Xolova add some day event(like traveling caravans,dimension battle(like portal spawning mobs from that dimension against other mob ofcourse in overworld),etc)
I'm watching this series on nevermine from YouAlwaysWin, but these guys are seriously clueless. They don't seem to know anything about the mod. And they also don't look at comments. You can watch their series here:
Farming, now no its not going to be boring actually i have though of it as major as the rest (Im going to call the Skill Plant Mastery)
With the farming skill each time you break a full grown Farm plant (Ex, wheat or melons ect) you have a 50% chance to get a leveling gem called Hardened Plant fiber (Or just Plant fiber)
Now the whole point of this is to be able to get certain seeds at certain levels (No Vanilla plants are not affected by this)
At level 1: you don't have access to any special plants
Level 5: You gain access to Mysterious Mushrooms in which you can make Mysterious Stew with it giving you 8 hunger points back (you can get them in Taiga biomes they like to spawn near Mysterious mushroom hunter mobs)
Level 10:You gain access to Lemongrass (tea) and a seed found in haven called Skyroot (Its found under blocks of grass and thats how its grown aswell gives 2 hunger per one)
Level 15: you gain access to Fleshstalks which are found in the Abyss (They require bloody dirt to be grown which is a recipe that requires a piece of dirt in the middle of the crafting table and rotten flesh all around it Fleshstalks give 4 hunger per one)
The rest i need a little more thinking upon (thinking of cool names and decent hunger giving stuff is hard)
Farming, now no its not going to be boring actually i have though of it as major as the rest (Im going to call the Skill Plant Mastery)
With the farming skill each time you break a full grown Farm plant (Ex, wheat or melons ect) you have a 50% chance to get a leveling gem called Hardened Plant fiber (Or just Plant fiber)
Now the whole point of this is to be able to get certain seeds at certain levels (No Vanilla plants are not affected by this)
At level 1: you don't have access to any special plants
Level 5: You gain access to Mysterious Mushrooms in which you can make Mysterious Stew with it giving you 8 hunger points back (you can get them in Taiga biomes they like to spawn near Mysterious mushroom hunter mobs)
Level 10:You gain access to Lemongrass (tea) and a seed found in haven called Skyroot (Its found under blocks of grass and thats how its grown aswell gives 2 hunger per one)
Level 15: you gain access to Fleshstalks which are found in the Abyss (They require bloody dirt to be grown which is a recipe that requires a piece of dirt in the middle of the crafting table and rotten flesh all around it Fleshstalks give 4 hunger per one)
The rest i need a little more thinking upon (thinking of cool names and decent hunger giving stuff is hard)
This is a well thought out idea! It's also one I have thought about many times. It's very possible that this could be a chosen skill, so we'll see.
Farming, now no its not going to be boring actually i have though of it as major as the rest (Im going to call the Skill Plant Mastery)
With the farming skill each time you break a full grown Farm plant (Ex, wheat or melons ect) you have a 50% chance to get a leveling gem called Hardened Plant fiber (Or just Plant fiber)
Now the whole point of this is to be able to get certain seeds at certain levels (No Vanilla plants are not affected by this)
At level 1: you don't have access to any special plants
Level 5: You gain access to Mysterious Mushrooms in which you can make Mysterious Stew with it giving you 8 hunger points back (you can get them in Taiga biomes they like to spawn near Mysterious mushroom hunter mobs)
Level 10:You gain access to Lemongrass (tea) and a seed found in haven called Skyroot (Its found under blocks of grass and thats how its grown aswell gives 2 hunger per one)
Level 15: you gain access to Fleshstalks which are found in the Abyss (They require bloody dirt to be grown which is a recipe that requires a piece of dirt in the middle of the crafting table and rotten flesh all around it Fleshstalks give 4 hunger per one)
The rest i need a little more thinking upon (thinking of cool names and decent hunger giving stuff is hard)
Great idea. Food is one of the few essential items that's not really been skilled yet.
