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    posted a message on EnviroMine - A little bit of realism (MOVED)
    I have a few ideas to expand the possibility of being ok in all the bars without needing to be too specific about what to cary with you.

    - Leather armor helps you keep i better temperatures at tundra, and Iron armor will have bad effects with tundra as in the desert.

    - Deserts will have very cold temperatures at night. Building structures of stone, bricks or other of these kinds of blocks around you will help to keep the temperature stable between the hot of the day and the could of night.

    - Sanity resets after sleeping, but it would still have a small % of being the same or even getting worse

    - if you're in a hot place, with small quantities of oxygen, and there is water around you, being in contact with it will help you getting oxygenated

    - killing mobs helps your sanity not going too down, although killing too much will make it go down anyways
    Posted in: Minecraft Mods
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    posted a message on [Forge 1.7.10] Bleach Mod [SSP/LAN/SMP] Hollow Test Update Available!
    Well, I have an Idea of the pvp system.

    Spiritual level differences:


    Let's say that you have a level "N" of spiritual energy, and you're fighting against other player.
    If the player is 5 levels above or under your spiritual level, there shall be no major changes, so It would be a normal fight. (Well, at least supposing that none of them would use their spiritual levels on something or stop fighting with zampakuto)
    If the players level is 6-10 levels under you, +1 damage resistance will be added when receiving a hit. However, the other player will loose +1 heart per hit from you. If the player is 6-10 levels above you, the opposite happens.
    from 11-15, +2 damage resistance and the opponent will lose +2 hearts per hit, and you will resist +2 points more. From 16-20, +3 points, 21-25 +4 points and so on, until it reaches something next to 50, then the opponent will suffer from the effect of thorns in the attacks instead of loosing advantage. The thorns effect will be amplified from 30 to 30 (just 3 times) , and when the difference between levels is equal or higher to 200, The attacks are just going to rebound.
    Here is an simple graph to represent what is going to be:



    Graph:
    0-5 - no major effects
    6-10 - +1 damage to the higher level, and -1 damage to the lower level
    11-15 - +2 damage to the higher level, and -2 damage to the lower level
    16-20 - +3 damage to the higher level, and -3 damage to the lower level
    21-25 - +4 damage to the higher level, and -4 damage to the lower level
    26-30 - +5 damage to the higher level, and -5 damage to the lower level
    31-35 - +6 damage to the higher level, and -6 damage to the lower level
    36-40 - +7 damage to the higher level, and -7 damage to the lower level
    41-45 - +8 damage to the higher level, and -8 damage to the lower level
    46-50 - +9 damage to the higher level, and -9 damage to the lower level
    51-80 - +10 damage to the higher level + Thorns effect similar to I, and -10 damage to the lower level
    81-110 - +10 damage to the higher level + Thorns effect similar to II, and -10 damage to the lower level
    111-199 - +10 damage to the higher level + Thorns effect similar to III, and -10 damage to the lower level
    200 and up - Total reflection: lower level will receive all the damage he inflicts and higher level will be intact



    Burning spiritual energy levels in battle:



    Would be very cheatty if someone accumulate 500000 spiritual levels and start fighting with nearly spawned people, so, would be great if your idea of burning spiritual levels per hit be implemented, but I think using spiritual levels as way to defend still wouldn't be very useful since the guy with 500000 spiritual energy levels would still be a horrible experience anyways.
    So, in a fight, the higher level fighter would loose 1 spiritual level per hit when above 5 levels and under 50 levels of difference between him and his opponent, 2 if above 50 and under 100, and so on, while the lower level would gain ONLY 1 level per hit:



    Another Graph:
    6-50 - 1 sl/h
    51-100 - 2 sl/h
    101- 150 - 3 sl/h
    151 - 200 - 4 sl/h
    200 and up - 5 sl/h


    so then, in a very long fight, if you did resist until the 500000 levels guy loose his levels, you and him would have an stable difference between spiritual energy, and you would have the chance to win. However, if you were this 500000 levels guy, you should try to win the fights quickly, before you loose too many levels, and die.


