Minecraft - My name is Skyler, I have played Minecraft for the last 6.5 years. I have spent the last 9 months walking across America, to meet friends I've made while playing Minecraft. |
- My name is Skyler, I have played Minecraft for the last 6.5 years. I have spent the last 9 months walking across America, to meet friends I've made while playing Minecraft.
- Pupmkin Pie Farm In a Slice of Pie
- 1.12 Release Friday!
- Guys, how do you like my survival world?
- Gone Camping...
- My sister-in-law made this quilt to finish off her lucky son's Minecraft themed room!
- Once I found out you could edit clouds, it had to be done.
- Town I made on the console (not finished)
- "Château de Chenonceau" Project - %60-70 completed
- TIL that Falling sand/concrete has a shadow
- A desert city I've been working on, suggestions are welcome
- My recreation of Shakespeare's Globe Theatre built on the Xbox One!
- Soon poppies will have been in the game longer than roses were.
- I made a Minecraft-inspired painting on a bamboo tray.
- [Mod Suggestion] Procedurally Generated Monsters
- (WIP concept texture) What if buckets were cubic?
- You thing Iskall would like it? Iskallium door. Album tutorial.
- The Keep
- CraftBukkit, Spigot & BungeeCord for 1.12-pre6 Released
- Fish and Ducks in Amazonia Exhibit in My Zoo
- [help] I keep hearing irregular portal-esque white noise underground. Can anyone explain what this might be?
- I built a little campsite in my jungle base, hidden amongst the plant life
- You guys liked my world, so I'm starting a series on it! Hope you enjoy :)
Posted: 30 May 2017 10:37 AM PDT I just wanted to apologise at how long this is. I started playing a little before the Nether update, way back in Alpha. I started playing in middle school, and continued in highschool, and for my entire adult life I've played this game. I'm 20 years old and have spent 1/3 of my life playing Minecraft. Although I mostly stopped, about 10 months ago to do something. Over the years I've been in many Minecraft communities. I've logged thousands of hours. I'd spend several hours a day on school nights and most of my weekends playing. Addiction is a term that might fit. Through this game though, I've made many friends. People I've only talked to online, some I had seen some pictures of, but I'd never met them in real life. Despite that, I still considered them to be friends. A several years ago that was a pretty weird sentiment. It's becoming more and more acceptable these days though. Throughout my time playing this game I built countless castles and bases, and redstone contraptions. I ran my own UHC server for about two years (shout out to the /r/ultrahardcore subreddit), and I played on the Jsano Fan Server. One day while me and my friends were messing around, I jokingly said I was going to visit them. I even found a map of the US and in MS paint I drew up "my route". It was entirely a joke. Out of the innumerable jokes I've made in my life, that one really stuck with me. It bounced around my head and would randomly come up. In my last year or two of high school I started running out of time to play. I'd sometimes just log onto the server and sit there and do homework rather than actually play. For those of you who have completed highschool, you know how the last two years there's a big pressure on what comes next. What will you do after you finish high school? Which university will you go to? Have you applied yet? What about scholarships? How are your grades you're keeping them up right? What are you doing playing Minecraft all the time don't you have homework to do? I work hard in highschool, and I was almost valedictorian. I was part of many extracurriculars as well. By the end there I was really afraid of burning out. I worried that I'd go to university and then all that pressure that had been building up would finally just explode like a bed in the Nether. So I realized I needed a year off before university. So what do you think was still bouncing around in my mind, like Steve on a slime block? So in my final year of high school I decided to do it. I got a job and saved up the money, I more thoroughly planned out the route. I messaged people that I had fallen out of contact with. (My parents are separated, dad in San Francisco, and I live with my mom in Toronto). So when I was in California for Christmas with my dad I mentioned it to him very casually as if it wasn't even a real plan. He actually really liked the idea. After I had gotten back home to Canada, I fine tuned my plan a bit more and in February told my mom. She took it okay. She was far from pleased that instead of going to university I was going to walk across the US to meet some people I played videogames with, but she understood me as a person and could see I was dedicated to this. I graduated high school June 28th, 2016. I got a second job a few days later and worked 60 hours a week until I quit both jobs. On August 14th I set off walking, from the small town of Waterdown, Ontario, to the American border. I crossed it and began my walk across America. Over the last 9 months of walking I met 9 Minecraft friends. In