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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    I find myself, more and more, wondering about command blocks.

    In time perhaps they can edit the details of spawners, so when you change the map difficulty the spawners of the map are changed to less hard ones, still balanced for normal but for those who want things hard (or for the insane, an enter hardcore button)...

    just my random thought of the day folks.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    So, I'm watching V127, and ... why is it that I'm now picturing a platforming level, over the void, with every platform having a differing level of slow or speed, many of them glitched to do strange things to you...

    It would be a rather evil thing to do to speed runners, normal people would just bridge.
    Posted in: Maps
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    posted a message on [1.5.1] Thermal Expansion - 2.3.0.b7! Updates and refactors ahoy!
    Hardcoded to require 10 buckets worth to make it, it is 10k... tis your mod, and in all truth it does not matter if the makers of ic2 or even if forestry would care...

    This would never have happened if he'd kept it as "liquid ice"
    Posted in: Minecraft Mods
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    posted a message on [1.5.1] Thermal Expansion - 2.3.0.b7! Updates and refactors ahoy!
    ... but 10k coolant cells are IC2 ... and coolant liquid is forestry, from bees... those two things are not related, it shouldn't be able to unbottle one thing, into a completely different thing...

    And if you don't like that argument, this does diminish bees. As you can make 10k coolant out of easily acquired regular items, it means that you will not ever breed the bees to make the coolant.
    Posted in: Minecraft Mods
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    So, just watched #119...

    Yha, pigmen got smart somewhere. Honestly I'd just get them ALL angry, and get them doing the 'run off a cliff lemming style' thing, to clear the platform, and then ...

    well, I don't have an "and then" ... erm... goodluck?
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    So, I'm watching 114, the comment of "unbreaking works on everything" hits me...

    can unbreaking mitigate the extra damage done as the armor absorbs the blows?

    Unbreaking 20 protection 4 gold armor... Or infinity, the unbreaking 100, protection 4 diamond helm.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    So, I was watching sethbling ... and I'm suddenly fearful.

    We're not going to have beacon blocks with normal effects are we?

    Going to require one for the monument, but it's going to be placed, with horrible horrible fates...

    How many beacons are going to be horrible trolls.... with mine-fatigue so we can't break them....

    Lets talk worst case, look ahead, and the ceiling is 2 high, the ground is soul sand, and when you step on it, there is ice below, slow and slower.

    You go to break it, when you notice, you have a status, fatigue, you can't break it. Further you are weakened. So forward you go, so very slowly. Triggering potion spawners, of custom coded slowness, very strong slowness.

    Now you are the creeper.

    Creep, creep, creep...

    what's next?

    Skeletons. And water.

    Isn't that the sign we are loved?
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    test world v101 ... come on veches.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from HighwayWizard

    Eh, I'm not worried about zombie villagers being a problem. Too much trouble for too little likelihood of reward. The acutal chances of getting a (useful!) diamond item off of them are incredibly low, and trying to get it would be a huge resource drain. You'd have to get the weakness potion, the gold apple, be lucky and have the villager be a blacksmith, be lucky in the blacksmith offering a buy trade instead of a sell trade, be lucky in that you have what he wants to buy (coal/charcoal, iron, or gold) and once you've bought a bunch of emeralds, have him sell a diamond item, and have that diamond item not be either the shovel or the hoe.


    Any 2 villagers, an open to the sky location, and an endless villager build, will eventually let you turn two apples, too much gold, and weakness potions into endless emeralds, and endless anything emeralds give...

    ... only they won't because villager reputation will start to be a thing soon, and killing the unlimited villagers to prune them down to ones with trades you want, will cause them to not want to trade with you.

    Brief window of opportunity, soon to pass into oblivion.... Though somebody might, as a stunt, build a village on top of the bedrock, if only because they can.

    In the meantime, I like the idea of a designated 'trading village' but gold to emerald, might be a little silly... he could require anything in the game... "3 golden records to one emerald" so how about something that might be hard to get, but not tedius...

    not that I've got any ideas mind you, but I do look forward to an emerald block to join the list of bonus blocks. (grass block may not be the same challenge it used to be, but you will always have a place in our hearts)
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Vechs, in V098 you missed a trick...

    You can "fallingblock" the technical block of activated redstone (or even just regular redstone dust) and have THAT complete a redstone circuit...

    So you need not a traditional player sensor, with spiders that we'd hear...
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    it has always been hardcore. Your friend, doing time running the server, either got the special "your a wimp" map version, or edited the map to be non hardcore... for you wimps.

    All the maps say what they are, right on the first post.

    Look, I know hardcore is hard to get used to, but once you stop doing stupid things, you stop dying. No suicide tactics, tunnel more, and be sneaky.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Yup, I saw the dinnerbone tweet on redit, and I had to drop in here to see what chaos was in the works from it....

    So, dinnerbone can hear when Veches says, "we need an enchantment workbench" .. but Jeb does not hear "fix your game jeb"
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Why has it taken until now for me to see this:

    .. and more importantly, do you think that Vechs left that 'path' as an option to those who could figure out how to do it?
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from HighwayWizard

    So, speaking of magic, what are you guys' takes on the Beacon Block? It's quite nice, but I'm a bit hard pressed to find a super good use for it in the hands of the player.

    It'd be a pain to use for combat due to having to build the pyramid, and it's awful hard to get a hold of. While very powerful in terms of what it does, it kinda falls out for me because it's stationary.



    So, we need a monument that has both "dragon egg" and "beacon block" as requirements.

    Now, as for actually using the block, there's the ender dragon fight, a bit of power and regeneration will make it take a little less time, and be a little more tedious (as you won't DIE due to regen, it gets much more boring).


    Shift of subject, Zombie Cleo's vid (who needs that much glass) ... masterful trolling all in all.

    Now she mistrusts riding on railcarts.

    Thus the NEXT region needs to be a trap that if you get off the railcart, YOU DIE. A region that has you fighting from the railcart, and trying to survive to the end.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    I think my favorite from this video is the haste potion, no more need to give us turbo miners, just potion turret the haste potions at the location of the coal vein, or whatever.
    Posted in: Maps
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