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    posted a message on Update Galactica- now on reddit

    Also, not sure i mentioned it, but it's procedural generation. which while on it's own isn't a bad thing at all, when you're relying on it to create tons of places for the player to explore, well, there's a reason no man's sky was such a flop. well, there where a few reasons, but the procedural generation was one of them

    Posted in: Suggestions
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    posted a message on Collaborative Suggesting- The Frist Dimension (all welcome)
    Quote from fishg»
    ndent=30px]
    At the current state we've come up with a lot of neat ideas, but for most of them haven't closed the discussion. The current list of potential mobs:Wintry- Wolftopia has mentioned a plant called frostlength that these creatures eat. We should finalize what exactly that is.
    Mammoth- With tamable frores mammoths are all but useless. One idea I had for them is when ridden they slowly take the player to the Gear, as if they are on a pilgrimage to the ancient site where it was constructed. Shift right clicking would toggle this on and off, so they could still be controllable.[/indent]
    [indent=30px]wait, are Mammoths robotic now? also, i was thinking they would be a transport alternative for the llama, being able to carry much more, but they're slower, and lack the Caravan mechanic.[/indent]
    [indent=30px]
    Frore- This ties into the mammoth question. If we still intend on making frores tamable, who will it work? I think the best way would be the rarely find an abandoned egg, and should you take care of it it'll hatch and be your friend. Remember that the foremost priority of frores is to be a hostile threat.[/indent]
    [indent=30px]*cough* Glacipod *cough* i still think that Frores and Glacipods can co-exist. also, Glacipods are kina important for what i'm about to suggest
    Badprenup's Cloud- We need to decide a name. Names previously suggested: sorrowind, frigit, boread, gust, chill. Everything else is done.
    Cloud Terrors- Only the concept has been suggested. We still need to work on the full appearance and spawning rates. The behavior may end up more annoying than interesting, and the name may be too similar to the appearance of the cloud mob.
    Ice Trolls- I reskinned the mutant zombie to try and get something close to it's appearance. I spent hours trying to get the darn 1.7.10 mod to run.

    Wind Spirits- Just suggested. I like the idea of a tornado mob, but I think it should be kept to only one variant. I also fear we may be adding too many mobs now... yeah, if i had to keep one, it would be the wind nymph. But the real question is, are we giving this dimension to many mobs, or are there to few mobs in the other dimensions? Gear MobsAutomations, Shockers, and Engineers- For the most part these are done. Steam, could you finish the coloring of the first two? Alternatively someone could make a model. Lastly we'll need the drops decided on, probably just copper scarps with the rare chance of a musket (or crossbow).
    Villagers- Because this seems everyone has their own opinion on this topic, let's make a poll on which NPCs should be added. The options will be Tundrans, Wolfmen, Neither (no NPC's in the dimension), and Other (please comment). I still feel like NPCs wouldn't fit that well into the Frist, currently no other dimension has villagers and the ones you've presented (while interesting and with impressive drawings) just don't fit imo. But this is a collaborative thread so we'll see what the majority thinks.[/indent]
    [indent=30px]well, there are hints at the endermen being a sentient species. just thought i'd point it out.
    Juggernauts- Now this sounds good. I like how we have an anti-speed (shockers) anti-tank (juggernaut) and middle ground (automations). These could function almost like minibosses throughout the Gear. Their sound could be a deeper version of automations that breathes terror into the player. But they should become more common once you get to the Engineer's room. I like the concept for it, but I think the head should change to differentiate it from the Autos and fit with the brute theme. I'm imagining it built into the body, almost so that it is one giant rectangle, with a long narrow "eye" running across. Like this:[/indent]
    [indent=30px]

    See the source image
    seems good.
    [/indent]
    So remember way back when we where suggesting concepts and i suggested Norse inspiration? well, i remembered, and i'm bringing it back

    The Jotun Are a huge, brutish race, towering over anything else you'd encounter, they raise Mammoths as hogs and Glacipods as war dogs. If you plan to do battle, you'd need an army of your own. -me, right now.

