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minty115 posted a message on Feared Dreams [500+ Views] [Chapter 3] (Ended)Posted in: Fan Art -
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Jigarbov posted a message on [ADV] Eronev Mansion Adventure [1,000,000+ Downloads!] 1.9 Verified. The Classic Pumpkin Adventure.Works in Minecraft V1.8!Eronev Mansion AdventureAfter your adventure in the wild, you return to your home town of Eronev. From the beginning though, something seems wrong. There is a meeting being held at the town hall due to the villagers going missing. Can you help them? Can you uncover the secrets within?
Original Release Trailer (made over 3 years ago!)
Beta 1.8 Upgrade Trailer
Reviews and High Scores!
Relinquo_Spes Text Review: "I suggest everyone who enjoys adventure maps and intriguing new ideas play this one, because it is brilliant!" 95%
Opening thought:A while ago when I was struggling with how to do a review of Wileynator's Minecraft Town I had written up part of an opening that suggested that larrge and expansive worlds are somewhat flawed because players aren't going to want to spend hours walking the game world... I think this map may have proved me wrong... lets see.
Visual:The views on this map are something different, most maps I do revolve around buildings and strngish imagery. This map, by comparrison, seems to be centred around the terain, every different section within in the map has been sculpted within an inch of their lives, in a good way. The colours of woods, sand and snow are niceley varied over the areas. It would also be very remiss of me to point out the endings, right here and now I am going to start with some spoilers, if you don't want to know then go to the Final Thoughts now. Now I've spoken before about a center piece that can truely make a mp, and here it takes the form of multiple endings with each of them having a fully recreated version of your starting area, in differing stages of hellish possesion, it is really impressive when you consider the smallish area that the creator is working within.
[9.75/10]
Challenge:This map is mostly adventure, but alot of the next natural steps require some serious thought on how to proceed. But when puzzles do show up they work well in slowly building their way from simple jumps through trees to truley difficult jumps in mid-air.
[4.5/5]
Length:As I said in this opening this map is really long, and it took me forever to get to the end... but I did get to then end, the map made me want to keep playing because of the way it is all conneted, the extra challenges of hunting gold and bedrock in the overworld is made fun by the continued upgrading of your tools to access new areas. And whats even more supprising s when you finally make it to the end you might want to keep playing! The irst time I got the average eding because I missed one rescue and as such I went back and spent another hour messing around just to reach the full end.
[4.5/5]
Story:I've played through 3 endings and can honestly say at this point that I have never seen a map so ambigious in its plot, from what I am sure you are returning to your home village only to find an old frined of some description who may or may not be evil and he is kidnapping villigers, but because you're a great guy you try to help and screw everything up. The whole lot is a tad unclear in its inception but one you get into the thing it begins to make a lot more sense, however not in its entirity and this is the part that I persoanlly enjoyed, having the ability to draw your own interpretation of a story adds to its personal and engrossing nature.
[9.5/10]
Redstone:Yep Im once more dragging out an 'other' category, not to add to the score but to give some serious props for some brilliant work. I can't even descibe how well the redstone works within its self, but let me give you one example. As you run around looking for a way down a tower, once you work it out you walk a bit more only to end up where you began, confsed you alk abck to your 'quest giver' only todiscover you've opened up a new way somehow? This is probably the simpleit redsone use but it really is awesome.
Things that need Improvement:- ... Make it clearer that you need to visit the man at the top of the mansion after the garden?? Thats all I've got.
Things that need No-Improvement:- EVERYTHING ELSE
Final Thoughts:As you may have gatthered I really enjoyed and was really impressed by this map, it does so well in not oly making a good looking and engrossing map, but it also has so many new and interesting ideas. This ends up tieing for my favourite map so as you may expect I suggest everyone who enjoys adventure maps and intriguing new ideas play this one, because it is brilliant!
Percentage Score: 95%
Synthion Text Review: "Adventure (at its finest) This map is intriguing, fun, funny, long, (but not too long), diverse, original, has multiple endings, dynamic NPC's (No mods required), holy crap this list is long. Its pure epicness. (Is it epicity? IDK) You deserve so much praise, but, you are not without flaws. Review time. Yeah, I just did that.
The plot origins are a play off of the minecraft journey itself, which I thought was quite interesting. Apparently you have gone out to have some adventure, mining, crafting, building, and so forth, and now, more mature, you come back to your hometown. Unfortunately, people are disappearing, and everyone suspects the old man who owns this enormous mansion.
The story itself is a bit out there, and it twists in on itself creating a very strained ending sequence, but what's cool about it is that there are multiple endings. Spoiler Alert: I got the WORST ONE. There are all sorts of gold bars everywhere, and those are your score, I got Explorer Jr., which is the 3rd rank up. So... yay?
You may have noticed that I did not summarize the plot, this is for two reasons.
1: I do not know all the endings
2: You really should just play this yourself
There are several features that make this map easy to love. Redstone work is absolutely STELLAR. Just the little things make it SO AWESOME. The specialized too feature was interesting, basically you need a sword to cut through cobwebs, a diamond pick to break through Mossy Cobble, a diamond Shovel to break through clay, and a diamond axe to break through Birch. This was very interesting because it created a progression of sorts while saving space. THe corruption of Hades did a similar thing, but yours was much more finely executed.
The feature that pushed me over the edge? The NPC's.
Yes they are pumpkins on sticks, that is not what matters. What matters is that the old man will actually have different signs after you do certain tasks, I guess its done using explosions? Or pistons? I really don't know, I didn't investigate because I didn't want to lose the immersion I experienced.
There are flaws believe it or not. Besides some typos, your tasks were often unclear, and ill-defined. I usually just wandered around (finding a lot of gold) until I saw signs. The minecart room could have been done a little better, it was confusing at its best, and downright ugly and bothersome at its worst. Don't criss-cross all your tracks! Keep them isolated. There were a few areas where I fell into the redstone chambers, but that was probably my fault in retrospect.
The combat seemed like a "For the hell of it" addition. Yeah, it was fun, but it felt a little out of place.
This is a great balance of Linear gameplay and Open world exploration and choice. Speaking of which, I decided to not save any of the people, and I brutally mrdered the captured ones with lava... (BY ACCIDENT MIND YOU!) So, maybe I could have done a little better.
This is an RPG reminiscent of Fallout or Elder Scrolls. (That is a BIG complement mind you.) More people should play this. Its no wonder Albarel(?) recommended this to me. Simply Fantastic.
Play this. If you play nothing else, play this.
Kmilley Text Review: "Wow. That was something." 9.1/10
Wow. That was something. Eronev mansion is definitely one of the best maps I have played. So many unique things I have never seen before made this experience an exciting one. But before I start, let me just confess that because of me, all the villagers are dead. Yes, my ending wasn't the best.
Lets start with the unique things. Pumpkin npcs. Ok, I have actually seen these before in maps, but how they were implemented was done very well. The creator even made fun of the fact that they were pumpkins quite a lot, which I found very entertaining. The dynamic text boxes were amazing. I didn't even know that was possible. Definitely helps it stand out from other maps. And unique buildings. The buildings in this map were all different in size, shape and material. Even your house looks like it should, cozy and homely. Multiple endings helped make this map that much more unique.
What blew me away with this map, is the amount of redstone circuitry it would have taken to make this. I can't imagine how much work it would have taken to even make the mine cart station(which was amazing by the way). This map was pieced together extremely well, as I did not find any typos or large bugs, which is saying something for the amount of things that could have gone wrong with the redstone.
Every map has its flaws though, and now I will explain why it did not get a perfect 10. Unfortunately, I got extremely confused at some points during the map, and at one point, almost quit. The story got pretty confusing after leaving the mansion through the painting hallway. I think the creator should give better directions on what you need to do during this part in the map. Other than that, the story could have been better. My tips for that are below.
Overall, this is a fantastic map, and I highly recommend it to anyone who likes adventure maps.
StreamofAdventure Text Review: "The construction here was just incredible. So go ahead, readers, give the map a shot. You won't regret it. That, I DO guarantee."
A fairly long, interesting, and sweet map, this particular adventure has a ton of new features including talking NPCs and upgrades. With tons of action, puzzles, redstone areas, and piston projects, it will disappoint only the most brutal of map reviewers - and even then I am probably wrong. The construction here was just incredible. So go ahead, readers, give the map a shot. You won't regret it. That, I DO guarantee.
A collection of well thought-out features in this map were just a few of the things that made me excited for what was waiting around the next turn. A unique upgrade system that allowed you to break certain blocks only after achieving goals was very original, fun, and neat. It wasn't messy, with things laid out all over the place - it was very casual, which in this case is a very good thing. Another really nice feature were talking NPC's with pumpkin heads. I know this wasn't really supposed to happen, but with the texture pack I was using (Europhia's Clean Pack 2.4) they looked like they had huge grins on their faces. Still, the effect on the player's attention span was quite nice, as they were a key feature. It is too bad that they slowly began disappearing as the map progressed - I would like to see more of those, Jigarbov! I really liked them. Another feature, which is not particularly new, is a scoring system, having diamonds / gold bars (I can't remember which) laid out throughout the map. It didn't have a huge effect on me, though overall I'm glad it was implemented. The map took me about 95 minutes to complete, though I have a feeling there was a bit of stuff I missed. The interesting features of the map, two of which are completely original, support the length greatly. Overall, everything is held up, with just a little difficulty, in Eronev Mansion Adventure's length aspect.
