What if there was a web parachute? It could have a certain durability, and only come out if you're falling from a big height, and it's in your hot bar.
If that were to ever be implemented, you should first have to achieve fire-retardant webbing. Once you did this you would be able to cocoon blazes and magma cubes when small enough.
Perhaps dense-webbing blocks combined with magma cream grants you 3 fire-proof weballs.
So if you tried to web nether mobs with normal webbing, it'd burn up?
That's a good idea.
So I've been thinking, how about large webbing? it'd only stack up to 16/32, and use a lot of webs to make, but lets you capture large mobs such as giant slimes, gasts, iron golems, withers, etc.
They will be for more than just combat, that's for sure.
No promises, but I'm looking into things like picking up items and harvesting crops - not too sure how to go about implementing it though..
How about making it so when you right-click a spider, it opens up a gui so you can give it commands?
(obviously, what types of commands you can make would depend on the type of spider)
If that were to ever be implemented, you should first have to achieve fire-retardant webbing. Once you did this you would be able to cocoon blazes and magma cubes when small enough.
Perhaps dense-webbing blocks combined with magma cream grants you 3 fire-proof weballs.
I like this idea. Maybe a Zombie Pigman spider would be a pinkish zombie spider? It could be faster than the zombie spider.
How about making it so when you right-click a spider, it opens up a gui so you can give it commands?
(obviously, what types of commands you can make would depend on the type of spider)
Why not make that if you use a villager as spider food, your spiders will learn the job of the villager. (like farming, hunting, mining...)
Oh hell yes. SOMETHING must be added that makes villages a value of a dungeon in a sort of way. You can slowly harvest the entirety of the village and greatly increase/amplify/expand your nest/broodlings. Villages should be big targets with multiple approaches. You can sneak in during the night and silently capture multiple villagers until you are made aware of and then can decide to run off and wait until the next night, or face an Iron Golem or two as the villagers lock their doors and throw potions at you. Or you could just come in webs blazing in broad daylight if you have enough materials with a large enough nest backing you.
SOMETHING needs to be done to drastically increase village appeal. They are so boring in vanilla Minecraft right now. Does anybody actually go out seeking villages just to trade their precious metals for what is usually garbage anyway?
What if there was a web parachute? It could have a certain durability, and only come out if you're falling from a big height, and it's in your hot bar.
Sorry, but that's already in the mod 'The Aether II' and you described it perfectly. When the spooling technique is re-implemented for The Spider Queen Redux, players can snag onto a nearby surface and hang/ascend/descend/swing from it.
(Though if you ask me, this should come at a small cost of webbing, instead of durability. It makes more sense and I always felt the original in The Spider Queen for Minecraft 1.2.5 was a little too abundantly useful.)
If that were to ever be implemented, you should first have to achieve fire-retardant webbing. Once you did this you would be able to cocoon blazes and magma cubes when small enough.
Perhaps dense-webbing blocks combined with magma cream grants you 3 fire-proof weballs.
well yea of course you'd have to do that I'm not someone who woudn't think that. well all in all its a good idea.
Why not make that your spiders have skills and specializations, for example; You have a spider specialized in farming, you can send the spider to mine, but the spider will mine painfully slowly but will plant and collect crops like a boss. Maybe add some specialized spiders for velocity, others for raw strenght and others for ranged attacks.
How about leveling up? each spider starts with different stats depending on the type they are, and the more you make them do one thing, the better they get at it
ok so ive been looking at this mods progress for months but never bothered to make an account to reply to anyone or post until now, but I think tht there should be a squid spider tht is strong in water and gives u water breathing I also think tht if there is a skill set there should be limits like if the minion is for mining it could have a high mining speed but only can get a ok fighting power. I do like the idea of a spider brewing stand for fire protection webs and possibly water webs. finally I think there should not only be spiders for all the mobs but also special spider u make by hand, it will make this mod even more unique. I think it would work like making a golem so if u use dirt and some block for its head {possibly a spider head block} it would make a dirt spider tht is terribly weak, and if u make a spider out of webs it makes a spider tht makes webs a lot quicker than u so u could use more webs {assuming the web making process isn't too fast} I know it would probably be hard to code but by the looks of this mod ALOT of things are hard too code. I also know tht a youtuber named pauseunpause used to have a series of this mod and he will probably do one again. so I wish u all good luck on this mod and be good monsters so santa gives u presents.
Hey everyone! I feel like I should probably write something about why this is taking a decent amount of time for this to come out!
First off, the original source code from the 1.2.5 version is 95% broken. This is a pretty big setback as I have to redo EVERYTHING that the mod had in it. That would probably be the main reason.
The second reason would probably be time, IRL I have work and some other things I have to take care of, then on the internet, I run a server and I'm helping set up one that's coming out soon. There is also a major project outside of Minecraft that is a big time sucker.
Then there is one that is really important: Burnout. When development started I pumped out features, I thought I could basically finish the mod in a couple of weeks. Then I ran into problems, then more problems, This caused me to have no desire to pick up and continue the mod. I left it for about a month, and it just sat there. I'm trying to not get to that stage where it seems like a job and not something fun. So I slow my development to a couple of hours a day at most - this will ensure a better quality mod in the end and keeps it something I enjoy.
There is also another mod I'm working on in my spare time and I'm not working on the spiderqueen, but since that time is really limited, that might take a while to get anywhere near the level the spider queen is at even now,
ok so ive been looking at this mods progress for months but never bothered to make an account to reply to anyone or post until now, but I think tht there should be a squid spider tht is strong in water and gives u water breathing I also think tht if there is a skill set there should be limits like if the minion is for mining it could have a high mining speed but only can get a ok fighting power. I do like the idea of a spider brewing stand for fire protection webs and possibly water webs. finally I think there should not only be spiders for all the mobs but also special spider u make by hand, it will make this mod even more unique. I think it would work like making a golem so if u use dirt and some block for its head {possibly a spider head block} it would make a dirt spider tht is terribly weak, and if u make a spider out of webs it makes a spider tht makes webs a lot quicker than u so u could use more webs {assuming the web making process isn't too fast} I know it would probably be hard to code but by the looks of this mod ALOT of things are hard too code. I also know tht a youtuber named pauseunpause used to have a series of this mod and he will probably do one again. so I wish u all good luck on this mod and be good monsters so santa gives u presents.
Um wait what?
I get that you want a squid spider and making spiders like golems, but not much else
Could you explain your ideas again? I'm kinda confused.
What if there was a mutation system. There could be dungeons where the loot is a DNA Strand. This could be injected into a spider egg, and mutate the spider it creates. It could be anything from a regular spider you can create using cocooned mobs, to spiders with wings, or two heads. You could breed it with a regular spider and have a 50% chance of the offspring being this kind. If you breed together two of the same kind of mutated spider together, the chance is 100%.
Maybe in a future version of the mod, normally spawned spiders can have different appearances. In other words, a spider could spawn with black, brown, or dark blue(those kind exist) skin.
What if spider spawners were spawned in more elaborate "nests"? There could be caves with walls made of dense web blocks, with spawners in the walls so that they seem to crawl in through the sides of the walls. There could also be a special something at the end.
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well havn't been on this forum for awhile so anyways I see your point on your last post lemonszz but can you give us a strate answer on how long this is going to take till the mod is done? this dosn't have to be spisific its just a estement of what you think.
Ohhhhh... This mod looks interesting! I can't wait for a beta release! Also, I have a few suggestions:
1) Spider Queen Textures: Instead of making one texture for all spider queens, there should be a default one (like Steve? is for human players) and an external place for people to upload the texture that they make and will have if they are a spider queen, making each player actually have 2 separate textures, as well as making each spider queen a bit more unique, like real spiders are. This might be a bit hard to code, but I think it could be good future feature once this mod actually gets rolling. Also, those player-made spider queen textures should be able to have different resolutions, like textures packs can have. An easy way to do this is to release the spider queen model (as a techne file) and let players use a website like Novaskins for texture editing.
2) Cocooned Mobs: This way one of the main features for the original mod, and of course will be implemented, if it isn't already. However, there will be one big difference, instead of there being a separate texture and model for each cocooned vanilla mob, there should be only one cocoon webbing texture that is overlayed on the targeted mob, which will probably save time in the long one. Another thing you can do is to make one generic coconed model, in 3 different sizes- small (the size of a cocooned pig), normal (size of cocooned zombie/creeper), and large (twice the size of a normal cocoon), as well as a limit on how big cocoon-able mobs are, and all of this can have a config. The "head" of the model should be detected and will be pasted to the front of the cocoon. I will elaborate on these cocooned mob options more if needed, just ask! This should make it easier if you have mods that add more mobs to Minecraft. Also, if this feature is added, there should be some setting that lets you choose what type of spider is born from the cocooned mod, as well as how much web it takes to successfully capture the mob, which would give this mod an interesting, cross-mod experience.
well havn't been on this forum for awhile so anyways I see your point on your last post lemonszz but can you give us a strate answer on how long this is going to take till the mod is done? this dosn't have to be spisific its just a estement of what you think.
Ohhhhh... This mod looks interesting! I can't wait for a beta release! Also, I have a few suggestions:
1) Spider Queen Textures: Instead of making one texture for all spider queens, there should be a default one (like Steve? is for human players) and an external place for people to upload the texture that they make and will have if they are a spider queen, making each player actually have 2 separate textures, as well as making each spider queen a bit more unique, like real spiders are. This might be a bit hard to code, but I think it could be good future feature once this mod actually gets rolling. Also, those player-made spider queen textures should be able to have different resolutions, like textures packs can have. An easy way to do this is to release the spider queen model (as a techne file) and let players use a website like Novaskins for texture editing.
2) Cocooned Mobs: This way one of the main features for the original mod, and of course will be implemented, if it isn't already. However, there will be one big difference, instead of there being a separate texture and model for each cocooned vanilla mob, there should be only one cocoon webbing texture that is overlayed on the targeted mob, which will probably save time in the long one. Another thing you can do is to make one generic coconed model, in 3 different sizes- small (the size of a cocooned pig), normal (size of cocooned zombie/creeper), and large (twice the size of a normal cocoon), as well as a limit on how big cocoon-able mobs are, and all of this can have a config. The "head" of the model should be detected and will be pasted to the front of the cocoon. I will elaborate on these cocooned mob options more if needed, just ask! This should make it easier if you have mods that add more mobs to Minecraft. Also, if this feature is added, there should be some setting that lets you choose what type of spider is born from the cocooned mod, as well as how much web it takes to successfully capture the mob, which would give this mod an interesting, cross-mod experience.
I really want to add something like your first point somewhere in the future, since it is pretty complex I don't know if it will ever make it in, but I hope it will
I'm planning cross-mod support somewhere after release.
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It might be nitpicky, but I feel very irritated that it seems to literally just be me and lemonszz who can use proper English here. If you're young, fine. If English isn't your first language, fine. But honestly... everybody?
Poor lemonszz must feel rather unmotivated with all these illiterately explained ideas chucked about.
If you ask me, we've done enough fan-dreaming for this mod. Let's discuss all these elaborate potential new features later down the road when the mod is put into beta and gets some attention first. It's healthier that way for the developer to see his work go somewhere before he considers doing even MORE of it like all our recent and barely readable replies demand.
Remember, this mod is built FOR us players, but not built BY us players. Give the devs a little more credit and time, and seriously to some of you please read the entire post before replying.
I really want to add something like your first point somewhere in the future, since it is pretty complex I don't know if it will ever make it in, but I hope it will
I'm planning cross-mod support somewhere after release.
For the player-made textures, you may want to check out this: http://www.minecraftforum.net/topic/944657-forgesmpssp-hd-player-skins-capes/ which lets you upload costume player textures to an external website in different resolutions. You could probably ask the mod maker how he made the website work and possibly get help for it. Now I know that if is this is implemented, it will be later, like a lot later, after the mod is out of beta and all the bugs (heh) are worked out. But thank you for looking at my ideas, I appreciate it more than you think :).
It might be nitpicky, but I feel very irritated that it seems to literally just be me and lemonszz who can use proper English here. If you're young, fine. If English isn't your first language, fine. But honestly... everybody?
Poor lemonszz must feel rather unmotivated with all these illiterately explained ideas chucked about.
If you ask me, we've done enough fan-dreaming for this mod. Let's discuss all these elaborate potential new features later down the road when the mod is put into beta and gets some attention first. It's healthier that way for the developer to see his work go somewhere before he considers doing even MORE of it like all our recent and barely readable replies demand.
Remember, this mod is built FOR us players, but not built BY us players. Give the devs a little more credit and time, and seriously to some of you please read the entire post before replying.
I am young and I use proper english, I started trying to use it a few days ago when someone said he didn't at all understand me.
So if you tried to web nether mobs with normal webbing, it'd burn up?
That's a good idea.
So I've been thinking, how about large webbing? it'd only stack up to 16/32, and use a lot of webs to make, but lets you capture large mobs such as giant slimes, gasts, iron golems, withers, etc.
How about making it so when you right-click a spider, it opens up a gui so you can give it commands?
(obviously, what types of commands you can make would depend on the type of spider)
This is a nice idea.....
...but this idea a like a bit more...
SOMETHING needs to be done to drastically increase village appeal. They are so boring in vanilla Minecraft right now. Does anybody actually go out seeking villages just to trade their precious metals for what is usually garbage anyway?
Sorry, but that's already in the mod 'The Aether II' and you described it perfectly. When the spooling technique is re-implemented for The Spider Queen Redux, players can snag onto a nearby surface and hang/ascend/descend/swing from it.
(Though if you ask me, this should come at a small cost of webbing, instead of durability. It makes more sense and I always felt the original in The Spider Queen for Minecraft 1.2.5 was a little too abundantly useful.)
well yea of course you'd have to do that I'm not someone who woudn't think that. well all in all its a good idea.
How about leveling up? each spider starts with different stats depending on the type they are, and the more you make them do one thing, the better they get at it
First off, the original source code from the 1.2.5 version is 95% broken. This is a pretty big setback as I have to redo EVERYTHING that the mod had in it. That would probably be the main reason.
The second reason would probably be time, IRL I have work and some other things I have to take care of, then on the internet, I run a server and I'm helping set up one that's coming out soon. There is also a major project outside of Minecraft that is a big time sucker.
Then there is one that is really important: Burnout. When development started I pumped out features, I thought I could basically finish the mod in a couple of weeks. Then I ran into problems, then more problems, This caused me to have no desire to pick up and continue the mod. I left it for about a month, and it just sat there. I'm trying to not get to that stage where it seems like a job and not something fun. So I slow my development to a couple of hours a day at most - this will ensure a better quality mod in the end and keeps it something I enjoy.
There is also another mod I'm working on in my spare time and I'm not working on the spiderqueen, but since that time is really limited, that might take a while to get anywhere near the level the spider queen is at even now,
Um wait what?
I get that you want a squid spider and making spiders like golems, but not much else
Could you explain your ideas again? I'm kinda confused.
1) Spider Queen Textures: Instead of making one texture for all spider queens, there should be a default one (like Steve? is for human players) and an external place for people to upload the texture that they make and will have if they are a spider queen, making each player actually have 2 separate textures, as well as making each spider queen a bit more unique, like real spiders are. This might be a bit hard to code, but I think it could be good future feature once this mod actually gets rolling. Also, those player-made spider queen textures should be able to have different resolutions, like textures packs can have. An easy way to do this is to release the spider queen model (as a techne file) and let players use a website like Novaskins for texture editing.
2) Cocooned Mobs: This way one of the main features for the original mod, and of course will be implemented, if it isn't already. However, there will be one big difference, instead of there being a separate texture and model for each cocooned vanilla mob, there should be only one cocoon webbing texture that is overlayed on the targeted mob, which will probably save time in the long one. Another thing you can do is to make one generic coconed model, in 3 different sizes- small (the size of a cocooned pig), normal (size of cocooned zombie/creeper), and large (twice the size of a normal cocoon), as well as a limit on how big cocoon-able mobs are, and all of this can have a config. The "head" of the model should be detected and will be pasted to the front of the cocoon. I will elaborate on these cocooned mob options more if needed, just ask! This should make it easier if you have mods that add more mobs to Minecraft. Also, if this feature is added, there should be some setting that lets you choose what type of spider is born from the cocooned mod, as well as how much web it takes to successfully capture the mob, which would give this mod an interesting, cross-mod experience.
https://minecraft.curseforge.com/projects/a-minecrafters-odyssey
No. Did you even read the post?
I really want to add something like your first point somewhere in the future, since it is pretty complex I don't know if it will ever make it in, but I hope it will
I'm planning cross-mod support somewhere after release.
Poor lemonszz must feel rather unmotivated with all these illiterately explained ideas chucked about.
If you ask me, we've done enough fan-dreaming for this mod. Let's discuss all these elaborate potential new features later down the road when the mod is put into beta and gets some attention first. It's healthier that way for the developer to see his work go somewhere before he considers doing even MORE of it like all our recent and barely readable replies demand.
Remember, this mod is built FOR us players, but not built BY us players. Give the devs a little more credit and time, and seriously to some of you please read the entire post before replying.
For the player-made textures, you may want to check out this: http://www.minecraftforum.net/topic/944657-forgesmpssp-hd-player-skins-capes/ which lets you upload costume player textures to an external website in different resolutions. You could probably ask the mod maker how he made the website work and possibly get help for it. Now I know that if is this is implemented, it will be later, like a lot later, after the mod is out of beta and all the bugs (heh) are worked out. But thank you for looking at my ideas, I appreciate it more than you think :).
https://minecraft.curseforge.com/projects/a-minecrafters-odyssey
I am young and I use proper english, I started trying to use it a few days ago when someone said he didn't at all understand me.