Why didn't I make the Firebrand recipe be a Rose Red dye and gunpowder? That makes more sense...
Edit: Eh, I guess it is nice having a perfect set of 6 using each combination you could make out of the plant dyes. I won't change it, although rose red + gunpowder would also be a good recipe.
Side note: Firebrand would allow you to set fire from a distance, meaning that players would finally have a method of causing illumination in an area from far away. Set a fire by a monster spawner and rush in to plant permanent torches while the spawning effect is suppressed by the fire light! Now that's using strategy.
I think this is pretty solid, but I think there should be a few more things.
The alchemy station seems fine, but also I'd say they need things such as glass for bottles . like a upside down pants shape of glass with a block of wood on top makes 4 bottles, then bottles crafted with different numbers of dyes, not just hard amounts but actual potencies of potions to create different strength of potions which have lasting durabilities depending on how much you mix. Also, the need to have the bottles be filled with water too. The bottles would look like painterly pack bottle buckets at best I'd say.
so lets see you could go:
Red red and bottle would make a lesser healing for 2 hearts. 4 reds could make that 4 hearts, while 6 reds which is the max could be the greater which is 6. Potions should also not stack at all, so you've gotta prioritize which potions you carry, and how powerful you make them so that you can carry on. Like having a tone of lessers, would give you less heals for more space, forcing you kinda to aim for making stronger potions first hand so that you can heal better.
The regeneration potion however I think it should simply power-up the natural regen speed, so if you don't have full food it's a waste, so it makes you not only worry about having the potion space, but also the food levels to sustain the effect.
could be also effected by potency, so having one red and green would give 10 seconds of double speed regen. 2 of them would give say 15 seconds of double speed regen, and meanwhile 3 of each being the strongest would give an overcharged one which gives triple speed regen for 15 seconds.
That shield potion now. My thought is that is decreases damage by a percentage rather than giving you armor. So example. level 1 potency would give 33% damage reduction for 15 seconds. Level 2 would give you 50% reduction. level 3 would give the mega 80% decrease. But it would also last maybe 30 seconds. now... the evil drawback would be that it slows you down by a tad. like say 10%, 20% and 30% respectively. it's not much but anything to make it less overpowered. so basically it shields you, but makes you act like a slow tanking character.
Firebrand though I'm not sure what to do with, cause it's effect isn't really scalable except to the point of making it either only work with punches, swords, bows or all depending on level. EG: level 1, you only burn stuff with falcon punches. Level 2 you only burn stuff with punches or melee. and max level everything burns. Something else could be it acts like the thorns potion that melee attackers get put on fire with revenge damage on levels 2 and up. OR it could be a drawback to make it when you go in water while it's on the effect goes off completely and everytime you successfully attack it uses up a tiny bit of food amountable perhaps to like 3 hits to an enemy drops half a blip. I'm saying this as it could be that it increases the body heat of Steve/your character and allows them to channel said heat into attacks to be like a walking advanced lighting technique... oh... that could actually be really good actually! >=D but yeah, use more food overtime and instantly wasted when touching water sounds decent on the bad effects side of it. considering lighting enemies on fire with a hit sounds quite powerful considering critical hits and stuff now.
Well, my last post didn't go through, I don't know if something happened to it, or if I just messed up with being new. Either way...
To start, I'm going to rework some of darkmega's post, but there is still a lot that I am borrowing from him, so I've quoted some of his post.
First off, instead of requiring a larger amount of ingredients to make a stronger potion, I believe that there be three different containers, each making the potion stronger, and each container being more difficult to make (to keep a tier system, like Vechs has done with iron being in the alchemy bench). For a tier 1 potion, the regular bowl would work fine, and give the weakest benefits due to the very crude design. The tier 2 container should be something not very easily made, but not groundbreaking either. I propose an iron-infused bottle, made like this: Line 1 - glass, plank, glass - Line 2 - glass, X, glass - Line 3 - iron, glass, iron. Lastly, tier 3 could be made with a diamond-infused bottle (made the same way as an iron-infused bottle, but replace iron slots with diamond slots).
As for potions not stacking at all, that is a bit much. I myself would see 3 or 4 per stack reasonable. To make it fair, however, a timer for how fast you can use a healing potion would balance it, so you can't just spam heal with them. I agree with Level 1 healing two hearts, Level 2 healing 4 hearts, and Level 3 healing six hearts.
Regeneration potions would be tricky to make, as it healing very fast for a long time would make the soon to come boss fights much too easy. I am suggesting that this potion work for the same amount of time on all levels, but the healing is actually scaled to start strong and end weak. So basically something like this: Level 1 - 30 seconds of 1.5x healing - Level 2 - 20 seconds of 2x healing, 10 seconds of 1.5x healing - Level 3 - 10 seconds of 3x healing, 10 seconds of 2x healing, 10 seconds of 1.5x healing.
Please read part two...
Rollback Post to RevisionRollBack
[The creepers may hissss, but they run at my roar]
(I will refer to this next paragraph for most potions, so remember this if anything. I will refer to it as "Scales".)
Now, talking specifically about the scale of the positive and negative effects given by the potions, it completely walks away from how Minecraft has worked since Alpha. Instead of the weakest potion giving a weak buff, and a weak debuff, it should work how armor does, where leather and diamond give the same protection, but leather weakens faster, making it unreliable and quickly used up. So, all three Levels of potions should give the exact same positive effect (exception to the Healing Potion and Regeneration Potion), while the lowest levels have the highest debuff and run out slightly faster. This would give a tier system, and make it so a new player can't get lucky and just find 6 ingredients and make a Level 3 potion (since i proposed Level 3 bottles to be made with diamond).
E.g. : Armor potion:
Level 1 - +50% damage reduction, -40% movement speed, 8 hits
Level 2 - +50% damage reduction, -25% movement speed, 12 hits
Level 3 - +50% damage reduction, -10% movement speed, 16 hits
For the Sprinting Potion, I would suggest (based on Scales), that the movement speed increase work for both walking and sprinting, and be about 50-75%. The weakest potion should increase the speed for about 15 seconds and burning food much faster, while Level 2 works for about 30 seconds and burns food relatively fast, and finally Level 3 working for about 45 seconds and burning food at close to the normal speed.
For the Shield Potion, it would be good if it had an extra bonus of your own knock-back being slightly reduced (based on Scales), at about a 25% deduction, or the knock-back could simply mimic a character who is holding shift (as I have noticed a difference in knock-back while shifting and not holding it). As for the other effects, I already used them as an example, so I'll just quickly refresh on it. All levels have about 50% damage reduction. Level 1 has a speed reduction of about 40% and a max hit of about 8, Level 2 has a speed reduction of about 25% and a max hit of about 12, and Level 3 has a speed reduction of about 10% and a max hit of about 16.
A balance for the Thorns Potion (based on Scales), would be to have it only work for a certain number of hits, like the shield potion. Having a knock-back and damage bonus would work well with the potion having a limit in hits you can take. For the positive effect, the knock-back should be the same as if the mob were attacked by a sword, and the damage the same as a punch. For the negative effect, increased incoming damage would work perfectly. Therefore, Level 1 would be knock-back, punch damage, about 8 hits and 25% increased incoming damage, Level 2 having knock-back, punch damage, about 12 hits and 15% increased incoming damage, and finally Level 3 with knock-back, punch damage, about 16 hits and 5% increased incoming damage.
