RiskyKen DOES plan to update to new versions eventually.
For now however, the mod is staying in 1.7.10, which to be fair, is a perfectly fine update.
RiskyKen DOES plan to update to new versions eventually.
For now however, the mod is staying in 1.7.10, which to be fair, is a perfectly fine update.
The mod is dead. Stop asking for updates.
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Rest in peace helpful villagers. Rest in peace.
I like the way development is going so far! It's not often I see someone using Mcreator who actually seems to be making a decent idea.
Here's a few critiques.
Tell me, would you like it if someone helped you out with models and textures? I am familiar with those and feel like i'd do better if I started doing this more with a guy who also seems to be new to this thing.
If yes, PM me! Only downside is that i've never watched X files, though.
Alright. Here's my suggestions. So, the items you have so far are very useful. Keep those. Next, bring food. You'd be surprised how important this is.
Next, eggs, or snowballs. Use them to destroy the ender crystals on top of the towers. Preferably, when the dragon is connected to them, as it does a bit of damage to her.
A few small hints, when shooting at the dragon, aim for her head, as that's where the most damage is done. Always bring a stack of blocks to the end in case you need to build over to the island from the platform, and if you want to sacrifice a bit of perception and defense, wear a pumpkin, as this will will make it so Endermen do not become hostile to you if you look at them.
Next, 1 or 2 water buckets. This can be used to get rid of fall damage in case you get launched into the air, but ender pearls are an option as well if you don't mind taking a bit of damage.
For after you've beaten the dragon, you'll need a torch, and a pick axe. (I suggest bringing a pick axe anyway, as you shouldn't go anywhere without one.)
Right click the egg, and it'll teleport a short distance away. Mine under it, (but not the block directly under it) and place a torch in there. Then mine the block under the egg, so it falls onto the torch. This will let you collect it. Be careful with it! It's one of a kind and can be lost easily.
(I suggest one giant epic trophy room to store the egg. Just a little project for you. :3)
Now, when you get back into the end, you should find a weird bedrock portal thing. I think the way they work is by throwing an Ender pearl into it, but i'm not sure, so make sure you don't aim it so that it lands somewhere bad.
If you need anything else, let me know!
It has been suggested, yes, but Mowzie didn't like it. The Foliaths aren't really supposed to be much more than enemies. They are essentially mindless plants eating whatever comes close.
So, recently on my dives into the curse mod list, I came across a mod called "Albedo". An API used by most notably Botania (a magic mod) for visual effects. One of the most interesting things I noticed it does, is colored lights.
You can find the API <here>.
Anyway, I was hoping that someone could remake the colored lights mod that was seemingly abandoned in 1.7.10 for modern Minecraft using this API.
Specifically, colored redstone lamps, colored glowstone, and perhaps making some mobs give off colored light as well.
I REALLY hope someone can pull this off. I don't want to be another guy saying "ADD COLORED LIGHTS! BRING BACK COLORED LIGHTS!"
Thanks for your time.
Feel free to do so. I still play on 1.7.10 all the time. (Heck. Partially because of this mod, actually.)
And, as far as i'm aware, cauldron isn't being updated anymore. However, there is sponge, so that's nice. It's essentially bukkit/cauldron, but it can be used on single player servers (with forge, as it's designed to work with it) as well.
We, Dimensional Development, are rewriting the Dimensional Doors mod for Minecraft 1.6.4 and earlier by StevenRS11. This rewrite is also inspired by the 1.7.10 port of this mod by CannibalVox. The intended release version used to be 1.10.2, but life happened and the rewriting process stalled. As such, the current aim will be to release this rewrite for Minecraft 1.12.2.
To be clear: we are rewriting the mod's code from scratch, but we are re-using the old assets, at least for now.
This is a list of features that we'd like to include into the release at the very least. And a description of these features.
[descriptions and pictures coming soon]
DimDoors adds five types of full blocks, different kinds of fabric, if you will:
None of the Fabric blocks can be harvested or otherwise obtained in survival.
Dimdoors adds several types of blocks that allow players and other entities to teleport from one location to the other. We call these "Rifts":
The Rift Blade is either going to directly Teleport you to the destination of the Rift or open a 1-time use "Transient Door". We haven't decided yet on which of the two.
As an additional effect, the Rift Blade should allow you teleport closer to Mobs and Animals you are looking at.
Rift Remover (perhaps Rift Blade functionality)
A tool that can be used to slowly close and eventually remove a "broken" Rift at the cost of its durability.
A tool that can be used to link two locations, possibly in different dimensions, to eachother with a Rift. Already existing Rifts can be selected as well.
Rift Connection Tool
A tool that can be used to link Rifts to other Rifts at will. This tool will only be available in creative.
The mod has two items that are only used for crafting and that can be found as loot in Dungeon Pockets. World Thread and Stable Fabric.
At the deepest comprehensible layer(s) of reality, we find Limbo, a dimension dominated by the Monoliths.
You can get to it by falling in the void or dying in Dungeon Pocket, or getting sent there by the Monoliths.
Another reason for getting sent here is something that the Monoliths call "cheating".
Limbo mainly consists of Unraveled Fabric and is swarmed by Monoliths. One might even assume that it is the Monoliths' home.
It is unknown if it's the constant gaze of the Monoliths or the something in the air, but all matter in Limbo seems to deteriorate into more Unraveled Fabric at an alarmingly fast pace.
All matter? Well, not entirely, some small pools of eternally interlocked fabric still hold out against the unraveling. This material, called Eternal Fabric, is found at the bottom of Limbo.
When one jumps on this Eternal Fabric, one is teleported back to the Overworld on the corresponding coordinates.
Limbo's coordinates correspond to Overworld coordinates in a 1-8 ratio, just like the Nether's.
