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    posted a message on Cubexis // Looking for Builders // Apply Today

    I work for a server called Cubexis, and we're looking for Builders. Do you think you have what it takes to build for us?


    Our server is in development and will release at the end of the month. We need YOU to help us finish our spawn.


    Get a interview at https://discord.gg/4DtkPZQ

    Posted in: Server Recruitment
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    posted a message on Cubexis Minecraft Server // Looking for Builders

    I work for a server called Cubexis. We need builders to help build our spawn to get it ready for release, to apply, join our Discord, and you will get a interview.


    APPLY TODAY!!


    https://discord.gg/wTr9Ute

    Posted in: Server Recruitment
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    posted a message on Cubexis | Looking for Motivated Developers and Builders

    Cubexis Minecraft Servers


    Who We Are

    We are Cubexis, a server that strives to have fully custom gamemodes. We’re looking for some developers to work on this project alongside the community. By developer, we mean people who can code in Java and use Libraries to create Spigot plugins (Not Skript!).


    Our Gamemodes

    We have 1 gamemode planned, Nations. We can’t explain the whole concept to you here as people could steal our idea! We’ll tell you if you make it past the first application stage.


    Payment

    Unfortunately we cannot pay you at the moment. However, as the server gets more popular (we have 74 members already in our Discord), we may be able to pay you for your services.


    If you're learning to code, or need more experience, you should join us. We can offer support and will do our best to make it a great experience for programmers new to Java.


    What we Want of YOU

    We ask our developers to be dedicated, and to be able to help us with our plugins. We ask you to respect our dependencies, and to get along with our Head Developer. Other then that, we ask you to have fun with the project.


    How to get in contact

    For more information, join our Discord. If you want to apply for developer, we’ll direct you towards our application.


    ALL BUILDERS!!!

    We want you! Join us as well :D


    Discord: https://discord.gg/H7Tn62g

    Posted in: Server Recruitment
  • 1

    posted a message on [1.2] Fisk's Superheroes (Forge)

    Fiskfille, the slow-motion power for the speedsters won't work, the icon pops up but the speed stays the same


    If there are multiple players on the server (and they aren't using slow mo) it won't work
    Posted in: Minecraft Mods
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    posted a message on Cubexis | Looking for Motivated Developers

    Cubexis Minecraft Servers


    Who We Are

    We are Cubexis, a server that strives to have fully custom gamemodes. We’re looking for some developers to work on this project alongside the community. By developer, we mean people who can code in Java and use Libraries to create Spigot plugins (Not Skript!).


    Our Gamemodes

    We have 1 gamemode planned, Nations. We can’t explain the whole concept to you here as people could steal our idea! We’ll tell you if you make it past the first application stage.


    Payment

    Unfortunately we cannot pay you at the moment. However, as the server gets more popular (we have 74 members already in our Discord), we may be able to pay you for your services.


    If you're learning to code, or need more experience, you should join us. We can offer support and will do our best to make it a great experience for programmers new to Java.


    What we Want of YOU

    We ask our developers to be dedicated, and to be able to help us with our plugins. We ask you to respect our dependencies, and to get along with our Head Developer. Other then that, we ask you to have fun with the project.


    How to get in contact

    For more information, join our Discord. If you want to apply for developer, we’ll direct you towards our application.


    Discord: https://discord.gg/H7Tn62g

    Posted in: Server Recruitment
  • 0

    posted a message on Cubexis | Looking for Motivated Developers

    Cubexis Minecraft Servers


    Who We Are

    We are Cubexis, a server that strives to have fully custom gamemodes. We’re looking for some developers to work on this project alongside the community. By developer, we mean people who can code in Java and use Libraries to create Spigot plugins (Not Skript!).


    Our Gamemodes

    We have 1 gamemode planned, Nations. We can’t explain the whole concept to you here as people could steal our idea! We’ll tell you if you make it past the first application stage.


    Payment

    Unfortunately we cannot pay you at the moment. However, as the server gets more popular (we have 74 members already in our Discord), we may be able to pay you for your services.