    Shikai fights:



    If you're in a fight while in shikai mode, while your opponent isn't in shikai mode, simply, all the vantages of damage-per-hit would be canceled (but if his level is higher, he would still be able to resist his 10 health points per hit. Also, if dueling with lower levels, his disadvantage would be intact, as the rest of all variables in fighting.).
    If both were in shikai, the same rules would be applied, but a little differently:

    Better vantages...:


    Graph:
    0-5 - no major effects
    6-10 - +1 damage to the higher level.
    11-15 - +2 damage to the higher level.
    16-20 - +4 damage to the higher level, and -1 damage to the lower level
    21-25 - +6 damage to the higher level, and -2 damage to the lower level
    26-30 - +8 damage to the higher level, and -3 damage to the lower level
    31-35 - +10 damage to the higher level, and -4 damage to the lower level
    36-40 - +12 damage to the higher level, and -5 damage to the lower level
    41-45 - +14 damage to the higher level, and -6 damage to the lower level
    46-50 - +16 damage to the higher level, and -7 damage to the lower level
    51-80 - +18 damage to the higher level + Thorns effect similar to I, and -8 damage to the lower level
    81-110 - +20 damage to the higher level + Thorns effect similar to II, and -9 damage to the lower level
    111-199 - +20 damage to the higher level + Thorns effect similar to III, and -10 damage to the lower level
    200 and up - Violent reflection: lower level will receive all the damage he inflicts doubled.


    ...But burns much more:


    Another Graph:
    6-50 - 1 sl/h
    51-100 - 4 sl/h
    101- 150 - 9 sl/h
    151 - 200 - 16 sl/h
    200 and up - 25 sl/h

    lower level:
    gains 10% of the opponents spiritual level per hit, with minimum gain of 1 spiritual energy level per hit

    With means that the fight with shikai would be incredible destructive. Also, considering the crazy buffs that these swords can do, the battle would end in just a couple seconds. If bankai were implemented, it would involve physical damage to the environment (explosions , range-based damage, etc). Moral: Shikai battles are bad, but hardcore.


    I'm a Quincy, what does apply to me?:



    Same stuff, but with bows.

    Posted in: WIP Mods
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    posted a message on [DEV] Bleach Mod Shikai Submissions
    I will post my textures for it:

    Dark Shikai: (Activation: Blind, Daitou)

    Lunar Shikai: (Activation: Show the way, Linostu)

    Wind Shikai: (Activation: Rend the air, Santwin)

    Earth Shikai: (Activation: Quake, Eagato)

    Heal Shikai: (Activation: Purify, Aelo)

    Ice Shikai: (Activation: Frost, Ishigaen)

    Light Shikai: (Activation: Multiply, Ghetsa)

    Poison Shikai: (Activation: Stretch, Isanoutsu)

    I did not do fire shikai because I noticed there are too many ideas of it in this thread. I also noticed that this thread is quite old, so sorry if I did it too late. Anyways, there they are, you're free to use them. For anything, call me bieux
    Posted in: Mods Discussion
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    posted a message on Mutant Creatures - Spider Pig, Spider Pig [v1.4.9]
    Quote from Goldenspacebiker

    Thats just a re-textured mutant zombie, If you wish to make a model of your idea, use a program like techne.

    I think he's showing how it would be if the zombie pigman was like that...
    Posted in: Minecraft Mods
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    posted a message on Mutant Creatures - Spider Pig, Spider Pig [v1.4.9]
    Quote from PCAwesomeness

    *sigh* I don't really think these are good ideas. Especially the Mutant Zombie Pigman.


    I didn't specify anything, so if 10 people came in and see my suggestions they would have 10 different ideas of every mob. I really cannot imagine a mutant version of the zombie pigman instead of a buff pigman as seen of "Take Back the Night" video, that's why the suggestion was made like that. Also, you had a big activity in this thread, but the major part of it was to reject most of the ideas given. Do you have anything special to suggest? (instead of the mutant pony)
    Posted in: Minecraft Mods
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    posted a message on Mutant Creatures - Spider Pig, Spider Pig [v1.4.9]
    A quick resume of what I think all the rest of the monster mutant mobs should be:

    Mutant Spider: LoZ Spider Boss (EXCELLENT EXAMPLE). The Item should be it's eye, that would float around the player, buffing him or doing something else.(BONUS: Mutant spider Jockey if possible).
    Mutant Slime: Big Bouncy guy with just one eye and cytoplasm. the more hit's you do to it, more slimes would spawn out of it's body and less big it becomes. When it reaches the point that only the eye would be there, you need to kill it quickly before he recover's all it's slime. The item should be a Magical Slime Cube, that would make perfect trampolines (or any item you think it's adequate)
    Mutant Pigman: Big guy from "Take Back the Night" Song...or a pigmanned hulk that spawns on the nether. Item should be made of gold, to mach with pigman's golden swordMutant Magma Cube: Same as slime...nether versioned...etc...Magic Lava Block...etc.
    Mutant Wither Skeleton: 2 heads, with floating black fog surrounding it. Main characteristic of it would be his speed: It would float sometimes to do special attacks, and it's black fog would blind the player, what makes difficult to fight, specially in nether. He would also poison you with wither effect, and he would burn to death when near 10 HP. He would try putting you into fire before die. The item would be tons and tons of coal, with a special dust in it. The dust would be usable as furnace fuel, redstone, food (not very good). potion maker, etc, but it's main power would be to make that black fog around you for 30-60 secs. Very useful in PVP or when in near death.
    Mutant Ghast: Fireball machine gun, with large intervals to make it easier to the player to hit it. He would have also a "OMEGAFIREBALL" with is a charged attack that would make a huge damage to the player, and setting all the nearby blocks on fire. It's item should give you the power to launch fireballs.
    Mutant Blaze: ¬¬. No.
    Mutant Wolf: Huge wolf. Neutral. can be mounted as pigs and horses. Pretty fast and can eat whoever is in front of him.
    Mutant Silverfish: Giant wormlike silverfish. Same details as one, but larger, with charged attacks and a lot of health. He would have less health that the usual mutants and would put out of it's mouth lot's or ores before falls dead.

    Take note that:
    - I did not specify too much, as I don't know what you're planning to do next.;
    - I have no Idea of the items that would drop from mutants, except from the wither skeleton;
    - I like LoZ.
    Posted in: Minecraft Mods
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    posted a message on [Forge 1.7.10] Bleach Mod [SSP/LAN/SMP] Hollow Test Update Available!
    Quote from bieux

    So, that's it. if you have any question about the painful torture of hueco mundo, just make it minecraft-ish: ores, building, weapons, etc. Fighting there would be a problem, but Hollows would help you as they will be friendly to you as you wear the mask.

    You could also make Negal Ruins as a random structure in there, and it would be the last place you would have to be to go back to overworld with your gift.
    Posted in: WIP Mods
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    posted a message on [Forge 1.7.10] Bleach Mod [SSP/LAN/SMP] Hollow Test Update Available!
    Here is my Idea of how to gain masks:
    (WARNING: This way I'm trying to give an Idea of is very long, and will implement a lot of stuff, there are cheaper Ideas of how to do it).
    Ok so, fist off, there will be a way to leave your body, and walk as an spirit.
    How I think it should work:

    - If your spiritual level is too low, there will be chains connecting you to your body, it will be breakable, and when braked there will be a timer of how much time you will last without your body (if it ends, you will turn into a hollow and get a full mask...but you will die if you turn into a hollow).
    - If your spiritual level is high enough, you can have no chains between your body and you, with means, no death timer.
    - Your body will assume a sleeping position when in spirit form.
    - Players or mobs can hit your body while in that form. This means that the timer will instantly goes up and when it ends your transformation in hollow will be imminent.
    - Spiritual levels can also set how much you can see the spirits, and not only the bodies.
    - When in body-mode, you cannot hit spirits, only bodies and the physical helm, however, spirits cannot interact with anything except for hollows and other spirits.
    You will get ride of your chain by right-clicking of it a hollow hits it. After that, the timer will go up and you will have 3 minutes to get back to your body. Hopefully, you can get spiritual levels when in soul-mode. This means that, if you get lucky, you can get rid of the timer between the 5 last seconds and get a half-mask.
    Now, about the full mask:
    To gain it, you have to turn into a hollow. When turning into a hollow, you will die. But, how can you get the mask and be live? Simple, escape to the Hueco Mundo, the best place for hollows to be. The mask will give you this opportunity before all shinigami came out from nowhere and kill you. (and yes, this is how you will die).
    How this works:

    After that, you will pass through some painful challenges to get out of it and don't die instantly due to shinigami. The power of full masks will be more powerful than half-masks, and Full masks will give you access to the Hueco mundo as a bonus, but hollows will not treat you as friendly as when you enter there. The opposite of it, Soul Society, should be a place for shinigami training, or Quincy training. Specialization on it, and the details of it, will be explained later.
    So, that's it. if you have any question about the painful torture of hueco mundo, just make it minecraft-ish: ores, building, weapons, etc. Fighting there would be a problem, but Hollows would help you as they will be friendly to you as you wear the mask.
    Posted in: WIP Mods
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    posted a message on - [Dead] Herobrine Recreation Project -
    Quote from BedrockSolid

    Do you happen to have Skype? We could all communicate through Skype if so.

    This is what I was looking so far, but since this thread wasn't getting so much attention, I think it's a better Idea to spread this project...
    ...I will make some banners if necessary
    Posted in: Other Help
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    posted a message on - [Dead] Herobrine Recreation Project -
    Quote from ArmoredGrass

    I wanna help! but i don't think i would be that much help because i didn't watch the stream, and i'm not good at making texture packs.

    Well, There is a lot of work undone yet, why don't you try seeing what's undone?
    Posted in: Other Help
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    posted a message on Cauldron Utility
    Quote from joonatan1998

    You can use cauldrons to remove dyes from leather armor.

    ¬¬
    Read the post
    Posted in: Suggestions
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    posted a message on Cauldron Utility
    Quote from Nsta8

    It's alright you didn't bother anyone...just next time you make a post use the search to see if it has been suggested before

    My point was just to tell that cauldrons are kinda useless and I suggested a use for them based on the picture released in the pre-release. If you want I could put a link to your Idea in my post.
    Posted in: Suggestions
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    posted a message on Cauldron Utility
    Quote from Nsta8

    I posted a topic like this only more detailed a while ago

    http://www.minecraft...s#entry23385866

    Oh, sorry I didn't noticed that.
    Your post have more Ideas of use than mine had.
    Well, it's ok. Sorry if that bordered you. I just picked up the
    main idea I get when I saw the pick Jeb released of the cauldrons holding potions and put that into a post.
    I think isn't the case of both talking exactly about the same thing, as you're talking about Ideas of how to use cauldrons and I'm talking about how useless they are (and suggested a solution for that).
    Sorry again if that made any trouble somewere...or what...or how...you get it
    Posted in: Suggestions
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    posted a message on Cauldron Utility
    Quote from TiffanyAmber

    Okay, if 2x2 water sources are better than cauldrons, just use that.
    If there's already a usable solution, just use that.
    No support

    I don't think you understood the point of this post.
    Cauldrons should have a better function than storing water, as there is a cheaper and better usable solution.
    Isn't as simple as "If you don't want, don't use this" because no one does as they already figured that out.
    The point is: Cauldrons are useless, and I'm just giving a suggestion, that is not something that would crap all the game.
    Posted in: Suggestions
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    posted a message on Cauldron Utility
    Quote from Neospector

    Your specific idea is redundant, please use the search bar.
    But you are wrong; cauldrons also fill with water when it rains. Just not that fast, which is sad.


    What do you mean with redundant?
    The rain doesn't make it a infinite water source or even more useful. Also, cauldrons are in the "brewing" section, witch should meant that they should be used in the brewing, but 2x2 water sources are better at it than cauldrons. It's faster, cheaper, and everything I said does conclude that I have point at what I said.
    I also searched before, but I didn't find something as specific as I did here. Also, the Idea I saw was to make cauldrons have infinite water, what I think isn't right.
    Posted in: Suggestions
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