1. Already fixed - read the last few comments on the previous page.
2. Interesting bug. I'll check it out.
3. Sure. I might just disable it anyway, since it is pretty annoying for the swords.
I must be the most annoying person in this thread suggestion-wise, but I do have a few ideas...
1. Masks: I have an idea for the function of a few masks, mainly the Majora's Mask "shapeshifter" masks. Here goes:
Goron mask: Immunity/resistance to explosion damage, Dash enabled with empty hand (to emulate the "rolling" attack in MM), lava immunity (to reflect this, Goron Tunic fire immunity would be nerfed to still deal slight damage). Downsides: Extra fall damage, slower walking, form is too big to fit through single doors.
Zora mask: Faster moving in water, right-click with empty hand to throw a "boomerang". Downside: Extra shock damage, extra ice damage.
Deku Mask: Right-click with empty hand to shoot a Deku Nut (similar to Slingshot). Extra jump height and lower fall damage. Downside: Take more fire and cold damage (Lava is instant death in this form)
Fierce Deity mask: Extra Sword Beam damage, Sword Beam with default attack. Downside: Usage limited to Dungeons and The End (must be near Dungeon Core or Endstone to activate), high Exhaustion when attacking.
Giant's Mask: Add jump height and reach.
All the special abilities would add to exhaustion.
2. Dungeons: Fewer, but tougher, boss mobs. Change difficulty to reflect where you would be in the games (The Mountain dungeon is way harder than the others currently, I got owned while under Enchanted Golden Apple effects)
3. Items:
Powder Keg. Only usable in Goron form, this item would be thrown like a pot and cause a large explosion where it lands. This explosion can break Barrier blocks if they're hit directly.
Triforce pieces: Endgame items, can be combined (trade with a villager named Zelda) and placed on a Triforce Pedestal to unlock effects similar to having a Beacon pyramid.
4. Blocks:
Triforce pedestal: See Triforce pieces
Deku Plant: While in Deku form, Link can use these to propel himself into the air.
Sword Barrier: Additional sort of keyless Dungeon door, must be slashed with a Master Sword to open. Deals heavy shock damage to the player when interacted with in any other way.
5. Mobs:
Ganondorf (Dungeon boss): Using the Ghast AI and a Steve model, he shoots fireballs at you. The only way to damage him is to reflect these back at him.
Ganon: Using a greatly enlarged Pig model, he charges you for high damage and can only be defeated with the Master Sword or better. Drops the Triforce of Power (see Triforce pieces)
Additional:
Deku nuts can be "dropped" while hanging from a Deku Leaf (right click while "flying" with it). This consumes the Nut as normal.
PS. Right now, only the "regular" master sword emits a redstone signal when placed in a Pedestal. The Tempered, Golden and True Master Sword don't. Is this intentional?
Hey, Change some Keese Spawns, like:
Thunder Keese Spawns in desert Biomes and Dark Keeses Rarely at night in any Biome and Regular in the End it could make easier to control it for map making.
So how much more likely would you consider adding a mob if you were given textures/models for them? Or maybe even help with some coding-- I would absolutely love to add more LoZ characters/enemies. Especially bosses~!
If I may make a humble suggestion, but as for the Sand Rod (which is the only Elemental Rod not yet included), I'd suggest renaming it the "Earth Rod", and giving it the ability to create dirt or sand stairways or pillars. Pointing at the ground and "digging" would cause it to "rise" (adding blocks on top of it). The longer you hold M1, the higher the ground rises (to a maximum of ten or so blocks). M2 would reverse the process (allowing you to "quick-dig" through dirt and sand). You could also do this to ground directly beneath your feet for a quick boost (a faster version of the old "jump n' place" technique).
The Cane of Somaria could be added, as well: creating unbreakable, pushable blocks for use as stepping stones or even cover from Skeleton fire.
I must be the most annoying person in this thread suggestion-wise, but I do have a few ideas...
1. Masks: I have an idea for the function of a few masks, mainly the Majora's Mask "shapeshifter" masks. Here goes:
Goron mask: Immunity/resistance to explosion damage, Dash enabled with empty hand (to emulate the "rolling" attack in MM), lava immunity (to reflect this, Goron Tunic fire immunity would be nerfed to still deal slight damage). Downsides: Extra fall damage, slower walking, form is too big to fit through single doors.
Zora mask: Faster moving in water, right-click with empty hand to throw a "boomerang". Downside: Extra shock damage, extra ice damage.
Deku Mask: Right-click with empty hand to shoot a Deku Nut (similar to Slingshot). Extra jump height and lower fall damage. Downside: Take more fire and cold damage (Lava is instant death in this form)
Fierce Deity mask: Extra Sword Beam damage, Sword Beam with default attack. Downside: Usage limited to Dungeons and The End (must be near Dungeon Core or Endstone to activate), high Exhaustion when attacking.
Giant's Mask: Add jump height and reach.
All the special abilities would add to exhaustion.
2. Dungeons: Fewer, but tougher, boss mobs. Change difficulty to reflect where you would be in the games (The Mountain dungeon is way harder than the others currently, I got owned while under Enchanted Golden Apple effects)
3. Items:
Powder Keg. Only usable in Goron form, this item would be thrown like a pot and cause a large explosion where it lands. This explosion can break Barrier blocks if they're hit directly.
Triforce pieces: Endgame items, can be combined (trade with a villager named Zelda) and placed on a Triforce Pedestal to unlock effects similar to having a Beacon pyramid.
4. Blocks:
Triforce pedestal: See Triforce pieces
Deku Plant: While in Deku form, Link can use these to propel himself into the air.
Sword Barrier: Additional sort of keyless Dungeon door, must be slashed with a Master Sword to open. Deals heavy shock damage to the player when interacted with in any other way.
5. Mobs:
Ganondorf (Dungeon boss): Using the Ghast AI and a Steve model, he shoots fireballs at you. The only way to damage him is to reflect these back at him.
Ganon: Using a greatly enlarged Pig model, he charges you for high damage and can only be defeated with the Master Sword or better. Drops the Triforce of Power (see Triforce pieces)
Additional:
Deku nuts can be "dropped" while hanging from a Deku Leaf (right click while "flying" with it). This consumes the Nut as normal.
PS. Right now, only the "regular" master sword emits a redstone signal when placed in a Pedestal. The Tempered, Golden and True Master Sword don't. Is this intentional?
These suggestions are amazing.
Especially the masks section for Zora, Deku, Goron etc.
I hope these suggestions will be read and implemented in the game.
The Cane of Somaria could be added, as well: creating unbreakable, pushable blocks for use as stepping stones or even cover from Skeleton fire.
Just a few suggestions. Hope they're of use.
Pushable, climbable blocks would be insanely difficult to implement - as far as I'm aware, Minecraft doesn't allow for you to get on top of entities (which would be needed to make the block pushable). You could use a normal block (that shoots out fireballs when you right-click it with the Cane of Somaria) and make it liftable with the Power Glove.
Pushable, climbable blocks would be insanely difficult to implement - as far as I'm aware, Minecraft doesn't allow for you to get on top of entities (which would be needed to make the block pushable). You could use a normal block (that shoots out fireballs when you right-click it with the Cane of Somaria) and make it liftable with the Power Glove.
I forgot that moving objects have to be considered entities. :| Thanks for reminding me, though.
All good ideas, though I do not have as much time for modding these days so it may be a while (read: months) before I am able to do another proper update.
Re: dungeons - there is already a config option to make them less common if you feel there are too many. As for the difficulty, it's based on game difficulty, though you can configure how much extra health the bosses get. Coding each one to reflect the games, well, which game? Every game has a different set of locations and difficulties, and although I did order them somewhat in terms of difficulty, they are all supposed to be difficult.
Re: master sword redstone signal - yes, that is intentional, as only the regular master sword is ever locked in the pedestal, at least in the games themselves.
So how much more likely would you consider adding a mob if you were given textures/models for them? Or maybe even help with some coding-- I would absolutely love to add more LoZ characters/enemies. Especially bosses~!
Yes please If you can code, please do so! You can contribute directly to the GitHub repository if you'd like, or you can instead submit the code to me via p.m. and I will add it from there. I already have several models for mobs, but I simply haven't had time to code them properly, which is why they have not been added yet.
I don't like adding mobs just for the sake of adding mobs, like retexturing the zombie and copying its code exactly for each one (hey look guys, I added 10 new mobs! ;P ). Each mob should behave like it does in the Zelda games, or close enough to it, so if you (or anyone else!) are up to it, go for it! Of course I'll help as well to make sure everything merges seamlessly with the rest of the mod.
Hey, Change some Keese Spawns, like:
Thunder Keese Spawns in desert Biomes and Dark Keeses Rarely at night in any Biome and Regular in the End it could make easier to control it for map making.
