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    posted a message on [V1.7.3] Extended2x2 (on Hiatus)
    provided you use SP commands that is compatible with 1.73 minecraft, Modloader, and 1.0.4 forge, then probably. It's one of the standard mods Yofreke uses to test the mod.
    Posted in: Minecraft Mods
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    posted a message on New Nether... Survive This
    Actually the endermen is the exact opposite of a weeping angel mob, Weeping angels attack when you are NOT looking at them, whereas endermen remain neutral as long as you don't look at them.

    Actually, the Weeping Angel concept might work perfectly for the Liesabers. Where they'll be allies as long as they're in front of you, but if you turn your back to them for too long, they'll become hostile and attack you.
    It's a lot easier than the original concept where they were constantly calculating "fear" values and such, and it perfectly embodies their namesake as a LIESaber. I still like the idea that you can have an Alpha Liesaber with a mane that can allow any normal Liesabers to act hostile even when you're facing them, but if you kill the Alpha, the remaining Liesabers will turn neutral as long as they're in your vision (unless you attack them, of course)
    Once you tame them, they'll be allies, but still be hostile when your back is turned.
    Posted in: Suggestions
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    posted a message on New Nether... Survive This
    Quote from weq15

    its not cost i am worried about its aesthetics
    i don't want to make my base glow red because to make it safe
    Mushrave are supposes to make stuff safe with out having to light it up (for mood and stuff)

    No, Mushraves are supposed to glow with colored light. The idea of protecting an area from ANYTHING was purely an idea I was toying with. Besides, if you don't want your base to glow, just plant some normal sized mushraves of different colors and let the different colored light mix to create white light. The rave gel would be particularly useful for this, since you can mix the 2 opposite colors together, and then have just the one rave gel to offset the glow of the Huge Mushrave.

    And of course, if you plant huge mushraves of each color next to each other, the area where the colors mix would be protected from all 3, instead of just hostiles or just neutrals, etc.
    Posted in: Suggestions
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    posted a message on Food fills up health meter aswell as hunger meter
    Mushrooms and milk are too easily obtainable to heal you directly. Applying that to all food is even worse. I wouldn't be opposed to specific, complicated/rare foods healing you directly, like Cake, Cookies, Golden Apples, and Regular Apples (of course only golden apples should heal the player fully) Cake should heal about 1.5 hearts per slice (9 HP total) cookies would be roughly .5 - 2 hearts depending on how rare cocoa beans remain, and apples would have a value of 1 - 8 hearts depending on their relative rarity
    Posted in: Suggestions
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    posted a message on New Nether... Survive This
    Something that came up from another thread is the idea of putting a heavier emphasis on the the bridges that span through the nether, which i particularly liked. I'd like to see zones where you have platforms supported by tall pillars rising out of the lava, with an occasional stretch where the tops of these pillars will be connected together to form long winding bridges.

    I would also like to see places where these "bridges" are compltely random and wind around in patterns that you would get if someone took the overworld cave generation, filled the empty spaces with netherrack and then removed all the overworld blocks.

    Quote from weq15

    do they still make it safe up & down

    Mushraves must be adjacent or diagonally adjacent to each other, and when they form a fully connected circle of the same color, they will protect everything within that circle, even above and below it, from spawning. (allowing you to have the rings down at bedrock level out of sight, but still protect the floating island you built above it

    No. Since the requirements for creating these zones are only 1 mushrave and 1 bonemeal/rottenmeat (i firmly believe rotten meat should function as bonemeal when used on blocks that can be affected by bonemeal) then the effective range needs to be limited. In this case it would only affect things in the range of the light all their blocks give off.

    Along with this, Mushrave cap and stem block shouldn't drop mushraves when you break them. Instead the player should need to wait a few days for new mushraves that would have a chance to grow in an area that has light from a huge mushrave on it, provided it's on a block that mushraves will generate on at all. Standard Mushrooms should also follow a similar idea, but use the shade they cast as where the new mushrooms can spawn.
    Posted in: Suggestions
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    posted a message on [V1.7.3] Extended2x2 (on Hiatus)
    look, if you don't list out details and version numbers for things, then there's nothing we can do to help you.
    Posted in: Minecraft Mods
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    posted a message on New Nether... Survive This
    No, the concept of the mushrave rings would be shunted into Huge Mushraves.
    Posted in: Suggestions
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    posted a message on [V1.7.3] Extended2x2 (on Hiatus)
    No, you're welcome.
    Posted in: Minecraft Mods
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    posted a message on New Nether... Survive This
    I sometimes wonder if Notch is specifically adding ideas just to help me out.

