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    posted a message on Small Suggestions
    I got another small suggestion. Starting in 1.8, sheep drop mutton, but wild wolves kill sheep. I personally think that since they're implied to be killing them for food's sake and not being random, that sheep killed by wild/ untamed wolves should not drop their mutton, but still drop their wool. Also, I think any animal killed by a tamed wolf (especially sheep, the wild wolf's choice of prey) should have a chance of their meat drop being destroyed. (aka "eaten" by the wolf) The same should go for wild ocelots killing chickens.
    Posted in: Suggestions
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    posted a message on Balancing out Potion Brewing (Giving a new use to pretty much useless/completely useless items!)
    I already got an idea for a clownfish use and yes, it's potion-based. To make it required for a strength potion seems too unbalanced in the other way and then there's the diamond factor. Your versions of sugar and poison don't make sense at all. I'd rather they not change. Invisibility potion? Not sure about your idea, but I do believe it needs to be it's own ingredient. Why? Because I personally feel blindness is a far better de-buff to night-vision than invisibility. (It is considered a "de-buff," considering it's pale color and adding a fermented spider eye, right?) Perhaps, your mystic dust could make sense with this one and it's possible opposite, potion of glowing. (too bad I doubt that one would ever be added.. thoough blindness still needs to be added and invisibility needs to be it's own ingredient, even if a second potion other than weakness is never attached, like fire resistance.)

    Oh, and instead of leaving you in the dark, I guess I'll say this, even though it's a bit off-topic. I personally think clownfish should be used in brewing random joker potions. They wouldn't tell you what it does. You just have to find out. (Tiers can be as much as III, possibly IV and can last longer than normal effect times to.. oh, and it can be stacked effects, which can be good, bad, or a mixture of the two. Adding glowstone makes it more likely to be good. Adding a fermented spider eye makes it more likely to be bad.)
    Posted in: Suggestions
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    posted a message on [1.6.4][Forge] Netherrocks Mod (SSP & SMP)
    Quote from drinfernoo

    Yup, I believe it is Block ID 572 and 573. Upon looking at the config file, one is on and and one is off.

    EDIT: Also, why is there such a limited selection of armors and such? Only four of the new ores have armor or weapons associated. I want my Fyrite Shovel and my Argonite armor :D


    I do believe it's for balancing purposes. Of course, he'll explain it better, but I think that's why he did it that way. Originally, Fyrite and Illuminite didn't even have a sword. They were for armor only. Fyrite armor's big tradeoff for absolute fire protection (if it's working this update) is it only has either the durability or protection power of leather, if not both. Alex didn't want to do just another ore tier mod thing. Originally, when he made SimpleOres, he did something like that, but he's refined it so it's not just tiered. However, he decided to avoid that when he made this mod and made some ores have tools only, while others are armor only. He later added Fyrite and Illuminite swords, but only for the sake of effects.

    I still wish it were possible for Illuminite swords to blind mobs properly. (thus making it make sense beyond other players) That's probably why he made it give you night vision instead.
    Posted in: Minecraft Mods
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    posted a message on AleXndrTheGr8st's Mods (SimpleCore API, SimpleOres, Fusion, Netherrocks)
    Quote from AleXndrTheGr8st

    Bows aren't implemented yet, geez.


    Quote from AleXndrTheGr8st

    Okay everyone, the 1.5.1_1 update is live! Should fix most or all of the issues you are having, however Achievements were temporarily removed. Here's the changelog:


    Version 1.5.1_1
    -Fixed armor texture.
    -Reverted silver tools and armor items to previous textures.
    -Furnaces now work as intended.
    -Fixed buckets.
    -Removed achievements to stop crash bug. Will re-add them in a later update.