Ohio, Kentucky, Louisiana, Utah, Idaho, and Washington. In that time I walked 3,600 miles. I also met tons of other people along the way, I had experiences I never dreamed I could, I've been on TV, the radio, and even a newspaper. It's all because of that one joke, those friends I made, and this game. It's impossible to quantify the impact this game has had on my life. I'm posting this now because I met up with my last Minecraft friend in Seattle about a week ago. I'm not quite finished with my trip. I will finish in San Francisco in about a month from now. I'm currently in Portland, Oregon. TL;DR I kinda like Minecraft, it's fun. If you want to follow me for this last portion of my trip, I have a subreddit /r/SkylerTravels and my Instagram is @skylerstravels. [link] [comments] | ||
Pupmkin Pie Farm In a Slice of Pie Posted: 30 May 2017 02:55 AM PDT
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Posted: 30 May 2017 01:58 AM PDT
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Guys, how do you like my survival world? Posted: 30 May 2017 08:07 AM PDT
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Posted: 30 May 2017 12:40 PM PDT
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My sister-in-law made this quilt to finish off her lucky son's Minecraft themed room! Posted: 30 May 2017 09:09 AM PDT
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Once I found out you could edit clouds, it had to be done. Posted: 30 May 2017 04:25 PM PDT
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Town I made on the console (not finished) Posted: 30 May 2017 12:05 PM PDT
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"Château de Chenonceau" Project - %60-70 completed Posted: 30 May 2017 03:59 PM PDT
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TIL that Falling sand/concrete has a shadow Posted: 30 May 2017 11:59 AM PDT
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A desert city I've been working on, suggestions are welcome Posted: 30 May 2017 08:00 AM PDT
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My recreation of Shakespeare's Globe Theatre built on the Xbox One! Posted: 30 May 2017 10:48 AM PDT
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Soon poppies will have been in the game longer than roses were. Posted: 30 May 2017 03:36 AM PDT | ||
I made a Minecraft-inspired painting on a bamboo tray. Posted: 30 May 2017 05:53 PM PDT
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[Mod Suggestion] Procedurally Generated Monsters Posted: 30 May 2017 05:11 PM PDT Grab a snack, because this is a long-ass suggestion. This is mostly directed towards mod-makers, since there's no way this is making it into vanilla.
TL;DR- Go exploring for a bit and you'll find randomly generated monsters of extreme variety, and very little predictability.
Interested yet? Lets get started.
For a game known for its procedural generation and variation, there's very little to speak of when it comes to mob encounters. So what if we could procedurally generate monsters from a bunch of pre-defined abilities? Call them what you will: titans, forgotten beasts, or flufflenutters. The variation is huge.
It could be a blob of dirt that does nothing special. Or a spider made of diamond that cuts into you like a hot knife through butter. Or a web-shooting quadruped made of fire. What else could happen?
You could capture one and feed your enemies to it, because lava is boring.
You could travel to an extreme hills biome, seeking to hunt flying monsters Skyrim style.
You could find the location of a uniquely powerful and giant kraken-like beast, and declare yourself an admiral as you lead your unsuspecting friends in a fleet of boats, who wondering why you asked them to carry bows, into the Minecraft battle of their lives.
You never know what it could be. The weakest could be comparable to a leather armored zombie, while the strongest could be comparable to an Ender Dragon with several withers strapped to its back.
Rendering
Let's generate a fire-breathing dragon made of obsidian. Within Minecraft's files there would be a library filled with a generous number of pre-defined, generic mob models. The model determines whether the mob swims, walks, or flies. So let's pick the dragon model from there. Next, we cover the model with a simple tessellating obsidian texture. Details like eyes or claws can be overlaid on the obsidian texture later. For more variety, we can also apply a secondary texture over the obsidian texture, adding patterns like spots, stripes, or lava veins. The whole texture is then given an rgb multiplier to tint it a certain color. Let's give the dragon a slightly red tint to make it look more fire-y.
Occurence and Behavior
Monsters of any certain material tend to spawn in areas with the same material. i.e, a snow monster will proably not spawn in the nether. Most of the time.
Health refers to half hearts btw.
Weaker monsters (<50 health) spawn in a fashion similar to the normal night mobs, spawning in darker areas at a rate more or less the same as an enderman. Alternatively, they also spawn disguised as a random non-generated mob, similar to skeleton horse traps.
