• 0

    posted a message on Total Cereal's Survival Server!
    Figured I'd contribute or something and post some pictures of the server.

    Introducing: Totalville

    Where the animals are friendly and affectionate.


    Some regions may be harsh, but a sturdy life is managable.


    And some places are just so surreal, that even the laws of physics have no meaning.


    But we have proven that despite all odds, we can conquer even the scariest looking places.


    But don't take our word for it, just ask our fan. He's practically beating down our doors trying to get in.

    Posted in: PC Servers
  • 0

    posted a message on Unrealistic Terrains
    Quote from Someguyfromcrowd

    New world type: Chaos.

    Come to think of it, that might actually be fun. I want to build my house next to a snowy lava lake in which cactus are growing.

    I want to grow cactus in the middle of my end stone forest =p
    Posted in: Suggestions
  • 0

    posted a message on Wolves + AI = ?
    Quote from Pvt_Dude

    You got a very interesting idea here,but herding animals is the only part not sounding good.
    I like the part about villages taming wolves but i'm not sure how that could be implemented,But would we be able to
    Re-Tame the wolves to help us instead?

    well no.. the village would own the tamed dog(s). It would be like interacting with another players dog in multiplayer.

    I guess I should clarify that a bit more though.. what I meant was that on spawn/creation, the village 'might' have wolves in the general area and some of those wolves 'might' be tamed by the village itself.. I had no intention of saying that villagers would go out and tame wolves themselves.

    the implementation could be somewhat simple though, it would be the same, or similar, to iron golems from my view.

    what's wrong with the herding animals part?
    Posted in: Suggestions
  • 0

    posted a message on Unrealistic Terrains
    I would like to see MORE unrealistically challenged terrains.

    things like snowy jungles, swampy deserts, floating/underground plains, lava-pit filled forests, etc.

    I don't know about anyone else, but I like the idea of completely invalid and screwy non-realistic worlds to explore.
    Posted in: Suggestions
  • 0

    posted a message on Wolves + AI = ?
    Quote from AmbassadorArt

    Overall interesting, but I don't like the cat idea, it discourages the player from having an army of tamed animals, and keeping both wolves and cats in your home. I would also like to see them attempting to avoid high cliffs and falls like Zombies do. Wolves AI makes them take too much fall damage.

    well the cat chasing, in my view, wouldn't be a constant and more of a randomized thing.
    kinda similar in a way to how enders go aggro with players.. (and yes I know staring and blah blah blah, I'm making a point)
    normally enders are nuetral mobs, but under certain conditions they go bitchcakes and chase/attack the player.
    I'm not suggesting the dogs attack the cats, but chasing would be funny.

    I do agree with your idea about wolves getting better AI about cliffs though.. my wolves are constantly knocking each other off cliffs in order to get my attention =(
    Quote from Maduo

    well the cat chasing, in my view, wouldn't be a constant and more of a randomized thing.
    kinda similar in a way to how enders go aggro with players.. (and yes I know staring and blah blah blah, I'm making a point)
    normally enders are nuetral mobs, but under certain conditions they go bitchcakes and chase/attack the player.
    I'm not suggesting the dogs attack the cats, but chasing would be funny.

    I do agree with your idea about wolves getting better AI about cliffs though.. my wolves are constantly knocking each other off cliffs in order to get my attention =(

    Maybe something like Pack Formation or Pack Order could be defined within their AI too so that wolves would normally have a set pattern that they follow in.. kinda like options from the game gradius... though I fear that would make them look less environmental and more rigid as a game mechanic =/
    Posted in: Suggestions
  • 0

    posted a message on Beaver -=- [MOB Suggestion](Custom Graphic)
    those beavers scare the crap out of me, I will enjoy stalking them in future updates.
    Posted in: Suggestions
  • 0

    posted a message on "4D" Biomes
    I don't like this idea and here's why:

    'locked zones'

    basically this idea is suggesting that no matter where you are, your zone is going to be permanently locked in that type of scenario. thus a swamp could never be transformed into a desert, a desert could never be transformed into a forest, and so on.

