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  • 1

    posted a message on Horse Breeding
    I'm under the impression that your offspring will have at least the stats of its parents, and a certain chance that it ends up better.... It's not entirely clear though, you're right. Given how expensive breeding horses is, I'm not too eager to test this in my survival world, either.
    Posted in: Survival Mode
  • 193

    posted a message on [CHALLENGE] Nuclear Apocalypse
    Minecraft: Post Nuclear War Challenge.


    NOTICE: THIS IS NOT A MOD/DOWNLOAD

    Congratulations! You survived the blast! Unfortunately, the world is an unfriendly place now, and there are new challenges to overcome. This is your guide, and hopefully you will survive whatever problems inevitably arise. Good luck, Survivor!

    This challenge is essentially a post-apocalyptic scenario. The goal is to create the ultimate bunker for surviving the apocalypse. I searched the forums, but did not find such a challenge listed, so I thought I'd try and post one. Suggestions are welcome!

    I highly reccomend the Last Days Texturepack, if you don't mind the world looking less organic. Sorta fits the apocalypse theme. Also, the Solar Apocalypse Mod has been recommended by many on the thread, so keep that in mind.

    Classic Challenge
    Typical of most challenges, you have one day to gather materials. I highly reccomend getting a small supply of seeds and saplings, as securing resources after the first day becomes substantially more difficult. But more on that later. It is also a good idea to have several picks and shovels, because your shelter will probably start out underground. The outer (Anything exposed to direct sunlight) walls and roof of your shelter MUST be at least three blocks thick, to dissapate the hypothetical radiation. Now for the guidelines...

    RULE 1 (VERY IMPORTANT): Due to the damaging effects of a nuclear blast, the sun is especially dangerous now. Unfortunately, survivor, this means you cannot, under any circumstances, head outside during the day. Stay sheltered, and survive. If you have to, you can scavenge after sunset, but it is advised that the survivor stay in his shelter when possible.

    RULE 2: It is very dangerous to touch things outside of your shelter. The fallout can and will contaminate everything directly exposed to the weather, so any mobs that are outside are off limits, including their drops, and even at night. You cannot use or (especially) consume anything that comes from a contaminated source. The survival guide reccomends cave mushrooms as a nutritious and renewable source of food.

    RULE 3: Getting fresh water is somewhat difficult in the radioactive world you are now in. Any outside sources are contaminated with fallout, and cannot be used for anything inside your shelter. To get safe water, it is advised that the survivor search caves or find hidden underground lakes. Both are reasonably common, but can be challenging to obtain at first. One of your first priorities will be creating a source of clean water, so be on the lookout.

    RULE 4: Your shelter: There are several guidelines to creating a safe environment in this wasteland. In addition to the thick outer walls, other precautions must be put in place. Any entrances from outside must be separated from the rest of the compound by an airlock (a small room with a door on each end). The airlock must contain a running source of clean water to clean any items that went outside with you and deposit them safely in a different room inside the compound. (That is only for bringing items in, however. Any airlock is fine without the water, your items just have to be left outside). This must be done before any outside materials can be brought into your shelter (Outdoor mobs and their drops are still off limits). Any armor that has been outside must be left in a chest inside the airlock.

    Other essential rooms include a tree farm, food source (Mushrooms reccomended for their low mainatinence and high payoff), and your bedroom. For security reasons, All rooms should have doors at all entrances and exits, and large rooms (Aside from the farms) are discouraged.

    Cobblestone is useful as padding for the outer walls, but is too porous to use as the exterior layer. Any exposed expansions on your shelter must be coated in smooth stone in order to be habitable.

    -Extra Notes: Windows are allowed, but must be at least as thick as the wall they are on.

    Variations of the rules allow fully armored survivors to safely go outside in sunlight, but the armor cannot come back into the compound. It must be left in the airlock.


    (Optional) RULE 5: For the hardcore among you, the post-nuclear world is quite chilling. In order to keep the shelter safe and cozy, you must burn a unit of coal for every room in the compound, every day. Airlocks are excluded from the count. If you can get your hands on some netherrack, you just need to build a fireplace/heating room, to allow for bigger bases after you reach the nether. This would replace the coal consumption.

    Thanks for reading! Please don't hate, but suggestions/improvements on the challenge are welcome. I'm sure there's a lot more creative people out there.

    Apocalypse v2.0

    First, a bit of explanation as to the nature and purpose of the changes. Since... what, was it 1.6 or something when posted this? Well, whenever I posted this, Minecraft was a different animal at the time. Since then breeding, hunger, experience, and a ton of underground goodies have been added. I believe the incredible changes (especially hunger) warrant more preparation time and such. If you feel this makes the challenge too easy, by all means tailor the rules to your style. It's your game after all...

    Before you begin: The survivor, being as savvy as he/she is, had an edge that the other, less intelligent people lacked. Before the bomb went off (Read: Before the challenge starts) you built a saferoom. The room covered your spawn point/a bed (So the challenge doesn't end upon your likely death(s)), a secure way of getting underground, and contained a chest with the following:

    All of these things: 10 wheat seeds, 5 bread, 16 torches, 1 stone pickaxe, 4 pumpkin seeds.

    Two of the Following: 1 Melon Seed, 16 chicken eggs, 2 buckets of water, 1 cocoa bean and jungle sapling, 16 coal/charcoal.

    These can be gathered over time before starting the challenge, or using the new in-game commands, you can use creative mode to create your saferoom. Of course, creative mode is otherwise off-limits.

    RULE 1 (VERY IMPORTANT):
    Due to the damaging effects of a nuclear blast, the sun is especially dangerous now. Unfortunately, survivor, this means you cannot, under any circumstances, head outside unprotected during the day. Stay sheltered, and survive. If you have to, you can scavenge after sunset, but it is advised that the survivor stay in his shelter when possible.



    Also note that, should you have the resources to do so any suit of armor will reasonably protect you from radiation, assuming that it is kept in good repair (Above orange). It is then possible for the survivor to make surface excursions during the day. This armor cannot be allowed back into the compound, however, and must be left in the airlock when you return.


    RULE 2:
    It is very dangerous to touch things outside of your shelter. The fallout can and will contaminate everything directly exposed to the weather, so any mobs that are outside are off limits, including their drops, and even at night. You cannot use or (especially) consume anything that comes from a contaminated source. With this in mind, you still have several options.


    Firstly, assuming your preparations were inadequate, you can use breeding/harvesting of exposed food sources to introduce clean animals and plants to your shelter. By breeding/harvesting 3 generations of a given animal or plant, the results should be usable to the survivor. Of course, the parents and their products must be disposed of. During the process, the animals/plants should be quarantined in a decontamination room, separated from the rest of the compound by an airlock and 3-thick walls.

    Second, you can create a decontamination machine (Intended to be endgame...) The construction must include: a chest (for contaminated items) in a 3x3x3 room, with water covering it. The walls must be made of stone brick, and the machine must be connected by a lever to at least 4 pistons on a repeating clock, to make it more machine-y. After a player-determined length of time, items left in the decontaminator are safe for use.

    RULE 3:
    Getting fresh water is somewhat difficult in the radioactive world you are now in. Any outside sources are contaminated with fallout, and cannot be used for anything inside your shelter. To get safe water, it is advised that the survivor search caves or find hidden underground lakes. Both are reasonably common, but can be challenging to obtain at first. One of your first priorities will be creating a source of clean water, so be on the lookout.


    RULE 4:
    Your shelter: There are several guidelines to creating a safe environment in this wasteland. In addition to the thick outer walls (3 blocks, to be exact), other precautions must be put in place. Any entrances from outside must be separated from the rest of the compound by an airlock (a small room with a door on each end). The airlock must contain a running source of clean water to clean any items that went outside with you and deposit them safely in a different room inside the compound.
    (That is only for bringing items in, however. Any airlock is fine without the water, your items just have to be left outside)
    . This must be done before any outside materials can be brought into your shelter (Outdoor mobs and their drops are still off limits). Any armor that has been outside must be left in a chest inside the airlock.



    For security reasons, All rooms should have doors at all entrances and exits, and large rooms (Aside from the farms) are discouraged. In order to have an adequate shelter, the following rooms are priorities: Farms (for wood and food), A bedroom, storage facilities, etc. Once the essentials have been secured, the survivor should have at least one of each of the following:



    -A morale boosting room, such as a library, chapel, garden, etc.


    -A defense oriented room, such as an armory, target range, etc.


    -A portal room (for accessing the nether)



    To Finish The Challenge: Assuming the survivor wants to return to surface dwelling after creating the ultimate underground utopia, he has several available routes to follow.

