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    posted a message on Sea Caves
    I forgot to add that one of the things being considered by Dinnerbone is Treasure Maps. This goes along well with chest idea. You could get maps for random loot chests, aboard pirate ships (other idea on another thread), or from a one time trade with a villager.

    https://twitter.com/dinnerbone/status/435554845085679617
    Posted in: Suggestions
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    posted a message on ▶▶Tunnels Network◀◀ || MASSIVE NETWORK || Hiring BUILDERS and ARTISTS || APPLY NOW
    I'm not really that good of a builder to be honest. I'm really looking forward to the relaunch though. I wonder if there's any way I'll retain mod/ admin status I had, but if not, oh well. I'll try to re-earn it. Most of my builds are utilitarian (somewhat ugly because everything is meant for a use), but I did build a few things for a couple of the faction towns.
    Posted in: Server Recruitment
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    posted a message on Mods that should be in Vanilla MC
    I couldn't really think of all of the mods I'd want to add beyond those three, but Rei's minimap definitely is one that needs to be added. They can always leave out the entities radar and stuff that can make it op. If they were to add it, I think they need to make the entry fee expensive (material-wise), so maps don't become utterly useless too fast. Diamond/ diamond blocks possibly needed to make this special minimap of awesome, which has to be in your inv at all times (or in a new slot on your inventory) or you won't have it. If you die in lava or die and can not get it back in time, you'd need to make another one.
    Posted in: Discussion
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    posted a message on Mods that should be in Vanilla MC
    1. Optifine (would definitely boost fps better than this update imo)

    2. Twilight Forest (I'd love to see a new dimension and while they said they won't, I'd still pull for a new dimension if it was the one in this mod. By adding it, I mean it would already be as fleshed out as in the mod, not partially added, like horses and maybe pistons, as some mechanics the original modder intended were left out, I think. Twilight Forest is an awesome mod and I love the biomes and especially the bosses, and boss style. Minecraft needs some bosses done like this mod's, like a Spider Queen/ King boss in that minecraft room or something similar to that dirt room you find. By this, I mean bosses confined to a specific structure or room.)

    3. Mo Creatures (partial) - I'd love to see Werewolves and Wild Wolves, along with some of the fauna. Oh, and Unicorns, Pegagues, and Nightmares should of been added as super rare breeds of horses. (ala Killer Rabbits in rarity or rarer) Actually, I think only Unicorns could be found in the wild, possibly Nightmares, but ehh. I personally always felt Werewolves or at least the older style of Werewolves could of fit into vanilla Minecraft and would of made the gold sword useful. As for Fauna, we could use the Bears, bugs, and birds, along maybe Deer. I'm not sure about Big Cats, though they could be restricted to Savannah and Jungles.
    Posted in: Discussion
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    posted a message on Door suggestions
    I personally like it if the white thing on the door was white glass or could be made into white glass. (via crafting a birch door, or eight, and a white glass pane) However, this seems more like small suggestion then one needing a thread.
    Posted in: Suggestions
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    posted a message on New Dungeon-Only Items
    I'm all for this. After all, Dinnerbone is also thinking of adding stuff along these lines. Well, except these are unique/ rare weapons and tools that are normally unobtainable.

    "Dinnerbone said on Twitter he would like to add weapons/tools that cannot be crafted, and only obtained by treasure chests/trading, etc. For example, bows with faster drawback, boots that increase health, or night vision helmets. However, the attribute system has to be finished first."

    Stuff like your idea and this would encourage more adventuring and if treasures maps (also considered by dinnerbone) leading to stuff like this would be added to boot, imagine the possibilities. Heck, you could probably add more to this list for special treasure map chest items. (I'm not sure how they intend the player to get the maps, possibly as a random loot chest or unique villager trade?)
    Posted in: Suggestions
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    posted a message on Redstone Armour anyone?
    Hey, I'm down with redstone armor and tools, but your idea is just a tier. I'm thinking of something along the lines of powered armor, that has attributes built into it, but needs to be powered by a power source (redstone more than likely) to work. The attributes mirror enchantments. It can be enchanted to boost it even more, making rival even diamond (possibly exceed it slightly), but the base (no enchants or power) would be around or just below iron. To power it, you'd need to put fuel into it via a GUI when clicking the armor, while in your hand. (You'd have the manually add it, unlike normal armor.) Oh, and durability would be weaker, but with only attributes built in, it would count as base (no enchants) when repairing, so lower levels than enchanted armors.
    Posted in: Suggestions
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    posted a message on New dimention?
    I'm all for a new dimension, so as long as it's the sky dimension that should of been added. As for a cave dimension, meh, probably not. The only thing non-sky dimension I might like to see would be a dimension similar to Twilight Forest. Come on mods, update to 1.8. *anxious* (I plan to get back into heavily modded singleplayer in full swing this version, sorry for off-topic.) The reason why I'd support a Twilight Forest-like dimension is for the fantasy-style biomes and structures, complete with new bosses that are mainly constrained to said structure. I'd love to see some structure-constrained bosses in minecraft. Oh, and any dimensions should wait until the Nether gets more fleshed out. (The overworld is "done" enough for me, but the Nether needs more structures, areas, possibly even biomes. Something to end the monotony and encourage exploration of it's hostile environment.)
    Posted in: Suggestions
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    posted a message on New Ores Needed
    I'm all for new ores, especially ones in the nether that either work as new potion items or some completely new. However, this has been said many times and with detail and an actual ore suggestions.
    Posted in: Suggestions
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    posted a message on Revisiting Pyramids
    With the release of 1.8 and the much larger Ocean Monuments, I personally feel Pyramids need some touch up. For one, I'd love to see more use for the other room-like areas, with perhaps spawners (zombie, skele, possibly new mobs like a mummy or scarab/ scorpion). These mobs could be unique to pyramid spawners or rare spawns for a desert biome. Someone mentioned in another thread about varying the trap at the bottom and while that would be cool to, I'd love to see more variety and definitely a size and depth increase for pyramids. I'd most definitely like to see more use of the side "rooms" and upper chamber (at least I think there's an upper chamber above the treasure pit/ main room). Perhaps, a maze or simple parkour thing could be added, with more traps than just the loot pit.

