#Minecraft mod development history
Explore tagged Tumblr posts
edwardos · 1 year ago
Text
Tumblr media Tumblr media Tumblr media
She's come a long way in the last several months.
1 note · View note
magicalmanhattanproject · 1 year ago
Text
man im just like. thinking about egg signs and how they've evolved over the course of the qsmp and how the qsmp has evolved over the course of the qsmp and just feeling so much love and affection for every part of the project. i dont have any grand overarching point with this just. like. here's a history of egg comms bc of the kind of person that i am
so wayyyy back ten months ago now at the start of the short and sweet egg event that was planned to last maybe a month at most, the eggs had their own custom, decorated signs!
Tumblr media
[ID: Leo with a pink sign with an egg on the bottom corner that reads "hello" in all caps. Her nametag reads Leonardo. End ID]
They were extremely simple, single word signs. There was hello, hola, story, feed, sleep, and maybe one or two more and each was its own separate sign. The eggs could only communicate the most basic needs in words and everything else was through minecraft body language or just hoping their parents guessed right.
But obviously, there was a lot more that parents wanted to hear from their children. I'm not sure who was actually first, but the earliest departure from this system I know about is BadBoyHalo giving Dapper a simple oak sign so he could name his pet slime. (Screenshot from @/lxrd-ren)
Tumblr media
[ID: Dapper wearing a diver's helmet standing next to a tiny slime in a boat with an oak sign reading "Bouncy (slmecicle but better)" End ID]
Parents quickly realized how much more convenient this was and pretty soon every single egg had stacks of signs to communicate with.
The next innovation came from Vegetta, who was the resident mod knower at the time. He knew about colored canvas signs and gave Leo signs in her favorite color purple because he loved her and gave her everything she wanted.
Tumblr media
[ID: Leo's bed in her room under some Fooligetta fanart with a purple sign reading "<3" End ID]
Colored signs obviously had a lot of advantages. Being able to tell at a glance which egg placed which sign was a huge step forward in eggs being able to have long, complicated conversations as well as leaving obvious marks of their personality everywhere they went. It took a little while for them to be standard for every egg though. Bobby never stopped using oak signs even after Richas and Pomme both showed up with colored signs.
Tumblr media
[ID: Two signs reading from right to left a red Pomme sign reading "we already started working on a guillotine factory" and a dark grey Dapper sign reading "thats the most french u have said so far pomme" End ID]
And this was the system for a while! And it worked pretty well for most people! The biggest struggle most people had was egg signs not being translated, but streamers adjusted to that by reading signs out loud so the translators would pick up on them. This also lead to adorable and fascinating dynamics like Richas swearing in signs he wrote for Bad and then warning Bad not to read them out. There was also the genuinely phenomenal development of Leolingo where Leo writes only in Spanish to Foolish because it's easier for her to write and he takes his time to puzzle his way through it and learn in a way that's super cool to watch someone else do onscreen.
Then Tubbo joined the server. And Tubbo himself had no problems at all with the system, but he is dyslexic and he casually mentioned offhand that it was getting kind of annoying to read signs after a ten hour long stream and the admin team Fucking Cooked.
Within 24 hours, they had TTS working on the signs. Within 48 hours, it was working on books too. I can't remember how long it took to get translation working, but it was definitely under a week.
And this opened up a whole new world of possibilities for the entire QSMP. The admin team has been on top of capitalizing on it for story purposes, but also just allowing the egg admins to speak in their native languages to everyone whenever they want has been so enriching for everyone involved. Leolingo is awesome but Foolish has been learning Spanish insanely fast and his process is a lot slower and more frustrating than most people can do in front of an audience of thousands of people without feeling discouraged. That's also one language. We've had everything from Foolish being able to check his work a bit more faster to Phil insisting on his eggs taking a day to speak to him in their native languages to Ramón writing a book for Fit in Cantonese, a language we haven't even seen on the server in any other context!
And all of it is fully understood and fully communicated! Sometimes the translators mess up but no one expects them to be perfect and people ask for clarification if the translator says something that doesn't sound right. It's not only a massive step forward in communication technology, but it's a great demonstration of how to use it and when you can and can't rely on it.
And finally, the most recent innovation! One of BBH's viewers sent him a dono saying they had trouble reading certain signs because they were too low-contrast. Bad, Richas, and Pomme just. Took it upon themselves to fix the problem right there and then. Based on One (1) bringing up their own personal struggle, those three came up with new signs that innovate tremendously on the originals.
Tumblr media Tumblr media
[ID: Two separate images of the before and after. The first is the egg signs in their original colors with the corresponding egg's name written on them to demonstrate the font color and the second is in the new, higher contrast colors with the same text. The new signs also have custom decorations for each egg. The second picture also has two signs from Pomme in all caps that read "Send all the love to Richas he spent a whole night making this he's the best <3" End ID]
There are three main innovations visible in the above pictures
1: Obviously, the colors are higher contrast. The signs with white text have darker colors and the signs with black text have lighter colors.
2: The colors themselves are lower saturation. Richas said this made it easier for him personally to read them so he corrected that way, but that's open to change if it causes difficulties for more people than it helps
3: The decorations are for accessibility reasons! People with various different forms of colorblindness will find different sets of colors easier or harder to distinguish, but any of them can look at the decorations and use them to identify whose sign is whose instead.
But! Those innovations are not why I made this post! It's these ones!
Tumblr media
[ID: The backs of the new signs when placed on the ground. Most visible are Chayanne's with vines and a hardcore heart, Sunny's with shining sunglasses, and Pomme's with an apple and the Eiffel Tower. End ID]
Richas added distinguishing marks to the backs of the signs too! This is something that Bad brought up specifically as something he wanted because it was hard for him to tell who was talking when he was using TTS from behind signs and couldn't see the colors at all.
We went from custom egg signs (a hotbar or so of words and nothing else to communicate with) through a long journey of expanding communication and expanding who we're bringing along on the communication and how easily they can join in and we've circled all the way back around to custom egg signs (they can say anything they want in any language they want and anyone will know it's them saying it from any angle)
and i guess i have enough feelings abotu that to write All This about it
2K notes · View notes
thetalesofaether · 7 months ago
Text
Ever since I was itty bitty I’ve had an extreme love for the Aether mod in Minecraft. It was such a pretty place and shaped a lot of things about me and my aesthetics (You see my banner? My own dimension is styled after the Aether!)
I’ve posted about another character in this story once, but I’ve been working for the past three years on this story that has my own version of the Aether dimension and it’s based around aethermen, the Aether variant of endermen.
These characters I show you now are historical figures in aetherman history! I’ve been procrastinating on drawing them for a long time, but I finally did it and I may as well show it here! I’d love to post more about this story in the future, I draw and develop it often and I’d like to one day tell it wether that be through drawings or writing C:
Enjoy the great heroes of the aethermen! They get fancy special cloaks soon huhu
Tumblr media
I may as well give some extra information on these lovely heroes!
SoulWhisper SoulWhisper, the yellow and purple fella you see there, is considered the first great hero, blessed by god to protect their kind from Blight. He was blessed with a bow that could defeat a blight-thing instantly and empowered him when he held it. He was known to be a caring and calm individual who would sacrifice himself for the sake of his kind. That promise was eventually fulfilled, and his leader made sure his name would be remembered for eons. WildNova WildNova was a brash and short-tempered aetherman, unusual behavior for a normally calm and quiet species. He ended up being a powerhouse in battles against valkyries and blight-things seemed to never even touch him. This power increased tenfold when he recieved his own holy weapon. The scrolls are vague about how he was extinguished, but most assume he went down in battle, just as the blessed hero before him. ShimmeringDaze ShimmeringDaze was known as a social glitterwing, who loved glitterwings. So much so that she changed her appearance to match one and even her own weapon was styled after one. She was gentle and nurturing, always looking after others before herself and fell in battle fighting for the good of all aethermen with a steely determination and a pearl that shone with all the love in the sky. PrismPop PrismPop was a bright and excitable aetherman who could cheer up anyone's gloomy day. They were kept out of battles when they received their holy weapon, but they didn't seem to mind. They instead focused on helping the city, constructing grand libraries and teaching the young and even helping their leader with his duties (even though they DEFINITELY could not do them well...). Their leader kept him close and protected until tragedy struck during a battle on the outskirts of the city and PrismPop's attempt to help ended with his passing.
Hmm... This scroll isn't very detailed on the lives of these heroes. I guess there's not much room on a scroll to begin with... Maybe there's scrolls specific to them somewhere. We'll find it eventually, I'm sure.
24 notes · View notes
quaintbuilds · 11 months ago
Text
The Kingdom of Mossland
KoM 2-9 | The Defense of the Realm
The armed forces of the Kingdom has been a long running and ever changing part of this build. A coastal fort was one of the first things I built in the city but it was very blah and I tore it down and put a scientific academy in it's place. But ever since then, I wanted some sort of structure that would act as the center of the Kingdom's defenses. Originally, this would have been a large fort guarding the harbor, but that area has been rezoned as part of the city. And then I realized I had never really expanded the Kingdom to the south and went looking around for some building inspiration, and I found the fort I had been looking for.
Tumblr media
Fort Maillard
Built on an island guarding the southern entrance into the city, Fort Maillard is the home of the Kingdom's armed forces. Here, soldiers are armed and trained to defend the realm from the hordes of zombies and skeletons that plague the land. The fort also is the home of the Officer's School, where strategy and command is taught through extensive wargaming (this was an actual thing in history, not just something nerds do. There is also a Royal Surveyors team that has a bitter one-sided rivalry with the Explorer's Guild, who have replaced them as the realm's foremost cartographers. But the most important inhabitants of the fort, are the River Watch. These soldiers are responsible for guarding the Kingdom's many rivers, and have earned themselves a legendary reputation as the shields of the realm.
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
The River Watch
Responsible for the defense of the Kingdom's waterways, the River Watch have outposts and watch towers all over the Kingdom. Combined with their signature narrow boats, this network of watchers and boats allows the River Watch to quickly respond to threats all over the realm.
Tumblr media Tumblr media Tumblr media
Their boats have collapsible masts to allow passage under low bridges, and a shallow draft, to avoid grounding out in shallow waters. The boats are equipped with sleeping areas, and a small kitchen, allowing the crews to stay on the river for extended periods of time. The inspiration for these boats are the narrow boats common to the canals of England. I reeeally wanted a cool name for the boats and the group, similar to how the Night's Watch in Game of Thrones are called Crows, but I really couldn't think of a river themed version. The Toads? The Swans? They all seem kinda lame.
Tumblr media Tumblr media Tumblr media Tumblr media
The River Gates
The last thing I built was the river gates that guard the northern entrance into the realm's rivers. These gates are built into a cavern under the city and work together with the drawbridge to make unwanted passage into the Kingdom nearly impossible by river.
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
I know this was a long one, but larger builds to flesh out the project was my goal with the whole "Season 2" thing. I also have a job that mentally drains me, and my willingness and availability to sit and play Minecraft is not what it used to be. But I still like playing it. I recently joined a modded survival server with some people for the first time, but they all gave up by the end of the first week, which really sucked, so I came back to my kingdom. I have actually been debating calling a hiatus (or just an end entirely) on this and starting a new project. I feel like a new build style would be nice to explore, but at the end of the day, I am just one tired guy who has to accept he can't play as much Minecraft as he wants to.
*Fun fact, Fort Maillard gets it's name from the Maillard reaction, which is a chemical reaction that causes pretzels to develop that brown pretzely goodness when they are baked*
25 notes · View notes
imjustmerida · 1 month ago
Text
The Minecraft community is so spoiled it kinda annoys me, they hate on new updates as if they don’t have the single most well documented game in the history of gaming, they praise notch but he stepped down from being the head of the development team after The End was added.
They get pissy when Mojang dosent throw out huge as updates every year as if they didn’t specifically say they were going to make smaller updates, and they whine about new features and bug fixes as if you can’t just go back a version you can’t do that with ANY OTHER GAME not to mention they are the most friendly to the modding community it’s almost apart of the game I mean they literally hired mod devs to work on the game.
In servers like hypixel you can even play with friends on DIFFERENT VERSIONS! THATS NOT A THING WITH ANY OTHER GAME, if one friend on 1.9 and another friend on 1.21 tried to start a world together there world generation, seeds and literally everything would be different VILLAGER TRADING would be different, and yet they still found a way for 2 people on different versions to play together that’s actually insane
And yet the community complains
3 notes · View notes
amalgamgooze · 1 year ago
Text
the most annoying Smash Brothers character butterfly effects me into studying Japanese
(Big Earthbound/MOTHER 3 spoilers ahead!)
Back in December of 2018, Super Smash Brothers Ultimate for the Nintendo Switch had released. I didn't think much of it at the time--it was just a game that I'd end up playing with my cousins over Christmas break. It functioned great as a party game back then in that more innocent time, since we all sucked equally at it.
We'd most often play with the standard rule set, forcing ourselves to choose random characters so nobody could get good at using one spammy character.
