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  • 0

    posted a message on Ocean Improvements Part 1/3: World Generation

    This isn't a mod. This is a suggestion for vanilla minecraft.

    Posted in: Suggestions
  • 0

    posted a message on woodland mansion generation nerf

    Main problem is where these are generated.
    Most of mansions that I found, were generated near or over a lava lake. You can imagine the terrible lag of the giant blaze, and bad gameplay conditions.
    I don't have problems with hidden rooms, even one of these could be used for apply the another boss (unused): illusionist.

    Posted in: Suggestions
  • 0

    posted a message on Another Stronghold Restoration/Transformation

    Looks interesting.

    There is a big quantity of rooms in a stronghold, you will find lots of these empty as if these hadn't nothing.

    I would suggest the addition of underground gardens and decorative water structures for these rooms.
    One room for manufacture banners and terracotta (artesany) could also look good.

    Posted in: Screenshots
  • 0

    posted a message on Freezer

    The concept is interesting, but the way that this is presented not. Basically this is too unrealistical even for a surrealistical game like minecraft.

    You can't obtain raw chop from to freeze cooked chop. I any case, you will obtain a frozen cooked chop.


    I would support the idea if this block has another name, more fitting to its function.

    Posted in: Suggestions
  • 2

    posted a message on Wisps

    Basic information:


    Wisps, in popular culture, refers to spherical thunderbolts as well as to a kind of dwarf or fairy.

    In minecraft, wisp would be a new flying mob of humanoid appearance, but a very reduced size (like vex) or may be a simple little flying cube; and with a surrounding halo or aura of light. of cyan, yellow, orange or purple colour, depending of the type of wisp.


    Wisps will spread effects or affect to near mobs, while they are flying. After die, these can create big zone effects or modifications, etc. These mobs will try to do "kamikaze" attacks against others specific mobs or after interact with these (I will explain this better more down), or simply these will die by random values.


    Wisps would have a low life of five hearts or less, but these will create the same area damage/effect when killed.


    Types of wisps:


    For now I only suggest two wisp types, although originally I thought in five types.


    Wisp (common):

    Wisps of yellowish colour/aura that spawns during or after storms in any biome, and can go through alpha blocks. When dies, this mob will summon a thunderbolt.

    As all the others wisps, this mob can die randomly, summoning such thunderbolt.


    Usually this wisp type doesn't go too near to others mobs, but this will do quick mini-electric discharges to any mob (players also) that it gets too close, with a damage of half hearts or no damage.


    Electric wisps will tend to "attack" (kamikaze) against metallic blocks (redstone, iron and gold blocks, and iron bars (not redstone mechanisms)), and against creepers (facilitating the obtaining of charged creepers).

    This wisp also will attack (move, die and summon lightning) to the player, if this player attacks to the wisp.


    Ice wisp:

    Ice wisps (of cyanish colour/aura) will spawn at cold biomes, during or after storms (unlikely during or after snowfall), and can go through snow, water and ice blocks. When dies, this mob will spawn a block of compact ice surrounded of normal ice, and give slowness level I during 5 seconds to any mob inside a radius of 5 blocks zone, and create snow over the blocks of this 5 blocks radius zone.


    This mob will not be as evasive as common wisps, and the chance of this for die randomly would be minor. When this mob fly near to others mobs (including players) will give slowness.


    This wisp will tend to die far (but enough near, inside radius of action) to others mobs, or attack to the player/any other mob, if this player or mob attacks to the wisp.


    -


    Both will have low spawn rates, and the spawning of these mobs will be conditioned by storms.

    Posted in: Suggestions
  • 0

    posted a message on Dry ice minimod. Help searched.

    I am interested in a renewal for 1.12.X, this minimod is well.

    Posted in: Requests / Ideas For Mods
  • 3

    posted a message on Ice plains spikes needs something more special: Dry Ice

    With the permission of il_Vassilon (original idea and images).


    You go mainly to an specific biome for live on this.

