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    posted a message on OP mod (revised edition)

    Bump

    Posted in: Requests / Ideas For Mods
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    posted a message on OP mod (revised edition)

    Also, I think I forgot to mention that it takes 5 diamond shards in a "+" pattern to create 1 diamond

    Posted in: Requests / Ideas For Mods
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    posted a message on OP mod (revised edition)

    A while back I posted about a mod I called the OP mod. I received some criticism for parts of it, and I decided to just revamp the whole idea. It will now be much harder to become OP, but not impossible, and will also make it harder to use other mods to become OP. Also, now the entire minecraft world will level up around you as you become more and more OP, so as to still offer some challenge. I did take inspiration from other mods like Extra Utilities and The Last Sword You Will Ever Need, but the core idea of the mod is all mine. Also, since this is an idea, all items are subject to change as need be.


    New Items:


    Diamond Synthesizer- This is a new utility block that can compress coal blocks of any compactedness into diamond shards of the same compactedness using lava or blaze rods as fuel. Redstone blocks can be sacrificed to speed up the process since it takes a while.
    Compacted Materials- Although this is not one new item, all of the items are in the same vein and thus can be discussed all at once. This idea was based on compressed blocks from the Extra Utilities mod, but with slight tweaks. The easiest compacted material to obtain (besides coal, which is useless for anything other than creating diamonds) will be the compacted diamond. Crafting this will require 9 diamond blocks, and it yields only one compacted diamond. It will then require 9 compacted diamonds to create a compacted diamond block, 9 of which are required to create a double-compacted diamond. This is a repeating pattern, and how far it goes will be left up to whoever votes on the poll. The reason the diamond synthesizer is there is so that diamonds are slightly easier to obtain and therefore it will not be impossible to reach higher levels of compactedness.
    Compacted Material Tool Sets- Each new level of compactedness has it's own tool set. Crafting recipes for tools are the same, but the tools get better and better. The exact stats won't be specified until the level of compactedness available is decided.
    OP Tool Sets- As with the compacted material tool sets, the exact stats won't be specified yet. The exact crafting recipes also have yet to be specified, but will involve the compacted blocks instead of the compacted materials.


    Mob Tiers:


    Peaceful Mobs- The mobs in the world will level up as the player levels up. The way this will happen is based on achievements. When the player reaches a certain level of OP, mobs will start spawning that have upgraded abilities/drops. How good/OP the mobs get has yet to be specified, but tier 1 buffs can be stated. For tier 1, peaceful mobs increase in drops and, when bred, produce two offspring instead of one. They also increase in health. Cows can be milked twice before needing to recharge and sheep drop an increased amount of wool when sheared. There will be slight visual differences to distinguish the tiers, but those have yet to be decided.
    Hostile Mobs- Hostile mobs increase in health and attack power, as well as drops. Skeletons will be more prone to drop undamaged or enchanted bows, zombie pigmen can drop gold blocks, witches can throw more potent potions, etc.


    Enchantments:


    New Enchantment Table- As the mobs grow more powerful, so do your enchantments. A new enchantment table will be made with compact obsidian, compact diamonds, and a compact bookshelf
    Compact Bookshelves- Because the enchantments are more OP, they cost more than 30 levels. To allow for this, bookshelves will need to be compacted to create better enchantment aura in the same amount of space.
    List of New Enchantments-
    Juicer: Gleans more XP from kills than normal, counteracting the diminishing returns effect. Levels I-X available in survival.
    All normal minecraft enchantments: Apart from those such as silk touch which only need one level, all enchantments from vanilla are available up to level XV in survival
    Piercing: Allows some damage to ignore armor, up to 75% of the damage. Levels I-X available in survival.
    Pierce Protection: Defends against the piercing enchantment. Negates all piercing damage if same level. Levels I-IX available in survival.
    Spacious: Allows for more inventory menus and therefore more inventory space. Levels I-V available in survival.


    For now I'm out of enchantment ideas. If you have any, feel free to share them

    Posted in: Requests / Ideas For Mods
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    posted a message on Mod Idea: The Destiny Mod (not related to the video game)

    If you have encountered the Twilight Forest mod you probably know about the way you must beat bosses in certain biomes in order to advance to the next biome and boss. I have always thought this was a fun idea. And recently I have been playing SkyFactory, which I find enjoyable because it gives a purpose to what you must do. And then I got to thinking that maybe a mod could be made that would require leveling up through completing achievements in order to move from one biome/dimension/whatever to the next. There would be plenty of differences each time you leveled up, and maybe you could even get special items for completing special achievements. Also, at the very start you could choose a destiny which would change what items you get from special quests and how you complete the achievements, kind of like choosing a class. Each class would get a starter kit with items based on their skill sets. When you have reached max level, you will receive a trophy to mark the fact that you have mastered a class. But then you do it all over again with a different class. You keep the trophy and it gives you a little boost based on which one it is. So, lets say that one of the classes is the Beefcake class. If you win the Beefcake trophy, you can keep it in your inventory as you play through another class and the trophy gives you a permanent strength buff. Or, if you win the gymnast trophy, you have permanent jump boost and resistance. If people like the idea, I will release a non-comprehensive list of likely classes and their trophy buffs.

