Times you play: Typically evening (after 9PM CST)
Why you want to join this server: Looking for a stable grief free server to build on. I favor large builds so both stable and grief free are absolutely required.
Game Name: valdark
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Member for 9 years and 13 days
Last active Thu, Feb, 22 2018 10:11:28
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Oct 15, 2012valdark posted a message on [1.4.5] The GG, a whitelisted 100% vanilla 18+ serverin-game name: valdarkPosted in: PC Servers
your age: 34 as of today
your mental age: 23-24 my brain is still training for marathons even if my body wants to sit on the couch and play minecraft
cake or pie: Cobbler, cake and pie run a close 2nd.
what would you be doing on the server: Building giant sandstone structures and hiding sandstone temples in the jungle, at the cost of destroying a desert or two. Don't worry I make sure no one is building in said desert first.
rule #3: There is no rule number 3. Rule number 1 is sufficient.
Apr 27, 2012valdark posted a message on WorldPainter - graphical & interactive map creator/generatorCaptain!!!!! Long time no chat. Just took a look at this for the first time. ( why I never did before the lord only knows). Anyhow, just scratching the surface but so far this is an amazing tool. Great work sir.Posted in: Minecraft Tools
Apr 27, 2012Doesn't seem to work on Mac I type § but everything stays black... for instance I type "§6" and what appears is "6" in black.Posted in: Recent Updates and Snapshots
 On Mac you have to first type the color code in a seperate txt file. Once you have done so you can highlight the color you wish to use. §6, etc. then when in the book pres "control+v" rather than "command+v" as is typical of Mac.
Note: to get the § symbol on Mac is "alt+6"
Apr 27, 2012valdark posted a message on Week 17 Snapshot - Writable Books - New Half Slabs - Chat OptionsZombie raids have increased greatly on the Hard setting. I am now having one occur ever single minecraft night in a village of around 20 villagers. They also spawn directly in the center of the village and even inside some of the buildings in the pre-existing village.Posted in: Recent Updates and Snapshots
Apr 27, 2012I am having this issue. I am on a Mac. Perhaps that is where we are having the concern?Posted in: Recent Updates and Snapshots
 Located the issue. If you have a Mac, be sure to delete minecraft.zip (original install) from the main folder after replacing minecraft.jar in the bin. For whatever reason it will read the .zip before the .jar
Apr 21, 2012valdark posted a message on [1.3.2]LCTrees & LCCrops [v1.4.6] [Forge][SMP][Bukkit][+36 Trees][+7 Biomes][+10 Flowers]Posted in: Minecraft ModsQuote from Annysia
That post was from from over 2 months ago....if you had read further you would have seen that he said it was no longer possible.
Large topic. I must have missed it. Unfortunate.
Apr 19, 2012valdark posted a message on [1.3.2]LCTrees & LCCrops [v1.4.6] [Forge][SMP][Bukkit][+36 Trees][+7 Biomes][+10 Flowers]Posted in: Minecraft ModsQuote from Nightshade121
Ok, it would actually be very easy to make a forge independent AND modloader independent one.
If anyone else asks, I'll do it.
Asking!!! Nice mod sir!
Apr 16, 2012valdark posted a message on [V1.2.3] Nature Reclaims (Release 1.0 now released)May I suggest that rather than stopping at gravel you turn gravel to saplings so that structures will become even more overgrown than with vines alone.Posted in: WIP Mods
I had several recipes that I prefered when using a now defunct Bukkit plugin called iGrow. If you are interested in what was done using that plugin you can find info here. Lots of possibilites. Love the concept and will have to try it out.
Could you perhaps include a changelog so that new users can determine which version works with which Minecraft release?
