My main problem with those ideas are that they just add additional, abstract complexity (iow "numbers games"), which imho, doesn't add fun. What I personally believe people want are tangible game mechanics, like being able to manipulate your character or the game world around you. The concept of some energy pool depleting is bad enough without throwing in 3 more, and I think it should only exist as a limit to your powers and nothing more. If I were to add more numbers (which I will, for all the munchkins out there), I'd make it much subtler/not in-your-face limiting, so the theory behind the mechanics only becomes relevant when you feel like addressing it. Things like DOT attacks that are comparable to annuities, deferred lump sums, and compound interest in finance would fit this prescription, since you could use spells featuring such mechanics without thinking about them in detail (though you could if you wanted to, and thereby game the system in preparation for dungeons and whatnot.)
Can someone provide a 1.2.3 .jar file?
And if at all possible, you don't have to add new features, mod is perfect as it is, but you can update it, but not needed.
Greetings. I have a lot of ideas and conserns about this mod. First, I'd like to give you a good pat on the back for your hard work. I literally have the same reaction you have when the Yogscast makes a new H/M vid when that happens and whenever you post a new update. This is a really great mod. I do have a large amount of suggestions, I've put them in spoilers. Read at your own risk.
Lets face it, food is useless. Sure, pigs will eventually be actually ridden in 1.4, and cows give milk, chickens, well feathers I get, but all this stuff is practically useless. As of now, Pig ridding is really, really bad, milk is useless because cakes are useless and will we really use it that often, and Chickens... Skeletons and Orcs are much better and more abundant supply of arrows (not that the bow is usefull, but I'm glad your getting that fixed.)
So I was thinking...
Meats can be eaten to regen HP
Fruits and organic foods (like bread, and cookies I guess) can regen Mana
Mushroom Stew does a bit of both
Eating a slice of cake gives a random status (bad ones too, if you want)
Once 1.4 comes and H/M is updates to it, Potatos and Carrots will add to the small tally of organics.
You get it.
Now, i'm not trying to say the mage should be OP. I just think they could use a bit more... Mage-ish-ness. 5 spells. Two of them which are simple projectiles. Boring, I like multishot (though the aim mechanics could be better, I really hate how its always level.), but seriously, only 1 element? Slimes are the key problems, and for PVP, you could wear tons of armor that reduces damage from that element and they would have to use actual wands. Same for the single shot. WHy limit it to fire? SO I was thinking, maybe we coud have many of those spells, each the same but in a different element of those two?
Also, red slimes are a pain when you start out with only one wand. Firebolt won't do much and all your other spells when you start out are really sucky, Maybe add another wand to start with, like of a different element? So we could start with, say, Firebolt and Holy Bolt or something like that. It just makes it easier for me and all other beginning mages.
Plus, for new players, what if you run into a red slime without a different wand? YOu have no way to defend yourself
Pigmen-
I was thinking, maybe you could impliment pigmen? MAybe they could be neutral mobs, but they wander randomly and spawn rarely, but they offer some really good goods and items with a high price? IDK :I
Better Nether
How about a special nether dungeon or more dungeon like nether fortresses? And maybe some more mobs unique to it?
Slimeballs
Yeah. They're impossable to find. Are they even droppable? maybe they could be a rare drop from vanilla green slimes? Today I had to ask the owner of a server ot give me some of the slimeballs. (I got them)
About the Spell Coder/Maker/Whatever
Will it be abart of the mod, and a separate mod? Is in internal or external, and is the coding simple for someone like me? How do we actually learn the spells and/or use them in game?
New Spawning System
I love this. I really do. Caves are too empty, and the overworld is too full. Still, one thing worries me: will the whole world spawn mobs at night at once, or is it like, a chunk limit? It would be nice if only a certain number of chunks near you will spawn mobs. I'm guessing it already is like that, but I could be wrong. I just don't want to go exploring, a fresh new chunk spawns after a dozen in game days, and its swarming with mobs that would of spawned on all those nights.
Thanks for reading. BTW, I'm only a tween girl if it matters.
