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Mar 14, 2012Good idea, well thought out... i was thinking of a nature golem that plants stuff, and a robot/golem to do stuff for you( farm, move blocks) they could be made via redstone stuff, or something natural, or diamonds and redstone, or some MAGICK!Posted in: Suggestions
Mar 3, 2012They should just make the caves bigger, so the cliffs are more extreme. I'd like if there were some type of nether dungeon. With some cursed netherrack and potions and a rare item in the chests, the spawner would be blazes and cubesPosted in: Suggestions
Feb 29, 2012Ankle_Lord posted a message on New Stone Brick Block | How do you think they will be obtainableThere should be slabs and stairs for more stuff, like lapiz, gold, diamond, dirt, mossy cobblestone, and netherrack stairs, slabs and whatnot.Posted in: 1.1 Update Discussion
There should be a better table than pressure plates and upside down stairs, because a pressure plate counts as a whole block, and that there should be more variety anyways. I need locked chests for smp.
Feb 27, 2012On hardcore mode I would like it, but otherwise it really gets in the way to have too many meters. The hunger should stay on SURVIVAL though.On second thought thirst is pretty pointless, its not a challenge to get water.Posted in: 1.1 Update Discussion
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Mar 6, 2012Posted in: Suggestions
Last Updated: June 20th, 2013 at 3:55 AM
I pray this becomes at least 1% more popular than my "The Haven" idea. Like the latter idea, this post contains images of what I'm trying to show off. Better I give you that than a baseless wall of text. If this idea gets enough support, I will keep adding to it. This includes good suggestions from other people as well.
This also mixes in with KakarottoYo's idea:
Shouldn't the Nether Villagers be pigmen or something?
No. And I'm probably the 0.00003% of Earth's population that thinks this way. I think Nether Villagers should be something original, or something's that close to being original, and not some cheap Pigmen copy (zombie or otherwise).
I think large minotaur-man creatures represent their defensive nature better than pigmen anyway.
I don't care for the details, I just wanna see images!
Keep scrolling down until you get to the first picture of the red Nether Villager.
So... The Nether Villagers in that image... What are they?
They're a mix between minotaurs and humans. These creatures are a combination of two things, which is sort of like pigmen, so if you wanted these creatures to resemble pigmen in some way, there you go. They are a bit taller than the player.
Why are their left arms nothing but a bone?
Perhaps they all have the same genetic defect. These are one of those things where players must debate that for themselves.
How do they behave normally?
Like their Overworld counterparts, they stay together (although not as tightly) and have different color versions to "resemble" their occupation. They don't need some hulk or golem to protect them, as they can beat the living hell out of enemies (players and mobs alike) all on their own, if provoked, but they attack alone, and not together. They walk slightly slower than a zombie.
With addition of Nether mobs coming out of portals to the Overworld, the Nether Villagers can do this too, though this is painfully rare. Every night has a 1% chance of this happening, and can only happen on a non-raining night. If a N. Villager enters the Overworld, it will just wonder around aimlessly.
How do they behave on the Peaceful difficulty?
Exactly the same as this thread describe's them, but they don't get provoked. Meaning you can beat them as hard as you want without penalty. On Peaceful mode...
What do they live in?
Caves found in the Nether. These caves are often supported by Nether Brick. Torches can be occasionally found in these caves.
How rare are these villages/caves?
About 20% rarer than that of an Overworld village.
What sounds do they make?
They rarely make sound, but when they do, they sound like normal human grunts, although with a very deep pitch and echo. The "Mystic", "Collector" and "Colossus" variations have a much more powerful and distant echo.
When taking damage, they emit a deep "human plus bull" type grunt.
How do they respond to specific world hazards?
Much like any other Nether creature, these new Villagers are unaffected by fire and are slowed when in lava.
If a N. Villager manages to reach the Overworld through a player's portal. The sun not will damage them.
How are they provoked?
They are provoked by either hitting them or stealing from their chests (if they see it). They only get provoked individually, and do not attack in groups like wolves or Zombie Pigmen.
How do they attack?
Just by following you and touching you. Each hit varies depending on the type of N. Villager you provoked. They do not stay hostile, as they will hit you 1-2 times for every time you hit them, stand still and stare at you as if to wait for a response. If you hit them too many times, they will keep hitting you until death. They do not attack as a group if just one N. Villager was hit. A "Collector" N. Villager will never lose its hostility.
