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  • 0

    posted a message on [IN PROGRESS] The Minecraft 2.0 mod!

    This is probably the biggest necropost I’ve seen on this site.


    Also, if I get people to help me I’m planning a mod like this, but bigger still.









    And now I’ve necroed... darn it.

    Posted in: WIP Mods
  • 1

    posted a message on Looking for People to Help With Our Mod

    Sorry if this is the wrong section, I posted in the looking for area too, just in case.


    Hello, I’m Pike, and I run a mod team. I’ve asked for help on these forums before, you may have seen this.


    Anyway, I am not asking for anyone to join our team, only help our team, or any of that. I just want people to help us part time, unless you want to join our team in which case welcome aboard.


    We are in need of several positions;


    Coders


    Model/Texture Creators


    Sound Creators


    Mod Testers


    Idea Specialists


    These are the positions I’m hoping to fill. Again, I’m just looking for people to help.


    Right now we’re working on a realism based mod, we have plans for future mods, and really want to make good, quality mods.


    If you’d like to help, speak up! I’m not looking for cream of the crop, if you can do something, do it as well as you can, and it’s good enough for us.


    If you need more details, ask below or PM me, I’ll be more than happy to answer any questions.


    Thats basically it, I wanted to keep this thread short and to the point, and I think I did.


    Have a good day!

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Falconry
    Quote from fishg»

    This isn't allowed. Just because something is in a mod doesn't mean it can't be in the vanilla game. I'm sure this isn't copied over from the mod either, so it would a different experience.

    As for the suggestion, I'm on the same page as silveroug2. I definitely agree that falconry needs a more developed and original use. Perhaps instead of following you around like a flying wolf, it could only be sent away to "hunt" by going out by itself and searching for small animals (rabbits and babies) several chunks away. The raptor would then return five minutes later with food in its inventory. Standard stats still apply (ex: send your owl at night). This would be more realistic and improve the gameplay.

    I also think that the training system is too long and confusing. It would be better to just feed it some meat. Of course, the birds would then have to be very rare. I agree that feathers and arrows just add to the clutter.

    Lastly, I would suggest that you only include hawks, falcons, eagles, and owls. After that it starts sounding like a mod (that overdoes everything).

    Partial Support


    We could make them be sent off on their own, but I think there should be a limit on how many you can send at a time.

    We can cut the training system, I was just trying to come up with a unique way to tame it. It seems like many people agree about the arrows, I may remove that part.

    Keeping those four is definitely alright, the others were just kind of an afterthought.

    Thank you for replying.

    Posted in: Suggestions
  • 0

    posted a message on Falconry

    Honestly, there are mods for this, and Animania is already planning on adding this, so no problem.


    I actually can’t find any mods that add this how I want, I’ll watch Animania, though. I do plan to put it in my mod, however.

    I’m curious how you feel this fits into vanilla, though, I feel it fits Minecraft’s theme, but could be added better than how I’ve said.
    Posted in: Suggestions
  • 0

    posted a message on Falconry
    Quote from silveroug2»

    There's some things in there that I agree with, and some that I don't. I'd love to see birds in minecraft in general, I think it's severely lacking flying mobs, and I'd love to be able to train some of them and use them against enemies. I'm just not sure that this goes about it the right way, mainly in how they will attack.


    I think you were right in saying that they would be underpowered if they only attack things that you shoot with a bow. Perhaps it would be better if there was a button to switch them to "hunting" mode and then they would attack anything within a certain range, which could change depending on the bird. Or it could work similar to the item grabbing you suggested, maybe with a right click in the direction of an mob.


    Also I think the specific feathers and arrows would just add more unnecessary clutter, I have not once used any of the potion arrows since they were introduced and I imagine I would not use these ones either. But maybe that's just me.


    Partial support from me, I already like it and with some changes I think it could work well in game.


    I wouldn’t mind if there was a different way of attacking, but just randomly attacking nearby mobs doesn’t like a very good solution either, I think the right click in the direction of the mob would be the way to go.

