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    posted a message on Flower troubles in NBTexplorer
    The rest of my post covered that. The ":1" is the damage value, so change the id tag to 38 and the Damage tag to 1
    Posted in: Mods Discussion
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    posted a message on Flower troubles in NBTexplorer
    At one point, villagers didn't care about the damage value of items that you offered them (so they would accept any flower instead of a specified one), so what you want to do might not be possible. If it is, though, it would be accomplished by changing the "damage" tag to the 1 portion of the id. Blue orchids share their id (38) with the poppies and other flowers, but they are differentiated by a secondary damage value (1). You can also change that value to allow trading for damage swords.
    Posted in: Mods Discussion
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    posted a message on Heart Crystal 1.1.1 - Increase your maximum health!
    Quote from XVPlaer

    Whats those Feathers on your Screenshot ?

    Quote from Flying_Bat

    ...Also, what are the feathers in the screenshot?


    His WallJump mod.

    I would like to see a config file for this mod for hearts gained per crystal, depth range for crystal spawning, spawn frequency, and the drop behavior when dying.
    Posted in: Minecraft Mods
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    posted a message on Item Nicknames
    Greetings fellow Minecraftians.

    I have been searching for a mod (as in, it might be made already and I don't know about it) in which a player can give an item a nickname. For example, one might name a sword "Excalibur." If this mod doesn't yet exist, consider this a request.

    Qualities of a named item:
    • Names of items would be displayed either as an enchantment or as a suffix to the item name (e.g. Gold Sword "Excalibur") like so:

    or

    • Only tools (or non-consumable/placeable items) would be nameable.
    • Named items would be repairable with unnamed versions of the same item or alternatively, with their material (Excalibur, from above, would be repaired with gold ingots); they would retain their enchantments when repaired as well.
    • All names are unique; no two items may share a name. Once despawned or broken, an item's name can be reassigned to another item.

    Many thanks to whoever provides me with a link or produces this mod!

    ~Soul
    Posted in: Requests / Ideas For Mods
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    posted a message on Diceless mode
    Quote from ShiftSix

    Actually, they add a damage bonus of up to 50% (random), rounded up to the nearest half-heart as of 1.9 prereleases, which is precisely my problem, extra damage is worthless if it doesn't consistently mean I kill the mob in less hits.


    Augh inconsistent data. Gonna test for myself... Okay, yeah, so crit damage is randomized. With a wooden sword, I could kill zombies with 6 hits. When crits came in, it took 4-5 hits. Stone sword is 5 normal/3-4 with crits, iron sword is 4/3-4, diamond is 4/3. So really, it's barely worth upgrading past stone.

    Just for giggles, I spent the 9 levels I gained during this test to enchant an iron sword.

    I got Bane of Anthropods II.


    Quote from EmpireDYF

    Sorry but this topic is complaining about RNG? Sorry but even in everyday life and in other video games it exists.

    Deal with it, not everything is meant to be predicted, that would be boring.

    Though they do need a better enchanting system, complaining about not doing a single amount of damage for a critical strike is just absurd. Survival is meant to be a semi-realistic version of the game, and if you can't picture the fact that "Hey, maybe this critical hit just hit the zombies arm" or "maybe this critical hit it's shoulder" then you definitely need to grow up, especially since this is the only thread I've ever seen about this.

    I'm not really complaining about RNG, I'm just pointing out a few flaws that I feel could be polished out. Also, "fun" is subjective. Personally, I like being able to predict things more than Minecraft currently does. About picturing different hit locations: that was sort of part of my suggestion in which you would actually have to aim for those parts of a mob to get bonus damage. It might be a pain to code that (especially in SMP), but it would make combat much more interesting.
    Posted in: Suggestions
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    posted a message on Diceless mode
    Quote from Neospector

    *snip*Randomization on enchantments encourages players to train more to get the enchantments they want...*snip*

    Secondly, for mob drops, only some of them should be increased. Some people like to list Endermen as a mob that needs it's drop rate increased, and that's simply plain overpowered.

    It's not so much "training" as it is grinding. Throwing away an hour of XP gained on a relatively useless enchantment is just annoying. I don't see it as incentive to fight more as much as discouragement from spending any effort on obtaining enchantments. I suppose it makes sense if it was added in as a lesser reward for surviving, but it could have been done better. I agree about mob drops. Personally, I'm fine with most of the hostile mob drops (save for maybe the zombie's tool drops, which I feel could be removed). I had no complaints about the directional drops, so no comment on that.

