Correction, There is a cubic chunks mod. As for Supporting it, I say we should definitly support it in our world gen, IE ores and structures. But when it comes to dimensions, The Cubic chunks mod has a blacklist for dimensions, So if it would be to much effort, Pack makers could just disable cubic chunk generation in the config files.
I'm fine either way with the Aether. I won't mind if we have it in, but I won't be heart broken if we don't.
Your Biome-Specific Caves suggestion will definitely fit well in this project. I think the Redstone Delayer that you've suggested would also work well with this mod.
Thank you. I chose Caves because I felt it was better, but I've always had a soft spot for my first suggestion.
༼ つ ◕_◕ ༽つ SUMMON MINECRAFT 2 PART 6 つ ◕_◕ ༽つ
I think E3 ate my homework. Specifically a certain purple dragon-dinosaur. But, I think I have a back-up I can finish in a couple of weeks.
The Aether could be deleted if people feel it's totally unnecessary, but some features (e.g. Prism Glass and Floatsand) are quite interesting to me at least. The "floating islands" emphasis could be worked on more heavily; since Cubic Chunks is a suggestion on the concept sheet, perhaps the entirety of the Aether could in fact be part of the Overworld, simply generating at a very high Y. (though personally I prefer the idea of teleporting to it once you reach max Y level).
Certain Aether features could be ported over to the Frist. There's also 128 layers of just air in the overworld- maybe that could use some content. I think we should keep the Aether compatible to the revamp, but not a full "part" of it.
The Lava Kraken is excellent and should be super easy to add (the code already exists). How about a name change to Nether Leviathan?
Cerroz's ancient zombie is a great suggestion, however, I wonder if it is irrelevant now with the addition of Husks. Maybe we could just mod Husks to have the curse effect instead.
I think Weaponized Rockets and Muskets clash, we should choose one
Hot Air Balloons sounds very difficult to code, though I don't know. I think we should create a simple thread on the mod requests subforum asking for potential modders on the project (just to see how many people would be interested.
Hot Air Balloons sounds very difficult to code, though I don't know. I think we should create a simple thread on the mod requests subforum asking for potential modders on the project (just to see how many people would be interested.
From what I can tell from the suggestion, it's essentially just like summoning golems; the game detects a structure and replaces it with a moving entity or mob. Just in this case you can use different kinds of wool, and the wool used is stored in the entity created. So, this shouldn't be too difficult to do. What will be difficult is moving ships.
I'm fine either way with the Aether. I won't mind if we have it in, but I won't be heart broken if we don't.
Your Biome-Specific Caves suggestion will definitely fit well in this project. I think the Redstone Delayer that you've suggested would also work well with this mod.
༼ つ ◕_◕ ༽つ SUMMON MINECRAFT 2 PART 6 つ ◕_◕ ༽つ
The Redstone Delayer is awesome, simply put. Any objections?
The Aether can be simply implemented as Floating Island biomes, a variant of Plains where massive floating islands spawn with various Aether mobs and content above. They would be high up enough to require either extensive pole-building or a Hot Air Balloon to reach. Thought: What would people think of making Marbells buildable with Quartz blocks?
Certain Aether features could be ported over to the Frist. There's also 128 layers of just air in the overworld- maybe that could use some content. I think we should keep the Aether compatible to the revamp, but not a full "part" of it.
The Lava Kraken is excellent and should be super easy to add (the code already exists). How about a name change to Nether Leviathan?
Cerroz's ancient zombie is a great suggestion, however, I wonder if it is irrelevant now with the addition of Husks. Maybe we could just mod Husks to have the curse effect instead.
I think Weaponized Rockets and Muskets clash, we should choose one
Hot Air Balloons sounds very difficult to code, though I don't know. I think we should create a simple thread on the mod requests subforum asking for potential modders on the project (just to see how many people would be interested.
I highly enjoy the Hoe enchantments and Reaches (though I think the latter should be "Reachers"). Fleshins are interesting but a bit "gory" given that they leave red trails of what's presumably organic substance. The Irthwurm is cool and a solid "desert boss" that could go along with a dungeon for it. I would prefer if Ancient Zombies were more intelligent than their "modern" counterparts; perhaps give them guaranteed weapon and armor spawns, or some sort of spell-based attack?
Weaponized Rockets can be neatly integrated into Muskets since the latter is loaded by crafting it with ammo; you could simply craft a Firework with a Musket to make the latter fire a slow-moving, gently arcing firework projectile dealing AoE damage (this could be indicated, given its higher danger, by having the rocket stick out of the barrel). Alternatively, WRs could gain a terrain-damaging effect, giving them a unique role relative to the Musket. While we're here about Muskets, is it worth splitting the Buckshot ammo into a new Blunderbuss weapon or should it remain consolidated?
On the subject of weaponry (and combat-related monsters), I had a few ideas:
A "launcher"/"mortar" type place-able block weapon. This would use Gunpowder to launch anything you put in its inventory (Dispenser-style) on a 45-degree parabolic arc, and could be placed much like Ocean Improvements' cannons. Can be useful for both offense and utility given that it can fire literally anything with the exception of liquids (perhaps just the bucket itself, which would "burst" into its liquid on impact?)
More kinds of weapons for Pirates in Ocean Improvements and a few different NPC ships aside from the basic Pirate Ship and Merchant Ship. Perhaps the smallest Pirate Ships might have a few dudes with bows and swords, while the biggest Pirate Galleons would be full of those toting Muskets (both shot and buckshot variants)? If needed I can go ahead and build a few mock-ups real quick. Am building a few concepts of mine, I'll present them once they're done.
The Aether can be simply implemented as Floating Island biomes, a variant of Plains where massive floating islands spawn with various Aether mobs and content above. They would be high up enough to require either extensive pole-building or a Hot Air Balloon to reach.
I'm normally opposed to floating island biomes (having to pillar up and slowly build across isn't that interesting; we already have to do that in ravines), but they would be extra cool and unique with the addition of hot air balloons. The floating island biome should, of course, be rare, though. Maybe they could have a "flying pig" (a more original name might be "zest" since finding one would be exciting) that is essentially a purple-gray pig that has built-in elytra. (In retrospect, though, these would probably be more fitting for the End.)
