April 14th, 2024: Wow it's been a long time. If you're looking for an old download and the link is broken, try here: https://www.dropbox.com/scl/fo/xoq2rbberv9uba2yu3bvd/AKNGpNR-iZr6NnXy75_xrKs?rlkey=oe7yh1ihwsnyo410kw8ihee29&dl=0
by Karob
(Updated September the 23rd, 2014)
Prelude
Some time ago I downloaded the Minecraft Coder Pack and monkeyed with the Minecraft code, mostly altering the tree generator to make the trees much bigger. Eventually I decided to make public my little project, now known as the "BigTrees" mod. The purpose of the mod is to create immersive forest environments, inspired by forests I have been to, yet modeled to suit the Minecraft universe. I gladly accept any opinions you might have, and hope to continue updating the mod with new features, though very slowly.
Features
- Adds several large tree types using vanilla blocktypes.
- Sections of the forest biome are populated by either wide trees or tall narrow trees. - Wide trees: Great Oak, Thick Pine, and Block Oak.
- Parts of the forest biome still predominately feature the normal small trees.
- The small swamp trees are accompanied by big trees. - Great Swamp Oak, Cyprus, and Hat Trees.
- There are big dead trees in the desert.
- There are large pines in some regions of the taiga.
- Vanilla birch and pine trees are taller.
- Huge jungle trees have more, longer branches.
- Roots! They sometimes find their way into near-surface caves or off of cliff edges.
- There's a configuration file now. (kbigtrees.txt)
- Planting saplings and placing wood blocks controls the type of tree that grows. (See Tree Growth Guide below.)
- Tall trees: Post Oak
Videos
Also see:
1.6.4
(a review in Spanish, by agus_masu)
Minecraft 1.6.4 - BigTrees Mod - Review en Español A review in Spanish.
1.5.1
Minecraft Mod Spotlight: Big Trees (1.5.1) (1.5.1 spotlight, by ThePacerGamer)
Big Trees - Minecraft Mod Spotlight - 1.5.1 (1.5.1 spotlight, by robplaysminecraft)
1.4.5
[1.4.5]Minecraft Mod Review : BigTrees (feat. BetterWorldGeneration) (1.4.5 review, by RusticKey)
Minecraft Mod Spotlight - Big Trees! (Great For Tree-houses!) (1.4.5 review, by Brinko54)
1.3.2
Minecraft Mods 1.3.2 | BIG TREES MOD [Deutsch] [HD] | Der Pedo-Wald A review in German.
1.2.5
Minecraft 1.2.5. - Como instalar MOD BIG TREES y TIMBER MOD How to install 1.2.5, in Spanish!
1.1.0
Big Trees! (1.1b) - Giant Trees in your Minecraft Worlds (by SirCrest)
Minecraft - Jas' Mod Delights #80 : Big Trees Mod Shows version 1.1b.
Minecraft - Jas' Mod Delights #81 : The Big Trees Mod Part 2 Shows the swamp in 1.1b.
Minecraft 1.1 Mods - Big Trees Show the 1.1 swamp. (not english)
Minecraft 1.1 Big Trees Mod - Riesige Bäume in Minecraft (not english)
Minecraft | Mod Review | Timber & BigTree's Mod 1.1 |w/5Grams
Big Trees Mod [MineCraft]
1.0.0
Minecraft Mods - Big Trees My favorite video. Horrible apostrophe usage, though.
Other
Minecraft's Big Tree.mp4 A great slideslow.
Screenshots
1.1b: Added Cyprus and Hat trees to the swamp biome:
1.1b: The swamp at sunrise.
1.1b: A "Hat" tree. You can often climb all the way up them without destroying or placing a single block. (I named them "hat" trees because the leaf pattern reminds me of the conical hats some Asians wear.)
Hop in a boat and follow me! I'll show you a land with great forests and dark woodlands...
Here! An old forest of some sort!
The trees overshadow the land. Perhaps monsters will spawn?
Perhaps you should build a treehouse!
Let's fly over to the swamp.
Here it is. There are some great big trees in the swamp!
And it can be very dark in places too. Hey Mr. Piggy!
Wow, look how the roots hang off that cliff. Hey Mr. Piggy!
The trees are narrow in this woodland.
And they stand proudly on the great hills.
Even pine trees grow a bit taller in this land.
These trees are long dead. The dry desert has kept them preserved.
We've seen a nice variety of big trees here. Now download the mod!
Bye!
License
You may do whatever you like with this mod as long as it does not violate Minecraft's license. Just please credit me for what I have done (and don't credit me for what I have not done). Thanks!
Downloads:
BigTrees 1.7.2b: (For Minecraft 1.7.2 and Minecraft 1.7.10.)
(direct) (adfly) (readme) (source)
- Compiled with Forge 1060.
- Fixed crash when growing hat trees.
- Fixed incorrect sapling names in tooltips.
- Fixed incorrect version number in mod properties.
- If you use this mod with Biomes O' Plenty, then I suggest you use these configuration files: (download) They optimize BigTrees spawning in Biomes O' Plenty biomes, and also add new BigTree variants that use Biomes O' Plenty wood and leaf types.
BigTrees 1.7.2:
- Ported to Minecraft 1.7.2 by Thorin_Stonehelm. I will give him the adfly revenue if he wants it.
- Also works with Minecraft 1.7.10.
- Includes new configuration options allowing you to make multiple copies of trees with slightly different settings, e.g., using Biomes O' Plenty blocks for leaves and trunks of post oak trees as well as vanilla blocks.
- If you use this mod with Biomes O' Plenty, then I suggest you use these configuration files: (download) They optimize BigTrees spawning in Biomes O' Plenty biomes, and also add new BigTree variants that use Biomes O' Plenty wood and leaf types.
BigTreesForge-164.zip: (direct) (adfly) (mirror) (source)
890 kilobytes - Compiled for Forge 9.11.1.916.
- Updated to Minecraft 1.6.4.
- Details and instructions are in included "readme.pdf".
BigTreesForge-162.zip: (direct) (adfly) (mirror)
891 kilobytes - Includes Forge version only.
- Ported to Forge.
- Added large birch tree.
- Added custom saplings.
- Vanilla tree modifications do not work.
- Details and instructions are in included "readme.pdf".
BigTrees-162.zip: (direct) (adfly) (mirror)
852 kilobytes - Includes client and server versions.
- Updated to Minecraft 1.6.2.
BigTrees-161.zip: (direct) (adfly) (mirror)
852 kilobytes - Includes client and server versions.
- Updated to Minecraft 1.6.1.
Old Downloads:
69 kilobytes - Forge version only.
- This is just the Forge patch version of the mod.
- Updated to fix a bug that crashed the game when used with other mods.
315 kilobytes - Includes client and server versions, and Forge version. No BWG patches included.
- Updated to Minecraft 1.5.2.
- Now loads config file from "config" directory like most other mods do.
- Corrected Forge version loading config files from wrong directory.
- Includes Forge version. To install the Forge version, first install Forge into minecraft.jar, then install BigTrees-152-forge into minecraft.jar. DO NOT put BigTrees-152-forge.zip into the "mods" folder. Thank you for your cooperation. )
313 kilobytes - Includes client and server versions, and Forge version. No BWG patches included.
- Updated to Minecraft 1.5.1.
- Minor tweaks.
- Includes Forge version. To install the Forge version, first install Forge into minecraft.jar, then install BigTrees-151b-forge into minecraft.jar. DO NOT put BigTrees-151b-forge.zip into the "mods" folder. Thank you for your cooperation.
563 kilobytes - Includes client, server, and BWG3 patches.
- This should work fine with 1.4.7 Minecraft (and Better World Gen).
- Added a patch for BWG3 Forge version for servers.
- Modifies one less class, allowing compatibility with more mods (like the Highlandsmod), thanks to some advice from sdj64 (and Lighkeks for pointing it out to me).
- Added more config file options for choosing which dimensions BigTrees naturally generate in and can be manually grown in.
- Added a single option that can disable all modifications to vanilla Minecraft trees (except the jungle trees, which already have their own option).
- Fixed a bug where the tree generators were not really realizing what dimension the tree was being generated in sometimes.
- Now if the configuration file "kbigtrees.txt" does not exist it will automatically generate whenever a world is loaded. (Standard log file or terminal output will tell where the file is located any time it is created or loaded.)
- BWG3 patch now also adds BigTrees to the Cave world type.
- Added growing pattern for dead desert trees. Like this, as seen from above:
w w w = wood<br>w s s = sapling<br>
BigTrees-1.4.5b.zip: (direct) (adfly) (mirror)
380 kilobytes - Includes client, server, BWG3client patch, and BWG3server patch.
- Fixed a bug that caused crashes with the BWG3 patch.
- Might have fixed another bug.
- Properly packed the zip files this time.
418 kilobytes - Includes client, server, BWG3 client patch, and BWG3 server patch.
BigTrees 1.4.2
- Updated for Minecraft 1.4.2.
