Instead of Endermen picking up certain blocks and wandering around with them aimlessly, how about they sort out their priorities and work together to build forts, traps, houses, weapons, etc. Basically makes them a tougher and more fun to fight mob, seeing as the benefits of killing an enderman are SUPER HIGH, yet they are easy to kill. Fortify them a bit, make them more of a challenge, make them a kill that is worth the benefits.
And if you want to go the next step, you can make them the shadow of yourself, for example if you build a house they build an identical house. If you build a trap they now have the ability to build that exact trap. Of course, their resources would be limited, but if you want to go as far as to have them craft picks and mine ores to make more deadly weapons, go ahead. That would be fun.
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5
Dantprime posted a message on The Stone GolemDisclaimer: I did a search for an idea like mine, and nothing came up, (Except for Regular Hexahedron's Idea, which inspired me to make this, so a big thank you to him.) however I am human, so I might have missed one. This Post is Serious, but also lighthearted, so please enjoy. (If I offend you in any way, I apologize, and you can have this +5 Cookie of Greater Consolation to make you feel better.)Posted in: Suggestions
Introduction (Skip this if you hate introductions)There are three things a Stone Golem hates, Left turns, U-turns, and interlopers.
When the Iron Golem came out I was rather excited to have a method to defend my base, but I was dissapointed at how terrible they were are defending a base, mostly because they would ignore players, and wander off if not kept in a box all the time. (They also aren't very good at patrolling, and would tend to lump into one spot and wait there, or even worse, walk off cliffs and get lost) basically making them no different than a farm animal or a snow golem. This idea is designed to fix this problem by adding a Player-crafted Guardian for one's fortress, while keeping iron golems as a defender for villagers. (Also adds a use for all those pumpkins you have sitting in your chests.) One of the Biggest problems in SMP PVP type servers is that your base will almost ALWAYS get raided by somebody when you are offline. (Normally the person will also be using Xray and go around your redstone traps, possibly disarming them while they are at it, In addition to the Xray preventing you from being able to hide your stuff.) Which leaves you no defense whatsoever. So this idea is to give you a defense that can't simply be broken by removing some redstone wires, and something which will protect you while you are offline.
Basic Rules of Golems (Please read before reading the Golem Descriptions.)
First, the golem making pattern
Orange wool represents a Pumpkin (for all golems are crafted with pumpkins! )
Cobblestone represents stone brick (Because using smoothstone could get buggy in a cave)
Furnance is the Core, and defines what the Golem's subtype is. (Like a iron block for a iron subtype, etc.)
The Stone Golem MUST Always have redstone power to function, now this could be provided by a simple pressure plate, or a Golem Lamp. (More on that later.) If a Stone Golem leaves it's redstone field, it will go in panic mode, and search the nearby area for a source of redstone power. (Like a pressure plate or Golem Lamp.) if it does not find redstone power within 7 seconds, the Golem will go dormant and basically turn into a statue, untill it has redstone power applied again.
A Stone Golem will not attack fellow Stone Golems, will attack hostile mobs, and other players except the creator. (The Golem can be programmed to also be friendly to certain players, More on that later.)
A stone golem will NOT have a pumpkin hat, but will instead have a stone likeness of a Pumpkin.
All Stone golems are 2 blocks high and 2 blocks wide, unless specified on their description.
The Stone Golem (Iron Subtype)
The first Stone Golem is the Iron Subtype, Which behaves as a slightly weaker version of Iron Golem, except they punch things away instead of punching them into the air. It has 75% of the HP of a Iron Golem. Damge is also 75% of the damage of a Iron Golem.
The Stone Golem (Gold Subtype)
The Second Stone Golem has a Gold Core instead of a Iron one, and is more attuned to redstone than it's Iron-cored Sibling. The Gold Subtype attacks by shooting a little bolt of redstone Power, dealing 50% of a Iron Golem's attack. (Which will pass through other Stone Golems.) However the Gold Subtype MUST be standing on a Pressure plate to do so, in the event it is not standing on a pressure plate, it will quickly glance around for a pressure plate to stand on, and go to one if possible, in the event it does not find one, it will attack with it's fists, dealing 25% of a Iron Golem's damage, with knockback equal to a Player's punch.