A great variety of puzzles, all of which are unique, fill this map with enjoyment. They often have old features which are then upgraded to change them around into something you've never seen before. More on that in the puzzle section. Meanwhile, mob fights are unfortunately scarce. For an adventure map, this is sad, as they are a main part of the genre, though it still holds up in the end. While immersed in one of the amazing, well-crafted puzzles, you will hardly notice this. Still, I believe that some more fights would be nice. They would add more flavor, I guess.
The story is new and unseen, though it is not the most incredible. While it feels very original and exciting at the beginning when you talk to a large number of Pumpkin-People, it slowly goes down the drain as puzzles begin filling up the rest of the length. Basically, you return from a great journey looking for your parents. Your home town of Eronev has changed since then; it is no longer bright and sunny, and instead it seems "filled with panic". The place is built with a lot of brand new buildings which compliment the plot well, though the mansion is just a little too big for the little town. It towers over them, which I believe happened purposely, yet something is out of place there. Anyway, back to where I was, the old man in the mansion is supposedly kidnapping people and, though you just got back, you must rescue the unfortunate missing people - by going on a one of a kind adventure into Eronev Mansion. Like I stated before, the plot is thick with drama, then fades into almost nothing but a few encounters here and there, though luckily it picks back up at the end. This story format is unfortunately typical in most adventure maps these days, yet in this map I don't mind it as much. Maybe it is the charm of the construction and that the very interesting encounters you DO get in the map (though they may be few) are fun.
The puzzles were THE highlight from this map. They kept it alive, with old and new features and, to my pleasure, the SLIGHTEST bit of parkour. In fact, I don't even believe there was any parkour; I played this map over three days ago, and my memory is anything but eidetic. I particularly loved the note block puzzle where you heard the music and then had to play it by pressing pressure plates. I have honestly never seen anything like that - quite a nice idea. The concept for repairing the different railway systems with some redstone along the way was a nice touch.
The atmospheric aspect was very quest-worthy and perilous at the beginning, with warnings from the townspeople about the man - yet like the plot dilemma of the map, this begins to fade into a more rushed phase. Still, I didn't give this gold for nothing. There is still that hint, that air of mistrust against the old man that really gets you going while you "play along" with what he orders you to do. The lack of NPCs is luckily compensated by an creepy sense of the old man watching you. Despite its problems here, Eronev Mansion Adventure still holds up strong here.
Overall, Eronev Mansion Adventure is a great adventure map with enjoyable features all around. It covers up everything neatly, pays great attention to detail, and makes for an incredibly enjoyable experience. The 3 great features that hold your attention span really upgrade this map to a whole new level I have not seen before. While it may not be the best made, or have the best plot, or even be the most enjoyable map I've played, IT IS PRETTY DAMN CLOSE!!!
Here is the armor set for Eronev Mansion Adventure:
No iron! Sweet!
Wileynator Text Review: "This adventure map has been doing quite well and for a good reason. Some of the sights a brilliant and the mix between linear and open is fairly good.
This is an adventure map which seems to be doing fairly well. I watched some of the videos and read the thread and I gather that villagers are going missing. I sincerly hope there is more to it than that.
I start off in a nice little beach, I can see some buildings here and there and I can tell that the creator has put some effort into making the buildings look nice. There are a few NPc's around, each not being very helpful. So I follow a little path and think 'thats whatI'm talking about'. Many of the maps I've reviewed don't get great marks when it comes to the looks. But ahead of me I can see a huge mansion - and it looks amazing. Some zones of the map are aboslutley amazing and most are hand made. However I would love to see this quality of work in all areas of the map. There is nothing worse than one average spot in an amzing map - it seems worse then it really is.
Hidden around there area are also lot's of chests, most of the time they have gold ingots - which is the scoring system. These chests are everywhere and I can't imagine how many ingots there are to collect. Maybe it's overdoing it? No. I think it gives the map that great exploration factor.
The map also lets you use levers and buttons etc, however you can only place them at redstone ore blocks. Which is a great idea as they stand out and are easy to spot. SO after collecting some supplies I enter the big mansion , which still looks amazing. Another thing I noticed is how well the map is staged. It is quite a open place yet the creator still manages to direct you to places in order before you get to new areas. This makes the map more interesting and also adds a RPG feel.
I soon find a sort of transportation room which takes you too different challenges or outposts. Each outpost has a certain objective to be completed. I found this quite good and doesn't make the map very cluttered. However I don't feel like it suits the theme of the map. I also would have prefered if the tunnels weren't just stone with ores in it. I would have liked the tunnel to be all of one block for Aesthetic purposes. As the map continued I felt like the creator got a bit slack in some sections. Some things seemed like they were just MCedited out of the Earth.
I soon find what is the first of some great redstone puzzles which use pistons. I abosultley love this but once again, it wasn't that original. This didn't detract from the experiance though - I just was expecting a bit more from the map after exploring some of it. However one puzzle was great, it reminded me of Portal too. YOu use pistons to direct water flow to take out torches. These once all gone let you advance. I must say that alot of work went into this map when it came to redstone. I won't explain all the puzzles and the rest of the map because I reccomend you play this map as soon s possible, it's a great fun!
This map is a must for redstone puzzle fanatics, the story has some great twists and turns. The map itself is amazngly large and you can waste a good hour or so playing it. Some of the builds are great but there are times in the map when the work seems to be a bit sloppy or rushed.
for Plot: It started off pretty cliche but had some nice twists and redirections. There were also great multiple endings.
for Challenges: This map has loads of great redstone puzzles. Each one is different from the rest and the best way to improve on this is to satisfy some of the less redstone fanatics.
for Aesthetics: Some of the builds in this map look great and are so much fun to explore. However every now and then you find yourself in an area which doesn't live up to the rest of the map. Honeslty this mp has the potential to be one of the best looking maps.
for Grammer: There is a tonne of signs in this map and of all the ones I read they all seemed perfect. Amazing Job!
for Bugs: For all the stuff in the map, even with msot being redstone stuff I didn't find any back-breaking bugs.
for Extra: This map uses a new system of rules about breaking blocks, it's sort of a level up method. I have seen this before but in a badly implemented manner, so Kudos for doing this well.. Also whats even cooler is that the pumpkin NPC's say different things (different signs) after certain taks. Whatever you did, pistons etc is amazing, absolutley loved that.
3.5/5: This map is absolutley great, the reason it didn't get an amazing mark though is because it is missing a little bit in every section. However this still leaves it a great map and I reccomend you give it a go. It's one of the better adventure map's I have played in a while.
Albarel aka rsmalac Text + Video Review: "That was incredible. No question, the best adventure map I've ever played."
Review Summary:
That was incredible. No question, the best adventure map I've ever played.
This map hits a perfect score on ALL of my rating criteria, and then goes above and beyond.
Some examples;
I was super impressed with the way the map maker 'contained' all of this goodness in what I would consider a medium-sized map area. The minecart and redstone tracks were just the right length.
I was also very impressed with the way they captured the Zelda-like feel and paced the armor and weapon upgrades, AND the tool upgrades, which gave us the opportunity to go back through past areas and use those tools to find more hidden stuff.
Not to mention the incredible redstone and noteblock contraptions.
In this map - you don't sit back and watch this stuff happen. You are part of the story at every turn. You are not just flicking a switch, you are placing blocks in the right places and then flicking switches to make things happen. The NPCs that you "save" along the way are re-used later to brilliant effect.
The story/dialogue is genius. Two specific examples that are repeated many times throughout the map;
1 - You read NPC dialogue from a sign, then you interact with the encounter, and that sign goes away. It's not just sitting there out of sequence.
2 - After major encounters, the dialogue in the quest hub "changes"! Meaning the signs get destroyed, blocks move, and reveal NEW dialogue for the next encounters. It's very very effective.
If you've read any of my other map reviews, I typically don't play for score. I play to get to the end of the story and if I happen to pick up some hidden score along the way, so be it. I typically end up with about half of the 'best available score'. But this time I was sucked into the hunt.
My Total Playtime: 5.5 hours
My Final Score: 38 gold blocks plus 4 gold ingots, all 8 villagers
Map Total Rating (out of 20): 20
Calm Apple Snake Video Review: "Eronev Mansion Adventure is an exceptional adventure map. It has an immersive story, a great atmosphere and well crafted locations."
Contrary Text Review: "Truly unique in so many aspects"
The map's knife edge was it's personal style, the messages feel like they are talking to you, and not to just anyone, the multiple endings. Although I really think you could have expanded more on those personal messages, I thought it was very unique and made the map much more compelling to play.
