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    posted a message on Convert SMP to SSP?
    What's the easiest way to convert an SMP map utilizing all three worlds (Main, Nether, End) into a SSP map? I'm using Minecraft 1.2.5.
    Posted in: Legacy Support
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    posted a message on [1.2.5] QuidCraft Quidditch Mod [Discontinued]
    Quote from justintib

    I have been toying with similar ideas in my mind, but for some reason I don't like the way it feels for a multiplayer experience.

    Really? I would think that enchanting with XP costs would be the perfect price for multiplayer; Players are allowed to get this via hard work, or they can be given the XP freely by server ops. Plus, with customizability, players are allowed to fit their brooms to their roles; heavy, durable ones for the beaters, for instance.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] QuidCraft Quidditch Mod [Discontinued]
    This is getting into RPG-like territory, but what if you added different models of brooms? Like, each broom would have these stats:
    Speed: X
    Resistance to Knockback/Player being Knocked Off: X
    Durability: X (Because they can break :P )
    Control: X

    And you can modify the basic broom's version with a specialized enchanting table.
    Ex, Basic broom's stats are 1 all over, and the Firebolt would cost 100 levels at an enchanting table, and would have a speed of 8, 3 knockback resistance, 3 durability, and 8 control. :3
    Posted in: Minecraft Mods
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    posted a message on Dynamic Lights - portable and moving lightsources
    Is there a way to change the toggle hotkey from L? because, the dynamic lighting disables every time I type an "L" in the chatbox.
    Posted in: Minecraft Mods
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    posted a message on Variable Cloud Height!
    Quote from Dullstar

    The dense fog allowing mobs to spawn will only be at the surface, right? If I'm in my house or my mine, will things be normal?

    The idea itself is good, but watch as Mojang overlooks that, right? Hey, when weather was added to Beta, the rain would continue falling underwater.

    Well, what I was thinking is that fog won't appear under opaque blocks or glass, sorta like rain, and fog will also settle on top of water. So unless your roof is made of leaves, you should be fine. Another way to do this would be preventing fog from appearing within a certain radius of manmade blocks, and that fog must be touching a "source fog" block, so it couldn't get inside structures.But then you could just make a path through the fog with any block you please.
    Posted in: Suggestions
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    posted a message on Variable Cloud Height!
    I threw this together in about 10 minutes, so forgive me for any badness in details or grammar. I'll fix it up tomorrow, I just wanted to post this before I forgot.
    Anyhow!

    What if cloud height and thickness was controlled by humidity? For example, in high-temperature, high-humidity environments (ie Rainforests), the clouds would range from 1-3 blocks thick, and would be right around ground level, to simulate a dense fog. However, in a places with zero humidity (deserts), the clouds would be so thin they'd effectively be invisible. This can also tie in with weather: randomly, dense fog could roll in that would reduce visibility to no more than 5 blocks or so, and allow mobs to spawn anywhere. (Ooh, scary, glowing spider eyes in the fog!). Well yeah that's all I can think of right now. I'll add more tomorrow when I'm thinking more... coherently.


    Well, I'm back from school, time to flesh this out some more!

    I've decided that cloud height should be controlled by primarily the humidity of the area. Higher humidity = Lower clouds. And, in hotter areas that are more moist, there would be more clouds.

    Occasionally (about as common as rainfall), the cloud height would drastically lower in an area (this would be much more common in rainforests) and create a cloud blanket that would be no more than 4 meters tall. This would lower the light level to around 7 (hostile mobs!) and greatly decrease the light, so all the torches and glowstone and such in the fog are dimmer. This could make a very... fun environment for a zombie apocalypse (increase spawn rate of undead monsters?). Or, imagine looking out into the fog to see a pair of enderman's eyes glaring back at you, their unearthly glow piercing the miasma...

    On a lighter note, cloud thickness and sparsity (or lack thereof) could range on a sort of clock-like scale, and when the clouds become more clumped, thicker, and greyer, the light would dim by one or two levels, it would herald an upcoming storm (perhaps a day in advance, or half a day). It'd be nice to have this degree instead of realism, instead of a terrible lightningstorm, completely unprovoked and unwarned!, interrupting your peaceful stroll in the woods.
    Posted in: Suggestions
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Zlix

    Did you know
    pollen is actually flower sperm cells floating around looking for a mate?
    That probably won't make you feel any better, but I wanted to share that fact anyway. ^_^

    While we're on the topic of plants, when you eat a fruit, you're eating plant ovaries.
    Just so this post is relevant; playing through spellbound caves right now with a friend, it's so damn fun XD Creepers >.>
    Posted in: Maps
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    posted a message on Regarding the mods folder
    Is there any benefit gained by installing a mod in the .minecraft/mods/ folder instead of in the minecraft.jar file? Or is it only for ease of use?
    Posted in: Modification Development
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    posted a message on [1.4.7] Advanced HUD 4.8.1
    Is it possible to run this together with both Rei's Minimap and Optifine? I've tried following the tutorial for rei's minimap, but it wouldn't work if I threw optifine into the mix.
    Posted in: Minecraft Mods
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    posted a message on In-Game Games
    Recreate the map from a game of choice
    Then play through that game in Minecraft. :3
    Posted in: Survival Mode
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    posted a message on If you could any mod offically added to the game
    Definitely the Aether.
    Or Millenaire.
    Posted in: Discussion
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    posted a message on Making minecraft app
    Try adding some things like this:
    - Schematic drawer/reader that works on a sort of layer-by-layer thingy
    - Redstone library like thing, as in it would show several examples of complicated redstone structures
    - You could go further and integrate a redstone planner into it
    - Mod browser
    - if you wanted to really be pro, a sort of schematic inserter/extractor/editor/converter/etc for Pocket Edition
    Posted in: Mods Discussion
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    posted a message on [32x][1.4.6] Tiny Blocks (WIP) (Going through an overhaul)
    YO DAWG I HERD YOU LIKE BLOCKS SO WE PUT SOME BLOCKS IN YO BLOCKS SO YOU CAN MINE WHILE U MINE

    In all seriousness, this texture pack is adorable. I'm definitely going to be using this in the future ^^
    Posted in: WIP Resource Pack
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    posted a message on [WIP] Chaocraft! Discontinued :(
    You just made me nostalgia so hard. SO HARD.
    I cannot wait for this mod to be finished :biggrin.gif:
    Posted in: WIP Mods
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    posted a message on Maps as placeable (painting-like) entities
    Maybe you could place markers on the tables as well, for like, waypoints? -imagining strategic maps XP-
    Posted in: Suggestions
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