Jan 21, 2012Posted in: SuggestionsQuote from Regular Hexahedron
I haven't put any mobs in the first post since I don't want to tie the idea of Mazeworld to any specific set of concepts. I like the idea of an infinite procedurally generated city, and I'm sure if Notch/Jeb adopted the idea then they would add their own spin to it and change a lot of what we're proposing here. So while I've suggested mobs, and other people have suggested mobs, I don't think anything but the idea of an infinite city is crucial to creating Mazeworld. Stuff like mobs, new blocks, specific biome types, etc. is just the execution of the fundamental idea, and there are are a lot of different ways of doing it.
That said, here are a few mobs ideas (some old some new) that I think would be pretty good options. In this interpretation of the idea, all the mobs are either constructs or ghosts, since I feel living creatures takes away from the eeriness of Mazeworld. And although many of these creatures are hostile, I feel that neutral mobs should be more common. You should be able to traverse much of Mazeworld without fighting if that's your preference. Hostile mobs would be rarer, and often confined to guarding specific areas.
I also have not yet thought about what these mobs should drop. Obviously they should all have something to provide, so they are not just a threat but also a resource.
Gargoyles are Mazeworld's most common mob, and appear like block headed pigman statues with a pair of tiny pointed horns on their head. They have no legs and scuttle around on their torsos, and can climb up walls like spiders. All gargoyles are neutral, and ignore the player until provoked. Gargoyles pretend to be simple statues when the player is looking at them. If a non-hostile gargoyle is in a player's field of vision it remains frozen in place, and only moves when no player can see them. Provoked gargoyles do move in front of players in order to attack them though.
There are a few different species of gargoyle, each with a different texture and a different reason for getting provoked. Gargoyles also become hostile if they see a player attack (even in defense) against a gargoyle of any species.
Stone Gargoyles - Appears like a statue made of gray stone. Becomes hostile if they see a player break a stone, cobblestone, brick, stonebrick, or netherbrick block block. Their function is to prevent players from smashing through walls recklessly.
Brick Gargoyles - Becomes hostile if they see a player place any block other than stone brick, brick, or netherbrick. Their purpose is to made pillaring up over barriers a little costly - you can still do it without provoking nearby brick gargoyles, but it requires placing valuable blocks rather than dirt. And recollecting those blocks may provoke nearby stone gargoyles.
Cobblestone Gargoyle - These gargoyles only become provoked if they see you attacking another gargoyle, essentially they are there as support for the stone and brick gargoyles. If only cobble gargoyles happen to be nearby you can break blocks safely. Cobblestone gargoyles are more challenging enemies though in that they can often resurrect after death, transforming into a small pile of smashed stone that then reforms into a fully healed gargoyle after a second. A cobblestone gargoyle has a 50% chance of resurrecting, and can resurrect multiple times if you're unfortunate.
Minotaurs appear like a clockwork cow-man golem made of golden gears. Minotaurs are immediately hostile and pursue the player. Although no tougher than a zombie, minotaurs are nearly immortal. After being "killed" they collapse into a pile of golden clockwork parts that then reforms into a fully healed minotaur after 3 seconds. Fortunately minotaurs do not spawn like other hostile and neutral mobs but generate as part of the map like animals. They neither spawn nor despawn, they come with the chunk. And since they have the same dumb AI as zombies and other melee mobs, it's fairly easy to trap them. Once you trap all the minotaurs in an area you don't need to worry about them anymore. Although trapping them may be complicated, as any nearby gargoyles may be provoked by the blocks you break/place to trap the minotaurs. The only method of slaying a minotaur for good is to kill one with a golden sword enchanted with sharpness level V - doable but definitely not an easy enchantment to get.
These immobile mobs spawn on obsidian pedestals across Mazeworld, and appear like a cross between a gargoyle and a dispenser's spit-face. Sentinels have a very fast ranged attack that can quickly drain a player's health, but can only attack in the direction they're facing. If you can approach them from behind you can slay them with ease. However they often have their backs to walls. Like minotaurs sentinels are created with the chunk, and do not spawn or despawn after that.