    With the implementation of Mushrooms being growable to HUGE mushrooms, there are 2 New Nether ideas that can be greatly expanded:

    Placing Mushrooms on walls - Brown mushrooms in particular should grow their standard flat discs, but the stem itself should grow almost directly out from the wall instead of up. I can't really decide if Red mushrooms should also orient themselves upright, but with the stem at an angle, or if it should just grow out on its side.

    Mushraves - Use bonemeal on them and they'll also grow huge, and all of their blocks will still give off colored light. Each Mushrave will protect the area that is affected by the light its blocks give off from specific types of mobs, all of which will treat these areas as if they don't exist. (will not spawn in them, will not attempt to wander into them, and will not attack anything inside of them) Any player/mob that injures a mob or breaks a mushrave block while in this zone will suffer detrimental effects until they leave the area of the Mushrave's influence.
    Green Mushraves (Greed) - Those ruled by avarice shall see only their own craving (neutral or ally mobs, including spiders during the daytime, and villagers, will not recognize the area) Those who overstay their welcome will be inflicted with ravenous desire (food meter will deplete steadily)
    Red Mushraves (Rage) - Those ruled by anger shall see only their own hatred (only aggressive mobs, not including neutral or ally mobs that have turned hostile, will recognize the area) Those who overstay their welcome will be inflicted with furious pain (health meter will deplete slowly)
    Blue Mushrave (Despair) - Those ruled by fear shall see only their own doom (passive mobs will not recognize the area, use in conjuction with torches to keep crop areas clear) Those who overstay their welcome shall be inflicted with suffocating and blinding anxiety (vision will be obscured and the oxygen meter will deplete steadily)

    Quote from Bumber

    Honestly, I don't really like the concept of Midas Tears. They turn stuff into gold and hurt you. Big deal.
    The important point to note is that they can turn items that you are WEARING or HOLDING to gold as well. You could be wearing diamond armor, wielding a Blood Sword and thinking you're totally untouchable and all of a sudden you're sent to the bottom of the tiers. (items in your main inventory remain unaffected, only equipped and quickbar slots would be affected)

    More interesting might be a fluid that pulls you towards its source block, sort of like:
    http://www.minecraftforum.net/topic/559839-inverse-water/
    I like the concept, but that's more something for the Aether than the Nether. It would definitely look a little strange; that they would flow the same way water does, yet have their flow affect items and the player in the opposite direction, but it would definitely have interesting possibilities. This could be particularly interesting if boats also reacted in the opposite manner, sinking down instead of rising up like with normal waterfalls.
    Posted in: Suggestions
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    posted a message on [V1.7.3] Extended2x2 (on Hiatus)
    The whole point of the shield is that you can use it with anything. People have used axe and shield and spear and shield historically.

    Also, the grill already has fuel, it's the torch. The whole point of the grill is that it doesn't need additional fuel. It's essentially a campfire heating a stone.

    Some additions planned for when we finally do update to 1.8.X are craftable mushroom blocks:

    Mushroom next to mushroom makes a mushroom cap of the corresponding type, and mushroom above mushroom makes a mushroom stem of the corresponding type. Since any particular stem or cap block only has a chance of dropping 2 mushrooms, that's actually pretty well balanced.

    Yofreke and I are also discussing the best way to implement features using the Ender Pearls. I'm thinking that arrows that teleport you to wherever the arrow lands could be quite useful, or perhaps use them that way directly from the sling (or maybe both options) but only at night. Most likely it would be a "1 pearl = 1 use" deal, but it might be interesting to let the arrow version be reclaimable. (balanced by having the arrow teleport to where you fired it from at the same time that you are teleported to where it landed?)

    More ideas will come as I explore more of the changes that 1.8 pushed in. The sling in particular should be easier to handle now that ranged weapons can recognize when you let go of the mouse button. Instead of needing to wait a set time, it's planned that slings will operate on the same "hold right click, release to fire) system that bows do.

    It might even be worth implementing this in the melee/ranged weapons as well, and allow the spear to charge up for throws faster to make it a little more preferable to daggers.
    Posted in: Minecraft Mods
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    posted a message on Update Farming for 1.8!
    Why the heck should we need to cook zombie meat to get the fertilizer from it? Just have it as a contextual action; if you hold right click, you'll eat the meat, if you just press right click, and are aiming at a block that can be grown with bonemeal, it will function as bonemeal.
    Posted in: Suggestions
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    posted a message on [V1.7.3] Extended2x2 (on Hiatus)
    The parry function doesn't block all damage the way shields do. If anything it might warrant NOT slowing the player down, but instead only being effective if the right click comes right before the damage.

    I don't see why there would be any problems with spear/dagger crits. I don't think Ranged crits should be an option for either of them.

    The reason why the grill is a bit overpowered is because food is much more important and available now, so having grills easily available would make it far easier to multiply the effectiveness of all the food you gather.

    Most likely the best way to balance would be to have the grill no longer cook faster than the furnace, perhaps even take longer to cook.
    Posted in: Minecraft Mods
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    posted a message on [V1.7.3] Extended2x2 (on Hiatus)
    Of course there are plans to update to 1.8, but there's a lot of changes to account for with 1.8, and Yofreke has classes to take. I've also been talking to yofreke about the dagger being able to strike blade or handle first with damage varying on which it hits with, allowing it to be roughly as powerful as the spear, but still different.

    The parry system for the sword also needs modified a bit to works with shields, but I'm debating how best to work with that.

    The portable grill will also need balanced, since there are so many more meats, and since food is so critical to the game now.

    Right now what is pissing me off in 1.8 are the non-withering leaf blocks. Withering leaf blocks are HELLA useful for building temporary ladders up to places without worrying about leaving it behind, and yofreke's topiary blocks were far superior of a block to use for non-withering leaf blocks, especially since it was treated as a log by nearby leafblocks.
    Posted in: Minecraft Mods
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    posted a message on New Nether... Survive This
    The new tools are fresher than anything else out there that still has any business being in minecraft, and I'm already thinking of better ways to do the freezer visual effects. I was thinking that it would also darken the blocks around it, and have a similar particle effect to what surrounds a Nether portal, but white instead of purple.
    Posted in: Suggestions
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    posted a message on New Nether... Survive This
    Quote from LordNephets

    Why not add the ability to right click with an object (flint and steel, hands) to extinguish a portal?
    Because them players could far too easily accidentally shut off a portal they didn't want turned off. This also allows for different sizes of portals for people who want a single width walkway into the center of a portal.

    Yes, but while Restone does technically glow when you hit it, the ability to turn on and off only applies when redstone is processed into redstone wire via some chemical/scientific process that happens behind the scenes. (or so id like to think)
    I'm more concerned with what is actually shown in minecraft, not what you think. Sorry. Get used to the idea that Glowstone can be influenced by "electricity" (or whatever minecraft's equivalent power source is) there are plenty of lines of reasoning that can be used to justify the ability.


    Then that is even more reason for it to never exist!!!
    And your reaction to it is exactly why the Brand should exist in the Nether.



    Which is fine and dandy in that sense. I was just under the assumption that each object in this post was meant to function as a possible legitimate future update that does not require a mod. This amount of Nether content would require multiple large updates, as would being to implement the Aether materials.
    It does, which is why I stated beforehand that the Glutton still works perfectly fine even on its own. you already brought up the blue spiders as having an ability that makes them stand out, and then somehow used that to justify why the Glutton shouldn't have a unique ability. It really doesn't make sense.


    I just don't want to see a repeat of the Aether mods Holystone and Aetherwood, and suddenly you have stone tools from the aether, nether, and earth, and wood tools from all three, and metal tools from all three, and gem based tools from all three. At that point you have 15 shovels, 15 pickaxes, 15 hoes, 15 axes, and 15 swords to choose from. It really fills up your inventory if you often swap realms.
    That's one of the things that I honestly found annoying about what I've heard of the Aether Mod, and it's one of the reasons that both Sabata and I made a point that overworld tools only are less effective in the Nether, and Nether tools are only less effective in the Overworld, but they still function in either realm. Also, the unique features of the Nether tools can have advantages and disadvantages in the Overworld as well as the Nether.
    Additionally to this, you may have noticed a distinct lack of Armors in the Nether. The concept was that the Nether would introduce all the special tools,(maybe 1 armor tier) and the Aether would introduce all the special armors (maybe 1 tool tier) This allows them to fit together without having too much of a glut of weapons or armors, but still not seem like too little on their own.

    Also, I've been considering the idea of getting rid of hoes for the longest time and merging the tilling function into the right click function of the shovel (especially now that you can gather seeds from tall grass by hand) but I don't think that's really something that the Nether mod should be handling.
    Posted in: Suggestions
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