The Stone Golem (Wood Subtype)
This Subtype behaves comepletely differently than the other two types already described, nicknamed "The Harvester Golem" this golem WILL NOT attack anything, and when sighting a hostile entity, it will sprint away like a Villager. (Running to a fellow Stone Golem who can attack if possible.) The use for a Harvester Golem, is that it will pick up any items on the ground next to it. (So basically this Golem's purpose is to grab the loot that drops when it's stronger Siblings beat something into a pulp.) The Harvester can also do work with automatic farms if programmed correctly. A Wood Subtype will place it's loot in a chest when it gets full (It holds a inventory about the size of a players) which must first have a Wooden Golem Token inside of it, a Wood Subtype will NOT place anything inside a chest that does not have a Golem Token inside. (The Token is an item like a book or stick, and can be placed in a chest just like one. The Wood Subtype is also 2 blocks high and 1 block wide, in addition to that it can open and close wooden doors, and will treat them as a plate if they are in between plates.
The Wood Subtype could also be used in the place of villagers for your little village, if you wanted it to have a more "Techy" feel, or all your villagers died/you made your own village. As they sort of behave like one.
recipe
Orange wool represents Pumpkin as always.
Creates one Token.*
*Do not confuse Tokens with Currency
Programming a Golem (And other Golem items)
A Golem can be programmed to patrol a route created by the Player. To do so a Player will first need to modify
a Pressure Plate. which is a Pumpkin surrounded with pressure plates in the crafting grid. (I'm certain you have enough imagination to not need a picture for that ) Makes 8 Stone Golem Plates.
A Golem will count a plates up to 5 blocks directly in front of it as a line, and will treat halfsteps/stairs in between as a Golem plate. (So they won't panic and stop if there is a little step in between their patrol route.)
Stone Golem Plates
The basic form of a modified pressure plate, the Stone Golem Plate looks like a normal stone pressure plate, except it has a pumpkin insiginia on it. Golems will recieve power and move along these pressure plates, detecting nearby plates in a cone in front of it. if there is not a plate directly ahead of a Golem, it will first check to the right of it,(Because that's the
right way ;D) If there is not a plate there, it will turn left. (But if they could they would frown while doing so.) If there is a plate to the right of it, the Golem will turn and resume patrolling down that way
When it comes to a spot with more than one plate ahead of it (Like a Crossroads or T-junction) It will first take any rightmost Plates, then directly ahead if there isn't any to the right. (A Stone Golem will avoid turning left if possible.) If they come to the end of their row of Plates, they will do a 180 degree right turn and backtrack
(So for example, you have a base which is in a X like pattern, the golem will go along, when it reaches the Crossroads, it will turn right, then backtrack when it reaches the end, and turn right again at the crossroads, effectively patrolling the entire base.)
Wood Golem Plates
Wood Golem plates are used only by the Wood Subtype, they are comepletely ignored by other types of Golems, Wood Subtypes will prioritize a Wood Plate over a stone one, going as far as to commit the ultimate Stone Golem taboo of turning left just to walk on one. (Other nearby Subtypes will gasp with horror if they do this.) The Wood Plate may also be augmented with up to 8 logs (Each log adding 30 seconds of time for the Wood Golem to wait.)
Golem Patrol Marker
A golem patrol marker is crafted with one Redstone torch and a Golem plate. (Either one, recipe is also shapeless.) It will emit a radius around it which Golems will patrol in. (It can also power Redstone like a Redstone torch, so one can cover an area for golems to patrol in with redstone.) Wood markers will only be used by Wood Golems, just like Wood Golem Plates.
Obsidian Patrol Marker
An Obsidian Patrol Marker is crafted with a Golem Patrol Marker (Either Variant) and one Obsidian (Shapeless like the Golem Patrol Marker) The Obsidan Patrol Marker behaves like a normal Marker, but overrides a Golem's normal patrol route, unless there is already one Golem guarding it.