    -Waiting it out: After 180 minecraft days, the survivor may safely return to the surface (Good luck keeping track...). Otherwise, a stasis chamber, built in the nether or separated from the shelter by at least 64 blocks, and connected by an emergency minecart rail can be constructed. The chamber need only be one room, stocked with enough supplies to start a new shelter if needed and equipped with whatever your imagination dictates is necessary to preserve you in the worst case scenario. The pod in which you wait must be built of something at least as strong as iron blocks. When you come out of stasis, you've won.

    -Escape: Possibly the easiest, but probably the most boring route, you can simply tunnel an escape route away from the blast zone. Feel free to set your own distance requirement, but the standard is set at 256 blocks from your shelter. The tunnel must be 3 blocks wide, and 3 blocks high, and well-lit for its entire length. When you emerge on the other end, you've won.

    -Drop the Science: Create a cure. If you are able to brew 5 potion of regeneration II, you can make yourself hardy enough to adapt to the new conditions.
    Posted in: Survival Mode
  • 1

    posted a message on Farms!
    I really like the windmills... Just saying. Never could get anything to look so nice. I prefer stout, stone structures, so I never really build like that... Still, nice farm!
    Posted in: Screenshots
  • 31

    posted a message on [Challenge] The Mercenary
    I guess I have a strange love of challenges.

    Also, these challenges (at least some of them) are only possible on the pre-releases. Sorry if this inconveniences anyone... can't wait for Minecraft to be released!!

    The Mercenary Challenge

    You wake up to find yourself in a strange and dangerous world. After many terrifying days of travel, you find a small village where you take shelter. Since you have no way to make a living, you decide to earn your keep the only way you know how... as a sword for hire.

    The goal of this challenge is to become the mightiest warrior in the land, and in the process build a sweet compound to show off your grandeur. You start off as a survivor, with little experience in crafting beyond stone weapons and leather armor. As you complete missions and add to your compound, you will learn new skills and become a great warrior... or die trying.

    This is a combat-oriented challenge, so the limitations on what you can use only applies to weapons, armor, and enchantments. You can use tools of any caliber and gather any material at any stage of the challenge. Restrictions are only for combat-type equipment.

    The challenge is divided into stages, each of which concludes with a mission. After the mission, you "Learn" new skills and require new additions to your compound. Of course, these are only guidelines. Feel free to adjust them to your playing style. Also, we love pictures, so share your compounds and secrets as you go.

    Stage 0
    Find a village. After all, you have to get contracts from somewhere. Villages are natural hubs, and they attract a lot of visitors, friendly and hostile. Choose your town carefully, as you'll be stuck with them for a while.

    Build a small home for yourself, or commandeer an abandoned one in the village, and proceed to the first mission. Good luck, Mercenary!

    First Mission (Submitted by Feraloxide): Watchman Duty

    Mission: The villagers have been complaining about the lack of safety in the town during the night when the creatures roam the area and trample their farms and destroy their houses. They've asked you to skip sleeping for the night and instead patrol the streets and the outside of the village, whether you've completed Stage 1 or not. The villagers don't have much to give in return but their gratitude.

    Requirements: None, however you're only allowed to use equipment corresponding with your current stage.

    Rewards: Whatever the creatures drop you're allowed to keep, be it string, arrows, or gunpowder. The villagers don't have much to give in return but their gratitude, but you're free to harvest from their farms whenever you'd like. Don't forget to replant the seeds.

    Stage 1
    You can use: Wood/Stone Swords, Leather armor, and Bows. You also may tame wolves to assist you.

    The first step on the road to glory is building your home. For now you must build a humble home for yourself, but don't worry; this is only the beginning...

    Build:- Your central compound. Must contain: your quarters (Bed, personal chest, and a painting), A storage room (At least 1 double chest), and a meeting room (Must have at least a 2x3 table and 2 chairs. It should also be impressive, to properly show your mighty warrior spirit).


    Mission 1: The Smithy's Request

    You just finished building your basic compound when the village smithy approaches you. He tells you that the villagers have been increasingly threatened by the intruding creatures of the night, and that something must be done about the threat. Is this your first contract?

    Requirements: You must build a wall around your neighboring village. It must be able to keep out all hostile mobs except spiders, and you must light up the interior of said village to make it (almost) completely secure. Once it's finished, the smith will reward you.

    Reward: The smith is extremely pleased with your work. In gratitude, he teaches you how to make armor and weapons out of metal! (Iron/gold weapons/armor can be used!)


    Stage 2
    You can use: Up to Iron/Gold Equipment. Congrats!

    Build: A blacksmith's shop must be added to the compound. Must contain a new furnace, a workbench, and an anvil of some sort. Be creative.

    A watchtower must be built. It must be at least 10 blocks tall, to let you check the area for threats to your burgeoning enterprise.

    All these separate buildings must be protected. Connect them with a wall (Remember, it's gotta be impressive. You need to attract business). Now you have a nice courtyard.

    Mission 2: Dungeon Raider

    What a nice base you have now. You are admiring your flourishing compound when a desperate villager approaches you. He tells you that a mysterious creature teleported into his home and stole his treasures! He fled the village and entered a nearby cave. You simply must retrieve his lost things!

    Requirements: You must explore nearby caves until you find a dungeon. Destroy the mob spawner and return all of that dungeon's loot to it's owner. Pretty straightforward...

    Reward: The villager turns out to be a clever alchemist. In return for your aid, he teaches you the arcane arts. (You can make/use potions and enchanting tables now!)


    Stage 3
    You can use: Iron/Gold equipment, and enchantments. Not sure if I actually need to say this anymore...

    You have built a mighty compound... for a simple mercenary. You have greater ambitions, however, and there are other worlds to conquer... time to step things up!

    Build A secure Nether Portal Room. You will soon begin to raid this hostile world for profit...

    You must also add a library/alchemy workshop. It must contain an enchantment table, a cauldron and brewing equipment, and it's own storage (The magic must not be tainted!)

    Also, you're starting to make enemies. Build a dungeon, just for them. Must contain at least 3 cells, and be dank and depressing.

    Mission 3

    Your power is attracting other powerful people. While you are brooding in your mighty fortress, you are approached by a legendary sorcerer. He is planning a foolhardy duel with the great Herobrine, and requires a rare and valuable material for his mighty spells...

    Requirements: You must venture into the nether and retrieve the heart of a Nether Fortress. Take a bucket, and retrieve the lava from one of it's lava wells. This valuable material must then be taken back to your compound and given to the sorcerer (pronounced: thrown into an incinerator).

    Reward: The great deed impresses the sorcerer, who rewards you with secret knowledge: how to create the most powerful equipment known to Minecraft: Diamond Weapons and Armor!


    Stage 4
    You can use: Everything. 'Nuff said.

    Now, it's time to go all out. Embellish your compound. Add walls, towers, traps, minefields... the whole nine yards. Don't forget to add...

    A throne room: You've earned yourself a big chair. Make a nice, vaulting hall to sit in. Meeting rooms are for equals; you've earned a place of honor.

    A treasury: Must be separate from your warehouse, and contain your valuables and trophies.

    A monument of some sort: Maybe you can turn your courtyard into a beautiful garden. Like Obelisks? Build one. Make something to show off just how awesome you are.

    Then wall it all in. This outer wall doesn't have to be as impressive as your inner one, but it should keep the mobs out. Once you've finished...

    The Final Mission

    To be announced. It will have to wait until the End is introduced, with the infamous Enderdragon. I bet you can see where this is going...

    Extra Challenges

    Establish a War Chest: By Myrmidont
    All mercenary forces need money to pay the bills, right? Before you travel to The End, you need to ensure that nobody overruns your forces while you are absent (and in case you never return!). You'll need to establish a source of funds to ensure your reputation as a great warlord and pay for the upkeep of your fortress.
    Make a single chest. Each of the 27 squares must contain at least 10 precious metals or ores, such as gold nuggets, gold ingots or diamonds.
    Other precious materials, such as new ores added by mods (like Silver, Platinum or Gems) may also count toward the total.

    Engineering a Solution: by Jasan Quinn


    Requirements:
    Must have completed at least two Mercenary missions (to develop a reputation!).

    Mission:
    A local engineer has begun work on a new, fantastical concept - circuitry! Alas, nobody will listen to his crackpot theories, and so he has come asking (well, more like begging) for your help.

    Your mission is to go down into a cave and explore until you find twelve pieces of Redstone Dust. You must then use these to build a prototype of the Engineer's design - a simple door circuit.

    The circuit must contain one switch, one door (wood or metal is fine) and at least one piece of redstone connecting them.

    Reward:
    If you succeed, you are now allowed to use Redstone in your developments! Furthermore, the Engineer also gives you access to his latest invention - the piston!

    You may now also build an Engineer's Workshop. This should consist of a crafting table, a furnace, a workbench and/or bookcase of some description (be inventive!) as well as at least one redstone circuit (it doesn't matter what the circuit does, so long as it does something) and at least one piston (sticky piston is fine if you have them!).


    A Blast of Inspiration!: by Jasan Quinn

    Requirements:
    An Engineer's Workshop or Alchemist's Workshop.

    Mission:
    A request has been made to study the nature of the Creeper by your local Engineer / Alchemist, who is spouting some truly bizarre and worrying theories. He wants you to do a study for him.

    First, you must locate and detonate three Creepers, making a note of how much damage they do to both the landscape and anyone nearby. Ah, science is a cruel mistress...

    Next, you are asked to collect and bring five pieces of gunpowder and four blocks of sand to the Engineer / Alchemist. The materials you brought are ingredients for a new substance called "TNT". You are instructed to make a block and test it. Have fun doing that!

    Reward:
    Your reward is the knowledge of how to make exploding blocks! What more could a mercenary ask for?

    You are now encouraged to build a Magazine. This should be a VERY secure room (Obsidian if you can manage it!) and this is the only place TNT may be stored. It can't be put into chests and must be placed down. You may, however, have chests for storing gunpowder and sand, as well as a crafting table for making the TNT.

    Edit: To submit new challenges, please follow this basic format:

    Catchy Title

    Basic summary of what you have to do/why you have to do it.

    The exact requirements.

    What (If anything) you get by doing it.


    So yeah, this is the basic idea. Please don't be mean about anything, but suggestions/improvements are welcome. Got an idea for a mission/building requirement? Please let me know! Thanks for reading.
    Posted in: Survival Mode
  • 2

    posted a message on [Challenge] The Mercenary
    OK, here goes. I finished the first building: My meeting hall. I had a busy night, so it's not much, but still...

    I arrived in a giant plain, and headed west. Soon I found myself in an arid desert, bordered (Oddly enough) by a birch forest. There, I found a village. After a bit of mining and smelting, I threw this together. Enjoy...



    This is a view from the outside. I tried to use some patterns and material variation to look nice. Feedback?



    Another (Better?) view of the exterior. Not impressed? Well, it only gets worse from here.



    My humble meeting hall. Two big chairs, one big table. Simple decor.... For now.

    Again, I would love to see everyone else's work (If there is anyone else...), so post away (or not, either way)!
    Posted in: Survival Mode
  • 1

    posted a message on [Challenge] The Mercenary
    Finally found a village. Will be posting my first steps shortly... I hope.
    Posted in: Survival Mode
  • 1

    posted a message on [Challenge] The Mercenary
    What do you mean? Do I have pics? No. I just thought of this an hour ago, so I typed up a storm, and here it is.

    Achievements? Do you mean additional challenges, or something else?
    Posted in: Survival Mode
  • 2

    posted a message on Which block for sidewalk?
    Here goes for a picture... I tried. Not exactly the best with computers...



    Edit: IT worked!!! And yes, That's exactly what it looks like...

    Edit again: The only real problem with this design (That I've found) is that going up/down is a little tricky. Still, overall I think it looks nice, and it could work with a variety of materials...
    Posted in: Survival Mode
  • 1

    posted a message on [CHALLENGE] Nuclear Apocalypse
    Quote from Shaiur

    Maybe when you spawn you should just build a hole straight down and repair where you went through so it doesnt look like you were there, exactly like your told not to do when you first start minecraft. After you get deep you then can make your shelter and build up, instead of down like usually, of course you would have to kill a tree first but besides that I think it would be a nice addition don't you?


    The only problem is that with that approach and the limitations set out, it would be almost impossible to ever reach the surface again. Your call though. It's your bunker, after all.
    Posted in: Survival Mode
  • 2

    posted a message on [CHALLENGE] Nuclear Apocalypse
    Thanks! It needs some fleshing out though... Suggestions are welcome!

    PM me any proposed Changes, and I can slip them in at my discretion. Thanks for the responses!
    Posted in: Survival Mode
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