    He said a couple pages back that the bows lack textures because they're not implemented yet. I don't see it mentioned in the changelog, so they're probably still unfinished/ not implemented yet.
    Posted in: Minecraft Mods
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    posted a message on [New Mob] The Moaner
    Could use a better name, but at least there's some detail and a picture. (Two things you'd be surprised the average suggestion thread here tends to lack.) I don't know about supporting this though. I mean, the mob behavior seems a little interesting. Hmm.. behavior-wise, it'd be cool. A mob behavior I'd like to see more though is still the hunting/ competitive behavior. (i.e. Spiders hunting your animals.)
    Posted in: Suggestions
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    posted a message on if you have a creeper in your house
    Kill it with fire. Burn that house down!
    Posted in: Survival Mode
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    posted a message on Tundra dungeon/temple like place: Buried ship.
    Honestly, I have no problem with a gun or two being added, so as long as it isn't modern or futuristic. If you're going to add a shipwreck or buried ship, you're going to need to add loot that fits it. A flintlock pistol isn't super modern. (at least not more than redstone wiring, possibly less modern) Quite frankly, I'd like a few pirate-themed things and for a buried ship or shipwreck at sea would fit the bill. Also, shipwrecks and buried ships should be a good place to find emeralds, gold, and possibly a diamond or few. After all, we're talking about deceased pirates, right?

    Anyhow, with pyramids and jungle temples being the place for traps, I feel shipwrecks and buried ships should be the place for lots of mobs and possibly a mini-boss/ boss. Oh, and I honestly don't like the skeletons all having armor. I think it should vary. Some skeles would have leather armor (up to full set), with the standard bow and arrow. Some skeles would have iron armor. (usually helmet and/ or chestplate, but never full set) The rarest ones (the ones most likely to drop a flintlock) would have a piece of diamond armor and maybe a gold helmet, coupled with iron armor. (They'd be the only ones in a full set of armor, aside from the occassional full set leather skeles.)

    Also, diamond swords? How about we vary that as well? The majority of them would have either stone or iron swords, while the head honcho(s) have a diamond swords and possibly a flintlock. (If at all possible, I'd like to see enemies that could switch weapons.)

    Ehh.. I don't know how well that'd work, but I would prefer that the armor and weapons would vary.
    Posted in: Suggestions
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    posted a message on Cactus Should be Edible!
    I'm all for both this and possibly drawback of immeditate damage, but no residual effect. We need a different food effect and this would make cactuses useful, other than for defense, safer garbage disposal (Hey, at least it won't burn down your house if too close to any wood.), and two or three dyes.

    The only thing that would be missing how is a food that can be eaten over time (via lowering it's damage value upon eating), but not placed like cake. (preferably pumpkin pie) Yay, food variety.
    Posted in: Suggestions
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    posted a message on M'ore! A simple suggestion to put a couple "m'ore" ores into the game.
    Wait, reliable building material? Copper wiring that's a little weaker than redstone? Honestly, I do feel there is a good reason to add another tool/ armor ore besides the one that fills the iron-diamond gap. It's just I don't think people want it and Jeb doesn't more ores that are simply tool/ armor. The one reason I feel we could use something like Copper as a Tool/ Armor ore is because I feel Iron should be more uncommon.

    Seriously.. in my past few playthroughs, I've quickly progress from Stone to Diamond in a matter of playthrough hours. I don't think you should be able to get diamonds for a pick and tools so soon. It's not that the game's too easy though. It's just because iron's so freakin' common that you can have multiple picks and a full set of Iron Armor in no time. Before you know it, I've already got enough diamonds and obsidian for enchanting and maybe even a nether portal. This progression needs to be slowed down a bit. Making an ore inbetween stone and iron, then making iron a little less common seems to be the answer.

    I doubt it'll ever happen, but if they do add copper, they could make useful for more than just tools and armor. What if you could have a means to making better machines with copper wire, except copper wire, unlike redstone needs a power source. (It's main weakness.)
    Posted in: Suggestions
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    posted a message on When you fall through Bedrock.............
    Meh.. I never really liked the idea of dimensional travel via bedrock/ via. Honestly, I'd the first 10 or so blocks of the Void be Magma, to give the world a slightly more realistic feel. Magma is like lava, except it can not be turned into stone with water or scooped up by a bucket and it only spawns in the first ten blocks of the Void. It's the only "block" that can exist in the Void, but only in the upper 10 or so levels. On survival, if you use a super pick to get through, granted you're not invincible to, open sources (nothing but Air blocks between you and it) of Magma can damage you just by standing within 2-5 blocks of it.
    Posted in: Suggestions
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