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    posted a message on [1.7.10] GODZILLA MOD - NOW APART OF THE LEGEND MOD
    Quote from ProvenBeat»

    He isn't - the Marvel one is.

    Oh, hell...how is that even possible!
    Posted in: Minecraft Mods
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    posted a message on Spider Queen v1.1.0 - Spider queen is back, the way she should have been!
    Quote from spark117»

    It is possible to play on a server as spider queen and my friends to be human? If I install the mod on server everyone will be spider queens??


    To my knowledge, there is a player command they can use to be either a spider or a human, I can't remember what it is, or if it works on multiplayer, but I know it's was mentioned on the thread
    Posted in: Minecraft Mods
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    posted a message on Spider Queen v1.1.0 - Spider queen is back, the way she should have been!

    I see this as more accommodating with Blood Magic, i.e. when you feed and you're full, you add to your store Life Essence. Honestly though I would love to see the mod get it's own Spider Themed spell system. I would Imagine a system using vanilla and Spider Queen blocks and items, in a ritual sense.

    Imagine an enchanting table in the middle a structure similar to the Spider Bed, with cocooned victims being used enchant and/or create objects by having their life forces drained. Honestly there is no rule saying a spider person would enchant/use magic like a human being.


    I would imagine it doing things like making Spider Person, or their eggs, creating special spiders, Enchanted Silk Armor, a special gem made from a spider eye, that let's you better control your spiders.

    Or maybe create an alter to the spider god to level up your spider powers, like werewolves in Witchery.

    Posted in: Minecraft Mods
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    posted a message on Advanced Lightsabers - Over 67 trillion unique combinations

    An idea for this mod, actually several, when you get the time. Can we get more development into force powers. The idea being, the button to use the force would be the same, but any of the number keys would represent a different power to select and you could have a screen to select them. The basic one would always be telekinesis. If possible could we learn to make holocrons that we could focus our experience into either our force level (how much/long the force meter lasts), or learn a force ability. They could be built using crystal like the ones used to make lightsabers (which is canon if I remember correctly, but don't quote me on that). As for abilities there would be three main types, Light Side, Neutral and Dark Side, basically from the Jedi Knight Games


    Holocrons could also appear in rare Temple Structures, Jedi or Sith and instantly teach you one light or dark side power, or, if you learnt all from that side, increase your force level. Afterwards they would be like the ones you craft. Jedi temples could appear in plains, or as structures underneath villages and have things like lightsaber parts, Jedi Robes and maybe even crystals as loot.

    Sith temples would be in deserts and Mesa biomes, have traps, similar loot and the holocrons work once and break, as Sith would typically destroy a holocron when they were finished with it.


    Another idea, is to sword fight skills, like the Zelda Sword Skills mod.


    And finally, a workbench where you could customize your saber, not just appearance but things like buffs and debuffs, like a sabers better under water. Or maybe you could be able to enchant crystals and add the buffs to the blade.

    Posted in: Minecraft Mods
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    posted a message on Advanced Lightsabers - Over 67 trillion unique combinations

    The turning of the lightsaber damage thing, would be most annoying to most people.

    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update
    Quote from Spartan322»

    The issue is its spams the thread with irrelevant discussions which dilute a more productive discussion. A good idea would be to either start a new mod discussion thread on it or an off-topic thread, or maybe a mod request thread for the rejected ideas here, IDK what you want to do, but leaving it here is unnecessary bloat which can actually harm an overall or real discussion

    If you want people to stop talking about it, my suggestion would be give them something else to talk about it, because until people loose interests, or the developers block ANY mention of the word Hybrid, there is still the chance that people are going to talk about.

    For example, the primary point of my posts was adding breeding functions to the mod.
    I think it would be interesting we could breed and modify traits of our dragons, for example, make a dragon that flies faster than most, but has less health, or one that has a tone of health and is fast but is slower than most, one that breaths fire for longer but is slightly slower and weaker than average.
    Try and get conversations like that going because from the looks of it, there's always going to be some new person who comes on the forum and asks about hybrids and they're going to be a problem if people keep giving those conversations steam.
    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update


    hybrid dragons ? it would be fun to see that, but the idea is not for the dragons at all, i mean come on, no dragon will marry a tiger to make a tigrex


    I don't know about everyone else, but my idea of a Hybrid in this mod would be a fire dragon with an ice breath attack or vice versa. It's less 'creating a new species' and more of vanilla horse breeding elements added to the mod, being able to breed dragons with stronger attacks, more health/armor, can fly faster and maybe even size, with an abnormal breath attack would be as far into the realm of a 'hybrid' as it would go. Also if the creator did decide to go that route, a hybrid in my sense, or how everyone else wants one to be ( a completely different breed) would be sterile and could breed anymore, like real life.
    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update
    Quote from raptorfarian»

    Why are people so obsessed with hybrids now days? These are distinct and incompatible species. They won’t be able to breed as they are highly aggressive towards the other species so even if they were genetically compatible they still won’t breed.


    I was thinking in line of the tamed dragons, I never would have thought of the wild one's breeding. Anyways, it's all just possibilities on a suggestion, it's not like I was expecting you to actually do any of this, just putting ideas out into the ether.
    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    I would imagine it more as, a fire dragon with ice breath, or an Ice dragon with fire breath than a straight up 'hybrid', although they could most likely go the route of a mule and make it that the offspring can't bred if they were to do a hybrid

    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    They've made it clear that they will not be making any other types of dragons, instead they could have breeding, like with horses.


    A dragon's breeding could determine its health, armor, flight speed, attack strength, color, buffs/resistance and maybe even the type of fire they use. That way it wouldn't be a new type of dragon, but it could still be a hybrid.

    Posted in: Minecraft Mods
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    posted a message on [v.0.6.3] Transformers Mod - transform!

    Can u add optimus prime and bumblebee and All the rescue bots for my son? please and thanks you


    There is a G1 addition that adds G1 Optimus
    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    Here's a question, how will the dragon behave in worlds with extra mob, like Mo'Creatures and Animals +? Will they also hunt these animals or will they only go after vanilla mobs?

    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    Quote from mezzodrinker»

    So you basically want MCA to become Millénaire with additions.


    I don't 'want' it to become anything, I had an idea, well a lot of ideas, and I threw them out there. i seriously don't expect all if any to be implemented, I could have said nothing, and not helped, or I could have said something and maybe have helped, time will tell.
    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    Some ideas for when the Royalty aspect gets added back to the mod. Borrow elements from the Minecolony and Tale of Kingdoms mod. Beware, this is going to be long...


    When you become king again and you make people a peasant or knights, get an economy going particularly between your peasants, maybe even become able to craft a throne block, using a crown in the recipe, to manage your economy, keep track of it and sit on it (it is a throne. You could construct buildings and assign your peasants and their families to them and upgrade them. If a peasant marries another villager, they become your peasants and so do their children. The economy's currency would be coins, gold coins made from gold nuggets, with peasants s


    Like the Minecolony's mod have a grid outlining the biggest the building can go and have that these grid can't over lap (optional visibility)

    The buildings would be marked by special chests, or mailboxes to be somewhat original. The mailboxes would have an input and output section in their UI. They would also have UI for each family in a house. The basic buildings would be...

    • Households (Where your peasants and their families would be assigned to stay in each of the bed/bedroom) Peasants would go to work and return here at night. They would have off days for story progression.
    • Farmhouses, buildings with farms fenced of in the back (would require crops like seeds, carrots, potatoes, or be used for raising animals, like cows, chickens, pigs, horses, sheep and either breeding them, or in the case of non horses, breeding and farming them, the sheep would just be used to get wool) Upon upgrading the farmlands get bigger.
    • Mining Base (miners go to build mine shafts below the surface and deposit their findings in a chest, require pickaxes)
    • Fishing Base (Fishers go to work, require fishing pools, must be near a body of water)
    • Church/Temple (Where priests go, to hold weddings etc, give a )
    • Libraries (Where Librarians work, require paper, books)
    • Black Smiths (Crafts armor or tools, smelts materials, requires resources
    • Warehouse (Where all things from business are stored, Librarians are upgraded to overseers and work here, Mailmen and Builders Work here. It is also where people pay taxes and receive wages)
    • Military Base (For guards, they are trained to be soldiers, archers and Calvary). It would also be were criminals are kept, in dungeons below.
    • Bakeries: Bakers craft food items from crops. Recipes from other mods could be given to them.
    • School: Run by librarians, peasant children go here to play during the day. (I've noticed several lets plays that make schools)
    • Orphanage: for Children whose parents are both dead, run by a priest.
    • Funeral Home: Run by a priest, who goes about taking up dead bodies, or receives them and digs their graves and makes their tombstones.
    • Mansion: A large home, bigger than the largest normal house. Used only by Nobles.
    • Apartments: A house the size of one Mansion that holds several families.
    • Palace: Where ever you put down your throne is where the palace goes. It also has a dungeon

    Job Upgrades

    Once a villager becomes a peasant, their job can be upgraded by the king player. With these upgrades a peasant can still do the functions of their prior jobs.

