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  • Miner_01
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  • Member for 9 years, 9 months, and 11 days
    Last active Wed, Dec, 27 2017 10:15:47
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  • View Miner_01's Profile

    2

    Feb 12, 2012
    Miner_01 posted a message on ComputerCraft
    So i was just trying out this mod when i found out i could make messages come up when you write the one special thing, so i decided to make this(i would love some rep for this):
    Posted in: Minecraft Mods
  • View Miner_01's Profile

    1

    Feb 10, 2012
    Miner_01 posted a message on Herobrine, why did you gone?
    Quote from ntim_corporation

    But there is no Herobrine cd in default game! It can be added only by mods!

    There is, the 11 cd
    Posted in: Discussion
  • View Miner_01's Profile

    1

    Dec 9, 2011
    Miner_01 posted a message on [1.1]100% more Crafting [v.2.0] (Updated for 1.1)
     Cake, not kake (Btw here in Norway it's kake, omnomnom)

    Imma try this

    Posted in: Minecraft Mods
  • View Miner_01's Profile

    1

    Jul 22, 2011
    Miner_01 posted a message on Open World Adventure Map! (Beta [WIP])
    Y u no pics:P
    Posted in: Maps
  • View Miner_01's Profile

    1

    Jul 19, 2011
    Miner_01 posted a message on Is he real?
    HE IS REAL! THiS IS HEROBRINE!
    Posted in: Survival Mode
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  • View BloodRogue69's Profile

    2

    Jul 8, 2011
    BloodRogue69 posted a message on [1.7.3]ZombieHorde Mod v1.2
    Short version
    This mod makes zombies stronger and makes them horde together after a certain target. It also adds a bait block which will lure zombies over a distance

    Longer version
    It changes 2 things:
    1 - Zombies are slightly faster (when chasing a target - not as fast as you though), have better range and attack speed. All just slight improvements.

    Zombies also group together now. When a zombie is engaging a target, it may call other zombies, who may then also choose to engage the target (in most cases, you!). Far away zombies may lose interest as they always do, but a larger horde will ensure that the zombies attention is again focused on the target - this means, bigger horde = faster growing horde.

    For this to be effective, the spawn limit for hostile mobs was raised from 70 to 90, and the spawn rate of zombies was increased.

    2 - Bait block was added. This will slowly attract zombies (quickly when they are nearby). When a zombie is nearby for a while, the block will be destroyed (as it was eaten).

    To craft this, you need 4 row pork, 4 raw fish and 1 egg. This may be difficult to get, but once you have it and place it in a way that is difficult or impossible for a zombie to eat, it could be used effectively.

    Recipe is as follows:
    :GoldBar: :Ham: :GoldBar:
    :Ham: :Diamond: :Ham:
    :GoldBar: :Ham: :GoldBar:

    where:
    :GoldBar: - raw fish
    :Ham: - raw pork
    :Diamond: - egg

    New:
    - Fixed some bugs. Bait still showing after destroyed by zombie bug now fixed. Minor tweaks made.
    - Zombie call range is now what it was intended to be.
    - Particles added to bait block when being eaten by zombie.

    To-do:
    - Add particles and cracks to bait blocks when attacked by zombies (sound also).
    - Animate Zombies while they are eating bait.

    Flaws:
    - The texture for the bait block looks stupid in my opinion, but I suck at textures. Feel free to send me a texture that looks better and I will replace it!

    Please report any errors that you encounter. Also let me know if it causes excessive lag.

    INSTALLATION:
    To install, do whatever you would for a normal mod. If you struggle, download and use mcpatcher.
    You need Risugami's modloader as well as audio mod for it to work properly.

    It is now compatible with 1.7.3. I'll check for compatibility with other popular mods such as Mo creatures, Allocator, etc.

    This is my first mod. Let me know what you think.
    Hope you enjoy :smile.gif:

    Download Here

    *updated, to v1.2 once again.
    Posted in: Minecraft Mods
  • View GreyAcumen's Profile

    80

    Feb 8, 2011
    GreyAcumen posted a message on Expanded Inventory - 5 New Equipment Slots
    Expanded Inventory

    5 NEW INVENTORY SPACES
    (2x2 crafting grid moved lower to make room)


    TABLE OF CONTENTS
    Back
      Hard Core Implementation
      Non-Packs
        Capes
        Satchels
          Parachutes
      Packs
        Backpack
        Groovepack
        Smeltpack
        Workpack
        Expelpack
        Creeperpack
    Arms
      Gauntlets
      Climbing Gloves
      Karate Gloves
      Blade Gloves
      Farming Gloves

    Offhand
      Full Shields
        Wood
        Gold
        Iron
        Diamond
      Small Shields
      Sword
      Hand Tools
      Maps
        Ink Quill
        Books
        Journal
        Atlas
        Bookcases
        False Books
        Bookshelves
    Ammunition
      Andrew John's Rangecraft
    Wildcard



    Back:
    (Click Here for Original HardCore Implementation)
    The back slot brings support for wearable packs, capes, parachutes, and a number of other potential advantages, but this doesn't come without a price; If a backpack would give the player more inventory, then where does the inventory that the player already has come from? The obvious answer is that the player already starts out with a backpack, so for minecraft to support players wearing backpacks, it will also need to support players NOT wearing backpacks:

      Use Restrictions - Packs are the primary item to be placed in the Backslot. Packs specifically refer to items that expand the player's inventory options when placed in the back slot and do not include Capes and Satchels. Packs may only be placed in a quickslot or a slot of the 2x2 crafting grid, and may not be placed in the player's inventory. (since the inventory would be that of another pack the player would need to be wearing already - no packs inside of packs) They may still be placed inside of dispensers and chests.
      Durability - All packs have durability, and as the player takes damage some of that damage will be applied against the durability of the pack.(Not the case for Capes/Parachutes) Damage taken specifically from behind (shot in the back by an arrow) may have an even higher percentage of the damage applied to the pack. When the durability of a pack drops to 0, the pack will be destroyed, scattering the items the player had placed in the standard inventory slots, and permanently losing any items that the player had in non-standard inventory slots (any slots that are unique to that specific type of pack.
      The durability of backpacks is relative to the difficulty. Easy has a finite but extensive durability,(Peaceful has the same amount, but the backpack will never receive any damage) Normal has a less durability than Easy, and Hard has the least durability. Switching to an easier difficulty can allow the backpack to last longer but it will always retain the amount of damage it has already taken, so if the backpack has been damaged extensively on easy difficulty, it may break immediately on switching to a harder difficulty.
      Equipping - Packs, Capes, and Parachutes can all be equipped from the quickbar by pressing right click while holding them. Right clicking while holding a Parachute will default to equipping to the Backup Chute slot if the player is already wearing a Parachute or Chutepack, and otherwise equip to the Back slot. Right clicking while holding a Chutepack can only equip to the Back slot.
      Unequipping a pack from the Back slot will drop all items held in the inventory onto the block the player is standing on, unless it is being switched out with a pack of the same type. Switching a pack out for a pack of a different type will only drop those items that do not have a corresponding slot in the inventory of the new pack. Items in the quickslot are never dropped or lost.

      Non-Packs

        Capes -

        When crafting a Cape, the cloth being crafted with must all be the same color. This will determine the base color of the resulting Cape. Capes can be equipped directly to the Back slot or crafted with a Backpack to make a Capepack. Capes by themselves make no changes to the player's inventory and take no damage when the player is injured.

        Players will also be given the option to edit an "emblem" file, similar to the one they use to alter their player appearance. The emblem would overlay on the cape provided one is equipped, and would allow players to make their capes multiple colors. (As suggested by Halfwing:smile.gif: Multiple different emblems could be included on this file, and would be specific to the color cape that the player is wearing. If the player crafts a black cape, then the emblem in the "black cape" section would be overlaid on it. This emblem could be different than the one that would display when the player puts on a White Cape or Red Cape, etc.
        There will also be Team Capes which cannot be crafted but can only be created by an admin and given directly (through players or chests, etc) which will point to a set of team cape emblems that are stored server side. Team capes will ignore player specific emblems.


        (inspired by Glyph255)
        Satchels -

        Even when players are wearing a backpack, people still find themselves running short on mobile storage. To address this issue we introduce the Satchels, similar to chests in general function, method of access, and that they are not stackable, the key differences are that the Satchel only has 4 slots of storage, but picking it up does not remove the items from a satchel, allowing them to be carried as a group while only using a single slot.
        With the implementation of the Back Slot, Satchels will also be able to be worn on the back in order to access it's inventory. This becomes less practical to do while wearing any of the Packs, but provides a relatively convenient method of storage until for when the player is without. Whatever is placed in the satchel inventory will be retained in it even when the satchel is removed from the back slot.

        While this effectively allows a player to potentially quadruple their carry space, this is not without disadvantages;
          - The items each satchel contains cannot be accessed unless the satchel is placed on the ground or in the Back Slot, nor is there anyway to distinguish satchels from each other or verify the contents of a satchel without placing in the Back Slot, or placing it on the ground and opening it.
          - Once a satchel is placed on the ground, it is susceptible to disappearing (along with any items it had) if the player wanders out of map range. To prevent their disappearance, Satchels must be carried by the player.
          - Satchels are also highly susceptible to destruction. Although this makes it easy for the player to pick up the satchel with a single hit, if a Zombie, Spider or Skeleton touches it, it will destroy the satchel and spill its contents, and any explosions (creeper or otherwise) or fire or lava will instantly destroy the satchel along with any items it might have been containing.
          - If water touches a satchel, that satchel will be dropped as if broken, but provided it is picked up, its contents will not be lost.
          - Satchels cannot be stored in other Satchels or in Chests.
        When placed on the ground and accessed as a chest, the satchel gui will look like this:



        Parachutes -

        The Parachute can be worn directly on the player's Back slot or crafted with a Backpack to make a Chutepack. It can be activated by pressing the jump button when the player has fallen more than 3 blocks but still hasn't landed. It will stay open, slowing the player's fall to safe speeds, until the player releases the jump button. There is a noticeable amount of time between when the player hits the jump button and when the Parachute actually activates and begins slowing the player's fall. This should be whatever time it takes to fall 4 more blocks. When the parachute is activated, the empty Satchel will be left in the Back or Backup Slots.

        A Parachute only has a 45-50% chance at deploying successfully, and may instead result in the Parachute breaking into 1-5 cloth and 1-3 string (though never 5 cloth AND 3 string at the same time) that scatters out above the player's head as they continue to fall. To make up for this, wearing the Parachute replaces the 2x2 crafting grid with 2 slots that can only hold two more parachutes for backup (though this is called the backup parachute, it is actually used first) In order to use these backup parachutes, the player must let go of the jump button and press it again before they hit the ground.
        When the player lands or if they let go of the jump button while the Parachute is still slowing their fall, it will break and drop a "Tangled Chute" which must be crafting with a satchel to turn it back into a usable Parachute.


      Packs

        Backpack -

        A backpack is the most basic form of mobile storage. It provides the player with 3 rows of 9 columns of inventory slots, bringing the player up to Minecraft's standard inventory amount.

        If the Backpack is broken, all items in the inventory will scatter. Items in the quickslot and 2x2 grid will be unaffected. If the Backpack is switched out for a pack that alters the 2x2 grid, then any items in the 2x2 grid will be dropped at the player's feet. If the Backpack is switched out for a pack that alters the standard inventory, then any items in the altered slots will be dropped at the player's feet.


        Carrypack -

        Equipping the Carrypack will replace the 2x2 crafting grid with 3 rows of 4 columns(12 total) of inventory slots along with the regular backpack inventory for a grand total of 39 slots (plus 9 quickslots) effectively giving the player 8 more inventory slots over the standard Backpack. The extra 12 slots the Carrypack grants will not be accessible when using Chests, Workbenches, Furnaces,Dispensers and any other blocks with their own inventory.

        If the Carrypack is broken, then all items in the main inventory will scatter away from the player, and all items in the extra 12 spaces that the Carrypack grants will be lost permanently. If the Carrypack is switched out for a non-Carrypack, then all items in the extra 12 spaces will simply be dropped at the player's feet.


        Capepack -

        The Capepack can be made by crafting the Cape or Team Cape with a Backpack, but whatever durability the Backpack started with will be carried over to the Capepack. The Capepack functions the same as the Backpack in terms of altering the player's inventory, but will give the appearance of having a Cape equipped.

        If the Capepack is broken, the Cape will be left in the player's Back Slot. The Capepack can also be placed in the crafting grid to drop the Cape in the output, leaving the Backpack (with whatever durability damage the Capepack had) in the input side.


        Chutepack -

        The Chutepack can also be made by crafting the Parachute with a Backpack, but whatever durability the Backpack started with will be carried over to the Chutepack. The Chutepack allows the player the same chance of surviving a fall as if wearing a Parachute, but trades the ability to store backup parachutes for increasing the player's inventory as if wearing the Backpack. When the Parachute is deployed from the Chutepack, it will revert to a regular backpack and the satchel will be dropped into the 2x2 crafting grid of the backpack inventory.

        If the Chutepack is broken from damage, the Parachute will be left in the player's Back Slot. The Chutepack can also be placed in the crafting grid to drop the Parachute in the output, leaving the Backpack (with whatever durability damage the Chutepack had) in the input side.
        When the Chutepack drops a Tangled Chute or has a failed deployment, the Chutepack will automatically be replaced with a Backpack.


        Groovepack -

        The Groovepack changes the 2x2 grid from "crafting" to "playing" and up to 4 records, and ONLY records, can be stored in that 2x2 grid. Placing a record in the "output" slot will cause that record to begin playing. When that record is finished it will be switched with a different record from the Playlist and will begin playing it automatically. This will continue indefinitely, looping through the various records in the Playlist. If the player wants to stop the music, they merely need to remove the record that is in the "output" slot.

        If the Groovepack is broken, the Jukebox used to craft it will be lost along with the Backpack. Any records that were still in the 2x2 grid or output will also be lost, but the Groovepack can be placed in the crafting grid to drop an undamaged Jukebox in the output, leaving the Backpack (with whatever durability damage the Groovepack had) in the input side.


        Smeltpack -

        The Smeltpack changes the 2x2 grid into a smelting setup, allowing the player to smelt ore that they find on the fly. If the Smeltpack takes any damage or touches water, it will interrupt any ongoing smelting and lose whatever was in the fuel slot. If it involves fire/lava, it can have a chance of outright destroying whatever was in the process of being heated.

        If the Smeltpack breaks, then all items in the fuel slot, input slot and output slot will be lost. The Smeltpack cannot be decrafted and will not drop anything if it breaks.


        Workpack -

        With the Workpack equipped, the 2x2 crafting grid will be replaced with 9 inventory slots much like what happens when the Carrypack is worn, but the player also loses 6 columns off of the left side of their inventory, which are replaced with a full worktable crafting grid. Anything that is placed in the workbench slots or in the extra 9 slots that replace the 2x2 crafting grid will not be accessible when opening Chests, Dispensers, etc.

        If the Workpack is broken, any items in the Workbench grid, or the extra 9 inventory slots that replace the 2x2 grid will be lost. The Workpack cannot be decrafted and will not drop anything if broken.


        Expelpack -

        Wearing the Expelpack will replace the 2x2 crafting grid with a 2x3 dispensing grid. While it is worn, items can be placed in the 2x3 grid and left there. While the dispensing grid has items in it, every step the player takes while walking (not jumping or sneaking, or minecart or boat riding) will cycle through the grids and use the item in that grid on the space that the player had previously occupied, provided that area did not already have a block in it. If arrows/snowballs/eggs or any other form of ammunition are in the 2x3 crafting grid, they will be fired directly behind the player.

        Hoes, Shovels, Pickaxes, Axes, and Swords may also be placed in these slots, and will be used on the block behind the player with each step. However the tool being used will still need to be aimed at the block in question long enough to finish breaking it to work, so the lower quality the tool, the longer the player must wait after each step. Additionally, whether the item is used successfully or not will still count as a use against its durability (double durability when trying to use the improper tool on a block)
        Any item that is not ammunition or possesses a specific function when right clicked (sticks, flint, coal, feathers, etc) will simply be dropped behind the player.
        The item that is used is not random, but starts at the upper left corner and cycles clockwise until there are only empty spaces to the end of the cycle, at which point it starts back at the beginning to restart the cycle.
        Quote from USING THE DISPENSING GRID »

        With this arrangment of items in the Dispensing grid;
        :--+: :YFlower: []
        [] [] []
        Item use would alternate between placing a torch and placing a flower every time the player moved a space. So starting from here;
        :Notch: [] [] [] [] [] [] [] [] [] [] [] [] [] []
        :Indigo: [] [] [] [] [] [] [] [] [] [] [] [] [] []
        :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass:
        would result with this;
        [] [] [] [] [] [] [] [] [] [] [] [] [] [] :Notch:
        :--+: :YFlower: :--+: :YFlower: :--+: :YFlower: :--+: :YFlower: :--+: :YFlower: :--+: :YFlower: :--+: :YFlower: :Indigo:
        :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass:

        :--+: [] []
        [] [] :YFlower:
        Item use would would place a torch, then leave 2 empty spaces, then place a flower, then immediately start over again and place a torch, then 2 empty spaces, then a flower, continually starting the cycle over again. So starting from here;
        :Notch: [] [] [] [] [] [] [] [] [] [] [] [] [] []
        :Indigo: [] [] [] [] [] [] [] [] [] [] [] [] [] []
        :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass:
        would result with this;
        [] [] [] [] [] [] [] [] [] [] [] [] [] [] :Notch:
        :--+: [] [] :YFlower: :--+: [] [] :YFlower: :--+: [] [] :YFlower: :--+: [] :Indigo:
        :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass:

        [] [] :--+:
        :YFlower: [] [] would leave 2 empty spaces, then place a torch, then leave 2 empty space, then place a flower, then start over by leaving 2 empty spaces, placing a torch, leaving 2 empty spaces and placing a flower, etc. So starting from here;
        :Notch: [] [] [] [] [] [] [] [] [] [] [] [] [] []
        :Indigo: [] [] [] [] [] [] [] [] [] [] [] [] [] []
        :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass:
        would result with this;
        [] [] [] [] [] [] [] [] [] [] [] [] [] [] :Notch:
        [] [] :--+: [] [] :YFlower: [] [] :--+: [] [] :YFlower: [] [] :Indigo:
        :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass:

        [>>-i>] [] []
        [] [] []
        This setup would fire an arrow behind the player every step the player takes, providing cover fire as they run from an enemy, though the arrows would of course not be retrievable, and the player would not be able to aim easily (though looking down would shoot the arrow higher, but looking up would shoot the arrow into the ground)

        The Expelpack cannot be decrafted to retrieve the backpack from the dispenser and nothing will drop if the Expelpack breaks. All items in the dispenser grid will be lost if it breaks.


        Creeperpack -

        Creepers getting you down? Revenge is a dish best server LOUD! If you die, your pack breaks, or you come into contact with fire or lava, your Creeperpack will explode. You can fill the Bang+ slot with gunpowder for an even bigger explosion.

        Why? Why would you do this? You will die if you use this, period. What could you possibly gain from destroying the area around your corpse after you've already died? Curse my foolish pursuit of science! It has led only to sorrow and destruction.


    Arms:
    Arms/Hands are the last piece of armor needed for a fully armored character.

    With this addition comes a revision of how armor functions. While the total amount of armor worn will determine how much damage the player can absorb, as well as how likely, it will be possible for the player to have damage bypass their armor that damage is directly aimed at an unarmored bodypart. So if the player is not wearing a helmet, and is shot in the head, then no damage protection from the armor is applied.
    Furthermore, all durability damage is FIRST applied to the piece of armor that is doing the actual protection, and then only among the other pieces of armor if the damage is significantly higher. So getting shot repeatedly in the head will break the helmet first, but could still leave the leggings, boots, and chestplate relatively undamaged. Likewise damage taken from falls is applied to the boots first, and won't chip away at the other armor pieces unless the damage taken from the fall is large enough.
      Gauntlets

      Gauntlets provide 2 armor points, giving the player a theoretical maximum of 12 armor points, but only 10 points are ever counted at a time. This allows the player to take damage and still have a time where they are fully protected, or to skip wearing a helmet or boots. Wearing Gauntlets also ensures that the protection offered by any other piece of armor is extended to the sides, which would otherwise have a thin area that would be treated as unarmored even while wearing chestplate.

      Climbing Gloves
      = Hand Pick, [@]=String
      []
      [@] [] [@]
      :wood: [] :wood:
      Climbing gloves allow you to climb non-ladder blocks. The durability is dependent on the material of the hand picks used, but is still going to be low enough to be prohibitive to use as a standard.
      To do this, merely switch to a quickslot with no items, and then hold right click down. The player will now be locked onto the surface of the wall. Climbing walls does not work the way ladders do. Forward and backward will control climbing up and down, while left and right control sideways motion, and if no movement key is pressed, the player will merely hold onto the wall. While climbing, the player cannot let go of right click, nor switch to any non-empty quickslot, nor jump or crouch. Any of those actions will cause the player to let go of the wall and fall. Players do not need a sheer wall for climbing, but can have gaps similar to the way ladders can be placed one block apart.
      Each block the player climbs will reduce the durability of the Gauntlets. Some blocks are easier or hard to climb, and may incur double durability, or no loss of durability, and some blocks are simply impossible to climb:
        x0 Durability - Mossy Cobblestone, Brick, Bookshelf, Ladder, Fence
        x1 Durability - Cobblestone, Dirt, Clay, Wood, Sandstone, Cloth, Coal( :GoldBar: / :Iron: / :Diamond: gauntlets), Iron( :Diamond: gauntlets), Gold( :Iron: / :Diamond: gauntlets), LapusLazuli( :Iron: / :Diamond: gauntlets), Workbench, Chest, Jukebox, Dispenser, Noteblock, Logs,
        x2 Durability - Stone, Ice, Snow, Coal( :Bacon: gauntlets), Gold( :GoldBar: gauntlets), Iron( :Iron: gauntlets), Diamond( :Diamond: gauntlets), Netherack
        Impossible - Sand, Gravel, Obsidian, Bedrock, Glass, Gold( :Bacon: gauntlets), Iron( :Bacon: / :GoldBar: gauntlets), Diamond( :Bacon: / :GoldBar: / :Iron: gauntlets) LapusLazuli( :Bacon: / :GoldBar: gauntlets), Glowstone,
        Special - Air(durability of block below it), Furnace(regular durability, will damage player if actively smelting), TNT(no durability, will activate if climbed over), Leaves(will break if attempting to climb), Cactus(Impossible, attempting will damage player), Soul Sand(No durability, player's speed will be reduced)

      Karate Gloves
      = Hatchet, [@]=String
      []
      [@] [] [@]
      :wood: [] :wood:
      Allows the player to chop wood by hand. (mostly for nostalgia purposes)

      Blade Gloves
      = Dagger, [@]=String
      []
      [@] [] [@]
      :wood: [] :wood:
      Allows the player to do extra damage to mobs. wood/gold = 1HP, stone = 1.5HP, iron = 2HP, Diamond = 2.5HP

      Farming Gloves
      = Trowel, [@]=String
      []
      [@] [] [@]
      :wood: [] :wood:
      Allows the player to mine snow by hand and right clicking on grass will allow soil to be tilled by hand.


    Offhand:

    The Bow(or crossbow, if implemented) counts as 2 hand item and will disable shields and other offhand items while being used. Other items, such as Swords, Axes, Blocks, etc are considered to at least be possible to use 1 handed and will not disable the shield.

      Full Shields

      The shield is equipped to the Offhand Slot as to function like armor, but operates slightly different than other armor; rather than absorbing a percentage of the damage to the player based on damage the armor has taken, (resulting in the player still possibly taking damage when hit) shields operate on an all-or-nothing basis until completely destroyed. If the shield is selected from the quickbar, using it as an item will automatically switch it to the Offhand Slot, allowing players to have a backup shield ready for when a badly damaged shield is about to break.
      In order to guard with the shield, it must first be Equipped and then the sneak button must be held. During this, all damage from the front is applied completely to the shield first. This prevents damage to other equipped armor and health, but results in the shield getting damaged much faster than regular armor. Damage from all directions other than the front will bypass the shield entirely, even if equipped and active. The shield loses 1 point of durability for each .5 damage blocked.
      While sneaking/guarding with the shield, the player will still move slower and not fall off blocks, but they will not be able to move as far out to the edge of a block while holding a shield. This ensures that if the player lets go of the sneak button in order to use left or right click, they wont fall off the block. Also, using left or right click will not use the currently held quickslot item, but the will strike with the shield, which will only knock other mobs back and drain a single point of durability from the shield. This can be particularly useful for reflecting back the attacks of ghasts, which would otherwise only be blocked while guarding with the shield and not reflected, however this does incur double durability. Blocks may also be broken with the shield, but they will also count as an improper use and incur double durability.
      The shield will show up in the bottom left hand view of the players screen, obscuring a small portion of the screen when not active, and a larger portion of the screen while active.

      (If you don't like the shield having a cross, you can just treat it as a sword. It's open to interpretation)
        Full Wood -
        Durability; 32 (fire x1, fire if active x2, arrow x1)
        This is also the only armor that can be created from wood.
        Wooden Shields take damage if the player is on fire while they are Equipped, even though it will not act to absorb any of the damage the player takes.
        Wooden Shields will automatically add arrows to the player's inventory if successfully blocked, though full damage of the arrow is given to the shield.
        Full Gold -
        Durability; 32 (fire x0, fire if active x0, arrow x2/3)
        Gold Shields do not absorb fire damage taken by the player while Equipped, but neither is that fire damage counted against the number of uses the shield has.
        Gold Shields do not add arrows to the inventory if blocked, but it will cut the damage applied by the arrows to the shield by 1/3.
        Full Iron -
        Durability; 64 (fire x0, fire if active x1, arrow x1/3)
        Iron Shields do no not absorb fire damage taken by the player while Equipped, but can take damage from fire if actively guarding while the player is still on fire.
        Iron Shields do not add arrows to the inventory if blocked, but it will cut the damage applied by the arrows to the shield by 2/3.
        Full Diamond -
        Durability; 256 (fire x 0, fire if active x0, arrow x0)
        Diamond Shields do not absorb fire damage taken by the player while Equipped, but neither is that fire damage counted against the number of uses the shield has.
        Diamond Shields do not add arrows to the inventory if blocked, but cut all damage applied by the arrow to the shield.

      Small Shields

      (If you don't like the shield having a cross, you can just treat it as a sword. It's open to interpretation)
      Small Shields are used and function in roughly the same manner as Full Shields, but have roughly half the number of uses as their full counterpart. ( :wood: / :GoldBar: = 16, :Iron: = 32, :Diamond: = 128) Even when actively guarding will only prevent full damage if the attack was taken to a small area surrounding the exact center of the screen. Any damage outside of this area comes from the front it will only be reduced by 1/2 before being applied to armor and HP. Damage from any other direction will still be fully applied to armor and HP.
      In the case of arrows, Small shields will only catch or absorb their damage if caught in the center of the screen. Small Shields obscure roughly the same amount of the screen while the player is not actively guarding, but much less of the screen is obscured while guarding with a Small Shield than with a Full Shield (due to the reduced area of protection the small shield offers)

      Swords

      The Sword may be placed in the shield slot but takes double durability for standard use, and triple durability for using against non-mobs. When holding the Sword in the offhand, sneak will not slow the player down (though it will still prevent falling the same way guarding with a shield does) but will switch between left and right click controlling the main or offhand.
      With this the Sword also gains the ability to use right click to temporarily defend as if using a small shield (the "shield" effect only lasts for the middle of the swinging sequence) and if successfully blocked will count damage against the durability of the sword.(1 durability per .5 HP) Using 2 swords allows main and offhand swords to be alternated between for a nearly continuous shielding effect. The offhand sword also has the advantage that whenever it is used to damage a mob, that mob will only be invulnerable to the offhand sword, and not whatever item is in the main hand.

      Hand Tools

      As seen in Extended 2x2 Grid Crafting. If implemented, Daggers, Hand Picks, Trowels, and Hatchets can be used off hand at regular durability. Like with swords, holding the sneak button with Hand Tools will not slow the player down,(though it will still prevent falling off of ledges) but will merely switch between left & right click controlling the main hand or the offhand item. The Hand Tools also share the same advantage that the invulnerability that follows the damage they deal does not apply to main hand items.
      (Note: The Dagger retains the ability to be thrown from the offhand, (and will be picked back up into the offhand if the offhand is empty and the main hand is not) and has the same ability to use Rope that is in the Ammunition Slot when it is thrown that it has when thrown from a quickslot)

      Maps
      With the addition of Ink/dyes, it becomes possible to make quills:

      And with the addition of quills, it becomes possible to have writable books, but those are actually useful, and as such should cost much more to make than just 3 pieces of paper:

      With this also brings the ability to make Journals that will keep track of the date, and possibly other statistics, like how many creepers/mobs you injured/killed each day, how many deaths, how many blocks mined, days survived, days since last death, and longest number of days alive, etc.

      It also becomes possible to make Atlases:

      In order to update an Atlas, it must be placed in the Offhand Slot and the player must have an Ink Quill somewhere in their inventory. With these conditions met, the Atlas will update with the 3x3 area around the player on each step the player takes. If the Atlas is not blank, then it will only continue updating if a part of the Atlas that has been marked is still visible when the Atlas gui is pulled up. If the player does not wish to update the Atlas with the area they are walking on, they merely need to remove the Atlas from their Offhand Slot

      (The mockup shown here only uses a 17x19 gird, but if the gui were to fill more of the screen it would be possible to have a larger map area as well)
      The player's position will always be centered on the Atlas by default, and can be scrolled using WASD. Pressing the Spacebar at any time while viewing the Atlas GUI will cycle between reorienting onto the spawn point (if it has been marked on the Atlas) or back on the player's current position.
      In order to read any Book, Atlas, or Journal, it must be placed in a quickslot and then right clicked. In this screen, notes/annotations may be added if the player has an Ink Quill in their inventory.

      With books now having a use, Bookshelves must be made through a different recipe:

      This bookcase will appear empty, but will actually function as a storage unit that has the same number of slots as a double chest, but can only store Books, Inks/Dyes, the materials needed to craft them, records, signs, and paintings.

      Once an Item is placed in the Inventory of a Bookcase, its side textures will match that of the current Bookshelves. When its inventory is completely empty its side textures will revert back to an empty appearance.

      The old book recipe still has a use; creating fake books, and bookshelves, which can allow players to hide their functional Bookcases and also may eventually work with levers and buttons and doors to create secret switches and secret doors.



    Ammunition:

    Any item that can be used as ammunition can be placed in the Ammunition Slot through the inventory screen to set that as the default ammunition to fire, provided that ammunition is applicable to the ranged weapon the player is using. Any item that is specifically ammunition will have the feature that right clicking while holding it will switch it out with whatever is currently in the ammunition slot.
    If the Ammunition Slot runs empty, and the player still has more stacks of the same type as what just ran out, it will automatically refill using that stack of items. Ammunition that is in any of the Pack Specific inventory slots will not be searched for doing this. If there are no matching stacks of items, and the ranged weapon is attempted to be fired, it will search through the inventory for any other items appropriate for use with that ranged weapon.
    The Ammunition Slot supports Slings, Bows, Igniter Bows, Crossbows, Daggers, Rope, and the Fishing Rod. Specific details are posted in Andrew John's Rangecraft thread.

    Wildcard:

    (Inspired by Yoshi9048)
    The Wildcard Slot, or Saving Grace Slot, is a benefit to any player that ever dies. Instead of having to lose every single item in your inventory on death, any single item stored in the Wildcard slot will be kept with the player when they respawn.(items cannot be stacked in this slot) This item can be changed at any time, however any item that the player wants to protect can only be done WHILE that item is in the player's wildcard slot, so when a player mines using his cherished Diamond Pickaxe, it will not be protected until after he goes back into his inventory and puts that diamond pickaxe back in the Wildcard slot. Satchels may be placed in this slot only if they are empty.


    Celebrating my 3000th post. MINECRAFT2.0
    Posted in: Suggestions
  • View DrZhark's Profile

    27

    Jan 24, 2011
    DrZhark posted a message on [MOD] Farmcraft v1.1 - MC Beta 1.2_02
    This mod does not work with Minecraft 1.3 yet, please be patient. It may take a while to be updated

    This mods replaces the four original Minecraft animals with tamable versions. It also allows you to plant mushrooms, pumpkins and flowers.

    If you want to add a banner to your signature, use this code:

    [url=http://www.minecraftforum.net/viewtopic.php?f=25&t=154097][img]http://i.imgur.com/8rCYt.png[/img][/url]


    You can tame your animals by dropping the taming food close to them: Pigs, Sheep and Cows will be tamed with Wheat. Chicken will be tamed with Rose seeds. Tamed animals won't despawn. However there seems to be a limit on the number of animals you can keep. If you keep too many, no wild animals will spawn.

    Cows, Sheep and Chicken will drop raw meats that stack and can be cooked to improve their healing power.

    Cows will drop manure after eating Wheat, the manure can be used to create fertilized seeds by combining it with mushrooms, flowers, roses or pumpkins.

    To plant your fertilized seeds, use the same procedure as planting regular seeds. The plant will grow instantly ready to be harvested

    You can obtain feathers from tamed chicken, but removing a feather causes damage to the chicken

    Equipping the Shepherd's Rod makes your tamed creatures follow you

    To Breed your farm animals, they should be separated from other animals by at least 6 blocks. You have to feed them the right breeding food: Haystacks (Pigs, Sheep and Cows); Flower Seeds (Chicken). Animals who reproduce have a 1/8 chance of becoming sterile. To feed your animals the breeding food, you have to equip the food in your hand and right click on the animal.

    Here are the new recipes:

    -Flower Seeds


    -Rose Seeds


    -Pumpkin Seeds


    -Mushroom Spores


    -Shepherd's Rod


    -Haystack


    -Red Mushroom Spores


    Download the Mod:
    -------------------------------------------------------------------

    -------------------------------------------------------------------
    If you want to buy me a coffee you can use the donate button, thanks!

    TFC Version using TFC's ModManager
    DrZhark's Farmcraft v1.1 TFC.zip

    Manual installation files: for Mac and Linux users or if the above method did not work
    DrZhark's Farmcraft Mod v1.1.rar or DrZhark's Farmcraft Mod v1.1.zip

    How to Install
    The easiest way to Install this mod it to download TFC's ModManager and the TFC version of this mod, run the TFC's Mod Manager and drag and drop the DrZhark's Farmcraft Mod.zip file into the TFC ModManager, click on the 'finish modding button' and you're done

    Or, if the above method does not work:
    please install the latest versions of Modloader and AudioMod and then:

    1. Make a backup of your minecraft.jar file
    2. Open your minecraft.jar file using winrar or similar
    2. Add contents of the folder "\files to inject to minecraft.jar\" to the root of the minecraft.jar file (where all the .class files are). You should also copy the folder \farmcraft with all its contents to the root of the minecraft.jar
    3. Delete the META-INF folder of minecraft.jar
    4. Close and save your minecraft.jar
    5. Play!

    ChangeLog:
    Version 1.1
    -increased cap limit for the creatures from 15 to 30
    -cows now drop leather as well as beef
    -animals can be fed/tamed by right clicking or by throwing the food
    -sheeps regrow their fur after being fed wheat
    -added a new item: red mushroom spores
    -improved pathfinding to reduce lag
    -minor tweaks
    -moved custom icons from /farmcraft to /mob to simplify installation

    Version 1.0.2
    -added missing haystack.png file

    Version 1.0.1
    -added missing HayStack.class file to the mod

    Version 1.0 initial release
    Posted in: Mods Discussion
  • View GreyAcumen's Profile

    141

    Nov 9, 2010
    GreyAcumen posted a message on The Aether(Anti-Nether Realm) Current Topic: New Nether
    Aether Realm
    Maintained/Organized/Edited by Grey Acumen
    All Original Artwork by Firehazurd
    Inspired by ChromE

    Notch has stated that he MAY officially include the Aether, but to do so, he'll need to improve the Nether first.
    With that in mind I have teamed up with Sabata to put together a comprehensive and balanced improvement to the Nether:

    The New Nether

    The main thing to understand is that, yes, The Aether is a "Heavenly" wide open dimension of Light, Air, and Water that exists above the Overworld, and functions as an opposite of the Nether that is a "Hellish" enclosed dimension of Darkness, Rock, and Fire that exists below the Overworld. BUT THAT DOES NOT MEAN IT IS SAFE

    TABLE OF CONTENTS:
    - Accessing the Aether
    - Features of the Aether
    - New Blocks
      - Aetherock
      - Galestone
      - Flowvein
      - Floatsand
      - Quicksoil
      - Cold Cloud
      - Crystal
      - Gloomwood
      - "Sticky" Soul Sand
    - New Mobs
      - Aerwhale
      - Zephyr
      - Swets
      - Phygs(Pigasus)
      - Sheepuffs
      - Sentries


    Accessing the Aether - (Primary access will be through a parallel method to Nether's access)


    Materials:
      Glowstone Dust must be gathered and formed into blocks, which prevents people from accessing Aether until first going to Nether. I believe this creates staging that is essential for keeping players from being bogged down by all the different worlds to access right from the start of the game, while using resources already present in the game, and additionally draw connection to Aether being a "light" realm.
      Marble is the most common alternate suggested, but would require Marble to be added to the Overworld, or possibly Chalk with which to make the Marble from. This would allow the players to access Aether directly from the Overworld, but I don't feel this allows the staging that I mentioned Glowstone offering.
    Setup:
      These blocks must then be placed in a Portal configuration(10-14 blocks), the same way that obsidian must be placed to create a Nether Portal.
      An alternate configuration is a horizontal 5x5 square that is flat on the ground with a 3x3 empty square inside, corners can be missing(12-16 blocks) or a horizontal 4x4 square with a 2x2 empty square inside, corners can be missing(8-12 blocks)Unfortunately this method would not allow the player to be fully encased in the actual "portal" area, and also loses the "Heavenly Gates" effect of having the portal remain vertical.
    Activation:
      Water must be poured into portal interior section the same way that Fire must be started in the Nether Portal to activate it. This is important to prevent Aether portals being created in the Nether. Light yellow portal blocks(opposite in the color wheel to Nether's dark purple portal blocks) will fill the interior section of the Aether portal when it activates, and when the player stands in this section, they will be transported to the Aether.
    Alternative:
      It has been proposed that with an inclusion of Airships, they should be the primary means of accessing the Aether. This method is more plausible, but depends on airships, or at least Hot Air balloons, being implemented. I also feel this makes the Aether too accessible too early on (depending on how easily craftable hot air balloons are, but they shouldn't require too many difficult to acquire pieces) Further issues with this are that it also depends on Aether existing explicitly above the Overworld, which is still up in the air.(no pun intended)
      Even if implemented, it should still be done alongside Aether Portals to retain parallel attributes between Nether and Aether.


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    Features of the Aether -
    Temporary sketch by Grey Acumen

    Mockup by Reikos

    Heavenly:
      The Aether is a wide open dimension of Light, Air, Ice, and Water that exists "above" the Overworld, and contrasts with how the Nether is a "Hellish" enclosed dimension of Darkness, Rock, Fire, and Lava that exists "below" the Overworld. It consists primarily of open area of sky, clouds and floating islands, some small, some massive. These consist primarily of sand, gravel, water, and ice towards their surface, stone or mossy cobblestone towards their base, and a number of specialty blocks that are only found in the Aether spread throughout(these will be discussed further down)
    Lofty:
      The Aether does not have a "floor" since it exists in open sky, and falling to the bottom will drop you back into the very top level of the overworld, at which point you would either fall to your doom or, if lucky, land in a lake or water source. While some might argue that Nether is not physically located below the Overworld, and therefor Aether should not be physically above the Overworld, this issue can rendered moot simply by not assuming a physical connection is needed for the player to drop into the Overworld when falling from Aether.
      I am personally hoping that when the Aether is first generated on teleporting to it, that a 2d render of the overworld from above can be made and used as the texture for the "floor" of the Aether. This would allow you to see rough image of approximately where you would land if you fall into it. If the player wandered past what was covered by the 2d render, the rest would simply be covered over by a "cloud" texture to explain why nothing further was visible.
    Passive:
      There will actually be few, if any, directly hostile mobs. This does not mean the Aether is at all safe, but merely that the danger present stems mostly from natural hazards or mobs that are indirectly dangerous (more on them later as well) Currently the only active threat to the player is the passive aggressive Zephyr who will attempt to blow the player off cliffs/ledges, and the Swet that will try to drown the player or drag them off cliffs/ledges
    Bright:
      Aether is a world of light. Its "nighttime" is as bright as daytime is in the overworld, and is referred to as "Aether night" or simply "Day". Aether's day is even brighter, reaching blinding levels of light that can make it nearly as difficult to see in as the overworld's night. This period of time is referred to as "Aether day" or simply "Daey" and has more dangers associated with it than just lack of visibility. Shade can only be provided by completely enclosed rooms and blocks or items made of Darkwood.
      Some people have expressed concerns about the brightness level of Aether. Rest assured that no one is demanding the entire screen be nothing but white. Simply that bloom and glare will be present and will impede the player's ability to see and observe details in a similar manner to trying to see at night. The actual brightness level itself should still be low enough to allow for the player's comfort.
    Glacial:
      Aether is also the opposite of Nether in other respects, while water can flow freely, lava placed in the Aether will instantly convert to obsidian (with a rare chance of only converting to cobblestone) and Fire cannot be started at all which makes it just as impossible to create Nether portals in the Aether as it is to create Aether portals in the Nether. This can also make running regular furnaces problematic as well.
      Because of the elevation of the Aether, the temperature on many of the floating islands dips down just below freezing, and is only offset by its daily cycle of solar warming. During Daeytime, water in areas that would normally be frozen will thaw, allowing water to freeze and thaw naturally throughout the Day/Daey light cycle that Aether runs on. Water can be kept frozen during Daeytime by using Darkstone, but alternately may be melted during daytime using glass crystal that magnifies and focuses daylight into Daeylight levels.
      Note: whether water freezes during daytime depends on individual island sections, but all ice melts during Daeytime unless Darkwood is used.

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    Blocks of the Aether -
    Aetherock (credited to Firehazurd)
      Characteristics:
        Stone
        Takes on the appearance of whatever block it is initially placed against
        Inventory icon is
      Location:
        Most commonly found on the underside of floating islands with extensions that can reach up to the surface of the island(rarely in completely straight vertical columns)
      Mining:
        Gold Pickaxe (other gold tools also can mine using double durability)
        Diamond Pickaxe (and other diamond tools at double durability) and explosions can break it, but not mine it.
        Fists, Wooden, Stone, and Iron pickaxe, and all other tools cannot break it. (If griefing is an issue, then these will be able to break very slowly, but not mine)
      Features:
        Copy - mimics appearance of adjacent block. If placed adjacent to more than one type of block, it will use this priority to choose appearance: South, Up, North, Down, East, West - SUNDEW) If placed against block X, and then block X is removed and replaced with block Y, the Aether block will retain the appearance of block X until the Aetherock is mined again. Aetherock mimicking soil will not grow grass or be tillable)
        Methods of identifying Aetherock are - water placed on the ground will treat Aetherock as an empty space and flow towards it accordingly, Items tossed at Aetherock will fall through, using a fist or other non-gold/diamond tool will not generate any "mining progress cracks" decals, torches placed behind Aetherock will still cast light onto spaces that would normally be blocked if the Aetherock was solid.
        Insubstantial - will allow items/mobs/players/water/lava to pass through as if the block were empty. Wearing Gold Boots will prevent the player from falling through Aetherock, but will still sink down similar to walking over Soul Sand without the loss of speed.
      Building:
        Can be used to build secret passages in walls, and pitfalls in floor.
      Crafting:
        Aetharmor - Offers no protection, but acts as a chameleon-like camouflage outfit that helps player to hide from enemies. (Credit to Provocative Ambulance for inspiring camouflage idea, and Popitop for suggesting Aetherock's applications towards this feature.

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    Galestone (Credited to Firehazurd)
      Characteristics:
        Stone
      Location:
        Clusters buried just under the surface of the edges of floating islands
      Mining:
        Any pickaxe
        Fists and other tools can break, but not mine
        Does NOT drop Galestone; Drops Flowvein when mined
      Features:
        Wind - Can blow player, mobs, items, and lose blocks like Sand, Gravel, and Floatsand. Stacking blocks together generates higher wind.
      Building:
        Blow Mobs, Blocks, Player to new positions
        Provide updrafts for Gliders to use
        Note Blocks placed on G will generate a flute/pipe sound
      Crafting:
        Provide power to minecarts, Boats & Airships

    Return to Top

    Flowvein
      Characteristics:
        Stone
        (Image pending)
        One side is Output, opposite side is Standard Input, remaining 4 sides are Potential Inputs
      Location:
        Obtained when mining Galestone
      Mining:
        Any pickaxe
        Fists and other tools can break, but not mine
      Features:
        Wind - Can blow player, mobs, items, and lose blocks like Sand, Gravel, and Floatsand. Stacking blocks together generates higher wind.
        Transport - Can "move" items, fire, and liquids like lava and/or water through its "pipes"
        1input and 1 output are on opposite sides from each other, and the remaining 4 sides act as POTENTIAL inputs. The Breezeblock can be turned(through 6 different orientations) by right clicking on it, provided it has a power of 0.
        The power of the output face of a Breezeblock starts at 0 if all input and potential input faces are adjacent to solid blocks.
        A Breezeblock's power is increased by 1 if its input is facing a non-solid block (Aetherock, water, lava, empty)
        A Breezeblock will "carry" whatever non-solid block is adjacent to its input face, which makes its output face recognized as the block it is carrying by other Breezeblocks.
        If a Breezeblock's output face is directly touching an input face of another Breezeblock, then the output Breezeblock's power is added to the Input Breezeblock's power
        If a Breezeblock's output face is directly touching a potential input face of another Breezeblock, AND the output Breezeblock is carrying the same block as the input Breezeblock, then the output Breezeblock's power is added to the input Breezeblock's power.
        If a Breezeblock is carrying lava or water and its output face is facing a mobile block, then the mobile block will be pushed away from the breezeblock and a full (non-spring) lava or water block will be placed in front of the breezeblock's output face. Lava/Water combinations will result in obsidian/cobblestone which will likely result in a blockage of the breezeblock's output.
        If the output face of a Breezeblock is covered by an immobile block, or if there is a redstone current being applied to the Breezeblock, its power will be overridden to 0.

        There's are more rules to it, which should allow items to be sucked through a breezeblock system(but will get burned if they get sucked into a lava system) as well as a crafting idea to allow for a vacuum chest that can suck up any item that is placed in front/on top of it, provided the chest has room in its inventory, but I need to sleep and come back to this.

      Building:
        Blow Mobs, Blocks, Player to new positions
        Provide updrafts for Gliders to use
        Note Blocks placed on Breezeblocks will generate a flute/pipe sound
      Crafting:
        Provide power to minecarts, Boats & Airships
        Create Vacuum Chests that will automatically suck nearby items into its inventory
      Smelting:
        Smelts into Galestone

    Return to Top

    Floatsand (Credited to Connour)
      Characteristics:
        Dirtor
      Location:
        Typically at the peaks and edges of floating island masses, making them more difficult to mine without knocking them away. Occasionally can be found underwater.
      Mining:
        Gold Shovel (striking with a gold shovel does not activate floatsand)
        Any shovel, provided it is first trapped against a block harder than sand
        fists and other tools can break, but not mine
      Features:
        When struck, (or activated via redstone dust) Floatsand will attempt to travel in the opposite direction from which it was struck. It's path will continue indefinitely until stopped by a physical block, or is stopped by reaching the ceiling in the sky or the edge of the currently loaded map section. NOTE: A moving Floatsand block will not change directions when struck.
        When floatsand hits a block while moving, it will "strike" that block hard enough to break a sand block before stopping. If it "strikes" another Floatsand block, that block will then begin to move via the same rules.
        Floatsand will break torches, ladders, flowers and other miscellaneous placed items, as well as water or lava, without stopping.
      Building:
        Elevators, moving platforms, water gates, etc
      Crafting:
        FloaTNT - When struck, the TNT block will move in the direction struck during the countdown before it explodes.
        more airship material?
        Maybe floating armor - offers no protection, adds no height to jump, but extends length of jump while jump is held (extra time in air drains durablity)
      Smelting:
        When run through furnace, smelts into Hoverglass. Hoverglass functions the same as Floatsand, except all Hoverglass pieces that are adjacent to each other will act as a single unit and move in the same direction when any block of Hoverglass is struck (Note: Fragile!)

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    Quicksoil (Credited to Chemist98)
      Characteristics:
        Dirt
      Location:
        Often found along the fringes of floating islands (making it easy to fall off) and in pools of water/ice, just along the surface.
      Mining:
        Any shovel
        Fists and other tools will break, but not drop
      Features:
        Instead of increasing the player's speed by a fixed amount, Quicksoil continually accelerates the player for every consecutive block they travel over. While on foot, once a high enough speed is reached, players will begin losing oxygen in proportion to their speed, only regaining oxygen after returning to standard walking speed. Jumping in this situation will cause a spike in the oxygen consumption rate, which balances out the fact that oxygen is not consumed while midair.
        Jumping while moving faster than walking speed will also increase the jumping height of the player by 1/2 block of height. It will also increase the jumping height of other mobs, but whether they will be able benefit from it is unknown.
        NOTE: When the player is accelerated faster than normal walking speed, Sneaking is completely disabled. Even at slower speeds, Sneaking will not prevent the player from falling off the edge of a Quicksoil block.
        Minecarts will also have their acceleration increased while traveling on tracks built over quicksoil, but do not cause the player to lose oxygen while riding them. However Minecarts do have their speed capped to prevent overtaking the map chunk generation rate, and when traveling at full speed will jump the tracks rather than follow a turn.(Soul Sand will slow Minecarts down, even if they don't currently, so placing a few blocks under tracks right before a turn can prevent jumping)
        Trees and other plants that are planted in Quicksoil or Tilled Quicksoil will grow approximately twice as fast as plants grown in normal dirt or tilled dirt.
      Building:
        Paths for high speed travel
        runways to build momentum and jump farther.
        Boosters for Minecarts
        Growing crops/trees faster
      Crafting:
        instant TNT? Place, wait for enemy, shoot with arrow? encase (normal) furnace to create quick furnace, finishes smelting twice as fast, but requires twice as much fuel per block.

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    Cold Cloud (Credited to Josh)
      Characteristics:
        Ice - has appearance of a more opaque cloud block
      Location:
        Found scattered in small to large clusters between islands, forming crude segmented "bridges" between nearby islands. They also occasionally form "plates" below floating islands.
      Mining:
        Bucket.
        In order to "gather" Cold Cloud, the player must "break" a Cold Cloud into its insubstantial form, at which point it can be gathered in a bucket like water.
      Features:
        If Cold Cloud is touched by a player or mob, it will turn insubstantial a few seconds after the initial touch, and then revert back to solid 5-10 seconds after disappearing.
        If the player or other mob hits the block with fast enough speed to cause any damage, the cloud block will turn insubstantial immediately, and reduce some of the speed of the mob that landed on it.
      Building:
        Safe landing spots to drop down from great heights from. Temporary bridges that disappear after being walked on (get rid of pursuing mobs)
        Bumpers to keep boats from breaking on contact, and also to keep boats docked so they wont move while the player isn't in them.
      Crafting:
        Pillows for more restful beds
        Use as more efficient fuel for powering hot air balloons


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    Crystal (Credited to various posters)
      Characteristics
        Glass/Plant - Looks similar to glass with multiple facets
      Location:
        Found in place of leaves on trees that have grown entirely within the Daey light cycle. Also occurs where other plants would normally be found growing(Flowers & Mushrooms) as well as along the surface of walls.
      Mining:
        Diamond Pickaxe - 20% chance of Crystal, otherwise Glass
        Enchanted Pickaxe - 50% chance of Crystal, no chance of Glass
        Gold Pickaxe - 20% chance of Crystal, no chance of Glass
        Wood, Stone, Iron Pickaxe - Glass only
        Fists and other tools will break, but not drop anything
      Features:
        Intensifies Light & Heat
        Redirects Light?
        Functions as cross between leaves, gravel and glass. Grows like leaves and can "wither", but instead of breaking, drops like gravel, if dropping more than 3 blocks the Crystal block will break, unless it lands in water, or on sand, snow, cloth, or any plant growth. When breaking from a fall in this manner, there is a 10% chance of dropping Crystal and will otherwise drop glass.
      Building:
        Natural Lighting, melt ice without fire
      Crafting:
        Light/Motion sensors, Crystal Furnaces(works in the Aether, good in Daey, Poor in day, not at night)
      (balancer = heat index vs light index?)

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    Blocks not of the Aether -
    - Gloomwood (Credited to Connour)

    - "Sticky" Soul Sand (Credited to AndrewJohn)


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    Mobs of the Aether -
    Aerwhale by Firehazurd


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    Zephyr by Firehazurd


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    Swets by Grey Acumen

    Swets look like slimes that are the same color as water. They do not split when cut, and in fact cannot be harmed unless with gold tools/weapons, explosion, fire(they will put out the fire as they touch it, but will take damage at the same time. they cannot be set on fire directly) or if they are first frozen (either in a snow or cold area or by Darkwood) and then shattered.
    Rather than injuring the player directly, they will attempt to capture the player in their body, at which point they will be able to carry the player with them, and will try to either dive underwater and drown the player, or jump from a great height and let the player die from taking damage in the fall. If the player has gold tools then they can injure the Swet from within, but otherwise they must press jump rapidly to break free from the Swet.
    Swets are never found underground and spawn during daylight, and even more often during Daeylight. They can usually be found at high elevations, and near bodies of water that are large enough for them to hide in.

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    Phygs(Pigasus) (Mockup Art by Soul_Cake_Duck) Edited by me.

    Phygs are flying pigs, and simply look like regular pigs with a pair of wings. They spawn in herds, drop feathers when hit, drop meat when killed, and can even be saddled to be ridden.

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    Sheepuffs (Mockup Art by Soul_Cake_Duck) Edited by me.


    Sheepuffs look like regular sheep, and spawn in herds the same way, except they can jump dozens of blocks high, and then puff out their wool to the point that you can only see the front of their face and tips of their legs. While doing this, they fall at a much slower rate, allowing them to float between islands. Attacking a Sheepuff will shear it the same as a regular sheep, and if a sheepuff is puffed and floating when this occurs they will revert to a regular sheared sheep and plummet out of the sky.

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    Sentries (Credited to Razre)

    Instead of Dungeons, the Aether has temples for the player to find treasure in. Sentries act as the guardians/curators of these temples. They do not move, but can fire light beams at the player to disintegrate any blocks that the player places, and can also use them to blind the player temporarily(similar visual effect to the screen wobble that takes place when going through a portal) and knock them back if the player attempts to get near the treasure, the sentries, or try to break any blocks in the temple.

    Navigating the Aether -

    Airships

    Gliders (inspired by Razre)
    :White: :White: :White:
    :White: :White: :|:
    :White: :|: []

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    Posted in: Suggestions
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