• 3

    posted a message on BUNNIES and RABBITS
    Meh, I'm not big on the idea of them being "pet" mobs. I'd like to have a regular rabbit farm.

    Maybe if you tamed them with a special item (like golden carrot) they would become your "pet". Otherwise they'd just be general "tamed" and not run away from you and be able to breed and etc.
    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on Golden bars: Iron bars (but gold)
    Quote from DerpyDerpp
    This seems rather pointless. Can't you just use a texture/resource pack?

    No. Then all bars would be gold.

    What the author wants is an ADDITIONAL variation to iron bars which are gold. You know, for decorating.

    Anyway, I support. Its a small improvement but it would be a good addition. Definitely worth the small amount of time needed to add it to the game.
    Posted in: Suggestions
  • 1

    posted a message on Help "Attaching" Source, Minecraft Forge 1.7.2
    This is happening for me as well. The src was always decompiled for you in previous versions.... but I'm not sure how that works with the new gradle stuff.

    Edit: found it

    You need to run
    gradlew.bat setupDecompWorkspace --refresh-dependencies

    as specified here:
    http://www.minecraftforge.net/wiki/Installation/Source
    Posted in: Mods Discussion
  • 1

    posted a message on Cucumbers?
    No support due to needed a bucket of water to craft. I will never eat pickles because they can't be mass produced (since water buckets don't stack).
    Posted in: Suggestions
  • 1

    posted a message on The Official Gun Thread
    Quote from pinballboy7

    TL;DR:


    You are doing yourself a diservice. The above argument is golden.

    I often disagree with the TES lack of advanced technology. The time skip between the games is huge-- yet the world seems so static. So yeah, even if you must compare the games, the premise of guns not fitting in the worlds shouldn't be accepted without supporting evidence.
    Posted in: Suggestions
  • 1

    posted a message on "Horse Talk" (POLL)
    I've heard that right now, non-tamed horses despawn. I think that is crap. It means you can't properly breed horses (you'd better tame those babies or they despawn). Its also hard to tell the difference between a tame horse (won't despawn) and a wild horse (will).

    I'm okay with non-craftable horse saddles if: horses don't despawn (otherwise I want to tame and saddle every horse I see, to be safe) and you can remove saddles from horses (I don't want to kill my retired steed for their saddle).
    Posted in: Future Updates
  • 1

    posted a message on [genetics] Villager hair, eye and skin colors
    This is a mod for
    Minecraft 1.5
    MCP v7.42
    FML 5.0.24.582
    Forge 7.7.0.582

    Yes, I know 1.5.1 is out, but I haven't updated.

    This mod is written terribly, doesn't use any of the forge interface. I just modifies base classes. Part of the reason I'm posting it is perhaps someone will want to add to it/ clean it up. If so, shoot me an email.

    What this mod does:
    It generates hair/eye/skin colors for villagers.
    There are 10 hair colors (4 alleles, red, blond, brown, black), although 4 of those colors are shades of black.
    There are 10 eye colors (4 alleles, gray, blue, green, brown), although 4 of those colors are shades of brown.
    There are 5 skin colors.
    It preserveds the outfits of the 5 professions
    There are 10x10x5x5 (2500) villager textures included in the pack, although some (like very dark skin with bright blond hair) aren't used due to the way phenotypes are calculated.

    When two villagers mate a child with the appropriate genotype is created.

    When multiple villagers are created at once in a village (like in creative, or when a new village is generated) all the villagers have similar (but not the same) genetics.

    Here's a screen shot:


    You can download the mod at:
    http://misc.prinnysq...d_Villagers.zip
    Posted in: WIP Mods
  • 2

    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    Complete support. Building extra tall towers and spawning giant mountains = awesome
    Posted in: Suggestions
  • 1

    posted a message on Peaceful Villagers: Farmers Trade String, Butchers Trade Bones
    This is a good idea. Personally, I'd like to see a difficulty between Peaceful and Easy where there are no monsters, but you need to eat and don't super regen life. That way survivalists can play realistic "survival" that doesn't include fantasy monsters.
    Posted in: Suggestions
  • 1

    posted a message on Lapis Glasses and Orb
    Motivation: Minecraft (for me at least) is about conquering your world. You add structure and light and build zones of safety. But an unnoticed dark corner, even in an otherwise sealed immaculate area allows monsters to spawn. What if you want a dimly lit garden for midnight strolls? Its time consuming to even ascertain if a particular block is going to spawn monsters (count distance from all the nearby light sources).

    I have two related suggestions. First, Lapis Glasses, that allow you to see if a block is sufficiently lit (minus the sun) to stop monster spawning. Second, the Lapis Orb, a holy totem that stops monster spawning in a certain area regardless of light level.

    Lapis Glasses:


    Lapis Glasses can also be found rarely in dungeon chests.

    When you are holding the glasses you can right click to put them on. All nearby blocks (maybe 100x100x100) will have there tops tinted red if monsters can spawn there and tinted blue if monsters cannot spawn. This does not take into account light from the sun, since that's transient.

    Lapis Orb:


    Lapis Orbs can rarely be found in dungeon chests.

    Lapis Orbs are totems that prevent monsters from spawning in an area (11x11x7) centered on the orb. Its not a light source, it can be buried or displayed, its effect works regardless.

    Questions:
    Is the Orb over powered?
    I don't think so, but feel free to comment. Torches stop monster spawning and are easy to make. The orb is far harder to make resource wise. Torches and glowstone will probably continue being the lead ways to stop monster spawning. However, for some custom builds, the orb would be a great option. Especially since it can be hidden in walls.

    Is having an "orb" anti-minecraft?
    I think an orb would be some sort of holy symbol. I like the idea, but I'm not set on it. If anyone has suggestions on how to improve, I will listen. Its the functionality I care about.

    Why do we need the glasses if we can just count distances to light blocks?
    The glasses would be necessary to see the effect of the orb. But more importantly, it would free players to make more creative structures in less time. Players could put on the glasses, tour their buildings, and be confident they are monster proof. It would also show new players who find them in chests the explicit limit of torches and other light sources.

    How do the glasses work?
    Well they could be programmed a number of ways. I was thinking the top texture of the blocks would be tinted when rendered, similiar to how biomes tint grass. The tint would be very noticable, and it would be red or blue depending on if monsters could spawn.

    Edit 2/2/13:
    Changed "gold" and "lapis" to "gold ingot" and "lapis dye" because that's what I meant. This might be overpowered (as mentioned below), but feel free to discuss. Remember, you can light a huge area with torches easily- it just looks really bad.

    Added the "How do the glasses work" question.

    Edit 2/3/13:
    Added crafting pictures. Changed the spawn protection of the Orb to 11x11x7.
    Posted in: Suggestions
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