How would that make it any easier to control? Really what you would need is individual spawn eggs for each type (for Chus as well), something I'm planning to add eventually.
If I may make a humble suggestion, but as for the Sand Rod...
The Cane of Somaria could be added, as well: creating unbreakable, pushable blocks for use as stepping stones or even cover from Skeleton fire.
I did consider adding the Sand Rod, but honestly, while it's useful in Zelda, it seems rather pointless in Minecraft, since in Minecraft you can already place blocks, build stairs, etc. The way I was thinking of implementing it would be to raise up sand/dirt blocks from the ground rather than creating blocks, so the stairs or pillar height would be limited by the amount of material in the ground, but I scrapped the idea because it's more effort than it's worth for a glorified block placer. Basically, in Zelda, the Sand Rod was a useful and essential item; in Minecraft, it becomes a mere novelty. If everything else on my to-do list is completed, then I will work on the Sand Rod.
As for the Cane of Somaria, it's similar to the Sand Rod in that in Zelda, it is otherwise impossible to place blocks; not so in Minecraft. It could, however, be interesting to create a single unbreakable and pushable block (possibly of larger dimensions, a 'single' 4x4 block, for example) at a time, and certainly possible given that Minecraft already has the piston mechanics for pushing blocks. I might look into this in the future.
Re: dungeons - there is already a config option to make them less common if you feel there are too many. As for the difficulty, it's based on game difficulty, though you can configure how much extra health the bosses get. Coding each one to reflect the games, well, which game? Every game has a different set of locations and difficulties, and although I did order them somewhat in terms of difficulty, they are all supposed to be difficult.
I didn't mean that dungeons are too common - I mean that in most Zelda games, you're typically fighting only one boss per dungeon (ony exceptions I know of are Koume and Kotake in various games, the twin stingray things in Minish Cap and the Cubus sisters in Phantom Hourglass). I understand this is a choice you made, but maybe add a config option for the amount of boss mobs per dungeon in addition to the amount of extra health?
As for your modding-time situation, hey. You have a life too. I'm not asking you "OMG IMMEDIATELY ADD THESE THINGS". I'm just putting my ideas out there for you to think about. Although now that you've said something to Rui_rui about coding, I might take you up on that offer myself if University stops being a timesink ;-P.
PS. I just figured out that I was just going about the Earth temple boss wrong.
I didn't mean that dungeons are too common - I mean that in most Zelda games, you're typically fighting only one boss per dungeon (ony exceptions I know of are Koume and Kotake in various games, the twin stingray things in Minish Cap and the Cubus sisters in Phantom Hourglass). I understand this is a choice you made, but maybe add a config option for the amount of boss mobs per dungeon in addition to the amount of extra health?
As for your modding-time situation, hey. You have a life too. I'm not asking you "OMG IMMEDIATELY ADD THESE THINGS". I'm just putting my ideas out there for you to think about. Although now that you've said something to Rui_rui about coding, I might take you up on that offer myself if University stops being a timesink ;-P.
PS. I just figured out that I was just going about the Earth temple boss wrong.
Parry is made of win in there
Lol, nice That's what the skills are for, after all xD
As for the bosses being too may, I did it that way as a placeholder only - the real bosses, whenever they get added, will only appear one at a time (or two, in such cases as you mentioned), and will hopefully be just as challenging as the four current buffed-up vanilla mobs. For now, you could lower the game difficulty setting before you go in a boss dungeon, and I'll add that config option in the future.
Re: modding time, I was simply informing you (and other people) that my time is soon to be much more limited, so the update pace of this mod is going to slow considerably. Nothing in your post gave off the "OMG ADD THIS NOW" vibe, don't worry
Lol, nice That's what the skills are for, after all xD
As for the bosses being too may, I did it that way as a placeholder only - the real bosses, whenever they get added, will only appear one at a time (or two, in such cases as you mentioned), and will hopefully be just as challenging as the four current buffed-up vanilla mobs. For now, you could lower the game difficulty setting before you go in a boss dungeon, and I'll add that config option in the future.
Re: modding time, I was simply informing you (and other people) that my time is soon to be much more limited, so the update pace of this mod is going to slow considerably. Nothing in your post gave off the "OMG ADD THIS NOW" vibe, don't worry
Re: modding time: Are you copying my (overly formal) style for that first sentence? Just kidding. Thanks for the reply - every dang time I talk to you, it makes me feel even more glad to have found this awesome mod.
Please add in something that keeps track of my skill's progress. Like a book or even a command! If there already is one, please tell me. I'm freaking desperate right now!
Please add in something that keeps track of my skill's progress. Like a book or even a command! If there already is one, please tell me. I'm freaking desperate right now!
really? that was the whole point of the newest update that was released
How do i get Small key or how do i open chests in secret rooms?
You get small keys from non-locked chests in secret rooms - not all of them are locked, and the ones that aren't usually have a key in them (in my experience)
I was hoping someone might be able to help me pin down a problem I'm having. I'm guessing its some form of me misunderstanding, but for the life of me I can't seem to get any of the equipment upgrades to actually take effect. Specifically, I've found a hookshot, a claw upgrade, and a few extenders. My understanding is that I'm supposed to find a village (done), initiate at least 6 trades with a villager (done), then with the Hookshot in my inventory and the upgrade component in my hand, I'm supposed to left click the friendly villager. Am I missing a step? Every time I try to do this it just makes the villager say "What did you want to do with this" repeatedly. The only exception is if I try it with the blacksmith villager, he adds whatever item I click him with to his trade list and basically offers to buy it. If anyone could help point out what I'm missing or if I'm running into some kind of mod incompatibility, I'd be very appreciative.
1. Already fixed - read the last few comments on the previous page.
2. Interesting bug. I'll check it out.
3. Sure. I might just disable it anyway, since it is pretty annoying for the swords.
1. Masks: I have an idea for the function of a few masks, mainly the Majora's Mask "shapeshifter" masks. Here goes:
Goron mask: Immunity/resistance to explosion damage, Dash enabled with empty hand (to emulate the "rolling" attack in MM), lava immunity (to reflect this, Goron Tunic fire immunity would be nerfed to still deal slight damage). Downsides: Extra fall damage, slower walking, form is too big to fit through single doors.
Zora mask: Faster moving in water, right-click with empty hand to throw a "boomerang". Downside: Extra shock damage, extra ice damage.
Deku Mask: Right-click with empty hand to shoot a Deku Nut (similar to Slingshot). Extra jump height and lower fall damage. Downside: Take more fire and cold damage (Lava is instant death in this form)
Fierce Deity mask: Extra Sword Beam damage, Sword Beam with default attack. Downside: Usage limited to Dungeons and The End (must be near Dungeon Core or Endstone to activate), high Exhaustion when attacking.
Giant's Mask: Add jump height and reach.
All the special abilities would add to exhaustion.
2. Dungeons: Fewer, but tougher, boss mobs. Change difficulty to reflect where you would be in the games (The Mountain dungeon is way harder than the others currently, I got owned while under Enchanted Golden Apple effects)
3. Items:
Powder Keg. Only usable in Goron form, this item would be thrown like a pot and cause a large explosion where it lands. This explosion can break Barrier blocks if they're hit directly.
Triforce pieces: Endgame items, can be combined (trade with a villager named Zelda) and placed on a Triforce Pedestal to unlock effects similar to having a Beacon pyramid.
4. Blocks:
Triforce pedestal: See Triforce pieces
Deku Plant: While in Deku form, Link can use these to propel himself into the air.
Sword Barrier: Additional sort of keyless Dungeon door, must be slashed with a Master Sword to open. Deals heavy shock damage to the player when interacted with in any other way.
5. Mobs:
Ganondorf (Dungeon boss): Using the Ghast AI and a Steve model, he shoots fireballs at you. The only way to damage him is to reflect these back at him.
Ganon: Using a greatly enlarged Pig model, he charges you for high damage and can only be defeated with the Master Sword or better. Drops the Triforce of Power (see Triforce pieces)
Additional:
Deku nuts can be "dropped" while hanging from a Deku Leaf (right click while "flying" with it). This consumes the Nut as normal.
PS. Right now, only the "regular" master sword emits a redstone signal when placed in a Pedestal. The Tempered, Golden and True Master Sword don't. Is this intentional?
Thunder Keese Spawns in desert Biomes and Dark Keeses Rarely at night in any Biome and Regular in the End it could make easier to control it for map making.
Sorry the bad English.
The Cane of Somaria could be added, as well: creating unbreakable, pushable blocks for use as stepping stones or even cover from Skeleton fire.
Just a few suggestions. Hope they're of use.
These suggestions are amazing.
Especially the masks section for Zora, Deku, Goron etc.
I hope these suggestions will be read and implemented in the game.