The story wasn't amazing, but it was enough to keep the player wanting to find all the villagers, find out who the old man really is. Even though the gameplay did not draw back in the final parts of the map, the story definitely did. I was expecting a bigger and more unexpected ending, but the fact that a demon was released once the man stopped the sacrifices was a little depressing. Plus we never find out who the main character is, what he's like. He needed more of a backstory, then just "out surviving."
Nevertheless, the gameplay was stellar. Better than I have seen in a long time. It was fun, it wasn't redundant and the map kept introducing new and unique gameplay aspects that utilized Minecraft's engine to the fullest. Exploring the village was fun and rewarding and kept me wanting to search some more. I didn't mind because I would come across something promising so often. That was something that really gave the map it's final push. The dialog was very well done, it was very funny and the grammar and spelling made the extra difference.
There were a few bugs, I got stuck a few times, but it didn't matter too much. What I would like to see next time (I'm pretty sure there will be a next time) is getting closer to the other characters. I want to feel compassion and sadness for the people who made sacrifices to save the villagers and yourself. I would also like to see the personal style put into effect more. And it should go without saying, a better story. Though, I am absolutely certain you are capable of all of these aspects, as I have seen in the map.
The map wasn't the hardest map out there. Not that it's a bad thing, I mean, it is an adventure map. I don't think it should have been harder. The difficulty really suited the map and it's style.
I am eagerly awaiting the arrival of the second part, and I truly hope that you will use my service again to review it as I thoroughly enjoyed playing to the fullest extent.
90%
High Scores! (no longer being updated)The total amount of gold in the map is a secret, however if you really want to know I can PM you with the amount. Please know however if you have been told the amount you can no longer submit your score for the high score count.
Download The Map!
If playing on SMP ensure enable-command-block is set to true in the server.properties file!If something weird happened and you didn't spawn at the beginning (usually happens on bukkit smp's) Then the coordinates are: x=-131 y=68 z=257
A Pretty Screenshot
The village of Eronev with mansion looming in the background.
I am Jigarbov and I made the whole thing with some help from Feylina. I used worldedit, mcedit and a tonne of redstone.
Special thanks to some of my youtube subscribers and friends who helped test the adventure for bugs and balance and thanks to those that have been waiting for it. I am HOPING there isn't any game destroying bugs.
For more of me, check out my channel at www.youtube.com/jigarbov
Thanks for reading and I hope you enjoy the map.
- Jigarbov
Feeling Generous? Had fun playing? I greatly appreciate it!
Featured Let's Play:
The8BitMonkey Episode 1:
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3
kevin4460 posted a message on Ordo Imperator Novum - RecruitingAnnouncement from Imperator Augustus,Posted in: Clans
Due to real life circumstance which I can no longer ignore, namely that I do not have the time or energy to devote to running this clan like I used to anymore, I will be stepping down as Imperator. Running a clan like Ordo Imperator Novum is a HUGE time sink and personal investment, and although i wish I could still devote myself to leading raids and stockpiling supplies for hours just for that one big assault; I can't. As the advent of my supposed becoming a productive member of society (an event known by some as "A Highschool graduation"), I need to devote my attentions elsewhere so that I don't end up ing myself over in the long run. Before I was able to pull off running the clan because I had much fewer obligations. Now instead of having free time in the evenings and weekends to spend with you guys, I have social obligations, I'm a captain for two sports so have tons of going on there, and for some reason my car continues to burn gasoline even though I've asked it nicely to stop a few times now.
All that being said Centurion Weatherdog, also known as Cicero, has graciously volunteered to accept the burden of leading the clan. He will be the leader, second to no one including myself. Imperator Cicero will maintain his office for the foreseeable future. and is not to be considered a stand in for me. He is a leader in his own right, and it is high time that he be recognized as the best possible leader for the clan at this time.
The condition of me abdicating my office is that should I be able to resume my activities as a productive member of the clan in the future, after a period of no less than six months, and should I prove to be an active and productive member of the clan for a continuous period of time no less than two months in length that I will again assume the office of Imperator and Cicero will retain his title, but not the full rank.
Thank you clan mates, and thank you Cicero,
Imperator Augustus -
4733
Risugami posted a message on Risugami's Mods - Updated.Everything updated for 1.6.2. The mods directory will now be located in the same directory as minecraft jar, unless the default game directory is changed, where it will act like it had on older versions.Posted in: Minecraft Mods
Read this entire post. All of it. Downloading the mods means you agree to the disclaimer. You can skip the FAQ, but if you have an issue, consult it first, before consulting us. If you have an issue answered in the FAQ or this post itself, we won't help you. At all. We reserve the right to ignore dumbasses who do not pay attention to the big bold text. Completely and utterly, ignore them. To all of you who are good boys and girls, I suggest you ignore them too, should they post.
Modding now has its own IRC channel on esper.net, #risucraft.
Disclaimer: These mods require altering minecraft.jar, and SMP may not work with these mods installed. Some of these mods add new content, do not load worlds with this new content if the respective mod is not installed. I am not responsible for any damage done to your computer, worlds, or your copy of Minecraft. That said, backup your worlds and bin folder!
Frequently Asked Questions
Q: What is ModLoader? -A: http://tiny.cc/PAIN Q: Where is ModLoader? -A: http://tiny.cc/PAIN Q: How do I install ModLoader? -A: http://tiny.cc/PAIN Q: Why did you link me that image? -A: Because you can't read. What part of "read this whole post" did you not understand? Q: Why does my game freeze on the loading screen? -A: The most likely answer is you forgot to delete META-INF, or your archive tool didn't want to delete it. Q: Why does my game black screen? -A: There are a number of reasons this could happen, the most likely is that you're trying to play alpha through the browser. Mods don't work with the browser version. I do not care about black screens. Get me the error log. Follow the instructions under the "Linux / Other" download on www.minecraft.net. This applies to all OS. Q: Do these mods work with [older version]? -A: No, they are designed for Minecraft 1.6.2. Q: The AudioMod description hurt my head, is there some kind of readme that explains it in better detail? -A: Not yet, so, in the meantime, feel free to contact me about it in IRC, and I will help. Q: How come 7z throws out "Not implemented" OR WinRAR gives me an error when I try to add stuff to the jar? -A: Update 7-Zip or close Minecraft. Q: How do I uninstall the mods? -A: You restore from a backup of minecraft.jar, and in case you didn't back it up, delete the version file in the bin folder, and Minecraft will redownload everything. Q: What does input == null mean? -A: You failed to read instructions, try again... Q: java.lang.NoClassDefFoundError: ...? -A: You failed to read instructions, try again... Q: java.lang.SecurityException: SHA1 digest error ...? -A: You failed to read instructions, try again... Q: java.util.zip.ZipException: invalid entry size? -A: Stop using that bad program and get a real one! Like 7-Zip or WinRAR! Q: java.lang.UnsupportedClassVersionError: Bad version number in .class file? -A: Update java. On mac? Too bad. Q: java.lang.UnsupportedClassVersionError: ______ : Unsupported major.minor version 51.0 -A: Either get JRE 7 or tell mod creator to not use JDK 7. Q: How can I best contact you? -A: In the channel #risucraft, on the esper.net IRC. Q: What if this FAQ doesn't solve my problem or answer my question? -A: Then you can post, or contact us, preferably on IRC.
Installation
New Launcher
1) Run the latest launcher and download 1.6.2
2) Go to %appdata%/.minecraft/versions
3) Copy the directory named 1.6.2 and paste as 1.6.2ML(you may name however you please, but everything must match) so there are now two copies.
4) Enter new directory and rename the jar and json files to match the directory.
5) Open the json file in your prefered Notepad program and change:
"id": "1.6.2",
to"id": "1.6.2ML",
6) Now with the jar you should do the steps below under Windows starting at number 3.
Old Launcher
Windows:
1) Open up %appdata%, if you don't know how to do this, start>run, then type in %appdata%
2) Browse to .minecraft/bin
3) Open up minecraft.jar with WinRAR or 7zip.
4) Drag and drop the necessary files into the jar.
5) Delete the META-INF folder in the jar.
6) Run Minecraft, enjoy!
Macintosh:
1) Go to Applications>Utilities and open terminal.
2) Type in the following, line by line:
cd ~ mkdir mctmp cd mctmp jar xf ~/Library/Application\ Support/minecraft/bin/minecraft.jar
3) Outside of terminal, copy all the files and folders into the mctmp directory.
4) Back inside terminal, type in the following:
rm META-INF/MOJANG_C.* jar uf ~/Library/Application\ Support/minecraft/bin/minecraft.jar ./ cd .. rm -rf mctmp
5) Run Minecraft, enjoy!
If you're feeling generous, feel free to donate! Or if you'd rather not spend your own money, you may click the Adfly links below and wait 5 seconds, then skip the ad.The Mods
Click Here
Dropbox Index
ModLoader 1.6.2
A mod, kind of like a mod manager, that stops conflicts with mods that alter rendering, recipes, add entities, gui, smeltables or fuel. If you're a modder, feel free to decompile this and learn how to make mods work with it. Inherit BaseMod and override any methods as necessary. The mod's main class file should be prefixed with 'mod_'. Read the Javadoc for information on methods available.