Client: BigTrees-client-1.4.2.zip (AdFly) (Mirror)
Server: BigTrees-server-1.4.2.zip (AdFly) (Mirror)
BigTrees 1.4.2 for Better World Generation 3 v1.1.3
- Patches BWG3-113 to have BigTrees in it!
- Does not generate BigTrees naturally in the cave worldtype. (May change in the future.)
Installation instructions: Download BWG3-113 and this patch. Install BWG3-113, then install this patch. (You only need the patch - you do not need the BigTrees download above.)
Client: BT142-BWG113-client.zip (AdFly) (Mirror)
Server: BT142-BWG113-server.zip (AdFly) (Mirror)
BigTrees 1.3.2b
- Fixed bug that caused jungle tree branches to not generate.
- Fixed bug that prevented custom hat tree height. (Then I tested it out with height 100. Check it out.)
Client: BigTrees-client-1.3.2b.zip (AdFly)
Server: BigTrees-server-1.3.2b.zip (AdFly)
BigTrees 1.3.2b for Better World Generation 3 v1.1.1
- Patches BWG3-111 to have BigTrees in it!
- Does not generate BigTrees naturally in the cave worldtype. (May change in the future.)
Installation instructions: Download BWG3-111 and this patch. Install BWG3-111, then install this patch. (You only need the patch - you do not need the BigTrees download above.)
Client: BT132b-BWG111-client.zip (AdFly)
Server: BT132b-BWG111-server.zip (AdFly)
Client Versions: (1.3.2) (1.3.1) (1.2.5) (1.2.4) (1.2.3) (1.1c) (1.0.0c)
Server Versions: (1.3.2) (1.3.1) (1.2.5)(1.2.4) (1.2.3) (1.1c) (1.0.1c)
Patches for BigTrees and Better World Generation
Patches made by my brother-in-law. More to come, eventually, I hope.
First install BigTrees, then BWG3, then the patch. That way, BigTree growth patterns will always work.
BWG3-104 / BigTrees-1.2.5 Patch: (client 1.2.5)
BWG3-106 / BigTrees-1.3.1 Patch: (client 1.3.1)
BWG3-109 / BigTrees-1.3.2 Patches: (client 1.3.2) | (server 1.3.2)
Slow Computer?
The game might lag a lot while generating these huge trees on some computers. When this happens on my not-top-of-the-line laptop, I pause the game (which significantly increases generation speed) and let it generate for a bit, then unpause. The lag should go away once all your chunks are generated. Having shorter render distances helps. (I use normal.) (Also, lower screen resolution, not-smooth-lighting, and fast graphics help.) (But most of you probably have a way better laptop than my 2GHz dual-core buddy.)
Installation
1) Install Forge.
2) Put "BigTrees" in the "mods" folder.
3) Play Minecraft!
Tree Growth Guide
Then plant the saplings on the ground in one of these patterns and wait (or use bonemeal).
Old Change Log
+ Fixed bug that caused jungle tree branches to not generate.
+ Fixed bug that prevented custom hat tree height. (Then I tested it out with height 100. Check it out.)
(client-1.3.2 / server 1.3.2)
+ Stopped taproots from growing through bedrock/adminum.
(client-1.3.1 / server 1.3.1)
+ Simply updated to 1.3.1.
(client-1.2.4 / client-1.2.5 / server-1.2.4 / server-1.2.5)
+ Mostly resolved jungle bush bug.
+ Corrected raw wood on top of cyprus trees.
(client-1.2.3 / server-1.2.3)
+ Made huge jungle trees taller with more, longer branches.
+ Introduced a few scattered huge oak trees to jungle.
+ BigTrees now only appear in regular realm by default (see config file) but can be grown in any realm.
+ Fire prevention coding removed. I found out vanilla MC fires don't spread far anyway.
+ Added new hat tree growth patters as per user request.
+ Fixed a couple sapling growth bugs.
+ Added config file options for configuring jungle.
+ Added height options for all trees to config file.
Changes - 1.1c / server-1.1c / client-1.0.0c / server-1.0.1c
+ Added "thick pines" to taiga.
+ Added tree distribution config options for taiga.
+ Added fire control measures - by default, fire does not spread infinitely in forests now.
+ Made config file options such as "dead-tree-percentage" use floating-point numbers.
+ Fixed a bug that caused an odd structure of floating roots at the center of the world.
+ Fixed a bug that added significant unneccesary lag during tree generation. (It kept reloading the config file A LOT.)
+ Updated client 1.0.0 version and server 1.0.1 version to include latest features.
Changes - 1.1b / server 1.1b
+ Added Cyprus and Hat trees.
+ Added config file options. (Such as a lame option that turns roots off. )
+ Changed sapling growth selection. See "Tree Growth Guide" above.
Changes - 1.1 / server 1.1
+ Tall narrow trees grow non-invasively. They will stunt and grow around things instead of growing through blocks.
+ Added roots.
+ Added configuration file.
+ Added sapling growth control. (Wood block below dirt causes a big tree to spawn.)
Changes - 1.0.0b / server 1.0.1b
+ Added server version.
+ Compatible with Mountain Gen Mod (http://www.minecraft...untains-better/)
+ Made birches and pines taller.
+ Removed wolf spawners.
+ Removed sponge. Totally. May be added back in other ways later.
+ Removed coal, lapis, gold, and diamond from trees.
Changes - 1.0.0
+ This version only generates big trees. It doesn't affect sponge or water behavior or lake generation.
+ Forests have a chance to be dense with classic trees, big trees, or both.
+ Some parts of the forest have tall, slender trees. Other parts have wide, big, "old" trees.
+ Swamp has a few big trees mixed with the little swamp trees.
+ Desert has a few big dead trees.
+ Hills have a few tall trees.
Old Screenshots
Wouldn't you like this to be your neighborhood backyard?
Woodland on the left, the classic Taiga on the right.
A look into the Woodland from a small clearing.
In the shade of the Old Forest.
I'm thinking treehouse...
The wonderful spongy thingies.
Sunset over the Old Forest.
2
Edit: I wish there was a way to combine potion enchants, most likely related to the witches.
1
11
http://www.minecraftforum.net/topic/1510109-132-better-breeding-mod/page__st__20
Read before commenting:
I understand the mechanics seem overwhelmingly complicated but they are mechanics and are not veiwed the same way from a gameplay point of view, simular to enchanting, taking damage, water, and many other examples in the game. they could be made in much simpler ways maybe 3 different breeds or even 2 I did my version of how I viewed it. I should also mention none of the number statistics are ever shown, you must tell based on Colour size or shape what breed it is. This simplifies it even more.
Summary:
This idea is basically an Idea to enhance the breeding system slightly to add a bit more to the current farming system. I always thought that was an excellent part of minecraft and enjoyed experimenting with it a lot of as beginner. Judging by the amount of suggestions and mods for plants and animals, I was inspired to give an idea for a new system for how not only breeding works but also how farming works.
Breeding system:
When breeding animals you are attempting to get the strongest/largest breeds, you want them to do be the best they can be, to give you the most drops or provide the best protection in the case of wolves. However if your chances are wasted then you must venture out for more because after breeding twice normally they become stale and can no longer make more babies.
There's 5 different strengths/sizes for anything and they are shown by size, so for animals the system could identify that each size is basically like a different mob, which looks like a bit larger perhaps slightly different colored depending on what strength/size it is at. Here are some textures I edited to convey my idea.
Some fun pictures and textures I worked hard to make:
Mechanics (May look very complicated but if you read it, it's pretty simple)
Animals:
(1) - (5) is the breeding strength and size of the animals. (5) being the best possible breed.
I think the way animal breeding could work is like this:
What ever two get combined are what create the variety of things you can get, however the weaker breeds are the most commonly gotten. Even with both of them being stronger breeds a weaker breed is always possible.
Same breed with Same breed combinations:
(5) + (5) = (4), (5) <40% chance of (4), 60% chance of(5)
(4) + (4) = (3), (4) <30% chance of (3), 70% chance of(4)
(3) + (3) = (2), (3) <20% chance of (2), 80% chance of(3)
(2) + (2) = (1), (2) <10% chance of (1), 90% chance of(2)
(1) + (1) = (1) 100 <100% chance of (1)
This is just an example, with this example it means the strongest breed must be found wildly and can't be bred too easily. Forcing you to venture out for it.
Complicated examples:
(5) + (1) = (1), (2), (3),(4), (5) 20% each
Since all those numbers are between 1 and 5 then they all have an equal chance.
(5) + (4) = (4), (5) <50% chance of (5), 50% chance of being (4).
Since there is one of each then the chances of either breed are equal.
(2) + (4) = (2), (3), (4) 33% each
Since 3 is between 2 and 4 it is a possibility and they all have an equal chance.
This basic idea applies for every combination if there is.