(so For example, you can put this and one Golem will stay there and Guard it, instead of going along a normal patrol route. Useful for if you need to guard some chests or other things from theives.)
Golem Ally Sigil
The Golem Ally Sigil is crafted with 6 stone (Recipe at and of this description) and may be placed just like a Sign. All Golems That see one of these will have their aggressions updated, unless they already have one. If possible Golems will recheck and update their aggressions from the same Sigil. A golem will ignore any other sigils if it has already seen a sigil in the last 30 minutes. When Right clicked, a Sigil will bring up a box with two areas for text, one for players, and one for mobs. (Sort of Like a Sign.) By default, the person who placed the Sigil will have their name in the Player box, and All Hostile mobs will be on the mob box, while peaceful mobs will not be on. (Though they can be added if one wishes.) A Player can add the Username of other players to make the Golems non hostile to the player when the Golem updates it's aggressions. In the Event a Sigil is not where a Golem last saw it, it will do a 360 degree right turn and scan the nearby area. If there is no Sigil to be found with at least one of the players on the previous Sigil's Player area. It will emit two sharp clanks. If this clank is heard by other golems, they will also emit two sharp clanks. The Golems will use their last aggression update until they see another sigil with at least their Creator's username on it. (So for Example, somebody sneaks into your base and breaks your Ally Sigil, the Golems will find it missing and will emit an alarm, and completely alarm all Golems in a matter of seconds, until you place a Sigil back, and will also be alarmed if the interloper attempts to write their own name on the Ally sigil)
Crafting Recipe
Makes one ally sigil
Golem Lamp
A Golem lamp is a Redstone lamp which has been so saturated with Redstone that it emits a Weak Redstone Field, strong enough to power a Golem, but not strong enough to power redstone (Or a Gold Subtype's Range attack.) A Golem lamp does not provide light anymore, but will produce a redstone current to all blocks next to it. Golem Lamps may also be turned off by having redstone power applied to it. Redstone lamps next to the Golem lamp will be powered and also produce a weak field as far as their light goes. (Light will have a slight reddish tint however.) The Golem Lamp could also be pushed by pistons, giving it the alternate use of movable redstone powering.
Red wool is redstone, yellow wool is Redstone Lamp
Golem AI
Normal
Golem attacks hostile mobs if it is able. Or picks up fallen items.if it's a Wood Subtype. Moves slightly faster than a Iron Golem
Alert
Only triggered when sighting a player who is not on the Golem's Ally Sigil. Golem emits a series of Clanks Similer to a bell ringing. All Golems who hear it will be drawn over and attack the player, like Zombie pigmen. (Golems will also move slightly faster than normal player walking speed.)
after the threat has been defeated, Golems will emit one high clank and one low clank and then go back to Normal mode. and resume patrolling
Lost Sight of Threat
If a Golem loses sight of a threat, it will go where it last saw it. if it is not there, the golem will head back to it's patrolling route.
Pitfall in between Threat and Golem
If a Golem detects a pitfall in between it and a threat, it will make one angry clank at the threat, then head back to patrolling. (Gold Subtypes will also attempt a few potshots at the threat.)
Finishing wordsI hope you enjoyed my suggestion, if you have any ideas or criticism (Constructive only please.) feel free to post them below. I will update this if I get new ideas. Thank you for Reading.
TL;DR
Did anyone ever tell you that you are really lazy? Read the Post.
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thehippomaster21 posted a message on [V1.7.3] Dragons [WIP][v2.4.2]Posted in: Minecraft ModsDragons
Please read the whole post and the rest of the forum before posting questions. I won't answer answered questions.
This mod has been remade. The link to the new forum is here.
This is mod that adds dragons into your game. Dragons can fly when ridden on and can be tamed, but you must train it by riding on it. If you ride it too much without success, it will start attacking you, but if it does this, you can still attempt to tame it. Once tamed, dragons will not despawn, and you can fly them around~ They will spawn on peaceful, but will not attack you (for the nonviolent people xP).
Dragons
Blue Dragon
The blue dragon has 12 health and will attack the player if attacked or usually if ridden on while not tamed. Thanks to SpaceInvaders for the texture, and PillowKitty for editing it.
Blue Dragon E2
The blue dragon's evolution! This dragon will occasionally but rarely spawn in the wild on its own. Thank you PillowKitty for fixing this texture up. (Image is outdated)
Green Dragon
The green dragon. It spawns on sand, and grass. It attacks a bit slower than the blue dragons, but deals more damage. It has no evolution for now, but there will be ones added in the future. Also thanks to PillowKitty for editing the texture.
Green Dragon E2
This is the green dragon's evolution. It has the same special ability as the green dragon, although it is much more powerful. When this dragon attacks something, they will get pushed back by a bit. Thanks to PillowKitty for the texture.
White Mystic Dragon
The white mystic dragon is the first dragon to fly on its own! It's movement is currently sort of creaky, but I'll try to fix it over time. Thanks to PillowKitty, who made this huge texture alone. Courtesy of ShipMaster for the new picture.
Some info..
Crafting a scale sword:
Where is a dragon scale.
Hitting a mob with the specific scale sword will have a specific effect:
Blue Scale Sword - slows the mob down for ten seconds
Green Scale Sword - shoots the mob into the air at a random height, and makes it fall quickly
Effects will only affect one mob at a time. Hitting a new mob will make force the effect onto the new mob. Scale swords do not have damage, although they are very unstable, and the chance of breaking increases each time you use it. Crafting a dragon staff:
Where is a dragon scale.
Right-click tamed dragons with a dragon staff to toggle aggressive-ness. To ride a dragon, you must right click it while holding nothing
Small dragons cannot be ridden, but you can feed them to make them bigger.
Dragons attack animals. If they are tamed, they will not unless agressive.
You can feed a dragon raw fish or meat as a replacement for riding it (throw it at them), but you'll still need a lot of meat. There is a chance that a dragon attacking you will stop if you feed it.
Most dragons evolve after fighting and killing a certain amount of mobs.
Feed tamed dragon cooked pork or cooked fish to make it stop moving (throw the meat at them). You can make it move again by riding it.
Dragons will eat any kind of food you throw at them. I've made it throwing instead of right-clicking to prevent yourself from eating the food. Food will heal a bit of a tamed dragon's health.
Right-clicking a tamed dragon with a compass will give you some basic information about that dragon.
For more information about the dragons, read the readme.
Dragon Eggs
When a dragon lays an egg, it will not hatch. Although, you can break it, and if you are lucky (you didn't kill the baby), it will drop a more hatchable egg. You can place this egg anywhere, and when you do, it will hatch into a baby dragon over time. Beware, these eggs are more fragile than the eggs that a dragon first produces, and will break easily.
Changelist
v2.4.2 -Fixed white mystic dragon making rendering weird glitch -Fixed dragon staffs not working -Attempted to fix eggs not hatching -FEED DRAGONS BY THROWING THE FOOD AT THEM NOW v2.4.1 -Quick bug fix v2.4 -Minor fixes -Changed some item ids -Added dragon staff, which takes the effect of the old dragon swords ~Toggle agressive-ness just with right-click; do not hit the dragon any more -Added special effects to the dragon swords -Added option of disabling nests -Made some changes to the dragon models -Changed some movement behaviour of flying -Made eggs hatch into tiny normal dragons (for now); you must first break the egg and replant it -Added the green dragon e2 -Changed item ids -Made dragons a bit rarer -Fixed multiple step sound after flying (thanks to Corosus) -Added a working achievement v2.3 -Added eggs and nests -Added white mystic dragon -Attempted to fix blue dragon e2 lag -Attempted to fix scale sword issue -Changed despawning code -Made dragons not attack wolves -Made minor fixes -Limited dragon's flying -Added dragon information; right-click them with a compass or clock -Added code to make tamed dragons stop moving; feed them any cooked meat; to make them move again, ride them -Made attack power more random -Somewhat changed blue e2's movement -Added properties file -Changed class names (hopefully) for compatibility with Agressive Elemental Dragons -Added a new sand ability to green dragon; in testing, and may be removed v2.2: ~Updated to Beta 1.4_01 ~Added a readme file ~No longer needs spawnlist ~Fixed despawning code ~Fixed rarity code v2.1: ~Tamed dragons no longer attack animals unless agressive ~Fixed dragon e2 spawning issue ~Fixed dragon e2 wing flapping issue ~Made all dragons a bit faster; e2 by a lot ~Decreased e2's noises ~Fixed sword problem; left click to make agressive now; swords will eventually be used up ~Slightly modified textures (thanks to pillowkitty) ~Made dragons spawn a bit less ~Dragons gain a bit of exp from eating pork or fish (raw) if tamed ~Milk makes a dragon not evolve ~Fixed e2 and green's failed attempts to evolve ~Fixed not despawning ~Made dragons a bit weaker ~Made dragons only attack animals when in a certain distance from the player to prevent random drops everywhere v2: Big ~added blue dragon second evolution ~added green dragon ~dragons gain "exp" each time they fight with a mob or animal ~somewhat changed the way dragons attack ~added evolution ~dragons spawn less ~fixed flying wings problem ~added different sizes Small ~made noise less ~dragons will eat raw pork and fish; if not tamed, it will make them easier to tame; if not in max growth, it will grow ~added more sounds ~made faster v1: ~release
Frequently Asked Questions
If your error is not fixed, try running minecraft with this, and posting the error in a spoiler or something. You may also be able to find me at channel #risucraft at esper.net.
Download courtesy of #risucraft
Q: Why do I get a black screen? A: Did you delete META-INF? Did you put the pictures in the right place? Did you download all the requirements? Q: It's working, but I don't see any dragons. A: Did you put the textures in the right place? Did you download Modloader? Are you blind? P: Q: The dragon's not attacking any mobs. Is something wrong? A: Remember, you have to make a sword of their color and hit them with it. Q: The dragons don't make any sounds. A: Did you download AudioMod? Did you put the 'mod' folder in resources into the resources in .minecraft? Q: How do I add the alternative textures? A: Download the texture you want, and open the directory called dragon in the Dragon Mod zip file. Inside, overwrite the image you want to replace. That's it (:
How To Install
Simply drag the files into the mod folder in .minecraft created by Modloader
open the zip file, and merge the resources folder with the one in .minecraft
~if you haven't already, delete META-INF
Here is an alternative image guide by Skullex:
Alright, so first, you're going to need the necessary mods: Modloader, Audiomod, Turbo Model Thingy, and finally, the current version for this dragon mod.
Now, locate your .minecraft folder. Go to your /bin/ and open up minecraft.jar. You know what to do, install in this order: Modloader, Audiomod, Turbo Model Thingy. DON'T DO THE DRAGON MOD YET. Also, take note of the Turbo Model Thingy .rar I circled. That's the one you should be using(Flan's)
After doing the same thing with Audiomod and Turbo Model Thingy, close whatever everything else besides the /.minecraft/ folder just for the sake of ease.
Now, open up the Dragon Mod.zip, and go to /RESOURCES/. Now go back to your /.minecraft/ folder and go to /resources/. Drag the /mod/ folder from the .zip and put it in the /resources/ folder in your /.minecraft/ folder. It'll ask if you want to merge, say Yes. If it asks you to do anything else, then it's Yes to All, and Move and Replace.
Now, close the Dragon Mod.zip and go back to your /.minecraft/ folder and locate the /mods/ folder. If you don't have one, create one and name it "mods". Find where the Dragon Mod.zip is located. Drag THE ENTIRE Dragon Mod.zip(or copy and paste one) and put it in the /mods/ folder.