Wait, you said they have their own chests?
Yes, unlike the light brown ones found in the Overworld, the ones found in Nether Village caves are a dark red with a yellow lock, but have the exact same mechanics as an Overworld one. You can call them "Nether Chests" or "Dark Chests" if need be. The GUI on the new chests is dark red, rather than the normal grey.
What do they drop on death?
They drop 0-1 horns. They can be used to brew an Angry Potion. The "Baron", "Mystic" and "Collector" types can drop more than just their horns.
What could be found in these new chests?
Look at the list below. Top to bottom = Least to most rare:
- Soul Sand
- Netherbrick Fence
- Iron Ore
- Gold Ore
- Iron Ingot
- Gold Ingot
- Nether Wart Seed
- Ripe Nether Wart
A "Ripe" Nether Wart is something that is only found in a N. Villager chest in an area where an Alchemist lives. As you could have guessed, this new Ripe Nether Wart is chemically altered rather than just physically. In brewing, the Ripe Nether Wart added to a water bottle will create an Excess Potion. Ripe Nether Warts can also be eaten, which will regenerate both health and hunger for 2 minutes.
These potions act like Awkward Potions, but will double any effects and double the time. Any potions created from an Excess Potion will have a green aura, rather than the standard blue one.
Do different colored Nether Villagers have their own attributes?
Yes. See below:
Added Abilities: None
Spawn Chance in Village: 50%
Added Abilities: Does +2 damage. Moves +15% faster. Drops an extra 1-2 exp. orbs on death.
Spawn Chance in Village: 20%
Added Abilities: Does +2 damage with extra knockback. Moves +25% faster. Drops an extra 2-4 exp. orbs on death.
Spawn Chance in Village: 18%
Rampant (Colors based off ShadowKreach's idea)
Added Abilities: Does -2 damage. Moves +50% faster. This is a mob you may not want to kill due to its potential trades. Drops 3-6 exp. orbs on death.
Spawn Chance: 5%
Hunter (Based off DeJoth's idea)
Added Abilities: Does +2 damage. Moves +15% faster. Attacks Zombie Pigmen, Magma Cubes and Ghasts that come near them. Drops 2 extra exp. orbs on death. Can jump up to 3 blocks in height.
Spawn Chance in Village: 15%
Added Abilities: Does +2 damage with extra knockback. Moves +10% faster. Can seldomly "telekenetic" punch any enemy from 10 blocks away, although this can easily dodged as the Mystic will remain completely still when "charging" this "telekenetic" punch. This is the only mob that can flawlessly hurt a Ghast if they're close enough. When killed, this mob can drop any valid item in Minecraft's existence. Drops an extra 2-4 exp. orb on death. Can sometimes deflect arrows. Immune to all splash potion effects.
Spawn Chance in Village: 7%
Added Abilities: Does +8 damage with insane knockback. Will never lose its hostility once made. Each hit has a 30% chance to make the player drop any item in his inventory at random. Will drop 1-3 of any rare item on death, as well as 35 experience.
Spawn Chance in Village: 2%
Added Abilities: Oh my friend, you're looking at the rarest gem of Nether Villagers. Moves +20% faster. Will never become hostile against players, although it can never take damage. Receives -30% knockback. Can teleport just like an Enderman, but this occurs only when it wants to return to its "village area" and can't get back to it by just average walking and jumping. Go ahead, add some ingots in his village's chest, and see how friendly he really is.
Spawn Chance in Village: 0.05% (1% on Hardcore)
Do these Nether Villagers have their own spawn eggs in Creative Mode?
Yes, and each Nether Villager type has their own chance amount of appearing when the egg is used:
- Normal - 90%
- Torus - 85%
- Baron - 70%
- Rampant - 50%
- Hunter - 45%
- Tormenter - 10%
- Colossus - 0%
Where exactly in these Nether Villager caves do the dark red chests exist?
In the deepest part of their caves, although they can be rarely found near the cave's entrance as well.
How big can these caves be?
Imagine a normal Overworld village fitting inside a cave, that's how big they can be.
New Questions/Answers Added as of 3/29/2012 9:31PM
How do they inflict damage?
They do NOT always do the max amount of damage that you see in the list of Nether Villager types. They can also do a minimum of -4 hit points of damage. For example, a Baron is capable to doing between 4 and 8 points of damage, which is randomized between these limits.
New Questions/Answers Added as of 7/13/2012 3:41PM
Do these Nether Villagers trade like the normal ones?
Yes, the currency they accept is Blood Diamonds, here is a chart of what each N. Villager trades.
Normal, Torus and Baron
They do not sell items.
Hunters have no interest in trading.
Tormenters have no interest in trading.
Tormenters have no interest in trading.
New Questions/Answers Added as of 7/28/2012 1:59PM
What does an Enchanting Orb do?
If you're lucky enough to have a Mystic appear, and not ed off enough to not trade with you, you'll have access to this item. An Enchanting Orb can be used to give any weapon or tool a single random enchantment at no level cost, but it will only give it the weakest version of an enchantment, so it's best to this orb when something is already enchanted.
Using this orb on an already enchanted item will make all existing enchantments upgrade an interval. Meaning "Sharpness III" can be set to "Sharpness IV". Enchantments at their highest levels will go no higher. If all enchantments are maxed out, a new enchantment at its weakest is added.
Aug 2, 2012cadika_orade posted a message on Terrain Poll, Is How Does 1.3.1 Compare to Beta and Alpha?Sorry about the misleading title, but this is science and science requires a large sample size. Specifically, I am running an experiment on those with opinions regarding the state of Minecraft terrain generation.Posted in: Recent Updates and Snapshots
Since I published my results, I have been accused over and over again of faking my results or being otherwise deceitful by the rather large army of Terrain Nazis on these forums. As such, I have decided to no longer make meaningful contributions to this community.
If you wish to discuss my findings logically instead of saying "you iz stoopid cuz you iz stoopid", please feel free to PM me and I will be more than happy to discuss my findings further.
The experiment is completed and I have released the answers. Inside each spoiler you will find a sub-spoiler containing the version of the map. Even if you didn't vote, feel free to guess before opening the sub-spoiler!
And post your reaction!
Let's Play a Game!
Look at the pictures in the spoilers below. Each image shows a part of a map generated using a different version of Minecraft's terrain gen system: Mid-Alpha, Mid-Beta, Large Biomes, and 1.3.1 Default. In the poll above, vote which version you think each map was generated in. No cheating. Judge solely on the terrain and not on texture, lighting, mobs, plants, etc. After a number of people have voted, I will reveal which picture was in which version. Yes, there are 3 versions represented and 4 pictures. That isn't a trick. This is a control variance. Two of the images show different maps made in the same version.
And this map was generated in...
And this map was generated in...
And this map was generated in...
1.3.1, Large Biomes!
And this map was generated in...
RESULTS and ANALYSIS:
First, Alpha. This is not terribly suprising, but the majority of voters correctly identified image #2 as being from Alpha. What I find distinctive is the stubby trees, large beaches, and few hills. This is precisely how I remember my very first map being, back when I started in Alpha 1.2.4.
Now, more interestingly, Beta! This is what inspired this experiment. I am often hearing people go on about how Beta terrain was so much better than what we get today. I also see people claim that they are wrong and just going off nostalgia. It is especially interesting to see that many voters identified image #1 as being from Beta, when, in fact, the Beta terrain was image #4. Only 29 voters said that image #4 was from Beta, while 37 voters said that image #1 was from Beta. ESPECIALLY amusing was more than a few commenting about certain flaws in image #4 that obviously made it not Beta. Some mentioned the lack of beaches, others noted the underwater geology (which is odd because I don't see anything but sand!).
Lastly, we get the 1.3.1 maps. Images #1 and #3 were generated in 1.3.1, with Default and Large Biomes, respectively. Curiously, while 30 votes were cast for #1 being 1.3.1 and 40 for #3 being 1.3.1, 39 votes were cast saying that image #4, the Beta terrain, was from 1.3.1. This suggest that more people think that Beta terrain looks like 1.3.1 terrain than 1.3.1 terrain itself does.
What does this mean? Well, to me at least, this suggests that many players actually have a hard time telling the difference between Beta and 1.3 terrain. This could be explained as being because many of the voters don't pay close attention to the quality of the terrain, but this is not the case. I saw several people comment not only their guesses, but also mention how much better the "Beta" terrain looks than the "1.3.1" terrain.
