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sm284614 posted a message on Lots of towns and castles: an expansive world! (picture heavy)Posted in: Screenshots -
1614
Noobcrew posted a message on [Surv] SkyblockPosted in: MapsOver 5 Million Downloads!
Trailer made by Slamacow for Skyblock v2.1
==================================================================
Skyblock Server!
If you want to skip the download and
play Skyblock Multiplayer, feel free to check out the official Skyblock server!
Connect with the IP: skyblock.net
==================================================================
All original downloads hosted here if the below links are broken.
https://skyblock.net/downloads
Skyblock 1.1
Download 1.1
Download 1.1 Hardcore
Play this map on our server! IP: skyblock.net
v1.0:Challenges and Rules for 1.0/1.1
Rules:
Do not purposely jump off the island to regenerate your health.
Do not make a bridge to the mainland.
Play on at least easy difficulty
Hints:
Lava + Water = Cobblestone.
Challenges:
1) Build a Cobble Stone generator.
2) Build a house.
3) Expand the island.
4) Make a melon farm.
5) Make a pumpkin farm.
6) Make a reed farm.
7) Make a wheat farm.
8) Make a giant red mushroom.
9) Build a bed.
10) Make 40 stone brick's.
11) Make at least 20 torches.
12) Make an infinite water source.
13) Build a furnace.
14) Make a small lake.
15) Make a platform 24 blocks away from the island, for mobs to spawn.
16) Make 10 cactus green dye.
17) Make 10 mushroom stew.
18) Make 10 Jack 'o' lanterns.
19) Build 10 bookcases.(As of Minecraft 1.3, crafting bookcases is only possible if cows spawn on your island)
20) Make 10 bread.
21) Collect 10 Ender-pearls.
22) Cook 10 fish.
23) Craft 10 Black Wool.
24) Craft 10 Gray Wool.
25) Craft 10 Light Gray Wool.
26) Craft 10 Lime Green Wool.
27) Craft 10 Red Wool.
28) Craft 10 Yellow Wool.
29) Craft 10 Pink Wool.
30) Craft 10 Green Wool.
31) Craft 10 Orange Wool.
32) Craft 10 Snow Golems.
33) Craft 20 Paintings.
Feel free to post pictures of your achievements and progress!
Note:
Version 1.1 has no neighboring islands with all resources located in the starter chest.
Version 2.1 has a sand and Nether island. With resources spread out.
Want more of a challenge? Play 1.0/2.0 for an island with 3x less dirt/sand blocks.
Video made by CaptainSparklez for Skyblock v1.1
Skyblock 2.1
Download Skyblock 2.1
Download Skyblock 2.1 Hardcore
V 2.0:Challenges & Rules for 2.0/2.1:
If you wish you may skip the challenges you completed in 1.0/1.1
Rules:
Do not purposely jump off the island to regenerate your health.
Do not make a bridge to the mainland.
Play on at least easy difficulty.
Challenges:
1) Build a Cobble Stone generator.
2) Build a house.
3) Expand the island.
4) Make a melon farm.
5) Make a pumpkin farm.
6) Make a reed/sugarcane farm.
7) Make a wheat farm.
8) Make a giant red mushroom.
9) Craft a bed.
10) Make 64 stone brick's.
11) Make 20 torches.
12) Make an infinite water source.
13) Craft a furnace.
14) Make a small lake.
15) Build a platform 24 blocks away from the island, for mobs to spawn.
16) Make 10 cactus green dye.
17) Make 10 mushroom stew.
18) Craft 10 Jack 'o' lanterns.
19) Craft 10 bookcases.(As of Minecraft 1.3, crafting bookcases is only possible if cows spawn on your island)
20) Make 10 bread.
21) Collect 10 Ender-pearls.
22) Cook 10 fish.
23) Craft 10 Black Wool.
24) Craft 10 Gray Wool.
25) Craft 10 Light Gray Wool.
26) Craft 10 Lime Green Wool.
27) Craft 10 Red Wool.
28) Craft 10 Yellow Wool.
29) Craft 10 Pink Wool.
30) Craft 10 Green Wool.
31) Craft 10 Orange Wool.
32) Craft 10 Snow Golems.
33) Craft 20 Paintings.
34) Build and light a nether portal.
35) Craft 5 Gold Ingots.
36) Craft 16 Glass Panes.
37) Collect 50 birch logs.
38) Collect 64 arrows and craft a bow.
39) Craft 10 stone buttons.
40) Craft 30 stone slabs.
41) Craft 10 signs.
42) Craft 20 ladders.
43) Craft 20 fences.
44) Craft 20 fence gates.
45) Craft 10 levers.
46) Craft 10 trapdoors.
47) Craft 10 stone pressure plates.
48) Craft 10 wooden pressure plates.
49) Collect 64 bonemeal.
50) Craft 20 cobblestone stairs.
Feel free to post pictures of your achievements and progress!
Old downloads:
As requested, the first versions of SkyBlock!
First version of SkyBlock 1.0
Download
First version of SkyBlock 1.1
Download
Rules:
Do NOT leave the island.
NO Mods, Hacks, Flying, etc.
Post pictures of your achievements and progress!
Have FUN!
Hints:
Lava + Water = Cobblestone
Challenges:
1.Build a Cobble stone generator.
2.Expand the island.
3.Make a mushroom farm.(1.0)
4.Make some glass.
5.Make a reed farm.
6.Make a cactus farm.
7.Make a wheat farm.
8.Make some bread.
9.Make a bed.
10.Build a forest.
11.Build a house.
12.Make a small waterfall and a lake.
13.Make at least 5 torches.
14.Make an infinite water source.
15.Make a furnace.
Optional Master Challenge:
Make an area for mobs to spawn at-least 24 blocks away from the island.
Thank you TheJupiterSailfish for the first series ever of SkyBlock!
Check out his channel for part 2,3, etc.
[media][/media]
Note: Removing the block that you spawned on, and not placing a block back (So if there is no block on your spawn point) then dieing may spawn you elsewhere as it is too small to pick a spawn close by. So it will spawn you on the mainland, and it will be impossible to get back. Be careful! (This problem is fixed for the versions that are above this spoiler.)
Instructions on how to install the map and if you are having trouble downloading the map:
Place what version you downloaded in the saves folder, to reach your saves folder follow the instructions below.
Windows:
%appdata%\.minecraft\saves
Windows XP/Vista:
%appdata%\.minecraft\saves
Windows 7:
C:\Users\*YourName*\AppData\Roaming\.minecraft\saves
Mac:
Open Finder
Click "Go" on your menu bar on the top left of your screen
Click "Go to Folder..."
Type in this: Users/*UserName*/Library/Application Support/Minecraft/Saves
(UserName needs to be replaced with your computer username)
Linux:
Go to view options
Check the 'show hidden folders' box
Go to your home directory
Open '.minecraft'
Open 'Saves'
Windows:
[media][/media]
Mac:
[media][/media]
Are you having issue's downloading the map?
Try deleting your browser cookies.
Google Chrome Users: Click on the Customize button -> Option -> Under the hood -> Clear browsing history -> Make sure Delete Cookies and other site data is checked -> Click Clear browsing data
Internet Explorer Users: Go to Tools -> Internet Options -> Delete? -> select only Cookies -> Delete
Mozilla Firefox Users: Go to Tools -> Options -> Privacy tab -> Show cookies -> Scroll down and look for mediafire cookies folder and delete it
If you are using other browsers, just find a way to eat the cookies.Change the biome for SkyBlock 2.0/2.1:
If for some reason you are tired of your water turning into ice and don't know how to place a torch next to your water source, you can switch the snow biome to a non snow biome.
Download the level.dat that corresponds with the version of SkyBlock you are playing, and replace it.
2.0: http://mediafire.com...fono1f2g7mpbyxb
2.0 Hardcore: http://mediafire.com...6irv2leok9l9k4r
2.1: http://mediafire.com...2ydk4db417hou91
2.1 Hardcore: http://mediafire.com...e2cciicgw0863pb
Note: You will have to skip challenge #32.
Make sure you replace the level.dat before you start the map, or place everything that is in your inventory in a chest. If you do not do so, your items in your inventory will be gone.Frequently Asked Questions (FAQ)
Read the title of each spoiler. View the contents of a spoiler to answer your questions. Not everything will be here, as this map is meant to be a challenge, so not everything can be answered.
Here is a video from KerflumexedPenguin about the basics of SkyBlock. Thanks
[media][/media]
"How do I keep my water from re-freezing?"
This is a very simple fix. To stop your water from re-freezing, as this is in a Tundra (snow) biome, simply place a block above your water source, or a torch next to the source. There are alternative downloads for the level.dat file, but this will eliminate a challenge and therefore you can't complete them all.
Alternative level.dat downloads
Version 2.0 -> http://mediafire.com...fono1f2g7mpbyxb
Version 2.0 Hardcore -> http://mediafire.com...6irv2leok9l9k4r
Version 2.1 -> http://mediafire.com...2ydk4db417hou91
Version 2.1 Hardcore -> http://mediafire.com...e2cciicgw0863pb
Note: This will take out challenge #32, (32) Craft 10 Snow Golems.) If you have any problems, check in with Noobcrew.
"How do I light a Nether portal without Flint & Steel?"
This is very simple to do, but it may take a few tries. The basic idea is to get your lava to light a piece of wood or something else flammable, and have the fire spread through the portal frame so it ignites, therefore activating it.
Step-by-step guide by iiTzWho
How to light the portal without Flint & Steel
It is actually really easy, if the wood burns out before it lights, try again
The rest will be in spoilers, each step in a separate spoiler
First Step
First, set up the portal (I wasn't in SkyBlock for this, therefor had 14 obsidian not 10)
Second
Set up the wood, and a little barrier so the lava doesn't go everywhere
Third
Place the lava down, let it catch fire to one of the planks, then grab it back up
Fourth
Both planks should be burning..
Fifth
The portal should be lit, if not - try again
Hope this helped somehow, good-luck with SkyBlock
TL;DR - Set up portal, put wood at base and back of portal, light wood at base, let it spread to back, BAM portal lit.
[/media]
"How do I get gold ingots?"
Go to the Nether (with guide above) and make a platform there for zombie pigmen to spawn on. Kill them for gold nuggets. Once you have 9 gold nuggets, place them in a crafting table in a 3x3 fashion, which creates one gold ingot.
Check out Oasis Survival!
http://www.minecraft...allenge-blocks/
Like Skyblock on Facebook!
http://facebook.com/...kyblockSurvival
If you love this map, and wish to support, copy one of the codes below and place it in your signature. =)
<a href="http://www.minecraftforum.net/topic/600254-surv-skyblock/"><img src="http://i.imgur.com/YGqCj.png"></a>
[url=http://www.minecraftforum.net/topic/600254-surv-skyblock/][img]http://i.imgur.com/lRVyp.png[/img][/url]
"Skyblock" is a registered trademark and intellectual property of Mineverse, LLC.
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461
Please see https://www.planetminecraft.com/mod/mcskin3d/ for any updates. For the most part, PMCSkin3D has replaced this. -
828
KodaichiZero posted a message on [1.0.0] Clay Soldiers ClassicThis thread is discontinued.Posted in: Minecraft Mods
For Mincraft 1.1 and later, go to this thread.
I have given Infiniti324 permission to post a topic for the 1.1 version of this mod on Planet Minecraft.
If you want to check out my new mod, go here.
Small enough to hold in your hand, strong enough to rule the land!
Clay Soldier Mod V4 by KodaichiZero
Special thanks to VikomMedia for helping me a lot with preparing for the release of 3.5 and 3.6, mDiyo and SmallDeadGuy for helping me test V4
Quick Links:
- Version 1 Stuff
- Version 2 Stuff
- Version 3 Stuff
- Version 3.5 Stuff
- Version 3.6 Stuff
- Version 4 Stuff
- Other Info
- Downloads
An awesome trailer by cherchell58!
A very lengthy showcase/demonstration video by ShaftHandlers!
An installation video for CSM and TMI, by Dannybtwproductions.
An installation video for MAC OSX by kristo123321.
Hall of fame:
A great showcase video for version 3.5 by MutantNoodles :smile.gif:
Fantastic spotlight video for V2 by Captain Sparklez!
This guy actually manages to pronounce my name properly!
Awesome mod trailer by ThePhail!
Cool spotlight video by Jamie1051!
Nice video by SilentSwords.
~ Version 1 Features ~
So you're probably wondering to yourself "A mod involving clay? No Way! I need all the grey goop I can get for my brick castle!" Well put those tried, burnt hands to rest for a second and think about this: What if you could create your own miniature army out of clay and stage the most epic battles imaginable in a space small enough to be your backyard? Now before you accuse me of being a madman, take a look at this mod. Read ahead through the pages, and you'll see just what kind of violent mayhem you can cause with just a few simple materials plucked right from the ground.
- - - - -
Here's how it works: A clay soldier is an item you can hold in your hand. It is crafted using a clay block (for substance) and soulsand (for sustaining intelligent life). Specifically, one block of clay and one block of soulsand can be used to create four soldiers. Once you have a nice little pile in your hands (up to 16), right-click to place them all at once. They will quickly spread out and begin to roam the landscape. They walk slow and don't jump very high, but they have enough arm strength to climb up a single block. Unfortunately, since they lack a decent skeletal support structure (or even skin, for that matter), their delicate figures can be horribly mutilated by even the weakest of blows. A player can cripple a clay soldier in just a single punch. So naturally, they aren't hostile towards anything bigger than themselves. So, what in the world are they qualified to fight against? ...Other clay soldiers, of course!