Shades are translucent ghostly flying creatures that pursue and attack the player. They appear like faceless albino versions of Steve, clad in white robes. However their attacks drain hunger rather than health. Shades take half damage from non-enchanted tools and weapons.
Wisps appear like translucent white herobrine heads, and fly around in random directions. They damage the player on contact, but do not pursue them, even if attacked. Wisps are immune to knockback and have a great deal of health, so often it is wiser to simply dodge them.
Titans are immense statues, the size of giants, that move slowly and have a ranged ghast-type fireball attack. They are extraordinarily difficult to kill with 100 health each. However titans can only spawn in specific rare chunks, like slimes, and only in wide and high open spaces large enough to accommodate them. Since titans cannot fly or climb walls, and cannot fit through most doorways, this usually guarantees that they will be trapped in outdoor plazas or inside immense halls. Players can choose to battle them, but it is often wiser or easier simply to sneak past or run by.
Best compilation of ideas I have seen yet. Since it comes from OP it carries triple the weight in my book. My only suggestions would be to have cobble gargoyles be provoked when any other mob is struck and instead of a ghostly floating block we use one that appears to be another block type that moves as described.
Dec 15, 2011Posted in: Survival ModeQuote from TheKorot
I did, in the last post on the previous page: You can't use redstone mechanisms to deactivate portals, because you can't use a bucket of lava/water. You can still turn one on remotely, just not off.
Actually if you place walls on both sides of a nether portal you can cause a player to get stuck in the system and be unable to move. They then suffocate. Using this you could make a portal that can only be entered after a code is completed.
Dec 6, 2011Posted in: Survival ModeQuote from Torcherboy
What image hosting service do you use, Valdark? I am almost done with the challenge. Two homes, one on the stronghold, and one that is my permanent home. Only eight eyes to go!
Too bad that I'm not going to post the four hundred pics until I'm one with the challenge. Lazy Procrastination FTW!
I use imgur for posting... found out it had a resizing option finally.
Sorry for the extreme delay in posting. I have been hiding out in SMP taking a break by building on a survival server. After playing hardcore I have found that a server set to Normal is almost like playing on creative. I died once there due to a faulty landing from an express decent construction and have not yet dropped below 3 hearts in combat.... but that is a story for another time.
I only have one pic since my last post... it is about 10% of the reason I decided to take a break. The rest involves a change in my work schedule and more time with my daughter. So without further ado..........
I will be back to show you how my exit from the home turns out as soon as I find a bit more time and am ready to make a run for it. Sure I could just take out the back wall and sneak around but that would feel like cheating.
Dec 1, 2011Posted in: Survival ModeQuote from TheKorot
Iron doors: Just punch through them. Maze's don't help at all, they're only a time waster: anyone can get through it. So the problem is: what kind of lock/door do your redstone locks open? Current idea is to use them to activate a portal.
The water bucket crossing could be avoided by building the vault in the nether, so that isn't a problem, indeed. But how would you stop the placement of a block on top of your hole, to avoid illegal entering?
Do you mean the ceiling ?
Nov 29, 2011Posted in: Survival ModeQuote from Malacodor
1. Place block while falling
Alright... slight modification necessary... make the wall farther than block reach. Use a repeater method with a cobblestone generator to push the blocks on a single line to make a one block rail for player to land on after it is complete.
Doing this will negate the place while falling option and allow the lock to be reset by simply stopping the repeater and removing the offending blocks as you exit.
Quote from Malacodor
1. Pour lava down the hole
2. Remove lava source and wait
3. Pour water down the whole and the lava will turn into cobblestone
not if you build it in the nether
Nov 29, 2011A single 1x1 hole downward in the bedrock that leads directly to the void.Posted in: Survival Mode
Below bedrock you have your four walls which cannot be viewed through the 1x1 hole.
There is no floor.
Your combination lock is used to trigger pistons to bring your floor in from the sides.
The only way to defeat it would be through creative mode or fly mods which I should hope you have a way of defeating with your server plugins by now.
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