Download (Adfly) Download (Direct) Decompile Fixes MCP Mapping Javadoc Old Versions
Elemental Arrows 1.6.2
The Elemental Arrows mod adds four new types of arrows; explosive arrows, fire arrows, ice arrows, and a joke weapon, egg arrows.. They are crafted the same way as normal arrows, but the head is replaced based on the element; gunpowder for explosive, coal for fire, snowball for ice, and egg for, well, egg. Crafting an explosive arrow only gives you one arrow, and it explodes upon impact. Crafting a fire arrow gives you one arrow, that will ignite stuff upon impact. Crafting an ice arrow gives you one arrow, that will freeze water into ice, lava springs into obsidian, put out fire, and break torches. Egg arrows spawn chickens upon impact with the ground, but there's a secret too. Lightning arrows strike lightning where ever they hit, use diamond in recipe. Homing bow recipe is same layout as regular bow, but diamond instead of sticks. Requires ModLoader 1.6.2.
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More Stackables 1.6.2
This mod makes saddles, doors, and signs up to 8 in a stack, minecarts and boats up to 4 in a stack. This is great for storage and for using workbenches, chests, or furnaces, as you no longer consume your food! Requires ModLoader 1.6.2.
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Sign Tags 1.6.2
Type [time] into a sign, and it will show the current time. You can also type [x], [y], or [z] and find the current position of the sign in regards to that axis. [a|b] is a redstone input function for signs, where text replacing 'a' will be shown when the sign is powered, otherwise 'b' is shown. Type [light], and it will show you the current light level of the sign's position. [biome], [temp], [humid] each tell you the biome you're in, the temperature of that area, and the humidity of that area, respectively. [temp], [humid] will no longer function in Nether.
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Death Chest 1.6.2
When you die, if you have a chest in your inventory, it will be placed where you die, or in the closest available spot. The chest will be filled with as many items as possible. Items stored in the crafting slot are still lost, as usual, and any excess that won't fit in the chest will be dropped.
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AudioMod 1.6.2(Not updated for now)
AudioMod is an upgrade of sorts, and a modder's utility. Included in this mod is CodecIBXM, created by Paul at www.paulscode.com, who is the creator of the sound system used in Minecraft. It allows Minecraft to play (in addition to ogg, wav, and mus files), xm, s3m, and mod files. The only readily available feature of this mod is the ability to add new music, however, it adds support for modders to add new records and sound effects. There is a slight increase in load time when using this mod. Using this, you can also use custom sounds, alongside the originals. Custom music and sound goes into the resources folder, music in mod/music. Custom sounds go into mod/sound. For example, if I were to add a new footstep sound effect to stone, I'd put the new stone1.ogg in mod/sound/step. In game, the new sound would occasionally be played, alongside the originals. Custom sounds for things like the menu click and water do not always work, at the moment.
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Floodgate 1.6.2
Floodgate block can be used as either a floodgate, allowing toggleable water and lava falls, or as a trapdoor. When you place the floodgate control block, it will place a gate in front of the control block in the direction you are facing. Applying redstone power to this will remove the gate. Use the control block to open the GUI where you can place supporting blocks that will replace how the gate looks. Requires ModLoader 1.6.2.
The recipe:
Where is redstone.
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Spawner GUI 1.6.2
Adds a GUI to all mob spawners, that will allow you to pick what mob to spawn. I also reallowed mining spawners. You can disable spawners with redstone aswell. Should be compatible with all mobs, but don't expect the mobs with special spawn conditions to work everywhere. Animals require grass, Monsters require darkness, Slimes require being in their special chunks, and 0-16 depth. Requires ModLoader 1.6.2.
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Picture:
Block Distortion 1.6.2
This mod is just an experiment. Everything that is 3D (Mostly noticeable on blocks) has a random distortion. Known issues include: Clouds randomize as they move across the sky, held items look rather odd, and GUI elements may be screwed up. I don't recommend using this mod long.
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Griefer Creepers 1.6.2
WARNING BACK UP YOUR WORLD BEFORE INSTALLING
This mod changes how creepers attack. Instead of blowing itself up, It will disappear and launcher 100 arrows straight into the air, which will rain down on the landscape. These arrows will be 25% fire arrows, 75% explosive arrows..
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Recipe Book 1.6.2
This item when used opens up a GUI of every recipe that can be done. The items can not be touched, but you can read tool tip. Left click moves to next recipe. Right click moves to previous recipe. The recipe for recipe book is 1 book, 1 ink sac. It's a shapeless recipe. Requires ModLoader 1.6.2.
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Shelf 1.6.2
Ever wanted to store your items in a way you can see them? Here you go. This block allows you to add up to 9 items to it and the items you put in are shown in the world. Requires ModLoader 1.6.2.
Recipe is:
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Picture:
Biosphere 1.6.2
This is a new generator. You may select this generator in More World Options when creating world. In this generator, the world is made up of massive spheres with glass domes. Inside these spheres are random biomes. There is a random chance of a lake being placed in the center of each sphere. Usually water, but rarely lava. Bordering this lake you will find sand for water, or gravel for lava. Connecting each sphere is a wooden bridge with fence rail. Beside each sphere is a smaller sphere, which is where you will find diamond and lapis lazuli. These ores only occur here, the others are equally spread throughout the spheres. The cave generator used here is a modified Nether cave generator, where like on the surface, will generate lava below a certain level. if this lava reaches the outside, an obsidian wall will be made to hold it in. Many options can be changed in ".minecraft/config/Biosphere.cfg". Requires ModLoader 1.6.2.
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Picture:
Armor Stand 1.6.2
This block will give you a place to show off your armor. Just place the block and right click on the platform. You can choose from a selection of skins to hold your armor, as well as have it stare at you, constantly. You may also change the texture of platform by putting block in the last slot. Known issues include: placing a block inside of dummy, standing on its head, possible inability for mobs to path around it. Recipe is 3 solid stone blocks along bottom, with 2 sticks in the middle. Requires ModLoader 1.6.2.
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More mods to come!
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kevin4460 posted a message on Ordo Imperator Novum - Recruiting[center]Posted in: Clans
Servers:[/center]
[center]-Our soldiers may be deployed to many servers at any given time, IP addresses are given out as needed-[/center]
[center]We have a home server for training and hanging out. The IP is private[/center]
[center]And is given to members of the clan via PM.[/center]
[center]
[/center]
[center]Augustus - kevin4460 - Imperator[/center]
[center]Centurions:
Abstinus - Viggih
Cicero - Weatherdog
Casius - Zappa101[/center]
[center]Brutus - Silent_Stealth - Centurion[/center]
[center]Rufus - Zoto888 - Centurion[/center]
[center]Gladii:
F. Maximus - Supo33
Radius - RDNic72
Confundus - Wombatman
Orientalis - Emotionless_Bob
Inginuitus - JDFriedrikson
Militem:[/center]
[center]
hockeydance
Halorym
SGTliger
Ifrit77
[center]Pueri:
Each * is one section of recruit training completed, with 3 total sections needed to pass
3p1c_d3m0n*
Chrisoman101
The_Commissar
louislemarchal[/center]
[center]Legacy Members:[/center]
[center]-None. All legacy members have returned to active duty-
Skins are organized by Division, and then by rank. You may customize the face and skin color of your characters. Do not deface the actual clothing itself. The skins for Umbrae are distributed by the Imperator when a new shade is inducted.
Pueri: all pueri are issued a white robe and standard leather bracing equipment.[/center]
[center]The Pueri uniform may also be used in snowy conditions.
Imperator:
Silvae (Woodland):
Militem:
Gladius:
Centurion:
'Map' Signature
[center][url="http://www.minecraftforum.net/topic/597499-ordo-imperator-novum/"][img]http://img694.imageshack.us/img694/9111/novumlegion.jpg[/img][/url][/center]
Motto Signature White
[center][url="http://www.minecraftforum.net/topic/597499-ordo-imperator-novum/"][img]http://img829.imageshack.us/img829/3827/ordosig.png[/img][/url][/center]
Motto Signature Flag
[center][url="http://www.minecraftforum.net/topic/597499-ordo-imperator-novum/"][img]http://img689.imageshack.us/img689/3824/oinz.jpg[/img][/url][/center]
Applications:
**NOTE** PLEASE USE THE OLD EDITOR TO POST YOUR APPLIACTION, IT MAKES IT MUCH EASIER TO FORMAT CORRECTLY. CLICK THE LIGHT SWITCH BUTTON ON YOUR EDITOR.
