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    posted a message on Better Than Wolves Total Conversion!
    Steam cannon blocks.
    The more heat over time= the more pressure.
    Doesn't cause damage.

    Pushes entities like sand, primed tnt, the player, your great great grandmothers coffin.

    Pushes blocks at extreme pressures, the distance is dependent severity upon the amount of pressure, but does NOT push obsidian or any tile entities *much like a piston movement*.

    The steam cannon, must be heated from the bottom.
    Water "Anywhere else" falling into the block. *NOTE*, the pressure rises as long as heat and water are being put together into the block, but the instant the fire source is taken away water cools it down and decreases the pressure eventually.
    Heat by it's self will not increase pressure. Bellows required.

    Uses would include but are not limited to.
    Traps
    Doors
    Cannon
    Elevator
    Human cannon ball transportation services
    Steam rave parties via forced dancing
    "Flying walk ways" if used to "Constantly push up" much like a fan

    This idea is not a rigid idea, executions may be changed but balances need to be considered.
    Steam is a suggested theme to such a powerful block though.
    Posted in: Minecraft Mods
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    posted a message on [1.8.1]Mini Miner v0.1
    Totally should be a potion effect.
    Posted in: Minecraft Mods
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    posted a message on [1.1][Forge]MMW Modern Minecraft Weapons V4 Nukes, BouncingBettys, Landmines, and MORE!!!
    More guns is not better.

    I suggest you focus on the mechanics of guns, and focus less on content placement.
    I rather have a m16 that fires well, above having 13 different rifles that act the same yet look different.
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    That fire partcle manipulation could be caried so much further with the adition of.
    Particle to particle fire interaction, aka when they touch they form larger "fire particles"
    This streamlines it, making many become few particles.
    The bigger fire particles doing more damaging effects, to include bursting on impact ect.

    Pulling fire whips out torches "optional" since it would use a block id.

    Pulling fire from big fire "aka burning tree's ect", would whip out fire and result in a instant medium fire particle being held. This medium fire particle would be the usual as it is formed from 10 small particles. Upon impact it burns the ground, and releases a few small particles.

    Flamethrowers, aka modified dispenser of fire! Putting coal in a dispenser "which would otherwise be useless" throws out a tone of fire particles.

    Water whips out fire particles.

    Water particle manipulation? Potential!

    A mana system perhaps? The mana system is as followed.
    mana a seperate bar, is a amount of magic you have. Gathered by drinking a "modded potion", you gain "levels of mana" through this. Mana isn't necessarily used up in most things , but eventually drains dry. The higher levels of mana allow you to do bigger manipulations.
    Some of the biggest manipulations drain you a bit faster.
    Posted in: Minecraft Mods
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    posted a message on Little Blocks Mod [2.2.2.1] Creation contest! [770KDLs]
    Useful if done with redstone.

    "The outer edges would collectively be the output in whatever direction the components point else they effect nothing but each other."

    This would mean, you could make mini timers ect, and components that wouldn't get in the way and only take up one block in space, but would be able to output the way you want them to.
    You would have to keep in mind redstone, torch, and "timer" output in a different way
    And can change how certain things behave in relation to each other in minecraft.

    Other then that, the mod would be relatively simple.
    The "edge" would use the most custom code to consider where the outputs are.
    Posted in: Minecraft Mods
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    posted a message on [1.8.1]Tale Of Kingdoms Ver 1.0.5
    Suggestions.

    Third person control of troops using waypoints and basic commands.

    Third person is induced using an item. You still maintain control of "you" but you hold up a BIG banner to signify that you are controlling troops, And who you are in the crowd. This has both advantages and disadvantages, "if this were to go multiplayer that is". Officers always stick out, and they are funny to take out.

    Upon selecting and right clicking while holding the big banner "packet", initially a somewhat small item till activated. A big flag unfolds held war banner style and you are thrown into a "further" thirdperson then vanilla minecraft * tactical reason*. In this mode holding down the spacebar *or choose better key* unlocks the mouse from the center screen and "shows" it, much like what any menu call function does. This allows you to "scroll" to the edges of the screen, much like any rts. This also allows you to do any of the following commands.


    The commands are :

    "go here" left click, waypoint based.

