- doom101
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Member for 13 years, 4 months, and 1 day
Last active Sun, Jan, 15 2017 12:02:09
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Aug 1, 2011doom101 posted a message on 1.8 Updates: New Mob...Revealed?everyone is saying they break blocks what if.. what if they generate new blocks and repair your random holes? dun dun dun! imagine coming out of your mine to find a bunch of these guys filling it in and drowning you in sand?! also everyone has assumed that skeletons are re animated human skeletons. what if they are actually these guys? anyone else see the resemblance? skeletons are just stubbier... crackpot theories away!!!!Posted in: News
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I know you were wondering about other ways to implement the books and i have a suggestion that is.. maybe a bit too complicated given how simple the mod currently is. The way i figured it, you could implement it using Thaumcraft's API so that it has a bit of progression and makes the immense power that comes with these spells a bit harder to get. IE after scanning something you would get a research clue that unlocks an Archmagus tab in the thaumonomicon and inside it at first is very little, something simple like earth shield and you would have to research each individual book under that tab, and the monster summons would be unlocked for research after scanning it's respective mob, EG scan a zombie, get a clue for zombie summoning. Once you have the books researched you would have to do an infusion crafting to imbue a normal book with various aspects, and bam you get your shiny new book ( alternatively you could have the books be wand foci instead ) using this you could also implement summons for Thaumcraft enemies like taint enemies and hellbats. Sadly i'm not a modder so i have no idea how hard working with Thaumcraft is.
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Meaning that if you eat one food X you regain 10 hunger, this continues for awhile but lets say after 3 times of eating food X in a row, it loses one point of hunger regen, so that it fairly rapidly loses its effectiveness, and this can be countered by eating a DIFFERENT type of food so food Y is suddenly useful even though its base hunger regen is only 8 versus food X's 10. So if you eat food Y enough it too will soon lose it's effectiveness.
And if you were to eat food Y or Z then food X slowly regains its orginal base hunger regen, so that you have to eat more than one single food. This is massively important because otherwise eventually all your food would be at 0 and then you'd continuously die of starvation.
I personally think this is necessary because at the moment chicken is the best food, because with about 1 hopper, and a dispenser you have literally infinite chickens, and chickens also have feathers which you can use for arrows, so you really have no reason to use food other than chickens.
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1: cool,
2: yay :biggrin.gif:
3: i look forward to this!
4: okay awesome, :biggrin.gif:
5:good!
6:seriously awesome!
7:now i have to go make a list of gate addresses >.> <.< >.>
8:if you can do that i'd call you a coding master!
9:basically im trying to say that i think that the player shouldn't be able to build a MALP unless they have encountered one from the SG-C offworld or something.
10:that would be cool and make more sense than constructing a gate from scratch. XD
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Quite frankly this mod is awesome :biggrin.gif: especially for long time watchers of Stargate SG-1 ( i started with the first movie when that came out haven't stopped since)
i have some comments/requests/ponderings
1: if you include ANYTHING from Universe ( please don't) make it a planet filled with/conquered by the robot drones they were possibly the best thing in the series -.-
2: replicator planets PLEASE. Basically a planet you have to dial in to, once your there the ENTIRE planet below the surface is all IRON ore down to bedrock however the entire planet is absolutely swarming with replicators :biggrin.gif: and they should be constantly hostile here.
3: Goa'uld planets?
4: possibility of running into an SG-C team off world? would be epic, not just SG-1 but other SG teams as well :biggrin.gif: MALP's too, but they won't carry your supplies and will slowly run towards a gate if attacked and an SG-C team may appear near a gate if you encounter a MALP
5: i haven't downloaded the mod for lack of update obviously, i must know, how strong are the Kull warriors? it should
be like fighting a brick wall with a stick imo :biggrin.gif:
6: point of origin on stargates? personally i think it would be epic if it was random and you had to figure out what was yours.. i imagine it would take time. and be very hard to code.
7: easter egg planets by dialing address's from the show? like Abydos, or Martin Lloyd's planet, Ronon's planet things like that :biggrin.gif: but obviously don't tell us if you DO add these... and then we have to go digging through episodes to find them.. :biggrin.gif:
8: enemies/neutral mobs ( except asgard) don't appear on the planet until encountered off world and Goa'uld should land in VERY noticeable and destroy-able ships that would stop them from spawning for a time until they show up again. And the enemies would occasionally try to take over your gate via an invasion? would be awesome :biggrin.gif: ( the reason i said EXCEPT Asgard is because as is revealed in SG-1 they watch many races without detection so that keeps with Asgard being very rare and hard to find) Replicators should only be able to get to your planet through the gate, unless you implement an advancement system for the enemies ( jaffa slowly replaced by Kull, spider replicators slowly replaced/supplemented by those giant beetles) where eventually replicator ships will eventually be able to land on your planet similar to the Goa'uld.
9: my basic idea with 4 and 6 is that the player is not a part of the SG-C and their world is NOT Earth and thus they have to do all their discovery themselves. ( this also saves you from making SG-C weapons :tongue.gif:) I know the player already has the MALP so keeping with 4 why not have the MALP inaccessible until you encounter one? ( not sure if this is possible?)
10: ( don't worry its the last one XD) rather than building the Stargate it should be on your planet somewhere already, preferably under guard, or buried somewhere then you have to lift it out and re-activate it ( i figure an easy way to do this is put it in the chunk with the original spawn point?)
anyway sorry if i rambled a bit there *cough* 7,8 *cough* i just love Stargate, but this mod is already brilliant and has the possibility of being MORE brilliant :biggrin.gif:, but i'm not a modder so i have NO idea how hard or easy any of this would be to make, i imagine some would be easy ( planets filled with the robot drones / replicators) and others would be very hard ( invasions,hidden/reactivating gates, random point of origin, advancing enemies) but again i don't know. anyway awesome mod i'd give you diamonds but diamonds aren't awesome enough, have a tac instead :biggrin.gif: ( oh btw those shoot small red lasers that aren't as powerful as a staff like not even half as much, it takes many hits from one to bring something/someone down which is why the Tok'ra had 3-4 of them.)
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the dread swarm are bug like creatures, im not sure of the story behind them but i think they are either inspired by the locust of gears of war, ( some unknown threat that has been around as long if not longer than us) or aliens. and neither one of those would work if they were robots, neither would the name swarm, swarm calls to mind an image of a mass of insects. just wait and see, i'm sure gurgadurgen will explain it all in time.
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personally i welcome my new squidgy neighbors.
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good job jordanrracer
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if you noticed my last post ( very last on page 40) i said if you update for 1.7.3 i will go back a 1.7.3 .jar :biggrin.gif:
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okay but for reals, i know earlier in this thread ( ill dig through 40 pages to find it later) you said you were working on senty guns, now if this is still in, please tell me it either shoots arrows, or some wicked awesome ( wow i haven't used those two together since...) beam of some kind? possibly it requires some sort of resource to work? opposite of blue and rhymes with phone ?