Other Random Statements
Q: How are personal pocket dimensions handled? A separate actual dimension per player or boxes of X size all in one dimension?
A: All in one dimension
We are also porting LookingGlass, because we want to enable players to look into the pockets
In the future, we are going to try to send everyone who even tries to cheat by flying inbetween the pockets straight to Limbo.
There's still bugs here and there, and we haven't completely worked out how we want to do the dungeons and rift linking and teleportation in rules. Chaos Doors don't work yet. Right now each dungeon has the same weight to generate, for instance, while some have A LOT of treasure. But the core-principles should be working.
Q: Can you make rooms bigger now?
A: There are config settings to make the size of Personal- (the white-) or Public0 (the black- empty ones) Pockets bigger. At the moment +- 8*8 chunks is the largest Schematic we have generated for those, but the standard Public Pocket size maximum is +- 2*2 chunks and Personal Pocket Size is +- 3*3 chunks.
These config settings for maximal sizes get saved with the world, and that is because we are placing the pockets next to each other (quite a distance away, though) in the same dimension.
So keep in mind that if you want larger sizes, you have to set these sizes in the config before creating a world.
Personal Pockets are empty and very white and only the owning player can enter their Personal Pocket via any Personal DimDoor. That is all there is really to it.
At the moment, there is no way in DimDoors to bring a friend to your Personal Pocket without using commands and/or creative mode. However, later, you should be able to manually link certain Rifts and use a linkable DimDoor (Iron, Gold or Wood) to allow a friend to visit your Personal Pocket.
We have actually added 14 other colours of fullbright blocks. besides the traditional full-black and full-white blocks, however they are not part of any dungeon schematics (yet). Those are still dark and mysterious.
We may enable people to colour their Personal Pockets later.
Some Dungeon Pocket Schematics do not have any walls, you could fall out of them at the sides and in the future, this should send you to Limbo
Official releases can be found on CurseForge or Curse:
Even more unstable alpha builds can be found here.
There is no single person behind this account, but a team, to if you want to contact us, contact one of the team members on the forums or on Discord.
Do not DM Dimensional_Development.
Issues and feature requests
For issues or feature requests, please use our issue tracker on Github.
If you wish to contribute to DimDoors' Development, please join our Discord and ask if there's anything you can do.
We primarily need help testing all the different Dungeon "Schematics," but we could probably use a texture artist or someone who simply collects some example screenshots as well.
Developers / the team
Now adds the planet Mars!
Have you ever wanted to build spaceships out of blocks and fly them to other planets? If so, then you will likely find this to be a truly amazing mod! This mod is different from most of the other space themed mods in that it allows you to build spacecraft out of basically any blocks, and fly them into space- without being too difficult to use. You can also travel to the Moon or Mars with them. I plan to give any planets and moons I add to this mod a new and different style, and also a fairly large amount of features like new blocks and items, terrain generation, mobs, generated structures, and materials that can be used to craft tools, armor, and machines.
For a spacecraft to work, it must have a rocket controller block, a dimensions settings card to tell it which blocks should be considered part of it, enough engines, and enough fuel (currently gunpowder) in its fuel tanks. See the useful tips section for detailed information on how to build good spacecraft.
Despite being in the Beta stage, the latest version of this mod is not very buggy at all, but just lacks some major features that I still want to add.
This mod is based on my previous project, the "Moon Mod Renewal", which contains a bunch of textures from a very old moon mod made by sutr90. If you want to know which textures specifically, then you can look here.
Feel free to leave comments and feedback, or if you are a youtuber, to make a video about this mod!
The interior of a fairly large space station.
A massive space station that was actually filled with breathable air without creating much lag.
The crash site of a "wooden rocket" on the Moon.
Some sulfur ore next to a pool of lava.
*** Beta 1.2.0 July 27, 2017 ***
+ Replaced the spacecraft motion system with a new one that allows for maneuvering during flight.
- Optimized the world generation for the Moon in preparation for adding new biomes.
- Many minor improvements and bug fixes!
*** Beta 1.1.0 March 29, 2017 ***
+ A new item that places a pre-made spacecraft called the "Luna Shuttle". This can be used to see how to build your own spacecraft!
- Greatly improved the craters on the Moon.
- Spacecraft motion is now much cleaner and smoother.
- Mobs can now ride spacecraft.
- When breathable air blocks are inside a moving spacecraft, players and mobs inside the blocks are still protected from the outside vacuum.
- Countless minor improvements and bug fixes!
*** Beta 1.0.0 January 9, 2017 ***
-The initial release.
- Step 1: Build a ship that has a rocket controller block, as well as some fuel tank blocks and rocket engine blocks on it. You can add fuel to fuel tanks by clicking on them with gunpowder, and check the amount of fuel in them by clicking on them while holding nothing. Fuel tanks can also be fueled by taking gunpowder from a hopper directly above them.
- Step 2: Click on the rocket controller using a dimensions settings card item and use it as it says. Then Put it in the correct slot in the rocket controller.
- Step 3: Press the launch button in the rocket controller's GUI to activate it! For a spacecraft to fly, its amount of thrust must be larger than or equal to the total number of blocks on it.
- Launching: Once you have built and loaded your spacecraft with fuel. Open the rocket controllers GUI and press the launch button to launch.
- Travelling: When you are in orbit around Earth, you can press "travel" to go to orbit around the Moon, or to go back to orbit around Earth if you are already orbiting the Moon. A "space travel card" item to select your destination will be added when Mars is added...
- Landing: When you are in orbit around any planet, you can press "land" to land. While you are landing, you have to press the space bar to fire your spacecraft's engines to slow down. You can also use the "WASD" keys to move forwards, backwards, left, and right, or the left and right arrow keys to rotate while in flight.