Now, you're done. And to prove it works, I started a new world. The first thing I see when I got out of a little sand pit was this:
Block And Item IDs
You can change these in the properties file if they conflict with another mod. Make sure you have none of these items/blocks in your inventory or chests before you change the values.
-
930, 931, 932, 950
140, 141, 142
Compatibility
Warning! Just because this mod is compatible with the ones below doesn't mean they will all work together. Some mods may conflict with others. Also, take note that some incompatibilities may be caused by conflicting IDs for blocks or items, which can now be changed in the mod_Dragon.cfg config file produced in .minecraft/config.
Green means they are compatible. Purple means they have id conflicts. Red means they aren't compatible.
Current Bugs
Blue Dragon E2 causes the game to lag extremely badly for some computers
Download
Dragon Mod v2.4.2
If you can't use adfly or mediafire (or you don't want to support me =), here's a mirror
[Beta 1.7.3] v2.3
[Beta 1.4_01] v2.2
[Beta 1.3] v2.1
[Beta 1.3] v1
readme v2.4.2
This mod requires Modloader and AudioMod and Turbo Model Thingy
Signature
To add a Dragons banner to your signature, you can type one of these codes into your signature:
[url=http://www.minecraftforum.net/viewtopic.php?f=1032&t=224380][img]http://i.imgur.com/JX4D4.png[/img][/url]
[url]http://www.minecraftforum.net/viewtopic.php?f=1032&t=224380[img]http://i.imgur.com/Ew2Ma.jpg[/img][url]
][url=http://www.minecraftforum.net/viewtopic.php?f=1032&t=224380][img]http://i53.tinypic.com/4i07jc.png[/img][/url]
Alternative Textures
PillowKitty
Scales
Green Dragon Alternative
DjAirsurfer
Blue Dragon E2
JamesOrmiston
Blue Dragon
Blue Dragon E2
Green Dragon
Copyright
TERMS AND CONDITIONS
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER - TheHippoMaster21, Original author of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms. -
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Sting_Auer posted a message on Mountain Skit: A mountain-specific mobPosted in: Suggestions
The Mountain Skit is 1.25 cubes tall, It has 5 hearts of health, does 2 hearts of damage per hit, and it is very fast. It is faster than a sprinting player, and it has a pouncing attack similar to that of a spider or a wolf, but greatly amplified.
When it pounces, it travels 4 blocks in a very short amount of time. In addition to this, it is able to jump 4 blocks high and it immune to fall damage.
It spawns in mountain biomes at special spawners that are created on the sides of hills and cliff faces with access to the open air. They spawn in any light level.
The Mountain Skit drops Mountain Skit Eye, which can be brewed into a potion of sight, which brightens everything. During the day, a sight potion makes it harder to see because everything kind of blurs together, but at night, it becomes much easier to see.
If you mix a potion of sight with a spider eye, it creates a potion of blindness, which can be turned into a splash potion to blind your enemies! -
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PhotriusPyrelus posted a message on Redstone Conducting PistonSo, with the advent of the super-cool and flashy redstone lamp, I was reminded of an interesting design for some walkway lights that use glowstone for illumination, and are pushed up through the ground by pistons (covered by a slab to hide the glowstone during the day). I've been thinking about how you could do that with redstone lamps, but the only (pretty) solution is if a piston can conduct redstone current.Posted in: Suggestions
It could use the same design as a current piston, but the top-middle could be a redstone dust (or repeater, perhaps, to make it a bit more material-intense). Or like a sticky piston, maybe crafted after a piston and uses a redstone dust or repeater in place of the slime ball. Or maybe crafted by a sticky piston with a redstone dust above it. So many delightful possibilities.
I'm sure it could have plenty of other fun uses and applications.
I'm also sure *someone* has made this in a mod. I really don't care. I'd like to see it in the game game.