    so yes, the jotun, the infamous Giants of Norse mythology. In my rendition, they would take the role of what people call a "Raid boss". not only would they be extremely powerful, equivalent to about 2-3 iron golems, but there are A LOT of them, easily between 2-3 dozen. Jotun are 10-15 blocks tall, appear as blue-skinned players, but with a more primitive "skin", and come in 3 variety. the brute, which is melee-focused. it walks with a spruce tree that it uses as a club. it has ~300 hp, and deals heavy melee damage. The second variety is the thrower. it walks around with it's arms free, but if it spots a player it picks up a huge block of snow and earth to chuck it at the target. they have 200 HP. And finally there's the beast tamer. it wars a pelt cloak and a mammoth skull. it only has 100 HP, but only attacks you directly if necessary, otherwise it sets it's pack of 3 Glacipods to attack you. Jotun don't have any drops themselves, but after they're all dead there homes are full of riches.

    as for where you encounter the Jotun, They would be found in the "jotun Village". the main structure would be the basic house, which are modeled after Viking longships. (fun fact, the Vikings would often flip there boats upside down and live in them when they came to a new land). inside there would be a chest with various riches. some rare structures would be packmaster's lodge, which would contain a few Glacipod eggs. the Cooking pot, which would be a clay pot sitting ontop a fire. and for added effect, a couple NPCs would spawn in there.

    As for loot, obviously there would be minerals, Glacipod eggs. honestly not sure what else there could be. I just like the idea of something you need to prepare and invest for. Glacipods, Automatons, tundrans, they'd all be crucial to clearing the village.
    Posted in: Discussion
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    posted a message on [1.13] Interesting Hidden Features Part 2

    so recently, I've been playing with how the bubbles interact with boats. Magma blocks act as you would expect. if a boat it on top of a column to long, it sinks, but Boats are much more interesting. if a boat sits on a soul sand column for approximately 3 seconds, then it will shoot 20 blocks into the air. Currently it's glitched so that if a player's in the boat it won't launch, but with mobs it will shoot up. I've already created an elevator using this mechanic, so i thought i would bring it up

    so recently, I've been playing with how the bubbles interact with boats. Magma blocks act as you would expect. if a boat it on top of a column to long, it sinks, but Boats are much more interesting. if a boat sits on a soul sand column for approximately 3 seconds, then it will shoot 20 blocks into the air. Currently it's glitched so that if a player's in the boat it won't launch, but with mobs it will shoot up. I've already created an elevator using this mechanic, so i thought i would bring it up

    Posted in: Recent Updates and Snapshots
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    posted a message on "Update Aquatic" (Now 1.13): All Information We Have So Far

    so I've been playing around with boats and how they react to magma blocks and Soulsand, and then things started to get... finicky. first, magma blocks work how one would expect, if a boat's over them to long, the boat sinks, but then soul sand and boats are a bit more interesting. when a boat is overtop soul sand the bubbles it creates gather beneath the boat, and then after about 3 seconds the boat is launched about 20 blocks into the air, or about 20 feet (i may run some calculations later to determine just how much energy that is). now in theory this would allow for a VERY simple elevator, however, i found that if a player ir riding the boat, it tries to launch, but fails. however, i am certain this is a glitch, as any other creature i tested (cows, Zombies, Shulkers, and Parrots) all made the trip. however, after testing the boats i noticed some weird behavior with the bubbles, so i experimented with how exactly they spawn. and it seems... things i am certain about is that A. there needs to be atleast 2 blocks of water above the soulsand/magma blocks for the column to spawn and 2. there are never as many columns as there are blocks. in my testing, i could get 1 column with a 1x2 of soulsand, and i could get either 3 or 4 commas with a 2x3. so i think it's based on how you place the water. could be a bug though. In addition, the boat flier up on regular intervals, so can make a synchronized boat wave now

    Posted in: Recent Updates and Snapshots
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    posted a message on Collaborative Suggesting- The Frist Dimension (all welcome)
    Quote from steam66»

    Now- some more drawing. Meet the Juggernaut.

    With 35 hearts of health, a whopping 10 armor, and the powerful Steam Cannon as its primary armament, the Juggernaut was a very powerful robot built by the Engineer as its primary soldiers in the early days of its rebellion against its Tundran creators. But it was very expensive and its steam engine could not maintain the pressure to keep firing its artillery piece, leaving the bolted behemoth vulnerable after each blast.

    Though the production lines now churn out cheaper, more practical Automatons, the Juggernauts were never retired from service, and are some of the deadliest machines the Engineer commands. They aren't seen on the farthest outposts; only in the innermost corridors can these powerful battle machines be seen.


    The Juggernaut is roughly the size of an Iron Golem. It doesn't have as much raw durability, since it's got a lot of sensitive internal machinery inside of it, but that thick outer plating makes up for it. The Steam Cannon attached to its right arm fires a large copper cannonball that can punch through enemy armor and simply pass through them, striking all enemies along its path as it flies and then bounces to a stop. However, the cannon requires a load of steam power to shoot.

    The Juggernaut signals its attack with a loud locomotive whistle and a large volume of steam issuing from its twin smokestacks. Once it fires it will expend a large amount of steam and temporarily become "stunned"; the machine can't move or attack for 5 seconds after shooting, and will track the player more sluggishly.

    Don't take that as an invitation to rush in, though; the Juggernaut can rear back its left arm and deliver a steel suckerpunch that will send you reeling if you get too close. To defeat it, you'll have to avoid its shot, strike, and then dodge its punch, made sluggish by its reduced steam pressure.


    The Juggernaut features more gearing and secondary analog processors than the cheaper Automatons, demanding more blueprints and parts to repair; and it's even more fuel consuming, eating a single piece of Coal every 15 seconds. But if you can somehow cobble one of these things back into working order, and have the fuel to keep the thing steaming, it can and will blow any mob it faces out of the water. Helps that if you "upgrade" it with another Blueprint, you can reduce the low steam pressure to 2 seconds.


    couldn't have put it better myself, though i must ask, sense when where Blueprints used to upgrade automatons? did i miss the memo somewhere?

    Also, i think it's near time to move on from the gear, i think we've pretty much fleshed it out, minus boss drops, i think, did we ever agree on that? anyways, i'm not saying we should drop in entirely, i'm just saying we should make some new things for the rest of the dimension, as i'm doing here.

    I propose a new mob which, for the time being, i'm referring he the technical name of "Wind Spirit". though there are multiple variations of them. All "Wind Spirits" have the same general traits, being that they take the forms of small tornados. they also don't really "die", they "dissipate" more or less. some of them also have the ability to catch projectiles such as arrows in there gusts and throw them in a random direction.

    the first Varient i'm dubbing "Wind Nymph". these are playful spirits that appear as 3 block high tornados full of snowflakes, the Nymphs themselves aren't visible, but you can often here there child-like giggling when they're near. wen they notice a player, they'll advanced twords the player at about walking speed, and when they catch players they don't attack, instead they spin the player around quickly and launch them 4-6 blocks into the air. when defeat a Nymph they have a 5% chance of dropping a "stagnant wind". something interesting about nymphs is that they're fond of Tundran children. They can often be found near villages entertaining said children by tossing them 3 blocks into the air, or by launching them much higher, but catching there fall. the best easy to deal with them would be to let them start spinning you and then swinging your sword, afterwards there "death" sound would be a moan, not a moan of death, mind you, but a moan of teenager who's parents just killed there weekend plans.

    The second
    variant would be the "Tempest". it would appear as a tornado of Swirling storm clouds, complete with Thundering noises. These can be found in the Frist's harsher environments and during Blizzards. these are much more violent Spirits, actively seeking out and attacking players with burst of lightning, however, they don't really care to suck players in like the nymphs. When defeated the tempest have a 50-75% chance to drop 1-2 "stagnant wind" (and yes, i know that's just air.) However, as you might guess, all that lightning in them makes them a good power source. so while in the gear you may find a room where one's contained in a test tube-like structure. here, if you where to defeat the Automatons and release it, it would disappear, only to reappear in the center's chamber where it will help you battle automatons.

    The third variant is highly situational, and would only be used with a Hypothetical dungeon with a Hypothetical library. This one i'm dubbing the "Ancient winds" and are possibly the most powerful. They're the smallest of them all, only about 1 block high, and appear as cyclones filled with books and paper. They'd rather be left to there research, but if provoked they will hover in the higher areas of the Hypothetical library, however, due to all the books in them, they're vulnerable to projectiles, and VERY vulnerable to fire. in addition, every now and again they have a chance of launching a magic projectile at you, which applies 30 seconds of a random de-buff. When defeated, they drop paper, books, and have a 10% chance of dropping an enchanted book, with better books being rarer.
    Posted in: Discussion
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    posted a message on Why did people vote for the Phantom? It's a useless addition to the game most players won't even encounter.

    see, here's my issue with it. it doesn't really add anything. Mob A. would have fit PERFECTALLY with Update aquatica, and does provide an interesting dynamic. Mob C, based on Jeb_ gave, would have easally been the most interesting option. Instead of just being out for your blood, it would have been able to shift around enchantments, therefore giving them an interesting dynamic for players to play with. and Mob D would have just been something intimidating for the Nether, which really needs some TLC (Tender loving care). Mob B however, doesn't really add anything. It punishes players want to explore, sense they would have to re-set there spawn point to sleep, it wouldn't be hard to deal with, sense it (presumably) can't go through blocks, so you'd only have to sleep if you go outside. And sleeping only take about 2 minuets out for your session, some may even argue that it interrupts gameplay, sense if i'm building something for acouple hours and get a good rhythm going, then these things start attacking me, they would only really cause frustration, sense now i have to go to my bed.

    Posted in: Recent Updates and Snapshots
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    posted a message on "Update Aquatic" (Now 1.13): All Information We Have So Far

    so i have discovered the hard way that Zombies agro onto baby turtles. not sure about other mods, or if they agro onto adults, but they definitely agro onto baby turtles

    Posted in: Recent Updates and Snapshots
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    posted a message on Collaborative Suggesting- The Frist Dimension (all welcome)

    so I've been thinking about my previous suggestions here, y'know, the one with the schematics, and i came up with some revisions.


    First, the Schematics would be re-named to blueprints, to make it sound less techy, and the "copper dynamics" Schematic/Blueprint would be removed entirely, the things learnable with it would instead be craftable by default, but they would still take copper. and yes, i still think Schematics are the best way to go. it allows for things you may use somewhat frequently (seriously, think of how much a redstone nerd such as the youtubers Xisumavoid or Mumbo jumbo would use the Redstone core), while not forcing players to constantly be hunting for gear dungeons. it also means that we could be a bit more flexible with the Core's drops. for example, if we where to make the Artillery cannon require Defeating the controller, if we where to make it drop the cannon in the flesh, erm, metal, then we would need a reason for it to drop the cannon, such as giving it a couple turrets that shoot it. While with the Blueprint, i could believe that it had the designs for a steam cannon inside of it, after all, it is building Robots that use them.


    Alright, back on topic, I think the steam armor should stay, and no, not because i made it, but because i recognize a bad idea, even if it's mine, and this isn't one of them. Anyways, the blueprint would be re-named "steam Artillery" and the steam Cannon would be link to this blueprint. As for the suit, it could use some tweaks, but i think the main thing that should change about it is that it should use solid fuel instead of water, mostly because water is a pain in the rear to bring around with you. Again, there's currently no armor that sacrifices protection for utility, and i think linking it to the steampunk dungeon is the best way to integrate it.


    Also, one last thing, there should be an NPC that can convert 2 like blueprints to the other type (so 2 redstone core blueprints into 1 steam artillery blueprint) for a hearty some of- actually, what would the Frist NPCs use as currency? would they use emeralds like villagers, or would they use something unique to the dimension?

    Posted in: Discussion
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    posted a message on What will happen to 1.14?

    It will probably be whatever 1.15 was going to be.

    Posted in: Discussion
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    posted a message on Update Galactica- now on reddit

    so while i like the idea, there are a few issues with Execution.


    First, each dimension has it's own "style" that differentiates it from one another, the overworld is simple. with differently styled, but consistent biomes. the Nether is a Hellish cave, with tons of lava and many different layers, the end is endless islands in an infinite abbeys, full of alien creatures and remenents of civilization. and if we want to get theoretical, the Frist which we're working on are huge, frozen islands separated by a sea of Nitrogen. All 4 of those dimensions are unique is obvious ways. but going by your pictures, the different planets are mostly just re-skins of a specific overworld Biome. and the mob generation doesn't help either


    Second, There's not much incentive to explore these planets, sure you may find one with Ludacris diamond spawn rates, but the chances are so rare, that you may have to discover tens of hundreds of them to get a good one. and in the meantime i could just strip mine in the overworld to get all the diamonds i could ever need.


    Overall, while i like the concept, i feel as though execution and lack of incentive really bring this idea down Minimal support

    Posted in: Suggestions
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    posted a message on Collaborative Suggesting- The Frist Dimension (all welcome)
    Quote from steam66»

    That sounds great. I'll draw it later. I think it'd have two big smokestacks on the back instead of one, and to indicate it's about to fire it'd shoot more smoke out with embers, maybe even with some sort of train-whistle effect.

    The weapon itself should be fairly simply named- it's up to the player to give their tools a cool title, after all. I figure "Steam Cannon" would work well. To balance it, you would have to carefully manage pressure with a dial on the outside of the cannon; too little and the cannonball will just shoot forward a little and hit the ground, but too much and the gun will explode, taking away a huge chunk of its durability and inflicting high damage on yourself. It would also probably consume not just copper cannonballs, but also coal, to represent the fuel its boiler is consuming.

    i like that idea, but the explosion should do an AOE damage. so if you're surrounded you can overcharge it and deal much damage to enemy forces. also, what if there was a way to make the Juggernaut misfire? perhaps right-clicking him with a slime ball or such would clog the barrel, causing the aforementioned explosion, dealing heavy damage to the juggernaut and potentially even destroying the cannon.
    Posted in: Discussion
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    posted a message on Collaborative Suggesting- The Frist Dimension (all welcome)

    do you think that schematics would be more acceptable if they where called Blueprints? because i still feel that they're the best balance of boss loot and not having to grind.

    Posted in: Discussion
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    posted a message on Collaborative Suggesting- The Frist Dimension (all welcome)

    alight, i have an idea for a new automaton and weapon.


    the automaton is called "the Steam Juggernaut". it is somewhat iron golem in shapem but with the automaton aesthetic, along with one arm being SUBSTANTALLY bigger than the other. and the reason for this? it's a gods forsaken cannon. to attack, the Juggernaut will aim it's cannon at you, there will be a 5 second warm-up time where you'll hear a hissing noise, and then it will shoot a copper/bronze cannon ball at you that deals very heavy damage, keeps going if it hits an entity, and if that wasn't enough, it bounces, so if you're back's agains the wall, it may end up hitting you twice. however, this juggernaut does have a few weaknesses, first, as i sail, it's slow, meaning it's easy to kite, secondly, when it fires the cannon ball it will be completely stunned for about 5 seconds, think of it using almost all it's steam reserves to fire the cannon. and thirdly, the cannon ball, as i said, can barrel through entities, so if there's a large group of automatons near you and the juggernaut fires, then it will do ALOT of damage to the automatons, i would say it could even 1 shot the shockers, do to there small, easy to crumple frame.


    and ofcourse, the player can use this to. I'm calling it either "the copper Calamity" or "the bronze buster". and it functions pretty much the same as it does for the steam juggernauts. it has a 5 second warm up period, fireing it launches a cannon ball that deals heavy damage, barrels through enemies, and bounces, and fireing it also applies a 5 second "staggered" debuff, which is basically just a stun. it's meant as a primarily crowd-control alternative to the bow and musket. lacking the bows versatility and enchant ability, and the matchlock/musket's range in exchange for purse damage against large amounts of enemies

    Posted in: Discussion
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    posted a message on Collaborative Suggesting- The Frist Dimension (all welcome)

    so i had was working on the center for about 10 mineuts, then i remembered the hard way i can't build decently even if my life depended on it


    back on topic, i think that the rebel camp idea would work. although i must ask, wouldn't there be viallages of the cossaks? after all, i find it hard to believe that they ALL became technologically advanced and built a homicidal redstone machine. also, i'm a bit on edge of the wolf people, they just don't appeal to me personally.

    Posted in: Discussion
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    posted a message on Collaborative Suggesting- The Frist Dimension (all welcome)

    so i just relised i can use The power of modded to build the center. i'ma do that real quick

    Posted in: Discussion
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