    Quote from Badprenup

    I definitely agree with enchantments not being random. That has been a thorn in my side for a very long time. As for the rest of this stuff I must disagree. The randomness of critical hits is a tiny fluctuation and frankly I don't see how knowing exactly how long it will take to kill mobs counts as strategy. Just hitting it until it dies and knowing not to engage a mob depending on my current health has always sufficed just fine.

    I don't mind the thought of getting at least one of each drop when killing passive mobs, but I don't like the thought of it on hostile mobs. I don't want to be guaranteed 1 gunpowder per Creeper, I think it would make the game a bit too easy.

    For some (like me, who enjoys number games), having exact damages makes for a more inticing combat system. The tactic you stated is the same one I use and I can honestly say that I've gotten very bored of it. I agree about most hostile mobs being an exception to the drop-per-mob idea. There should be more reward for killing enemies that actually try to fight back. Skeletons' bones and zombies' flesh should be a constant drop, though, imo.

    Quote from Lumireaver

    You know what? If you had an x% chance of getting a drop that increased by 0.5% every time you didn't get a drop and reset when you did, that might be kind of neat, just to kill the possibility of never once getting what you're looking for. :Skeleton:

    +1 to this idea. I've wanted this kind of system for a long time.

    Quote from Protoss_Carrier

    To point something out, I've taken this from the wiki: "In melee, a critical hit occurs when a player attacks a mob while falling". It is not actually randomized.

    Yeah, that is true. Strikes me as silly that you have to jump to do any real damage, though.

    *EDIT*
    Quote from Badprenup »
    Yes, but the extra damage that you deal from a critical hit is random. That's what is being discussed here.

    Actually, there isn't. "The attack deals 50% more (rounded down) plus one heart of damage."
    Posted in: Suggestions
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    posted a message on How to make a multiplayer for two in the same house?
    Quote from Tylerthe41

    He hasn't even set up the server yet, his friends hasn't tried to connect to the server yet.


    Sorry, mistyped a bit. I meant that as something to keep in mind for when the server is set up.
    Posted in: Legacy Support
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    posted a message on How to make a multiplayer for two in the same house?
    I've had issues with my firewall in the past. If your friend is having trouble connecting, turn off your firewall.

    For your second question: as long as you're in the same local network (using your friend's internet), you should be fine.
    Posted in: Legacy Support
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    posted a message on Diceless mode
    Quote from Lumireaver

    Creative mode. 100% chance of everything you need. :Skeleton:

    Quote from urkel940

    You might as well just play creative *snip*


    No.

    ShiftSix is asking for a more predictable survival mode, not a creative sandbox game. Each of the points he presented are things that I have had some issues with in the past. The damage system is rather annoying. I would prefer a skill-based (aim for the brain or the heart) or level-based system to something that is completely random. Admittedly, the randomness in the damage amount does add an interesting factor of danger and uncertainty. "Can I charge that creeper and land a killing blow?" "Will that skeleton get a final shot before I destroy it?" But again, this could be even more thrilling with a skill- or level-based system. The questions become "is my accuracy good enough to hit that creeper in the chest before it explode?" and "can I evade that arrow to prevent my death?"

    Most people seem to agree on how annoying the enchantment system is currently. Personally, I don't bother with enchanted equipment save for some minor 1-5 level ones occasionally. I would love to see it revamped so that you can research new enchantments over time and then select from the ones that you have unlocked. This could be tied into the point system that ShiftSix suggested.

    Mob drops certainly need to be rebalanced, too. Pigs should always drop at least one or two pork and cows should always drop at least one leather. For basic crafting materials and food, I prefer to have a certainty of drops, especially when it makes logical sense (as in the case of pork for pigs, beef/leather for cows, and feathers for chickens). Let's say pigs drop 0-3 pork (too lazy to look up the actual drop range atm) and I want a half stack of pork, I would need to kill anywhere from ten to infinite pigs. I would prefer having an upper limit to this range. I personally prefer to have some randomization in my drops so that I can be pleasantly surprised when I get something rare or a bit more than usual, but as it is, basic crafting materials and food are much too rare.