    I wasn’t sure how well the arrows would be recieved, and they’re not a big part of the suggestion, and they very well may become clutter, as you said.
    Posted in: Suggestions
  • 0

    posted a message on Falconry

    Falconry In Minecraft


    Falconry is one of those subjects that is what I call ‘shadow suggestions’, meaning it lives in the shadows, comes out just long enough to get a few mediocre reviews, then goes back. I hope to suggest falconry in a new way, or at least drag it out of the shadows again.


    For those of you who don’t know what falconry is or don’t know much about it, falconry is the keeping of predatory birds (Of the raptor group), traditionally for the use of hunting. The sport has been around for centuries, it hit a high point in popularity in the Middle Ages, where it became the sport of nobility and royalty. Today, falconry is a hobby practiced worldwide, with several clubs established dedicated to it.

    In real life, this requires much training to get a bird to do, but because in Minecraft we don’t really have any type of training system, it’ll just be tame-to-train, like normal.


    Types of Birds:


    Disclaimer: I own none of these pictures, credit where credit is due, and I will try to include links.


    Hawk:

    https://upload.wikimedia.org/wikipedia/commons/9/9b/Red-tailed_Hawk_Buteo_jamaicensis_Full_Body_1880px.jpg

    Hawks would be the most common type of raptor, with basic stats, and nothing you could really call ‘special’ about them, per say.

    Falcon:


    http://4.bp.blogspot.com/-obni-vtn-iM/UM_4VaeUXHI/AAAAAAAAA1E/gfbnvNEmGDA/s1600/Peregrine+Falcons+5.jpg

    Falcons as a group would excel at speed, and fast, somewhat less damaging attacks.


    Eagle:

    http://i.imgur.com/lqmcPeN.png

    Eagles would be hard hitters, but not the fastest group out there.


    Owl:

    http://1.bp.blogspot.com/--DE345lAACw/TtA2VmXxR_I/AAAAAAAAAjs/m9gDb_07COg/s1600/The+Great+Horned+Owl.jpg

    Owls would be stealthy night birds, in the middle of the pack for speed, but higher on strength.



    Potential Other Types


    These birds aren’t typically or traditionally used in falconry, for one reason or another, which I will try to name, but could still be potential birds if more types were needed/wanted.


    Vulture:

    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/1318069-drzharks-mo-creatures-mod-suggestion-thread, I guess it’s somewhere in here, I couldn’t find it but that was the link from the Google picture.

    Vultures aren’t used in falconry because they aren’t normally (Or ever, as far as I know) hunters, they are scavengers, preying on dead or dying animals.


    Caracara:

    https://upload.wikimedia.org/wikipedia/commons/0/0c/Caracara_cheriway_-Brevard_Zoo-8a.jpg

    I don’t really know why Caracaras aren’t used in falconry, I think it’s mostly because they’re just an uncommon bird that’s harder to raise and train than your everyday hawk.


    Osprey:


    http://3.bp.blogspot.com/-v7mRuGqt5lw/T_EbRHVZF7I/AAAAAAAAMHw/mzDTY16ZSxE/s1600/Osprey2.jpg

    Ospreys aren’t used in falconry because they are fish eating birds that are hard to train, and wouldn’t bring what they caught back to you anyway.



    Taming and Finding Wild Birds:

    Finding;

    Obviously, you’ll need to find the birds or their nests before you can do anything with them.

    Other than some rare occasions, all birds will spawn and nest in almost all of the biomes.


    Taming/Hatching

    First, I’ll explain what to do if you find a wild bird you want to tame.

    To get a wild bird to the point where you can tame it, you have to trap or capture it, and then attach a strap to the bird to train it to trust you.


    So let’s say you encounter a wild hawk, for example, you’re a mid to late game player, and you can capture it however you want, here’s a basic run through of how each would go:

    You’re using a cage trap, you know the bird is in the area and is likely to get attracted to the trap. You bait the trap with raw rabbit.

    After a while, you come back, there’s a hawk in the cage, the rabbit meat is gone, and the trap is closed.

    You attack a strap to the leg of the hawk, basically a lead for flying animals.

    You fight the animal to take it home, but once it’s inside your house, you can tame it.

