Hello, and let me say firsthand that I am sorry if this is too complicated, if so just say :iapprove:.
The first part of this mod is, hopefully, very simple. Make slimes more common (but still only at depths).
Second part is also hopefully easy: Make slimes, depending on size, always drop a certain amount of slime balls. Small slime = 1. Medium = 2. Large = 4. Gigantic = 8.
This is where it starts getting complicated: Make slime balls throwable, and spawn a FRIENDLY small slime. It will follow you, and attack all other mobs (except squids).
Hitting a small friendly slime with a slime ball will make it a larger friendly slime. This goes together with the above system of fixed drop rates. It takes more slime balls to make the slime each larger level. My idea for a simple way of working this is: Standard slime health = x. Slime balls heal 1 point. If slime health is above a certain level, it is that size slime.
That is the most complicated part. Now, this is to make friendly-slimes non-renewable. On death, friendly-slimes do not drop anything. HOWEVER, if they are right clicked using a stick (Or a new tool, or whatever is easy), you will remove one slime ball, and hurt them for one point (You basically poke them). Friendly slimes should NEVER drop slime balls unless poked with whatever tool. This is so you cant have a never-ending army of slimes, and to make them easy to carry around.
So, this is my idea. If any modder out there is bored, just please try this :tongue.gif:.
Also, suggestions welcome
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Quote from FlashCrashBash »
NO NO NO NONONONONO!!!!
Don't break the bedrock your release the flintstones.
Quote from soiherduleikmen »
lol jus put dimonds and it wont go lol duh all know sum gai la just chest and /cprotect lol [Sheep]
The first part of this mod is, hopefully, very simple. Make slimes more common (but still only at depths).
They already do.
Tried to figure out what that meant, and failed. They already make slimes more common? They already are very simple? Your answer makes about as much sense as saying "Maybe" to a choice between two foods.
Rollback Post to RevisionRollBack
Quote from FlashCrashBash »
NO NO NO NONONONONO!!!!
Don't break the bedrock your release the flintstones.
Quote from soiherduleikmen »
lol jus put dimonds and it wont go lol duh all know sum gai la just chest and /cprotect lol [Sheep]
Okay, this seems like a lot of copy-pasta work. So I'm going to officially try this. (If I am able it will be my second mod).
EDITS:
When you say drop slime balls do you mean to entirely remove the splitting effect, or to drop balls, in addition to splitting?
Would you like dungeons to have a chance of spawning slimes?
I'm currently working on friendly slimes, and going from there.
Sorry, the email updates are borked for me, so I thought this thread had died :tongue.gif:.
Anyways: Slimes in dungeons = No, because of both the noise and a neverending slime army isn't very fair.
Slime balls: Thinking on it again, I'm not sure of the simplest way to do it. But I would prefer it so that you only get all the slime balls back if you are the one who kills/removes/whatever the slime.
And thats about it :tongue.gif:
Rollback Post to RevisionRollBack
Quote from FlashCrashBash »
NO NO NO NONONONONO!!!!
Don't break the bedrock your release the flintstones.
Quote from soiherduleikmen »
lol jus put dimonds and it wont go lol duh all know sum gai la just chest and /cprotect lol [Sheep]
The first part of this mod is, hopefully, very simple. Make slimes more common (but still only at depths).
Second part is also hopefully easy: Make slimes, depending on size, always drop a certain amount of slime balls. Small slime = 1. Medium = 2. Large = 4. Gigantic = 8.
This is where it starts getting complicated: Make slime balls throwable, and spawn a FRIENDLY small slime. It will follow you, and attack all other mobs (except squids).
Hitting a small friendly slime with a slime ball will make it a larger friendly slime. This goes together with the above system of fixed drop rates. It takes more slime balls to make the slime each larger level. My idea for a simple way of working this is: Standard slime health = x. Slime balls heal 1 point. If slime health is above a certain level, it is that size slime.
That is the most complicated part. Now, this is to make friendly-slimes non-renewable. On death, friendly-slimes do not drop anything. HOWEVER, if they are right clicked using a stick (Or a new tool, or whatever is easy), you will remove one slime ball, and hurt them for one point (You basically poke them). Friendly slimes should NEVER drop slime balls unless poked with whatever tool. This is so you cant have a never-ending army of slimes, and to make them easy to carry around.
So, this is my idea. If any modder out there is bored, just please try this :tongue.gif:.
Also, suggestions welcome
They already do.
Tried to figure out what that meant, and failed. They already make slimes more common? They already are very simple? Your answer makes about as much sense as saying "Maybe" to a choice between two foods.
EDITS:
When you say drop slime balls do you mean to entirely remove the splitting effect, or to drop balls, in addition to splitting?
Would you like dungeons to have a chance of spawning slimes?
I'm currently working on friendly slimes, and going from there.
*Chuckle* Drop balls
lol
Sorry, the email updates are borked for me, so I thought this thread had died :tongue.gif:.
Anyways: Slimes in dungeons = No, because of both the noise and a neverending slime army isn't very fair.
Slime balls: Thinking on it again, I'm not sure of the simplest way to do it. But I would prefer it so that you only get all the slime balls back if you are the one who kills/removes/whatever the slime.
And thats about it :tongue.gif: