• 0

    posted a message on Minotaur's Lairs and Labyrinth Dimensions
    What?

    The Minotaur's Lair would be a finite, fairly small dimension comprised of a labyrinth that ultimately leads to the Minotaur itself. The construction of the dimension would be indestructible to prevent people from totally cheesing the challenge and tunneling through rooms. It's basically like dipping your foot in Adventure for a little while. The Labyrinth is flush with traps and monsters... and phat, phat loot.

    Labyrinths would be generated on the fly, occupying dimensional slots like Mystcraft and DimDoors. Every portal would lead to a separate labyrinth. Labyrinths would be variable in size and difficulty, with a Minotaur fitting for the challenge. A small labyrinth could have a weaker Minotaur, but more brutal labyrinths could have meaner Minotaurs with different attributes.

    Building the Portal

    There should be some sort of method of choosing the difficulty of the labyrinth before jumping in, and portals shouldn't be resource demanding. A player should be able to introduce themselves to a labyrinth as early as Iron but still find challenge post-diamond pimped-out-oil-baron. This method of choosing difficulty involves the Moss Frames crafted in order to construct the portal.

    Portals to the Minotaur's Lair would be built with Moss Frames. Moss frames are crafted as so:
    :mossystone: :mossystone: :mossystone:
    :mossystone: :: :mossystone:
    :mossystone: :mossystone: :mossystone: = 8x Moss Frames

    Portals can be built as small or as large as you like. The size of the portal influences the size of the resulting dimension. Socketing Ender Pearls and Eyes of Ender into the Moss Frames bumps up the difficulty (eyes of ender moreso than pearls). Portals are activated with a flint and steel as long as the portal is big enough to fit in.

    What to expect

    The Lair is comprised of corridors and big rooms. The player spawns in a wide, well-lit lobby, and the labyrinth ends with the Minotaur's lair. The labyrinth is constructed from indestructible brick coming in many patterns and colors. The labyrinth is lavishly decorated in some places, dismal and dank, overgrown and crawling, close and claustrophobic in other areas.

    In order to generate, Labyrinths are pieced together from pre-existing pieces existing in config files. These pieces are laid out and connected with corridors to piece together a maze. Players should be able to add and share their own dungeon pieces with loot and spawners. The end of the labyrinth should always be the Minotaur, ready to rumble.

    The Minotaur itself

    The Minotaur is a giant beast with demon, bull and humanoid features. Some Minotaurs shoot projectiles like giant arrows or ghast cannonballs, volleys of blaze fireballs, thunderbolts, splash potions. Some Minotaurs raise the dead and produce skeleton and zombie minions. Some Minotaurs are fireproof and some hate fire. Some can teleport, some can leap, reel you in and repel you, nauseate and immolate, pulverize and burglarize... Each Minotaur you face should be an exotic challenge in its own. The Minotaur has a hearty pool of health to work with, getting more desperate and aggressive as the pool diminishes. Once you do away with the Minotaur, the creature shudders, howls, and disintegrates, leaving a grand chest full of phat loot and of course, a portal home.

    Once you teleport home, you'll find that the portal is "burnt out", leaving a hollow portal frame and the portal frames stripped of the moss and ender-items you put in. The dimension is deleted, leaving a vacancy that another Labyrinth, a Mystcraft age, Pocket Dimension, etc, can fill. That's efficiency!

    TL;DR: Explore Labyrinth dimensions, kill Minotaurs, collect lewt.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on CRAZYCRAFT II '99 (1.9 PRE 4: Randomob support! Bespectacled wolves!)
    Hello boys and girls! I'm feeling textury but unfortunately this pack is swimming on a hard drive I can't use at the moment. I really do have an itch to get this up and running again though, I'll see what I can do.

    Keep an eye out for CrazyCraft III under a new name, folks. This February vacation ain't gonna waste itself!
    Posted in: Resource Packs
  • 0

    posted a message on [1.7.10/1.7.2/1.6.4] Brewcraft | 1.2.0 | Industrial brewing, fluid potions!
    One more thing (Feb vacation, I have absolutely nothing to do :P), but this is more of a bug report than anything. I'm running into some rendering issues regarding Buildcraft's tanks. With my whole modpack intact, the potion is invisible in the tank and I can't gauge the contents. I isolated my mods to just Buildcraft, Brewcraft and Redgearcore, and the contents of the tanks are a blinking, flat yellow. Similarly, the liquid bar in the Brewery's UI is either invisible or flat blinky yellow (water renders fine in both cases though). I'm at a bit of a loss because it's being a little silly even with the most barebones setup possible.


