• 0

    posted a message on Gases!
    You see, the only gas available on Minecraft is air block (0) and air block alone. These are some ideas to pollute the gas :biggrin.gif:

    Mist/Fog
    Fog are currently available only on settings, in purpose to decrease the render distance. What if the Mist or Fog generate naturally? (New biome, perhaps)

    Poison Gas
    Poison gas might want to come in to variants, the invisible one and the opaque one. This gas is, obviously, to reduce your health. Might be useful for trap rooms. Might be great if generate naturally inside caves.

    Steam
    These steam are more dense steam than the normal steam. This will greatly reduce visibility but do nothing to the player. Generates at very high temperature (deep underground caves or ravines)

    Some sort of flammable gas
    Have you ever tried using SPC to enter the command below?
    /flammable 0 100 100

    Because that is more less how this block's going to react. Except it burns faster. Much faster.

    Post what you think below! Thanks!
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [SURV] Sphere Arenas

    Can I make a playthrough of this? And if so would you post it on your page?

    That would be awesome. Yes, you may. And please post it here,thanks.
    Posted in: Maps
  • 0

    posted a message on BenJ's Ultimate Guide to Making Things Look Good (Update 1/18/14 Read latest post!)
    Amazing guide! I've followed your guide and end up with a house for my map! Here are some pics

    Aerial sight of the house


    Main entrance (well, there is only one entrance..)


    A shot taken from a corner of the wall


    Floor 1 - Still kinda empty though


    Wine cellar


    Floor 2


    Bedroom 1 out of 2


    Credits goes to this guide and another amazing interior design guide

    :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: for you! Keep updating it! I want some porches! :biggrin.gif:

    EDIT: Image link broken! Please wait!
    Posted in: Survival Mode
  • 0

    posted a message on [REQ] Water "Fixes"
    Hey everybody, if you don't agree, could you give a suggestion what should be change and what should not? thanks again!
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [REQ] Water "Fixes"
    Quote from MrMCKMan

    Nah... this isnt such a good idea

    And can you explain why?
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [REQ] Water "Fixes"
    Quote from That_guy_Greg

    Sounds cool.

    Thanks! Which one do you agree with the most?
    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on [REQ] Water "Fixes"
    [REQ] Water "Fixes"

    Water is very abundant in Minecraft and have many uses, from water brakes, water ladders, blast control, and many other else.

    However, what I'm talking about here is about the water brakes and the water ladders. Why are they possible? That is due to the fact that water create "air sacs" if they come in contact with several blocks, such as doors, trapdoors, fences, fence gates, slabs, glass panes, iron bars, ladders, and signs. Torches and rails also create a temporary air sac, only to be washed out by the water in matter of seconds.

    This idea is made to give water some "fixes". There have been some nice fixes out there, such as the finite liquid mod and erosion mod.

    Idea #1: Eliminate all air sacs

    Yes, this will be irritating, but this will enable you to create some sort of "aquarium" with glass panes, drainage with iron bars, and many other interesting things.
    Note that the main point of this idea is NOT to turn these blocks passable by water. This idea is not comparable to Djoslin's items in Finite Liquid or Risugami's flood gate.

    Idea #2: Porosity
    As of Minecraft 1.0, water leaks through ceilings. What if this leaks could actually break the roof? Wouldn't it be more interesting? What if when the block reach certain damage, water will actually start to flow from the ceiling and create a flow below (with a smaller spread, of course)? This idea can be compared to Erosion mod, only to be more advanced.

    Idea #3: Let torches and rails stand their ground
    This idea lets torches and rails not to be flushed by water, but instead they will lose their function. Torches will lose their ability to shed light and carts on rail will move in half the speed of a deactivated booster rail.

    Idea #4: Finite liquid! Forever!
    When you talk about water reality in Minecraft, it's 90 percent Finite Liquid and 10 percent water shader. Yes, keep Finite Liquid's water properties, but remove all their items.

    Well, that's all I got for now, I'll update when I have more idea flooding. Don't forget to give a + if you agree with my idea! Thanks for reading!
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [1.1, sp] Zombie Hunt: An Urban Zombie Survival Mode v1.07
    Love it. Died even before reaching 100 kills due to lags. Why don't you add some sort of.. separated download for the "realism mode", just like in L4D or Last Stand where we should look for food and get some sleep? Will be freakin' awesome 8)
    Posted in: Minecraft Mods
  • 0

    posted a message on [REQ] Mob-ifications
    Quote from Yamnasm

    In that case, I guess that I guess that the mod has to be an out-game mod, seeing as it will edit the stats of mobs, while putting them in. With something like that, its gonna be hard to share an adventure map, seeing as you're going to have to share your Minecraft.jar to them too, with all the Mob data.
    But I guess that would be a price to pay for such a sweet mod.

    Actually, it will be nice if the entities added is not added into the minecraft.jar, but into the save file. Wurstkniftes bookmod is an amazing example of this. It adds books, which are new items after you write on it, but it saves the book NOT in the minecraft.jar, but into the save file. However, when you load another world, you'll be losing all those books you wrote in the other world. My expectation is to overcome this.

