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    posted a message on Why won't my testificate village expand?
    Oh ok, I misunderstood it. I've never seen the village expand by itself, and the villagers themselves can't build the actual village up as far as I'm concerned. It's up to the player to expand said village. This problem mystifies me, and this would get much more attention if you mentioned this in the Support forum.
    Posted in: Discussion
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    posted a message on Why won't my testificate village expand?
    By expand you mean there's no increasing villager population? Well if you're using mods or plugins make sure they don't interfere with the village. Also did you make the village or is it naturally formed? If you could take some screenshots of your 'failing' village and say how many villagers and doors you have, we could help you better
    Posted in: Discussion
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    I think I'm going with Infernal Skies II next. Should be hard for me since I'm queasy about heights in MC. >.> I've been watching Youtuber ClashJTM doing a playthrough of Sunburn Islands, you may know him.

    Also I hope you liked my little review there Vechs. ;)
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    @ Bonehead 777: That was in Dungeon 12, "Shut up Spiders" Look for glowstone on a chest nestled into the wall. It's a really awesome weapon.

    And I finally finished it! Vechs, I have a love/hate for this map, but behind that hate is more love. The difficulty: h a r d! Dungeons 1-2, "Rageshadow", and "Shut up Spider" dungeons stood out. (As well as the open, directionless "A Snowball's Chance) The "Rotten Caves" and "Vrinstar" weren't that bad. "Vault of Relics" and "Dancing over Flames" were very easy for me. But "Battle for the Molten Depths" was my favorite part of the map. (Aside from winning of course) I need to see more things like that in custom maps today.

    Great map! Which to try next? hmm...

    Victory Monument: http://oi47.tinypic.com/why03o.jpg
    Posted in: Maps
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    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    I'd like to report a bug. I don't know if others are having this problem, but if so Simo needs to see this.

    So I was playing Sea of Flame II and explosion messed u a really neat area and I needed to use commands to cheat my way up. I had saved before this dungeon and I wanted to do it legit, so I did the World Exit command. It should leave without saving but when I logged back in, I was at the same spot and not where I previously saved. On the front page it even said it's perfect if a creeper blows something up, well, not for me. :/
    Posted in: Minecraft Mods
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    posted a message on [1.6.2]Anti Grief (*All in One*)
    I love this collection of mods you have! An Enderman nerf finally, and an anti-creeper mod that keeps TNT's properties. Perfect for custom maps where misplaced destruction can break the map.

    :Coal: :Iron: :GoldBar: :Diamond: and 1-up for you!
    Posted in: Minecraft Mods
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from _ninjack

    The ones I've seen are
    ZBSes 1 through 4,
    Ragefell, the clearcutter (OP war axe)
    Wildfire, center of chaos (Meh op, knockback fire aspect diamond sword)
    Dawnbringer, the paladin's blade (Iron sword, smite 3 looting 1)
    Grittooth the earth mover. (amazing shovel)
    Rockbane, the mountains foe (ultimate diamond pick)
    Zisteaunian space program (Knockback 10)
    Enchanted Leather armour
    Enchanted Iron armour
    Enchanted golden armour
    Enchanted diamond armour


    For the enchanted diamond armour, I would have put Bane of Arthropods 1 diamond boots, so that way I wouldnt actually be lying.
    I recently found what has to be the craziest weapon I've ever seen.
    "Death Sentence" (Bow) Fire aspect X, Flame I, Unbreaking X, Power V, Knockback II and 128 arrows. Punch would have been more appropriate, but eh, 1 hit kill on pretty much anything, and if not, the fire kills it.
    Posted in: Maps
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    posted a message on Castle Defense: A Monster Apocalypse!
    In-game username: AmbassadorArt
    Why do you want to play here?: I've always like defense games and it will be interesting to see how it works in Minecraft on this server.
    Are you space?: And time, and peachy? Yes.


    Edit: goddamn, it looked like such a good idea too. :(
    Posted in: PC Servers
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    posted a message on Mumau's Prison Server
    • What's your in-game name? AmbassadorArt
    • How old are you? 17
    • How often are you available and in what timezone? Weekends and afternoons, EST Timezone
    • How long have you been playing Minecraft? Since early beta
    • How long have you been playing on Mumau's Prison? 2 full days
    • Why would you be a good addition to our team? Though I've only been here a short time, I am sophisticated and can solve problems in ways not everyone could. I am familiar with the rules.
    • Why are you a better than the other players that want to fill this position? I am honest, reasonable, and a quick learner. I listen well and I've never been jailed or banned, that's a plus right?
    • Tell us about the ethics that must be applied in the guard system. Guards, as the name implies, protect and enforce, jail and defend when needed, and kill only in desperation. Guards must know their roles and utilize their privileges and not abuse them out of spite or for self gain.
    • Any other information as you see appropriate: Just remember that I'm honest and will go to any reasonable extent to fulfill my duties. I won't beg for a higher rank and will accept any change in my fate to my position, if or when time comes... Also I like Potatoes.
    Posted in: PC Servers
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    posted a message on Mumau's Prison Server
    Hello, I'm AmbassadorArt and I'm joining for a vastly different experience than from other servers. Cya there!
    Posted in: PC Servers
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    posted a message on SP Commands: Data ID problem
    Ok so I have a list of block values to use the the /give command, but no sources including the Wiki explain "bits" much, "extra data" needed for different wool colors and brick types. I can't figure out how to get mossy, cracked and circle bricks, as well as wool. I NEED them for a map I'm making, so please help me figure out how to get these blocks!
    Posted in: Mods Discussion
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    posted a message on [1.2.5]..::Minecraft Tower Control::.. pvp offensive/defensive game
    username: AmbassadorArt
    self-assesed skill level (ex: pretty skilled, mlg, tatical):pretty skilled, resourceful
    team color (gold or silver):Gold
    Posted in: Minecraft Survival Servers (archive)
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    posted a message on Mine Chaos Laid back Survival 1.2.5
    For being called Chaos Craft, this server is laid back, friendly, full of plugins and bonus content and games. They are there for fun, not strict PVP or Economy. It's not based on any one subject, it's one of the true Fun, Survival, Multiplayer servers left, and we'd love to have new members. Join in!
    Posted in: Minecraft Survival Servers (archive)
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    posted a message on Magic (Enchanted) Mobs
    Quote from turek279

    I like this to some extent. These mobs would have to be uber-rare and not impossible to beat.
    Yes, they won't have anything above level, let's say about 10-15 so they won't overshadow the player and they would be rarer. Aslo they would have only one enchantment as a time. They would not have health or armor boosts.

    As for spawn rate relative to regular mobs, on easy it would be about 1% (same as spider jockeys) normal about 3% and hard/hardcore at 5%,, still fairly rare. The ultimate nightmare would be an enchanted Spider Jockey, but it would be extremely rare.
    Posted in: Suggestions
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    posted a message on Magic (Enchanted) Mobs
    With brewing and enchanting, most enemies can be rendered incapable of killing you effectively. Jeb has improved the AI, but raising Health, attack strength, and armor repeatedly won't cut it. That's where magic mobs come in! I'm not sure about how/how often they should be spawned yet.

    Here's a rough concept. Enchanted mobs would work much like enchanted gear for the player. Depending on the mode of contact, the mob and/or visible weapons would be glowing, and you can't tell what it is until it attacks you. Let's say for example you see a glowing Zombie and when it hits you, you fly back. That Zombie has a Knockback en enchantment. Let's say a Skeleton shoots you but it hurts a LOT more, then his glowing bow probably as a high level Power enchantment. On harder difficulties mobs might have higher level enchantments. Obviously some enchantments are player-specific.

    Anyone like where I'm going with this?
    Posted in: Suggestions
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