Quote from RobertFrans»
Nice to see a new snapshot. The End is not really working yet; no dragon spawns there if you enter it and even not if you kill a /summoned dragon, but the new blocks are nice.
If you love the color purple, this is your day.
Really? I got 2 dragons!
0
How?
1
Forge only goes to 1.8.0. Most large mod's haven't had time to or won't go to such an unstable version.
0
My tip is: add a few things to each race that aren't typically seen. Adding unique quirks to different races will make them seem less like generic, copy-and-paste races.
0
This functionality exists already. You can use /replaceitem @a slot.weapon.offhand air 1 0.
1
Partial Support. I love the idea of a kangaroo, but there are a few problems with this suggestion. First off, kangaroos wouldn't be peaceful, they would fight back. Second they Kangaroo meat serves no original purpose, it is just there. Finally, I understand the pouch idea, I think it is clever, but don't know if we really need any more inventory space. This isn't a bad suggestion, but could use some improvement.
0
Same here. I just sat at the wiki for hours before I bought the game. The closest thing to that feeling is when I explored the Ocean Monuments when they first came out.
1
I do like a challenge, but this is beyond that and would be a waste of time to program when few people seem to like it.
3
No Support, for several reasons. First off, this can't be a 'gamemode'. Technically speaking, gamemodes are a state a player is in, 0: Survival, 1: Creative, 2:Adventure, and 3: Spectator. Hardcore is not a gamemode, it is a datatag that is either on or off in a world. Difficulties are something that affects the whole world, Peaceful, Easy, Normal, or Hard. This sounds more like a difficulty level that is locked. For the idea itself, it seems impossible without high level gear, even then, building a house is practically useless after a while with all the greifing. On top of that the AI you mention is radically beyond that of mobs currently in the game, so the programming effort seems wasted compared to the few amount of people that would continually play this. If you really want his though, there are always mod's that do this.
2
I really like this suggestion. The only thinks I think that should change have mostly been said by others. Amethyst beans would be nice, and the Scarab is great, especially because of the Scarab Beetle's presence in Egyptian Mythology. I think that the Aether portal block should be obtainable from the overworld. Maybe some sort of cloud block that forms high up above y=230. While it is above y=230, more blocks slowly form, making it renewable. It would require silk touch to harvest. That's just my idea though. Also, I think the Aether should play a part in getting to The End. I think that adding thunder orbs to the eye of ender recipe should work. Basically, I would like to see the Aether and Nether interchangeable in their roles in the progression to the End. Other than that I would like to see this in a future update.
BTW - I agree with you about the Aether mod. I really don't like the path it's taken.
0
i've found them in the End City chests, so they might be in other types of chests.
0
It is an interesting concept, but I'm not sure how it would work.
0
I would recommend FTB, it, IMO, has a more professional feel to it.
0
There are few Modpacks for 1.8. Although, you sound like you might like the mod pack, 'Dr. Cyano's Explorer Club'.
0
Yes! I'm sure this mod will be useful for early game resourse farming. I'm glad you made a forum post, I think I saw this once in a third-party pack on FTB.
1
I wouldn't want DivineRPG to add any structures to the end. That would just add Hardcore Ender Expansion incompatibility. The mobs spawn fine, but I don't think structures would. HEE has an option that lets you massively buff it's mobs, making them more on par with mobs from DRPG.