"when a zombie kills a villager, it has a 100% chance to spawn a zombie that will not despawn" is an easy way to say it. makes the
"zombie infection" thing a lot more realistic.
"when a zombie kills a villager, it has a 100% chance to spawn a zombie that will not despawn" is an easy way to say it. makes the
"zombie infection" thing a lot more realistic.
Ah. My machine already constantly sets the difficulty to Hard mode, so there's already a 100% chance of villager infection. Also, I can't think of a way to make sure only those certain zombies would not despawn, because I can't just make all zombie villagers not despawn.
Rollback Post to RevisionRollBack
(It's "VMod" when used in a title or beginning of a sentence, and "vmod" otherwise. LEARN IT)
Maker of multiple vanilla mods, like these:
Link Removed - Overhauls survival with steeper difficulty curve
Have you ever thought that Minecraft was a little too easy (but at the same time, can't stand playing the mind-bending difficulty of the MITE mod)?
TRUE SURVIVALISM
This piece of redstone makes Minecraft much harder than it was before, including things like mob weaknesses, mutations, and thirst.
Please note: this is a WIP, so no MCEdit schematic is up for download yet.
Changes
-Bats are now vampire bats, and suck your blood. Hey, now they're actually useful. And hostile. .;,;.
-You can die from poison (Steve fell out of the world. Steve actually died from poison.)
-Witches are a lot less nice and have protective charms hanging around them. What, you expected me to make them go into battle unprepared?
-Spiders and creepers can jump higher. Hills will pose no threat to a hyper-jumping green bomb.
-Raw meats (including raw fish) will poison you. Hey, that stuff's got lethal bacteria.
-Logs will now fall to the ground under a lot of circumstances (including tree-cutting-down)
-You begin the game with a few debuffs. You won't be mining or walking the same until level 15 (level 10 if you don't count a little slowness debuff)
-Armor Stands automatically spawn with arms. There, now I'm being a little nice.
-You now only lose 3 levels upon death, rather than all of them. Now I'm being even more nice.
-Skeletons spawn Silverfish periodically if you're within 10 blocks of them. Because they weren't annoying enough. Guess I'm done being nice now.
-Your items don't spread out when you die, they're gone forever. Use a chest *wink*.
-Zombies instantly knock down trapdoors and fence gates. Sorry, but you ain't exploiting them. Go for a nice iron doorway.
-At level 30 snowballs become fireballs when shot. And when they get close to you. Don't get on the bad side of a snow golem.
-Arrows poison you if you are under 10 levels. (suggested by dragongladiator)
-Zombies are now stronger than before and kill you quite easily
Contraband Items (will be constantly removed from your inventory)
-Poking redstone with a stick doesn't activate it. Redstone Torches are contraband, you'll have to find new ways to power your creations.
-Like villages for their large supply of food? Tough luck, because Bread is contraband. It's too OP a food in True Survivalism.
Additions:
-Potion generators. Lead mobs close enough and their souls will be sucked out and put into a potion. Witchery, baby!
-Mutations. Mobs might at any moment morph into much stronger, more powerful things, like pyromaniac Charred Jockeys, horrific damage-causing powered creepers, or the dual-wielding Dinnerbunny.
-Thirst. Had enough problems with hunger before? Well, now it's far worse. How are you going to make a pickaxe, grab 8 stone with Mining Fatigue III on you, break down 3 sand with Mining Fatigue III on you, chop down a tree, make a crafting table, craft a bottle, fill it with water, and drink it before the night is up? Well, I certainly don't know.
-Self-sustaining forests. Sapling items will plant themselves after a bit of time, and they will grow. Never worry about losing saplings again! However, this only works if they land on grass or dirt.
Changelog
v0.1.4
Changes: -Arrows poison you if you are under 10 levels. (suggested by dragongladiator)
Changes: -Zombies are now stronger than before and kill you quite easily.
-Milk, Mushroom Stew, and Rabbit Stew now restore thirst points.
v0.1.3
-Zombies instantly knock down trapdoors and fence gates. Sorry, but you ain't exploiting them. Go for a nice iron doorway.
Thanks to the helpful community of the Sky HG server for their help and suggestions! Like the idea? Give me some rep for it! Also, suggest more things.
What? You don't understand something? This makes the infected zombies not despawn
No, it's just that that's way more advanced than the mechanics I'm using.
Everyone:
I might be making other "vanilla mods" for Minecraft. I was also thinking: Would it be a good idea for me to create a "coremod" or "foundation mod" for this to expand off of? I was thinking of this for a while, and the coremod (titled PotatOS) would easily convert certain crafting and mining blocks into trackable scoreboards.
-Potion Generators will jam if there are too many mobs entering it in a short period of time, but not instantly. Luckily, that same bug causes it to un-jam if all of said mobs are killed by hand or led into another Potion Generator. Perhaps it'll be a good cap for not abusing the structure.