    "Stay here" double left click, meant to keep whoever you tell this in one guarding place.
    They will move to this spot, then stop indefinitely. *much like a sitting wolf after the movement is done*.

    "attack" right click, designate attack this "whatever is clicked". For consideration you should have a ignore list.
    Knights/swordsmen will not attack blocks and will not Fully engage somthing like a creeper.Bowmen however make it a high priority to attack other ranged units, and CREEPERS are at the top of the list. Bowmen will attack pretty much any target safe for blocks. The reason I bring up blocks is because if you were to bring any artillery into the mix they can target "anything". A friendly radius check for any artillery will prevent auto killing, But if designated to attack the target, they shall do it without question.

    "attack in this area only" drag right click, "circular select based on a voxel radius". Designating that the mob "goes here" and will only go out to attack anything that gets within the selected area. This is to limit the amount of spread your army would have. Designated by using the attack button dragged out into a circle that should be able to be seen.
    For archers it will tell them not to move outside this area, while they still will maintain there usual firing range.


    Now you may be wondering. Couldn't this be better if you just devoted the player to only doing rts ?
    Well that is why the flag exists, but also the throne room.
    The throne room is necessarily when you have large armies. It is like a perminant place you "know is safe" that allows you to do any of the commands above. However no longer must you worry about your position in the battlefield.
    Perhaps with a throne room you add a additional feature of controlling "flagmen" who control groups of soldiers. Think of them like the officers carrying similar, but not the same flag as you their king.
    For initially the player will have small raiding parties, easily controlled with his self and the flag.
    However, if your mod truly has ambition it will be necessarily to have "group" management where the "Groups" act as one.

    Which means by extension having a "unit" that is represented by a officer, that can move with your troops, and be assigned troops yet they all follow the same command. You then simplify the mass army experience similar to any rts to date.

    Extra note on the flag soldier/flagmen/officer. He will eventually get killed, but like the "clay soldier" mod you should have this item easily pickup able by other troops in the unit. Who will then resume the usual cowardice behavior "aka hiding from everything in the flight yet remaining behind the troops" of the usual flag dude.
    Which is actually the same realized flaw in tactics in today's battlefields. For officers even today are still valuable and can cause the troops to do nothing until another officer is presented.
    Which means upon a officer being killed you loose control of your troops until another is presented. They will assume the same command previously left to them, but at the same time you won't be able to communicate to your troops till someone picks up the flag.
    Similar thing happens when you die in control of the units you put under your flag when you brought up the flag.

    One last note to make it all simple with the assigning troops to a flag officer detail. Select troops via left click or left click and drag "multi select box", Then right click a flag officer. Once this is done those troops will assume formation compared to the officer, and be controlled by selecting any member of that group, unless you drag select in which case then only the flag bearer will select that entire group ,"to make it easier for picking groups out of a mashup".
    Posted in: Minecraft Mods
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    posted a message on Boss Blocks - A Minecraft Boss That Is A Stationary Block
    So basically Disgaea "Geo" feature.
    Posted in: Suggestions
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    posted a message on The ender, and it's relation to the overworld.
    Quote from karlthechao12

    I am sorry, your right; a game with rp mechanics isn't an rpg. Its just a game thats has everthing an rpg does, but some people don't consider an rpg. Lol, anyone who likes the new rp mechanics would be on your side, but I'm the only one who even bothered to comment, and I want to down grade to 1.7 or 1.6.

    Honestly I would rather see the skyworld than the ender anyway.

    The mechanic it's self is not a rpg mechanic, it just happens to come from a rpg game.

    To be able to effect one world with a "related plane" is a mechanic that could be explored in a world with physical rules, like minecraft.

    I oddly enough, also hate Rpg mechanics, so I don't know why you are barking my headoff.
    Considering I thought of something that could be used in a creative sense, as well as a rpg sense.

    For instance, a block that is related in it's position in the ender to the overworld. This "endblock" or whatever it could be called, Would move according to how you moved/what you did to it in the ender realm.

    This could be used for all sorts of mechanics everything from a "ender based Lock for doors".
    To various "dimensional traps", that had some advanced mechanics you can't see becuase they are in the ender, but are effecting the overworld.

