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    posted a message on Dangerous Depths: a coop mining mod
    If this mod gets built, would you want to use it? I want to make sure this is wanted since it'll take a ton of work to actually write.
    Please leave a reply saying "I would use it" or "Not interested". Thanks!
    Posted in: Requests / Ideas For Mods
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    posted a message on Taking mod requests!
    I have an idea for a blueprint mod that might possibly be simple enough for you to do. It only requires 1 new item, the blueprint.

    Making a blueprint:
    You smelt a map item in a furnace to create a blueprint.
    - You mark the 3D area you want a blueprint of by placing a redstone block at the opposite corner from the furnace.

    Using a blueprint:
    You smelt a blueprint in a furnace to recreate the structure [orientated relative to furnace].
    - You must put the blocks used to make the structure in a chest directly next to the furnace.
    - Materials to build the structure are removed from the chest as it builds [obviously].
    - An extra cobblestone block is used up for each block that needs to be removed to make room to build the structure.
    - The structure is built 1 block at a time at a rate of 1 block placed/removed per second.
    - Building only continues while the furnace is smelting the blueprint [so for really big structures it takes a lot of coal].
    When smelted, the blueprint automatically goes back into the same slot to be smelted again.

    More details:
    - When you power the furnace with redstone while the blueprint is in it [doesn't have to be smelting], it prints a list of materials needed to build the structure that aren't already placed or in the adjacent chest [or prints "Error: No chest found" or w/e].
    - If possible, when a block is placed by smelting the blueprint, its considered to be the act of whoever put in the fuel [so if your not allowed to build in a protected area you can't build there with a blueprint either].
    - Smelting a piece of paper with the same fuel type as was used to create a blueprint [by the same player now smelting the paper], recreates the blueprint. Essentially all the blueprints are saved so you can get it back if you lose it [keyed by player+fuel=blueprint].

    - All the saved blueprints should be stored in a text file [or folder of text files] so that when the server admin resets the map he can choose to keep/copy over the blueprints folder. That would allow you to get back your saved blueprints even after the map has reset.


    I'm a bit OCD about my structures and it annoys me no end that when the map resets I have to start over from scratch. I recognize the need for a fresh map fairly regularly but I'd dearly love to be able to take blueprints of my structures with me to the new map so I don't have to redesign everything every time.

    What do you think?
    Posted in: Requests / Ideas For Mods
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    posted a message on Reversed Crafting
    Good idea. I assume this would only work on tools or w/e with 100% durability?
    Posted in: Requests / Ideas For Mods
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    posted a message on Dangerous Depths: a coop mining mod
    Quote from Epicmidget

    No what I was saying was that I could give you a map of structures, and then you can take the schematics an make them spawn in the world with the default ones.


    Thank you for the offer but for now I prefer to stick with default world generation. I want it to feel like your just going deeper rather than going somewhere new and different.
    Posted in: Requests / Ideas For Mods
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    posted a message on [Idea] Realism Survival Mod (Make survival about survival!)
    I'm very much in favor of a mod that makes survival more about surviving. I'd really like minecraft to be harder when your in survival on the hardest difficulty and I don't mean harder as in new mob types with lots of health that come kill you all the time.

    In particular I like these ideas:
    Adding weight so that minecarts are needed for mining efficiently. Very good idea!
    Making animals run away so you need a bow. I really like the idea of making hunting a challenge.
    Adding energy and thirst.
    Making smelting metals like iron a more complex and difficult thing to do.
    Making food spoil.

    I think its a bit much to:
    Remove all the current mobs and replace them with new ones in realistic difficulty just because thats a lot of work for the modder and doesn't really add much.
    Remove diamond as a tool [and I assume armor] material because I think there should be a rare, high end tier beyond iron. Maybe steel?

    Anyway, if it gets written I'll try it out. Good luck, its a tall order due to the sheer amount of new stuff.
    Posted in: Requests / Ideas For Mods
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    posted a message on Taking Texture Requests
    Nice work! Those textures are exactly what I needed.
    Posted in: Requests / Ideas For Mods
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    posted a message on Dangerous Depths: a coop mining mod
    Quote from Epicmidget

    Will there be randomly generated structures in them.
    If you want me to I could send you a map of small dungeons.


