i also have an idea for the dragons, if you put them in, instead of them being like other mobs where they randomly spawn in, what if you randomly put in dragon lairs? The Dragon lairs walls are made completely out of an ore, for example, lets say a lair is made of glory ore then the dragon is yellow and named A "glory dragon." the stronger the ore, the rarer the lair of that type.
The Dragons are always asleep in there layers exept at dusk and dawn. Or when someone intrudes there lair.
How difficult do you want the dragons to be? From what level to what level. i.e. One as strong as 2 zombies, the most difficult one as hard as enderdragon.
Your Welcome. Like i said before i think some of my other ideas i said on their would work well with this mod (as long as you are going in the direction i think you are) just click the signature and head to page nine and scroll down till you see my name near a massive wall of text. I wasn't much of a people person back then (not much of one now) so it may sound a bit noobish. Can't wait until the magic is implemented so good luck
Ok I will look at all the ideas and try to code them. Also, I will implement magic in a little. I am going to create some bows first (because magic is a advanced bow form without the bow draw back but with mana).
I would like to see some dragons that would be friendlier to the player where you could obtain a mission from it. Also i had this idea from a while back for a different mod but they don't update it anymore so... The idea was that when you killed the ender dragon you would take the egg that you get and take it to a dragon council (though in hindsight it sounds like this would be difficult to code) and you would have to do a mission for each dragon to get their approval to hatch it. and then you would raise the dragon and take it hunting so it could gain EXP to grow.
I know this sounds hard to do (at least now i realize it does) it would be cool to see you do it when you have a lot of the basic stuff down,like those goblins for example. I think some of the other ideas i had my fits this mod better. I believe that the mod was the fantasy races (which is my signature still because i'm lazy).
Ok I will give a try to code that later. I can't right now because I am waiting for a mob tutorial (1.3.1 mob code changed and I can't figure out what to change to fix it). That sounds cool, using the enderdragon egg for a different purpose. Thanks for the ideas!
i also have an idea for the dragons, if you put them in, instead of them being like other mobs where they randomly spawn in, what if you randomly put in dragon lairs? The Dragon lairs walls are made completely out of an ore, for example, lets say a lair is made of glory ore then the dragon is yellow and named A "glory dragon." the stronger the ore, the rarer the lair of that type.
The Dragons are always asleep in there layers exept at dusk and dawn. Or when someone intrudes there lair.
Wow that is a really cool idea. Instead of them being asleep, I will probably have an altar block thing to right click (for easier coding). But great ideas I will include that idea!
Thanks for everyone who contributed! Also, if anyone knows how to make the mod compatible for server, plz PM me so I can kno.w Or just PM me a link to a tutorial. I will try and get the server version of the mod as soon as I can!
Ive played this mod for a very short time, but i think it is awesome, it has potential. here are a few ideas i have for it though...
Instead of using human knights, why don't you use testificates? Amp up the village spawn rate slightly and put somekind of knight guild or something in the villages.
Ok will do I will start coding that and include it in the game
Update: v2.0 Pre is out!
v2.0 pre is out with bug fixes, a new sword, and a new biome! Also, fixes and issue with v2.0 pre 1 crashing upon start of game
I created a mod that adds glass, but, like the title says, it has x-ray properties.
Code
mod_NAME
public static final Block DGlass = (new BlockDGlass(154, 0)).setBlockName("dglass").setHardness(5F).setResistance(1750F).setStepSound(Block.soundMetalFootstep);
BlockDGlass
package net.minecraft.src;
import java.util.Random;
public class BlockDGlass extends Block
{
public BlockDGlass(int i, int j)
{
super(i, j, Material.rock);
}
/**
* Returns the ID of the items to drop on destruction.
*/
public int idDropped(int i, Random random, int j)
{
return mod_Steel.DGlass.blockID;
}
/**
* Returns the quantity of items to drop on block destruction.
*/
public int quantityDropped(Random random)
{
return 1;
}
}
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v2.0 pre is out with bug fixes, a new sword, and a new biome! Also, fixes and issue with v2.0 pre 1 crashing upon start of game
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Code
mod_NAME
public static final Block DGlass = (new BlockDGlass(154, 0)).setBlockName("dglass").setHardness(5F).setResistance(1750F).setStepSound(Block.soundMetalFootstep);
BlockDGlass
package net.minecraft.src;
import java.util.Random;
public class BlockDGlass extends Block
{
public BlockDGlass(int i, int j)
{
super(i, j, Material.rock);
}
/**
* Returns the ID of the items to drop on destruction.
*/
public int idDropped(int i, Random random, int j)
{
return mod_Steel.DGlass.blockID;
}
/**
* Returns the quantity of items to drop on block destruction.
*/
public int quantityDropped(Random random)
{
return 1;
}
}