Clay soldiers have a team-based mentality. They respect similar colors of their race, and treat their identical equals as brothers. But when colors other than grey come into play, things start to get a little bit more exciting! You can use red dye, blue dye, green dye, yellow dye, orange dye or purple dye to change the color of your soldiers, and then set them loose to start a fight! Grey soldiers are peaceful unless attacked, but all other colors will rush in for the kill without mercy! Their natural hatred towards members of a different spectrum allows for a lot of exciting events to take place in your Minecraft world. Build giant battlefields, arm your fortresses to the teeth, and let your soldiers transform the earth into a sea of crumbled clay!
...But then again, it's just a bunch of identical clay men, right? And there's nothing interesting about that, is there? If only there were some way to make things more interesting... OH WAIT, there is!
Of course it's not just clay! there's MUCH more you can do with your miniature armies! Choose from a variety of equipment, arm your men to the teeth, and have a showdown to see which type of assistance is more beneficial to survival! All you need to do is press q to drop an item on the ground for them. You can even drop a large pile, and the clay men will split it amongst themselves.
Since clay soldiers are so small, most conventional weapons such as swords and bows become unwieldy. So the most obvious thing to do is to start from the basics. A simple stick can easily be held by a clay soldier, and is their fundamental source of offensive power. It will randomly increase their attack by half a heart, or a full heart for 15 uses before it breaks.
Another thing to worry about is protection. Because they're so small, how could any kind of armor fit onto them? Well, it turns out that just one piece of leather can be easily folded into a handy chestplate, reducing every blow from a fellow soldier by 50% for 15 hits in total. Simple and classy.
As for the issue of health recovery, clay soldiers have the intrinsic ability to digest and break apart the atoms within carbon-based food products to produce raw element compunds that can repair their weakened molecular bonds. In short, they can eat food to gain health. Since one piece of food is too much for them, they will divide it into four meals and eat them correspondingly when their health gets low. Combining all four meals, any food item is enough to recover their entire health bar. This will work for any item of food (and for mushroom stew, they'll even eat the bowl). The only exception is cake - it's way too large for a clay soldier to carry all at once, so they won't accept it.
Moving onto more interesting things, clay soldiers seem to have the ability to recognize a monarch among their ranks. Gold is a symbol of power, so using their incredible metalsmithing skills they will craft a gold ingot into a crown and wear it. Each team will only have one king, unless the kings are so far away from each other that they can be considered as rulers of different regions. When one clay man becomes a king, the rest of the nearby team members will follow it diligently and stay very close. Some may wander due to the fact they technically have no eyes and cannot see their leader, but for the most part, they become a very tightly-knit society.
Everyone knows that anything can be made at least 5 times cooler if it glows in the dark. With lightstone dust, you can turn your soldiers into living glowsticks, and any night time battlefield into a raving disco dance floor! Keep track of your troops by using lightstone dust at night. Best of all, it lasts forever, just like our current torches :smile.gif:
As if a gigantic clay war wasn't awesome enough, now you can add explosions into the mix! A clay man will instinctively incorporate sulfur into their basic body composition to make themselves appear "creepier" to their opponents. But those black specks aren't just for show! When a besulfured clay soldier meets his demise, a small explosion will bring his enemies along for the ride. It will also destroy three or four adjacent dirt blocks, but it's nothing to worry about.
For what they lack in cake-consuming ability, they make up for in their ability to eat sugar. Just one lump of it will send any soldier into a frenzied craze for a whole minute, making them more agile and greatly increasing their walking speed. They tend to be responsible though, and they won't eat another lump of sugar before the effect wears off.
In times of great despair, teammates fall and great armies die, leaving the tired souls of each individual fighter with nothing to do but rest for eternity. That's only the case for humans, though! Clay soldiers only become incapacitated when their bodies are too mangled to even bend a single joint. With a simple lump of clay, any soldier can patch up a fallen comrade's wounds and send him right back to the battlefield, effectively causing a full revival. One clay lump is enough to revive four fallen soldiers. Just don't expect any ressurecting to take place in the middle of a fierce battle.
Well, that information was all fine and dandy. But something just doesn't seem right... don't some soldiers ride mounts onto the battlefield so that they can really get the drop onto opponents? I mean, no army can truly be threatening unless it has the ability to harness the raw power and energy of one of nature's finest beasts. And well... oh, never mind. This mod does have mounts after all.
Indeed it is true, any clay soldier can be given the ultimate gift in times of war: something to sit on. Using dirt and soulsand, you can craft a few horses for your personal armies to use and enjoy. Horses have no team alleigance, so any soldier can use any horse. While a soldier rides a horse, he will experience greatly increased speed. Also, 50% of all incoming attacks directed at the soldier will instead affect the horse. The horse has 50% more health than the soldier, so in most cases, the horse will be taken as a prize for winning the fight.
When a clay soldier dies, his body will always be dropped on the ground in the form of a doll, so you can ressurect him again immediately if you just pick him up. You'll never lose a single soldier (unless you've given him gunpowder and he explodes), so you can keep the battles going for as long as you want! Make videos, post pictures, tell your friends, and heck, go outside and make some real clay soldiers or something. Just don't forget to download the mod, because you'll be missing out on one of the best things that ever got dug out of the sand!
~ Version 2 Additions and Changes ~
For those looking to make even tougher soldiers, look no further than your nearest arts and crafts store. With simple materials like flint and cloth, your soldiers can enhance the equipment they already have! If a soldier has a stick and there is a piece of flint nearby, he'll use the flint to sharpen his stick for additional attack power! And if there is a block of wool nearby, an armored soldier can grab a handful and make some padding to lessen damage even further. The flint and cloth won't be consumed in the process, so they can be used infinitely! Remember, a cozier soldier with a sharper stick is a happier soldier.
As if sharper sticks wasn't enough, now there's an even better way to fight dirty! Redstone dust is good for mainly two things - nerding out your Minecraft world, and making people's eyes sting worse than a snail in a salt factory. If you give your soldiers a handful of redstone dust, they'll throw it in their opponents eyes to temporarily blind them. And while blind, a soldier is completely defenseless and unable to attack! It works for up to 2 uses, but if I were you, I'd bring a pair of goggles just in case any dust gets thrown astray.
For those stubborn opponents who seem to walk around everywhere when all you want them to do is stand still, there's slime. If you give your soldiers a slime ball, they'll make like Dr. Scholls and apply that green goo directly to the feet of their opponents. One slime ball is enough for two counts of adhesive. While a soldier's feet are stuck, they cannot move an inch. They can't be pushed or knocked back, and will only get free after about five seconds - or if the block underneath them is destroyed. Until then, they're just sitting ducks, so you might as well get out the bread crumbs.
You'll discover as you experiment with the clay soldiers that it's unfortunately very easy to get carried away. If you spawn too many of the soldiers, they have a propensity to find their way out of their battle arenas and into just about every nook and cranny in your world. When worse turns to worst, there's the Clay Disruptor. A handy little device made of 2/3 clay, 1/6 redstone and 1/6 stick, it's incredibly powerful when in the right hands. Pressing the shiny red button on the front causes the device to emit incredibly powerful radioactive waves that are capable of instantly killing nearby clay soldiers and causing cancer in small butterflies. Every time you use it, all soldiers in a 16 block radius are as good as toast. It lasts for 16 uses before it implodes upon itself and ceases to exist in our universe. And for some mysterious reason, it seems to work on dirt horses too. So if you're looking to cause some clay genocide, this is the right tool for the job.
~ Version 3 Additions and Changes ~
So you've got a military force armed to the teeth with everything you can possibly give them. One problem: they are still made of clay, so when you talk about their guts... well, they don't really have a whole lot to talk about. That's where iron ingots come in handy. When you give a soldier an iron ingot, they will use it to craft themself a skeletal core, making them stronger and heavier. And as a result of this, the knockback of their strikes will be greatly increased! In turn, they will also fly back a much shorter distance when struck by someone else. Two ironed-up soldiers will cancel out each other, however. The downside to this powerup is that the poor old dirt horses can only handle so much weight, so a soldier with an iron core will not be able to ride one.
ARRGGH! WHY NOT BOWS! I WANTED BOOOOWWWSSSS!!!!
Woah, settle down there Mister Piggy. Let me explain. Clay soldiers can use a gravel block to create a supply of throwable rocks. One gravel block is enough for 15 shots. The clay soldiers will hold these rocks in their left hands, and throw the rocks when their enemies are within range. They will back off and try to play defensively, but if an enemy gets too close then they will resort to physical attacks. Also, do you remember those attack-enhancing powerups, like the slime and the redstone dust? Well those powers still apply to the rocks. With the right combination of powers, even just a few rock-throwing soldiers can be an unstoppable force.
Here's a little something I cooked up special for all of you. I'd like to thank a special fellow named "Popular Demand" for making this possible. Here's the thing: a ton of you seem to think this mod is about building a clay civilization with lots of pretty houses rather than fighting. You're incorrect of course, but I decided to do something for you anyway. And this is what you get: A clay soldier is now able to pick up STACKS OF AT LEAST 5 LOGS. Hear that? Not one log, and not two logs. A stack of at least five logs or greater and up to a maximum of 20 logs. What do they do with said logs? They build houses, of course! There are three different random kinds of houses they can build. 5 logs builds a small abode, 10 logs creates a lavish livingspace, and a full 20 logs will fabricate a fabulous fortress (with a bonus chest of sticks inside!). To build these houses however, they will need a good deal of space and no other clay dudes around. Unfortunately, a clay soldier who is holding logs will basically forfeit their ability to fight, climb walls and even ride horses. But if they are attacked, they will drop their logs and defend themselves.
Another largely demanded feature was a better way to manage clay soldier equipment. Well, here it is. A clay soldier near a chest may look inside of it and see if there is any equipment they need. It may take a little while for them to notice a chest, but they will see it eventually. They'll take what they need instantly and leave the rest for everyone else. And if a soldier has clay, they can even bring teammates to life if their bodies are stored within a chest.
And yet another largely demanded feature was the ability to control soldiers. Well, this is pretty much the best I can do! Use a fishing rod to guide a group of soldiers to a central location. I won't get into it, but adding the ability to control a soldier is both VERY difficult to do and causes LOTS of problems, mainly incompatibility with other mods. So, I had to compromise. As an alternate to this, you can also use a dye that is the same color as their team and they'll swarm around it.
Last but not least, it's everyone's favorite dimension-warping handheld tool again! This time, its power has been increased significantly. Not only can it instantly kill all clay-based lifeforms in the near area, but it can also instantly destroy all clay blocks in a 12-meter radius! This opens up a ton of possibilities for fun clay-based projects. Just make sure not to build a stadium out of clay blocks - you'll most likely regret it.
~ Version 3.5 Additions and Changes ~
As promised, this update brings you four new colors of soldiers! There's nothing too special about pink and brown soldiers. In fact, they fight exactly the same way as all the other colors. But if you really want to go through the trouble of getting cocoa beans just to have an additional color, then you have my sympathy! And of course, I didn't stop there. The other two new colors have some very special properties that could quite possibly change they way you think about clay wars...
That's right! White soldiers are completely peaceful. So if a band of ruffians shows up at their doorstep, they'll have no choice but to sit back and take the hurt! They spawn with slightly lower HP (15) than normal, and they won't pick up offensive items. What use are they then? Well, you could have a race to see which team can kill clay soldiers the fastest! And being peaceful makes them the only team which doesn't attack hostile mobs. Now, as for the other team...
Brawler is really the only suitable word for these furious fighters. Black brawlers are so full of rage and fighting spirit, that they will even fight each other! They will also avoid picking up team-based items, such as golden crowns and revival clay. And since they spawn with higher HP (30), there's no telling which one will be the last one standing! And as if that wasn't enough, the boundaries of war have been expanded even further with new items...
What's lighter than a feather? Not a clay soldier! But even so, troops can take advantage of a feather's marvelous air-resisting properties to parachute down from great heights. Once a clay soldier detects that it is falling from a high location and is at the risk of receiving fall damage, it will automatically deploy its carefully-hidden feather and glide down safely. But be careful! Any soldier which has a mount, a heavy iron core, or is carrying logs will not be able to use their feather.
It's the answer to two problems in one simple item! soldiers can't see far enough? Get goggles! Soldiers aren't cool enough? Get goggles!! This convenient piece of headgear extends a clay soldiers's sight range by 5 blocks and also functions as a stylish set of imitation eyes. And to make things even better, all you need is one glass block to make a set of goggles for your whole army! Just make sure to drop it on the ground with q.
Here's a feature that everyone's been waiting for. Well, most people. At least half the people in my forum inbox. Anyway, it's the new Snow Pegasus Mount! A soldier will treat a pegasus mount just like a regular dirt horse, except this one will hover above the ground as its rider traverses the landscape! The snow pegasus can also survive more hits than a regular dirt horse, but at the same time, is just a little bit slower. This new mount is craftable using snow blocks, soulsand and a feather. For more info on crafting, see the summary section.
Unless there's something terribly wrong with you, you probably don't like seeing horse and pegasus carcasses littering the battlefield during an all-out clay war. For those who do have compassion for our miniature equine friends, a new feature has been added! Clay soldiers now have the ability to revive horses, just the same as they would normally revive their friends. And they still use the same material to do so, which is clay lumps. It's hard to tell why that would actually work, but I'm not asking questions.
We're getting closer and closer to the end of our V3 features, so don't give up yet! This handly little addition enables any clay soldier to access a chest within a minecart! It even works as a unit shipment vehichle - load it up with clay dolls and clay lumps, then send it down the road! One cart could change the tide of any battle - and you decide who gets it!
And now, the secret feature! It is a secret so secret that not even the best secret-keepers know about it! It's so great, it's reason to celebrate! It's the ClayCam!