Mid tier monsters (50-200 health) also spawn in dark areas. However, rather than roaming around like a typical night mob, they instead pick an area as their "lair", and will stick by it when they're not going after players. These lairs could be anything from caves to abandoned player bases to particularly dark patches of forest. Upon despawning, they respawn at their lair at full health.
High tier "boss" monsters (>200 health) spawn once a biome rarely at worldgen. Similar to mid tiers, they select a point as their lair. The difference is that boss mobs "curse" the biome they spawn in with a specific effect. Curses would include things like perpetual thunderstorms, water debuffing the player, or creepers leaving behind lingering poison clouds. The effect disappears when the boss is killed, giving players and incentive to go and hunt it down.
Additionally, mid and high tier generated creatures have a tendency to pick up dropped items (typically named or enchanted items) and place them along the walls of their lair in item frames. So you'll know you've found a strong monster when you start seeing full sets of armor on the walls of the lair, picked up from fallen players.
Desert and jungle temples also spawn with minibosses made of sandstone and mossy cobblestone, respectively.
Miscellaneous Features
Size affects how large the monster is. It would probably use a numerical system like slimes currently use. Things like jump height and the size of the hitbox should be scaled up too.
Weight determines the movement speed of the creature, the knockback resistance, as well as how quickly the creature can turn around. Each material has a different weight from light to heavy, depending on how heavy the material would be. A monster made of solid gold is probably going to move a lot more slowly than one made of leaves. The weight of the material is multiplied by the size of the creature to determine the overall weight of the creature. This is to prevent players from slapping around huge monsters like they would a regular sized one.
You'll know you've found a monster when you start hearing sounds similar to cave ambient noises. Typically the sounds will be things like echo-y roars or growls.
Monsters taller than six blocks cause the screen to shake whenever they're around, as though they were shaking the ground with their footsteps.
Naming individual monsters utilizes a sort of mad libs naming system: Low and mid tier monsters would have a system sort of like (Material/Environment) (Model), or (Noun) of (Environment), i.e Sand Slime, Ice Dragon, Forest Golem, Crawler of Caves, Walker of Forests, etc. High tier monsters have a slightly more badass naming system that would be like The (Noun), i.e The King, The Cause, The Destroyer, The Beast, etc.
Models
Humanoid 2.0x Health Multiplier 1.4x Damage Multiplier 1.0x Speed Multiplier Probably the most straightforward. Along with the normal player model, example models include things like golem shapes and weirdly proportioned ones like endermen. They operate based on basic zombie AI (with skeleton AI when doing ranged attacks), with periodic short ranged lunge attacks. All damage dealt by humanoids are also dealt to surrounding players in an area of effect. The cooldown and range of the lunge attacks depend on the creature's weight.
Quadruped 1.4x Health Multiplier 1.6x Damage Multiplier 1.8x Speed Multiplier The speedsters of the bunch. Wide range of models, from wolves to horses to lizard-like things. They use zombie AI when melee-ing, and tend to circle around the player when doing ranged attacks. They attack using charge attacks, standing still while playing the running animation before running forward in a straight line. Because they move so quickly, quadrupedal monsters tend to have trouble turning. The cooldown and range of the charge attack depend on the creature's weight.
Arthropod 1.2x Health Multiplier 1.8x Damage Multiplier 1.6x Speed Multiplier Unlike the other two land-based models, arthropods do no use the generic zombie AI, but rather move around by zig-zagging, dodging attacks, and generally being quite difficult to hit. The weight of the creature determines how unpredictable it will be. Arthropods attack by pouncing, an attack similar to spider jumping, but they have the ability to alter their angle of trajectory to land on the player. The range and cooldown depends on the creature's weight.
Flying 1.5x Health Multiplier 1.6x Damage Multiplier 1.6x Speed Multiplier Our first non-terrestrial monster type. Models include dragons, birds, and other flying things. Use ender dragon AI, modified to avoid obstacles. Since their AI allows for a lot of variation, they don't have a special attack. Their speed depends on their weight.
Floating 2.5x Health Multiplier 1.2x Damage Multiplier 0.7x Speed Multiplier Another flying type. Models include wraiths, floating jellyfish, or things like that. Switch between ghast and vex AI at random. In ranged mode, they tend to keep their distance, circling around the player like a vex. For their special attack, they use the normal vex charge attack. The range and cooldown depend on the creature's weight.