    Now it becomes "rpg" when you add mystal items like retarted swords that shoot fire balls into speacial chests that can only be unlocked in the enderealm.
    Then it becomes a "rpg".
    See what I am saying?

    I would rather much go twords the mechanics side of things with interactive awsome blocks doing ****. Because that is where the fun lay's with creating things.

    Though, it can also be used for the rp side for the people who love swinging swords and being retards.

    It is the best of both worlds, and this is why it should be included as a part of The end's relation to overworld.

    Much like how the nether is used to "move".
    Well the end is a odd inter connective place where interactions occur between two mysterious worlds.

    With a mob like the endermen who can move blocks around, mysterious things would be moved around changed ect by this.

    Causing a unique layer of interactivity as well. Almost as if ghosts are moving the interconnected blocks.

    The bad thing about this however I must say upfront.

    Doing this kind of mechanic requires two worlds to be loaded simultaneously and notches current program is very dam messy, I don't think it is efficient enough to fully realize this, but if he starts now he can get the capability up to the standards so that no lag is experienced beyond the norm.

    For you would have to consider "what blocks are doing in ender', and "what blocks are doing in overworld" so that the two worlds can be updated correctly.

    Such a addition would be mind boggling. Elevators that fit like they are suppose to, massive mechanical doors, advanced lockes, weird transporting mechanics, and other things are made possible by having things "on the otherside".
    Posted in: Suggestions
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    posted a message on The ender, and it's relation to the overworld.
    Quote from karlthechao12

    I think you meant to quote the post above you :/

    People are already complaining about minecraft becoming an RPG, why make it even more like an RPG?

    It is not a rpg, it is a mechanic.
    I didn't say add a rpg quest, instead I said add a mechanic that would allow the player to do something.
    I didn't say add in linear "missions", instead I said add in something that allows rarity to exist through doing something out of the ordinary really.

    Any powerful item/thing needs to be hard to get to avoid grieving, and using these mechanics you can do alot more then you would imagine currently.

    To be able to effect one place from another place is a interesting thing that should be explored, I don't remember a rpg doing that kind of stuff anyways. Even though technically "darkworld" is a rpg, I guess? I really don't know what it is, maybe it's a adventure game, but meh.

    I was reflecting on using a mechanic that could make minecraft more interesting from a mechanical perspective, as well as a challenge.

    As you have the creative people, and the people who just want to slay stuff.
    This kind of thing appeases both. Without adding something senseless like a long winded story.

    You don't use your eyes as much as your hands, loud one.
    Posted in: Suggestions
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    posted a message on The ender, and it's relation to the overworld.
    Quote from karlthechao12



    Cool story bro. Not much else.

    You are a lot of useless in one sad little man.
    What a wasted post.
    Posted in: Suggestions
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    posted a message on The ender, and it's relation to the overworld.
    Ever play darkworld?
    It was a overall stupid game with plenty of horror elements.

    All elements of the game should be disregarded but for one Base mechanic that it all hinged on.
    Whatever you did in the "overworld" , happened in the "darkworld" visa versa.

    What does this mean? Simple, you could use the "darkworld", aka the ender in this case to influence the overworld, and visa versa.

    Most of the tricks are simple.

    For instance, placing a chest and filling it with items in the "ender/darkworld" would make a overworld equivalent. It doesn't copy the items however, if it is removed in either chest then that item is removed from the other worlds chest.

    It is to note however, ONLY chests placed in the "ender" for this game should do such an effect, and not visa versa. This means placing chests in the overworld "do not link" aka, do not exist in the ender.
    Some chests in "fortresses" are only unlocked via going to the darkworld/ender equivalent castle. Yet are repersented in the overworld.

    Using these Niche's in game desighn you could essentially have various scenarios for epic quests, without actually putting any linear story to it. Referring back to the old man of Terraria, you could have "unlocking the chest" do some sort of event in the overworld *boss spawn*.

    The dark world, changes items. The dark world, is the ender. The world of interconnected evil, which also explains the "endermen's" obsession with moving blocks around, they are trying to influence both worlds. They are creatures, lost to that insanity.