EDIT: Changed title as per suggestion; this last line I guess isn't necessary, shame on me not reading the rules first. =X -
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appleslinky posted a message on Texture Artists' UnionWell if you hate it you should discontinue it. I like the pack, I don't think you should discontinue it, but if you hate it and there is honestly no inspiration to continue it, you probably shouldn't.Posted in: Resource Pack Discussion -
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arbabender posted a message on [16x][1.8] Mucraft (Simple)To be honest, I don't mind the orange grass.Posted in: Resource Packs
Here's the thing, you did something different, and that's what makes this special.
Just remember, hater's gonna hate. I like what you're doing here, and I'm sure others will too.
As for the ore, I think you could make it more like theorange block in the OP picture. I think its the pumpkinBRICK block, with the four squares in the centre, add those to the ores. It would probably do the job.
Again, I quite like this. Keep at it! -
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vexx32 posted a message on [16x][1.8] Mucraft (Simple)OK, advice time :biggrin.gif:Posted in: Resource Packs
First, I like the pattern you've begun there. If you can create a cohesive pack that is not (preferably) based on neon orange with a particular pattern and some detail, people will appreciate it. It is not easy to keep everything in the same pattern.
Alternatively, you could tone down the neon brightness a lot on the orange and keep it with the unusual orangey theme. If you're going for a dead-ish grass theme (as it appears, looking at screenshots), make it yellower and add a tinge of green to assist with that. -
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4dragonking posted a message on [1.8.1] The Enderman Mod v 0.1 [WIP]Posted in: Minecraft ModsThe Enderman Mod v 0.1
4dragonking
When 1.8 was in the works, Endermen seemed tall scary mobs but since the release, many have found them boring, they are fairly easy to kill, drop useless items and place blocks without purpose. This mod strives to change all this and more!
Current Features
- Craftable Ender Wand
- Endermen try to make specific shapes out of blocks
- Endermen work together on structures
Ender Wand: You can teleport by right clicking while holding the Ender Wand. But be watch out, you just might be in for a nasty surprise!
Mod Spotlight by liam2
Planned Features
- More Craftable Items!
- More interesting Structures
- Work together in combat?
- More Enderman-like mobs?
- More challenging in combat (without too many stat changes)
- Post a comment with any suggestions you have!
Download:
Needs Risugami's Modloader
Adf.ly
Crafting
Be sure to check out my GravityGun mod!
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Steelfeathers posted a message on Are you about to make "SimpleCraft"?Okay, I'm probably going to get hated on for this, but here it goes:Posted in: Resource Packs
I dislike seeing an unending flood of slightly recolored default packs myself, but there are several reason why we neither can or should stop them from appearing.
First, this forum is an open community-- there's no entrance exam to test how good of an artist you are and whether you should be allowed to post. Spring-boarding from that, art is very subjective, which means the pack that may seem simple, boring, rehashed, blase to us may well be someone's favorite pack. Should we attempt to deprive them of it? No.
Second, the truly bad simple packs are not a real threat to the overall quality of the art on this forum. Why? Because everyone knows they're crap, and after a day or so of bumps (and flaming from people telling the poster that it's crap-- you guys need to stop doing this by the way, it only keeps the bad packs on the first page) they will sink like stones and never be seen or heard from again. And as for people bumping their own packs: it's against the rules of the forum to do so, and mods can and will warn them for it.
Thirdly, threads like this-- while they may express the sentiments of a large part of the community-- only serve to alienate other parts of the community, dividing us against ourselves. Though there are many troll packs out there that were thrown together in five minutes, there are also dozens of first timers who have no idea how the forums work or that their 'simplified' pack has been done a million times before. They aren't stupid, they aren't trolls, they simply haven't been around the block as many times as we have, and immediately pouncing on them and declaring how worthless their pack is doesn't win us any brownie points.
You are all, of course, free to ignore me (and I know many of you will) but before this flares up into another firestorm I would advise you all to consider the points I listed above. - To post a comment, please login.
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Lol, dead. Chill out, dude, but you were threatening to discontinue your pack for quite a time now. It's just funny how you get offended because of someone actually noticing it.
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Flame me.
Seriously tho, I can understand the need to work hard, but, as I noticed, it takes more than just effort, sadly.