MassiveCraft will be implementing an inventory split across game modes to improve fairness, balance, and player experience. Each game mode (Roleplay and Survival) will have its own dedicated inventory going forward. To help players prepare, we’ve opened a special storage system to safeguard important items during the transition. For full details, read the announcement here: Game Mode Inventory Split blog post.
Your current inventories, backpacks, and ender chest are in the shared Medieval inventory. When the new Roleplay inventory is created and assigned to the roleplay world(s) you will lose access to your currently stored items.
Please make sure to submit any items you wish to preserve in the trunk storage or one of the roleplay worlds before the deadline. After the split, inventories will no longer carry over between game modes.
Of course you would say they're beautifulThey are all fantastic but Dover Cliffs is a beauty, much like me hahahaha.
you areThey are all fantastic but Dover Cliffs is a beauty, much like me hahahaha.
There will be no snow biomes. There is only Taiga, which when you go high enough on the map, the biome starts snowing, but there will be no snow biomes.ok, so this gets me EVERY stinkin time, but could u please not make the places with snow a snowy biome? I can't tell you how much it sucks to build a build over a snow patch and it makes snow patches over your build in random spots
The current plan is about 12kx12k of pure landmass, surrounded by another 2k later of ocean.
That is because this is an realy pre-paint geography test purely generated by global operations. The reason why that frost seems so off is because the natural feather feature does not respect terrain slopes. I.E if I set the global operation to feather this frost type at or above layer 150, and set it to a minimum of 34 degrees slope, it will spawn the feathered blocks on slopes exceeding 35 degrees also, which causes weird spots of snow on the steep mountain sides. This is solved by just using a paintspray brush in the painting stage, but that is grouped together with tree painting to keep the work flow consistent.
Both are already present. Dioriote in particular is present in the Dover Cliffs, Andesite is present in nearly every biome as part of the mountain gradient.Hey just wondering, will there be andesite and diorite in this map?
Actually as I thought about this some more I just figured out I can just get rid of the badly feathered frost on the slopes by running a reverse global operation that removes it from higher slopes without the feather to get rid of improperly placed frost.
The current plan is about 12kx12k of pure landmass, surrounded by another 2k later of ocean.
If someone builds their faction right above that cliff, I can tell you right now it's going to be a lot of fun to raid. Reminds me of one of Asteria's old towns; there was a slope that led right down to the ocean, and batting people off the cliffs was hysterical.
:sweating:If someone builds their faction right above that cliff, I can tell you right now it's going to be a lot of fun to raid.
Lol I lived in that town right when I got started on the server. So did @Sephite at one pointReminds me of one of Asteria's old towns; there was a slope that led right down to the ocean, and batting people
well on the topic of chorus related things, those were never actually available in game. Once massive updated to whatever version that was, they gave a temporary shopkeeper in regalia that sold you chorus seeds. Then after that, those were purely accessible via player TradingWill there be opportunity to get end-based blocks and items? Such as the purpur plants and shulker shells / boxes.