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    posted a message on [Camp Fire] for cooking food and for light. With pic!


    Rocks for the stone camp fire would be obtained by crafting cobblestone or gravel: http://www.minecraftforum.net/topic/1453485-updated-throwable-rocks-a-basic-weapon-with-a-twist/

    Once crafted, you would get a "camp fire" item. Right clicking on the ground places the camp fire. You can now right click it to access the menu. Essentially, you would have to supply fuel to keep the camp fire at an acceptable temperature. Food will only cook within a certain temperature range/ intensity. Iron camp fires will be able to tolerate a higher intensity without burning your food. If the temperature is within an acceptable intensity, the food will cook. The cook speed will depend on the intensity. So iron camp fires have the ability to cook your food faster. If the fire intensity gets above a certain limit, food will burn. If the burn bar gets full, your food disappears.

    To start the fire, you have to put in supplies like sticks, logs, etc. Clicking the button will attempt to light your fire. You can click the "..." to chose which way you will try to light the fire. Different ways have different chances of success. For example you could use flint and steel, which would have a very high chance. Or if you are desperate, you could use gunpowder and flint, or maybe your bow and a stick for friction heat.
    If you are trying to start a fire, or are using a fire in the rain, it will be twice as hard to start, and will have 80% less intensity than normal.

    Once you get the fire going, you have to put in supplies. Things put into the fire cannot be taken back out. Each item will have a "burn bar" below it, showing how much longer it will burn. Certain things like logs and coal will not begin to burn unless you have the fire at a high enough intensity.
    So that's pretty much it. It's a bit to manage at first, but once you get used to it then starting a fire would be quick. And I think it gives a neat way to cook your food in the wilderness.

    Thoughts?
    Posted in: Suggestions
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    posted a message on [Updated] Throwable rocks (a basic weapon with a twist!)
    Thanks for the support guys. I updated the original post with pretty much a full rewrite and more details. I also updated the picture. What do you think a good stun ability would be? Any other thoughts?
    Posted in: Suggestions
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    posted a message on [Updated] Throwable rocks (a basic weapon with a twist!)
    I suggest... Throwable Rocks!

    They could be crafted from gravel or cobblestone. The main use of this item would be for like an alternative weapon for early players, as well as a tool for "ambushing" players or mobs.

    Update: I think that the chance of taking damage from a thrown rock should be linked to how directly the target is looking at the thrower. If the target is looking directly away from you, then it would be a max(i suggest 95%) chance of a hit. If the target is looking directly at you, it would have a min (i suggest 5%) chance to take damage. Also I think that you shouldn't be able to throw instantly fast like with snowballs. Instead it should have a delay mechanism similar to how you charge a bow shot. So the strength (distance and damage) of your throw should increase depending how long you hold the right button before throwing (like a bow).

    Perhaps the rock should also have a "stun" ability if you are hit from behind (as in the target wasn't expecting it). Maybe have 3-5 seconds of slowness and weakness? What do you think?

    I was thinking for the animation, there should be a small knockback if the target is hit and takes damage. But if the target is hit without taking damage, the rock should look like it just "bounced off". There should be a small chance for the rock to drop as a pickup able item.

    They could also be used to break torches, windows, and even flower pots! This idea is controversial so maybe a server owner could toggle this on or off.

    Posted in: Suggestions
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    posted a message on [SMP server mod] CampFire mod
    I'd like players to be able to start a fire, manage it, and cook food on it. This would be useful in adventure maps, as a way to get light in the night or cook food without a furnace. I'd love to put it in my server. Here's how it would work: [square brackets] represent things that I'd like to be able to change/ customize.

    -Starting a Fire: Players would somehow aquire the trigger device, [flint and steel]. They would right click a block on the floor. The block must be either [dirt, grass, or stone]. The surrounding 8 blocks must be level with the target block. If this is true, the game replaces the target block with [netherrack] (retextured to look like an empty fire pit, with stones lining the outside). The game would remove the [flint and steel] from the player's inventory. The player must now throw atleast [8] sticks onto the fire pit, [2] from [each side]. Now the player must right click on the fire pit with [ flint]. There is a [20%] chance to start a fire.