Swimming 1.5x Health Multiplier 1.8x Damage Multiplier 1.6x Speed Multiplier Fishes and shit. Can swim through water and lava, though whether they can survive in the latter depends on what material they are made of. Use the guardian AI when melee-ing, circling around the player between attacks. They attack by charging, but tend to do so in many consecutive charges rather than single attacks. If the creature manages to build up enough speed, they could potentially jump out of the water like dolphins. Really hate boats. The range, cooldown, and number of attacks that can be done consecutively depends on the creature's weight.
Burrowing 2.2x Health Multiplier 1.8x Damage Multiplier 1.2x Speed Multiplier Similar to swimming AI, but through land. Models include sandworms, grubs, and possibly moles. Swim more slowly through higher blast resistant blocks, and lack the ability to burrow through obsidian and bedrock (unless, of course, they are made of obsidian or bedrock themselves). Movement speed depends on the creature's weight.
Materials
All "inorganic" materials are immune to lava and drowning. Fire, smoke, and lava take damage from and cannot spawn in water.
Leather Medium Weight, Low Damage, Low Health Generic fur texture. Monster makes no footstep sounds.
Feathers Very Light Weight, Medium Damage, Very Low Health Generic feathery texture. While moving around, monster leaves behind lingering feather particles that deal low damage.
Skin Medium Weight, Medium Damage, Medium Health Generic smooth texture similar to that of pigs. No special abilities.
Rotten Flesh Medium Weight, High Damage, Medium Health Basically uses green zombie skin texture. Mob classifies as "undead." Healed by instant harming and harmed by instant health.
Bone Light Weight, Medium Damage, Medium Health Bone block texture. Mob classifies as "undead." Healed by instant harming and harmed by instant health.
Wither bone Light Weight, Medium Damage, High Health Dark grey wither skeleton type texture. Every random number of ticks, the monster explodes into a non-block-breaking explosion. This explosion is telegraphed by a growing number of white smoke particles surrounding the monster.
Stone Heavy Weight, Medium Damage, High Health Texture can be that of smooth stone, stone brick, cobblestone, diorite, andesite, or granite. Have a random chance of dropping a silverfish everytime they take damage.
Mossy Cobblestone Heavy Weight, Medium Damage, High Health Mossy cobblestone texture. Discharge a random number of arrows in random directions everytime they take damage. Bigger monsters tend to discharge more arrows at a time. Arrows have a 50 percent change of being poisoned.
Gravel Heavy Weight, Medium Damage, Medium Health Gravel texture. Turn random blocks in their vicinity into falling sand entities upon taking damage. Bigger monsters tend to affect more blocks. These falling blocks cause damage to players they fall on.
Glass Medium Weight, High Damage, Low Health Glass texture. Damage increases as their health goes down.
Sand Light Weight, Low Damage, Low Health Sand texture. Surrounded by an aura that pushes players and entities away. The size and strength of the push is determined by the size of the creature.
Soul Sand Heavy Weight, High Damage, Low Health Soul sand texture. Surrounded by an aura that pull players and entities towards it. The size and strength of the pull is determined by the size of the creature. Makes creepy whispering sounds when nearby.
Sandstone Heavy Weight, Medium Damage, Low Health Sandstone texture. As long as the monster is standing on sand or sandstone, the monster gains mad regen. The strength of the regen increases inversely to how low the monster's health is.
Wood Heavy Weight, Low Damage, Low Health Can have the bark texture of any tree type. Regenerate in the vicinity of other wood. Extra damage from fire. The strength of the regen increases inversely to how low the monster's health is.
Cactus Light Weight, Very Low Damage, Low Health Cactus texture. Deal zero knockback, allowing them to hit the player many times in quick succession.
Melon Light Weight, Low Damage, Medium Health Melon texture. IDK, I just like the idea of a melon monster.
Snow Light Weight, Medium Damage, Medium Health Snow block texture. Surrounded by a mini snowstorm that throws players around knocks projectiles off course. The size of the snowstorm scales up with the size of the monster.
Ice Heavy Weight, High Damage, Medium Health Ice texture. Very slippery. Hitting or being hit by an ice monster has a chance to cause the screen to rotate in a random direction a random number of degrees.
