• 0

    posted a message on Redstone, Redstone Repeaters, Redstone comparators, Redstone Torches (Celing only) on Walls and Celing
    I still have no idea what is it you want to suggest.

    If I have to guess, are you trying to suggest for a way to place a light source on the ceiling?

    If so, we already have redstone lamp/glowstone,
    Posted in: Suggestions
  • 0

    posted a message on Nerf Ghasts!
    I don't use bow/arrow against ghast.

    Punch the fireball back at it. Fireball is instant kill against ghast.
    Posted in: Survival Mode
  • 0

    posted a message on Block aging system
    I don't see a use for this.

    If you want aged buildings, you can always build one yourself (of course, having some access to more broken looking wood planks would be nice).

    For player who don't want aged looking building, this is a nuisance.
    Posted in: Suggestions
  • 0

    posted a message on Mushrooms Activate Comparators
    Quote from hackercore»
    Downvote, already implemented as light sensor... Unless I'm reading this wrong?

    You're reading it wrong.
    What's currently available is a daylight sensor, which detector the amount of daylight.
    What's being proposed is a general light sensor that can sense light level besides daylight.

    A simpler explanation of difference.
    Sticking a torch next to daylight sensor don't effect the daylight sensor.
    Sticking a torch next to this would effect the sensor.

    I would prefer that it be a bit different then just use mushroom... perhaps craft it with daylight sensor to create a general light sensor?
    Posted in: Suggestions
  • 0

    posted a message on Mushrooms Activate Comparators
    While I like the idea of of a light detector that's independent of sky-light, having a mushroom be that detector is a bit... odd.

    For one, note that Comparator currently only work with player created blocks. One can handwave that by sticking comparator next to a player created stuff, player adds additional mechanism to said stuff to detect things (a weight sensity pressure plate to chests, turning knobs to item frames). No naturally grown "stuff" work with a Comparator currently.
    Posted in: Suggestions
  • 0

    posted a message on Rafts! (10+ Supporters!)
    Quote from Legoman99573»
    Well this is a great idea and its useful.

    100% Support B)

    well my horse did drown and i had lead. it could be the skeletons shooting at me xD

    Note that foals (baby horse) cannot swim in minecraft. Maybe you're leading a baby horse, hence why it drowns.
    Or you may have accidentally glitch it into a solid block and it suffocated.
    Posted in: Suggestions
  • 0

    posted a message on New Nether Mob - Nether Scarab
    I understand your point that we should have a rare hostile mob in nether (beside ghast) that should pose significant threat to player.

    The nether scarab suggestion was not intended to make it that rare hostile mob. It's purpose is more like a semi-common mob, with difficulty on something along the line of cave spider (plus some bonus to mobility). My goal for nether scarab is for them to be a bit common enough to require player to need to watch out for. Specifically, it's a mod designed to offer some threat to player who "dig" tunnels in netherrack to avoid ghast. For that reason, nether scarab cannot be too "dangerous", otherwise nether exploration would be a bit tedious.

    I've added additional details regarding the burrow, unburrow behavior of nether scarab. In short, it can tunnel through netherrack. So fighting it would also be a bit like fighting Enderman with a slower teleport.
    Posted in: Suggestions
  • 0

    posted a message on New Nether Mob - Nether Scarab
    Quote from Kholdstare»

    Seems too weak to me. A loner group poses minimal challenge and would be lucky if it managed merely one or two hits, and a swarm wouldn't be capable of killing a player unless they're already heavily wounded when they get attacked thanks to a scarab's abysmal damage and low max health.

    I personally would solve that by buffing scarabs rather than making them spawn in really large groups. I'd bump their damage to 6 on normal (3 on easy, 9 on hard) and their health to 12 (6 hearts). This makes it so that a group of them can inflict a decent amount of damage, and lets them survive two hits from an unenchanted diamond sword. I'd also buff the "loner" pack size to 2-3 scarabs as one alone is really quite pathetic even with the buffs. The damage might seem high, but it IS the Nether.

    My balancing of it is based a bit around silverfish.
    The idea is that access to stronghold is, in theory, after access to nether (nether access is required for eye of ender, which in turn is used mainly to find stronghold). As such, nether scarab shouldn't be much more powerful compared to silverfish. In addition, nether scarab spawns naturally while silverfish only spawns from either a spawner or during map generation. Furthermore, nether scarab has significantly greater mobility than silverfish. One should also take into account that there are other mobs in the nether, plus the abundance of lava is another threat to watch out for (of which nether scarab would pose significant danger at knocking the player off).

    As for group size, the lone group is intended to not pose too serious of a threat (outside of potentially knocking player into lava). Just something that player need to beware of. And for larger group, the pack size doesn't mean that you get a max of 6~8, but that during spawning algorithm, up to 6~8 is spawned in close proximity at a time. The fact that damaging just one will aggro others hidden in block nearby could result in player trying to fight off a much larger swarm (especially if said player is trying to "hit-and-run").

    A slight buff would be warranted to make it more survivable. 6 hearts, 12 HP, seems to be a good point. I would argue more for 5 hearts, to give player who have iron sword also have the chance of 1 shot on a critical hit plus full power arrow hits.

    A would argue against a direct damage buff. However, I would say that a buff may be warranted in terms of a chance to inflict negative status effects. For straight damage buff, perhaps a poison effect. For a more "unique" buff, have it inflict weakness (in essence, once you're hit, they get "health buffs" since you're dealing less damage). Or inflict nausea/blindness to make nether navigation much difficult.
    Posted in: Suggestions
  • 1

    posted a message on Make fireworks easier to craft!
    Quote from TheqoreeZ»

    So your argument is so flawed, worse than Obama.

    Let's not bring politic into this forum.
    Posted in: Suggestions
  • 0

    posted a message on New Nether Mob - Nether Scarab
    Quote from Kholdstare»
    I can't gauge how difficult these would be to fight... depends on how large the swarms will usually be. One of these would be pathetically easy to take on, but about ten packed tightly together (i.e. not one after the other) would probably take out a good chunk of your health since they're much more mobile than silverfish (whose swarming mechanic falls pretty short, especially since an unenchanted diamond sword OHKs them).

    Support, if only because I agree with the sentiment.

    I'm thinking that the mob spawning logic for it falls under two categories (in terms of "pack" size).
    1. Loner - 1~2 scarabs / pack. This is the most frequent type of spawning and would require player to be alert.
    2. Swarm - 6~8 scarabs / pack. This is the dreaded swarm pack.
    Part of the saving grace for nether scarab in difficulty is that it's larger than silverfish, which make them a bit easier to hit in exchange to being much more mobile and difficult to escape from.
    Quote from Carsonline1»

    Ghosts aren't rare

    While ghasts aren't rare, ghasts are fairly easy to avoid (dig underground), especially if you're lucky with where your nether portal spawns
    Quote from Gman11020»
    You have my support but it will only make Vechs more evil. Oh god. I can already see the nether scarab stacked with a creeper. ;-;

    You mean that Complete the Monument/Super Hostile map? I can see it being a fairly nasty problem if he stick nether scarab spawner all over the place. And BONUS, since nether scarab can spawn in netherrack! Bury the spawner in netherrack! Considering a spawn cap for hostile mob being 79, you get a pretty scary chance of walking over a field of netherrack, hit one, and suddenly finding yourself being absolutely swarmed by mass load of nether scarab.
    Posted in: Suggestions
  • 0

    posted a message on Gunpowder trails
    I like this idea.

    As for burning time. Perhaps have each "gunpowder" trail burn for an amount of time (say 4~6 ticks) before setting the next block of trail.

    That way, you get a nice visual of a sparking trail advancing toward TNT.
    Posted in: Suggestions
  • 0

    posted a message on New Nether Mob - Nether Scarab
    Quote from maosnboi»
    +Support

    I agree, the Nether is too easy, and this would solve that. I would like to see this, as a challenge, rather than the rare Ghast and neutral Zombie Pigman, whereas the other mobs there you can avoid completely. May I ask, however, what is their Total Health and Sight Range?

    I would imagine their total health to be fairly low, something like silverfish (4 heart). Their main threat is, after, all, mobbing the player in large number similar to silverfish and this is balanced by the fact that they can fly (forgot to mention, the "flight" ability would essentially allow them to get pretty high up, making short pillars useless). Their sight range would be on par with skeleton, since their "starting" attack is essentially "ranged" (a long distance lunge whenever possible). Going to add proposed stats.
    Quote from trollsack»
    Support.

    However, make them bigger. I hate silverfish since they are so hard to hit.

    Like I said, they're about the size of cave spider. The similar to silverfish is in their ability to hide inside blocks (or specifically, netherracks).
    Posted in: Suggestions
  • 4

    posted a message on New Nether Mob - Nether Scarab
    Nether, despite it's hellish look, is surprisingly safe outside of the nether fortress, with only zombie pigmen and ghast as you only threat. The former only a threat if you anger them, the latter can be avoided by digging into the netherrack itself.

    As such, I propose a new mob, the Nether Scarab.

    Nether Scarab
    A scarab with hardened carapace that rivals that of flint.

    Basic Stats:
    HP: 3 Hearts (6 HP)
    Armor: 7.5 (60% damage reduction)
    Damage: 1 Heart (2 HP) + 12 second of Venom (4 Hearts/8 HP damage)
    (Double damage/Venom duration on Hard).
    Speed: Normal (can keep up with player indefinitely).
    Drops: Flint.

    Abilities:
    Immune to lava (like all nether mobs).
    Can climb wall (like spider).
    Can "glide" (falls slower). Speed is increase a little during a glide.
    Can "burrow" into and "tunnel" through netherrack.
    Limited Flight: Can "jump" across 6~8 blocks gap (utilizing its glide ability to reduce the fall time).
    Aggro Range: 16 blocks

    A beetle-like mob similar in size as a cave spider. The nether scarab is a hostile mob. Nether scarab can "fly" a short distance (in essence giving it an ability to jump across long distance) and is immune to fall damage (falls like a chicken, but a bit faster). Nether scarab's flight speed with faster than the player's walking speed. Nether scarab attacks similar to a spider by lunging at the player. Combined with their flight ability and small size, this makes nether scarab a threat that's difficult to escape from.

