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    posted a message on Vanilla Survival World Day 6,550+ (Log/Showcase)

    This is simply intriguing. I spent 15 months building a home, but I have never encountered something this developed.

    Posted in: Survival Mode
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    posted a message on Nether Zombie Science!

    A very interesting concept. I have not had the pleasure of learning a great deal about the nether, and I thank you for sharing this with the minecraft community. Perhaps you can add it to the wiki's page on zombie pigmen if that is allowed.

    Posted in: Survival Mode
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    posted a message on Ant Dungeon! Found in Mesa Biomes!

    I'm glad to see you liked the ideas, and even though only one interested you, I'm still happy to have helped and shared some information of ants with you. I understand what you mean when you say you want to keep it simple or people will lose interest; "The Lag Factory" I'm visualizing would be way too complicated for Mojang to undertake in s timely manner. I'm a second year college student, so I know time restraints. The ants should be more imaginative than realistic because the world of minecraft is different from our own.


    Regardless, I want to specify a few things for the sake of clarity. They will still be difficult and are not likely to be implemented, however:


    1. The bounding box idea does sound ideal for the different rooms in the nest, as one would not have to worry about a dozen of ant moving through the colony every time one places a torch.


    2. I can think of several things a major could drop that would fit into the ant nest design. Perhaps it can drop a pheromone sack that can be crafted into an item that stops ants from attacking the player? Or a larger stinger that can be brewed into potion? It can even drop ant "meat" if you so desire.


    3. The nectar from repletes would only be a standard food item with no special affects other than restoring hunger to allow one to press deeper into the nest. Around the world, repletes of honeypot ants are viewed as a staple food source and I hear they are quite delicious.


    4. Suicide bombers within real ant nest show no concern for other ants in the vicinity if it help the colony as a whole protect the queen. Having the suicide bombers damage other ants was my attempt to keep this caste balanced. To continue with information on the suicide bombers as you requested, they would be produced within the nest only rarely and rush towards the player before detonating and dealing massive damage. They can either do a single-event damage like a creeper, inflict a status affect that drains health over time, release glue that prevents the player from moving momentarily, or grant an effect that increase damage taken from ant attacks.


    5. Remember not to confuse caustic chemicals, formic acid, and venom if you intend to use all three.


    6. I was confused on whether or not you were content with the queen ant or not because you had mentioned that you did not want it spawning other ants like any other mob queens would. Now that that is straightened out, the current AI sounds effective and I do imagine she would be most effective for combat support.


    I'm willing to give more information or suggestions if you desire to help your idea take off. I do not remember if you had found a way to animate the ants, but from what I have seen, it is pretty complicated. Still, I like the suggestion that you make this into a small a mod sometime in the future to showcase the idea, and better illustrate the concept to people. Or course, being a college student, you will be a bit short on time, so that may not be a viable option.

    Posted in: Suggestions
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    posted a message on Ant Dungeon! Found in Mesa Biomes!

    I will just proceed with my suggestions for improvements to your idea, and you can use them if you desire to do so. I am a serious ant person with a lot of knowledge on the subject of mymecology, but I will not go too deep for the sake of keeping the an dungeon idea simple.


    Firstly, you have mentioned that the ants would spawn in the colony in a manner similar to that of nether fortresses, but have you considered having the queen be the only means of reproduction for the colony? If the queen ant's chunk could remain loaded for the entirety of one's incursion, it could produce additional ants to rush the player from the inner chambers. To accomplish this, one would only need to use the standard AI already used for mobs.

    You have likely noticed that breaking the fence of a large pen of cattle causes the cattle to disperse out until they reach a stocking density they prefer. The ants could use the same mechanics. The queen produces additional ants, which then spread outwards until they are stopped by an inhibitor. I suggest you use sunlight, or rather a distaste for sunlight already found in real ants. This would allow the ants fill their nest to your desired stocking density, but they would not spill out into the overworld. The final component would be to give the queen standard mob spawner AI so that it stops producing when there are a certain number of colony members within its vicinity.


    Secondly, you seem to desire specific ratios of ants be found in specific rooms within the nest. This could be better accomplished by changing your designations for the caste and their appropriate behavioral mechanics.


    To begin, lets focus on the classes. The worker ants could benefit from an avoidance AI, which causes them to flee the player and other mobs if they are attacked, if the foreigner retaliates to their weak attacks, or even at the sight of foreign bodies if you desire. Like workers in a real colony, they would be seen as rushing away to protect their brood (eggs, larvae, pupae) and resources. Soldiers on the otherhand would rush towards the invader on sight and engage him/her with their main attacks. As the workers and soldiers follow their AI, you would end up with the frail workers falling to the center of the nest, the brood chambers, food stores, and garbage dumps as you desired, while the soldier stay in the outer chambers, that is the “resting chambers” and entrances.