Netherrack Medium Weight, Medium Damage, Low Health Brownish redish texture similar to magma cubes. Upon being set on fire, the monster will remain on fire until it dies or despawns. While on fire, it sets players on fire and leaves behind a trail of fire blocks like snowmen leave snow.
Glowstone Light Weight, Low Damage, Medium Health Gives players it hits the Glowing debuff. For the purposes of this suggestion, the Glowing debuff increases the sight range of nearby mobs towards the debuffed player.
Leaves Very Light Weight, Low Damage, Very Low Health Can have the leaf texture of any tree type. Gain regen in proportion to the light level they are in. Rage mode regen at light level 15. Very suseptible to fire.
Iron Very Heavy Weight, High Damage, High health Smooth grey iron block texture. Being hit by an iron monster flings the player into the air. The distance is proportional to the size of the monster.
Coal Medium Weight, Medium Damage, Low Health Coal block texture. Surrounded by a small aura of black particles that randomly cause blindness/weakness/slowness. The size of the field increases in proportion to the size of the monster.
Gold Very Heavy Weight, High Damage, High health Smooth gold block texture. Every random number of ticks, a gold monster will briefly have its speed halved and gain invulnerability.
Emerald Medium Weight, High Damage, Medium Health Smooth green emerald block texture. Every random number of ticks, an emerald monster will briefly have its speed halved. During this time, melee damage is reflected and fired arrows are reflected back in the opposite direction at the same speed.
Diamond Light Weight, Very High Damage, High Health Smooth blue diamond texture. Every random number of ticks, a diamond monster briefly gains the ability to pierce armor. All of it.
Smoke Extremely Light Weight, Low Damage, Very Low Health No texture, just smoke particles. Rather than dealing contact damage, the monster will instead attempt to occupy the same space as the player, dealing damage.
Fire Extrememly Light Weight, Medium Damage, Very Low Health Animated fire-y texture. Rather than dealing contact damage, the monster will instead attempt to occupy the same space as the player, dealing damage. Sets player on FIRE. Randomly leaves behing fire blocks wherever it goes. Healed by proximity to fire or lava.
Water Light Weight, Medium Damage, Medium Health Flowing water texture. Rather than dealing contact damage, the monster will instead attempt to occupy the same space as the player, dealing damage. Randomly drop water non source blocks wherever they walk. Healed be proximity to water.
Lava Heavy Weight, Very High Damage, Medium Health Animated lava texture. Rather than dealing contact damage, the monster will instead attempt to occupy the same space as the player, dealing damage. Sets player on fire. Randomly leave behind fire wherever they walk. Healed by proximity to fire or lava.
Obsidian Medium Weight, Medium Damage, Extremely High Health Obsidian texture. Melee attacks dealt by obsidian monsters break blocks that aren't obsidian or bedrock.
Void Light Weight, Very High Damage, High Health Starry end portal texture. Healed by being in the dark, with the level of healing being proportional to the level of darkness. Turns invisible below light level 4. Rather than dealing contact damage, the monster will instead attempt to occupy the same space as the player, dealing damage.
Bedrock Medium Weight, Medium Damage, Infinite Health Bedrock texture. Don't spawn naturally, but rather exist for abstract purposes through commands.
You must be pretty dedicated if you've made it this far. Now, onto modifiers.
Modifiers
These are basically secondary textures or particles pasted on the original material texture to make them look cool. Things like stripes and spots. They aren't all cosmetic, however. Some secondary textures give the mob additional abilities. All secondary textures are slightly transparent so they don't clash with the base texture.
Lava Veins The texture is similar to the lava veins found on magma blocks. The monster randomly spits out lava ember particles every few ticks. The particles set whatever block they land on on fire.
Moss The texture is basically a reworked vine texture pasted all over the base texture. Monster gains regeneration while in light. If the monster already has regeneration from another source, then it stacks with that.
Runic Markings Monster is covered in red runes similar to those in the enchantment table. The mob is now VAMPIRIC and will steal a random percent of the player's health whenever they deal damage.
Enchantment Purple animated enchantment sheen. The mob can either have sharpness, knockback, protection, thorns, or fire aspect. I think you can guess what those do.
Eyes Monster is now covered in EYES! Their view range is tripled. Their main ability is to cause damage to players who stare at them for too long.