-Gunpowder can now be crafted with charcoal and a new material, sulfur. Sulfur ore can be found very close to pools of lava.
-One gunpowder item will provide 20 units of fuel when put in a fuel tank.
-When full, fuel tanks will try to transfer their fuel to any other fuel tanks below or beside them.
-Fuels tanks can also take gunpowder from hoppers right above them.
-One Mk1 Rocket Engine provides 30 units of thrust, and consumes 0.2 units of fuel per tick. Be careful with how much fuel your spacecraft has, as it can run out mid-flight!
-For a rocket to fly, its total number of units of thrust must be greater than its total number of blocks.
-When you are in a zero gravity environment, you can go up and down by looking up or down while colliding with blocks or by using an EVA pack.
-You can fuel an EVA pack by pressing shift while wearing it and holding gunpowder. Yes, gunpowder is currently the main source of fuel for the things in this mod. I will probably add a better kind of fuel sometime soon, although it may still contain gunpowder...
-To use a pressure creator, it must be in a closed space of some kind, you must load it with a filled air tank or place an air generator adjacent to it, and then activate it with a redstone signal.
-Due to how difficult and time consuming it is to obtain large amounts of iron or aluminum on survival mode, do not hesitate to build the structural part of your spacecraft out of something like wood, cobble stone, or hardened clay!
Planned for the next update: (This update (1.2.0) has already been released.)
-Minecraft 1.11.2 compatibility.
-The ability to maneuver spacecraft while landing.
-Some sort of HUD while riding a spacecraft that displays the current velocity, altitude, amount of fuel, etc... -Possibly a simple mini-map in the HUD, for finding a good spot to land without going into F5 mode (this could easily be done with a map item from vanilla Minecraft though). -Survival mode affordable metallic structural blocks of some kind. -A new space suit texture. -Mk2 spacecraft functional blocks. -Maybe a large generated structure on the Moon where I could put a boss mob.
Not likely to be added in the next update, but probably in later updates sometime soon:
-Some sort of astronomy mechanic, for setting a new item called space travel cards.
-More advanced spacecraft functional blocks, like mechanisms for automatic flights.
-An "interplanetary" transition dimension, where you can see the planet you are leaving getting smaller, and the planet you are travelling to getting larger.
-The planet Mars, and a lot of new content for it.
-Possibly the planets Venus and Mercury, and more content for them too.
Will probably not be added very soon, but are still planned and will hopefully be added:
-Jupiter and its four largest moons (Io, Europa, Ganymede, and Callisto).
-Saturn and some of its larger moons (certainly Titan).
-Saturn's orbit dimension will have a zone filled with some clusters of blocks and many loose blocks to represent its rings.
-The asteroid belt.
-Uranus, Neptune, and their larger moons.
-Pluto and Charon.
-Some other dwarf planets.
Could be added, but are not a very high priority:
-"Space age" NPCs.
-UFO spacecraft that could rarely land on a random planet, and then leave after a while.
-A bunch of exoplanets (probably made up ones).
-If exoplanets are added, then some sort of warp drive thing for spacecraft.
-Some smaller moons of the gas giant planets.
There should be a way to customize different sounds for specific blocks. There's currently no way to give ice different sounds from glass or string different sounds from stone (why does it sound like stone anyway?) and half of the blocks just make the same generic "stone" placing sound.
I'm thinking that there could be a file called block_sounds.cfg in the assets folder, where you specify individual (or multiple) block IDs and assign sounds to them.
As more and more things are added to the game, the creative inventory is getting larger and messier. We have countless number of blocks, decorations, and items that keep growing as Mojang updates the game. While I love the new features, the one negative is its effect on the inventory.
This has happened before, back when the inventory was just a long list of blocks and items. 1.3 made things easier to find by splitting the inventory into 10 groups. Unfortunately, over the past 5 years a lot of new features have been added to the game, and that shows on the now-outdated inventory. What was once an easy-to-find organization system is becoming a mess.
Seriously, who finds blocks with the categories? Most players go right to the search bar, because there’s so much stuff in each of the categories it’s hard to find exactly what you need. “Building blocks” is getting to be as long the original list was from 1.2!
Therefore, I would like to suggest another inventory overhaul. The overhaul would make the creative inventory more accessible, customizable, and allow for new blocks to be added without any major changes to the system.
Before I start suggesting game changing features to the inventory, I would like to suggest some changes to the current placement of certain blocks:
• Fences should be moved to building blocks, because they are used for building as much as decorating
• Doors should be moved to decorations- who thinks Minecraft door and thinks Redstone?
• Dragon Eggs should be added to the inventory- Nether Stars and Totems of Undying are there, so why not?
I think these changes make more sense than their current placements. Feel free to suggest any other category changes.
Now, for the larger changes. Right now, there are two ways to find what you want in the creative inventory- the annoyingly long category system, and the perhaps-too-precise search tool. My two ideas focus on fixing each of these currently flawed systems.
I think the biggest problem with the inventory right now is how many blocks there are. The worst part is when a group of blocks are basically the same, just with some slight variations. Take, for example, the “decorations” tab. Half of those blocks are simple color variants! My solution to this problem is for very similar blocks to be “grouped” together.
This chart shows the relationship between the main categories and the smaller block groups.
What is block grouping, you may ask? Groups of blocks would be for variations of the same block. For example, all 16 stained glass color variants and normal glass would be grouped together. Likewise, all 5 leaf blocks would be grouped together. The groups would have one “representative” in the main categories. After hovering over the “representative” the player could hold shift and the group would appear. Yes, only one of the group would appear on the main tabs. Going off the previous examples, only regular glass would be present in the main “building blocks” tab. However, if the player holds shift, they would have access to the other 16 color variants. Only oak leaves would appear in the main “decorations” tab, and hovering over it and pressing shift would let you pick the variation of leaves you want.
The group “wool”. White is the representative on the main inventory list, while the other color variants can be accessed through the grouping menu.
As you might imagine, this would drastically cut down on the size of inventory and would make things much easier to find. Why should someone in need of a bone block must scroll past all 16 variants of terracotta? Grouping would make the inventory both aesthetically pleasing and faster to use.
It’s important to note that blocks/items would only be grouped if they are extremely similar. It would always be easy to predict what would be in each group. Just because grass and dirt look similar, they wouldn’t be in the same group. New players should have no challenges in figuring out which group goes where. Some blocks wouldn’t even be in a group.
The new “building blocks” menu. Yes, that’s it! The “concrete group” would appear when you shift click on the white concrete in the menu.
The search tab would not be affected by grouping. Searching “blue concreate” would get you exactly what you were looking for, not regular concrete.
I haven’t gone into depth with the other categories, but the groupings would be similar. Some more ideas I have for groups in other categories:
• Enchanted books of the same enchantment grouped
• Potions with the same effect grouped (this will cut brewing to about a third of its original size)
• Tools grouped together (Iron or diamond as default)
And so on.
As you may imagine, this would drastically decrease the amount of clutter in the creative inventory. Here’s a before and after example:
Jeez, even I didn’t expect there to be that much of a difference. As you can see, this would make it much easier to find exactly what you need. It’s the same number of blocks, just organized in a neater and more efficient way.
One foreseeable problem with the “grouping” idea from above is how it might seem restricting. The organizational system currently only allows for one possible set of groups.
For example, what if I was looking for a yellow block, and wanted to compare? Searching “yellow” might get you some yellow blocks, but not everything. The yellow blocks aren’t grouped together. “Color” is just one of many organizational systems that aren’t in the current menu because you can only have one set of categories/groups in the current system.
My second idea would solve this problem. I would like to suggest the incorporation of hashtags in the search menu. For the few who don’t know, hashtags are commonly used on social media platforms as a search tool.
Now the official definition of a hashtag is: a word or phrase preceded by a hash or pound sign (#) and used to identify messages on a specific topic. I believe that hashtags could work very well with Minecraft’s current search menu.
All items in the inventory would have several hashtags (created by Mojang only, not the playerbase) that apply to what the object is like. For example, red sandstone’s hashtags might be: #redsand (blocks/items would always have a hashtag for their group in the categories) #desert, #red, and #sandstone. When you search any one of those specific hashtags, you will get red sandstone and the other blocks that also fall into that category. This would help players looking to compare blocks.
Let’s say a player needed lighting, and wanted to compare all their options. They could simply search “#lighting” in the search menu, and all objects that emit light (torch, glowstone, sea lantern, jack o’ lantern, redstone torch, redstone lamp, lava bucket, magma block, beacon, and end rod) would come up as results. Without hashtags, the player would have to search through multiple categories to find each individual item, and run the risk of forgetting an item or two.
Wait- is the Sea Lantern just a beacon without glass? Or is it a diamond block without glass?
Before I said that only Mojang could create hashtag grouping. However, there would be one built-in customizable hashtag called “#Favorites”. The favorites system is relatively straightforward. If you double left click a block or item, it will be added to #Favorites. Favorite blocks would have a little star in the upper right corner of the block’s square. You can then easily access your favorite blocks by typing it into the search bar.
Favorited blocks or items would be distinguished by a little yellow star in the upper left corner. When in the “#Favorites” menu, they would not have the stars.
If the player were doing an ancient Egypt build, it might get annoying to always look through blocks they don’t need. Instead, they could just add all the blocks that they will use in their build to favorites, and then they could easily access the blocks they need. When opening the inventory, the creative inventory would always start at “#Favorites”.
Now, the “saving hotbar” system already allows player to customize their “favorite” blocks or items. However, I feel the hashtag system is a more appropriate way to integrate this concept. “#Favorites” would be easier to use, access, and provide for more storage on the fly.
Of course, I imagine modders would go to town with customizable grouping and hashtags. They could easily add things to the inventory without it cluttering. I’ve noticed larger mods forced to create a second page of inventory just because there’s so much stuff. The creative overhaul would let modders seamlessly integrate their creations into the inventory.
I also imagine modders would create more custom groups and hashtags. The possibilities are endless.
In conclusion, the creative inventory is long overdue for an overhaul. In the past 5 years it has become cluttered and confusing. Therefore, I have suggested the addition of grouping and hashtags to the creative inventory.
Grouping would shorten the long lists of pointless variations that currently plague the category tabs. Instead of just using the search bar, players could find what they wanted just as fast with the categories.
Hashtags would make the search bar more versatile, allowing for players to compare similar blocks of all sorts of categories. Builders would no longer be constrained by the preset categories, instead they could search by color, biome, and much, much, more.
The favorites system would help players find the blocks they use often faster. Each player’s favorites would be unique, turning the creative inventory from just a generic menu to an individualized building workspace.
Thanks for reading!
Total Supporters: 15
Look, when it comes to Villagers, Minecraft is lacking. You can't argue with that. Villagers literally kill themselves by walking into cacti. I think Player-Villager interactions could be so much better, so I've compiled a list of improvements that would improve Villagers.
Nerf Villager stupidity. Seriously, Villagers, save some stupidity for the rest of us! I think zombies are actually more intelligent at the moment. Villagers should avoid danger (cacti, fire, lava, open trapdoors, primed TNT, zombies (sort of already), nighttime, and players that attack them). The fact that they will sometimes just walk outside during the night makes them seem like complete morons.
Provide sufficient protection for Villagers. Right now, most village houses aren't lit up enough. Some don't even have doors. On top of that, Iron Golems rarely spawn in a village! This should be fixed. Village houses should have enough torches so that mobs don't spawn in them, and Iron Golems should always spawn in with the village. They should also be faster so that they can effectively defend a village. I also think the Iron Golems should be built by the Villagers instead of just spawning, as this would make more sense and possibly break Iron Farms. If enough people are really upset about iron farming going away, they could always make silverfish drop iron nuggets so that iron is farmable once you find the stronghold.
Make Villagers seem intelligent. Making Villagers feel intelligent is crucial to good Player-Villager interactions. Here is a list of things that would make Villagers seem more intelligent:
1. Reading. Villagers could occasionally stand still and hold a book. The book would have the same model as the enchantment table book. Cartographers could even sometimes be seen reading maps.
2. Change how Villager breeding works. Right now Villager breeding makes it seem like Villagers are another farm animal. I suggest that they only breed upon the death of another Villager or the arrival of a new house, and only when there are crops or farm animals in the area.
3. Stop house crowding. At the moment, Villagers will crowd into one or two houses instead of evenly distributing themselves. Villagers should assign themselves to beds (which would now be in Villager houses, but not Village shops), and go into structures that have that bed. If the bed is destroyed, the Villager would stay the night with another Villager.
4. Have Butchers breed and kill animals behind their shop. Pigs, chickens, and sometimes cows should come spawned in the back of the butcher's house. For example, if there are less than 6 chickens, the Villager would breed them. If there are 6 or more chickens, the Villager would kill 2 of them.
5. Make fisherman actually fish. This would be really neat. Also keep in mind that when Villagers do something like harvest crops or fish, they would instantly pick up the item to prevent farming.
6. Show blacksmiths doing their job. Blacksmith shops could have an actual anvil, and the blacksmith could hammer at it. Blacksmiths could also make nearby furnaces light up when the player is 15 or more blocks away, and they would go out when the player comes near.
7. Villager Talking. Instead of the mindless placement of "huhs" we have now, Villagers could look directly at each other and make the "huh" sound. This would make the sound less annoying and make the Villagers seem like they're actually talking to each other. There could also be text in quotation marks underneath the Villager profession name in the GUI. This would be triggered randomly and sometimes by looking at a certain trade. Having Villagers actually talk to you occasionally would add to game immersion and make Villagers seem like they are almost as smart as the player.
Some things that could also be really neat:
A collector villager that requests rare items. This could be really fun and potentially a good way to utilize Villager speech.
"Bring me a golden totem from a woodland area. The cartographer can sell you a map to it."
Leatherworker selling villager robes. Currently, the leatherworker Villager is pretty useless other than it selling saddles. I suggest that leatherworkers also sell wearable villager robes, which would be like leather armor but would have the same texture as villager robes. Standing still for 2 or more seconds while wearing the robes would make your arms go together as if you are a villager. Also, as suggested by AMPPL50, armor stands wearing the robes would attract zombies.
Hiring nitwits to buy and sell things for you. Nitwits were a very lazy feature; they don't do anything at all. I think that should be changed. One idea I have to give nitwits a use is to allow the player to hire them to sell things for them.
Improve village houses/generation. As of now, the way villages generate is not very good. They can literally spawn on cliffs. Another thing is that the houses don't look very good, and most don't even have interiors. So, first off, when generating a village, the game should find a spot that is relatively flat. Second off, the village houses should be updated. Here are some updates to the houses I have made:
Large L-Shaped House
Notice how there was a painting in a picture above. The painting that generates in the house would be a random selection of any of the 2x2 paintings, and could even potentially be a painting unique to villages.
Both villages and Villagers are underdeveloped and definitely need updating. Villagers don't seem anywhere close to the player's intelligence level and are exploited in a lot of ways. I think if the game had better Player-Villager interactions players would value villages and villagers a lot more. Please let me know what you think of this suggestion, and please tell me ways I could make it better.
In my opinion, the armor system in Minecraft is too simple. We have five basic armor sets, but only two (Iron and Diamond) are ever really used. I feel that the game could benefit from more armor variety. My intention when creating this suggestion is to create a sixth armor set that has a specific purpose in game, without it being too overpowered or underpowered.
Unlike the others, I got this picture from Images- so it isn’t perfect. My version of Bedrock Armor would be less black and more gray, without any white spots.
Bedrock Armor (name pending) would be a late-game, “legendary” armor that would be significantly stronger than Diamond Armor. In fact, a full set of Bedrock Armor would prevent players from taking nearly any certain damage. I know this may seem ridiculously overpowered, but hear me out.
Typically, a bedrock chestplate would reduce damage by 39.5%, leggings by 29.7%, and a helmet and boots by 14.9%. Overall, a full set of armor would result in 99% damage resistance to most physical attacks. In comparison, the maximum you can (theoretically) achieve in game is 80%*. Examples of this include:
• Direct attacks from mobs and players- 99% damage reduction
• Getting hit with an arrow, chicken eggs, or a fishing rod- 99% damage reduction
• Touching a cactus or armor with thorns- 99% damage reduction
• Fall damage- 75% damage reduction (see edits for reasoning of change)
*In the game, Diamond Armor has a value known as “toughness” which decreases damage reduction. The wiki has a complicated algorithm to damage reduction with Diamond Armor, and if you’re interested you can find said information here: Armor_Toughness. All that matters is that Bedrock Armor
would not be affected by toughness.
Yes, this means with a full set of Bedrock Armor (which would be incredibly rare) you would suffer nearly no damage. Despite this, some of the more “powerful” attacks would result in only a 50% damage reduction. In this case, a chestplate would only reduce damage by 20%, leggings by 15%, and helmet and boots by 7.5%. These include:
• Explosions- 50% damage reduction
• Getting struck by lightning- 50% damage reduction
• Getting hit by a falling anvil- 50% damage reduction
• Touching fire or lava- 50% damage reduction
• Getting hit by a fireball from a ghast or blaze- 50% damage reduction
While Bedrock Armor prevents players from taking physical damage, it is vulnerable to magic. Taking on the Wither with Bedrock Armor would be a bad idea…
• Potion effects- No damage reduction
• Potion tipped arrows- 100% damage reduction on the arrow, but no reduction on the effect.
In addition, Bedrock Armor slows down the player. A chestplate slows down the player by 10%, leggings by 7.5%, and helmets and boots by 3.75%. Overall, a full set will slow down the player by 25%- 5% short of a slowness 2 potion. Unlike the potion effect, Bedrock Armor slowness does not affect the FOV.
Despite this slowness penalty, the player would receive 50% knockback resistance from a full set of armor. A chestplate would reduce knockback by 20%, leggings by 15%, and helmet and boots by 7.5%.
Bedrock Armor would have a durability 1.5x that of diamond. A helmet would have 546 uses, a chestplate 794, leggings 744, and boots 645 uses. After the armor breaks, it would be replaced by a "broken" variant that cannot be worn. The "broken" piece can then be fixed on an anvil, or function as a trophy item.
It should also be noted that Bedrock Armor cannot be enchanted. This means that a highly enchanted diamond chestplate may be stronger than a normal bedrock chestplate.
Bedrock Armor as an item.
Also, there wouldn’t be any bedrock weapons or tools.
When equipped, additional armor bars would appear- like how golden hearts appear after eating a golden apple. The additional bars would stay with the player until they take off the armor)
Updating Gold Armor (new!):
Gold Armor is rarely used. It's weaker more expensive than Iron Armor, so what's the point in making it? Well, with Bedrock Armor's new stat system, I think Gold could also adopt this new damage reduction system. Gold would remain weaker and more expensive than Iron, but would be stronger against "magical" attacks and weaker towards "physical" attacks. Sort of the inverse to Bedrock:
I'm not saying that Gold will have 99% damage resistance to magical attacks, but it will have a significantly stronger defense against potions, tipped arrows, and fire.
I think that the slowness, complete lack of enchantments, and the fire/potion weaknesses of Bedrock Armor will help balance out its strengths. The idea is that you can still win a fight against someone with Bedrock Armor- you just need to think about it strategically. Trapping a player in lava or using a potion effect will be easier than usual, as the player is slower. I hope that this will create more variety in combat, as currently potions and lava traps are, in my opinion, underutilized and forgotten in favor of swords.
So, with that out of the way, let’s discuss how to get Bedrock Armor.
Finding Bedrock Armor
A new structure would spawn in the far End islands*. The structure would be known as the End Bunker, and would be twice as common as an End City. Imagine End Bunkers as the dungeons of the End.
*One idea that popped into my head when making this suggestion was that the reason there’s no Bedrock in the End is because the Enderman mined all their Bedrock for the armor. Just an idea.
The bunker would consist of an outer maze and an inner treasure room, as pictured below. You can also see four Vex spawners below the floor (purpur blocks be directly above, hiding the view). I chose Vexes because they can transverse through blocks and avoid revealing the correct path though the maze.
The maze itself would generate out of numerous presets, all made with only one correct path. Lighting would be supplied through end rods hanging from the ceiling. If possible, the bunker would be indestructible, like bedrock, to prevent cheating through the maze. When the bunker is indestructible, the occasional gray particle will emit from the blocks. The gray particles and indestructability will when a player opens a safe chest in the treasure room.
The inner treasure room would consist of four chests, all facing in different directions. But be careful- two of four chests are actually trapped chests rigged with explosives! The other two would be where you can find Bedrock Armor. A single piece of Bedrock Armor is extremely rare, let alone an entire set.
End Bunker Loot Table
I based the loot table off dungeons. Most of the items are objects that Endermen can pick up in the Overworld or the Nether (perhaps this where Endermen put the blocks they pick up).
• Chorus Fruit = 0.400
• Grass Block= 3.375
• Red Sand = 3.375
• Netherrack= 3.375
• Gravel= 3.375
• Sand = 0.750
• Dirt = 0.750
• TNT = 0.200
• Clay = 0.315
• Red Mushroom = 0.236
• Brown Mushroom = 0.236
• Melon (Block) = 0.236
• Mycelium = 0.600
• Podzol = 0.600
• Coarse Dirt = 0.600
• Shulker Shell = 0.250
• Ender Pearl = 0.500
• Pumpkin = 0.236
• Bedrock Helmet = 0.157
• Bedrock Chestplate = 0.031
• Bedrock Leggings = 0.079
• Bedrock Boots = 0.157
I cannot stress enough how rare Bedrock Armor would be. The average post-Ender Dragon Minecraft player may never find Bedrock Armor. You would have to go through countless Bunkers to find just one piece of armor. Bedrock Armor is the sort of thing you stumble upon if you’re very, very lucky.
Bedrock Armor won’t spawn on Zombies or Skeletons. However, they can pick up Bedrock Armor from players, so be careful!
If you’re still not convinced that Bedrock Armor is balanced, then I have one final idea that may sway you over. Bows could be enchanted with “piercing”, and would be able to break through Bedrock Armor and damage the player as if they had no (or very little) armor. Combined with Flame or Knockback, and they could easily take down a player with a full set of Bedrock Armor in just a couple of hits. Piercing would be only be one level.
When creating this suggestion, I realized a couple more uses that Bedrock Armor could have:
• Mapmakers would be able to incorporate the armor into their maps, which could lead to interesting, puzzle based arenas that were previously much harder to create. Or, they could easily make unique “bosses” (normal mobs equipped with Bedrock armor) that are very hard to kill.
• Servers with Kits could really go all out with the “Tank” Kit, in which they would be invulnerable to basic attacks, but vulnerable to “anti-tank” weapons (potions).
• Hardcore Mode players, after so much hard work, could take a well-earned break and walk around safe with a full set of Bedrock Armor (or course, a full set would be extremely rare).
• Faction Servers would be even more interesting, as now the oldest factions would have a few pieces or sets of the rare Bedrock Armor. Factions would fight over the armor, similar to how everyone wants an elytra on those servers now. This would add a new layer of depth to faction servers.
And this might seem silly, but this has been bothering me for a while:
• People who want to fly an elytra, but keep dying of fall damage can now suit up in a Bedrock helmet, leggings, and boots and avoid death by fall damage!
In my Introduction, I said I wanted to create a sixth armor set that has a specific purpose in the game. Bedrock Armor accomplishes this by specializing in combat. Even if you’re lucky enough to find a full set of Bedrock Armor, when you’re mining, building, farming, etc, you wouldn’t be wearing it. The slowness makes it an inconvenience to use on an everyday basis. Instead, you’d chose a simple set of Diamond Armor for other tasks. Bedrock Armor would be used for combat purposes only.
For example, say you’re mining. Why suffer from a 25% slowness penalty when you have a relatively strong set of Diamond Armor at your disposal? You would mine with your Diamond Armor, until you see a series of dungeons and countless mobs charging at you. Now it’s time to switch to Bedrock Armor, where you can take down the mobs with ease.
The most common complaint I found when researching sixth, stronger-than-diamond armor suggestion threads was that the armor made diamond useless, or that the armor was useless because enchanted diamond was stronger. Bedrock Armor, instead of trying to be better (or worse) than Diamond Armor, serves as a specialized armor for a specific task. That way, you can have both Diamond and Bedrock sets at the player’s disposal, and they can evaluate and decide on the proper armor based on the situation.
Thanks for reading!
8/28/17- Added durability and "broken" variant to the armor, and knockback resistance (courtesy of Genius_idiot). Also added gray particles, courtesy of InterludeDude, to the End Bunker. Lastly, Wolftopia brought up a good point about the fall damage, and so it was changed from 100% to 75%
8/31/17- After much, much consideration, I have decided to change the 100% reduction to 99%. Swords and bows can now damage Bedrock Armor, albeit barely. No other stats have changed. Additional armor bars were added. Lastly, the "piercing" poll was closed, with method 2 the clear victor.
Time passed, now working on rewrite of Stellar API. It's going well, so I'm positive about developing Stellarium. I guess it'll be ready in this year!
And, if you have questions to ask, issues to resolve, bug reports or suggestions - join this discord channel.
Especially I'd like those with performance concerns!
First of all, I want to congratulate you for this mod. I will surely be hard to understand because i'm a french player.
I always look at the news of this mod because it's very awesome ! Your mod is a "must have" ! I hope that the inspiration will not leave you and that this mod will evolve a very long time.
For information, your mod is very good and complementary with the mod "Ice and Fire: Dragons in a Whole New Light!" and i always play with these two mod.
I saw that you could add original mobs created by people if you like them
You have certain criteria and I would like to offer you some ideas. You can then take the one or those you are interested in
My first idea is your plan to create a hostile orc or gobelin village.
I will see a village with the size of a village of villagers, But the village must be like a military camp rather than a village. This will make these creatures more intimidating than simple NPCs. The houses would look more like huts. There would be livestock enclosures and possibly agricultural fields. Obviously, there will be chests in the huts with weapons, armor, raw materials, minerals,...
Now let's talk about what's most interesting, the mobs
First thing interesting, the monsters could leave the village in group to go hunting animals. Of course, if there are a village of villagers, They will go and plunder this village
The goblin is the most present and weakest creature in the village, he's very little, a gray / green skin and a little playful scream. There are 2 types of gobelin, the first type of goblins have a dagger, he can stab the player for inflict 2 hearts of damage and have a huge speed. However the little more I would add would be that the goblin could steal an object from the player if he is in his back. The goblin who stole an object would then flee with the visible object in his hands. It could only steal objects in the inventory and not in the character's object bar. The second type of goblins have a bow and he can shoot for inflict 2 hearts of damage and distract the player while these companions can steal the player. When he dies, he leaves his weapon, golden nugget or emerald and leather.
The orc is the same size or a little bigger than the player, a gray/black skin and a serious rumble. There are 3 types of orc, the first type of orc is like the barakoana. He have a sword and a shield. He can stab the player for inflict 3 hearts of damage and he can block the player's attacks. the second type is a little rarer. It's a orc with a war orn and a sword, he can stab the player for inflict 3 hearts of damage but the first thing he will do when seeing a player is blow inside the war orn for create a huge bass sound attracting all the nearby orcs, goblins, hobgobelins and ogre to come and help him. Able to alerting a whole village of a player attack. The third type of orc is a orc riding a wolf, a hostile wolf, he have a sword or a bow and he can stab or shoot the player for inflict 3 hearts of damage. He have a very high speed in the wolf. They are certainly the most dangerous but also the rarest orcs. When he dies, he leaves his weapon, piece of iron armor and emerald
The hobgobelin is the same size than the player, a green/black skin and a proud rumble. Hobgoblin are rare in a village because it's a very good fighter with adaptative skill. The hobgoblin will adapt according to the player it faces. If the player is too far away, he will take his bow and shoot arrows inflicting 3 heart of damage. But if the player is near, he will draw two swords and inflict 4 heart of damage. Hobgoblin is very strong in duel because he has a special technique. He retreats from the player and charges for 1 or 2 seconds an attack which will then make him jump by performing a horizontal attack. This will inflict the same damage but will cause the object to fall from the player's hand. It is noted that hobgoblin may rarely appear riding a hostile wolf but it will not use its special technique as long as it riding him. When he dies, he leaves his weapon, piece of iron armor and emerald and golden nugget.
The ogre is twice as big as the player. a green skin and a furious rumble. Ogre are the rarest creature in a village because is the powerful mob in that village. He have a big wooden mass. It can strike horizontally or vertically with it for inflict 5 heart of damage and have a powerful knockback. The ogre can be grab a player for throw him in a wide range inflicting between 5 and 10 hearts damage as a function of distance. He can also take any block (except some block like the bedrock) to throw it in one direction and inflict 4 heart of damage. He's a very low speed. He's insensitive to attacks made with blowguns, wooden or stone weapons, the arrows inflict to him only half the damage. When he dies, he leaves his wooden mass, piece of iron armor, emerald and golden nugget.
(Choose a name for him), The Orc King
Life: Your choice
The orc king is the leader of all orcs in the region. It only appears in large enough orc villages. It is said that he has an insatiable hunger and that he is an uncontrollable fury. He is two or three times larger than the player, he have a gray/green skin and a steel armor with a great sword or axe (your choice) for protecting him. His right arm does not have any armor but it has bigger claws and it seems completely corrupted of dark energy. When the fight begin, the orc king blow in a war horn to attract all the goblins, orcs, hobgoblins and ogres surroundings to come to help him. The orc king fight with his weapon, striking vertically, horizontally infllicting 5 heart of damage and have a huge knockback. Sometimes he can stretch his right arm in front of him to throw a multitude of dark projectiles in front of him, his arm following the direction the player takes to try to touch him, dark projectiles inflicting 4 heart of damage and inflict Wither. When his life points are half, he becomes invulnerable for a few seconds, storing the dark energy in him and releasing an explosion pushing nearby creatures by inflicting 10 damage to them, the player must step back when he sees the king orc store energy. After that, the color of the king orc change to be black, he throw is weapon and his two arm become corrupted. The orc king fight with his bare hands, striking vertically, horizontally inflicting 5 heart of damage and the wither effect. He have the same attack with dark projectiles but he have an another attack. He can cast a rain of dark projectile above him, which will fall around him, inflicting 4 damage and inflicting the wither effect. He's insensitive to attacks made with blowguns, wooden or stone weapons, the arrows inflict to him only half the damage and he can take a knockback from player's attacks even with an enchantment. When he dies, he leaves his weapon, piece of his armor, emerald and golden nugget, and two special item
A crown of orcs allowing to have the respect of all the orcs, goblins, ogre and hobgobelins. They will not attack you anymore and you can recruit them by right click with an emerald or a golden nugget (like wolf)
A war orn which makes it possible to carry out an enormous serious sound that can scare any nearby creature (some powerful creature like the enderdragon, the ghast, the frostmaw and others are insensitive to that)
My second idea
My second idea is much like the famous mimic RPG but there is already a lot of mod who owns this creature so how to make it more original and especially better than others ?
Mimics look like normal chests, present in dungeons, underground or ruins but do not rely on appearances because when the player attempts to open the chest, the mimic will pull out the fangs and throw himself at his target. Its bite can inflict 4 heart of damage and it will swallow the object that holds the player in hand. It will advance by jumping. You will have to be careful before walking in the caves
Deadly Armed Mimic
Be careful when you see a big chest. Because there's a chance of it's deadly armed mimic. It is much more dangerous than its smaller cousin. This creature looks like a skeleton inside the chest, The bottom part of the chest float in the air and his normal but the upper part disappears leaving the place for a large spine with a horrific skull. From his spine comes out 4 skeletal arms. His arm have a shield was one of the top parts of the chest. So, the top part of the chest is divide into 4 little parts serving as a shield. In his skeletal hands, he will hold different weapons. The two hands at the bottom hold a sword. One of the upper hands holds an axe and the other hand holds a scythe. His first attack is to strike horizontally with one of his two swords inflicting 5 heart of damage, his second attack is to strike vertically with his axe inflicting 8 heart of damage, his third attack is to strike horizontally with his scythe inflitcing 8 heart of damage. His last attack was to take arrow out of the bottom of the chest and pullers in several directions. When he dies, he leaves two iron sword, an iron axe and a iron scythe, a box and a special item
A Mimic Orb, when it is thrown to invoke a tamed mimic who follows the player as a wolf and whose objects he can drop objects inside. If the mimic dies or the player use the right click with his orb, it will disappear and reappear when the player re-invokes it with all the contents left inside.
Thank you for all and for this mod
I think the whole change is stupid, just like I still think all the new changes in Star Wars were stupid because all of this tries to re-define history. We've all been there where you look at something from your past (be it code you made, a post you wrote, a command block routine maybe even a redstone contraption) and in most cases you'll look at that wondering: "what the heck was I thinking?!".
Now, that in itself is a good thing. It means you're progressing, you're getting better and can even pinpoint which parts needed improvement.
But it becomes different when some of your contents was shared in the open, for others to enjoy as well. Because your history is what made you the person you are today. Maybe you think what you produced in the past was wrong or a joke or whatever, but what about all those other people who did enjoy (or still enjoy) all of that?
I think they should release their texture remake as an optional texture pack and leave it at that.
Of course in the end I'm completely indifferent to the whole thing because it doesn't affect me: I already use a resource pack.