    • Farmers can be made into Builders, who can build, upgrade and repair buildings,
    • Mailmen, who transport items to and from the warehouse. They receive work orders or deliver documents, which have a output input section. The output takes items from one place and deposits them in another. If the input is not the warehouse, then they would deposit whatever is programmed for the specific building. They would go through several documents in order of chronology, skipping what isn't available, and resetting each morning.
    • Librarians become Overseers, who basically alter you to any problems in the flow of the economy, give taxes to peasants and maybe even develop deliver documents for mailmen.
    • Priests can become Mages, who besides throwing fireballs at mobs, join the military, can also enchant items brought to them (require an enchanting table).
    • They could also become doctors and heal infected villagers.
    • They can also deal with dead bodies.
    • Guards can become Soldiers, who are based at a military base. The difference between guards and soldiers is that the player can order them about in mass with a special item and have them attack mobs, npcs and other players. Soldiers will behave like guards unless ordered about by the command item.
    • Archers are a subgroup, who use bows and arrows and are stationed at watchtowers and at mobs and enemy NPCs
    • Calvary ride tamed horses and are thus faster, may use bow or arrows, but are designed for warfare
    • Praetorian: Special elite guards, they are soldiers assigned to protect the king or one of his relatives and are with them at all times. Can ride horses. They do not have a family.

    The Economy

    Based on coins and food. Both of these determine happiness overall for peasants. The happier a population, the less likely they are to rebel. A rebel peasant will not obey the player and will even attack them. For each household, there would be an exchange of coins and food. Both eventually go down and up as money is made, spent, food is purchased and used. If a household's require food level is not met, the family becomes unhappy, if their happiness drops below a certain level, they start to rebel. If enough peasants become unhappy, the player and his family may have to move for their safety. A rebel leader could appear and attempt to take the throne becoming an enemy king.

    At the end of each night, when npcs go home, their food levels go down. When they wake up, they go the Warehouse, where the overseer(s) stays and buy food (which raised their food levels back home) pay taxes and receive payment.

    The price of items is based on scarcity, beginning with a starting price, how common something determines it extra price. If it is common, like wheat and bread, the extra price goes into the negative. If it is rare like items from the nether, then the extra price increases. Also the value of your coin is determined by how much product is on the market. If you have a low production of items and a large amount of coins, you will have inflation which adds to the cost of items and makes it harder to buy things.

    Children do not pay taxes until they become adults nor do Nobles. If a peasant can't pay taxes they may become a criminal. Also, normal villagers do not pay taxes. Priests, mages and Soldiers, etc, also would not pay taxes meaning the player could not just build a massive army without some fore thought.

    As the king, you can determine off days, during which non military peasants do not work. This is how many days peasants work before taking a day off.


    Criminals

    If a peasant, can't pay taxes, and/or if there is no food to eat, they will may become a criminal. A criminal peasant will attack not just you, but other villagers and peasants to take their belongings and food. They only attack at night, during the day, they behave like proper NPCs. If a guard/soldier sees them at night, they will attack a criminal. If a criminal is unarmed and there is an unused cell in said guard's, they will be sent there. If not, they will be killed on sight. Criminals are just Rebels deeper into the minus.


    Nobility

    As part of story mode, other villagers may rise up to become a king, getting their own peasants, their own guards and economy etc. Any relative of a king, living or dead, is a noble with their children becoming princes or princesses. If the npc is female, they become a queen and their spouse is a Prince (that's how it works in real life, I didn't make that rule).

    King's maybe hostile or friendly depending on their personality and an arranged marriage between their children and yours is one way to secure an alliance.

    Also, as a King, or queen, your children and relatives become nobles.

    Nobles don't work but receive taxes and wages, so having a lot of them, may not be a good thing. Also your kids may fight over who becomes the heir and may kill each other (because family drama never gets old), this is especially true if you have a child that doesn't like you. Make one of those kids your heir and you may go to bed one night and be awoken by the kid trying to kill you. If they succeed, a hostile king. A villager on the way to becoming a king or queen would have Mayor in front of their name. One way to become a king is to marry the king's child and after the ruler's...sudden accident, the oldest child become the next monarch, until they come down to your spouse, where you become king or queen. If the king had no children their spouse becomes ruler.

    Another way is just the old fashion way, kill the king and all of his relatives and click on the the throne. Just know that if they were well like, the peasants that now become yours are going to like you less. This option also closes the marriage option, if you haven't married one of their heirs already.


    Death

    When a peasant dies, they leave behind a dead body. Said body is like a chest, with their villager's skin and holding all the items they had at the time of their death. If left alone, a dead body will eventually become a zombie, immediately so if they were infected. The sight of a body would also make any peasant who saw them unhappy and make the household unhappy. Also the death of a member of a household will cause its happiness to drop, unless they are a priest

    Posted in: Minecraft Mods
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    posted a message on [WIP](1.11.2) 10-9-17 Digimobs(0.9.9) Pre-Release Redux-er Digimon in Minecraft! Now for 1.11.2

    Only in the first season, and that was fixed after the final villain was destroyed. As for the other series, it's never stated and the rate is rather inconsistent between them.

    Posted in: WIP Mods
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