    If you're learning to code, or need more experience, you should join us. We can offer support and will do our best to make it a great experience for programmers new to Java.


    What we Want of YOU

    We ask our developers to be dedicated, and to be able to help us with our plugins. We ask you to respect our dependencies, and to get along with our Head Developer. Other then that, we ask you to have fun with the project.


    How to get in contact

    For more information, join our Discord. If you want to apply for developer, we’ll direct you towards our application.


    Discord: https://discord.gg/H7Tn62g

    Posted in: PC Servers
  • 0

    posted a message on Developer looking to make plugins for server

    Hello Artsicle ;) I'm Admin and I work for Cubexis. Here's my application:


    Server:[/b]

    Cubexis, we offer original takes on gamemodes.


    Server Discord:[/b]

    https://discord.gg/4DtkPZQ

    Or AdminGamer101#0449


    I am very active, especially on the weekends. We have a Github just for our Developers to help them help us code. We can't pay you, but we're sure you'll have fun :D

    Posted in: Server Recruitment
  • 0

    posted a message on Cubexis Server | Looking for Committed Developers

    Hello,


    I am Admin and I work for a MC Server called Cubexis. We are a Network with totally custom gamemodes. We have a small developer team, but we need more. If you can code in Java, we want to talk to you.


    https://discord.gg/4DtkPZQ


    We currently are working on 4 main projects:


    Our Hub Server,

    A CityRPG Server (where players can create and live in cities)

    A Super Secret Gamemode,

    And Skywars.


    To learn more or to apply, join our Discord ;)


    Hope to see you there

    Posted in: Server Recruitment
  • 0

    posted a message on [The Gaming for Better Network] Looking for Staff [Join Today]

    Hello!


    We are the Gaming for Better Network. We have a great idea, but we need staff to help run this idea. We are looking for all staff. If your not sure if you'll get accepted, give it a try! You'll miss 100% of all shots you don't take :D


    Anyways, apply today. We're a laid back family friendly server, and we want you! To apply, join our discord. Then we'll interview you depending on what position you would like to apply for.


    Discord: https://discord.gg/ZZUwxr4

    Website (Under Development): www.gamingforbetter.net

    Posted in: Server Recruitment
  • 0

    posted a message on WinterRanch.us | The Community Horse Survival Economy Server

    Cool server!


    Hey CraftedCreator, remember me? I'm currently developing a server as well, and its quite popular even though its in PreAlpha! If you'd like to talk more, I'm on Discord as well. Add me AdminGamer101#0449. If you need helping I can give a few pointers, as I've developed 4 or 5 since we developed the first one.

    Posted in: PC Servers
  • 0

    posted a message on The Gaming For Better Network -We need staff!

    Hello,

    I'm currently working on a server that is unlike any server that currently exists. We are looking for a few people to help us. We will take as many people as we can. No matter what your talent is regarding Minecraft, you may be able to help us. We are though specifically looking for the following:

    Plugin Developer

    Permissions Developer


    Web Developer


    Server Staff

    (Builders, Helpers, Moderators, and the Heads of these respective positions)


    For more information join this Discord: https://discord.gg/Ujc4AfC


    Hope to see you there

    Posted in: Server Recruitment
  • 0

    posted a message on Minecraft 2, Part 4: The Crafting (Updated 9/15/17)

    I think it was in one of the 1.9 Snapshots. I can't recall. Another suggestion. When you post Part 5 of Minecraft 2, you should mention it in this thread. I tried following you, but it didn't work.

    Posted in: Suggestions
  • 0

    posted a message on Minecraft 2, Part 4: The Crafting (Updated 9/15/17)
    Quote from jdc997»

    One thing that has always annoyed me about Minecraft is just how short the progression is. I kinda like that :P . You punch a log, make a crafting table, make some tools and a furnace, and then it's pretty much just get some diamonds and make an enchanting table. The anvil is pointless, brewing is largely ignored, and even the furnace is never is improved as the player progresses. True, I agree with this. Once you make the block, there is no need to progress. The game tries to pad the gameplay by making a lot of grinding involved in "beating" the game, but this largely just encourages the use of farms and abusing the generation to get good equipment early. I personally feel that's not how the game is supposed to be played.

