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Apr 15, 2012ArcheCane posted a message on ★TNT Factions!★ [Factions] [PvP] [Griefing] [Friendly Staff] [24/7] [Economy] [McMMO] [Competitions]Really awesome server! Come join and make a faction! =)Posted in: Minecraft Survival Servers (archive)
Oct 17, 2011ArcheCane posted a message on [Adv/Puzzle] ✤ The Lost Forests Of Eden ✤ | 550+ DOWNLOADS!Posted in: Maps
✤The Lost Forests Of Eden!✤
You start in a dense forest called Eden, you will now most likely see a historical Castle by now. You must adventure into it and conquer all the challenges, at the top of the Castle you will find an exit down to the magical forest of eden below. Read the signs and try and find the Sandstone Pyramid. In that Sandstone Pyramid will be your final challenge then you will find a train track that goes down to the bottom of the earth, this will be your... ENDING!
» ✤ DOWNLOAD ✤ «
Read all the rules at the start of the Castle. Good Luck! and have Fun! Remember to post your scores! :]
Map Created By:
With Help From:
Archerynut95 ( He did some additions to the forest! )
fallensk8ur ( This guy some of the Piston room redstone! he also made a calculator somewhere in this map! try and find it after you finish the map! ^^ )
BloodHound ( He finished some of the design of the Castle!
Thanks to all helpers!
Global Score Board [1 Gold = 1 Point] [1 Diamond = 2 Points] ~ V TOP 3 IN SCOREBOARD V
ObsidianPanther: 26 Points
HKboy: 23 Points
WillGameForGold: 20 Points
Thanks For Playing Everyone! :]
FEEDBACK OF MAP WANTED! :biggrin.gif:
Sep 15, 2011Everything that you said you hated makes the game more realistic... You can't live without food... underground it can be pretty foggy/dusty, and the view turning is awesome... very realistic. The only thing I dislike is the Purple Enderman eyes... should be red.Posted in: 1.8 Update Discussion
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Apr 14, 2012Posted in: Minecraft Survival Servers (archive)Welcome to MCApex.Ip: MCApex.zapto.org
SurvivalMCApex is a full on free build land where you and your friends can enjoy the out-doors.
EconomyMCApex uses "iConomy" plugin for their economy. We have Shops near spawn; there, you can buy some goodies to help you through your journey. The Basic iConomy commands are"======================================================
/Money - shows your cash
/Money Create [YourNameHere] - Creates Account
/Money Pay [Username] [Amount] - Pays user the amount
NetherMCApex has a nice scary nether world! At Spawn, you can view the "Warp Wall" with tons of warps. Find the one called "Nether" and right click it! There, you will be teleported to our nether world! Just try to survive
Oct 10, 2011It seems to be that even with all the cool new stuff found in 1.8 and 1.9 that there's something.... lacking in the updates. So I thought I'd put together a list of things that I believe that minecraft needs to start focusing on again.Posted in: Discussion
I don't know about you all, but I'm kind of disappointed that we haven't had any new ores since January 29, 2010. This to me is quite a long time for minecraft. The closest thing we got to new 'Ores' were lapis (January 13, 2011) and redstone (July 3, 2010). Pretty much all new blocks added were either crafted from materials we already had, or were so abundant that there's no reason to search for it.
More unique treasures:
One big issue next to ores is that there's hardly any reason to go treasure hunting, most of the treasures you find in the game are either nearly useless or can be more easily obtained elsewhere and quicker by simply mining or farming. Currently the best thing I've found to that is the watermelon seeds, that's only one and it's an item that once you have one you're pretty much set for life. Some new items to fill this gap would be nice, why not put in accessories into the game that give special effects like terraria has? While I'm not saying copy it wholesale, it's kind of disappointing to see that minecraft doesn't really reward exploration beyond sight seeing.
More features for the nether:
Now here's another pressing issue. The nether is a pretty dull place, there's no real reason to be there at all. All the items that have use are pretty much very niche or are easily farmed. Netherrack, soulsand, and glowstone are readily found. Strongholds only have one real feature and that's to hold netherwart and blazes, netherwart can be farmed after you got just a single unit and blazes have some reason to attack them but they come from spawners so once you found one there's no reason to explore anymore.
More distinct biomes:
Here's another rather annoying issue I found. Biomes are lacking in unique content, there's no reason to go explore into different biomes as they all have more of the same. No unique mobs, No unique treasures or ores, and there's barely any 'Flavor' objects to make the biomes feel more alive and different from the other biomes. Cloest we got are a few 'grass' items, that's it and they all are pretty irrelevant or are identical in use.
Better mob spawning algorithm:
One big issue I noticed is that there's no difference in mob spawning code depending on location. Spawning either comes in two flavors, randomly anywhere, or only from a monster spawner. Some kind of improved spawn conditions would allow for more unique mobs. For example certain mobs may only spawn when in certain biomes, at certain depths, on certain blocks, or when there's a certain amount of a block nearby.
More combat items:
A particularly annoying issue, you currently have two flavors of combat. Shoot with arrow, or punch with sword. While the blocking mechanic has attempted to fix that a bit the combat as a whole is very lack luster and with the game's current direction that needs to change. Larger weapon variety and more practical ways to kill mobs would be greatly appropriated. I know you can use things like gravity and lava, but the issues with those is that they're not practical and they're unrewarding. While I'm not asking for twenty flavors of sword I'd like more than 'Sword and Bow' or at least if those are the only two options for them to have more depth than click the left mouse button to hurt things. It doesn't even need to be a combat weapon, something like say a grapple hook would make the game much more enjoyable even if it's not a direct combat item.
More interesting mobs:
My biggest complaint with the mobs is that they have basically a cut and paste of the AI from the others. None of them are smart or have any real interesting tricks to them. With the exception of the creeper they either shoot something at you or (much more commonly) touch you for damage. None of the monsters are particularly hard to kill or require much strategy except for the creeper (MAYBE). None of the mobs can interact with doors, levers, buttons, etc. None of the mobs try to ambush the player (I know sometimes it feels like they do, but that's more dumb luck than any programming genius). None of the mobs have special abilities(Bar the enderman's teleport and block carrying ability), all have exactly one attack that they use over and over if it's not the typical touch for damage. And finally, none of the mobs try to navigate around traps, all march directly to the player oblivious of lava, gravity, fire, and other such methods of killing mobs. While I can understand why some mobs do this, all of them is a totally different subject.
Less mechanics that are 'Add because they looked cool' then ignored for long periods of time or simply don't fit the game:
A fairly annoying issue is that rather than get a feature nailed down right the first time notch seems to put stuff in at a very very basic form and leave it that way for months on end and after that only expanding on it slightly before ignoring it yet again. We saw this with the nether, it's pretty featureless and even with the new stuff from 1.9 there's little reason to invest in mining operations or exploring past your first strong hold. Villages are also in a similar state, they just were cool to add and that's about it. They really add next to nothing to the game other than to give the player a "Oh cool" moment before figuring out that's all to it and going back to making their skull fortress or whatever.
Does the forum goers agree with any of what I said? Any feedback would be welcome, so long as it doesn't amount to a flame/bash with absolutely no substance.
Sep 24, 2011Well, I was just thinking... why is Lapis stuck as a simple rare dye, while diamonds can be used to make armor and stuff? And I got to thinking - what about other gemstones? And then thought about a few other things.Posted in: Requests / Ideas For Mods
Here's the basis of the idea.
First - lapis drops a different ore - one that's an actual gem, kinda like diamonds now. To get the old dye, blue flowers are added - a version of the mod would be available that's compatible with the More Flowers mod as well. The data value for the dye stays the same, but it's renamed, and cannot be forged into a block - Lapis does that now with the new Lapis Lazuli gem.
Second, Rubies, Emeralds, and possibly Yellow Topaz and Amethyst are added as well. All three, as well as lapis, can be used to make equipment just as Diamond can. It's durability is proportional to the hardness they have on the hardness scale. Ideally it'd go by differences in absolute hardness, but for the sake of simplicity, I figured we could use the Mohs scale instead.
Diamonds themselves would be used as the base value, with a mohs rating of 10.
Rubies are basically red corundum, and have a mohs rating of 9. As such, durability of Ruby gear is 9/10s that of diamond gear.
Topaz's color here would be yellow, and as it has a mohs rating of 8, would have 4/5s the durability of diamond. Emerald would be roughly the same, but a green gem instead.
Amethyst is a 7 of the Mohs' scale, color is purple. 7/10s the durability of diamond.
Lapis would be the blue stone, with a durability of 5.5/10s of that of diamond, reflecting it's hardness in the mohs' scale. Unlike the other gems, which give one gem from their ore block, Lapis would behave the same way it does now, dropping 2-4 gems upon breaking.
All the stones can form decorative/storage blocks in the same way they can now. So... what's the point? Variety... but I also would like to see a version that includes features that take advantage of the Aether, if possible.
By enchanting the gemstone equipment, it could grant small bonuses. For example, Enchanted Ruby gear would reduce the rate you take damage from fire - when wearing a full suit of Enchanted Ruby, it takes twice as long to damage you, essentially giving you twice the time to put it out.
Enchanting the Lapis gear would give you extended time to breathe underwater - a full set would double your breath.
The other four - amethyst, emerald, topaz, and diamond would have some benefit to them as well, though what specifically escapes me at the moment.
Enchanted gear would also glow very faintly, giving of a small amount of light - maybe with a luminance of 6. They can't emit enough light to prevent monster spawning - it's mostly for show. Enchanting a block however would give the Enchanted version of that block, which would glow with a luminance of 12 or 13 - high enough to work as a light source, but not high enough so as to make Torches and Glowstone obsolete.
As far as mod compatibilities are concerned, I'd like to see it compatible with Risugami's mods, TehKrush's mods, and of course the Aether. I'd try tackling it myself, but I don't have the slightest clue as to how to go about doing this kind of thing, so I figured I'd pitch an idea and let the pros look at it.
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