    Behaviors:
    Nether Scarab has a silverfish like capability allowing it to burrow/unburrow from netherrack. Burrowing into a netherrack turns the netherrack into a nether scarab spawn-egg (in game logic may treat this as a mob-entity attached to a block as a block entity, as such the spawn-egg can "despawn" as normal once player is out of range).
    Burrowing: Nether Scarab takes 3 seconds to burrow and can still be attacked during that time. Nether Scarab will burrow under two conditions (unless specified, the condition is not guaranteed to trigger burrowing, but just increase the chance of it):
    1. Nether Scarab is injured: Chance of this happening is based on the number of unburrowed nether scarabs nearby. The more unburrowed nether scarabs nearby, the higher the chance of it burrowing. Nether scarab will never burrow during combat if it's the only unburrowed nether scarab.
    2. At random. If in combat, the burrowing chance is higher if there's more unburrowed nether scarabs nearby (never if there's only one unburrowed nether scarab).
    Tunneling: A burrowed nether scarab can "tunnel" through netherrack. If idle, it does so slowly and at random. If in combat, it will try to tunnel to a block behind the player and unburrow from there. The nether scarab's tunneling speed with 1/2 of its normal movement speed. Tunneling does not destroy netherrack (it's treated as an invisible mob entity in the block that's immune to suffocation damage).

    Unburrowing; Nether Scarab takes 2 seconds to unburrow (which does not destroy the netherrack), or instantly if the netherrack spawn egg is destroyed. Nether Scarab unburrows in the following conditions.

    1. At random if idling.
    2. In active combat, if it's within 8 meters of the player and behind. This is to allow it to attack
    3. In active combat, if it's further than 8 meters away from the player.
    Aggro: While nether scarabs are automatically hostile to player, nether scarab will not start tracking and attacking player while burrowed (unless it was already tracking/attacking the player before it burrowed). Nether scarab will start to track/engage/attack the player if.

    1. It's unburrowed and within 16 meters radius of the player.
    2. It's burrowed and a nether scarab within 16 meters is injured.
    Summary:

    The combined behavior means that in large group. Nether scarab will try to burrow to heal and/or ambush the player from behind. This means that in fighting a large group, it is key for player to try to kill nether scarab one at a time (leaving one injured would result it healing itself by burrowing). Tunneling behavior can result in player being attacked on all sides, even if player has their back to the wall (nether scarab may unburrow right below the player, or from blocks above the player). Back-pedalling may help in forcing nether scarab to fight from the front (it's tunneling speed cannot catch up to the player). But given that it's the nether, player might just fall into lava.

    Combat:
    The harden carapace of nether scarab means that only a solid hit from diamond sword (critical hit) can one hit kill it or using potion of harming.
    Posted in: Suggestions
  • 0

    posted a message on Bioluminescent Cave Plants: [50 supporters!]
    Quote from TheqoreeZ »Maybe unique hostile mobs would spawn next to these plants?

    I did post some ideas before.



    Quote from UberFubariusMega Support

    As for mobs, I would like to offer a few possibilities.

    Fluorescent Snail: A single-block sized snail. It's a slow, passive mobs that can climb vertical surfaces (like spiders). Fluorescent Snail will leave behind a fluorescent slime trail as it moves (similar to snow golem leaving a trail as it moves). The slime trail evaporates naturally on a block tick (so it shouldn't impose significant processing overhead. If it gets picked to be ticked, it evaporates). Harvesting the slime trail with shovel (you're using it to scrape off the slime) has a 25% chance of giving you a slime ball. Snail drops Slime Ball when killed.

    Glow Worm: Based on the real life glow worm (http://en.wikipedia.org/wiki/Arachnocampa), also similar to barnacles from Half Life 2. It's an immobile hostile mob that inflict melee damage. The Glow Worm spawns under dark cave ceiling and emits a very faint glow. It dangles a barely visible strand toward the ground (with an equally small hit box). Any mob/entity/player that touches it will be attached to it (like being attached to a lead), at which point, the Glow Worm will "reel" the victim in (rate of about 0.5 meters / second) until the victim is in contact with the worm, at which point the victim will start to take damage over time. The strand can be severed by just attacking or by killing the glow worm. On kill, the glow worm will drop 1 silk.



    Basically, the hostile mob is immobile and difficult to spot. Giving the illusion that it's safe right until player wonder "Hey! Why am I floating u... OMG!"
    Posted in: Suggestions
  • 0

    posted a message on Bioluminescent Cave Plants: [50 supporters!]
    Quote from StormCrow1770»
    I really like the idea, but I'm going to be the devil's advocate and say if caves are lite up by plants and such, hostile mobs can't spawn, making cave exploring ridiculously easy in the beginning.

    Depending on light level.
    I believe that mob spawn light level limit is 12. As long as the cave plants don't emit more light than 12, mob should still be able to spawn, albeit at a lower rate.
    Plus, these cave biome would be fairly rare, so they would act more like a small "break" in caving.
    Posted in: Suggestions
  • To post a comment, please .