    My goal for Minecraft 2 is to make a long base game while resorting to artificial padding as little as possible. One way I plan to accomplish this is to lengthen and improve the various crafting systems of the game. I always did like how Minecraft crafting was unique, and I don't plan to change that, but some of the more advanced systems could use a bit of an overhaul. Okay :D


    All the crafting systems from Minecraft return in this sequel, but several of them are overhauled to make them more useful. At first, your only method of crafting is the 2x2 grid in your inventory, but you'll quickly unlock more ways to build your equipment. Thats the only way to craft? I would like the crafting table to be in the sequel, because it is a iconic block in Minecraft today.

    One thing to note is that while most recipes can be crafted from the start as long as you have the station and the materials, some recipes are locked and require the player to obtain a blueprint (attempting to craft these recipes will show a silhouette of the product with a question mark over it to let you know this makes something, but you don't have the knowledge to do so). This will encourage exploration and tackling different scenarios to unlock all the recipes. How does one get a blueprint. I think this would be more annoying then useful though.


    The Crafting Tables

    Something that always irked me about crafting tables was that they were so cheap. Literally all you need is one unit of one of the easiest blocks to obtain in the game and then you suddenly have access to 99% of the game's recipes. What's the point of even making advanced crafting require a block in that case? The crafting table in the current game acts as a step to other blocks, and I like the crafting recipe as of now.

    To fix this, I plan to make the crafting table a bit more expensive, though not very much, and once you have access to your first crafting table you should be established enough that it shouldn't be difficult to make more of them. The new recipe is as follows:


    W F
    L W


    W=Wood, F=Flint, L=Leather. Note that anywhere you can get wood you should also be able to get these other two materials, albeit they are more difficult to obtain.


    Requiring flint and leather now requires the player to do a bit of exploring and adds some additional challenge to getting established. To reduce the annoyance of getting flint from gravel, the first gravel block a player breaks is guaranteed to drop flint. The player can also get leather from a larger variety of animals, including pigs and sheep.


    The crafting GUI is the same as it is now, giving a 3x3 crafting grid and having a recipe book icon. This is used to craft basic recipes that should require some investment to make rather than the simple recipes of the 2x2 crafting grid. Later in the game, you can also unlock a 4x4 Enhanced Crafting Table, made by surrounding a crafting table with iron blocks, and late game you can make a 5x5 Advanced Crafting Table using some expensive resources from one of the new dimensions. Having larger crafting grids allows for more complex and expensive recipes and discourages carrying a whole base in your pocket.

    What would you be able to craft in the 4x4 and the 5x5 crafting table? I believe the crafting table should stay the same way it is now. Its perfect the way it is :P


    The Furnace
    The furnace is one of the most useful blocks in Minecraft, as it lets the player cook food and smelt ore. However, while you are given the option of different types of fuel to use, one almost always chooses coal (or charcoal early game) due to how cheap it is and how long it burns. I plan to have Minecraft 2 include more fuels than its predecessor, and plan to make them more unique by giving them all three values rather than just one: Well, in the later game, most players use lava, and blocks of coal. I personally never use charcoal, and aim for crafting blocks of coal. If I have no coal, I settle for planks or wood.

    • Burn Time: This is the time in seconds the fuel burns for. This is the same as the current value.
    • Smelt Speed: All smeltable items have their own "Smelt Time" stat (for example, a steak takes less time to cook than some ore). A fuel's smelt speed stat is a modifier that reduces this time. A smelt speed of 2 means that this fuel smelts items twice as fast. Doesn't Minecraft already have this? It seems to me that iron takes a lot longer to smelt then food items.
    • Quality: Higher quality fuels yield more product per smelting operation. A fuel with a quality of 2 will provide twice as much product than a fuel with a quality of 1. Quality only affects smelting ore; cooking food will always yield only as much as you put in.
    For example:
    • Wood is cheap and is terrible in all respects.
    • Coal has a long burn time but a slow smelt speed and a low quality. Charcoal is a bit faster and has a slightly better quality.
    • Blaze rods burn out quick, but smelt quickly and have slightly above-average quality.
    • Lava burns for quite a while, but also smelts slowly, and its quality is terrible.
    • So charcoal, a type of fuel one can get earliest in the game, is the strongest / best?