    That's just about the only actual issue I've run into at this point. A case of the ol' blinky pee is far better than having my save broken, that's for sure!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10/1.7.2/1.6.4] Brewcraft | 1.2.0 | Industrial brewing, fluid potions!
    Just a quick suggestion: the default brewstand smokes a bit when it's operating. Could you make the brewery have a particle effect to show when it's operating? Like smoke particles or froth or something.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10/1.7.2/1.6.4] Brewcraft | 1.2.0 | Industrial brewing, fluid potions!
    Very cool mod! Works with ExtraUtils with or without Buildcraft as a supplement. The state of modding nowadays is dazzling.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4/1.6.2/1.5.2/1.4.7] Energy Manipulation 1.1.10 - STABLE
    Making a config for Metallurgy that I'll share once I'm done. Trying to aim for reasonable and balanced values.

    Made a Plant Mega Pack one too but so far the values are only for dye-bearing plants. I'll finish it and share. Spread the love.cfg!
    Posted in: Minecraft Mods
  • 0

    posted a message on Dimensional Doors v2.2.4
    Man, this mod makes me feel genuinely uneasy. I like that.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    I'm absolutely loving the golem mods. Could you add an option to set different routines for golems? Stay, which, like dogs, roots them in place. Follow, which adds them to your pack, and patrol, which sets them scouting in a set radius. It's endearing that my dear scarecrows want to be near me 24/7 but I'd like some breathing room!

    I also find that my minions sometimes lose my trail. If it's possible, could you tighten up their AI a little? I.E following, TPing when lost, aggroing enemies I attack automatically, and having fishing rod wielding minions use Fishing Zombie AI. thanks for these mods!
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Server Mods - Lost Books, Deadly World, Mob Properties, and More!
    These mods rock! I especially love the mess of new enemy varieties you've added, but the silverfish veins have given me quite a scare at one point as well.

    I've run into a problem though - the new types of enemies don't spawn in non-vanilla biomes. Could that be patched anytime soon?
    Posted in: Minecraft Mods
  • 0

    posted a message on GotoLink updates: Formivore's options (2015/08/01)...
    Hullo! I've run into a kink with Formivore's generator mods, they don't seem to be generating a config file or directory. I'm testing it and it's the only mod in my folder right now (running newest forge, don't worry). No crashes, no structures either. Bummeroony!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4][v0.7.0] Minor Alchemy [Forge 9.11.1][Simple Transmutation]
    Quote from Guff

    Cobble was available before the auto-calculation system, and when I transitioned, I forgot to copy and paste it. Don't get angry with us; we have a lot of work to do and it's easy to forgot to move a few lines of codes. When there are so many items to take into account from vanilla and even more to consider from mods, it takes a long time to make sure everything is accounted for, and even then stuff can still easily be missed.


    Sorry :x I feel like a total **** for jumping to conclusions. Harkening back to digging around in config files, I can understand getting lost in the IDs and numbers and symbols.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4][v0.7.0] Minor Alchemy [Forge 9.11.1][Simple Transmutation]
    Lots of things don't have CV values to go along with them. Simple stuff, like cobble and arrows and stuff that I'd like to be able to duplicate. Seems like I always have to manually set stuff that the author should have done on release whenever I download these energy transmuter mods.

    Good work nonetheless, bunch of cool ideas in play.
    Posted in: Minecraft Mods
  • 0

    posted a message on Roguelike Dungeons
    mod is good, loot is as phat as i'd like it to be. isn't doing me much good at the moment because i get mobbed by enemies or get too curious about a suspicious pressure plate... but that's why I like this mod. bountiful loot but a good chance you won't make it out alive to enjoy your loot.
    Posted in: Minecraft Mods
  • 1

    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Anybody know the root of the issue that makes everything have "name" at the end of their name?
    Posted in: Minecraft Mods
  • 0

    posted a message on [16x][1.7.2] Wayukian pack (Magma slime & blaze previews on pg. 144) [800k+ downloads]
    this is startlingly excellent! the mobs are the best of the best!
    Posted in: Resource Packs
  • To post a comment, please .