[center] [b]Minecraft.net username:[/b] [b]Age:[/b] [b]Do you have a Skype?:[/b] [b]If not are you willing to get one?:[/b] [b]Do you have a Mic:[/b] [b]If not are you willing to get one (Does not affect your application's acception/rejection)?:[/b] [b]Experience in SMP:[/b] [b]Other games you play:[/b] [b]Have you read the Code of Honor:[/b] [b]Are you in any other clans:[/b] [b]Why do you want to join OIN?:[/b] [b]Where did you hear about OIN?:[/b] [b]If a current member of the clan has referred you, please name them here:[/b] [b]Tell us about yourself: (2-3 Sentences)[/b] [b]Why should we accept you?: ("I'm really good with a bow" " I pwn the noobs" etc. are not acceptable, all our recruits are trained in combat.)[/b] [/center]
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Farteh16 posted a message on Minefic [Broken][See Parting Words]This thread was once Minefic, a thread where stories are kept in a List for people to see what they are and enjoy their time with them. Due to a code messup, the thread whacked up. I am Farteh16, creator of Minefic. I am a writer, and I helped writers with their stuff. I had a staff to help me, but now they have their whole lives to think of.Posted in: Literature
If you do not know what Minefic was, ask around. Don't be shy. I hope the quotes below can help you understand its value to me and to the people it helped.
Minefic: Started, April 12, 2012 - Ended, June 12, 2013
Number of stories: I forgot but it was a LOT, man.
I guess this is an end of an era, then? This thread started as the Mainframe, my story. During my time, all Fan Art was in the fan art section so I decided to make a Story List to give writers a lifeline when frickin' signature shops hoard all the recent post spots. I then asked the mods for a literature subsection. Although my idea was kinda far-fetched, they told me they had a plan and here we are now, where stories get the attention they deserve.
Another reason I think of this as a peaceful death rather than some brutal assassination is the fact that my staff has gotten busy with their lives. I don't think Minefic can be "Writing Help" without a staff to help fly through the stories and help them where they are wrong. I also cannot ask my staff to take precious time from their lives for Minefic.
Minefic still lives on though. To those who joined Minefic: you do not need a name, group or title to help your fellow writers. I believe that the Literature section is our Story List and each and every one of us is our Writing Help.
Even if we are not Minecrafters as a main thing, we still can create a community in this subforum. A few years or so, I watched writers help, support, comment and give constructive criticism on one another. I see new faces but the old spirit is still in there.
I check on the Minecraft Forums at least once a day when I can because of you, the writers. I made Minefic to save your stories, now it is a place where you can gather with your fellow writers and discuss, enjoy, and talk about your love of words and the joy of it all just to see other people smile at the sight of your characters coming out from the pages and living the lives you have given them.
This is me, Farteh16. I am a writer, like many of you. I might raise Minefic back. I may not. One thing is for certain. This is the Literature subforum. As long as there is a person who has played Minecraft, and likes to see the game through the fresh eyes of a writer and his/her story, Minefic, in a way, lives on.
~Farteh, out.
Quote from OnceInALongTime
I would like to say some words for Minefic, Farteh16, and my fellow writers.
I made an account on Minecraft Forum about four to five months ago. At first, I came here to download and play maps and actually be able to comment on the threads. I knew that wasn't where I was meant to be, for I am not meant to be a brilliant map maker. After a few days, I found this sub-forum. Literature. When I found it, I wasn't popular. I wasn't sharing, but merely commenting on works. One of the first threads I read, was this. Minefic. And ever since I discovered it, I've been branching out and devoting time into writing, learning, critiquing... Being with all of you.
Thanks to Minefic and Farteh16, I was able to be in the spot I am right now. And there are many of you in this spot as well. And we all know it isn't as easy to be a writer, dreams take effort. Where would we be without Minefic? It gave us help, spread out who we are and shaped who we are as writers now. Farteh16 has been a friend of all of us, and helped some of us become writers. Minefic raised the encouragement and helped us, it made effort worth it.
I am quite sad to see Minefic go, but it's fine. It had a good run, you know, it did. It helped us, new writers and old, experienced or not. You get my point, I suppose. I also want to make this an opportunity to say thank you to all those people who helped me out this summer. Which I am so very sure, I will not forget. This may bloom into something more, and I may just be an 11 year old, and so I hope you understand where I am coming from. As I am sure many of you feel the same way.
Thanks again to Minefic, Farteh16, and everyone who helped me become the young writer I am now. And yes, I sound cheesy.
Sincerely, OnceInALongTime, with so many other names...
P.S: Here's a smile to lighten up the mood:
Quote from Zeiustepali
I'm sad to see this go, and I think I'll add some parting words too...
I'm sad to see Minefic go, as I saw it as a way for people who were writing great stories that weren't getting as much views as they deserved. Probably some of the first fanfictions I read were the Eye Project, and InFinity, both of which are great books.
After around I posted a character app in the Eye Project, (Not exact time, not sure what it was) I wanted to try out my own story, however, it did kinda fail.. But, after time I got more inspiration and created The Aether's Rage, which lived for so much longer than my other book did. Eventually around the middle of the story, a bit after the idea of Rift came out, I posted my story on Minefic, and probably what encouraged me to do so is other Rift project people joining it too. Even though my story still didn't get much comments, I appreciate what Minefic has done for so many other story writers who just want to get popular. And I dedicate this post for the farewell of Minefic, for possibly a long time. And my last words about Minefic are:
Thank you for being so supportive of story writers Farteh16, and I thank you for making Minefic.
-Zeiustepali/Synaxin
Quote from Mage_of_Cats
Here are my parting words:
I never actually used Minefic, but... well, it was a rare thing that actually helped people with their stories. I was thinking about adding my (now removed) How To Not Live Forever to it, but, sadly, never got around to it. I know how many views and such it brought in for other people. I think it also helped make the Literature Subtopic a little bit more popular, as you had a run-down of the stories instead of just the title to go by (leading to people actually reading a story for what it is rather than what it's called.)
So with that, I throw the ashes of Minefic into the sea, where, hopefully, they will find a home on the bottom, housing whatever else wants to live down there.
However, let us suppose that Minefic has not been burnt that badly. Perhaps it is a third degree burn, but we can still revive it. It just takes ointment, time, and hope.
This leads me to conclude that you, Farteh, can create a new Minefic forum. I'm sure that it will take forever, however, think of what it would mean to people. And this time, actually save the forum on another document.
Here's an emoticon to make people not as sad!
XD
Wait a second... I was RIGHT !?!??! There was no literature subtopic six months ago!?
I KNEW IT!
Oh wait... there was, wasn't there...
Hmm... T_T
Quote from dragontyron
Oh man, not... not Minefic. The thread was important in a somewhat symbolic nature to me, as I was one of the very first on the list. (Indeed, I think it was my very own Fallen Kingdom in which Farteh was inspired to make Minefic happen?) It was an amazing life raft in an ocean of signature/banner shops, and I was amazed to see it reach where it did. Now, there's an entire literature section dedicated to none other than us, the creative minds of writers, and I like to think I was part of what made that happen. I'm so happy to see that now it isn't just a couple people whose hobby is writing dumping their works here, like how it was back when Minefic was made. Now there's a community here of people I wouldn't hesitate to call awesome, who all enjoy the things we create. In a way, Minefic was a catalyst of growth, and its job has been done. Have peaceful dreams, Minefic.
~DragonTyron, and each little voice of character that roams in his head.
Quote from sc1020
One more set of parting words
All good things come to an end, but Minefic was more than just a good thing. It was a great thing. It was more than just pieces of writing being pasted on a thread. It was a community. Minefic got my story booming, and I hope that all people will remember this and still use it.
Minefic will still live in our stories, though not the same. We will not forget what Farteh16 did to bring all of us writers together. From a simple story to a giant list of them, Minefic is an eternal memory.
Corny, right?
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2
kevin4460 posted a message on Ordo Imperator Novum - RecruitingThe official Anthem of Ordo Imperator NovumPosted in: Clans
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36
LegoRobot posted a message on Pacifica, and New Pacifica City: What I have learned about living permanently underwaterOur flag:Posted in: Survival Mode
Pacifica:
New Pacifica City:
Pictures here
It's been a while since I posted. My obsession with mastering underwater settlement continues. Since the addition of SMP, I've played on many different servers, more recently I've played exclusively servers running the Factions Mod. In all of them I experimented with different designs for underwater living structures. What is the smallest, most utilitarian structure that is nonetheless self sufficient? How big does it need to be in order to not feel cramped to people accustomed to life on land? What's the most efficient order of module construction? What's the best design for the initial workshop module that you expand from? My first experience with a large crew living full time underwater was back on my Deep Trench Outpost, but that used mcedited seafloor ore deposits so it could be built from iron. It was also an extravagant design only possible because of the abundance of resources.
More recent experiments, Pacifica City and New Pacifica City, were my second experience in having large numbers of people accustomed to living on land living instead fulltime in a manmade underwater structure. It was interesting to see how they used it, how they expanded on it and furnished their dwellings. I learned things like the need for larger apartments (as people expanded their own otherwise) and that sand can easily be sourced from the seafloor using respiration 3 helmets. This eliminates the last resource it was necessary to continually get from land, making it possible to endlessly expand colonies without ever surfacing. It was also built 100% legit, on a server where you're under constant threat of attack by other factions.
After gathering about 4 stacks of 64 stone brick, glass, seeds of every type you can get ahold of, tree saplings, bread, tools, wood, a chest, bed, furnace, workbench and doors (for breathing) you can go into the ocean, scout a nice deep flat spot for your colony, and build the following:- Initial 5x5 work shelter (octagon shaped, with two 3 block farms, a bed, a chest, three stacked ovens and a workbench. 1x1 hole in the floor allows entry and exit. You can now grow food and smelt minerals on site as well as sleep. Basic livability, ability to skip nights, storage and crafting/smelting capability. As a note going forward, all structures should be up off of the seafloor on 'stilts'. This prevents people from burrowing down to expand underground because they don't like underwater construction, and it prevents a method of blasting upward to gain unathorized entrance into the colony. It also avoids issues with uneven terrain that would normally require you to go outside and level the terrain or build awkward tunnels that go up or down a level to follow the terrain's contours. If the structure is elevated two or three blocks, there's space for moon pools underneath (only advisable in singleplayer) and everything can be built on the same level.
- Mining module (Second 5x5 standard module connected to the first by short tunnel, with a mineshaft going down into the sea bed. You can now source minerals locally, making it possible to begin expanding using in situ materials instead of the finite supply you brought from land.
- Agricultural dome. 5 frequency (longest sides are 5 units long) dome tall enough to grow trees, with dirt blocks around the interior rim for growing edible crops. If you brought enough materials from land, you can optionally skip step 2. and after the agricultural dome is done, just repurpose the work shelter into a mining module.
- Livestock module. You want them to have their own space so you're not tripping over animals while trying to chop down trees or having them trample your crops. This should be very big. Mine are usually pill shaped. Only legit way I know of to get cows, sheep, pigs etc. inside is to build a 3x3 glass tube from the roof of the module all the way up to the surface, then lure cows from the nearest landmass using wheat so that they fall down the tube. Seal the roof, flood the tube using a bucket, then destroy the tube. This is after you have two of every type of animal you want inside. To get grass down there you'll need to enchant a silk touch pick so you can gather grassy dirt blocks. You might consider a second livestock module exclusively for sheep: If you can mass produce wool, it makes the process of purging water from a newly constructed module much, much easier as you can fill it with wool, then burn it away. You can do this with wood but wood doesn't burn completely and leaves behind a mess of unburnt blocks. Wool is ideal and once you have enough sheep to produce wool at a rapid enough rate you'll feel a lot less reluctant to start work on big new modules as you'll have eliminated one of the most work-intensive parts of the process.
- Living quarters. This is #5 and not #1 or #2 because there's no point to bringing in more mouths to feed, so to speak, until you have the four modules listed above completed. They'll need those self sufficient resources in order to accomplish anything productive, and to meet their own needs. I recommend three story structures, each floor 3-4 units tall inside, with the apartments around the outer edge so every one can have a window. This makes more efficient use of materials since they share a lot of walls/ceilings/floors.
- Warehouse module. You will accumulate loads of resources of all kinds. Make sure all chests are labelled by content and that people are disciplined in sorting items into the correct chests. It's important to be able to find the materials and items you need when you need them.
- Laboratory. Small module, just needs an enchanting table and potion brewing setup plus chests for ingredients and finished potions.
- Automation. Mob grinders, autofarms, that sort of thing. Most people are too lazy to manually farm and will just consume prepared foods until it's empty, then complain or make themselves bread or kill a livestock animal. To keep everyone happy with a minimum of labor on your part or theirs you will eventually want to automate the production of food and of as many types of loot drops as possible. This also provides a free source of goods you can trade for other goods or money (for claiming more land) in factions servers.
1. Sand miner. Full time job, you'll need lots of glass. They will need an aqua affinity diamond shovel and a Respiration III helmet, as well as a bucket (for emergency breathing) and doors (as temporary air shelters). Their job entails walking along the bottom, placing doors near large seafloor sand deposits, then gathering all of the sand in that patch. Then picking up the door, moving on to the next patch and repeating, till their inventory is filled with stacks of sand. A compass is highly recommended so that they can find their way back to the colony.
2. Farmer. Neither breeding livestock nor harvesting/planting crops is a fulltime job by itself. But if you combine the two and add in chopping down and replanting trees it's enough to keep one person fairly busy. A lot of their duties will eventually be automated. If on a factions server, you can also assign farmers to dig squid traps outside and use a respiration III helmet to occasionally go out and slaughter the squids trapped in them. This provides loads of ink sacs for dye, something people who live on land don't normally have the occasion to gather themselves. If you scale up this operation, ink sacs can become your primary export. If you go this route you might consider building a mini-colony elsewhere surrounded by squid traps, as a dedicated squid farming operation.
3. Miner. Loads of people will want to do this, which is fine. The important thing is to provide them a large, well equipped mining module with many banks of ovens and storage chests. If you don't provide this, they will begin to expand underground even if told not to; This is an underwater colony, not underground.
4. Construction. Quickly discover who is skilled at building underwater and make them the only crew members authorized to build new modules. It is an exhausting job and only a certain type of person has the patience for it. If you let just anyone do it, your colony will become an ugly cluster, with some well designed nice looking parts and others that are clumsy dirt and glass boxes. People should carefully plan what gets built where so there's no overlap or claiming space other people planned to use. In New Pacifica City I built a central corridor with offshoot corridors, to guide people as to where to expand. This type of shared corridor space is a good idea as it creates more of a sense of open space than lots of clustered buildings with only short tunnels between them. Main corridors should be 5x5 wide/tall. Offshoot corridors that connect the main corridor to modules should be 3x3. This turned out to be what was required so people didn't get claustrophobic.
5. Redstone engineer. You will need at least one. Doing redstone machinery underwater is a huge pain in the ass as redstone machines are very large and accordingly need some of the largest modules. Have them plan it out first and come up with a design that is as compact as possible, so you know exactly what dimensions the module will need to be.
6. Soldier. If you intend to raid other factions you'll want to leave that to those who are best and most experienced at combat. They will typically not want to help with anything else and that's fine, they more than pull their weight as a deterrent to anyone who would raid you and by bringing back loot. Keep them well supplied with splash damage, invisibility, speed and other combat relevant potions using the lab module.
7. Alchemist. Possible side-job. His role is to go around gathering the necessary ingredients for potions and to use a spider grinder or end grinder to gain the levels needed to enchant books, which can then be used by others to enchant items as needed. This is a fairly tedious, thankless job except for the "adventuring through the nether to find ingredients" part so generally out of a large crew only one guy will be eager to do it.
To clarify, jobs are not forcibly assigned, but chosen. I found that certain people have obsessive interest in performing specific tasks and it's best to have clear, delineated roles so everybody knows what they're supposed to be doing without anybody presuming to be the leader. Basically "Do what you want, but when you have time to kill and feel like helping out, do this since it's something you enjoy anyway." This makes sure that everything that needs doing gets done instead of 75% of people choosing to mine all the time with one or zero farmers/construction guys, or any similar situation with an unbalanced division of labor.
So, why build underwater in the first place? Why do I always do that? In Factions servers I've discovered it's the best of a limited set of options if you want to be safe from raids/griefing. Most will not have enough need for a respiration helmet to use up 30 levels enchanting one, so putting your colony as far underwater as possible makes it a danger and a hassle for them to swim down to it. TNT does not damage blocks when it's in water (building an underwater tnt cannon is a nightmare anyway) and there are no creepers to herd near your structure, another popular method for damaging claimed land. You can cover your land base in water but this looks ugly and stupid, whereas an underwater city is cool to look at and makes sense. You can live deep underground far from spawn, but you're permanently cooped up and surrounded by dirt, rock and darkness. Underwater there's a great view. The sun and moon are visible. You can tell when it's day or night. You can exit your colony and walk around freely outside on the bottom in relative safety; Whereas exiting your base on land means you're vulnerable to enemy faction members laying in wait, deep underwater you can look up to see anyone lingering on the surface, and they are not likely to risk drowning to swim down and try to engage you on the ocean floor.
I do not recommend using moon pools for entry on a factions server. If they can get into a dry space and are using exploits that let them place and detonate TNT, in a dry space it will cause damage. Instead use a redstone airlock; Other exploits or server settings might let them open doors/hatches, but a redstone airlock will be impassable to them. Iron doors with buttons only on the inside are another option. If you go either route, you'll want to equip seafloor sand miners with the resources needed to build their own little 5x5 work shelters on site so that if nobody's online to let them in they have someplace dry to sleep, store their gathered sand, smelt it and grow food.
Above all else, expand on a regular schedule. There should be a new module every week. This gives the colonists a consistent, exciting sense of growth. If you don't do this their urge to explore new places will drive many to leave the colony and return to land. Regular, rapid expansion satiates that need, keeping them logging in and working to see the next expansion and how big the city will ultimately get. To this end you should also encourage the construction guys to go build their own mini colonies nearby, far enough away that the two won't compete for land but close enough that it's a tolerable distance to walk along the bottom using a resp. III helmet, as boat travel between them is unsafe on a factions server. Creating multiple destinations to visit, especially if made from different materials (Pacifica was made from sandstone and featured very different architecture from New Pacifica City) will give people variety, and places to travel to and from, which also gets them outside so they don't feel cooped up. This will also make noobs more comfortable with EVAs (activity outside the colony in the open ocean) which will help them learn to safely build their own expansion modules or mini-colonies elsewhere.