    You feed it meat bits, which are essentially ‘training treats’ and it gains a little trust of you.

    You then get a rabbit out of your farm and put it in a pen, you let the hawk kill it, then you feed it meat bits and take the rabbit meat. It will take a certain number of tried to tame it, but once it’s tamed it will listen to you.


    This process would be similar across birds, with it varying how many times it needs to be done.


    Hunting With Your New Bird:

    You’ve got your bird, tamed it and everything. Now what do you do with it?


    You hunt with it! But how do you do that?


    Well, it actually not hard, and isn’t that different than any other hunting you do in Minecraft.

    Similarly to how dogs only respond to physical attacks on mobs, birds only respond to ranged attacks. So, basically, if you want your birds to go after something you shoot it with a bow. This makes birds a little underpowered I feel, because their original purpose was to hunt rabbits and other hard-to-hunt creatures, but rabbits get one shotted by a bow anyway, either way.


    Other Uses For Birds:

    Birds aren’t just for hunting, however, they have other uses too.


    Special arrows:


    Periodically, the birds will drop feathers respective to their type, hawks drop hawk feathers, etc. similar to how chickens lay eggs.


    These feathers, when used to craft arrows, give special effects to each arrow.


    Hawk= Colorable for different color feathered arrows

    Eagle= +Heart of damage

    Owl= Double damage at night

    Falcon= Arrow flies twice as fast

    Vulture= If this arrow kills the mob, mob drops double items (Doesn’t work on bosses and some mobs)

    Caracara= ?

    Osprey= If this arrow kills the mob, 1-10 fish drop from mob


    People may argue these arrows are unnecessary or overpowered, I agree and disagree, but I think they’d be a fun addition.

    Item Grabbers:

    If there’s an item on the ground, left click in its direction with a bird on your hand or shoulder and it will pick it up and bring it back to you. Max range of 20 blocks.


    Breeding Birds:

    When bred with meat, birds will go into normal love mode, but upon the end of it instead of a baby, one of the parents will pop out an egg.


    This egg can be placed in an incubator with some fuel to hatch. This is just to keep from people mass breeding them, at least as much.


    The incubator will also give chicken eggs a 100% hatch rate.


    So yeah, I guess that’s the suggestion, basically just adding another tamable hunting mob, with some unique perks.

    Posted in: Suggestions
  • 4

    posted a message on Welcome to ‘From Scratch’, A New Take On Realism (1.12, WIP)

    Now before you go ‘oh another lame attempt at a realistic Minecraft, what is it, no punching trees?’ let me tell you; there will not be any tree punching, but it’s going to be fun.


    We aren’t very far into development yet, but you can follow our work through many sources other than here!


    Patreon:


    https://www.patreon.com/ThePikeModTeam


    Facebook:


    https://www.facebook.com/thepike.modteam.7


    Twitter:


    https://mobile.twitter.com/pike_mod


    This isn’t any old realism mod, however, our goal is to make it more realistic, but also more fun, not constant tedious work like some realism mods turn out to be. It’s going to combine the hardcore realism aspects, with the fun realism aspects, to make a gameplay experience like no other.


    Another point of this mod is to let players choose their lifestyle a bit more, enjoy fishing? Live near water and fish in new and exciting ways everyday. The subterranean life more your fancy? Mine many new ores and refine them for strong tools and riches. Really more of a builder? Build amazing buildings, although a little bit more work than you’re used to. Not sure what you want, and just want to explore on the back of a loyal steed? Go ahead, there’s much to see in this new world.


    Wondering how this will work for servers? I think it works rather well, because it allows players to more specialize, and new combat mechanics make war interesting, but if players choose to work together, they’ll find it works well.


    The real goal of this mod, as said before, is to keep realistic feelings, with a fun aspect to it as well, I also hope to make addons for this mod in the future for some other aspects, as this mod is based on Minecraft’s semi-medieval feel, and the addons will hopefully be to further the technology for those who are into that sort of thing.


    Want to help the versions come out faster? Consider joining our team, we can always use more help!


    I apologize for the lack of information on the mod itself, but we haven’t got very far into development yet and a lot of this is just my personal plans. Expect this thread to change often.


    Latest download:


    We do not have a download yet, but hopefully very soon!

    Posted in: WIP Mods
  • 0

    posted a message on RealisticLivestock Mod, new models for vanilla farm animals, new AIs, new breeds, and new animals(yak, turkey, bison, goat, etc)

    I was not going to say anything, but since this has turned into personal attacks, I guess I should.


    My coder is currently working on this mod, on top of coders that may still be coding the mod, for all I know


    But I assure you all, this mod IS being worked on, yes it's slow, but since no one wants to help, no one has the right to complain.


    Matheus is working hard on parenting models and creating textures, if you go to his Discord fan chat, he almost always has new pictures of models and textures.


    I wont give anymore information, I just want to stop the argument, as it has gone much to far, and is very uncalled for, no excuses.


    Good day.


    -Pike

    Posted in: WIP Mods
  • 0

    posted a message on Being Able To Turn Off Some Mobs For Worlds

    I love this idea and personally think we should have more options like this, where we can disable more things like items, terrain generation, like trees and certain blocks, in a more advanced way than like super flat or whatever.


    Support

    Posted in: Suggestions
  • 0

    posted a message on The problem with potion tipped arrows

    I'd have to disagree, since most people are already on track for the end, it's not hard to get a stack or two of bottles and fill them up, it seriously takes 5 minutes or less.


    Some arrows like water breathing are underpowered for the work to get to the end, but instant harming 2 arrows aren't, personally I don't think many people use tipped arrows anyway.


    If I had to suggest a way to balance it, I'd say extend the timers for all of them, most by at least double, and if you guys are hell bent on having tipped arrows pre-end, make a rare nether mob that drops something to make them linger, perhaps?

    Posted in: Suggestions
  • 1

    posted a message on Introducing the Boomerang! A unique ranged weapon with custom enchantments.

    Love it, I've always wanted a new weapon, not just making a tool swing slower and do more damage (Even though the axe thing worked, it was incredibly lazy imo), so I've always liked it when there's a good weapon suggestion that the community likes instead of 'We have enough weapons'.


    As for this suggestion, amazing job, one of the best (if not the best) boomerang suggestion I've ever seen.


    Honestly anything I could say has already been said or is just nitpickey, so I'll just say overall I find it balanced, but don't think it would become a major pvp aspect, at least if players had a choice.


    I'd use this weapon, however, and I think a lot of others would on single player/pve as just a backup weapon.


    Full Support.

    Posted in: Suggestions
  • 1

    posted a message on Better Fishing!

    Necropost much?


    Anyway, I think fishing does need a little more, the last time it was updated (Like, what, 5 updates ago?) it fit well, but after multiple years on that same system, it gets a little mediocre.


    Also I'd personally be of the opinion to make the net its own block that catches fish over time (3 cheers for originality!) with its own GUI and everything.



    Partial Support.

    Posted in: Suggestions
  • 0

    posted a message on Idea for First Mod?

    My mod team is gonna start work on a realism mod, if you want to help us.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on The Pike Mod Team, Now Accepting!

    Welcome, we are the Pike mod team, and we are looking to become one of the best mod teams around, but great teams take great people, so any help we can get is amazing.


    You may recognize a similar post I made before, that was me wanting to make the team, (Sorry if you're tired of me, this should be my last thread, at least for awhile) now I've got it made and staffed, owner, co-owner, supervisor, all the accounts made, email, twitter, Facebook, Patreon, etc., and am looking to really get this project rolling, by early fall at the latest we hope to be onto mod creation.


    If you want to know what kinds of mods we're interested in making, I'd have to admit we don't have a lot of plans beyond a realism mod which will probably be called 'From Scratch', so there's plenty of room if you have a mod you want to make.


    If anyone comes from WIP mods and joins the team/helps with our mods, we will return the service by helping you create YOUR mod. (If we can, of course)

    Even if you don't want to be part of the team, we would urge you to sign on to help for only a mod or two, because anything helps.


    We are looking for modding positions and just general team positions, listed here;


    Modding positions:


    Coder, as many as we can get.


    Model creators/animators, as many as we can get.


    Texture creators/animators, as many as we can get.


    Mod testers, up to 5 to start with.


    Team positions:


    YouTuber, we have an official channel, and will have unofficial channels as well, probably only need 1-2 or 3 people in this category.


    Account manager, I'll list our accounts below, and include links if I can, we only need one person


    Treasurer, someone to manage the money aspects (Of course we'll only need one if we ever make anything), one person


    Newsletter manager, we will have a weekly/monthly newsletter, this person will be in charge of writing it and making sure it gets out, one or maybe two people.


    Picture and banner creators, create pictures/banners for the team and our mods, one or two people.

    Team positions will have to join the team, modding positions can be people who don't necessarily join the team.


    Application form;

    So you decided you can't pass up a slice of this? Apply with this format, or similar.


    *IGN/Nickname; (What we can call you)


    *Position; (What position you want)


    *Time; (How much time per week can you dedicate to this? Is your schedule regular? Etc)


    *Age; (We're taking experience over age, so don't feel shy if you're a little bit young, if you know what you're doing, that's good enough for us)


    *Communication; (How can we reach you?)


    Previous experience; (Not required, but will help you stand out a bit)


    Brief description; (Also not required, just to help you stand out)


    Mods you may want to make in the future; (Optional)


    *= Required


    All applications will we answered via private messages, unless otherwise requested.


    Just so everyone is aware, we use Discord, no Skype or Teamspeak, so expect that as our main method of communication. (If you don't have Discord, read

    the FAQ question.)


    FAQ's:


    Q: Do I get paid for my service?


    A: At the start, we will not be able to give pay, but look at it this way, if your efforts go into making a well-known mod, that's your name on that awesome mod, and maybe we could start getting pay, which will be divided up, and even if we don't make money, or enough to distribute, you're still getting your name on some good mods, which could help in the future.


    Q: I have a great idea for a mod! How soon can we make it?


    A: I'm gonna say this now, we're gonna start with everyone focused on getting the realism mod to an Alpha stage (Unless we have a LOT of people) after that, numbers allowing, we can separate small groups to start work on other mods.


    Q: I'd love to help but I'm new to modding/somewhat young/Can't dedicate much time, do I still have a shot at making the team?


    A: Yes! Until we get a full stock team of legendary modders (Which I don't see happening soon) You're more than welcome to come and help us, however much you can with your experience, time, or age.


    Q: I don't have Discord! What can I do?


    A: Well, if you don't have it and can't get it, we can still communicate over email, twitter, Facebook, or here, at the forum, so there are many ways we can get in touch, don't sweat it.


    Q: I have a mod that's WIP, but isn't getting anywhere because {Insert Reason Here}, will you guys help?


    A: We will not be developing other people's mods for them, but if you have given your service or helped the team, we will return it.


    Feel free to ask questions, if they're likely to be asked again, I'll put them in the FAQ.


    We thank you for taking time to read our thread, and hope you give some serious thought to helping us, with a good team we can be making good mods very soon.


    Also, this is our official picture, if anyone cares.

    https://tse2.mm.bing.net/th?id=OIP.q6jMe4HnRkAfo2YIn5HeXgEsEs&pid=15.1&P=0&w=300&h=300


    Good day, from everyone here at the Pike Mod Team.

    Posted in: Mods Discussion
  • 0

    posted a message on Chisel: tool for custom patterns

    Not to be redundant, but I think it would work well like the chisel mod as well, for more reasons than one.


    1) It allows nearly every block to be tinkered with, chiseled, fixed, rechiseled, etc. until you get the exact pattern you want for a base


    2) It'd give more textures for map makers (I think?)


    3) While dark/light texturing could be interesting, and function fine, it wouldn't really add a large concept to the game, while something more like the mod could.


    Although I don't think Mojang would ever add the chisel mod, it could fit in nicely if they finally did update for more slabs and stairs and whatever else people complain about.


    Also, why not give the chisel both functions? I mean like if was like the chisel mod, right click opens the chisel GUI, and then maybe left clicking with it could open up the dark/light feature.

    Posted in: Suggestions
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