Here's my personal favorite:
NOTE: I had a lengthy PM conversation with this guy, and he is no huge fan of Beta terrain either. He is pressing for a general overhaul of the terrain, which is a perfectly valid argument
Just as a reminder, the correct answers were 1.3.1, Alpha, 1.3.1, and Beta. Note how he takes the time to point out how Beta features "instantateous drop to the water's bed" and the "crappy" beaches.
From this, and many posts and PMs similar to it, I conclude that most, though not all, players are generally unable to distinguish between Beta and 1.3.1 terrains, despite the wide number of hate posts begging for Beta's terrain back.
I have had several people, as of late, comment that I rigged the experiment by "cherry picking" images, areas, or seeds to flatter 1.3.1 terrain and make Beta and Alpha look bad. This is not true. My procedure for finding a picture was as thus:
- Choose a version
- Generate new map with random seed (where applicable)
- Wander around in a spiral around the spawn point to enlarge the map
- Open the map in 1.3.1
- Take a picture of an area within sight of the spawn point that is mostly grass blocks (for consistency)
- 1.3.1 map that spawned my in a jungle.
- Alpha map that spawned me in the ocean.
How I got the pictures:
I changed to specific version of Minecraft's terrain generation system, explored a bit to expand it, then repeated with other versions. When finished, I opened each map using 1.3.1 in Creative mode, flew around just enough to get a good picture, and then saved a screenshot. I did not use any seeds, nor did I try to make flattering shots of some versions and not-so-impressive shots of others. All pictures were taken within sight of Spawn, with the exception of 1.3.1 where I spawned next to a large jungle biome, which would have been a dead giveaway and ruined the results. Each pic specifically shows only a standard, grass biome.
Feb 21, 2012There are two types of people in this world. Those who are trained, and those who are not. Many believe the Minecraft combat system is nothing more than a gear-ruled spamfest where the man with the twitchiest M1 finger is the victor; this combat style is the minecraft equivalent to street fighting where both fighters are rolling on the ground attempting to remove one another's hair. Masters of the W M1 style are *not* trained.Posted in: Discussion
Here I will attempt to teach you to train yourself. Hopefully you will find, as I have, that gear is a minor obstacle, and nothing before those with the skill to overcome it. I will list here, several combat moves and tips that, if used correctly, can turn the tide in any battle, no matter the odds
I just hope my clan's enemies don't Juggle me next week.
The best weapon for melee attacks, is of course, the sword.
--The simplest attack, everyone knows this. Press M1 (Mouse 1) and you swing your blade
--Slightly less known; this attack is activated when you are sprinting.
It's effect sends the victim flying up and back a few blocks. Single player heroes use this to kill creepers and it is extremely valuable for knocking enemies away, or off cliffs.
--This is activated while falling a simple jump is enough.
These attacks do additional damage with any weapon (or lack thereof) (See damage chart)
--Another move most players know but many underestimate. M2 will perform a block reducing incoming damage by 50% This effect works against melee, instant magic damage, explosions, and can even deflects arrows (All assuming you are facing the source of the damage).
--The crit and slam effects are stackable, sprint leap forward and throw their corpse across the room.
--Another often underestimated ability. Sneaking reduces footstep noise, and also darkens your nameplate making it harder to see at distance and impossible to see through walls.
taken from Minecraft Wiki
--This is good for players that have some sneaking ability, or those who simply have oblivious enemies. Sneak up behind an enemy, jump, and strike as you begin to fall. Add another strike for good measure. The first hit will crit, if you have a diamond sword, it will usually oneshot unarmored enemies, the second hit will usually finish off medium armor, and leave heavy armor severely weakened. In addition the pure shock off the sudden high damage strike will usually cause the victim to panic and be easily finished (If they survive the initial attack)
Note: Last tested in 1.8, my clan leader one-shot me with this from full health
--This is one of my favorite moves, though it requires open space and that your enemy is trying to advance on you
Double tap [Forward] and strike to slam your enemy continue your charge and repeatedly strike them before they are able to touch down, they will lose all movement control and will be too high to strike you. The effect is akin to stunlocking. skilled jugglers can navigate their victims into hazards like lava, fire, and cliffs.
The only noticeable downside is, if you do not perform this move correctly, your target IS airborne and WILL receive crits
--Another simple idea that is rarely used. Barrage your enemy while sidestepping around them. Against slower opponents this attack is devastating as you will move around them faster than they can target you.