Ender Monster is now surrounded by ender particles. Monster can now teleport. The rate and range of the teleport ability depends on the monster's weight.
Eldritch Monster is surrounded by void particles. Monster makes creepy ambient sounds when nearby. Spending too long in the monster's vicinity will plague the player with various debuffs.
UNINTELLIGIBLE TEXT Monster is now surrounded by particles resembling the scrambled text in the end poem. Getting hit by the monster gives the player the Spatial Shift debuff, which randomly teleports the player every few ticks and switches the player's shaders.
Forgotten Beat Monster is now surrounded by musical note particles similar to those given off by note blocks. The monster plays music from a random music disk for the duration of the fight.
Unholy Vitality Monster is covered in golden markings similar to that on the enchantment table. The mob must be killed three times to kill it for good. Its revival animation would just be its death animation in reverse.
Combat
Melee and ranged attacks can deal the following debuffs (3 max).
Poison (level 1-3) Wither (level 1-3) Weakness (level 1-3) Slowness (level 1-3) Blindness Hunger (level 1-3) Nausea Mining fatiuge (level 1-3) Fire (place fire block) Explosion (power 1-3, non-block breaking on easy and normal) Web (literally places a cobweb block)
So we've got ourselves a sligtly red tinted obsidian dragon. All that's left is the fire-breathing attack. RNG Monsters can additionally have said ranged attacks (3 max).
Projectile Resembles a ghast charge minus the firey bits. Projectiles give off particles that relate to whatever effect they deal (i.e. a projectile that poisons and sets the player on fire would give off fire and poison particles). Various settings and modifiers change things like the speed and size of the projectile, how many are fired at a time, their accuracy, whether they are affected by gravity, whether they home in on players, etc.
Spread A conical spray of particles, similar to the ender acid attack. Composed of particles that relate to the effects they deal, similar to projectiles. Various settings and modifiers affect the spread angle, the range, whether it's affected by gravity, etc.
Beam A frickin laser beam. Resemble a mix of beacon beams and guardian beams. Unlike guardian beams, they deal damage instantly, but typicially are less capable of tracking the player. Give off particles based on their effect. Various settings and modifiers affect the range, how well they track the player, etc.
Rewards
The amount of stuff and experience a monster drops is proportional to its health. Monsters drop different materials depending on what they're made of, i.e a monster made of diamond drops diamonds. Special materials like fire or void drop unique materials that I haven't decided on yet.
Due to the random nature of the mobs, it would make sense that their drops would also have similar randomness. Our current attribute system isn't really that flexible when it comes to stuff like that.
So just imagine that a poison-cloud-breathing lizard would probably drop something like, say, a bow that leaves a trail of poison particles when fired. A sometimes-invincible golden golem might drop a golden chestplate that makes the player invincible for brief periods of time.
You can gain reputation with a village for killing an rng mob within 200 blocks of it.
Plus server bragging rights: "Urist Mcbeastkiller has killed an giant fire breathing octopus made of obsidian!"
So yeah. That would be cool. [link] [comments] | ||
(WIP concept texture) What if buckets were cubic? Posted: 30 May 2017 07:12 PM PDT
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You thing Iskall would like it? Iskallium door. Album tutorial. Posted: 30 May 2017 11:01 AM PDT
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Posted: 30 May 2017 10:01 AM PDT
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CraftBukkit, Spigot & BungeeCord for 1.12-pre6 Released Posted: 30 May 2017 07:19 AM PDT
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Fish and Ducks in Amazonia Exhibit in My Zoo Posted: 30 May 2017 03:41 PM PDT
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Posted: 30 May 2017 01:03 PM PDT This has me confused. I started a new survival world a few weeks ago and have been mining somewhat cautiously. Today, however, I was mining in one long strip and suddenly started to hear a white noise build up, crescendo, and then fall off. It sounds very similar to the standing-inside-a-Nether-portal noise, but buzzier. At first I thought it was my speakers, but:
This is singleplayer, and I've never built a Nether portal (I haven't even found diamonds yet), so it can't simply be a portal nearby. Any guesses? (Note: Have not played survival since ~1.6) [link] [comments] | ||
I built a little campsite in my jungle base, hidden amongst the plant life Posted: 30 May 2017 05:38 PM PDT
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You guys liked my world, so I'm starting a series on it! Hope you enjoy :) Posted: 30 May 2017 06:14 PM PDT
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