    You could prefer live in a roofed forest, or plains, or in a snowy biome, or in jungle...


    You possibly search certain types of biomes due to the resources.

    Mesa plateau for mineshafts; jungle for ocelots, parrots and cocoa; swamps for clay and slime; rivers for fishing, sand and clay; snowy biomes for ice, snow and slowness arrows...

    AND mushroom islands for mycelium.


    Okay, mushrooms islands has much more things: giant mushrooms here and there, mooshrooms, mycelium (that can be transported and farmed), and even a sure place, without monsters, where live and mine.


    -


    The mushroom islands are possibly much more coveted places than ice plains spikes.


    What the ice spike plains have that does these special?

    Okay, ice spike plains have a very impressive landscape, as well as this is the only biome with natural generated compact ice...

    ...but actually this isn't enought for live or stay a long time on these.


    Compact ice, for example, is crafteable, and the landscape sometimes doesn't interest a lot.

    Both, mushroom islands and ice spikes plains have a near big rarity, but mushroom islands are much more coveted.


    What ice spike plains need? Something for be much more special.


    A new block?


    -


    Dry ice:


    Dry ice would be a new block with a grayish thick snow texture, emiting some particles of smoke.


    Obtaining and generation:

    Dry ice would be generated in big clusters or surfaces together common snow, in ice spike plains biome.

    For obtain this block, you will need a tool with silky touch, otherwise this block will "explode" (not damage nor destruction) producing a big quantity of smoke, in analogy to common ice (that is transformed into water) or glass.


    Damage:

    This block will cause damage to any entity that is above, similar to magma and cacti, and will destroy dropped items, again like magma and cacti.

    However there are exceptions, mobs like endermans, strays, shulkers and endermites will not suffer damage from dry ice.

    Blazes would be specially vulnerable against dry ice.

    "it is so cold that it burns".


    Reactions with liquids and light:

    Dry ice will react with adjacent water flow blocks transforming these to ice blocks, and with adjacent static water blocks to compact ice blocks, generating smoke at the same time.


    Dry ice will sublimate randomly if this is in contact with an artificial light value higher than 7, in analogy to common ice that unfreeze with artificial light higher than 12.

    Also, this block will sublimate spontaneously if placed in the nether or in desert.


    Finally, dry ice will react explosively if this is in contact with lava, magma or fire. So, dry ice will explode with a value of 3F (slightly minor to TNT) turning off surrounding fire, transforming magma to netherrack, and transforming lava to obsidian, stone and cobblestone.


    Possible main utility of this block? Automathic ice generators.


    Okay, ice is renewable and can be generated by put water in a high extreme hill or snowy biome.

    However you must be in these biomes for obtain ice. Dry ice could be useful for generate infinite ice without be in snowy biomes, and in a similar way as cobblestone generators works.



    Dry ice also could be useful for create special mechanisms and traps, or in map building for adventure maps and servers maps.


    -


    You can test the dry ice experience for 1.8.X.

    Posted in: Suggestions
  • 0

    posted a message on Minimod request: Hammer, crushing blocks to their raw materials

    I need a mod for 1.12.X (if possible, also 1.11.X, 1.10.X and 1.9.X) about hammers.


    The mod is based in this suggestion: New tool: Hammer?


    Hammer.

    Hammer would be a new tool (like axe, shovel, pickaxe and hoe), and may also a new weapon (like axe and sword).


    Do not misunderstand me. The main reason for suggest this new item is to have a tool able to "powderize blocks", not like weapon, although the weapon utility is a secondary effect of be a hammer.


    -


    Tool utility: powderize.


    Let's say you've accidentally made blocks of quartz, terracotta, concrete, or sandstone, and you want to get the base stuff again, but you're too lazy to go to the nether, or look for a river, or do something at least once in your lifetime.


    I have the solve: HAMMERS!


    You can break sandstones, concrete, terracotta, glazed terracotta and quartz blocks using the hammer for obtain again their basis materialsm.


    - Breaking a Sandstone block (even chiseled): you obtain one of their respective Sand block.