-3 water bottles will sustain you throughout the entire night (good thing)
-Villages provide OP early-game shelters
-Potion Generators can be automated by use of hoppers and sand, red sand, gravel, anvils, or dragon eggs
Things planned:
-Add more mob values to PotionGenerator (currently it will not kill spiders or any Nether mobs, making it useless in the Nether)
-Weaken villages somehow
-Figure out a way to stop automation of Potion Generators
ALSO:
v0.1.5
-You lose 5 levels upon death, not 3
-Added Advanced Witchery drops from killing some mobs and mining certain blocks
-Added Advanced Witchery cauldron (currently does nothing except look cool)
Bugfixes:
-Arrows stuck into the ground still poison you when you are within a certain range
It would be cool to have a config too at some point. Like, maybe someone doesn't think bread is OP. Or just label each section so they can be disabled. (You may already be doing this). It will just make it much more appealing to people. They may agree with 99% of what you say, but since the other 1% is in the game, they may not use it. Can't wait to see it when its finished!
Hey, to fix the poison arrows in the ground, just have a Time scoreboard for them, and after x ticks (average flight from skeleton to person) make it no longer affected by the /execute @e[type=arrow] ~ ~ ~ effect command?
Hey, to fix the poison arrows in the ground, just have a Time scoreboard for them, and after x ticks (average flight from skeleton to person) make it no longer affected by the /execute @e[type=arrow] ~ ~ ~ effect command?
It would be cool to have a config too at some point. Like, maybe someone doesn't think bread is OP. Or just label each section so they can be disabled. (You may already be doing this). It will just make it much more appealing to people. They may agree with 99% of what you say, but since the other 1% is in the game, they may not use it. Can't wait to see it when its finished!
I'm going to be labeling, but I think allowing people to disable the features would kind of defeat the purpose. I might, however, include cheats you can use to obtain some of the custom items.
Rollback Post to RevisionRollBack
(It's "VMod" when used in a title or beginning of a sentence, and "vmod" otherwise. LEARN IT)
Maker of multiple vanilla mods, like these:
Link Removed - Overhauls survival with steeper difficulty curve
"zombie infection" thing a lot more realistic.
I do the things sometimes.
Ah. My machine already constantly sets the difficulty to Hard mode, so there's already a 100% chance of villager infection. Also, I can't think of a way to make sure only those certain zombies would not despawn, because I can't just make all zombie villagers not despawn.
Like them? Post on them! Say your opinion, or suggest more features!
Um 0_o
Like them? Post on them! Say your opinion, or suggest more features!
Like them? Post on them! Say your opinion, or suggest more features!
cool
No, it's just that that's way more advanced than the mechanics I'm using.
Everyone:
I might be making other "vanilla mods" for Minecraft. I was also thinking: Would it be a good idea for me to create a "coremod" or "foundation mod" for this to expand off of? I was thinking of this for a while, and the coremod (titled PotatOS) would easily convert certain crafting and mining blocks into trackable scoreboards.
Like them? Post on them! Say your opinion, or suggest more features!
execute @e[type=Zombie] ~ ~ ~ scoreboard players add @e[type=Villager,r=1]] Z 1
execute @e[type=Villager,score_Z_min=1] ~ ~ ~ Summon Zombie ~ ~ ~ {PersistenceRequired:1}
is all you need to do, pretty certain it would work.
I do the things sometimes.
1. You did some syntax wrong.
2. That would make zombies insta-kill villagers.
Like them? Post on them! Say your opinion, or suggest more features!
I do the things sometimes.
I think I'll just abandon the idea whatsoever.
Like them? Post on them! Say your opinion, or suggest more features!
-Potion Generators will jam if there are too many mobs entering it in a short period of time, but not instantly. Luckily, that same bug causes it to un-jam if all of said mobs are killed by hand or led into another Potion Generator. Perhaps it'll be a good cap for not abusing the structure.
-3 water bottles will sustain you throughout the entire night (good thing)
-Villages provide OP early-game shelters
-Potion Generators can be automated by use of hoppers and sand, red sand, gravel, anvils, or dragon eggs
Things planned:
-Add more mob values to PotionGenerator (currently it will not kill spiders or any Nether mobs, making it useless in the Nether)
-Weaken villages somehow
-Figure out a way to stop automation of Potion Generators
ALSO:
v0.1.5
-You lose 5 levels upon death, not 3
-Added Advanced Witchery drops from killing some mobs and mining certain blocks
-Added Advanced Witchery cauldron (currently does nothing except look cool)
Bugfixes:
-Arrows stuck into the ground still poison you when you are within a certain range
Like them? Post on them! Say your opinion, or suggest more features!
I do the things sometimes.
I've already fixed the bug.
I'm going to be labeling, but I think allowing people to disable the features would kind of defeat the purpose. I might, however, include cheats you can use to obtain some of the custom items.
Like them? Post on them! Say your opinion, or suggest more features!
Like them? Post on them! Say your opinion, or suggest more features!
Like them? Post on them! Say your opinion, or suggest more features!
Like them? Post on them! Say your opinion, or suggest more features!
-Shears are contraband
-Fixed sapling autoplanting
Bugs:
-Custom potions are being weird, seeking help presently. If no fixes can be found, I have a crude backup plan.
Todo:
-Add in a startup (so you can successfully paste it into your world)
-Encase the thing in bedrock
Like them? Post on them! Say your opinion, or suggest more features!
Empty