    -Managing the Fire: Player could right click on the fire, and the server would tell them information like fire intensity, remaining time, estimated cook time, and percent burning. The player would now have to throw in [sticks, wooden planks, and other stuff] to keep the fire going. If the fire intensity was low, and the player threw in a large item like a wooden log, there would be a [60%] chance to kill the fire. Once the fire intensity is high, you can safely throw in larger items. Items take time before they start burning, heavier items longer than others. If the player throws in too many items, and the percent burning gets too low (because the newly put stuff hasn't had a chance to burn yet), the fire will smother and die out. If the fire intensity gets too high, [blocks around the fire would spontaneously burst into flames]. The higher a fire intensity is, the higher the chance is for nearby tall grass to catch on fire. If the fire intensity drops to zero, the fire goes out. After [some time] of not being used, the fire pit will decay back into the block it was before the fire pit was put there. Until it disappears, other players can still use it to start a fire. The fire pit will not disappear if [something]. The fire will go out in direct rain if it gets below a [certain intensity], and the direct rain will make all material put in the fire give [20%] less time, intensity, and such.

    -Cooking in the fire: The player would right click on the fire, and learn the estimated cook time (depends on the fire intensity). They could now throw in [any acceptable food item]. The player would have to right click with a [ stick] on the fire within that time. If their timing is correct, out pops a [cooked version of the food]. If their timing is too early, out pops the original item. If they click too late, out would pop [something else] or nothing. There would be a [+/- 2 second] margin of error. There would be a [10%] chance to lose the stick because it would "burn".

    -Idea for combat: If the fire is strong enough (at [a certain intensity]), and the player right clicks the fire with a stick for [many enough times], then the stick would temporarily turn into a blaze rod, re textured as a burning stick. This burning stick would have a life span of [some time, depending on how long it was in the fire]. After it's life time, it would break and disappear. While holding the blaze rod, players should be able to light mobs on fire that they hit with it for a [short time].
    Posted in: Requests / Ideas For Mods
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    posted a message on Damage Counter (Always updated! - for real this time)
    Quote from mickeyjm

    I dont like how it replaces the bar IMO but it would be cool if the name tag when you hover over the items had the damage in brackets eg Diamond Sword (46)


    I agree.
    I'm tempted to get this mod, but all the numbers are too spammy for me.
    May I suggest two changes, which would make this mod much more awesome for me.
    -give us a way to turn off numbers, and only show the bar. However when we hover over the item, we should see the numbers
    -give us a number we can enter as the "minimum durability to display". This way if we have the numbers off (like in my first idea), but the durability goes below this number, the number will show for that specific item anyway. For example if I enter 10, and my sword has 15 uses, it will only display the bar. But if the number of uses gets to 9, it will show the number 9 instead of the bar.

    I think with these changes we can customize the mod to work how we want it.
    Thanks
    Posted in: Minecraft Mods
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    posted a message on [1.3.1] List of mods that have updated to 1.3.1 [Optifine!] [ModLoader!]
    Thanks for doing this. My only critique is that it might be hard for readers (like me) to know when you have updated the list. So each time you update and edit the original post, could you also make a post explaining the new changes to your list. That way I can easier find what is new, without having to look through the list every time for changes.

    Thanks!
    Posted in: Mods Discussion
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    posted a message on SMP Suggestion [Secondary Text Display]- less spam in chat
    Quote from shadowdrag0n

    So basically it's separating what the server says and what the players say? I honestly don't play on a lot of servers, but I love the idea.


    Yup that's what I mean. Bump!
    Posted in: Suggestions
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    posted a message on SMP Suggestion [Secondary Text Display]- less spam in chat
    Many of servers have some sweet mods.
    The problem is their only way to communicate with the player as of now is through the chat. And that quickly spams up your chat, making it difficult to keep track of chat without constantly watching it.

    I propose a secondary text display, one that could be dragged by the user to put wherever they want it (like top right or top left or top middle etc).

    This secondary display would only display text output from the server. It wouldn't scroll. It would just be constantly updated/ changed as the server pleased.

    This would help clear up lots of the spam in chat, as it should be.. chat!

    Things that this could be used for could be like alerts, displaying your "money" on a server, etc. It could be used to display things like your current "spell" or whatever a talented server admin chooses to do. This box should be able to display many things, including coloured texts. And maybe also, the server should be able to play a pre-set number of different alert tones, to work together with this display. The client (you and me) would be able to turn off the sounds if they didn't want it.

    What do you guys think?
    Posted in: Suggestions
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    posted a message on New Weapon Enchantment for PVP: Hunger Drain
    This enchantment would drain your target's food saturation (not hunger bar!) by 1-3 points per hit, depending on the enchantment level.
    It would also cause your target's exhaustion level to rise quicker, depending on the enchantment level.

    What do you think?
    Posted in: Suggestions
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    posted a message on [1.2.5] AdvancedMobs 1.9 - Making Mobs more realistic and hard
    This is amazing. Thanks so much for doing this.
    I look forward for the smp version so I can play with other people!
    Posted in: Minecraft Mods
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    posted a message on Ender Chests now store items per player, but got nerfed at the same time (HUGE item loss bug in 12w24a)
    So I'm still not clear how exactly ender chests are "per player". Like Lumireaver said,

    If player A places an ender chest, and player B looks into it, does he (player B) see player A's ender-inventory or player B's ender-inventory?
    I'd prefer if he saw player A's ender-inventory.
    Posted in: Recent Updates and Snapshots
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    posted a message on Unlimited dispenser
    This is a great idea. I actually made a splendous array of tripwires yesterday, connected to a bunch of dispensers. Even though I filled them up MAX with arrows, they ran out after a while.

    I agree that this would be a very useful tool for adventure map makers and others in creative.
    Posted in: Suggestions
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    posted a message on --Adventure Mode--
    Although this post is old, it is very relevant with the newest adventure mode in snapshot 12w22a.

    I agree that it would be nice to customize exactly all the features about the gamemode that you want. All the details you went through make lots of sense!
    Posted in: Suggestions
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    posted a message on 12w21b Snapshot Out - Fixes Bugs from 21a; MCX360 Beats Out Black Ops
    Here is a bug that I found.
    -Try trading with a villager while NOT having a full hunger bar, and having food in your hand. You will eat the food while you are trading

    And my feedback
    -I think it is unbalanced to have the villagers "learn new trades" only AFTER you trade with the last item they have. It makes it unfair. Let's imagine you have two wizard dudes. Each of them has learned 3 trades so far. One of their first trades are enchantment bottles (at the optimal trade ratio), the other's first trade is something else but has enchantment bottles as their last trade. If you only want to get enchantment bottles then you are better off trading with the first villager because he will always offer you at the same rate. If you trade with the second villager (who has bottle of enchant as his last trade), there is a chance he will generate a new trade that will raise the price of the bottle of enchant. And so one of the villagers is more useful than the other over infinite time. I think this is unintentional and unfair. To fix this, I think each trade you do should have a 1 in X chance of triggering the villager to learn a new trade (which could overwrite a previous skill), where X is the current number of skills.
    Posted in: Minecraft News
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    posted a message on Snapshot 12w21a Available for Testing
    Here is a bug that I found.
    -Try trading with a villager while NOT having a full hunger bar, and having food in your hand. You will eat the food while you are trading

    And my feedback
    -I think it is unbalanced to have the villagers "learn new trades" only AFTER you trade with the last item they have. It makes it unfair. Let's imagine you have two wizard dudes. Each of them has learned 3 trades so far. One of their first trades are enchantment bottles (at the optimal trade ratio), the other's first trade is something else but has enchantment bottles as their last trade. If you only want to get enchantment bottles then you are better off trading with the first villager because he will always offer you at the same rate. If you trade with the second villager (who has bottle of enchant as his last trade), there is a chance he will generate a new trade that will raise the price of the bottle of enchant. And so one of the villagers is more useful than the other over infinite time. I think this is unintentional and unfair. To fix this, I think each trade you do should have a 1 in X chance of triggering the villager to learn a new trade (which could overwrite a previous skill), where X is the current number of skills.
    Posted in: Minecraft News
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