    - Breaking a Terracotta or Glazed terracotta block: you obtain 1~4 Clay items.

    - Breaking a Concrete block: you obtain their respective Concrete powder block

    - Breaking a Quartz block (even chiseled): you obtain 1~4 Quartz items.


    That isn't all. You can break undo-crafteable blocks (like lapis block, coal block, iron block, etc) for obtain their respective items.


    - 1 Lapislazuli block -> 9 Lapislazuli items.

    - 1 Coal block -> 9 Coal items.

    - 1 Redstone block -> 9 Redstone items.

    - 1 Diamond block -> 9 Diamond items.

    - A big Etc.


    Finally, it should be possible to "transform blocks" using the hammer:


    - Stone->Cobblestone.
    - Cobblestone->Gravel.

    - Nether brick/red nether brick->Netherrack.

    - Polished stones (granite, diorite, andesite)->Non-polished respective stones.


    (All these transformations will be dropped, ie, you will break cobblestone and this will drop gravel).


    Hammer will act like a common pickaxe, but slower, if used in others blocks.


    -


    Weapon utility: headache.


    But hammer isn't only useful for break blocks, this also could be used for break heads.


    Hammer could have damage and speed values between sword and axe, equal to axe or over axe values.

    But also, and like these two weapons, hammer would have an special ability: ignorate the 15% of armor protection.


    -


    General values:


    Speed, hardness, durability and enchantability of hammer will be conditioned by the used materials.

    In these cases, hammers will have the same values as the others tools of the same material.


    Craft recipe:


    MSM

    MSM

    :: S ::


    Where M is the used material (wood, cobblestone, iron, gold or diamond) and S means stick.


    Enchantments:


    A hammer never will have silky touch, since it goes against the nature of this tool. However, it will still being possible to add this enchantment to a hammer using the anvil.


    Main enchantments of hammer will be the same as others tools like shovels, pickaxes and axes (unlikely fortune, and, I repeat, never silky touch).

    However, and like axes, hammers can obtain sword enchantments, but unlikely via enchanting table.


    I will create the textures of hammer if someone wants to make the mod.


    Details about hammer tool:


    Hammer would be an special tool with the utility of "crush blocks to their raw materials". If you break an specific type of block with a hammer, this will drop its raw materials.

    Hammer could be used like tool as well as weapon, and can be crafted from the five classical materials (wood, cobblestone, iron, gold or diamond).

    This tool will do the next transformations (block broken - raw materials dropped):


    Sandstone (even chiselled) - 1~4 sand
    Red sandstone (even chiselled) - 1~4 red sand
    Terracotta and glazed terracotta - 1~4 clay items
    Quartz block (even chiselled) - 1~4 quartz items
    Prismarine block (and variants) - 1~4 prismarine shards

    Stone (even chiselled) - Cobblestone
    Cobblestone - Gravel
    Glass - Sand
    Polished stones (granite, diorite or andesite) - its respective non-polished stone.

    Lapislazuli block - 9 Lapislazuli items
    Coal block - 9 Coal items
    Redstone block - 9 Redstone items
    Emerald block - 9 Emerald items
    Diamond block - 9 Diamond items
    Iron block - 9 Iron items
    Gold block - 9 Gold items.


    This tool will work like a pickaxe with any other type of materials, but with an slower breaking time.


    Weapon properties:
    Material: damage - attack speed - recovery time

    Wood: 5 damage - 0,9 - 0.75 s

    Stone: 9 damage - 0,9 - 1.25 s
    Iron: 9 damage - 0,8 - 1.11 s
    Gold: 7 damage - 1,0 - 1.0 s
    Diamond: 9 damage - 1,0 - 1.0 s

    Special attack ability: Hammer damage will ignorate the 20% of armor protection.


    Durability:

    Material: number of uses

    Wood: 60

    Stone: 132

    Iron: 251

    Gold: 33
    Diamond: 1562


    Hardness:

    Material: minning level


    Wood: wood

    Stone: stone

    Iron: iron

    Gold: stone
    Diamond: diamond


    Enchanting level:

    Material: enchantability


    Wood: 15

    Stone: 5

    Iron: 14

    Gold: 22
    Diamond: 10


    Enchantments: hammer will have similar enchanting chances of axe. Fortune enchantment in hammer increases the probability of obtain the maximal raw material dropping.


    Ie, if you breaks sandstone with a hammer, you will have a 25% of obtain 4 blocks of sand. With fortune I this is of 50%, with fortune II is of 75% and with fortune III is of 100%.

    Fortune also will affect to others broken blocks. For example it will act in a similar way to pickaxe if you are breaking ores or gravel.


    Silky touch enchantment never will appear in hammers, since goes against the nature and utility of this tool.


    Craft recipe:


    MSM

    MSM

    :: S ::


    Where M is the used material (wood, cobblestone, iron, gold or diamond) and S means stick.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on New tool: Hammer

    That's a really good idea! Support.


    how does "transformation" works (i.e. are you breaking it as other blocks, or right click it on the block)


    You must break the block, and this breaking process will consume time, like if you was using a pickaxe, axe or shovel.

    what are chances to get headache from hammer (100% of the time, or there are some factors of giving enemy a headache

    "Give headaches" was a comic phrase, like "breaking blocks and heads".
    Actually, the special ability of hammer as weapon would be "ignorate the 15 or 20% of the armor protection".

    enchantments

    Enchanting mechanics (enchantment chances) of hammer would be similar to of the axe. With the exception of silky touch (it would be impossible to give, with the enchanting table, silky touch to a hammer, since it goes against the nature of this tool).

    Posted in: Suggestions
  • 0

    posted a message on New tool: Hammer
    Quote from C1ff»

    Support. I like it! Ever since playing modded, I feel like Minecraft needed a way to turn cobble into gravel, as well as similar recipes. Although it can't be automated like a Pulverizer block might be able to using hoppers, this is definitely something that people could get some uses out of.


    Can I suggest a few more recipes? I can think of several:


    - Gravel -> Sand

    - Glass -> Sand

    - Netherrack -> Soul Sand (This one I'm not too sure about, though, because I'm not really sure if crushing Netherrack would result in Soul Sand.)

    - Using a Hammer on Glowstone will give you all four pieces of Glowstone dust.

    - Prismarine -> Four Prismarine Shards

    - Prismarine Bricks -> Nine Prismarine Shards


    The prismarine (and variants) part doesn't seems bad.

    However I don't know about glass and netherrack.
    I think that transform gravel into sand or don't lose glowstone could seem overpowered for somebody...
    Posted in: Suggestions
  • 0

    posted a message on Nooby Pro House Challenge: making awesome houses with dirt, gravel, sand and powder.
    A house of dirt is noob. Noob, nooby noob.

    I'm really tired of hearing this myth. A house of dirt isn't of noobs, a house made badly or too little is of noobs.


    In fact, I have been creating houses of dirt, gravel and sand, and now also of concrete, in all my survival worlds and a realm server with my friends, as well as in creative extraflat, to show that a well designed house is not of noobs, without matter of which material is built.

    Between my creations, I created several gravel and sand towers, some dirt houses and a modern house make from several "nooby" materials (this later in creative, but this is easy to build in survival).

    I only will show two, since the realm where I built the most of houses is now temporally closed.

    Dirt house of the hill:




    Basic minimalistic/modern house "water is needed":




    Nooby Pro House Challenge:


    And this is my challenge, build an awesome house with noob materials (like dirt, sand, gravel, concrete dust and leaves).

    The most fantastic house will win...


    ... will win the challenge.

    Posted in: Discussion
  • 1

    posted a message on New tool: Hammer

    Hammer.

    Hammer would be a new tool (like axe, shovel, pickaxe and hoe), and may also a new weapon (like axe and sword).


    Do not misunderstand me. The main reason for suggest this new item is to have a tool able to "powderize blocks", not like weapon, although the weapon utility is a secondary effect of be a hammer.


    -


    Tool utility: powderize.


    Let's say you've accidentally made blocks of quartz, terracotta, concrete, or sandstone, and you want to get the base stuff again, but you're too lazy to go to the nether, or look for a river, or do something at least once in your lifetime.


    I have the solve: HAMMERS!


    You can break sandstones, concrete, terracotta, glazed terracotta and quartz blocks using the hammer for obtain again their basis materialsm.


    - Breaking a Sandstone block (even chiseled): you obtain one of their respective Sand block.

    - Breaking a Terracotta or Glazed terracotta block: you obtain 1~4 Clay items.

    - Breaking a Concrete block: you obtain their respective Concrete powder block

    - Breaking a Quartz block (even chiseled): you obtain 1~4 Quartz items.


    That isn't all. You can break undo-crafteable blocks (like lapis block, coal block, iron block, etc) for obtain their respective items.


    - 1 Lapislazuli block -> 9 Lapislazuli items.

    - 1 Coal block -> 9 Coal items.

    - 1 Redstone block -> 9 Redstone items.

    - 1 Diamond block -> 9 Diamond items.

    - A big Etc.


    Finally, it should be possible to "transform blocks" using the hammer:


    - Stone->Cobblestone.
    - Cobblestone->Gravel.

    - Nether brick/red nether brick->Netherrack.

    - Polished stones (granite, diorite, andesite)->Non-polished respective stones.


    (All these transformations will be dropped, ie, you will break cobblestone and this will drop gravel).


    Hammer will act like a common pickaxe, but slower, if used in others blocks.


    -


    Weapon utility: headache.


    But hammer isn't only useful for break blocks, this also could be used for break heads.


    Hammer could have damage and speed values between sword and axe, equal to axe or over axe values.

    But also, and like these two weapons, hammer would have an special ability: ignorate the 15% of armor protection.


    -


    General values:


    Speed, hardness, durability and enchantability of hammer will be conditioned by the used materials.

    In these cases, hammers will have the same values as the others tools of the same material.


    Craft recipe:


    MSM

    MSM

    :: S ::


    Where M is the used material (wood, cobblestone, iron, gold or diamond) and S means stick.


    Enchantments:


    A hammer never will have silky touch, since it goes against the nature of this tool. However, it will still being possible to add this enchantment to a hammer using the anvil.


    Main enchantments of hammer will be the same as others tools like shovels, pickaxes and axes (unlikely fortune, and, I repeat, never silky touch).

    However, and like axes, hammers can obtain sword enchantments, but unlikely via enchanting table.

    Posted in: Suggestions
  • 1

    posted a message on [starting] Smokables Mafia: breathe the magic (Recruiting team)

    Smokables Mafia mod:


    Smokables mafia allows players to explore the world of the mafias as well as emulate trips.



    The goal of this mod is to emulate effects several drugs and add a villager system based in mafia.

    For this, smokables mafia will add shaders for represent drugs effects, as well as these drugs, and new villager types.


    Smokables mafia is a parodic or dark environment mod. You can farm and consume drugs, or obtain big quantities of emeralds by trade these with villagers, but beware, mafias will avoid these activities unless you are allied with these.
    Deliver packages, traffic with weapons and drugs, send messages to villagers, and kill the members of others mafias, and you will gain the respect of the big family and the capo.



    Mod content:

    New villager proffesion (mafia) and mafia villager careers:
    - Capo.
    - Gangster.
    - Gambler.
    - Camel.
    - Moneylender.
    - Hitman.

    New villagers careers:
    - Yonki (for farmer proffesion).
    - Niwit yonki (niwit proffesion).
    - Doctor Mario (librarian proffesion).