For animals they would drop 1-4 of everything based on the breed:
1 = 1-2 drop A, 0-2 drop B
2 = 1-3 drop A, 0-2 drop B
3 = 1-4 drop A, 0-2 drop B
4 = 1-3 drop A, 1-3 drop B
5 = 2-4 drop A, 2-4 drop B
I know it is very little the normal pig would be a (4) about but I think adding more to the drops would make it way overpowered. This emphasizes how much easier it is having a farm over going hunting because the minecraft hunting makes it a bit too easy in my opinion.
Different Seeds should act like this when harvested:
(5) = 60% chance of 5 again, 40% chance of 4
(4) = 70% chance of 4 again, 30% chance of 3
(3) = 80% chance of 3 again, 20% chance of 2
(2) = 90% chance of 2 again, 10% chance of 1
(1) = 100% chance of 1 again
Meaning you can't constantly have the largest seeds you have to go and get more for that.
Now how would each of these different breeds be different?
For crops they would drop more 0-5 wheat based on the breed:
1 = 0-1 wheat, 2-5 seeds (% following the formula shown above)
2 = 0-2 wheat, 1-4 seeds (% following the formula shown above)
3 = 1-3 wheat, 1-3 seeds (% following the formula shown above)
4 = 1-4 wheat, 1-2 seeds (% following the formula shown above)
5 = 2-5 wheat, 0-2 seeds (% following the formula shown above)
For the other crops the same basic idea applies but instead the (#) applies to every seed they convert the melon pumpkin carrot are whatever into. The amount they would drop for broken stems is the same as the seeds shown and the amount for fruits is equal to the amount of wheat shown.
Pumpkins would get different designs at different levels. The higher the level the cooler it looks maybe?
Wolves (Many pictures)
WOLF STATS:
For wolves they would increase in health and damage as they get stronger:
Let's assume 18 is the average speed of a wolf because I cannot find the source for the right speed.
For comparisons:
http://www.minecraft.../Transportation
Wild:
(1) Health Damage 22 Speed
(2) Health Damage 20 Speed
(3) Health Damage 19 Speed
(4) Health Damage 18 Speed
(5) Health Damage 17 Speed
Tamed:
(1) Health Damage 22 Speed
(2) Health Damage 20 Speed
(3) Health Damage 19 Speed
(4) Health Damage 18 Speed
When wolves are bred they have a chance of having any of these attributes suggested by:
NONE OF THE FOLLOWING NAMES ARE SHOWN AND NONE OF THESE COMBINATIONS OR CHOSEN. (The names have meanings in other languages)
Each breed has its own health and damage. The better the breed the more rare it is for you to get it and that is displayed by the "Chances: #%" located bellow the other statistics.
Wolf Pictures
Here are some attributes I thought of:
Convel
(5) Health Damage 16 Speed
Chances: 35%
Gunnolf
(5) Health Damage 17 speed
Chances: 30%
Tate
(5) Health Damage 12 Speed
Chances: 20%
Conall
(5) Health Damage 19 Speed
Chances: 5%
Tamaska
(5) Health Damage 16 Speed
Chances: 3%
Bjomolf
(5) Health Damage 30 Speed (Slower than walking speed)
Chances: 2%
Eyolf
(5) Health To normal mobs To creepers 10 speed
Chances: 5%
Now I understand it seems overpowered but It actually isn't it wolves die pretty easily the average wolf is about a warrior and that dies from 1 creeper explosion, imagine them in groups they would all get wiped out so quick, plus the stronger ones are almost impossible to breed and whatever they end up being won't even make a difference about the next one. Trust me they aren't don't bother commenting that.
Credit to things I used:
Pictures of different wolf skins are from:
http://www.minecraft...-skins15-skins/
The original post for this idea was small without much information dead and barely explained idea nore did the user for it continue supporting the idea or staying active with it. I think that it is fair grounds for me to make this since it could be completely different with what they had in mind.
http://www.minecraft.../#entry17443181
I would love some support if you think it's a good idea I would really like someone in mojang to see this
1
Invisible and Flashing torches.
Details:
They would be meant for adventure maps to light up areas that you want secretly lit up without having obvious torches around perhaps you want iron blocks to give off light to look like lamps or something like that and these torches could be placed everywhere.
There could also be the redstone version of this to give off a dim light in haunted houses and such to add to the atmosphere.
For both of these there would also be two other versions, one that flashes the light fast and one that flashes the light slowly, as if the lights are kind of broken and old, if you know what I mean. The fast one would maybe take into effect in adventure maps when all of a sudden a factory is breaking and collapsing or something along those lines.
Invisible damage blocks, similar to falling out of the map.