For the Firebrand Potion, darkmega is correct in saying it is difficult to scale, but I am going to tinker his suggestion. For Level 1, it could work with any melee combat (fists, blocks and swords), have it last for about 16 attacks, and have your fiery heat cost you half a heart about every 20 seconds. Level 2, it is capable of being used with all melee and bows, have it last for about 24 attacks, and lose half a heart about every 30 seconds. Level 3, it is capable of being used with all melee, bows AND physical attacks against the user, have it last for 32 attacks (a total of 32 incoming and outgoing attacks), and lose half a heart about every 40 seconds. Some of you may ask how it can be Level 3 can be done if it utilizes both incoming and outgoing, but it is possible. I myself program VERY basic Java at this time, and there is a Count option that can be used. Simply, it would add 1 to a tally every time the event of attacking an enemy is performed, and add 1 every time the event of the player being hit occurs. So, if the player attacks 26 times and is hit 6 times, the potion wears off.
To balance the use of the Shield Potion, the Thorns Potion, and the Firebrand Potion, I believe that ONLY ONE of these three can be used at any time. Stacking of these potions would make the character much too overpowered, especially when you add healing into the equation. It also makes sense, as there is the Shield Potion (a defensive potion), the Thorns Potion (a passive-protective potion), and the Firebrand Potion (an offensive potion).
So, this rant had ALOT of revising, but hopefully you all understand everything. If you want me to reword something, or you find an error, let me know. Please also leave your own suggestions.
Rollback Post to RevisionRollBack
[The creepers may hissss, but they run at my roar]
Keep it simple and have the first tier of potions be part of the next tier, and so on. It's not rocket science.
But it's especially nonsensical trying to determine in detail what crafting recipes are good for items that don't exist. Actually, the people making mods or writing the actual code are going to deviate from whatever you suggest just because everyone thinks they're total geniuses and wants to do it their own way.
Yes, what i suggest. I believe this is the SUGGESTION board. I made my own spin. It's now up to the programmers if they like my idea, or want to use someone other persons idea. Also, it says to explain on the message that you are trying to get across, which I believe i gave much detail to. If I were to simply say 'sounds good', no progress would be made other than someone agreeing with the most basic concept of the idea.
When people actually expand on the main topic, a brainstorm is generated, and soon a finished project is made. But you should know this all, correct?
There are two portions as to creating an in game item (That does not include programming the item into the game). Creating the idea of the item and the effect, and HOW YOU MAKE it in game. How can i go any less into detail except say what Vechs already has on the front page. Even he had idea's on how to craft the item (dyes), and he STARTED the post.
Please, think before you respond.
Rollback Post to RevisionRollBack
[The creepers may hissss, but they run at my roar]
It's simple, it's useful, and heck, it even is actually the small part of alchemy that actually worked. I support, and really hope notch will (eventually) include this.
Edit: Alright, I realized this post was pointless and I would like to add this: Ender pearl + rotten flesh = mob deterrence (even passive ones!) basically, drink this and then mob's sight range is halved and ghasts (who normally have unlimited range) have a rang of 50 blocks.
Potent Poison - Made from a bucket of poison (collected by right clicking a bucket on a Blue Spider) and Rotten Flesh, this yields a bowl of Potent Poison. You can either tip 32 arrows with this or tip a sword with it for 32 whacks. Blocks broken using a Poisoned Sword will yield no drops, and Potent Poison CAN, unlike the poison of a Blue Spider, kill your enemy.
Starting a personal flame war against me isn't productive either, mr. professional videogame designer.
As long as you're not directly involved with the creation of the mod or game, you have barely any influence. At all.
You just posted a whole seminar about the usage of potions while the chance of implementing them is extremely low. Think before you respond.
Nonetheless, potions would make for a good thing in Minecraft, but with most of the ideas here I think they're pretty darn overpowered - Actually, the effects of some potions have nothing at all to do with healing as they were supposed to have.
Part of good game engineering is testing. I say someone just slaps a mod together with healing potions exactly like Vechs suggested, play-test it, and THEN start complaining about useless it all is.
Okey, adding a buff system (Eating the fire soup gives you a fire buff, slow health soup gives healing buff etc.)
Done with the buff framework, now im adding the system for drawing active buffs on the screen.
Edit:
If anyone actually cares, i would really appreciate not having to make the buff icons myself, I just cant seem to make nice graphics :sad.gif:
Every buff icon needs to be 13x13 and display what each buff does fairly well.
Edit 2:
Made some crappy icons myself, now draws a neat little icon in the top left corner for each buff :biggrin.gif:
Edit 3:
First screenie!
(Dont mind the cut off item bar, just an experement, fixed now :biggrin.gif:)
i think the people who are saying these are somewhat over powered are somewhat right, bu you have to remember the shear amount of spawners thatt can be in one area at a time,and seeing as there can be 200 hostile mobs around you at anytime in super hostile map i think its pretty fair,seeing as youll die over 9000 times anywaythis would jut make youlast just a little longer
It's not a bad idea, but I think that it should have a few minor changes.
First, I would use the base plants, rather than the dyes. This just seems to make more sense, since the dye essentially means you have reduced the plant down to just color. The one exception might be for Cactus, which actually does make more sense in its processed form. Also, this alleviates the need to have to justify why the other colors of dye haven't each got an effect (alternately, give each color of dye an effect and disregard this).
Second, I would use only one unit of plant/dye in a potion. Instead, the middle ingredient would be a base for the potion. My preference is for this is slime balls. It lends a more "mystical" ingredient, and is not too hard to come by. Over all, it makes for a good control element, especially if there are more kinds of potion effects.
Lastly, a potion should only be made from one ingredient. To get potions made from multiple types of ingredients, you should have to combine two or more basic potions and an empty bowl. It keeps the recipes simpler, and encourages players to work more with the basics and experiment to find different combinations.
... you have barely any influence. At all. You just posted a whole seminar about the usage of potions while the chance of implementing them is extremely low.
I already went over that without directly saying that. There are in the millions of people who play Minecraft, and being heard out of that crowd would probably never happen. BUT, if you are to attract attention, your chances go up. My 'seminar' was to attract attention from other people who may like my idea.
Now, I'm going to just say if you respond, I won't bother with another explanation since it seems like you are having fun trying to unproductively bash me.
It's not a bad idea, but I think that it should have a few minor changes.
First, I would use the base plants, rather than the dyes. This just seems to make more sense, since the dye essentially means you have reduced the plant down to just color. The one exception might be for Cactus, which actually does make more sense in its processed form. Also, this alleviates the need to have to justify why the other colors of dye haven't each got an effect (alternately, give each color of dye an effect and disregard this).
Second, I would use only one unit of plant/dye in a potion. Instead, the middle ingredient would be a base for the potion. My preference is for this is slime balls. It lends a more "mystical" ingredient, and is not too hard to come by. Over all, it makes for a good control element, especially if there are more kinds of potion effects.
Lastly, a potion should only be made from one ingredient. To get potions made from multiple types of ingredients, you should have to combine two or more basic potions and an empty bowl. It keeps the recipes simpler, and encourages players to work more with the basics and experiment to find different combinations.
First - That's a good idea, but the plant dye is just using the crushed up petals. Either way would work fine, really.
Second - That's a really good idea, except maybe some weaker potions could use a different base, while other stronger potions use the slime ball. Personally, i have a lot of trouble finding slimes. If Vechs is adding iron to the alchemy bench so its not easy to make, yet not difficult, it wouldn't be right to make all the potions require an end-game item.
Status update! Every one of the basics are done, here is a new screenie :biggrin.gif:
(I would really appreciate feedback)
*jaw floor*
I'm amazed that you have worked this quickly and actually made this. I'm just boggling a bit.
Do you still need buff icons? I could probably take a shot at it if you do.
I could also recommend, making the number values on the potions be read from a text file, so people could adjust them to either play-test or suit their own individual tastes. (Or map makers using the mod could include a recommended set of values just for their map.)
Why didn't I make the Firebrand recipe be a Rose Red dye and gunpowder? That makes more sense...
Edit: Eh, I guess it is nice having a perfect set of 6 using each combination you could make out of the plant dyes. I won't change it, although rose red + gunpowder would also be a good recipe.
Side note: Firebrand would allow you to set fire from a distance, meaning that players would finally have a method of causing illumination in an area from far away. Set a fire by a monster spawner and rush in to plant permanent torches while the spawning effect is suppressed by the fire light! Now that's using strategy.
Well, my last post didn't go through, I don't know if something happened to it, or if I just messed up with being new. Either way...
To start, I'm going to rework some of darkmega's post, but there is still a lot that I am borrowing from him, so I've quoted some of his post.
First off, instead of requiring a larger amount of ingredients to make a stronger potion, I believe that there be three different containers, each making the potion stronger, and each container being more difficult to make (to keep a tier system, like Vechs has done with iron being in the alchemy bench). For a tier 1 potion, the regular bowl would work fine, and give the weakest benefits due to the very crude design. The tier 2 container should be something not very easily made, but not groundbreaking either. I propose an iron-infused bottle, made like this: Line 1 - glass, plank, glass - Line 2 - glass, X, glass - Line 3 - iron, glass, iron. Lastly, tier 3 could be made with a diamond-infused bottle (made the same way as an iron-infused bottle, but replace iron slots with diamond slots).
As for potions not stacking at all, that is a bit much. I myself would see 3 or 4 per stack reasonable. To make it fair, however, a timer for how fast you can use a healing potion would balance it, so you can't just spam heal with them. I agree with Level 1 healing two hearts, Level 2 healing 4 hearts, and Level 3 healing six hearts.
Regeneration potions would be tricky to make, as it healing very fast for a long time would make the soon to come boss fights much too easy. I am suggesting that this potion work for the same amount of time on all levels, but the healing is actually scaled to start strong and end weak. So basically something like this: Level 1 - 30 seconds of 1.5x healing - Level 2 - 20 seconds of 2x healing, 10 seconds of 1.5x healing - Level 3 - 10 seconds of 3x healing, 10 seconds of 2x healing, 10 seconds of 1.5x healing.
Please read part two...
[The creepers may hissss, but they run at my roar]
Now, talking specifically about the scale of the positive and negative effects given by the potions, it completely walks away from how Minecraft has worked since Alpha. Instead of the weakest potion giving a weak buff, and a weak debuff, it should work how armor does, where leather and diamond give the same protection, but leather weakens faster, making it unreliable and quickly used up. So, all three Levels of potions should give the exact same positive effect (exception to the Healing Potion and Regeneration Potion), while the lowest levels have the highest debuff and run out slightly faster. This would give a tier system, and make it so a new player can't get lucky and just find 6 ingredients and make a Level 3 potion (since i proposed Level 3 bottles to be made with diamond).
E.g. : Armor potion:
Level 1 - +50% damage reduction, -40% movement speed, 8 hits
Level 2 - +50% damage reduction, -25% movement speed, 12 hits
Level 3 - +50% damage reduction, -10% movement speed, 16 hits
For the Sprinting Potion, I would suggest (based on Scales), that the movement speed increase work for both walking and sprinting, and be about 50-75%. The weakest potion should increase the speed for about 15 seconds and burning food much faster, while Level 2 works for about 30 seconds and burns food relatively fast, and finally Level 3 working for about 45 seconds and burning food at close to the normal speed.
For the Shield Potion, it would be good if it had an extra bonus of your own knock-back being slightly reduced (based on Scales), at about a 25% deduction, or the knock-back could simply mimic a character who is holding shift (as I have noticed a difference in knock-back while shifting and not holding it). As for the other effects, I already used them as an example, so I'll just quickly refresh on it. All levels have about 50% damage reduction. Level 1 has a speed reduction of about 40% and a max hit of about 8, Level 2 has a speed reduction of about 25% and a max hit of about 12, and Level 3 has a speed reduction of about 10% and a max hit of about 16.