    Next, lets discuss the ant classes themselves. Although you call them soldiers and workers, might I suggest you pick medians and minors instead respectively? They are more technical terms, and using that terminology would better allow the inclusion of additional classes if you so desire. This takes me into my next suggestion: Majors


    Supermajor of the Maruader Ant (Pheidologeton diversus) assisting minors during an espedition

    http://www.alexanderwild.com/Ants/Natural-History/Predation/i-9dr4b84/2/XL/PheAff2j-XL.jpg


    Majors are the classes of ants used by many species for combat or utility purposes noted by their large sizes, and in many, oversized heads. Including them could work well to better balance out the drops found within the nest by making them act as mini-bosses, taking strain off the queen. Each major could be spawned by the queen rarely (more commonly if you want a more realistic density of majors found in real life ant species), and have increased attack and health points, notable to the player by its superior size and massive heads. When killed, a major could drop rare chitin plates for crafting, better levels of resin than workers, or other drops you choose. If you use minor, medians, and majors, a good ratio (depending on the species) would be one of three options:

    1. 33% for each class
    2. 50% minors, 40% medians, and 10% majors
    3. 74% minors, 25% medians, and 1% minors



    This brings me now to the suggestion to add “specials” that appear rarely in the colony (1% of entire colony population) and are based on the unique morphs of some ant species found in the wonderful world of mymecology:

    ----- Repletes have bloated gasters filled with food and act as larders for the ant colony. They seldom move, and should only occur in the deepest reaches of the nest hanging upside down from the ceiling. They should have passive AI with a preference for only the lowest light levels to ensure they do not stray from the central parts of the nest. When killed, they could drop nectar which can be consumed by the player or perhaps superior amounts of resin.

    ----- Suicide bombers (maybe call them formipetard as some find the name offensive) mix chemicals within their bodies to unleash a devastating blast of boiling chemicals onto whatever attacks the colony. They would work like creepers, but to prevent them from destroying their own nests they should be unable to destroy resin, sand, sandstone, or hardened clay. Anything caught in the explosion would take a massive amount of damage. Perhaps they could drop gunpowder or a special material that can be used to make an acidic splash potion.

    ----- Formic Artillery could appear in the game with a ranged attack that would give the a small amount of damage with each shot. You stated you did not want to animate the ants shooting acid, but you could instead have a caste of ant permanently in firing position, indicating to the player which ants have the ability to perform their ranged attack. Like suicide bombers, they should drops ingredients for acid potions.




    Finally you mentioned that you wanted the queen ant to have something special beyond simply producing ants to fight for it. Might I suggest you look to the semi-clausteral species or the more primitive colony-dwellers of our planet. Some ant queens are well suited for combat if only combat support, and you could very well give the queen an attack in its own right. I suggest its main attack be a stinger, which grants several abilities beyond the obvious... sting (these are names I created for attacks, not terminology of course):

    -----Caustic Cloud

    By extruding venom from its abdomen, the queen ant could create a toxic cloud that harms the player (note that formic artillery and suicide bombers would not be given the aftereffect). This could be done with the new effect cloud potion to be introduced in update 1.9.

    ----- Venom Slash

    Many ants slash their opponents with their stinger rather than jabbing them directly, leaving a large open wound and increasing the effect area of the burn. This attack could increase damage taken for a short period by introducing a re-purposed splash potion ants that does not effect ants.

    ----- Jaws of Death

    In some species, queen ants hunt above-ground while raising their first broods and thus are capable of restraining and killing prey. The queen, therefore can be given the ability to tightly squeeze the player, preventing him/her from moving while it quickly jabs the player with a weak sting. This would also allow other ants to deal damage until it releases its grip a few seconds later.


    That is all I have for now, and you can use them if you desire or ask me to elaborate further if you like any of my ideas.

    (Tisk, tisk. I might end up making this mob myself if you don't want my ideas. XD Now I'm interested.)

    Posted in: Suggestions
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    posted a message on Wither skeleton farming help

    Regional difficulty can be used to increase the spawn rate of certain mobs on a chunk, so the best possible method would be to stand inhabit an area for several hours with the difficulty slowly increases. Another effective way would be to lower the light level of the bridges on the nether fortress to 7 or less by roofing over the location of interest.


    Unfortunately I lack experience with the nether, so this is as much as I can help with.

    Posted in: Discussion
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