    At the very least, I'd like to see a larger pyramid, with mob spawners and more loot chests (less chests that would carry weaker loot than the ones in the pit though). The loot in the pit would be improved a bit, especially if the alternate traps thing would be in place. As for Jungle Temples, I'm not sure about those, but pyramids are practically crying out to be larger and to house spawners. I mean, it's a freaking pyramid. You already have the myths, legends, and fiction to back up adding monsters to it. I'm also pretty sure they tend to have more traps meant to thwart would be graverobbers and be a bit labyrinth-style to confuse robbers.
    Posted in: Suggestions
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    posted a message on Is 1.8 Lagging for you? POLL - Let's settle this issue!
    This solved my issues with 1.8 to. Apparently, my 32-bit chrome browser was causing Oracle to give me 32-bit java. I can't seem to find any way to make my browser 64-bit. Anyhow, the comp I'm using is a refurb that once had XP Professional, but now is Windows 7 with 4GBs of ram, 3.8 something being usable. It's better than my old 32-bit 2GB comp, but only barely. I still pretty much need Optifine and once Optifine updates, I'm definitely getting 1.8 because 1.8 hasn't made it obsolete at all. It pretty much runs at a similar speed to 1.7 for me now. I did finally get the mob glitches fixed. No more huge villager, zombie, or slime heads in the ground on superflat.
    Posted in: Recent Updates and Snapshots
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    posted a message on Is 1.8 Lagging for you? POLL - Let's settle this issue!
    I'm having a ton of issues with the world seemingly morphing in front of me. I tried turning VBOs on or whatever, but some mobs, like villagers and zombies simply disappear if I do that. (btw, they look all glitchy and huge without VBO) I have no idea what the heck is going on, so I'm going to just go back to 1.7.4 and wait for a newer version or optifine to update. I have a comp that's supposed to be 64 bit, but it may be 32-bit instead, with a Windows 7 64-bit and 3.5 gbs of ram.
    Posted in: Recent Updates and Snapshots
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    posted a message on Wolf Variants
    Darn. I'm glad this posted though. I had an error and thought it was lost. I thought of this because of rabbits. I'd personally like to see another animal with a hostile or semi-hostile variant. Aside from wolves, I prefer it be another new animal however. Wolves just seem the most fitting. Arctic wolves being the bigger, more stockier wolves like up north and dark wolves being akin to coyotes, with normal wolves in the middle. Also, dark wolves have less health (1-2 hearts less). I forgot to mention that.
    Posted in: Suggestions
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    posted a message on Wolf Variants
    I'm not sure how done this idea is, but an idea came to me earlier. I was going to add it to someone else's thread about wolves, but decided not to because it's different. Originally, I thought about merging the behavior of the Mo Creatures Wild Wolf with vanilla Wolves, but instead, decided to go the variants route, because we could still use some variants.

    Arctic Wolf - A bigger, meaner wolf that does half a heart to a heart more damage and has more health to boot. (4-6 or 2-3 hearts more) Unlike normal wolves, these go hostile at night, much like wild wolves from the mo creatures mod. On addition to sheep, Arctic wolves attack cows and zombies at night. (wolves do take rotten flesh after all) Unlike wolves, this behavior is random/ sporadic and they probably won't wipe out an area's animal population in one day. Arctic wolves only spawn in Tundra and other snowy biomes.

    These wolves also have a sense of forgive and forget. They will stop attacking people that attack them after awhile, so if someone fights one off in self defense at night and doesn't encounter it for awhile or at night again, it will most likely no longer attack them. They also don't spawn in packs, but rather in groups of one to two at most and are a little rarer than normal wolves. Their colors are white and light gray, though some can be darker gray. They do have a little bit of variety in colors. I personally would love to see the mo creatures guy (zhark?) help out on this one and possibly add similar sounds to Wild Wolves for these or something.

    Dark (Forest) Wolf - These wolves are a leaner and meaner variant. They are only found in one biome and one biome only, Dark Forest, hence the name. They're almost always hostile when encountered as darkness levels of whatever most of a dark forest will be makes them hostile. They can be tamed however if not in a dark enough area, possibly outside of the very biome they spawn in. They hit faster than normal wolves and do a little bit more damage than normal wolves. (more ravenous) These wolves kill pigs, sheep, and chickens randomly, but not cows. They will attack zombies though, as they resemble players, since wolves will eat rotten flesh and they're more ravenous than normal wolves. These wolves are black and brown, with trace amounts of white. (stripes and spots)
    Posted in: Suggestions
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    posted a message on Sea Caves
    I could see this working as a technical biome or something, like beaches or extreme hill edge. Support.
    Posted in: Suggestions
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