A balance for the Thorns Potion (based on Scales), would be to have it only work for a certain number of hits, like the shield potion. Having a knock-back and damage bonus would work well with the potion having a limit in hits you can take. For the positive effect, the knock-back should be the same as if the mob were attacked by a sword, and the damage the same as a punch. For the negative effect, increased incoming damage would work perfectly. Therefore, Level 1 would be knock-back, punch damage, about 8 hits and 25% increased incoming damage, Level 2 having knock-back, punch damage, about 12 hits and 15% increased incoming damage, and finally Level 3 with knock-back, punch damage, about 16 hits and 5% increased incoming damage.
For the Firebrand Potion, darkmega is correct in saying it is difficult to scale, but I am going to tinker his suggestion. For Level 1, it could work with any melee combat (fists, blocks and swords), have it last for about 16 attacks, and have your fiery heat cost you half a heart about every 20 seconds. Level 2, it is capable of being used with all melee and bows, have it last for about 24 attacks, and lose half a heart about every 30 seconds. Level 3, it is capable of being used with all melee, bows AND physical attacks against the user, have it last for 32 attacks (a total of 32 incoming and outgoing attacks), and lose half a heart about every 40 seconds. Some of you may ask how it can be Level 3 can be done if it utilizes both incoming and outgoing, but it is possible. I myself program VERY basic Java at this time, and there is a Count option that can be used. Simply, it would add 1 to a tally every time the event of attacking an enemy is performed, and add 1 every time the event of the player being hit occurs. So, if the player attacks 26 times and is hit 6 times, the potion wears off.
To balance the use of the Shield Potion, the Thorns Potion, and the Firebrand Potion, I believe that ONLY ONE of these three can be used at any time. Stacking of these potions would make the character much too overpowered, especially when you add healing into the equation. It also makes sense, as there is the Shield Potion (a defensive potion), the Thorns Potion (a passive-protective potion), and the Firebrand Potion (an offensive potion).
So, this rant had ALOT of revising, but hopefully you all understand everything. If you want me to reword something, or you find an error, let me know. Please also leave your own suggestions.
[The creepers may hissss, but they run at my roar]
Click to see my response on spiritx13.
Keep it simple and have the first tier of potions be part of the next tier, and so on. It's not rocket science.
But it's especially nonsensical trying to determine in detail what crafting recipes are good for items that don't exist. Actually, the people making mods or writing the actual code are going to deviate from whatever you suggest just because everyone thinks they're total geniuses and wants to do it their own way.
Yes, what i suggest. I believe this is the SUGGESTION board. I made my own spin. It's now up to the programmers if they like my idea, or want to use someone other persons idea. Also, it says to explain on the message that you are trying to get across, which I believe i gave much detail to. If I were to simply say 'sounds good', no progress would be made other than someone agreeing with the most basic concept of the idea.
When people actually expand on the main topic, a brainstorm is generated, and soon a finished project is made. But you should know this all, correct?
This is a png.
There are two portions as to creating an in game item (That does not include programming the item into the game). Creating the idea of the item and the effect, and HOW YOU MAKE it in game. How can i go any less into detail except say what Vechs already has on the front page. Even he had idea's on how to craft the item (dyes), and he STARTED the post.
Please, think before you respond.
[The creepers may hissss, but they run at my roar]
Edit: Alright, I realized this post was pointless and I would like to add this: Ender pearl + rotten flesh = mob deterrence (even passive ones!) basically, drink this and then mob's sight range is halved and ghasts (who normally have unlimited range) have a rang of 50 blocks.
Potent Poison - Made from a bucket of poison (collected by right clicking a bucket on a Blue Spider) and Rotten Flesh, this yields a bowl of Potent Poison. You can either tip 32 arrows with this or tip a sword with it for 32 whacks. Blocks broken using a Poisoned Sword will yield no drops, and Potent Poison CAN, unlike the poison of a Blue Spider, kill your enemy.
