Play a survival world locked on hard difficulty with cheats disabled (don't even switch to a LAN world to change these settings) and try to complete every advancement. Whilst doing so build a large base of some kind and find creative ways to store all the loot you've hoarded.
- Jancrash
- Registered Member
-
Member for 6 years, 9 months, and 14 days
Last active Fri, Dec, 18 2020 14:40:10
- 6 Followers
- 3,018 Total Posts
- 749 Thanks
-
2
MostlyNOOB posted a message on The smallest chicken cooker!Posted in: Redstone Creationsthis thing is just 3x2
-
3
Perl posted a message on What have you done recently?Posted in: Survival ModeJust a few days ago I created a small (136 mods) sci-fi themed modpack on Minecraft v1.11.2 and started my adventure. I made myself a modern'ish style house to start me off in my adventures, but do not have much expertise when it comes to building in all honesty, with this being one of my first attempts at making buildings that go beyond a simplistic, utilitarian style.
After finding the location and enjoying the view I built my house on the seashore and the headquarters on a nearby islet, then connected the islet to the mainland with a small bridge.
I also built a large building to serve as my headquarters and base of operations, and to host the more general-use machinery that will help me on my journey.
Resource Pack used in the screenshots is a mixture of the Unity Resource Pack by CyanideX and the Unity-Styled Zederrian Technology Resource Pack by Zerrens in an attempt to provide the maximum possible coverage available to me (I am not a texture artist) for the mods in the modpack.
Neither resource pack is unmodified, however, I had to port some textures from versions of Unity for previous versions of Minecraft because they had become lost or incompatible in the transition from 1.7.10 to 1.10.2+, on top of the many textures from Zederrian Technology that required some very painstaking and time-consuming renaming to reflect the changes in texture names from v1.7.10 to v1.11.2.
Many textures used to use camelcase (itemName) type of names, but Minecraft v1.11.2 made lowercase (item_name) the standard.
It was all worth it at the end though, with the Zederrian Technology textures for GalactiCraft being among my favorites.
- Front (House):
- Living Room (1st Half):
- Living Room (2nd Half):
- Dining Room (1st Half):
- Dining Room (2nd Half):
- Kitchen:
- Entomology Studio (1st Half):
- Entomology Studio (2nd Half):
- Bathroom:
- Beekeeping Room:
- Bedroom:
- Headquarters:
- Mekanism Machines Room:
- GalactiCraft Machines Room:
-
2
yoshi9048 posted a message on Temperature and freezing and stuff.Posted in: Suggestionsextreme micromanagement does not mean extreme survival.
Sometimes you have to kill the realistic elements of a game so that the things you want in a game come through.
What ALL GAMES NEED:
Interesting/novel mechanics
Clever/Engaging implementation of mechanics
An interface that allows the functionality of that implementation.
Temperature/thirst mechanics always seem to miss ALL THREE POINTS.
Temperature/thirst is not interesting nor is it novel
It is usually never presented with any clever or engaging mechanic (usually a bar with a penalty system... BORING!)
There is no clear interface that allows a player to meaningfully respond to changes in stimulus except for going for numeric efficiency. Again, boring.
- To post a comment, please login.
1
Sharks do seem cool, but Mojang has already stated in the "Previously Considered Feedback" page that sharks will not be added. TheRPGAdventurer has part of the reason, that being sharks dying in real life is a genuine problem and should not be encouraged in video games aged for children, but the specific reason given is that hostile mobs are meant to be fantasy creatures, not real ones.
"No realistic sharks. Hostile mobs need to be fantasy creatures. (2018, but since folks ask so much it's at the top)"
[source- third in Mobs section]
But as long as the idea is reshaped into a fantasy shark and not one that mimics real life, it could still have a shot.
1
To be fair, the suggestion is for adding a texture variant. Not a new type of Drowned/Zombie altogether.
1
We'll just have to wait and see, then.
1
Correct me if I'm wrong, but the recent biome vote (mountain, savannah or swamp) was just for which one would be added first. And frogs were included in the swamp preview.
So unless I'm remembering the biome vote incorrectly, frogs are coming.
3
This. Also, rarity does not balance out power. Maybe it does in singleplayer. But once one person has that OP tool/weapon/armor set in multiplayer. nobody will be able to compare to them.
1
Seeing as my last Ender Dragon fight was about 300 days into my world, I've wanted to practice that rush to the End. For whatever reason, a UHC seemed to be the best way of doing it. So a few days ago, I created a UHC world and began.
It was a great world. I spawned next to a taiga village, and after two failed attempts, I ended up with an ender pearl villager on Day 11. I found Oak saplings and was growing apples (at this point, I had about two hearts left and full iron armor), so I went off mining for gold and lava (for a Nether portal). Then I dug into a vein of something like ten silverfish and died.
Overall, it was still fun. My personal best UHC record still remains dying to a Wither Skeleton near a Blaze spawner, but maybe some day.
1
I'm not an expert on chunks, and anything I get wrong will most likely be corrected. But I'm pretty sure that, in order to grow crops in unloaded chunks, the game would have to load it, even if just for a moment. And that change would cause many more chunks to be loaded.
It sounds too intensive, loading and unloading that many chunks that quickly.
1
Eh. It's a small change that likely wouldn't matter, but since there have been similar ones to it, I say, "why not"?
1
Smelt Touch: So you can potentially triple ore / scrap drops and it's compatible with Fortune? No. I'm not an extreme fan of an enchantment replacing late-game furnaces either, especially since blast furnaces fill the same roll, but it's not a deal breaker. Please, though- do not make it and Fortune apply at the same time. Potentially tripling drops every single type of ore that you can find should be at least partially balanced by requiring two pickaxes.
Unburning: Seems fine.
Critical: Critical Hits only deal 150% of a normal hit, so would Critical make it do 250% (adding the 100% bonus to the already-existing bonus) or 300% (adding the 100% increase to 150% damage by doubling the latter) damage? Considering the first option would increase 10 damage to 25 and the second would increase it to 30, I don't think I want them either of them. Simply jumping would give you the potential to one-shot targets.
Reinforcement: I can't tell what it does. From what your description says, it sounds like the tool can't break, but you can't use it either. So basically the Elytra.
Wrecking: Giving any weapon the ability to disable shields would negate the entire point of shields.
Overshot: So it increases their velocity too? The range can't be changed without making the arrows fly faster or negating the arc, and that sounds like a single-level enchantment.
Lava Strider: That's what Striders are for. And Fire Resistance. And being in lava would shred your armor.
Multishot: Anything past three arrows sounds too powerful, and simply changing Multishot to take two levels for the same effect would be pointless.
Blasting: Five durability that is affected by Unbreaking in exchange for breaking 27 blocks regardless of blast resistance and having Fortune/Silk Touch apply to each and every block? That's not balanced at all.
Curses: Curses really only exist for mapmaking, and the ones you suggested sound fine. I'd possibly change the Damaging one to do 1-5 extra points of damage whenever, though, just so you don't have iron tools breaking at wooden durability constantly.
Also, your suggestion for Unburning and Reinforcement being like Mending is already a thing. Mending and Frost Walker are treasure enchantments, meaning they can be obtained from any enchanted item source except enchantment tables.
1
You have to consider that most players with many shulker boxes choose to store them all in Ender Chests. You lose two slots (a silk touch pick + the Ender Chest) but gain 27 chests of storage in exchange for those two slots.