    I've never really had a problem with the directional drops in the past. They can be annoying sometimes, but I've just gotten in the habit of building a platform below important ores or luring mobs into open areas so that their drops don't fly off a cliff.

    So I suggest some major revamps to the combat and enchantment systems, some minor tweaks to mob drops and maybe a change to the directional drops to make them a bit more predictable. Having a completely "diceless mode" seems like it might take too much away from the random elements of the game, but the game as it is needs some changes.
    Posted in: Suggestions
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    posted a message on Journey to The Sandscape!
    Glad to hear that the new drops will be included soon. Not sure that I agree with the removal of mobs or the addition of iConomy. I kind of like the dangers of the night and I feel that the concept of "money" would completely go against the concept of the server. Regarding factions: while I am excited about the Opal/Onyx thing coming into play, I would definitely miss my old faction (the Fremen). I would support a set up in which players can join Onyx or Opal and form adventuring groups. Additionally, I would like to see some sort of container-locking plugin that allows for lockpicking, based on time, luck, and maybe skill levels. Not sure if that exists, but it would be nice to see.

    Edit...
    IGN: SoulWind71428
    Current Faction: Fremen
    Applying For: Opal
    Posted in: Minecraft Survival Servers (archive)
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    posted a message on Journey to The Sandscape!
    Quote from SGtoot

    Drop rates are too rare! Hardly any rare items! Rare items are already very hard to find. further more finding a diamond or water is insanely difficult!


    I've played on the server for about a week so far. Maybe 15-20 hours total. I've found 3 superrare drops and around 10 rare drops. Overall, I'm happy with the drop rates (despite my desire for the update to mine to occur, if it hasn't already). Diamond isn't actually amazingly useful on this server, as gold is the fastest and automatically repairs most of the time (I was unlucky and had two of them break in a row at one point). I see water as a more long-term server-wide goal. The SandDragon faction has already found one bucket of water, so once someone else finds a second, the two factions can cooperate and make an infinite pool for the rest of the server to benefit.

    Quote from RadCarrot

    I'd actually be fairly disappointed if you discontinued this server.

    I know we've had our problems here, but this is a really good world, with a definite future behind it. It'd be a shame to watch this place go the the same as 9/10 other Minecraft servers, especially when there are some truly brilliant players on here already.

    I really wasn't certain myself after all that happened, but the fact I've stayed and built up a new area is testament to the dedication toward this world and the potential behind it.

    Whatever happens, I'd hope you'd give it more time to develop. This is a really, really fun place for everyone who is willing to build, trade and roleplay, and I'd be upset to see it go.


    I'm very glad to see that you decided to return, RadCarrot! Your friendliness during my first session on the server really made it clear that I would stay. Looking forward to seeing you in-game more throughout the server's evolution.
    Posted in: Minecraft Survival Servers (archive)
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    posted a message on Journey to The Sandscape!
    Quote from criskelly

    I have an idea for an Oasis that may be used inside of sandscape in order to inspire competition and give more of a meaning to play on this server.

    This Oasis would be randomly placed somewhere in the world and it would contain a small area of grass with trees on top of the grass. it would also have in the center of it a little pond and beside that pond there would be a random crop growing and a chest. Now the Oasis will be an area of land that would not be able to be claimed by any one at all, and the people at the oasis would only be allowed to access the chest and farm the rare crops. Inside the chest at a random part of a random day items would be placed there that are Rare or Super Rare or just even uncommon items. This item spawning feature would be desirable and people from all around the sandscape would want in on this action. So there would be competition between the people wanting to claim the land around the Oasis. After a random amount of time tough the Oasis would disappear and it would move somewhere else so more adventurers could find it and claim it again.

    So i ask of anyone else who is reading this post, what do you think about the Oasis and should it be implemented into The current sandscape? I would really like to hear your opinion on my idea of an Oasis.