It was this fatal mistake that introduced me to the character known as "Ness", otherwise known as the kid who screams "PK Fire" several times before exclaiming "Okeh!". If you know how to do this, he becomes a rather irritating character to play against in casual settings.
Fortunately for my cousins, they only suffered the wrath of Ness for one single game.
Unfortunately for everyone, I decided I would get better at playing Ness in Smash Brothers just for the fun of it.
Fortunately for everyone, I didn't really become much better than knowing how to use the shield button and following the PK Fire spam with a swift swing from his trusty wooden bat--which is still annoying to play against, but not terrible to avoid if you know how to.
Of course, when I got my butt handed to me repeatedly in Smash's online matchmaking, I stopped really trying to get better at the game. Even through that disappointment, though, there was still a nagging impulse to try Earthbound, the game that Ness originates from.
Fast forward to 2020, the year the world went weird. In the boring isolation of the pandemic summer, between bouts of working on a Minecraft mod that never got finished, wasting away on the servers of Team Fortress 2, and attempts to stay in shape for the upcoming soccer season, I started playing games on my 3DS again, sticking mostly to eShop-exclusive titles such as indie and Virtual Console games. (RIP 3DS eShop, you will be sorely missed by many.)
Of course, in the midst of indie titles like VVVVVV, Cave Story, and The Binding of Isaac, there lay Earthbound: the original Earthbound-inspired indie RPG. About depression.
I'm kidding, of course. Earthbound explores more existential/absurd themes as opposed to tackling depression. In fact, the only Earthbound-inspired indie RPG I can think of is OMORI. (I think Undertale ends up getting lumped into that category a lot too because of its substantial story--though at that point I'd rather just call the genre "Indie RPGs with interesting stories". But enough ranting.)
Surprisingly, I'd managed to play Earthbound without getting major spoilers about crucial story moments--which I think really adds to the experience of anything. Though, that's kind of obvious. Still, I think the story still lands and hits just as hard even if you know what's coming.
Earthbound, as mentioned earlier, is a 1994 SNES RPG produced by Ape Inc. and HAL Laboratory (yes, the masterminds behind the Kirby series!), written/directed by Shigesato Itoi and with (legendary) lead programmer Satoru Iwata. There's more interesting history behind the game and its development, but I'll leave that up to you whether you want to read into it more or not.
The story of Earthbound itself is built upon the quest for Ness (and his friends) to save the world from the evil alien Giygas--though the looming threat of world destruction honestly feels so minor in the quirky world of Earthbound. Sure, there's robots and animals that have been influenced by Giygas to kill you, but Giygas's influence ends up nothing more than a justification as to why otherwise peaceful entities go out of their way to chase you down on the overworld map.
There's so much to Earthbound to unpack that, again, I've only really got space to discuss my top-very-most-favorite moments of the game.
Perhaps one of the best moments of the game happens about a third of the way through its course--it's got no official name, but Earthbound fans know it as the "Coffee Break" scene.
After defeating a mound of ooze that's been terrorizing the curious Mr. Saturns, Ness's party takes a short rest in a hot spring while drinking coffee served by a Mr. Saturn. The screen fades to black, and an epic monologue begins scrolling in front of a psychedelic blue-and-green background. The end of this monologue is perhaps the most inspiring part:
One thing you must never lose is courage. If you believe in the goal you are striving for, you will be courageous. There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself.
(Earthbound "Coffee Break" Scene)
Now, when I experienced this scene for the first time, I was nothing but a weird anxious mess of something between a middle schooler and a freshman, daunted by the world and its uncertainty. So of course this scene resonated well with me.
Four(ish) years later I'm in a much better place psychologically and these lines still inspire me. I've been fortunate enough to receive a print with those exact lines that's now proudly displayed on my dresser in my room.
This is just one example of Itoi's masterful writing in action--though unfortunately it's not the 'original original' text--it's been translated. I think the translators did an excellent job with these games--but no matter how good a translator is, it's just fact that you're not reading the original text and thus you might not be picking up on the author's true voice.
Anyway, continuing on with Earthbound's awesomeness, there's a scene much later in the game where Ness ventures deep into "Magicant"--a world formed from his own memories. This is where I feel like Earthbound's story's "coming-of-age" portion hits the hardest. It's a very literal representation of Ness reflecting on himself and continuing to grow throughout his adventure--especially at the end of the stage, where upon defeating "Ness's Nightmare", a short cutscene plays where our hero receives massive boosts to every single stat--much more substantial than after any other fight. It's to reflect him overcoming his fears and doubts, and growing immensely as a result--returning to that idea of courage again.
If I ramble any longer about Earthbound, though, I'll never finish this post.
So, moving on, after beating (and loving) Earthbound, I obviously searched for similar games to play next.
MOTHER 3 tends to be high up on these lists of "what to play post-Earthbound". Being another game written and directed by Shigesato Itoi, I obviously had to try it next!
Unfortunately, it's never been officially released in English. In fact, at this point, it's just comedic how Nintendo sort of refuses to mention the game to non-Japanese audiences outside of Smash Brothers. There's even a Robot Chicken skit about it!
Thankfully, there's a fantastic fan translation for the game (project lead Clyde "Tomato" Mandelin) that lets stupid Americans and other English-speakers play the game without learning a new language.
So I'd tried this fan patch that same summer. Unfortunately, I got stuck right before the best part of the game started, so I never got further than the beginning of Chapter 4.
And it stayed that way for years.
Until last summer.
Towards the end of the summer last year, I'd picked my now-modded 3DS back up again and decided to hack the MOTHER 3 fan translation onto it.
I know I said the game only gets good after Chapter 4, but that's not because the beginning of the game is terrible. It's just sort of slow--at least in my opinion. The story for these sections are fantastic too--it's very good exposition, in my opinion. Somehow, though, the later story manages to dwarf that excellent exposition with how well it's done.
There's so much else I could rave about this game too--but again, in the sake of finishing this today, I've got to stick to my favorite parts.
First, the hardware upgrade. The graphics and soundtrack for MOTHER 3 are permitted to be much more expressive because of refined console capabilities. Every single animation is so expressive--from the cutscenes to the gameplay, everything just exudes personality. Perhaps the expressiveness of it all makes it an excellent case study for the idea of "show, don't tell"-- something I've noticed quite a few modern games lacking in.
Shigesato Itoi obviously does a wonderful job of tackling emotional themes again in this final installation of the MOTHER series. This game's story jumps from character to character at the start of the game, eventually focusing on Lucas's response to the rampant urbanization of his once-peaceful hometown--as well as his dead mother, missing brother, and mourning father. His ragtag party grows to include his dog Boney, the assertive princess Kumatora, and the limping thief Duster.