This is an advanced ability that can be paired with any other kind of barraging attack. While attacking an enemy, throw a block in between each strike. Alternate M1 and M2 this will, on average, reduce your incoming frontal damage by about 25% (Block reduces by 50%, while 'dancing' you will be blocking approx 50% of the time meaning 25% efficiency)
-Bows are an amazing way to overcome unskilled meleeists, you can generally keep them at bay long enough to kill them before they even touch you... assuming you can aim straight
-Various games have taught us to always aim for the head. Currently, Minecraft has no ranged headshot system, a shot between the eyes, while enticing, does no additional damage. Nevertheless, due to sheer size, the head is a good target. At medium and short range, it is often good to place your reticle directly on the forehead so that the shot will arc and hit the torso, at father ranges you will have to compensate much more for arcing as well as leading your targets; in massive seige situations you may have to aim so far upward that you can no longer see your target. I tend to aim for the throat, though this is merely personal preference, it is the best target as it is just above centermass. This means if your shot is off, you have the highest chance of still scoring a hit.
Archery is awsome for interceptions, if someone is fleeing a fast and steady handed archer s is best way to stop them.
Chase them down as any dimwitted meleeist would. Wait for the right moment, look for small hills or easily climbed trees near you, at some point you will get an opening, whether it be your prey crossing water, running through a straight valley, or a wide open plain (granted they do not have the foresight to swerve). When the chance presents itself, get as much height as you can, as fast as you can and take your shot. Try to line up your aim so that they are running directly away from you. Fire above and in front of them, letting them flee into the path of your shot.
--This is an ability usable in most games with archery, from cover, jump into the open while pulling back an arrow
Take aim before you hit the ground, and let loose the moment you do, jumping back into your cover
If a warrior gets a hold of you, it could spell death in seconds to most pure archers, best way to counter this: use one of their best abilities against them. Take your bow, surge forward, and slam them back to whence they came. Space permitting, you should then sprint the opposite direction, turning every second or two to hit them with another arrow. If they get too close, perform the slam again.
I have recently fallen irrevocably in love with the Punch II bow enchant, this is shitstainingly epic if you know what you're doing. Even if you tap the bow just long enough to drop an arrow at your feet, it will still blow the target back full distance. This means, assuming you do not miss, you can keep enemies at bay until your ammo runs out, your bow, breaks, or they die. I tested it in the nether and was able to force back the biggest of pigmen rushes without taking any damage or using a sword.
If you're the best with archery, you can knock enemies back and hit them before they touch down, effectively juggling them WITH A BOW. If you have Power V you can usually 2 shot most players by knocking them away and firing a shot at where you know they will land before they actually get there
Another option if you're not good enough with the punch bow, is to carry a knockback II sword, I did this before discovering the awesomeness of Punch
"...this fight very well may come down to which side wants it enough... to use dangerous chemical performance enhancers to give them the edge!" - Super MNC Announcer
There are many potion choices to give you an edge, but with their inability to stack, and your limited belt space, you need to be able to prioritize
Potions come in two primary varieties, buffs, and damage. Buffs can be consumed by a single person for max effect, or used as a splash to empower a group of players, wolves, or even mobs. Damage potion should never be drank, (obvious reasons, read your warning labels) only thrown to deal damage to a primary target... and all his nearby friends
Most potions can be altered to trade duration for potency or vice versa
Listed below are all the potions you could want with my advice aswell as my nicknames
The good old health potion. If you don't know what this is or does, you have no right to call yourself a gamer
I will not list variations- there are none, these potions have no duration so you should ALWAYS go for potency
Upon use, you will be healed 60% of your total health
Optional splash if you want burst healing for a group
These require harder materials, but are defiantly worth it
-Invincibility: I call this the god pot, add glowstone as a modifier and you will be healed so fast you may as
well have grabbed a Mario star (fireballs not included) warning: short duration
-Troll's Blood: They say trolls regenerate, now you can too, add redstone as a modifier and you wont have to worry about health maintenance for two minutes. Taking too much heat? Jump back for a second, your health will refill. Great for close range archers
These are amazing if you are facing a group, want to kill people a little faster, or just want a good old fashioned rampage
Creation: wart+blaze powder+[Modifier]
-Berserker: This is the mother of all facerollers, pop this and become an unstoppable force. Super Turbo One-shot mode. Just add glowstone.
-Power: These are weaker, if you just want to hit a little harder than your opponent and foresee a long fight ahead, this is your potion. While I greatly prefer the berserker variant, this one is yours with the addition of redstone
These are amazing, while not particularly useful in direct combat, it is a godsend if attacking a base defended with fire.
It also provides an undeniably epic escape if caught in the nether.
Not to mention the awesomeness of charging into battle on fire
No variations here, you can extend it to a whopping 8 minute duration, but you cant be any MORE immune to fire.
-Extinguishers: Add gunpowder and make it splash, this is amazing for saving yourself or friends at the last second from a fiery death
These are good for getting around, fleeing, chasing, or simple outmaneuvering I used them alot as an archer
-Warp: What do you consider Minecraft 'fast'? This thing's faster than a minecart, faster than a flying admin, it's damned near faster than the speed of terminal velocity. Sprint while using this and you very well may just get run over by a Delorean. Great for escapes, quick entries, ambushes, interceptions you name it. Add glowstone
-Endurance: This lasts forever and a half, but only makes you *a little* faster, in fact, just enough that you can outrun anyone, this is good for archers you can kite infinitly with this. Redstone
These are the grenades you were looking for
Does the same damage as a diamond sword crit at its center
I've taken to calling these "Hammer Potions" due to frequent typos of "Hamr" and the devastating effect of hitting someone in the face with both objects
Creation: Wart+Glistmellon+glowstone+fermented spider eye+gunpowder
No variations here you always want potency
These are interesting, they generally do massive damage... but slowly, and they will not kill their target, only reduce them to 5%. On the other hand, it ignores armor and often induces panic in players.
Creation: Wart+Spider Eye+[Modifier]+Gunpowder
Tox: These are fast and furious,They'll burn the victim to 5% in a matter of seconds, no matter what armor they're using. Buyer beware, this is for the skilled player, if you do not hit they directly in the face, the effect will burn out long before they're oneshottable. Use glowstone.
Spite: These are funny, adding redstone will make the poison so slow it's useless in direct combat, but it will ruin the victim's healthbar for up to a minute and a half, they'll have to remove themselves from combat until it wears off. Throw it at the ground if you get bumrushed and know you're going down.
These need to be improved, only bother making them if you have an excess of alchemy supplies. They are good for archers as they make kiting easier.
Creation: Wart+Sugar+redstone+fermented spider eye+gunpowder
No variations here, though I'd love to see glowstone as a full immobilizer, an archer can dream...
-In the face!
All splash potions have lesser effects the farther you are from the origin of the splash; in fact, they use your head to gauge this the farther your head is from the bursting point, the less damage it does. What does this mean about combat? Take that bottle of pure liquid malevolence- and hit your enemy directly in the face!
Also, if you use support potions (positive splash), time permitting you should order your friends to crowd around you before a push so
you can throw the potion directly up, catch it with your face for highest effect
The Utility Belt
My nickname for the actionbar, it's only got 9 slots so you've got to make them count. It's a good idea to have frequent or important items in your 1-5 so you can hit the button quickly when you need to.
It is more effective to press the numerical keys than scrolling. Assuming you use WASD config 2 is the easiest button to hit, your primary weapon should go there, sidearm as 1, and other items trailing to the right in decending order of importance or frequency of use.
If you prefer scrolling it's generally a good idea to use a 'clicking' mouse wheel. Mine rotates smoothly, and it is terrible.
Generally your actionbar setup is unique but I'll share mine for reference.
1. Sword 2. Bow 3. Pick/Flint and Steel 4-6. weapon potions 7. buff potion 8. food 9. arrows (I like to watch my ammo)
Another thing few people think of in actual combat: Burn them, burn them all
-Flint and Steel
hilarious when kiting as an archer, leave a path of fire behind you. Worst care scenario: they are smart and punch the fire out. Best case: They're slowed down by confusion and burn to death
another good use for Flint and Steel, drop bombs upon your pursuers, punch the TNT with F&S equipped and they will ignite instantly.
Also cannons... a devastating siege tool. I might add a section about that
A random note on enchantments: Gold is the best material for absorbing enchants, but has excruciatingly low durability. If you're an archer, having a powerful golden sword is an awesome sidearm, knockback being a favorite of mine. Other than that you should only use gold for featherfalling boots and respirator helms for out-of-combat situations
Shadow Demon testicles of teleportation
Toss one through a window or over a wall to enter an otherwise secure base
Taking too much heat? Toss one into the horizon. Destination: Anywhere but here!
