I host a small hamachi server (just me and 3 other people) and I was thinking of creating a new non-hamachi server with this plugin and I was wondering if anyone would play on it since it has a different feel from normal minecraft. If you like certain aspects of it, but hate other parts, please list the parts you like/dislike. The plugin is fully changeable so I will (if I add the plugin in) only keep the parts people like.
The contents of the plugin, are listed below.
Current Features
Any of these features may be disabled in the config.yml file. Many may be "customized" to your liking. You may also enable these features only for specific worlds. Players with the extrahardmode.bypass permission (default: op) will bypass these rules where possible. Mining
Stone is extremely hard, making tunneling with a pickaxe impractical. Players will have to scout the wilderness for natural caverns, or make their own caves with much-improved TNT (see below). This brings exploration, navigation, and risk-taking to the forefront of gameplay. The most successful players will be those who map the surface and develop a clever marking system for caverns.
The TNT recipe produces 3 TNT, and each TNT explodes 100% more violently versus Vanilla TNT, making TNT a useful tool for mining and worthwhile to craft. Further, exploding TNT will produce a more "natural" devastation with lots of fallen rock and other rubble.
Cave-ins are a persistent threat. Mining ore softens the stone around it, which can then fall and injure the careless player. Dirt and grass, which is often compacted into a solid mass in cavern ceilings and floors, will also come crashing down when disturbed. Of course, TNT can make a really big mess, since it also softens stone to subject it to the pull of gravity.
Loose materials like cobble and dirt will fall like sand and gravel, forcing players to solve mining obstacles (like giant pits) by bringing appropriate building materials with them or getting very creative in their approach, rather than just using the dirt and cobble they conveniently picked up along the way.
No permanent flames near diamond level (there's not enough air!). Players will have to get creative with their lighting, for example using dimmer redstone torches (spooky!), moving lava around with buckets (dangerous!), using glowstone (expensive!), or lighting temporary flint/steel fires (risky!). This also discourages players from dumping water on all the lava, since it can be a valuable source of light, holding monsters at bay.
Combat
Double monster spawns under sea level in normal worlds. Caves are now more scary than the surface, as they should be, and doubles the action.
Spiders are more common under sea level, and randomly drop web around them when slain, potentially introducing obstacles to an ongoing combat situation.
A small portion of creepers spawn charged, and will explode with the power of (Vanilla) TNT at the slightest touch. Get out your bow and arrow, run like hell, or get creative. Even falling from a small height may set off a charged creeper, making them truly terrifying to deal with. Be aware of your surroundings!
Blazes spawn near bedrock, and anywhere in the nether. They explode when slain, lighting the ground around them on fire.
Zombie pigs are always hostile, because the nether isn't scary enough otherwise.
Ghasts are impervious to arrows and drop 10x loot and experience when slain. Players will have to work hard to beat them, or flee in terror as fireballs explode behind them.
Building
Realistic block placement rules will force players to think a little harder about construction.
Monster grinders are inhibited, meaning that most designs simply won't work. Players should take risks if they want rewards.
Farming
Broken wheat will drop fewer seeds, requiring players to farm grass as well to keep their crops going. This re-introduces a bonemeal application which has been mostly forgotten.
Melon seeds will not be craftable from melon slices, restoring their status as a rare and desirable dungeon find. Players can still "roll the dice" by breaking a full grown melon stem to see if they get an extra seed back.
This sounds great. I love it. It all makes sense, it makes things more complex and challenging, and there isn't just random things thrown in. Everything fits.
It's a good idea for a hardcore mode. I would play it for the occasional almost-impossible challenge I crave at times, however, for the most part, I prefer casual play. If it was on my server list, I'd sure give it a few visits a week, but there are too many foreign mechanics in one place to keep me for long.
Rollback Post to RevisionRollBack
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Thank you everyone for your comments, anyways router is up. I just need to borrow my Dad's mac (it is an apple router) to port forward and server should be up.
Anyways the server as of now will have the following;
Mining
The TNT recipe produces 3 TNT, and each TNT explodes 100% more violently versus Vanilla TNT, making TNT a useful tool for mining and worthwhile to craft. Further, exploding TNT will produce a more "natural" devastation with lots of fallen rock and other rubble.
No permanent flames near diamond level (there's not enough air!). Players will have to get creative with their lighting, for example using dimmer redstone torches (spooky!), moving lava around with buckets (dangerous!), using glowstone (expensive!), or lighting temporary flint/steel fires (risky!). This also discourages players from dumping water on all the lava, since it can be a valuable source of light, holding monsters at bay.
Combat
Double monster spawns under sea level in normal worlds. Caves are now more scary than the surface, as they should be, and doubles the action.
Spiders are more common under sea level, and randomly drop web around them when slain, potentially introducing obstacles to an ongoing combat situation.
A small portion of creepers spawn charged, and will explode with the power of (Vanilla) TNT at the slightest touch. Get out your bow and arrow, run like hell, or get creative. Even falling from a small height may set off a charged creeper, making them truly terrifying to deal with. Be aware of your surroundings!
Blazes spawn near bedrock, and anywhere in the nether. They explode when slain, lighting the ground around them on fire.
Zombie pigs are always hostile, because the nether isn't scary enough otherwise.
Ghasts are impervious to arrows and drop 10x loot and experience when slain. Players will have to work hard to beat them, or flee in terror as fireballs explode behind them.
Building
Monster grinders are inhibited, meaning that most designs simply won't work. Players should take risks if they want rewards.
Farming
Broken wheat will drop fewer seeds, requiring players to farm grass as well to keep their crops going. This re-introduces a bonemeal application which has been mostly forgotten.
Melon seeds will not be craftable from melon slices, restoring their status as a rare and desirable dungeon find. Players can still "roll the dice" by breaking a full grown melon stem to see if they get an extra seed back
The contents of the plugin, are listed below.
(I don't like multiplayer)
But it sounds like a fun game. So I vote yes.
(But if you are fishing for players, subtract 1 from that)
The Internet is a public record of yourself. You should treat it like so. Show kindness, care, and willingness to learn.
Anyways the server as of now will have the following;
Mining
Any thoughts on these?