This incredible new feature allows you to view the action close-up! Just right-click a soldier and see the action from over his shoulders! Pressing shift will disable the ClayCam. The smooth and quick camera movement allows you to see the detail of a war like you've never seen it before - until the unit dies, of course!
~ Version 3.6 Additions and Changes ~
Despite the amount of clothes that clay soldiers are able to procure, there has never been a simple material for them to make a cape with. Well, now there finally is. Using a diamond, a clay soldier will not only craft himself a very flashy blue cape, but his abilities as a fighter will increase massively as a result! His health will be multiplies by twenty (20), his weapons and armor will last much longer, he will be able to use food and weapon add-ons for longer, and he will even have a permanent speed-boost effect! Just one super soldier can take down an entire army of foes! But exactly how long will one super soldier last? It's your job to find out!
And just when you thought the mod couldn't get any more intense... There's ZOMBIES! ...or VAMPIRES! ...or ALIENS! In fact, I don't really know what they are, but they're corrupted and evil! When a clay soldier grabs ahold of an enderman pearl, it gets infected with corruption. And suddenly, nothing else matters except spreading it. When a corrupted soldier attacks and kills another innocent soldier, it doesn't die... It gets all of its health back, becomes evil, and joins the corrupted horde! It doesn't matter what team he's on. A non-corrupted soldier is an enemy. And by the time you realize their piercing cries of agony, they'll already be gone. And they'll start coming... for YOU!!!
...And no matter what happens, don't let a super soldier get corrupted... or else you will have quite a problem on your hands.
Other Things that were Fixed:
- - the claycam now works with everything and is compatible with ALL mods.
- soldiers now respond quicker to chests in the nearby area.
~ Version 4 Bugfixes ~
- - the old stairs bug is now fixed.
- behaviour regarding picking up items during battle is slightly improved.
- the glowing is now working again.
- mod will be going open source shortly.
- - - - -
~ Summary of all Crafting Recipes ~
Pink, Brown, Black and White colors are created the same way.
~ Planned Features for Future Updates ~
* Will be going open source soon.
Issues:-
This mod will work with any other mod (even The Aether, I know because I'm a developer). You do however need ModLoader to run this mod.
Instructions:-
You must first install Risugami's Mod Loader before this mod will work. Please do not attempt to install old versions of the mod loader into the 1.0.0 client.
If you are using a Mac computer, search for a special Mac installation tutorial if you have problems installing the mod. "Minecrafter" or something like that might work.
Once you've successfully install the three requirements above, simply drag all the files included in the zip into the jar. Remember to leave the image files in the clayman folder, and drag the folder itself into the jar.
Support The Mod:
Here's a custom signature banner that you can use if you don't already have one.
[url=http://www.minecraftforum.net/topic/495553-173/][img]http://i.imgur.com/2TzWy.png[/img][/url]
Downloads:
Risugami's ModLoader - Required to run the mod.
- Adf.ly Links -
CSM V4 - for 1.0.0
Optional Pack - Don't install this unless you are using Risugami's Spawner GUI.
- Adcraft.co Links -
CSM V4 - for 1.0.0
Optional Pack - Don't install this unless you are using Risugami's Spawner GUI.
- Old Versions -
CSM V3.6 - for beta 1.8.1
Donate: ...only if you want to! Added by request.
Also, This mod seems to have been featured on some site I'm not familiar with. I saw a cool Kenshiro mod on there. They asked me to post this image here, so here you go:
Despite the overwhelming amount of demand for the ability to control clay soldiers, I will not be adding this feature. The requirements for such a thing to be possible involve massive amounts of edits to the original game files, a lot of custom code from scratch and more time than I have available. It would take a miracle for the mod to actually be compatible with anything else as a result. Therefore I shall not be making this feature and instead will focus my efforts on SMP and other creative additions.
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Mackeroth posted a message on FuturecraftFuturecraftPosted in: WIP Mods
Attention to all the “would be” posters:
Read what is written here. All of it. If you need to ask a question about the mod, and it is answered in the OP, then I am going to ignore you, and I ask that those with the decency to actually read the OP do the same.
Our forum is at: http://fc-mod.com/index.php, feel free to join, all civil discussion is welcome, all uncivil discussion is not. Please do not use the old forum unless your name is Dr. Mackeroth, Shiva or Fr0stbyte124.
Imagine:
You have had an interesting day in the mines. You had worked hard, and had helped to find a seam of iron. In amongst this iron, you found a strange new material, which you name crocite (THIS IS NOT GOING TO BE ADDED). A fellow miner had taken the crocite to the village counsel, and they shall decide what to do with it over the next few days.
These are the thoughts that are racing though your mind as you walk back to your house on the outskirts of Midendel, your home village. You have always admired your house, as it had been built on the ruins of a much older structure, built by people who lived, worked, and died in a similar fashion to how you and your people do today. The house was three storeys high, and had a separate bathroom, a rare luxury among miners. As you open the front gate, your pet wolf, Chomper, comes rushing to greet you. You give him some pork, the remains of your lunch, and go inside.
After dinner, you retire to your bed. After all your work today, you fall asleep quickly, only to find that you are tormented with horrible nightmares. Before you, the sky flashes red, and the great Forest of Kururka burns to ashes. All that is left of your village, your home, your life, is ash, floating through a thick grey cloud of dust. You awaken to the sound of an explosion, and you shoot bolt upright with a start. You think that it was just a remnant of your dream, but as you close your eyes, another explosion sounds. You notice this time that before the explosion, there was a bright flash of yellow light, which streamed in through your open window. You hear a scream far off in the distance, and then it stops suddenly. You believe yourself to still be dreaming, so you quickly pinch your arm to make sure you’re awake. No luck, this is real.
You panic. You know that you must get yourself out of here, but go where? As you run out of the house, grabbing your diamond sword and a torch on the way, the answer comes to you; to take shelter in the caverns. Your ancestors had discovered the caverns hundreds of years ago. They had become a place of refuge in times of need, like a few cycles back, when the valley had flooded and much of the forest, and the village were destroyed. As you run, many more flashes and explosions occur, then, as you are only a kilometre or so away from the caves, at the base of the mountain were they are, the noise stops. The night is eerily silent. No owls, no cicadas (which are common this time of year), no sign of sleeping animals; it appears that every creature had just vanished. Even the sound of a hissing creeper would have given you comfort, but alas, there was nothing.
As you stood, just waiting, waiting for a sign, waiting for a sound, you noticed a low, droning hum. It hadn’t been there before, of that you were sure, and you find yourself wondering what it is. Whatever it is, it is certainly getting closer, and you can now feel the vibrations on your skull. The noise continues to get louder, until it reaches a point in which the trees threaten to uproot themselves because they are shaking so much. It is at this all dominating level of sound that the humming stops. You look around you, suddenly afraid now that the humming had been silenced. You see nothing around you as you wave your torch from side to side, but then you look up...
Above you, a thing of incredible size, awe inspiring in the full meaning of the word, is a creature, covered in strange grey materials. You see lights shining brightly down on the forest around you, and you here animals scatter around you as they try to avoid its gaze. At least you can draw comfort from the fact that all the animals hadn’t disappeared. One of lights adjusts its position, and tilts towards you. You follow the lead of the animals, and run. True terror seizes you body as you see your shadow below you, illuminated by a light that seemed to tear through your body, and peer straight into your soul. You turn to face the source of the light, and hold your sword up in defiance of this strange creature that fills the sky.
A ball of fire erupts from the creature, and you think perhaps that it is dying. You feel a slight ting of compassion for it, than you remember an elder telling you about ghasts, that shoot fire balls like this, and you realise that the creature is trying to kill you. As the ball hits the tress and explodes, the shockwave flattening the trees ear it, you realise this is the sound you heard before. The shockwave hits you, and the light fades, as does the world around you, turning to grey, and you realise that you’re dying. Dying, as you had been thrown back into a fallen log, and you could tell that your bones were broken, your skin torn, your life fading, quickly. It would be over soon, over soon.
I hope you liked my story, I wrote it as an example of what this mod should be able to achieve, and certainly what I want it to achieve. What Steve in the story saw as giant creatures were in fact spaceships, which had come to collect the “crocite” as it is useful for their technology.
Now, welcome to Futurecraft...
I apologise if some of my formatting is not quite right: I imported the topic into Word to fix up spelling and grammar mistakes. Didn't go so well...
We now have a forum!
http://fc-mod.com/index.php
Introduction to the team. Read if you are interested in helping.
Poll results were definitive:
- Consumable energy was fairly popular
- Space was nigh on unanimous
Both will be added.
People required (old system):
- Several programmers (Shiva, GroundBurg_Coder13, Kronath, and me.)
- Person for textures (me)
- Testers (Achievement get, I left out an "a"[for 5 weeks!]) (We have two test severs)
- If anyone could make a banner, I would be eternally grateful to them (done)
- Sound! (likely candidates)
- If anyone else can think of someone needed, please say so
ALL PEOPLE WANTING TO HELP WITH THE DEVELOPMENT OF FUTURECRAFT MUST PM ME A FORM CONTAINING THE FOLLOWING:
1- What you can help with, and your preferred article to mod (e.g. Weapons, ships, mining equipment, etc.)
2- What experience your have, including examples
3- When you can work
4- What access to resources you have (what software and hardware you have)
You will then get a reply FROM ME, saying what you will be working on, including all the details.
Once you get this reply, you will be allowed to post on the Futurecraft development and modding page of the Futurecraft Forums. No one does, so just start a development log.
NOTE: All modders or other team members will need to submit to me a weekly report of their progress. Failure to do so will result in immediate voiding from the team.
Current team members:
Project leader: Me (if you have a problem, please say so)
Modders: Fr0stbyte124 (currently working on space ships), me (currently figuring out how Java works), Ectrimble (working on armour and weapons, after inter-server travel is finished [turns out he does it all the time]), Danice123 (surently doing power, despite everything)
Texture artists: Fenway (who is going to be deleated soon if he doesn't turn up) and myself
Sound: MonsterTeddy (who is creating new tracks and sounds).
Test servers: contact me and tell me that you have a server that we can use.
Banners by WildWild
I extend my thanks to MineCrak, who is helping in a great deal of (good) advice.
Also, thanks to Ivorius and MineT, for Gravity Craft. Planets are possible!
Anyway, to business:
Greetings to all you Earthlings out there! I have thought up an idea for a mod which, if executed properly, will possibly be the greatest (but hopefully not the hardest [too late, it is]) mod ever. If it is successful enough Notch might even add the main idea (the interserver travel, and the possibility of trade and war) of this mod to Minecraft.
By know you are (hopefully) wondering what could possibly be so good, and not falling asleep or closing the page. So I shall tell you:
This mod has three main (more like 10) parts to it:
Inter-server travel
Firstly, this mod will add a way to travel between servers, while still keeping your inventory. It would also allow other entities (including spaceships) to travel, allowing for trade, alliances, colonies, and wars. I thought one day, long past, that if you can keep your skin and player ID between different locations, why not your inventory?Spaceships: outdated information, subject to change
A passionate speech by yours truly:
Those who say that this is a bad idea are wrong. I believe in what Notch said “that the future of Minecraft is in multiplayer”, and what better way to do this than to be able to have better communication between worlds? This way we can work together to build a better world, a world that we can share, and if so desired, a world that we can conquer. This important part of the idea isn't the inventory being able to be taken between worlds but entities. What inspired me to write this was the thought of flying through a wormhole, appearing on an unsuspecting world with a massive fleet in tow and levelling their cities, buildings and towns to the ground? (Things like the ability to have wars would be configurable to avoid people quitting servers and flaming at the makers of this mod. They can't blame us if they know that war could happen at any time.)
Now, we plan to have three main ways to travel between
servers: through Stargates, Jump-gates (or Supergates) and through FTL travel.
To explain:
Stargates
These will be crafted, using a fair amount of resources. You
will need a D.H.D to activate it. The D.H.D will also be crafted. To travel
through a Stargate, you will right click on the D.H.D, which will open a GUI.
This GUI will have a list of all Futurecraft servers, plus their gate
addresses. The gate address will be a series of 7 symbols which will correspond
to a particular IP address. It stands to reason then, that each IP will have an
individual gate address, which will be calculated from the address as needed,
not programmed into the mod itself. If anyone is worried about the number of IP
addresses being greater than that of the Stargate addresses, don’t worry, there
are 56,336,822,780 different gate addresses, compared to 4,294,967,296
different IP addresses (you can see why we don’t want to have to code in that
many gate addresses, especially seeing as only a fraction of these will be
eligible servers.
Stargates will be large enough for people and fighters to
pass through (maybe also some form of car type transport, and jets). Only one Stargate per
system is allowed (I.E. world).
Jump-gates/Supergates
This section is likely to change.
This will be crafted in sections. You will need 90 of these
sections to fully complete the gate. When each section is crafted, it will
automatically be placed in the world (too big to logically fit in your
inventory), and shoot off into space. When in space, it will position itself
directly above the spawn point of the server, several kilometres above the
lower end of space. When all 90 are in place, you will need to power it. To
power it, you will need to place a ZPM in any of the sections. Simply take a
space suit, jump onto one of the segments with a ZPM in hand, open the
inventory of the segment, and place the ZPM in. Once this is done, you are free
to activate the gate using a spaceship. Just fly neat the gate, and a button
will pop up in the control chair’s GUI, asking if you would like to activate
the gate. Once active, the gate will remain open for 1 minute, so make sure to
have all ships in position.