Throw one at an enemy or destruction target, wait a moment, throw another directly up
You'll appear at the first target, UNLEASH THE FURY. Bash target into oblivion with sword or pick, or hell, drop some TNT and a redstone torch, a moment later you'll be back where you started maniacal laughter highly encouraged
Apr 29, 2012CalamityJack posted a message on Please do NOT make leather needed for new book recipe!!So I was very excited about all the new changes for snapshot for 12w17a. Downloaded it and have been playing it load of nice changes. But then I left to work on this library I have been building and thought about make turning a chest of reeds I had into books for space... but now i need 1 leather for 1 book...Posted in: Recent Updates and Snapshots
Ok no big deal leather isn't that hard to get. I have a cow farm that holds about 50-60 cows before I "harvest" them. So I turn my machine on and wait at the end to get my cooked beef and leather... I get 31 leather from 53 cows. I go to make books and bookshelves with it and i only get 10 bookshelves from it all. A double chest full of paper now and I can't make more books until my cows replenish.
Just a heads up on the math for those going to build an enchanting room after this patch goes live; You will need 90 leather to make the 30 bookshelves for your new enchanting room (that's about 150 cows give or take) along with the 270 reeds you will need to collect and 180 wooden planks.
So now I humbly ask you Jeb don't let this new book recipe go live. Think of the cows...
Mar 18, 2012Here are a few suggestions off the top of my head:Posted in: Suggestions
Placeable Clocks/Placeable Maps on walls- Great idea, about the size of the small paintings.
Writing in Books- Great Idea, maybe the book shelf can hold 8 books and each book holds 4 signs worth of text. Maybe make a pen with feather and ink sack
Village Biome- like super-flat but only around and in a village could fix generation errors like distorted gravel roads.
Bonemeal Makes Dirt Turn into Grass- Great for making underground biospheres and ecosystems.
Rain Can Spawn Flowers- Jens hinted that this is a possibility; this would be a great addition.
Sandstorm in Desert- as beautiful as the sunrise in a desert while It's raining in other biomes is, sand storms would be awesome. It's could be re-textured rain going sideways, and does not hurt the player.
Better Snow- Imagine it, you’re in your cozy cabin, roaring fireplace, it's snowing. You look out and see your stairway and stair roof is covered in snow, the snow lands on tree leaves and passes through to also hit the ground. The tall grass dies and disappears because of the cold. This would be perfect for tundra so the snow can destroy the tall grass, and hit the grass under the trees. It can also cover slabs.
Cocoa Beans Fall out of Jungle Tree Leafs- the oak tree drops apples, the jungle tree should drop cocoa beans. Look at the jungle leafs textures in other biomes, little brown pods! Cookie Time!
Hostile Mob drops on peaceful- well cobweb drops string. (this is just a thought, a really random thought) well how about bones from fossils and sulfur from sulfur ore (Maybe craft sulfur powder and charcoal and get 2 gunpowder)
Hatching the Dragon Egg- Maybe incubating the dragon egg or using some ritual with the desert well can hatch the egg giving you a baby dragon. It would be the size of a pig. Let it grow up to the size of about an iron golem, put a saddle on it and get a ride-able flying mob. It wouldn't get any bigger than the size of an iron golem so it's not too overpowered. All it can do is fly the same rate and a cart on powered tracks. It can't break blocks or spit fire. Just flys. (SMP would probably crash from it though :/ )
Cape Types- There is a cape for the people that went to Minecon, there should capes for players that started in classic, survival test, invdev, infdev, and alpha (maybe beta). The capes could be chosen (if you have more than one or don't want to wear one) in options.
Mods/Texture Packs/Skins- With Bukkit working with the Minecraft team, mod support will be happen. But what will it look like? Maybe add a selection in the main menu that reads Mods. Then have a list of mods with ratings and a filter to see new mods and top mods, click on it and you can rate, comment, and download. The same for player skins and texture packs.
More Ocean Content- Fish could be a possibility. Sponges could be on the ocean floor and can be used for building and its original use of soaking up the surrounding 5X5 water.
More Nether Content- of course Hell is bland with ghosts, lava cubes, pig zombies, and the fortress. How about adding zombie pigmen houses. I mean like, who built the fortress, something can build, so maybe they made a small house or. Small village out of nether brick.
