• 0

    posted a message on Horses and possible balancing issues
    Apparently horses are getting added to the game soon. So far they seem pretty cool, but I fear the finished product might be over-powered. At the moment, they travel at breakneck speeds, pretty much making minecart travel (my favorite thing in the game) obsolete. Every advanced redstone-powered minecart station people have spent hours designing and building will be for nothing.

    What do you guys think about the new horses? Should their speed be scaled to make minecarts stay the dominant method of speedy travel? Does this mean that minecarts should get some more coding love, like more speed, new functionality (linking minecarts, better powered minecarts, etc.)?

    Don't get me wrong, I think horses have lots of cool potential. My reason for posting this is because IMO, the harder you work at something, the more you should get out of it. Minecart systems are expensive and take lots of time and planning. In return for all that hard work, the reward should be faster travel, better freight hauling, etc.
    Posted in: Discussion
  • 0

    posted a message on Higher elevation for snow biomes
    I've wondered many times why there's not at least a mod that makes the terrain generator more realistic. At least we now have a large biomes option for terrain generation.
    Posted in: Suggestions
  • 0

    posted a message on How to have the Large Biomes feature on a server?
    Thank you! I already checked that page earlier but apparently it hadn't been updated yet. Now I can start the new server world!
    Posted in: Legacy Support
  • 0

    posted a message on How to have the Large Biomes feature on a server?
    I run a private server through treepuncher.com, and recently updated it to 1.3.1. However, when editing the server.properties for a new world, I wasn't sure what to put in the level-type area for large biomes. DEFAULT and FLAT are the only 2 options listed, and there's no information about this anywhere I've looked. Until I know what to put for Large Biomes, I can't start a new world. If anyone has any information, I'd greatly appreciate it.
    Posted in: Legacy Support
  • 0

    posted a message on [1.7.4] Strategic OreGen for SP & SMP
    Any chance this mod will be updated with 1.3 and the mod API? The addition of extremely large biome generation would make using this mod that much more awesome.
    Posted in: Minecraft Mods
  • 0

    posted a message on Kenshi, a new indie game dripping with potential
    Awesome! Hopefully more people see this thread.
    I've been playing for a few days now and my 2 guys can finally hold their own against a couple of hungry bandits. Soon i'll have an elite squad of only a few members, each one specializing in a different weapon. Muahahaha
    I'm thinking about donating like $25 to help development, and also to maybe get my name in the credits ^_^
    http://www.indiegogo.com/kenshi
    Posted in: General Gaming
  • 0

    posted a message on Kenshi, a new indie game dripping with potential
    I recently purchased Kenshi, a game that's currently in alpha, just like Minecraft used to be. After reading the FAQ and a few other articles the dev. has written, as well as looking at the game so far, I'm really freaking excited about what this game will be in the future. He really knows why good games are "good". The setting is very similar to the anime Desert Punk (if you've ever seen that). A post-apocalyptic desert world where survival is priority one, except instead of guns people use katanas and other types of swords to protect themselves. The gameplay style is like an RTS/RPG hybrid. I know it sounds sketchy, but he definitely did it right.

    Here's some info from the website, but you should really check it out for yourselves.

    "Kenshi is a single player free-roaming Role Playing Game, with a Real-Time Strategy influence. Its squad-based, meaning you have a whole team of characters who can split up and go to different ends of the world. The game world is 400 square km of seamless terrain with a world map screen for fast-travel, Fallout style. You can play with one character, or with 50, and there are advantages to both. Combat is real-time and is based on swords and bows, action beat-em up style but with RPG stats influencing the outcome. No Magic. No fantasy cliches. Think of a combination of X-Com Apocalypse and Oblivion."


    Features
    • Original take on the RTS-RPG hybrid genre. No "hero" characters with artificially stronger stats than everybody else- Every character and NPC you meet is potentially an equal, and has a name, a life.
    • You are not the chosen one. You're not great and powerful. You don't have more 'hitpoints' than everyone else. You are not the center of the universe, and you are not special. Unless you work for it.
    • Freeform gameplay in a seamless game world stretching over 400 square kilometers. The game will never seek to limit you or restrict your personal play style.
    • Variation and possibilities of gameplay. Be good, be evil, be a business man, be a thief, live in a town, live in the desert, join the army, fight the army, travel alone, travel in hordes, build a fortress, raze a city.
    • And so much more!
    This game has so much potential it's heartbreaking, but unfortunately Kickstarter apparently only hosts American games, so he's having some trouble with funding and advertisement. If you think think this game could be a big success like Minecraft has been, spread the word as much as you can so he can get the funding he needs to make it the best it can possibly be!
    http://www.lofigames...id=46&Itemid=66

    P.S. If you like this game and want to help out, he's getting donations here.
    Posted in: General Gaming
  • 0

    posted a message on Higher elevation for snow biomes
    Quote from 23232323

    Great. Where's the download link?

    If only... I don't know how to mod, so for now this is just an idea. Hopefully someone who can mod sees this and likes it
    Posted in: Suggestions
  • 0

    posted a message on Higher elevation for snow biomes
    Bump for more input
    Posted in: Suggestions
  • 0

    posted a message on Higher elevation for snow biomes
    I do know that grass stops growing after layer 128. I'll bet that could play into this somehow and make a sort of treeline.

    This could really add some texture to minecraft.
    I totally support, but you need more detail. ;)

    Like maybe the snow will appear a level 120.

    The snowy mountain biome idea needs some work.
    It could be a normal mounatin biome but, with a peak that goes to level 150. 22 blocks higher than terrain generation limits.

    Thanks for the input. Hopefully more people will add their thoughts to this and make it better. As for the snowy mountain biome idea, that was just an example that I assumed should have it's own topic if people liked it. The point is that elevation should be affected by temperature, so obviously you wouldn't expect to see snow right next to a jungle or swamp. The higher you go, the more likely you'll run into certain biomes.
    Posted in: Suggestions
  • 0

    posted a message on Higher elevation for snow biomes
    I'm not sure what layer the clouds are at, but I figure snow could start to appear just below the clouds. I really hope Jeb has plans for terrain generation now that the height limit is raised.
    Posted in: Suggestions
  • 0

    posted a message on Different Items For New Wood Blocks
    Most of these are pretty good for decoration purposes. In my opinion though, different sticks should have different function instead of just being aesthetic. Check this out:
    http://www.minecraftforum.net/topic/1130603-new-sticks-for-the-new-planks-for-better-tools/
    Posted in: Suggestions
  • 0

    posted a message on Improved and new Enchantments
    For the moment, enchanting is fine in my opinion. Potions are what need work, but that's already planned from what i've heard.
    Posted in: Suggestions
  • 0

    posted a message on New sticks for the new planks (for better tools)
    Quote from TwistedNerve

    The different plank types are aesthetic only, and should probably stay as such. Matching slabs and stairs are all we really need to go alongside them.

    Look at it this way:
    There are 5 tools crafted using sticks and one other material (Axe, hoe, pick, shovel, sword)
    Ignoring wood for the moment, there are 4 tool tiers (Stone, gold, iron, diamond)
    There are currently four types of wood and one type of stick. You suggest adding 3 more types of sticks.

    5 * 4 * 3 (Five tool types times four tool tiers times three new handles) = 60 new items.

    But that's not all. There are also 3 other tools/weapons made from sticks (Fishing rod, bow, and arrows)

    3 * 3 (Three tools/weapons times three new sticks) = 9 new items.

    But that's still not all. Remember how we skipped the wooden tool tier?

    So that's another 5 tools. (Again, the axe, hoe, pick, shovel, sword)
    And the 3 new types of sticks for handles.
    And the 3 other types of wood for the "main" portion of the tool.

    5 * 3 * 3 (Five tool types time three new handles times three new planks) = 45 new items.

    60 + 9 + 45 = 114 new items! That's a lot of new items just to implement a slight boost to durability or harvesting speed/damage!

    I see your point. I guess if you look at it that way, there would be a ton of new items. However, if you put it that way, why does enchanting not add a ton of items? I'm sure it adds countless new things. And yet, they don't exist as their own item ID (or maybe they do and I just haven't seen them). If it can be done with enchanting, i'm sure it could be done with this as well.
    Posted in: Suggestions
  • 1

    posted a message on seasons mode and temperature?
    Check this out
    http://www.minecraftforum.net/topic/962758-12320the-seasons-mod/page__fromsearch__1
    I've played it before and it's pretty good
    Posted in: Suggestions
  • To post a comment, please .