FTL travel
There will be various FTL engines that can be installed on
ships. Using the control chair on your ship, or a computer interface, you will
be able to open a GUI (from the main menu of ship features) that has a map of
all Minecraft servers (with Futurecraft), similar to the galactic map on Spore
(for those who play it). You will be able to travel to all servers within a
distance, a distance that depends on the type of hyperdrive engine. The travel
speed will be dependent on the distance of the servers, and the type of
hyperdrive engine. For two servers close to each other, with an advanced
hyperdrive, the flight would be near-instantaneous. But for longer distances,
from one side of the “galaxy” to the other, even with an advanced hyperdrive,
the journey would take hours, if not days, real-time. I will spare the
technicalities of how it will work, because my way may not be the best way, and
I will let the modders do their work.
secondly are spaceships. Not just little fighters that zip around and fire lasers, but massive assault ships that carry ground forces, cargo ships that freight goods, cruise ships that act as general vessels, and of course mother ships: massive huge, making weird science-fiction noises. Only the smallest two vessels, the escape pod and fighter can be crafted (though with difficulty), and the other ships will have to be built using blocks, and then turned from blocks to a controllable entity by using a (craft-able) spaceship core. The cores differ depending on what craft you wish to make, with cores for larger ships being harder to make, and there being one type of core for each vessel. Placing a core would cause all connected blocks to become part of the spaceship, excluding several kinds of blocks; including dirt, sand, stone and other non-space things (these blocks can be carried on a ship if surrounded by other kinds of blocks ( leaving room for green spaces in vessels). The different kinds of cores each support a different range of blocks (in the number they can support). Once spaceships have a core in them, they can be controlled and flown ( by use of a craft-able control chair, while sitting on that chair, your view becomes 3rd person, of the whole ship, and your usual controls instead become the ships controls (with extra controls for new features of the ship). The different kinds of ships are as follows (there is a lot of information here):
Escape pod
Craft-able and can't fly on its own. When powered by Redstone, it will fly straight down and land on the ground (will avoid water and lava, as well as high cliffs). If it is jettisoned in space (explained later), it will fly to the nearest server and spawn at a random at the top of the world. They are only 1 by two blocks and have 20 vehicle health (explained later), and has no weapons.
Fighter
Craft-able (possibly using the plane crafting bench from Flan's mod), has two laser guns that disintegrate mobs and blocks (10 points of normal damage, 5 points of vehicle health, fires at about 3 shots a second). It uses 10 energy points per second, can be fuelled by Redstone, batteries, and oil. It can't travel through hyperspace, and only holds one person. 75 vehicle health.
Drop ship (landing craft)
a small ship that must first be built and then have a core installed a core to fly. It can support up to 10 points of turrets, no shield, (explained later) and can be up to 500 blocks big (as a box around the craft). When built, it must contain a tank or other vehicle (explained later). It moves slowly and is only designed for small recon missions and not for heavy duty fighting. 100 vehicle health points, 20 energy units per second, can be fuelled by everything except a ZPM.
Frigate
A light warship that is easy to make. It is a primary affordable fighting tool in any fleet, and is often carried on larger vessels until needed. 20 points for turrets, can support up to 100 shield health (like vehicle health, only replenishes over time), 200 vehicle health, fast sub-light speed, can support a light hyper drive. Takes all power types except ZPMs. 500-1 000 blocks 3.
Diplomatic ships
this ship can't be attacked (by other ships), but it can't support any turrets. It has 200 vehicle health points, no shields, and uses 15 energy points per second. It can take any form of energy besides a ZPM. It has a medium hyper drive and medium sub-light speed. 500-1 000 blocks 3.
Cargo ship
Cargo ships are long range transporters. Unlike other ships, they are built, and then connected to trailers, like a truck. The head of a cargo ship has 150 vehicle life, no shield, 6 turret points, and uses 30 energy points per second. The trailers each have 100 vehicle lives, 6 turret points, and use an additional 10 energy points per second. The ship has a slow sub-light speed and long warp. The head and each of the pods can be up to 1 000 blocks3.
Cruise ship
Cruise ships are all round, general purpose war ships. They have 40 points for turrets, can support up to 200 shield points, 200 vehicle health, and use 30 energy points per second. Medium hyper drive and medium sub-light speed means that it is good for most missions. 2 500-10 000 blocks3.
Battle cruiser
A more powerful warship than the cruise ship (but much harder to make). 60 points for turrets, up to 300 shield and health points, 45 energy per second. Also with medium hyper drive and medium sub-light speed. 10 000-20 000 blocks3, one point for special weapon. This and all ships henceforth can support all fuel types, including the ZPM.
Dreadnought
this is a powerful ship that is designed for one purpose: to destroy every living thing on the planet it is attacking. There are two different kinds of these ships: dreadnought and super dreadnought.
The dreadnought has 200 points for turrets, 500 vehicle health and shield points. Slow sub-light and long warp (although it travels 30% slower than normal warp. It uses 60 energy points per second. 20 000-100 000 blocks3. 2 points for special weapons.
The super dreadnought is like a larger and more powerful version of the dreadnought. It has 400 points for turrets, 1000 health and shield points. It has super slow sub-light, and travels 40% slower than normal warp. Using 120 energy points per second, it’s a guzzler for power. 100 000-500 000 blocks3. It can support 5 points for special weapons.
Assault ship
these are long range, heavy war ships. In their immense cargo holds they carry whole battalions of troops, along with many smaller craft. 300 turret points, 1 250 life and shield points, and uses 150 power units per second. (That's a massive 2.5 Redstone torches every second). Medium sub-light, long warps engines. 5 00000-1 000 000 blocks3. 2 points for special weapons.
Easter egg ship
Obviously, I can't disclose much about this vessel, you will have to discover the recipes and features of this ship on your own. However, I will tell you that it doesn't have limitations like the other ships, and that it is big. Really big. Also insanly complex to build.
Have a video on Fr0stbyte124's progress on ships:
Gizmos, gadgets and various doomsday devices
on planets:
Stationary shield: a shield that place on the ground and it covers a large area in a bubble. The shield can be any size or shape; it depends on how many emitters you have, each emitter will provide shielding for 1000 blocks. It uses 20 energy units per second, per emitter.
Docking port: like a spaceship, it needs a core to work, but it can't move. It works as a hangar for smaller ships, and a docking port for larger ships. It needs a core so the facility can be destroyed as a whole, and also so it can have working cargo doors and others devices. Health is No. of blocks divided by 10. It has 200 shield health points. 40 energy per second.
Anti-air gun: craft-able, has inventory for fuel. Does 20 points of vehicle damage, as a rail-gun (rapid fire). 5 energy per shot.
Light space gun: good for small vessels, does 40 points of vehicle damage, as large laser burst (medium fire rate). 30 energy per shot.
Drone pad: preferred weapon of those with... class, certainly my favourite, these are controlled in exactly the same way as the ship version of drone launchers, except that the launcher must be connected to the control chair (and both to a feasible power source) via wiring.
Ion cannons. Enough said. (Fine, if you must know: 500 vehicle health point damage, long reload, auto aiming). 200 energy per shot.
Wire-less controls: Great for controlling such thing as (larger) doors, shields, towers, bombs, and other things. Needs to be linked to a control chair to work and it uses 5 energy units per command. These can also be placed on ships. They can link to two other wireless emitters and up to 5 Redstone/wiring out/inputs. This means that you can have a weapon on top of a mountain, that has its own power source, and a control chair (also with a power source) linked via a wireless transmitter, allowing the control chair to fire the weapon. On ships, you can of course stick a diverter into the ship’s hull so the weapon and chair can be powered directly from the ship's main power source.
Radar tower: Self explanatory, they can track multiple ships. The radar dish is crafted, and needs to be connected to both a power source and a computer screen or control chair.
Hand held weapons (ascending order from least to most powerful)
- (don't ask about the dot, I can't get rid of it) Notes: 1 damage point= 1 heart
All weapons require a battery to be operational (unless specified). How long it lasts before it needs to be replaced (by placing both the weapon and the fresh battery in the crafting grid) is specified in each description.
All weapons will shatter glass (unless specified)
Stun gun: 2 damage points, stun (disable movement) for 5 seconds, and blurred vision for 15 seconds. Fires at a rate of 1/s (1 shot per second), lasts for 500 shots. No ammo required, Range of 50 blocks.
Rapid laser gun: 2 damage points, fires at a rate of 4/s, lasts for 1,000 shots. No ammo required, range of 100 blocks. It will set flammable blocks on fire, and does not break glass.
Bolter: 5 damage points, fires at a rate of 1/2s (1 shot per 2 seconds), lasts for 500 shots. Requires light bullets, range of 100 blocks.
Assault rifle: 5 damage points, fires at a rate of 1/s, lasts for 100 shots. Requires light bullets, range of 200 blocks.
Laser sniper: 10 damage points, fires at a rate of 1/5s, lasts for 200 shots. No ammo required, range of render distance. It will set flammable blocks on fire.
Plasma beam Projector: 20 damage points, continuous beam, lasts for 20 seconds (fully depletes battery). No ammo required. Range of 20 blocks, and it will disintegrate blocks within 10 blocks, when hit directly with the beam.
Grenade: 30 damage points, fires at a rate of 1/5s (assuming you have multiple in your inventory). Explosion power of 100 (same as TNT), throw distance of up to 50 meters.
Ship weapons (Arranged from least to most powerful)
Rapid laser turret: 2 vehicle damage points, fires at a rate of 5/1s, 2 EUs per shot, can be controlled via wireless, no ammo required, 1x1x1 (using x, y, z), 2 turret points.
Rail gun: 10 vehicle damage points, fires at a rate of 5/1s, 5 EUs per shot, can be controlled via wireless, ammo required (heavy bullets, stores up to 1000, otherwise can be fed from an ammo dispenser), 1x1x2, 5 turret points.
Bomb and bomb bay: 50 vehicle damage points, single time fire, needs to be powered by Redstone, 10 EUs per shot (remember that it will draw power from the ship’s main reactor(s), not the Redstone torches that may be involved in the loading mechanism), cannot be controlled via wireless, ammo required (stores 1, needs to be reloaded manually, bomb does not stack in chest/inventory), 1x1x1 (bomb bay), 2 turret points.
Missile tube and missile: varying vehicle damage points, single time fire, 50 EUs per shot, cannot be controlled via wireless, when ammo is placed (missile) in tube, it will automatically fie, 1x1x9 (tube, missile is 0.5x0.5x4), 5 turret points.
Missile types (note that all have 2 minutes of fuel, after which, they will explode automatically, regardless of what else might be happening):
· Thematic: travels in a straight line until it impacts either a block or an entity, doing 100 vehicle damage points. Blast radius of 100 meters
· Homing: will lock onto the nearest ship with an unfriendly IFF, and follow it until it runs out of fuel, or reaches its/a target, also doing 100 vehicle damage. Blast radius of 100 meters
· Nuclear: will target the largest enemy ship in range (1 minute travel time, to allow for misadventure), and follow it until it runs out of fuel or reaches its/a target, doing 1000 points of vehicle damage (it’s only a small nuke), and flooding the area with radiation. Blast radius of 500 meters.
· EM pulse: will target the largest enemy ship in range and follow it and follow it until it runs out of fuel or reaches its/a target, when it will cause a 1km shockwave which will cause all electronics on ships to go haywire. Shield health will fluctuate wildly, weapons will suddenly start firing everywhere, Redstone and wiring will short circuit (with a chance of exploding), fighters will spin out of control, missiles may target their own ships, and it is total chaos!
Plasma cannon: 100 vehicle damage points, fires at a rate of 1/5s, 200 EUs per shot, can be controlled via wireless, no ammo required, 2x2x3, 10 turret points. Pretty much the weapon you typically see ships on science fiction shows using.
Tractor beam: no vehicle damage, continuous fire, 100 EUs per second of use, can be controlled via wireless, no ammo required, 1x1x1 (must be placed in the hanger of the ship (i.e. a section of the ship that has a force-field or large door between in and space.)) It will draw ships into the hanger of a larger ship (of course it won’t if the ship it is trying to pull in is larger than the entrance to the hanger).
Special weapons
Plasma beam weapon: 100 vehicle damage points per second of contact, beam lasts for 10 seconds, requires one minute of cool down time, 1500 EUs per shot (can hold charge), 3x2x5, 1 special weapon point. Note that it rotates at a rate of 10° per second, meaning that a fast ship can escape it easily.
Accelerator cannon: 2000 vehicle damage, single time fire, 3000 EUs per shot (can hold charge), 7x7x51, 5 special weapon points. To fire, a person must construct a 5x5 cube of either iron or Naquadah at the far end of the cannon. When the cannon receives a command to fire from a control chair, the doors at the front end (open to space) will open, and the cube will be propelled out into space at an extremely high velocity, destroying near most everything in its path (assuming the cannon has enough charge).
Drone launcher: complicated vehicle damage, fires at a rate of 50/1s, 100 EUs per shot, 3x3x10, requires ammo (drones, it can hold up to five, and then it must have drones supplied from a drone feeder). When fired, drones will find the nearest target and follow it. Drones can penetrate hulls of up to three blocks thick, and destroy fighters without exploding. In larger ships, they will head in the direction of the core block, and each one will go through three blocks of the ship before exploding and probably taking out another few layers of the ship as well. Eventually one drone will make it through to the core, disabling the ship. Any drones that find themselves in a ship that is already disabled or destroyed will target another ship or return back to their storage on the firing ship. Perhaps a video will help make sense of how they work:
Silicon chips: made from sand and Redstone. Needs to be smelted after crafting. Used in more basic electronic components
Control crystal: made from Glow stone, Redstone and diamonds. Used in more advanced electronic components.
Alloys: to make these, you need a smelter (craft-able with 3 furnaces surrounded by iron). They go as follows:
- Trinium, made from iron, Naquadah, and titanium
- Steel, just smelt iron
- What else?
this is just a taste of what is to come, like the ships, you will have to discover most of by yourself! Good luck Minecraftians.