COLONY DEFENSE:
For the reasons I listed in the guide, you're basically invincible. TNT doesn't do any damage even if they are able, with exploits, to place some on your claimed land. Underwater TNT cannons of some designs can fire far enough to hit you, but again, the TNT will cause no damage as your structure is immersed in water. The final tactic is for them to use a resp III. helmet to lurk outside in the darkness, waiting for you to come out of the structure to gather sand or harvest squid from your squid traps. They won't generally linger on the surface as they are clearly visible. Even with the helmet, their air supply is limited, so if you leave a door/reeds/some other type of air pocket, they will unthinkingly head towards that to replenish their bubble meter. So, put an aquatic mine next to it.
An aquatic mine can be as simple as a touchplate atop/adjacent to a TNT block embedded in the seafloor. However these are often ineffective because the moment they hear the hiss of the TNT they get moving, and it's possible to escape fast enough that the TNT does not injure you. There are a couple of design refinements that increase the effectiveness of the mine.
The first is to put it at the bottom of a 1 or 2 unit deep hole, aka the "Pit Mine". Because of how water works in this engine you are greatly slowed when trying to swim up out of a 1x1 hole while underwater. As it's very dark they're unlikely to see the hole. They fall down, hit the touchplate and cannot swim out fast enough to avoid the explosion. Swim out and take their loot. (Note: This is the best type of mine in terms of the resources it takes to create and how many times it can work on the same person. Even after they learn not to fall for the other methods, which employ trickery, they can still inadvertently be killed by this one because it relies instead on darkness concealing the holes. Put these all over the place in dark spots they are likely to lurk in.)
The second is a 5x5 wide mine. 9 TNT are placed in a square plot with 1 unit thickness of stone spacing them out. The stone carries the touchplate signal. Put the door on the center TNT and touchplates on the stone all around the door.
The third is a decoy habitat. Make it out of cheap material like soil. They will mistake it as an early prototype or work shelter, swim up inside of it, and there should be touchplates right at the rim of the moonpool. A moonpool is good for this because they won't see the touchplates from below as they enter, whereas if you use a door for the entrance they will see the touchplate inside (you could place it just outside the door but the light from inside would reveal it) There should be a couple blocks of TNT, some inside but others outside around the moonpool in case they flee when they hear the hiss. This is more labor intensive than the other types, but they will only fall for each of these methods once (except for the pit mine, which never stops working) so after using each, move on to the next.
The fourth is the platform trap. Build a "landing platform" or "porch" just outside your redstone airlock. You can embed a TNT block in this, far enough from the illuminated portion that they won't see a touchplate. It can also be one block down in a hole. Since the TNT is exposed to water on the bottom side, the platform and your airlock won't be damaged by the explosion. Be sure to put a block 1 or 2 spaces under it so the TNT has something to fall onto when activated.
Use these one at a time. After being blown up two, three or four times and having all their loot stolen, most people will give up on raiding you. You could also build all 4 types of explosive traps and just leave them for potential raiders to discover. When you hear an explosion and see "So and so died" head out to check the trap locations and gather their loot.
Parting note: If you connect colonies by rail, the most efficient design is a 3x3 wide/tall tunnel with powered rail lines to the left and right (coming and going) and the redstone torches providing power running down the center. On the last server, redstone guys began constructing a rail line without consulting the construction guys and it resulted in two separate 2x3 tunnels for some stupid reason. Have a "rail depot" building at either end of the line with minecart dispensers and a chest for extras.
Simplified, condensed guide for quick sharing:
Not gonna add this till I try it out to confirm it works, but here's a possible design for a squid trap:
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IronMagus posted a message on Nether Railway: prevent Pigmen from spawning?Posted in: Survival Mode
Because of the "pack spawning" mechanics, you actually can, although it might not be obvious at first look.
Quote from weatherdog
But that won't prevent them from spawning on the tracks themselves, which is still a problem because it can be very annoying to constantly go through pigmen when you're going from one location to another.
Quote from The Wiki »
"While individual mobs can spawn inside signs, pressure plates, and other non-opaque blocks, packs cannot. They need a completely empty block in the center. Since a pack spawns all at one level, there needs to be some air blocks right above a flat surface to allow mobs to spawn on it, and more air blocks will always allow more spawning."
Individual mobs can spawn in non-colliding blocks like torches and tracks, true, but the pack spawn center must be an actual empty (air) block. Once a suitable pack spawn location is chosen, the game makes up to 12 attempts to spawn up to four mobs at random locations chosen from within a 41x41 (x1-high) area centered on the block. Further, this is heavily skewed towards the center -- 85% of spawns will be within 5 blocks of center, and 99% will be within 10 blocks.
(Source: wiki:Spawn#Mob_spawning)
What this means, for our purposes, is that mobs can only spawn within 20 blocks horizontally, and on the same level, as an actual, empty air block. If there are no air blocks for at least 21 blocks in each direction from your rail, then, mobs will not spawn there. Period. An easy way to arrange this might be to dig a tunnel through the netherrack near the very top or bottom of the map, and place your rail line there. You can use a glowstone x-ray device to spot any stray air pockets and fill them in manually. Otherwise, you could build a 21-block-wide platform on each side of the rail, for its entire length, and fill it with blocks, torches, anything really, at the level where the rails are (one block up from the ground where the rails are placed upon.) As long as you eliminate every last air block within 21 blocks of the rail, no packs will be able to spawn near enough that individual mobs could spawn on it. -
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kevin4460 posted a message on Ordo Imperator Novum - RecruitingMessage from Imperator Augustus to all members of Ordo Imperator Novum, past and present:Posted in: Clans
I should've posted this almost a month ago but I got tied up in real life stuff that delayed this day for quite some time.
Ordo Imperator Novum is back in business, and we've got quite a lot of work to do.
Combat in minecraft has, and will continue, to change. We must adapt our strategies and training
to reflect newer updates in order to restore us to our former place as the indispited most fearsome, efficient, and deadly clan.
Brad and myself have already begun work on this, our training program is modeled after those used by real-life military forces. It will
inspire discipline, teamwork, and pride in new recruits while simultaneously training them for any situation, forseen or otherwise, they may end up in during their time in the Ordo.
I have considered the possiblility that we may need to rethink our rank structure until we regain our member base. We currently have a skeleton crew consisting of only the most loyal of members from before we officially became inactive. Hopefully we can drive recruitment and bring ourselves back up to full strength within a short time.
I call on former members seeking a home, rejoin us. All are welcome, if you were expelled from the clan for any reason in the past you may re-apply and we will consider the circumstances of your dismissal and allow you to once again be counted among our ranks.
If you held a rank in the clan prior to its dissolvement, it will be restored upon completion of Basic Recruit training, which all members of the clan must complete (Including those who are already on the member list).
After we have a sizeable force built up again, we will set about finding ourselves some land to conquer. I know that part won't be a problem, after all, it never was in the past.
Long live the Ordo, and long live all of you.
-Imperator Augustus - To post a comment, please login.
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Spamming links for the epic free prizes website. Come on guys, this is getting annoying.
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A few brave souls tried to go at him, only to be smited by his superior equipment. Strange enough, they went in one by one, as if they were lining up to go inside a giant meat grinder. Anyways, I decided I didn't have anything of worth to lose and sprinted full speed at him. He hit me once and I knew that one more hit would kill me.
I started circling him to try and get some kind of advantage, but I knew it was hopeless with my lack of armor and sword quality. All of the sudden, a lag spike strikes and I end up behind him, while he's swinging wildly at thin air. I get him with an expertly placed backstab (overly obsessed TF2 player moment) and kill him.
You should have seen the shower of looted goods he had, it was like an item fountain erupting with a full inventory's worth of goodies. I was so delighted that I jumped up and down and danced on his corpse out of pure joy, celebrating my unlikely victory. At that moment, I remembered the mob watching our fight and ran at full speed to the spawn before anybody gets any ideas to kill me.
When I finally got to spawn, I checked my loot and noticed, quite happily, that I got his armor, weapons, diamonds, and precious metals. I looked back at where the fighting happened, and see some of the things I was not able to carry in my frenzy to take as much as I could carry.
A few vultures decided to take the remaining loot for themselves, fighting over it, while I walked away quietly, giddy with my new loot, and headed to my clan's base. Reading the chat, there were quite a few "lol"'s and "Holy sh*t"'s in there, as well as a "You hax0r, good job" from the person I killed.
True story.
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One year of service for Kevin, me, Zappa, and Viggih!
And a great thank you for everyone who was and is in the clan and helped bring it to what it is today!
Some Special videos for this occasion:
AND OF COURSE:
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Of course, all you're doing is proving that you are too much of a coward to face what other people say about you, you're just hurting yourself.