WHAT?!
Danger zone.
Like this post? Click the little over there ->>
Starting a personal flame war against me isn't productive either, mr. professional videogame designer.
As long as you're not directly involved with the creation of the mod or game, you have barely any influence. At all.
You just posted a whole seminar about the usage of potions while the chance of implementing them is extremely low. Think before you respond.
Nonetheless, potions would make for a good thing in Minecraft, but with most of the ideas here I think they're pretty darn overpowered - Actually, the effects of some potions have nothing at all to do with healing as they were supposed to have.
Part of good game engineering is testing. I say someone just slaps a mod together with healing potions exactly like Vechs suggested, play-test it, and THEN start complaining about useless it all is.
Done with the buff framework, now im adding the system for drawing active buffs on the screen.
Edit:
If anyone actually cares, i would really appreciate not having to make the buff icons myself, I just cant seem to make nice graphics :sad.gif:
Every buff icon needs to be 13x13 and display what each buff does fairly well.
Edit 2:
Made some crappy icons myself, now draws a neat little icon in the top left corner for each buff :biggrin.gif:
Edit 3:
First screenie!
(Dont mind the cut off item bar, just an experement, fixed now :biggrin.gif:)
Like this post? Click the little over there ->>
endermen are the freaking spawn of herobrine
First, I would use the base plants, rather than the dyes. This just seems to make more sense, since the dye essentially means you have reduced the plant down to just color. The one exception might be for Cactus, which actually does make more sense in its processed form. Also, this alleviates the need to have to justify why the other colors of dye haven't each got an effect (alternately, give each color of dye an effect and disregard this).
Second, I would use only one unit of plant/dye in a potion. Instead, the middle ingredient would be a base for the potion. My preference is for this is slime balls. It lends a more "mystical" ingredient, and is not too hard to come by. Over all, it makes for a good control element, especially if there are more kinds of potion effects.
Lastly, a potion should only be made from one ingredient. To get potions made from multiple types of ingredients, you should have to combine two or more basic potions and an empty bowl. It keeps the recipes simpler, and encourages players to work more with the basics and experiment to find different combinations.
Last i checked I was merely replying to you, by no means was i starting a flame war o_O
I already went over that without directly saying that. There are in the millions of people who play Minecraft, and being heard out of that crowd would probably never happen. BUT, if you are to attract attention, your chances go up. My 'seminar' was to attract attention from other people who may like my idea.
Now, I'm going to just say if you respond, I won't bother with another explanation since it seems like you are having fun trying to unproductively bash me.
Also...
I may not be professional, but i have made a video game (a crap-tacular one at that), and I know some of the planning that goes into making them.
[The creepers may hissss, but they run at my roar]
First - That's a good idea, but the plant dye is just using the crushed up petals. Either way would work fine, really.
Second - That's a really good idea, except maybe some weaker potions could use a different base, while other stronger potions use the slime ball. Personally, i have a lot of trouble finding slimes. If Vechs is adding iron to the alchemy bench so its not easy to make, yet not difficult, it wouldn't be right to make all the potions require an end-game item.
Last - 100% agree.
[The creepers may hissss, but they run at my roar]
Any feedback?
Like this post? Click the little over there ->>
(I would really appreciate feedback)
Like this post? Click the little over there ->>
*jaw floor*
I'm amazed that you have worked this quickly and actually made this. I'm just boggling a bit.
Do you still need buff icons? I could probably take a shot at it if you do.
I could also recommend, making the number values on the potions be read from a text file, so people could adjust them to either play-test or suit their own individual tastes. (Or map makers using the mod could include a recommended set of values just for their map.)
Do I see the official Alchemy Mod for Super Hostile CTM Maps??? :biggrin.gif: