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    posted a message on The Obsidian Megathread
    Quote from yoshi9048

    The term is mahquatl and it's a deadly weapon due to its perverse lacerations after the cut, not necessarily by the axe-club itself.

    Regardless, I thank you for your opinion and feedback. I'll add a <truncated> quote of your post in OP (it'll be removed if you prefer).


    Thanks for the correction.
    And yeah, tends to be that way when there's that many small cuts that close to each other.
    Granted, you could take from that and suggest that an obsidian weapon would rely on a high damage-over-time rather than an immediate hit...

    You're welcome for my opinion, and feel free to keep the post there. =3
    Posted in: Suggestions
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    posted a message on Wait a second... looting enchantments can multiply ores
    Quote from volcano_fl

    There is a "silk touch" enchantment? *brb, farming xp*

    yep.

    Also, at the notion of mining glowstone with it -- just get a high value of fortune. Glowstone drops 1~5 dust. With an enchantment at level V, it would hypothetically go from 1~10. :U
    Posted in: 1.0 Update Discussion
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    posted a message on Wait a second... looting enchantments can multiply ores
    I've yet to see an enchantment that gives additional BLOCKS when something's mined, only extra items. Fortune won't give extra iron ore, but it does give more coal or lapis dye. =]
    Posted in: 1.0 Update Discussion
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    posted a message on dem level 50 enchantments
    Never seen one at level 50, have seen a 49 once.

    On another note, I think the way that "Fortune" wokes is a chance of giving +1~[Enchantment level] items. I have an efficiency IV Fortune III diamond pickaxe myself, so that was my observation.
    Posted in: 1.0 Update Discussion
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    posted a message on to justify the means of arguments
    It's nice to see a well-reasoned argument.

    Personally, I don't really mind the addition of potions and enchantments, though I find them overcompensating for the enemy buffs that have been set in place.
    I can't see minecraft losing its identity through this, though. It just seems to me like Mojang as a whole have been trying to add a little more depth and gameplay time without adding hour-long cinematics.

    I admit that my stance on currency in minecraft is tentative, but as with tool enchantments, I'll wait and see how it happens.

    But I will say this - adding the content proposed in the adventure update stands only to add a new way to play minecraft. It's always been a bit of a Sandbox Role-playing game to me, but depending on how this is handled, it has the ability to make the game more amazing than it is already.

    I agree about weapon buffs, though, they are rather redundant at present, even on hard. But on Hardcore, they can make a big difference. Same with armor enchantments; some of the more subtle ones (not that any of them really are) can still be the difference between coming out with half a heart, or surviving with half of your health intact.

    All in all, though, the content can still be ignored. The nicest thing about minecraft is that its gameplay is modular.
    Posted in: 1.0 Update Discussion
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    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    Been using this texture pack pretty much ever since I got minecraft beta. :U [had played infdev and alpha a bit before that.]
    I've yet to see one I like better, no circumstances barred.
    This texture pack is gorgeous.

    ...and I've always liked the spiders...
    Posted in: Resource Packs
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    posted a message on Portal Corruption of Mobs!
    I like this idea. But consider the effects of the Portal corruption zone on local flora as well - treed grow as though dead, few leaves if any, and their wood might be subject to rotting slowly.
    Mushrooms, being native to the nether as well, probably wouldn't be effected much, and likewise giant mushrooms are less likely to be effected.

    With the advent of alchemy, horns and/or red bones could be reagents.
    Also, when bonemeal is used to grow plants in the corrupted zone, perhaps have dead shrubs or even some kind of glowstone-esque plant emerge - given the latter's coral-like structures, a small one might look pretty neat, and would accentuate the later stages of the "corruption".
    Posted in: Suggestions
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    posted a message on The Obsidian Megathread
    obsidian tools? ugh. In the real world, they'd be almost useless.
    Minecraft's obsidian, on the other hand, is ridiculously tough.

    Sure, in real life you can make obsidian exceptionally sharp, but in minecraft, its parallel seems to be the opposite.
    I like the idea of an obsidian weapon, but a sword? really? Sure, it'd continue the "tradition" of weapons in minecraft, but a Macana [spelling is a incorrect, I think] - that is, a clublike weapon with obsidian shards attached in a sawlike way - would be more feasible. so you can carve a one meter cubed block of obsidian, but making a sword with it could be a bit different given its insane durability - smashing it and dealing with the smaller pieces has the potential to be easier than CARVING it into a good blade. But hey, not my game.

    As for obsidian armor... eh; I like the idea as far as making it a possibility goes, but other than that it seems redundant.


    Personally, I'd like to see obsidian powdered and used as a reagent, or used in some other arcane apparatus - magic-y stuff it is made out to be, or at least given slabs/stairs/fences/door - type blocks for use. it's not like they need extra item slots for slabs, at least, just damage values.
    Posted in: Suggestions
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    posted a message on The components for an automated Minecraft.
    So... I heard of this thing called Industrialcraft2...



    +Support for machines in minecraft.
    Posted in: Suggestions
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    posted a message on Minecraft 1.9 Pre-release 3 Server chunk handling issue
    Quote from whiteluigi

    It's a bug in Minecraft Server that makes the server fail to save the chunks and /save-all will not work in this case.
    The best solution is to revert the server back to 1.8.1 and wait for the full release of Beta 1.9.



    Good idea. Just a few problems - I can't really be bothered to remove all of the Netherbrick objects, potion ingredients, enchantment stands, etc. that weren't in 1.8.1 so I can play that again. Oh, and re-generate the entire nether. @_@

    So, not really the best solution.
    Cheers anyway.
    Posted in: Legacy Support
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    posted a message on Potions and Distillation - 1.9-pre4 Reference Guide(Pics/Videos/Information!)
    Quote from TheNosferatu

    So the plus about the previous cauldron was the experimenting part?

    Hmm, maybe I'm completely off here, but I don't think that brewing changes that. Well, obviously it has for now, but I'm still assuming we will be getting thousands of different potions. So the experimenting would most likely be there.
    I'm also thinking the negative effect potions can have a positive outcome when combined with x or y, but keeping negative aswell.

    I just don't really think the brewing system will be as shallow as it appears to be now.. but maybe thats just me being optimistic.


    Yeah, I hope you're right there.
    but the current brewing system has no exploration - the ingredients just aren't coded that way.
    But hey, we have more coming.
    Just as long as it doesn't stay this shallow... @_@
    Posted in: 1.0 Update Discussion
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    posted a message on Potions and Distillation - 1.9-pre4 Reference Guide(Pics/Videos/Information!)
    Quote from Pomfrod

    The Nether is easy compared to what it used to be--ghast spawn rates are finally under control. I can't imagine the Nether being safer than it already is without fundamental changes. Fire resist potions available without blaze powder would make the first Blaze encounters trivial. It's well-balanced as it is now, and most importantly, it gives the player a reason to go to the Nether, since glowstone, ghast tears, blaze rods, and netherwart are all integral potion components.


    Haha, true.
    Sometimes I do wish I could speed up ghast spawns a little, I have a large area I built to kill them over. Granted, I hate having three ghasts in range at once, so...
    Posted in: 1.0 Update Discussion
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    posted a message on Minecraft 1.9 Pre-release 3 Server chunk handling issue
    *
    Looks like completely removing the effected chunks works, at least in part.
    Posted in: Legacy Support
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    posted a message on Minecraft 1.9 Pre-release 3 Server chunk handling issue
    Quote from Soorena

    There's a reason why it's pre-release...


    I'm aware it's a pre-release, thanks, but this is a problem that has occurred only in this edition.
    Have you considered that vestibule of possibility that it just MIGHT be fixable?
    /snark over.


    At elite:
    No. It's completely vanilla.
    I suppose a bit more clarity was needed; I meant when the chunk is unloaded, then re-loaded.

    I've not tried other worlds on account of my current attachment to this one; though it's almost every chunk that's effected by this.

    At Cepillin:
    Yeah, if the world I'm playing on didn't act like a backup itself. :U
    Posted in: Legacy Support
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    posted a message on Minecraft 1.9 Pre-release 3 Server chunk handling issue
    Recently, I have updated minecraft to the current pre-release, for a couple of reasons that are irrelevant here.
    The problem arises when I attempt to build or otherwise modify blocks in some chunks of terrain on my private little server. After they leave my sight, they revert to an older state - it's rather vexing, and it's making minecraft world rather unplayable.

    I'd like to know how I can squash this bug, as restarting the server has no effect, and forcing a save after altering the blocks does nothing either.

    Apologies if this is in the incorrect forum, but "Support" seemed to be the best choice.
    Posted in: Legacy Support
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