    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    When I first got this mod, I used creative target lock modifiers to make OP tools+weapons because I like being OP. In my very first time making a bow, I found that there was a limit to how much redstone I could put on it even when using the creative tool modifiers. This led me to believe that there was a stopping point for all Tinker's construct tools wherein you could only put a certain amount of a modifier on the tool even when using golden head creative modifiers. But recently I have been working hard to find the stopping point for redstone on a pickaxe, but I have already infused it with 4000 redstone and it's still going. And this leads me to my question: is there a maximum for all modifiers on all tools? If so, what's the max for redstone on a pickaxe? If not, is there a point at which adding more would be absolutely pointless?

    Posted in: Minecraft Mods
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    posted a message on Tinker's construct question

    Okay, I'll do that

    Posted in: Mods Discussion
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    posted a message on Tinker's construct question

    So most people who have played minecraft for a while have heard of Tinker's Construct. When I first got the mod, I used creative target lock modifiers to make OP tools+weapons because I like being OP. In my very first time making a bow, I found that there was a limit to how much redstone I could put on it even when using the creative tool modifiers. This led me to believe that there was a stopping point for all Tinker's construct tools wherein you could only put a certain amount of a modifier on the tool even when using golden head creative modifiers. But recently I have been working hard to find the stopping point for redstone on a pickaxe, but I have already infused it with 4000 redstone and it's still going. And this leads me to my question: is there a maximum for all modifiers on all tools? If so, what's the max for redstone on a pickaxe? If not, is there a point at which adding more would be absolutely pointless?

    Posted in: Mods Discussion
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    posted a message on Mod idea: Zombie bodies and Skeleton bodies do not Vanish after being defeated but turn into actual body blocks
    Quote from NeoKire»
    This is already a mod, sorry, but I don't know what it's called.

    It is. It's for 1.8. It does not have blocks you can pick up, but you can loot bodies (including your own). It's pretty cool, TheDiamondMinecart did a mod review on it, I suggest you check it out .
    Posted in: Requests / Ideas For Mods
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    posted a message on Mo' mutes (add-on to mutant creatures)
    Mutant Creatures is one of my favorite mods. I feel like there is a lot of room to make even more mutants. I would like a mod that is 100% compatible with mutant creatures that adds even more mutants, sort of like a free expansion pack. The mobs I want mutated:

    1. Mutant Wither Skeleton. It dual-wields two Iron Swords. It is 5 blocks tall. In its finishing move, it starts spinning super fast and moving towards you. If it touches you, it takes away 5 health and flings you away. It can shoot wither skulls. It drops it's bone like the mutant skeleton and can, on occasion, drop a nether star (rare). Use the bones for an armor set.

    2. Mutant Iron Golem. He can be player spawned with 8x the amount of blocks needed for a regular iron golem. Made with 2x2x2 blocks, not 1x1x1. Use Jack-o-lanterns, not regular pumpkins. Collect a stack of poppies and right-click for a stack of iron ingots. Can't jump. 300 health, same as ender dragon. Spawns iron golems. Can spawn naturally in an area with at least three mutant villagers.

    3. Mutant Villager. Has good trades (e.g. ten emeralds for a stack of diamond blocks or ten lapis for a diamond) and never runs out of trades. Kills zombies and turns them into villagers (not mutant zombies though). Drops a stack of emeralds when killed. Has 75 health.

    4. Mutant Slime. Jumps ten blocks high. Has 100 health. Drops ten slime blocks when killed (or ten blocks' worth of slimeballs). Finishing move knocks you high enough in the air to take away 3/4 of your health without feather falling.

    5. Mutant Silverfish. Double the size of a regular silverfish. Can break stone. Spawns one regular silverfish every ten seconds. Finishing move steals all cobble from your inventory and explodes it.
    Posted in: Requests / Ideas For Mods
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    posted a message on Mo' dimensions [Request]
    Quote from k33p3r1000»
    I love it. i will impliment it into my Uber Mod that im making. with credit to you of course.

    Thank you. What else is in this Uber Mod you are making?
    Posted in: Requests / Ideas For Mods
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    posted a message on MineCraft No Crafting Table Nuzlocke Mod
    Why do you want a mod like this made? Do you not like having to remember crafting recipes, or do you not like having to make a special block every time you want to craft something? I feel like crafting is a fundamental part of minecraft (seeing as how it's like, literally in the name of the game). Maybe you could just have a 3x3 crafting grid in your player inventory and eliminate crafting tables? Or do what they did in the Pocket Edition and let you craft something as long as you have the materials to craft it, not needing to remember a pattern?
    Posted in: Requests / Ideas For Mods
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    posted a message on Removing Diamond Tools
    Just for the record, diamonds are not OP. For the most part, they can't even one-shot mobs (only exceptions being silverfish and I think endermites). Bows do more damage with a regular shot than a diamond sword crit. Bows are OP, not diamond tools. Also, (and please correct me if I'm wrong) I believe you can mine obsidian with an iron pick, it just takes four minutes. The creators of Minecraft probably made it hard so that you were far into the game before actually going to the nether because you would have a hard time with just iron. You probably don't want to face the Wither with unenchanted iron gear.
    Posted in: Requests / Ideas For Mods
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    posted a message on Random Mod
    Quote from japirate777»
    should the random ender pearls have a different texture then normal ender pearls?

    Yes. They will be red, and look enchanted. Or just make them look enchanted.
    Posted in: Requests / Ideas For Mods
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