    Cooking and smelting is handled a bit differently to accommodate the new quality modifier. When you place a fuel and material in the furnace, the furnace immediately consumes a unit of fuel and one unit of the material to smelt. The material being smelted will be shown to the right of the material slot, with a meter under it representing how much longer it will burn for. When this reaches 0, the material is depleted and another is consumed. Higher quality fuels reduce the rate at which this meter depletes, allowing for more smelting operations on a single material. Underneath that is the smelt meter, which tells how long until the furnace will finish smelting one unit (it is similar to the current arrow pointing to the output slot). Once the furnace has started smelting, it will continue smelting automatically until it either runs out of fuel or materials, the output slot is full, or the player clicks on the smelt button again.


    There will be a gray recipe book which you can use to see the specifics of each fuel and smeltable item that you have discovered. Okay, this book editon would be nice, but I'm not liking the changes to the furnace. I would be nice to be able to create more efficient types of furnaces, such as a brick furnace, or a steel furnace, later in the game.

    The Anvil
    I personally have always found anvils to be annoying. Facts tho. They are one of the most expensive crafting stations in the game, requiring a ridiculous amount of iron to obtain, and yet, unlike every other crafting station in the game, they can break, and the rate at which this will happen is determined solely by luck, meaning they can break in as little as three uses. I never knew that. These mechanics, along with their repair mechanic being rendered largely obsolete with the addition of mending, means that I have found anvils to be mostly pointless in my playthroughs. Yeah, I believe anvils need a overhaul.

    I plan to fix this by requiring anvils to be used to make weapons and armor. So the anvil will become another crafting table. You can still craft "rudimentary" wooden and stone equipment as well as leather armor at a crafting table, but equipment of iron tier and above now require some investment to make. Anvils look similar to what they currently do, are still effected by gravity, and have the same recipe, but never break.


    The anvil GUI has been significantly changed. It now looks like a 7x7 crafting grid with a textbox and an output slot. Crafting equipment now requires several more resources; for example, the new recipe for a sword is:

    ---1---
    --111--
    --111--
    --111--
    --111--
    -22222-
    ---2---

    You can swap the 1 and the 2 for various materials (for example, have a gold hilt with an iron blade). As you can see, this makes equipment more expensive, but also adds in more customizability. I like the customizability. I hate the expensiveness of the weapon your crating. I would prefer a more Tinkers Construct system to making custom tools, and leave diamond, iron, and other tools to be made in the crafting table.


    Anvils are required to make all tools and armor:

    --111-- ---2-11 ---2111 ---1--- --111--
    11-2-11 ---2111 ---2--- --111-- 1122211
    ---2--- ---2-11 ---2--- --111-- 1122211
    ---2--- ---2--- ---2--- ---2--- 1111111
    ---2--- ---2--- ---2--- ---2--- 1111111
    ---2--- ---2--- ---2--- ---2--- --111--
    ---2--- ---2--- ---2--- ---2--- --111--
    Pickaxe --Axe-- --Hoe-- Shovel- -Totem-

    ------- --1-1-- -11111- -11-11- -------
    ------- 1111111 -11111- -11-11- -------
    ------- 1111111 -11-11- -11-11- -11111-
    -11111- -11111- -11-11- 111-111 111111-
    -1---1- --111-- -11-11- ------- -11111-
    -1---1- --111-- ------- ------- -------
    -1---1- --111-- ------- ------- -------
    Helmet- Chest- Greaves -Boots- Gloves-
    ------- Plate

    1111111 ------- ---1--- 1111--- -11111-
    1111111 ---1--- ---1--- 2---11- -12221-
    1111111 ---1--- --111-- 2-----1 -12221-
    --222-- ---1--- --111-- 2-----1 -12221-
    --222-- ---1--- ---2--- 2-----1 -12221-
    --222-- ---2--- ---2--- 2---11- -12221-
    --222-- ---2--- ---2--- 1111--- -11111-
    Hammer- Dagger- -Spear- --Bow-- Shield-


    Totem? (Cheesy ASCII art ftw. I will be discussing the specifics of each tool, weapon, and armor in the next suggestion, when I talk about combat.)


