know that they both have come into close contact with each other, enough time for Sombra to cast a spell on Luna, one similar to how the door at the bottom of the stairs worked. This went unnoticed by Celestia and then they banished him into the ice. After that, Luna begins to see and hear things that are not there from her sister, insults, gloating, etc. Which causes her to become hateful to her sister after a while. Now during one of her visions (just a scenario to help make the jump) she hears princess Celestia talking to one of the guards, saying how the moon isn't really important and how they should just get rid of it. This causes her to go ballistic, she tries to plunge the world into total darkness in order to counter her sister's 'plan'. Celestia sees what has happened, and suspects evil magic has been at work, the magic of Sombra, and sets out to take the Crystal Empire out of existence and push it forward into time, or something of the like, suspecting that she may be under his influence and may use the Empire to project the evil when he failed. After this is done, she heads to where PL is, and stops her using all six elements of harmony. How did she do this? That's a totally different theory subject there and I won't go into it.
After a thousand years, she comes back, and tries to send the world into eternal night again, but the elements of harmony cast a spell which disbands the spell of Sombra and returns Luna back to what she truly was, innocent, exhibited by the younger appearance than that of NMM.
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1
MrBossMan posted a message on My Little Pony : FiM (All Pony-related things go HERE)Posted in: Culture, Media & ArtsQuote from rumblealex
One of the few fics written before Luna Eclipsed where I liked Luna's characterization is Within and Without. Though it contains shipping, the plotline is really great, and their adventure across Equestria is triggered by a question that I asked myself many times. Just read the description.
I might look into that.
Quote from rumblealex
And Luna in the three fic you mentioned... Oh, we could talk endlessly about this.. Each characterization is really different, but at the same time, they are similar in so many ways.. Yeah, there's no real way to describe that. Just that... They are really nice.
So, in short:
Yeah, I have to agree.
Alright, I have a question: Why are Phlegm and Flam antagonists? They made a perfectly reasonable deal. Applejack says that the money from cider is needed to keep them afloat during the winter, but the Flimflam brothers offer them 25% of the profit and, if I remember correctly, during the competition the machine made five times as much cider as the Apple family (sans mane 6). Plus it could be run even while the cider is being sold, as the brothers offered to give them the magic to use it for free. And there's certainly demand for more cider, as you could see the line at closing stretching almost comically far into the distance. The only pony we've seen taste decent, quality-checked Flimflam cider (before they flipped the checker off during the competition) was Granny Smith, and judging by her expression (she looked scared, as if they were actually a threat now) it was as good as, if not better than, the Apple family cider.
So there's no difference in quality, and 1/4th the cost × (at least) 5 times the product + the demand needed to sell it ≥ 125% the earnings for the Apple family. The Flimflam brothers made an exceedingly good deal, and the only real character flaws they had were sneakiness and breaking under pressure, the latter of which we've seen over and over in the mane cast. And don't tell me they were greedy, because 75/25 is a reasonable ratio considering they built the machine--that's one of the better deals that a factory would offer a business, or a publisher an author, or a record company a band.
Oh, shut up Applejack, you lovable hick you. -
6
SSky posted a message on My Little Pony : FiM (All Pony-related things go HERE)Posted in: Culture, Media & ArtsQuote from freddyJkruger3
Hey guys, what was your favorite cutie mark story in The Cutie Mark Chronicials? Mine was either Twilight's or Fluttershy's.
Hmm the inspiring story of a filly that overcame her odds to stand up for her friend. (RD)
The account of a shy girl flitting to a world where she is revealed to have some dominion over its creatures. (FS)
The epic of a frustrated craftswoman being quite literally dragged to the solution, like every artist TOTALLY is. (Rarity)
The tale of a aspiring student finally achieving victory by some freak accident, and not her own will. (TS)
The yarn of a child forced to do labor that is not only pointless, but mind-destroying to soon break free of her shackles... and turn around to do the same thing but with less mental stability. (PP)
And
The saga of a filly who set out on her own, only to realize that her fate was sealed by being born into a family where absolutely everyone does the same thing and can't break free of the cycle. (AJ)
So I'm going with Rainbow Dash, because hers is the only one that isn't completely SCREWED UP. -
3
Dinh_AaronMk posted a message on My Little Pony : FiM (All Pony-related things go HERE)I bear Shakespeare, and pony.Posted in: Culture, Media & Arts
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2
Dinh_AaronMk posted a message on My Little Pony : FiM (All Pony-related things go HERE)Posted in: Culture, Media & ArtsQuote from mnm95
Guys, we've finally got some information on Season three, and it's by way of a DvD listing no less. Spoilers for (most likely) Season three two-part opener.
This is from equestria daily
http://www.equestria...n-released.html
A dvd listed on amazon "Adventures in the crystal empire" Include the episodes "The Crystal Empire part 1 & 2" (the rest are season 2 episodes). Here's the summary for the dvd:
[color=#333333][font=Arial, Tahoma, Helvetica, FreeSans, sans-serif][size=medium]
This seems really interesting. The premise of the crystal empire especially. A time displaced kingdom.