..."Plus a few miscellaneous, nick-knacks"
Consumable energy
this will mean that mechanical devices will use up energy. There are several ways to power devices:
- Batteries, they store 500 energy units
- Vehicle batteries, they store 5000 energy units
- Generator, has to be next to a furnace to work, if the furnace is burning, the Generator will produce 10 units of energy per second
- Solar panels, needs to be outside, generates 10 units of energy per second, per block
- Nuclear reactor, generates 1000 energy units for every lump of uranium put into it
- Fuel rods made from uranium, put into reactor for 5,000 energy units each
- ZPM (Zero Point Module), draws energy directly from sub-space, 1,000,000,000 units of energy
All of the energy sources would need to be directly linked to the device(s) that they are powering by Redstone, except for the reactor and ZPM, which contain too much energy to be transferred by Redstone, and must instead be transmitted by a special mix of Redstone, diamond and iron piping.
For the fighter space ship (as you can't place any of these blocks in it, and it can't have a line of Redstone connecting to a power device), you must place batteries in its inventory (similar to a plane form the planes mod)
I was perusing (what a great word) the Industrial-Craft mod, and realised that how the energy in that mod worked is similar to how it could work in this one. We have permission to use their base code for energy.
Space, the final frontier
Space will be added in this mod, judging by the poll. If you read the replies to this thread, you will have a fairly good idea of what it is. To explain:
Space can only be accessed by spaceships (and possibly space elevators). To get there, you will need to be going very, very fast (obviously not at actual escape velocity, that would crash Minecraft. Once there, you need to be completely surrounded by blocks, otherwise it means that you are exposed to space, and will start losing health rapidly (like lava). At least in the early stages of the mod, we won't go into great detail about atmospheric pressure and consumable air, although this could be added later. Of course there would also be space suits, which will decrease in uses while in space, and increase in uses while in a pressurised environment.
The terrain generation is fairly simple, generate nothing. Nothing besides empty void, with visible stars, and perhaps occasionally asteroids (weather we should add these or not is being debated). To work out were each server is in the Minecraft "universe" we will use the map of the Internet, and the locations of each server (its IP address) on the picture will determine its actual location. Some scale or another will be used to calculate distance (and therefore travel time) between these servers. Resized to 19% (was 4000 x 4000) - Click image to enlargefile:///C:/Users/MyDell/AppData/Local/Temp/msohtmlclip1/01/clip_image006.jpg
for orbital views of planets, the idea is not yet resolved.
Robots
this idea will help people have large armies without many people. Robots would be craft-able, meaning that many could be mass produced. There are several kinds of robots:
Gigamettalix's ideas (completed by me):
- The sentry. Sentries float around guarding objects and sometimes even participate in battle; they have a cube for a body and a single laser eye that it uses to attack (2 normal damage, 1 vehicle damage, 5 healths, and 1 energy unit per 5 seconds).
- The sentinel. Sentinels have all sorts of upgrades that are equipped able, such as rapid fire, they also are bigger, faster and stronger than sentries, although they have a higher price tag. (Basic model has a 4/2 damage laser, 10 health and uses 1 energy per second)
My ideas:
- Battle robot: Same size and shape as a human (so it can use a modified version of the human skin). Fires lasers that do 5/2.5 points of damage. 15 lives, uses 2 energy per second (fuelled by batteries).
- Advanced battle robot: Similar to the normal battle robot, but with an 8 damage laser (4 vehicle damage) and 20 life points. 3 energy per second.
- Juggernaut: Twice the height of a person (looks quite different though), 15 damage laser (7.5 vehicle damage), 30 vehicle life, 5 energy per second.
All of these robots can be switched between sentry mode (if they stand on the spot, they will shoot any enemy that gets too close and only moves when attacked), and follow mode (where the follow you, or any person on the same sever as you, the creator of them). In follow mode, they will protect you automatically, similar to wolves.
Need a crew? (Ideas by Kronath, alternate suggestions by me [in not red])
* There has been some controversy over these ideas, perhaps a poll?
With the number of people normally on a server (5-15 in my experience), I think people would end up with either tiny fleets with a small crew in each ship or bigger fleets with almost crewless ships. To fix this each player would be able to captain a ship crewed by NPCs.
the Ranks:
Admiral / General - This is the server Admin. They are in charge of appointing Squadron Commanders (OPs) and get first choice when selecting a ship to command.
Squadron Commander - All Squadron Commanders are OPs, but not all OPs are Squadron Commanders. Their job is to appoint Captains and to command the fleet when the Admiral is not present. Squadron Commanders get to choose their ship after the Admiral has his/hers.
Captain - The ordinary players in the server that have been appointed by Squadron Commanders to Captain a ship. They do not get to choose their ship, but are given one by their Squadron Commander. I think that it would be wiser if the captains could choose their ship, but can only fly ships which they have licence for.
Lieutenant - Players that have not been given command of their own ship. They serve under a Captain until a Squadron Commander gives them a ship of their own.
Sergeant (maybe something else) - NPCs that crew each ship. Their real purpose is just to make the ships livelier instead of looking like a ghost town. Because of this the AI doesn't have to be very good, just wander around the ship (maybe a few could stay permanently on the bridge near control stations). They would have some behaviour, such as the ability to man turrets (and automatically target enemies) as this wouldn't be too hard to code...
Each rank can command the rank beneath it. For example, a Squadron Commander could order his squadron (a couple of Captains + Ships) into a formation and then take control of the entire squadron, flying multiple ships as if they were one. Similarly, the Admiral could order the squadrons into formation and then fly the entire fleet as one ship. Formations would be more for flying around then for battle, as if they take out the head ship, the results would be... ugly at best. Also, this could be hard to code.
Other vehicles
- ATV: light ground vehicle. Fast, 50 vehicle health, single rapid laser gun. 5 EU per second. Fits 2 people (one as gunner, one as driver)
- Hover tank: craft-able (with difficulty), it is a slow but powerful land vehicle. 100 vehicle health. Have a large laser gun (as main weapon) and two rail guns. 7 EU per second. Fits 6 people
- Helicopter: craft-able (with difficulty). Manoeuvrable (responds quickly to commands), with medium speed. 75 vehicle health. Single rail gun.10 EU per second. Fits 2 people
- Jet: craft-able (with difficulty, possibly using plane crafting bench). Extremely fast (to avoid lag, it will display generic blur at high speeds). 100 vehicle health. 2 rapid laser guns, capable of carrying 4 thematic missiles. 15 EU per second. Fits 4 people.
- Mag-lev trains, which are similar to minecarts, only bigger. Not to mention faster...
Battle Armour:
You will need to create a specific “stand” to build these on. You will craft the parts then place them on the parts of the stand that correspond to that part (e.g. you place the arm on the arm holder on the stand). To give it power, the stand needs to have a constant supply of power provided to it, so it can charge the armour, to a maximum of 10,000EUs. There are several versions of the body, which allows for different placements of parts. The parts are as follows:
Bodies:
· Small: about the same size as the player’s total length, the player is inside, and can only see through a small cockpit. Can only support small sized arms and legs. 10 vehicle health points. Required for “standing”. 5EUs per second while player is inside.
· Sitting: the player sits in the cockpit, making it longer than the standing body but quite a bit shorter: can support all sized limbs. 20 vehicle health points. 10EUs per second while player is inside.
· Standing: the body is large enough that the player stands in it, behind a panel. 50 vehicle health points: can support all sized limbs, except small.20 EUs per second while player is inside.
Arms:
· Light arms: can only support light weapons, no impact on speed. Small sized, 10 vehicle health points.
· Medium arms: can support light and medium weapons , 10% decrease on speed, 20 vehicle health points, medium size
· Long arms: can support light weapons, 10% increase on speed, 20 vehicle health points, medium size. Required for massive arms.
· Heavy arms: can support all weapons, 30% decrease on speed, 30 vehicle health points, large size. Required for massive arms. Required for massive arms.
· Massive arms: can support one heavy and one light weapon, or two medium. 50% decrease on speed, 40 vehicle health points, large size.
Legs:
· Bipedal legs: small sized, 2 blocks per second speed, 10 vehicle health points. Required for inverse bipedal legs and large bipedal legs.
· Inverse bipedal legs:4 blocks per second speed, 5 vehicle health points, small sized.
· Large bipedal legs: 3 blocks per second, 20 vehicle health points, medium sized.
· Quad legs: 4 blocks per second, 15 vehicle health points, medium sized. Required for heavy legs.
· Heavy legs: 5 blocks per second, 25 vehicle health points, large sized
· Tri-tracks: 4 blocks per second, 40 vehicle health points, large sized
Weapons:
· Light machine gun: 2 damage, fire rate of 10/s. Takes medium bullets. 2 EUs per shot. Light weapon. Required for laser machine gun and rail gun.
· Laser machine gun: 2 damage, fire rate of 5/s. 5 EUs per shot. Light weapon
· Sword: 15 damage, fire rate of “as fast as you can click”. Medium weapon. Melee. Required for plasma sword.
· Rocket launcher: 30 damage, fire rate of 1/2s. Heavy weapon. Takes rockets as ammo, 10 EUs per shot. Heavy weapon
· Rail gun: 10 damage, fire rate of 5/s. Takes heavy bullets. 2 EUs per shot. Heavy weapon
· Plasma sword: 40 damage, “as fast as you can click”. Heavy weapon. Melee. 10EUs per second of active use.
Armour and other devices (works for any sized body):
· Light armour: + 10 vehicle health points, -5% speed.
· Medium armour: +20 vehicle health points, -10% speed.
· Heavy armour: +30 vehicle health points, -20% speed.
· Shield: 100 shield health points, -10% speed, requires 5EUs per second of active use.
· Jet-pack: allows flight for up to 20 second (note, armour doesn’t take fall damage), requires 10EUs per second of active use.
· Shoulder-mounted cannons: 30 damage, fire rate of 1/2.5 seconds. No ammo, 30 EUs per shot.
A banner for the truly wonderful. By WildWild.
[url=http://www.minecraftforum.net/topic/710528-futurecraft/][img]http://i.imgur.com/VTIrY.png[/img][/url]
This is Futurecraft...
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EphDaniel posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)Posted in: MapsQuote from bennaflynn
Just completed Sea of Flames 2! Most fun I have ever had playing Minecraft and most challenging. This was my first so I played on easy (don't kill me I am a noob!)Post game review!All in all 4.5/5 Great work! Dungeon 16 (A snowballs chance) was by far the hardest I rage-quited a lot! The first dungeon I completed was "Dont blow it" I did this without a stone sword, a stone pick and a couple blocks! All you really had to do was use all the lava against the creepers (This one was fairly easy vechs), I gave you 4.5 because once I got to the nether I just collected all those diamonds and made a couple sets of armor/ swords, easy! Then I stumbled upon that Clearcutter axe with Efficiency/Unbreaking/Sharpness 5/looting, monsters didn't stand a chance! Now it was basically how quickly I could complete the monument. (Which was fairly quick after that.)
I love these maps Vechs and I want to do more! Next I think though is going to be "Nightmare Realm", And I am going to be playing on Hard!
Map spoilers
I'm surprised you thought dungeon 16 was harder over dungeon 8. Personally I thought 16 was among the 5 easiest, since I just built a long path to the wool via pistons and everything was safe and I got a load of diamond as well.
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rickput7 posted a message on [16x] rickput7's Personal Pack (v12.4)rickput7's Personal PackPosted in: Resource Packs
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12w23b!
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Nether update!
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Using my very own Texture Pack Display
*Pictures need updating
More pictures: (Up to date!)
I'm still trying to work on other textures but at the same time trying to fix the ones that aren't right. (I used "Soften image" for a couple textures and some color bled from the surrounding textures, not such a great idea...)
v8
*Completely re-did all wood textures.
*This includes Doors, Trap doors, Chests, Ladders, etc
*Re-textured the glass, it now has a wooden border.
*Separated the ladder steps, they were a bit too close.
*Possibly a couple other things I forgot about.
v8.1
*Desaturated and lessened contrast on wood textures to make it look less like gold.
*Removed accidental grey dots from windows.
*Added temporary clear pumpkin blur while wearing pumpkins until I figure out how to make it proper. If you do not like this, then delete or rename the "pumpkinblur.png" from the "misc" folder in my texture pack.
v8.2
*Updated to include 1.9 textures. I'm not entirely sure I've gotten all the textures down, or some unmatching textures, But at least it should work.
v8.3
*Darkened the new Nether blocks.
*Changed back the grass top for the Mooshroom grass to default, I thought it was something else.
*Updated the alt_terrain.png to match the terrain.png.
*All textures should be proper now.
v9.0
*Changed textures of all tools. This may be reverted if I or multiple others dislike the new look.
*Changed Ender Pearl hue to take a similar color as the Enderman's eyes.
*Removed dripping from buckets.
*Tweaked hue of Diamond tools, but only slightly. Not really noticable.
*Updated for 1.9pre2.
v9.1
*Silly me, I forgot to add the new Music Disc textures in. Whoops.
v9.2
*Reverted the tool textures. I plan to work on them more.
*Tweaked texture of cooked fish.
v9.5
*Updated to work with 1.9pre3
*Changed hue of Eye of Ender
*Changed new items and textures that used older textures to match with *my* older textures
*Added back previous clouds.png, this time they're not transparent, just less clouds.
*Too lazy to update pictures
v9.6
*Updated to work with 1.9-pre4
*Sun and Moon are permanently square, with working Moon phases
v9.7
*URGENT Update
v9.8
*Re-textured the Iron, Gold, and Diamond blocks
*Added a little more noise and contrast to the EXP bar
*Works with 1.9-pre5
*Happy Halloween!
v9.9
*Updated to work with 1.9-pre6
*Tweaked the Boss Health bar.
v10
*Full Release!
v10.2
*Updated textures to work with the latest pre-release.
v10.4
*Reverted spawn egg texture to default
v10.8
*Updated to work with 12w03a.
*Jungle leaves are darker and murky
*adjusted vines to match Jungle leaves
*Jungle wood is more saturated and darker.
v10.9
*Compatible with the 12w04a snapshot
v11.0
*Updated the pumpkin blur. It now looks like you're wearing a creeper face pumpkin.
v11.5
*Green grass! Added foliagecolor.png and grasscolor.png for biome-specific custom grass colors. May continue to tweak this.
*Tweaked the textures of grass a little bit.
*Made the leaves in "Fast" graphics look much better.
*"Fast" side grass looks a bit better.
v11.6_02
*Tweaked the grass colors a bit, they have less contrast.
*Added textures for Redstone Lamps
v11.7
*Added compatibility for the 1.2 update
*Changed Stone Slab texture, now looks smoother!
*A ton of new texture changes! I can't name them all :/
v11.8
*Compatibility with 1.2.4
*Possibly a few other changes, I lost track.
v11.9
*Tweaked coloring of new wood planks, as well as corrected the texture to match the normal planks.
*Changed the sandstone block texture a bit
v12
*Updated to latest snapshot
v12.2
*Nether textures update
v12.4
*Updated to 12w23b snapshot
Latest download:
Support me:
[download(adfly)]
(sorry i'm poor)
Direct download:
https://dl.dropbox.com/u/36653530/rickput7%27sPrsnlPck%2816x%29.zip
Everything in this texture pack was created from scratch, nothing is specifically copied from ANY other texture pack. (I have gotten some inspirations from others, but the texturing is entirely my creation.)
***Disclaimer***
All the work in this content is all my own.
You may not reuse content from this pack in other packs.
You may not re-distribute this content.
You may write reviews with Screenshots as long as you give credit and link this topic.
You may make videos using this content as long as you give credit and link this topic.
If you take inspiration from this pack, be sure to give credit and link this topic.
Inside the zip there's an optional alt_terrain.png in case you don't like the blue glowstone. They're exactly the same except one's blue, one's yellow. To use the yellow glowstone, delete the current terrain.png or rename it, and rename alt_terrain.png to terrain.png.
List of things I've changed:
Smoothed grass texture and darkened. Tweaked dirt texture. Darkened and saturated wood textures. Tweaked half block texture. Tweaked cobblestone texture. Smoothed sand texture. Desaturated gravel texture. Changed iron, gold, and diamond block textures. Desaturated iron ore texture. Lessened contrast on mossy cobblestone texture. Desaturated obsidian texture. Changed furnace texture. Tweaked dispenser texture. Changed glass texture. Changed leaf texture. Lightened dry shrub texture. Changed mob spawner texture. Smoothed snow texture. Created window on the wooden door.(Inspired, forgot who from.) Changed ice texture. Changed hue of the cactus texture. Smoothed clay texture, will change. Changed hue of the sugar cane texture. Changed ladder texture, completely. Changed lever texture, will change. Increased contrast on netherrack and soulsand textures. Changed glowstone texture. Changed face on the pumpkin. Changed cake texture, should now resemble Black Forest Cake. Changed hue of the bed texture. Changed lapis lazuli block texture. Lessened contrast on wool textures. Repeated top sandstone texture to be on the sides and bottom, tweaked color. Changed breaking animation. Tweaked all tool textures. Tweaked other misc. items. Darkened and saturated stone. Changed texture of iron, gold, and diamond blocks. Added icons.png for 1.8. Changed Door, Trap Door, and Chest textures.
I thank you all in advance for viewing my pack, I feel like i'm spamming when I reply to every post, so I'll just put this here:
<3 <3 <3 <3
Please comment if you decide to try my pack! If you don't, it makes it look like i'm the only one commenting, once every update
Even if you don't like it, post feedback! Remember, this is supposed to be close to default, so commenting how "It's too close to default" isn't necessary! It just states what kind of texture packs you're into! I'm looking for constructive criticism, preferably about specific things! I'm a perfectionist, so everything will be taken into consideration.
I've made a banner! I don't know if I'll be keeping it as is, but for now it works.
If you would like to support my texture pack, here is the code for the banner(put it in your sig!) :
[url=http://www.minecraftforum.net/topic/577265-16x18rickput7s-personal-packv65wip][IMG]http://i.imgur.com/w3F3C.png[/IMG][/url]
If you can make a banner for me, great! post it in the comments. I'll add it here when I get the chance.
This texture pack actually should work with all versions of the game, but I specified the latest version so people know it's up-to-date. The armor on 1.7.3 versions and lower will look a bit off, though. -
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Insurrection posted a message on The "survival" part of the game is bad on a fundamental level.Posted in: Survival ModeI'm sure you've seen quite a few people mention that MC is crap. Maybe they've listed reasons why, maybe they haven't- but outside the MC community, there's a lot of hate towards this game. Specifically, the "main" game mode, survival. Why? Well, that's what this is for- to list precisely why this game is bad. More than just complaining, I'll list (happily) how it can (and probably should) be done better.
As a preface, if you're going to just post "well if u dont like it, dont play it!" or "they work hard on it! why dont U make ur OWN game and see how easy it is!!!", do yourself a favor and don't. For one, I know how hard it is to make a game. Especially one with as much potential as MC. That's what frustrates me- it has so much potential and work put into it, and had a lot going for it early on, but somewhere around alpha it just lost its focus. Anyway...
1a: The reliance on the wiki/community.
Survival mode relies HEAVILY on the wiki to know what to do. Short of a few easy-to-understand concepts (blocks break, right clicking places them, etc), you pretty much don't know what to do without loads of trial and error. Or rather, without the wiki/community videos. This is unacceptable.
It's ok for a game like Sonic the Hedgehog or Mario to not have a tutorial- they're generally easy to play games, and their basic mechanics are introduced within the first stage of their game. Past that, you typically don't need to know much more than moving and jumping. However, Minecraft relies heavily on the user knowing the recipe's for virtually everything- it also relies on them knowing a lot of things like what a lot of the items even do. Nether Warts, Eye of Ender, etc... they're all items you only know the purpose of because of the wiki or videos that highlight updates.
Now, I'm sure one of you will raise their hand and proclaim "But I didn't even USE the wiki! I learnt it ALLL by myself! Check and MATE!". Good for you- you're an exception. The fact is, most people use the wiki or youtube videos to understand what the hell to actually do in this game (again, for survival- creative is a moot point to this rant).
Again, this is unacceptable for any kind of game with complex mechanics. There's no books you can find through the game, no NPC's you can ask for help from, no tips you generally get... nothing. You have to either figure out through mindless trial and error, or consult the wiki. Ugh.
To explain why this is particularly crappy, it's been like this since this game was created. It was acceptable in indev, and even in alpha. But then beta came around... still no form of tutorial or teaching methods. And then 1.0 came out. STILL NOTHING. Sigh.
1b: How to fix it.
Give the player a book straight in their inventory. Something like a "recipe book", where you can place items in your inventory, and see what possible things you can make from it would be nice (similar to Terraria's guide).
This alone would solve a lot of problems honestly, but some more effort towards this would be nice. It doesn't need to be a straight up "Hello, and welcome to minecraft!" tutorial- I can see why that'd be dumb. But there's NO effort to even make it a sort of "Here is how it works, now you try" tutorial like a lot of classic games used to do.
What MC currently feels like is one of those random old NES games that had a lot of weird mechanics, and you needed to consult the manual on how to do basically anything. Actually, it's almost exactly like that. There's a reason games are either simple, have some form of a tutorial/teaching stage, or are terrible.
2a: The difficulty.
Difficulty in the current game is... silly. It's a step backwards in what difficulty should be. Instead of changing game mechanics a bit to actually enhance difficulty, it just artificially enhances difficulty by increasing/decreasing mob health and damage. This is silly, and frankly, lazy.
What's worse, is that you can change difficulty at any point of the game- this makes the entire idea moot. Yes, there are games that do this- that doesn't mean they're doing it right. I mean, why fight through a stronghold when you can set difficulty to peaceful? Oh, because it "gives you the option to"? No. It's a game about survival. Why give me options like this where I can make the journey easier? It's like giving a 12 year old kid the option to cheat in a math test, then hope they don't.
Now, allowing players to change difficulty upon starting a world is fine. It's changing it mid-game that is full-on stupid. Of course, this hasn't been changed since difficulty was even introduced- flat out stupid, lazy game design.
2b: How to fix it.
-Make health and mob damage the same across all difficulty levels.
-Remove the ability to change difficulty modes mid-game.
-Do more things like the "zombies can break down doors in hard". THIS actually makes for difficulty- mob intelligence. Preferably, make zombies able to break down doors in normal.
-Add more mechanics that are changed via difficulty.
-Make normal harder than the current game, and hard truly difficult. Easy should be about as easy as it currently is (which is actually very easy).
-Give mobs a lot more abilities. Zombies that can turn villagers into zombies, make zombies not de-spawn in hard, allow spiders to hang upside down, etc. Then adjust whether these abilities work or not depending on game-mode.
These types of things are acceptable. Bloated mobs that can kill you easier are not.
3a: The mobs.
Similar to the above bit about difficulty, but it's a problem in of itself. Mobs are not hard. They're just a nuisance. The most difficult time I've had with mobs is when I have 2 creepers closing in on me with a skeleton nearby, and I'm stuck in an abandoned mineshaft. Even then, I got out of it almost unscathed.
The thing is, they could still be much better- but right now, they're nothing more than- again- a nusiance. They spawn a distance that's further than their sight range, and they despawn after a short enough distance, too. Also, all of them are insanely easy to escape. The hardest mob to escape is Endermen, and even then all you need to do is go into a proper shelter and you're fine. Or just... hit them until they die, like all the other mobs. All the rest are insanely easy to escape, and even coming face-to-face with them is easy.
The only time they can kill you is if you're in an insanely inconvenient place (above lava, etc), and by some cosmic chance the worst possible thing happens. Even then, it's due to YOU messing up- not the mobs being difficult. For a gamemode that's supposed to be about survival- for a gamemode that the community pegs as "OMG SO SCARY AND DIFFICULT"- it's really not that hard. At all.
Also, mobs always spawning anywhere during the night is- again- not hard. It's just annoying, and kills the ambiance and feel of the game outright. Anyone who says "omg but if they didn't spawn during the night it'd be 2 EASY" is an idiot. It's forced difficulty. Imagine if, during Half Life, headcrabs were just everywhere. And they kept spawning. All the time. But all you needed to do to keep them away was continually swing your crowbar. That's not difficulty, it's annoying.
Now, the Nether I will admit is pretty well done- it's got tension. Zombie pigmen don't attack you unless you attack them, which adds a layer of tension just right there ("oh god ffff don't hit them don't hit them"). Ghasts are a threat, but not an annoying one. The ability to bounce back their fireballs makes them feel like- *gasp*- a video game challenge. Instead of a mindless set of blocks to walk into your sword solely to annoy you. Blazes and Magma cubes are "eh", but they're not bad, either. They add a little bit to the ambiance of the Nether, and that it's not all safe. So, kudos to Mojang for that.
I'd also like to say that there really isn't much mob variety- sure, each mob should have a purpose (rather than just being there because they can be), but there are tons of uses you can find for new mobs. There's only 5 regular mobs in the overworld (Creeper, Spider, Zombie, Skeleton, Enderman). The rest are either variations of existing mobs, a (terrible) boss, in the nether, or very rarely spawned to the point that they're not considered a threat anyway (silverfish and slimes).
3b: How to fix it.
-Give mobs a longer sight range. WAY longer. If I can see them, they should be able to see me. Like, 128 blocks long. Automatically, they become more of a threat with this- besides, it's just a stupid generic MMORPG thing where mobs only see you within X distance. KILLS the idea of them being threatening.
-Make zombies- at the very least- faster. They're such a joke right now. And I don't mean on "hard" difficulty, I mean for ALL difficulty modes. They should be as fast as the player.
-Make creepers only spawn underground. Having them spawn aboveground is just... it kills tension, and ruins the image they have of "scary" even more. They're only remotely threatening underground- keep them this way.
-Make it so mobs only spawn in a light level of 4 or less, rather than 8 or less. This makes it so they only spawn in dense areas of forests, jungles, or underground. I've personally played around with this myself, and holy crap it feels great.
-Make spiders able to crawl upside down, and also make them actually change their image when they're doing this (as well as crawling upside down). Seriously, they look upright when crawling up walls... that's just silly, and lazy.
-Put in those planned mob prefixes- as in, mobs that randomly spawn with special effects/abilities. Things like being faster, able to light the player on fire, able to jump higher, able to be 3x as big, able to bounce projectiles back at the player, etc... there's tons of ideas for this. They shouldn't spawn ALL the time, but maybe a 1-in-10 chance to have a prefix (where the prefix itself is random). In of itself, this makes the world more dynamic.
-Make more biome-specific mobs. As in, enemy mobs- not more pets. They should have a use, but then it's not like zombies have any real use. I'd suggest that new mobs be able to drop items used for new potions, or something. This'd make biomes waaay nicer to go to, and is in line with the next section.
-Make slimes spawn above-ground, holy crap. They're important mobs, but tediously searching for them underground is INSANELY ANNOYING. I'd suggest making them spawn in swamps- the "only spawns in certain chunks" thing is alright, but still. They should spawn aboveground.