    There is so many things that can be done with the inter connectivity of the worlds that would all be great, and would all be done with "tricks".

    It may not be possible with the current minecraft framework, but who knows. Maybe notch could make the ender more epic and similar in mechanics that would allow basically "a shadow verse" of the overworld, which is the ender.

    You could even randomly have things "connected" between two worlds like that, various secrets open up as a result of the things you do in the "ender". Secret chambers with magically protected doors/rooms, A realm hidden in shadow until the shadows are dispelled in the "dark realm/ender" which cause the overworld's secrets to be revealed.

    Things become significantly more scary as well, with such mechanics. It would even be cool if you could see "player's souls" that are in the overworld, in the darkrealm/ender/darkworld.
    1/1 scale for each block, yet remains the same flatish landscape.

    The dark world would have to be very and varied in it's dangers to make it very hard to influence the two worlds, yet make it worth while.

    Also, you cannot carry items directly into the dark world, and only can put other worlds items in very limited space/very very rare chests. These are the chests that straddle the two worlds. Signified in dark black metal. If create-able they would be very very very costly *using many eyes to link the two worlds*.
    Posted in: Suggestions
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    posted a message on Better Than Wolves Total Conversion!
    Adding a drill that uses similar mechanical advantages that winches use would be awsome.

    Being able to increase the speed of mechanical operations "to a point" would also be awsome, I find the current speed of the winch to be a bit slow/ yet perfect for curtain other things, and so having this varied via how much power you put to the gears is ideal. Which could be "value " based, but you can figure out the technical details.

    Oh, If you can't "I haven't tested your mod already", It would also be great to have "water" and other liquids be able to be pulled up by platforms moving up. Yet best done with another mod "finite liquids v3", so Idk if you can have that "part" of your mod only activate if you were to have that mod.

    And of course you need some sort of lateral movement/moving blocks.

    Why do you abuse wolves so much? You seem very sadistic, and while funny I just wonder about you sometimes. Overfeeding them so they become crap farms, stuffing them into cubes, and i'm sure other horrible things will soon be programmed but lol why? Whats next using their blood in some sort of mechanical lubricant?

    Explosives moved by winches as trap potential.

    Being able to attach a bucket as a part of a "anchor" to the winch has whimsical "well" potential.

    Processing stones into slabs and then into another speacialised part , has potential to further progress this mod in the general idea of "advanced mechanics".
    Posted in: Minecraft Mods
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    posted a message on New 1.6.6 items for 1.5_01?
    Quote from Fredward

    No. Not meaning to be a jerk here, but you sound like an 1800 pope trying to use a computer. How would you even think this would work? Mods work off the .jar files, if you change them the mods break and your game freezes, you can either"

    -Update
    -Keep 1.5
    or
    -make another .minecraft folder and have two, one with 1.6.6 and one with 1.5

    Not to sound like a jerk, but you are a jerk. You sound like the million's of people who want to sound like they know what they are talking about, but don't. Do everything "even yourself" a favor turn off your computer, and rethink your life.

    Explain it next time a bit more gently.

    The simple truth is, you cannot do such because many of the "new features" and bug fixes associated with the new update use the same files that the old update has. The main mod loader rely's on some of these files, and so modifying them breaks the mod loader ,and many other mods.Both as a result, and because they themselves may actually use some functions from unaltered minecraft files. The older mods rely on the older functions, and the newer mods rely on the newer functions.
    Posted in: Mods Discussion
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    posted a message on [1.2.5] MoreCreeps & Weirdos v2.62 SLOT MACHINES - OLD LADIES - RAGING BULL - PET RADIO - NEW ITEMS!
    I set rocket girrafes to 0 and they are still spawning.
    There is something funny going on here.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] MoreCreeps & Weirdos v2.62 SLOT MACHINES - OLD LADIES - RAGING BULL - PET RADIO - NEW ITEMS!
    I have done a fresh install. Oddly enough adding "sdk's mod" to it increased the amount of creeps, but not tooo significantly.

    What difficulty setting do you have it on? I have tried all three besides peaceful.
    I did try playing this mod with the default settings, but almost Nothing spawned safe for the occasional hobo which is even more depressing.
    Posted in: Minecraft Mods
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