    Quote from Ale_AKA_Sine

    it's a great idea! maybe, they can spawn randomly with low chance...
    it's easiest for the modders make some "boss-like" mobs that spawn like others, just few. later, a mod that can make a spawn of them, with just a one shot output. later, your idea. it's just to make the work less heavy, meanwhile you can put some spice in your adventure!
    if you need ideas for super mobs, i have tons of nightmarish monster to create... (but no java lore :sleep.gif: )

    I'm thinking of making it into a menu which allows you to manage this and that about the mob. I expect flexibility, and countless possibilities of mob that you can create! About spawning it, it would go into the mob behavior section. In what condition will it spawn? How fast does it spawn? How many mob does it spawn? Spawners might be another consideration, knowing that most adventure map makers uses spawners to spawn their mobs (including me, I hide 4 spawners under every tree in a forest :Skeleton: ).
    Boss mobs are a good option, but I suppose that's not the only thing we use this mod for.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [REQ] Mob-ifications
    Quote from Yamnasm

    This would be a really neat mod, but I guess it would take a lot of time to make, and maybe even harder with the constant updating of Vanilla Minecraft.

    Yes, I am aware of the consequences this mod might bring. However, Mojang only released weekly screenshots since new year, and nobody (as I knew) make mods for this versions. With this progress I think the fastest time 1.1 is going to be released is early February, giving quite some time for modders to catch their breath.
    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on [REQ] Mob-ifications
    Hey, you! If you are registered into the forums and happens to drop into this thread, I want you to say anything. Just, ANYTHING to keep this thread alive!
    We also want those pro modders to hear our voice, so share it to them! Tell this to:

    Risugami - He is the one who makes all your mod work without collision! His codes must be godly and very useful in the making of this mod!
    Forum Link: Risugami

    simo_415 - The one who brought you the unspeakable Single Player Commands!
    Forum Link: simo_415

    Margylph - The modder who brought you Too Many Items!
    Forum Link: Margylph

    Corosus - The god modder of destruction who brought you tornado mod and many other lethal stuff!
    Forum Link: Corosus

    Cryect - He's famous for his AdventureCraft mod, and I'm sure that he will be a great help!
    Forum Link: Cryect

    KodaichiZero - He's known for his Humans+ mod, and I believe his contribution in the making of this mod will help a lot!
    Forum Link: KodaichiZero

    And thousands of pro modders out there! Tell everybody!


    :opblock: :opblock: :opblock:

    This request is based on my own experience of creating [ADV] maps. You know, people always want an epic battle by the end of the storyline, but sometimes, all you can give for the final boss battle is a couple of mob spawners!

    It's useless. It just hires you the same assassin but deploys it in larger numbers.

    What if...

    You can spawn a rapid attacking skeleton?

    You can spawn a bigger zombie with larger health points and more deadly attacks?

    You can spawn a skeleton that attacks you by calling lightning bolts, spawning circles of fire, or stone pillars?

    You can change the drop of your special zombie?



    Wouldn't it gives more variety?

    This is what I'm thinking. This mod will be pop out a menu that could stores you up to xxx number of custom entities. The custom entities screen will allow us to manage the custom entities we have made, such as renaming, adding, deleting, etc.


    In creating the new mob, we'll be able to determine:

    Mob Template
    The template mob works as a foundation of how the custom mob will act. It will act like the original mob, only with slight modifications that you make.

    Mob Behavior
    This includes how it will attack, at what speed it will attack, how deadly will one hit be, how many damage could it take, what will it do after being attack, re-skin the mob, anything.

    Mob Death
    This will determine what will happen after its death. Wouldn't it be nice to have a skeleton that summons more skeletons upon death? :tongue.gif:

    Well, that's my request. If it really come into realization, you are helping thousands of map makers out there, including me.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [ADV] Eternal Odyssey! ***A new kind of Adventure Map***
    Quote from xStevens o

    I did think about this but I didn't like the fact that you have to have the adventurecraft mod in order to play the map

    What about making two or more versions of the map, for example the vanilla version, bookmod + minimap (for waypoints), and the AdventureCraft version?
    Posted in: Maps
  • 0

    posted a message on [ADV] Eternal Odyssey! ***A new kind of Adventure Map***
    Hey, it's just an advice, but have you considered using AdventureCraft? It will enable your shops system (which I really like, and inspired my ADV map) to kick in without robbers and liars :biggrin.gif:
    Posted in: Maps
  • 0

    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    Hey, I've been having some trouble with some of your codes. /fly command sometimes, but very rarely, keeps me moving up or down. Fixed by double tapping space (if I keep moving up) or SHIFT (inversely).

    /noclip command also bugs sometimes, not allowing me to pass through walls place between chunks, or even moving through chunks itself.
    Posted in: Minecraft Mods
  • 1

    posted a message on [ADV] Eternal Odyssey! ***A new kind of Adventure Map***
    Amazing. +1 for you
    Posted in: Maps
  • To post a comment, please .