Pushable, climbable blocks would be insanely difficult to implement - as far as I'm aware, Minecraft doesn't allow for you to get on top of entities (which would be needed to make the block pushable). You could use a normal block (that shoots out fireballs when you right-click it with the Cane of Somaria) and make it liftable with the Power Glove.
I forgot that moving objects have to be considered entities. :| Thanks for reminding me, though.
All good ideas, though I do not have as much time for modding these days so it may be a while (read: months) before I am able to do another proper update.
Re: dungeons - there is already a config option to make them less common if you feel there are too many. As for the difficulty, it's based on game difficulty, though you can configure how much extra health the bosses get. Coding each one to reflect the games, well, which game? Every game has a different set of locations and difficulties, and although I did order them somewhat in terms of difficulty, they are all supposed to be difficult.
Re: master sword redstone signal - yes, that is intentional, as only the regular master sword is ever locked in the pedestal, at least in the games themselves.
Yes please If you can code, please do so! You can contribute directly to the GitHub repository if you'd like, or you can instead submit the code to me via p.m. and I will add it from there. I already have several models for mobs, but I simply haven't had time to code them properly, which is why they have not been added yet.
I don't like adding mobs just for the sake of adding mobs, like retexturing the zombie and copying its code exactly for each one (hey look guys, I added 10 new mobs! ;P ). Each mob should behave like it does in the Zelda games, or close enough to it, so if you (or anyone else!) are up to it, go for it! Of course I'll help as well to make sure everything merges seamlessly with the rest of the mod.
How would that make it any easier to control? Really what you would need is individual spawn eggs for each type (for Chus as well), something I'm planning to add eventually.
I did consider adding the Sand Rod, but honestly, while it's useful in Zelda, it seems rather pointless in Minecraft, since in Minecraft you can already place blocks, build stairs, etc. The way I was thinking of implementing it would be to raise up sand/dirt blocks from the ground rather than creating blocks, so the stairs or pillar height would be limited by the amount of material in the ground, but I scrapped the idea because it's more effort than it's worth for a glorified block placer. Basically, in Zelda, the Sand Rod was a useful and essential item; in Minecraft, it becomes a mere novelty. If everything else on my to-do list is completed, then I will work on the Sand Rod.
As for the Cane of Somaria, it's similar to the Sand Rod in that in Zelda, it is otherwise impossible to place blocks; not so in Minecraft. It could, however, be interesting to create a single unbreakable and pushable block (possibly of larger dimensions, a 'single' 4x4 block, for example) at a time, and certainly possible given that Minecraft already has the piston mechanics for pushing blocks. I might look into this in the future.
I believe that was the second use of the Cane of Somaria, no? Certainly also an option.
I didn't mean that dungeons are too common - I mean that in most Zelda games, you're typically fighting only one boss per dungeon (ony exceptions I know of are Koume and Kotake in various games, the twin stingray things in Minish Cap and the Cubus sisters in Phantom Hourglass). I understand this is a choice you made, but maybe add a config option for the amount of boss mobs per dungeon in addition to the amount of extra health?
As for your modding-time situation, hey. You have a life too. I'm not asking you "OMG IMMEDIATELY ADD THESE THINGS". I'm just putting my ideas out there for you to think about. Although now that you've said something to Rui_rui about coding, I might take you up on that offer myself if University stops being a timesink ;-P.
PS. I just figured out that I was just going about the Earth temple boss wrong.
Lol, nice That's what the skills are for, after all xD
As for the bosses being too may, I did it that way as a placeholder only - the real bosses, whenever they get added, will only appear one at a time (or two, in such cases as you mentioned), and will hopefully be just as challenging as the four current buffed-up vanilla mobs. For now, you could lower the game difficulty setting before you go in a boss dungeon, and I'll add that config option in the future.
Re: modding time, I was simply informing you (and other people) that my time is soon to be much more limited, so the update pace of this mod is going to slow considerably. Nothing in your post gave off the "OMG ADD THIS NOW" vibe, don't worry
Re: modding time: Are you copying my (overly formal) style for that first sentence? Just kidding. Thanks for the reply - every dang time I talk to you, it makes me feel even more glad to have found this awesome mod.
its up to you.
Doing news on Scott Cawthon's Shenanigans. one update at a time.
Check out my games pls.
You get small keys from non-locked chests in secret rooms - not all of them are locked, and the ones that aren't usually have a key in them (in my experience)
I think he's already said he won't be doing this - no Zelda game ever had bow skills.