    I know that zones are already locked as is, but denying blocks to grow in these locations because of a new weather system robs the player of all creative freedom when he wants to build a sand castle desert in the middle of a frozen river.

    besides, we already have somewhat of a "heat" variable with the terrain as far as block colors go. trees and grass near deserts are naturally lighter colored, whereas the same blocks near taigas are naturally deeper in color. The system isn't perfect, granted, as I've seen snowy jungles, but I would still like to be able to see snowy jungles =p
    Posted in: Suggestions
  • 0

    posted a message on Brewing continued
    Your idea has some merit but I think the negatives to distillation are too small.
    40% chance of failure and 10% reduction does not equate to -50%.

    beyond that, most people can easily create tons and tons of potions as it is, making the 40% failure rate not that threatening.
    If the distilled potions were for basic potion types only then I would agree with them more, but this idea just seems far too OP for advanced potions.. like say, a fire resistance, speed, and strength potion that lasted for 7 minutes and 12 seconds..

    If I might make a suggestion.. instead of expanding on the same age philosophy, perhaps you could change it to introduce new mechanics like your blindness potion or your speed drilling potion.
    A simple suggestion like "make same type potions stack" could be put in place for easier consumption of the abilities we already have instead of just making more ways to get them.


    also... fire + water = mundane potion? =p
    Posted in: Suggestions
  • 0

    posted a message on Wolves + AI = ?
    Wolves currently have 3 major things going for them..
    they attack in groups and counter whenever any are attacked... or see a sheep..
    they can be tamed/become friendly to the player..
    and they can be healed with meat.

    not so bad as far as a mob goes but, I was thinking, the wolf AI is not all that impressive at all.
    at their 'peak' you'll see wild wolves attacking sheep possibly for "food" purposes but other than that, they virtually could be replaced with any other type of animal and still have the same ruleset of abilities applied to them.

    that is why I'm suggesting that the wolf AI be upgraded to include some of the following canine traits:

    Howling - Wolves naturally have heightened senses and can detect when enemies are nearby, as such they would howl to summon more of their pack into combat. Wild wolves nearby would hear this howl and assist, Tamed wolves would act the same way.
    ~The idea behind this would be to not only to alert the player of wild wolves but give a more sense of usefulness for tamed wolves as well as adding environmental effects.
    (dunno about you guys but if I was in the middle of a snow field and heard a wolf howl I'd probably need a new pair of pants)

    Fetching - It is a well known fact that wolves, both wild and tamed, are natural hunter/gatherers, as such tamed wolves have developed an exercise to maintain their wild instincts that humans often call "playing". these activities usually include tugging on a rope, hiding, and throwing a stick/frisbee. The idea of "fetching" is throwing an object and waiting for the animal to bring it back to you, a trait that is common amongst canines, especially trained ones. For this improvement I would like to see trained wolves "fetching" objects that are lying on the ground for the player.
    ~This idea could be rather annoying for players if they are trying to ditch stuff on the ground but the dogs would see this as a type of "play".

    Settling - For those that don't know, canines are very territorial creatures and will often attack intruders that they believe to be a threat to their safety. Tamed canines are no different. I'm sure most people have heard or seen rottweilers, pitbulls, or a doberman. These beasts are intimidating and scary as foes but are friendly and playful allies. back on topic, canines are territorial creatures, thus I believe there should be some way to "set a spawn point" for them so to speak. Like villagers, they would not venture too far from their spawn location unless following the player and would have the ability to always find their way back to their spawn. Thinking of a way to do this, I came up with the theory of of another use for the bone. dogs are protective of their bones, as such they bury them. This proccess of burying bones could be the trigger for setting a home/spawn point for tamed wolves and could be triggered by simply throwing a bone and waiting for your dog/puppy to bury it nearby.
    ~The idea for this was brought about by the age old saying "dogs can always find their way back home". This saying was originally invented because of some breed's unique sense of smell and tracking, thus always finding the trail back to their region/home.

    Herding - While not a dominant trait in all dogs, the idea of "herding" is derived from the hunting with a pack instinct within wolves. as such it would be quite humorous to watch tamed wolves attempt to herd/chase animals around without attacking them. In this way, sheep would be especially susceptible to being herded/gathered by tamed wolves.
    ~This idea could honestly be panned out more, but it was more of a humorous thing that I thought would give more depth to the dogs interaction with the world around it.

    Cats - The age old rivalry of dogs and cats goes back to ancient times, however from what we know it seems that canines have always managed to grasp the upper hand in that troubled relationship. While some cases of animal companionship have proven that canines and felines can exist together, in most forms, the dogs end up chasing the cats, and I think this too would be a rather humorous addition.
    ~The idea that dogs chase cats is fairly common and would add more depth to the mindset of the game as well as a more 'realistic' environment.

    Villages - A common misconception is that man won canines as some sort of prize, or that man choose dog as his "best friend" while it has been proven scientifically that canines were actually the first to "choose man" so to speak. The early canines would often lurk around the outskirts of early human settlements due to the abundance of leftover food, warmth, and safety reasons. Because of this humans took them in and made use of their own skills in a symbiotic relationship. I believe canines, both wild and tamed, thus would naturally occasionally be present near some of the villages. To clarify, tamed by the village, not by the player.
    ~This was part of my bigger idea that villages, over time, should evolve and never be locked down to always being a tiny village within minecraft. However, even at it's base level of just being a village, this idea fits in perfectly still.
    Posted in: Suggestions
  • 0

    posted a message on Detailed Nether Villagers (Lots of Images)
    Quote from 0_Zippy

    1.) Who cares? It's not like there's a written law that states that Nether villagers should act exactly like their Overworld counterparts. It wouldn't make any sense to have ANY kind of mob in the Nether/hell that's 100% passive.
    2.) I don't understand what point you're trying to prove by saying that.
    3.) Okay.


    1.) So are my Nether Villagers...
    2.) Don't know what you're trying to prove there. I could just say that my Nether Villagers are very intelligent and know better to not start random unnecessary fighting unless provoked or witnessing a player steal their stuff. Actually, I already have said that.
    3.) Once again, I don't know what point you're proving by saying that. If you're trying to say that my Nether Villagers have no logical origin, then please tell me the origin of Creepers.


    After "imo", I hardly have a clue what you just said. Also, Blazes and Slimes rescuing big bulky minotaurs would be painfully dumb and pointless.


    Uhhh... If you read the OP carefully, they do not live in "towns". They do not have organized buildings, farms or the like. They live in caves that they carve out at their own will.


    As the saying goes, please read the OP carefully beforehand.

    troll better next time.
    -skipped
    Posted in: Suggestions
  • 0

    posted a message on Detailed Nether Villagers (Lots of Images)
    I don't like this idea and I'll tell you why:
    1) Villagers are not hostile mobs, even if you attack them they never fight back.
    2) The Nether is commonly known as hell, where many evil and destitute creatures lay in way for unsuspecting adventurers.
    3) The only "passive" mob imo that should ever exist in the nether are the zombie pigmen.

    expanding on that, the reason why I say only zombie pigmen is because:
    1) pigs are generally neutral by nature.
    2) zombie pigman honestly cannot have that high of a brain function to differentiate friend and foe without witnessing or being the victim of an attack first.
    3) zombie pigmen exist both in the nether and in the overworld and as far as anyone knows, are created only when pigs die or get struck by lightning. (speaking from a roleplaying point of view)

    If these minotaur like creatures were created then they should be anti-player imo.. as in, the roles would be reversed and the player would be the evil bad guy breaking down the doors and the blazes/slimes coming to rescue the minotaurs even though they can defend themselves.

    One thing I would change though, is the minotaurs being aggro. we really don't need more of the same as far as towns go..

    as the saying goes.. you seen one town you seen em all
    Posted in: Suggestions
  • 0

    posted a message on HALF-PLANK BLOCKS!!!
    I suggest that someone fixes the bug and makes them actually made of wood so we don't have to use a mining pick to remove them.
    Posted in: Suggestions
  • 0

    posted a message on underwater mob
    Quote from phlum

    you have to remeber that many players never brew anything and would never use any potions, some never enchant anything as they never have any xp, all i propose is a way for less powergamer type people to get to a closer levle with the other power gamers. if you were to call my idea OP you should cheak out the enchantment and potion making more thourougly. also you compleatly froget about the drop rate. i'm talking 2 scales a drop if not less. that takes a while to make an suit of armor

    of course, there is one huge flaw with your plan.
    the fact that only these type of monsters would spawn in an ocean area.. meaning about 6-7 of them could spawn, kill them all, run away towards land, then run back to make 6-7 more spawn... around 2 scales each you'd have enough to make a full set in the time span of a single night.
    besides that, if this was meant to be done for the non-power gamer type, then why are they so overbuffed? the average gamer can barely take a skeleton/creeper, let alone this behemoth that you're talking about. It really seems more like you want this monster so you don't have to go to the nether to get enchanting/potions rather than what you're suggesting would be best for the non-power gamer.

    although this may be a bit late, I suggest you check out the mo' creatures mod. It has a unique monster called ogres that are somewhat similar to your idea and are a pain in the ass that destroy most players and all their valuables. Although that monster doesn't swim, drop any enchanted items, or items that lead to enchanted gear.. mostly just stuff like obsidian and fire which is un-gettable in normal play and used to make chainmail armor.
    Posted in: Suggestions
  • 0

    posted a message on underwater mob
    Quote from phlum

    so just to clear this up the water scales would be only as stong as gold, i already said so in the post, diomond is way to over powered. we all know that, also the mob would not need to into land mode but would be able to, it could stay under water. and yes the point of the monster is to get people to light up the water.
    but if you dont like the idea, i'm sorry, haters gonna hate

    haters are already hating on feedback =p
    I didn't say your idea sucked I said it needed refinement.
    plus you said it was "as strong as gold" nothing about it's durability. If you said something like "it would be equivalent to gold armor except with this and this added" it would've been more clear. Even with the low durability that gold armor has, adding fire resist and underwater breathing still makes it OP. Plus.. it's kinda contradictive to how minecraft works.
    Think about it.. you go into a place full of burning lava/fire and kill a monster made of fire in order to be able to get fire resistance. If anything your scales should give something like -water resistance instead of underwater breathing and fire resist.
    maybe if the scales were used at diamond level with the helmet then I could accept underwater breathing, but without an enchantment table that would seem OP on anything less.
    as for the non-helmet items, "Boots - Faster speed in water" "Chest plate - aqua affinity" and "Pants - Faster speed in water".
    still thinking on diamond level mind you.
    but hey, as you said, not everyone likes balance, haters gotta hate.
    Posted in: Suggestions
  • 0

    posted a message on Freedom at Last
    Quote from redsand

    Yeah, just cross an ocean that takes days to cross, even on boat. Good fix there chief.

    a day? only takes me a couple minutes via boat... that's not even a whole day in minecraft ;)
    the length you need to travel on boat isn't even half of an in game map.. and on boat that takes roughly 1-2 minutes.

    besides... he said he was leaving them anyways, I'm assuming he's never coming back for them so it's a moot point since he's going to greener fields so to speak... gonna cross that big ocean sooner or later.

    EDIT: also just kill the cats, they're useless anyways.
    Posted in: Suggestions
  • To post a comment, please .