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The one using Gotgamer's account, please put more depth into the bio, and possibly make the character older. Also, read the "example of a bad app" on the server website, the whole "His parents were killed by bandits" thing isn't very original or interesting.
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Anyways, let's thank Zappa for finding this.
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Prologue
I have watched over three of your disgraceful generations rise and fall. I have seen each one of them send countless "righteous warriors" into my homeland to kill and loot the innocent creatures of my land. I have fought alongside my brothers and watched them all drop dead on the ground. I have seen the countless forts, castles, dwellings, outposts, and mines your species have erected all over our unspoiled land. Your architecture torments me. Your kind fear and loathe us, yet you seem foolhardy and heartless enough to come in here and slaughter us.
Your kind has never been one to have any compassionate feelings towards nature. You always destroy it. You claim to preserve it, but your efforts are unnoticeable. Everything you do, only makes everything harder for us, for the creatures in your realm, for all of nature. You would burn down a forest for the hell of it. You would kill countless, countless animals for meaningless orbs. You would create holes in the earth and weaken its skeleton for your precious metals.
You are the true monsters. You are the harbingers of death. You are the failures of nature. You, are the ultimate disgrace to life.
Chapter 1Everything was fine on this day. Well, calling it a day would be inappropriate, since there is no decipherable day cycle, the creatures here tell time by the heat of the magma, hot during the “day” and cool during the “night”.
As I was saying, everything was going as it should be, even better than it should, actually! The Pigmen were tending to their farms, building more homes, patrolling the usual routes, the hardened Blazes were watching over everyone, keeping order and preventing the souls from Ghasting, the Magma Cubes flopping around uselessly, and of course me, looking over the success of my civilization.
It has been passed down, generation to generation, for many millennia now. Every ruler, or Lord of Flames, has added something new to this realm, starting with my great-great-great grandfather, Lyrox, who took over the Nether after the great creator Notch blessed this once forsaken place with life. Lyrox was a sympathetic person; he wanted to make sure that no living being’s soul would float around uselessly after death, so he created Soul Sand, magical sand that had the ability to attract free floating souls, that would lock away souls of the wicked inside them. The reason for this is that once a soul disappears, which it does unless locked away in the Nether, the being who harbored the soul would be forgotten, and nothing would ever bring back that memory.
I made a great improvement to the Nether, Blazes. These little creatures are more mechanical than biological. It is a metal shell infused with a willing soul to give it life. These have flaming rods circle them to provide them with the ability to light on fire, and shoot fire. As a squad of them were patrolling, they noticed something strange, a black structure that looked like a doorway, but was missing a door. Upon closer inspection, they realized it was made of black stone, obsidian. They immediately sent me a signal, since this arrangement of obsidian could create a Gateway between our Nether and the Overworld. Travel to the Overworld has been forbidden, but that doesn’t stop invaders from the Overworld from coming inside.
Just as they sent the signal, the Gateway was activated, a purple field appeared within the frame and a horrible noise, like many screaming souls, since burning souls were used to sustain it, was emanating from it. As soon as it lit up, a figure jumped out of it like a bright, blue, shiny, blur and launched itself at the nearest blaze. All you saw was a blur of blue and heard a sound like metal hitting metal, and the blaze went flying back, destroyed, smoking and disappearing forever with the soul.As the other Blazes figured out what happened, it was too late, there were three of them left, and there were ten enemies altogether now. A few blinding and frenzied moments later, they ended up as their comrade, dead and forgotten.
A nearby Pigman patrol spotted what happened and spilled pools of lava around their village for protection. But that didn’t stop the invaders, one of them, who was apparently a priest, threw a bottle at the feet of their group; the contents immediately went fizzing in the air and stuck to the invaders. They charged at the magma wall, and went right through it as if it was nothing, not a single burn.
As the Pigmen stood dumbfounded at the fact that the invaders came through unscathed, the invaders came at them with incredible speed, an arrow hitting the first Pigman in the shoulder, the force of it threw him back and ripped off his arm. The others pulled out their golden swords and stood their ground, calling their brothers and sisters to arms with their bloodcurdling battle cries, like hundreds of pigs slowly being stabbed to death.
Chapter 2
The door opened with a weak creak, and as the giant blood colored stone doors opened, the frail voice of my personal servant came through, barely hearable. “L-lord,” he stuttered, “there w-was trouble at… at one of the nearby Pigman vi-villages, t-ten invaders... kill… k-killing ev-everyone!”
“How are the Pigman warriors standing against them?” I asked. I could tell from the way that he shrunk down even more than usual that the Pigman warriors were not holding at all. “Never mind then, send a group of 20 Blazes, and have them release some souls for Ghasting, as well as reinforce the Pigmen.” I stated. He nodded about 6 times in rapid succession and quickly fled the room, his demon claws clacking against the stone floor.
I turned back to the window overlooking much of my kingdom, this isn’t a random attack, I thought, they will send more, this is just the start of an invasion, maybe I should go down myself. Normally, the Lord of Flames was to stay away from open combat, as there was always a chance of being killed, but I was never one to follow tradition closely, the Lord of Flames is supposed to lead his army into battle, make the enemy cower in fear and surrender, and if that doesn’t work, charge in and slaughter them until the give up, or until each and every single one of them is dead.
As I walked down towards the exit of my Citadel, I grabbed my sword, Sanguis Lapis, which was passed down by generations to me, first created by Lyrox during the creation of this world. I walked outside, the heat of magma hitting my face, this is going to be a great day, I thought as I walked towards my dark and secretive group of warriors.
Chapter 3: Regret
Section1: John and Robert
The warrior known as John fell down to his knees, he pulled out a small dagger, gripped it in both hands, keeping remarkably steady while being beaten from every side, and stabbed himself, yelling “I regret nothing!” as he fell down on his face, limp on the floor, blood gushing out of the wound, staining the already blood-red netherrack.
“John!” Yelled a nearby-warrior, he held a single, small blue sword. Unlike the brutish warrior, this invader was small, agile, nimble, and fast, he avoided most strikes from the Pigmen, delivering light and fast attacks whenever he could. But there was one flaw that he had, he was easily tempered. He charged at the Pigman standing near John’s body, yelling “You bastards! You killed him! I’m going to kill you, kill you all!” as he hacked and slashed left and right without thought at the Pigman, but that was a fatal error. The Pigman grabbed the invader by the wrist with his left hand; a giant, mutilated, rotten hand fell upon the invader, stopping him from striking. He looked up in horror into the face of the Pigman, only to realize it had no eyes, for they had long since rotten away.
“No… no… this-this can’t be! It… it just can’t. NO! What are you doing? NOOO!” He yelled as the Pigman raised its sword, twisted the invader’s arm to the right to reveal the unprotected elbow, and brought the sword down with all its might, severing the limb with barely any resistance, a disturbing crack and a loud shwink followed. The invader dropped to his knees, clutching his bleeding wound, breathing heavily, the world going fuzzy, and looked up to see the Pigman swing its sword sideways, surely to sever his head, but before that, the invader remembered something from his childhood.
It was dinner time and the invader, back then in his mid to late teens, had a steaming argument with his father, an old man with greying hair, about what he will do with his life. The invader, obviously losing, stormed out of the house, grabbing his sword along the way, and walked towards the pig pen. The pigs were just finishing off the last of their slop as the invader came in, took out his sword, and sliced off the head of the unfortunate pig to get in the way of his blinding rage. The other pigs started squealing out of fright after seeing one of their kin being slain and ran away, finding their own separate corners to cower in, just as the invader’s father came around to see what all the noise was. He looked upon the dead, headless pig, and then at his son breathing heavily with pure rage in his eyes, and the bloodstained sword in his hand. “Robert,” he said, “you don’t just go and take out your anger on an innocent being, you’ve just gone slain a perfectly good pig! And what’s worse, you did it right in front of the others! You better watch your head boy, for one day, there’s gonna be one angry pig coming for it, YOU WILL REGRET THIS!”
And now, almost 15 years later, this has happened, an angry pig has come for Robert’s head. Down came the golden blade, glinting from the hellish fires all around, curving when level with his neck, and slicing his head clean off. The head went flying through the air, carried by the force of the strike, landing in a nearby magma pool, forgotten forever. The body stayed perfectly still, the Pigman took its hooved foot off the ground, put it on the dead warrior’s chest, and pushed the body down. It then picked up its enemy’s sword, and threw it at him, it landed square in the chest, going through the body and pinning it to the netherrack floor.
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Thanks for reading my story! I have always taken an interest in writing and literature, so I thought, why not go for it and write one for Minecraft?
Anyways, leave your suggestions/criticism please. Praise is great, but it gets you nowhere, criticism makes you strive to get the approval of the non-believers.
I'll just set my course by what you people say, but largely by my own decision.
Thanks for reading and I hope that you will enjoy my future writing.
And don't forget to leave a rep! :3
Current Progress on Chapter 3: Writing rough draft. Section 1 finished.
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Short answer: No.
Long answer: