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    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.4: Down below and up above!
    Iron Wroughtnouts should have a rare chance of dropping some sort of animation stone, which will let you take any full set of armor and animate it. This animated set of armor would follow you around and be your personal body guard. On death it drops the armor, but not the animation stone. Also, do you intend on having them use a sword? It seems more fitting than having them punch you with their arm armor stubs. If so, a sword should be required to make your own armor set.
    Posted in: Minecraft Mods
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    posted a message on Let Creepers Render Armor!
    Quote from AmnMubasher10»
    Wait.When the creeper blows up,what will happen to the armour?

    Whether or not a mob will drop its armor can be set by NBT tags, and therefor by the same command that summoned them with armor. That would be entirely up to the map makers. An adventure map could pretend that it exploded, but that would be the choice of the map maker. You could play the anvil clanging sound with a command...
    Posted in: Suggestions
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    posted a message on Let Creepers Render Armor!
    Quote from DrWeegee123»

    I don't think they can render items (Unless they held them in their mouth :P ) And adventure map makers can already make mobs invisible and modify the intensity of explosions.

    The mouth thing sounds fun. I forgot how modifiable mob stats are now, so I guess the enchantments wouldn't be breaking any new ground. One thing that comes to mind is allowing them to hold a firework in their mouth to change the explosion animation (the would still be explosive, of course, and creepy). Creepers that explode as a green creeper face sounds like fun.
    Posted in: Suggestions
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    posted a message on Let Creepers Render Armor!
    This sounds interesting. What if a creeper wearing a Blast Protection enchanted piece of armor had a less nasty explosion? You could make it so a creeper with an item in it's hand with Fire Aspect to have a larger explosion. To make this invisible just make them hold a barrier block (since they have no texture), if you plan on making any held items render that is.

    Edit: sharpness on a held item could make it so that if it happens to be a charged creeper, the explosion will be even larger. (ie: by default, charged creepers have twice the explosion size. you could bump this up to 3+ times the explosion multiplier). This change should be applied after the effects of Blast Resistance or Fire_Aspect are applied.
    Posted in: Suggestions
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    posted a message on Automatic Inventory Backup
    Anyone playing in a heavily modded Minecraft instance has probably run into
    Posted in: Requests / Ideas For Mods
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    posted a message on Generic Tools (20+ supporters)
    Quote from aary33»


    To avoid such a conflict, why not simply have a separate sword texture that is displayed like the grass texture, black and white. That way, the color may be manipulated through NBT data, and the texture is determined by the corresponding texture in the resource pack. This allows for sword design to be changed through the means of resource pack, without changing the default texture of other swords. Heck, why not have allow the creation of sword textures, again black/white, and then being able to select the texture through the command.


    This would make every part of the texture the color specified in the nbt tag. With my method, it would be possible to, say, have a ruby sword with a gold-trimmed hilt or add other decorations that won't be colored by the nbt tag. If generic tools are done just like grass, that gold-trimmed hilt would be recolored with the rest of the texture. However, I do like the idea of having a texture that can be done entirely by command block, and I definitely support this approach as an optional alternative to the method in the OP. In fact, if the grayscale texture had a black outline like all Minecraft tools do, that black trim would not be recolored with the rest of the texture, and it would not look out of place with the rest of Minecraft's tools.
    Posted in: Suggestions
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    posted a message on The Next Evolution for in game Interfaces! [300+ Support!] Now with lots of Pics.
    Absolute and total support. The amount of time this would save me is ridiculous.

    I would be able to craft a suit of iron armor, equip it, and then make some iron tools without closing the GUI. I would be able to craft wood into planks or coal blocks into coal (perfect for trying to fill up 20 furnaces) in the furnace GUI, then put those planks in the furnace without leaving the furnace. I would be able to craft potion ingredients in the brewing stand GUI. I would even be able to craft and uncraft blocks of iron, redstone, etc in a chest GUI so I can always try to have exactly one stack of iron, redstone, etc in non-block form.
    Posted in: Suggestions
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    posted a message on Rafflesia Flowers! A flower with an extra use.
    Complete support. A very creative idea, and also one that could have some technical uses as well.

    One thing I can recommend is renaming the purified variant to something like Derooted Rafflesia Flower, which could be made either by crafting a normal Rafflesia with a sword (which removes 1 duability point from the sword, and the sword will stay in the crafting table), or by mining the flower with shears while it is not on a vine. This variant will not attract zombies. You could say that it's the root that attracts zombies, so removing the roots it will stop it from attracting them.

    Also, you should be able to farm the flower by placing it on vines. This will convert a vine block into a Flowering Vine, and after a short while you can harvest the flower with shears, which will leave the normal vine block it its place and drop 1-3 flowers. Note that the normal vine will never be removed. Not only will this give a much-needed use to vines, but it is now the plant grows in real life, as a parasite that takes over a vine.
    Posted in: Suggestions
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    posted a message on Lightning! New Block, Longer Power, and Power Surges!
    No support, for a number of reasons.

    -This suggestion is vague, and missing a number of crucial details. How does it power redstone wirelessly? (mainly, how do you pick where the signal is transmitted to?) Does the 60% chance of having a power surge in a biome happen every day, every game tick, or every time lightning strikes?

    -This suggestion is impossible. Redstone dust is not capable of sending a redstone signal more than 16 blocks the way it is currently coded, the signal strength of redstone dust is stored either as a damage value or in some other form that can only range up to 16. Also, biomes are currently not capable of having NBT tags attached, or even damage values. Biome variations like birch forest or taiga hills are separate biomes.

    -This suggestion relies heavily on the bane of a redstoner's existence: randomness. If implemented, the fact that redstone could possibly have a power surge and just stop working would make every redstoner ever stop using it.

    -It is absurdly rare for it's limited use.Tthe only way to get ahold of this slightly-useful block would be to spam ridiculous amounts of iron blocks everywhere and hope.

    -It would become yet another self-griefing mechanic. My pretty iron block buildings that I spend 8 hours building an iron titan to be able to make might decide to become speckled with these lightning blocks, which would screw with the redstone housed inside. This is especially bad for many youtubers out there, because it has sort of become the standard to make tutorials with iron blocks where any solid blocks can be used (They're clean looking, and it is easy to see the redstone and other blocks).
    Posted in: Suggestions
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    posted a message on Tomahawks 1.5.4.0 (Throwing Axes, Updated 2015/07/13)
    Quote from SquarePusher87»
    snip

    You should post this in the Minecraft Support thread. Since this has nothing to do with this mod, you shouldn't really be bothering the modder with this issue. Since this mod or Minecraft Forge don't sound like they are at fault, you don't need to post in Modded Minecraft support.

    Post it here > http://www.minecraftforum.net/forums/support/unmodified-minecraft-client
    Posted in: Minecraft Mods
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    posted a message on Sea Caves
    This is one of the best suggestion I have seen in a while. This would add some nice world generation features that Minecraft has always been lacking. Absolute and total support.

    How rare should this biome be? You might want to add a rarity in the OP so it can be that much easier to implement if Mojang likes it.
    Posted in: Suggestions
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    posted a message on Balanced skin transparency.
    Transparency in any amount is unfair in PVP, so I would like to suggest a different approach. Instead of allowing the entire skin to be transparent, why not allow the armor parts of the skin (the toggleable parts that go over your normal skin; helm, pant leg, etc) to be transparent but not the core of your skin.

    I would support this approach. Giving an unfair advantage in PVP I do not support though, so I don't support this as it is mentioned in the OP.
    Posted in: Suggestions
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    posted a message on Beach Sounds Suggestion
    Quote from TheqoreeZ»
    You should call this the "Beach sounds suggestion". I also think there should be wave noises.

    Support

    I would support waive noises. In fact, I would support adding a ton of ambient sounds into Minecraft, but I don't think adding sounds that aren't in the game is acceptable. Like I said before, if Seagulls were added to the game in any form (even sounds), people would expect them to be a full fledged mob. Either add a seagull mob or don't add seagull anything, but I would love to see more ambient sounds.
    Posted in: Suggestions
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    posted a message on Copper and Tin for better mod compatibility
    Adding an item to Minecraft simply because a lot of mods happen to have it is completely unnecessary. To the part of the population that does not use mods, it would simply be an item that does literally nothing. No use at all, it's just there for compatibility. Mod pack makers can easily force only a single ore to spawn, and mods exist to convert one mod's copper ingot to another one. You can always use the Unifier from MineFactory Reloaded to convert your IndustrialCraft copper to Thermal Expansion's copper. The vast majority of Minecraft player play exclusively Vanilla Minecraft, and even the minority that play modded do not all play tech mods that add copper and tin. If anything were to be concerned with this, it should be the Minecraft Forge crew. And I don't even think it's a good idea for Forge to do that. By the same logic, we should be adding an energy system, turning hoppers into a full fledged piping system with sorting capabilities and automating mining.
    Posted in: Suggestions
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    posted a message on Iron Handles
    Technically, this doesn't have to be done by adding new items/item IDs. You could do this by creating an item with a negative durability value. For example, if a iron-handled iron sword had an extra 150 durability, it would craft a normal iron sword with the default texture and item ID, with a damage value of -150. Once those 150 points of durability have been used, it is indistinguishable from a normal iron sword. Still, no support. The crafting recipes are designed to be simple, and we already have the unbreaking enchantment if you need some extra durability.
    Posted in: Suggestions
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