Weaponized Rockets can be neatly integrated into Muskets since the latter is loaded by crafting it with ammo; you could simply craft a Firework with a Musket to make the latter fire a slow-moving, gently arcing firework projectile dealing AoE damage (this could be indicated, given its higher danger, by having the rocket stick out of the barrel). Alternatively, WRs could gain a terrain-damaging effect, giving them a unique role relative to the Musket. While we're here about Muskets, is it worth splitting the Buckshot ammo into a new Blunderbuss weapon or should it remain consolidated?
I think all three–muskets, weaponized rockets, and blunderbusses–could fit in. My proposal for the balancing:
• Weaponized rockets are pretty cheap and more predictable than the other weapons, but don't do that much damage. Cooldown Time: 1 second
• The blunderbuss has low durability, costs a lot of iron to craft, and has randomly-fired shots, but does more damage than the rockets and can hit more than one enemy in a crowd pretty easily. You can only carry one blunderbuss in your inventory at once. Cooldown time: 3 seconds
• Muskets are less predictable than rockets, but more predictable than blunderbusses. They have more durability than the blunderbusses, but have a longer cooldown time. Muskets also slow the player down to half their normal speed when held. Just like with blunderbusses, you can only carry a single musket in your inventory at a time. Cooldown time: 8 seconds
A "launcher"/"mortar" type place-able block weapon. This would use Gunpowder to launch anything you put in its inventory (Dispenser-style) on a 45-degree parabolic arc, and could be placed much like Ocean Improvements' cannons. Can be useful for both offense and utility given that it can fire literally anything with the exception of liquids (perhaps just the bucket itself, which would "burst" into its liquid on impact?)
I think this would be more fitting as a non-explosive weapon, such as a giant sling or catapult, using lots of rope (leads, which we could rename to rope if we wanted) and wood.
I would love to have variety in ship type and size. You know the common "traveling merchant" suggestion, where villagers show up randomly to trade with you? Maybe there could be something of similar fashion but on the open sea.
Privateers could also be cool; they would hunt Merchant Ships bearing certain flags and Pirate Ships. Maybe you could give them the location of these ships in exchange for emeralds or some form of payment. I've done a lot of research in ship function, structure, and construction, so I'd like to design (build) the larger ships if that's okay with you guys.
I'd love it if the pirates had more weapons. Would flintlock pistols (a handheld version of muskets) be reasonable? They could be like muskets but be able to be pulled out quicker. (The charge up time for the blunderbuss and flintlock could be like that of the axe, and the pistol charge up time could be like that of the sword.) For balance, flintlock pistols could maybe not zoom in on the screen as much as the blunderbuss and musket, making it harder to aim and thus more suitable for quicker fights.
I have already completed one ship (a Merchant Caravel in the styling of old 1550s-era Portuguese ships). Here is the link to the album. Of course, that's not saying "don't go ahead and build some"; I just want to see what people think of it as a general "model" for how NPC ships would work. I think a flag scheme of light blue for merchants, black for pirates, and red for Privateers (if we implement them) would suffice.
Flying pigs are quite interesting but I feel they would be an ideal mob on the Floating Islands. Being creatures that can never die from falling, yet are uncontrollable without a carrot on a stick (or other food), they would be a useful getaway mob that would let you safely descend from the island with a Saddle. I would simply call them Flying Pigs, though "Zest" is an interesting choice of a name that can certainly be reused.
Your concepts on the gunpowder weapons are fun, but I feel they would be better served with crafting-based reloads (NPCs would tilt their weapon upwards while playing "reloading" sounds for 3-5 seconds depending on difficulty level to indicate this) to make the Bow still useful and prevent having to make arbitrary limits like having only one in your inventory (which makes it hard to, say, bring some to your friends or restock a certain place). Crafting reloads also enable "special" ammo, like golden musket balls (for that magic damage) or Netherrack buckshot (if you just want to say "let the world burn" :P) to be more easily controlled. On that note. Gunpowder weapons would have terrible (if any) enchantments and instead have versatility through mundane or enchanted ammunition. It would be the bow (and perhaps crossbow) that would reign king of magic attack and enchantments in the ranged weapons.
Pistols seem interesting, but seeing as how the Musket is designed as more of a matchlock weapon (1450-1680 in widespread usage, flintlocks being 1620-1840), I would think a Wheellock would fit better (and honestly, it just looks cooler). Due to the low-res nature of Minecraft though, "pistol" could be a generic term that could fit either. As a weapon it could be the only one with a cooldown-based reload, allowing you to chain pistol fire on your hotbar like a pirate with a brace of pistols. It would have a very quick "aiming" time and share 50% armor piercing with the Musket, but have poor damage itself, unlike its larger cousin.
Additionally, all "two-handed" weapons (bows, crossbows, spears, muskets, blunderbusses, rockets, etc.) would suffer a penalty from being used in your off-hand or when there is something there; mostly heavy accuracy debuffs (ranged) or attack speed (melee).
As for NPC wielding, I would think that gunpowder of any kind (pistols, muskets, blunderbusses, rockets, and cannon) would be the sole domain of Testificates (that is Villagers, Illagers, and Pirates), owing to their complex operation being too much for undead like Skeletons to understand. Pirate usage would be random between pure melee Pirates, "hybrids" with pistols and axes/swords, and pure ranged with blunderbusses or muskets. The Captain would always have a pistol and sword. Due to the close quarters they wouldn't use rockets, and as a stylistic choice there would be no spears, crossbows, or shields. Chalk it up to all that stolen treasure that they're able to afford so much gunpowder!
I have already completed one ship (a Merchant Caravel in the styling of old 1550s-era Portuguese ships). Here is the link to the album. Of course, that's not saying "don't go ahead and build some"; I just want to see what people think of it as a general "model" for how NPC ships would work. I think a flag scheme of light blue for merchants, black for pirates, and red for Privateers (if we implement them) would suffice.