    I'm thinking just the default structures will be generated so caves, abandonded mine shafts, dungeons, etc.
    I don't think I want the map though because I want the layers to be randomly generated fresh each time.
    Posted in: Requests / Ideas For Mods
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    posted a message on Dangerous Depths: a coop mining mod
    Graphics for the potions and effects are ready! Thank you to Epicmidget!
    To download the graphics zip go to http://www.mediafire.com/?7v0vikxx7qx02fx

    Here is what we have now for graphics:
    Blindness potion and protection aura effect.

    Slowness potion and protection aura effect.

    Poison potion and protection aura effect.

    Miners Endurance potion and protection aura effect.

    Miners Fatigue effect.


    Thanks again to Epicmidget!
    Posted in: Requests / Ideas For Mods
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    posted a message on Dangerous Depths: a coop mining mod
    Quote from StickGuy71

    Hey, have you found someone yet? (To make this Mod)..
    Because, I can help you..it's a great and cool idea!
    Oh, and..um, I've already started, lol..it's already 25% now, mate


    You've already started? That is totally awesome!
    As far as I know, no other modders are already working on it.
    I can't wait to see what you write!

    If you feel like posting progress updates, I'd love to know what parts your working on and how its coming along. If you run into serious trouble getting anything to work let me know and maybe we can find a way to not need it or some other work around. :)
    I assume you read my post about dimensions too not just my first post?

    I've asked Epicmidget who posted "Taking Texture Requests" to make 4 potion pictures and 4 effect pictures for this mod so with any luck he'll make us some graphics which I'll post a link to here. Can you think of any other graphics we'll need?
    Posted in: Requests / Ideas For Mods
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    posted a message on Taking Mod Requests!
    Hi pigjackey, would you be willing to have a look at my mod idea http://www.minecraftforum.net/topic/1766795-dangerous-depths-a-coop-mining-mod/ and give me some feedback on which parts would be easy/hard to implement and a general feel for how long it would take to write the mod? I'd really appreciate it!
    Posted in: Requests / Ideas For Mods
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    posted a message on Taking Texture Requests
    Hey Epicmidget, do you think you could do 4 new potions and 4 new effect pics for me?
    If you can make the textures such that its clear that each potion is paired with an effect, that would be awesome.

    Mod name: Dangerous Depths [see http://www.minecraftforum.net/topic/1766795-dangerous-depths-a-coop-mining-mod/]
    Item (In hand item) needed: DD Blindness Protection Aura potion, DD Slowness Protection Aura potion, DD Poison Protection Aura potion, DD Miners Endurance potion.
    The 4 effects are DD Blindness, DD Slowness, DD Poison, and DD Miners Fatigue and I'm looking for a little pic for the effects timer box that will appear to the left of your inventory when you have the effect on you.
    Block needed: none
    Gui needed: none
    Mob (Cannot model only texture) needed: none
    Armor needed: none
    What format you want to receive it in (Zip file, each item in a separate image, other): 8 separate image files in a zip plz
    And when do you want it by: Whenever you have time. Any time this week would be great.
    Posted in: Requests / Ideas For Mods
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    posted a message on Dangerous Depths: a coop mining mod
    Does anyone else have feedback for me? I'd especially appreciate it if someone with modding experience could give me a run down on which parts of the mod would be easy/hard to implement and roughly how long you would estimate it would take to write the mod.

    I'm a programmer in RL [I do websites] and I know Java but I've never written a minecraft mod. How hard would this mod be to make?
    Posted in: Requests / Ideas For Mods
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    posted a message on Dangerous Depths: a coop mining mod
    Quote from tehblooguy

    A better idea than having the layers underneath bedrock might be to have the layers in different dimensions.


    I think putting each layer in its own dimension is an excellent idea.
    Here is my vision of how the details of that would work:

    Each layer is its own dimension 32 blocks high with bedrock at the bottom [and maybe the top too].

    Down:
    To go down a layer you build a nether portal except with 4 bedrock along the bottom instead of 4 obsidian. That way you can only build it at the bottom of the world/layer your in. This is how you get from the overworld to Layer 1, from Layer 1 to Layer 2, and so on.

    Up:
    To go up a layer you build a mossy cobblestone portal and that takes you up to whatever portal you used to get down into your current layer. You would also be able to go back through the portal you arrived through but this way, in case you destroy or lose track of the portal you arrived through, you can still get back up. Each layer would include dungeons so theres mossy cobblestone to be found and you can't get stranded. Also, because you can build a mossy portal anywhere, you can use it to quickly go up in case you run out of DD Protection Aura potions or a member of the group has to leave or w/e.

    All portals would be activated by a flint and steel and be the same shape/size as a nether portal.

    Maybe:
    It might also make sense to have the dimensions be instances so that once the portal leading to it is disabled/destroyed, the dimension it led to is deleted. This would ensure fresh mining territory is readily available and keep the dimension saves from building up and taking up a lot of disk space on the server.

    Thank you to tehblooguy and darkmega for suggesting dimensions!
    Posted in: Requests / Ideas For Mods
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    posted a message on Dangerous Depths: a coop mining mod
    Thank you for your suggestion of dimensions. Its good and I've talk about it more below in my response to tehblooguy.

    Quote from darkmega

    I don't like the forcing effects on stuff though but the increased hungering level of breaking blocks and possibly the use of maybe aura crystals in sort of a game of "area control" could be in order instead. Such as theres these ... for lack of a better name "void seeds" (big diamond shaped structures on an obsidian pedestal with a core of some type inside a casing of some kind of block) which radiate negative effects to players and or good effects to mobs constantly but by mining into and destroying the core of these seeds it purges an area of constant ailments so you can have some breathing room and as you go down and around theres more of these, so you can still team dig and have teamwork but without extra help you'll easily get overwhelmed by a mixture of extra mobs and constant hungering from mining and negative effects unless you're MLG pro super hostile players or something.


    First let me outline what it sounds to me like your suggesting to make sure we're on the same page about the void seeds idea:
    1) Mobs no longer have a chance to apply DD effects when they do damage.
    2) DD Protection Aura potions would be removed.
    3) Void seeds are structures scattered through each layer and each void seed emits a random effect in an aura.
    Auras: DD Blindness, DD Slowness, DD Poison, or some positive auras for mobs such as more life for any mob in the area.
    Not all auras are possibilites until layer 3 and the deeper the layer your on the more void seeds there are.
    4) Destroying the void seed's center block [protected by a casing of obsidian blocks maybe] would disable the aura.
    5) The void seeds would be randomly scattered so sometimes they are near other void seeds and so overlap effects.

    I'm open to alternatives to my DD effects from mobs + protection potions idea but there are some key outcomes I'd like to preserve:
    1) There should be a reason the group really needs to stay together and work as a team. Staying together so other group members can share your DD protection aura would be an example of that.
    2) It should be hard to survive in such a way that when you die its always a "woulda coulda shoulda" situation where you know what to do differently next time. Forgetting to re-up your DD Protection Aura would be an example of that.
    3) Since the overall idea is to reward mining in groups it should matter less how badass each player is and more that there are enough players in the group. Because each player can only emit 1 DD Protection Aura at a time it makes it necessary to have a large enough group if you want to be immune to all 3 negative DD effects at once [blind, slow, poison].
    4) I want group size, cooperation, and preparation to matter more than pure combat skill and equipment. Trying to balance the difficult without something like protection aura potions is hard because if a layer is too hard for 1 or 2 badass players to do alone then its certainly too hard for 3 or 4 semi-noob players to attempt.

    It sounds like you read my description pretty thoroughly but its possible your not seeing 1 key piece. The idea with the DD protection auras is that, if you have enough players in the group to each emit a different DD Protection Aura, then none of you have to worry about DD Blindness, DD Slowness, or DD Poison effects at all. Its only when you don't have enough people to provide each other with all the right DD Protection Auras that you have to worry about those negative DD effects [blind, slow, poison].

    Anyway, thank you for taking the time to respond and giving me your thoughts. I appreciate the feedback.
    Posted in: Requests / Ideas For Mods
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    posted a message on Taking mod requests!
    Hey TKOMOMC111, I've posted a detailed description of a mod idea I have and I'd really appreciate your feedback on it. In particular I'd like to know which parts of it would be easy/hard to implement.

    It seems to fit perfectly within your parameters as a mod you might want to make except that it may not be simple enough. Anway, any feedback would be much appreciated!

    see http://www.minecraftforum.net/topic/1766795-dangerous-depths-a-coop-mining-mod/
    Posted in: Requests / Ideas For Mods
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