My main problem with those ideas are that they just add additional, abstract complexity (iow "numbers games"), which imho, doesn't add fun. What I personally believe people want are tangible game mechanics, like being able to manipulate your character or the game world around you. The concept of some energy pool depleting is bad enough without throwing in 3 more, and I think it should only exist as a limit to your powers and nothing more. If I were to add more numbers (which I will, for all the munchkins out there), I'd make it much subtler/not in-your-face limiting, so the theory behind the mechanics only becomes relevant when you feel like addressing it. Things like DOT attacks that are comparable to annuities, deferred lump sums, and compound interest in finance would fit this prescription, since you could use spells featuring such mechanics without thinking about them in detail (though you could if you wanted to, and thereby game the system in preparation for dungeons and whatnot.)
ok just adding it in there thanks for reading best mod ever
Yes, he read your stupid-ass idea, and I'm sure he read the clarified version as well because yours was confusing as hell. He also won't be implementing it because if you would have even bothered to read one or two of the most recent pages, you would know that balancing is already worked on and the newest version is getting its final touches on it
Stop acting important, you aren't the first person to suggest something to this mod.
dude im not acting important i was trying to help you dont need to be a **** about it ...
Greetings. I have a lot of ideas and conserns about this mod. First, I'd like to give you a good pat on the back for your hard work. I literally have the same reaction you have when the Yogscast makes a new H/M vid when that happens and whenever you post a new update. This is a really great mod. I do have a large amount of suggestions, I've put them in spoilers. Read at your own risk.
Lets face it, food is useless. Sure, pigs will eventually be actually ridden in 1.4, and cows give milk, chickens, well feathers I get, but all this stuff is practically useless. As of now, Pig ridding is really, really bad, milk is useless because cakes are useless and will we really use it that often, and Chickens... Skeletons and Orcs are much better and more abundant supply of arrows (not that the bow is usefull, but I'm glad your getting that fixed.)
So I was thinking...
Meats can be eaten to regen HP
Fruits and organic foods (like bread, and cookies I guess) can regen Mana
Mushroom Stew does a bit of both
Eating a slice of cake gives a random status (bad ones too, if you want)
Once 1.4 comes and H/M is updates to it, Potatos and Carrots will add to the small tally of organics.
You get it.
Now, i'm not trying to say the mage should be OP. I just think they could use a bit more... Mage-ish-ness. 5 spells. Two of them which are simple projectiles. Boring, I like multishot (though the aim mechanics could be better, I really hate how its always level.), but seriously, only 1 element? Slimes are the key problems, and for PVP, you could wear tons of armor that reduces damage from that element and they would have to use actual wands. Same for the single shot. WHy limit it to fire? SO I was thinking, maybe we coud have many of those spells, each the same but in a different element of those two?
Also, red slimes are a pain when you start out with only one wand. Firebolt won't do much and all your other spells when you start out are really sucky, Maybe add another wand to start with, like of a different element? So we could start with, say, Firebolt and Holy Bolt or something like that. It just makes it easier for me and all other beginning mages.
Plus, for new players, what if you run into a red slime without a different wand? YOu have no way to defend yourself
Pigmen-
I was thinking, maybe you could impliment pigmen? MAybe they could be neutral mobs, but they wander randomly and spawn rarely, but they offer some really good goods and items with a high price? IDK :I
Better Nether
How about a special nether dungeon or more dungeon like nether fortresses? And maybe some more mobs unique to it?
Slimeballs
Yeah. They're impossable to find. Are they even droppable? maybe they could be a rare drop from vanilla green slimes? Today I had to ask the owner of a server ot give me some of the slimeballs. (I got them)
About the Spell Coder/Maker/Whatever
Will it be abart of the mod, and a separate mod? Is in internal or external, and is the coding simple for someone like me? How do we actually learn the spells and/or use them in game?
New Spawning System
I love this. I really do. Caves are too empty, and the overworld is too full. Still, one thing worries me: will the whole world spawn mobs at night at once, or is it like, a chunk limit? It would be nice if only a certain number of chunks near you will spawn mobs. I'm guessing it already is like that, but I could be wrong. I just don't want to go exploring, a fresh new chunk spawns after a dozen in game days, and its swarming with mobs that would of spawned on all those nights.
Thanks for reading. BTW, I'm only a tween girl if it matters.
Hey, thanks for the pat, and the suggestions. Nothing brings out the giggles like a Yogscast review, heh.
Food is a tricky issue. Obviously, the health system needs some more thought, but it's hard to have something that's fair and not annoying, particularly if you're gonna have food restore health. Diablo II had the problem of too much reliance on potions, and brokenness if you spammed regen pots fast enough. This could be fixed with a cooldown, but... keeping up with it in your head isn't too fun, imo. The other option is health that restores on its own while you're not in combat, and this is what I'm gonna go for with the update. That being said, it's hard to think of what food could do, but I suppose food on cooldown for instant regen or buffs wouldn't conflict with the other system. Similar problems apply to MP-- the problem is known, it's just thinking of a solid solution.