-Make new mobs drop items useful for the general game- again, ingredients for unique potions is a fantastic idea. Or just... other things that are truly unique (instead of more variations of the same crap).
In general, there's just so many things you can do with mobs to make them feel better within the flow of the game. But adding just those things alone would make mobs way more interesting, threatening, and actually add to the world rather than simply being there. And that's what they need to be- not just a mindlessly spawned thing here and there that you sorta gotta pay attention to and then LOL SSS CREEPER BOOM (: because no that's not scary. It's annoying.
4a: The biomes and terrain in general.
The terrain in MC is... heavily lacking. It used to be alright, then it was cool, then it was crazy, and now it's just boring. The main reason for this is that all biomes feel the same, just with a different mustache. Deserts are just plains with sand and cactus. Taigas are just forests with snow. Sure, they look different, but outside of a few minor "features", biomes all feel the same. The only ones that really feel different are ocean and jungle. Even then, they don't offer anything different- there's no real reason to go to them (aside from maybe "lol cats! (:" in jungles).
Now, I'm not one of those who is all "WAHH GO BACK TO ALPHA GENERATION". I'm ok with the current system- that's not the problem. The problem is that the current system is HEAVILY under-uitilized, and could be greatly improved. The idea of technical biomes that use all the same things as another biome (IE: desert hills, etc) is pretty good, but again, is under-uitilized.
There's also the fact that generation is capped to 127 still, despite there being an increased world height. The official explanation? "We wanted to give players breathing room". Holy crap, are you serious? You're going to do something we've been asking for over the past several years, then not use it? AGHDSGHSD.
And of course, there's no point to different biomes. Sure, in the upcoming update, deserts and jungles will have temples- neat. But they don't offer anything ultra special- they just make diamonds easier to get. Uugh... you might as well let players get diamonds just by combining dirt. Besides, why go to a jungle then when I can go to a desert? Or vice-versa. This crap alone makes me really feel that Mojang doesn't get what it means to make a good game, and instead are content with pandering to idiots who lap up anything they give them.
4b: How to fix it.
-Have more unique, biome-only rewards. Things like ingredients for new potions- USEFUL new potions. Hell, lilypads could be used for a "Potion of Water Walking". Things like this make biomes useful to travel to.
-As per above, more biome-specific mobs. Not "SssSand creeper (:", or mummies that are zombies with a different skin, or something equally dumb. I mean a mob that's really different from the other ones still, and give unique item drops. Snakes that are the size of silverfish, but can poison you, and only attack you if you get pretty close to them. Sharks that only spawn in ocean biomes, and drop shark fins used for... some water-based potion. Things like this. I could go on for hours, but I'd rather make a mod to show how it can be done.
-Make trees taller. Seriously, they look like crap. I've already doubled the height of oaks and birch, and they look great (like they always should have looked). Pine/spruce look alright, though.
-Make use of the extra space you now have. This just infuriates me. First off, make the earth deeper- make it ~90 blocks instead of 63. This means, yes, making everything generate higher to match this, but this is fine. Then, make mountains (extreme hills) generate higher than just 64 blocks from the sea level (127 - 63 = 64). With the average sea level of 90, the average mountain should go up to ~200 (110 rather than 64 blocks from sea level). This still gives 56 blocks for players to build on top of the mountains. This is plenty to build a multi-level mansion with roof space. From the peak.
-Make a proper pre-requisite system to biome generation- right now, it's pretty much entirely random where biomes spawn, so you have taigas next to deserts, etc. They should use a flowchart of sorts- getting which biome is there, then deciding which biome(s) to generate around it depending on whether or not it would be appropriate to place it there. This wouldn't be too hard to implement, and would make things look a lot better. This also relies upon more biomes being put in (for more "transitional" biomes, like savanna between plains and desert), but that's kind've a given.
-As mentioned above, more biomes. Not just for the sake of having them, of course- but by now, that should also be a given. Things like Savanna's, Bogs, Marshlands, Hills (Just hills, not extreme hills... which should be renamed to mountains, anyway), Badlands, and plenty more. All of which have some use, and all of which should look different.
-Variations of existing biomes. Things like spruce forests (not just in taiga's anymore), rocky mountains (all stone instead of grass/dirt), forest mountain (think eastern United States) and so on would be nice. Variations of stone types would help, as well- brown, dark grey, etc. Similar to the variations in wood.
-Make plains more flat. Right now, they're basically hills, and that's a little silly. Make a hills biome, splitting it from the plains biome.
-Deserts shouldn't have pools of water in them. This is just stupid. Players should have to use desert wells for water here.
-Make dirt/grass slabs (again), then use it for generating hills. It's silly that I have to jump up just to go over a hill. Just have the slabs generate every other block on hills, or something, and it'd work fine.
In general, the terrain should always feel enjoyable to be around. It also shouldn't feel so... "squished" as it does. Playing vanilla a lot, and I always feel like I'm tightly squished into certain areas. I just don't get this feeling of "endless landscape".
5a: Lack of equipment choice.
I really hate this. There hasn't been a real new weapon since swords. That's... I just don't even have a word for this. Disappointed? Something like this. The last update to combat was Beta 1.8. That's... unbelievable. In the course of this game, only one weapon? COME ON.
Yes, I know- pistons, dispensers, blah blah. Those are mechanical things, not direct weapons. I'm talking spears, axes, maces, flails- anything. There's so many ideas, so many ways to go about it- but nope. Just... nothing. Just swords. UUGH.
There isn't even an excuse for this. It wouldn't make things "too complicated". ALL it does is give the player more of a choice of weaponry. And choice is good. Not "this is harder 2 get than sord, but its STRONGAR" choice, I mean actually balanced choice.
This can all be applied to equipment, too- there's just... the armor. Why use leather when I can use iron? Or why use iron when I can use diamond? They should come in different weight values, where heavier armor gives more defense, but reduces your abilities the more of it you have (more on this later on).
And of course, the materials- why use leather or wood? Or hell, why use stone? There's absolutely no point to, since after a very short period of time, iron becomes so readily available. Diamond is understandable to not want to use, but it's still better than iron in every single way.
There's also no more stats than just... damage. Sure, enchantments blahblah... but no, I mean actual stats for weapons. Not "str, dex, int" kind of stats. SENSIBLE things- knockback, attack speed, etc. Hell, those two alone would be enough for good variation in weapons. You could have a weapon with high knockback, but low damage and speed. Or one with high speed, but low knockback and damage. SO MANY OPTIONS. YET NONE OF THEM EXPLORED.
And I think this is what it comes down to, when people rant about MC- there's so many things that could be done. SO. MANY. So many GOOD THINGS. Yet they choose to add... cats. And... cocoa plants. And... more decorative blocks.
Don't get me wrong, those are ok things. It's that they choose them over much better things. And it's been like this for several years now. This is infuriating, knowing they COULD add things that would objectively add more to gameplay, but they don't. And at this point, it feels like they won't.
Or no, that's not entirely accurate- it feels like when they do add things they should, they do a half-assed job, take months to add it in, then call it a day and never re-visit it. If they added new equipment, they'd add one new weapon, and it'd be the same as a sword but have a different secondary. Or, it'd be harder to get than swords, and better in every way. And that'd be it. That's all we'd get.
****.
5b: How to fix it.
-Add in "Knockback" as a weapon stat. At the same time, add "knockback resistance" to armor, with heavier armor having more knockback resistance. Mobs should also have varying levels of knockback resistance- skeletons could be easy to knock back, but zombies would be harder. Generally speaking, it should be harder to knock things back than it is right now.
-Add an attack speed stat for weapons. The fastest should be the default attack speed (which is 3 per second IIRC). Pretty straightforward-
-Make new weapons. Battle axes, maces, spears, crossbows- all of that, and preferably more. Give them unique levels of of those 3 stats (Damage, knockback, and attack speed). Then, give them unique secondary abilities (right click)- spears can be thrown, maces can stun, and so on. Maybe even make different weapons have another ability- spears could hit 1 block farther than regular weapons, etc. Tons of ideas, and as long as they're balanced, they'd be fantastic.
-Increase default sprint speed. Then, divide armor into different "armor classes", or assign them different "weight" levels. The better the armor, the heavier it is- heavy armor would make you sprint slower, and after a certain point, you'd be unable to sprint with really heavy armor. It should also disable certain other abilities (again, more on this later) after certain points. This would make going without armor fairly viable- just the same, going in full armor would mean you'd not be knocked back nearly as easily (and plus still be a juggernaut).
-Add more material types. Not just "dragon ore! better than diamond, but is really hard to get (:", because mods that do this are stupid as hell. I mean things within the bounds of iron or diamond- with unique uses. A "fire" ore that makes your weapons able to set things on fire with a set chance. Or tools that allows you to cook ores/etc you mine with a certain chance. And the armor can reduce fire damage, and with the full set can make you immune to it. But it'd be slightly worse than iron- better than stone/leather, but still a bit worse than iron. And that's just one new material type- there's so many more ideas. GOOD ideas, not just ideas that add more to "hurr tier 6 elite ultra dragon equipment!1".
Right now, equipment isn't even really a thing- you just have sword, bow, and armor. Diamond is the best for all of those. Hurrrr HAV FUN. No, there needs to be variation. Both in the weapon types, and in material.
6a: Lack of player abilities
You can jump. Yay! You can "sneak". Yay! You can sprint. Yay!
And that's it.
SIGH
6b: How to fix it.
Add Smart Moving. This is all this needs. Literally, that's it. Smart moving is great on so many levels. The armor thing I mentioned earlier- about how heavier armor could disable certain abilities- would be applied here. IE: Wearing heavy armor wouldn't let you "charge jump".
Also, sprinting shouldn't require double tapping, because that's stupid. Smart moving adds a sprint key anyway, so... yeah. It should be, by default:
WASD: Movement.Shift: Sprint.Ctrl: Sneak.E: Grab.Q: Inventory.Z: Drop item.
I've been using this layout, and it's basically perfect. It just feels great. I don't care if people need to re-adjust to it- the types of people who would complain about new controls aren't the types of people you should listen to anyway. Speaking of...
7a: The community is terrible.
Anyone who has the slightest amount of intelligence would realize that the MC community is absolute rubbish. They complain any time something new is added, yet at the same time, are ok with anything Mojang adds. You get an outcry of mindless complaints, and an outcry of mindless support against said complaints. There's little to no intelligence to be found here. No real discussion, just "YA I LIKE THAT" "NO DATS STUPID". No objective discussion, little to no intelligence criticism of ideas. And it's depressing. It doesn't need to be this way- it can be stopped.
But it isn't. Instead, Mojang laps it up. ****ing minecraftchick got hired onto Mojang. They feed the utterly stupid crap they fell into, and continue to make money off of it. It feels like they would sooner make a Minecraft spinoff game where you play as a creeper, filled with stupid "now u ARE the creeper! SsSSSs (:" nonsense and idiotic fan pandering that makes them millions of dollars, than they would actually add any good content that might get complained about.
This is what angers people the most. Redditors, "bronies", and so on are more listened to than any form of objective criticism. Complete cesspools are more of a priority to consider than anyone with the slightest amount of intelligence.
Why? Because they're not hard to deal with. Mojang can make "super TNT" that is just a bigger TNT explosion, and people would lap it up. Oh sure, some people would complain, but they wouldn't have to deal with people railing on them for making bad decisions. Because it's what people want. It's the kind of mindless crap you expect a 12 year old to suggest, and then it gets put in. It's why we have wolves, cats, "the end", and so on. Pretty much all of the terrible choices of gameplay- and lack of initiative to fix anything- can be traced back to Mojang's consistent fan-pandering. Because the people they pander to let them be lazy as hell. They're the kinds of people who gladly pay hundreds of dollars to go to an ill-planned out "convention" all about an unfinished game.
They're the kinds of people who, when they add something that's remotely challenging, complain about it ENDLESSLY until it's made easier, yet somehow are ok with artificially difficult ******** like the "Ender Dragon". Or when anything is added that goes contrary to what they're used to, they whine and cry and throw a temper tantrum. And not in the "This is absolute CRAP, and here is why..." way, in a well thought out forum post. No, they just WHINE. They don't ever give any GOOD reasons, they just whine, cry, and complain. Because they're used to Mojang never changing the things they're used to.
It's like a kid who's constantly given candy his whole life- and after 10 years, the parents realize he's an obese, unhealthy mess. Finally, the parents take away the candy, and then they IMMEDIATELY scream and cry. Endlessly. Until the parents give him back his candy.
AND THAT'S EXACTLY WHAT MOJANG DOES NOW. They give the fat kid their candy back. And it's utterly infuriating. They won't listen to the intellectual, well-thought out posts given by people who insult them for being so ****ing lazy, because it might hurt their feelings. No, they listen to to types of people who have goddamn ponies from a TV show directed at little girls, and people who use years old "memes" that have been beaten to death as their avatars with SOME mention of the ****ing creeper in their signature.
FFFFFFFFFFF****.
7b: How to fix it.
STOP. JUST STOP. Stop the pandering. Start changing things that need to be changed. Steve looks like ****. There, I said it. He's the ****ing TEST MODEL you used when the game first started! I DON'T CARE IF IT'S "ICONIC". I don't care if there are millions of youtube videos with steve's shitty looking head for the thumbnail. If you- the community, Mojang, Zeus, whoever the **** is reading this- ever want this game to change for the better, REALIZE THAT THIS KIND OF THING NEEDS TO CHANGE. If this keeps up, we will never be able to have Minecraft reach its potential.
Start being properly criticial of yourself- and start taking CRITICISM. Yes, from places like /v/- ESPECIALLY places like /v/. No, not the stupid posts- the ones that are well thought out and make ****ing sense. Stop pandering to the "MINECRAFT IS ABOUT BUILDING!!1" crowd, too- they have creative mode, for ****'s sake! STOP SHITTING UP SURVIVAL MODE BECAUSE OF THIS CROWD.