Details:
It could be an invisible block that you walk through but with creative mode you can see it as some kind of dim see through object and if you right click it a gui opens that allows you to set a damage amount. I want it to cause damage the when activated by a redstone signal so rapid signals make it kind of like lava in a way, this could be like a punishment in parkour maps, or traps in adventure maps, maybe place it on top of blocks like redstone ore or obsidan to pretend it's really hot. Also it could move with pistons? I can imagine some pretty cool stuff with that. I guess this could be done with difficulty if you put damage potions in pistons but the damage is not controllable and it's a lot harder to use.
Boss Mobs
Details:
It could be an item that you right click mobs with to change their stats for example their max health, damage, speed, and all the other complications you could only get this item in creative. It could be perfect for creating your own boss. It would obviously use textures of mobs in the game but you can make your own texture pack.
This is all I have for now if you want to support I would appreciate it maybe a mojang member would scroll through and see this putting ideas in the back of their heads.
1
Thank you for the support glad to see someone agrees.
1
1
It's not what you think it's unique and does not fall under the category of more tiers. The tools work very differently implementing new purposes for each obsidian tool and creating end game weapons and armour for emeralds. Just read a bit about it you will understand what I mean.
This post was originally an idea suggested by myself:
http://www.minecraft...what-you-think/
Any texture requirements for the mod if you plan on making it can be fuffiled by me, I have some experience with texture art.
Premade textures by Tom Riddle are also ready to use if you are making the mod, just message me and I'll send you the proper size.
Obsidian Tools:
Textures by: Tom Riddle
Obsidian tools are unique tools made of obsidian they are not like the normal set of tools. They are meant for very different things.
Obsidian Scalper: Obsidian Scalpers are simular to shears in a way. They are used for getting more of a mobs drops without killing it. You right click a mob with these while they aren't doing damage to you and it will give 3-4 of their drops taking half their life, mobs cannot heal so at max you can get 8 of what they drop.
This tool has 1/3 the durability of shears.
================================
Found: Found rarely in generated chests or always when a snow golem kills a blaze.
Obsidian Pitchfork: Obsidian pitchforks are used on this list of blocks bellow. When you right click any of those blocks they turn into the another version of themselves.
= (netherack)
= (soulsand)
=
= (stonebricks) (netherbricks)
= (mycelium)
The list can keep going but this is just an example.
This tool has the same durability as a wooden hoe.
=================================
Found: Found rarely in generated chests or when killing a spider jockey.
Obsidian Repeller: As long as this is equipped in your hand mobs will not attack you unless you attack them.
48 minutes of being in your hand is its durability.
=================================
Obsidian Converter: If you right click a lava source with this a group of lava sources in the form of sphere all the sources become water sources with a shell around them. if you click 1 water source vice versa happens.
It has 50 transforming uses.
=================================
Obsidian Smasher: This is a mining tool used to dig 3x3 tunnels to balance it out not only does it cost a diamond but it can also only mine dirt, gravel and stone. Each use digs only one 3x3 square.
This tool has 30 which means it can mine 90 blocks, before it breaks or a 30 block long tunnel.
=================================
Emerald tools:
Textures by: "Tom Riddle"
(With armours)
-------------------------------------------------------
What would they be?
These tools are priceless ancient artifacts, the last remaining ones are lost in strongholds, temples, dungeons and abandoned mining shafts so any place it seems logical in. That's basically the story behind them.
What would they be used for?
They are not tools and can not be used as tools they look like tools and can be sold to villagers for many emeralds.
Since this is the mod post I've created a way for getting the tools to be usable again.
What that image displays is three different blocks.
The two greenish gold blocks with nothing on them are made like this:
These are summon blocks they are the base of the two other blocks, since custom recipe designer doesn't let you use your own blocks from here on pretend that note blocks are summon blocks for the next crafting recipes.
The crafting bench block is the Mystic Bench these are built like this:
These blocks repair the emerald tools to some point depending on how many summon blocks are around around them, just like an enchantment so if you put 27 you get max durability inside the bench. However to do this you need to put the emerald tool in and surround with gold ingots. (these can also be used as normal crafting benches).
The last block is the Mystic Summoner these are built like this:
They are used for returning the magical powers to the tools like they once had. You right click a tool at full durability into the enchanter and it will come out as these:
Statistics for unusable tools:
(Unusable)
Statistics for usable normal tools:
Durability = 1.5X of iron
Speed = 1/4 of iron
Speciality: When mining the closer you get to diamond/emeralds/gold the harder it becomes to mine everything. The closest block that isn't the ore might be as hard to break as stone with your hand.
Statistics for usable magical tools:
Durability = 8x of diamond
Speed = Instant
How rare are they?
They are rare and 1 out of 20 chests might have one.
I always wished minecraft would have an item like these ones but i never saw it get added, there was never a rare chance of finding diamonds in dungeon chests.
My idea for getting them back:
My way seemed too unnecessary, but i'll leave it in here in case you like it. Basically it was so that once you finish the trade a special golem gets summoned this golem contains the emerald inside it and the only with to get it would be to kill it.
The story behind is these are "Ancient Godly Golems" they were the protectors of the Emerald tools in ancient times, and they have come to protect them, however they would need to be stronger and immune to mans intelligence if they are to serve their purpose. Do they are much different than any normal golem.
Health points: 300 ( × 100)
Attack strength:9 () to 21 ( × 12.5)
Defensive limitations: Immune to Lava, Water, Fire, Explosions, Suffocation and All tools but a diamond sword and bow and arrows.
When attacked by a mob the mob has a 40% chance of doing half a hearts worth of damage.
Abilities: They can shoot explosive fire charges at you like ghasts, when you get more than 5 blocks away or when they can't reach you.
Concept for the Golem. I Can do all the textures and sprites.
Put them in frames to show them off, and maybe on top of each chest related to the tool.
Gives an exciting feeling when finding dungeons, knowing there is a chance for it to be there.
Makes for a good collection of things inside an adventure map instead of diamonds.
Gives a bit more flavour to the culture of the villagers, which they obviously need.
Could lead to greater things like statues and jungle people who actually use them.
Adds something to trading.
=================================
These are mine, you won't find them anywhere else other than my computer because I made them yesterday really quickly and have not released them for anything:
1
1
19
WAIT! READ IT ALL:
Now, Now, moderator calm down! I have purposely tried to make the most overdone and unoriginal Idea unique. Please give it a chance i'm not trolling i put some thought and effort into this, so just tell me and i will change the ores to something else.
READ BEFORE COMMENTING ABOUT OBSIDIAN:
These are just here for fun don't comment about how they should be a mod or how they are op. I was trying to kill two birds with one stone.
People seem to think these don't fit into vanilla I agree I'll leave them in for the sake of it but whatever.
For the OBSIDIAN IS THE STRONGEST TOOL ARGUMENT about durabilities:
[spoiler]
The reason I included such a low durability for obsidian tools is because of the things they are doing.
1. Tearing the rough thick dried flesh of mobs apart accurately with barely sharp blades.
2. Using the powers of Heat and Nature to change matter instantly by force.
3. Grasping around mystical powers of the ender eye deflected by a diamond to to strike fear into mobs.
4. Grasping around the elemental powers of Magma cream supported by a diamond to cause extreme change in temperature and matter.
5. Setting off explosives inside obsidian reinforcements, with a sharp diamond centre into a wall.
Those definitely sound like things that would break a even obsidian extremely quickly.
[/spoiler]
OBSIDIAN TOOLS:
Textures by: Tom Riddle
[spoiler]
Obsidian tools are unique tools made of obsidian they are not like the normal set of tools. They are meant for very different things.
Obsidian Scalper: Obsidian Scalpers are simular to shears in a way. They are used for getting more of a mobs drops without killing it. You right click a mob with these while they aren't doing damage to you and it will give 3-4 of their drops taking half their life, mobs cannot heal so at max you can get 8 of what they drop.
This tool has 1/3 the durability of shears.
================================
Found: Found rarely in generated chests or always when a snow golem kills a blaze.
Obsidian Pitchfork: Obsidian pitchforks are used on this list of blocks bellow. When you right click any of those blocks they turn into the another version of themselves.
= (netherack)
= (soulsand)
=
= (stonebricks) (netherbricks)
= (mycelium)
The list can keep going but this is just an example.
This tool has the same durability as a wooden hoe.
=================================
Found: Found rarely in generated chests or when killing a spider jockey.
Obsidian Repeller: As long as this is equipped in your hand mobs will not attack you unless you attack them.
48 minutes of being in your hand is its durability.
=================================
Obsidian Converter: If you right click a lava source with this a group of lava sources in the form of sphere all the sources become water sources with a shell around them. if you click 1 water source vice versa happens.
It has 50 transforming uses.
=================================
Obsidian Smasher: This is a mining tool used to dig 3x3 tunnels to balance it out not only does it cost a diamond but it can also only mine dirt, gravel and stone. Each use digs only one 3x3 square.
This tool has 30 which means it can mine 90 blocks, before it breaks or a 30 block long tunnel. [/spoiler]
=================================
EMERALD TOOLS:
OLD TEXTURES BY ME:
[spoiler]
(Don't i made the textures and they are meant to look ancient sorry if you don't like them I'm not a texture artist.)
[/spoiler]------------------------------------------------------
New Textures by: "Tom Riddle" my modified version of it below
(With armours)
-------------------------------------------------------
What would they be?
These tools are priceless ancient artifacts, the last remaining ones are lost in strongholds, temples, dungeons and abandoned mining shafts so any place it seems logical in. That's basically the story behind them.
What would they be used for?
They are not tools and can not be used as tools they look like tools and can be sold to villagers for many emeralds.
How rare are they?
They are extremely extremely rare and 1 out of 200 chests might have one.
I always wished minecraft would have an item like these ones but i never saw it get added, there was never a rare chance of finding diamonds in dungeon chests.
The realistic card.
[spoiler]
Example: Why would an ancient civilization use precious rare emeralds as tools?
Since we are being realistic here i'll use some realistic examples to show you how dumb you sound. Why would an ancient civilization, build pyramids when they could gather up a supply of food go on searching for better living conditions in the north? Why would an ancient civilizations use close ranged swords and slow to fire arrows during combat? Why would ancient civilizations assume the world was a square when it was really a sphere? Why would an ancient civilizations use their hands to carve burning hot glass when they could easily use a forge and make glass cutting tools? Because they didn't know any better. Because that's the hand they were dealt and they didn't know the rest of the deck. Maybe they use to be common and because they used them as weak tools that constantly broke the ore became rare, hell maybe they were magical at some point. If you really want to make up a long boring story behind them go ahead. While you are at it, write one for why the villagers look so stupid. Why aren't you questioning that? [/spoiler]
Can you get them back?
It has come to my realization thanks to unilegger that there needs to be a way to not only make a profit but also keep the artefact.
He suggested in my opinion the best way to get them back.
After the trade the villagers put them up on display if you steal it you will lose reputation or they will be mad at you whatever those fire things mean, and you won't be able to sell artefacts to that villager, I'm assuming with this implied it would be rare to get artefact trades so you wouldn't want to lose your dealer.
My idea:
[spoiler]
My way seemed too unnecessary, but i'll leave it in here in case you like it. Basically it was so that once you finish the trade a special golem gets summoned this golem contains the emerald inside it and the only with to get it would be to kill it.
The story behind is these are "Ancient Godly Golems" they were the protectors of the Emerald tools in ancient times, and they have come to protect them, however they would need to be stronger and immune to mans intelligence if they are to serve their purpose. Do they are much different than any normal golem.
Health points: 300 ( × 100)
Attack strength:9 () to 21 ( × 12.5)
Defensive limitations: Immune to Lava, Water, Fire, Explosions, Suffocation and All tools but a diamond sword and bow and arrows.
When attacked by a mob the mob has a 40% chance of doing half a hearts worth of damage.
Abilities: They can shoot explosive fire charges at you like ghasts, when you get more than 5 blocks away or when they can't reach you.
ALL STATISTICS/POWERS CAN BE CHANGED, IN CASE YOU WOULD LIKE ME TO DO THAT? [/spoiler]
CONCEPT IMAGE:
(\)NOT CRAFTABLE(\)
[/spoiler]
Some reasons for them:
Put them in frames to show them off, and maybe on top of each chest related to the tool.
Gives an exciting feeling when finding dungeons, knowing there is a chance for it to be there.
Makes for a good collection of things inside an adventure map instead of diamonds.
Gives a bit more flavour to the culture of the villagers, which they obviously need.
Could lead to greater things like statues and jungle people who actually use them.
Adds something to trading.
...
[spoiler]
I can picture a future minecraft with endless temples, villages, castles, towers, farms, tribes. Each 20 steps there would be something cool and unique for you to explore. Inside these places i imagine all the different types of guards, and traps you have to fight your way through. At the end of each crazy... dungeon... maze... or whatever you have to deal with, there would be a light at the end of the tunnel, something to give you hope, a lovely chest just sitting there waiting to be opened. what's inside it? Wheat, some redstone and strings, a bit of iron. No! It would have beautiful ancient artifacts treasures unique pieces of equipment, deadly weapons, keys to magical places, and they would go and on leading to multiple different realms not just 2. It would lead to places like: -Modpp.com
That's crazy i know! but it starts with small things like this and that. [/spoiler]
Picture Link:
[spoiler]http://www.moddb.com...ue-and-windmill[/spoiler]
[spoiler]http://dotd.wikia.co...Inscribed_Golem[/spoiler]
==================================
I hope you like these ideas and can support them. If i did anything wrong please tell me.