    New villager system addition based in mafias and respect:
    - Capos are leaders of "groups of mafia villagers". There can be several capos in one villager, as well as several mafia vilalgers groups (confronted).
    - Capo will give challenges or missions to the player.
    - If player trades drugs with villagers, this will lose respect points from each mafia (excepting with camels).
    - Negative respect points means that mafia villagers will attack you or even persecute (depending of the type of mafia villager).
    - Capos and mafia villagers will start to spawn when the village habitants number overcome a limit.
    - Mafia villagers and capos, when hostile, are as dangerous as illagers and the vindicator.

    New plants:
    - Marijuana.
    - Toobaco.
    - Peyote.
    - Ayahuasca.
    - Coca.
    - Opium.
    - Magic mushrooms.

    New mob: fairy.

    New machine: drying table.

    New items:
    - Cigarrettes, cigars, migars (marijuana), joints (marijuana, peyote, ayahuasca), crack joints.
    - Teas (marijuana, ayahuasca, coca, opium, peyote).
    - Brownies.
    - Pipes and hookahs.
    - Seeds for each plant (excepting peyote and magic mushrooms).
    - Basic products from these plants and dry products.
    - A big etc.

    A shader system for drug effects.

    Special GUI for mafia villagers (gambler, capo, moneylender and hitman).

    Achievments:
    - Rastacrafter.
    - I am a businessman.
    - Dark ages (with the next song)



    ETC...


    Recruiting team:


    The main problem of this project is that I don't have any modding knowledge, nor enought free time.

    I need to recruit a team of one modder (for add items, mobs, plants and blocks to the mod), one coder (for code plant growing, villager mechanics, mafia villager abilities, shaders, the coremod, etc) and one shader-maker (for the shaders of drug effects).

    Instead, I can make the textures and models.

    Posted in: WIP Mods
  • 0

    posted a message on Thunderbolt arrows

    Yes, I know, an arrow capable of producing lightning striking the target would not really be very useful.

    Arrows fired by a bow with V power or arrows tipped with instant damage will be more useful, causing more damage than lightning.


    Yes, really this arrow type is useless, but .. What am I saying? Then why do I suggest it?

    There is only one reason why the arrows of the thunderbolt would be much coveted in the game: HEADS !!!!


    Do you know how difficult it is to get a head of a mob in the game?

    It is almost impossible, even now that they have made it a more common drop (since 1.8 or 1.9), it remains extremely difficult to obtain.


    First, you need a charged creeper, which you can only get if a lightning strikes a creeper (something very unusual), in a storm (which aren't very common).

    Next, you must have several hostile mobs around that charged creeper, as this will explode or die quickly, no time to position the creeper however you want, or hardly.

    Do you realize how complicated this is?


    Resultado de imagen de charged creeper


    Of course, this is not enough to add lightning arrows to the game. But in reality, if heads are not taken into account, lightning can be used to create fires at a distance or to cause area damage. It is not as useless as I thought.

    Resultado de imagen de lightning arrow minecraft

    I am speaking about skulls and zombie heads, of course. Wither skeleton skulls are easier to obtain, but...


    How thunderbolt arrows would be obtained?


    My idea is to do this item a uncrafteable item. Thunderbolt or lightning arrows would be obtained like a treasure of dungeons, nether fortress, fishing, etc; or may also trading with priest villagers (8 emeralds for one thunderbolt arrow).


    No... Find villages or heal zombie villagers is very easy in comparation to obtain heads with the current game system. I played in hard difficulty, without cheats, as well survival as hardcore, and it is possible to create artificial villages by only healing zombie villagers and breed healed villagers. It is not too hard.


    However, I never obtained mob heads (well, okay, I obtained mob heads but with mods like tinker's construct or from creative).

    And also, only have one or two heads don't seem very useful. If you want mob heads, possibly you want have much mob heads for some building or decoration project. For the decoration of a crypt, for example, you will not reach anything with only one skull.

    Actually lightning arrows doesn't seem a bad idea.

    Posted in: Suggestions
  • 0

    posted a message on Game don't work (obviously). Stuck on the game launch screen.

    It isn't such bug. I can not play any version of minecraft, not only 1.12.2.

    It could be a problem of java.

    Posted in: Unmodified Minecraft Client Support
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