    Sounds like an interesting idea. The only issue, though, is that it would effectively destroy the idea of Superrare/Legendary drops. The rare crops could simply be converted into seeds and grown elsewhere. The water could be collected and turned into an infinite pool. The grass could be used to grow throughout the world. Also, I don't think there is actually a plugin that can do this, and as far as I know, this server doesn't have a coder in its staff. Ultimately, I disagree with this idea. Once players find grass and water, player-made oases will begin appearing throughout the server. We already have one water bucket and three legendary crops (pumpkins, melons, and cacti). We just need sugarcane, one more water bucket, and grass and we'll be there.
    Posted in: Minecraft Survival Servers (archive)
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    posted a message on Journey to The Sandscape!
    Quote from criskelly

    i completely agree with this assortment except you forgot to put in redstone. i think redstone should be placed in with the very rare items and should drop in a large quantity rather than a single piece at a time.


    Oh! So I did. I think I would prefer to have Redstone Ore be a Rare drop, though. That's 4-5 dust per drop with a ~0.04% chance per sand block. An alternative might be something similar to the treasure finds, but instead you get a random package of Redstone-related things. Dust, repeaters, torches, etc. I think that might be deserving of the Very Rare category.
    Posted in: Minecraft Survival Servers (archive)
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    posted a message on Journey to The Sandscape!
    I put together a possible droplist. Any supporters?


    LEGENDARY 6 drops, 1 weight each
    Cactus
    Grass
    Seeds (Melon)
    Seeds (Pumpkin)
    Spawn Egg (Mooshroom)
    Sugarcane

    VERY RARE 7 drops, 5 weight each
    Diamond
    Obsidian
    Spawn Egg (Cow)
    Spawn Egg (Chicken)
    Spawn Egg (Sheep)
    Spawn Egg (Wolf)
    Water Bucket

    RARE 4 drops, 25 weight each
    Gold Ore
    Lapis Ore
    Lava Bucket
    Redstone Ore

    SEMIRARE 7 drops, 120 weight each
    Iron Ore
    Feather
    Mossy Cobblestone
    Mushroom (Brown) [50% weight]
    Mushroom (Red) [50% weight]
    Sapling (Birch) [50% weight]
    Sapling (Pine) [50% weight]

    UNCOMMON 6 drops, 500 weight each
    Clay Ball
    Leather
    Sapling (Oak)
    Seeds (Wheat)
    Wood (Birch) [50% weight]
    Wood (Pine) [50% weight]

    COMMON 5 drops, 750 weight each
    Cobblestone
    Dirt
    Gravel
    Sand
    Wood (Oak)

    Weight works so that, out of the total weight (6426) each item occurs a total number of times equal to its weight (approximately). So, a Common-tier drop would have a chance of dropping equal to 750/5901 or about 12.7%. Some items have a reduced weight for their tier because of similarities with other items in the category (as with the Birch and Pine woods). Another idea:

    Treasure Finds: a Very Rare event that occurs when a player digs out some sand. When this occurs, the player receives a message saying "you have dug up hidden treasure!" This will then drop a chest, 1-20 Gold Nuggets, a random Informative item (Map, Compass, or Clock), and a few common and/or uncommon drops.

    I already ran these ideas by Tremlin and he's in support. Anyone else agree?

    Edited to add Wheat Seeds as an Uncommon drop and Redstone Ore as a Rare drop.
    Posted in: Minecraft Survival Servers (archive)
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    posted a message on Journey to The Sandscape!
    I'm eagerly awaiting the server's return. I've had fun in the almost-week that I've been playing on it. Built a house, joined a faction, collected 3 super-rare drops (pumpkin seeds, melon seeds, and cactus)... Definitely a unique and enjoyable experience, despite the overzealous brawlers in some of the factions. I would personally like to see a shift to the Residence plugin with a possible addition of a shop plugin.

    I kind of disagree with the suggested bonus features for donators. I think that giving an advantage to those who can or are willing to spend money is somewhat unfair. *Shrug* Personal opinion, though. The drop chance modification votes could be interesting, assuming they don't affect chances too severely.

    Regarding the current drop list, I would love to see an addition of the other two types of wood and saplings, each with the same chance as their oak counterparts. I love to use darker pine wood in my structures, so that would definitely be appreciated. I also support the addition of vines (rare), mycelium (super-rare), and mossy cobble (between uncommon and rare). I'll be working on an actual droplist for you to consider while I wait for the server to come back up.

    Love the server. Can't wait to see it back and better than before. :biggrin.gif:
    Posted in: Minecraft Survival Servers (archive)
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