The overall shape and concepts are great, but I have some feedback:
- We should stick to just 1 or 2 types of wooden plank for a single ship; I think it would look better that way.
- The bowsprit should be diagonal-upwards like in this example I made a while back (taken from Ocean Improvements Part 3).
- I think the ship could be "rounded off" a bit to be more realistic.
- On the topic of realism, remember the old suggestion of linking leads between blocks? I think that feature would work well with ships.
I was imagining a crafting reload system, but also a cooldown. I don't know what I was thinking...
Just like it takes time for a tool to charge up before attacking with full power, these firearms should take time before they can be fired. Pistols could have a low time on this so that they are useful, but of course would be harder to aim because they would hardly zoom in on the screen when firing.
I don't think any form of firearm should have enchantments because they are already powerful enough.
I love the idea of having multiple pistols in the hotbar and using them all in a row like that. I still think they should have the crafting reload, though. Also, like I mentioned earlier, they should have a *slight* charge up time to prevent people from doing ludicrous amounts of damage in just a fraction of a second.
I really do think we should prevent people from carrying more than one musket and more than one blunderbuss, though. This is so that people don't do the above with blunderbusses (which could be quite overpowered) or with the musket (which would be weird and possibly also overpowered). This could work similarly to how you can't place a shulker bow in another shulker box. However, to be more clear to the player, a small "musket" or "blunderbuss" icon should appear next to the inventory in the inventory screen when you have a musket or blunderbuss. Maybe a red x could appear next to it when you try to equip another musket or another blunderbuss.
There should also be some sort of limit for the pistol too, but a higher one. Perhaps when you have 1 or more pistols in your inventory a bar similar to that of the hunger bar (but with a different amount of bits) could appear, but with icons looking like pistols; if you have 3 pistols, 3 out of the icons would be filled up, etc.
The reason I want to put a maximum on the number of pistols is to prevent a similar situation to the following–
If you were to fill up your inventory, or even just your hotbar with Totems of Undying, you could just move your scrollwheel and be invincible for a while. This is prevented, though, by the fact that the totems are rare and quite valuable. Since pistols shouldn't be rare like this, I figured we could prevent this by putting a limit on the amount of pistols you carry.
But what should said limit be? Four? Five? Three? Six? Something else?
Additionally, all "two-handed" weapons (bows, crossbows, spears, muskets, blunderbusses, rockets, etc.) would suffer a penalty from being used in your off-hand or when there is something there; mostly heavy accuracy debuffs (ranged) or attack speed (melee).
As for NPC wielding, I would think that gunpowder of any kind (pistols, muskets, blunderbusses, rockets, and cannon) would be the sole domain of Testificates (that is Villagers, Illagers, and Pirates), owing to their complex operation being too much for undead like Skeletons to understand. Pirate usage would be random between pure melee Pirates, "hybrids" with pistols and axes/swords, and pure ranged with blunderbusses or muskets. The Captain would always have a pistol and sword. Due to the close quarters they wouldn't use rockets, and as a stylistic choice there would be no spears, crossbows, or shields. Chalk it up to all that stolen treasure that they're able to afford so much gunpowder!
1. Are you saying that when you're using a two-handed weapon you can't use your offhand? In that case, I agree.
The overall shape and concepts are great, but I have some feedback:
- We should stick to just 1 or 2 types of wooden plank for a single ship; I think it would look better that way. I could convert it to have Dark Oak body and regular Oak deck (or the inverse). Which would you prefer aesthetically?
- The bowsprit should be diagonal-upwards like in this example I made a while back (taken from Ocean Improvements Part 3). I'll go ahead and do that.
- I think the ship could be "rounded off" a bit to be more realistic. It actually is quite a bit, but the squared-off forecastle and steerage make it look "boxier" than in truth. Smaller NPC vessels (e.g. sloops or cogs) would be more obviously rounded, and I imagine a Galleon would be so big that it wouldn't matter what the superstructure looks like.
- On the topic of realism, remember the old suggestion of linking leads between blocks? I think that feature would work well with ships. I will see if I can't adapt leads to the sails with the existing system of attaching them to fences, if not I'll keep using fences as ersatz lines.
I was imagining a crafting reload system, but also a cooldown. I don't know what I was thinking...
Just like it takes time for a tool to charge up before attacking with full power, these firearms should take time before they can be fired. Pistols could have a low time on this so that they are useful, but of course would be harder to aim because they would hardly zoom in on the screen when firing.
I don't think any form of firearm should have enchantments because they are already powerful enough. That sounds reasonable. Ammo could have non-enchantment special effects, though (e.g. Gold musket balls dealing magic damage, or Netherrack-crafted buckshot setting things on fire).
What about a matchlock pistol? Could be just a shortened Musket sprite with significant editing, though I think the strange shape of a wheel-lock is really cool and unique for a Minecraft gun.
I love the idea of having multiple pistols in the hotbar and using them all in a row like that. I still think they should have the crafting reload, though. Also, like I mentioned earlier, they should have a *slight* charge up time to prevent people from doing ludicrous amounts of damage in just a fraction of a second. They do, and keep in mind they still require a second or two of aiming before shooting for best results (20 block accurate range?) Clicking instantly will be the equivalent of just instantly drawing it and shooting, no aiming whatsoever, and similar accuracy will result.
I really do think we should prevent people from carrying more than one musket and more than one blunderbuss, though. This is so that people don't do the above with blunderbusses (which could be quite overpowered) or with the musket (which would be weird and possibly also overpowered). This could work similarly to how you can't place a shulker bow in another shulker box. However, to be more clear to the player, a small "musket" or "blunderbuss" icon should appear next to the inventory in the inventory screen when you have a musket or blunderbuss. Maybe a red x could appear next to it when you try to equip another musket or another blunderbuss.
There should also be some sort of limit for the pistol too, but a higher one. Perhaps when you have 1 or more pistols in your inventory a bar similar to that of the hunger bar (but with a different amount of bits) could appear, but with icons looking like pistols; if you have 3 pistols, 3 out of the icons would be filled up, etc.
The reason I want to put a maximum on the number of pistols is to prevent a similar situation to the following–
If you were to fill up your inventory, or even just your hotbar with Totems of Undying, you could just move your scrollwheel and be invincible for a while. This is prevented, though, by the fact that the totems are rare and quite valuable. Since pistols shouldn't be rare like this, I figured we could prevent this by putting a limit on the amount of pistols you carry.
But what should said limit be? Four? Five? Three? Six? Something else?
1. Are you saying that when you're using a two-handed weapon you can't use your offhand? In that case, I agree.
2. I completely agree with you on this too.
Responses in bold.
As for weapon handling, the unique thing regarding ranged weapons is that they would have a "draw" time; this would be equatable to charge time on a melee weapon, but would have two special rules:
It would only apply the first time you select the weapon (not after every firing of the same weapon).
It would be unskippable (unless you selected away), unlike a melee weapon (where you could strike for reduced power early).
Two-handed heavy ranged weapons (muskets, blunderbusses, etc.) would have an axe-length draw time. This would mean that even if you had a row of muskets in your inventory, you'd have to draw the next one and be forced to wait for it to fully rise up before being allowed to aim and shoot. With a Pistol, this would be similar, but it would have a very short (Sword-like) draw time, enabling you to fire them one-by-one much more easily. Generally, it would probably be equally as fast to reload through the crafting table, defeating the purpose of carrying multiple longarms. If that turns out to be difficult to implement without the draw time applying every time you return the weapon from the crafting table, we could switch to a simpler Balkon's Weapons style "hold RMB for 3-5 seconds" reload.
As for offhanding, you can use two-handed weapons in the off-hand or with something occupying your off-hand, but with heavy penalties.
Bows will draw much more slowly, reflecting the fact that you have to awkwardly manage the thing in your off-hand to draw the Bow.
Gunpowder weapons (Muskets and Blunderbusses, etc.) will have major penalties to accuracy; useless at anywhere save point blank range (3-4 blocks away).
Two-handed melee weapons (spears, great/"battle" weapons if we go that far?) will function similarly but suffer an increase to charge time; because two-handed weapons already generally have slow charging times, this would be a tactical choice best supported by something like a Shield, since it leaves you defenseless for quite a long time in melee.
As for weapon handling, the unique thing regarding ranged weapons is that they would have a "draw" time; this would be equatable to charge time on a melee weapon, but would have two special rules:
It would only apply the first time you select the weapon (not after every firing of the same weapon).
It would be unskippable (unless you selected away), unlike a melee weapon (where you could strike for reduced power early).
Two-handed heavy ranged weapons (muskets, blunderbusses, etc.) would have an axe-length draw time. This would mean that even if you had a row of muskets in your inventory, you'd have to draw the next one and be forced to wait for it to fully rise up before being allowed to aim and shoot. With a Pistol, this would be similar, but it would have a very short (Sword-like) draw time, enabling you to fire them one-by-one much more easily. Generally, it would probably be equally as fast to reload through the crafting table, defeating the purpose of carrying multiple longarms. If that turns out to be difficult to implement without the draw time applying every time you return the weapon from the crafting table, we could switch to a simpler Balkon's Weapons style "hold RMB for 3-5 seconds" reload.
As for offhanding, you can use two-handed weapons in the off-hand or with something occupying your off-hand, but with heavy penalties.
Bows will draw much more slowly, reflecting the fact that you have to awkwardly manage the thing in your off-hand to draw the Bow.
Gunpowder weapons (Muskets and Blunderbusses, etc.) will have major penalties to accuracy; useless at anywhere save point blank range (3-4 blocks away).
Two-handed melee weapons (spears, great/"battle" weapons if we go that far?) will function similarly but suffer an increase to charge time; because two-handed weapons already generally have slow charging times, this would be a tactical choice best supported by something like a Shield, since it leaves you defenseless for quite a long time in melee.
Sounds good.
I'm going to go ahead and start to work on concept bulids for the cog and galleon ships.
I've improved the Caravel. Here's the new album. In case it's unavailable, I converted most of it to Dark Oak and removed all Birch in favor of Oak, giving it a nice two-tone color scheme that contrasts well with the white sails and blue Merchant flag.
Cog and galleon seem like quite nice counterparts to the Caravel and a great way of rounding out the NPC ship roster. Unrelated, but cogs are freaking adorable ships. I would suggest, instead of a color-coded flag for them, having color-coded stripes on the sail, Hansa-style.
I've improved the Caravel. Here's the new album. In case it's unavailable, I converted most of it to Dark Oak and removed all Birch in favor of Oak, giving it a nice two-tone color scheme that contrasts well with the white sails and blue Merchant flag.
Cog and galleon seem like quite nice counterparts to the Caravel and a great way of rounding out the NPC ship roster. Unrelated, but cogs are freaking adorable ships. I would suggest, instead of a color-coded flag for them, having color-coded stripes on the sail, Hansa-style.
That looks really good! If we implement the leads connecting to blocks thing, though, we won't need to use fences for the lines.
Here is my design for the cog:
Emerald Block = Helm
Iron Block = Capstan
As you can see, there are torches placed around the ship, making it easy to spot from far away.
Here is a closeup view of the crow's nest.
Just like shipwrecks, ships such as cogs should be able to be in a variety of wood types. The cogs could also have chests placed on them to indicate that the villagers are transporting something.
A fantastic little boat. Some constructive criticism:
The deck could be slightly more "regular" rather than sloped to the hull; this could make it easier to put beds and rows of chests, or cannons.
The crow's nest could be flattened (I built mine with just slabs) and raised slightly. This would allow the crossbeam to be flush with the mast and so prevent the sail from hanging out at the bottom. It could be attached to the hull with some fence "lines" at the bottom a la my Caravel.
The flag could be removed (allowing you to raise up the crow's nest) and replaced with vertical stripes on the sail for identification; this would also make it easy to implement fence "lines" as a stand-in for what leads would look like.
Can't wait to see what the Galleon will look like!
The crow's nest could be flattened (I built mine with just slabs) and raised slightly. This would allow the crossbeam to be flush with the mast and so prevent the sail from hanging out at the bottom. It could be attached to the hull with some fence "lines" at the bottom a la my Caravel.
What if I flattened it and then added spruce trapdoors around the edges? When I build crow's nests I try to make them look like this:
The flag could be removed (allowing you to raise up the crow's nest) and replaced with vertical stripes on the sail for identification; this would also make it easy to implement fence "lines" as a stand-in for what leads would look like.
Can't wait to see what the Galleon will look like!
Why not have both systems? There could be ships that have striped sails and ships that have flags.
Ships should partly vary by biome, with rivers being able to have ships (Which would be mere riverboats), arctic oceans having kochs, and deep oceans having a low chance to spawn ships similar to the Chinese treasure ships. Presently I think "cog -> caravel -> galleon" is a solid open-ocean setup, but riverboats would be really fun to see. Galleons would already likely fill the role of "giant treasure ships"... if you can stomach facing what must be thirty-something armed enemies aboard for the loot. Though you COULD just sink the Galleon and dive to get the treasure, that's what the two (or more) tiers of cannon decks are for preventing...
As for the weapons, I'd suggest to have 3 broad categories of ranged weapons. First, I'll write the current weapon proposals (Both from my suggestions and the BM Update suggestion):
Thrown weapons (Weaponized rockets, thrown darts if implemented): They use themselves to attack. They usually are powerful and cost-effective, but their stack sizes are usually 16 or lower (In the case of other weapons that may be suggested later). They can be crafted into variants in some cases. They usually deal the least damage per hit.
Darts would be (If implemented) a weapon intended to be ancillary, to be used in the off-hand. They're easy to spam, and can easily stagger mobs, but their range is very low, so it's best used while backpedaling. Their main disadvantage is their high iron cost. Darts could be amalgamated into BM's Dagger throwing ability. This would preserve the high iron cost while retaining its spammability at a slightly lower speed.
Rockets tend to deal decent damage while also being able to be shot somewhat quickly. They also have splash damage, althrough usually they only deal high damage on direct hits. They have two variants, one of which allows 3 of them to be fired at once, and the other one increases their range. They tend to be very effective on crowds, but can hurt the user. Sounds good. I think rockets should carry a certain inaccuracy or perhaps a subtle spiral to their trajectory, making them difficult to use at long range.
Bombs deal a lot of damage, but don't instantly explode on contact with solid objects. Instead, they have a 2.5-second timer. hey're also the most expensive thrown weapons to produce. Right. I imagine they would be best useful on ships (just like how pirates would use grenadoes) owing to their inability to damage it or set it on fire.
String weapons: They have decent fire rate, long range, the best accuracy, and the best enchantments. The bow and chunoku (If used) would be in this category Their ammunition can usually be picked back up.
Bows have good range, good damage, and their ammo is not only cheap, but is also the most readily available. They're pretty much always worth using. Right. They're also the most enchantable ranged weapon.
Chunoku are designed to be used in short ranges. They're fast-firing, but deal low damage per hit. They're effective at stopping enemies from advancing, but are bad at actually killing. We could just redesignate this the "Crossbow" for simplicity's sake; since we're already doing things like calling the matchlock arquebus the "Musket".
Guns: They usually use gunpowder, and either cannot be enchanted, or can only have basic enchantments, such as Unbreaking and Mending. Their main source of variety and means of enhacing them would instead be ammunition. They usually deal high damage per shot, and even partly ignore armor; althrough at the cost of fire rate. The Musket/Matchlock/longarm, Blunderbuss and the Pistol/Wheellock would fall in this category (Bold names are the ones I'll use after this point):
Muskets deal a lot of damage per hit ( 8 hearts), are slow firing and may or may not use craft-to-reload mechanics (If not, they take 3 seconds to reload). They're have a flat range of 50 blocks, and accuracy requires aiming, which is similar to charging bows but only affects accuracy. If fully-charged, it's very accurate, but if uncharged, it's very inaccurate. Exactly. In your opinion, should they retain the ability to pierce 50% of the enemy's armor, or is 8 damage plus marksmanship already good enough? Alternatively it could just deal a flat 10 damage with normal armor-reduction penalties.
Blunderbusses shoot a spread of shot, with each shot dealing low damage, but being able to stack up on the same entity, making them very powerful at close range and capable of hitting targets that are difficult to hit by leading. Mechanically, it's very similar to the Musket. Right. Accurate range would be 10-15 blocks though (and even then, "accurate" means "farthest range where all pellets might hit") to make up for its sheer power, being able to one-hit-kill unarmored humanoid enemies such as zombies, skeletons, and pirates.
Pistols take 1.5 seconds to reload and deal 5 hearts of damage, making them a "light musket" that has more mobility and DPS, but less damage per hit and less accuracy. They can be used in the off-hand. Exactly.
The first issue here is that Darts and Chunoku have practically the same role. I'd recommend removing darts, and making Chunoku use a separate item instead of darts, which would use the Dart's crafting recipe.
Bombs seem quite impractical for combat. I'd recommend replacing them with dinamite or TNT sticks, which would be cheaper (1 TNT block+2 String would produce 4), and to make them break blocks, causing all broken blocks to drop (This could also be used in normal TNT to make it more useful as a mining tool). This way, they'd have an utility use. I think they'd be most useful on ships or in corridors. If necessary the
"fuse" could be shortened (or hey- why not make it craftable, increasing the fuse time with extra string?). TNT is already the primary "blow stuff up" utility block.
In the case of guns, the main deciding factors are wether or not will muskets use craft-to-reload mechanics, and wether or not there'll be a "Buckshot" ammunition for muskets. The former mainly affects the balance of pistols, which gain a bigger mobility advantage, and the latter affects wether or not Blunderbusses have a role to fill. I think the Musket should be limited to just solid-shot ammo, with the Blunderbuss limited to spread-shot ammo types, keeping them distinct implements.
I'd recommend to not-quite use craft-to-reload but something with similar movement restrictions, such as imitating Chocolate Quest's use (In older versions) of a "gun inventory" in which the ammo is placed. This would make the coding for enchanting (If used) and would allow for a less visually restrictive GUI. Can't say I like the Chocolate Quest idea, since it's designed with multi-shot weapons in mind. Simple craft-to-reload seems like the best idea, even though it forces you to endure the axe-length drawing animation each time you put it back into your hotbar (which makes sense, given that you're readying it to fire again after having reloaded it).
Graphically, I'm in favour of the Pistol resembling a wheel-lock. Seconded.
I'm considering putting forth the Guardian's Gaze suggestion as well, althrough I'd concentrate on the following paragraph:
The reason is that this would be an interesting feature, althrough, ironically, the weapon itself may not be fit for the mod, as there's already a lot of weapons, which would risk feature redundancy. As a weapon it's interesting and offers a lower-damage "consistent" source as opposed to the medium ROF/damage of a Bow or the high burst/low ROF of a gunpowder weapon. I support it.
Will do, though I don't think it'd make much sense to have beds there.
What if I flattened it and then added spruce trapdoors around the edges? When I build crow's nests I try to make them look like this:
Why not have both systems? There could be ships that have striped sails and ships that have flags.
Beds on cogs would indeed look weird with the normal open-topped vessel, though there could be a variant with a low "cover" over the deck around the mast (spanning from the start of the aft "castle" to the bow space) with beds under it.
Older ships did indeed have crows' nests similar to yours, but I personally base mine on the lower, flat platforms (visible on the mainmast, connected by rope). Take, for instance, the Black Ship (Portuguese Carrack/Galleon) from SHOGUN 2:
This I feel looks better and doesn't take up quite as much vertical space (very useful when you have lines connecting to the mast right above).
I don't think the crows nest will have a problem with blocking the lines. If it does, I'll just move it and the flag above the sail.
This is all awesome, and I'll post pictures of the galleon when I'm finished with it, but I think we should move away from talking about just ships and combat. There are lots of suggestions to be curated; in fact, we haven't even curated Ocean Improvements, Muskets, or the Battlemaster Update as far as I know.
This is all awesome, and I'll post pictures of the galleon when I'm finished with it, but I think we should move away from talking about just ships and combat. There are lots of suggestions to be curated; in fact, we haven't even curated Ocean Improvements, Muskets, or the Battlemaster Update as far as I know.
Right. I did place most items in Curated owing to no real objections against them, but once again that doesn't stop any future discussion or them being pulled from Curation. (The term itself simply refers to the fact that it's now actively on the development radar, not simply something to consider.)s
I think that a good path to head toward now is to try for fleshing out the non-existing-suggestion parts of the list; discourse on improved industry, biome-specific dungeon types, etcetera. Pirates and Ships already make the Ocean a very interesting place, so I feel it's nicely mapped out now (all it needs is transcription a la the Frist's content sheet).
Correction, There is a cubic chunks mod. As for Supporting it, I say we should definitly support it in our world gen, IE ores and structures. But when it comes to dimensions, The Cubic chunks mod has a blacklist for dimensions, So if it would be to much effort, Pack makers could just disable cubic chunk generation in the config files.
Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
check out my suggestion for Yggdrasil, the great world tree
FOR THE HOLY LOVE OF ARCEUS AND HELIX COMBINED PALADINS IS NOT AN OVERWATCH CLONE. tf2's the true king anyways
-Let's make some noise
Thank you. I chose Caves because I felt it was better, but I've always had a soft spot for my first suggestion.
I think E3 ate my homework. Specifically a certain purple dragon-dinosaur. But, I think I have a back-up I can finish in a couple of weeks.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
Ah, I was wondering who gave you that hat.
Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
check out my suggestion for Yggdrasil, the great world tree
FOR THE HOLY LOVE OF ARCEUS AND HELIX COMBINED PALADINS IS NOT AN OVERWATCH CLONE. tf2's the true king anyways
-Let's make some noise
Certain Aether features could be ported over to the Frist. There's also 128 layers of just air in the overworld- maybe that could use some content. I think we should keep the Aether compatible to the revamp, but not a full "part" of it.
Adding to the List:
Traverse and NetherEx are good vanilla+ mods for inspiration
From what I can tell from the suggestion, it's essentially just like summoning golems; the game detects a structure and replaces it with a moving entity or mob. Just in this case you can use different kinds of wool, and the wool used is stored in the entity created. So, this shouldn't be too difficult to do. What will be difficult is moving ships.
Check out my suggestions! Here is one of them:
The Redstone Delayer is awesome, simply put. Any objections?
The Aether can be simply implemented as Floating Island biomes, a variant of Plains where massive floating islands spawn with various Aether mobs and content above. They would be high up enough to require either extensive pole-building or a Hot Air Balloon to reach. Thought: What would people think of making Marbells buildable with Quartz blocks?
I highly enjoy the Hoe enchantments and Reaches (though I think the latter should be "Reachers"). Fleshins are interesting but a bit "gory" given that they leave red trails of what's presumably organic substance. The Irthwurm is cool and a solid "desert boss" that could go along with a dungeon for it. I would prefer if Ancient Zombies were more intelligent than their "modern" counterparts; perhaps give them guaranteed weapon and armor spawns, or some sort of spell-based attack?
Weaponized Rockets can be neatly integrated into Muskets since the latter is loaded by crafting it with ammo; you could simply craft a Firework with a Musket to make the latter fire a slow-moving, gently arcing firework projectile dealing AoE damage (this could be indicated, given its higher danger, by having the rocket stick out of the barrel). Alternatively, WRs could gain a terrain-damaging effect, giving them a unique role relative to the Musket. While we're here about Muskets, is it worth splitting the Buckshot ammo into a new Blunderbuss weapon or should it remain consolidated?
On the subject of weaponry (and combat-related monsters), I had a few ideas:
If needed I can go ahead and build a few mock-ups real quick.Am building a few concepts of mine, I'll present them once they're done.We're doing a mod project, check it out:
I'm normally opposed to floating island biomes (having to pillar up and slowly build across isn't that interesting; we already have to do that in ravines), but they would be extra cool and unique with the addition of hot air balloons. The floating island biome should, of course, be rare, though. Maybe they could have a "flying pig" (a more original name might be "zest" since finding one would be exciting) that is essentially a purple-gray pig that has built-in elytra. (In retrospect, though, these would probably be more fitting for the End.)
I think all three–muskets, weaponized rockets, and blunderbusses–could fit in. My proposal for the balancing:
• Weaponized rockets are pretty cheap and more predictable than the other weapons, but don't do that much damage. Cooldown Time: 1 second
• The blunderbuss has low durability, costs a lot of iron to craft, and has randomly-fired shots, but does more damage than the rockets and can hit more than one enemy in a crowd pretty easily. You can only carry one blunderbuss in your inventory at once. Cooldown time: 3 seconds
• Muskets are less predictable than rockets, but more predictable than blunderbusses. They have more durability than the blunderbusses, but have a longer cooldown time. Muskets also slow the player down to half their normal speed when held. Just like with blunderbusses, you can only carry a single musket in your inventory at a time. Cooldown time: 8 seconds
I think this would be more fitting as a non-explosive weapon, such as a giant sling or catapult, using lots of rope (leads, which we could rename to rope if we wanted) and wood.
I would love to have variety in ship type and size. You know the common "traveling merchant" suggestion, where villagers show up randomly to trade with you? Maybe there could be something of similar fashion but on the open sea.
Privateers could also be cool; they would hunt Merchant Ships bearing certain flags and Pirate Ships. Maybe you could give them the location of these ships in exchange for emeralds or some form of payment. I've done a lot of research in ship function, structure, and construction, so I'd like to design (build) the larger ships if that's okay with you guys.
I'd love it if the pirates had more weapons. Would flintlock pistols (a handheld version of muskets) be reasonable? They could be like muskets but be able to be pulled out quicker. (The charge up time for the blunderbuss and flintlock could be like that of the axe, and the pistol charge up time could be like that of the sword.) For balance, flintlock pistols could maybe not zoom in on the screen as much as the blunderbuss and musket, making it harder to aim and thus more suitable for quicker fights.
Check out my suggestions! Here is one of them:
I have already completed one ship (a Merchant Caravel in the styling of old 1550s-era Portuguese ships). Here is the link to the album. Of course, that's not saying "don't go ahead and build some"; I just want to see what people think of it as a general "model" for how NPC ships would work. I think a flag scheme of light blue for merchants, black for pirates, and red for Privateers (if we implement them) would suffice.
Flying pigs are quite interesting but I feel they would be an ideal mob on the Floating Islands. Being creatures that can never die from falling, yet are uncontrollable without a carrot on a stick (or other food), they would be a useful getaway mob that would let you safely descend from the island with a Saddle. I would simply call them Flying Pigs, though "Zest" is an interesting choice of a name that can certainly be reused.
Your concepts on the gunpowder weapons are fun, but I feel they would be better served with crafting-based reloads (NPCs would tilt their weapon upwards while playing "reloading" sounds for 3-5 seconds depending on difficulty level to indicate this) to make the Bow still useful and prevent having to make arbitrary limits like having only one in your inventory (which makes it hard to, say, bring some to your friends or restock a certain place). Crafting reloads also enable "special" ammo, like golden musket balls (for that magic damage) or Netherrack buckshot (if you just want to say "let the world burn" :P) to be more easily controlled. On that note. Gunpowder weapons would have terrible (if any) enchantments and instead have versatility through mundane or enchanted ammunition. It would be the bow (and perhaps crossbow) that would reign king of magic attack and enchantments in the ranged weapons.
Pistols seem interesting, but seeing as how the Musket is designed as more of a matchlock weapon (1450-1680 in widespread usage, flintlocks being 1620-1840), I would think a Wheellock would fit better (and honestly, it just looks cooler). Due to the low-res nature of Minecraft though, "pistol" could be a generic term that could fit either. As a weapon it could be the only one with a cooldown-based reload, allowing you to chain pistol fire on your hotbar like a pirate with a brace of pistols. It would have a very quick "aiming" time and share 50% armor piercing with the Musket, but have poor damage itself, unlike its larger cousin.
Additionally, all "two-handed" weapons (bows, crossbows, spears, muskets, blunderbusses, rockets, etc.) would suffer a penalty from being used in your off-hand or when there is something there; mostly heavy accuracy debuffs (ranged) or attack speed (melee).
As for NPC wielding, I would think that gunpowder of any kind (pistols, muskets, blunderbusses, rockets, and cannon) would be the sole domain of Testificates (that is Villagers, Illagers, and Pirates), owing to their complex operation being too much for undead like Skeletons to understand. Pirate usage would be random between pure melee Pirates, "hybrids" with pistols and axes/swords, and pure ranged with blunderbusses or muskets. The Captain would always have a pistol and sword. Due to the close quarters they wouldn't use rockets, and as a stylistic choice there would be no spears, crossbows, or shields. Chalk it up to all that stolen treasure that they're able to afford so much gunpowder!
We're doing a mod project, check it out:
The overall shape and concepts are great, but I have some feedback:
- We should stick to just 1 or 2 types of wooden plank for a single ship; I think it would look better that way.
- The bowsprit should be diagonal-upwards like in this example I made a while back (taken from Ocean Improvements Part 3).
- I think the ship could be "rounded off" a bit to be more realistic.
- On the topic of realism, remember the old suggestion of linking leads between blocks? I think that feature would work well with ships.
I was imagining a crafting reload system, but also a cooldown. I don't know what I was thinking...
Just like it takes time for a tool to charge up before attacking with full power, these firearms should take time before they can be fired. Pistols could have a low time on this so that they are useful, but of course would be harder to aim because they would hardly zoom in on the screen when firing.