But, i think you can improve it a little bit more by adding more abilities to the bosses or mobs. For example, Gyro should throw rockets or confetti bombs and Visualent could focus a beam that damages you.
Other than that, this mod is simply mindblowing! I hope you can make this mod bigger and better ;-)
By the way, i have a skill idea, here it is!
Assasination
Level up by killing mobs in general
On level 5 you get increased damage by 10%
On level 20, you can shoot certain areas of mobs to get critical hit
On level 30, you get increased damage by 30%
On level 40, you can snipe more efficiently by reducing recoil
On level 75, you can Assasinate mobs, giving you a 5% chance to get strength 4 for 2 seconds
On level 90, you can pierce enemy special immunity or defense to melee attack
Adaptation
Level up by exploring around the world and randomly get an adventure point
On level 5 you can move faster on land and sea
On level 10 you breathe longer underwater
On level 20 you no longer take fall damage from height up to 10 blocks
On level 40 you are more resistant to damage
On level 50 you get night vision below height 55
On level 75 you no longer have to walk up 1block and get increased mining speed and strength
On level 90 you no longer take fire and drowning damage
Celeve´s worldgen needs some reworking, as it is very similar to the Haven (And it´s very important to avoid dimensions which look that similar to each other in order to avoid what happened with DRPG), and making it look more like a circus would be more fitting.
It's actually quite different in the way the terrain is organized & shaped. The only similarity would be that they are islands in the sky. It's not meant to be a circus, if it was I would have put it in a giant circus structure like in the Ancient Cavern [which is semi-planned as a possible minigame].
So really, the only similarity is the floating islands part. As for things like that, that's the only planned dimensions that will be even remotely similar to each other. It's the same reason Democron was delayed, because I don't want it being a copy or similar to the Abyss.
Anyways, it seems that this is now a semi-leaked promo:
It's actually quite different in the way the terrain is organized & shaped. The only similarity would be that they are islands in the sky. It's not meant to be a circus, if it was I would have put it in a giant circus structure like in the Ancient Cavern [which is semi-planned as a possible minigame].
So really, the only similarity is the floating islands part. As for things like that, that's the only planned dimensions that will be even remotely similar to each other. It's the same reason Democron was delayed, because I don't want it being a copy or similar to the Abyss.
Anyways, it seems that this is now a semi-leaked promo:
Is there a list of all submissions for skills anywhere? I don't know if this idea has already been suggested, but here goes:
Security. A skill about disarming and creating locks and traps. This skill would be implemented by generating Security Doors and Security chests in dungeons, Players would be able to craft a Security Table to create their own doors and chests (for multiplayer functionality). Blocks within a certain distance of a security door would be indestructible/significantly harder to destroy unless the security door is disarmed. The creator of a door or chest gets a key item that can be shift-right clicked on their door/chest to disarm and rearm it.
Players can train the skill by crafting lockpicks and using them on security doors and chests. The doors and chests will have a lock strength and a possible trap effect, so a failed lockpick attempt has a chance of triggering the trap. For early game levelling, the villages in the overworld could have special vault buildings added to their generation that have a low level security door and security chests.
The security table I mentioned would allow players to select the trap type and general strength of the door (Stronger doors being more expensive to craft), and as they level up they gain more options for traps and lock strength and can also craft better lockpicks.
Lockpicks can be infused to protect against certain traps, or have increased lockpick success chances.
It's actually quite different in the way the terrain is organized & shaped. The only similarity would be that they are islands in the sky. It's not meant to be a circus, if it was I would have put it in a giant circus structure like in the Ancient Cavern [which is semi-planned as a possible minigame].
So really, the only similarity is the floating islands part. As for things like that, that's the only planned dimensions that will be even remotely similar to each other. It's the same reason Democron was delayed, because I don't want it being a copy or similar to the Abyss.
Anyways, it seems that this is now a semi-leaked promo:
Spilled. Well, how did TheAtlanticCraft know. Still, cool! I will make a wiki page as soon as I can...
Spilled. Well, how did TheAtlanticCraft know. Still, cool! I will make a wiki page as soon as I can...
Well we were talking and it came up! Along with many other things.
In other news, a new system is being rolled out for deaths. I'll explain it a little:
In short, it's very difficult to provide a real challenge without having a frustrating toxic atmosphere. So I've decided to make some changes to how deaths work and it's very configurable.
How It Works:
Now when you die, by default if you are Augury level 35 or above, you will keep all weapons & armor (at level 25) [that is equipped] in your inventory. Everything else is dropped, you lose your experience levels [not skills, the vanilla MC enchanting one]. This system actually ignores KeepInventory, so I created some new game rules:
- keepAllInventory
- keepNoInventory
keepAllInventory: Regardless of Augury level, you can set this game rule to true [it is false by default] and you will keep everything including levels just as normal keep inventory works.
keepNoInventory: You keep nothing, just like in Vanilla MC.
Main Focus:
In this system, it allows for a more difficult challenge while not being a complete hassle to progress. As soon as anything even remotely rare was added to Minecraft, it is far too punishing when you die. For example, if you die in Runandor and have yet to get your own portal for it, you have to run back through Mysterium and then Runandor to where you died, without all the items you lost.
Now, you can at least keep the very base [armor and items] so that rare items are not lost [unless you choose].
Mobs might actually spawn in those biomes, if BiomesXL biomes are registered right.
Xolova add some day event(like traveling caravans,dimension battle(like portal spawning mobs from that dimension against other mob ofcourse in overworld),etc)
Title: Energy
Trained: By Using _____ on a ____ alter (fill in the blanks)
Ability: use more energy items.
I'm watching this series on nevermine from YouAlwaysWin, but these guys are seriously clueless. They don't seem to know anything about the mod. And they also don't look at comments. You can watch their series here:
I have a nice idea for a upcoming skill
Farming, now no its not going to be boring actually i have though of it as major as the rest (Im going to call the Skill Plant Mastery)
With the farming skill each time you break a full grown Farm plant (Ex, wheat or melons ect) you have a 50% chance to get a leveling gem called Hardened Plant fiber (Or just Plant fiber)
Now the whole point of this is to be able to get certain seeds at certain levels (No Vanilla plants are not affected by this)
At level 1: you don't have access to any special plants
Level 5: You gain access to Mysterious Mushrooms in which you can make Mysterious Stew with it giving you 8 hunger points back (you can get them in Taiga biomes they like to spawn near Mysterious mushroom hunter mobs)
Level 10:You gain access to Lemongrass (tea) and a seed found in haven called Skyroot (Its found under blocks of grass and thats how its grown aswell gives 2 hunger per one)
Level 15: you gain access to Fleshstalks which are found in the Abyss (They require bloody dirt to be grown which is a recipe that requires a piece of dirt in the middle of the crafting table and rotten flesh all around it Fleshstalks give 4 hunger per one)
The rest i need a little more thinking upon (thinking of cool names and decent hunger giving stuff is hard)
Rip
This is a well thought out idea! It's also one I have thought about many times. It's very possible that this could be a chosen skill, so we'll see.
its very hard to explain
Inactive account
Great idea. Food is one of the few essential items that's not really been skilled yet.
To the people with the innervation bug:
I actually did find a mistake and was able to randomly replicate the bug with a load of effort. Safe to say there is a fix for 2.2.
guys is there a command that grants you level 100 skill
or i need to use the config file to get level 100 skill
Xolova, i have to say this mod is amazing!
But, i think you can improve it a little bit more by adding more abilities to the bosses or mobs. For example, Gyro should throw rockets or confetti bombs and Visualent could focus a beam that damages you.
Other than that, this mod is simply mindblowing! I hope you can make this mod bigger and better ;-)
By the way, i have a skill idea, here it is!
Assasination
Level up by killing mobs in general
On level 5 you get increased damage by 10%
On level 20, you can shoot certain areas of mobs to get critical hit
On level 30, you get increased damage by 30%
On level 40, you can snipe more efficiently by reducing recoil
On level 75, you can Assasinate mobs, giving you a 5% chance to get strength 4 for 2 seconds
On level 90, you can pierce enemy special immunity or defense to melee attack
Adaptation
Level up by exploring around the world and randomly get an adventure point
On level 5 you can move faster on land and sea
On level 10 you breathe longer underwater
On level 20 you no longer take fall damage from height up to 10 blocks
On level 40 you are more resistant to damage
On level 50 you get night vision below height 55
On level 75 you no longer have to walk up 1block and get increased mining speed and strength
On level 90 you no longer take fire and drowning damage
i dont know if its acceptable
but use a nbt explorer
may work
Last day of the design a skill event.
When can we expect to see the next skills revealed?
It's actually quite different in the way the terrain is organized & shaped. The only similarity would be that they are islands in the sky. It's not meant to be a circus, if it was I would have put it in a giant circus structure like in the Ancient Cavern [which is semi-planned as a possible minigame].
So really, the only similarity is the floating islands part. As for things like that, that's the only planned dimensions that will be even remotely similar to each other. It's the same reason Democron was delayed, because I don't want it being a copy or similar to the Abyss.
Anyways, it seems that this is now a semi-leaked promo:
OMG
My heart can not take the wait.
Is there a list of all submissions for skills anywhere? I don't know if this idea has already been suggested, but here goes:
Security. A skill about disarming and creating locks and traps. This skill would be implemented by generating Security Doors and Security chests in dungeons, Players would be able to craft a Security Table to create their own doors and chests (for multiplayer functionality). Blocks within a certain distance of a security door would be indestructible/significantly harder to destroy unless the security door is disarmed. The creator of a door or chest gets a key item that can be shift-right clicked on their door/chest to disarm and rearm it.
Players can train the skill by crafting lockpicks and using them on security doors and chests. The doors and chests will have a lock strength and a possible trap effect, so a failed lockpick attempt has a chance of triggering the trap. For early game levelling, the villages in the overworld could have special vault buildings added to their generation that have a low level security door and security chests.
The security table I mentioned would allow players to select the trap type and general strength of the door (Stronger doors being more expensive to craft), and as they level up they gain more options for traps and lock strength and can also craft better lockpicks.
Lockpicks can be infused to protect against certain traps, or have increased lockpick success chances.
someone made one similar (called engineering) but your one haves more information,it also missed lockpicks and focused more on traps
Spilled. Well, how did TheAtlanticCraft know. Still, cool! I will make a wiki page as soon as I can...
AND WE'RE THE GAME GRUMPS
Well we were talking and it came up! Along with many other things.
In other news, a new system is being rolled out for deaths. I'll explain it a little:
In short, it's very difficult to provide a real challenge without having a frustrating toxic atmosphere. So I've decided to make some changes to how deaths work and it's very configurable.
How It Works:
Now when you die, by default if you are Augury level 35 or above, you will keep all weapons & armor (at level 25) [that is equipped] in your inventory. Everything else is dropped, you lose your experience levels [not skills, the vanilla MC enchanting one]. This system actually ignores KeepInventory, so I created some new game rules:
- keepAllInventory
- keepNoInventory
keepAllInventory: Regardless of Augury level, you can set this game rule to true [it is false by default] and you will keep everything including levels just as normal keep inventory works.
keepNoInventory: You keep nothing, just like in Vanilla MC.
Main Focus:
In this system, it allows for a more difficult challenge while not being a complete hassle to progress. As soon as anything even remotely rare was added to Minecraft, it is far too punishing when you die. For example, if you die in Runandor and have yet to get your own portal for it, you have to run back through Mysterium and then Runandor to where you died, without all the items you lost.
Now, you can at least keep the very base [armor and items] so that rare items are not lost [unless you choose].