One thing that'll help with initial slime resistances is increasing the drop frequency of wands-- that being said, you still only need two elements to be able to kill any kind of slime, so it's not too much of an issue. However, I was thinking about changing it to where each slime resisted everything except its color, in which case, we'd have a real problem Variety of spells, however, is a definite problem, and hopefully there will be a more varied selection of spells cometh the update. And just so you know, charged bolt was changed to no longer be constantly level, lulz.
When the mod first came out, me and my roommate initially envisioned having different wizard hats you could equip, which would both designate you an element and grant you random bonuses-- I'm wondering if such a system would still be viable. The only problem is, how would wizards defend themselves against resistors under that system? Maybe quick hat changing, who knows
Rare vendors who wander the earth are definitely planned, and some could very well be normal Pigmen Given that the code and textures for Pigmen are already in Minecraft, it wouldn't be difficult to add at all. As for the Nether, it'll get some love in the future, but right now there's other things to be worried about. The surface dungeons need to be more entertaining if you ask me-- once that's outta the way, the Nether and the Void will receive some attention.
The Spellscript language will be a separate mod, that happens to be included and integrated into Hack/Mine. It's a scripting language, which basically means its an easy to use programming language. As to whether or not newbies could use it, they definitely could, though what they'd be capable of implementing would be limited by their experience. So someone without experience could make simple spells with ease, but making something like a trap that fires lasers at all nearby opponents would be a little more advanced, since the concept itself would be somewhat complicated. Long story short, the language will be very flexible
Missed nights of spawning won't add up-- it'll only do one "make up spawning" if a chunk wasn't loaded for days or just got created. Mobs WILL add up, however, if multiple makeup spawnings occur-- this can happen over days as players infrequently wander near a chunk but never clear it out, since it would be loaded into and out of the game world many times. I'm working on this, and hopefully it'll either be reduced or fixed cometh the patch. In the long run, it shouldn't make a huge difference though, since if players really needed to go through the chunk that much, they'd be clearing it out fairly consistently. Maybe the added challenge would be fun
Your welcome! And it don't make no difference to me.
I have another idea Frizzil! Oh and keep up the great work!:) Your one of the most committed mod makers I've seen. But my idea is that another subclass of a summoning class could be the Beastmaster. The Beastmaster prefers to use real animals to help aid him by his side. Not only can he level and tame wolfs but he can summon them too. The Beastmaster would have 3 minions. One would be the standard wolf, another would be like a beast or a bigger, more upgraded wolf and the last minion would be a friendly dragon. The Beastmaster uses some magic attacks and some physical attacks as well. Well that's my idea. I hope you like it!:)
Sup Frizzil! Sorry if this is an annoying question, but I was wondering if you plan to release a dev build of the custom spells 'n stuff. Maybe you already answered this and I just didn't see it.
Also, I saw about the wizard hats, maybe you could enchant the hats somehow to have different types of protection. Maybe you could be able to enchant all the armor somehow! Idk, just spitting out ideas.
Thanks for making this mod!
Sooooo I remember a while back I asked if there are plans to update this mod or if it would be too much of a chore. A few people (not the OP mind you) decided to be a **** about it and ***** about asking for a mod to be updated being against the rules, even though I only asked if it was PLANNED to be updated... Another person said that the plan was to update once 1.3 was out.
So with the risk of getting bitched at by self important ass kissers (again, not talking about you Frizzil). Is there any idea on plans for that, that I missed being mentioned already? Thanks in advance for any info about that.
@HenpKnight You should try looking at the last 3-5 pages of this thread. It has tons of information about updates and ideas. I think it may answer a few of your questions. I hope it helps!:)
If you, would look back a few pages on this thread (Something all you new people neglect to do) you would realize what kind of spawning system he's implementing. Unfortunately, you have no common sense, and you haven't looked there.
Threads are made for a reason, most of the time they contain tidbits of information that might satisfy your needs, however everyone here seems to lack the basic function to go back 2-3 pages, and catch up on recent events. I'm not asking anyone to read this entire 116 page thread, but going back just a LITTLE BIT can help you out without someone having to answer you.
If you are talking about the "Roflcondas" by any chance, I'd just like to let you know that certain MOBS will only spawn in a designated area (AKA the map dividers). If you find that there are too many Roflconda's spawning in an area, move to the next one.
@Sgt_Church: Try taking a page from carlover1234's book; try not being a **** first and then being a **** if that doesn't work. It seems like something else must be pissing you off with the way you react to people, that or you're too easily aggravated for your own good.
Do you work on the mod with Frizzil? You seem to be taking it personally. Frizzil appears to take dumb questions in stride or ignore them instead of getting his feathers in a bunch. Just sayin' you might want to just ignore it if it's bothering you instead of acting out about it. Being rude won't get you very far... especially with a my little pony avatar. =/
I hope i'm not asking a question that has already been answered. Has there been any guesstimate when the next update will be or is it just a info update kinda thing for now on this thread.
I hope i'm not asking a question that has already been answered. Has there been any guesstimate when the next update will be or is it just a info update kinda thing for now on this thread.
When it's updated it's updated.
Everyone's been asking, go through the previous pages.
Even if he wanted to update, I'm sure he's waiting for API's and what not.
WOOT!!! Bring on the new update!!!! Will we be getting Capes? How about Agility!?!? I can't wait for SpellScript!!! We are going to have so many bad a$$ spells on the server!!! My Dev is VERY excited for this!!!!
Keep being awesome Frizzil! You and Your Roomate are doing a GREAT Job! Everyone over at LukeyCraft HIGHLY appreciates it!!!!
WOOT!!! Bring on the new update!!!! Will we be getting Capes? How about Agility!?!? I can't wait for SpellScript!!! We are going to have so many bad a$$ spells on the server!!! My Dev is VERY excited for this!!!!
Keep being awesome Frizzil! You and Your Roomate are doing a GREAT Job! Everyone over at LukeyCraft HIGHLY appreciates it!!!!
Hey does your server require people to be in the latest dev build of hack/mine cause i'll gladly join it, I've been dying for a good public server for this mod.
YES I DID.
My main problem with those ideas are that they just add additional, abstract complexity (iow "numbers games"), which imho, doesn't add fun. What I personally believe people want are tangible game mechanics, like being able to manipulate your character or the game world around you. The concept of some energy pool depleting is bad enough without throwing in 3 more, and I think it should only exist as a limit to your powers and nothing more. If I were to add more numbers (which I will, for all the munchkins out there), I'd make it much subtler/not in-your-face limiting, so the theory behind the mechanics only becomes relevant when you feel like addressing it. Things like DOT attacks that are comparable to annuities, deferred lump sums, and compound interest in finance would fit this prescription, since you could use spells featuring such mechanics without thinking about them in detail (though you could if you wanted to, and thereby game the system in preparation for dungeons and whatnot.)
And if at all possible, you don't have to add new features, mod is perfect as it is, but you can update it, but not needed.
So I was thinking...
Meats can be eaten to regen HP
Fruits and organic foods (like bread, and cookies I guess) can regen Mana
Mushroom Stew does a bit of both
Eating a slice of cake gives a random status (bad ones too, if you want)
Once 1.4 comes and H/M is updates to it, Potatos and Carrots will add to the small tally of organics.
You get it.
Also, red slimes are a pain when you start out with only one wand. Firebolt won't do much and all your other spells when you start out are really sucky, Maybe add another wand to start with, like of a different element? So we could start with, say, Firebolt and Holy Bolt or something like that. It just makes it easier for me and all other beginning mages.
Plus, for new players, what if you run into a red slime without a different wand? YOu have no way to defend yourself
I was thinking, maybe you could impliment pigmen? MAybe they could be neutral mobs, but they wander randomly and spawn rarely, but they offer some really good goods and items with a high price? IDK :I
Better Nether
How about a special nether dungeon or more dungeon like nether fortresses? And maybe some more mobs unique to it?
Slimeballs
Yeah. They're impossable to find. Are they even droppable? maybe they could be a rare drop from vanilla green slimes? Today I had to ask the owner of a server ot give me some of the slimeballs. (I got them)
Will it be abart of the mod, and a separate mod? Is in internal or external, and is the coding simple for someone like me? How do we actually learn the spells and/or use them in game?
New Spawning System
I love this. I really do. Caves are too empty, and the overworld is too full. Still, one thing worries me: will the whole world spawn mobs at night at once, or is it like, a chunk limit? It would be nice if only a certain number of chunks near you will spawn mobs. I'm guessing it already is like that, but I could be wrong. I just don't want to go exploring, a fresh new chunk spawns after a dozen in game days, and its swarming with mobs that would of spawned on all those nights.
Thanks for reading. BTW, I'm only a tween girl if it matters.
Hey, thanks for the pat, and the suggestions. Nothing brings out the giggles like a Yogscast review, heh.
Food is a tricky issue. Obviously, the health system needs some more thought, but it's hard to have something that's fair and not annoying, particularly if you're gonna have food restore health. Diablo II had the problem of too much reliance on potions, and brokenness if you spammed regen pots fast enough. This could be fixed with a cooldown, but... keeping up with it in your head isn't too fun, imo. The other option is health that restores on its own while you're not in combat, and this is what I'm gonna go for with the update. That being said, it's hard to think of what food could do, but I suppose food on cooldown for instant regen or buffs wouldn't conflict with the other system. Similar problems apply to MP-- the problem is known, it's just thinking of a solid solution.
One thing that'll help with initial slime resistances is increasing the drop frequency of wands-- that being said, you still only need two elements to be able to kill any kind of slime, so it's not too much of an issue. However, I was thinking about changing it to where each slime resisted everything except its color, in which case, we'd have a real problem Variety of spells, however, is a definite problem, and hopefully there will be a more varied selection of spells cometh the update. And just so you know, charged bolt was changed to no longer be constantly level, lulz.
When the mod first came out, me and my roommate initially envisioned having different wizard hats you could equip, which would both designate you an element and grant you random bonuses-- I'm wondering if such a system would still be viable. The only problem is, how would wizards defend themselves against resistors under that system? Maybe quick hat changing, who knows
Rare vendors who wander the earth are definitely planned, and some could very well be normal Pigmen Given that the code and textures for Pigmen are already in Minecraft, it wouldn't be difficult to add at all. As for the Nether, it'll get some love in the future, but right now there's other things to be worried about. The surface dungeons need to be more entertaining if you ask me-- once that's outta the way, the Nether and the Void will receive some attention.
The Spellscript language will be a separate mod, that happens to be included and integrated into Hack/Mine. It's a scripting language, which basically means its an easy to use programming language. As to whether or not newbies could use it, they definitely could, though what they'd be capable of implementing would be limited by their experience. So someone without experience could make simple spells with ease, but making something like a trap that fires lasers at all nearby opponents would be a little more advanced, since the concept itself would be somewhat complicated. Long story short, the language will be very flexible
Missed nights of spawning won't add up-- it'll only do one "make up spawning" if a chunk wasn't loaded for days or just got created. Mobs WILL add up, however, if multiple makeup spawnings occur-- this can happen over days as players infrequently wander near a chunk but never clear it out, since it would be loaded into and out of the game world many times. I'm working on this, and hopefully it'll either be reduced or fixed cometh the patch. In the long run, it shouldn't make a huge difference though, since if players really needed to go through the chunk that much, they'd be clearing it out fairly consistently. Maybe the added challenge would be fun
Your welcome! And it don't make no difference to me.
Also, I saw about the wizard hats, maybe you could enchant the hats somehow to have different types of protection. Maybe you could be able to enchant all the armor somehow! Idk, just spitting out ideas.
Thanks for making this mod!
-Dwarnt
and so is tekkit
over 100 people play this a WEEK!
really good work, frizzil,keep it up.
-stormtr00per
all of my pork belongs to you.
So with the risk of getting bitched at by self important ass kissers (again, not talking about you Frizzil). Is there any idea on plans for that, that I missed being mentioned already? Thanks in advance for any info about that.
If you, would look back a few pages on this thread (Something all you new people neglect to do) you would realize what kind of spawning system he's implementing. Unfortunately, you have no common sense, and you haven't looked there.
Threads are made for a reason, most of the time they contain tidbits of information that might satisfy your needs, however everyone here seems to lack the basic function to go back 2-3 pages, and catch up on recent events. I'm not asking anyone to read this entire 116 page thread, but going back just a LITTLE BIT can help you out without someone having to answer you.
If you are talking about the "Roflcondas" by any chance, I'd just like to let you know that certain MOBS will only spawn in a designated area (AKA the map dividers). If you find that there are too many Roflconda's spawning in an area, move to the next one.
Do you work on the mod with Frizzil? You seem to be taking it personally. Frizzil appears to take dumb questions in stride or ignore them instead of getting his feathers in a bunch. Just sayin' you might want to just ignore it if it's bothering you instead of acting out about it. Being rude won't get you very far... especially with a my little pony avatar. =/
When it's updated it's updated.
Everyone's been asking, go through the previous pages.
Even if he wanted to update, I'm sure he's waiting for API's and what not.
Ok thanks, i was mainly just curious, Good luck on the mod
Keep being awesome Frizzil! You and Your Roomate are doing a GREAT Job! Everyone over at LukeyCraft HIGHLY appreciates it!!!!
Hey does your server require people to be in the latest dev build of hack/mine cause i'll gladly join it, I've been dying for a good public server for this mod.
cant wait for more stuff to be implemented