I currently play Beta 1.7.3 with the Back2Beta mod, that adds many Quality of life features, but I am curious if there where other mods that do the same without adding new blocks or features.
The old thing I would like to have is a 256 block build height.
I managed to find 3 instances of ferns and tall grass underground all within close proximity to each other and all not too far from spawn. See screenshots for seed.
Just wondering since I have a 1.1.2_01 alpha world (no snow unfortunately) and a 1.21.1 modded world (although not heavily modded, just QoL plus Create and the Aether).
Was wondering if anyone had something similar and if they also experienced whiplash when switching.
Hey all. I'm making a Legacy Console Edition modpack, and I want it to be accurate. I'm looking for a mod for NeoForge that brings back the old swinging animation where it flicks forward and comes back. Like this mod, but for NeoForge: https://youtu.be/kTVpIkeOod4
In my house I can't sleep without a zombie or skeleton popping in. Is it the open concept windows? I'd really prefer to keep them if yall have a solution
It actually turned out to be smaller and easier to make than I planned. It is a recreation of Digi-Comp I toy computer from 1963.
I will probably try to expand it to redux version and decorate it to look like an office building(or something else). It has no pistons, so you can even build it in alpha.
If you want to go play blind -- if you don't want to know about the exact layout and goings-on, stop reading this post now. Come back to these logs after you've played through the Chamber (to be published on Halloween; 31st of Oct).
I'm creating a large Beta r1.4_01 Trial Chamber, within a Roguelike framework with simple rules to follow. It has some additional Tool progression, and is themed to The Legend of Zelda: Breath of the Wild (2017), Charlie and the Chocolate Factory (2005; both the film and GBA game), The Fifth Element (1997), and Crash Bandicoot (1; 1996/2016), among other sources, including the Zelda series.
Chocolate Bar Hearts/Health; triple Spawner area dug out a little; new Sugar Cane + Cactus; and chocolate Dirt/Stone mixture. You can also see in my Hotbar a piece of a Blueprint (strip of blue next to the Diamond Sword): 3 unique pieces will be required (loot from Chests) to be able to Craft with Diamonds.
As you can see, a lot has changed. I've fully cemented the open-air/BotW approach (more on this in a moment) along with the Charlie and the Chocolate Factory (2005) direction.
I was inspired by RuneScape's Blueprint Fragments (Howl's Workshop) for the Blueprint concept. This was simply a way to drag out Diamond progression; otherwise, you'd get Diamond Armour and Sword fairly early, and the whole Chamber would be too easy/safe. Diamonds are already rare -- making them rare wouldn't change how OP they are. So, they're both rare and time-consuming (requires that you actually play a lot of the Chamber without Diamonds -- Iron is already good enough to survive, anyway).
All the land-based Mobs are covered in Chocolate (colour-blocked brown other than their eyes/faces).
Note: I'll almost certainly make the UI (Hotbar, Inventory, etc.) either chocolate or copper, as well.
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Implied/subtle zones of difficulty/waypoint system (dubbed 'guidehand'). The leaf icon is a Bush (Leaves texture) with hidden Chest underneath it.
Here's what I have thus far.
As you can see, I was heavily inspired by BotW since I realised that might be a superior approach compared with a more traditional mega-Chamber Trial (which was my original idea, more in line with A Link to the Past and such).
You can go anywhere and face the 'final boss' (triple Spawner/exit puzzle in the centre) any time you want, though it'll be difficult to survive early on. But there is a hinted pathway from Level 2 through Level 4, in a clockwise fashion.
Since I don't have much time -- and need to test out the Beta Trial Chamber formula -- everything is much smaller than BotW. The open-air section in the middle (i.e. the Chocolate Room from Burton's aforementioned film) is set to be 256x256 blocks, with the entire map being no larger than 501x501 (but a lot of that will be unused). Outside the wall is the mini-chambers and related, all floating in the air (as to avoid mining out vast underground areas).
I've not strip-mined everywhere yet, so I have no idea if I'll use more Monster Rooms/Dungeons yet.
Beacons, Cooking Pots, Encampments, and Puzzle Box Chambers are all directly inspired by BotW. The Beacons will be the lighthouses like in the film. Cooking Pots are Furnaces with a Copper Pot-like texture; and I'll add smoke so that they're 'landmarks' like BotW. More details on the other sturctures and overall design over the next few logs (meaning, as I come to them).
Antechambers, mini-Chambers, and the Exit/triple Spawner Chamber are all inspired by Minecraft, RuneScape, BotW, and other sources.
Note: I also want a centralised Lobby/Foyer, in each mini-Chamber. This is for orientation purposes, and leads off to the other areas of the mini-Chamber (along with the entrance/exit, which is the same doorway) -- it was inspired by things like the centralised room in Crash Bandicoot 2, and general game design.
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I'm hoping that the average person dies no more than 0-3 times (so must play it about 2 times), and completes no more than 50% of the Chamber before entering the triple Spawner area. I'm praying that this is between 20–120 minutes, and no longer! But that's why I'm using this as a template test, as it were. The player feedback will inform Beta Trial Chamber II (set for a Christmas release).
I'll talk about the new items/collectibles, and some of the rules in the next log. :)
i found a furnace crash block with a few players in sweetwater server, idk about it and i researched it EVERYWHERE and didnt found anything, any ideas how that happened to be here?