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    posted a message on Please mojang again seriously consider the matter on NetEase agent minecraft

    Wait... Are they selling Lucky Blocks and Immersive Craft?


    I'm not sure how Microsoft deals with this company meddling with the game, but I know that many mod developers do not want their mods sold, especially if they aren't making money off of the purchase. It's worth asking the developers of both mods whether or not they know of this, because they probably didn't give them permission to do this.


    Also, did you get this launcher from the NetEase website, or the Minecraft website? The Minecraft website is the only place you should buy the game.


    (After reading LexManos's response, it seems like they weren't happy about them stealing Forge for their purposes, but they didn't have the money to see them in court, plus the fact that Mojang doesn't officially support Forge or modding, so their legal position might be unstable.)

    Posted in: Discussion
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    posted a message on Dehydration, Medical Supplies, Sickness, and more.
    Quote from LilBroskey»

    It would be so much better if there was a gamemode that had dehydration, medical supplies to heal instead of food, sicknesses so if you get a cold you have slowness amd hunger for a day


    It would be so much better if there was a gamemode that had pointless micro-management, gamemode-exclusive items (which already exist in the form of potions, by the way) and annoying effects that you have to deal with depending on the Random Generator's mood.


    Do you even know what a gamemode is? A gamemode is like Survival, Creative, Adventure or Spectator mode. (Hardcore is actually just survival mode, but with death being handled differently.)


    I don't want to see a gamemode that is litterally just Survival mode, but with extra gameplay added on. That's not what gamemodes are for.



    The medical supplies idea may need revisions. Like there would have to be a way to create basic medicines from plants and stuff because when you first start, what would happen if you get hurt.



    Again, this is just a copy of potions and food, but cheaper, so it makes food and potions redundant.


    Please post more ideas to add on to this thread to see what we can come up with



    That's not how this forum works. You complete your suggestion, and then you post it. We can suggest ways to improve your thread, but we're not here to make it for you.
    Posted in: Suggestions
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    posted a message on What makes a 'quality' Minecraft mod for you?
    Quote from Violette123»

    I see this alots in wikipedia.


    http://www.explainxkcd.com/wiki/index.php/285:_Wikipedian_Protester

    (Link Warning: XKCD isn't exactly a family-friendly comic, so think twice before looking through explainxkcd or the actual xkcd website.)


    It is a running joke in the what if? series (and [explainxkcd.com]) to put [citation needed] after statements which are trivial or patently obvious. For example, "The Sun is really bright and its light illuminates the Earth.[citation needed]" Such statements are considered general knowledge and do not require citations.

    But anyway... Back to the original topic.
    Posted in: Discussion
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    posted a message on What makes a 'quality' Minecraft mod for you?
    Quote from ShelLuser»
    And so forth; mods using JEI is in my opinion an essential feature. Also because JEI provides usable crafting recipe details, even provides some limited auto crafting.


    My problem with mods putting items in NEI/JEI is when the menu is filled with items the regular player isn't supposed to see. E.G. items that don't have a name or image texture, actual fluid blocks instead of buckets, or blocks that are used for speical effects and the player isn't supposed to mine them or place them.

    Similar to these.

    It's even worse when a mod does this with the creative inventory.

    Posted in: Discussion
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    posted a message on What makes a 'quality' Minecraft mod for you?

    I would say mods that don't require or encourage grinding for excessive amounts of materials or to spend an excessive amount of time to do something.



    This is something I can definitely agree with. If the main gameplay of the modpack is automation, I think automation should be immediately available in the form of NPC servants or primitive mining devices. I don't want to mine for iron ingots for the first 2 days of playing in order to make a Quarry block to do it for me.

    This is actually something that I think is a problem with Immersive Engineering: from my experience, the multiblock machines require a lot of metal to start out with, unlike the Thermal mods which just require multiple different resources of varying rarity.

    Quote from ZaffreAqua»


    -If it comprises of dimensions, they aren't left barren wastelands with generic mobs and copy-paste content, with unique dungeons, minerals, and mobs



    This is a big problem with Galacticraft and even Advanced Rocketry, expecially "Moon" dimensions. Sure, you might build a base there for the sake of a cool build, but in the end, it's only filled with either the same exact dungeon (Galacticraft) or Earth-like ores. (Advanced Rocketry)

    If we're making a mod about space, with definite signs of extraterrestrial life including archaeological finds or actual aliens, I feel like they deserve as much lore as the people living on the Overworld have, with their Dungeons, Strongholds, Mineshafts and Villages. Maybe procedurally generated dungeons might be better.

    If there are no aliens, I think that the Moon or similar barren dimensions should at least contain certain ores that cannot be found elsewhere, in order to make the space they take up on your computer worth the trouble.
    Posted in: Discussion
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    posted a message on Garry's Mod Style Mod Installation

    Sending the mods to the client is actually something that Minetest does with it's own modding API. Granted, however, you are limited by what the API supports. Rather than having actual code on the client side, the server is going to send clients data on what blocks, entities and items have been created, and their properties, textures, etc. The server would have to run all mod code. (Except explicit client-side mods.)


    If we had this kind of API, it would be pretty nice, seeing as you could connect to any modded server with a vanilla install of Minecraft, but it's likely the API would be limited and very little actual code would be sent to the client in order to prevent long load times or worse, malice.

    Posted in: Suggestions
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    posted a message on What makes a 'quality' Minecraft mod for you?

    Resurrecting this discussion:


    I like multiblocks, but I feel like the multiblocks in Immersive Engineering and Advanced Rocketry aren't quite what I'm looking for.


    I want to see more multiblocks like the Tinker's Construct Smeltery, or a Big/Extreme Reactor, or heck, even the Vanilla Nether Portal. Those multiblocks can be extended, and changed to your heart's content. You can add different inputs and outputs, modify the size to fit your base's proportions, or attempt to build something that is efficient and gets work done quickly. And building a multiblock like a Reactor is almost like a minigame of trying to design the most efficient Reactor that the mod allows.


    With IE and AR, the multiblocks have to be made exactly the same, and whilst I like the big, nicely modeled machines better than magic white cubes, gameplay-wise white magic cube machines and IE or AR multiblocks are exactly the same thing, because they can't be extended upon or built differently from other things. (Heck, even the Thermal Expansion stuff can have different input and output locations, and augments built into the machine, but the IE multiblocks have the exact same inputs and outputs and will always give the exact same results. (Although on some AR stuff, you can choose to have input/outputs in multiple different places on the machine.))

    Posted in: Discussion
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    posted a message on Collabrotive Suggesting- The Fourth Dimension (all welcome)
    Quote from fishg»

    The only foreseeable problem with this is that even more powerful weapons would make the Overworld a joke.

    That's my reasoning for bringing up Progressive Difficulty or a Hard Mode. The Overworld is going to slowly become less and less threatening, and by the time you get the super-endgame stuff, Overworld mobs are just a slight inconvenience.


    I think it would be neat for the Overworld to transition through the game into a "peaceful" biome, with most of gathering and combat taking place in the other three dimensions.

    Eh... I'm not really sure about this. The Overworld is going to be the main place where the player is constructing buildings, mining ores and farming animals, and I think that the Overworld should still require some amount of effort to survive in. Hostile mobs are what make mining trips underground more dangerous than simply clicking away at stone and watching out for lava, and when the player has super-armor that nullifies mob attacks, that fun is kinda taken away.
    Posted in: Discussion
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    posted a message on What version did you think Minecraft went wrong for you? [POL]

    None of them.


    I have an optimistic look on the future of Minecraft. Unlike other people, I'm not interested in whining about my nostalgic experiences with one version or another. To me, it's okay if Mojang makes a bold decision. If I don't like it, I do my best to ignore it. If I can't ignore a new decision, it's not like I can't fall back on other games.


    One example is the Llama: I personally think that llamas are a silly addition, and kinda pointless. But they're rare and I don't see them spawn much, so it's not like they've ruined the game for me. I still play it.


    A lot of people complain about 1.7 terrain generation... But a lot of people complain about the map generation before that. Honestly, I think the new terrain looks just fine, and it's not like I can't landscape it if I want to. (Heck, if I'm gonna spend time on a build, I might as well landscape it.)



    I really wish less people would have this pessimistic attitude on what Mojang does with their game. It's not gonna be the same forever. The textures are gonna be updated, the rendering engine is going to improve, and in the future, Minecraft's whole style might even change. (You know all those ridiculous suggestions about adding modern cars, trains, or rockets into the game? Those might not be that ridiculous in the future if Minecraft lasts a long time.)


    (And the truth is: I spend a lot of time on older versions that have good mods or modpacks too. It's not like Mojang has forced me into having one specific experience with Minecraft, I can go back and play old versions, and add the mods to them that I like. Heck, I wonder why Minecraft gets so much complaining about versions when it's so easy to go back and play whichever ones you want to.)

    Posted in: Discussion
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    posted a message on Collabrotive Suggesting- The Fourth Dimension (all welcome)
    Quote from Wolftopia»
    Fishg, you are 10000000000000% right on that. Adding more end-game content at the moment would already be pushing it, as you can get fully-enchanted diamond armor so early on compared to how far away the elytra is.



    If we're adding more end-game content, then we need to add more end-game threats. The thing about Minecraft is that the difficulty kinda stays the same. (I think there may be regional difficulty or something like that, but I don't know a lot about it.)


    In Terraria, for those who don't know, you slowly progress through the start of the game in a sort of "Easy Mode". Once you defeat a difficult boss (The Wall of Flesh) you can move on to a new mode, the unsurprisingly named "Hard Mode". In which, evil biomes spread across the landscape, requiring you to contain them, harder enemies spawn, and you can do more exciting stuff.

    I'm not sure Minecraft really needs a "Hard Mode", but maybe the difficulty could progressively increase in smaller ways as the player gets Advancements or as time goes on. Mobs should spawn with more armor and more powerful weapons, mobs can see players from further away, etc. The only problem with that is that on servers, if the difficulty is based on the player, an experienced player could go near spawn and a bunch of difficult mobs would start tearing apart newly spawned players. (And this problem gets worse if the difficulty is world-based, because then new players deal with incredibly hard mobs when joining an old server.)



    But the reason for me bringing up Hard Mode or Progressive Difficulty in the first place, is that if we want to add a new dimension with end-game stuff, we need something to give good reason for this new stuff. The one good reason many Gun threads get turned down is because the Bow is already capable of doing significant damage, and in order to make the gun powerful enough to make it worth using, it has to be incredibly overpowered. The same thing can be said about vehicles (or most modern objects), ridable dragons, and many more things.

    Posted in: Discussion
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    posted a message on Collabrotive Suggesting- The Fourth Dimension (all welcome)
    Quote from AMPPL50»
    Just like there's brewing and Elytra, the new dimension could have some sort of vehicle production and customization mechanic that allows the Player to make vehicles such as trains, cars, planes...

    A lot of people don't like modernized cars and planes, but if we had some Kerbal Space Program style construction, rather than building the same 3 models of planes, cars or trains, I think this would fit better with the Minecraft theme. (They also shouldn't be called cars, planes or trains. How about "apparatuses" or "flying machines"? Although trains might actually fit.)

    Alternatively, the player could build armored walking mechs, which might fit better with the steampunk style.

    Would we have to introduce new ores into this dimension? I'm thinking copper or zinc could be used to make brass, which would then be used for steampunk things like the mech suits or vehicles.
    Posted in: Discussion
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    posted a message on We should have our skin in offline mode

    I wouldn't really mind saving the Player's own skin permanently to the local Minecraft folder. Heck, if it's possible, the client should be able to send the player's skin to the server it's joining, which then sends player skins to the other people on the server. Then we have a more reliable system than Mojang's skin servers, which take a while to update themselves.

    Posted in: Suggestions
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    posted a message on Pirates and Treasure
    Quote from Cerroz»

    I think the whole "pirate" thing is a bit too boring and cliché. Human mobs altogether usually don't work out. I think this idea would land if the mobs had more originality toward them.


    You (meaning ElvishKing) could make them a variant of a skeleton or a zombie, sort of like the Quark Mod, (Which has nothing to do with subatomic particles, sorry about that.) although Zombies have way too many variants. Skeletons might be a good mob to have a variant of, in this case.

    Alternatively, you could do something similar to Villagers, and make them have a different anatomy altogether compared to the player. (We have Villagers, Witches and Illagers, for our Villager variants, a fourth might be excessive, but considering how rare a Witch actually is, a Pirate Villager might as well be the third variant.)
    Posted in: Suggestions
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    posted a message on Nether and End Villages

    Fishg was right, it looks like once you got done with Nether Villages, you copy-pasted the exact text and replaced a few words in order to quickly make a version for The End.


    If you want to sell me on a new kind of Village, you gotta put real effort into it. Don't copy-paste the buildings from Overworld Villages, come up with your own. Don't put exact clones of Villagers in them, put in hostile mobs or passive mobs that serve a certain purpose. Don't make exact clones of Iron Golems, come up with a new kind of Villager defense: maybe the Villagers can defend themselves, or have certain animals that fight for them?


    (Here's an idea: For the End Villages, the Villagers look like some kind of alien being in order to fit the "space-y" feel of The End, and they live in futuristic-looking towers. The Villages are filled with trapped chests full of loot, the trapped chests being linked to a new "alarm" block. The Alien Villagers are normally peaceful, but if they are attacked or an alarm block goes off, they will attack the player.


    In addition to all this, the alarm block can be mined and taken back to the Overworld, and when it's powered by redstone, it can make all neutral mobs be aggravated towards the nearest player. Possibly useful for making traps, either for Endermen/Spiders/Other Neutral mobs or for players if you have many of these neutral mobs in a giant pit.)


    Also, I don't really think that The End needs "villages", considering we already have cities in them. (So in that example I mentioned, maybe rename the Villages to "Colonies" or something more creative?) While I do think that both the Nether and End deserve more stuff to make them more interesting, it needs to be more original than an exact clone of Overworld stuff.

    Posted in: Suggestions
  • 0

    posted a message on Apple-related foods

    You've given more detail than most new users that make suggestions on this forum, but you haven't really convinced me on why these need to be implemented. (The Pumpkin Pie makes sense, because you can't eat pumpkins, sugar or eggs by themselves. But you can eat apples without crafting them into anything else, this just gives you a few more hunger points for crafting them with some other items.)


    No Support.

    Posted in: Suggestions
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