So this puts the Ballad of the Crystal Ponies into context. Wonder how Princess Cadence works into the mix.
Thoughts?
Also, Rainbow Dash's hair looks like Elvis on the dvd cover. Wonder if the hair and eyes changes are story relevant or just a design choice? (over-analyze EVERYTHING)
I continue to maintain this is what . - To post a comment, please login.
1
I totally agree with this! I was just coming to post something similar. The 1000 years is a key point for it I think. You could chalk it up to lazy writing, but I want to believe it's part of this, something bigger. It would also help make NMM's story more solid IMO, better than Luna turning evil out of purely jealousy
Episode thoughts
I understand why some people were disappointed with the episode, and maybe it's because on no new pony since April, but I enjoyed the episode.
-Spike really felt like part of the team, rather than earlier episodes where he's just riding on twilight doing nothing the whole time.
-The part between Spike and Twilight was sweet.
-Each pony had their good moments in the episodes. (I especially liked Rarity's "I just made a hat our of three pieces of hay and a drinking straw")
-The animation just continues to improve, the use of shadows across their faces were nice
-King Sombra didn't bother me too much, he served the purpose he was for, an looming threat. He was suitably dark and scary, although his designed made me think of homestuck, it wasn't as horribly as I dreaded. I'm hoping/expecting we'll see him again, maybe explained more.
-Wonder why Luna seemed so pissy. Probably will be explained later in the season
-Also, what was that book she had at the end? Had some stars on it, but I don't think it was Twilights Cutie mark. Maybe something to do with Starswirl the Bearded (I'm hoping he'll come up again)
-I like how there seems like there'll be more of an arc this season
-Did Cadence and SA stay with the Crystal Empire? All the Crystal ponies, after Shining launched here were calling about the Crystal princess. What's that about? I'm hoping it's addressed later in the season, maybe Cadence was ruler before Sombra (I mean her cutie mark IS the Crystal heart) and she doesn't remember/was sent through time/ something else(?)
The only thing that I really disliked was the whole "This is a test" It felt so out of place. It wasn't a test, and why are you so worried about saving a "whole empire", you saved all of equestria twice, from Discord and NMM, a little empire should be easy.
All in all, I enjoyed the episode despite it's flaws, 7/10 would watch again.
I don't think this is the last we've seen of the Crystal Empire and Sombra. I think the MLP writing staff is better than leaving the threads hanging.
I expect them to explain Cadence's prior connections to the empire.
1
Yes it's
The Crystal Empire part 1 and 2.
Source:
http://www.equestriadaily.com/2012/09/crystal-empire-dvd-information-released.html
2
In all seriousness, Hub said they'll announce the release date of Season 3 under 30 days. Also, people have said that the Hub promised to give people 4 weeks notice before Season 3 releases, so that gives the possibility of 2 months( D: ), but I think/hope that won't happen.
Link to EQD article
http://www.equestriadaily.com/2012/09/30-days-away-from-season-3-announcement.html
2
This is from equestria daily
http://www.equestria...n-released.html
A dvd listed on amazon "Adventures in the crystal empire" Include the episodes "The Crystal Empire part 1 & 2" (the rest are season 2 episodes). Here's the summary for the dvd:
arctic north of Equestria, and PRINCESS CELESTIA needs TWILIGHT SPARKLE and her friends to find a way to protect it. While her friends try to keep the Crystal Ponies occupied at the Crystal Faire, TWILIGHT SPARKLE searches for the hidden Crystal Heart that is the key to keeping their empire safe from harm! - Shout Factory Press Release
This seems really interesting. The premise of the crystal empire especially. A time displaced kingdom.
So this puts the Ballad of the Crystal Ponies into context. Wonder how Princess Cadence works into the mix.
Thoughts?
Also, Rainbow Dash's hair looks like Elvis on the dvd cover. Wonder if the hair and eyes changes are story relevant or just a design choice? (over-analyze EVERYTHING)
1
The entire series is extremely well done. When I discovered them I watched them all in one sitting.
3
I beg to differ.
1
This. I'd love to see how they came to their god-like power, how the Elements of Harmony came into existence even.
2
1
Written as a true person who has never even seen the show. I mean, just look at the picture at the top of the page! And why does everyone think of bronies as people who dress up as ponies and stay home from work to watch it. Almost NO ONE does that. And wow, just some of the phrases he uses. "perma-virgins". Sometimes I think people become politicians because they're not smart enough to do anything else. (Also, can no politician use the internet correctly??? That's obviously an outdated picture)
Edit: Ah, the comments are entertaining
Guy A: Unless egged on by their own children, these "Bronies" look like potential child molesters.
Reply
Fun fact. Churches have molested more children than My Little Pony fans.
1
Hahahahahaha.
Ever since I read the episode description, I've been thinking/hoping that it had to do with discord. He is just such a great character.
I saw a this theory and thought it'd be worth sharing. In It's about time, they make a point of mentioning Tartarus (when cerberus comes in). It could be just expanding the mythos, but also they might be setting up for next season. Maybe the big bad for the first two episodes (that is if they keep the formula) will be connected to Tartarus.