If it means you need to alienate the stupid people who would complain about things like removing the ability to swim up falling water, do so. ABSOLUTELY do so. They'll get over it, grow up, and realize how much better the game would be. Or they'll leave.
Yes, people might leave. OH ****ING NO. It's not like this game is subscription based anyway, you've already made your money. But it comes down to this- who do you want to play your game? A million stupid people who would prefer instant gratification and have NO sense of what makes a proper game and would stop playing once they grow up, or 250,000 people who genuinely enjoy a good video game? And it's not a matter of "making a lot of money vs making no money", because Minecraft is already making MILLIONS just by EXISTING. You don't need to "market" anymore or anything- people will keep buying it.
If anything, at this rate, it will turn into World of Warcraft- where the continuous pandering will alienate your core userbase, and replace it with 12 year olds who have no ****ing sense of what's good. While it'll EXPLODE for a few years, it won't have NEAR the staying power it will- and eventually, something better will come out to dethrone it. Because there CAN be something better. BECAUSE YOU NEVER LET THE GAME REACH ITS FULL POTENTIAL.
And if you think "lol, mojang wont read this... you're wasting your time", the sad thing is, you're right. They WON'T. They won't listen to why their precious CREEPER SSSSsSSS DIAMONDS STEVE (: isn't liked by the rest of the gaming community. They'll only listen to mindless compliments and kudos by people who have no idea what they're talking about.
I can go on for hours- HOURS- on what they could add. I've already given plenty of suggestions- suggestions that many intelligent people agree with on some degree or another. The thing is, I don't need to. If this last bit- about not pandering to idiots- were to be considered and executed, everything else would fall into place. But at this point, I realize it's futile. The ideas won't get spread around. Even if my mod that I'm working on gets to be insanely successful, it won't be implemented. If it did, it'd get stripped of any and all good content, and put in as a zombified, watered-down, buggy mess. Because they would rather listen to ****ING REDDIT than any REMOTELY well thought-out idea that would upset 12 year old children with ADHD.
And that, ladies and gentlemen, is the core problem of what's wrong with Minecraft.
----
AFTER-NOTES:
Some FAT's (Frequently Answered Things). If you want more detailed responses, read through the thread instead of being an ignorant shithead.
"Use mods."
This rant/discussion is not about mods. This is about the vanilla game. More specifically, the vanilla survival mode, and how it could be better. If you want a more detailed answer, read through the thread.
"Minecraft is not an RPG."
The changes I'm proposing are not intended to turn it into an RPG in the slightest. If anything, they would turn it from a boring, tedious, grindy game (a signature of RPG's) into a unique, dynamic, and enjoyable game.
"Players should be given the choice to play the game exactly as they want to."
If you don't want to die, go play creative mode. If you want to build, go to creative mode. The option to "play as you want to" is there- why have a magical button that can make the game easier for you with a simple click? It's not necessary.
"The game is about building, not fighting."
Creative mode is for building. Just because survival mode lacks content doesn't mean it's "not about fighting". That just means it lacks content.
"The game is fine."
It isn't. If it were "fine", they wouldn't still be adding updates and fixing things. Even if it WERE fine, why can't it be better?
"Your changes are crap. They wouldn't make the game better."
Suggest better ones then! I highly encourage this. -
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Kirb posted a message on [MOD][WIP] The Artifacts Mod, a goal for MinecraftIMPORTANT UPDATE November 20thPosted in: WIP Mods
An Artifact Mod Features alpha is now available.
It installs one of the new features of the Artifacts Mod: shields.
http://theartifactmo...res-alpha-it-is
I do not check this thread very often at all, but I do check the Tumblr quite often. So check there if you have questions.
Official Tumblr for the mod:
http://theartifactmod.tumblr.com/
IRC: #artifactmod on espernet.
We'll be adding little progress updates on the blog.
I might come back to this thread on occasion to answer a question or two, but mostly I will be focusing on the mod. I've made a few big key changes over the past few months, including one that I'm very happy about that gives me even more freedom to create more epic Temples to house Artifact Armor.
You may be pleased to see that I have updated the design document image, to include all of the features I had designed before Choam left.
-Kirb
Caveats to keep in mind:
-This is a very old thread, back in january when I posted my original image. The mod is significantly different, so if you really, really want to read the thread, I would just read the last 20 pages or so.
Artifact Orbs are now known as Keystones. This is to prevent confusion between the orbs and the armor/tools.
-Just to clarify, this mod is definitely not going to be released before 1.8, as it would be silly to code aspects and features that Notch is already putting in the game. (NPCs, new mob properties, combat changes, etc)
Release time is when it's done, but I'd like to shoot for around when Minecraft officially releases.
-Thieves have a very low spawn chance, 2% max, and you can easily get back any stolen Keystones by killing the next one you see.
-Once inside a Temple, you will be restricted from placing blocks or items, unless a specific one is specified in that particular temple. Temples exist within their own dimension.
-Keystones and Artifact-related items are indestructible in one way or another. They will always be recoverable.
-Currently, if you accidentally destroy your artifact items, they will respawn in the Labyrinths where you found them. If you die while in a Labyrinth, you will respawn with them still in your inventory.
-In case you're wondering, the White Labyrinth can use any combination of the colors, minus black, as white is a combination of all primary colors.
-The White Labyrinth is not the final Labyrinth. There are 6 regular labyrinths, and one final labyrinth.
-This mod is for single player only, for the time being.
-The Divining Stone pulses faster the closer you are to the artifact.
-You can convert Keystones from one color to another using Orichalcum.
-You won't be able to turn thieves off.
-It says right on the image, but Artifacts only spawn within a reasonable (but large) radius around your initial spawn point.
-The image didn't have to be this big, but I did it anyway.
-There are several undisclosed details and features that weren't in the preview, because we are coding them and don't want to promise something and then end up not doing it.
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Blargle111 posted a message on MONKS OF THE ENDER DRAGONS [NOW RECRUITING!] [NEW SERVER]i am frustrated with this new upgrade to forum...will take a while to get used to...my old avatar doesn't work, much to my frustration. hope they fix that sort of thing soon.Posted in: Clans - To post a comment, please login.
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Skype: ben.flynn96
Age: 16
Admin before(when/where): I was leader of a clan (monks of the ender dragons) and an admin on multiple servers with that clan, a couple months ago we disbanded
Any other detailed information(Good to put something here): Ah nothing really other than do I need to install tekkit to play?
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The lore tells the history and the future of the Monks.
Lore:
Many century lived a young man named Silo, Silo Belczyk had a great life before fate took its toll. He grew up on the outskirts of Indawar, an isolated village deep within the Hevdra mountain range. He had loving parents and many siblings who all cared and loved each other, the community was wealthy and friendly, it was a place for someone to grow up. Since the community needed everyone to survive everyone had to have a job. Silos job was gathering, he was amazing at this and soon made trips out of the village for days at a time. He knew what plants cured the flu and what herbs make a stew taste spectacular. This life was not to last though, for when he was 16 he arrived home after a week long expedition to find his entire village buried in a rockslide. There were no survivors. Silo then entered a state of great depression and left that valley forever. For many years he walked until finally he stopped in front an immense mountain and cried for forgiveness at his failure and surrender into the void. But something awoke from inside the mountain and as if from the very stone itself came the deep, ancient, sorrowful voice of the mountain. The mountain talked for many days and Silo listened with a rapt attention, never wavering. It talked of the land before humans and of when the mountain was young. It talked of the old beasts that walked the land. But the most ferocious and magnificent of all was the dragons the children of the sky and the flame. He talked how they kept the peace in the world and how when the humans arrived, the humans forced them to leave. The dragons were tired and wished no fight so did as they were told and were absorbed into the earth, water and fire, and have never been seen since. Then the mountain talked of how the dragons were returning and how they will once again bring the peace as before. Silo then committed himself to the mountain and meditated under its glare for 100 years. And after the 100 years Silo opened his pure white eyes and standing with his long beard shouted seven words of extraordinary power and he was absorbed into the mountain. Silo then became the mountain in its endless slumber waiting for the dragons.
For a long time he waited as the mountain, listening for the signs that would prove the return of the dragons. But nothing was changing with the land, sadness enveloped him and he nearly lost hope that the dragons would ever return... then Maxxis appeared, ragged and fatigued, and as Silo had done so long ago, he prayed to the mountain and asked for its forgiveness and surrender into the void. This was Silos calling, this man was to free him from his sadness and despair. So he awoke and gave life to Maxxis, then Silo taught Maxxis the way of nature and of life's joys and wonders. Then he educated Maxxis of the dragons and how they were returning and how he and Maxxis were to find followers and teach them the way of the EnderDragon. For years they travelled and they gathered followers to be educated in the way of the EnderDragon. Hence they named themselves The Monks of the EnderDragon, and the world witnessed an era of peace.
But as it seems with everything in our world, it could not last. The Monks wealth and power made them many enemies in the land of minecraftia and one fateful day, a group of bandits found the Monks home, robbed it of everything, killed its inhabitants and burned it to the ground. Few escaped, just Silo, Maxxis and a few other loyal followers. Together they travelled to a isolated area where they were sure no one would find them. They built there life there but realized there would never be peace because this new enemy would never stop hunting them down. It was time to take action. The built a force and readied there army for battle. This war draws close and they need help to vanquish there enemies. Will you help them?
I deleted all of this because it is not needed. On the new server you will have the opertunity to do as you wish but you must keep up the RP!
>>----> Members and Heirarchy <----<<
Abbott bennaflynn ~ Leader and Senior Monk
Preceptors ~ Council Members and leaders of the brotherhood
Preceptor Danul83 (MCF: Blargle111) ~ Ambassador and Roshi (Master) to all novices
Preceptor Gryze_Jager ~ City Planner
Preceptor NghtShad ~ Master Architect
Preceptor bran96 ~ Master of War
Monks ~ Accepted as a full member and dedicated solely to a specific role within the brotherhood
NONE AT THIS TIME
Novices ~ In training to become a Monk
Sister dalia44
Initiates ~ Newly welcomed and untested to become Novices
Bigerkiwi (MCF: BiggerKiwi)
Screamsaver123u (MCF: MegaHatena)
Prominence0z (MCF: Prominence)
blaine4243
bob9520
9falcon
Taati123
Dometheus (MCF: Dometheus95)
Zeeks1000
MCF = MineCraft Forum Name
How to apply:
IGN:
Whats your experience with role play?:
Did you read the rules?:
Your Minecraft skills?:
Will you be an active member of the clan?:
You will be asked by one of the council members to do a job, you will do it?:
Your IG story. (In game story):
Rules:
1. This is serious RP if you act like a tool you will be banned. If you act like a real RP you will be promoted.
2. Don't grief, I am lenient here but if you go out of your way to wreck the server... Well yeah.
3.Anybody who has a higher ranking then you has command over you! I will never abuse people on the server and if I asked you to do something it would be fair. If somebody was abusing there place of power please inform me and I will take the action necessary.
4. Probably the most important rule!! Never ever harm a dragon or insult them in anyway! This is a perma ban and I am serious! Even if your a mod, an admin or just a player you will be banned. If a mod/ admin should see someone abuse a dragon you must ban the person on the spot. If a player sees another player harm a dragon, kill the person and tell a mod or admin or myself.
5. Every week you must pay tribute to the dragons by giving them gems or riches. There favorites are diamonds and gold. Do not give them a Ender pearl. (they take great offense) But anything else is accepted. Even if you have nothing you can ask somebody to help you.
6: You do not build until you are told to build.
7: If somebody from the council tells you to collect sand, wood and/ or other material you will do it without hesitation.
8: You are only aloud to speak in faction chat press /f chat until it says faction chat.
Rules for building a home:
- House plots are max 15 by 15 blocks.
- Can build till 20 - 30 blocks below. basements also may be 15 by 15.
- make it fit with the other houses.
- dont build it to close to other houses, at least 5 blocks between houses.
I have made some plots free for use, these are 15 by 15, but watch out, there may be a ravine underneath.
for others that will log on and there are no plots left. please wait when one of the council membere are on to sign a plot for you, we have plans what we want to build and we dont like demolish your house cause it is standing on the place we plan that building for that.
also dont build on the mountains. we want to create a village feeling. this does not help if you build your house away from all the others.
IMPORTANT NOTE:
Right now you are the bottom of the food chain, you will build when told to, gather resources when told to and you will role-play! If you do not you will be an outcast! If we go to war you are the front lines and have to battle the horde of onslaught like never before.
And be active on the forums
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nice accepted :smile.gif:And on an off topic note,
i just wanted to tell all of you that...
ITS SNOWING LIKE A MOTHER****ER WHERE I LIVE AND I AM SOOOO STOKED!!!!
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2 quick questions?
1. How do you plan to code this? It would be insanely difficult!
2. Can I help? I am currently learning to code lines and I would love to be apart of such an epic project!
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that was amazing :smile.gif: truly epic application, one of the best!!!! You are accepted for sure as a scientist :smile.gif: can't wait to see you on the server, pm me for the ip
ps your signature makes me smile :smile.gif:
good names but i dont know which one yet. and yes of course i want you to help with the city
good names but i dont know which one yet. and yes of course i want you to help with the city
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Got a new server host with a 70 slot server and plugins n'stuff :smile.gif:
Adding ranks :smile.gif:
Everyone that was accepted before this post is a mod :smile.gif: me and the server host will be admins. But I will still watch ya guys :tongue.gif: lol
Say hello to maxxis cause he will be hosting the server and he wants to know of any of you guys are good at map editing?