Quiver- It's image is in the game, might as well use it. I could add 1 more slot for arrows only. It could help in a crisis when you run out of room in your inventory and need to decide what to leave behind.
NetherBrick- fill crafting table with netherrack, get 3 NetherBrick
Chain-Mail Armor- Crafted out of iron bars. Stronger than leather, but not as strong as iron.
Easily Customizable Paintings- well, um... You can easily customize the paintings.
Pumpkin Dye- Put a pumpkin in a furnace and BAM orange dye
More Biome Specific Mobs- Like Ocelots to jungles and endermen to the end, we need more biome mobs.
Friend List- You can type in the player's name and presto! A request was sent to be approved. When accepted, it can tell you if they are online and which server they're on (or if they're plying SSP)
More Mob Relationships- Wolfs kill sheep, Ocelots kill Chickens and scare Creepers. These relationships make minecraft feel more alive, so wolfs chasing ocelot and others could add more.. Aliveness (?)
More Rare Mob Drops- With Zombies Being able to drop armor and skeletons dropping bows, more rare mob drops could be great. Creepers could drop their brain of TNT.
Mineing Bedrock, Mob Spawners, and Crafting Mob Eggs- Just kidding.
This is all I could come up with for now, maybe more to come. (I will try to reply to all serious comments)
Mar 14, 2012Posted in: Recent Updates and SnapshotsQuote from scrubking
It doesn't have a recipe because Notch was a lazy ass who threw things into the game with little thought and work. Most of the work Jeb did when he took the lead was to finish all the crap that Notch left half finished. SMH
The Nether fortress generation was actually added by Jeb.
Mar 11, 2012It would be cool if tall grass could grow like sugarcane in certain biomes like jungles and plains. It would just add to the effect and make it scarier at night (when monsters lurk, hidden in the grass).Posted in: Suggestions
Mar 10, 2012A lot of people are opposed to the idea of magic in minecraft. I would argue that the enchantment table, ender dragon, and teleporting endermen are proof enough that magic is already in minecraftia. My hope is to offer a suggestion that incorporates as little magic as possible into a simple, straightforward wand idea.Posted in: Suggestions
The idea is that with the technological help of Redstone, a player is able to tap into the magical properties held within an Eye of Ender. So combining a redstone torch + EoE would get you an Ender Wand.
A blank Ender Wand has a durability of ten uses. To use it, you hold down the right mouse button until the wand starts to glow, releasing it will send a stream of Purple/Blue Particles in front of you. Like the purple glow that Endermen give off when they teleport. This does nothing but look kinda cool.
To really get your money's worth out of a wand, you'll have to enchant it (most people include this in their wand suggestions, and I say Why Not) However, the enchanting process is not exact, like with equipment, so the effect you get is random. Enchanting also adds to the durability depending on the level that's chosen (Base 10 durability + lvl amount, for a max of 60) There are only Four Enchantments: Wind, Flame, Cold, & Lightning.
Ender Wand (Wind I/II/III): Sends a jet of pressurized air hurling 20 blocks away (Same particle effect as the blank wand, except with a larger radius) Any creature in the way gets knocked up into the air (as well as knocked back so they don't just go straight up). Height is dependent on lvl (6/7/8 blocks high)
Ender Wand (Flame I/II/III): Sends out a Purple flame like a firecharge that deals damage based on lvl (3.5/4.5/5.5 hearts), as well as catches the target on fire. Takes a bit of aiming.
Ender Wand (Cold I/II/III): Sends out a blast of frozen air that damages the first creature it hits (3/3.5/4 hearts) and applies the "Slow" effect (potency & duration also based on lvl) Can freeze water into ice.
Ender Wand (Lightning): A bolt of lightning arcs out from the wand to the closest available target in view, dealing damage and setting them on fire. Damage is slightly lower than a flame wand (4 hearts), but it never misses if you have a target in view. The lightning is purple, like everything else of course.
This idea will probably never be implemented, but it was fun to type up, and I can honestly see it fitting right in with Vanilla Minecraft.
Mar 9, 2012Sinisters_Textures posted a message on Notch Says There's Still an Undiscovered Secret in Minecraft!Posted in: Discussion
Who took a **** in your cereal this morning?Quote from crazy_money_8472
TMTrainer is the greatest person ever and the admins should suck his **** because they are butthurt retards.
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