    Wow, these are expensive! A full set of iron armor and a hammer will cost you 117 iron ingots, and that's if you use another material for the secondary slots! Yeah. Fortunately, you'll be getting more ingots per ore with the new fuel quality system, and the larger caves that will be introduced have more potential for ore than ever before. True true. It will slow down progression a bit, but not by much, and it will feel more like you properly earned it whenever you craft a tool.


    To help compensate for the hike in cost, your equipment doesn't permanently break anymore. Once something reaches 50% of durability, it starts being less effective. This was already added to the game, but Mojang removed it due to community backlash :/ . Tools take longer to break blocks, armor provides fewer armor points, and weapons do less damage. Then why are they so expensive? When an item breaks, a broken version of the item replaces it, and it can no longer be used until it is repaired. To repair something, simply put the item on the anvil and add more of the item's base (slot 1) material anywhere on the grid. This will also cost 1-5 levels, depending on how many times the player has repaired that item already. So we need to spend a ridiculous amount of materials to create a tool, and then we need to use levels? The anvil should be completely changed (so its not a more expensive crafting table) or be removed and replaced with something different.


    You can also use anvils to upgrade a currently existing item. Each tier has its own unique trait, and thus instead of crafting a new item out of a more powerful tier, you may want to upgrade an item of an older tier to keep its trait. To do that, simply take the item you want and surround it with 8 of the desired tier. The item will become "gilded" with the upgraded tier, increasing its stats, but maintaining its traits. Note that while cheaper than creating a whole new item, upgrading an item is no replacement for crafting one. The durability is not increased, and they don't get any additional enchantment sockets.


    You can rename any item by putting it in the anvil and typing a name into the textbox. Doing so costs one experience level. Okay


    There will also be a red recipe book, which you can use to see what each part does and the different material traits that you have discovered. I like these books. They help to understand the new mechanics.


    Anvils are also required to apply enchantment gems to items, which I'll detail in the next section. Now we need enchantment gems? Hmm


    The Enchanting Table
    A couple of diamonds, some obsidian, and a book are still all that is required to make this classic. However, enchanting has been changed significantly. I never liked the randomness of the enchanting system, as this was one of many things that encouraged grinding. The recent change to their mechanics was a welcome addition, at least for me, but I still feel there's too much luck involved. Instead, I propose changing enchanting to a system of sockets and enchanted gems. I agree, but with 1.8, I think that enchantment tables are better, and there's not a lot of luck anymore.

    The GUI is now comprised of a single slot, an "Enchant!" button, and a purple recipe book. You make an enchantment gem by placing several of the desired gem into the slot. Where does one get these gems. Once you do, you'll see an experience counter detailing how many levels it costs to enchant this gem. More powerful enchantments require more levels to create. In addition, there are three sizes of enchantment gems: small requires four gems, medium requires 16, and large requires 32 gems, but each size is significantly more powerful than the previous. However, as each size requires more experience to make than the last, you may not be able to do the enchantment right away, as enchantment tables have a cap on the amount of experience you can use in a single operation. To increase this cap, you will have to add bookshelves.


    To apply an enchantment, you will have to go put it and an item with at least one open socket on an anvil. All items crafted at an anvil have sockets, from 2-6. This will consume a number of experience levels based on the quality of the item to enchant, the number of enchantments it already has, and the enchantment being applied. This means that late game enchanting can become really expensive, costing upwards of 50 levels with end-game equipment. 50? You can also stack the same enchantment multiple times, though an enchantment that will be stacked costs much more to apply. Note that the application of enchantments is permanent, so choose carefully.


    Enchantment gems will not have the same effect on all pieces of equipment. For example, a diamond enchantment might give weapons more damage, but give armor more durability. I'll get more into detail when I talk about the specifics of each gem when I discuss caving.


    The purple recipe book in the enchanting GUI can be used to see what each gemstone does.

    This is confusing. I don't get the idea of sockets and the gems. As Badprenup mentioned, next time include images. Its hard to visualize this without a little help.


    The Brewing Stands

    I don't know about you, but I have never once brewed a potion in Minecraft. Yeah, me neither. Potions are clunky and often underpowered. To fix this, you drink potions twice as fast, are no longer slowed down by them, and they stack to 4. To balance this out, instant health and instant harming are no longer obtainable, and consuming a second potion within 30 seconds of another will give you nausea for 30 seconds. In addition, splash potions are replaced with tipped arrows, which are made by combining one arrow with a potion. Tipped arrows are heavy and don't fly far, but will give the effect of the potion to whoever it hits. If it misses, it will break and create a splash of a weaker version of the effect at the impact point. Okay I like this. I would rather the brewing stand be replaced with some type of magic system, but this will do.

    There are three types of brewing stands. The Basic Brewing Stand can only brew one potion at a time, can't brew higher-level potions, and requires fuel to use (any fuel can be used, and burn time and smelt speed are considered, but not quality). It is crafted with two iron bars and three smooth stone in an upside-down T. The Enhanced Brewing Stand is crafted by combining a now much-rarer blaze rod with the Basic Brewing Stand. It can brew two potions at a time, can brew Tier II potions, and fuel burns twice as long. The Advanced Brewing Stand is crafted with some expensive materials from one of the new dimensions (like the Advanced Crafting Table) and can brew three potions at once, can brew Tier III potions, and doesn't need fuel to brew. I don't like the way you upgrade these blocks. It would be nice as your Level gets higher, these blocks upgrade, or some system similar to that.


    Brewing a potion no longer requires nether wart (which is going to be more difficult to initially obtain anyway), so brewing can be made use of early on (you'll need it!). Nice! Instead, nether wart is used to upgrade a potion from Tier I to Tier II. It is also required to combine potions. To combine potions, place both the potions into a cauldron, which will make a brown liquid. Place a number of nether warts into the cauldron equal to the sum of the tiers (two Tier I potions requires two, one Tier I and one Tier III requires four, etc.). Next, hit the cauldron with a flint and steel to start the boiling process. When the potion is ready (which can take anywhere from 30-90 seconds), it will change color. When this happens, use an empty bottle to scoop out the new combined potion. Time it well, as if you do it too early, the potion will be weakened, and if you do it too late, the potion will have a lower duration. You will get a mundane potion, which just gives you nausea, if you add too much or not enough nether wart, try to combine a potion that has already been combined, or remove the potion way too early or late. I'm also considering having certain secret effects that can only be created by combining different potions together, so experiment! Wait cauldrons? This system seems to be like the old one, where you throw ingredients into cauldron, a system I happened to like. I like the way cauldrons are now useful.


    Upgrading a potion from Tier II to Tier III requires a rare end-game ingredient.


    A blue recipe book icon on the brewing GUI will tell you what all the ingredients and effects that you have discovered do





    Responses in bold. I'm sorry for being harsher this time around, but I don't like this suggestion as much as the previous one. And please next time, include pictures. Its hard to visualize this without them.

    Posted in: Suggestions
  • 0

    posted a message on My Minecraft With 76 Mods Crashes When I Enter The Nether

    No problem, I'm sorry I couldn't be more of a help.

    Posted in: Java Edition Support
  • 0

    posted a message on My Minecraft With 76 Mods Crashes When I Enter The Nether

    What I like to do is try a couple mods at a time. If his Java is updated, his forge is latest / recommended version, and he allocated enough memory, there's not else you can do. Trying to see which mods aren't compatible is hard.


    It also says here that it could be a item or potion id conflict.

    Posted in: Java Edition Support
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