There's a scene late in the game where the party washes up on the shores of Tanetane Island and consumes psychoactive mushrooms, leading to a miserable trip filled with hostile hallucinations. At points, people important to the party members end up ridiculing and threatening them. There's an incredibly memorable moment where Lucas hallucinates his brother and his father threatening to beat and flog him. It's easy to see this scene as just "Generic Drug-Fuelled Hallucination Scene #87", but in reality it confronts these very real (and sometimes rational) fears of being betrayed by those closest to us.
Again, I could go on and on about MOTHER 3, but for the sake of time, I have to move on.
After beating MOTHER 3, I started reading into a lot of media regarding it--stuff I'd avoided beforehand to avoid any more egregious spoilers than the ones I'd already unfortunately received. One of the most interesting pieces of media, in my opinion, were the lead translator's "commentary" on the process of translating the game. (These notes can be found here, if you're interested!)
Being an aspiring story-rich-game developer myself, the notes were incredibly fascinating to me, with all the minute changes and creative liberties that were taken in order to preserve the original intents of the game while preparing it for Western audiences. If I remember correctly, the team needed a programmer to modify the text scrolling methods the game had in order to print English text properly!
This ultimately inspired me to start learning Japanese myself, in hopes of trying out the original, untranslated MOTHER 3 and experiencing the differences for myself.
After weeks of literally studying just the characters of Japanese hiragana and katakana, I'd finally started actually "studying" Japanese with the help of Duolingo and my friend who'd been part of a Japanese exchange program before.
Just over 200ish days later, here I am with a 199-day streak on Duolingo spending hours earlier today studying how to discuss public transport and houses in Japanese. It's a slow process, but if I keep studying my textbooks and learning vocabulary, I'll become more and more fluent until I can play MOTHER 3 untranslated.
And to think this all began with the worst character to play against in Super Smash Brothers Ultimate.
Thanks for reading ALL of this! I know it's SUPER long, so I really appreciate it!
See you later!
(PS: There's probably issues with my post. Unfortunately, I'm a little pressed for time right now, so I can't really go back and proofread right now. Sorry!)
10 notes · View notes
gyroncraft · 1 year ago
Note
How many mods are you using in your modpack? What launcher are you using? How are you such an amazing builder? I'm forever amazed and curious...
lemme just say i'm honored by the compliments thanks so much, it means a lot! as for mods.. I currently have 85 mods installed. its pretty heavy, and my list was actually based on a modpack from a youtuber i watch 😅 [link to that here] i've changed and added a bunch myself, [link to my current list here]
as for the launcher i use multimc so i can have multiple versions of minecraft to mess with at any given time, def recommend for mac/pc java players, you can auto install fabric/forge which i like among other features
as for the last part idk, hard to say, i've been obsessed with architecture from a very young age and have also been playing minecraft for like... 15 years now! having a good understanding of proportions, architectural history, and minecraft itself is a good start i guess, doing studies of real buildings is also helpful for developing your skills. having autism also just naturally gives you +2 minecraft proficiency, if you dont have it well... not everyone can be so lucky, i don't know what to say beyond that
5 notes · View notes
remembercomic · 2 years ago
Text
Competing With The Optimal
In the long history of Minecraft, there is a handful of recurring game design elements that have appeared quite prominently amongst the various mods made for the game. Ore multiplication, item transportation, automated crafting, etc.
Of particular note at this time is that third one: crafting, because as of Java Edition version 1.20.3, the developers at Mojang have added the Crafter. After 12 years since formal release version 1.0, the unmodified version of Minecraft may soon have its own solution for automated crafting.
In terms of its design, the Crafter is a fresh entry in a troublingly-long series of changes made to the game that introduce a solution to a problem that obviates all others. It has exceedingly few drawbacks and occupies only a single space in the cubic grid, rendering any attempts to address the challenge of auto-crafting irrelevant if they don't somehow occupy an even smaller footprint. Its user interface is unique, in that slots can be toggled on or off, preventing them from receiving items whilst still contributing to the composition of crafting recipes. It even spits out the crafted product when triggered, either into the open world to be collected by the player or into an adjacent inventory, including other Crafters.
How then do mod developers compete? How can they reclaim some ground in what has historically been one of the high notes of virtually any mod with a solution?
Well frankly, they can't. Like the Shulker Box and the Elytra, the Crafter is a solution that renders the problem trivial, so the modders need to do something more creative with the solution in a way that complements rather than attempts to exceed it.
For the purposes of the Tricksy Foxes project, there are two blocks that attempt this: The Work Table and the Clockwork Friar.
The Work Table (planned only days before the Crafter's announcement) serves as a mid-point in the evolution from Crafting Table to Crafter. It has an inventory, it can still be used for crafting, and if triggered can craft its inventory according to a matching recipe. It does not have toggleable slots nor can it dispense its product into an inventory, but it can serve very well as a crafting table with built-in storage or a simple compacter (a form of recipe common in modded and unmodded gameplay). Relative to the Crafter, it's also quite cheap, requiring only humble wood to create.
The Clockwork Friar is almost a step beyond the Crafter, but comes with its own drawbacks in comparison. A programmable automaton, the Friar similarly has an inventory like the Work Table, but can only hold up to 9 items at the most. This informs it of the recipe it is to process and, when triggered, it siphons the ingredients from neighbouring inventories directly instead of needing them piped in. It can also be triggered with a simple interaction, with no inherent need for complex wiring. However, it is twice the size of the Crafter and Work Table, like the Crafter cannot be used for everyday crafting, and like the Work Table cannot deposit its product.
Ultimately, neither of these blocks seeks to directly compete with the Crafter, but rather to serve as useful tools in their own specific use-cases. In the context of Tricksy Foxes, a mod based around automation using behaviour trees, they serve as a means to easily enable the foxes to craft items, an action that would be overwhelmingly complex if it were performed solely inside of the behaviour tree implementation itself.
2 notes · View notes
firequeenofficial · 10 months ago
Text
Not to jump on the bandwagon, but I've developed feelings about this trailer, and this post helped me put words to what I've been feeling.
What I think op is trying to convey is that it's about how much they care. All these indie, fanmade animations and productions are made by people who care about the game, about its history and lore. I have seen 3-minute animatics full of more love than many 2 hour movies. I've seen people crochet stuffed mobs and mcyt-ers for themselves, I've seen patchwork quilts and songs and art that radiate the joy that this game spreads.
Even SMPs, both big and small, do a better job than the Minecraft movie seems to want to, since the players actively care about the game they're playing, and they want to honour it. Vanilla SMPs are all about taking what was given to us and making light and life and love out of it. Modded SMPs show the human nature of seeing the potential in something that is objectively a whole and complete thing on its own and adding to it and making it a bigger, equally whole and complete, different thing. Big SMPs like Hermitcraft and Empires are about spreading that love of the game to the world and showing others how amazing it is. Small SMPs with only a few friends are about sharing the love with the people you love, and about expressing yourself in this new and different way.
What the Warner Brothers have done is overlook all the lore and history this game has behind it - the way each update brings more life to a once-barren, post-apocalyptic world, the way the players have helped with and contributed to each update - and reduced it to a silly ha-ha thing with stupid animals and Jack Black. Minecraft is about life and growth and creativity, but the movie looks like it's almost making fun of this.
A big studio could never do this game justice, because they're in it for the money, for the clout, for the honour of putting Mojang's name next to theirs. If you collected a bunch of animators and artists and voice actors from every corner of Minecraft, people who have never met before but who all play the game, and told them to make a movie to show their appreciation and to give life to all the headcanons and actual canon, if there is such a thing, they would be able to make something people would actually like and support, because they've actively experienced it, for the sake of the game, not for some moneymaking scheme.
I saw someone mention how they made the pink sheep the dumbest-looking thing, when in reality, coming across a pink sheep in the wild in-game is this wondrous, rare occasion that made every eleven-year-old on the game take a second to get excited about it, to recognise how truly amazing it is. You can tell the people in charge of the movie never played the game properly, because they took that incredible moment and turned it into something weird and frankly a little creepy. That sheep doesn't look cute, it doesn't look rare or precious or anything else that it should look, it just looks demented.
I know everyone and their dog are talking about the Minecraft Movie trailer and all possible opinions on it have already been stated but I have a new take
This all ties back with the Studios vs Indie war that's been brewing. Because you may not think of it that way, but the buckets and buckets of minecraft animation strewn across YouTube are indie animation projects. Of course the movie was going to have to compete and get compared to Story Mode, but it was also going to get compared to Captian Sparklez, Rainimator, Squared Media, Villager News, Animation vs Minecraft, and so much more. All of these count as indie animation, though usually they're left out of the discussion.
Despite having infinitely more resources, people, and funding, studios keep fumbling again and again and again. They keep losing to tiny teams of ametures making videos on YouTube and the Minecraft Movie makes it so much more obvious.
Death to the studios, long live indie animation
10K notes · View notes
edwardos · 6 months ago
Text
Attention Noticeably Beta 1.8 fans: I have a monumental piece of historic significance news.
Tumblr media
This is not about something new that's coming out, but a discovery I made recently about old stuff in my development files. I found old screenshots I forgot I had that were made very early on while first developing the mod. That is what this post will be about.
That screenshot up there is the first screenshot I took in-game of this entire thing, in December 15th 2022, and that was taken a few hours less than exactly two years ago. It's currently NBODE's 2nd birthday.
This all just happened to coincidentally come together for me recently, when I was looking for things to post, just four days before the two-year anniversary, which I didn't even realize at the time was very quickly approaching. I was scouring my old build and screenshot folders more than usual, from back when I had to "reset" the mod folder to fix infrastructural issues in 2023 - which I did TWICE - and found out that I had more screenshots than I was dimly aware of.
When this happened, I knew that in a few days, it would be time to celebrate.
So here, two years after Noticeably Beta 1.8 officially started, let's look at some pieces of its very early development history in notes and images.
Tumblr media
↑ This screenshot was created on the same day as the previous one, but further grass images in this post are from two days later, and then two plus five days later, and so on.
Tumblr media
It was extremely primitive at the end of 2022, and I hadn't changed the healing system or the title in the top left corner yet. But one of the first things I ever did was work to fix Beta 1.7's terrible model for tall grass. My efforts temporarily made the grass white.
Tumblr media Tumblr media
These images have - I think - never been shared on this microblog before this. I was so early into development and so paranoid about idea theft that I stayed private and/or cryptic for a while, and didn't make so much as a cryptic post with unexplained screenshots of the mod until April. It got only one note. This is that post.
So, I continued to mess around with the game's models. This struggle was still all in 2022.
Tumblr media Tumblr media Tumblr media
On January 2nd the next year, I had even more trouble. Somehow I was randomly gaining tall grass items that could be placed down again, but would then not be the same thing as the grass that was already there. I still don't understand that one.
Tumblr media
Jumping to the 23rd of January 2023, I discovered the API feature I wanted from ModLoader.AddOverride().
Tumblr media
This proved to me that I could change textures of existing blocks with code in the mod as I wanted, and that I could properly enforce the difference between existing cobblestone and my new block called concrete. Scroll up to the picture with the crafting table again and you'll see what I mean. I was so happy to find this piece of functionality (especially while knowing that web searches and old forum posts just REFUSED to say anything about how to do it) I posted this outdated meme in my development channel.
Tumblr media
Also for some reason while modding new blocks in, you have to set pickaxe speed effectiveness on them quite manually. Even after setting the material to "stone", you have to actually tell the code that pickaxes should actually do something efficiently do it. I had no idea why it was happening at first. This pic came shortly after my first confused pickaxe speed test. ↓
Tumblr media
There's plenty more to see from this turbulent period of modding upheaval and history, and we don't have all day, so I'm going to post a blitz of seemingly random images with random gaps (in chronological order) with little or no description.
Tumblr media
The first time I crafted soilstone.
Tumblr media
A mess of early soilstone and cobblestone blocks.
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
I don't remember doing this. Evidently it was an item functionality test.
Tumblr media
Early emerald ore generation, from back before I ensured that it didn't suck.
Tumblr media Tumblr media
The first Sazmit I found in testing probably.
Tumblr media
Even as I picked out images for and wrote for this, I found myself being impressed and amazed by how I was able to overcome challenges - all that time ago, while being such a novice - and how far this mod has come. There are plenty of images still left, so more individual posts on this era will be coming out on the blog as time goes on. And I haven't even gone into the second folder for this yet.
These images are all from the first four months. And I've been working on this mod, trying to craft and redefine most of everything there is in this base version into perfection for two years, with no release yet. It's been a hard journey from the start to all the way into the last month of 2024 as I write this, and I've pulled off some outstanding victories and easy yet smart victories over the code to make basic aspects of Beta 1.8, like fences and bookshelves, much better in that time. I even fixed a glaring oversight in Beta 1.8 or two.
As a quick note, development kind of went on longer than this, because in December of 2022 I studied for the mod ahead of time by playing hours of vanilla Beta 1.8.
I know you guys are patient, but I think it's really about time I finished Alpha 1.0.0 of this treasured Minecraft mod already, so I can try to make a public Modrinth page to host it and more people than just me and one friend can get to play this mod. I really want to watch other people play it. I'm super proud.
5 notes · View notes
playlogs · 6 months ago
Text
PC Best Games of All Time: What Makes a Game Legendary?
What elevates a game from being great to legendary? Is it the gameplay, the story, or the sheer impact on the gaming community? When we discuss the "PC best games of all time," we are diving into titles that have stood the test of time through innovation, emotional resonance, and the ability to captivate audiences for decades. These are the games that not only define the medium but also push its boundaries, leaving an enduring legacy in their wake.
Dissecting what makes a PC game legendary requires an understanding of the elements that resonate with players. "Portal 2" is a perfect example of how clever puzzle design, humorous dialogue, and an engaging story can transform a simple concept into a masterpiece. Released in 2011, it remains a shining example of how creativity and innovation can redefine genres.
Another iconic title is "Civilization VI," which exemplifies strategy gaming at its finest. Its deep mechanics and endless replayability make it a cornerstone for fans of strategic conquest. The blend of historical accuracy with engaging gameplay ensures that every session feels fresh and challenging.
"The Elder Scrolls V: Skyrim" takes open-world exploration to unparalleled heights. Its breathtaking landscapes, intricate quests, and modding community have kept it relevant for over a decade. The game embodies the freedom and immersion that many PC gamers seek, making it a perennial favorite.
Let’s not forget the cultural impact of "World of Warcraft," which redefined what an MMORPG could achieve. Its vibrant world, rich lore, and strong community connection have made it a global phenomenon, influencing countless games that followed. Similarly, "Half-Life 2" showcased how storytelling and gameplay could seamlessly intertwine, delivering a cinematic experience unlike anything players had seen before.
Ultimately, legendary games share certain characteristics: groundbreaking mechanics, memorable characters, and the ability to evoke strong emotions. Whether it's the eerie atmosphere of "Bioshock" or the endless creativity of "Minecraft," these games push boundaries and set benchmarks for the industry.
Conclusion: The "PC best games of all time" are not merely titles that entertain—they are experiences that redefine what gaming can achieve. A legendary game transcends its era, inspiring future generations of developers and players alike. By combining innovative gameplay, emotional depth, and cultural impact, these masterpieces ensure their place in history and the hearts of gamers worldwide.
1 note · View note
appsworldforever · 11 months ago
Text
Minecraft : Building Blocks of Creativity and Exploration
In the expansive universe of video games, few titles have left as indelible a mark as Minecraft. Developed by Mojang Studios and originally created by Markus Persson, Minecraft mod apk has evolved from a simple indie game to a global phenomenon that celebrates creativity, exploration, and endless possibilities in a blocky, pixelated world.
The Genesis of a Blocky World
Minecraft first emerged onto the gaming scene in 2009, capturing the attention of players with its distinctive voxel-based graphics and sandbox gameplay. Set in a procedurally generated world made up of blocks representing various materials, players are thrust into a vast landscape teeming with mountains, forests, oceans, and caves to explore.
Exploration and Survival
At its core, Minecraft offers two primary modes: Survival and Creative. In Survival mode, players must gather resources, craft tools and weapons, and build shelters to survive the hostile environment inhabited by creatures like zombies, skeletons, and spiders. The day-night cycle and varying biomes add layers of challenge and adventure as players navigate through the world in search of rare materials and hidden treasures.
Tumblr media
Unleashing Creative Potential
Creative mode, on the other hand, unleashes boundless creativity by providing players with unlimited resources and the ability to fly. Here, imagination knows no bounds as players construct intricate buildings, sprawling cities, and fantastical landscapes using an array of blocks and items. This mode serves as a virtual canvas where players can express themselves through architectural marvels or recreate real-world landmarks with pixelated precision.
Community and Collaboration
A cornerstone of Minecraft's enduring appeal lies in its vibrant community of players and content creators. From intricate mods and custom texture packs to elaborate multiplayer servers hosting mini-games and role-playing adventures, the game's community-driven ethos fosters collaboration, innovation, and the sharing of experiences across platforms and continents.
Educational Impact
Beyond its entertainment value, Minecraft has also found a place in education, with educators leveraging its immersive environment to teach subjects ranging from history and mathematics to programming and environmental science. The game's ability to engage and empower learners through hands-on exploration and collaborative problem-solving has sparked initiatives like Minecraft: Education Edition, tailored specifically for classroom use.
Endless Updates and Evolution
Mojang Studios continues to enrich Minecraft with regular updates that introduce new features, biomes, creatures, and gameplay mechanics. These updates not only keep the experience fresh for longtime players but also attract new adventurers eager to delve into the ever-expanding universe of possibilities that Minecraft offers.
Visual Style and Soundtrack
Minecraft's distinctive visual style, characterized by its blocky textures and retro-inspired aesthetic, has become iconic in gaming culture. The ambient soundtrack composed by C418 complements the serene exploration and intense moments of survival, enhancing the immersive experience as players traverse the vast landscapes and delve into the depths of underground caverns.
Conclusion
Minecraft stands as a testament to the power of creativity, exploration, and community in the world of gaming. Whether embarking on epic quests in Survival mode, unleashing boundless imagination in Creative mode, or collaborating with friends and fellow enthusiasts, Minecraft continues to captivate players of all ages with its limitless potential and enduring charm. As the game continues to evolve and inspire, its blocky world remains a canvas where players can shape their own adventures, forge lasting friendships, and celebrate the joy of creation in a digital realm unlike any other.
1 note · View note
kiragecko · 2 years ago
Text
[Google search asking, "is rodrick heffley bisexual', with a Featured Snippet from archiveofourown saying, "Rodrick knew he was bi, he had known it for a while and he thought it just made him cooler."
End ID.]
Somewhere between 3 to 5 years ago, I used Google with Google Scholar. Compare what I could do then, with the Google of today:
It would prioritize history over pop culture, because it knew my preferences. I'd be looking up random ancient Sanskrit words, and result number 3 would be a single link to a celebrity who had that word as a name - not because Google thought I WANTED it, but just to make sure I knew that this was the VASTLY more common result.
Unless it was comics or cartoons! Because it knew I liked looking up obscure comics characters even more than historical fashion. So If I searched for 'forge', I'd get Minecraft results (in case I wanted a new mod for me and my son to play), then the minor X-Man, and THEN information about metal-working.
(I looked at enough fanart that it struggled to distinguish Maya, the art program, from Maya, the culture, though. But it knew I didn't care about people named Maya!)
And I could forget, half the time, about buying stuff. If I looked up 'wardrobe', I got wikipedia and other sites talking about the history of cabinetry, not ads for furniture. It even seemed to guess which businesses I might want directions to, vs. which I just wanted to know the history of. (Dentist? I get a map of locations. Lawyer? Historical stuff.)
It could get weird. I'd look up something my papa mentioned, and it would take a while to find, because google assumed I wasn't interested in that. I'd try to do some Christmas shopping, and watch the results change as it realized it could FINALLY sell me stuff. I'd search something normal, and start laughing when it guessed I actually wanted to know about the minor Asian language with the same name.
-
Like, I'm not saying that this was GOOD. It was creepy!!! It was the exact same technology that's letting them do scarily telepathic advertizing. It's the reason I eventually got worried enough to move to Duckduckgo.
But they are still capable of doing that! They KNOW you don't want alibaba, pintrest, and paid marketing as your first page of results, and are giving them to you anyways.
They know that new age sites aren't the place to source facts about nutrition, because 5 years ago they easily distinguished between my curiosity about the development of science, and my curiosity about the historical context of various pseudosciences, and gave me very different results depending what I searched for. They know the difference!
They could be giving you precisely what you are searching for almost all of the time, but they're choosing not to.
It's infuriating.
Tumblr media
google siting ao3 as a source is so unhinged
84K notes · View notes
sern1011-blog · 1 year ago
Text
Diving into the World of Gaming: Communities, Social Play, and Live Streams
Tumblr media
Welcome to a comprehensive exploration of the dynamic realm of gaming, where communities thrive, social interactions flourish, and live streaming has become a pivotal force. Taylor Hardwick, a PhD candidate at Swinburne University, has meticulously dissected the intricacies of this evolving landscape, offering a profound understanding of how gaming has transcended mere entertainment to become a cultural phenomenon.
Gaming Communities: The Social Fabric
At the core of this digital revolution are gaming communities, which Hardwick describes as intricate networks of players united by shared interests, skills, and knowledge. These communities are not just platforms for competition but are spaces where friendships are forged and experiences are shared, embodying the essence of gaming as defined by Bernard Suits.
The Historical Tapestry of Gaming
Hardwick takes us on a journey through the annals of gaming history, from the nostalgic arcades to the dawn of online multiplayer, which was propelled by advancements in networked computing. This evolution has not only reshaped the gaming experience but has also influenced the cultural perception of gaming.
Tumblr media
Social Gaming: Bridging the Virtual and Real
The advent of social gaming has been transformative, integrating our social networks into the gaming experience. Hardwick highlights how this shift has made gaming more accessible and interwoven with our daily lives, fostering connections that transcend the digital divide.
Gaming Platforms: The Architects of Modern Play
Hardwick's examination of gaming platforms reveals the multifaceted role they play in distribution, consumption, and social interaction. Players now traverse a variety of platforms to satisfy their diverse gaming needs, underscoring the adaptability and fluidity of the gaming ecosystem.
Tumblr media
Live Streaming: The New Frontier of Gaming
The rise of live streaming platforms such as Twitch and YouTube Gaming has revolutionized the gaming industry. Hardwick discusses how these platforms have democratized content creation, enabling gamers to share their experiences and build communities around their content, often intertwining with the burgeoning esports scene.
Knowledge Communities and Modding: Participation and Innovation
Hardwick introduces the concept of knowledge communities within gaming, where affiliations are voluntary and based on shared intellectual pursuits. Modding emerges as a prime example of this participatory culture, where fans of games contribute to their evolution, showcasing the collaborative nature of gaming communities.
In the end, Taylor's presentation was a reminder that gaming is a dynamic, ever-changing world that's all about community, creativity, and connection. Whether you're a seasoned gamer or just dipping your toes in, there's a place for you in this vibrant world.
References
Keogh, B 2021, 'The Melbourne indie game scenes: value regimes in localized game development' (Chapter 13), Download 'The Melbourne indie game scenes: value regimes in localized game development' (Chapter 13),in P Ruffino (ed), Independent Videogames: Cultures, Networks, Techniques and Politics, Routledge, pp.209-222.
Taylor, TL 2018, ‘Broadcasting ourselves’ (chapter 1), in Watch Me Play: Twitch and the Rise of Game Live Streaming, Princeton University Press, pp.1-23 click hereDownload click here
Hjorth, L, Richardson, I, Davies, H & Balmford, W 2021, ‘Exploring play’ (chapter 2) Download ‘Exploring play’ (chapter 2), in Exploring Minecraft: Ethnographies of Play and Creativity, Palgrave Macmillan, pp.27-47.
Aleena Chia, Brendan Keogh, Dale Leorke, and Benjamin Nicoll  (2020). "Platformisation in game development", Internet Policy Review 9 (4). DOI: 10.14763/2020.4.1515. https://policyreview.info/articles/analysis/platformisation-game-development (Links to an external site.).
0 notes
darkxmartcom · 1 year ago
Text
 Minecraft
 Minecraft
Wellcome friends in this article I am covering Minecraft Game.
then feel free to read this article and don't forget to press the follow button.
Presentation:
Minecraft, a peculiarity in the realm of gaming, has enthralled a huge number of players overall with its boundless conceivable outcomes, blocky scenes, and open-world sandbox. Created by Mojang Studios, Minecraft rises above customary gaming standards, offering a vivid encounter where players can investigate, make, and get by in a pixelated universe. This article digs into the far-reaching universe of Minecraft, investigating it's starting points, ongoing interaction mechanics, various local areas, and the perseverance through advance that has made it one of the most famous rounds in recent memory.
The Starting Points and Development of Minecraft:
Minecraft was first made by Markus Persson, otherwise called "Score," and delivered in 2011. Its initiation as an independent game with simple designs and interactivity mechanics immediately developed into a worldwide peculiarity. The game's prosperity lies in its straightforwardness and the artistic liberty it manages the cost of players. From its unassuming starting points, Minecraft has gone through various updates, presenting new elements, biomes, and animals, persistently improving the player experience.
The Ongoing Interaction Mechanics:
Minecraft's interactivity is revolved around investigation, inventiveness, and endurance. Players think of themselves as in a huge, procedurally created world comprised of blocks addressing different materials like soil, stone, and wood, and the sky is the limit from there. These blocks can be mined and gathered, giving assets to creating apparatuses, weapons, and designs.
Inventive Mode:
In Imaginative Mode, players have limitless assets and can zoom all over the planet, zeroing in exclusively on building and exploring different avenues regarding their inventiveness. This mode is great for individuals who need to release their creative minds without the imperatives of asset social affairs or endurance challenges.
Endurance Mode:
Endurance Mode presents difficulties like appetite, antagonistic crowds, and the need to assemble assets to make due. Players should mine, art, and construct a haven to shield themselves from beasts that arise around evening time. The day-night cycle adds a unique component to the interactivity, requiring a key intending to securely explore the world.
The Different Minecraft People group:
One of Minecraft's champion elements is its assorted and energetic local area. Players of any age and foundation add to an always-extending universe of player-made content, including multifaceted designs, custom mods, and far-reaching virtual universes. The cooperative idea of Minecraft has led to innumerable servers, smaller-than-normal games, and changes that take care of a great many interests.
Customization and Mods:
Minecraft's modding local area has prospered, permitting players to change the game to suit their inclinations. Mods range from stylish improvements to completely new interactivity mechanics. This degree of customization plays had an essential impact on keeping the game new and connecting with both new and veteran players.
Minecraft Commercial Center:
Notwithstanding client-produced content, the Minecraft Commercial Center gives a stage for makers to sell their remarkable skins, surface packs, and universes. This commercial center encourages an innovative economy inside the game, permitting gifted people to feature and adapt their manifestations.
Instructive Advantages of Minecraft:
Past its amusement esteem, Minecraft has earned respect for its instructive potential. Instructive renditions of the game, like Minecraft: Schooling Release, are utilized in homerooms overall to show subjects going from history to science. The game's vivid climate cultivates cooperation, decisive reasoning, and critical thinking abilities, making it a significant device for instructors.
The Getting Through Allure:
Minecraft's getting-through allure can be ascribed to its immortal plan reasoning, consistent updates, and how it supports player office. The game's unassuming nature takes into account boundless conceivable outcomes, guaranteeing that every player's experience is remarkable. The effortlessness of its visual style joined with the profundity of its ongoing interaction mechanics, makes an ideal equilibrium that reverberates across ages.
Minecraft's Social Effect:
Minecraft has risen above the gaming scene, making a permanent imprint on mainstream society. Its notable pixelated taste is in a flash unmistakable, and references to the game have large amounts of different types of media. The game has turned into a social peculiarity, motivating innumerable images, YouTube channels, and even shows inside the Minecraft world.
Minecraft remains a demonstration of the getting through force of imagination, investigation, and local area inside the domain of gaming. Its basic yet significant plan has permitted it to rise above generational holes and dazzle players, everything being equal. As Minecraft keeps on developing with updates, extensions, and a consistently developing local area, it stays a virtual universe where as far as possible is the endless creative mind of its players.
All satisfied materials on this [https://www.alittletip9.com] are safeguarded by intellectual property regulation and are the proprietor's property. No piece of this [https://www.alittletip9.com] might be replicated, dispersed, or sent in any structure or using any and all means, including copying, recording, or other electronic or mechanical strategies, without the earlier composed consent of the proprietor, except brief citations encapsulated in basic audits and certain other noncommercial purposes allowed by intellectual property regulation.
0 notes
tipsdegree1 · 2 years ago
Text
Minecraft Education Edition Mods: A Creative Way to Enhance Learning
Minecraft Education Edition mods
In the modern digital era, technology has merged seamlessly into the educational process. Teachers are continuously seeking for new and creative methods to engage students and make learning more interactive, especially with the emergence of video games and virtual reality. Minecraft Education Edition is one such resource that has grown in popularity in schools all around the world. Students may explore, create, and work together in a virtual setting using this special edition of the well-known game. But what distinguishes the ordinary game from the Minecraft Education Edition? Mods are to blame!
Tumblr media
What are Mods?
Mods, short for modifications, are customizations made to the game by players and developers. These modifications can range from simple tweaks to add-ons that completely transform the game. In the case of Minecraft Education Edition, mods are designed specifically to enhance the educational aspects of the game. They introduce new features, mechanics, and content that align with different subject areas and learning objectives.
How Mods Enhance Learning
Engaging Visualizations: Minecraft Education Edition mods offer visual representations of complex concepts and ideas. For example, a mod that focuses on biology can simulate the human body, allowing students to explore its different systems and functions in a fun and interactive way. This not only makes learning more engaging but also helps students better understand and retain information.
Interactive Simulations: Mods provide students with the opportunity to experiment and simulate real-world scenarios. For instance, a mod that focuses on history can recreate historical events, allowing students to experience them firsthand. This hands-on approach to learning fosters critical thinking, problem-solving, and empathy.
Collaborative Learning: Minecraft Education Edition mods encourage collaboration and teamwork among students. Mods that focus on building and construction allow students to work together to create structures, solve puzzles, and overcome challenges. This promotes communication, cooperation, and creativity.
Customizable Learning Experience: Mods offer a wide range of customization options, allowing educators to tailor the game to their specific teaching objectives. They can choose mods that align with the curriculum, address specific learning needs, and cater to different learning styles. This flexibility ensures that every student has a personalized and meaningful learning experience.
Popular Minecraft Education Edition Mods
Code Builder: This mod introduces coding and programming concepts within the Minecraft environment. Students can learn to code using block-based programming languages like Scratch and JavaScript. This mod empowers students to create their own interactive Minecraft worlds and games while developing computational thinking and problem-solving skills.
Chemistry Resource Pack: This mod adds chemistry-related elements to the game, such as chemical compounds, reactions, and lab equipment. Students can conduct virtual experiments, explore the periodic table, and learn about chemical reactions in a safe and interactive way. This mod helps students develop a deeper understanding of chemistry concepts and their real-world applications.
World Painter: This mod allows students to create customized landscapes and terrains. They can design their own maps, including mountains, forests, rivers, and more. This mod not only enhances students' creativity but also provides an opportunity to learn about geography, topography, and environmental science.
Archaeology Dig: This mod takes students on an archaeological adventure, where they can excavate ancient artifacts and learn about different civilizations. Students can explore historical sites, uncover hidden treasures, and piece together the past. This mod combines history, archaeology, and problem-solving skills in an immersive and exciting way.
Conclusion
Minecraft Education Edition mods are a powerful tool that brings learning to life. They provide students with a unique opportunity to explore and engage with educational content in a fun and interactive way. Whether it's learning about history, science, coding, or any other subject, mods offer endless possibilities for educators and students alike. So why not dive into the world of Minecraft Education Edition mods and unlock the full potential of learning?
0 notes