I don't think any form of firearm should have enchantments because they are already powerful enough.
What about a matchlock pistol?
I love the idea of having multiple pistols in the hotbar and using them all in a row like that. I still think they should have the crafting reload, though. Also, like I mentioned earlier, they should have a *slight* charge up time to prevent people from doing ludicrous amounts of damage in just a fraction of a second.
I really do think we should prevent people from carrying more than one musket and more than one blunderbuss, though. This is so that people don't do the above with blunderbusses (which could be quite overpowered) or with the musket (which would be weird and possibly also overpowered). This could work similarly to how you can't place a shulker bow in another shulker box. However, to be more clear to the player, a small "musket" or "blunderbuss" icon should appear next to the inventory in the inventory screen when you have a musket or blunderbuss. Maybe a red x could appear next to it when you try to equip another musket or another blunderbuss.
There should also be some sort of limit for the pistol too, but a higher one. Perhaps when you have 1 or more pistols in your inventory a bar similar to that of the hunger bar (but with a different amount of bits) could appear, but with icons looking like pistols; if you have 3 pistols, 3 out of the icons would be filled up, etc.
The reason I want to put a maximum on the number of pistols is to prevent a similar situation to the following–
If you were to fill up your inventory, or even just your hotbar with Totems of Undying, you could just move your scrollwheel and be invincible for a while. This is prevented, though, by the fact that the totems are rare and quite valuable. Since pistols shouldn't be rare like this, I figured we could prevent this by putting a limit on the amount of pistols you carry.
But what should said limit be? Four? Five? Three? Six? Something else?
1. Are you saying that when you're using a two-handed weapon you can't use your offhand? In that case, I agree.
2. I completely agree with you on this too.
Check out my suggestions! Here is one of them:
Responses in bold.
As for weapon handling, the unique thing regarding ranged weapons is that they would have a "draw" time; this would be equatable to charge time on a melee weapon, but would have two special rules:
Two-handed heavy ranged weapons (muskets, blunderbusses, etc.) would have an axe-length draw time. This would mean that even if you had a row of muskets in your inventory, you'd have to draw the next one and be forced to wait for it to fully rise up before being allowed to aim and shoot. With a Pistol, this would be similar, but it would have a very short (Sword-like) draw time, enabling you to fire them one-by-one much more easily. Generally, it would probably be equally as fast to reload through the crafting table, defeating the purpose of carrying multiple longarms. If that turns out to be difficult to implement without the draw time applying every time you return the weapon from the crafting table, we could switch to a simpler Balkon's Weapons style "hold RMB for 3-5 seconds" reload.
As for offhanding, you can use two-handed weapons in the off-hand or with something occupying your off-hand, but with heavy penalties.
We're doing a mod project, check it out:
This is exactly what I was imagining.
Sounds good.
I'm going to go ahead and start to work on concept bulids for the cog and galleon ships.
Check out my suggestions! Here is one of them:
I've improved the Caravel. Here's the new album. In case it's unavailable, I converted most of it to Dark Oak and removed all Birch in favor of Oak, giving it a nice two-tone color scheme that contrasts well with the white sails and blue Merchant flag.
Cog and galleon seem like quite nice counterparts to the Caravel and a great way of rounding out the NPC ship roster. Unrelated, but cogs are freaking adorable ships. I would suggest, instead of a color-coded flag for them, having color-coded stripes on the sail, Hansa-style.
We're doing a mod project, check it out:
That looks really good! If we implement the leads connecting to blocks thing, though, we won't need to use fences for the lines.
Here is my design for the cog:
Emerald Block = Helm
Iron Block = Capstan
As you can see, there are torches placed around the ship, making it easy to spot from far away.
Here is a closeup view of the crow's nest.
Just like shipwrecks, ships such as cogs should be able to be in a variety of wood types. The cogs could also have chests placed on them to indicate that the villagers are transporting something.
Check out my suggestions! Here is one of them:
A fantastic little boat. Some constructive criticism:
Can't wait to see what the Galleon will look like!
We're doing a mod project, check it out:
Will do, though I don't think it'd make much sense to have beds there.
What if I flattened it and then added spruce trapdoors around the edges? When I build crow's nests I try to make them look like this:
Why not have both systems? There could be ships that have striped sails and ships that have flags.
Check out my suggestions! Here is one of them:
Responses in bold.
We're doing a mod project, check it out:
or you could just post in the mc subreddit
i couldn't think of what to type here, so just read this instead
Beds on cogs would indeed look weird with the normal open-topped vessel, though there could be a variant with a low "cover" over the deck around the mast (spanning from the start of the aft "castle" to the bow space) with beds under it.
Older ships did indeed have crows' nests similar to yours, but I personally base mine on the lower, flat platforms (visible on the mainmast, connected by rope). Take, for instance, the Black Ship (Portuguese Carrack/Galleon) from SHOGUN 2:
This I feel looks better and doesn't take up quite as much vertical space (very useful when you have lines connecting to the mast right above).
We're doing a mod project, check it out:
I don't think the crows nest will have a problem with blocking the lines. If it does, I'll just move it and the flag above the sail.
This is all awesome, and I'll post pictures of the galleon when I'm finished with it, but I think we should move away from talking about just ships and combat. There are lots of suggestions to be curated; in fact, we haven't even curated Ocean Improvements, Muskets, or the Battlemaster Update as far as I know.
Check out my suggestions! Here is one of them:
Right. I did place most items in Curated owing to no real objections against them, but once again that doesn't stop any future discussion or them being pulled from Curation. (The term itself simply refers to the fact that it's now actively on the development radar, not simply something to consider.)s
I think that a good path to head toward now is to try for fleshing out the non-existing-suggestion parts of the list; discourse on improved industry, biome-specific dungeon types, etcetera. Pirates and Ships already make the Ocean a very interesting place, so I feel it's nicely mapped out now (all it needs is transcription a la the Frist's content sheet).
We're doing a mod project, check it out: